Post by Admin on Aug 21, 2015 19:11:25 GMT
Armor Item Cards
Modern Armor: Examples
Name: Kevlar Vest
Type: Armor, Modern, Ballistic
Armor: 1
Health Levels: 2
Name: Ballistic Vest
Type: Armor, Modern, Ballistic
Armor: 2
Health Levels: 2
Special Trait: Heavy
Name: Reinforced Ballistic Vest
Type: Armor, Modern, Ballistic
Armor: 3
Health Levels: 3
Special Trait: Heavy, Clumsy
Name: Riot Suite/Infantry Armor
Type: Armor, Modern, Ballistic
Armor: 4
Health Levels: 3
Special Trait: Heavy, Clumsy, Resistant: Bashing
Archaic Armor: Examples
Name: Leather Armor
Type: Archaic
Armor: 2
Health Levels: 1
Name: Leather Lamellar Armor
Type: Archaic
Armor: 2
Health Levels: 2
Special Trait: Resistant: Arrows, Resistant: Crossbows, Resistant: Slash
Name: Chainmail
Type: Archaic
Armor: 3
Health Levels: 3
Special Trait: Heavy, Resistant: Slash
Name: Full Plate
Type: Archaic
Armor: 4
Health levels: 4
Special Trait: Heavy, Clumsy, Resistant: Slash, Resistant: Arrow, Resistant: Bashing
Armor Mechanics
Name: Common name used to reference this sort of armor.
Type: Descriptive terms used to give an accurate style of the armor.
Armor: How many times it is useful.
Health Levels: How much damage it stops from each attack.
Special Trait: Any special or notable traits this armor may have.
When taking damage from a successful source of damage/attacker your armor may end up providing enough of a defense to help keep you going, gain the advantage, or even just escape. Armor has been created to protect and stop weapons of its era, while weapons were typical created to try and circumvent the new defenses people would craft up.
Armor, stops a number of health levels from an incoming attack equal to its health levels. It will do this a number of times equal to its Armor rating.
A Kevlar Vest, commonly called a “second chance” vest, will stop two damage once from a modern ballistic attack where a Ballistic Vest will stop two health levels twice from a modern ballistic attack.
Most Modern armor is useless against Archaic weapons, and most Archaic armor is useless against Modern weapons. When using Archaic weapons against Modern armor, or Modern weapons against Archaic armor treat the weapons as if they had the Armor Piercing special Trait. The only time this will not apply is if the armor has the special trait “Resistant: Type” against the given weapon being used.
Armor that has lost all its Armor levels is considered to offer no protective value to the wearer. However, until removed Special Traits may still apply, such as Heavy or Clumsy.
Armor Special Traits
Heavy:
Armor with this trait is obviously weighted heavily to the point that they make them sluggish and require more physical force to use effectively. When this special trait is called against you, and applies, you must bid another strength related trait to counteract the effects of the Heavy trait and be able to continue with your intended action.
Clumsy:
Some armor is restricting and is not designed for perfect mobility; your armor must have this actual trait on its list of special traits to be called against the wearer. When it is, and applies, the player must bid an extra dexterity trait to continue the challenge.
Fragile:
Armor can have multiple reasons for having this special trait, from lesser materials, assault from weather, or even intentional attacks. When this trait is bid against a player, and it applies, they must bid another (appropriate) trait to continue the action.
Any attack against an object with this special trait will upgrade it to broken. Broken armor or weapons are useless and can be used as little more than a bludgeoning device.
Environmental: Light
Armor with this trait typical has some sort of filter or air tank attached to it. Acting a gas mask or sealed breathing system that allows for about an hour of time of safe clean breathing when activated. Is considered to immune to airborne agents and attacks that they are required to breathe in. Some supernatural attacks may bypass this sort of defense, and in a case of contention it is best to seek a staff member for clarification
Environmental: Heavy
This is the sort of sealed CBRN, PPPS, or Hazmat suits used by scientists and/or the military to give completely sealed safety. These suits usually offer little to no armored protection and are meant for creating a private atmosphere in the suit. Time lengths can be anywhere from lasting an hour with a small air tank, to up to eight with a large back pack mounted unit. Some expensive and high end suites use a filtering rebreather to give almost indefinite recycled air or attach to a larger system built into a building that has an impossibly large system to give the wearer as long as they need as long as they stay attached to the buildings system.
Wears of this armor are immune to airborne and environmental effects, even some contact ones as well. Some supernatural attacks may by pass this special trait and for clarification seek a staff member for a ruling.
Resistant
Armor was sometimes made to counter act certain weapons or forms of attack and armor with this special trait have an added defense against the type of attacks and weapons they have a resistance to.
If an attack that is subject to being affected by the Resistance special trait does not do at least one health level more than the Health Level Rating of the armor in a single attack it will not remove a use off the armors Armor rating.
