Imbue Armor¶
Armor imbued with an enhancement grants you special benefits while it is worn. Additionally, when your armor receives its 1st-level enhancement, it also grants a +6 bonus to Stamina. A 5th-level enhancement increases the Stamina bonus to +12, and a 9th-level enhancement increases it to +21.
Clothing as Armor Treasures
A hero who has a kit that provides no armor, such as the Martial Artist or Sniper kit, can create and make use of leveled armor treasures that imbue mundane clothing with supernatural power. At the Director's discretion, heroes who don't use kits, such as elementalists and nulls, can also benefit from such treasures.
1st-Level Armor Enhancement¶
Item Prerequisite: Varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Awe: When you start this project, choose either Charming or Threatening. If you choose Charming, you gain an edge on Presence tests made to win other creatures over or make a good impression. If you choose Threatening, you gain an edge on Presence tests made to intimidate, coerce, or bully.
Damage Immunity I: When you start this project, select three damage types. You have immunity 5 to those damage types.
Disguise: You can use a maneuver to cause this armor to take the form of any type of clothing that you have been in the presence of—a noble's dress, a guard's uniform, a cultist's robes, and so forth. The armor loses none of its protective qualities while transformed into other clothing.
Iridescent: When you are the sole target of an ability, you can use a free triggered action to reveal that the ability was targeting an afterimage of you in the same space as you. The power roll for the ability is treated as an 11. You can't use this enhancement again until you earn 1 or more Victories.
Magic Resistance I: Your characteristic scores are treated as 1 higher (to a maximum of 2) for the purpose of resisting the potencies of magic abilities.
Nettlebloom: Whenever you are grabbed by an adjacent creature, your armor sprouts toxic nettles. While that creature has you grabbed, they are weakened.
Phasing I: Once per turn, you can move through 1 square of solid matter. If you end your turn inside solid matter, you are forced out into the space from which you entered it and you take 5 damage that can't be reduced in any way.
Psionic Resistance I: Your characteristic scores are treated as 1 higher (to a maximum of 2) for the purpose of resisting the potencies of psionic abilities.
Swift: You gain a +1 bonus to speed.
Tempest I: As a maneuver, you infuse this armor with the essence of a storm. The first time an adjacent creature deals damage to you before the end of your next turn, they take lightning damage equal to your highest characteristic score and you can push them 1 square.
1st-Level Armor Enhancements Table¶
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Awe | A lock of hair from a fey, taken in amicable bargain for Charming or in violence for Threatening | Khelt |
| Damage Immunity I | Elemental sand left behind when an elemental enters Orden from Quintessence | Zaliac |
| Disguise | The blood of a lycanthrope | Khelt |
| Iridescent | Fur from a lightbender | Hyrallic |
| Magic Resistance I | A scale from a dragon | The First Language |
| Nettlebloom | A rose from the magical hedge of a hag | Khelt |
| Phasing I | Ichor from a destroyed wraith | Szetch |
| Psionic Resistance I | Rare crystals that resonate with psionic energy, often found at sites of psionic experimentation | Voll |
| Swift | The feather of a falcon slain as it was diving | Yllyric |
| Tempest I | A strip of starmetal struck by lightning | Ullorvic |
5th-Level Armor Enhancement¶
Item Prerequisite: Armor with a 1st-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Absorption: Whenever you are targeted by a magic or psionic ability that targets only one creature, you can use a free triggered action to cause this armor to absorb the ability after the ability's effects resolve. While the armor has an ability absorbed, you can't absorb another.
You can use an absorbed ability as if you knew it, making power rolls for the ability using your choice of Reason, Intuition, or Presence. You don't need to spend any Heroic Resource to activate the ability. Once you use the ability, the armor loses it, and you can absorb another.
Damage Immunity II: The damage immunity conveyed by the armor increases to 10.
Dragon Soul: When another creature causes you to be winded or dying, you can use a free triggered action to cause the soul of a dragon to emerge from this armor and hurtle toward the creature. Make the following power roll against the creature.
Power Roll + Your Highest Characteristic Score:
Levitating: On your turn, you can treat up to 5 consecutive squares of movement as flying movement. If you are still in midair at the end of your turn, you fall prone.
