Resources for Exalted Second Edition
Please note: You must create separate user accounts for Lore 5 and the ECR forums.Sun-and-Sands Habiliments
By Bill Garrett
Submitted on 25 Dec 2006 at 06:23:54 AM ESTLast updated on 07 Jan 2007 at 03:03:51 PM EST
Level 3 Artifact
Unlike many of the moderately impressive wonders of the world, which originate in antiquity, this is a product of the Second Age. It was created by a powerful Twilight Caste Solar for her Dawn Caste ally. In one sense, it fulfills the Dawn’s nature as a consummate warrior of the battlefield, in particular when facing the Lunar Exalted. But in another, it is a tool for the Twilight to show a dedicated warrior a larger facet of existence.
The Habiliments are a set of loose-fitting clothes spun from the silk of the Southern desert’s spider-gods, harvested at the dawn’s first light, when the very dew on the spiderweb is blessed by the rays of the sun. It is mixed with fibers of spun orichalcum and red jade, and finally dyed in the colors of saffron and lavender to match the affiliations of the Dawn Caste. They are suitable for wear in the hot deserts of the south.
The garments may be worn over any sort of armor, and are compatible with Martial Arts styles which cannot be worn while armored. They have no Hearthstone settings, and require a commitment of 5 motes to attune. The garment may not be attuned by anyone but a member of the Dawn Caste, for they draw out the nature of the fearless warrior and enhance it, making the warrior shine in all that he does. Every hero must fight, achieve, and persuade, and the garments allow the Dawn to do all three.
The warrior shines most brilliantly in war, of course. The rapidity of a desert wind and the suddenness of the Sun bless the Habiliments’ wearer with speed and agility, providing a +2 to his DV against all attacks. Further, the garments themselves bear the strength of the Solars, providing 4L/4B soak. This protective aura stacks with armor and is treated as natural soak.
Even warriors must sometimes put aside their weapons, but none can ever truly put aside their warlike nature. Accordingly, the Habiliments allow the Dawn to use the principles of strife when undertaking peaceful deeds. The character using stunts to use a Dawn Caste ability in place of a non-combat ability roll treats each stunt die he receives as an automatic success. The Storyteller is expected to provide considerable leeway when allowing such stunts, as a power of the artifact. However, he may disallow this bonus for sufficiently inappropriate stunts.
Example: a knife-fighter lacking dots in Craft wishes to whittle a sculpture. He may instead use his Melee or Thrown ability, hacking away at a block of wood with supremely focused aim to achieve a similar result. A martial artist, expected to demonstrate a beautiful dance, may instead perform a graceful and beautiful kata from one of his styles. A military commander, invited to oversee a bureaucracy, may choose to view it as a clash of particularly pacifistic armies.
Finally, the wearer of the Habiliments has chosen the warrior’s path. He embodies honor and forthrightness, understood by all as the mailed right fist of the Sun. The character’s actions will never be misinterpreted as a challenge or hostile act unless he actually intended to challenge a given onlooker, and any challenge or hostile act he makes will always be clearly interpreted as such. Individual characters may decide whether or not to take offense at something the character has done (or not done), but his intentions will always be clear. This effect negates social penalties stemming from confusion about his motivations, and will perfectly shatter illusions or other deceptions which might involve confusion on such matters. This effect may not be controlled by the wearer; it is an ongoing aspect of the garments’ power.
Example: a cadre of Lookshy officers have been told by a disguised Sidereal that a Solar warrior may attempt to strike them down if he comes to their camp while armed with a daiklave. The Sidereal uses a Presence Charm to attempt to convey an air of hostility from the Solar to reinforce this belief. However, when the Solar comes to the camp, bearing his daiklave, the Sidereal Charm is shattered and the officers will truly understand that he has not intended to attack them.
| List |

