Armor and Shields
Armor has several ratings. The Armor Defeat Rating reflects the difficulty in bypassing the armor’s protection, and the general concentration of weak points. This rating should be added to the wearer’s Physical Defense when determining the success level for defeating the armor. The Initiative Penalty is a measure of how much the armor impedes the wearer’s dexterity. The value is first reduced by half the wearer’s strength step and any remaining penaly is deducted from the wearer’s initiative step in combat. The Movement Penalty reflects the armor’s impedance of running, jumping, or other quick movement. This penalty is also reduced by the wearer’s strength, and the remainder is subtracted from the wearer’s Dexterity attribute for calculating movement and such related tests. The Armor Rating is the number of damage points absorbed by the armor from successful attacks.
Also, armor can be layered, if that is practical and significant. Half of the lesser armor’s protective value is retained in addition to the primary armor’s, but all of the initiative penalties apply. An exception to this is certain types of living armor which is imbedded in the wearer’s skin. In such cases, the full protective value of the internal armor is retained. Layered armor may be partially defeated. If the attack defeats he outer armor, then it provides no protective value, but the inner armor may still provide protection if the attack does not defeat it as well. Regardless, an attack which defeats the outer armor is considered an “Armor Defeating Hit” and the success level of the attack is based only on the outer armor, when such calculations matter.
|Armor||Armor Rating||Mystic Armor Bonus||Physical Defeat Rating||Mystic Defeat Rating||Initiative Penalty|
For shields, add half the Bonus to the appropriate defeat ratings
|Shield||Armor Bonus||Mystic Armor Bonus||Initiative Penalty||Shatter Threshold|
- Author: Robert Braddock (Modified 1998.02.04)