New Armor and Weapon Features (Palladium Fantasy):
New Magic Armor Features:
- Camouflage: Armor has the ability to blend in with its environment. Not
as complete as the spell Chameleon but always active. Camouflage gives
a +10% bonus to prowl and -20% against detection rolls such as the detect
ambush skill. Cost: 5,000 Gold
- Environmental: This enchanted on armor is very similar in nature
to the "Environmental Tent." The magical feature will protect the wearer
from most weather and keep a comfortable temperature of around 70 degrees
Fahrenheit (21 degrees Celsius). It protects from both heat and cold, making
them popular in northern areas, jungles, and deserts. While the armor will
protect the wearer from rain, it will not protect the person from getting
wet if they are immersed in water such as from crossing a river or from
getting caught in flooding water. It will still keep the wearer at a comfortable
temperature and when the person is no longer immersed, all water soaked
into the armor (but not other garments) will be repelled to the outside
of the armor and drip off. The armor will not provide protection from drowning
or from gas attacks. This feature is only available on full suits. The
armor usually do not clean themselves but can be designed to repel dirt
and to magically stay clean. Cost: 5,000 Gold with an additional
1,000 gold for the self cleaning feature.
- Hardened: The armor is enchanted so that weapons with the enchantment
of "Armor Penetrating"do not automatically bypass the armor's A.R..
Rating and the wielder of such a weapon has to roll above the armor's A.R.
Rating to hit the wearer. The enchantment of Hardened also increases the
armor's A.R. Rating by one (For example increasing a full suit of Plate
Armor's A.R. Rating to 18.) Cannot be combined with the enchantment of
"Armor Rating Enhancement." Very few alchemists know this enchantment and
most are in the Western Empire. Cost: 250,000 and is very rare.
- Quick Donning: The armor is enchanted with a magic to assist in
the rapid donning of the armor. Clasps automatically latch and straps automatically
adjust themselves. This allows the person donning the armor to be able
to put it on within one melee (15 seconds) for light armor and half suits
of heavy armor and two melee (30 seconds) for full suits of heavy armors.
Cost: 10,000 Gold
- Regenerating Armor (Lesser): More common that the greater enchantment
to regenerate armor but regenerates damage at a slower rate. Damage is
restored at the rate of 4D6 S.D.C. per day (or 1D6 S.D.C. every 6 hours.)
Like the more powerful version of this enchantment, if the armor is destroyed,
the enchantment is broken and the armor is useless scrap. This enchantment
is more commonly known that the greater enchantment and is known outside
of the Western Empire. Unlike the greater enchantment, this enchantment
can be put on non-metal armors as well as metal armors and is relatively
commonly placed on "Leather of Iron." Cost: 50,000 Gold
- Teleport onto Wearer: The armor can be teleported onto the wearer
effectively allowing the person to don the armor instantly. Still costs
one attack for the teleport. Normal versions of the feature allow the Armor
to teleport up to 120 feet (36.5 meters) but alchemists in the Western
Empire have a version that can teleport up to 500 miles (805 km). The armor
bonds with a specific wearer though the use of a drop of the wearers blood.
The teleport ability takes 72 hours before the armor can link with the
wearer. Until then, the armor cannot teleport onto the wearer. Cannot teleport
from an area covered in a Mystic Energy Drain ward. Cost: 60,000
for 120 foot (36.5 meter) range and 400,000 for 500 mile (805 km) range.
Magic Weapon Properties:
- Burst into Flames: Instead of the weapon being composed of flames,
the weapon bursts into flames and damage while flaming is increased by
3D6. Can be used up to three times per day but unlike a more conventional
flaming sword, the flame aura has a maximum duration of 12 minutes when
activated.The weapon itself is immune to fire Cost: 45,000 Gold
- Combat Teleport: Shorter ranged teleport ability that can be placed
on weapon. When weapon is thrown it will teleport back to the wielders
hands. Teleport has a maximum range of 120 feet (36.5 meters.) The weapon
bonds with a specific bearer though the use of a drop of the bearers blood.
The teleport ability takes 72 hours before the weapon can link with the
wielder. Cost: 60,000 Gold
- Increased Range: Useful for thrown weapons such as spears and axes
and missile weapons such as bows and crossbows. Range of weapon is doubled.
Cost: 30,000 Gold
- Physical Transferal (Lesser): This enchantment is more common than
the one which some Western Empire Alchemists know but is still quite effective.
The weapon transfers half the damage (S.D.C. / Hit Points) it inflicts
against the opponent to the wielder. Does not include damage inflicted
against unless a living being. The transfer is much shorter in duration
than the greater ability and lasts for as many melees as the wielders P.E.
(I.e.: PE: 15 will last for 15 melees.) Any damage inflicted on the wielder
is inflicted against the stolen S.D.C. and Hit Points first. Cost:
200,000 Gold (Still extremely rare)
- Vampire Slayer: Inflicts double damage against vampires and vampires
cannot regenerate damage for 4D6 minutes. Inflicts normal damage to other
opponents. Cost: 30,000 Gold
[ Palladium Fantasy® is a registered trademark owned by Kevin Siembieda
and Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 2002, 2004, & 2006 Kitsune. All rights reserved.