ARMOR
THIS SECTION CONTAINS GENERAL PARAMETERS FOR EACH ARMOR IN DEADSTAR.
FOR INFORMATION ABOUT PURCHASABLE ARMOR, SEE THE ITEMS SECTION.
ARMOR TERMS
DAMAGE THRESHOLD [DT]:
A target’s ability to resist damage. This value is subtracted from damage before it is inflicted on Health Point [HP] total. Usually determined by an armor’s DT rating. An unarmored target’s Damage Threshold [DT] is calculated by rolling their endurance modifier each time they are hit by an attack (minimum of 0).
DAMAGE THRESHOLD [DT]:
A target’s ability to negate certain damage types. This value is subtracted from the listed damage type’s total after subtracting Damage Threshold [DT]. Any damage subtracted this way SHREDS Shield Threshold [ST].
DAMAGE TYPES:
• BALLISTIC [B]: Damage dealt by physical contact with high-velocity solid objects.
• ENERGY [E]: Damage dealt by focused lasers. This damage type ignores Damage Threshold [DT].
• SHOCK [S]: Electrical or sonic damage that deals double damage to drones and bots, but is non-lethal to lifeforms. Lifeforms DOWNED by SHOCK damage do not receive the BLEED OUT status.
• HEAT [H]: Damage dealt by extreme high temperatures or plasma.
• CHILL [C]: Damage dealt by extreme low temperatures.
• TOXIC [T]: Damage dealt by caustic acids, chemical inhalants, poisons, etc.
• NERVE [N]: Damage relating to the nervous system and/or cerebral functions. Targets that take NERVE damage must succeed a cool Resist or receive the STRAINED status.
• RADIATION [R]: Damages cells or electronics on the molecular level. This damage ignores Damage Threshold [DT]. Targets that take RADIATION damage receive the IRRADIATED status.
• VOID [V]: The vacuum of space. The absence of all that could be. The crushing imploding force of total nothingness. Targets that take VOID damage receive the OBLITERATED status.
• UNIVERSAL [U]: Counts as all other damage types, usually only applies to Shield Thresholds [ST].
FX:
An item’s special attribute. FX can include inherent properties as well as optional actions. Unless otherwise stated, armor FX abilities require a minor action. For a complete definition of all FX, please see the GLOSSARY.
LIFT:
Every weapon has a LIFT score which corresponds to the minimum strength score a target must have in order to properly wield it. If a target’s strength score is below the value of an armor’s LIFT score, for as long as they have it Deployed, their movement speed is halved (0.5x) (rounded down) and they Lose the Edge on all strength and reflex Tests and Resists. If a target's strength statistic is lower than an armor's LIFT score by five (5) or more, they may not Deploy it.
CONDITION [CD]:
The numerical value of an object’s overall functionality. The lower the number, the closer the object is to breaking. At half Condition, an object receives the MALFUNCTION status. At zero (0) Condition, it is rendered INOPERABLE.
ATTACH:
A score which dictates an armor’s ability to support attachments. Each attachment has an attachment score [ATCH] listed which dictates the amount of space it takes up when attached to an armor. An armor can hold a maximum amount of total ATCH equal to its Attach value.
GARMENTS
(DOES NOT COUNT AS ARMOR AND CAN BE WORN WITH LIGHT OR MEDIUM ARMOR)
NAME
POLYURETHANE
NANOFIBER
LEAD BIB
VOLKOZHA SUIT
UNDERALL™ SUIT
HOMEOSTASIS REGULATOR
CHAMELEON CLOAK
DT
1
2
0
0
2
0
0
FX
CONCEALABLE
CONCEALABLE
RESISTANCE TO RADIATION DAMAGE
RESISTANCE TO SHOCK DAMAGE, DIGITAL IMPLEMENTS [D-IT] TARGETING THE USER LOSE THE EDGE
RESISTANCE TO HEAT AND CHILL DAMAGE
IMMUNITY TO BURNED, FROZEN, POISONED, AND STRAINED STATUSES
CAMOUFLAGE
LIFT
01
02
02
01
04
01
01
CD
3
5
10
15
7
10
10
LIGHT ARMOR
NAME
TACTICAL HARNESS
PADDED CLOTHING
SPACESUIT
CARAPACE PLATE
BALLISTIC VEST
ARMORED CLOTHING
FILTRATION SUIT
RADIATION SUIT
PSEUDOPHLEX™ WEAVE
DT
0
1
2
2
3
3
3
2
4
FX
ATTACH 3
ATTACH 1, CONCEALABLE
IMMUNITY TO VOID DAMAGE
ATTACH 1
ATTACH 1
ATTACH 1, CONCEALABLE
IMMUNITY TO TOXIC DAMAGE
IMMUNITY TO RADIATION DAMAGE
ATTACH 3, STURDY 3, CONCEALABLE, DURABLE
LIFT
01
03
04
06
04
03
04
03
03
CD
10
5
10
20
15
8
30
30
40
MEDIUM ARMOR
NAME
CERAMIC VEST
BAKELITE VEST
ANODIZED PLATE
BELLUMITE BLOODSTEEL PLATE
XOLDATIN BLOODSTEEL PLATE
DT
4
4
4
5
6
FX
ATTACH 2, CUMBERSOME, INSULATOR 2
ATTACH 2, CUMBERSOME, NON-CONDUCTIVE 2
ATTACH 2, NON-CORROSIVE 2
ATTACH 2, STURDY 2, DURABLE
ATTACH 4, STURDY 2, DURABLE
LIFT
06
05
05
11
10
CD
20
30
35
40
50
HEAVY ARMOR
NAME
CARBON PLATE
TITANIUM PLATE
PSEUDOPHLEX™ PLATE
ROYAL CERAMIC PLATE
KOTENSURAI EPOCHAL PLATE
DT
5
6
7
7
8
FX
ATTACH 2, CUMBERSOME, INSULATOR 2, NON-CONDUCTIVE 2
ATTACH 2, CUMBERSOME, CONDUCTIVE, STURDY 2
ATTACH 3, CUMBERSOME, STURDY 3, DURABLE
ATTACH 3, STURDY 3, INSULATOR 3, DURABLE
STURDY 5, DURABLE
LIFT
12
14
10
05
16
CD
30
40
60
50
80
HEADGEAR
NAME
VISOR
CARAPACE HELMET
CERAMIC HELMET
BAKELITE HELMET
ANODIZED HELMET
TITANIUM HELMET
BLOODSTEEL HELMET
PSEUDOPHLEX™ HELMET
ROYAL CERAMIC HELM
KOTENSURAI EPOCHAL HELM
DT
0
1
1
1
1
2
2
3
3
4
FX
ATTACH 1
ATTACH 1
ATTACH 1, INSULATOR 2
ATTACH 1, NON-CONDUCTIVE 2
ATTACH 1, NON-CORROSIVE 2
ATTACH 1, CUMBERSOME, CONDUCTIVE, STURDY 1
ATTACH 1, STURDY 1, DURABLE
ATTACH 2, STURDY 1, DURABLE
ATTACH 1, STURDY 1, INSULATOR 2, DURABLE
STURDY 3, DURABLE
LIFT
01
06
10
09
09
12
10
10
05
16
CD
2
5
10
15
15
20
20
25
20
30