Jeff's Exalted Game
The Edge of the Riverlands
3 dot Black Jade Chain Daiklave
Accuracy +5, Damage +8, Defense +2, Overwhelming 3, Attunement 5
Flexible, Lethal, Melee, Reaching
Takizumi was responsible for overseeing the maintenance of the portion Creation Affirming Pattern made up of the rivers in the East. But the local river gods didn’t make her job very easy. Tired of their insubordination, she had her Twilight circlemate bind a piece of their essence into a black jade daiklave. With this weapon in hand, she proceeded to control the water spirits of the East with a firm hand.
A solar attuned to the Edge of the Riverlands gains 2 non-charm bonus dice to all social rolls made against water spirits, and an additional 2 automatic successes on rolls made against the specific gods bound to the weapon (currently the gods of the Avarice, the Gray, the Maruto, the Yellow, and the Yanaze).
Bloody as the Avarice
Cost: 3m ; Mins: Essence 1
The Avarice River has seen so many battles that it is said to run red with blood during Calibration. In its battles, the Edge of the Riverlands draws out the blood of its victims causing it to flow like water. This charm supplements a decisive attack which if successful poisons the target with a magical toxin.
Blood like Water: Damage 2i/round (L in crash), Duration 4 rounds, Penalty -2
In addition to its damage, anyone under this effect incurs an additional -3 penalty to Resolve against intimidation or fear-inducing effects.
Fast as the Gray
Cost: —; Mins: Essence 2
Duration: One Turn
The waters of the Gray run shallow and fast, and so too is the bearer of the Edge of the Riverlands quick on her feet. This charm grants the wielder one automatic success and one bonus die on any contested rolls made during a Rush or Disengage action, so long as she remains attuned to the Edge.
Wild as the Maruto
Cost: 4m, 4i; Mins: Melee 3, Essence 3
Duration: One turn
The Maruto runs swift and treacherous, and the Edge of the Riverlands can be just as unpredictable. This charm acts as a withering attack ignoring any penalties due to cover. If successful, the wielder grants initiative equal to the damage dealt to a nearby ally (not in crash), in addition to gaining it herself. For the remainder of the wielder’s turn, she may use a special Defend Other action out to a Short range as a reflexive action by paying 1 additional mote. Should an attack succeed in overcoming the wielder’s parry, the charm ends, but the attacker may not change targets. The wielder suffers onslaught penalties as normal for each attack she chooses to defend against.
Long as the Yellow
Cost: 2m ; Mins: Melee 5, Essence 3
Prerequisites: Wild as the Maruto
Like the Yellow River stretches endlessly out to the East, the Edge of the Riverlands seems to reach further than such a weapon should. This charm supplements a melee attack allowing it to be made out to short range at no penalty.
Great as the Yanaze
Cost: 8m 1wp ; Mins: Melee 5, Essence 4
Keywords: Dual, Perilous
Duration: One Turn
Prerequisites: Bloody as the Avarice, Long as the Yellow, Fast as the Gray
The Yanaze is the greatest river in the Scavenger Lands, wider and deeper than some seas. The wielder of the Edge of the Riverlands draws on the strength and power of this mighty river to ignore all wound penalties for one turn. If the bearer makes a successful attack during this time, she performs an automatic Threaten action on all enemies within medium range. If the attack is decisive, she gains 2 bonus successes on the Threaten roll. If the bearer successfully parries an attack with the Edge during this turn, she performs an automatic Inspire action on all allies within medium range.