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Bio-Booster Armor: Guyver - For Various RPG Games

Bio-Booster Armor: Guyver - D&D 3rd


Edition Version 1.

The Guyver, a symbiotic entity that permanently bonds with a human host turning them into a powerful, almost unstoppable force of
nature. The Guyver resides with in the hosts body, exiting and creating the Guyver armor only when called for by the host through 2 tumor like
growths on the back of the neck.
Hosts find that in their human or normal state they are still normal humans only they no longer age in the same way they once did. In
their armored "bio-boosted" form they host finds themselves to be several times stronger and faster than they originally were.
This is a picture of what the Guyver unit as its called looks like when it is in its inactive state. Its when it is in this state that its
unbonded with a human host. Upon contact with a suitable host the control metal (the sphere in the center of it) begins to glow and the metal like
parts that hold the stringy organics in a wheel like shape that opens up and literally leaps out at its soon to be host.
The Guyver totally envelops its host, regardless of size. However the host must still be human, for some reason it will not bond with
other races like elves and dwarfs. The stringy stuff that was inside the inactive unit liquefies resembling a jell of sorts when this happens and it
slowly, but quickly begins to take shape forming the Guyver armor, integrating into the hosts body, shifting and altering their physical make up
for the armored form.
Bio-Boosted
In the Guyver form the character is easily several times stronger and faster than they once where, enhancing upon the hosts own
physical abilities. Not only are the hosts physical strength, speed and
stamina increased but they gain a variety of incredible supernatural powers
and abilities that very few if not no other creature alive has beyond that of
another Guyver.
The host in their Bio-Boosted armor form gains several unique
special abilities plus several powerful natural weapons that are built into
the armor. These weapons range from extending and retracting sonic
swords to the Guyvers main weapon, the Mega Smasher.
Ability Score Alterations: In the Guyver form the character gets a +3 to
all of their Physical stats: Strength, Dexterity, and Constitution.
HP Bonus: In the Guyver form the character can take greater amounts of
damage than any normal person can. For every level the character is they
gain a +6 to their HP while in their Guyver form. For Example if in their
normal human form they have 26 Hit Points, and are at level 2 as a fighter,
in their bio-boosted form their HP is +12 for a total of 38.
Natural Armor: In the bio-boosted form the character is physically
transformed, being covered in a tough organic armor similar to dragon scales. A nice thing about the armor is that it provides incredible protection

while at the same time it does not hinder the wearer in anyway. Initially the character receives a +3 to their AC, and they gain an additional +1 to
the total every 3 levels of advancement. A better way to describe when they get this increase is when ever the character gets to select a new Feat,
as normal not bonus selections, they get an increase in their Guyver armors AC, (lvls: 3, 6, 9 12, 15, and 18.) The character gets to add their full
Dex Modifier while in the bio-boosted form.
Guyver Senses: The Guyver and its host have increased senses. The host, when in their normal human form or Guyver form has the ability to
communicate telepathically with any other Guyver that is with in a 4 mile area, but they must know that they are there. In their Guyver form the
range is increased to 6 miles. Also only while in their Guyver form do they gain their clairvoyant like ability. The Guyver is able to any and all
super natural forces with in an 80ft area, as well as any normal beings and creatures. However their identity and exact race can not be detected,
only their presence.
Although they can detect how many there are, they can not detect exact positions, and what they are until they are with in 30ft of the Guyver.
Even the invisible are detected. This ability is via the 2 orbs on the Guyvers head, this ability increases the difficulty to sneak up on the Guyver
by 10 points! Also the Guyver is never subject to being caught flat footed, and can not be the subject of a surprise attack. This is while only in the
Guyver form though.
Biological Changes: The characters physical make up is completely different when in the Guyver form. The character no longer breaths in the
same way as other people. In the Guyver form the character can breathe in any environment short of a complete vacuum. This includes gases,
magic or other wise, water, and smoke. The character also no longer has a mouth, yet they are still able to speak, and they no longer have ears
either, but they can hear just fine. Also the host no longer ages the way they use to. The person can now live to be about 1d6x100 years old. Also
while in the Guyver form the character Fort, and Reflex Saves are at a +6.
Regeneration The Guyver can regenerate their entire biological structure from the control metal. The Guyver regenerates itself at a rate of 10 hp
per level per minute! The host is also healed of any damage that they may have sustained prier to them transforming into the Guyver. The rate of
healing is the same but the amount healed is doubled. The control metal has the ability of completely regenerating the host body in Guyver form
after about 1d6 hour from it being removed from the original body. Some how the hosts mind remains intact.
Limbs and chunks of the anatomy regenerate at a rate of an inch a minute. The only real way to kill a Guyver is to destroy the control
metal which is almost impossible. Disintegration spells, and powers, or other spells that destroy the atomic make up of things can harm or destroy
the control metal. The control metal by itself is incredibly dense. It has a Hardness of 20, is only about an inch thick, has over 300 Hit points (1d4
x100), and its DC to break or smash is 40.
However the AC to hit is the hosts AC +4 since its a very small target to hit and requires a called shot. Even those with the Precise
Shot feat will suffer only a -2 to hit since the target is very small. So if the hosts AC total to hit the Control Metal is 25 including the +4, then an
individual who has the Precise Shot feat must get over a 23 in order to hit rather than a 21 since its a very small target.
Appearance
Each Guyver has their own unique look. No two
Guyvers ever look exactly a like. All Guyvers,
even female ones look powerful and strong yet
agile. Guyvers will vary not only in color, and
height and mass, but in over all features.

As you can tell each of the Guyvers in the pictures above bear a passing resemblance to each other, and yet each one is different. Its
believed that the Guyver armors appearance generally resembles the hosts personality. If the host is more action prone and violent their armor
would have a spiked appearance, and a rather mean or harsh look to it.
Weapons
All Guyvers are equipped with a variety of natural weapons that are inside their bodies. These weapons tend to run off of the hosts
own life energies, draining away their Constitution at varying amount depending on whats used. Some weapons don't even impact the Guvyer
like this but instead can only be used a limited number of times a day. The character can discover 1 new power every other level the last one was
acquired
The character starts with the Sonic Swords, Dimensional Bomb, and 1 more random power available. Role a 1d8: 1-2: Mega-Smasher, 3-4: Sonic
Emitter, 5-6: Infra-laser, 7-8: Gravity Grobe. At every other level the character must make an INT check in order to discover the new power. If
they fail they get to try again the next time they level up, and again after that if they fail again, until they get a power, then they can make the
check again after they level up again.
Sonic Swords: These are small spikes on the forearms that extend out for combat and vibrate at such a speed that it allows them to cut through
almost anything. The character can have up to 2 blades per arm, and as few as 1 blade per arm. Role 2d6 to determine the number of blades per
arm: 1-6= 1 blade, 7-12= 2 blades.

1 Blade: Damage-1d8; Critical-17-20x2; Slashing.

2 Blades: Damage-1d10; Critical-17-20x2; Slashing.


This weapon can be used an unlimited number of times, at no cost.

Mega-Smasher: The main weapon of the Guyver. This huge beam weapon disintegrates anything in its path. There are no saving throws for this
weapon if your hit, however you may make a Reflex save just as the cannon is being fired in order to attempt to dodge the attack, however the
DC is 15 to do so. If they make it then they take no damage, if they fail then they are out of luck.
This weapon ranks up there with a dragon's breath weapon in power. The weapon is divided into 2 cannons, one on each side of the chest.
You can fire both or one at a time. Damage suffered from this attack, should one survive it, does not regenerate at a normal rate, instead it
regenerates at a normal rate humans heal at, however other Guyvers, and beings immune to disintegration spells/powers heal at a normal rate.

Rate Of Fire: Both can be fired at the same time, or one after the other, but if both are fired the user can not fire them again until they
have rested for 1 hour after firing either 1 or both cannons. The attack is considered a full melee action, to fire one or both cannons.

Damage: Each cannon does 5d10x5 damage! Both cannons will do 10d10x5 damage!

Range: 10 miles. The width of a single blast is 7.5ft, both cannons have a width of 15ft.

CON Cost: Firing the both cannons temporarily drains away 4 points of the characters CON, or 2 points per cannon. The amount is
regained at a rate of 1 point per hour of rest. The character can not fire the Mega-Smasher again should their CON fall to 4, and only
after they have rested for an hour.
Sonic Emitters: The 2 orbs at where the mouth should be emit a high pitched sonic signal that is devastating to those with in range for the attack.
The attack has no noise, but attacks the person by their atoms at a high rate often causing the targets head to explode.

Rate of Fire: The attack can only be used once every 2 rounds due to its energy costs. The attack is considered a full action.

Damage: The attack does 1d8 points of damage every 2 levels. Does a maximum amount of 5d8 damage. A Fortitude save may be
made to save for half damage, DC 15. Alternatively the user can use this to stun an opponent rather than do damage. The DC is 15,
should the save be made the target is not effected, if they fail then reduce their speed, STR, DEX, by 1d4+1 points for 1d6 minutes. If
used a second time to stun the same target (only if they were successful the first time) they target instead of making a Fortitude save
must make a Will save. Should they fail they are unconscious for 2d6 minutes, if they make the save reduce their stats again by an
additional 1d4+1 points, for an additional 1d6 minutes. IF used a third time against the same target in this manner then there is no save
and they fall unconscious for 1 hour.

Range: The attack unfortunately has a very limited range affecting only a single target that is directly in front of the user, and is only
6-7ft away.

CON Cost: In order to use this attack the user temporarily looses 1 point of CON per use. CON points lost with this ability are
regained much faster than those spent on the Mega-Smasher. After 1 minute of not using this weapon the user regains 1 point of CON
that was spent in using this weapon.
Note though that other Guyvers and some other creatures are immune to this particular power, and thus are not affected at all by any aspect of this
power.
Gravity Grob: This is a small baseball sized orb located at the waist. This orb allows the host to control gravitational forces to some extent. This
gives the person flight capabilities at a speed of about 35. It can also be used to create a "pressure cannon", or more accurately a gravity bomb.
What happens is when it hits it creates a loud pop and damages whatever it hit by ways of a perfect circular shaped hole. The bomb is launched in
anyway the user likes, but it is always done from the hands. Usually done in a Hadoken like fashion.

Rate of Fire: The pressure cannon can only be fired up to 6 times a day, and only up to 3 shots may be fired in a row with in 1 round.
Up to 3 shots can thusly be fired rapidly in a single melee, but no more may be fired until the next round. This attack is considered a
full action.

Damage: 1d10x2 +1d10 every 2 levels. Max damage is 4d10x2.

Range: Thrown. (About 30+ feet.)

CON Cost: To fly it costs nothing however in order to fire the pressure cannon it costs 1 point of Con per shot. Con points are
regained at a rate of 1 point per hour.
The last and final aspect of the gravity grobes is the ability to create a gravity well shield. This shield absorbs any damage directed at the user, but
the user cannot move or attack, they are fully defensive, and actively using this. The shield can take up to 60 points of damage, gains a 5 points
every other level the power is gotten. The shield; protects the user and up to 4 other people who stand directly behind the user. The shield can take
even more damage than what its capable of, but if it should then the user cannot summon the shield again for 1 hour. It costs 1 CON to create the
shield, after it is created once another point does not have to be spent again until 3 rounds go by; during that time the shield can be summoned at
any point but is still a full action. The shield offers a +6 to the characters AC.
Infra-Laser: This weapon is something of a reaction weapon It fires a green beam out of a small green orb right above the control metal. The
character can control the blasts, or the control metal can fire blasts off to protect itself. While the beam isn't very powerful it is incredible
accurate. When attacked the character has a constant 50% chance that the weapon will fire on its own when ever the control metal is targeted for
an attack (called shot). The shot will automatically intercept any attacks directed at the control metal. (This is an automatic hit to anything that
has targeted the control metal like an arrow or magic missile(s), or some other weapon that is coming at it. The weapon or projectile is either
knocked away or destroyed. With magic missiles all missiles from a single target are intercepted for that one attack, even though magic missiles
form mages can not be used to make called shots, this is for magic weapons that fire them.) this weapon can be fired an unlimited number of
times at no CON cost do to its low energy cost.

Rate of Fire: 1 shot per action.

Damage: 1d4, Critical on 19-20/x2

Range: 80ft.
Bonus: +4 to hit.

Dimensional Bomb: This isn't so much a weapon as it is an after effect of transforming into the Guyver form. When the character "calls" the
armor a orb of energy surrounds the character. This orb is instantly there and gone again leaving behind the character in the Guyver armor. This
orb leaves a small crater in the ground, walls, and ceilings of where the character transformed. Bulky weapons, armor and equipment on the

character are all but destroyed, magical armor, and weapons get their usual save, but are still forcefully ripped from the body. Only light armor
like Leather and Padded armors can be worn safely.

Rate of Fire: Only one time when first transforming into the Guyver.

Damage: 5d10

Range: Only a few feet from the characters body. The diameter of the sphere is the characters height +2 feet. Anything caught with in
this area is automatically hit when the character transforms. There is now save, the action is instantaneous. Only the character is
unaffected.

Disadvantages
First off the violent nature of the Guyver will turn anyone of Lawful good alignment into a Chaotic good character. Secondly in the
Guyver form the characters Charisma is at a -4. The character can not use magic, they can use magic items, but they can not cast spells. When the
Guyver is severely damage, head trauma for instance, the Guyver will go into an auto defense mode to protect the host and give them time to
regenerate. This defense mode is like the barbarians rage, they will not stop until the treat or threats against the character are not moving towards
it. Anything or one that moves with in 10ft of the Guyver will be attacked, this includes party members.
The only outward sign of this transition are that the eye's of the Guyver turn from a yellow or a white to a glowing blood red. The
Guyver remains in this state for about 1d6 minutes or until all of the damage done to it is healed. Also in this mode the character is faster than
normal and it fights very differently. The Guyver gains a +2 to hit on all attacks, its speed increases by 10, and it will attack with everything it
has, even if the host has yet to discover a particular power. Yes the DM gains control of the character until it comes out of its defense mode.
Another draw back is the fact that while in Guyver form they can not wear any armor. If the character was wearing light armor when
they bio-boosted then they will still not be able to use armor. Even though the light armor was not destroyed when the character transformed it is
as if the character is not wearing the armor. On the plus side if they had any penalties for wearing the light armor they no longer suffer them when
bio-boosted.
Weaknesses
The Guyver has a few major weak points. The first is the control metal. If the control metal is hit, this usually requires a called shot of
some sort. The character is racked with pain, they suffer a -4 to hit, and all other actions for 1d4 rounds.
If it is removed the Guyver's body destroys itself, but if the control metal is intact it will regenerate the entire body with in a few
hours. When it is done regenerating in this way the Guyver is automatically in its defense mode. The Guyver also has a natural weakness to acids
and corrosives. Acids and corrosives do double the damage, and they inhibit the regeneration process, so that the length of time it takes to heal is
doubled.
If the control metal was damaged while the unit was inactive, the Guyver in the active state after bonding to a host, regenerates at
double the normal length of time and they are prone to random, painful, power feed backs from the control metal. This translates into a loss of all
actions for that round and they are at a -4 to hit for 1d4 rounds after that while they recover. The penalties to hit are not accumulative. Lastly the
character gains a level adjustment of +2 or +3 whichever the DM prefers.
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The Bio Booster Armor: Guyver -D&D


3rd Edition Version 2
With in the Worlds of Dungeons and Dragons there
exists a variety of different and very odd beings and creatures.
While most people are familiar with parasites, symbiots often go
unlooked. The Guyver is an unusual symbiot that permanently bonds
with a host. The host is turned into an unstoppable force of nature
generally called a Guyver. The host is capable of transforming
into an insect like looking armored form that boosts the hosts own
natural abilities several fold, and supplying them with special
powers and abilities that no other being has.
In its natural, on bonded form the Guyver is nothing
more than a circular looking object, with 3 weird metal plates
that are wrapped around a stringy substance with a very shining
and polished metal sphere with a crevice going around the top of
it forming a circle on the sphere. Once a humanoid being comes
near and touches the otherwise innate object the crevice
suddenly comes to life shining brightly. The metal plates
suddenly pop of dissolving into nothing. The substance inside
suddenly turns gelatinous and leaps out at the person,
completely encasing them. The creature then enters into the persons body. The outside begins to take form and harden. After a few minutes the
person is standing there in an alien organic armor.

