Difference between revisions of "Body Armor"
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Latest revision as of 20:58, 12 February 2017
Description: Armor adds to your character’s soak. The armor’s rating combines with your base soak for purposes of reducing damage. Light armor offers a small amount of protection, but doesn’t greatly hinder mobility. Heavy armor provides a lot of protection, but can restrict flexibility.
Armor protects against bashing, lethal, and aggravated damage from teeth and claws; it does not protect against fire or sunlight. Armor is not indestructible. If the damage rolled in a single attack equals twice the armor’s rating, the armor is destroyed.
- Armor Chart
Class | Armor Rating | Penalty |
---|---|---|
Class One (reinforced clothing) | 1 | 0 |
Class Two (armor T-shirt) | 2 | 1 |
Class Three (Kevlar vest) | 3 | 1 |
Class Four (Flak Jacket) | 4 | 2 |
Class Five (full riot gear) | 5 | 3 |
Notes: Armor adds its rating to the character’s soak dice pool against bashing damage, lethal damage, and aggravated damage from fangs and claws. It does not protect against fire or sunlight. However, armor also subtracts a number of dice from dice pools related to bodily coordination and agility (most Dexterity- based dice pools). This is reflected in the penalty listing. Attackers may make targeting rolls to hit unprotected portions of a defender and thus ignore the armor (Storyteller assigns difficulty penalty — typically +1 or +2).