Heroes of Khemer
On rare occasions a star falls to earth, leaving behind a smoldering core of adamant. Adamant is worked like normal metal and it is exceptionally strong and good at punching through material.
Chain armor, plate armor, or helmets made of adamantine have an additional +2 Armor Protection but weigh 20% more than regular armor. Armor does not have to be a whole suit. Thus one can find adamantine chain leggings and plate bracers.
Adamantine weapons are capable of cutting or smashing through hardened materials. Such weapons have AP 2. Weapons which already have an AP rating have it increased by +2. Such weapons weigh 20% more than normal.
Tools or mundane items, on which adamantine is rarely wasted, have +3 Object Toughness.
Adamantine items cost 50 times as much as normal items and are rated Special – they can only be purchased with the GM’s permission.
Many faeries and demons and the like are weak to cold forged weapons. This term generally refers to the metal being worked in a divine way that preserves its elemental purity by tempering it in cold Holy Water. Cold Iron weapons bypass certain monstrous defenses in the same way as silver vs. lycanthropes. Weapons made of cold iron cost twice as much to make as their normal counterparts. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.
While less useful than with weapons, cold forged armor can be made from metals that serve as banes to certain creatures. Cold forged armor doubles the armor value against the natural attacks of creatures with a cold forged weakness.
Cold forged weapons and armor require a divine spellcaster to create and are rated Special – they can only be purchased with the GM’s permission.
Counterparts to leather, chain, and plate can be made from the hide and scales of dragons, depending on which pieces are used. This gear weighs 20% less than the normal amount. The armor itself is resistant to the energy inherent in that dragon type’s breath, but only imparts some of this naturally to the wearer. Wearers of dragonhide gain a +2 armor bonus vs. the energy type of the dragon it was taken from.
Dragonhide costs twice as much to forge as the normal type of armor being created.
Elves, druids, and other forest dwellers have a secret process of oils and resins that can turn a weapon made of wood as hard as steel. Ironwood weapons behave like steel weapons, but maintain their natural properties (effectively, they are not conductive, do not offend druidic sensibilities, and can be used against creatures vulnerable to wood). Their major limitation, other than the expense of the process, is that they are harder to mend if broken than a steel weapon.
Ironwood items cost twice as much a normal items and are rated Special – they can only be purchased with the GM’s permission.
Also known as “truesilver,” mithral is found deep within the earth. Items made of mithral are extremely lightweight and although they appear delicate, they retain the strength of steel.
Items made of mithral are half the weight of their normal counterparts, cost 20 times as much as normal items, and are rated Special – they can only be purchased with the GM’s permission.
Weapons designed to fight lycanthropes and certain other monsters often have silver alchemically bonded to the surface of the weapon, giving it an almost Damascus-like patina of silver and steel.
These weapons deal wounds that ignore any monster protections (armor, immunity, invulnerability, regeneration, etc.) that are weak to silver. Silvered weapons are of functionally identical to normal weapons, but a weapon made of pure silver will do one point less per weapon die of damage due to the softness of the metal.
Silvered weapons cost 10 times as much as normal items.
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