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    Tide Callers (Artifact 4)

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    Spastic_Clapper


    Posts : 23
    Join date : 2016-01-18

    Tide Callers (Artifact 4) Empty Tide Callers (Artifact 4)

    Post by Spastic_Clapper Wed Nov 16, 2016 10:21 pm

    Tide Callers, black jade and moon-silver wraps (Artifact 4)
    Themes: Water Control, Adaptability, Ebb and Flow, Control
    Tags: Worn, Concealable, Grappling, Bashing

    The Tide Callers are silk-steel wraps that have moon-silver threads woven into to their length. Around the knuckles and on the back of the forearms are black jade plates. These wraps upgrade the unarmed attacks to that of a light artifact weapon. When the exalt attunes the Tide Callers they automatically gain access to the Ebb n' Flow Evocation. Like most artifacts they are not intelligent, but they do seem to have a personality of their own. Their mercurial nature leaves them feeling uncomfortable when things remain too static around them, and their connection to the ocean makes them almost a temperamental as the ocean gods.

    Ebb n' Flow
    Cost: 3m; Mins: Essence 1
    Type: Reflexive
    Keywords: Uniform
    Duration: One Scene
    Prerequisites: None
    For 3 motes, the user causes water fly towards the user and form into four balls of floating water that swirl around his arms and legs. If used under water these balls of floating water are still obvious, seeming to be more solid that the water around it. These hard water constructs can be as hard as steel and as malleable as water as the user desires and they shift and move in tandem with the solar. As the solar strikes, the hard water constructs rush forward and spearhead the attack and when the solar moves to parry they flow with him deflecting blows before they even reach the solar. The constructs never move more than a couples inches from the users arms or legs.

    This upgrades the weapons traits to that of a medium weapon and allows the solar to alter the behavior of the hard water constructs between offensive, balanced or defensive. The solar may change between these three once per turn as a reflexive action on their action.

    The solar can choose to have the hard water constructs act offensively, acting like a wave crashing against a cliff wearing it away. The flowing waters seek to find the slightest holes in defenses and slips between the cracks of armor. This grants the weapon the Lethal and Piercing tags. The solar can instead choose to have the constructs behave in a more balanced way, moving steadily forward to slam home attacks and back to defend the solar, much like a wave right at its peak. This grants the weapon the Lethal and Smashing tags. Lastly the solar can choose to retreat, as does the departing wave, focusing on defense an spread the constructs out into shields around his arms and legs. While doing this they gain the Shield tag and Bashing Tags. When first activated they begin in balanced mode.

    Undertow's Pull
    Cost: 3m, 1i; Mins: Essence 1; Type: Supplemental
    Keywords: Uniform
    Duration: Instant
    Prerequisite Charms: Falling Hammer Strike
    The tide is rarely predictable, and always dangerous. The Solar attacks with an unexpectedly ferocious attack, forcing the enemy off balance. An attack enhanced by this Evocation inflicts one additional point of onslaught penalty. If the Solar switches the modes of the Tide Callers before their attack, this charm adds a second additional point of onslaught penalty.


    Sudden Squall Strike
    Cost: 3m, 1wp; Mins: Essence 1; Type: Reflexive
    Keywords: Uniform
    Duration: Instant
    Prerequisite Charms: Undertow's Pull
    Capitalizing on her foe’s weakness, the Solar drives on to deliver a blinding follow-up attack. This Charm may only be activated after the character makes an attack which causes her target to suffer an onslaught penalty of 3 or more. It allows her to make a follow-up withering or decisive attack with the Tide Callers at her full dice pool. This Evocation can’t be used more than once on the same turn.

    Tide's Sudden Change
    Cost: - (2m, 1i); Mins: Essence 2; Type: Reflexive
    Keywords: None
    Duration: Instant
    Prerequisite Charms: Sudden Squall Strike
    Once per combat the Solar may make a reflexive change between combat modes of the Tide Callers, even if they have already changed modes that turn. If the Solar switches to defensive mode, they may spend 2m and 1i to reflexively enter full defense until their next action. This may even be activated after the user has attacked that turn. This charm resets after the Solar has shifted modes over three rounds from Offensive to Balanced to Defensive or Defensive to Balanced to Offensive. These shifts must happen in order.

    Unpredictable Storm Strike
    Cost: 3m; Mins: Essence 2; Type: Supplemental
    Keywords: Withering-only
    Duration: Instant
    Prerequisite Charms: Sudden Squall Strike
    A solar wielding the Tide Caller is a master of being unpredictable. His unpredictable attacks throw his enemies off balance, forcing them to adapt quickly. This Evocation supplements a withering attack if this attack strikes the opponent, he suffers a penalty to all dice pools on his next turn equal to his onslaught penalty at the moment of the strike. Activating this charm requires the Tide Callers to be in balanced mode.

    Wave's Final Crash
    Cost: 5m, 1wp; Mins: Essence 3; Type: Supplemental
    Keywords: Decisive-only
    Duration: Instant
    Prerequisite Charms: Tide's Sudden Change and Unpredictable Storm Strike
    Waiting until the perfect moment, the Solar strikes a telling blow against her reeling opponent with the Tide Callers, ruthlessly exploiting the advantage created by her relentless onslaught. A decisive attack supplemented by this Evocation adds double the target’s current Onslaught penalty to its base damage, and causes the Exalt to reset to (base + half the opponent’s Onslaught penalty, round up) Initiative. If the attack inflicts damage, the Solar gains one point of Willpower. Activating this charm requires the Tide Callers to be in offensive mode.

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