Thoth Industries “Dawnstar” Improved Mystic Power Armor (T.W.):

As one might expect, the techno-wizards in the United Worlds Warlock have been able to make a number of impressive improvements to the standard mystic power armor. There are a variety of different designs with each designs having various advantages. Several groups within the United Worlds Warlock mass produces the standard mystic power armor at a cost of only five hundred thousand credits.

Some consider the term “power armor” to be something of a misnomer with many considering it best to consider the armor to be more of an augmented body armor. Still, the enchanted armor rivals several suits of light power armor with regards to protection and has relatively impressive firepower. One advantage that mystic power armor has over most suits of standard power armor is that it does not interfere with the spell casting abilities of the wearer. As such, it is popular among spell casters generally.

The “Dawnstar” is produced by a company run by a techno-wizard by the name of Asyribis. Although a relatively new design, it is become extremely popular. It is rumored that she is actually the Demi-God offspring of the god Thoth. Her company also produces the “Crystal Shard” designs of space fighters, corvettes, and light cruisers.

Her improved mystic power armor is a bit more bulky than the standard version but is still a relatively lightweight set of armor. As with the standard version, the armor appears to be made from tiny clear quartz crystals linked together into an incredibly flexible suit. In the center of the chest of the armor is a diamond valued at fifty thousand credits or more. In some cases these armors can be customized in style to the desires of the purchaser.

The enchantments on the crystals are different than the standard mystic power armor with the improved techno-wizard armor beings immune to all non-magical energy weapons. It does retain the ability that all damage can be restored through the spell of “Armor of Ithan” with the focusing of additional mystical energy will repair all damage. The armor is also slightly tougher in terms of general damage it can take than a standard mystic power armor.

For additional protection, the “Dawnstar” is fitted with the “Invincible Armor” enchantment. This enchantment requires additional magical energy to activate, powered either by the wearer or through the mystical energy battery. The force field regenerates damage slowly and if knocked down, it will absorb all the damage in the attack. It is not immune to energy attacks but takes half damage from a variety of attacks.

While some enchantments do not require additional mystical energy to be activated, several do including the previously described “Invincible Armor” enchantment. In order to power these enchantments, the “Dawnstar” mounts a mystic energy battery in the form of a dozen emeralds worked into the armor. Unlike the battery of most techno-wizard starships, the battery only recharges slowly. On ley lines and nexus points, the battery recharges more rapidly and spell casters can focus mystical energies into the battery to recharge it more rapidly.

In order to improve the firepower of the “Dawnstar,” it was decided to replace the “Call Lightning” and “Firebolt” enchantments. Instead, the improved armor has the enchantments of “Sub-Particle Acceleration” and “Power Bolt.” Each has greater range than the spells they replace with the “Power Bolt” having the greater range between the two. It was decided to retain the “Magic Net” enchantment. Each spell can only be cast twice per melee round.

It was decided to incorporate at least one technological weapon system in the “Dawnstar” armor. In the left forearm is mounted a Naruni micro-missile launcher. In order to increase the payload of the missile launchers, there is a dimensional pocket. A total of thirty micro-missiles can be carried in the magazine. Usually guided missiles are carried.

With the rate of fire of the mystic weaponry limited and the micro-missile launcher still having a relatively limited payload, most operators will carry handheld weapons of various types. Various energy weapons, both rifles and pistols, are popular. These can include crew served weapons. Unlike conventional power armors, the improved mystic power armor cannot provide power to such weapons. The hand held gravity rail gun rifles and pistols are also popular due to being effective against targets which are impervious to energy. Some wielders whom prefer close combat might be armed with enchanted swords or “Lightblade” sabers.

Instead of the enchantment of “Breath Without Air”, the armor uses the enchantment of “Sustain” and provides all life support needs including not needing food or water. While unlike the “Breath without Air” enchantment, the “Sustain” enchantment need to be reactivated every six days, this is not considered a serious limitation.

The basic enchantments of “Superhuman Strength” and “Superhuman Speed” are retained. If the wearer is stronger or can run faster than the armor, the wearer’s own abilities dictate the performance of the armor instead. While it only gives limited flight ability, the armor retains the spell of “Fly as the Eagle” enchantment. In space, the armor has limited acceleration of only around 0.1 G of acceleration.

