Exalted – Sample Artifact Armor

This time it’s a few sample suits of armor for Exalted. Why? Because quite a few characters want armor and because I’m still playing catch-up (and probably will be for some time). Ergo, here we have four sets of artifact armor…

Juggernaut Armor (****, 5 Motes to Attune):

Despite the crystals and gems which stud it’s surface, and the tracings of inlay that ornament it, at its core the Juggernaut Armor is as starkly functional as a wall – and for much the same reason. A design from the Primordial War, it’s intended to allow the wearer to simply wade through enormous numbers of enemies and to withstand even the most overwhelming attacks – at least for a little while. It will even partially contain a flaring anima – converting it from an iconic banner into blazing radiance discharging through its inlays and into “jets” of light from it’s joints and other openings. This does not, however, change its colors, how conspicuous it makes the wearer, or even how much light it sheds.

  • “Perfect” Superheavy Plate: +14L/+14B, Mobility -2, Fatigue 2.

Yes, yes, I know; “perfect” equipment no longer exists – which is why I’m counting this as a minor artifact power. Fortunately, that cost and a couple of other costs have already been subtracted from the available points for armor-building.

Special Properties:

  • Adamantine (4): Hardness = the armor’s total soak bonus.
  • Adaptive (4): The user may spend two motes to resist any kind of special effect.
  • Enduring (4): The wearer gains four levels of Ox-Body Technique.
  • Environmental (2): The user is unaffected by natural environmental conditions.
  • Exoskeletal (2): The wearer gains +2 Stamina.
  • Hearthstone Sockets (2): The Armor may mount three Hearthstones.
  • Increased Soak (4): The armor gains +6L/+6B Soak for a total of +20L/+20B.
  • Lightweight (2): The Armors Mobility and Fatigue Penalties are reduced to 1 each. It continues, however, to look like exactly what it is – superheavy plate armor.
  • Talismanic (1): The armor can reduce the final damage from any attack to zero three times per scene.
  • Warding (4): The armor caps damage from any source at two health levels.

Juggernaut Armor is hard to find these days, but it’s popular amongst those who like to wade into battle – and amongst those who don’t care for battle, but who want to survive it. A Tattoo Artifact version is possible – and is VERY popular with certain groups of Lunars.

Thunderbolt Battleweave (Artifact ****, 1 Mote to Attune).

Thunderbolt Battleweave is nearly skintight armor woven of magical-material threads. It looks a lot like a very heavy fabric or, perhaps, the very finest of chainmail. It very obviously shouldn’t provide much of any protection at all – and it probably doesn’t, at least not physically. The weave channels ambient essence into itself and its wearer, acting something like a geomantic demesne – making itself indestructible and granting it’s wearer a variety of secondary enhancements. While it IS still armor, it was designed for speed, flexibility, and personal enhancement, rather than to maximize it’s protective value. While it’s still far better than any mundane armor ever made, it’s not a mobile fortress like the Juggernaut Armor. Those who want to conceal it can do so with a cloak, cape, or long jacket and a little effort.

  • “Perfect” Lamellar +8L/8B, Mobility -0, Fatigue 0. The suit is concealable with effort.

Special Properties:

  • Adaptive (2): The user may spend two motes at any time to get one-tick immunity to Crippling, Desecration, Shaping, Sickness, and Poison effects, entirely negating any such effects that would be inflicted by an attack.
  • Augmenting: Thunderbolt Battleweave adds +4 Athletics (2), +4 Dodge (2), and +4 Melee (2) since it greatly augments it’s wearer’s reflexes. Sadly, this isn’t enough to boost the wearers other abilities; raw speed and power isn’t everything.
  • Enhanced Sense (Essence Sense) (2): Such suits provide an awareness of the energy fields they’re drawing on – an effect rather like hearing; it covers everything in the immediate area, but will require both familiarity with the functions of the suit and an appropriate (Per + Awa) check to spot things such as incoming essence-charged attacks, spirits, normally-invisible things, and so on.
  • Exoskeletal: Thunderbolt Battleweave provides +2 Str (2) and +1 Dex (2).
  • Increased Soak (2): The protective essence-flows of the suit provide +4L and +4B Soak, increasing it’s total to +12L/+12B – equivalent to mundane superheavy plate. Sadly, the Weave is fairly flexible, and provides no Hardness.
  • Parrying (2): The suits fists count as Exceptional Maces.
  • Striding (2): The user’s land speed, and leaping distances, are doubled.
  • Talismanic: The user may strike immaterial beings with his or her fists (2) and the user is protected by a Walkaway effect, capable of reducing the final damage from an attack by three levels up to three times per scene (1).
  • Tides of Life (2): While the wearer is still stuck with any lethal damage, mere battering and bruising can be swiftly regenerated; the user heals one level of bashing damage every three actions in combat. (And thus, like most superheroes, tends to get up again and again when he or she is being battered).
  • Transforming (2): Thunderbolt Battleweave provides the equivalent of 8 points of mutations – although this is fixed for each suit. Most of them provide the equivalent of a Tail (+2 Athletics, 1), Large (+1 to Str and Sta, +1x-0 Health Level, 1), Wolf’s Pace (+2 to Dex for Movement and +2 to Str for Jumping purposes, +1D on long-term running, 1), Night Vision (1), and Inexhaustible (2). Mortals wearing such a suit also gain Exalted Healing (2), but this doesn’t help most supernatural users. There are a few suits which substitute the equivalent of Wings (6) for everything but the Exalted Healing effect – but those are rare.
  • Warding (2): No one wearing Battleweave can suffer more than four health levels worth of damage from any given attack or flurry for any reason. If this is combined with the Walkaway function above, this can be reduced to one level.

