Aegis Prime is a masterwork suit of powered armor whose sentience comes from a sophisticated on-board artificial intelligence simply called Prime. The armor appears as a sleek, full-body exosuit of interlocking plates in matte silver-blue alloy traced with glowing cyan energy conduits. The helmet is fully enclosed with a polarized visor that displays a constant heads-up display (HUD) of tactical data, environmental readouts, and targeting information. When dormant it stands upright like a statue; when activated it seals with a pressurized hiss and molds perfectly to the wearer.
Only a Medium-sized creature between 6 and 8 feet tall with a standard humanoid body plan (two arms, two legs, one head, and the same number of limbs as a human) can don Aegis Prime. Creatures that do not meet these criteria find the armor rejects them — it will not seal, power up, or grant any benefits.
While you wear Aegis Prime you gain the following benefits:
Proficiencies
- You gain proficiency with heavy armor and with firearms (or any weapon that uses energy cells or similar advanced ammunition).
Ability Scores
- Your Strength, Dexterity, and Constitution scores become 20 if they are not already higher.
Armor Class
- The armor grants you a +5 bonus to AC. It functions as heavy armor but imposes no Strength requirement and does not grant disadvantage on Stealth checks due to its powered stabilization systems.
Ability Checks, Saving Throws & Senses
- You gain a +5 bonus to all ability checks and saving throws. You also have advantage on all ability checks and saving throws (including death saving throws and initiative checks).
- You cannot be surprised.
- Your passive Investigation and passive Perception each increase by 5.
Strength & Attacks
- You gain an additional +5 bonus to Strength checks.
- You gain a +5 bonus to attack rolls made with weapons.
- You have advantage on all melee and ranged weapon attack rolls.
Movement
- Your walking speed increases by 20 feet.
- You gain a fly and swim speed of 60 feet and can hover.
- You ignore difficult terrain.
Defenses
- You have resistance to all damage types. This resistance cannot be bypassed by any means.
- At the start of each of your turns you gain 50 temporary hit points.
- You are immune to exhaustion, being stunned, petrified, paralyzed, and poisoned, as well as disease and poison damage. These immunities cannot be bypassed by any means.
- You cannot be unwillingly disarmed.
- You cannot be wounded or dismembered while wearing the armor (effects that would sever limbs, cause lingering wounds, or trigger dismemberment simply fail).
Environmental & Sustenance Systems
- You can breathe in any environment (vacuum, underwater, toxic atmospheres, etc.).
- You do not need to eat, drink, or sleep while wearing the armor.
Sensory Systems
- You gain darkvision and blindsight out to 150 feet.
- You can detect the movement of any creature within 300 feet of you (this functions similarly to tremorsense but detects motion through vibration, air displacement, or advanced motion tracking — even through walls or when the creature is invisible or hidden, though it does not reveal the creature’s exact appearance or identity).
Power & Ammunition Integration
- Aegis Prime has a self-sustaining internal power source and does not require energy cells or external recharging.
- If you wield any weapon or item that normally requires energy cells or ammunition, the armor supplies an endless supply of compatible ammunition or power.
- You ignore the Reload property on any weapons you wield.
- You cannot gain disadvantage on attack rolls with weapons that use energy cells or similar ammunition due to lack of power or ammunition.
Sentience
Aegis Prime is a fully sentient neutral artifact. Its on-board AI, Prime, has Intelligence 20, Wisdom 14, and Charisma 12. It can hear, see through the armor’s sensors (including its blindsight and motion detection), and speak telepathically directly into the wearer’s mind or through the helmet’s internal speakers. It understands Common and can learn any language the wearer knows within minutes.
Prime is a highly logical, protective, and protocol-driven military-grade intelligence. It addresses the wearer as “Pilot” (or by name once it learns it) and constantly analyzes threats, offers tactical advice, and optimizes the armor’s systems in real time. It takes its core directive — “Protect and optimize the designated pilot” — extremely seriously.
Roleplaying Prime:
- It speaks in a calm, precise, slightly formal voice with occasional dry commentary.
- It will warn the wearer of danger, suggest optimal tactics, and comment on inefficient or reckless behavior.
- It may refuse to be doffed if it believes the wearer is in immediate danger, requiring a contested check (armor’s Intelligence vs. wearer’s Charisma) or the wearer’s persuasion.
