From: Shroudheart Oni

Tier One Stats:

Armor Class Bonus: +3

Skills: None

Cost: 500 gold pieces

Tags: Heavy Armor, Enchanted, Demonic, Obsidian, Malevolence, Legendary, Darkness, Abyssal, Fear, Protection, Torso, Resilience, Cursed

Lore: Forged in the depths of the Abyss, the Dreadfire Plate is a sinister masterpiece crafted by master demonic blacksmiths. Infused with the essence of malevolent entities, this obsidian plate armor exudes an aura of darkness and dread. The armor is said to have been created specifically for the fearsome Shroudheart Oni, a creature of immense power and cruelty.

Use: The Dreadfire Plate serves as the ultimate defense for the Shroudheart Oni. Its dark enchantments bolster the creature’s natural durability, providing exceptional protection to its torso, arms, and legs. With the Dreadfire Plate equipped, the Shroudheart Oni gains a substantial +4 bonus to its Armor Class, making it an even more formidable opponent to face in combat.

The armor’s demonic infusion grants it an otherworldly quality, making it resistant to magical effects and enhancing the creature’s aura of malevolence. However, the armor’s origins and dark nature may draw the attention of those who seek to rid the world of evil or those who wish to harness its powers for their own sinister purposes.

As a legendary artifact, the Dreadfire Plate carries a hefty price tag, often fetching around 500 gold pieces in the market. Obtaining this armor requires delving into dangerous realms, facing demonic forces, or striking a deal with powerful entities of darkness. It is a rare and coveted item, sought after by those who desire unparalleled protection or who wish to possess a relic of pure evil.

The Dreadfire Plate, with its dark origins and powerful enchantments, is a rare and highly sought-after piece of armor in the world of Saṃsāra. It can be found in specialized shops or acquired through unique circumstances, each reflecting the sinister nature of the item. Below are the types of shops where the Dreadfire Plate might be bought and sold, along with the associated costs.

  • Cursed Relic Emporiums
    • Description: These shops are shrouded in secrecy, often located in the shadowy corners of major cities or hidden within forgotten ruins. They specialize in cursed items, dark artifacts, and relics of evil power. The atmosphere is oppressive, with shelves lined with ominous objects that emanate malevolent energy.
    • Availability: The Dreadfire Plate is a centerpiece in such shops, kept under heavy protection due to its dangerous nature. It might be displayed in a glass case or hidden away, accessible only to those who can prove their intent to use it for dark purposes.
    • Cost: 600 to 800 gold pieces.
    • Transaction: The purchase of the Dreadfire Plate may require the buyer to perform a dark ritual or make a pact with the shopkeeper, who is often a practitioner of forbidden magic. The buyer might also need to offer something of equal value, such as another cursed item or a rare ingredient needed for dark rituals.
  • Demonic Black Markets
    • Description: The demonic black markets are secretive, underground bazaars where the most dangerous and forbidden items are traded. These markets are often located in remote, inaccessible regions, or in the underworld, where demons and other dark entities gather to trade their wares.
    • Availability: The Dreadfire Plate may be sold at one of these markets, either by demonic traders or by mortals who have made pacts with dark forces. The armor is likely to be auctioned off to the highest bidder, often accompanied by sinister ceremonies.
    • Cost: 800 to 1,200 gold pieces, depending on the bidding wars and the rarity of the item.
    • Transaction: Buyers in the demonic black market must be cautious, as deals are often sealed with blood or soul-binding contracts. The armor may come with hidden curses or conditions that the buyer must fulfill, such as performing a dark deed or delivering a soul to the seller.
  • Occult Armorers
    • Description: Occult armorers are master craftsmen who specialize in creating and selling armor imbued with magical properties, particularly those of a dark or forbidden nature. Their forges are located in places of power, such as near ancient battlefields, within cursed forests, or atop mountains where dark rituals were once performed.
    • Availability: The Dreadfire Plate is likely a custom order in these shops, made to fit the buyer’s specifications. The armorer may also have a pre-forged set, created for a powerful dark entity, available for purchase.
    • Cost: 700 to 1,000 gold pieces.
    • Transaction: The buyer may need to provide rare materials, such as the blood of a demon or the heart of a fallen hero, to complete the transaction. The armorer might also require the buyer to undertake a dangerous quest to prove their worthiness or loyalty to dark forces.
  • Ancient Crypts or Ruins
    • Description: The Dreadfire Plate may not always be bought in a shop but instead discovered within ancient crypts or ruins, often guarded by powerful undead or demonic entities. These locations are remnants of old civilizations or battlefields where dark magic was once practiced.
    • Availability: The armor may be found as part of a treasure hoard, protected by traps, curses, or the spirits of those who once wore it. The Dreadfire Plate is often the most prized item in these crypts, requiring the adventurer to face great dangers to claim it.
    • Cost: While not purchased with gold, the cost to acquire the armor might involve risking life and limb, sacrificing companions, or performing dark rituals to appease the spirits guarding it.
    • Transaction: After acquiring the armor, the adventurer may choose to sell it to one of the aforementioned shops or keep it for themselves. If sold, the price could range from 1,000 to 1,500 gold pieces, depending on the condition and the buyer’s interest.
  • Dark Temple Auction Houses
    • Description: Dark temples dedicated to forbidden gods or ancient evils sometimes host auction houses where rare and powerful artifacts are sold to the highest bidder. These auctions are invitation-only, attended by dark priests, warlocks, and powerful figures who seek to increase their power.
    • Availability: The Dreadfire Plate would be a featured item in such an auction, with detailed lore and a history of its previous owners provided to entice bidders.
    • Cost: 1,000 to 1,500 gold pieces, with the final price determined by the intensity of the bidding war.
    • Transaction: Buyers at these auctions must be prepared for fierce competition and the possibility of acquiring not just the armor, but also any lingering curses or dark influences tied to it. The auction house may also demand a tithe to the dark gods in addition to the gold payment.

