Viewing Effect - Armor
Protect from physical harm

Create a Armor Power


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


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


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

Specialized (Your Armor only defends against a single, narrowly defined, type of damage, but it does it exceptionally well, granting you +2 armor above the rating of the [[armor]] Parameter.)
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.

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.)

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.)


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
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!)
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Active (This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
Bulky (Physical actions are at a -2 dice penalty when this Power is active.)
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
Recharging Shield (Every time your Armor prevents damage, its rating in the Armor parameter is temporarily decreased by 1. Your rating in the Armor Parameter is restored if the shield does not prevent damage for two rounds.)
Recharging requires no Action or committed dice. While your shield is recharging, it does not provide protection. Your shield cannot prevent damage while it is fully depleted.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Armor

Default Level: 2

Seasoned Threshold: 4

Veteran Threshold: 5

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Example Powers