Cosmic Armor Ring of Artemis Item in Rifts: The Three Galaxies | World Anvil

Cosmic Armor Ring of Artemis

Artemis’s Cosmic Armor Ring (12th /lvl):
  • Activates if Sixth Sense Senses an Imminent Danger, if desired, or at will of the wearer.
  • 4 activations per day, lasts until dispelled or destroyed and Covers Personal or TW/Bio Power Armor as an Opaque void black layer, Otherwise looks like a Shadowy Dark form fitting metallic suit of Armor
  • Features of the Armor created at activation:
  • The character can breathe for as long as the spell is in place.
  • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
  • The Armor can hover, and flies at a speed of up to Mach 28 (2.8 in an atmosphere), 1/day can use FTL flight at 24 LY per/hour for upto 24 hours
  • Armor has 600 M.D.C.
  • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
  • Impervious to Non Magical Energy Attacks
  • Spells may be cast and psionic powers used while wearing
  • Wearer is under the effects of Communications Booster, Zero Gravity Movement & Combat, Stellar Navigation and Magnetic boots at all times when active
  • Capable of making a zero gravity/Vacuum in a 120’ Radius around the wearer at will Damage: The first melee round: 2D6 points direct to Hit Points to mortal beings per melee round, and 4D6 M.D. to Mega-Damage creatures that breathe. Subsequent melee rounds: Double the damage each following melee round. Roll to save vs exposure to decompression and vacuum: 16 to save for ½ Damage/affect
  • Can create Light Blades (Formed of Void Black blades with stars and galaxies within) of any shape and size the wearer desires. +1 to strike, can parry energy attacks (no penalty or inherent bonus, normal parry) Against vampires, Shadow Beasts, and other demons vulnerable to light, the Light blade inflicts double its normal damage (double Hit Point damage to vampires)
  • Damage: 2d4X10+24
  • Can shoot bursts of blue magical energy that shoot from the outstretched hand of the Armor. Halfway to its target the magical bolt separates into a dozen smaller sparkling stars that pepper an area like a mystic shotgun. Everything within the 10 foot (3m) radius takes full damage. +2 to Strike
  • Range: 6000’ in space/ 3000’ in an Atmosphere
  • Damage: 2d6x10+24 per attack
  • The wearer is able to hurl bolts of super-hot plasma summoned from the heart of a star. Range and damage are reduced when cast in an atmosphere or on a planet, but full range and damage do apply when in space, which does include being in a space station or spacecraft. (Normal strike bonuses to throw) people are -2 to dodge, fighters and shuttles are -3 to dodge, larger ships are -4 to dodge
  • Range: 10 miles in space/1 mile in an atmosphere
  • Damage: 2d4x100 in Space/ 2d4x10 MD in an atmosphere
Item type
Magical

Comments

Please Login in order to comment!