Tryll - Redemption New Magic Armours  
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Ablative Armor

     Ablative armor is full plate armor whose magical abilities extend to absorbing damage suffered by it's wearer. When found, ablative armor is full plate mail +5. Ablative armor is also different in that it actively absorbs damage from successful melee attacks. It absorbs 2 hps per plus of damage from every successful damaging melee attack. For instance, ablative armor +3 would absorb 6 hps of damage from any melee attack. Note, this applies to melee only, and does not affect the damage caused by missile or spell attacks.
     The armor is capable of absorbing up to 10 hps of damage per plus of the armor before being negatively affected. When it has absorbed that amount of damage, the armor is effectively downgraded by one plus. At this time, it is "healed" of all damage, but now provides less protection.
     For example, ablative armor +3 can absorb up to 30 hps of damage. As soon as the damage it has suffered equals or exceeds this amount, the armor immediately becomes ablative armor +2, and can now absorb up to 20 hps of damage.
     When down to +1, ablative armor can only absorb up to 10 more hps of damage. At this time, the armor disintegrates, and is useless.

Dreadnought

     This is magical full plate armor +5. It is very special, having been enchanted with a specific purpose in mind. It was once worn by Nauqal Kresh, a great and powerful fighter from the time before the Sundering. The Dreadnought armor was created specifically for him. He died in the battles which preceded the Sundering, but his armor survived unscathed.
     The suit is obviously made for war. Solid black, it can adjust its size for any wearer, from 3' to 8' tall. It is etched and carved, these grooves filled with molten gold. Various spikes and wicked blades protrude from the armor in neat rows.
     The suit has a maximum and a minimum movement rate of 6. It maintains this movement rate at all times, even when walking through gale force winds, or underwater. It protects its wearer from all foreign environments such as being underwater or in airless space. It protects its wearer from hostile environments such as the Elemental Plane of Fire, but uses up one charge per turn while doing so. If all charges are used, then the suit no longer protects its wearer until more charges are gained.
     Besides from being magical plate mail, the armor has the following abilities. It has a magic resistance of 80% (no magic can be employed while in the suit). Any spell resisted is absorbed, and used to power the suit's magical abilities. Every spell level absorbed powers one magical ability for one use. The suit may hold up to 30 spell levels before being considered "full". At this time, the suit's magic resistance drops to 0, until some of these stored charges are used up. The suit itself makes all saving throws on a roll of 3 or higher.
     The suit can fire up to four magic missiles per round (two from each hand), at either one or two targets (using one charge per magic missile cast). Once per round, the suit can fire a disintegration (3 charges) ray from the eyes of the helm. Once per turn, the suit can fire up to 8 magical blades (1 charge for every two blades). These circular blades shoot from the shoulders of the suit, and fire in every direction. The blades strike using the suit's occupant's THACO, doing 1d10+10 hit points of damage to all they hit. The blades disappear after use, and return to the suit in 9 rounds at which time, they may be used again.
     The suit can fly for one hour 2 charges at a movement rate of 24 and with a maneuverability class of A. The suit can also teleport without error (5 charges) at the occupant's mental command.
     There are other powers, which may be considered drawbacks or bonuses, depending upon the Player Character who dons the armor. After using the armor for the first time, the Player Character feels naked without it. Each morning, he must pass a Wisdom check, or don the armor. This check suffers a -1 penalty for every day which passes in which the Player Character does not wear the armor. The Player Character develops a mild case of agoraphobia, and will not go outside unless he is wearing the armor (he must pass a Wisdom check, with the same penalties as listed above, or be unable to go outside).
     This armor was designed to bring Nauqal back to life. Every time the armor is donned (or every day it is worn), the Player Character undergoes a minor change, and begins to turn into Nauqal the warrior.
     Nauqal's statistics are listed as follows.

Height: 6' 8" tall
Alignment: Chaotic Neutral
Weight: 290 lb.
Level: 33 fighter

     To determine what has changed, roll 1d100 and consult the following table. If the result rolled cannot occur for instance, it the Player Character already has the same alignment as Nauqal, then re-roll on this table.

1d100 Effect
01-20 The character's alignment moves one step closer to Nauqal's.
21-65 One of the Player Character's statistics roll randomly grows closer to Nauqal's i.e., if the Player Character's strength is lower, it goes up, if his intelligence is higher, it goes down, etc.. This continues one statistic per roll until all the Player Character's statistics are equal to Nauqal's.
66-70 The Player Character changes class, turning into a single classed warrior. He loses all class related abilities from his old class, becoming a specialized warrior of a level achieved by his experience. If this effect is rolled again, the player gains one level in warrior, up until he reaches Nauqal's level.
71-100 The Player Character gains or loses 1 inch of height, moving towards Nauqal's height.

     These changes occur gradually, and the Player Character will not notice them unless the player specifically asks what is going on. Those around him will begin to notice physical changes as they become apparent Perception checks, with appropriate modifiers.
     At no time will the Player Character be willing to give up this armor. If it is taken from him, it must be done so by force. Once stripped of his armor, the Player Character will do anything he can to get it back. He usually will result to whining, pleading, bribery, extortion, or even violence, to get his armor back.
     After one month without the armor, the Player Character loses all the abilities granted during his transformation, and gains back his natural and class related abilities. At this time, he must pass a system shock roll, or lose one point of Constitution permanently, due to the shock of the sudden transformation.

STR 25; DEX 19; CON 22; INT 12; WIS 7; CHA 14; COM 10; PER 13

     When the transformation is complete, the Player Character becomes Nauqal, completely and totally. He is now an NPC, under the control of the DM.

High Health, Armor of

     This magical armor is either chain mail (50%), studded leather (25%) or banded mail (25%). Roll 1d20 and consult the following table to determine the armor's magical pluses (if any).

1d20 Roll Armour Plus
1-3 None
4-10 +1
11-14 +2
15-17 +3
18-19 +4
20 +5

     Apart from any magical pluses the armor posses, it also has the side benefit of boosting the protected character's hit point total. The armor adds 10 hit points, plus 5 hps per plus, to the character's permanent total. Note, the character gains the benefit of these extra hit points only as long as he or she wears the armor. The moment the armor is removed, the extra hit points are permanently lost.
     The armor only adds hit points the character's maximum hit points. In no way does it heal damage.
     For example, Bertam, a fighter with a hit point maximum of 30 hps (who is currently at full health), dons chain mail of high health +3. His hit point maximum is instantly raised from 30 to 55. However, he still only currently has 30 hps.
     Bertam's brother, a cleric, casts a heal on Bertam, raising his hit points to 55. During the day, Bertam is involved in a battle with some trolls, and suffers 20 hit points of damage (bringing him down to 35). At night, he removes the armor prior to going to bed. His hit points immediately drop down to 30 (his normal maximum), the extra hit points lost.


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