ARMOR ===== Q: What is Damage Reduction DR? A: DR is the value remove from damage done each attack because of your characters armor. Each time damage gets by the DR the DR is reduced by one. Q: What is CP/BP/GP/FP? A: These four values represent how well damage of that type penetrates the Armor. Damage of that type is multiplied by this value before being applied to that layer and then divided (round down) before going to the next layer. So if 2 points of blade damage was done to Hide Armor(DR 3, BP 2), 0 Damage would be applied, but the DR would drop since damage got thru. 2 Blade Damage x 2 BP = 4 - 3 DR = 1 Point got thru / 2 BP = 0 Damage applied CP - Clubbing Penetration BP - Blade Penetration GP - Gun Penetration EP - Energy Penetration #Q: What is Armor Check Penalty(ACP)? #A: ACP is taken off of ALL AGI and indicated Other Skills. Sleeping in armor # applies the ACP to All skills. The Armor Affinity Skill can be used to # overcome the ACP. No EV can be better than -0. The ACP can be made worse # if the character has a low strength, but is limmited to double the base # armors ACP. Examples # Armor Affinity + Str Armor ACP Final ACP # +1 -2 -1 # +5 -3 -0 # -1 -6 -7 # -3 -1 -2 ## Q: What is Max AGI or Armor Affinity Modifier? A: This is a bonus or penaly applied to your Armor Affinity Skill. When wearing armor no AGI based skill modifier(including stat and other bonuses) may exceed the value of Armor Affinity. Example: Say a character has a STR 5, 1 Armor Affinity skill, and is wearing Leather Armor (+6). the Max any AGI based skill modifer could be is +12=5+1+6. If the character had AGI 8 and 2 Running skill, he could take full advange of this as +10 < +12 and could use the skill without problem in armor. Now if the character switched over to wearing Banded Mail(Max AGI -5) his Armor affinity drops to +1 So his Running drops to +1 despite his high AGI. When creating armors start with a +10 bonus as a base and then add in Layout and Material modifiers from all layers. Q: What is Con? A: Con is a number indicating concealablity. Concealablity 0-worn under clothing(requires detect concealment at -10% to notice) 1-worn disguised as clothing(requires detect concealment to notice) 2-worn over clothing 3-worn like a tank will usually result in attracting large amounts of attention Q: How do Shields work? A: Shields give the character a parry bonus or cover rather than a DR. Against a Melee attack the character gets a parry bonus against attacks. Against a Ranged attack the character is harder to hit because of the cover. Q: Can I layer Armor? A: Sort of, A suit of armor can consist of a Soft Layer and a Hard layer. All DR and ACP add. Each Layer takes damage independantly, so if an attack goes thru the armor the armor suit loses 2 points of DR. Force fields are treated as a third layer on top of this. Q: The listed armors assume Full body coverage. How can I do piecemeal armor? A: There are 3 ways to do piecemeal armor 1) Using the Prot% x AV of the armor and the Enc% x The armor's ACP find the Total for that set of pieces. Keep atleast 3 signifigant digits and round to more encumbering 2) Hit Locations: calculate encumbrance as method 1. Then for each hit roll on hit location if target area is armor treat as full protection value 3) Simple: Consider armor of two Areas Body and Head. Body Armor protects against all normal hits. Head Armor Protects against Critical Hits. Body/Torso is 75% Enc/90% Cost. Head is 25% Enc/ 10% Cost. Roll Location Prot Enc Cost 01-10 Face 10% 10% 5% 11-26 Skull 16% 0 15% 27-30 L.Arm 4% 10% 6% 31-33 L.Hand 3% 10% 4% 34-37 R.Arm 4% 10% 6% 38-40 R.Hand 3% 10% 4% 41-45 L.Leg 5% 10% 10% 46-50 R.Leg 5% 10% 10% 51-00 Torso 50% 30% 40% Armor ===== Armor Maximum Armor Speed Armor Bonus AGI Bonu Check Penalty 10m 6m Weight Type AV(CP/BP/GP/EP) EV Con Cost Armor DR Base 10 ACP Weight Class Type Soft/Polymer 1/2/1/1 (1/1/1/1 if protected by a layer of hard armor) Layout