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Essence of[Armor Core]

byAbsolution

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AI summary

A layered defensive package: a one-molecule-thick sealed barrier that functions as its own reality around your body and gear, conceptual damage resistance that cuts any harmful effect to a hundredth of its potency and nullifies anything weaker than you, and a limiter capping how much damage you can take at once. On top of that you adapt in real time to whatever hurts you, regenerate from physical, mental and spiritual harm at speeds that defy conservation of matter, and hold an iron will that powers through any pain. The barrier does have charges, and running out leaves you exposed for a fraction of a second — you can still be killed, just with enormous difficulty.

Generated précis — the sections below are the author's original text.

Description

Not to be confused with the Armored Core franchise of video games. Having drank this Essence that tastes like paranoia and redundancies you gain a near literal shopping list of defensive powers and abilities inspired by others from all over the Omniverse.

Effects

8
  • Hermetically Sealed Environment Shielding: your body, apparel and equipment are covered in barrier that's one molecule thick, this barrier separates you from the outside world, functioning as a separate reality while within it, like living in your little mobile pocket dimension. It has its own breathable atmosphere, temperature controlled, can fulfill your nutritional needs through your air intake, your own personal axis of time and allows you to interact with the world as if you were still a part of it. While functioning as a nearly perfect environmental protection suit in any situation the real defensive benefits of the barrier lies in its 2 other aspects: similar to the Shield ability of Glory Girl from the Worm web serial your barrier will absolutely block any 5 instances of damage regardless of their power, absoluteness or effects, each instance of damage taking a single 'charge' of your barrier's power, recovering a single 'charge' of power every tenth of a second. Beam attacks are considered one instance of damage for every half a second that you're subject to them. Secondly: gain near immunity to 'shaker' abilities: people who can manipulate something within an area of effect can no longer manipulate you or the space within your Barrier because as you're in a separate reality you're 'outside of their service range' so to speak, so Darth Vader can't choke you, you can't be frozen in time, have your blood manipulated, or be affected directly by remotely activated effects and abilities in general. The Barrier only loses a 'Charge' if attacked with force or power equal to or greater than 50 caliber bullets, anything weaker is negated entirely without expending a 'Charge'. You always have a perfect subconscious awareness of how many 'Charges' you have and of when you lose them. For every year that you live after having drank this Essence the maximum number of 'Charges' that this ability increases by one, so next year you can hold 6 Charges, 7 Charges after 2 years and 8 after 3 years, continue ad infinitum.

  • IMPORTANT NOTICE: if your barrier is fully out of Charges then it deactivates until it recovers a single Charge worth of power, meaning that for a tenth of second your environmental suit, barrier shields and immunity to shaker abilities are all down, exposing you to whatever reality you're currently in as if you were a normal resident. But don't worry, it's not the end of the world because you have more defensive abilities than just this one!

  • Conceptual Damage Resistance/Immunity: any attack or effect that would that negatively affect you is reduced to 1/100th of their original potency, additionally, you can't be negatively affected by anything equal to or weaker than a certain threshold of power, anything weaker is negated entirely. This threshold scales with your own growth in raw power/power level.

  • Damage Limiter: the amount of damage you can take at a time is limited, and the severity of that damage is greatly reduced too, assuming that something makes it past your HSES and CDR/I then regardless of how powerful that negative effect or attack could only damage half a teaspoon's mass from your body every five seconds and not a gram more. The second portion from this ability reduces the lethality/severity of any damage you take, so even half a teaspoon of mass lost from your heart and/or brain isn't the death sentence that it normally would be. Even with only this ability you can stand in front of a near almighty being and take their attacks for half an hour before dying to your wounds, or, you would die if you didn't have the next two abilities.

  • Hyper Reactive Adaption Process: when your body takes damage it rapidly evolves to become more and more resistant to whatever harmed it, defying biology and logic. It'll never reach the point of immunity regardless of how much damage you take or how powerful the attack, so being nigh immune after some work will have to do.

  • Healing of Asclepius: you regenerate from all physical, mental and spiritual negative effects and damage with incredible speeds, in clear defiance of the conservation of matter and energy, replacement tissue being replaced ex-nihilo. As long enough flesh to make a marble survives you will completely regenerate from it, healthy and alive. This also keeps your telomeres nice and healthy, so enjoy perfect eternal youth.

  • Lastly, an iron will that will see you gritting your teeth and powering through any pains, stresses, discomforts and torments you're subjected to.

  • It's entirely possible for you to die even with this Essence, just very, very difficult and unlikely bar the concentrated efforts of very powerful beings.

Categories
combatsurvivalutilityitemsmagic
Traits
immunityregenerationeternal youthpocket dimensionspace manipulation
Keywords
damagearmorbarrier creationgame mechanicsresistance
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