The Knight of Winter
Cold of night and the silence of the void, seen only on t he battlefield as the last survivor, dressed in the white light of dawn. Gentle, subtile of killers it comes silently, seductively, killing by inches.
- The Legend of the Knight of Winter
Description
History
Great_Helm
Breastplate
Backplate
Aillettes
Rebraces
Coudes
Vambraces
Kneecops
Greaves
Bonus_Powers
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DESCRIPTION
The armor is an eerie metallic white in color and yet it neither reflects nor shines. It looks cold and yet has no blue in either its essence or aura. There is no decoration on the armor and neither dirt nor debris will stick to it. This suit comes with a set of gauntlets, but its helm is only a half-helm rather than a great helm as with all the other suits. There is neither makers mark nor signs of wear anywhere on the armor. It has strong leather straps that are as white and as unadorned as the armor.
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History
This suit was said to be found in the ice that never melts by Rowayara of Maràmyth [Cargath of Záyírà in tales told in the south, Rowayara is said to have mapped most of the north while Cargath is a famous pirate whose tales are known throughout Hârn]. Rowayara donned the armor at once in the hopes that the metal would provide more protection against the elements if not the beasts that lay ahead in his journeys. When he placed the helm upon his head a voice spoke to him and said: I am not for you.
Being of a superstitious mind, Rowayara removed the armor [Cargath kept it on and lost control of himself as he battled against great beasts in the north going from conquest to conquest], but she took the armor with her into the south. When she returned home from her travels she found the armor missing and most of the liquids on her pack mule frozen so solid that they broke when she touched them. [Cargath had a friend knock him senseless and remove the armor from his unconscious body. He then flung the pieces into the sea]. And it was never seen again.
Rowayara claims this armor was made by Save Knor himself and either has or will someday serve its purpose. She also believed it to be a test for man, to see if we as a race were ready to meet some formidable test from the god of puzzles and hidden knowledge. According to her writings she passed the test of humility and obedience, perhaps Cargath failed it?
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Half Helm
This half-helm covers only the skull. It is a major artifact item and provides the user the ability to exhale a cone of cold to a maximum of 65 diameter that does the following damage: (Breath of Dhivu [Odivshe III]*)
Range |
65 |
22.5 |
11.25 |
5 or less |
Damage |
1d6+9 |
2d6+18 |
3d6+27 |
4d6+36 |
The helm is sentient and is able to communicate with the wearer in a simplistic mental language (treat as if the helm can speak the wearers language but only at a ML of 45). Without the rest of the suit the helm can provide no additional capabilities. It has an ego/will of 14.
Side Effects:
The helm is uncomfortably cold when the power is used. Without proper padding (which does not seem to come with the helm) the user will suffer 1 injury level (5 injury points) of frost damage each time the power is used.
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Breastplate
The breastplate has no magical ability.
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Backplate
The backplate has no magical ability.
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Gauntlets
These gauntlets are finely crafted gloves of white metal, unique on Hârn. When the trigger word is spoken, a beam will fire from the center of the palm outward. The beam consists of blinding, burning, coherent light to issue from the caster's focus in a chosen direction. The diameter of the beam is one inch. [Beam of Nolar (Lyahvi VI)*]
RANGE (Max) |
CS |
---|---|
Short (9 Yards) Med (90 Yards) Long (450 Yds) |
Direct Hit/4d6+9 1d6 inches/3d6+9 3d6 inches/2d6+9 |
Note: there is one beam weapon per gauntlet worn.
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Side Effects:
Takes 6 fatigue points per shot or 60 fatigue points per round from either the wearer or a foci stored within the gauntlet. All fatigue is cumulative.
Aillettes
These two shoulder armors, when worn together allows the wearer to generate a sword made entirely of ice when the trigger word is spoken. It can be used as a melee weapon at ML 90 regardless of the user's actual skill. It has a weapon quality of 18 and strikes with 9 points of Fire/Frost damage. It moves so quickly it can neither be used to parry nor can it be parried. [Frostblade (Odivshe II)*]
Side Effects:
The blade will suffer double damage if placed in a fire or if struck with flame, ethereal or natural. If its weapon quality is reduced to zero it will break. The blade costs 1 charge per round of use.
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Rebraces
When both forearm armors are worn, the wearer can speak a trigger word and cause the temperature to drop and a localized snowfall to occur. [Ketherians Snowfall (Odivshe IV)*]
If only one rebrace is worn, there is no magical effect.
Side Effects:
The snowfall only occurs out of direct sunlight, in shadows or under cloud cover. The spell can only cause the local temperature within a 45KM radius to drop from its current temperature to zero degrees at 1 degree Celsius per meter. The caster is not immune to the effects.
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Coudes
When both these elbow guards are worn, the wearer can walk or run on surfaces that are slippery due to ice, mud, quicksand and water as if it was all firm, dry land. This does not prevent dirt (mud, water or whatever) from accumulating on the wearers clothing nor will it aide in balance or grace. The wearer can still trip or loose their balance, but they cannot slip.[Turgels Perambulation (Odivshe IV)*]
This effect costs 1 charge each time the armor is donned.
Side Effects:
Once removed the wearer is clumsy for 1d6 rounds. If only one coude is worn, only the side-effect occurs.
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Vambraces
When both these forearm armors are worn, the wearer is protected from enchantment by reducing the EML of the first spell directly specifically at him (by 10). [Veil of Nashal (Neutral I)*]
One charge is expended after each spell is reduced.
If only one vambrace is worn, only the side-effect occurs.
Side Effects:
Casting any spell while wearing one or both of these vambraces reduces the EML of the spell by 1. This also costs a charge.
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Kneecops
When both knee armors are worn, the wearer can, upon speaking a trigger word, creates a random and unpredictable magical disturbances in an existing enchantment. These tend to distort and disrupt, rather than destroy. This effect may be seen as a chaotic display of disruptive lights by attentive casters. It works on all magical effects that have an EML. [Touch of Ilindia (Neutral II)]
Side Effects:
This costs one charge and reduces the EML of the spell cast upon the wearer by 50. This effect will last for one round and affects all spells cast at, by or near the wearer. (So long as the wearer is within their range it does not matter if he/she is the source or the target or just an innocent bystander.)
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Greaves
When worn, each greave allows the wearer to detect resonances of magic, either the target of spells, or the originator such as a Shek-Pvar. The greaves will determine the highest level spell cast, and its convocation. It detects an area of 9 x Spell Level Yards (i.e. with an SI of 4, I spells at 4 yards, II spells at 8 yards, etc.). The spell still will only determine the highest level spell, and direction within the area. [Gray Eye (Neutral)*]
Side Effects:
The method of detection varies. In most wearers it comes as a flash of information through their most powerful sensory stat (Eyesight, Hearing or Smell/Taste). It often takes many charges to figure out the meanings of these flashes of information.
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Bonus Powers
When the suit is worn as a whole, the following abilities are gained:
- All information is translated mentally into a state that is easy to understand.
- The suit controls all other powers, from this suit or in combination with any part of any other suit. Trigger words become optional as the suit works with the wearer for the fastest effects and best management of charges.
- The wearer can take fatigue from willing participants equal to a maximum of their effective Endurance x10. At this point all targets must make a 3d6 shock roll or fall unconscious. They will regain their fatigue at regular rates and should take no direct damage from being so tired. The suit can store up to four times the wearers Endurance x10. Using stored fatigue points for any effect doubles the charge cost.
Side Effects:
All side effects are halved but all charge costs are doubled.
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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.