Carapace of Judgement (Artifact • • • • • )
5 Dot Artifact with its own awoken least god "Carapace of Judgement (Chaos Tainted Entity)" as Sentience

Blood for the Blood God!
Skull for the Skull Throne!!

This Tactical Dreadnaught Armor was once a holy relic designed to take upon the aspect of its master. How it arrived on Judgment of Carrion is unknown, but its exposure to eons of Deep Wyld and the insidious energy of Chaos has slowly infused it with their natural corruption. It's body and mind may be corrupt but the soul is still retains a spark of its former glory; and in its darkest hour it sensed a spark of hope.



Notes

  • It's Least God is a full blown Terrestrial God, Carapace of Judgement (Chaos Tainted Entity)
    • Jor-El refers to the Goddess via the shorten name of "Judgement"
  • The armor is useless to someone who is not of sufficient size
  • Can only be attuned by Solars or their corrupted kin (Infernals and Abyssals).
  • [Brendo]: I was thinking more alone the lines of like you said, it adopts some of the aspects of the wearer. but over a long long time. So the armor started out good. Just like the ship, and over time, with the corrupting influence of malfeas, and the wild. It is what it is now.
  • Taking advantage of the Deep Wyld infusion during the transition between Questing Zones, Flawless Oak took the opportunity to undergo a Vision Quest. He was shown the sorrow history of this glorious artifact and heard the calling of its lease god – "Help me Jor-El… you're my only hope!"

Total Armor Bonuses

  • Cannot Dash nor Swim
  • Stealth attempts automatically fail
  • Jump Distances are Halved
  • Perfectly defends the wearer from all active attempts to slow, stop, or deflect his movements. This blanket protection applies to physical limitations as well as mental, internal as well as external.
  • +Essence Score (5) dice to Feats of Strength, Clinch, and Damage (After all Multipliers have been applied)
  • Half all Attunement Costs, rounded down. Minimum of 1.
  • The Armor itself is immune to all Wyld Shaping Effects
  • Adds the Wearer's Conviction in automatic successes (or DV) against any Shaping Effect.
  • 3 Hearthstone Sockets

Soak: +20L/20B
Hardness: 10L/10B
Mobility: -6
Fatigue: 5
Attune: 8
Material Bonus: +2L/2B Soak, +1L/1B Hardness





Powers

Hulking Frame

The armor is huge - designed for someone no less than 7’7”. Its 6 inch thick plates are made completely of Infernal Orichalcum and weights around 8 TONS!!!! Without attunement it is simply too heavy to move. The magic of attunement and its magitech servos allow the wear to move at normal speed. Even with such enhancements the weight of the armor is still too massive, and the wearer simply cannot Dash nor Swim. Jump distances are similarly affected to half its normal distances. These modifiers are in addition to the crippling Mobility and Fatigue penalty of the armor. This means without some means of lower Mobility Penalty, a Solar with Strength of 5 and Athletics of 5 can only jump 6 feet vertically and 12 feet horizontally, instead of the normal 24 feet high and 48 feet long for regular super-heavy plate.

  • Cannot Dash nor Swim
  • Stealth attempts automatically fail
  • Jump Distances are Halved

Servo Mechanicus

The armor’s massive weight is partially alleviated by its magitech servos, thus granting it the much reduced mobility penalty of -6. These servos are clockwork and thus their screech, clicks, exhausts, combined with the earth shaking steps of the armor makes Stealth attempts impossible. These servos are incredibly potent and combined with the sheer mass of the armor adds the the wearer’s Essence Score to all feats of strength, damage, clinch attack, and clinch control dice pools. These bonuses are added after all multipliers and dividers have been applied to the dice pools.

  • +Essence Score (5) to all feats of strength, damage, clinch attack, and clinch control dice pools (After all Multipliers have been applied)

Upgrade: Validus Solis Rgis (Mighty Solar King)

  • Half the Commitment cost, rounded up, of any charms used by the Solar (not just Solar Charms, but all Charms) that directly increase a physical attribute.
  • Extend the duration of such Charms by 1 degree. "Instant" becomes "Action", "Action" becomes "Scene", "Scene" becomes "Indefinite" (e.g. last as long as Essence is committed)

Unstoppable

This massive carapace of corrupted orichalcum is the distillation of unstoppable force. While worn it perfectly defends the wearer from all active attempts to slow, stop, or deflect his movements. This blanket protection applies to physical limitations as well as mental, internal as well as external. His fatigue penalty will never stop him from action. He will never stop because he feels fear. An army can lasso him and he will simply drag them forward till the bonds broke. This immunity however should be adjudicated with common sense. Since it is more thematic than mechanical.

  • perfectly defends the wearer from all active attempts to slow, stop, or deflect his movements. This blanket protection applies to physical limitations as well as mental, internal as well as external.

Upgrade: Vis Valentis (Force of Nature)

  • Extend the duration of the Solar Charm "Adamant Skin Technique" to "Till next Action"

Reality Anchor

The armor's fate is so strong that it survives even the total destruction of Creation. It's absolute certainly of existence protects it from the eroding powers of the Wyld. This is the main reason why it was found at the heart of an Reality Engine.

  • The Armor itself is immune to all Wyld Shaping Effects
  • Adds the Wearer's Conviction in automatic successes (or DV) against any Shaping Effect.

