SWURPG

Orbalisk Armor

Heavy Armor
AC Bonus
+10
Max DEX
+1
Speed Limit
20 ft
Weight
26 kg
Recommended Lv
Lv 15+

About the Orbalisk Armor

Orbalisk armor is a living thing, a mass of the parasitic orbalisk creatures that infest certain caves of Dxun and once, famously, encased the Sith Lord Darth Bane in a nearly impenetrable carapace. The orbalisks attach themselves to a host's body and grow into an interlocking shell of chitinous plates, feeding on the host while granting extraordinary resilience and channeling a constant surge of vitality and dark power in return. It is protection bought at a terrible price: the creatures cannot be safely removed, they cause the wearer ceaseless pain, and they draw on the host's own strength to survive. Only those steeped in the dark side, able to keep the parasites in check by force of will, have ever endured the bond. The armor turns aside blows and blaster fire with the toughness of solid stone, but it is less worn than suffered, a fortress that slowly consumes the one it shields.

Notes

Legendary, dark-side only — a GM/quest relic, never shop stock. A living carapace of the parasitic orbalisks of Dxun, bonded to the wearer's skin (in lore, endured only by Darth Bane and Freedon Nadd). GRANTS: Resistance to Kinetic and Energy damage, and a shell no lightsaber can cut; the wearer regains 5 hit points at the start of each of their turns (orbalisk regeneration); and has Advantage on Strength checks and Strength saving throws (an unending adrenal surge). COSTS: the parasites feed on the host — while bonded, the wearer's hit point maximum is reduced by 10; their venom keeps the wearer in ceaseless pain, imposing Disadvantage on Stealth (Dexterity) checks; and the armor cannot be removed without hours of surgery. A wearer who is not a dark-side Force-user cannot master the parasites and is slowly killed by them (GM guideline: 1d6 damage per hour, which cannot be healed while the armor is worn).