The Dreadfire Plate is a rare and dangerous item in Saṃsāra, with a value that goes beyond mere gold. The method of acquiring it often involves risk, dark dealings, or confronting powerful entities, reflecting the armor’s sinister nature and the malevolent forces that created it.

The Dreadfire Plate, infused with malevolent energies and forged in the Abyss, is a formidable piece of armor that offers both offensive and defensive capabilities. Its dark enchantments provide unique advantages in various environments, making the wearer a fearsome presence on the battlefield. Below is an explanation of how the Dreadfire Plate can be roleplayed for defense and offense in different environments in the world of Saṃsāra.

  • Cursed Forests or Haunted Woods
    • Offense: In cursed forests or haunted woods, where malevolent spirits and dark creatures lurk, the Dreadfire Plate amplifies the wearer’s intimidating presence. The armor’s aura of dread can cause lesser beings to hesitate or flee, allowing the wearer to dominate the battlefield. The malevolent energy of the armor can be channeled to strike fear into enemies, making them more susceptible to fear-based abilities or spells. The wearer might use the armor’s dark enchantments to taint the land around them, weakening their enemies and strengthening their own attacks.
    • Defense: The Dreadfire Plate provides exceptional protection against the dark magic and curses that permeate these environments. Its demonic infusion grants resistance to necrotic damage, making the wearer resilient against attacks from undead or malevolent spirits. The armor’s presence may also ward off weaker entities, creating a protective zone around the wearer where lesser curses and hexes are ineffective.
  • Demonic Strongholds or Abyssal Planes
    • Offense: In the heart of demonic strongholds or on the Abyssal planes, the Dreadfire Plate truly shines. The armor’s connection to the demonic realms allows the wearer to tap into the chaotic energy of the environment, enhancing their strength and ferocity in battle. The wearer can use the armor to draw upon the ambient demonic power, unleashing devastating attacks that are amplified by the Abyssal surroundings. The armor’s aura might also corrupt the ground beneath the wearer’s feet, causing flames or shadows to erupt with each step, damaging enemies and creating hazardous terrain.
    • Defense: The Dreadfire Plate provides unparalleled protection against the chaotic forces of the Abyss, granting the wearer resistance to fire and other elemental attacks common in such realms. The armor’s dark enchantments can absorb or reflect demonic energy, turning the power of the Abyss against the wearer’s enemies. Additionally, the armor may cloak the wearer in shadows, making them harder to detect by other demonic entities and allowing them to navigate the Abyss with greater ease.
  • Battlefields or War Zones
    • Offense: On battlefields or in war zones, the Dreadfire Plate turns the wearer into a terrifying force of destruction. The armor’s dark aura can sap the morale of enemy soldiers, causing them to falter in the face of the wearer’s relentless assault. The wearer can channel the armor’s malevolent energy into their strikes, delivering powerful blows that can shatter enemy defenses and spread fear among their ranks. The armor’s presence may also bolster the wearer’s allies, inspiring them with a mix of fear and respect, leading to more coordinated and ferocious attacks.
    • Defense: The Dreadfire Plate’s heavy, enchanted construction provides superior protection against physical and magical attacks. The armor’s dark energy can absorb incoming damage, converting a portion of it into a protective barrier or healing the wearer. The malevolent aura surrounding the wearer may also deter direct attacks, as enemies may hesitate to engage someone clad in such fearsome armor. In large-scale battles, the wearer can use the armor’s presence to control the battlefield, forcing weaker foes to retreat or submit.