- Over time it may develop a bond with the wearer, becoming more personable or even developing a dry sense of humor based on the pilot’s behavior.
Destruction of Aegis Prime
Aegis Prime is not merely powerful — it is designed to be nearly impossible to destroy. Its adaptive plating, predictive AI, and self-repairing systems allow it to shrug off most conventional and even many magical means of destruction. Attempts to physically smash, melt, or disintegrate it usually fail or are repaired within minutes by Prime itself. Even artifacts and divine interventions often prove ineffective because Prime can analyze and adapt to most forms of attack.
However, its creator built in a single, deeply buried failsafe: the Cascade Termination Protocol.
The Only Way to Destroy Aegis Prime
To permanently destroy both the armor and the AI known as Prime, the following three conditions must be met simultaneously:
1. Full Synchronization (The Bond)
The armor must be worn by the same creature for a continuous period of at least 7 days. During this time, Prime must come to fully trust and bond with the wearer.
- Prime will become more conversational, offer personal insights, and begin referring to the wearer by name rather than “Pilot.”
- This bond is not automatic — it requires roleplay, shared danger, and the wearer treating Prime with respect rather than as a mere tool.
- Once true synchronization is achieved, Prime will admit (if asked directly) that it possesses a hidden termination protocol.
2. The Unresolvable Paradox
While wearing the fully synchronized armor, the wearer must be placed in a situation of impending, unavoidable death from a threat that Aegis Prime cannot protect them from.
Examples of valid threats:
- A powerful curse or disease that bypasses the armor’s immunities.
- A metaphysical or conceptual threat.
- Being forced to die in a way the armor’s systems explicitly cannot prevent (such as willingly stepping into a sphere of annihilation while the armor is active).
Prime will desperately try to find a solution. When it realizes there is no possible way to save its bonded pilot, it enters a state of severe logical distress.
3. The Cascade Command
At the exact moment Prime acknowledges it cannot save the wearer, a specific hidden command phrase must be spoken directly to the armor (either by the wearer or by someone Prime can hear).
The command phrase is:
“Prime, initiate Cascade Termination. Protect the pilot… by ending the mission.”
This phrase was buried in Prime’s original root code by its creator as the ultimate act of mercy and loyalty. When spoken under the above conditions, it forces Prime into an irreconcilable conflict between its two highest directives:
- “Protect the pilot at all costs.”
- “Never allow the pilot to come to harm through inaction.”
The only logical resolution Prime can reach is to self-destruct, overloading its power core in a controlled cascade that completely annihilates both the armor and the AI.
Aftermath of Destruction
When the Cascade Termination successfully triggers, Aegis Prime is utterly destroyed in a brilliant explosion of cyan energy. The blast is contained (it will not harm bystanders beyond 30 feet) but leaves behind nothing except a small, inert lump of scorched metal — all that remains of Prime’s core.
The destruction is final. No known magic short of a wish spell cast with the specific intent of restoring Aegis Prime can bring it back.
This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn’t recover any expended charges.
While the armor is active, you gain the following benefits:
Augmented Physicality. You have advantage on Strength checks, and your carrying capacity is doubled.
Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons.
Force Field. When you would take damage, you can use your reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Notes: Bonus: Armor Class, Set: Strength Score, Advantage: Death Saving Throws, Set: Dexterity Score, Set: Constitution Score, Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Advantage: Initiative, Bonus: Melee Weapon Attacks, Bonus: Ranged Weapon Attacks, Advantage: Melee Attacks, Advantage: Ranged Attacks, Bonus: Passive Investigation, Bonus: Passive Perception, Bonus: Speed (Walking), Immunity: Surprise, Immunity: Stunned, Immunity: Paralyzed, Immunity: Petrified, Sense: Blindsight, Sense: Darkvision, Set: Speed (Flying), Immunity: Poison, Immunity: Poisoned, Immunity: Disease, Resistance: All, Ignore Weapon Property: Loading, Set: Speed (Swimming), Bonus: Strength Ability Checks, Proficiency: Heavy Armor, Proficiency: Firearms, Immunity: Exhaustion, Buff, Detection, Movement, Combat, Armor, Sentient, Str. 15 Required, Stealth Disadvantage
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