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Armor

Personal protection comes in many forms within the Red Star Chronicles, be it a simple jacket that has been reinforced, an environmentally sealed suit, or full on body armor. While it is effective, heavier armors rarely see frequent use because they are more expensive, heavy, and generally considered to just not be worth the trouble unless they provide additional function (such as environmental protection, or other integrated systems).

Additionally, some forms of armor are restricted, or even illegal to own outside of approved military uses. This can mean that wearing heavier armor in areas where it is not expressly prohibited can flag an individual as someone who is expecting to either be the cause-- or target of --quite a lot of trouble. Below is the list of the primary armor archetypes within the Red Star Chronicles. Each armor has nine or ten possible descriptors which are defined below the list.

Armor Archetypes


Reflex Defense

The primary benefit of armor. When a character is wearing the armor properly, this value is added to their Reflex Defense, increasing the required number a target requires to hit the character in combat.

Fortitude Defense

Similar to Reflex Defense, this value of the armor increases the character's Fortitude Defense when worn properly, improving their resistance to damage in other ways, and increasing the character's Damage Threshold.

DR

DR, or Damage Reduction, reduces the amount of damage inflicted by an attack made against the character wearing the armor properly. This is a flat reduction unless otherwise stated, or superseded by the type of attack, or specific qualities of the damage. An attack that deals 12 damage to a character wearing armor with a DR of 3 only deals 9 effective damage. DR is applied to damage values prior to any further reduction, such as halving damage due to avoiding an area attack.

Max Dex Bonus

A character's Dexterity Modifier is typically added to their Reflex Defense, however certain armors have a limit to the amount of Dexterity Bonus that can be added. A character with a Dexterity Modifier of +3 wearing armor with a Max Dex Bonus of +1 loses the ability to add +2 of their "Dex Bonus" until they remove the armor.

Hard Points

Many of the Armor Archetypes have a number of Hard Points which can be used on various Armor Modifications to add additional benefits, such as improved Reflex Defense, a higher Max Dex Bonus, or other integrated systems. Using Hard Points to apply a modification may take time, credits, or other resources.

Weight

The weight of the armor in kilograms ( slanged to "kegs" in the Red Star Chronicles ) that the character is wearing. Even while being worn properly, the armor's weight value applies to the character's carrying weight. If they are carrying too much equipment, or the armor is too heavy, this may cause the character to be carrying a Heavy Load, reducing their movement speed, or applying other negative modifiers.

Classification

Worn armor has three Classifications; Light, Medium, and Heavy. These Classifications are a general grading referring to the bulkiness, restriction, or the weight of the armor. Wearing armor that a character does not have the proper Armor Proficiency for can cause a penalty to their functionality, and certain Modifications can only be fitted to armors of a specific Classification.

Armor Proficiency Feats? are a chain. You start with none by default, then progress naturally. ( AP:Light > Medium > Heavy )

Wearing armor without proficiency incurs a penalty depending on the type of armor you are wearing. Without any proficiency this penalty is scaled respectively: -2 (Light Armors) > -5 (Medium Armors) > -10 (Heavy Armors) Having a proficiency reduces this penalty for the higher up armors to the following:

  • AP: Light 0 > -2 > -5
  • AP: Medium 0 > 0 > -2
  • AP: Heavy 0 > 0 > 0

This Armor Check Penalty is applied to all Attack Rolls, and Skill Checks using Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim.

Movement

Due to the cumbersome nature of some armors, they may apply a penalty to a character's Movement when worn. If the listing under Movement is "Standard" then the character moves at their Base Speed. If there is a number provided, that is applied to the character's Base Speed. As such, a -2 reduces a character's Base Speed of 6 to 4.

Base Price

An armor's Base Price is its cost in Standard Credit ( slanged "credits" or "creds" -- the nigh universal currency of the Red Star Chronicles ) prior to adjusting its Manufacturer, Qualities, or Modifications. Other factors may also effect the price of an item, such as generally being disliked by the Merchant.

Special

Any additional details about an armor's function, including integrated equipment, or special conditions regarding the armor's DR, Reflex Defense, or Fortitude Defense.


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Page last modified on May 26, 2016, at 10:20 AM