Viewing Effect - Armor
Protect from physical harm

Create a Armor Power

Description

You have some form of protection from physical harm that always protects you.

System

You have [[armor]] Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Passive, always in effect.

Enhancements

Thorns (When you take damage from a source which is within 5 feet, deal back damage equal to your Armor rating.)

Defensive Curl (You may Exert yourself and spend your Action defending to double your armor rating for the Round. May be performed as a Reaction.)

Spectral Plate (Your Armor protects you against Injury from non-physical sources as well.)

Hardened Thoughts (Your Armor applies to Mind damage, reducing each instance to a minimum of 1.)

Specialized (Your Armor only defends against a single, narrowly defined, type of Damage, but it does it exceptionally well, granting you an additional +3 Armor, and cancelling any armor piercing effects from that damage.)
Example classes of damage include: Bullets, Hand-to-hand attacks, edged weapons, blunt weapons, attacks from a range greater than 150 feet, heat-based damage, electrical damage, etc.

Drawbacks

Focus (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Bulky (Physical actions are at a -2 dice penalty when wearing your Armor.)
Active (This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
Achilles Heel (Your armor does not apply to a specific type of material or attack)
Must be thematically appropriate (silver for werewolf, etc) and readily accessible (no kryptonite!)
Maddening (Possession of this Gift causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
Buying off this Drawback cures the Trauma. The Trauma should require a Self-Control roll to avoid serious issues and loss of Character control. For example, "you must roll Self-Control to surface from any body of water," or "you must roll Self-Control to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Self-Control." etc.
Fuel (Using this Effect consumes some material good in addition to its other costs.)
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Recharging Shield (Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.)

Parameter - Armor

Default Level: 2

Seasoned Threshold: 4

Veteran Threshold: 5

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  2. 1
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  7. 6

Parameter - Armor

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3
  5. 4
  6. 5
  7. 6

Example Powers

There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.


You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.

When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.


You gain the following benefits as long as you are wearing this Artifact.

You have 5 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.


You gain the following benefits as long as the attacker isn't important enough to have a name.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.


You gain the following benefits as long as you are in werewolf form.

You have 3 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration.