Octavian


STats and CHecks

Mental Checks:

  • Willpower:  25 - this check determines a character's conviction, decides how mentally strong a character is, how well they stand up to stresses which challenge their convictions, courage, emotions, and survival. Willpower vs. Willpower against Mental attacks, Domination, Presence, and Charms or any check which influences actions or emotions. (resist)
  • Intelligence: 17 - Adds damage to magic, and gives +1 HB per ace to MA when magic is challenged by a check roll. Use intelligence to gain hints for puzzles and mysteries, to gain knowledge, to outsmart, and to 'Dismiss' illusory powers such as phantasms, dementia and quantum alter-realities. Insanity results in an intelligence penalty. Poor choices can result in a loss of intelligence where as good choices can result in an intelligence gain. (outsmart)
  • Charisma: 22 - How charming, attractive, persuasive, influential, and likeable a character is. Charisma vs. Intelligence when trying to influence reasoning. Charisma vs. Willpower when trying to influence or manipulate emotions and alter convictions. (persuade)
    Perception: acts as instincts and alertness and determines how well one can sense things about others and their environment. Perception vs. Stealth, Deception, Enigmas, etc. (notice things)
  • Wisdom: 21 - Use to gauge decision making to gain hints, information, answers, and clues.
  • Alertness Rolls: 18 - Perception acts as alertness and instincts, and is rolled against Stealth maneuvers. Abilities such as Sixth Sense and Danger Sense can also be rolled against Stealth.

Physical Checks

  •  Strength: 50 - How well someone can perform acts of strength. Adds damage to weapons and hand to hand combat. Determines base Bow Range at +1 yard per strength point. (might)
  • Stamina: 55 - How much physical stress someone can take. -1 per vigorous action or AR used in attacks. Spells also cost stamina to use for mages. When stamina is at 0, character passes out from extreme fatigue. (resist fatigue)
  • Stealth: 21 - How quiet, hard to see, and sense someone is. Roll against senses. (sneak)
  • Dexterity: 19 - How agile and well balanced someone is vs. trips, falling, or opposing dexterity. Use for dodging, jumping, climbing, or leaping. (balance and react)
  • Movement: 23 - How fast someone is. Movement vs. movement. (distance and speed)

 

VITAL STATS

  • Health Points {HP}: 1800 - strength x stamina + bonuses = health
  • Action Rate {AR}: +3 - +1 added action per five movement points above 10. Everyone starts with 1 AR per turn.
  • Regeneration Level {RL}: 60 -  base regen of +1 mortal, +3 quasi inmortal, +5 immortal, +10 deity, + any race bonuses
  • Fortitude Level {FL}: 30 - +1 per 10 points of strength, + any race bonuses
  • Resurrection Difficulty {RD}: 10% - +1 per death, with check penalties of -2 to Strength, Stamina, Willpower and Intelligence per death!
  • Resurrection Difficulty of +10% per +1 RD point. Cut check penalties and RD in half to -1 to same checks and +.5 per transient death. If difficulty reaches 100%, a high difficulty campaign is required for resurrection.

