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Suffixes<br />

01. Absorption, of: Whosoever<br />

dons this armor will be healed, instead of<br />

damaged, when a particular type of attack is<br />

successful against them. To determine the<br />

type of absorption, roll 1d100: (01-10) corroding,<br />

(11-20) brawling, (21-30) burning,<br />

(31-40) electrocuting, (41-50) freezing, (51-<br />

60) hacking, (61-70) pounding, (71-80) sonic,<br />

(81-90) stabbing, or (91-100) wind. For example,<br />

if the wearer absorbs hacking attacks,<br />

then whenever the wearer is attacked with a<br />

berdeesh, it heals them instead of damaging<br />

them.<br />

02. Agelessness, of: Whosoever<br />

dons this armor will age at only 1/10 th<br />

the normal rate. However, the effects are<br />

negated once the armor is removed. For<br />

example, if worn for 200 years, a character<br />

will only age 20 years; once the armor is removed,<br />

the wearer instantly ages the additional<br />

180 years.<br />

03. Agility, of: Whosoever dons<br />

this armor experiences an increase of<br />

1d100% of their natural sub-ability of Agility<br />

while wearing it.<br />

04. Antacid, of: Whosoever<br />

dons this armor is immune to 1d100% of<br />

damage from acid while wearing it.<br />

05. Anti-base, of: Whosoever<br />

dons this armor is immune to 1d100% of<br />

all damage from bases while wearing it.<br />

06. Balance, of: Whosoever<br />

dons this armor receives a bonus of 3d10 to<br />

their Balance skill checks while wearing it.<br />

07. Blindfighting, of: Whosoever<br />

dons this armor receives a bonus of<br />

3d10 to their Blindfighting skill checks while<br />

wearing it.<br />

08. Bounty Hunters, of: This<br />

armor only provides magical protection for<br />

a character who is a bounty hunter by occupation.<br />

In addition to granted magical properties,<br />

this armor grants a CA of 30 when in<br />

combat against whoever the bounty hunter<br />

is hired to retrieve.<br />

09. Charisma, of: Whosoever<br />

dons this armor will gain 1d20 points to each<br />

sub-ability in the Charisma category while<br />

wearing it.<br />

10. Constriction, of: Whosoever<br />

dons this armor will notice nothing<br />

unusual until they enter life-threatening combat.<br />

After the first round, the armor will<br />

become skin-tight and constrict both the<br />

movement and blood flow of the wearer.<br />

The Aedile must determine the effects depending<br />

on the location. If the armor is a<br />

full suit of armor, then the character will<br />

lose 20 sub-ability points of Strength per<br />

round until death occurs at 0. A Strength<br />

of 1d1000 is required to remove the armor.<br />

11. Cruelty, of: Whosoever<br />

dons this armor will be compelled each<br />

1d100 rounds to attack a random sentient<br />

character or creature within 1d100 feet. The<br />

attack is not meant to kill or initiate combat,<br />

but cause pain and suffering. After initially<br />

attacking them, the wearer will leave them<br />

alone so that they may suffer. The wearer<br />

will enjoy the pain of others.<br />

12. Clerics, of: This armor only<br />

provides magical protection for a character<br />

who is a priest by occupation. In addition<br />

to granted magical properties, this armor also<br />

grants a CA of 30 in combat or warfare<br />

against any characters who are opposite of<br />

their god regarding disposition or temperament.<br />

13. Demotion, of: Whosoever<br />

dons this armor will instantly lose enough<br />

Advancement Points (AP) to revert to their<br />

previous occupational level of their current<br />

or most recent occupation. This effect only<br />

functions once per character. When the armor<br />

is removed, the character recovers the<br />

lost level and AP.<br />

Chapter 13: Magical Items<br />

713

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