In this form person is significantly stronger, faster and deadlier. The person is able to regenerate limbs, and parts of their anatomy,
they have weapons built into their body and can survive many different conditions. Because of this a normal person can become an engine of
destruction that would do the gods of war proud. Because of this the person has their very own unique being. The name Guyver is elvish for one
that is out of control, or one that can not be controlled.
Level Adjustment: The Guyver symbiot turns an ordinary being into something more than they once were. The person is now apart of a
different race, neither human, elven, dwarf or anything else. They are Guyver. The Guyver has a +2 level adjustment.
Hit Dice: This is dependent upon the characters class. This doesnt change when in the characters Guyver form.
Base Race: The character has a base race of either Human, Elf, Half Elf, Dwarf, Halfling, and Gnome. While they retain all of their racial
adjustments they gain some other bonuses as a Guyver, but these bonuses are not seen fight off the bat. It takes time to discover these abilities
and powers. As the character advances in level they gain new powers as a Guyver that are only usable while the character is in their Guyver
form.
Regardless of height and weight of the character it is different while in the Guyver form. The characters height and build increases by
an inch, they also gain about an extra foot in height with their horn, which doesnt really count as the characters actual height, their weight
doubles. Each Guyver form is different in looks and color, but all Guyvers do bear some passing resemblance to each other. Women even have
a feminine look.

Transformation: The character is capable of transforming from what seems like an ordinary person into an engine of destruction. Initially the
character does not have any of the armors weapons and abilities except for their physical boosts. Upon becoming a Guyver the character gets a
+5 to their Strength, and Dexterity. The characters Constitution however remains at the normal. Additionally the characters Base Speed doubles
at level 1, and triples at level 10. Also while in the Guyver form they are not easy to harm. The character gets a Damage Reduction of 3/-, but
the character may add their Constitution Modifier to this number. The character also gets a +5 to their AC while in the Guyver form.

Additionally the very act of transforming is a very deadly and


destructive matter. Anyone or thing with in a 5-7ft area of the character
has a chance of being killed. The act of transforming into the Guyver
form, from that of the characters normal form. The process is a full
round action, but is instant. Transforming creates a dimensional rift
around the character. The armor is then suddenly on them. Any bulky
equipment and items have to be dropped or they are destroyed. Anything
takes 4d10 points of damage. Bulky armor, medium to heavy, or metal
must be removed or it will also be destroyed. Light armor like leather
and padded are not effected by this. Magic Items that are close to the
body, like rings, and amulets are not harmed, but more bulkier items like
gauntlets are. Magic Items that are worn do retain their bonuses when
the character is in the Guyver form, however any AC bonuses must be
natural bonuses only in order for the character to be able to use them in
the Guvyer form. Another down side that while in Guyver form the
character can not wear magical items that also provide an AC boost or
anything else unless it is a Natural AC bonus.
Regeneration
Guyvers can regenerate, but not in the same sense as a troll or
other creature. Lost limbs regenerate at a rate of 1 inch per half hour. Same goes for lost chunks of anatomy. Hit Points however are a bit
different. When in their normal human form they heal at a normal speed. While in the Guyver form its a bit faster. Upon transforming the
character instantly regains Hit points as if they had rested for a full day. The Guyver must heal back at least half of the damage taken while in the
Guyver form before they can revert back to normal. While in the Guyver form the character heals at a rate equal to the Characters Constitution
modifier +2, (at least 2 points if Con. Mod is in the negatives), per half hour. Subdual damage is also healed faster. When assuming the Guyver
form any subdual damage that was taken is all restored. Any subdual damage taken while in the Guyver form heals at a rate of 1 point per
minute. They Guyver can Regenerate as long as the control medal in their forehead remains there. If it is removed the Guyver begins to loose hit
points fast as their body begins to melt. It looses HP at a rate of 1d10+5 points per round. (It takes a Strength check DC 30 to remove the
Control Metal, anything bigger than a Large Sized creature can not remove the control metal as they are to big to handle such a small object. The
Control Metal is a Tiny target and specific attacks against it must beat an AC equal to the Guyvers normal AC +8. Grappling on the other hand
does not have to worry about this AC bonus and can ignore it.) However so long as the control metal is intact the character can regenerate
completely at the normal rate. When they are done however they are in a Berserk mode for 1d6 rounds. Damaging the Control Metal is a very
hard act and can only be done before the Guyver bonds with a host. While in the Guyver form the character can not be turned into a werecreature, or undead. As a human the character can transform, if they have time. The character can transform to flush their sstem of these effects
instantly looses half of their Constitution as the Guyver form flushes their system in a spray of blood from the nozzles on the mouth. After this
the character can revert back to normal, but will be very weak and need to rest for a few days (1d4), after which they can act normally and regain
lost Constitution at a normal rate. If they remain in the Guyver form they can act normally, but are at a -4 to all actions due to the heavy amount
of lost blood. The character will regenerate the lost blood but they will still be weak once back in their normal form. Lastly the Guyvers ability
to regenerate form disintegration spells/powers is diminished slightly. Guyvers take 3 times longer to regenerate from such attacks.
Sensors
Guyvers have 2 orbs in their head that can move back and forth. These orbs allow the Guyver to move about and know their
surroundings even in total darkness. They can also detect movement around the Guyver. Thus a Guyver does not loose their Dex bonus to their
AC while in the Guyver form. Additionally the Guyver gains a +1 insight bonus to their AC at every 4 levels of advancement in a class. The
character also can fight normally even if blinded, or in complete darkness simply by using the sensors. The Guyver can sense anything moving
with in 10ft of them, and if they make Concentration check (DC 20) then can extend that range out to 40ft. The Guyver can tell how many beings
there are, as well as positions, but nothing more beyond that. These orbs effectively provide the Guyver with Bindsight, but can work in any

conditions. Because of these things the Guyver can not be the target of sneak attacks so long as the attacker is with in 10ft of the Guyver, or so
long as the Guyver is not flanked. Out side of this the attacker can make ranged sneak attacks. Lastly the sensors provide a +4 bonus to Listen,
Search and Spot checks made while in the Guyver form.
Breathing
The Guyver has 2 nozzles located on one side or both sides of the face. These are how the Guyver breaths. They can filter water for
oxygen, as well as gasses. In a vacuum however the Guyver will have to hold their breath, but can do so for 2x longer than they normally could
in their normal form.
Unarmed Strikes
The Guyver can make unarmed attacks as if they were armed and do not draw attacks of opportunity. Additionally the Guyvers
unarmed attacks are stronger than those of other characters (except for the monkunless the Monk is a Guyver as well). The character can do an
extra 3d4 points of damage with their Unarmed Attacks. Thus the Damage for a Guyvers unarmed attack would be: 1d3 +3d4 +Str. Modifier. If
a Monk (say level 1) then they would do: 1d6 +3d4 +Str. Modifier.
Powers
The character starts play with access to only the Mega-Smasher. Every 3 levels of advancement allows the character access to 1 more
power of their choice. The power should be discovered in game as part of a battle.
Mega-Smasher
The Mega-Smasher is the ultimate weapon of the Guyver. As the character advances in level the power of this weapon increases as
well. The Mega-Smasher is made up of 2 orbs located under the Guyvers chest plates. The plates have to be opened in order to use it.

Damage: 2d10 starting at level 1. Gains 2d10 every level hitting its max at level 10. Damage is considered disintegration damage
and can not be regenerated and must be healed normally. (For other Guyvers hit by this, or nicked by it they still regenerate but it
takes 3 times longer.) A roll to hit is not required. Anything in front of the 20ft wide beam is effected. One Mega-Smasher has a 10ft
wide beam, with both its 20ft wide.

Range: 1 mile, gains another mile in range every other mile.

The Mega-Smasher is a high degree of power. The Mega-Smasher


can only be used once per day. Also when used the Mega-Smasher
draws out a lot of the Guyvers energy. The Guyver looses its
Strength, and Dexterity Bonus, and the character also looses access to
all of their weapons/powers that being in the Guyver form offers.
After all of this the form can only be maintained for a number of
minutes equal to the characters Constitution Mod, +1.

The character can choose to use only 1 Mega-Smasher rather than


both. The Guyver does not suffer all of the penalties listed above
until both are used. When one is used the character only looses of
their Strength and Dexterity bonuses, but can still use all of their
other abilities. This blast is at half the full amount of power. (So if
both can doe 6d10, then one will do only 3d10.

Using the Mega-Smasher, either one at a time or both at once counts


as a full round action.
Sonic Swords
The spikes on the forearms, although small instantly extend out to
long sword like blades. These blades generate a field of sonic energy, making the blade far sharper than an ordinary sword. The character
however is at a -4 to hit with these blades that is until they gain an Exotic Weapons Proficiency in the Sonic Swords. However there is one thing.
Some Guyvers have 2 blades rather than 1. These blades are slightly curved. (When the arm lays flat along the body the tip of the blade or
blades point up and outward when extended.) The number of blades is determined at the characters initial creation with having the unit. Roll
1d6, on a 1-3 the character has only 1 blade on each arm, on a 4-6 the character has 2 blades on each arm.

Damage: With 1 blade the damage is 1d8, Critical of 17-20/x2. With 2 blades the damage is 1d10, Critical of 17-20/x2. Damage is
also considered sonic damage. If a structure or creature is immune to sonic damage then the critical hit is reduced to 19-20/x2, and
normal damage is reduced to 1d6 for a single blade and 1d8 for 2 blades.

Both types are slashing weapons.

The Sonic Swords can be used as often as the character desires.

The Sonic Swords gain an effective enchantment bonus of +1 at every 4 levels of advancement, this bonus is not an actual bonus to hit
or damage. This damage is also considered sonic damage.
Sonic Emitters
The 2 orbs at where the mouth should be emit a high pitched sonic signal that is devastating to those with in range for the attack. The attack has
no noise, but attacks the person by their atoms at a high rate often causing the targets head to explode.

Damage: The attack does 1d8 points of Sonic damage every 2 levels. Does a maximum amount of 5d8 damage. A Fortitude save may
be made to save for half damage, DC 15. Alternatively the character can use this to stun an opponent rather than do damage. The DC
is 15, should the save be made the target is not effected, if they fail then reduce their STR, & DEX, by 1d4+1 points for 1d6 minutes.
If used a second time to stun the same target (unless they were successful the first time) the target instead of making a Fortitude save
must make a Will save. Should they fail they are rendered unconscious for 2d6 minutes, if they make the save reduce their stats again
by an additional 1d4+1 points, for an additional 1d6 minutes. If used a third time against the same target in this manner then there is
no save and they fall unconscious for 1 hour.

Range: The attack unfortunately has a very limited range affecting any targets that are directly in front of the user, and is only 5ft
away. Effects a 5ft area directly in front of the character, anyone occupying the same space is affected.
The attack counts as a free action, but may only be used once per round.
The attack does not require a roll to hit, anyone within melee combat with the character can be affected, only targets attacking with
reach weapons arent effected.
This attack only be used once per day initially. It can be used another time at levels 5, 10, 15, and 20.

Infra-Laser
This weapon is something of a reaction weapon It fires a green beam out of a small green orb right above the control metal. The character
can control the blasts, or the control metal can fire blasts off to protect itself. While the beam isn't very powerful it is incredibly accurate.

Damage: 1d4+1, Critical on 19-20/x2

Range: 80ft.

The beam has a 50% chance of firing when ever an attack specifically targets the Control Metal of the Guyver. This is purely a
reflexive action controlled not by the host, but by the Guyver itself. This action can cancel an attack aimed at the control metal.

Bonus: +4 to hit.

Firing the Beam counts as a standard action and can be fired a number of times equal to the characters number of actions, if the
character has the Rapid Shot feat they can make use of the extra actions.
Gravity Grobe
This is a small baseball sized orb located at the waist. This orb allows the host to control gravitational forces to some extent. This gives the
person flight capabilities at a speed of about 35. It can also be used to create a "pressure cannon", or more accurately a gravity bomb. What
happens is when it hits it creates a loud pop and damages what ever it hit by ways of a perfect circular shaped hole. The bomb is launched in
anyway the user likes, but it is always done from the hands. Usually done in a Hadoken like fashion. But thats not the end of it. The Gravity
Grobe can be used to create a gravity shield.

Pressure Cannon: The pressure cannon can only be fired up to 6 times a day, and only up to 3 shots may be fired in a row with in 1
round. Up to 3 shots can thusly be fired rapidly in a single melee, but no more may be fired until the next round. This attack is
considered a full action if used as such.

Pressure Cannon Damage: 1d10 +1d10 every 2 levels. Max damage is 3d10.

Pressure Cannon Range: Thrown, 30 feet.

The Pressure Cannon requires a roll to hit fore each attack.

Gravity Shield: The gravity shield is a handy thing to use. It can stop anything. After all what can stand up to something that can
generate a mini black hole. This shield can only be used a curtain number of times a day, using the same allotted numbers as the
Pressure Cannon, it does not have its own set. Once created, the shield can remain active for 2 rounds in a row but the character can
take no other actions, and is considered to be on Full Defense. The shield however again only protects the front half of the character.
In order for it to intercept an attack the character must be facing their enemy or have the shield in the general direction. This is sort of
like the Shield spell.

If the character uses up all of their daily allotted number of actions with the gravity grobe to use the Pressure cannon, then they can not
use the Gravity Shield, same goes for the Shield.

Lastly the gravity grobe is capable of enhancing upon the characters normal jumping capabilities. The Guyver can leap triple their
normal height once they learn how to use the gravity grobe.

Use of either abilities, namely the Pressure Cannon and the Gravity Shield counts a s full round action.
Weaknesses and Drawbacks
Although strong and powerful, even the mightiest warriors have a weakness, a tiny flaw in the armor. For a Guyver these weaknesses
are nothing to rare, or outrageous.

Acid: Acid is a major weakness for the Guyver form. Acid damage takes twice as long to recover from than other damage. Damage
from acids and corrosives do double damage, that damage is tracked separately though like how subdual damage is.

Berserk Mode: At times when the Guyver is badly damaged, or when the host would other wise be rendered unconscious the Guyver
is suddenly able to continue to act. In this berserk mode, its not stronger, just faster. The Guyvers Speed increases by 20. Magic
that can control a persons mind or body, including charm spells and powers can not effect the Guyver itself. The Guyver literally is
berserk. It attacks anything and everything that is perceived as a threat to it and its host. So anyone approaching the Guyver at all
whether they got a weapon or not is attacked, only beings that are much smaller than the Guyver are not attacked, so long as they do
not attempt to harm the Guyver. The Guyver remains in this mode until the host can regain conciseness. The only sign of the Guyver
entering into this mode are that their eyes turn a glowing blood red.

