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Lucent's Artifacts and Assorted Paraphernalia

Testament Sublime
The Coronal
The Red Seal
Lost Mirage
Rosary Kadmon
The Zenith Seal
Heart of Night


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Testament Sublime

Malfean Superheavy Plate *******
This Copper Carapace covers all of its wearer, the symbol of Malfeas upon its chest in flame-wrought crystal like Her Spheres, writing following up his arms to form the Testament to the failing of humanity, breaking of the Chosen and end of their world, living in their Harbinger, closes to the Primordial. It has been cleansed, however, inlaid with Orichalcum to balance the menacing Copper, losing the menace but keeping the Sublimation of Man Into Primordial.

Soak 14L / 14B
Mobility 4 Fatigue 2
Hardness 10
Commitment 10
Three Hearthstone Slots

Greater than Existence: The Harbinger of the Testament Dwarfs the World by his very existence; His presence stretches forth from him, and he is far greater than most realise as his soul and self spreads far. He is considered to be touching anything as far as (Essence x10) yards away from him, as well as anything imbued with his Essence, such as weapons, as if he was doing so with his naked, bare hands. He can pull any object within that area to him as if he had Strength equal to his Presence + Essence. Within this area, all Awareness, Craft and Medicine rolls receive automatic successes equal to his Essence, as all becomes part of his own body.

Greater than Divinity: The Harbinger of the Testament holds the bounty of those who built Heaven and created its power on the palm of his hands. Spending 20 motes, the Harbinger can roll his Compassion + Essence on the event of a successful Prayer roll; every success therein presents the Spirit with a block of Ambrosia. Should the God take the Ambrosia a pool of extra successes equal to the Spirit’s greatest Virtue is created which the Harbinger can use in any interaction with the Spirit. This cannot be used again in the same God as long as there are still successes in the pool.

Should the Spirit take more blocks of Ambrosia than his Essence score it feels indebted to the Harbinger(most Spirits do not realize that), giving part and parcel of its Essence to its hallowed benefactor, its banner appearing on the Harbinger's vast starlit-night cape and on his Anima. This Connection gives the Harbinger a power, dependent in the relative authority of the Spirit…

  • Terrestrial Circle Connections are the result of indebting Terrestrial Gods. Their power is comparable with strong Terrestrial Charms and Spells, as well as Spirit Charms. Second Circle Demons fall upon this category.
  • Celestial Circle Connections are the result of indebting Celestial Gods. Terrestrial Spirits with certain unique mandates may also be counted as Celestial Circle Connections. Their power is comparable with Celestial Circle Spells and Celestial Charms.
  • Incarna Circle Connections are the result of indebting the Incarna and certain high Celestial functionaries, such as the Bureau Magistrates. Their power is comparable with Solar Circle Spells and Sidereal Martial Arts. Third Circle Demons fall upon this category.

The Harbinger cannot be connected with more Spirits than his Permanent Essence Score. The Connected is in many respects like a component soul of the Harbinger; they can hear each other’s voices in prayer unless disrupted by mystical means. However, this also means that, should they be destroyed while they are Connected the Harbinger loses, permanently, the dot of Essence that was tied up with his power, and suffer an extra -3 Wound Penalty on all dice rolls for the remainder of the month. That dot may be recovered if it is tied to another Spirit.

Connection powers are used in the same manner as Charms.

Their Own Worst Enemy: The Harbinger knows that humans are inherently flawed beings, unworthy of being Princes of the Universe. As his gaze falls upon an Exalt, the Harbinger knows the ratings of their Virtues, their Willpower, their Nature and Virtue Flaws, and the Abilities (or other such categories) they have Charms in.

Due Vendetta: The Harbinger burns with the righteous anger of the Yozi, locked beyond the world by creatures of their own devising! Whenever he rolls to influence one of the Exalted that he knows the flaws of he receives one automatic success for every three dice rolled. When channeling Virtues against them, all of the Harbinger's dice become automatic successes.


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The Coronal of the Amaranthyne Imperial

Floating Arrangement of Celestial Body Weapons *****
Within the Coronal are inscruted seven gems. One Yellow as an Opal, another Violet as an Amethyst, another blue as a Sapphire, another Crimson as a Ruby, another Viridian like an Emerald, and finally a pair of Gold and Silver. With Lucent's mere whisper those gems explode out of the Coronal to form an orrery with him as their center, floating fist-sized orbs of pure Essence that can take a myriad of shapes, defending his form and dissolving in light to bring heavenly punishment to those they strike!

Accuracy +3 Damage 15L Range 100 Rate 4
A weapon to twist the Heavens cleansed into a weapon to save them.
To know that those kissed by the Sun need your guidance.
To know that those kissed by the Moon need your guidance.
To know that those kissed by the Maidens need your guidance.
To know they will be there to protect you.
They are your weapons, your armor, your charge.
Yours to know when to properly sacrifice, and at what cost.
Commitment 10

Celestial Conjunction: Each Orb has a distinct effect upon striking Lucent's enemies successfully.

  • The Sun: This Orb deals aggravated damage against creatures of darkness.
  • The Moon: Ever-shifting it flows through obstacles, completely ignoring Cover.
  • The Journey: Hinders the victim’s own; its movement rate is halved until the end of the scene.
  • The Lover: Doubles the victim’s wound penalties, all of her pain is turned into ecstastic bliss.
  • The Secret: Makes a secret of all, blinding the victim for a scene.
  • The Battle: Makes even Exalted bleed, losing one Health Level per turn until treated like Mortals.
  • The End: Severs the victim’s Essence. The victim may roll its own Permanent Essence with a difficulty equal to the damage incurred in the attack(minimum 1 if it did no damage), or have one of its Persistant Charm effects, chosen by Lucent, interrupted, freeing the committed motes and ending the Charm.

