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