Damaged Control Metal: This is a very serious condition for anyone who has bonded with a Guyver. The control metal can only be
damaged before the symbiot can bond with someone. After this the control metal is virtually indestructible, (has a Hardness of 50, and
50 hit Points). The metal that makes up the control metal actually isnt so much a metal as it is an organic alloy of some sort. When
damaged it can regenerate. That is unless it was damaged before it bonded with a host. Before bonding the Guyver is inert and can
not regenerate or do much else. In its inactive form, prier to bonding, the symbiot has a has the AC of a rock, but its still dense and
hard to damage, (Hardness of 25, DR 20 and 50 hit points). Damaging the control metal in this form simply requires at least half of
the inactive Guyvers HP to be lost. Once bonded with a host the damaged Control Metal has some unusual effects on the host. The
host can only remain active in the armor for a number of rounds equal to their Constitution score before they are suddenly wracked
with pain. The Guyver can take no actions and are for the most part helpless for 1d6 rounds. There is no save for this it just happens.
The DC to remove a control metal also decreases by 5 points at this time.

Striking a Control Metal: This task requires a specific attack against the control metal. Or as it was once called, a called shot. If the
control metal is struck the Guyver is wracked with pain and looses their actions, (they can still move, but thats it), for that round or

for the next round if they have already taken their action. They loose their Dex bonus to their AC, and can be sneak attacked by
anyone. The Guyver is not helpless though. After that round the Guyver recovers, unless the control metal is struck again.
Time Limit: The host can only assume their Guyver form a curtain number of times in a day. Like many other things with the
Guyver, the character can only assume their transformed Guyver state a number of times a day equal to their Constitution Modifier +1.
The character can remain in the form as long as they like or have to as is the case of healing and regenerating.
Scary looking: The massive trade off is that while in the Guyver form they arent exactly going to be winning any beauty pageants.
The character is at a -6 to any social interaction skills while in the Guyver form. They do however get a +6 to Intimidation skill
checks while in the form. The character can easily be considered a demon or other monster.
Eating: The character still needs to eat and drink, and thusly can not remain in the Guyver form indefinitely. Magic items like a Ring
of Sustenance does not work while the character is in their Guyver form. The same thing goes for other bodily functions including
sleeping, or meditating if an Elf.
Magic, Special Abilities and Powers: The most massive trade off for the Guyver is the characters loss of any special abilities, spells,
or powers. Spells can not be cast while in the Guyver form. Special abilities like Raging, Bardic Music, Turn/Rebuke Undead,
Domain Special Abilities, All Druidic Abilities, Monk Super Natural Abilities only, all Paladin Special Abilities, and Psychic Powers.
None of these can be used while in the Guyver form. In this trade off the Guyver grants abilities of its own. The Guyver does not get
Spell Resistance or anything, instead, regardless of the spell the Guyver Symbiot will resist the spell, even if it could help. This uses
the characters adjusted Saving Throws while in the Guyver form. Luckily the character retains all their Feats and Skills. Fighters
retain their bonus feats, and Rogues retain all of their abilities as well, however if they gain any supernatural abilities through level
advancement in a prestige class or as normal they can not access those abilities while in the Guyver form. Any other abilities that are
not supernaturally linked can be used.
Racial Abilities: While in the Guyver form Some racial abilities are not usable. Such things would be dark vision, and so on.
Humans, are not effected by this rule. Dwarves loose their darkvision (as its not needed in the Guyver form). Elves loose their lowlight vision, and their +2 bonus to listen, Search and Spot checks. Gnomes loose their low-light vision, +2 bonus to Listen checks,
their ability to cast spells (cantrips). Half Elves loose their low-light vision, +1 bonus to Listen, Search and Spot Checks. Half Orcs
loose their darkvision. Halflings loose their +1 bonus to all saving throws, and +2 bonus to Listen checks. That is they loose these
abilities while in the Guyver form as its abilities are far greater than their racial abilities and thus overrides them while in the Guyver
form only. Any racial super natural abilities that may be gained from being say a Half Celestial are also lost while in the Guyver form.
But Half Celestials cant be Guyvers anyway so it doesnt matter.
Can Not Bond: A Guyver can only and will only bond with specific beings. Those being the ones listed in the D&D Players
Handbook. The Guyver will not bond with any other being, especially the undead, like vampires. Pretty much any race in the
Monstrous Manual can not bond with the Guyver. The Guyver will preferable bond to a human rather than most other races. But it
will still bond with the first person that comes in contact with it that it finds agreeable.
Rarity: Guyver symbiots are very rare creatures. They are often found in caves or other places that are just out of the way and odd to
find such things. They are also found underground usual buried only a few feet from the surface.

----------------------------------------------------------------------------------------------------------------------------------------------The Gigantes Cocoon D&D version 1

As some have come to learn there are beings that exist in this world
how are bonded to a symbiotic entity known as a Guyver. These
symbiots protect and serve their host with out question. However
there is more to this story than one may think.
In times of great need another devise is brought into being by the
plight of the Guyver host. This is the Gigantes Cocoon. The cocoon
is created when the host is in grave danger and is battling a supremely
powerful being. The cocoon mutates and transforms the Guyver and
its host into a being of immense power. A true juggernaut that is all
but unstoppable.
A Gigantes cocoon only comes into being under certain unique
conditions. These conditions are usually a mixture of several
different factors.
1. They are facing a being of immense power like a dragon, or a deity,
or a demon, or a Zoalord.
2. They are badly hurt, and still focused on destroying their enemy.
3. The host is within at least 5ft from the ground.
The cocoon it self is created in a mixture of pure power and the
will of the Guyvers host. When the host is in desperate need of not
only protection, but they have a need to destroy their enemy they are
able to unconsciously create the Gigantes cocoon. First the Guyver
characters level must be at or over level 10. Second they must be in a
nasty combat situation, one of which they would not survive either on
their own or with a group. The host must also be either on the
ground, or 5ft above the ground, if a large chunk or earth is floating
underneath the character for some reason, (size must be in the
gigantic class), then this will surface.
The user is totally unaware of the Guyvers actions as it creates the Gigantes cocoon. The DM gets to role a 1d20 plus the Guyver characters
Will bonus. Every melee of combat against the powerful beings improves the bonus by 1. Basically a will check is needed, DC 30, to create the
Gigantes cocoon. If the character is killed before the cocoon is created or before they can be enveloped in it then it will either dissipate into its
composite elements or it will wait until the Guyver regenerates, or for another Guyver in their bio-boosted form comes around it, (you have about
a 5% chance of this happening, role percentiles, if a 05 or less is rolled they have come with in the vicinity of an already constructed cocoon, and
will instantly be enveloped if they are in their Guyver form.)
After the will check is made the Guyvers control metal will flare brightly, brighter than usual. Suddenly the ground will come to life and
completely envelope the Guyver. The Guyver can not react as this happens. The ground swallows them up into the cocoon. The cocoon heals
them of their injuries, and after several days the Guyver can exit the cocoon, with the ability to instantly summon it to transform into the Gigantic
Guyver. The Guyver will remain in the cocoon after it was first created for 1d8+2 days. If the characters party tries to dig them up they will find
the cocoon, and can move it if they need to.
Cocoon Statistics
Height: Equal to the Guyvers plus 4ft.
Width: Has a width of about 4-6ft in proportion to its height. (At the shoulders.)
Depth: Has a depth of about 2-3ft. (Chest to back)
Hardness: 30, has a Damage Reduction of 10.
HP: 400.
Resistant to all forms of Physical attack, (half damage), its resistant to mystical and psychic attacks as well (half damage). Regenerates any
damage done to it at a rate of 15 points per minute.
Powers of the Cocoon
1. Flight: The Cocoon does not sit or lay down, it is constantly floating, dispel magic, or any anti magic spells or areas can not block or stop this
effect. Can move and stop instantly (no actions). It can move at an equivalent speed of 120 in any direction. The cocoon either moves on its
own, or by the users direction.
2. Teleportation: The cocoon no mater where it is can teleport anywhere its creator or user directs it to. However it can only teleport to places
the user has been. The cocoon may do this an unlimited number of times as it feeds off of the planets energy thusly providing it with an unlimited
amount of power. However only the user may be teleported, it is dangerous for ordinary beings to be teleported in the cocoon, only a Guyver can
survive the transfer. Ordinary beings must make a Fortitude save vs. death, the DC for the check is +5 greater.
The cocoon can only be called while in the Guyver form. It can be called form any point on the planet, it will teleport to the Guyvers exact
location and instantly envelope the Guyver.

Gigantic Transformation
1. The transformation takes 1d8+2 days the first time it is created, but after its creation it only takes 1d4+2
rounds to transform the Guyver into a Gigantic Guyver.
2. The character is now classified as a large being while in this form and thusly they get a -1 to
their AC do to their increased size.
3. The Guyver gains a +5 to their STR, and CON, their DEX is at a +3, and their CHA is at a
-2.
4. Their HP bonus is doubled in the Gigantic form.
5. Their AC is at a +3. And they have a DR of 5.
6. Their clairvoyant abilities range is doubled.
7. The Guyvers control metal is at a +4 to its AC.
8. The Guyvers healing and regenerative abilities stay the same.
9. The Guyvers Fortitude is vastly greater at a +4.
10. The Guyver may only assume the gigantic form only
twice a day.
Weaponry/Abilities
On top of some of its original weapons the Gigantic
Guyver boasts some new abilities and weapons or it
enhances on the originals.
1. Flight: No longer does the character have to rely on their
gravity abilities to fly, now the can fly at speeds far greater than before. Normal
flight speed is 110, but for 5 minutes the flight speed can be
temporarily boosted doubled up to 220. After 5 minutes flight its
speed can not be boosted again for another 50 minutes. This is
mainly used as a form of transportation, in combat the character
is at a -2 to hit or when speed is boosted -4, but this is for in
flight only In combat boosted flight is only good for 2 rounds, and
the Guyver is at a -4 to hit as well due to the high speeds that they
are traveling at, but they can stop in and an instant with no ill
effects. A point of CON is temporarily lost to activate the boosted speed,
and is regained after an hour of rest.
2. Teleportation: Unlike that of the cocoon this is a very limited
teleportation. The user may only teleport not only a limited
times, but they have a vastly limited range. The user may only
teleport either to a location in their line of site, like during combat,
or they can teleport up to their Wisdom Mod in miles. The Guyver
may only teleport a number of times a day equal to their Wisdom Mod
+1 (with a minimum of 1/day). Teleportation is instant, but only good
for just one person, the Guyver.
3. Hyper-Smashers: These are the upgraded forms of the
mega-smashers enhanced by the addition of 2 gravity grobes
on each chest plate. The blast fired from the hyper-smasher easily
rivals the force of a 1 kiloton explosion of TNT. Unfortunately the
hyper-smasher is so powerful that it severely drains the user after 1
or 2 uses, (1 use for a double blast, 2 for individual cannons.) The
hyper-smasher is meant as a last resort weapon. After it is fired the user
must make a will save to attempt and remain in the gigantic form, (DC
30), should the fail they will automatically revert back to their normal
Firing the both cannons temporarily drains away 4 points of the
CON, or 2 points per cannon. The amount is regained at a rate of 1
hour of rest. The character can not fire the hyper-smasher again
CON fall to 4, and only after they have rested for an hour.
Damage: The x5 is now that of x7 instead, but only while in this
(Originally I planed on x10, but at a max damage role the blast for
cannons combined would be 1,000 points of damage! that's

form of
number of

Guyver form.
characters
point per
should their
form.
both

5d10x10 each cannon.)


Range: The beam fired has a width and range that are doubled, so the width is now 30ft for both cannons, and 15ft for one cannon, while the
range is at a max of 20 miles.
4. Swords: The swords of the Gigantic Guyver are much stronger and sharper than the original swords. Also they gain an extra set of swords
while in the gigantic form. Role a 1d4. 1-2 you get 1 extra pair of blades marking you up to either 2 or 3 blades, on a 3-4 you have your normal
number as you would in the normal Guyver form. These may be employed an unlimited number of times.
1 Blade: Damage: 2d8, critical 17-20/x2, slashing/piercing.
2 Blades: Damage: 2d10, critical 17-20/x2, slashing.
3 Blades: Damage: 3d12, critical 17-20/x2, slashing.
5. Tri-Laser: The Guyver now has 2 more infra-laser emitters on their head. Although it is still under powered it now has 2 extra emitters for
triple the fire power. The weapon still retains its accuracy. The tri-laser can be fired an unlimited number of times.
Damage: 1d4x3, Critical on 19-20/x2
Range: 80ft.
Bonus: +4 to hit, still.
6. Sonic Emitters: This power is unchanged however its range is doubled.
7. Gravity Grobes: Although the character looses their ability to fly via the grobes, their power is instead routed to enhance the hyper-smasher,
and to create even more powerful pressure cannon blasts.
Damage: The attack now gains a x3 to its damage.
Range: Thrown, but doubled in range.
This can only be used 12 times a day, 6 if one hyper-smasher cannon is fired once, or zero times if both cannons are fired or the second cannon is
fired. Since the pressure cannon now has so much power in it that the user must make a balance check to remain standing, (DC20) other wise
they will fall down. If they fail the save they will fly back 1d8+10ft form the force of the blast.
8. Shield: At any point in time the Gigantic Guyver can activate their shields to provide extra protection for them selves or others. These energy
shields have a an effective AC of 18, and provide a DR of 10. The shield is emitted form the 2 orbs on the shoulders, more than 1 shield can be
created with in a 60ft area, but it takes away from the strength of other shields The shield effectively provides 200 HP to either the user or a
target(s) of their choosing. The user can divert the HP into forming several shields, but they must place at least 10 HP into a shield. Doing this
requires an active thought (2 actions, or a full action which ever comes first), while creating one just for the user is easy (1 action) 1 point of
shield HP is regained every round of combat, out of combat the energy of the shield is back to normal as soon as the gigantic form is deactivated,
and is like that for 1 hour. Destroying one of the shoulder shield emitters will cut the amount of HP generated into the shield by half. It takes
about 20 points of damage to destroy an emitter, and it requires a called shot to the shoulder, and that all of the damage is done at once. The
character must pay 1 temporary point of CON to activate the shields for 4 rounds, with in that time they can pass it around or drop it as they
wish. After an hour of rest the point is regained.
9. Power Punch: This isn't so much a power as it is a special attack. This powerful attack is produced when they fires their back thrusters for
rocket like acceleration and channels some of its shield energy into their fist. the attack like most of the others is a full action. Unfortunately it is
a strait line attack, but it is difficult to dodge. The attack is treated as a charging attack. The punch does 2d6x2 damage on a successful hit, plus
the characters bonus to damage. The character must have their shields activated as to the fact that the attack costs 20 points of shield energy.
Beyond that the attack can be used as often as once per melee so long as the character has their shields activated and the HP in the shields to use
the attack.
Penalties
There is one major draw back to using the Gigantic cocoon to become a Gigantic Guyver. And that is that fact that it can be used by any other
Guyver.
You see the power of the cocoon is meant only for one individual, but if that power is shared, only one being at a time can use it. Initially the
primary user of the cocoon has the ability to decide you can use it and who can't, but that choice leaves them the second they allow someone to
use the cocoon.

