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In the initial story arc,
armor consists of such things as leather jackets, scrap metal
plating, reinforced synthetic clothes, Nomex, mutant beast hide
armor, motorcycle helmets, Kevlar, ballistic plates, etc.
There are twelve types of damage players will have resistance
ratings for: Slashing, Crushing, Piercing, Ballistic, Fire, Cold,
Poison, Disease, Acid, Radiation, Sonic, Psionic, and Electric.
These resistances are determined by the armor worn and by character
effects (i.e. special abilities, mutations, or usable items).
Resistance rating and the character’s Armor Use skill are used in a
formula that can result in up to a 60% damage reduction. The damage
number from the Armor/Armor Use calculation is subtracted from the
player’s hit points.
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Armor
Type |
Progression Examples |
|
Clothes |
T-shirts,
Pants, Shorts |
|
Heavy Clothes |
Leather Jacket,
Chaps |
|
Scavenged Armor |
Junk Armor,
Martial Arts Pads |
|
Basic Armor |
Metal Plates,
Boiled Leather, Football Pads |
|
Moderate Armor |
Kevlar Vests,
Steel-lined Flak Jackets |
|
Advanced Armor |
Ballistic
Plating, Hazmat Suits |
Some types of damage
resistance will be rare, making armor of that type exceptionally
valuable. An example of an unusual piece of armor would be the 3D
glasses. While these are potentially not useful in many
situations, against certain (as yet unknown) types of damage, they
will be a highly beneficial piece of damage resistant armor to have. Characters will need to carry/wear armor that is effective
based on their location and activities. There will be a specific
type of damage from airborne agents such as chemical weapons, which
is blocked only by gas masks, certain helmets or respirators. Many
areas of the game have location-specific damages that remain in
effect as long as you’re in that area. Some levels will require a
gas mask to enter them and survive. In other areas you’ll need a
full contamination suit – such as a radiation zone. Protective gear
degrades when you take damage, but it can be repaired in the field
using Armorcraft repair kits. Clothes and armor have weights
assigned.
The role of armor in damage mitigation has been adjusted so it will
never reduce damage to zero. Players will always be able to do
damage to someone even if only a small amount.
Most types of armor have an attached penalty of some sort (i.e.
Dexterity or Coordination) as well as making more noise than
clothes. The increased noise level is balanced by increased damage
resistance. If a player wants to move rapidly and quietly they
should wear lighter, less damage resistant armor. The clothes/armor
a character wears, as well as the weapon they use, all produce some
level of noise. The noise level will depend on what those items are
made of, their weight, and other factors. Some aspects of Stealth
will lower the noise level a character makes. NPCs can detect noise
generated by PCs, even if that character is out of their line of
sight.
Changing from one set of armor to another requires opening both the
gear and inventory windows. The armor is moved from one window to
the other. Not recommended during combat.
Resources:
58, 93, 97, 108 |
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