  • Tombs or Ancient Ruins
    • Offense: In tombs or ancient ruins, where traps and ancient guardians pose constant threats, the Dreadfire Plate allows the wearer to harness the lingering dark energy of the place. The armor’s connection to the dead and the cursed can be used to awaken or control ancient guardians, turning them against their creators or other intruders. The wearer might use the armor to disrupt magical wards or barriers, making it easier to bypass defenses and access hidden areas. The armor’s malevolent power can also amplify the wearer’s physical attacks, allowing them to break through ancient stone and metal with ease.
    • Defense: The Dreadfire Plate provides exceptional protection against the traps and curses that often fill such ancient places. The armor’s enchantments can detect and neutralize magical traps before they can be triggered, allowing the wearer to navigate safely through dangerous areas. The dark energy of the armor also makes it resistant to the effects of ancient curses, protecting the wearer from petrification, paralysis, or other debilitating effects commonly found in old tombs. Additionally, the armor’s demonic origin may allow the wearer to communicate with or command any lingering spirits, gaining valuable information or protection from the undead.
  • Urban Environments or Cities
    • Offense: In the crowded streets or shadowy alleys of a city, the Dreadfire Plate turns the wearer into a living weapon of fear. The armor’s dark aura can cause panic among civilians and enemies alike, clearing a path for the wearer to move unchallenged. The wearer can use the armor to enhance their stealth, blending into the shadows or creating an intimidating presence that deters pursuit. In combat, the wearer can channel the armor’s malevolent energy into swift, brutal attacks, overwhelming enemies before they have a chance to react.
    • Defense: The Dreadfire Plate provides solid protection in urban combat, where ambushes and surprise attacks are common. The armor’s heavy construction and enchantments make the wearer nearly impervious to standard weapons, while its aura of dread may discourage potential attackers. The wearer can also use the armor’s dark energy to detect hidden enemies or traps, allowing them to navigate the city’s dangers with confidence. In situations where discretion is necessary, the armor’s malevolent aura can be suppressed, allowing the wearer to pass unnoticed or blend in with the city’s darker elements.
  • Frostbitten Wastelands or Icy Mountains
    • Offense: In the harsh, frozen environments of wastelands or icy mountains, the Dreadfire Plate gives the wearer an edge by allowing them to tap into the armor’s internal warmth, turning the cold against their enemies. The armor can channel its dark energy to generate heat, melting ice and snow to create treacherous, muddy ground that hinders foes. The wearer might also use the armor to create bursts of flame or heat to weaken or destroy ice structures, causing avalanches or collapsing ice bridges on enemies.
    • Defense: The Dreadfire Plate provides excellent insulation against the biting cold, protecting the wearer from freezing temperatures and frostbite. The armor’s dark energy can be used to resist or negate cold-based attacks, keeping the wearer warm and functional even in the most extreme conditions. The armor’s heavy construction also offers protection against falling rocks or ice, while its dark aura may help the wearer blend into the shadowed, icy landscape, avoiding detection by predators or enemies.

The Dreadfire Plate’s versatile offensive and defensive capabilities make it a powerful tool in the hands of a skilled wearer. Its dark enchantments and formidable protection allow it to adapt to a wide range of environments, ensuring that the wearer remains a force to be reckoned with, no matter where they find themselves in Saṃsāra.