The one who is able to use it comes down to a few deciding factors. Should it not be in use by anyone when
it is called for, that person is able to user the armor with out problems. If someone else wishes to
use it, but it is currently in use either one of two things will happen, the person using it will
suddenly find themselves back in their original Guyver form, or the person attempting to
gain control of the cocoon, can not call it. This is all determined by the individual with
the strongest will.
The two individuals get to make a Will check with the DC being the other persons
role. the person with the highest number after the check is able to control the
cocoon. The Will check may only be done once every time the character enters
into combat. So if you couldn't call it in the current combat situation your in you
have to wait until the next time your in a fight to call it.
Alternatively the person using it can willingly relinquish the gigantic form for the
use when they feel the pull of the other persons will on the cocoon.
If the cocoon is somehow destroyed the gigantic form is now lost until a new
found or created.

will
others
cocoon is

---------------------------------------------------------------------------------------------------------The Bio-Booster Armor: Guyver


The Gigantis Form Prestige Class D&D Version 2
Even the Guyver has a stage beyond its initial
armored form. The Gigantis form is an evolved Guyver,
who can assume the form in times of need. The Gigantis
form is created when a Guyver and their host reach a
curtain point in experience where they have learned all
their is about their Guyver symbiot. But thats not it.
Knowing all there is about the Guyver does not mean that
suddenly they are able to evolve into the Gigantis form. No, like most things it
takes an event to trigger the evolution into a Gigantis Guyver.
The event is often something harsh and is usually a life
or death situation. When faced with this the Guyver must have
a strong desire to live and they fight with everything they have.
A person who gives up hope and accepts their fate will not evolve.
After giving their all and still not succeeding the Guyver goes
berserk in its usual fashion. However rather than attacking the
Guyver escapes to a point were it can be absorbed into the ground. The scene
is often one of the Guyver simply sinking into the ground. Once there
Guyvers uses its gravity warping abilities to draw mass in around it
forming a dense and virtually impenetrable cocoon. Here the
remains for several days as their Guyver form is evolved, much
butterfly does.

the
self
Guyver
like how a

When the Guyver emerges, they emerge while still


inside the cocoon. The Guyver, while in it can choose one place of their
desire to go to where they can hatch. The cocoon teleports there with
out fail. Once there the Guyver erupts out of their shell as the
cocoon turns to dust as it unfolds from around them. The
Gigantis form is far different than the characters Ordinary
Guyver form. The from is more massive and bulkier, but it
is much more powerful, and has a variety of abilities that no
ordinary Guyver can match.
(The Gigantis Guyver is something of an Epic Levels enhancement for
the standard Guyver racial character. This class is specifically for the
Guyver allowing them to evolve to a stage of power only Epic levels
can handle. If you didnt think that the Guyver could get anymore
better grab the butt wipe because this one will leave marks.)

hard core, then

Hit Points: 1d10, but only while in the Gigantis Guyver form.
Prerequisites
Below are the things it takes to become a Gigantis

The character must have Bonded with a Guyver.

Guyver.

The character must have access to all of the Guyvers weapon systems.
The character must be at or over level 19.
The character must have under gone some sort of traumatic life or death experience recently.

Prestige Class Skills


The character has the following skills as a Gigantis Guyver: Balance, Climb, Intimidate, Jump, Move Silently, Search, Swim, Tumble.
Skill points at each level: 2 + Int. Modifier.
Powers
The following Powers are gained at level 1 which are pretty much carried over from the original Guyver form, only a bit stronger than before.
Hyper-Smashers
These are the upgraded forms of the mega-smashers enhanced by the addition of 2 gravity grobes on each chest plate. The blast fired
from the hyper-smasher easily rivals the force of a 1 kiloton explosion of TNT. Unfortunately the hyper-smasher is so powerful that it severely
drains the user after 1 or 2 uses, (1 use for a double blast, 2 for individual cannons.) The hyper-smasher is meant as a last resort weapon. After it
is fired the user must make a will save to attempt and remain in the gigantic form, (DC 35), should the fail they will automatically revert back to
their original Guyver form. This weapon can only be used once or twice per day depending on if both cannons are fired at once or separately.
Damage: The Hyper-Smasher is a weapon on an entirely different level of the Mega-Smasher. The gravity grobes on the chest add a
special distorting quality to the beam emitted by the weapon. The Hyper smasher does damage equal to the Mega-Smasher, only the
damage contiues to increase as the character gains levels as a Gigantis Guyver. Damage increases at a rate of 2d10 every level, per
cannon though. Thus at level 1 as a Gigantis Guyver the Hyper smasher can do 20d10 + 4d10 while in the Gigantis form.

Range: Is equal to the Mega-Smasher + another mile for each level of advancement as a Gigantis Guyver.

Firing both Hyper-Smashers will drain the Gigantis Guyvers energy resources. While they can use the Sonic Swords freely, they do
however loose access to all other weapons, except shields and the Power Punch, which have a separate energy reserve. The character
also has a chance of being forced to return to their normal Guvyer form.
Sonic Swords

The sonic swords of the Gigantic Guyver are much stronger and sharper than the original swords. Also
gain an extra set of swords while in the gigantic form. Role a 1d4. 1-2 you get 1 extra pair of blades marking you
3 blades, on a 3-4 you have your normal number as you would in the normal Guyver form. These may be
employed an unlimited number of times.

1 Blade: Damage is 2d8, Critical of 17-20/x2

2 Blades: Damage is 2d10, Critical of 17-20/x2

3 Blades: Damage is 2d12, Critical of 17-20/x2

At Levels 1, 3, 5, 7, and 9 the character gains a +4, +5, +6, +7, and +8 to hit and
damage with these weapons. (The bonus is respective at each level. At level 1
youll have a +4 to hit & damage, while at level 5 youll have a + 6 to hit &
damage.)

they can
up to either 2 or

Tri-Laser
The Guyver now has 2 more infra-laser emitters on their head. Although it is still
under powered it now has 2 extra emitters for triple the fire power. The weapon still retains its
accuracy. The tri-laser can be fired an unlimited number of times.

Damage: 1d4+1x3, Critical on a 19-20/x2

Range: 80ft.

The attack is at a +4 to hit.

The beam has a 50% chance of firing when ever an attack specifically targets the
Control Metal of the Guyver. This is purely a reflexive action controlled not by the
but by the Guyver itself. This action can cancel an attack aimed at the control metal.

The weapon can be fired once per action as a free action.


Sonic Emitters
This power is unchanged and carries over to this form. However its range is now 10ft
Triple Gravity Grobes
Now that the Gigantic Guyver has 3 of these things you can only imagine the destructive
of these things now.

Hyper Pressure Cannon: With 3 grobes to power this thing the damage is multiplied by 3.

Gravity Shield: Obsolete, trust me. The energy of the Gravity grobes is redistributed for the
Hyper-Smasher and the Hyper Pressure Cannon.

The number of times a day it can be used does not change.

Range is also doubled.

May only be used twice in a single round.

host,

area.
power

Power Boost
At level 1 as a Gigantis Guyver the character undergoes several physical changes. First the
Guyvers size increases by 1 or 2 feet, their mass increases by an additional 100lbs to 150lbs. The
Guyver takes on a much more bulkier and meaner look. Their head becomes enlarged a bit to
make room for 2 more sensors. (Bonuses from the Sensors of the original Guyver increase by
+2. Range of Sensors doubles.) The Guyver becomes stronger and faster than before. Strength
increases by another +5, Dexterity however remains the same. Speed increases further by a +10 at every other level of advancement as a Gigantis
Guyver. Damage Reduction increases by 5 points. And the characters AC increases by 5 points. The character only generates a dimensional rift
when assuming their normal Guyver form. When assuming the Gigantis from the character body actually changes. Parts extend out growing
spikes ridges, and gain mass. It takes 1 round to assume the Gigantis form. Usually the color of the Guyvers armor also changes color with the
transformation, but not always, if anything new colors are added. In order to assume the Gigantis Form the Guyver must first be in their normal
form. The Gigantis Guyvers ordinary Unarmed Strikes do an additional +2d4 points of damage.
Shield
The Gigantis Guyver is capable of generating a powerful field of energy around themselves. These shields are emitted from the
Guyvers shoulders. Unlike the Guyvers previous Gravity shield, these shields are a lot tougher and the Guvyer can create multiple shields. The
shields are translucent, and provide complete cover. Additionally nothing can bypass the shield which is helpful for those things that can become
incorporeal. The problem, while the Guyver can move around with one, those protected by one however can not.

For each level the character has as a Gigantis Guyver they can create that many shields at a time.

Each shoulder generates a total equivalent of 5d of energy at level 1. Each level there after each shoulder can generate 2d more of
energy.

Each shield created must share energy with any other shields. While a single shield could stop 10d worth of damage against it, that
amount would be smaller if the Gigantis Guyver needed 2 shields. In which case they can divert power as needed. They could go
even amounts 5d each, or can jumble the amounts increases their secondary shields 5d to 7d, and leaving only 3d for themselves.

The shields loose power each round of activity. With one shield, the character looses 2d from the amount of energy it could with stand
before. After all of the energy has been drained from both shields, the Gigantis Guyver must wait and equal amount of time to regain
power. They must, however, initially wait 4 rounds then they start to regain energy at a rate of 2d (1d per shield emitter) per round.

The shields have a range of personal use (using both emitters for one powerful shield), or a ranged use (often used to save the bacon of
party members). The shields ranged use is 60ft from the Gigantis Guyver. The shield can protect up to 5ft per level, but this amount
must be divided between the number of shields created. So at level 1 a single shield can be created to protect a 5ft area, at level 2 the

character can create either a single shield to protect a 10ft area or 2 shields to protect a 5ft area each. A personal Ranged Shield also
has the same protective range. The range protected by each shield can be controlled if desired as well to protect a smaller area.
Employing a Shield is a Full Round Action but can be maintained freely. Spells can be cast from with in a shield so long as the attack
does not originate form the caster, Ray spells can not be used, or burning hands, or other such spells. The Guyver can not attack
through a shield.
A maintained shield still looses energy.

Power Punch
The Guyvers Power Punch is an extension of their Shield capabilities. This allows the Gigantis Guyver to deliver powerful blows to
their enemies with a single punch.

The Guyver can divert their Shield energy into their unarmed strikes. Each 1d of shield energy used provides a +2d6 to damage.

The character can use 2d of energy per round, per every other level.

Attacking with the Power Punch is a full round action.


Flight
Rather than having to rely on its Jumping abilities the Gigantis Guyver is capable of actual flight. The Guyver has 2 boosters on its
back that provide the Gigantis Guyver with its flight abilities, as well as the thorns sticking out of the shoulders. The Guyver is able to fly at a
normal speed of 100 when ascending, and a speed of 200 when descending. The Guyvers speed when flying increases by 10 points at every
other level. The Guyver can charge while flying, but can only run when not in combat. Running Causes the Gigantis Guyver to activate the
thrusters in this shoulders. This huge boost in speed triples his movement rate for what would be considered a standard run, and quadruples his
speed for a full out run. These however all require Constitution checks as if the character were running at those speeds.
Teleportation
Once per day the Gigantis Guyver can teleport to any location the person desires so long as they have been there themselves or know
someone that is there. Alternately you can choose to focus on a person and just teleport to where ever they are at even though you may no know
where they are. You teleport with out error and can not materialize in solid structures. Youll appear with in 1 foot or more as needed of your
targeted destination. Again there is no range for the teleport.
Changes in Weaknesses
There are a few changes in the Guyvers weaknesss particularly dealing with the Control Metal. In the Gigantis Form the Control
Metal is a bit larger. Why, because its armored now. Striking the Control Metal of a Gigantis Guyver may only serve to tick them off. As such
the character suffers no effects for having the Control Metal Struck while in the Gigantis form. The Control Metal can not be removed either.
The Guyver however does retain all of its other Weaknesses. Below are some other changes.

Scary Looking: In the Gigantis Guyver form the character is much more intimidating and frightening than before. The character is at
a -10 to their social interactions while in this form. They do how ever get a +10 to their Intimidation checks.

Evolving into the Gigantis Guyver: In order to assume the Gigantis Guyver form the character must first assume their Guyver form.
After this they may assume their Gigantis form. This takes 2 rounds to complete, but the character can still defend themselves while
they are transforming.

De-evolving into the Guyver: While the character can remain active in the Gigantis form for long periods of time, some activities
will force the character to de-evolve back to their original Guyver form. Using the Hyper Smasher once or twice in a day has a chance
of forcing the Guyver to de-evolve back to their original Guyver form. As a result the Guyver can not assume their Gigantis form
again for the rest of the day. However the Guyver may still employ its normal Guyver weapons.

Bonuses to Save and Hit: As Ive said before, I currently do not own the Epic Levels Handbook. So I do not know if characters HP,
Saving throw and Base Attack Bonus increase beyond level 20. But none the less they are placed below anyway. The Base Attack
bonus is only usable in the Gigantis Guyver form. Saving throws are divided. As a Gigantis Guyver the character can make use of all
of the bonuses listed. Divide the bonuses in half to get the bonuses for the characters Normal Form and Guyver Form. (Round down
if needed.)
Level
1

Base Attack
Bonus
+1

Fort
Save
+4

Ref
Save
+4

Will
Save
+2

+2

+4

+4

+2

+3

+5

+5

+2

+4

+5

+5

+3

+5

+6

+6

+3

+6

+6

+6

+3

+7

+7

+7

+4

+8

+7

+7

+4

+9

+8

+8

+4

Hyper-Smasher
+2d10 per
cannon
+2d10 per
cannon
+2d10 per
cannon
+2d10 per
cannon
+2d10 per
cannon
+2d10 per
cannon
+2d10 per
cannon
+2d10 per
cannon
+2d10 per
cannon

Sonic
Swords
+4

+5

Shields

Speed / Flight

5d each
emitter
+2d each

+10/100

+2d each

+10/110

+2d each
+6

+2d each

+10/120

+2d each
+7

+2d each

+10/130

+2d each
+8

+2d each

+10/140

10

+10

+8

+8

+5

+2d10 per
cannon

+2d each

All other abilities not listed above are gained at level 1. Those abilities do not have increasing numbers or their numbers are not as
important as those above. (I also only have so much room on the table.)
--------------------------------------------------------------------------------

Bio-Booster
Armor: Guyver
A conversion for the
Star Wars RPG.

<:// Data Entry: Journal/Jedi Master, Luke Skywalker //:>


<:// Entry Begin:
It has been several months now since the Yuuzhan Vong invasion into our galaxy. There has been many battles fought on many worlds and in
the depths of space. Mara has recently had her disease enter into remission, it is a comfort to see her regaining her strength and vigor. As near as
I, or any doctor can tell there are no traces of the disease left. I hope that this miricle fluid that Han brought back with him provides a permanent
solution even though he thinks that its effects are temporary.
Recently it has come to my attention that the Vong have some sort of devise or more accuretly put a symbiot that appears to have unique and
special properties when bonded to a human. Appareantly the Vong made the mistake to bond one of these things to a human as a form of
scientific analysis on the reactions between a human user and this thing. From the reports that I received the results were not quit what the Vong
had in mind. Apparently this devise is considered standard issue of sorts for them, but once bonded to a human user it seems to mutate and adapt
to its new user becoming a weapon of immense power.
This thing is called Guyver or out of control in their language...or so Ive heard. The current host of the symbiot that reported this info to
me seems to be in perfect health, even better than some Jedi. He infomed me that after bonding with the Guyver he could understand and even
speak the Vongs language, which is how he learned what it was that he was bonded with. The host, Sho, stated that as this Guyver thing he was
able to learn alot bout the Vong after interfacing with the ship. According to Sho, most capital sized Vong ships have at least 3-4 of these things
on them at any time due to the complex nature of growing these things.
Sho also stated that the Guyver thing is actually a piloting tool of sorts, but the pilot it was bonded with would be in direct contact with their
War Coordinator and totally under its control. These pilots could not disobey the coordinator, and where highly skilled pilots, far beyond that
of other pilots. However once a Human was bonded with a Guyver it was quickly discovered that the coordinator could not control the user in
anyway. Oddly enough I can still sense Sho through the Force, even when he is in his alternate form. Some how this Guyver thing has mutated
enough after bonding with a human to allow me to persseve it in the Force.
Sho has also informed me that there are possably more of these Guyver units around and that it is possable that there could be other human
hosts as well. Another oddity about this Guyver is its interaction with the Force. Sho is one of my students who isnt to strong in the Force,
currently. Although the Guyver can be persieved in the Force, Sho has discovered a draw back to assuming the Guyver form, his alter and control
abilities in the Force are greatly diminished, but his sense abilities seem to be even greater.
Mara, Sho, and myself have desided that we should keep the information about these Guyvers confidential. I will be notifying Leia about
these Guyvers and have her send those that she encounters in my direction. These bio-boosting armors are dangerouse, and for now they should
be kept away from both the New Republic, and the Imperial Remnant as things currently stand with these two. Also Sho has discovered that by
transforming in to the Guyver that bulking or excesivly baging clothing tends to be riped or destroyed during this process, unfortunetly he
discovered this minor draw back while training with it in the pressense of other students and subsiquintly removing the armor. Sho now wears a
varient set of Jedi robs that arent as baggy as his last set.
When Sho activates the Guyver several tentical like appendages sprout from the back of his neck where 2 odd growths are located. Soon
afterward the tenticals quickly rap around Shos body, the speed of this is only a few seconds. After this the armor takes shape and the process is
complete. So far Sho has discovered several different in-built weapons that react at mental command or by insticts. First there is the main
weapon of the armor that Sho calls the mega-smasher, this is a powerful energy weapon of sorts that is fired from his chest. The weapon is
devistating, destroying things at the atomic level, almost like a miniature Deathstar super laser, or a turbo-laser form a capital ship.
Next are the Guyvers swords. These swords seem to be able to extend and retract into the arms. The blades are organic like the rest of the
armor, and the also seem to act very much like a vibro-blade only much stronger, he can even catch a lightsaber blade on one of his vibro-swords

