Amulets

Amulets are small, magical items typically worn around the neck that can integrate into the wearer to provide protective abilities. While the magic aura of an amulet can be imbued with any form of defensive potential, most can be broken down into two form; energy dispersal and direct armor. Unfortunately for the common soldier, amulets are incredibly expensive to acquire, and are typically only used by wealthy or well-funded individuals to either offer discrete protection or add to an existing panoply of armor.   Physically, amulets usually appear as metallic jewelry with a single gem in the middle, but this is simplest the easiest form to make. Amulets also require active energy output from the user to be maintained, actively leaching away the user's natural Eleth to power themselves, and thus cannot be kept active for long periods of time. This can be actively dangerous, especially if the user is rendered unconscious while wearing the amulet.   When mentally activated, an amulet will provide it's protective effect to the user, but will consume 1FP per minute. Some amulets contain an internal energy reserve that will drain first, while others sink into the user's skin to not be damaged while active. The user can mentally disable the amulet, though they must be conscious to do so, and the amulet will disable itself if removed from the user's body.   Energy dispersal amulets are the most common in modern warfare, used by hyper-elite troops or senior officers to add an extra layer of protection to existing armor. These amulets project a thin sheet of flexible force around the user's body, wrapping around them only a centimeter off their armor. When struck, the force sheet flexes with the attack, providing only miniscule protection, but spreading the force of impact around the user's body.   Various forms of this effect exist specialized against various form of Elethian magic or environmental factors, but the most standard version provide limited protection against fast-moving kinetic attacks. Treat this as Damage Resistance 5 (Force Field, Force Dispersal Force Dispersal turns the damage into triple knockback crushing damage only for the purposes of knockback, but stops any wounds you may receive. This standard version typically costs $10,000, though they are rarely available on the open market.   For example, if the user would take 12 damage to this DR, 7 damage penetrates and 5 turns into triple knockback crushing damage, but this damage cannot inflict wounds (other than the wounds the knockback may cause). It is up the Game Master's discretion what constitutes a fast-moving kinetic attack, but in general, most non-telegraphed attacks made during combat count unless explicitely stated.   Direct armor amulets form physical armor around the user's skin, and cannot be worn on top of armor without horrific, rending results. When activated, a thin, hardened layer of metal forms around the user's skin, forming cracks at the user's joint to allow movement. Due to the armor's thinness, much of the armor's protective ability relies upon being able to crack around attacks to disperse energy.   This does not affect the armor's integrity in short fights, but makes the armor unsuitable for the battlefield, as it's effectiveness disintegrates over repeated attacks. The armor itself does not add the user's weight, allowing completely uninhibited movement, and the amulet can be activated at a moment's notice. Many forms of these amulets exist, of various thicknesses and materials, but the most typical grants Damage Resistance 6 (Cannot Wear Armor, Flexible), and cost $12,000, though rarely available on the open market.
Item type
Armor