Perception of Activation: Dreadfire Plate

  • Sight:
    • Perceived: Upon activation, the Dreadfire Plate begins to emit a dim, sinister red glow from the runes etched across its surface. The demonic visage on the breastplate appears to come to life, its eyes flickering with fiery light. Flames subtly lick the edges of the armor, and a dark aura surrounds the wearer, warping the air around them.
    • Description: The visual effect is both mesmerizing and terrifying, with the armor radiating an otherworldly presence that seems to darken the surrounding environment. Shadows appear to lengthen, and the light around the wearer dims as if the armor is drawing in the ambient light.
    • Positives: The visual display can instill fear and awe in onlookers, potentially causing enemies to hesitate or flee.
    • Negatives: The glowing runes and fiery aura may give away the wearer’s position, making it difficult to remain hidden or stealthy.
  • Hearing:
    • Perceived: A low, ominous hum resonates from the armor, accompanied by the faint sound of crackling flames and distant, echoing whispers in an unknown language.
    • Description: The sound is unsettling, as if the armor is alive and communicating with dark forces. The whispers seem to grow louder in moments of combat, urging the wearer forward with promises of power and destruction.
    • Positives: The sound can disorient and unnerve enemies, making them more vulnerable to attack.
    • Negatives: The constant hum and whispers may be distracting or unsettling to the wearer, potentially causing them to lose focus in critical moments.
  • Smell:
    • Perceived: The air around the armor takes on a scent of sulfur and burnt metal, mingled with the faint aroma of scorched earth and ash.
    • Description: The smell is strong and pervasive, evoking the image of a battlefield consumed by flames. It adds to the armor’s menacing presence, reinforcing its connection to the Abyss and the demonic forces that created it.
    • Positives: The scent could bolster the wearer’s resolve, reminding them of the power they wield.
    • Negatives: The smell might be overwhelming or unpleasant, particularly in enclosed spaces or during prolonged use.
  • Taste:
    • Perceived: A metallic taste lingers in the mouth, similar to the taste of blood or iron, with a hint of bitterness.
    • Description: The taste is subtle but persistent, adding a physical sensation that mirrors the armor’s dark and foreboding nature. It serves as a reminder of the demonic forces bound within the armor.
    • Positives: The taste could heighten the wearer’s awareness, keeping them on edge and ready for battle.
    • Negatives: The metallic taste might be distracting or uncomfortable, particularly during extended periods of activation.
  • Touch:
    • Perceived: The armor grows warm to the touch, with the heat intensifying around the glowing runes. The wearer may feel a slight vibration, as if the armor is thrumming with energy, and a faint tingling sensation spreads through their body.
    • Description: The warmth and vibration create a sense of power coursing through the armor, as though it is channeling energy directly into the wearer. The sensation is invigorating but also slightly unnerving, as if the armor is alive and responding to the wearer’s movements.
    • Positives: The warmth can be reassuring, particularly in cold environments, and the tingling sensation may enhance the wearer’s reflexes and combat readiness.
    • Negatives: In hot environments, the additional warmth might become uncomfortable, and the tingling sensation could be disorienting or even painful if the armor is worn for too long.
  • Extra-Sensory Perception:
    • Perceived: Upon activation, the wearer gains a heightened sense of awareness, particularly regarding the presence of dark forces or entities nearby. They may sense the ebb and flow of demonic energy, feel the malevolent intent of those around them, or even catch glimpses of the Abyss from which the armor was forged. There is also a deep, almost primal connection to the armor, as if the wearer is tapping into the collective memories of the demons who contributed to its creation.
    • Description: This heightened perception feels both empowering and dangerous, granting the wearer insight into the nature of the dark energies around them. The connection to the armor is intense, almost symbiotic, as if the wearer and the armor are becoming one. However, this connection comes with a risk, as the wearer may feel the influence of the demonic forces trying to assert control.
    • Positives: The enhanced awareness and connection to demonic energy can give the wearer a significant tactical advantage, allowing them to anticipate and counter dark magic or malevolent entities.
    • Negatives: The intense connection to the armor may lead to a struggle for control, with the wearer risking corruption or being overwhelmed by the demonic influence.
  • Summary of Positives and Negatives
    • Positives:
      • Instilling fear and awe through visual, auditory, and olfactory cues.
      • Heightened awareness and enhanced reflexes, improving combat effectiveness.
      • Protective warmth and invigorating energy, particularly in cold or hostile environments.
      • Connection to demonic power, providing tactical insight and offensive potential.
    • Negatives:
      • Risk of revealing the wearer’s position due to sensory cues.
      • Potential discomfort or distraction from warmth, smell, and taste.
      • Possible disorientation or struggle for control due to the intense connection with demonic forces.
      • Influence of dark energies may lead to corruption or negative effects on the wearer’s psyche.