Actually, of course, this is a superhero suit, with a style ranging from Iron Man to Vindicator – or whatever you like. It doesn’t generally offer energy-blasting capabilities, but surely no Exalted character will let a difficulty that minor hold them up if they want such a thing.

Vest of Elemental Mastery (Artifact ***, 1 Mote to Attune)

This heavy vest is thickly embroidered with complex thaumaturgical runes and symbols of elemental power – allowing it to bend and channel the elemental forces of the world. While it cannot manipulate the forces of Wood lest it disrupt it’s wearers life force by accident, it offers anyone with the essence pool to use it the ability to telekinetically manipulate the elements with some facility and a reasonable degree of protection. While this is still no match for the power of a Dragonblooded Exalt, or even for the kind of potencies that the Raksha or lesser powers can control, it’s fairly impressive for a mortal – or even for a supernatural entity who HASN’T made a study of such tricks.

  • “Perfect” Reinforced Breastplate: +8L/7B, Mobility -1, Fatigue 0.

Special Properties: 

  • Adaptive (Poison) (1): The user may spend 2 motes at any time to gain immunity to all Poison effects for one tick. If this is used against an attack, it entirely negates it’s toxic effects.
  • Environmental (2): Protects against all natural environments.
  • Lightweight (1): The “breastplate” is actually an embroidered vest. Since this power reduces it’s penalties to zero, it does not count as wearing armor. It can mount one Hearthstone, normally centered on the breast.
  • Talismanic (8): The Vest grants telekinetic control of Earth, Fire, Air, and Water, although the user must commit three motes to the armor per element that he or she wishes to control during a scene (yes, the basic one mote attunement counts towards this total). If the wearer opts to commit twelve motes to the Vest, he or she may use its elemental powers at will. Such manipulations require (Wits + Occult) checks, although the user does get a six die bonus on such rolls. The results of such manipulations are roughly similar to the results of using Armor of Elemental Imbuement.
  • Warding II (2): The Vest perfectly caps damage to the user – regardless of it’s source – at 4 Health Levels.

Vests of Elemental Mastery are very popular with Sidereals who wish to pass amongst the Dragon-Blooded or boost their soak a bit while using no-armor martial arts – as well as with enlightened mortals, who find it quite invaluable, both for it’s discrete protection and for the (by their standards) cheap and powerful elemental magic. They’re not at all popular with the Dragon-Blooded; not only are the elemental tricks cheesy thaumaturgy-level effects beneath the dignity of a true master of the elements, but they’re often used by mortals to ape their betters.

Mantling Dream of the Peerless Warrior (Treasure ***, 1 Mote):

This Raksha “armor” is forged from the dreams of military commanders, the men who look at the people they actually have to lead and wish – oh so feverently – for different ones. For men who are well-trained, fast, strong, skilled, and durable. Fortunately for them, a Raksha (or even a mortal!) wrapped in this particular dream is indeed quite competent – and at an attunement cost of only one mote.

  • Perfect Lamellar: Soak +7L/9B, Mobility -, Fatigue -, May be concealed under heavy jacket or cloak, with it’s Mobility and Fatigue penalties reduced to zero, it no longer counts as armor.

Special Properties:

  • Augmenting: +2 each to Athletics, Dodge, Firearms, and Melee (4 total).
  • Disguised (2): The Mantling Dream has no fixed physical form; it can “become” any type of armor or clothing that the user desires; it is the user’s military bearing and discipline that is the true mark of its presence.
  • Essence Focus (1): As the Mantling Dream is derived from Mortals, so can it be attuned even by unenlightened mortals who choose to commit a point of will to it.
  • Exoskeletal/+1 Dex (2): The Mantling Dream grants it’s wearers swiftness and sureness – a boon to those who wish to survive a battle.
  • Talismanic (2): Each Mantling Dream is a bit different, offering the user access to a particular general thaumaturgical effect. You can default to the kind of elemental tricks that the Vest of Elemental Mastery makes available for a particular element, but there are certainly lots of other possibilities.
  • Talismanic/Walkaway (1): Three times per scene the Mantling Dream can reduce the final damage from any attack or flurry by three levels. In conjunction with the Warding function this will reduce damage to a single level.
  • Warding (2). The Mantling Dream limits the maximum damage that the wearer may suffer from any attack or flurry to four levels.

Mantling Dreams (and many MANY variants thereof) are obviously popular with the Raksha, but do occasionally appear elsewhere. More than a few great mortal military men and (well, for mortals) heroes have drawn a tale of noble service about themselves and made themselves a part of that dream or legend – donning a Mantling Dream Of The Peerless Warrior without even knowing of its existence.

2 Responses

  1. […] Building Artifact Armor: General rules for constructing upgraded Artifact Armor – along with some Sample Armor Designs. […]

  2. […] Building Artifact Armor: General rules for constructing upgraded Artifact Armor – along with some Sample Armor Designs. […]

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