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Armor has several key factors to determine how effective it is
at saving your ass from hostile forces. The first factor is defensive
power. If an armor has sufficient defensive power, you won't take any damage at
all! The second factor is damage reduction. Every hit you take will be reduced
by this amount, by up to half. The third factor is areas covered. Many criticals
are much more harsh if a particular body part is exposed to assault.
Normal Street Clothing:
 | Defensive Power: 0 |
 | Damage Reduction: 0 |
 | Covering: None |
 | Basic Description: You got clothes on. You might be decent
to society, but you might as well be naked for all a bullet or dagger will
care. |
Padding:
 | Defensive Power: 0 |
 | Damage Reduction: 2 |
 | Covering: All |
 | Basic Description: Padding can be added to any armor (even
just clothes) here. It destroys any concealibility, but it does add a little
something extra to keep the pain away. It's also the kind of padding that
comes with a Fencing suit, or maybe a set of Zero-G football pads. Can also
include improvised materials, such as tying a pillow around your stomach. |
Armalite™ Spray-On Proofing
 | Defensive Power: 3 |
 | Damage Reduction: 2 |
 | Covering: Varies |
 | Basic Description: Comes in aerosol cans for a cheap,
affordable price. Often used for repairing tears and rips in sails, but also
proves effective when sprayed over average clothing. Smells like turpentine,
but it does come in a variety of matching colors. Is not compatible with other
protective treatments found in armor cloth. |
Armored Jacket:
 | Defensive Power: 10 |
 | Damage Reduction: 2 |
 | Covering: Torso and arms |
 | Basic Description: It looks like a slick jacket of any
particular fashion, but it's actually insulated and plated to help fend off
injury. |
Calvin Kain Pants and Shirt:
 | Defensive Power: 10 |
 | Damage Reduction: 1 |
 | Covering: Torso and Legs |
 | Basic Description: 'It fits him, or her, or the one who's a
little of both.' The commercials for Calvin Kain's casuals, all based on a
Workman Chic imagery, convey more of a sexual image than a protective one.
But, still, the line stands up to wear and tear well, but the light design
still leaves one wanting for a sturdier protective suit.
|
Armored Trenchcoat:
 | Defensive Power: 15 |
 | Damage Reduction: 2 |
 | Covering: All but head and feet. |
 | Basic Description: The expanded model of the above.
Difficult to detect, good for looking good without looking scared. |
Bouchant's Elegante
 | Defensive Power: 16 |
 | Damage Reduction: 4 |
 | Covering: All but feet. |
 | Basic Description: A full wardrobe, all sewn into the same
dress. Bouchant's extravagance is trademark almost, with this design as a mix
of tunic, unisex skirt, and circular-brimmed hat with a flat crown. Added in
are interlocking plates of demiplastic, forming a solid, stiff, neo-modern
look. It doesn't breathe well. |
Hugo Endboss' Professional Line:
 | Defensive Power: 17 |
 | Damage Reduction: 2 (3, for the Winter line) |
 | Covering: All but head and feet. |
 | Basic Description: Based for the younger generation of
corporate workers, the Hugo Endboss collection has a fine array of tastefully
made and cut suits, all with a sturdy inner lining that still provides some
affordability. The standard look, 'The Professional,' is a two-piece men's
suit with a matching overcoat. The winter edition features a sturdier, heavier
HeatLoc lining. |
Malboroz Thug Gear
 | Defensive Power: 20 |
 | Damage Reduction: 5 |
 | Covering: All |
 | Basic Description: Made by a streetie-level boutique, the
Marlboroz fashion tag is THE in-thing for the urban trendsetter, or someone
who wants a bit of flash to go with their downside position. The full gear is
a heavy jacket with removeable impact plates and stiff baggy design pants, as
well as heavy boots and a kepi-like helmet that covers the back of the neck.
The designs often include the gang color and insignia of your choice, but the
standard design includes grey bullet-lead streaks in starburst patterns and a
snarling Malboro illustration on the chestpiece. +1 difficulty to
Athletics/Dodge checks |
Chest Plate:
 | Defensive Power: 25 |
 | Damage Reduction: 10 |
 | Covering: Torso |
 | Basic Description: A huge rigid plate to cover the chest.
It's awfully effective, if not full scale. Though it guards your vitals
nicely, you'll find your legs, arms, and horrible head shots might make this a
leery choice. |
The Gentleman
 | Defensive Power: 22 |
 | Damage Reduction: 4 |
 | Covering: All |
 | Basic Description: Somewhat of a throwback design, even for
the most conservative circles of corporate life, the Gentleman line is
produced by Bouchant's design house. It features full pants of armor-cloth,
with a secondary lining. Shirt, a waistcoat, a jacket, a belled cravat, and
even a greatcoat. The design can be very uncomfortable to wear in warm
weather, and the wide-brimmed fedora that comes with it is often uncomfortable
due to the demisteel reinforcement mesh, but there are few urban designs that
can beat it for simple durability and tasteful class. +1 difficulty to dodging
and athletics. |
Full Body Armor:
 | Defensive Power: 25 |
 | Damage Reduction: 8 |
 | Covering: All |
 | Basic Description: Used often by the cops, this full set of
armor always comes with thick boots and a protective helmet. It's the best you
can get before you get into the environmentally sealed options. Athletics and
Dodging attempts suffer +2 difficulty. |
Environmentally Sealed Biosuit:
 | Defensive Power: 10 |
 | Damage Reduction: 2 |
 | Covering: All |
 | Basic Description: It doesn't do that hot against physical
trauma, but you're safe from toxins, radiation, and airborne agents. Go you.