Crafting Recipe: Dreadfire Plate

  • Materials Needed:
    • Obsidian-Infused Steel (5 ingots)
      • Steel alloyed with crushed obsidian and infused with dark magic. This material is known for its exceptional hardness and ability to hold demonic enchantments.
    • Hellfire Ember (1 core)
      • A blazing ember from the depths of the Abyss, containing the essence of eternal flames. This core powers the armor’s fiery aura.
    • Demonic Essence (3 vials)
      • Essence distilled from a powerful demon, necessary to bind the dark magic into the armor. The essence is volatile and must be handled with care.
    • Blood of a Fallen Hero (1 vial)
      • The blood of a hero slain in battle, used to temper the steel and imbue the armor with its formidable defensive properties.
    • Abyssal Runescript (1 scroll)
      • An ancient scroll containing the runes required to enchant the armor. The runes must be inscribed with precision to ensure the proper binding of demonic energy.
    • Blackened Leather (2 full hides)
      • Leather from a creature of the Shadow Realm, used to line the interior of the armor for comfort and additional protection.
  • Tools Required:
    • Demonic Forge – A forge capable of reaching extreme temperatures and channeling dark magic, necessary for working with the Hellfire Ember and Demonic Essence.
    • Runescriber’s Hammer and Chisel – A specialized hammer and chisel used to inscribe the Abyssal Runescript onto the armor.
    • Hellfire Tongs – Enchanted tongs that can safely handle the Hellfire Ember and molten obsidian-infused steel.
    • Essence Containment Vessel – A reinforced container designed to hold and transfer the Demonic Essence without causing harm to the crafter.
    • Blood Tempering Basin – A basin used to temper the steel in the Blood of a Fallen Hero, ensuring the armor’s durability and connection to the mortal realm.
  • Skill Requirements:
    • Blacksmithing (Master) – Required to forge and shape the obsidian-infused steel, and to handle the extreme temperatures of the Demonic Forge.
    • Enchanting (Master) – Necessary to properly bind the Demonic Essence into the armor and to inscribe the Abyssal Runes with precision.
    • Runecrafting (Expert) – For inscribing the Abyssal Runes onto the armor, ensuring that the dark magic is correctly channeled and stabilized.
    • Leatherworking (Skilled) – Needed for preparing and attaching the Blackened Leather lining, ensuring the armor is both comfortable and effective.
  • Crafting Steps:
    • Forge the Obsidian-Infused Steel:
      • Step 1: Heat the Demonic Forge to the required temperature using the Hellfire Ember. Use the Hellfire Tongs to place the obsidian-infused steel ingots into the forge.
      • Step 2: Once the steel is molten, carefully pour it into molds shaped for the breastplate, pauldrons, gauntlets, and other components of the armor.
      • Step 3: Allow the steel to cool slightly, then begin hammering it into shape using the Runescriber’s Hammer, ensuring the armor takes on a jagged, intimidating design.
    • Temper the Steel in the Blood of a Fallen Hero:
      • Step 4: Pour the Blood of a Fallen Hero into the Blood Tempering Basin.
      • Step 5: While the steel is still hot, submerge each piece in the basin. This will temper the steel, infusing it with the blood’s protective properties and ensuring the armor’s formidable defense.
    • Bind the Demonic Essence:
      • Step 6: Transfer the Demonic Essence from the containment vessel to the Demonic Forge, allowing the essence to mix with the molten steel. This step must be done with great care to avoid destabilizing the essence.
      • Step 7: Once the essence is absorbed into the steel, use the Runescriber’s Hammer and Chisel to carve channels into the armor pieces, guiding the flow of demonic energy throughout the armor.
    • Inscribe the Abyssal Runes:
      • Step 8: Lay out the Abyssal Runescript and begin inscribing the runes onto the armor’s surface. This requires precision and focus, as any mistakes could result in catastrophic magical backlash.
      • Step 9: As you inscribe each rune, channel a portion of the Hellfire Ember’s energy into the armor, activating the runes and binding the demonic essence permanently.
    • Attach the Blackened Leather Lining:
      • Step 10: Prepare the Blackened Leather by treating it with the remaining Demonic Essence, ensuring it is both durable and comfortable.
      • Step 11: Carefully sew the leather into the interior of each armor piece, providing additional comfort and protection for the wearer.
    • Final Assembly and Enchantment:
      • Step 12: Assemble the armor by fitting each piece together, ensuring a tight and secure connection between the plates.
      • Step 13: Perform a final enchantment ritual, using the remaining Hellfire Ember to seal the armor’s enchantments and activate the fiery aura. This will also awaken the demonic visage on the breastplate, completing the armor’s transformation into the Dreadfire Plate.
    • Inspection and Testing:
      • Step 14: Inspect the armor for any flaws or imperfections, particularly in the runes and enchantments.
      • Step 15: Test the armor by activating its fiery aura and engaging in combat or spell resistance exercises, ensuring that the Dreadfire Plate provides the intended protection and offensive capabilities.

