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Fang of the Eternal Hunt

By Cries Tears of Jet Laughter

Submitted on 01 May 2007 at 03:40:48 AM EDT
Last updated on 01 May 2007 at 03:40:48 AM EDT

Level 5 Artifact

The Eternal Hunt was a Behemoth. Appearing as a countless pack of giant fierce golden wolves, it was the prototype of the hunting pack concept. Many were the exploits and prey attributed to this behemoth, but in the end it was felled. One of the first age’s greatest hunters finally chased down and killed every last creature in the pack. This would not be enough to stop the Eternal Hunt as the pack members would simply be reborn, but this hunter was a master craftsman as well as a hunter. He trapped the very being of this immortal hunting monster in a gem. There he bound and shaped the soul of the Behemoth into a ring, hovering around the gem, and fitted the 13 most perfect teeth of all of the hunt around the edge of said ring.

Fang of The Eternal Hunt is a beautiful and deadly throwing weapon that attacks almost on its own volition and becomes more and more deadly the more blood it tastes, springing from victim to victim, tearing them apart with repeated flesh-rending attacks.

The gem is a faceted, blood red, gem. It is semi-transparent and seems to glow slightly from within. This is usually all of the weapon that exists. But an attuned wielder can call forth the band. This band, made from the soul of a Behemoth appears as an alloy of Orichalcum and Starmetal, yet is truly neither. Its inside span measures 30” and the ring itself is around 5” wide. There is no apparent physical connection from the gem to the ring, yet they always remain at their exact position relative to one another. Most wielders use the weapon by holding the gem.

The 13 fangs set in the ring are each a foot in length and deceptively sharp.

When thrown the weapon is surrounded by a golden glow that intensifies and displays the image of an attacking wolf as it strikes.

Fang of the Eternal Hunt is a vicious and bloodthirsty weapon, wholly possessed of the spirit of a hunting Behemoth.

In order to attune to the Fang, the would-be wielder must first subdue this spirit. He grasps the gem and spends 6 motes of essence and a point of willpower. He then rolls Willpower, adding his Essence as automatic successes. If his total successes on this roll are 5 or more, then he has successfully forced the Behemoth to succumb to his will, the 6 motes become committed and he is then considered attuned. Should he fail this roll, then the essence will simply be spent and he cannot attempt to attune again until after the next full moon.

Once the weapon is attuned to a wielder anyone else picking up the weapon must immediately drop the weapon again as they are overwhelmed by the sheer sense of malice and ferocity of the beast caged within. Beings with a higher Essence than the wielder can ignore this. Anyone else can ignore it for a scene by spending a point of temporary willpower.

Fange of the Eternal Hunt is used with the Thrown ability. It has the following statistics:

Speed: 4 Accuracy: +6 Damage: Special Rate: 1 Range: 100 Attune: 6 Cost: Artifact OOOOO Tags: -

Damage: The Fang resonates with its attuned wielder’s anima. The more powerful the essence of the wielder, the more the bloodlust of the Fang will be stoked. The Fang of the Eternal Hunt has a base damage of (([Wielder’s permanent Essence]x2)+2) dice of Lethal damage.

In addition, the Fang of the Eternal Hunt possesses the following powers:

The wielder can cause the weapon to retract itself into its gem or appear again as a reflexive action so long as he is holding the gem.

When thrown the weapon will always return to its wielder, regardless of whether it hits or misses.

The Eternal Hunt is like a shark, attacking with greater ferocity the more blood is present and the harder wounded its prey is. When striking a target, the number of health levels of lethal or aggravated damage the target has already suffered is added to the Fang of the Eternal Hunt’s raw damage.

When the Fang of the Eternal Hunt causes health levels of damage, the wielder immediately makes another reflexive attack against the same target or another target within the wielder’s Essence in yards. The dice pool for this attack is equal to: The accuracy of the weapon (6 unless somehow altered) + the number of health levels inflicted on the attack. The wielder MUST make this attack if there is a viable target within range (including the original target if not killed, but NOT including the wielder), and the weapon takes no consideration for friend or foe. This effect can be suppressed by the wielder beating the weapon in an opposed Willpower roll (with the wielder winning ties). For the purposes of this roll, the weapon has a willpower equal to the number of health levels total it has inflicted this turn. Regardless of whether it is encouraged by its wielder or does so against his wishes, the Fang of the Eternal Hunt can not make a total number of attacks exceeding its wielder’s permanent Essence before returning to him.

The Fang of the Eternal Hunt is linked to blood and the moon. When one full moon endes, the weapon MUST taste blood (defined as being used to inflict lethal damage on a living target) before the beginning of the next full moon. Otherwhise the wielder will loose attunement and the weapon will fall dormant for a year and a day, permitting noone to attune to it for that period.

The rules for Fang of the Eternal Hunt’s powers might seem complicated. For ease of use here is an example:

Dark Sunshine (dex 4, Thrown 5) throws the weapon at a raider without using any charms, rolling 15 dice and beating his DV by 3. Dark Sunshine has an Essence of 4, meanting his raw damage is 13L (4×2 for Essence +2 base +3 for extra successes). After soak he inflicts 3 levels of lethal damage on the opponent who, being an extra, drops dead to the ground. Now he elects for the weapon to strike out at the raiders’ leader nearby.

As the raider is within 4 yards (Sunshine’s Essence is 4) this is possible and he rolls another attack, this time with 9 dice (base accuracy of 6, plus 3 health levels inflicted). This time he rolls very well, beating the leader’s DV by 5. Also the raider leader has already been hit by one of Dark Sunshine’s guards and suffered 2 levels of lethal damage. This means that Sunshine’s raw damage is now 19 (8 from essence +2 base +5 from successes +2 from damage taken already). The leader of the raiders takes 4 more levels of damage, easily enough to kill an extra like him.

Now there are no more enemies within 4 yards of the weapon, but two of Dark Sunhine’s allies are. If Dark Sunshine wants to avoid the Fang of the Eternal Hunt attacking one of the two he has to roll his Willpower (8) contested by the effective willpower of the weapon (in this case 7 as it has inflicted a total of 7 levels of damage) or the weapon attacks one of his allies (his choice which) rolling 10 dice (6 accuracy +4 damage dealt) to hit.

If he fails both willpower rolls, the weapon will still attack a maximum of 2 more times (for a total of 4, his Essence) before returning to him.

Ratings
Submission Rating: Description: +1 | Rules: +0 | Originality: +1

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Description: +1 | Rules: +0 | Originality: +1 - Wordman (about 1 year)

I like this item, however I don't think it is rating 5 artifact. Comparing it to the Infinite Jade Chakram, for example, it has both additional powers and drawbacks. I'd put it at a three dot.

Otherwise, the complications of the rules used for this weapon are fairly well explained, even without the example. One thing I do notice is that the thrower's Strength is not added to damage, which is atypical for a thrown weapon. It makes sense in this context, but you should probably mention it explicitly.

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Copyright White Wolf Publishing, Inc.

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