Any critical that reports damage to clothing or armor results in a compromised
suit, rendering its immunity null and void. |
Interlocking, Sealed, Body Armor:
 | Defensive Power: 30 |
 | Damage Reduction: 10 |
 | Covering: All |
 | Basic Description: An intimidating armor of steel and high
tech plastic. Results that imply clothing/armor damage has a 50% chance of NOT
harming the suit. Expensive, obvious, effective. Athletics/Dodging rolls are
at +3 difficulty. |
Light Powered Sealed Body Armor:
 | Defensive Power: 35 |
 | Damage Reduction: 13 |
 | Covering: All |
 | Basic Description: Military grade. The low end of army
heavy gear. Armor damaging criticals only have a 30% chance of penetration.
Servos and active assistance machinery keep the penalty at +3 difficulty
despite the additional bulk. The user's effective strength increases by 5,
offering +1 success to strength rolls. What criticals do penetrate this suit
are reduced by one grade. |
Medium Powered Sealed Body Armor:
 | Defensive Power: 40 |
 | Damage Reduction: 16 |
 | Covering: All |
 | Basic Description: Military grade. The average of army
heavy gear. Armor damaging criticals only have a 20% chance of penetration.
Servos and active assistance machinery keep the penalty at +3 difficulty
despite the additional bulk. The user's effective strength increases by 10,
offering +2 success to strength rolls. What criticals do penetrate this suit
are reduced by one grade. |
Heavy Powered Sealed Body Armor:
 | Defensive Power: 45 |
 | Damage Reduction: 20 |
 | Covering: All |
 | Basic Description: Military grade. The high end of army
heavy gear. Armor damaging criticals only have a 10% chance of penetration.
Servos and active assistance machinery keep the penalty at +4 difficulty
despite the additional bulk. The user's effective strength increases by 15,
offering +3 success to strength rolls. What criticals do penetrate this suit
are reduced by one grade. |

Accesories
Helmet:
 | Defensive Power: -- |
 | Damage Reduction: -- |
 | Covering: Head |
 | Basic Description: It's a helmet.. What are you expecting?
A helmet will help against many head specific criticals. If a critical does
not mention helmets but causes instant death by head shot, there is a 50%
chance that the helmet is destroyed instead. Money well spent. Helmets are
assumed on anything that protects the head or 'all'. Any armor that protects
the head imposes +1 difficulty to perception checks. |
Greaves:
 | Defensive Power: -- |
 | Damage Reduction: -- |
 | Covering: Legs |
 | Basic Description: Like the helmet, greaves are an addition
to armor to extend protective area. Greaves shield the legs. Like head shots,
if a critical ignores the presence of greaves and calls for the leg being
removed, there's a 50% chance the greaves will meet their maker before your
limb. Greaves are assumed on armor that cover the legs or 'all'. Arm greaves
also available. |
Armored Gloves:
 | Defensive Power: -- |
 | Damage Reduction: -- |
 | Covering: Hands |
 | Basic Description: Afraid of losing a hand? These are for
you. They impose +1 difficulty to actions requiring fine manipulation, like
picking a lock or medicine, but if your hands are on the way to the great
beyond, there's a 50% chance the gloves will buy it instead. Gloves are
assumed on armor that protects 'all'. |
Protective Boots:
 | Defensive Power: -- |
 | Damage Reduction: -- |
 | Covering: All |
 | Basic Description: You detect a pattern yet? 50% chance of
dying instead of a foot, +1 diff to sneaking or balancing on narrow surfaces.
Assumed on any armor with foot or 'all' covering. |

Shields
Buckler:
 | Defensive Power: -- |
 | Damage Reduction: -- |
 | Covering: Shield Arm |
 | Basic Description: Shields make parrying easier. So long as
you score at least half the succs in a parry, this small device will soak up
some of the trauma, causing the enemy a -5 on his damage check. |
Large Shield:
 | Defensive Power: -- |
 | Damage Reduction: -- |
 | Covering: Shield Arm |
 | Basic Description: This is a larger shield, about two feet
in radius. So long as you score at least half the succs in a parry, this small
device will soak up some of the trauma, causing the enemy a -10 on his damage
check. |
Riot Shield:
 | Defensive Power: -- |
 | Damage Reduction: -- |
 | Covering: Shield Arm |
 | Basic Description: Unlike other shields, you don't really
'parry' with a riot shield so much as it's a nice mobile source of hard cover.
So long as you're holding it up properly, you enjoy 50% hard cover, which
makes it +2 difficulty to fire at you with a gun and +1 for melee/brawl
asaults. On the downside, ALL actions while holding the dang thing up is at +1
difficulty. Against explosions that land in front of you, you will take half
damage. If the damage from the explosion is over 50, the shield bites the big
one protecting you. |
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