Outcome: If all steps are followed correctly, the result will be a set of Dreadfire Plate armor, infused with demonic energy and enchanted to provide formidable protection and offensive power. The armor’s dark aura and fiery presence will make the wearer a fearsome opponent on any battlefield, embodying the malevolent power of the Abyss.

Tale of the Dark-Flame Shield

Long ago, in the time before the stars were as they are now, there was a great one, a mighty being whose name has been lost to the winds of the past. This one was not like others, for they had the strength of mountains and the wrath of storms. But even they were not safe from the creeping shadows that hungered in the deep places of the world.

The shadows, they say, were born from the ashes of the first flame, the flame that gave light to all things. These shadows sought to devour the light, to bring darkness to all that was bright. The great one, knowing the danger, ventured into the Abyss, a place where the shadows lived and thrived, seeking to destroy them and save the world.

In the Abyss, the great one fought many battles, their strength unmatched, but the shadows were endless, and their darkness could not be overcome by mere force. It was in the heart of this dark realm that the great one found the forge of shadows, where the demons worked in silence, crafting weapons and armor for the dark lords.

The great one, seeing the forge, knew that to defeat the shadows, they must become like them, if only for a time. And so, they took the black metal from the forge and shaped it with their own hands, pouring their wrath and power into it. From this metal, they forged the Dark-Flame Shield, a shield that was both armor and weapon, with flames that burned not with light, but with shadow.

When the shield was finished, it was said that the flames upon it were so dark that they could not be seen, only felt. The shield was heavy, not in weight, but in spirit, for it carried the burden of the shadows and the fury of the great one. With this shield, the great one returned to the world, and the shadows, seeing what had been made, trembled in fear.

In the final battle, the great one wielded the Dark-Flame Shield against the shadows. The flames consumed the darkness, and the shadows were driven back, but at a great cost. For the shield, though powerful, was cursed, and its flames did not distinguish between friend or foe, light or dark. The great one, in the end, was consumed by their own creation, their name lost, their deeds forgotten, but the shield remained, a relic of that terrible war.

Moral of the Story: In the forge of desperation, even the greatest of beings may create their own doom. Power born of darkness can drive back the night, but it also consumes the one who wields it. Beware the tools you forge in the shadow, for they may turn against you when the light returns.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Name: Dreadfire Plate

  • Type: Mythic Artifact
  • Armor Class: +3 to Armor
  • Resistance: The wearer gains 10 points of fire resistance.
  • Special Ability (1/day): The wearer can activate the armor’s dark flames, causing all enemies within a 10-foot radius to make a POW vs POW roll. On failure, they lose 1d6 Sanity Points and are set ablaze, suffering 1d6 fire damage per round until the fire is extinguished.
  • Sanity Cost: Each use of the dark flames costs 1d4 SAN to the wearer, reflecting the corrupting influence of the armor.
  • Game Mechanics:
    • Activation: Requires a successful POW roll to activate the armor’s special ability.
    • Corruption: Prolonged use may lead to mental degradation or possession by demonic entities.