with out the lightsaber even scratching it, possable due to the sonic field created around the blade. Next he has a laser that he can fire from his
head. This weapon seems to be more of a reactionary weapon, but can be employed actively. Next there is his other sonic abilities. Apparrently
the armor can emmit a sort of sonic attack ment to target a persons cells causing them to vibrate rapidly and explode. Sho has discoverd that this
ability requires a direct look from him and to be close to his target.
Lastly he has found that the small orb at his waist allows him to control gravitational forces to a minor extent. He has so far used this ability
to enhance his leaps several fold, levitate himself, and to create a destructive ball of gravitational energy creating some sort of pressure bomb that
he can fire at a target destroying the portion of the target where it hits. Sho has been warry in how he uses this symbiot, employing it only when
he must, or to train and learn more about it. He is being cautious with this unknown organism and is thusly taking no chances with it and the
possability that it could lead to the Dark Side. I only hope that if there are other hosts out there that they two are being cautious with these gifts
from our invaders.
<:// Entry End:
<:// End Data Entry: Journal/Jedi Master, Luke Skywaker //:>
The Guyver Symbiot.
This bio-armor when bonded to a human host transforms them into a force to be reconned with. When boded to any other being like a
Yuuzhan Vong it acts like a normal Vondunn crab-Shell Plated Armor, but it offers these bonuses to the Vong pilot, the pilot can survive in a
vaccume or gas enviroment with easy and suffer no effects. Thusly a pilot can easly survive in the total vaccume of space. It also provides a +2
to spot and listen checks, and the armor check penalty is reduced to 2. The armor provides a +5 to the Vongs AC rating. The unit can not be
removed once it has been bonded to a Vong host. The Vong host can control the unit in a different way than a human host, the unit can not be
retracted, but the Vong can retract parts of the unit like the face so they can eat. The armor does have weapons but not in the same reguard as
those of a human host. The armor supplies a single set of vibro-swords at the wrists for combat and other purposes. Beyond that the Vong or
alien host receives no other bonuses, its only when the symbiot is bonded to a human that it mutates into a powerful weapon and thusly
introduces the Guyver Prestige Class.
In its inactive state the unit has a hardness of 17, and 60 HP. A lightsaber, or other weapon that ignores hardness ratings must yield to the
hardness rating of this. Reducing the HP of the unit to 0 will not destroy the unit but the unit will be badly damaged to the point where the user
will loose not only several abilities, but they will constantly be racked with sevier headaches while in thier bio-boosted form. Vong users will
never bond with a damaged unit, and it will be recycled.
Guyver Prestige Class
The Guyver is a being who has found themselves bonded to a Yuuzhan Vong symbiot. But once bonded the symbiot is no longer what it once
was having mutated into a weapon of immense power once it has bonded to a human host. Some find this fact of being bonded to an enemy
symbiot to be disturbing, and they tend to go to great lengths to get rid of it only to find that the process can not be reversed. Others find that they
can use this to their advantage towards getting rid of their enemy.
On one occasion a Jedi was bonded to the symbiot as an experiment performed by the Vong. the results were stagering and the host was able
to excape his captivity. Any human can bond with the symbiot to become a Guyver. Aliens and other beings however do not get the mutated
version of the symbiot that only humans seem to get. Guyvers tend to be a bit more prone to violence than other people, however ther are
exceptions, Jedi for example aren't as prone to using the bio-booster armor to resolve a conflict as some other people would be.
A dark Jedi would have a field day with this weapon. The symbiot mutates enough that the persons pressense can be felt through the Force
and thusly a Jedi can still use the Force while in their bio-boosted form. The guyver itself is neither good or evil and thusly it is neither of the
light side or dark side of the Force, this all falls on the user.
Requirments: To qualify to become a Guyver, a charcter must fulfill all of the following criteria.
Base Level: Must have at least 2 levels in any one character class or a level 2 multiclassed character.
Story: The guyver unit is an item that is gained that provides the character with an automatic prestige class whether they like it or not once it is
activated. The unit is gotten in the game, (unless the GM says other wise). The character should have a story of sorts on how they became a
Guyver host. Currently there should be no Guyvers in existance who are above level 5.
Race: Only Humans can be Guyvers, all other races simply gain the above mentioned bonuses for aliens like the Vong.

Vitality: 1d10 per level.


Wound Points: +6 wound points while in the Guyver form only, not including the base Wound points for being in the Guyver form.
Class Skills: In truth this class only provides a few skills: Intimidate (CHA); Jump (STR); Survival (WIS); Tumble (DEX).
Skill Points at Each Additional Level: 2+ Int modifier.
Class Features:
Starting Feats: A Guyver starts with these following feats: Exotic Weapon (Sonic-Swords), Frightful Presence, Zero-G Combat.
Genetic Mutation: The host is nolonger considered human. A simple genetic scan will reviel the symbiot in his/her body, but it
can not be diserened as to what it is. The only outward signes of having bonding with the Guyver symbiot are 2 tumor like growths
on the back of the neck. These growths are small at about half an inch to 1 inch in size, but they do not grow any larger and give off
no actual indications of being cancerous in anyway. The character in or out of their Guyver form, now has the Telepathy skill as if
they were a Jedi, only their telepathy is natural and entire conversations can be carried out instead of just short exchanges. Normal
humans, and not Jedi can only communicate with other Guyvers and not other beings, however Jedi Guyvers are able to go beyond
this limitation and hold conversations telepathicly. To over come the limitations alls one needs is the Force Sensitive Feat or to be a
Jedi, which ever comes first. The guyvers telepathy works in the exact same way as that of the Force Skill. To start the character
has an automatic 5 ranks in the skill, or if they already possess the skill they get +3 ranks,
Guyver Transformation: The act of transforming into the Guyver requires only a single thought, or some people have a word or
short fraise that they say to help them mentally triger the transfomation. Transforming requires a Willpower check to be made, the
DC is 15. If the check is made then the user transforms into their alternate self, if the check is failed, they are unable to focus
enough on the task of activating it. The DC can be enhanced upon by different factors like the character being under a great deal of
mental or emotional stress will increase the DC of the check from an additional 1-5 points.
Once transformed the character under goes some unique changes besides that of their appearance. First off their STR, DEX, and

CON increase by 4 points each. Next their base speed while moving and not attacking is tripled not doubled, also if they run all out
then their speed is x5 and not quadrupled. Their range of sight is doubled, they can see in the dark or in total darkness. the armor
also acts as a sort of enviromental suit and allows them to traverse and survive in any hostile enviroment from a gas filled room to
the blackness of space. Extreme heats will still harm the Guyver, but gases, extreme cold, liquids do not harm the Guyver and they
can remain in the enviroment for an unspecified amount of time since it is believed that the armor produces oxygen for the host
while they are in an enviroment that is harmful to breath in or has no air.
The Guyvers above listed defense bonus is for their Guyver form only and is not to be combined with their other classes defense
bonus rating untill the transform. This also goes for their Fortitude, and Reflex save bonuses, however they still get to add together
the Guyver and other classes Willpower save bonuses, and of course the Guyvers special weapons/powers can only be used while in
the Guyver form.
The Guyvers above listed defense bonus is basicly the Guyvers AC rating bonus while in the transformed state. In the
transformed state the Guyver is tuff enough that physical attacks form individuals with a STR of 15 or less do no damage, melee
weapons that are in the primitive grouping do no damage and simple groupings do only half damage while all other weapons do full
damage. Ranged weapons that fall under the primitive catagory do no damage all other weapons do full damage.
With vitality the cahracter gets to make use of the boost in vitality for being a Guyver both in and out of the Guyver form.
However the character can not begine to regain lost Vitality points untill they have assumed thier normal human form again. The
Guyver can regenerate lost or destroyed body parts while in the Guyver form only, if the host looses a body part and then transforms
they will instantly regain it, but will need to remain in the form for a specific time while the Guyver regenerates the severed, or
missing limb. The Guyver regenerates at a rate of 1 inch per 2 minutes. Also the Guyver heals damage delt to it or its host. When
the host transforms they instantly regain all of their lost wound points up to the Guyver forms max number of Wound Points. They
regenerate any lost wound points at a rate of 1 per 2 minutes. The character can not exit out of the Guyver form untill all of their
wound points are regained.
Sensors: While in the Guyver form the character is vastly aware of their suroundings. At any time the character can use their
sensors to detect motion, or life forces around them. A Will check, (DC 15) is needed to consentrate on the task. The DC increases
depending on the situation and the number of distractions, like being in combat would boost the DC to 20 depending on the fierocity
of combat. Alternativly this function can be controled by the GM, at one point the Guyver may not sense anything, but then
suddenly they detect motion off to their right. Unfortunently the Guyver can't detect specific actions, only positions, movement and
life signes. Esentialy at anytime it provides a +6 to Spot and Listen checks so long as the character is in their Guyver form.
Powers/Weapons
All of the characters weapons are what are called bio-weapons. These weapons are powered by an indiviuals bio-energy, or
Vitality in the game. Force users will find that they must govern their use of force skills that use Vitality, and Guyver weapons
wisely. If the character expends all of their vitality points they will automaticly revert back to their human form, unless they are in
an unsafe enviroment in which case the character looses consiousness and the Guyver kicks in its auto-defenses and makes every
effort to get its host out of the area, and deactivate. Vitality is not regained untill the host regains consiousness.
Mega-Smasher: The mega-smasher is possably one of the most devistating weaponsever seen, how ever it is still nothing compared
to the Suncrusher or Deathstar. The mega-smasher is comprised of 2 cannons and is designed to effect a specific area and up to a
surtain range away from the Guyver. The cannons can be fired either together or seperatly. The cannons are located under the chest
panels, and are considered a last resort weapon due to their immense power. As the character goes up in level as a Guyver the power
of the Mega-Smasher also increases. Attacks made with this are considered full actions reguardless of how many cannons were
fired.
Fire Arc: Front, has a beam width of 12 ft for both cannons or 6ft for 1 cannon.
Attack Bonus: +2 to hit due to the size of the blast and how quickly it fires.
Damage: 1d10x5+5, gains an additional 1d10 at levels 4, 7, and 10. This weapon is an atomizing weapon that effectivly ignors
hardness ratings and cutes DR in half.
Range: 5,000 meters.
Vitality Point Cost: 5 per cannon, the cost increases by 3 every level of advancement in the Guyver Prestige class. For both cannons
the cost would be 10 plus 6 per level of advancement in the Guyver Prestige class.
Rate of Fire: The cannon may only be fired either once or twice every 2 minutes depending on the amount of vitality of the host.
Sonic Swords: The sonic swords are 2-4 small blades that extend out from the forearms. Normally these achward weapons would
incure a penalty for employing them since they are exotic weapons, but with them comes an inate knowledge on how to employ
them properly. Role a 1d4. 1-2 means that you have 2 sonic swords (one on each arm), 3-4 means that you have 4 sonic swords (2
on each arm).
Damage: 2d6 each for a single blade, 2d10 for a paired set. These weapons ignore hardness ratings. A lightsaber blade can not cut
through a sonic sword due to the sonic energy field that is produced by the blades.
Critical: 19-20
Vitality Cost: 2 for unlimited use in combat (can extend and retract at anytime with out having to pay an additional amount so long
as it was payed to begin with.) The amount is for both blades use.
Uncanny Dodge: See Page 48 in the PHB for details on both types of uncanny dodge.
Infra-Laser: This is the Guyvers reactionary weapon and general purpose ranged attack. Although it isn't very powerful it is
extremely accuret, and can be fired as a Reflex action in response to an attack aimed at the head, or as a defensive meassure. The
beam of the laser is green in color, and it is fired from the forehead just above the controle metal. If the character makes a Reflex