Upgrade: Animus Invictus (Unconqurable Spirit)

  • Modifies the Solar Charm "Integrity Protecting Pranna" into a Permanent Charm for as long as the Carapace of Judgement is attuned.

Anima Resonance

The armor is not merely a thick set of inanimate plates; it is also a Magitech Wonder of an Age either Lost or has yet to Come. The armor is designed to alleviate some of the magical equipment’s need for astronomical power. It resonates and amplifies the wearer’s attunement to such a degree that it halves the cost of all other attunement costs by half – rounded down to a minimum of 1.

  • Half cost of all other (e.g. other than this armor) attunement

3 Hearthstone Sockets

one at the brow of the helmet, exactly over the caste mark. So when it flares and shines through it will be filtered through the hearthstone. The other 2 are on the center of each shoulder pauldrons.

  • 3 Sockets for Hearthstones

Upgrade: Spiritus Vitalis (Breath of Life)

  • Modifies the Hearthstone socket to function like Skin Mounted Amulets (Adding 2x the Hearthstone Dot Value to the Solar's Peripherial Essence Pool)
  • Functions as Hearthstone Amulet, adding +1 to the hourly Essence gain via Hearthstone




Planned Expansions/Repair

Suppliance to the Most High

Hand Carved Orichalcum Etched Prayers in Old Realm on the trimms of the Armor. Done by Jor-El in direct presence of the Planetary System Sun. It is a continuous prayer to the Glory and Power of the Unconquered Sun, in written form. Praising his glory seeking his guidance and protection and attributing to him all victory and accomplishments.

  • These permanent prayers are just like carrying around a +3 Warding Charm1 Talisman against Creatures of Darkness
    • -3 Internal Penalty to all Creature of Darkness. This Warding can be sensed by magical creatures of darkness and they often react with hostility
  • Also functions as Good Luck Charm2 that reactivates on each Sun Rise - as opposed to once per story.
    • Negate 1 botch between Sunrises

Fivefold Harmonic Amplifier

An upgrade to the Armor's Anima Resonance ability, that allows all artifacts to be attuned as if the user is its native material user. E.g. negate the double cost penalty for gaining material bonuses of the wrong type.

  • Can gain magical material bonus at normal cost instead of double for the wrong material type

Sol Invictus Lex

Thaumaturgy Warding etched into the greaves with plates of mixed black and yellow jade and laced with magitech circuitry. The magitech components imbue the otherwise weak thaumaturgy with echos of The Victory over Primordials Mudra and the Mandate of Heaven. The very agreement in which the Primordials secced their reign of Yu-Shan to the Unconquered Sun and Unconquered Sun's mandate to the Exalts.

The power that once was and may be no more infuses the armor with righteous authority and grants the wearer the power to smite the insolent.

Wings of Faith

Warhammer: Space Marines, Jet Pack Gameplay Video

Possibly the most difficult addition to the armor. This is the adopted version of a Scout Warstrider Flight System. As such it obeys the standard principles of Blue Jade infused throughout the armor's framework. Thus when energized it lightens the armor. Alloys of Orichalcum and red jade is used to inscribe intricate prayer patterns at key vector locations on the external armor plating - such as the feet, the back and most of the joints. These prayers generate streams of condensed essence in flight and forms the basis of its ability to maneuver. Finally, 2 oversized essence vortex generators are mounted to the back of the armor. The vortex generators uses the industructible orichalcum as the inner coil to resist the enormous heat generated by the red jade condensor core. The Fire aspect essence it gathers is focused by the thousands of faceted orichalcum control fins that rotates and adjusts the explosive release into directional thrust.

Unfortunately, until Jor-El has the ability to design artifact 5 this flight system is impossible to contruct. But he knows it can be done. When fully completed it would allow the armor unlimited mobility, and functionally the same as a Warstrider's flight system

  • adding the artifact rating of the flight system to Dodge DV
  • adding the artifact rating of the flight system to all Dexterity based rolls inolving flight, including aerial hand-to-hand combat.
  • A normal manuver speed of the character's normal movement rate multiplied by the artifact rating.
  • At flight speed of Artifact Rating x30 miles per hour, and being magical flight the ability to traverse the universe in scale as if it were ancient Creation.
  • The System adds 8 mote to the attunement cost
  • 5 motes per scene or hour of flight.

Until then however a 3 dot version can be designed and made by Flawless Oak, and it functions similarly to the Assault Marine Jetpack.

  • Attunement Cost is 2x the Artifact Rating
  • The limited flight system also lightens the armor and reduce the mobility penalty by 2x the Artifact Rating (so reduce by 2 at artifact 1, 4 at 2, 6 at 3).
  • It reduces the fatigue penalty by 1 per dot of Artifact Raiting.
  • Soaring Flight is a special jump action with a distance multiplier of 10x normal.
  • For 4 motes the Jump Pack System can be activated for a scene in combat. While so activated
  • The wearer ignores penalties for uneven terrain as he hops and jumps over them with lightening speed and pin point precision.
  • He adds the artifact rating of the jump system as bonus successes to any knock down maneuver.
  • He's quick speed allows him to add the artifact rating of the jump pack to his Dodge DV and hand to hand combat attack and damage.
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