Tri-Stat dX Armor attribute revision By Zegon Destructacon Cost: 1 Point/level Effective Level: 3 Points/level Relevant Stat: Body Required PMVs: None Optional PMVs: Area, Duration, Targets, Range Progression: Linear; +3 damage reduced/level Reduction: None Restrictions: See Disabilities The armor attribute blocks 3 damage per level from all incoming attacks. Armor may be optimized or modified by taking abilities and disabilities for it. Abilities cost damage blocked, while disabilities give damage reduced for reduced effectiveness in a particular area. For effective level, three levels of armor equals one level for attributes such as Dynamic Powers, Nullify, and power conflicts. Armor becomes less effective as it is hit, although not nearly at the same rate as force fields. Every time the armor is hit by an attack that deals 1/2 or more of its value in damage, the armor's effectiveness goes down by one point. Armor is generally constantly active, but in some cases it may be taken 'down' or subdued. In most instances, armor isn't considered a hostility, although it may earn odd looks. Armor normally 'grows' back at a rate of 1 damage blocked per hour. Multiple types of armor can be obtained with different abilities and disabilities if desired, and they all stack. Only one disability may be obtained once for all armor types a character possesses. If desired to be used on others, the duration PMV must be purchased. For every target other than yourself, the targets PMV must be purchased to the appropriate amount. Range determines the distance between you and the person you are affecting, and area determines the number of targets you affect with one application of this ability. Duration determines how long the armor lasts before it must be re-applied. --------------------------------------------------------------------------- Abilities Blocks Incorporeal - 3 damage/level This ability lets the force field block insubstantial enemies normally. Level 1 blocks characters and attacks of insubstantial value 3 or lower. Level 2 blocks characters of level 7 or lower. Level 3 blocks level 10 or lower, and level 4 blocks attacks and characters of any level. Depending on the commonality of insubstantial opponents, the GM may increase the cost of this ability by 2 or even 3 points a level. Armor of this type is usually sacred, magically enhanced, spread across multiple dimensions, or otherwise has a special reason to be capable of blocking such attacks and enemies. Hardened - 3 damage/level Hardened armor is very difficult to break in large chunks. If armor is hardened, the SAWA ability Break does not operate at full effectiveness on it. If a Break SAWA is used on the armor, its effectiveness is lowered to 1 damage reduced per break point per level. So a Break 7 SAWA (64 break damage) used on effective level 7 armor (64 damage blocked) with level six hardened (blocks six levels of Break, which makes the armor block 46 damage), would break down only 15 points of the armor, instead of all of it. Armor can still be beaten down normally, mind, but this protects against armor-breaking attacks. Heavy - 1 damage/level Heavy armor is particularly protected against armor penetrating attacks. For every level of hardened the armor has, it negates three points of armor penetrating damage. So, an attack that negates 20 armor damage (level 10 armor penetrating) against armor that has Heavy for 21 (level 7 heavy), the attack's level 10 armor penetrating would be completely negated against the armor. Damage that is prevented in this way does not count towards reducing the armor's effectiveness. Optimized - 1 damage/level Optimized armor is optimized versus a particular type of element, attack, energy type, or damage type. For every level of this ability, the armor blocks an additional three damage per attack of the type selected on creation. Furthermore, attacks of that type need to deal 1/2 of the newly adjusted amount of damage to knock down the armor one damage. Example types of attack include: mental attacks, fire/heat, slashing damage, electricity, acid, sound, subdual damage, pressure, extreme cold, and spiritual. If the armor normally doesn't stop damage of this type (in particular mental and spiritual, which commonly have insubstantial to bypass armor), this optimized portion of the armor is still effective against it. Reinforced - 2 damage/level Reinforced armor not only protects the person with it, but also is especially protective of the normal 'weak points' the possessor has. Any Called Shot against one of the standard weak points the character has is protected by more armor than normal. Each level purchased in this protects these areas with five points of armor. Critical hits bypass this extra protection. Called Shots deal double damage still, but encounter the heightened armor as previously stated. If the character has more weak points than normal, say from Achilles Heel, they may purchase reinforced for that particular area by buying levels of it separately. This ability cannot be combined with partial armor. Reactive - 3 damage/level Reactive armor not only protects the possessor, but also deals damage back to the attacker in the form of a shock, spikes, or some other countering- implement (Counter-explosives are good too). Each level of reactive deals one damage back to any attacker in melee range that hits. This ability can be turned off and on at will. Regenerating - 10 damage/level Regenerating armor grows back at an exceptional rate. Each level of regenerating causes the armor to 'grow' back at one damage blocked per two rounds. If multiple levels of this ability are purchased, it may grow back by the round as long as the resulting regrowth equals the proper total after two rounds. If the regrowth is uneven, the second round gets the larger regrowth. This ability cannot be combined with Does not Regenerate. Unique Ability - ? ------------------------------------------------------------------------------- Disabilities Does Not Regenerate - 3 damage/level The armor does not regenerate at all. The amount of damage blocked returned is dependent on how long and expensive repairs take. If repairs take a full day (during which it is inactive), it gives one level. If repairs take a week and/or require special materials which aren't easily available, it returns two levels. If repairs are imposable without specialized equipment (such as a specific hanger), takes a month, or requires extensive funds which are not obtainable under normal circumstances, this disability returns three levels. If the armor can not be repaired, it returns four levels. Partial - 6 damage/level The armor does not protect a particular part of the owner. For one level, this area has half the normal armor value as normal (including abilities and disabilities). For two levels this area is completely exposed. Normally this area is hittable by a called shot (+X/2 to-hit with a called-shot). An additional level is available if the area is easy to hit (+X/4 penalty for called shot, round down). Partial armor is normally obvious - if it is not obvious, deduct one level from this disability. If this would reduce the disability's level below 1, it is a level 0 disability and returns one armor point. Shield - 5 damage/level One level of shield must be obtained for every three armor points the character has for the armor for this disability (before disabilities and abilities are applied). This means someone with armor at level six (effective level two) must take this ability at level six or at level zero. There is no in-between. The armor obtained from shield armor may only be used in a Block Defense action, as it is only a maneuverable shield and not a covering armor sheath. Shield cannot be combined with Partial or Reinforced. Weakened - 3 damage/level Weakened armor is not as effective against a particular type of attack, damage, or energy. If the attack type encountered is used about 50% of the time by opposing forces, this disability returns two levels. If less it returns one level, if more it returns three levels. For every five levels of armor the armor of this type possesses, this disability returns two times its level in damage blocked. (doubling of a doubling is a tripling) Weak Point - 2 damage/level, 4 damage/level, or 8 damage/level Armor with this disability has multiple weak points, and is easily breakable although it offers excellent initial protection. Attacks that deal 1/4th the armor's protection value reduce 1 armor, for 2 damage/level. For 4 damage/level, 1/4th reduces the armor value by the standard amount and 1/2lf reduces it by twice the normal amount. For 8 damage/level, 1/4th reduces the armor by twice the normal amount, 1/2 reduces it by four times the normal amount, 3/4ths reduces it by eight times the normal amount. For every extra level of this purchased, the 'standard' amount of armor reduced is increased by 1 + previous level (1 = 1, 2 = 2, 3 = 5, 4 = 8, 5 = 12, 6 = 17). Unique Disability - ?