Armor

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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.
 

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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