Living Armor Part Two (Alpha 0.1)
Added 2021-11-14 08:25:40 +0000 UTCPlate Of Bliss (Legendary)
The plate of Bliss is a sentient plate mail that was forged by the demigod of joy and ignorance. Centuries of being worn by such a powerful immortal being led to the once mundane armor to gain a consciousness of its own, one that is a fractured echo of that or Bliss herself.
The armor appears to be made of a pristine fuchsia steel decorated with lavish white cape and golden filigree. The armor itself is unisex, but tightly affixes itself to the wearer's form.
A creature wearing the Plate of Bliss is able to telepathically communicate with it. While the armor's telepathic voice sounds identical to that of Bliss herself, the armor is aware of its as former armor of the demigod, and aims to be worn by one as similar to Bliss as possible.
The Plate of Bliss seeks to spread joy across the land, helping others in need, helping its wearer defeat the forces of evil and spread happiness. As long as the wearer is kind to the armor and others and actively aims to help carry out the Plate's ambition, it will allow a creature to wear it. However, a creature refuses to actively help others, spread joy, or acts in a stern or overly serious manor, it will take a loose and ill-fitting form, becoming unwearable. The deeper one's bond forms with the Plate of Bliss, the more their intelligence will be drained, as the armor attempts to keep the wearer happy and content.
Armaments of The Hero: The Plate of Bliss can only be worn by a level eleven or higher creature with at least one level of the Knight class. If a creature without levels of this class wears the Plate of Bliss, it will politely ask the wearer to doff it. If they refuse, the armor will become loose in its form, falling to the ground.
A creature wearing the Plate of Bliss gains the following benefits based on their Bond Level:
0+: While wearing this armor, the wearer's Defense increases by +5 , the wearer's Resolve increases by +3, and their mind and knowledge are reduced by -3.
5+: The defense benefit of this armor increases by +2. The wearer gains the "Bubbly" and "Ditzy" personality traits.
10+: The wearer becomes female, with their proportions altering to become akin to that of Bliss. They add +10 to their diplomacy, but their mind and knowledge are reduced by an additional -3. Additionally, the defense benefit of this armor increases by +2.
20+: The wearer's skin becomes a pastel shade of pink, now giving off a faint glow. They become a bimbo, but are immune to psychic damage and the hypnotized, charmed, and frightened status conditions while wearing the armor. While a bimbo this way, your utility stats are not replaced with bimbo utility stats.
Skin Of The Sea (Legendary)
Unlike most living armor, the Skin of the Sea is a liquid rather than a solid. Appearing an an amorphous mass, indistinguishable from normal water with a pale blue tint, the Skin of the Sea is able to maintain its own separate form without dissolving in water.
With a nonchalant male personality, the Skin of the Sea simply wishes to explore the world, primarily the depths of the Ocean, a feat it is incapable of doing without a wearer. If a creature touches the Skin of the Sea, it can spread itself thin, coating their body. entirely, allowing them to wear other armor whilst simply providing a wet look to the wearer.
The Skin of the Sea cares little about what its wearer is doing, as long as they are traveling to new places that it has not seen before, and that they don't stay in the same place for too long. Hating the idea of staying in the same place for extended periods of time, doing so is one of the only surefire ways to cause the skin to choose to doff itself, unless its wearer is captured or held prisoner. In such cases, it will actively aim to offer guidance for a means of escape, as doing so will in turn free it as well.
0+: You can breathe underwater and can move at your walking speed when in the water. You are immune to the Wet status condition.
10+: You are immune to water damage. Additionally, your movement speed in water increases by +2.
20+: You and the Skin of the Water become inseparable. Your form becomes translucent and you can alter your form into various shapes made of water. While you retain your racial traits, you now count as an elemental rather than your race.
Your finesse increases by +2, your movement speed increases by an additional +2 in the water, and if you would sustain water damage, you gain that much health instead. You gain resistance to Fire damage, but you gain a vulnerability to ice damage.
Lastly, once per 24 hours, as a two-handed action you may teleport to any part of a body of water you are currently submerged in as long as you have been to the destination before.