    Health Points {HP}
    .......... Health Points determine a character's overall health and how much damage they can take. Health points are lost as damage is taken and character dies (or in some immortal cases is comatose) when health falls to 0.
    Action Rate {AR}
    .......... Determines how many actions a character gets per turn.
    .......... Example: A movement rate of 15 has +1 AR, which means character gets 2 actions per turn.
    Regeneration Rate {RR}
    .......... Set Regen from Character Building menu, attributes, and link 'Bonuses, HP and Regeneration'. Otherwise refer to your character type on bestiary. If no regen level is given your mortal actor's regen level is; 1, quasi immortal regen is 3, immortal regen is 5, deific regen is 10.
    .......... Regeneration defines how rapidly a character can recover from injuries. Everyone heals but many immortal types have a far more rapid healing rate than mortals. Roll regeneration at the beginning of every turn after damage has been taken, add +1 HP per success, +2 HP per ace to Health.
    Fortitude Rate {FR}
    .......... Fortitude defines how tough and hard to injure a character is. Subtract fortitude and Armor Class (AC) from damage.
    .......... Fortitude is the result of robust muscle, thick skin, hard skin, a carapice, or supernatural resilience against damage.
    Resurrection Difficulty {RD}
    .......... All played characters get unlimited resurrections albeit resurrections can become VERY difficult to come by as each time a character is resurrected from a WoD (way of death), it results in a -1 check penalty to Strength, Stamina, Willpower and Intelligence. These check penalties are permanent until leveled up again. Each transient deaths result in a -1 check penalty to these same checks. Keep track of how many times a character has been resurrected by adding +1 for each death, and +.5 for each transient death. These points determine how difficult subsequent resurrection will be by adding 10% resurrection difficulty (RD) per +1 point! And +5% RD per .5 point!
    .......... WoD: All characters have at least one, and usually more, ways of death.
    ____ Mortals die from fatal injuries, old age, and disease.
    ____ Some quasi-immortals die as mortals do but recover so rapidly that they are considered almost immortal.
    ____ Most immortals have a geis (a special way of death) which whether simple or complicated makes them harder to kill. Killing some immortals is a puzzle in and of itself.
    ____ If an immortal is killed temporarily in a manner that does not involve their way of death, their death is transient and no difficulty restrictions are placed on their method of resurrection.
    .......... Resurrections are not easy to come by and invariably result in a quest for a friend or relative of the deceased, or in rare cases, for the very spirit of the deceased to find a way to resurrect their dead or destroyed body. GM calls routines for resurrections if a player does not have a valid resurrection quest outlined, which the GM must approve.
    .......... If a character dies TOO many times, they may not find anyone who wants to resurrect them. This can make that 90% RD stand for a LONG time, until someone can be found by their spirit or champion who is willing to raise them.
    .......... Character is a low level spirit (+1 level per 50 HP of healthy living form) when they die, GM calls what kind. If character was extremely powerful in life, this can make their spirit rather more powerful than most disembodied spirits. If spirit gets destroyed while disembodied, this adds +2 to RD. GM can also call for special story oriented death conditions.
    .......... If Soul of Deceased is trapped, resurrection can only occur with Special knowledge by high level character to retrieve or find a loop hole around a trapped soul. Souls of NPC or retired characters only can be trapped without hope of retrieva

    Combat Levels:
  • Swordsmanship: 60
  • Archery: 35
  • Hand to hand Combat: 35
  • Bestial Combat: 45
  • Firearms: 30

 

All other stats are determined by the body possessed.


Equipment

Gauntlet of Despair

Description:
A steel plate gauntlet of a decorative nature, the tips of the fingers ending in claw-like extensions, their undersides sharpened into blades. The Palms of the gauntlet are leather essentially a glove attached to the inside of the metal gauntlet, steel bands bracing and binding the top portion to the palm. The plates are decorated with vague etchings of Celtic knotwork. On the largest plate, that which covers the over-side of the hand, there is an insignia of an arcane black dragon coiled--perhaps impaled upon--the blade of a great, wicked-looking sword. The finish is untarnished, unblemished in any way, as though it could not become dull or damaged.

Diablerie Decomposition:
LoD: 50-successes-Critical Power-440-Level 35-to break enchantment
Level: 35 (including factors) 35 d6+35/350
Effect: With utterance of the command "vae inimicus," providing the gauntlet is in physical contact with the victim, it causes the victim to rot rapidly and, once they are dead, plunges their soul into the river of souls in hell, which prevents resurrection.
Damage: If effect succeeds, death occurs. The soul of the victim is plunged into the river of souls in hell, if the soul is not captured or prevented from being plunged. The river of souls prevents resurrection, not many mages can bring souls back from the river of souls.

Splintering Bones:
LoD: 39 successes-Critical Power of 309-Level 27-to break enchantment
Level: 27 - 27 d6+27/270
Effect: With the use of the command "ossis poena," (also with physical contact) a searing agony races like quick fire through the bones of the victim, beginning at the point of contact, and spreading through the body. The horrific pain that this causes completely disrupts concentration and may very well land a man of decent pain tolerance on the floor, the feeling as though his bones had splintered like shrapnel in shards of pain into his muscles. The effect will continue until physical contact is removed.
Damage: 54-Normal-270-Critical

Necromantic Seal:
LoD: 51 successes-Critical Power of 431-Level-38-(to break seal. THEN beat the LoD rolls for each enchantment)
Level: 38 - 38 d6+38/380
Effect: Protects the enchantments laid on the gauntlet from being removed. Factored by Seal and protective commands. Combines Power of Seal, Mark and Protective Commands, which includes Immutable Strength-Gauntlet and its enchantments cannot be altered or shattered.

 

Gauntlet of Desolation

Description:
The right-handed twin of the Gauntlet of Despair.

