Parent Pages: Rules : Magic Items

Aerial Bracers

The Aerial Bracers are a pair of invisible bracers composed of solidified air. They have just enough mass to be felt when touched, but are effectively weightless.

History

Within the Aerial Bracers resides the soul of the wizard that created them. He isn't at all sure how he ended up inside them, since that magic wasn't his doing.

He was a member of the Crusaders of Light, but unlike the other crusaders, he remembers, due to years of training himself to gain a photographic memory. He's a bit fuzzy on some of the details, due to the trauma of having his soul unexpectedly torn form his body, but his memory is mostly intact. He does not tell anyone this, as he's fairly certain old enemies would track him down and destroy him. Instead, he pretends to know nothing beyond his experience as a pair of bracers, even when confronted by people from his past (he's crossed paths with Sora several times, who was also a member of the Crusaders).

Campaign Use

These bracers, along with the other artifacts that belonged to the Crusaders of Light, are intended for the final conflict between the PCs and the Black Crown. They will serve an important role in bypassing some of the Black Crown's protective measures.

When the PCs start to deal with the Black Crown and his minions, the bracers will begin to cautiously share tidbits of information they can use. They will lie about how they know these things, claiming that a previous owner had some experience with the Black Crown.

Powers

  • The bracers are intelligent and quite experienced in matters of magic and alchemy.
    • Attributes: IQ 18, Per 14, Will 16.
    • Advantages: Eidetic Memory (Photographic Memory), Indomitable.
    • Disadvantages: Odious Personal Habit (Speaks in a Condescending Fashion, -1 to reactions), Overconfidence (9 or less).
    • Skills: Alchemy-18, Hidden Lore (Demons)-17, Innate Attack (Beam)-15, Magic!-20, Occultism-17, Teaching-18, Thaumatology-20. They know a variety of other skills, but they're largely useless due to the lack of a body.
    • Spells: They remember many spells and can describe them to others. They don't like to do this very often, because it's so time consuming, so they tend to share spells as a form of reward when they feel the wearer has earned the privilege or when there's a need.
      • Air: All common and uncommon, plus a smattering of more rare spells. The bracers will share these more freely so the wearer can charge them with spells (see below).
      • Elemental: All common.
      • Enchantment: Alchemy Jug, Continual Light, Crystal Ball, Decanter of Endless Water, Deep Pockets, Enchanted Scroll, Enchanted Weapon, Golem, Magic Mirror, Permanency, Portable Hole, Repeating Useful Item, Shatterproof, Steal Enchantment, Useful Creature and Useful Item.
      • Others: The GM can easily use the bracers to introduce other spells, such as rare or unique “lost” spells.
  • Provides the wearer with DR.
    • DR +8 vs. all physical attacks.
    • DR +8 vs. air attacks (cumulative with the above).
    • +1 DR to arms on a roll of 1-2 on 1d.
  • The wearer can fly as though they had the Flight Advantage.
    • This is the result of air currents, so their hair will be tossed around and it's quite noisy.
      • Makes stealth impossible.
  • Once per turn they can make an attempt to block an attack by briefly forming a wind-based force field.
    • With a block score of 12.
    • Can block up to 16 damage.
  • They can summon an Air Elemental (as the spell) once a day.
    • It's controlled by the bracers, not the wearer.
      • Summoning takes it a second of concentration.
    • The bracers cannot block attacks for the duration without losing concentration.
  • The bracers can store and independently cast up to 120 points of Air spells.
  • The bracers are indestructible.
  • They cannot be separated by more than a 10 foot distance, as through they were joined by an invisible, intangible, indestructible cord.
  • They'll automatically adjust themselves to fit anyone that attempts to puts them on, resizing for anyone between SM-4 to SM+2.

Curses

  • The bracers are extremely arrogant and often condescending. Gaining their respect is difficult, at best.
  • They may be quite insulting to the wearer's companions, belittling them for any perceived failure.
  • They become inert in a vacuum.
    • Their magic is turned entirely toward self-preservation for the duration, as keeping them together becomes very difficult.
    • They remain indestructible.
    • The wizard inside is unconscious for the duration.
      • They still provide +1 DR to the arms.
  • Many of their powers fail to function in an airless environment (e.g. underwater).
    • DR, Flight and Blocking fail entirely.
      • Except the +1 DR to the arms.
    • Air Elementals cannot be summoned unless a properly-sized volume of it is prepared.

Suggested Means of Destruction

  • Bringing the bracers to the center of the Plane of Vacuum will dissipate them permanently. It has to be within one mile of the plane's center (where ever that is).
  • For the campaign, the bracers will sacrifice themselves to help the PCs get past a serious obstacle in their path.
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