Protect: Ebon Guard

Revised Rules:

Free Ability: Rite of Bonding

Ebon and DeathSuit are joined together by Soul-Bond. The Rite of Bonding is performed to unite DeathSuit and ebb-user. The suit then becomes bonded to the Ebon (no other can use it, nor can the ebb-user ever remove 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 its host). The DeathSuit, 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 a second skin.

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 unconsciousness for a number of minutes equal to the number by which the save is failed. If the DeathSuit takes a hit from a DU round or looses ID greater than it's PV on a single location from a single source then the CONC save (CONC - Damage, 11+ to remain conscious) should be made.

The 'Rite of Bonding' will incorporate a part of the Ebon's Soul into the armour, creating a true bond between the suit and the wearer. This will bring the wearer and the suit closer together, pain becomes shared, and modifiers become true modifiers and not just power-assisted armour.

The DeathSuit is always clean. Minor tears etc. repair themselves.

  1. Interdermalisation:

    Allows the ebb-user to merge the DeathSuit into his own body, concealing it under his ephemeris. When Interdermalised the suit protects as a standard suit of its level, disregarding any boosts the ebb user may have performed. It is possible to partially interdermalise the DeathSuit, so that, for example, the helmet remains interdermalised while the rest of the DeathSuit is exposed.

    Cost: 2 Flux to interdermalise, no cost to return. Partial Interdermalisation costs 1Flux

  2. Heal DeathSuit:

    This is the ability to repair damage to the DeathSuit using the power of the ebb. While it is possible to repair a damaged DeathSuit by grafting on new ScienceFriction materials it is very rarely done.

    Cost: 1 Flux per 1 ID restored.

  3. Boost DeathSuit:

    The ability of the DeathSuit to absorb damage is its second most crucial function. While this power does not actually increase the stopping power of the DeathSuit it does enhance the capacity to continue providing protection.

    Cost: 1 Flux per 5 ID added, Maximum of +25 ID per location.

  4. Form Alter 1: Shield

    The DeathSuit extrudes a shield from its off-hand arm, providing better protection for the ebb-user in melee combat. The shield replaces the arm of the DeathSuit and has the following statistics:

    Level

    PV

    ID

    Penalty

    Cost

    Light (Buckler)

    9

    18

    -2

    3

    Medium (Round)

    10

    22

    -4

    6

    Heavy (Kite)

    13

    45

    -6

    9

    Super (Hoplite)

    19

    90

    -8

    12

    Angel (Tower)

    25

    120

    -10

    15

    Maximum Values:

    Level

    PV

    ID

    Penalty

    Light (Buckler)

    14

    43

    -2

    Medium (Round)

    14

    47

    -4

    Heavy (Kite)

    18

    70

    -6

    Super (Hoplite)

    24

    115

    -8

    Angel (Tower)

    30

    124

    -10

    The penalty is applied to attempts to hit the ebb-user in melee combat. It is possible for a high level DeathSuit to extrude a lower level shield, (for example a Heavy DeathSuit may extrude a Buckler) but the penalty applied to attacks will be that of the shield type. If the ebb-user is willing to do simply cower behind his shield then half the penalty can be applied against missile and projectile attacks. Only Hoplite and Tower shields are large enough to perform this feat with.

    Any attack that would have hit the ebb-user if not for the penalty is adjudged to have hit his shield and should be dealt with accordingly. Any skill applied to defence (see p. 121 of the MRB, v1.0) should be added to the shield's penalty.

    The shield lasts for a number of minutes equal to the ebb-user's CONC. If the shield has been damaged when the ability ends the ID of the DeathSuit's arm is equal to the lower of the remaining ID of the Shield or the arm's total ID.

  5. Light to Medium DeathSuit:

    The basic protective and Flux storing capacity of the DeathSuit are improved. The DeathSuit may now store a maximim of 10 Flux.

  6. 1st Graft:

    The DeathSuit beguines to truly and completely integrate itself into the body of the ebb-user. As a benefit of this the ebb-user's physical form is hardened and becomes more resilient.

    Upon reaching this level the ebb-user gains a permanent +2 to Physique, this does increase to HP.

  7. Charge DeathSuit:

    To many this is the most important power of the Protect discipline. It provides the ebb-user with the ability to substantially increase the protection he receives from his DeathSuit.