Summon Ally: The soul of a soldier named Bob is bound to the gauntlet. At the wielder's bidding, Bob will possess any corpse and fight for the wielder. Bob will inhabit the body he possesses until the body is killed or the effect is dispelled. Bob's soul is immune to spirit and mental attack or tampering unless the power of the gauntlet is broken.


Transducer Shield:
Level: 38
Localised magical shield which emanates from the gauntlet approximately two feet in diameter. Blocks physical weapons and projectile magical attacks. May be extended into a full shield, encompassing wielder, however, when full shield is engaged, any attack made by the wielder will be negated. When force meets this shield, the shield will absorb and convert the energy of the attack, whether kinetic (=damage) or transcendental (=power of spell). Half of the energy converted will be used to fortify the shield (+1/2 level of attack/spell), the other half will be rebounded upon the attacker as a counter attack. Wielder may choose to convert the full power accumulated by the shield into an attack, however, the shield would be spent. Levels are not cumulative and reset when dispelled or spent.

Necromantic Seal:
LoD: 51 successes-Critical Power of 431-Level-38-(to break seal. THEN beat the LoD rolls for each enchantment)
Level: 38 - 38 d6+38/380
Effect: Protects the enchantments laid on the gauntlet from being removed. Factored by Seal and protective commands. Combines Power of Seal, Mark and Protective Commands, which includes Immutable Strength-Gauntlet and its enchantments cannot be altered or shattered.

 

Black Lion Clan Sword

Sword of Arcadius-(Roman Gladius Sword.)-(27/54-dmg.), Levels: Fire 39d6, Ice 21d6, Lightning 20d6. Drains life (-1 level on a hit, -1 Stamina per ace).
1-Soul capture-On death, as blade is thrust into dead or torped rival. Soul arrested in blade on command, "animus excepi exceptum."
2-Unlock Elemental power-Each soul powers blade to allow it to capture an elemental stream to unlock that power in blade. Elemental-Fire (unlocked), Ice and Lightning-Locked until each elemental stream is unlocked by a captured soul.
3-Spirit Flame-+1 d6 dmg (+1 level) to any element with each additional soul captured once elemental powers have been unlocked.
4-Capture Element-Soaks elemental energies to null Elemental attacks, power captured enhancing blade by +1 Level temporarily.
5-Sword of Power-Strength-Level 40-Critical Power of 444 (44 successes+critical power roll), vs. Shattering or Mutation.

 

The Chain Mail of Varenhya

Elven Chain Mail +2. AC: 30. 50% Resistance Ice, Water, Lightning. Casts following spells 2 each/day:

Deluge: Power 12d6+12. Tide of enchanted water descends on foe for damage (20' radius cylinder, appears 100' in the air or ceiling height). Foe must roll Strength against 12d6 or be knocked down. Rusts metal weapons and armor for -3 damage/AC per Ace. Drenches targets.

Channeled Blizzard: Power 15d6+15. Cone of ice shards, heat-leeching snow, arctic winds, and pounding hail extends from armor to 60'. 1/3 slashing damage, 1/3 bludgeoning, 1/3 cold. Drains 1 Stamina per Ace as cold fatigues foe (this loss is reduced by cold resistance/immunity). Wet targets also take -1 penalty on Dex and Mvm per Ace as water freezes.

Storm Savage: Power 18d6+18. Lightning bolts shoot out from armor in eight cardinal directions to 100' distance. +2 HB against foes in metal armor, wielding metal weapons, or wet.

Expend all spells/day to cast:
Varenhya's Storm: Power 25d6+25. Blast of water, ice, and lightning explodes from caster outward to 60' radius. Damages all within (except caster). Targets must roll Stamina vs. 25d6 or be knocked unconscious by severe shock, cold, and battering.

 

The Shield of Varenhya

Small Steel Shield. AC: 30. 50% Resistance Light*, Shadow, Dark. Casts following spells 2 each/day:
Lunar Shield: Power 20d6+20. Cast as a defense. The Shield of Varenhya takes on a soft silver glow which extends in a mystic barrier. Shield attempts to block all attacks as 20d6 defense that turn. Attacks that shield fails to block have damage reduced by spell's power roll.

Solar Shield: Power 20d6+20. Cast as a defense. The Shield of Varenhya takes on a bright golden glow which extends in a mystic barrier. Shield attempts to block all attacks as 20d6 defense that turn. Caster heals 5 HP per success, 25 HP and 1 ST per ace, rolled on each attack that the shield blocks.

