All creatures have a Dodge of 12 + their Agility and Perception modifiers. Creatures may wear armour, and each targetable region of a creature is able to have its own armour. Armour provides Resistance, a.k.a. Damage Threshold (DT), absorbing some or all of the damage from an incoming attack. A creature may layer pieces of armour together on the same body part. Wearing more pieces of armour improves survivability, but decreases manoeuvrability. The following effects are cumulative.
- Wearing more than 1 piece of armour reduces your movement speed by 5 if wielding or holstering a Heavy weapon and removes 2 pockets from your inventory.
- Wearing more than 3 pieces of armour reduces your movement speed by 10 and removes and removes an additional pocket from your inventory. Wearing more than 3 pieces of armour requires a Body score of 5 or higher.
- Wearing more than 5 pieces of armour reduces your Dodge by 1. Wearing more than 5 pieces of armour requires a Body score of 6 or higher.
- Wearing more than 7 pieces of armour further reduces your Dodge by 1. Wearing more than 7 pieces of armour requires a Body score of 7 or higher.
Armour
Armour Name |
Body Part |
Damage Thresholds |
Avg. Cost |
Space |
Arm Guards |
Arms |
- Ballistic: 1
- Caustic: 2
- Cold: 0
- Crushing: 1
- Electric: 0
- Fire: 0
- Piercing: 2
- Slashing: 2
|
11.50₣ |
1×2 |
Arm Splints |
Arms |
- Ballistic: 0
- Caustic: 0
- Cold: 1
- Crushing: 1
- Electric: 0
- Fire: 1
- Piercing: 1
- Slashing: 2
|
8.75₣ |
1×2 |
Breastplate |
Torso |
- Ballistic: 2
- Caustic: 2
- Cold: 0
- Crushing: 2
- Electric: 0
- Fire: 0
- Piercing: 3
- Slashing: 3
|
25.00₣ |
2×2 |
Face Mask |
Head |
- Ballistic: 1
- Caustic: 1
- Cold: 1
- Crushing: 1
- Electric: 0
- Fire: 1
- Piercing: 1
- Slashing: 2
|
10.60₣ |
1×1 |
Leg Guards |
Legs |
- Ballistic: 1
- Caustic: 2
- Cold: 0
- Crushing: 1
- Electric: 0
- Fire: 0
- Piercing: 2
- Slashing: 2
|
11.50₣ |
1×2 |
Leg Splints |
Legs |
- Ballistic: 0
- Caustic: 0
- Cold: 1
- Crushing: 1
- Electric: 0
- Fire: 1
- Piercing: 1
- Slashing: 2
|
8.75₣ |
1×2 |
Padded Cap |
Head |
- Ballistic: 0
- Caustic: 1
- Cold: 1
- Crushing: 2
- Electric: 1
- Fire: 1
- Piercing: 1
- Slashing: 1
|
6.00₣ |
1×1 |
Padded Coat |
Arms and Torso |
- Ballistic: 0
- Caustic: 1
- Cold: 2
- Crushing: 2
- Electric: 1
- Fire: 2
- Piercing: 2
- Slashing: 2
|
10.00₣ |
1×2 |
Padded Trousers |
Legs |
- Ballistic: 0
- Caustic: 1
- Cold: 2
- Crushing: 2
- Electric: 1
- Fire: 2
- Piercing: 2
- Slashing: 1
|
6.70₣ |
1×1 |
Steel Helmet |
Head |
- Ballistic: 2
- Caustic: 1
- Cold: 0
- Crushing: 2
- Electric: 0
- Fire: 0
- Piercing: 3
- Slashing: 2
|
11.00₣ |
1×1 |
The most commonly encountered type of damage is
piercing, done my most ranged weapons and several melee weapons. This is why every armour piece gives at least some piercing DT. The next most common depends on whether ranged or melee encounters are more common. If ranged, then
ballistic is the next most common, being dealt by rifles and grenades, and available DT for ballistic damage is intentionally low. If melee, then the next most common are
crushing and
slashing, and slashing has slightly more available DT than crushing. Relatively uncommon are the special damage types of
caustic,
cold,
electric, and
fire, with fire being the most common. These damage types are rare for humans to be able to inflict, being limited to things like high-level rune powers, consumable items like acid vials or molotov cocktails, or environmental sources. There are a few melee weapons capable of inflicting these damage types, and some non-human creatures are capable of dealing these damage types. They are, nonetheless, the least common.
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