Racial Advantages: Thick-Skinned, Race-Exclusive Ability(Is Magic Armor)
Racial Disadvantages: Ineffective Armor
X Armor Points: Knightmors gain no effect from the armor they wear because their own body is considered armor. When they are at MSF High, they are considered magical armor with a facet level of UL in a single facet appropriate to them. Outside of MSF High, they gain other Advantages that are appropriate and even in price. When someone takes a level in Knightmor, the gender and size they are becomes the gender and size of armor that they are, as well. Knightmors may only use this ability when their current race is Knightmor. They may allow themselves to be worn by other characters, or may attempt to force themselves to be worn by others. To do so requires a number of successful grapple attempts, one for each of the eight areas armor covers(Head, Eyes, Neck, Shoulders, Torso, Arms, Legs, Feet). Each grapple attempt by a Knightmor requires spending 4 MP. A character who is being grappled in this fashion may make their own grapple attempts to remove pieces of the Knightmor, with each successful attempt undoing a success of the Knightmor's. Once an unwilling target is completely covered in a Knightmor's armor body, they may not attempt to remove it until the next day, where upon waking up the target is allowed to make a single grapple attempt, which will remove a single piece of the armor and allow them to re-enter the grapple tug-of-war. The Knightmore may remove itself from a target without any such rolls, however. When someone is fully encased in a Knightmore, there are special rules. They must share their set of hand and move actions, and normally, if the wearer is attempting to use those actions, they take precedence over the Knightmor's. They share a number of move actions equal to the higher of the two's. Damage that is normally dealt to the wearer is instead dealt to the Knightmor, and if the Knightmor is rendered unconscious, they remain inert as armor until the next day and may be removed without struggle. A Knightmor starts out as being 1-die armor to themself and anyone wearing their inert body, though this can be bought up by spending their Armor Points. Their speed is +0, but may be improved with the Lighten Enhancement, bought with Armor points as well. They may spend their points as they come, or save them to buy more expensive abilities. The list of ways to spend those points is below.
1-4 Points: Hardening: This upgrades the Knightmor's armor plating. You must buy it up in steps, each step costing 1 more point, as such:
1 to 2: 1 Point
2 to 3: 2 Points
3 to 4: 3 Points
4 to 5: 4 Points
You cannot upgrade your Hardening past 5.
1 Point: Enhancement: For each level you take in this ability, you gain +2 in armor enhancements that apply to you. You may take more enhancements than would normally be allowed for armor if you reach such a high level, but you cannot be enhanced any other way than by taking this ability.
2 Points: Possession movement: This ability allows you to attempt to control the person wearing you. Against a target that is unconscious, this only requires 1 MP per minute used. For a conscious target, it requires 1 MP per round and a successful Personality roll against their Personality. You may only puppet them like this, or make them speak, but you can not use any of their actions, which means no spellcasting.
1 Point: Blessing: While being worn, the person wearing you gains a +1 bonus to Strength, Defense, or Agility. You may take this multiple times, but must choose what bonus you grant when you buy the ability.
1 Point: Curse: When someone is wearing you, you may have them take a -1 penalty to Strength, Defense, or Agility. You may take this multiple times, but must choose what penalty you grant when you buy the ability.
3 Points: Wearer Shift: You may take this ability to allow yourself to be worn by targets who are not your normal size or gender by shifting the wearer's. You may now make grapple attempts to be worn on anyone, or allow any character to wear you as armor, and once you are completely on them, they immediately change to fit you. This change wears off if you are removed(unless the wearer wants to keep them/can pay for it).
5 Points: Slot Added: You gain a single gem slot, of the element or elements of your choice.
2 Points: Type Shift: This ability allows you to switch between your original facet-granting power and another one, assuming you are at MSF High or are otherwise able to inflict your MSF High powers on the world around you. You may take this ability multiple times, and each time applies to a different facet. Switching like this takes the same amount of time using all of your actions as a standard clothing change.