Magic Resistance II: Your characteristic scores are treated as 2 higher (to a maximum of 3) for the purpose of resisting the potencies of magic abilities. This benefit replaces Magic Resistance I.
Phasing II: When you use the armor's Phasing I enhancement, you can move through 3 squares of solid matter per turn.
Psionic Resistance II: Your characteristic scores are treated as 2 higher (to a maximum of 3) for the purpose of resisting the potencies of psionic abilities. This benefit replaces Psionic Resistance I.
Reactive: Whenever you take damage, you have damage immunity 2 until the end of your next turn after the triggering damage is resolved.
Second Wind: Whenever you become winded, you can use a free triggered action to spend a Recovery.
Shattering: Whenever an enemy scores a critical hit against you, they take 10 sonic damage.
Tempest II: When you use the armor's Tempest I enhancement, the affected creature takes 8 lightning damage and you push them up to 3 squares.
5th-Level Armor Enhancements Table¶
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Absorption | A mirror blessed by a priest of a god of magic | The First Language |
| Damage Immunity II | The essence of an elemental who is still alive | Zaliac |
| Dragon Soul | A scale from a dead dragon | Vastariax |
| Levitating | A palm-sized crystal grown in the subterranean lair of an overmind | Zaliac |
| Magic Resistance II | A scale from a mature dragon | The First Language |
| Phasing II | The remnants of a slain ooze | Szetch |
| Psionic Resistance II | A fresh crystalline scale from a gemstone dragon | Voll |
| Reactive | A complex, hand-engineered set of brass gears inscribed with runes in silver dust | Zaliac |
| Second Wind | The sweat of a troll | Kalliak |
| Shattering | A pound of volcanic obsidian, formed naturally as a single piece | Zaliac |
| Tempest II | The armor must be laid out under a clear sky as a comet passes over | Ullorvic |
9th-Level Armor Enhancement¶
Item Prerequisite: Armor with a 5th-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Devil's Bargain: You can fly. Additionally, if an effect would make you prone while flying, you can choose to not make you prone by losing Stamina equal to the distance you would have fallen from make you prone.
Dragon Soul II: While you are winded, your head transforms into a dragon's head and you have the following ability.
Dragon's Fire¶
Dragon's Fire
You open your maw and unleash hell.
When an ability roll made against you obtains a tier 1 outcome, you can ignore its damage and effects.
Whenever you would die, you can spend a Recovery to regain Stamina instead. If you have no Recoveries to spend, you die.
The benefit of the armor's Magic Resistance II enhancement extends to each ally within 3 squares of you.
Your movement doesn't provoke opportunity attacks, and you can move through the space of any enemy as if they were an ally. You can't end your turn in an enemy's space.
The benefit of the armor's Psionic Resistance II enhancement extends to each ally within 3 squares of you.
Whenever you move out of a square, you can choose to leave an imprint behind that lasts until the end of the encounter, until your imprint takes 20 or more damage, or until you create a new imprint. The square is occupied by your imprint, and you can share that space with it.
On your turn, you can teleport to the imprint's space as a free maneuver. When you are targeted by an ability, you can use a free triggered action to teleport to your imprint, and the power roll for the ability is an automatic tier 1 result.
You can't be subjected to forced movement unless you choose to be. Effects that ignore Stability also ignore this enhancement.
9th-Level Armor Enhancements Table¶
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Devil's Bargain | The wing of an archdevil | Anjali |
| Dragon Soul II | An offering of gems, coins, and art stolen from a dragon's hoard, sacrificed in ritual fire | Vastariax |
| Invulnerable | Repurposed metal plates from a servok war engine | Rallarian |
| Leyline Walker | A cutting from an ethereal tree that manifests in the mundane world only once a year | Yllyric |
| Life | The tear of a saint | High Kuric |
| Magic Resistance III | A scale from an ancient dragon | The First Language |
| Phasing III | Perfectly clear glass from a house that disappeared into the Ethereal Plane | Szetch |
| Psionic Resistance III | The skull of a voiceless talker at least a century old | Voll |
| Temporal Flux | An experimental temporal capacitor invented by the kuran'zoi | Voll |
| Unbending | A spearhead or other weapon broken off in the body of a stone giant, and ossified for a year or more | High Kuric |