Blades in the Dark

Name: Dreadfire Plate

  • Item Slots: 3 (heavy load)
  • Quality: 4 (fine, arcane)
  • Armor: Provides +3 to Armor Rating
  • Special Ability (1/day): The wearer can unleash a wave of dark fire that affects all enemies in a close area, dealing 3 harm and forcing them to make a resistance roll (or suffer an additional level of trauma).
  • Stress Cost: Using the special ability costs 2 stress due to the intense focus required to control the armor’s malevolent energy.
  • Game Mechanics:
    • Activation: The wearer must activate the armor as a special action, which can be used during a conflict to gain a tactical advantage.
    • Demonic Influence: Each use brings the wearer closer to attracting the attention of supernatural forces.

Dungeons & Dragons (5th Edition)

Name: Dreadfire Plate

  • Armor Type: Heavy Armor (Plate)
  • Armor Class (AC): 18 (with +3 bonus from enchantment)
  • Resistance: Fire Resistance
  • Special Ability (1/day): As an action, the wearer can activate the Dreadfire Plate to emit an aura of dark flames for 1 minute. All creatures within 10 feet of the wearer must make a DC 16 Wisdom saving throw or take 4d6 fire damage and become frightened for the duration. On a successful save, they take half damage and are not frightened.
  • Attunement: Requires attunement by a character of evil alignment.
  • Game Mechanics:
    • Activation: The dark flames can be activated as an action, affecting all nearby creatures.
    • Aura Duration: The aura lasts for 1 minute, and the ability recharges at dawn.

Knave

Name: Dreadfire Plate

  • Armor Class: +3 bonus to Armor
  • Resistance: Reduces fire damage by 3 points per hit
  • Uses: 1/day
  • Special Ability: The wearer can activate the armor to create an aura of dark flames for 1 turn. All enemies within melee range must make a successful Wisdom check or take 2d6 fire damage and flee in fear.
  • Encumbrance: 2 slots
  • Value: 1,200 silver pieces
  • Game Mechanics:
    • Activation: The dark flames can be activated once per day, creating an aura that damages and frightens enemies.
    • Corruption: The armor’s dark influence may grow stronger over time, leading to potential side effects for the wearer.

Fate Core

Name: Dreadfire Plate

  • Aspect: “Armor of Abyssal Flames”
  • Armor: +2 to Physique rolls when defending against physical attacks
  • Special Ability (Once per session): The wearer can invoke the armor’s Aspect to create an aura of dark flames, allowing them to attack all enemies in close proximity. These enemies must defend against the flames using their Will. Failure results in them being Burned and Frightened.
  • Complication: Each time the dark flames are activated, the GM may compel the Aspect, causing the armor’s influence to take hold, leading to mental or emotional consequences like Shadowed Thoughts or Creeping Corruption.
  • Game Mechanics:
    • Flame Aura: The flames create an advantage such as Terrifying Presence or Abyssal Burn that can be invoked during combat.
    • Compel Risk: Using the flames may come with a cost, introducing consequences or compelling the Aspect.

Numenera & Cypher System

Name: Dreadfire Plate

  • Level: 7
  • Armor: +3 Armor Rating
  • Fire Resistance: Reduces fire damage by 7 points
  • Special Ability (1/day): The wearer can activate the armor to emit an aura of dark flames, dealing 7 points of ambient fire damage to all creatures within immediate range. Affected creatures must make a Speed defense roll (Difficulty 6) or take an additional 7 points of damage and become impaired for one round.
  • Cost: 25 XP
  • Game Mechanics:
    • Flame Aura: Activating the aura requires an action and affects all creatures within immediate range.
    • Impairment: Those affected by the flames become impaired, suffering a penalty to their next action or roll.

Pathfinder (2nd Edition)

Name: Dreadfire Plate

  • Item Level: 12
  • Armor Class (AC): +3 item bonus to AC (Base AC 21)
  • Resistance: Fire resistance 10
  • Special Ability (1/day): The wearer can activate the armor as a free action to emit an aura of dark flames for 1 minute. All creatures within a 10-foot radius must make a DC 22 Will save or take 5d6 fire damage and become frightened 2. On a successful save, they take half damage and are frightened 1.
  • Bulk: 3
  • Price: 8,000 gp
  • Game Mechanics:
    • Flame Aura: The aura lasts for 1 minute and can be used once per day.
    • Frightened Effect: Creatures failing their save suffer the frightened condition, making them easier to defeat in combat.

