Trollslayer

by Flagg
( 8 ratings )
Submitted: Feb 05, 2012 17:43:09 EST
Modified: Jul 03, 2012 21:47:10 EDT
Page Views: 199
Comments: Discuss this item

Maximum Threads: 1
Spell Defense: 18
Legend Point Cost: Warden

In the days before the Scourge, the prosperous dwarven settlement of Mogil was a favorite target of crystal raiders from Twilight Peaks. Year after year, the dwarfs fought against the trolls of the Skyfire clan. Much of the time the dwarfs were able to throw their attackers back, though occasionally they were forced to retreat to their citadel and watch the raiders sack and burn their city. One day, a weaponsmith and questor of Upandal named Devraan who had grown weary of the constant struggle prayed to his Passion for guidance, and that night he dreamt of a way to tip the scales in Mogil's favor. In his dream, he saw the city guarded by dozens of gigantic, steel-clad dwarfs, wielding massive weapons which cleaved through shields and armor alike, crushing their foes and hurling them down from the walls. The next morning, he set about bringing his vision to life. While Devraan intended to build a small army, the coming of the Horrors cut his work short, and only one suit of armor, Named Trollslayer was ever completed.

Trollslayer appears to be an 8' tall suit of freestanding articulated plate, finely wrought in steel and polished bronze to give it the appearance of a giant, bearded dwarf, with one gauntleted fist made of living crystal. Its chest is embossed with the city crest of Mogil, crossed with the hammer of Upandal. Inside its limbs are a complicated mesh of metal gears, rods, and pulleys which connect to an intricate harness inside the central body cavity, accessible via a hatch in its back. The internal cavity and harness are sized to snugly fit a fully grown dwarf. Getting into or out of the harness takes a minimum of five minutes with assistance, or twice that unaided. With no threads woven, the armor is immobile.

For all mechanical purposes, this item follows all the rules of normal armor, except where noted here.

The armor has the following stats:
Physical Armor: 12
Mystic Armor: 0
Initiative Penalty: 6

Thread Rank One

Key Knowledge:  The wearer must learn the Name of this armor.
Effect:  The armor's articulated limbs respond to the wearer's movements, acting as extensions of the wearer himself. He may move, run, jump, and fight as if they were a part of his own body. The wearer's base movement rate is 7; he may wield size 2-4 weapons one-handed and size 5-7 weapons with two hands.

Thread Rank Two

Effect:  The armor gains a Mystic Armor rating of 2.

Thread Rank Three

Key Knowledge:  The wearer must learn the Name of the weaponsmith who created the armor.
Effect:  The wearer adds +2 steps to all Strength-based Tests. The armor's Mystic Armor rating is increased to 3.

Thread Rank Four

Effect:  The armor's Initiative Penalty is reduced to 4. The armor's Mystic Armor rating is increased to 4.

Thread Rank Five

Key Knowledge:  The wearer must learn the name of the troll clan which preyed on Devraan's city.
Effect:  The wearer adds +3 steps to all Strength-based Tests. The armor's Mystic Armor rating is increased to 5.

Thread Rank Six

Deed:  The wearer must help defend a dwarven settlement against a sky raider assault.
Effect:  For the cost of four Strain, the wearer can cause the suit's living crystal hand to morph into a long, spiked hammer, with a base Damage Step of 8. While active, the wearer cannot wield two-handed weapons. Using this weapon, the wearer gains a bonus of +5 Steps to the Shield Beater talent for 1 additional Strain per attack (in addition to the talent's normal strain cost). If he does not know the Shield Beater talent, the armor grants him this power as a non-discipline talent at rank five. Activating or reversing this transformation is a Standard Action. The armor's Mystic Armor rating is increased to 6.