Unlike the standard mystic power armor, the “Dawnstar” does have a full set of standard conventional sensor systems carried on most normal unpowered body armors. It does retain the standard sensory spells carried on the standard mystic power armor.

In order to give better flight performance and improved sensor systems, the “Dawnstar” armor can be fitted with a special backpack. The backpack combines the standard sensor systems of a power armor with a contra-grav flight system. Gives a maximum atmospheric flight speed of around three hundred and twenty kilometers per hour in an atmosphere and an acceleration of 0.5 G in space. Contra-Grav flight system does however have a limited duration of twenty-four hours before needing to be recharged.

Model Type: TI DS-MPA-2W.

Class: Enhanced Magical Heavy Body Armor

Crew: One.

M.D.C. by Location:


Arms (2):

100 each.


Legs (2):

120 each.


[1] Head / Helmet:



[2] Main Body:



[3] “Invincible Armor” Force Field:



[4] Optional - Sensor / Contra-Grav Backpack:



[1] This is a small and difficult targets to strike, requiring the attacker to make a "called shot”, but even then the attacker is -4 to strike.

[2] Depleting the M.D.C. of the main body will destroy the armor and make it useless. As well, the wearer may be killed or injured. Casting “Armor of Ithan” and 100 P.P.E. will restore all M.D.C.

[3] “Invincible Armor” Force Field costs 30 P.P.E. (Or 60 I.S.P.) per activation and has a duration of 18 minutes (72 melee rounds) per activation. Magical energy can be pulled from the armor’s mystic energy battery. The armor regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor also offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer.

[4] Optional - Backpack takes full damage from all attacks although is still protected by the “Invincible Armor” Force Field if active. If backpack is destroyed, all “Power Armor” long range sensor systems are lost leaving only limited sensor systems - equal to those on a standard body armor. In addition, contra-grav flight systems are also destroyed.


Running: Armor boosts wearers ability to run, identical to the spell of superhuman speed. Speed is equal to speed 44 (30 mph/48.3 kmph)

Flight: Fly as the Eagle Enchantment: The armor has a limited ability to fly, can activate a “Fly as the Eagle” enchantment anytime with an unlimited duration. Flight speed in the atmosphere is up to 50 mph (80.5 kph) with a maximum altitude of 10,000 feet (3,048 meters). In space, the enchantment gives a maximum acceleration of 0.1 G. Armor is not trans-atmospheric.

Contr-Grav Flight Backpack: using the contr-grav flight pack, performance is improved with an atmospheric flight speed of 200 mph (322 kph) and is trans-atmospheric. In space, the armor can accelerate at up to 0.5 Gs of acceleration.

Underwater: Can use the ability of “Fly as the Eagle” underwater with a limited speed of 10 mph (16.1 kph) and can walk along the bottom of the water.

Range: Effectively Unlimited - Sustain spell provides all life support needs as long as there is enough mystical energy to activate. The Contra-Grav Flight Pack however has a maximum duration of 24 hours before needing to be recharged.

Statistical Data:

Height:         Effectively same as character (+4 inches / 10 cm).

Width:          Effectively same as character (+2 inches / 5 cm).

Length:         Effectively same as character (+2 inches / 5 cm). Sensor / Contr-Grav Backpack adds 1 foot / 30.5 cm.

Weight / Mass: “Dawnstar” Mystic Power Armor: 30 lbs (13.6 kg) and has no prowl penalties. Sensor / Contr-Grav Backpack: 45 lbs (20.4 kg).

Physical Strength: Characters strength or spell of “Superhuman Strength” (Whichever is stronger). Gives Strength of 30 and Endurance of 24.

Cargo: Effectively None.

Power System: Magical Technowizard Engine, Unlimited Duration. Also has a P.P.E. Battery with 240 P.P.E. (Regenerates 2 P.P.E. per hour normally and 10 P.P.E. per hour on a ley line.)

Cost: “Dawnstar” Mystic Power Armor: 3.5 million credits. Sensor / Contr-Grav Backpack: 400,000 credits.

Weapon Systems & Special Equipment:

  1. “Sub-Particle Acceleration” Blasts: Armor give wearer the ability to fire particle beam blasts from the hands or the eyes. The enchantment has an extended range compared to the standard spell. Otherwise, this powerful spell is standard with regards to blasts although has a limited rate of fire.

