Shadows

Items: Unique: Armour

Spell Defence: 19
Threads: 1

The pebbles are a smokey grey colour, some of which have a countinious swirling pattern/movement to them. Almost as if something is trapped within each stone. Each stone is approximately 1cm (3/8") in diameter and look like flattened marbles.

Rules: This armour cannot be placed into the character by normal mundane means. If the character tries to imbed the armour through normal means (ie via a weaponsmith or elementalist), the character and the persons helping will find it almost impossible. An hour after being imbeded into the character the pebbles start to surface of the skin eventurally expelling themselves, causing one point of blood magic. Any blood magic caused by this lasts for a year and a day or until a thread is woven to the armour by the infliced character, which ever comes first.

Thread Ranks

Rank 1

Cost: 300
Key Knowledge: The character must know the armour is called Shadows
Effect: Upon weaving a thread to the armour the character finds him/herself suspend 1ft in the air is a star formation. The pebbles rise in the air pelting the character and in turn imbedding themself into the skin. This causes 5 points of blood magic (This is permanent while the character has a thread attached to the armour).

NB: Any previous damage incurred by the armour is now lost.

The armour has ratings of 6 for physical +3 for mystic armour, with an initiative penalty of 1.

If the character is already weariung imbedded armour (ie blood pebble or living crystal) then the following occurs :

Once the pebbles have imbedded themselves into the characters skin, the previous imbedded armour is forced towards the surface of the skin. This causes the character to form sores filled with pus and mucus. This lasts for 7 days causing the number of wounds equal to cost in blood magic to bind the old imbedded armour. These wounds cannot be healed during the 7 days the sores are present. After the specified 7 days, all of the old armour has beed expelled and the sores start to heal.

Rank 2

Cost: 500
Effect: The armour now has a physical armour rating of 7 and mystic armour rating of +4

Rank 3

Cost: 800
Key Knowledge: The wearer must learn the name of the creator of the armour
Effect: For the cost of 2 strain the wearer may add the armours thread rank to a silent walk test. If the character does not have silent walk then they make the test at dexterity step + thread rank woven.

The armour now has a physicad defence values of 8.

Rank 4

Cost: 1,300
Effect: Mystic armour is now +5

Rank 5

Cost: 2,100
Key Knowledge: the character mus learn that the pebbles that contain the moving swirling patterns, acutally have Shadows (Creatures of Barsaive, p 84-85) trapped in side of them.
Effect: At the cost of 5 strain, the characte may invoke the power Shadow. This makes the character appear translucent, making it harder for him/her to be seen. This effect lasts for the armours thread rank in rounds, and adds the thread rank to the difficulty in regards to visual perception tests made against the character.

Rank 6

Cost: 3,400
Key Knowledge: The character must know the name of the last person whose spirit as a shadow was trapped on the armour
Effect: The armour now has a physical armour value of 9

Rank 7

Cost: 5,500
Deed: The character must trap a Shadow into a pebble of the armour that does not already have one. This deed is worth 5,000 LP and must be performed before the final thread may be attached to the armour.
Effect: At the cost of an additional 3 points of strain the character may make the Shadow power last rank minutes.

The armours initiative penalty ins now reduced to 0

© Paul Simmons 1997.
email: psimmons@iinet.net.au

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