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[Exalted 3E] [Homebrew] Sacred Heath & Blood Steppes

Jun 6th, 2016
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  1. [Sacred Heath & Blood Steppes]
  2. Light Artifact Fire Pieces (Orichalcum & Red Jade): ***
  3. Attunement: 5m
  4.  
  5. Twin fire wands; sisters forged from the burning sands of the far South, their barrels hum with the golden touch of the high desert sun. Thirsty and parched, they starve for more and more essence, requiring a Solar or Fire hearthstone to function, and essence to fire. Hammered on an anvil of sands in the kiln breathed forth by the Tyrant of the Sands, the two sisters were gifted by their Solar master the flames of the Unconquered Sun. When a Solar attunes to them once more, the desert sands will turn to glass from their burning convictions.
  6.  
  7. Evocations:
  8. Passive:
  9. While the Solar remains relentless in battle, [Sacred Heath & Blood Steppes] dance with glee, increasing their overwhelming damage by +2, doubled against Spirits.
  10. In addition, when the Solar first learns an evocation of [Sacred Heath & Blood Steppes], he learns [Glass Slinger] for free.
  11.  
  12. [Glass Slinger] (Cost:– ; Type: Permanent; Duration: Indefinite):
  13. While attuned with [Sacred Heath & Blood Steppes], if their wielder successfully lands a withering attack after supplementing an attack or rush action with an evocation of [Sacred Heath & Blood Steppes] or a charm from Righteous Devil Form, he may make a *second* attack.
  14. The Solar makes a *second* attack at any target in range, rolling (Overwhelming+Essence) with double 10's and gaining initiative equal to the number of success. The target of this second attack however, does not lose any initiative.
  15. The Solar may not supplementary or reflexively use any charms or evocations with this second attack.
  16.  
  17. [Piercing Flame] (Cost: 3m; Type: Supplemental; Duration: Instant):
  18. The heat of Solar Fire melts the strongest and heaviest armors and withers them to glass. When [Piercing Flame] supplements a *withering* attack, it reduces the targets Soak by (Essence). When supplementing a *decisive* attack, it instead ignores (Essence/2, rounded up) Hardness.
  19.  
  20. [Ardent Blaze] (Cost: 3m, 3i; Type: Simple; Duration: Instant):
  21. Taking aim, the Solar unleashes a fiery sun of blue-white flames that explode into a spiraling wave of fire, marking those who sin in the sands for judgement. This charm is a difficulty 2 gambit, and on success, marks the target and any enemy in close range with [Inferno Enraged], harmless blue-white flames that persist until the end of the Solar's next turn.
  22. When the Solar or his ally land a *withering* attack, *gambit*, *evocation*, or *charm* on a enemy marked with [Inferno Enraged], until the end of the Solar next turn, he may double up to (Essence) 9's on a Rush action.
  23. [Ardent Blaze] explicitly counts as an action that triggers [Glass Slinger]
  24.  
  25. [Relentless Pursuit] (Cost 3m; Type: Supplemental; Duration: Instant):
  26. The Solar is hellbent in his pursuit, gliding over the sands as he hunts down those who dare stain the sands with dishonored blood, without a care for his own safety.
  27. When the Solar flurries a *rush* or *disengage* action, the defense penatly he suffers increases to -2, but the flurry penalty he takes is reduced to -1.
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