Stellar Shield: Power 20d6+20. Cast as a defense. The Shield of Varenhya takes on a brilliant blue glow, which extends in a mystic barrier. Shield attempts to block all attacks as 20d6 defense that turn. Any attack blocked damages opponent as if it were a counter attack, dealing extra damage equal to spell's power roll (extra damage not improved by critical power).

Expend all spells/day to cast:
Varenhya's Wall: Power 30d6+30. Cast as a defense. The Shield of Varenhya takes on a blazing white glow, which extends in a mystic barrier. Shield attempts to block all attacks as 30d6 defense that turn. Any attack blocked damages opponent and heals wielder, as from Solar Shield and Stellar Shield. Attacks not blocked have power reduced as per Lunar Shield. Fading magic of the spell provides wielder with +1 AC and +5% MR per success for one turn per ace.

*Light resistance will coincidentally halve Seth's vulnerability to sunlight.

 

The Wind Rider's Cape

+3 Movement, Dexterity, Reflexes. 50% Resistance to magical wind or normal winds of greater than 150 MPH. Provides complete immunity to normal winds of speeds less than 150 MPH. Provides supernatural flight when worn.

 

The Cloud Walker's Ring

50% Resistance to Gas/Poison effects. Gaseous Form at Will (gas form is harmless, but cannot be damaged by physical or energy attacks except wind magic). Wearer can see through all forms of mists, fogs, and clouds. Wearer can create fog cloud (called radius up to 10' per level of user) centered on self at will (cloud impedes vision, roll 15d6; -1 Vision and Night Vision per success, -1 HB per Ace, while within cloud). Wearer can Control Weather 1/day.

Sword of Siaph

Description: (+138 damage, +480 damage on a crit, +1 HB balance, +magic damage, strength of the dragon; 694) An elemental sword with the power of ice, electricity, storm, morphing, and fire. The weilder had only to call out the elemental attack desired and the sword would execute it. The command had to be clear and loud. Sarku had often joked that his sword was deaf. Yes, the weapon was Sarku's creation, but the moment Seth picked it up, the blade and the elements in it bonded to Seth, the spirit of the blade becoming one with him. It was a sentient weapon, infused with three spirits which had been forged into the blade; a spirit of storm, of change and of fire. Seth had to be careful, because if the sword became too highly charged (3 elemental crits in a row) the spirits would flow into Seth to possess him and change him into an elemental spirit of storm, change and fire, as all three spirits joined inside of him as one. Seth would no longer be Seth while possessed, but become Trioress. Trioress would only flow back into the sword when the battle was done and the sword was sheathed, a matter of his will overcoming theirs (which was equal to his). Even when no elemental powers were invoked, the sword delved a lot of damage as the very essence of the elements flowed through the blade to send out damaging vibrations on a hit.

Light Beckoner Sword:

 

Triple damage to gods and their proxies, and evil or dark kinds, 25% chance to knock down, bolt of virtue when activated by command 'peace!' makes ANY foe stop fighting until attacked again for one hour, or called duration w/natural or triple crit until a ten mile range with target is broken.

Drobynian's Personal Armor:

 

This  legendary Tsularian's cloak, staff, and ring were all discovered among the treasure as well.

*   The diamthril chainmail was pure white, heavily enchanted (total +180 AC), and imbued with both positive and negative energy. One-third of any damage blocked by the armor's AC would be reciprocated on the attacker as negative energy, and converted to heal the wearer as positive energy.

Solar Sword of Drobynian:

 

Forged by a being with powers of the sun and the dead, bound to his manifest spirit, and then claimed by a vampire with the power of a phoenix, this Legacy Weapon now contains power that goes beyond even its original enchantments. In addition to its base effects (can shed true sunlight out to 120', +40 damage from enchantment, +40 damage from Solar Fire, +40 damage from Negative Energy, once per hour can be planted into the ground to release a Sunburst attack, 40d6+40 Light damage, those who fail to defend are blinded for one minute on a hit, permanently on a crit) it has gained the following Legacy Powers (Legacy powers only active while in the hands of an undead or vampire character with light, sun, or phoenix based powers):

The Phoenix Stone

Info: 35 d6+30. Stone is transluscent and looks as if still flames have been captured inside. Stone imbeds itself in the chest of the one who claims it. Found in the heart of very ancient red dragons. When the stone bearer feels passionately motivated, they shift into the Phoenix Incarnate, which includes flesh armor, feathered wings of fiery colours, clawed talons, and eyes of the flame (fiery looking eyes).
Phoenix Armour: AC: +1 per success, x ten on a crit. Flesh armour with gold scales that are etched like feathers. Shift into armour Once a Day.
Pyrokinetics: when in Phoenix form, incarnate can command these powers with their hands at level of Stone;

