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WHITE ARMOR OF INFERNO STATS


Note: Unless you want a character that is nearly impossible to destroy unless you send an entire army after him (and even then the Armor might still be intact), DON'T give this armor to just any old, run of the mill PC. Give it to a PC after a long and stressing campaign or just for one final and climatic battle. Be sure to look at my seperate section involving how to form the Armor of Inferno and some side effects.


Element: The Sun.

Attribute and Symbol: All the symbols from the Armors ued to create the Armor of Inferno.

Conditions and requirments to form the Armor of Inferno: Must possess one of the 5 Armors of light to form the armor, or the Armor of Wildfire if you wish to WEAR the Armor of Inferno. The formation of the Armor of Inferno requires that at least 4 of the 9 armors (besides Wildfire) be within 300ft of the Armor of Wildfire. (Note: The Armor of Inferno by itself has 300 PPE, not including the users PPE)


Undersuit: (Weighs 7 lbs; but feels like it weighs 3 lbs.)

Main Body (front and back plates): 150

Leg Plates: 100 each

Forearm Shields: 170 each

Upper Arms: 80

Upper Legs: 80

Armor of Inferno (Note: Weighs 30lbs, but feels weightless)

Main Body: 1000 (It may only be a temperarily Armor, but it's POWERFUL)

Shoulder Plates: 600 each

Leg Plates: 600 each.

Forearm Shields: 1300 each.

Helmet: 170

Hands: 60

Upper Arms: 80

Upper Legs: 80

Soul Swords of Fervor: Indestructable (Unlimited MDC)


SPECIAL ATTACKS AND BONUSES FOR THE ARMOR OF THE INFERNO:

1: SOUL SWORDS OF FERVOR: These are the Primary weapon of the Armor of Inferno. They are 5.5ft. long, sharp edged, and always seeming to have a small aura of power around them. They have the ability to inflict incredible amounts of damage. Like the Swords of Wildfire, they can connect at the hilt and become one double bladed weapon.

Length: Users arm reach plus 5ft,6in.

Damage: A single slash does 1D8X10 MDC, and does double damage to creatures of magic (such as Demons and Devvils). A power slash does 2D8X10 MDC, but takes 2 attacks. Striking with connected swords does 3D6X10 MDC, and Power Slashing with Twin Blades does 4D8X10 MDC, but takes 2 attacks. (Note: The swords of Fervor aren't as connected to the Armor of Inferno as the other armors are, thus the Swords do the same damage for users without the Armor.)

Number of Attacks: Equal to users hand to hand. Bonuses: +3 to Strike with the Swords of Fervor, and +3 to Parry as well.


2:RAGE OF INFERNO: The Armor of the Infernos special (and overly powerful) attack. It is basically a supercharged version of "FLARE UP NOW".The user shouts "RAGE OF INFERNO" before or right as he slashes, which causes super hot fire to fly at a target and roast it to ashes. There is also a more powerful version that does even more damage. (Note: Unlike Flare Up Now. The user can also connect the swords and do a Flare Up Now style Rage of Inferno. There is also a special defensive shield.

Range: 1000ft long by 100ft wide. The super version has double that range. The Shield extends 4ft from the body.

Damage: The normal version does 1D6X100 MDC per shot. The Super version does a whopping 1D4X1000! The damage is double against creatures of magic. The Energy Field does 2D6X10 MDC.

Number of Attacks: The normal version can be done once every 1D6 minutes, the Super Strike can be done once again in 3D6+8 days. The field can be done once every D6 minutes.

PPE required: 60 for the normal Rage of Inferno. 300 for the extra powerful version. 20 for the Defensive version.


3: IMMUNITY TO FIRE AND LASERS/ENERGY WEAPONS: The Armor of Inferno is totally immune to fire, wether it be normal fire, MDC fire, plasma fire, or even NUCLEAR fire. It is also immune to Lasers, and all energy weapons except weapons employing Ion Blasts, which only do 1/4 damage.


4: IMMUNE TO POSSESSION: The Armors wearer is totally immune to possession and any mind control, and the Armor is unable to be controlled by anyone except whoevers in the armor.
5: HAND TO HAND:

+1 Attacks per melee. +3 To Roll with Punch/Fall/Impact

+3 To Parry and Dodge

+2 To Strike

Restrained Punch: 1D8

Normal Punch: 2D6+4 MDC

Power Punch: 5D6 but takes 2 attacks.

Kick: 2D6+6 MDC.

Flying Kick (takes 2 attacks): 4D6+2 MDC.

Roundhouse Kick: 2D10 MDC.

Stab with Helmet Horns: 3D8 SDC (the helmet has ALOT of pointy objects pointing out of it.)

PS with Armor on is equal to 300 (can lift 15 tons and carry 7 and 1/2 tons) Note: Unlike the 5 seperate Armors of Light, the Armor of the Inferno is always considered to be at max power and thus dosen't have any element to gain power from.

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The Legend of the Armor of Inferno (and how to form it, as well as side effects)

Email: hbk7iscool@aol.com