Concealed 0 0 -0 0 $150 Single Layer 0 0 -0 1 $100 Studded +1 -2 -1 1 $250 (cannot be layered) Material Padded Cloth 1 -2 0 Light Soft x.5 Leather 2 -4 -1 Light Soft x1 Hide 3 -9 -3 Medium Soft x2 L Kevlar 6 -3 0 Light Soft x5 M Kevlar 8 -5 -1 Medium Soft x6 H Kevlar 9 -7 -2 Medium Soft x7 Hard/Metal 2/1/2/2 (1/1/2/2 if layered over a soft armor) Layout Scalemail +2 -7 -3 Medium Hard $400 Chainmail +4 -11 -5 Medium Hard $1450 Banded/Splint +5 -13 -6 Heavy Hard $2450 Plate & mail +6 -15 -7 Heavy Hard $6000 Full Plate +7 -13 -6 Heavy Hard $15000 Powered +7 -8* -2 Powered Hard $20000 Material Copper/Bronze -1 0 0 x.9 Iron/Steel 0 0 0 x1 HQ Steel +1/0 0/+1 0/+1 Masterwork Titanium +1 +1 +1 x4 Mythiral +2 +1 +1 x6 Mythiral is signifigantly harder than most firearm ammuniton treat as (2/1/1/2) unless mythiral or admant bullets are used. Admant +3 0 0 x13 Admant is signifigantly harder than most firearm ammuniton treat as (2/1/1/2) unless mythiral or admant bullets are used. Composite +2 0 0 x2 Composite plates are designed for modern weaponry (2/1/1/1). Can't be made into chainmail or thus plate and mail. FuturePlate +4 -2 -1 x20 (x4 if mass produced) FuturePlate is designed for modern weaponry (2/1/1/1). Energy 1/2/1/1 (provides no protection against BD during Sneak attacks or when caught flat footed) Personnel FF 24 0 0 0/3 Light Energy $100000 Action Type Provoke AoO E-clip charges Turn On Move No 100 Turn Off Move Yes 0 Reset Standard Yes 100 Maintance None No 10 every hour Sample Armors ------------- Armor DR(CP/BP/GP/FP) ACP Max Agi Cost Light Armor Padded 1(1/1/1/1) -0 +8 $50 Single Layer Padded Cloth Heavy Clothing 1(1/1/1/1) -0 +8 $75(on top of style) Concealed Padded Cloth Leather 2(2/1/2/2) -0 +6 $100 Single Layer Leather Leather Duster 2(2/1/2/2) -0 +6 $150 Concealed Leather Studded Leather 3(3/2/3/3) -1 +4 $250 Studded Leather Kevlar Shirt 6(6/3/6/6) -0 +7 $750 Concealed L Kevlar - looks like a heavy shirt Ultra-Light Jacket 6(6/3/6/6) -0 +7 $500 L Kevlar Medium Armor Hide 3(3/2/3/3) -3 +1 $150 Hide Scale mail 4(4/4/3/3) -4 -1 $500 Steel Scalemail over Leather Chainmail 5(5/5/3/3) -5 -3 $1500 Steel Chainmail over Padded cloth Disguised Jacket 8(8/4/8/8) -2 +5 $900 Concealed M Kevlar - Looks like a padded jacket Flak Jacket 9(9/5/9/9) -2 +3 $700 H Kevlar - see w/ inserts below Tactical Jacket 12(12/12/12/12) -4 -2 $1400 Composite scalemail over M Kevlar Anti-knife Jacket 13(13/13/11/11) -7 -8 $2150 Steel Chainmail over H Kevlar Heavy Armor Banded Mail 6(6/6/4/4) -6 -5 $2500 Steel Banded over Padded Cloth Half-plate 7(7/7/4/4) -7 -7 $6050 Steel Plate and Mail over Padded Cloth Full plate 8(8/8/4/4) -6 -5 $15050 Steel Full Plated over Padded Cloth Armored Body suit 13(13/13/13/13) -6 -6 $30500 Composite Full Plated over L Kevlar Flak Jacket w/ inserts 14(14/14/14/14) -9 -10 $5600 Composite Banded over H Kevlar EOD Armor 18(18/18/18/18) -8 -10 $30700 Composite Full Plated over H Kevlar Powered Armor Battleframe 16(16/16/13/13) -4 -5 $20700 Steel Powered over H Kevlar Powersuit 15(15/15/15/15) -2 -1 $40500 Composite Powered over L Kevlar Armor Patch (1 use see crafting section) $base price/20 Shields ======= Shield Type Shield Cover Bonus EV Damage Crit Range Weight Size Type Cost Buckler +1 None(+0) -1 1d2 x2 - -2 C $60 Light +1 Poor(+2) -1 1d3 x2 - -1 C $60 Heavy +2 Normal(+4) -2 1d4 x2 - 0 C $135 Tower +4 Good(+8) -10 N/A N/A N/A +2 N/A $300 -2 to all attacks while equiped in combat Can grant total cover if all attacks are sacrificed Shields and Material Reguardless of material shields provide the same Shield bonus to defense. Optionally (at the GM discresion), If the weapons are substantial stronger than the shield material, the shield will wear faster probably needing to be replaced after the battle and provides Concealment instead of Cover at one category lower (ie against a rifle, a woven bamboo heavy shield would provide Poor Concealment rather than Normal Cover against )