 

  • Flame Hands: flames erupt from the palms of the hands which can burn or catch fire to whatever they touch. Flames do anything from mild to serious damage (1 d6-Max Level damage) depending on the force with which they are focused.
  • Fireball: at level of stone, range up to +1 yard per success, x ten on a crit, aggravated damage +1 turn per ace, spreads out in an area of +1 yard radius per success.
  • Firestream: continuous stream of fire, like a flamethrower, range of up to 5 feet, +1 foot per success, aggravated damage +1 turn per ace, flame disperses when incarnate is distracted or takes another action.
  • Inferno: flames erupt from hands to form a huge fireball which spreads out rapidly to engulf anything within an enclosed area, or in the open, an area of 25 yards, +1 yard per success, x ten on a crit. These flames can be so hot that they incinerate everything they engulf completely. A dangerous power to weild. Aggravated damage and critical aggravated damage if not deadly. Those on fringes (within six yards) take normal aggravated damage.


Fire and Heat immunity: not affected by fire or heat in this form. Fixed immunity, cannot be negated.

Buckler of Negation

Description: (AC: 80 on blocks) negates all manner of disease and necromancy in an effective radious around the weilder (of up to +10 yards, +1 yard per ace), and the shield also causes telekinetic damage and staggers on impact (with shield bash, -1 additional action, -1 per ace).

Gloves of Dampening

Description: (AC 150 arm blocks) could be worn with gauntlets because of the thin but exceptionally strong diamthrill cloth they are made of, having more an appearance of gloves than actual gauntlets, while protecting the arms as vambraces do. Their power is absorbing energy, thus lowering damage and dampening spells, even wards, (by power of roll). They have to be struck together to activate their power, at what time elaborate black runes appeared on their sleeves, and struck together again, they are deactivated.

Wraith Cloak

Description: (AC: 150) Black Diamthrill Cloak, Light weight, thin but very strong metal cloth, reflective surface allows wearer to 'blend in' with +5 stealth.

 

  • Resist Mental Attacks 95%
  • Wraith Guard: resist cold, resist stamina loss, resist loss of will and constitution, 65%, while worn (earn additional levels).

 

Kara with Staff of Souls

Staff of Souls

Description: +25 blunt damage, capture souls and spirits of the dead in the staff, souls power staff by +1 melee or magic damage per soul. Summon and control spirits with staff. Bonded power uses no stamina, +4 d6 improved power to any spell cast through staff (stamina loss normal). -2 AR to use staff. Add bonus damage from souls to any attack including melee.

Spirits Captured: +2

The Gloves of Tsul:

 

(Tenjin, Seth and Morgriff) Six pairs of gloves once worn by the guards of Haashqote, founder of the city and father of Erontus.
* Disk or martial style lazer blades which shoot out of a pair of dark blue, white diamthrill studded gloves (+180 AC protection for hands). Gloves protect wearer from lazer and light attacks or spells. Unlock Lazer Bow as well.
* Palms of gloves bear a white symbol shaped like a disk with curved blades while back of glove has a white sword symbol like a cross on it.
* Inexhaustable thrown disks or duel lazer swords (or bow and arrows, unlock).
* Gloves recharge on spirit energy of any living thing the blades or arrows contact.
* Disks have Dimensional Phase which lets disks phase past armour or allies.
* Quantum Divine Lazer Light of disks or swords vaporizes anything touched for clean, cauterized wounds.
* Flash Burn on crits sends an explosion of light through target to do massive damage or to vaporize target entirely with triple crit.
* Extremely accurate, these weapons rarely miss target area (only miss on hit roll of 1-2, normal hit bonuses do not apply).
* Damage +150, triple damage to creatures with sun bane.
Double damage to evil with divine light.
* Flex each hand palm up to activate duel disk throwing, palm down to activate duel swords (or melee weapon of choice).
* Unlock: Lazer bow by taking an archer pose with gloves on. Lazer bow appears in hand. Lazer Arrows load when bow is drawn, Multishot, arrow splits into multiple lazer arrows when shot (+1 arrow per 5 levels of archery). Bow itself can be used as Melee Weapon.
* Strength of Gloves is +1287 (Your Roll: Tsul succeeds to cast the Spell, with TRIPLE CRITICAL POWER!!! With a Natural Twenty!!! of 1287. The spell roll was 12 aces and 27 successes with a power check of 87.) Glove power can only be disabled by destruction of the gloves themselves.