role (DC 15) they can fire the infra-laser at no vitality cost, if they fail they must pay 1 point to fire the infra-laser.
Damage: 2d6 Critical: 19-20 Range: 40 meters. Vitality Cost: See above.
Gravity Grobe: This is a small orb at the Guyvers waist that allows them to controle gravitational forces to a minor extent. There
are 3 levels to this ability, each offering new and different applications.
Level 1: At this level the character can enhance their leaps to incredible heights. Esentialy there are 2 different applications of
this level, they can either make themelves heavier, or increase their jumping abilities. The user gains a +6 to their Jump skill. Or
they can use the gravity grobe to hold themselves in one place also providing a +6 to any roles needed for this. Such roles include
keeping form being sucked out into the vacum of space, or to keep form being picked up or knocked down. The character can
perfomr other actions while using this ability, but they must make an additional Willpower check (DC varies depending on the task)
to keep using this ability while doing other things. Using the gravity gorbe to enhance ones leaps costs nothing in vitality, but for
using it to keep from moving will cost 2 vitality per melee the user wishes to be immoveble.
Level 2: At this level the character has gained some new applications to their gravity grobe. They can now consentrate and focus
gravitational energies into a ball of gravitational energy which is then launched at a target. This attack is called the Pressure
Cannon. Damage: 2d6x2 Critical: 19-20 Range: 30 meters Vitality Cost: 10
Next the character has also gained the ability to goctrole gravity around them and fly. this is simmilar in fashion as to how the
Vong's Dovin Basals provide motion for thier ships. Effectivly he can fly at a speed of 120 meters, has a max altitude form 1 foot
off the ground up to 160 meters in the air. They can also use this ability to either slow or stop their falls with a Willpower check
(DC 20). At anytime the user can take to the air but it requires some amount of focusing of energy inorder to activate the ability,
beyond that it takes little consentration to remain aloft, however they can be knocked out of the air easly enough. It costs 4 Vitality
points to take to the air at anytime, but flight capabilities can only be maintained for either 1 round in combat,or 10 minutes outside
of combat. A character could fork out 8 vitality points to remain in the air for 2 rounds in combat, or they could bay 4 at the start of
combat, then pay another 4 in 3-4 melees. Knocking the character out of the air takes either a successful raming attack and the
character fails their will check to keep form falling, or they are hit with the equivlent STR of 20+, or they take 15+ points of damage
from one sorce or a combined barrage.
Level 3: At this point the pressure cannons damage increases to 3d6x2 max. But thats not the big thing though. When the
character hits this level they can now create a powerful gravity shield like those produced by the Dovin Basals. The shield provides
The characters Guyver level times 5 in shield points. The shield recharages the energy it expends into the shield at a rate of 1 point
per 2 minutes. Once the amount of shield points does not instantly recharge if the shield is droped and then the vitality cost is payed
again to bring back up, your stuck with what ever amount of point you had left in it. It costs 12 vitality point to bring up the shield.
The shield can be held up for only 1 round, before collapsing and thusly forking out another 12 points to reactivate it. The shields
range is limited to the character in a semi-sphere like form, anyone behind the character can make use of the shields cover. The
shield is visible as it is a swirling vortex of gravitational energy.
Sonic Emitters: These deadly weapons are designed to target a person's cellular structure essentially vibrating the persons
molecules until they "shatter". Next to the mega-smasher this is possibly the most gruesome and deadliest weapon on the Guyver
since its attack is totally invisible. Victims get to make a Fortitude save for half damage at a -2, but if they make it they are stunned
and weakened gaining a -4 on all actions and are reduced to 1 action for 1 round. Those that don't make the save and yet survive the
attack get a -6 on all actions and are still at 1 action, but now for 2 rounds. The attack does however require that the target be in
direct view of the user for the attack to work. The attack is considered a full melee action. The sonic emitters are located at were
the 2 orbs are on the face about where the mouth would be.
Damage: 2d6+2 directly to the victims wound points may make a save for half damage at a -2.
Range: Very limited making it not very practical in ranged combat; max effective range is 4 meters. Anything outside of 4 meters is
unaffected by the attack. The attack is also focused to the users front only.
Rate of Fire: Due to its energy requirements the sonic emitters can only be used once per round.
Vitality Cost: The sonic emitters suck down 16 points per use.
(NOTE: Guyvers are immune to each others sonic emitter attacks.)
Power Punch: This is a single powerful physical attack that the Guyver can make. The attack is full melee action, but it is
devastating to whatever it hits. The characters physical attack (usually a punch or kick) now inflicts 1d20 damage for that attack
plus the characters strength mod. The attack however may only be used once per round. It costs 5 vitality points to use the power
punch.
Limitations/Draw Backs:
Unfortunately the Guyver does have its own share of problems and weaknesses.
1. Acids: When in the Guyver form the character takes double damage from acids, although the acids effects do not last mpast the
initial hit due to the guyvers healing abilities, it does delay healing in the area where they were hit. If weapons like the megasmasher is hit they are rendered useless, however with the mega-smasher the chest plates must be open unless they are hit with a
very potent acid that eats right down through the chest plats in a single hit. (GM's discretion on this.) But if one weapon is rendered
unusable that doesn't mean that the other weapon (if it has a twin like the mega smasher and sonic swords) is not. Acids will eat
through any part of the Guyver except for the control metal which oddly enough is the only thing on there that is immune to the
effects of acid, and just about anything else.
2. The Control Metal: This is also another odd part of the Guyver. In the forehead of the Guyver is a metal orb of sorts that glows
every once in a while. This orb in fact regulates the Guyver/host symbiotic relationship, keeping the Guyver from eating the host
alive". Luckily the control metal can only receive permanent damage while in its inactive state, once active (considered active after

bonding with a human host) the control metal is virtually indestructible. It has a hardness rating of 25, and 60 HP and it can
regenerate its HP at a rate of 2 points per round. Striking the control metal can still be done, but in doing some it will affect the host
in a unique way.
A successful hit on the control metal may not do damage but it will harm the user in a way. For 1 melee the user is at a -5 to hit
and are can make another other actions besides defensive actions, on top of which they have only one action. Should the user get hit
again in the control metal right after they were hit there they must make a Fortitude save against being paralyzed. If they fail they
may not take any actions for the rest of that melee. If they recover with in a melee without being hit again in the control metal then
they are back to normal only suffering a -2 to their actions for 1 more melee, after which they are completely normal.
If the Controle metal is forcfully removed form the head of the character it will cause the symbiot to go out of controle and
devour its host within a few seconds (the characters CON mod in melees). During these last fleeting seconds of life the character
can perform 1 action per melee that they have left, after which time the character disolves into a pile of goo, that slowly evaporates.
If the controle metal was not damaged at all while it was inactive the controle metal can regenerate its host at a rate of 1 inch per 2
minutes. A person standing in at 6ft even would be 72 inches tall. It would take the controle metal to regenerate itself and the host
in the guyver form 144 minutes or 2 hours and 24 minutes. The hsot will be unconsiouse once the regeneration is complete and the
Guyver will be in what is called raged defense mode. As soon as the character regains consiousness, (takes their CON in minites to
regain consiousness) they will then assume full controle of their actions and can or will revert back to normal depending on how
much vitality the guyver spent whiled in its rage mode.
Note though that when the character exets out of the Guvyer form they will be buck naked, since the guyver only regenerates
living material, clothing thusly is not included in the package. (This tends to make things interesting in games; a friend you thought
was dead in that last battle just before you got captured suddenly appearse infront of you all as your making your excape. As soon
as you get away he/she reverts back to normal but only to find that they are now missing their clothing. Generally an embaressing
situation unless the character is something of an exhibitionist.)
Also note that the controle metal of an active unit that was undamaged is resitant to lightsabers and other weapons that ignore
hardness ratings. Damaging the controle metal in its inactive state requires that its HP be reduced to below 10, so at anywhere
between 0-10 the controle metal is considered damaged, regeneration takes twice as long, the controle metal can't regenerate the
host and guyver form if its removed, its mega-smasher is only half as powerful as it should be, along with the infra-laser, and the
pressure cannon, and it can not use the sonic immiters. A damaged active controle metal is not resistant to lightsabers or weapons
that ignore hardness ratings, reducing its active HP to -10 will destroy the damaged controle metal. With an undamaged controle
metal should its HP fall below -30 it is then considered destroyed and can not regenerate.
3. Raged Defense Mode: When ever the character suffers some amount of head damage that would be enough to take a chunk out
ot the characters head, or the user is rendered unconsious in some way the Guyver will kick in to a defensive mode. While in this
mode the Guyver will attack anything that moves with in 4 meters of it. The Guyver can not distiguish the difference. There are
only 2 ways to aviod being harmed by the Guyver while it is in this mode: 1) Lay down on the ground and do not move toward it or
reach for any weapon. 2) If it approaches you either follow the previous info or you can freeze exactly as is, drop any weapons you
are holding and don't move, the Guvyer will then presieve you as non hostile and move on. although with this case it usually dictates
that he Guyver is moving to a safer locations for its host to awaken.
In either case the GM should controle the character while it is in this form. It will remain in this state untill the damage delt to it
to render the host unconsious is regenerated. An outward sign of it being in this state are that the eyes trun form whiteish yellow to
a glowing blood red. Force users will feel a disturbance in the Force if they are near a Guyver that has gone into a rage.
4. Time Limit: Unfortunently the host can only remain in the Guyver form for a limited amount of time, after which they revert
back to normal unless in a hostile enviroment in which case the Guyvers Raged Defense Mode kicks in. The character may only
remain in their bio-boosted form for thier Constitutions Modifier times 5 in minutes. The time limit increases by 1 every level of
advancment (thats combined character level not just the Guyver level). Also should the character spend all of their vitality down to
2 points they will automaticly revert back to normal and will be exausted. The character must rest at least 4 hours in between
transformations, or if they use up most of their vitality they must rest 8 hours plus their Con mod in extra hours before they can
handle the stress of bio-boosting again. A character can bio-boost at anytime though so long as they have at least over 10 points of
vitality, each transformation made with first resting for at least 2 hours incures an accumalitive -2 to all actions and skills If they
rest for only 2 hours then the penalty is only an accumalitive -1. Jedi characters can meditate to cute the rest time in half since 1
hour of meditation is equal to 2 hours of rest.

Other Notes
In this game setting there are no Gigantes Cocoons or Zoaniods. The Guyver
is ment to be an item of sorts that the Vong brought with them in to this galaxy.
Once it bonds with a human host it becomes something more than it once was.
AS for making the Guyver into a prestige class rather than an item I figured that
in this game setting it would work much better as a prestige class of sorts with
some unique limitations as to how it works as a prestige class. Also I felt that the
Guyver would fit in rather well into the Star Wars Universe, but only during the
Yuuzhan Vong invasion, at any other era of play in the game a Guyver cannot
exist.
The Force
I almost forgot about this. While in the Bio-Boosted form the characters Alter
skills and feats bonuses are cut down to 1/2 of what they should be and their
Control skills and feats are cut by 3/4. However their Sense skills and feats are
effectively doubled while in their Guyver form. Outside of the form their skills
and feats all return to normal.

--------------------------------------------------

Guyver Heroes Unlimited Style:


Ok, this is some i wrote up in the Last few days based on the Guyver Manga/Anime. I'm not completely done yet.
Thought people might like a sneak peek at what i do have.
Sure i could use HU2's Eugenics Category to make a Guyver-like character.
Sure i could use Splicers/Rifts to work up a Host Armor kind of like the Guyver.
But i wanted to make Bio-booster Armor GUYVER ;)
I wanted to the level progression we saw in the Anime/Manga. Splicers might work for that, but take way too long
to get the Basics (level 8-ish) and the Gigantic versions would not be possible. Let alone the Summon/retract ability.
Starting Power is based on the Host's Normal Human Level of Experience. I thought that would be a good way to
make "kids" Weaker than "Adults" and so forth...
GUYVER Bio-Booster Armor for Palladium (modeled after the AU-GG Riathenors by Wayne Breaux)

NATURAL WEAPONS
Experience and age bring power. As a Guyvers Host grows and matures, so does its physical strength and its nature
as a living weapon. Each new advancement in age; read (experience level) means greater combat capabilities.
Natural weaponry becomes more powerful, damage thresholds increase (HP/SDC and AR), as well as Potential
innate Superpowers.
Natural Armor Rating: 12 +1 per every other level of experience. I.e. 13 at level two, 14 at level four, 15 at level
six, 16 at level eight, 17 at level ten, and Topping out at 18 at level twelve.
Supernatural P.S.: A Typical Guyver has a Supernatural PS of 32-35. Their P.S. increases every third level +1, until
the max P.S. of 64 is gained. Starting P.S. equals 1d4+31.
Natural Weapons:
Guyvers have a variety of blades available to them throughout their existence based on the Hosts experience level.
If the Host is level Five when he first becomes bonded to a Guyver, he starts with the Potential to having weapons
available to 5th level Guyvers.
Starts with Forearm Spikes (1) on each forearm/elbow: Adds +1d6 to Elbow strikes. One additional spike or blade
per arm (additional +1d6 damage per spike) will appear on if the Hosts level of experience at bonding is great
enough, every two or three experience levels.
Additional Blades appear at levels 2, 8, 12. Some replace others; some are not available until a particular experience
level.
Short Sword: (1) Each Arm: 2d6 additional Damage, +2 Parry. These are the Forearm spikes extended. Cannot be
selected until level Two.
Long Sword: (1) each arm: 3d6 additional Damage. +1 strike. Retractable, becomes the forearm spikes. Cannot be
selected until level Two.
Double Large Swords: (replaces Single sword): 6d6 additional Damage, +1 Strike and Parry. Retractable back into
the forearm spikes. Not available until fourth level. Note, Hosts who were level 4+ at the bonding, the Double
Blades can be selected as Starting Blades.
Triple Large Blades: (replaces Single or Double swords): 1d4x10+6 additional Damage. Retractable back into the
spikes. +2 Strike, +1 to Parry, +1 to disarm. Cannot be selected before Eighth level.
Note : If a Guyver only has a Single arm spike, but the Double or Triple Sword/blades, They grow/extend from the
single arm spike in amazing patterns.
GUYVER Energy Weapons:
Starts with Two Super Particle Beam Weapons mounted in a modified chest, covered by plates which must be
pulled up to fire. These Super Particle beams inflict 2d8x10 Damage Each. So firing both inflicts 4d8x10 Damage.
To fire a single Particle Beam takes Two melee actions, to fire both takes Three melee action. This weapon has a
Range of 5 Miles!! The beam also has a blast radius of 10 feet each. Firing both has a blast radius of 20 feet for the
entire length of its range.
At level 3 Guyvers gain use of a Long Range Laser: Damage 3d6, Range 2 Miles, Payload is Unlimited. Each
Blast counts as a single attack. Most Guyvers prefer their more powerful weapons which does greater damage. The
Laser is +3 to Strike.
At Level 5 Guyvers gain use of a Short Range Gravity Cannon: Damage 5d6, Range is 100 ft, Payload is
Unlimited. Each Blast uses two attacks, with a max of 4 per Melee round.
At Level 7 Guyvers gain the use of a Short Ranged Sonic Blaster: Damage is 4d6, Range is 100 ft, double
underwater. Each blast uses 1 melee attack. This weapon makes a strange noise when used.
At Level 10 Guyvers see their Super Particle Beam and Long Range Laser grow stronger. Each Weapon Doubles
its former damage and range while in their Gigantic Transformation only.
GUYVER POWERS:

Guyvers can Summon their Bio-booster Armor at Will. They will be surrounded by a destructive Blast field that
inflicts 1d4x10 damage to the surrounding areas up to 3 feet away. This creates an explosion like sound, and is very
noticeable, but very dramatic.
The Bio-booster Armor allows the host to survive in any environment, any atmosphere, include the vacuum of
Space. The Host doesnt need to breathe while wearing it; the armor recycles his air for him. Guyver are immune to
Heat, Cold, Radiation and pressure. A Guyver can walk on the Oceans floor without any trouble.
All Guyvers gain Innate Fighting ability. This works just like the Major Power of Natural Combat Ability. This
Power is what the Creators feared the most.
All Guyver have Hyper Sensitive Perception granting them Enhanced Hearing, and the Radar Powers.
All Guyvers have a Super-Regeneration power that allows them to heal 1d6 per melee round, regrowing missing
body parts within minutes to hours. This power can even bring a Guyver back to life if even a small part of their
body (usually the control metal) survives destruction. Complete Atomization will kill them however.
At Level 3 a Guyver gains the power of Extraordinary Speed.
At Level 5 a Guyver gains the Power of Wingless Flight. This is actually done through gravity manipulation.
Guyvers at this level also gain the Telepathic ability to talk to other guyvers at will. Strangely, they begin with at
level One the ability to know when another guyver dies (reaches 0 H.P.).
At Level 10 a Guyver gains the Power of Giant (Power Unlimited 1, page 28). They are only 9 feet tall though once
they summon a Second transformation into a Gigantic Guyver. They always gain +10 P.S., they do not have
additional growth spurts. +2d6x10 S.D.C. (M.D.C.), +8 to speed due to long stride.
Also at level 10 Guyvers Flight Power increases, gaining the ability to use Sonic Flight. Only in Gigantic Mode.
At levels 12 and 14 they gain another Sonic Flight increase to speed! Only in Gigantic Mode.

GUYVER - For Palladium Upgradable style.


