Ah, the Symsuit. Let me come right out and say that I got the initial idea for the sym from a certain web-based character’s ebon and white symbiotic accessory. Living armor, created for the express purpose of keeping its host alive. Fiendish survival instincts, with preternatural and reality-bending gifts. Syms are of mysterious origin, said to have been the creation of some hive mind entity in repayment for a favor done by someone in the distant past. They will give no other details.
Besides protecting the wearer from kinetic energy like armor, symsuits confer regenerative abilities and resistances to electricity, poison, radiation, and, in a pinch, even in toxic atmospheres and space itself. Though even a sym would be unable to maintain itself in space for more than a few hours. If its powers were insufficient to rescue them, they would both die.
Vampires cannot wear syms. As a general rule. There is one exception, and that’s because the vampire Rio, herself a brilliant biochemist and virologist found a way to gain vampiric abilities without actually being dead.
Syms come with paranormal or magical abilities, though technically they’re actually higher on the power scale than magic, nearly on a par with vampiric powers. In a head to head battle, it might be more the individual than the strength of the power should they come into conflict.
Examples of symsuit powers include stretching, invisibility, teleportation, force webs, flights, shapeshifting (with conservation of mass requirements—though it’s known for some to draw and shed mass from nearby structures or even the earth itself. Biomass dumps are… disgusting.
The largest transfer of mass ever witnessed is that performed by dragons and dragonfriends wearing their particular brand of symsuit. Some dragon armors can allow transformation into any dragon. Others are far more limited. All of them give some measure of draconic powers.
Artificer of Magitech can now grow symsuits, but that requires that a person be able to access Starhaven and the shops therein.
It doesn’t make the average agent the equal of an immortal being, but it gives a team of them a fighting chance against one. And that can make all the difference in the world.
PCD First invented in the early 21st Century, they most resemble our own smartphones—except PCDs are wearable. People of Earth Prime just preferred to wear a large bracer on one arm (or, in some cases, on both). Early users needed either a wireless headset or a draw cable headset.
These PCDs were used for navigation, communication, record keeping, and reading their version of the internet.
23rd Century PCDs, on the other hand, are so much more. It is said that it takes moments to learn how to use one, but a lifetime to master. It has the communication function, enabled instantaneous multi-reality connections between agents in the field and home base, as well as filtered channels for other agencies as well. Transmissions are tracked and backup can be alerted instantly.
Scanner function enables a 300 meter area in which the device can read life signs from everything in the area. Temperature, pulse-rate, rate of movement, size, mass, and, often, potential threat levels.
Databases extend through the operational Starhaven archives, with the knowledge of five worlds within easy access. Look up any piece of information necessary to do one’s job within minutes.
Panic in the Disco Ball: If the panic function is activated, the wearer and anyone s/he’s touching is surrounded by a force bubble of immense strength, which can last between ten minutes to an hour depending on how much of a beating it’s taking. At the same time it shoots out scintillating bolts of light, including infrared and ultraviolet. It is said to be particularly dangerous for a vampire on the outside of one.
This also calls for backup. A second squad will be dispatched to the wearer’s location within 10 minutes. Arrival times are not guaranteed.
The last function, the least used, is the dreaded Gate Home. It’s… humiliating. But every agent who’ve ever needed to has used it. It usually doesn’t help your next promotion come any faster, as it happens.
PCDs are durable enough to be used as a shield, if necessary. More than one agent has owed their life to the agency leash strapped around their wrists.
Materials (Pardon me if I don’t have a graphic handy).
I thought I’d already covered this stuff, but it appears I haven’t. Let’s start with magewood.
Magewood comes from a small, deciduous nut-bearing tree. Magewood can be formed, with the proper skill, into weapons that rival steel or even monomolecular duralloy. Wickedly sharp, surprisingly strong, this black wood is formed into the shape desired and treated with an oil made from the nuts of the tree. This creates a lacquer that makes the weapon resistant to both heat and cold, so it may be bound with such ruins if the bearer desires.
High Crystal is a rare deep earth element, found only a few places on our Earth. It is initially pale, but can be bound with different magics in order to gain different colors. High Crystal weapons are the only thing that can disrupt the bonds between the cells in an immortal’s body and are thus the only things that can kill an immortal for certain.