    Maximum Effective Range: In an atmosphere, range is 2,400 feet (731.5 meters). In space, range is eight times normal, with a range of 9,600 feet (2,926 meters.)

    Mega-Damage: 1D6x10+6 per blast.

    Rate of Fire: Up to twice (2) per melee round.

    Payload: Effectively Unlimited.

  2. “Power Bolt” Blasts: Armor give wearer the ability to fire blue beams of energy from the hands or the eyes. Not quite as powerful as the “Sub-Particle Acceleration” but longer ranged. The enchantment has a limited rate of fire but requires a roll of 20 (with bonuses) or greater to dodge.

    Maximum Effective Range: In an atmosphere, range is 4,800 feet (1,463 meters). In space, range is eight times normal, with a range of 19,200 feet (5,852 meters.)

    Mega-Damage: 5D6x10+12 per blast.

    Rate of Fire: Up to twice (2) per melee round.

    Payload: Effectively Unlimited.

  3. “Magic Net” Enchantment: Fires a magic net that ensnares target bolt of fire from either hand equal to the spell except for having an extended range. The enchantment has a limited rate of fire but requires a roll of 16 (with bonuses) or greater to dodge.

    Maximum Effective Range: 200 feet (60.1 meters) - Range is the same in both an atmosphere and in space.

    Mega-Damage: Ensnares target within a 10 foot (3 meter) diameter area. Net has a duration of 12 melee round and requires at least two melee rounds to cut or blast through.

    Rate of Fire: Up to twice (2) per melee round.

    Payload: Effectively Unlimited.

  4. One (1) NE-28 Micro-Missiles Launchers: On the left forearm, the “Dawnstar” Mystic Power Armor mounts micro-missile launchers. Launcher can launch up to two micro-missiles as a volley. Both smart guided and unguided micro-missiles are available and there are several special micro-missile warheads available. Smart guided missiles have +4 to strike and +4 to dodge. Missiles are stored in a dimensional pocket which allows a much greater payload to be carried than would be otherwise possible.

    Maximum Effective Range: As per micro-missile type (1 mile [1.6 km] for unguided micro-missiles or 2 miles [3.2 km] for guided micro-missiles). Using modified rules, multiply micro-missile ranges by 8 times in space.

    Mega Damage: 6D6 per K-Hex micro-missile.

    Rate of Fire: One at a time or in volleys of two (2) micro-missiles.

    Payload: Thirty (30) micro missiles in forearm launcher.

  5. Optional Sensor / Contr-Grav Backpack: This backpack contains a more powerful sensor array, equal to that of a standard power armor. In addition, the backpack contains a contra-grav flight system with the ability to fly in an atmosphere at up to 200 mph (322 kph) and has an acceleration of 0.5 Gs in space. Duration of flight is limited to 24 hours before needing to be recharged. The Sub-Particle Acceleration enchantment can be used to recharge the contra-grav flight system but there is a 15% chance of overloading the battery and causing a feedback causing 2D6x10 M.D.C. of damage.

  6. Energy Rifles or Light Rail Gun and other hand-held weapons can be substituted in an emergency or used as a back-up weapon. Space limitations and the bulk of the armor limit additional rifle weapons to one rifle and one pistol.

  7. Armor bonuses & Hand to Hand: Gives armor +2 to parry and +6 to dodge from “Superhuman Speed” spell. Also gives an additional +1 to parry, +2 to dodge, and +2 to damage when diving all while in flight from spell fly as the Eagle. Also gives Supernatural PS of 30 and a PE of 24, unless less than pilots.


Some of the enchantments require no mystical energy from the wearer of the armor while others require additional mystical energy. To power enchantments which require additional mystical energy, the armor has a P.P.E. Battery.

The P.P.E. battery built into the enchanted armor is in the form of emerald crystals. This magical energy can be both used by the wearer to cast spells and can be used to power enchantments in the armor. The armor stores 20 P.P.E. for every crystal built into the armor with twelve total (240 P.P.E.) Magical energy regenerates at the rate 2 P.P.E. per hour normally or 10 per hour on a Ley Line. Spell casters can also feed P.P.E. into the crystals.

Enchantments can be activated by non-spell casters.

Require additional P.P.E. from suit or operator:

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Writeup by Kitsune (E-Mail Kitsune).

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