GUYVER Biobooster Armor
Alignment: Any
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 3d6, Supernatural PS 1d4+31, Extraordinary P.P. 2d6+14, Extraordinary P.E.
2d6+18, Spd 3d6+48.
Size : 6-7 ft; varies with the size of the host body. Gigantic Mode is 9-10 ft tall.
Weight: 300 to 600 pounds + Host bodys weight
Average Level of Experience : 2+1d4. Guyvers rarely make it passed level 6, even fewer will make it to level 10+.
Armor Rating (Natural): 12-13 is Average, see Advancement section.
Hit Points: Host Bodys HP as normal. In Guyver mode add Guyver P.E.x3 +2d6 per level of experience.
SDC: Host Body as normal; add in Guyver Mode 2d6x10+200
Horror Factor : 11 for a single Guyver, 14 when 2 or more face an opponet. In Gigantic Mode they have 14 for a
single Gigantic Guyver, and if somehow more than one was to appear 17!!
Disposition : Host Any. Guyver Unit itself is heartless and will kill anyone in its way to defend itself.
Control Metal : The control Metal governs energy out put and regulates power consumption to prevent Power
overload. If it fails, the armor will eat the host alive in less than a minute.
The control metal can also shift into a self-defense mode if the host cannot act himself. Doing this it will kill
anything or anyone who it comes across or gets in its way. The control Metal will also summon itself to protect its
host in emergencies. Mental Trauma can also Prevent the armor from being summoned unless its a life or death
emergency.
When in Self-Defense Mode, the Armor gains more power than the host itself can muster. The armor gains a +12 PS,
+4 PP, +5 PE, +50 SDC, +2 AR and its Natural Combat Ability is equal to 11th Level!!. It can also use any weapon
besides the Gigantic mode/abilities. It prefers using the Super Particle Beam weapon though or its enhanced
Supernatural Strength.
http://img98.exs.cx/img98/1943/gyvr13c08ou.jpg
http://www.taiseido.com/figure/max_guyver2.jpg
http://images.snapfish.com/343:7%3C6%3B23232%7Ffp4%3Enu%3D3257%3E8%3C3%3E567%3EWSNRCG%3

D323297:6:6%3B3%3Bnu0mrj
http://img.photobucket.com/albums/v211/RX-78-2/Figures/gundam/guyverset.jpg

Guyver Bio-Booster Armor: RIFTS

The Guyver is a powerful symbiotic organism that transforms the host into a virtually unstoppable Juggernaut. Once the symbiotic bonds with the
host its all but imposable to remove the control metal in the forehead of the guyver regulates the power of the unit. If it is removed or damaged
the host is eaten alive by the unit. The control metal however can completely regenerate the host after several hours. To begin with role up a basic
character preferably human or then for the characters Bio-Boosted form use the below information to alter the stats for the new form. When
youre done youd have your hosts stats, then youll have a second set of stats for hen the character is Bio-Boosted. First of all roll up a normal
character preferably human, and take care of all or their skills and stuff. Then below are all the changes that take place when the character
transforms. Also the characters PPE score will be different now.
Attributes: IQ/ME/MA- uses the hosts, the rest are bonuses to the hosts original scores:
PS: +5d6+l0
PP: +2d6
PE: +3d6
PB: -10
SPD: 2d6x10
All physical stats that were listed are supernatural, except PB. Role these only once.
Size: add a foot to the height of the host.
Weight: add about 500 extra lbs
MDC by Location:
Head: 1/7 host MDC +700+2d10x10 +2d10x10 per level.
Arms (2): 1/7 host MDC +900+2d10x10 +2d10x10 per level.
Legs (2): 1/7 host MDC +110 +2d10+5 +2d10+5per level.
Main Body: 1/7 Host MDC +240+2d10, +1d10+5 per level.
Control Metal: 1/7 Host MDC +3,000 +2d10 per level.
(Inactive Unit)
Main Body: 360
Control Metal: 200, can only be damaged by a critical hit, 20 on a 1d20. For every 15 points of damage done while it is in the inactive state
reduce its active state MDC by 120 points permanently. If the control metal hits at 0 MDC it will crack, The Guyver will loose its ability to
regenerate from the control metal, and its mega smasher is half as strong as it should be.
Horror Factor: l0+1d4
PPE: The unit doubles what the host has. The host gains ld6xl0+10, +3d6x10 per level for their base.
In guyver form the amount is tripled (take base amount of PPE and x3 for PPE rating while in guyver form).
ISP: ISP is used to call the armor form the dimension where it waits to be called. The character has 3d6+l0 ISP and they gain 3d6 every level. It
takes 15 ISP to call the guyver armor.
Average Life Span: The life span of the host and the unit is unknown. Its possible that their life span if virtually unlimited do to the symbioses
regenerative abilities. The host never appears to have ever aged since the day they got the guyver unit. If they were 25 when they bonded with the
unit then they will always look 25. For game purposes add 3d6x100 to their life span.
Natural Abilities: The guyver unit has multiple abilities that it grants the host when in bio boosted form. The character cannot be surprised, and
knows where anything living is at, that is if its humanoid. In the guyver form the character can survive in any climate, atmosphere, or conditions.

The guyver provides full environmental capabilities, like breathing water, or gas with no problem. Also the guyver provides full optics, as well as
telepathic communication between guyvers only at no ISP cost.
1. Regeneration: The character is capable of healing and regenerating from any type of wound or injury. This is only in the Bio-Boosted form.
This ability also most likely retards or stops the aging process of the host. Regenerates at a rate: of ld10xl0 per minute/hit auto takes no actions.
The host cannot have any cybernetics since the guyver unit will regenerate the hosts body at the same rate that it heals itself but this is only in the
transformed state. Limbs regenerate at a rate of 1 inch per minute. The character can regenerate from the control metal if their entire body is
destroyed; the rate is 1 inch per minute as well. The character can pretty much survive any type of wound. The control metal will also regenerate
so long as it was not damaged while it was in the inactive state.
2. Dimensional Shift: This power only occurs when the character transforms into the guyver form. The blast radius is about l0ft. The kinetic
energy damage from it is 6d6x10 MDC! The PPE cost to transform is 0 PPE. Instead it requires ISP. It takes 15 ISP to call the guyver.
3. Sensors: This power comes in the form of the large 2 orbs in the top of the guyvers head. These orbs move back and forth every so often when
they detect movement. With these the Guyver can tell how many people or things inhabit a building, as well as their exact positions. This
clairvoyance like ability has a range of a 3000ft area. Effectively the Guyver is immune to surprise attacks, and gains a +6 to dodge and parry.
The guyver can detect the exact positions of beings who are invisible.
Weapon Systems
1. Mega-Smasher: This is the ultimate weapon of the unit. The weapon destroys things at the atomic level. When someone is hit with this they
cannot regenerate, or heal at the same rate as they normally would. The regeneration time is cut down to 1/4 the time it once was. Damage is
2d10x100 MD per cannon! There are 4 cannons. One on the right side of the chest, and another on the left side, also One on the right hand and
another on the left hand. The character has to pull open the chest covering armor to use these. Range is 10 miles, and you get only 2 or 4 shots per
every 10 minutes. This weapon is at a +6 to hit. The blast is huge and difficult to get out of the way. This weapon is at a +10 to strike The PPE
cost to fire the Mega-Smasher is 50 PPE per cannon per shot. A double, will do 4dl0x100 or combined blast will do 8dl0x100 MDC.
2. Sonic Swords: These are some rather nice weapons. They work along the same lines of other vibro-weapons but they are desiddti4ifferent
since they are organic. In the inactive state they are vibro-weapons, but they are decidedly different since they are organic. In the inactive state
they are small spike like protrusions about 2 inches from the joint on the back of the lower half of the arm. There are either 1 to 3 blades per arm.
Each blade is about 2ft long when extended and they give off a low hum, and a glow. Damage is: 1d6x10 MDC for a single, and 1d6x10x2 MDC
and 1d6x10x3 for a double blade. The characters number of attacks are equal to their hand to hand rating. The PPE cost to activate the sword(s)
is 5 PPE for unlimited use.
3. Infra-Laser: This weapon is an incredible accurate laser. The laser is emitted from a small green orb that overlaps the control metal in the
forehead. The laser is green in color. Although its not very powerful it is incredibly accurate. It is also fired as a reflex action by the control metal
when it is threatened. Damage is 1d6x10 MD the range is about 1000 ft. The number of attacks you get is equal to your hand to hand rating. This
weapon is at a +10 to strike. It costs 6 PPE per shot fired.
4. Sonic Disruptors: The sonic disruptors are made up of 2 or 3 small orbs they are situated about were the mouth would be. When the weapon is
activated it emits a sonic wave that is devastating. Luckily the wave is directional, it only goes in the direction that the character is looking.
Damage for the weapon is 2d10x10 MD. The range is about 10 to 120ft. anything beyond that is unaffected unless they have sensitive hearing. If
they do give them the appropriate amount of damage for hearing a high pitched damaging sound. Those that are hit by the weapon are also deaf
for about 1d6x10 hours. This weapon is at a +10 to strike. It takes 10 PPE to use this weapon once.
5. Gravity Grobe: This baseball shaped orb at belly button level allows the character to control gravitational forces around themselves. This
allows the character to fly at speeds of about 320 mph and create some nifty gravity affects. These affects are things like creating a gravity shield
and creating gravity cannon. The gravity shield blocks 2000 MDC and the cannon, which work in the same way as Ryus Hadoken, does about
6d6x10 MD. Only the Guyvers Mega-smasher rivals this weapon. This power can also be used to make the character heavier or practically
unmovable. For every turn spent on using the power in this way the character the character seemingly gains about 2 tons in weight and they are
able to stand up right just fine as well as move. This is a devastating application of the power to use if youre jumping on top of someone. It costs
15 PPE to use any application of this weapon for 1 minute except the gravity cannon which costs 20 PPE.
Also automatically the character has Hand to Hand: Martial Arts or 1 N&SS martial arts form of choice including exclusive and they get an extra
attack.
Bonuses to the Characters Normal Form: After bonding with the guyver the characters physical being is greatly altered. They are still human,
on the outside, but they genetically are no longer human. After determining all of the characters HP and SDC, double each rating. The characters
gains 3d6 HP per level and 4d6 SDC per level. The character does not suffer from the effects of aging, and is thus unaffected by spells and
powers that affect the characters aging process. The character cannot be turned into any type of undead and the undead take 2d6 MDC that cannot
be healed, per round that they spend trying to drink his blood, if they can. In guyver form double the damage If a host has less than 25% of its HP,
the armor will regenerate it at the rate of 20 HP per round until HP is at %25 or higher. Once this occurs, a Guyver can defend itself, and it will
regenerate the host at 10 HP / MDC / SDC per round. When the host has completely regenerated, the armor will begin to regenerate at 10 MDC
per minute in combat, or 20 MDC out of combat. Note that if the host was below 0 HP, during this time the host is treated as dead, and the
Guyver will be in self-defense mode until the host fully regenerates. Also note that the armor cannot be removed until the host has been fully
restored to health (no matter how long he must rest afterwards). If the host has any injuries when the Guyver is summoned, each injury is
considered stabilized until it is regenerated (e.g. all bleeding stops, the host is no longer in shock, broken bones are set, etc.), and any toxins or
foreign bodies present in the host at the moment of activation are neutralized until they become purged from its system.
Equipment: The character can start with any type of equipment that they want. I do suggest that you stay away from bulky power armor and
robot vehicles. The act of transforming will destroy the vehicle, or at least the insides. Also any bulky equipment items, weapons, and armor will
need to be removed before the character transforms, or they will also be destroyed. Normal body armor is ok, but nothing really bulky.
Environmental body armors are ok to have but the helmets and anything else that is bulky will need to be removed. If the character is killed while

in their Guyver form and they regenerate form the control metal they will be stark naked when they exit out of the guyver form. A friend or
companion should be nearby with some clothes.
Draw Backs and Weaknesses: One drawback to being a guyver is that while in guyver form you cannot make use of any MDC that you would
get from the body armor that your wearing. TIME LIMIT ;The Guyver can use the armor as long as he or she wishes, but once the armor is
deactivated, he or she must rest for the number of rounds spent in the armor minus his PE statistic. Another draw back is that the character is now
considered a D-bee. A genetic test will show that the character is no longer human. The character, while in guyver form, can not regenerate from
wounds inflicted by acids. The acid must be washed off first before the character can start to heal and regenerate, but the time to heal is
quadrupled. (Note that some acids have a limited life span when exposed to the air, in this case regeneration begins as soon as the acid is done
drying out) Then there is the guyvers berserker rage. when the character suffers enough damage to kill the character, in guyver form the
character blacks out, but the guyver is still awake. In this rage mode the guyver can fight with every weapon system, and can take up to the
characters normal max HP rating doubled in extra mega-damage. The guyver will attack anything that it considers a threat or that comes within
15ft of it. The guyver will continue to attack until the opponent falls to the ground. The guyvers eyes will turn blood red when in this mode. Also
it will remain in this mode until the damage done to it is healed back to above 20 in the main body, or head, or until severed body parts are
regenerated.
Last of all there is the small mater of the control metal. The control metal can only really be damaged in the inactive state. If damaged while its in
the inactive state and it bonds with the host it will still grant the character almost everything, but the suffer some penalties (see above under the
control metals inactive state), and every 4 minutes of remaining in the guyver font the character will be raked with extreme pain and will lose all
actions for 1 round.
If the control metal is struck it will also spell some problems for the Guyver. First off a being must have a PS of over 40 in order to do damage to
it, or they must be able to do 50 points of damage to it in a single hit. If it is hit the character is reduced to 1 action, and is at a -4 to hit, dodge and
parry, for that melee. After that they have recovered from the shock, but are at a -2 to strike, parry and dodge for 1 round before they are back to
normal again. If the control metal is reduced to 0-10 MDC it is not destroyed, and it can be forcefully removed by a grab attack, they must again
have a PS of 40 or higher in order to rip it out. At 0 MDC on a hit of 16-20 the Control metal will fly out of the Guyvers head. The armor can still
be retracted to prevent this, there is a 20% chance of the armor doing this on its own for its own protection, but only when it is safe to, it will not
betray its host so long as the control metal is there. If the control metal is removed the Guyver begins to melt, it will also at this time instantly go
berserk and attack the last thing that hurt it, until the Guyver is no more. it takes the characters PE in melees for it to dissolve into a pile of goo,
and then evaporate. But remember the Guyver can still regenerate from the control metal. There is also a 10% chance that if a body part is cut off
that it will turn into a monstrous bio-creature that can shift into a human form that looks exactly like the host, but incapable of speech, or rational
thought. It will then set out to find the true Guyver form which it was removed from, defeat it and absorb it, the control metal will not let this
happen, it will absorb the creature, (destroying it), as soon as it, or the character gets a good hold of it. The creature will do nothing until the
character bio-boosts.
Guyver Module Control: Perhaps the greatest drawback of the Guyver series is that should the host mind be rendered unconscious, killed, or
otherwise unable to control the armor mentally, the Module control system will immediately kick in to safeguard the host and unit. The Module
will abandon friend and commander alike to spirit itself away at the fastest pace possible from the fight, searching for a place where no one else
is. There, it will go into a mild state of dormancy while the module attempts to correct the situation of its host's incapacitation. Until the host
regains control, it will regard any aggressive entity as hostile and seek to eliminate them from the immediate area by whatever means necessary.
Friends are not recognized in this state, and over eager attempts may set the Guyver into a frenetic killing machine.
Guyvers who are locked under the modules control will receive a warning that the host is incapacitated The suit will ask for an identity word
from the communication Guyver, one the host would use to identify the Guyver as an ally. If the word matches, the Controlled Guyver will follow
any commands issued by the other that do not violate it's host's safety. In this state, a non Guyver psychic may attempt to establish a telepathic
connection to the Module, ordering it as a Guyver would. The Telepathy however offers no clue as to the state of the host or the deeper mind(if
there is one) of the module. Regardless of who attempts the connection, two failed attempts at the passcode will provoke a lethal reaction.
W.P. Gravity Cannon
W.P. Mega wave Cannon
Zero Gravity Combat Elite
Space Movement Zero Gravity +5%
New Skill: Sculptured Meditation: Base skill 30% +4% per level of experience.
Sculptured Meditation is the process of altering and adding to the Guyver's capabilities. The control metal that governs the armor has the power to
enhance or modify the armor, improving it's weapons, fortifying it's armor or even developing new abilities. However, these abilities must be
understood and created by the host mind. By entering a deep meditative trance, the host can build these abilities in conjunction with the control
metal. However, the process is never simple or quick. The more dramatic the change, the more difficult it becomes, or the longer it takes. Further,
the change is not something that can be picked up later. Once the host begins meditation, he cannot stop until it is completed.
Whatever effect the end result of the check will create, the GM assigns a penalty to the skill. Something as simple as a forearm claw is perhaps
-10% difficulty, while envisioning the dreaded Gigas Guyver is -70%. Every day the character spends in meditation adds +2% to his skill check.
The character may meditate longer than the penalty to improve their chances of success, but once the length of time is decided on, it cannot be
changed, nor can the character achieve a higher skill than 98% after penalty in meditation. At the end of the meditation time, the skill check is
made. If successful, the next time the armor is called, the alteration will be present. If it fails, it does not. The character may try again and again to
create an effect, but thye must start from scratch each time to uncover what went wrong.
Beyond these skills, the character must either find a teacher for skills that he desires, or continue using the skills according to his O.C.C. Guyver
Hosts do not have a set of skills because there are no real organizations that teach how to exhort the maximum capabilities of the control module

