The Knight of Autumn

Leaves falling do not a weak tree make but instead a nap they take in building strong a bed, to wait until anew the life does flow and all power awaits with patience until the first change is given. Life is most tenacious especially when threatened by winter.

- The Legend of the Knight of Autumn

 

Description
History
Great_Helm
Breastplate
Backplate
Aillettes
Rebraces
Coudes
Vambraces
Kneecops
Greaves
Bonus_Powers

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DESCRIPTION

This suit of piece-meal plate is burnished auburn in color with pale green straps of a strong weave. Each piece has an intricate pattern engraved of a variety of leaves falling gently to the ground. The leaves appear to move, creating an odd illusion that effectively masks the wearer’s movements. The image is mildly hypnotic and pleasing to view. It also cures all forms of motion sickness in those viewing the illusion for so long as they watch. The suits edges are bent slightly inward and overlap, adding +2 versus edge attacks.

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HISTORY

In the earliest days of human settlement of the island of Hârn, so legend says, a father begged the gods for the power to help his small family clan survive against the pirates, slavers and unfriendly neighbors, plagues and pestilence. In his determination he offered his soul and the obedience of his clan.

That night a meteor fell from the sky. The man found this mystical rock and smuggled it into his manor house where he and his sons created several items from the metal. Each member of the clan is said to have helped somehow.

On the day the armor was completed, the manor was attacked. The oldest son donned the armor and defended the clan against all who came against him. The evening of their victory they built a temple to Halea and began worshipping their new deity.

The wearer of the armor was then sent to Lythia where he escorted two priestesses to Hârn. When the son returned to his family, the armor did not. Tales of the Knight of Fall include stories of great heroism and sacrifice in the name of defense. The last known tale of its appearance was an odd sighting in Kanday during Ezar’s war.

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Great Helm

The great helm covers the skull, neck and nose but leaves the rest of the face unprotected. It provides the wearer with three abilities:

Side Effects:

The great helm has no sentience. Each power is activated when the helm is worn, costing one charge each. The powers go off as needed and then mediately expend another charge to activate.

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Breastplate

This generates a semi-audible (white) noise that muffles or blankets other noises around the wearer within an 8 foot range. This prevents anyone within its field from hearing quiet noises such as, normal footsteps or subdued conversation. [Ablarin’s Field (Lyahvi I)*]

Side Effects:

The white noise is constant, costing a charge each time the armor is worn. It is also audible. Test Hearing x3. The field is centered on t he breastplate and the wearer is not immune.

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Backplate

This can, when the trigger word is spoken, causing up to 9 watchers to see strange and fascinating objects out of the corners f their eyes. If the watcher turns to look, the object will flicker from the corner of one eye to the corner of the other - as if it were circling rapidly around the back of the watcher. Watchers must test Will x 3 to avoid turning to get a better look at the illusionary object, else waste 10 seconds looking. If they succeed the test, the object will disappear. If the watcher is attacked while distracted, treat as an Ignore but the effect will immediately disappear. Watchers must be within 20 feet. [Talvae’s Distraction (Lyahvi II)*]

Side Effects:

The breastplate must be exposed to the light/air. It expends one charge each time it is so exposed. The trigger word (blo) will cost one additional charge each time it is spoken.

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Aillettes

Wearing both creates a thin layer of cushioning air beneath the wearer’s feet, thus muffling the sound of their footsteps at a normal pace. It also reduces the ability to be tracked by 1/2. [Talvae’s Silent Steps (Lyahvi II)*]

Side Effects:

This adds 1d6 inches to the caster’s height each time the armor is worn. Traction is halved and the chance of slipping is doubled.

Note: if this armor is worn with the Greaves of the Knight of Summer, the side effects of both are removed.

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Rebraces

This armor can, when the trigger word is spoken, create the illusion that the caster and all his belongings is either in better or worse shape than they actually are. If the caster says “mebetter” they gain 1d6 comeliness and appear clean, armor appears freshly polished and flawless. Clothing is mended and clean. If the caster says “meworse” they loose 1d6 comeliness and appear dirty, smelly and damaged. armor appears cracked and rusted. Weapons loose their sheen as well as their edge. [Talvae’s Alteration (Lyahvi III)*]

Side Effects:

This is just an illusion. Friends will have difficulty recognizing the wearer the greater the addition/subtraction to comeliness. This side effect cannot be removed.

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Coudes

Wearing both these armors allows the caster, when the trigger word is spoken (nomissle), to create a wall of force as tall as the wearer. It protects against all missile weapons aiming in from a 120 degree arc. [Zedrun’s Shield (Lyhavi III)*]

Side Effects:

This ability does not protect against magical missiles (ones without a mundane base), psionic and thrown weapons (such as a sword, dagger or club). This side effect cannot be removed.

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Vambraces

This armor grants the wearer the ability to call forth a ball of light which can be used to annoy targets or illuminate. If both vambraces are worn, three such balls of light can be called forth equal in volume to initial ball (1” cubed). [Sphere of Shanakar (Peleahn I)*]

Side Effects:

None.

Kneecops

This piece of armor is a holy relic. It allows the wearer to fade into the foliage and become almost invisible. Reduce all visual awareness rolls by 1/2. This will only function if there is foliage into which the wearer can fade of equal or greater height than the wearer. Both must be worn for the effect to occur. [Nornis's Lightcoat (Lyahvi IV)*]

Side Effects:

If the wearer moves, watchers gain a +25 EML to their awareness rolls.

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Greaves

Wearing both greaves allows the wearer to be transported to a specified place within line of sight by turning him into a beam of light. Travel is virtually instantaneous. If the wearer is in motion when he speaks the trigger word, then when he resumes his normal form after transport he will be traveling at that speed. [Leap of Galenos (Lyahvi V)*].

Use of this power costs five charges. The wearer cannot change direction mid-way nor use the power twice within a round.

Side Effects:

The wearer’s eyesight is reduced by half for 30 minutes after each transport. This effect is cumulative.

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Bonus Powers

When the suit is donned in total the powers activate only as needed and not per donning or trigger word; although the wearer may always use a trigger word to activate a power. While this suit has no sentience, it does have enough combined magic to be able to read the wearer’s intentions. The suit provides the following bonus powers:

Side Effects:

All charge costs are doubled.

The side effects of each piece of the suit remain as written.

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This page was last updated on August 13, 2002
Questions/Comments should be directed to the Webmaster.
All works are Copyright their respective authors, 2002.