Panagwa's Blessing

Threads: 1
Spell Defense: 16

Made by a master Mage-Weaponsmith from the hide of a Panagwa--a ferocious and hideously armored Horror construct--, this full-body armor provides much of the beast's protection while providing a level of comfort and freedom much higher than normal hide armors. Initiative Penalty is 3. Physical Armor Rating is 8. Adds 6 to the wearer's Mystic Armor. Physical and Mystic Armor Defeat Ratings are 4.

Below in the description, the phrase "Mastered Creature" is used. To master a creature type, the wearer must personally (without aid) earn the respect and approval of a prime representative/leader of that creature type, or otherwise cause it to acknowledge her as superior in its own ways. This might be through single combat, a race, an oath, or other such deeds depending on the situation and what that creature values. The wearer may not use any special abilities granted by the armor in contests with the prime.

Additionally, the term "creature" above also includes magical constructs and other such unnatural things, as long as they act under their own will. This does not include Horrors, or any other singular entities, but can include their constructs. Appeasing unnatural things would doubtless require especially unusual tasks.


Rank 1

Cost: 500
Key Knowledge
The Name of the armor.
Effect
The Physical Armor Rating increases to 9 and the armor adds 7 to the wearer's Mystic Armor. Also, whenever the wearer enters a creature prime/leader's territory, that creature will be aware of and specifically note her presence. Whenever a creature prime/leader is present, the wearer may issue a challenge, which must be accepted by the creature if it will be sufficient for the wearer to prove herself.

Rank 2

Cost: 800
Deed
The wielder must Master a creature of equal stature (GM decision) that well represents any one of these classes: Mammal, Reptile, Insectoid, Avian, Aquatic, Earth related or underground dwelling, and Fire related or dwelling.
Effect
The armor adds 8 to the wearer's Mystic Armor.
Bestial Visage:For a cost of 1 Strain, the wielder gains the mystic essence of a chosen Mastered Creature. Observers will see a spirit form of the creature surrounding the wearer. Use of this ability adds the Thread Rank to any rolls to influence or train a creature of the same type and for 1 additional Strain allows the wearer to assume any base rating of the creature and use it in place of her own base rating. This ability lasts for one action only (regardless of whether she uses it to take an action, or in response to someone else's action). The wearer may never call on more than one creature type in a given round.

Rank 3

Cost: 1300
Deed
The wearer must Master a creature of equal stature from any one of the remaining six groupings listed above.
Effect
The wearer gains +1 to her Wound Threshold and the Armor Defeat Ratings both increase to 5. The wearer may issue a challenge through a common creature, and that creature's prime/leader will immediately know it has been challenged, and the challenger's location. It's response depends on the creature.

Rank 4

Cost: 2100
Deed
The wearer must Master a creature of equal stature from any one of the remaining five groupings listed above.
Effect
The armor adds 10 to the wearer's Mystic Armor. The Mystic Armor Defeat Rating is now 6.
True Visage:By using Bestial Visage and spending 1 Karma Point, the wearer gains use of one ability or skill of the given creature. Make any tests as appropriate for the creature. The Visage fades after the use of the ability (as does the ability).

Rank 5

Cost: 3400
Deed
The wearer must Master a creature of equal stature from any one of the remaining four groupings listed above.
Effect
The Physical Armor Rating for Panagwa's Blessing is now 10, and both Armor Defeat Ratings are now 6. The Initiative Penalty lowers to +2.

Rank 6

Cost: 5500
Deed
The wearer must Master a creature of equal stature from any one of the remaining three groupings listed above.
Effect
Both Armor Defeat Ratings increase to 7. The Visage abilities granted draw on a more than prime essence of the chosen creature. Add the Thread Rank to the standard level for any abilities or ratings, and add an additional 6 to the Steps for influence and training Tests.

Rank 7

Cost: 8900
Deed
The wearer must Master a creature of equal stature from either of the remaining two groupings listed above.
Effect
The armor adds 12 to the wearer's Mystic Armor and the Initiative Penalty is now +1.

Rank 8

Cost: 14400
Deed
The wearer must Master a creature of equal stature from the remaining grouping listed above.
Effect
Both Armor Defeat Ratings increase to 8.
Transformation:By spending a Recovery Test, the wearer may fully assume the form of a creature. All physical tests are made using the creatures attributes, but Talents and Skills are retained. Any non-metallic equipment the wearer carries is included in the transformation, but metallic equipment is unaffected unless the wearer has a Thread tied to it.