Armor

Armor

Sirian Armor

Armor

Armor protects the body at the cost of comfort and freedom of movement. Whether it is a simple a simple padding of leather to heavy plates of steel, armor is essential to the survival in the most dangerous of situations.

All armor has two values: the Absorption Value (AV) and the Offense Penalty (OP).

The AV is how much damage is subtracted from incoming damage per attacker per round. If your armor has an AV of 5, the first 5 damage you take from a given attacker each round is absorbed by the armor instead.

The OP is how much of your damage is reduced when attacking back - how restrictive the armor is, essentially. Your armor's OP is subtracted from the total damage you deal to each target each round.

Shields use the same AV and OP values, but those values only apply when you are actively choosing to Block. The shield's OP doesn't penalize you unless you also choose to Block in the same round (an additional action), and you don't gain any benefit from the shield's AV unlock you choose to Block.

Stacking Armor
Before spending money on armor, please remember that armor values of the same type don't stack - the highest one wins, ignoring all below it. Armor stacks with Shields and vice versa, but multiple armors don't stack, and neither do multiple shields.

Sample Armor and Shields
Below are some example armors and shields, but any AV from 1 to 10 can be made into an armor. The description is up to you, although Setting may have a say if it seems extreme (chainmail loincloths granting 10 AV, for instance).

Example Armors

Light Armor (Uniform, Fleet Suit)
AV: 1
OP: 0
Cost: 50s

Medium Armor (Vacsuit)
AV: 5
OP: 2
Cost: 250s

Heavy Armor (Body Armor)
AV: 10
OP: 5
Cost: 500s

Example Shields

Light Shield (Reinforced armbands)
AV: 1
OP: 0
Cost: 25s

Medium Shield (Light riot shield)
AV: 5
OP: 2
Cost: 125s

Heavy Shield (Heavy riot shield)
AV: 10
OP: 5
Cost: 250s

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Sirian Items and Equipment

Basic Principles

We are aiming for a hard science fiction feel for this setting. Too hard and the setting gets a little boring, but when in doubt - lean on the hard SF side of things.

Conservation of mass and energy - We observe, with very specific exceptions, the principles of conservation of energy. This means for the most part, we can't create something from nothing. Replicators require resources to feed them, batteries require energy to be stored in them, and the like. For the most part standard Newtonian physics applies. This includes principles of momentum, inertia, rotational force and gravity.

Inertia! In order to move you must have a force. Once moving, you will continue to move until stopped by a force. Without the resistance of air- this could be *forever*. You effectively have far more inertia in space than atmosphere.

Good science fiction isn't about the technology. It's about the affects of that technology on the society. All of these points have been written down to provide a clear, coherent and consistent underpinning to technologies presented in this setting. What people do with that technology is where the story is.

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Vaxia Armor

Armor

Armor protects the body at the cost of comfort and freedom of movement. Whether it is a simple a simple padding of leather to heavy plates of steel, armor is essential to the survival in the most dangerous of situations.

All armor has two values: the Absorption Value (AV) and the Offense Penalty (OP).

The AV is how much damage is subtracted from incoming damage per attacker per round. If your armor has an AV of 5, the first 5 damage you take from a given attacker each round is absorbed by the armor instead.

The OP is how much of your damage is reduced when attacking back - how restrictive the armor is, essentially. Your armor's OP is subtracted from the total damage you deal to each target each round.

Shields use the same AV and OP values, but those values only apply when you are actively choosing to Block. The shield's OP doesn't penalize you unless you also choose to Block in the same round (an additional action), and you don't gain any benefit from the shield's AV unlock you choose to Block.

Stacking Armor
Before spending money on armor, please remember that armor values of the same type don't stack - the highest one wins, ignoring all below it. Armor stacks with Shields and vice versa, but multiple armors don't stack, and neither do multiple shields.

Sample Armor and Shields
Below are some example armors and shields, but any AV from 1 to 10 can be made into an armor. The description is up to you, although Setting may have a say if it seems extreme (chainmail loincloths granting 10 AV, for instance).

Example Armors

Light Armor (Cloth, leather, bone)
AV: 1
OP: 0
Cost: 50s

Medium Armor (Studded leather, chain, breastplate)
AV: 5
OP: 2
Cost: 250s

Heavy Armor (Half plate, full plate)
AV: 10
OP: 5
Cost: 500s

Example Shields

Light Shield (Buckler, bracer)
AV: 1
OP: 0
Cost: 25s

Medium Shield (Round shield, Kite shield)
AV: 5
OP: 2
Cost: 125s

Heavy Shield (Tower shield)
AV: 10
OP: 5
Cost: 250s

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