Cybernetics: The character can no longer physically accept them. When they transform, the cybernetics and or bionics are forcefully ejected
from the characters body no matter where they are at. After the guyver regenerates the damage done to the host body the host will be back to
normal, with everything that was missing back.
http://www.geocities.com/sean_ropp/Guyver_RlFTS.html
============================================================================

The Gigantes Cocoon Guyver


By Strider Kage in Rifts Edit Doc Delete
The Gigantes Cocoon Guyver
The Gigantes Cocoon. The gigantes ) is an accidental creation form the destruction of a Relic, (an organic spaceship). Initially there was
only one in existence, and that was back in the 20th century. With the coming of the rifts that all changed. It is known that more guyver
units began to appear over the world.
As for the possibilities of their being more Relics deposited on Rifts Earth, that is uncertain. It is believed that the Gigantes cocoon is
actually a sort of pilot ejector seat incase of the Relics destruction. The relic would encase the pilot in a protective shell that would heal
them and protect them. The true capabilities of it became apparent when a guyver unit is bonded to a human host, and the host in their
guyver form is enveloped the cocoon.
Least to say it makes its user as powerful, if not more so than a Zoalord. That is most of the Zoalords. Any Zoalord that was born a
Zoalord, and not made into one like Alkenphel, the first and most powerful Zoalord, are exceptions to this.
A Guyver who has a stronger will can easily strip the Gigantic armor from one users use so that they may use it instead. This has been
known to happen at inopportune times. Sometimes the Gigantes Armor cant even be called due to it being used by another guyver with a
more powerful will. However come the time of the rifts more of these gigantes cocoons began to appear. Of course they are useless to
anyone except for a guyver.
When a person who is a host to a guyver nears a cocoon they will begine to feel a pull or an urge to head off in a different direction than
they were going. When they are close to it, the host may feel the need to assume their alternate form first before anything will happen.
When they bio-boost the pull to the cocoon becomes even more powerful, as they are inexorably drawn to its exact location. However
this is for a gigantes cocoon without a master, it will immediately appear from where it was resting, open up and envelop the guyver so
that it may bond with them. The guyver can do nothing about this.
The Gigantic Guyver is basically a man in a suit of armor that is in another suit of armor. Initially when the cocoon is created it takes a
great deal of time to bond and learn to alter the guyvers form that is with in it. This is when the cocoon is first created. After its creation
it is able to almost instantly transform any guyver that enters into it into a Gigantic Guyver. However there are a few draw backs. First a
cocoon that has been used by more than one guyver that is still alive will only transmutate 1 guyver at a time. No 2 guyver who use the
same cocoon can be Gigantic Guyver at the same time.
However should the cocoon already be bonded to a guyver, or even a few other guyvers, one of its controllers must direct the cocoon to
either protect another guyver by enveloping them, or to simply envelop a guyver who has yet to bond with it. In this case the process is
rather fast as it only needs to become acquainted with the new guyvers mind.
The cocoon itself is a physical and separate thing form the Gigantic Guyver. It will respond to a single thought from whom ever is
currently in control of it, namely the one in the Gigantic Form.
Name: The Gigantes Cocoon
Size: About-l0ft long by 8ft wide
Weight: Unknown
MDC: The cocoon is designed to offer an incredible amount of protection to a guyver who is with in one. The cocoon has an MDC
rating of 10,000 points! The Relic control metals, (one on the front and one on the back), are even more invulnerable to harm at an MDC
of 20,000 each!
Speed: N/A, the gigantes cocoon has the ability to teleport into hyper-space and travel to any destination of their choosing with in a
few seconds.

Powers: The Gigantes cocoon has no real powers persay other than its ability to travel through hyper-space. It can regenerate any
damage done to it and its control metals.
Its base main body can regenerate any damage done to it at a rate of ld4x100 per minute. As for the control metals they regenerate at a
rate of 2d6x100 per minute! The gigantes cocoon is also immune to any acids or biological agents that are designed to destroy organics
or any sort.
Also the gigantes cocoon will instantly heal any guyver placed into it as it alters them into a Gigantic Guyver. The process cannot be
interrupted once it has started.
Name: Gigantic Guyver (Upgraded Form)
Height: +3ft to that of the original Guyver forms height, plus proportional increase in the users dimensions as well.
Weight: +500lbs to the original forms weight.
Appearance: Varies with each user. A female guyver will still have something of a feminine look to it, but they will be a bit bulkier,
more powerful and intimidating.
Physical Bonuses:
These effects only apply while the user is in their Gigantic form and will loose them when they exit out of this form. They will revert to
their original bonuses.
PS: x2 the guyvers PS bonus to its host +20.
PP: x2 the guyvers PP bonus to its host +10.
PE: x4 the guyvers PE bonus to its host +20.
SPD: x4 the guyvers SPD bonus to its host +40. When using their thrusters they can run at a speed of 600mph.
Horror Factor: +1d8
PPE: In the Gigantic form the hosts base amount of PPE while they where in their normal Guyver form is x3.
MDC by Location:
The amounts listed below are added on top of those from the original guyvers.Head:1/9 host MDC +1400+4d10x10, +2d10x10 per level.
Arms (2): 1/9 host MDC +1800+4d10x10 +2d10x10+l0 per level.
Legs (2): 1/9 host MDC +2200+4db, +2d10x10+l0 per level.
Main Body: 1/9 host MDC +4800+4db, +2d10x10+10 per level.
Control Metal: 1/9 host MDC +6,000, +4d10x10 per level.
Shoulders (2): 1/9 host MDC +2500+2d10x10, +2d10x10+10 per level.
Enhanced Natural Abilities
I. Regeneration: The character is capable of healing and regenerating at a much faster rate than they once were able to. They now heal
back 2d4x10 MDC per minute. They also regenerate lost or vastly damaged areas of then body much quicker as well at a rate of 2 inches
per minute.

2. Hyper Sensors: Originally the Guyver is equipped with only 2 of these on either side of their head that provides them with a
clairvoyance like ability allowing them to pinpoint the locations of anything moving with in a 3000ft area including the invisible. In the
Gigantic form however that range is now tripled at 9000ft.
3. Flight: The Gigantic form offers 2 different sets of thrusters. It has 2 sets of thrusters on its back and are considered its primary
thrusters. These are used to enhance on its running speed or to provide flight capabilities. With these thrusters it can increase its running
speed up to 600 mph, or it can fly at the same speed. It then has 2 more much larger thrusters jutting out of its shoulders. These
secondary thrusters can only be employed while in flight increasing the Gigantic Guyvers flight speed up to 1,000 mph easily.
Weapon Systems:
1. Hyper Smashers: Enhanced version of host units mega smashers that fire a blast twice as powerful and easily rivals the destructive
power of a I kiloton explosion of TNT. This is achieved with the help of two additional gravity control orbs located on the hyper smasher
cells chest plates, that help boost beam power of host unit Mega Smashers, along with increased power provided by Gigantic unit to
produce this extremely power blast, but this weapon is very draining and can only be used once or twice before it causes the Gigantic
unit to self deactivate.
Mega Damage: 2d10x200 per cannon, there are still 4 cannons, one on each side of the chest and one on each hand. A combined blast
would do 8d 10x800 MD
Range: 20 miles Bonuses +10 to hit, the beam fired is huge and almost impossable to dodge. Rate of Fire: Only 2 shot from either
cannon or 2 combined shot may be fired only once every 6 rounds so long as they have the PPE to do so.
PPE Cost: 100 per cannon. NOTE: If the characters PPE amount, while in their Gigantic form, falls below 1/2 of their max amount form
firing the hyper smashers they will automaticly revert back to their original Guyver form and can not transform into the Gigantic Armor
again for 4 hours.
2. Sonic Swords: The exact number of swords they will have in the gigantic form varies. Some have their original number and some have
1 extra pair of blades on their arms. Role a 1d6 to determine this. 1-2 you have an extra pair of blades on your arms, 3-6 and you have
your normal number of blades. Mega Damae Single Blades do: 1d6x20; Double blades do: 1d6x40, and Triple Blades do: 1d6x60. Range
Originally the blades could only extend out to being 2-3ft long when extended, the same still holds true, only now they can extend out to
12ft in length and become more of a whip than a sword if they are used in this fashion.
PPE Cost: 10 to activate and use for an unlimited amount of time in combat.
3. Infra-lasers: The unit doubles power of host unit head beam orb and adds two more, adjacent to each other on either side of the
Control Medal, granting a total laser capacity of four times that of host units norm. All of the beams are fired together.
Mega Damage 1d6x40 Range: 4000ft . Rate of Fire: Equal to number of actions. Bonuses: +10 to strike. PPE Cost: 18 per shot.
4. Sonic Emitters: These are also enhanced with additional emitters, varies with host unit but usually adds two to four additional
emitters (with an average of five), that allow for unit to fire a sonic blast with twice the effective range and power of host unit.
Mega Damage: 2d10x100 Range: 200-240ft Rate of Fire: 4 shot per round. Bonuses: +10 to strike PPE Cost 20
5. Gravitational Powers: The unit adds two additional gravity control orbs to host units that, combined with units increased power,
allows for the generation of pressure cannons with twice the power of host units but the power of all gravity control orbs call also be
combined to produce a single pressure cannon blast with twenty times the power of normal and can easily blast a skyscraper in half,
while obliterating up to a third of it in the process. This powerful attack is rarely used because of the several seconds needed for it to
charge up and the stationary position the user must hold until the weapon is fired. Since this weapon focuses the total gravitational power
of the Gigantic and fires with such force that it will knock the user back a few feet, further if user is not braced properly. the user also
does not have the gravity shield anymore, and they can not fly with their gravity grobes. The extra gravity gorbes are located on either
side of the Gigantic Guyvers chest.
Mega Damage: 6d6x20, Super Pressure Cannon: 6d6x100 it takes 1 full melee to power up for this attack. Also the user can not move at
all while they are concentrating on gathering enough gravitational power to form the attack.
Range 10 miles Rate of: equal to hand to hand attacks number, or 6 shot per round for the super pressure cannon. PPE Cost: 40, 80 for
the super pressure cannon.

6. Power Punch: This powerful attack is produced when unit fires its back thrusters for rocket like acceleration and channels some of its
shield energy into fist, for a powerful discharge upon target impact that deliveries the destructive power of a Mega Smasher upon a single
target.
Mcga Damage: Varies depending on Shields energy. A normal Power punch will do 2d10x10 MD, but up to 200 points, (and only 2000
points, no more is allowed), of the shields power can be redirected and focused into the attack with a resulting punch that does 2dl0x100
MD. 200 MDC of shield energy is equal to a x1000 MD
Rate of Fire: May only be used once per round. PPE Cost: Varies depending on the amount of energy redirected from the shields, every
50 points redirected ups the PPE cost by 10. The initial damage of 2d10x10 does not incur a PPE cost.
7. Shields: The unit has shoulder mounted shield generators that produce a powerful omni-directional bubble like shield, with a variable
range that allows it to be used to shield nearby objects, and can withstand anything short of a 10 kiloton explosion of TNT. The shield
has even been shown to allow unit to survive a massive lightning attack, such as that produced by the then Supreme Zoalord Purg Stall,
though it resulted in the destruction of the shield system and related unit crystals. leaving unit nearly defenseless while it regenerated the
damage systems.
Shield MD The shield can produce at any one time a 30,000 MDC force field. The amount can be broken down into several shields, or
kept as one large shield. The shield regenerates its energy at a rate of 100 points every minute. Also at every odd level the shield gets a
+1d4x1000+1000 MDC. PPE Cost: 30 to activate and only 10 points per round to maintain.
8. Teleportation: Since unit was derived from the remains of a Creator Relic Space craft, unit can jump into hyper-space for traveling
great distances. Though usually performed while unit is still within the protective Gigantes Cocoon, unit can teleport on its own with
only a medium strain on units energy reserves.
Maximum Range of Teleportation: N/A its imposable to properly determine the maximum range of the Gigantic Guyvers ability to travel
through hyper-space.
PPE Cost: 50 per teleport out of the cocoon, inside of the cocoon there is no cost.
Power Play
The Gigantic Guyver upgrade isnt created for normal adventures. This is a weapon meant for extreme encounters such as dealing with
beings powerful enough to call themselves god, or supreme alien intelligences, stuff like that.
9. Draw Backs
There are a few draw backs to the Gigantes upgrade.
1. If the character uses up 3/4 of their maximum PPE when in the gigantic mode they will automatically revert back to their original
Guyver mode. If the amount of PPE left from gigantic mode is equal to that of the guyver modes maximum PPE rating then cut that
amount down to 1/2th of its maximum rating. If they have used up all of their PPE while in the Gigantic form then
they first revert to the Guyver form, then down to their normal human state.
2. Even if they do not use up all of their PPE they still can only remain in the Gigantic form for a limited amount of time due to the
immense stress it places on the user, although it appears that the user does not fatigue at all. The user may only remain in the Gigantic
form for 2d20x5 minutes. After which they will revert back to their normal guyver form and can not call the Gigantes cocoon to
transform them again for 10 minutes.
3. Sometimes a cocoon will have other users when it is found. The cocoon will still bond to a Guyver even if the current controller isnt
around to direct it to do so. Roll 2d6, this will help you to determine the number of current controllers the cocoon has. A 1-4 means that
there are no current living users of the unit and that the current Guyver present at it now is the sole owner; if a 5-8 is rolled there is 1
other user around some where; if a 9-12 is rolled then there are 2 other users besides the currently present Guyver who can call on the
cocoon at any time. For any of the cases except the 1-4 one, there is a chance that the cocoon will not come when called or the characters
gigantic form will be striped away by another user. The Gm should randomly determine the other users strength of will. In this case a
persons willpower is represented by their ME attribute. The one with the higher ME is able to call the cocoon at anytime regardless of
what the current user wishes. However should any of the users ME ratings be over 18 they may, in a fashion, fight for control of the unit.
In this case a 1d20 is rolled. The person who gets the higher number wins the contest of wills. Now for the gooser in the contest, for ever
2 points a user has over 15 they get a +1 to their 1d20 role. So if one person has a 18 ME, and another has a 17 then the one with the 17
would get a +1 to the role, but that doesnt mean that they will win the contest. Note though that the gigantic form can not be striped
away while it is firing the hyper-smasher, after it has been fired or before it is fired is the only time it can happen.

4. Either an upside or down side, depending on how you look at, it is that while in the Gigantic form the Guyver is immune to the effects
of the Unit Remover.
5. The Gigantes Control metal is still a source of weakness for the Guyver. The Gigantes control metal is in fact still the original Guyvers
control metal only it has been enhanced upon by the gigantes cocoon. The control metal will regenerate the Guyver in their Gigantic
form should it be removed. Regeneration begins almost instantly or at least 1 minute after removal. If the control metal is struck it wont
necessarily do anything to the Guyver. A being with a PS of over 60 or does over 100 M to it in a single hit will cause the guyver to
suffer their normal penalties for this attack.

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