Clothing and Armor

Clothing and Armor

Here we will cover protective garments.

Both cloth and armor can accept crystal cores. Higher tiers of mystical reagents can imbue even simple cloth with the strength necessary to withstand axes, swords, and hammers. As a cultivator, your most powerful garments are as likely to be a robe as a breastplate.

The form factor of your protective garments are left to you. Your gear might be a buckler, a gauntlet, a bracer, or even a boot!

Certain Cores in this section may have material restrictions.

  • For example, a particular Core might require Titanium
  • Any Core without a specified restriction can be applied to any form of clothing or armor.

Heavy Armor

You may notice the lack of heavy armor options. Between metal scarcity and the explosive speed of cultivators, heavy armor has never taken root in Seln Alora. What heavy equipment can be found is typically slow and cumbersome - unrefined in comparison to the power of crystal cores and cultivated Arts.

In theory, metal and cores could be merged to form a new form of armor. An Armored Core if you will. Easy to imagine, but no one yet has managed to smith one in their basement that could withstand cultivated attacks. At this point, cultivators have several thousands years of head start in this particular arm(or)s race, so you have your work cut out for you.

Clothing and Armor Cores

Seedling’s Minder

  • This clothing comes embedded with a small jewel that syncs to the child; a matched jewel allows a parent or minder to sense their general location and condition within 1 kilometers by spending 1 Charge of any element
  • While effective for children, the minder burns out when faced with combat encounter levels of charge and is trivial for older children to remove

Armor Cores

Armor +X

  • This weapon grants +X Armor while equipped
  • Special: You may have +Armor on your weapon or clothes but not both
  • Dreamwalking:
    • +1 - Earth x2
    • +2 - Earth x4
    • +3 - Earth x8
  • Synthesize:
    • +1 - 9
    • +2 - 18
    • +3 - 40

Elemental Absorption

  • When this Core is applied, choose one element
  • Thereafter, whenever you suffer damage by a Challenge to that element, gain 1 Aura after that effect resolves
  • Dreamwalking: The chosen element x3
  • Synthesize: 30

Impervious

  • Attacks and injuries appear to do no harm; you take no apparent damage from any effect that Succeeds against you
    • On Flourish, the damage appears greatly lessened, such as a trickle of blood instead of a gushing wound
  • Add +C to your Water Defense against attempts to Assess your state
  • This does not actually offer additional protection; you just look cooler doing it!
  • Dreamwalking: Earth, Earth
  • Synthesize: 18

Scholar’s Fashions

  • Add +C to your first Reason Challenge of a Scene
  • Dreamwalking: Air, Air, Water
  • Synthesize: 22

Shadeward

  • Grants +1 Armor against Shade effects
  • Dreamwalking: Dark, Earth
  • Syntheize: 16

Shifter’s Blessing

  • Equipment with this Core shifts with any transformations, remaining equipped and useful
  • Unless combined with the Hidden Core, the equipment is obvious on your changed form
    • If combined with Hidden, then it blends into your fur, feathers, or scales
  • Examples: A set of clothes might morph into a ribbon or scarf tied around your neck; a pendant might reform into a collar
  • Dreamwalking: Light, Air
  • Synthesize: 16

Speed +X

  • This core grants +X to your Speed while equipped, allowing you to travel across multiple zones in a single move
  • Multiple speed bonuses do not stack; take the highest available
  • Dreamwalking
    • +1 - Air x2
    • +2 - Air x4
    • +3 - Air x6
  • Synthesize:
    • +1 - 11
    • +2 - 19
    • +3 - 35

Spiritward

  • Grants +1 Armor against Spirit effects
  • Dreamwalking: Light, Earth
  • Synthesize: 16

Student’s Blessing

  • Grants +1 Defense to the target element
  • When instructed by a mousefolk nanny or Teacher, -2 to your defense
  • When Challenging against a mousefolk nanny or Teacher, Break the pool
  • Dreamwalking: Air, Water
  • Synthesize: 12

Tricksy Weave

  • Once per combat, on a successful Attack against a foe, you may activate this trait
  • Activation: Reset the stacking Penalty on Feint for this Scene to 0
  • Dreamwalking: Water, Water, Fire
  • Synthesize: 19