    Cost: 1 Flux per point of PV added, maximum of + 5 PV. This boost lasts for a number of hours equal to the ebb-user's CONC

  8. Form Alter 2: Striking Surfaces

    The ebb-user can create temporary weapons by altering the shape and hardness of areas of the DeathSuit, creating small spikes and sharp ridges to enhance his hand-to-hand damage. Striking Surfaces may be created on any part of the DeathSuit

    Striking Surfaces

    PEN

    DAM

    AD

     

    3

    4

    2

    Cost: 4 Flux, lasts for CONC minutes

  9. Soothing Touch:

    The psychic bond between DeathSuit and Ebb User is now well established. The connection provides a confidence boost to the ebb-user, granting a +2 bonusto COOL. Should the DeathSuit ever be destroyed however the ebb-user will loose 4 points from his COOL stat.

  10. Medium to Heavy DeathSuit:

    The second increase in protection and Flux storage. The DeathSuit may nowstore a maximum of 20 Flux.

  11. 2nd Graft:

    The physical integration of ebb-user and DeathSuit continues. As the process reaches this stage the ebb-user's muscle structure becomes more dense, granting a permenant +2 bonus to STR. This bonus does increase the ebb-user's PHYS

  12. Repel:

    The DeathSuit now provides significant protection from adverse environmental conditions. Providing the DeathSuit is fully extradermalised it can protect the ebb-user from temperatures between 200°C and -40°C, and from shocks of up to 5000 volts.

    If the shock or extreme of temperature is caused by a direct attack (such as a Hotline round) only the area of the ebb-user hit need be covered by the DeathSuit. This is a passive skill and requires no Flux expenditure.

  13. Sensory Augmentation:

    The DeathSuit now integrates with the ebb-user's senses, providing new and potent sensory inputs. The ebb-user can now see into the infrared and/or ultra-violet spectrums at will, and can enhance the capacity of his eyes to see in conditions of reduced light. It takes one phase to switch between modes of vision. The DeathSuit also creates an form of echo-location sense, allowing the ebb-user to navigate with a complete lack of visual cues. This is a permanent passive power.

  14. Flux Drain:

    The DeathSuit has now evolved to the point where it can 'suck' Flux from a source with which it is in direct physical contact, though the victim can resist.

    One point of Flux may be drained per touch or per phase if contact is maintained. The person being drained is entitled to a CONC save.

  15. Heavy to Super DeathSuit:

    The third increase in protection and Flux storage. The DeathSuit may now store a maximum of 30 Flux.

  16. 3rd Graft:

    The physical integration of ebb-user and DeathSuit is completed. ScienceFriction material integrates with the nervous system of the ebb-user, creating wider and more efficient pathways. This grants a permenant +2 bonus to DEX. This bonus does increase the ebb-user's PHYS

  17. The Living Suit:

    The DeathSuit and ebb-user are now completely integrated. The DeathSuit becomes an extension of the ebb-user, a part of a gestalt entity.

    The ebb-user is the 'senior' partner of this gestalt, as the suit cannot survive his death and is far from truly sentient, however if the ebb-user is rendered unconscious the suit will act to protect him, making use of the ebb-user's own abilities and characteristics (Ebb Skills and Stats) to ensure the ebb-user's survival (and thus it's own of course).

    There must be Flux remaining in the DeathSuit for it to take any actions. The player should be allowed to control his DeathSuit's actions. A DeathSuit cannot make use of the ebb-user's Reality Fold skill.

  18. Flux Generation:

    The DeathSuit has reached the stage where it can generate it's own Flux. Like the ebb-user it now generates one point of Flux every two hours of normal activity or a full charge of Flux after eight hours 'sleep'. The use of Drum does not effect the generation of Flux by the DeathSuit

  19. Soul Store:

    Should the ebb-user be killed his soul-essence will be held within the DeathSuit's 'Heartfall Matrix' for 24 hours plus 24 hours per 10 points of Flux. Another ebb-user can add Flux to the DeathSuit's store but the Suit cannot generate it's own Flux when the Heartfall Matrix is active.

  20. Super to Angel:

    The final increase in protection and Flux storage, and indeed the final stage of evolution of the DeathSuit. The DeathSuit may now store a maximum of 40 Flux and the Flux costs of all abilities are halved due to the efficiency of the DeathSuit's calculation and Flux channelling.

    DeathSuit Stats:

    Level

    PV

    Head

    Torso

    Arms

    Legs

    Light

    6

    10

    15

    12

    14

    Medium

    7

    12

    20

    15

    17

    Heavy

    9

    20

    40

    30

    35

    Super

    13

    25

    80

    60

    70

    Angel

    17

    60

    150

    80

    100

    Maximum Levels:

    Level

    PV

    Head

    Torso

    Arms

    Legs

    Light

    11

    35

    40

    37

    39

    Medium

    12

    37

    45

    40

    42

    Heavy

    14

    45

    65

    55

    60

    Super

    18

    50

    105

    85

    95

    Angel

    22

    85

    175

    105

    125