"Here is Protect Mark v2.0, I know all you non-ebon players are gonna complain like hell but it does have it's drawbacks, I have been testing it out".
Freddy.
Protect : Ebon Guard Revised Rules:
| Rite of Bonding | Ebon and DeathSuit are joined together by Soul-Bond. The 'Rite of Bonding' is where the suit acknowledges him and he acknowledges the suit. The suit then becomes bonded to the Ebon (no other can use it) and it then performs both as armour and companion (as well as super-calculator!). When the suit experiences pain, true pain (large wounds, acid, DU wounds etc), it will inflict a form of psychic feedback on the wearer (or it's host). The Deathsuit which once placed on character, adjusts to fit that Character's persona (the armour changes and warps to fit). The suit then physically bonds with the wearer, becoming like a second skin (this would then make the plus' to statistics true changes instead of 'power assisted boosts'). Pain is reflected as psychic feedback in the form of concentration rolls with the damage as a modifier to the roll, with failure leading to overload and unconciousness (or in extreme cases - death). The 'Rite of Bonding' will incorporate a part of the Ebon's Soul into the armour, creating atrue bond between the suit and the wearer. This will bring the wearer and the suit closer together, pain becomes shared, modifiers become true modifiers and not just power assisted armour. | |
| 1 | Interdermalisation | Costs 1 Flux to interdermalise, no cost to return. |
| 2 | Heal Deathsuit | 1 Flux per 1 ID restored. |
| 3 | Boost Deathsuit | Costs 1 Flux per 5 ID added. Maximium of +25 ID per location |
| 4 | Form Alter 1 | Claws/Spikes: DMG: 4 PEN: 3 AD: 2 |
| 5 | Light to Medium | Store 10 Flux maximim |
| 6 | 1st Graft | +2 Physique |
| 7 | Charge Deathsuit | 1 Flux per point of PV added, maximum of + 5 PV. |
| 8 | Form Alter 2 | Blades: DMG: 8 PEN: 6 AD: 4 |
| 9 | Soothing Touch | +2 Cool |
| 10 | Medium to Heavy | Store 20 Flux |
| 11 | 2nd Graft | +2 STR |
| 12 | Form Alter 3 | Whips/Tentacles. These are controlled by the wearer, and can act as independent limbs (hold things, grasp etc - normal dual limbs rules apply). Whips have DMG: 2 PEN: 2 AD: 1 (Can be altered +1 increase per 3 Flux). |
| 13 | Flux Drain | 1 point per touch or per phase contact is maintained. |
| 14 | Helmet Alteration | Altered sight patterns (IR/UV/Nightsight). |
| 15 | Heavy to Super | Store 30 Flux. |
| 16 | 3rd Graft | +2 Dex. |
| 17 | Guardian Persona | Suit awakens and gains sentience. This persona is not true sentience, only the suit need for survival. The suit needs the wearer to survive so it has to keep them alive. |
| 18 | Form Alter 4 | Total Form Control, Blades, Spikes, Spines, alter appearance, chameleon skin. |
| 19 | Soul Store | Soul-Essence will be held in Heartfall Matrix for 24 hours plus 24 hours per 10 points of Flux. |
| 20 | Super to Angel | Store 40 Flux. |