Vambrace of Gadrael:

(Seth)
* Ancient museum piece which belonged to the Tsularian Gadrael before he ascended to Gadriel. His true name is engraved into the metal plate near the under part of wrist. Summon Arsenal (lazer blade staff, duel lazer swords, lazer disks, lazer bow, Armour of Gadrael)
* Unlock: Summon Gadrael from Plane of Light by drawing his name in Hamantra in pure chalk and offering any of his weapons, which return to arsenal when he returns to home plane. His name is engraved in the underside of the vambrace. Once unlocked he can be summoned at will while wearing vambrace.
* Lazer Light cuts clean and cauterizes wounds as they are made.
* Double damage to vampires, undead, devils, and anything with sunbane.
* Damage +80 each hit.
* Armour: AC +120, protects from light and lazer attacks. Boosts innate power by +5 levels, lazer reflection riposte does +50 light burst damage on successful blocks and blinds for -50% HP next turn. Armour bears beautifully stylized engravings and reliefs of Tsulari warriors in various poses, depicting them in some places riding on dragon, giant eagle, winged dire wolves, or winged horse mounts while battling demons, salt dragons, and titans.

Scrolls

Type and Use: Improved Raise the dead scrolls, damages or raises even those spirits which resist raise the dead.

Description:

 

  • #2: Resurrection; normal resurrection
  • #4: Heal All Wounds; restore full health)
  • #4: Revive Scrolls; restores full stamina and restores 50 health
  • #5: Ward Gate; destination turret of Gothtyrdan, can gate past wards on return to turret)
  • #6: Improved Raise the Dead scrolls; damages or raises even those spirits which resist raise the dead.
  • #15: Greater Raise the Dead; bypass immunity (rare)

 

DEEP ARMOUR OF ARILIAS

 

The Ring: snug fitting black diamthrill, twined snakes with ruby eyes. When twisted all the way around armour manifests. Divested when ring twisted around again. Ring does not come off once it's worn. Removal by maker Aramael Arilias required.

Grants:
* rocket like speed and leaps with accurate landing and stop points.
* intuitive kinetic shielding that cushions against impact on contact, but allows for normal contact at will.
* greatly increases physical strength in bursts with cooldown of roughly half a minute.
* unlimited endurance while worn.
* greatly boosts all physical actions and responses
* weakens magical focus making spells hard to cast.
* exhaustion factor when armor is divested
* unknown benefits that are unlocked the more armour is used.
* unknown liabilities the more armour is used.

 

Unlocked Benefits: (Desiree)
1. activate called pieces of the armour.
2. backlash - kinetic blow to those who strike her, damages and knocks them back.

Unlocked Penalties:  (Desiree)
1. transfer of will to Deep Armour master.
2. Can be watched via a following by the armour master via the ring.

 

Their armor should have cost them a few hundred thousand, so why did the elf sell it so cheap?  Had Sarku, Amon or Seress, the knight there in the camp below been present when that ring was gifted they'd have urged Seth to be cautious. But Seth was wearing the ring now. Too late for caution.  

 

"The elf said it was kinetic armour that form fit whoever wore it and that it granted great physical powers.  I've been practicing a little so let me show you." Desire turned the armour back on with a turn of the ring.  "I'll jump to the northern tower up there." And she pointed to the high northwest tower on the opposite side of the castle then bent her knees and sprang. She shot off the turret like a rocket in a flash of speed to appear just an instant later standing on the crown of the far tower sixty feet above and about one hundred yards away. She waved to Seth.  "Join me!" She invited turning her wave into a beckoning one.

 

She clapped her hands then grinned at Seth as he tried to explain how he felt.  "I know.  Doesn't it feel like you could conquer the world?  Like you could do almost anything?  The two rings were only twenty gold.  When I asked him why they were so inexpensive if the armor he promised was so amazing, he said it was because he didn't care about money only that his armor got into the right hands. The elf was very kind."  

 

"You can slam right into something with this armor on and not feel a thing.  It has amazing shielding.  I feel like a super hero. Like super woman." "I wonder what happens if we're hit by lightning or bullets?" They would bounce off the armour is what.

 

The armor is Maelvannor in make and bore the snake stamp of the famous or rather infamous house of Arilias, an ancient Maelvannor family of warlock smithrites.  The ring itself in design was their seal.