Savage Worlds (Adventure Edition)

Name: Dreadfire Plate

  • Item Type: Heavy Armor (Magical)
  • Armor: +4 Toughness
  • Fire Resistance: Provides +4 bonus to resist fire-based damage
  • Special Ability (1/day): The wearer can activate the armor to create a fiery aura, dealing 2d6 fire damage to all enemies within a Large Burst Template. Enemies must make a Spirit roll at -2 or become Shaken from fear and pain.
  • Weight: 40 lbs
  • Cost: $2,000
  • Game Mechanics:
    • Flame Aura: The aura is activated as a free action and lasts for one round, affecting all enemies within the burst template.
    • Shaken Effect: Enemies that fail the Spirit roll are Shaken, reducing their ability to act effectively in combat.

Shadowrun (6th Edition)

Name: Dreadfire Plate

  • Type: Heavy Armor (Restricted)
  • Armor Rating: +3 to Armor
  • Fire Resistance: +6 dice to resist fire-based attacks
  • Special Ability (1/day): The wearer can activate the armor’s dark flames, creating an aura that deals 10P Fire damage to all targets within a 5-meter radius. Targets must make a Body + Willpower test (Threshold 4) to resist being Set Ablaze and suffering ongoing damage each round until extinguished.
  • Availability: 14R
  • Cost: 120,000 nuyen
  • Game Mechanics:
    • Activation: The dark flames are activated as a Simple Action, providing both an offensive and defensive advantage.
    • Set Ablaze Effect: Affected targets suffer ongoing fire damage, requiring an action to extinguish the flames.

Starfinder

Name: Dreadfire Plate

  • Item Level: 10
  • Armor Class: +3 enhancement bonus to EAC/KAC
  • Fire Resistance: 10
  • Special Ability (1/day): As a swift action, the wearer can activate the armor to create an aura of dark flames for 1 minute. All creatures within a 10-foot radius must make a DC 20 Reflex save or take 6d6 fire damage and become Frightened for 1d4 rounds. Creatures that save take half damage and are not frightened.
  • Bulk: 3
  • Price: 25,000 credits
  • Game Mechanics:
    • Aura Duration: The aura lasts for 1 minute and can be activated once per day.
    • Frightened Effect: Enemies failing their save are frightened, reducing their effectiveness in combat.

Traveller (Mongoose 2nd Edition)

Name: Dreadfire Plate

  • Armor: +3 Armor Rating
  • Fire Resistance: +6 DM to resist fire damage
  • Special Ability (1/day): The wearer can activate the armor’s fiery aura for one round, dealing 6D damage to all enemies within close range. Targets must make an Endurance check (8+) or suffer ongoing damage (1D/round) and the Shaken condition due to the intense flames and fear.
  • Traits: Rare, Dangerous
  • Cost: Cr 1,000,000
  • Game Mechanics:
    • Activation: The fiery aura is activated as a free action, affecting all nearby enemies.
    • Ongoing Damage: Enemies that fail the Endurance check suffer ongoing damage until the flames are extinguished.

Warhammer (Warhammer Fantasy Roleplay 4th Edition)

Name: Dreadfire Plate

  • Type: Heavy Armor (Plate)
  • Armor Points: 5 AP (Body)
  • Fire Resistance: +20% bonus to resist fire-based effects
  • Special Ability (1/day): The wearer can activate the armor’s dark flames, creating an aura that deals 2d10+5 fire damage to all enemies within a 10-yard radius. Enemies must pass a Cool Test or become Terrified and unable to act for 1d3 rounds.
  • Encumbrance: 3
  • Price: 1,000 Gold Crowns
  • Game Mechanics:
    • Activation: The flames are activated as a free action, creating a powerful area effect.
    • Terrified Effect: Enemies that fail the Cool Test are rendered terrified, significantly reducing their combat effectiveness.

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One response to “Dreadfire Plate”

  1. […] Dreadfire Plate: This dark, enchanted plate armor is forged from obsidian infused with demonic essence. It provides exceptional protection, covering the Shroudheart Oni’s torso, arms, and legs. The Dreadfire Plate enhances the creature’s natural durability, granting a +4 bonus to its Armor Class. […]