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Armor in Psi-punk

Armor

Armor provides the wearer with varying degrees of protection, depending on its Protection rating (see below). Each character may wear only one set of armor at any time (unless that armor possesses a Gift which states otherwise).

All types of armor possess the following traits:

Protection: The amount of damage from each attack that the armor can absorb. In game terms, add the armor’s Protection rating to the character’s Defensive Damage Factors to determine whether or not they are struck and/or injured in combat.

Rank: the minimum required Rank skill a character must possess in order to be able to both purchase and wear this armor legally. Characters with Reputation or Urban skills equal to the armor’s Rank may be able to find and purchase such an item, but have no special permit to wear it in public.

Permits may be purchased for armor of Good rank or lower at the cost of Good [8] Wealth; permits are not granted for armor with Great or higher Rank levels.

Cost: the amount of Wealth a character must spend to purchase the item. Remember that a character may still need to acquire permits or otherwise find someone to sell these items if they have a Rank requirement higher than Fair.

Gifts and Faults: As with any other item, armor can possess both Gifts and Faults. These help to define the armor’s specific capabilities and drawbacks and are the primary traits which make one type of armor different from another. Gifts and Faults can add to or subtract from the Protection, Wealth, and Rank values of armor.

Wealth Modifier: The total modified Wealth Value after all Gifts and Faults have been taken into consideration.

Rank Modifier: This trait applies to Gifts and Faults. Gifts with a Rank modifier increase the Rank level by the listed amount, while Faults decrease the modifier by the listed amount. For simplicity, these modifiers are listed as numeric values; a Rank modifier of +1 that is applied to Light Armor counts as a Rank requirement of Good, while a +1 modifier to Dense Armor would increase the Rank level to Superb. All modifiers stack.

Types of Armor

Armor is defined by its Protection rating and not with a specific name or type. This system allows for characters to be creative with the way they choose to describe a particular piece of armor; armor with Good Protection, for example, could be anything from a thick leather jacket to a shirt made of highly durable futuristic fabric.

Players and GMs should feel free to work together to develop a suit of armor, choosing from the table of generic armor types below and adding Gifts and Faults to make it unique. A few example armor sets follow to give you a starting point, but the possibilities should be limited only by imagination (and, of course, the power level the GM has in mind for the campaign).

 

Table: Armor

 

 

 

Armor Type

Protection

Cost

Rank

Light Armor

Good

Mediocre [2]

Sturdy Armor

Great

Good [8]

Durable Armor

Superb

Superb [32]

Good

Dense Armor

Wonderful

Superb [32]

Great

Impenetrable Armor

Phenomenal

Wonderful [64]

Superb

 

Armor Penalties

Certain forms of armor are bulkier than others and restrict movement. As a trade-off for better protection, these bulkier armors impose penalties upon the wearer, as indicated for each armor type below.

Durable Armor: Armor of Durable quality provides Superb protection but imposes a -1 penalty on any check which would feasibly be restricted by movement, such as Athletics checks. This armor also grants a +1 bonus to anyone attempting to Notice it.

Dense Armor: Even more restrictive than Durable armor, Dense armor imposes a -2 penalty on any physical check that would be restricted by armor and grants a +3 bonus to anyone attempting to Notice it.

Impenetrable Armor: This armor type cannot be concealed; it is simply too large and bulky for even the most untrained eye to overlook. It also imposes a -3 penalty on any physical check that would be restricted by movement.

Example Armor Types

Leather Jacket

 

Protection

Cost

Rank

Light

Good

Mediocre [2]

None

 

The most basic type of protection, a leather jacket can be purchased and worn by nearly anyone. Though it offers only limited protection compared to more sophisticated armors, its accessibility and availability makes it a must-have for anyone not possessing superior armor.

Leather jackets possess no Gifts or Faults.

 

Leather Duster

Armor Type

Protection

Cost

Rank

Light

Good

Fair [4]

None

 

Like the traditional leather jacket, a leather duster offers only basic protection against attacks. It is longer and covers more of the body than a leather jacket though, and its size and bulk are renowned for their ability to help conceal weapons.

Concealment [Gift]: Any check made to notice a concealed item against characters wearing a leather duster is made at a -1 penalty. Wealth Modifier: Mediocre [+2]

 

Bulletproof Shirt

Armor Type

Protection

Cost

Rank

Sturdy

Great

Good [12]

None

 

Traditionally used by members of law enforcement, the bulletproof shirt has become the favored method of protection for anyone on the streets.