Orrery of Love: The Coronal acts as a shield to Lucent. Any strike against the Exalt has its difficulty increased by 4. Each two orbs that are somehow taken out of commission lower this difficulty by 1. (The last Orb stays even more zealous around the Solar.) They do count as out of commission from the time they are thrown to the end of the turn, when they return in zeal to their love, to resume their orrery of protection.

Essence of Light: The orbs are pure Essence. Although their default shape is that of a fist-sized Orb with the Incarna's sigil upon them they can shift into a myriad different shapes, with a degree of free will expressed as they become miniature versions of their Incarna. Those orbs can become doors and block passages with the statistics of a brick wall. They can make a staircase for Lucent, forming discs over discs, although each one is only wide enough for three people, and only a small plataform to step in. They can remain as plataforms in the air indefinetly. The Orbs count as being out of commission and cannot protect him when doing so, of course. None of those uses can be more than 100 yards away from the wearer.

Gift the Light: In the same spirit the Orbs can form little objects which Lucent can hold or gift, or just form sparkling lights sympathetic to the type of Incarna that is generating that light, adding three dice to Social rolls depending on their Specialty...

  • The Sun: Adds three dice to rolls pertaining Leadership or the Solar Exalted.
  • The Moon: Adds three dice to rolls with the intent of Deceit or the Lunar Exalted.
  • The Journey:Adds three dice to rolls dealing with Merchants, Wanderers and Chosen of Journeys.
  • The Lover: Adds three dice to rolls dealing with Love and Chosen of Serenity.
  • The Secret: Adds three dice to rolls dealing with Savants, Mystics and Chosen of Secrets.
  • The Battle: Adds three dice to rolls dealing with Fighters, Soldiers, Generals and Chosen of Battle.
  • The End: Adds three dice to rolls dealing with Funerals, Gardeners and Chosen of Endings.

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The Red Seal

Seal of State ****
Commitment 5
The Red Seal is an ornamental bracer of Red Jade and Orichalcum that forms the elaborate banner of the Kashaen, red and gold with a white faced of the sun wreathed in styled flames, coiled like the tail of a scorpion. The Red Seal is a tool of rulership that marks the wearer as the leader of a people, politically and spiritually, to care for them, to provide for them to have all of their might in his spirit.

Unchallenged Ruler: The Seal gives the wearer the mien of an Unchallenged Ruler – it adds 5 dice to any Presence, Performance of Bureaucracy roll. To strike the ruler is to call on the wrath of all his subjects, and those who behold the Seal’s wearer know this – they need to be ready for war if they wish to strike him. Attacking the Seal’s wearer requires a Conviction roll with difficulty equal to half his Permanent Essence, rounded up; This roll is required only once per scene, and is only nessessary if the Exalted has not taken any violent moves yet.

One With His People: With the expenditure of 5 motes of Essence, the king can feel the general mood and feelings of his populace, that being all who think of themselves as his subjects and have sworn themselves in front of the Seal – instantly pooling them to know what they need and wish. With the expenditure of 1 willpower, he may send a message with no more than twice times his essence in words to all of his subjects – a message they all know to come from him.


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Lost Mirage

Orichalcum Reinforced Breastplate **
There is a place where where melted mountains became glittering metal sands. There mirages show a man the truths of his soul, the scorching heat reflecting his dreams and aspirations upon the dunes. It was from such sands that Kabeira forged the Lost Mirage, an armor of crystalline gold whose patterns blaze like heathaze in brass and bronze swirls.


Soak 7L/7B
Commitment 3

Dream Refraction: Spending 10 motes and touching a person's forehead the user of Lost Mirage can extract a single poignant image from their subconscious - it must be something that is a driving passion, trauma or important puzzle for them at the moment; a defining image.


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Rosary Kadmon

Collar of Dawn's Cleansing Light
Commitment 1
This Rosary is one of Lucent's oldest possessions. one that belonged to Helios Red Sands, the rosary ending on the little brooch that is the banner and symbol of the forgotten nation of Kadomony. Crimson like its sands used to be, red sands from whence it was said humanity had grasped forth. Eternally reborn the collar keeps Lucent from ever becoming dirty or stained.


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The Zenith Seal of the Deliberative

Authority Interface for the Realm Defense Grid
This is a simple gold disk, nearly a foot in length and embossed with the Zenith Caste Mark. Such a simple appearance hides the interface to access the Zenith functions of the Realm defense grid, allowing the Golden Bull to access functions such as the Shields of Creation, Instant Communication far and wide, and the Support Systems that can protect the life of those within from terrible enviromental onslaught. There are many such functions, all connected to the role of the Pillars of Heaven in the Exalted Hierarchy.


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Heart of Night

This little black disk embossed with the design of a black serpent with golden highlights holds the Essence of Alveua, Keeper of the Forge of the Night. The last piece of the Ebon Dragon still in existence kept by her love with Lucent, Alveua may appear when called by that connection only as an empty, hollow image in star-lit places. It still warms his heart to know that she exists still close to him, however.


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Page last modified by November 10, 2008, at 08:21 PM