NOTE:
All stats and mechanics here are for non-magical, normal, versions of this gear.
Modern Armor: Examples
Name: Kevlar Vest
Type: Armor, Modern, Ballistic
Armor: 1
Health Levels: 2
Name: Ballistic Vest
Type: Armor, Modern, Ballistic
Armor: 2
Health Levels: 2
Special Trait: Heavy
Name: Reinforced Ballistic Vest
Type: Armor, Modern, Ballistic
Armor: 3
Health Levels: 3
Special Trait: Heavy, Clumsy
Name: Riot Suite/Infantry Armor
Type: Armor, Modern, Ballistic
Armor: 4
Health Levels: 3
Special Trait: Heavy, Clumsy, Resistant: Bashing
Archaic Armor: Examples
Name: Leather Armor
Type: Archaic
Armor: 2
Health Levels: 1
Name: Leather Lamellar Armor
Type: Archaic
Armor: 2
Health Levels: 2
Special Trait: Resistant: Arrows, Resistant: Crossbows, Resistant: Slash
Name: Chainmail
Type: Archaic
Armor: 3
Health Levels: 3
Special Trait: Heavy, Resistant: Slash
Name: Full Plate
Type: Archaic
Armor: 4
Health levels: 4
Special Trait: Heavy, Clumsy, Resistant: Slash, Resistant: Arrow, Resistant: Bashing
Armor Mechanics
Name: Common name used to reference this sort of armor.
Type: Descriptive terms used to give an accurate style of the armor.
Armor: How many times it is useful.
Health Levels: How much damage it stops from each attack.
Special Trait: Any special or notable traits this armor may have.
When taking damage from a successful source of damage/attacker your armor may end up providing enough of a defense to help keep you going, gain the advantage, or even just escape. Armor has been created to protect and stop weapons of its era, while weapons were typical created to try and circumvent the new defenses people would craft up.
Armor, stops a number of health levels from an incoming attack equal to its health levels. It will do this a number of times equal to its Armor rating.
A Kevlar Vest, commonly called a “second chance” vest, will stop two damage once from a modern ballistic attack where a Ballistic Vest will stop two health levels twice from a modern ballistic attack.
Most Modern armor is useless against Archaic weapons, and most Archaic armor is useless against Modern weapons. When using Archaic weapons against Modern armor, or Modern weapons against Archaic armor treat the weapons as if they had the Armor Piercing special Trait. The only time this will not apply is if the armor has the special trait “Resistant: Type” against the given weapon being used.
Armor that has lost all its Armor levels is considered to offer no protective value to the wearer. However, until removed Special Traits may still apply, such as Heavy or Clumsy.
Armor Special Traits
Heavy:
Armor with this trait is obviously weighted heavily to the point that they make them sluggish and require more physical force to use effectively. When this special trait is called against you, and applies, you must bid another strength related trait to counteract the effects of the Heavy trait and be able to continue with your intended action.
Clumsy:
Some armor is restricting and is not designed for perfect mobility; your armor must have this actual trait on its list of special traits to be called against the wearer. When it is, and applies, the player must bid an extra dexterity trait to continue the challenge.
Fragile:
Armor can have multiple reasons for having this special trait, from lesser materials, assault from weather, or even intentional attacks. When this trait is bid against a player, and it applies, they must bid another (appropriate) trait to continue the action.
Any attack against an object with this special trait will upgrade it to broken. Broken armor or weapons are useless and can be used as little more than a bludgeoning device.
Environmental: Light
Armor with this trait typical has some sort of filter or air tank attached to it. Acting a gas mask or sealed breathing system that allows for about an hour of time of safe clean breathing when activated. Is considered to immune to airborne agents and attacks that they are required to breathe in. Some supernatural attacks may bypass this sort of defense, and in a case of contention it is best to seek a staff member for clarification
Environmental: Heavy
This is the sort of sealed CBRN, PPPS, or Hazmat suits used by scientists and/or the military to give completely sealed safety. These suits usually offer little to no armored protection and are meant for creating a private atmosphere in the suit. Time lengths can be anywhere from lasting an hour with a small air tank, to up to eight with a large back pack mounted unit. Some expensive and high end suites use a filtering rebreather to give almost indefinite recycled air or attach to a larger system built into a building that has an impossibly large system to give the wearer as long as they need as long as they stay attached to the buildings system.
Wears of this armor are immune to airborne and environmental effects, even some contact ones as well. Some supernatural attacks may by pass this special trait and for clarification seek a staff member for a ruling.
Resistant
Armor was sometimes made to counter act certain weapons or forms of attack and armor with this special trait have an added defense against the type of attacks and weapons they have a resistance to.
If an attack that is subject to being affected by the Resistance special trait does not do at least one health level more than the Health Level Rating of the armor in a single attack it will not remove a use off the armors Armor rating.
NOTE:
All stats and mechanics here are for non-magical, normal, versions of this gear.