Armor

5th Edition Rules

Self-Defense
Self-Defense armor is common pieces of protection found at local stores or ordered from catalogs. They do not require a license and most often won't attract much notice from people while walking about town.
Average Repair Cost: 10 notes per point
  • Leather Jacket.
    Cost: 20 notes; Availability: -(A
    Defense: 11 + Dex Modifier
  • Underarmor.
    Cost: 300 notes; Availability: -(A)
    Defense: 11 + Dex Modifier;
    Properties: Concealed
  • Sports Gear.
    Cost: 75 notes; Availability: -(A)
    Defense: 13 + Dex Modifier;
    Properties: Helmet, Overt; Sports Gear comes in a wide variety of types

Light
This type of armor doesn't usually require a license, but is not readily available at the local box shops.
Average Repair Cost: 75 notes per point
  • Aeronaut Flak Jacket.
    Cost: 120 notes; Availability: 12(A)
    Defense: 12 + Dex Modifier;
    Properties: Overt, Reduces Cold damage by 3 hp
  • Light Ballistic Vest.
    Cost: 320 notes; Availability: 14(A)
    Defense: 13 + Dex Modifier;
    Properties: Overt

Medium
This type of armor is generally reserved for the constabulary, military, or syndicate personnel. While not impossible to find, those wearing it without a license may find themselves answering questions at the local precinct.
Average Repair Cost: 200 notes per point
  • Riot Armor.
    Cost: 1220 notes; Availability: 16(B)
    Defense: 15 + Dex Modifier (Max 2)
    Properties: Helmet, Overt

Heavy
While it is certainly possible to find heavy armor on the black market, almost all heavy armor is in the hands of the military or syndicate heavy security.
Average Repair Cost: 500 notes per point
  • Heavy Combat Armor.
    Cost: 4,500 notes; Availability: 18(B)
    Defense: 19;
    Properties: Bulky, Helmet, Overt

Properties
Bulky. The wearer may not add their Dexterity modifier when determining their Armor Class (AC wearer suffers disadvantage on all Dexterity skill checks
Concealed. Observers suffer disadvantage when attempting to notice someone wearing concealed armor
Helmet. This armor includes a helmet. If the helmet is not worn, the AC is reduced by 1.
Overt. This armor cannot be concealed  
Availability
Not all armor can be found easily on the open market. When a character wants to buy a piece of armor, they must first check the availability of the item. In order to determine availability, the player or one of their contacts must make a Charisma (Gather Information) check against the availability of the item they are attempting to purchase. Additionally, they must consider the legality of the item.  
  • (A) Legal and readily available. Price is as listed.
  • (B) Require a license before they may be legally purchased. Without a license, the price is tripled if the character can find it on the black market
  • (C) Illegal to possess in almost all instances. If the character does not have other means to acquire, these items are x10 the listed value if they can find it on the black market.
 

Zephyr - Tales from the Void RPG Armor Rules

  Armor by Type
Self-Defense
  • Leather Jacket. Cost: 20 notes; Prot: 1; Dex Penalty: 0
  • Underarmor. Cost: 300 notes; Prot: 1; Dex Penalty: 0; Special: Disadvantage when attempting to notice someone wearing Underarmor
  • Sports Gear. Cost: 75 notes; Prot: 2; Dex Penalty: 0; Special: Sports Gear comes in a wide variety of types. Includes a helmet. If the helmet is not worn, Prot is reduced to 1.
Light
  • Aeronaut Flak Jacket. Cost: 120 notes; Prot: 2; Dex Penalty: 0; Special: Provides Prot 5 against Cold attacks
  • Light Ballistic Vest. Cost: 320 notes; Prot: 3; Dex Penalty: 0; Special: Cannot be concealed
Medium
  • Riot Armor. Cost: 1220 notes; Prot: 6; Dex Penalty: -2; Special: Cannot be concealed. Includes a helmet. If the helmet is not worn, Prot is reduced to 5.
Heavy
  • Heavy Combat Armor. Cost: 4,500 notes; Prot: 10; Dex Penalty: -4 + Dis; Special: Cannot be concealed. Includes a helmet. If the helmet is not worn, Prot is reduced to 9.

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