Easily Concealable [Gift]: Any check made to notice that a character is wearing a bulletproof shirt is made at a -2 penalty. Wealth Modifier: Fair [+4]

 

Reinforced Vest

Armor Type

Protection

Cost

Rank

Sturdy

Great

Fair [6]

None

 

Similar to a bulletproof shirt, the reinforced vest is comprised of densely-woven fabric that is resistant to ballistic attacks. Unlike the bulletproof shirt, this armor also contains steel plates which reinforce the armor against attack. These steel plates make it too bulky to wear under normal clothing.

Bulky [Fault]: This armor cannot be easily concealed; all attempts to notice it gain a +2 bonus. Wealth Modifier: Mediocre [-2]. (This Fault should not be applied to armor types which are already difficult to conceal, such as most armors of Durable or greater quality.)

 

Full-body Armor

Armor Type

Protection

Cost

Rank

Durable

Superb

Superb [40]

Good

 

Full-body Armor, as its name implies, protects the wearer from head-to-toe. It includes a face mask or helmet, reinforced body armor and leggings, gloves, and boots. This armor is military grade and requires a Rank of Good or better to wear openly without question.

Heads-Up Display [Gift]: Your helmet contains a Heads-Up Display (HUD) that provides you detailed tactical information about your surroundings. The HUD is capable of displaying such environmental elements as temperature, relative distance, slope, and size of nearby objects. For an added cost it can display infrared, thermal, or night vision. Wealth Modifier: Good [+8]; each additional visual enhancement has a Wealth Modifier of Fair [+4].

 

Powered Body Armor

Armor Type

Protection

Cost

Rank

Durable

Superb

Great [24]

Great

 

Similar to full-body armor, powered body armor has a battery pack that supplies additional energy to the gear. When powered armor is struck by any object (including bullets and energy weapons), an electric current is immediately pumped through the armor to create a localized layer of added protection for a brief time. This ability to reinforce specific points on the armor as-needed means that it does not need to be as rigid at all times.

Requires a Battery [Fault]: Because this armor requires additional energy, a battery pack must accompany it at all times and the battery pack must maintain a charge. The armor can absorb five attacks before the battery is drained and it becomes a simple suit of body armor (reducing its Protection value to Great). Batteries are self-charging but require one hour of recharge time for each charge spent. Wealth Modifier: Good [-8]

 

Employer-issued Antipsi Armor

Armor Type

Protection

Cost

Rank

Dense

Wonderful

Superb [32]

Superb

 

The latest in a line of defenses against mentals. This powered armor includes antipsi tech which helps protect the wearer from mental as well as physical damage. The magic is implanted in the helmet, making that the armor’s primary weak spot.

Antipsi Helmet [Gift]: The wearer is permanently under the effect of antipsi magic, making his mind and the area surrounding him difficult to penetrate. All psionic abilities and effects activated or targeted within 5 feet of the wearer are subject to an opposed antipsi check (see Psionics and Magic). The wearer’s trait level for this check is based on the Power Rating of the helmet, and the Wealth Modifier for this Gift is equal to the helmet’s Power Rating. For example, an antipsi helmet with a Power Rating of Great (+2) would have an effective trait level of Great when attempting to suppress psionic effects, and the Wealth modifier for this Gift would also be Great [+16].

Corporate Sponsored [Fault]: This armor is commissioned by and distributed to the agents of an employer and may not be used by any other character without the risk of severe repercussions. The wearer may only lease this armor; it remains property of the employer. Characters pay less money to acquire the armor, but the corporation requires that they be of a sufficiently high rank before the character can be entrusted with it. Wealth Modifier: Great [-16]. Rank Modifier: +1

 

Force Armor

Armor Type

Protection

Cost

Rank

Impenetrable

henomenal

Phenomenal [128]

Superb

 

The ultimate in protective equipment, Force Armor protects the wearer from all manner of attacks by utilizing built-in telekinesis technology to generate a field of outward force that dampens incoming attacks. In addition, sonar- and photokinesis technology built into the suit allow it to generate a temporary cloaking device which makes it imperceptible to both sight and sound.

Cloaking Device [Gift]: You and your armor become imperceptible to sight and sound for as long as you maintain concentration on this ability. You do not need to make a check to activate this cloaking ability, but performing actions other than movement will cause the effect to end. Wealth Modifier: Superb [+32]

Flexible [Gift]: Most body armor is inflexible, making it difficult to move about and use skills based on Dexterity. However, Force Armor is made from flexible materials as its primary defensive mechanism is telekinesis, not plated armor. You have a full range of motion while receiving all of the protective benefits of this armor. Wealth Modifier: Superb [+32] (modifier is based on Protection rating minus 2.)