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. SPACERS MAY WEAR ONE GARMENT AND ONE ARMOR OR TWO GARMENTS)
| NAME | DT | FX | LIFT | CD |
|---|---|---|---|---|
| POLYURETHANE | 1 | CONCEALABLE | 01 | 3 |
| NANOFIBER | 2 | CONCEALABLE | 02 | 5 |
| LEAD BIB | 0 | RESISTANCE TO RADIATION DAMAGE | 02 | 10 |
| VOLKOZHA SUIT | 0 | RESISTANCE TO SHOCK DAMAGE, DIGITAL IMPLEMENTS [D-IT] TARGETING THE USER LOSE THE EDGE |
01 | 15 |
| UNDERALL™ SUIT | 2 | RESISTANCE TO HEAT AND CHILL DAMAGE | 04 | 7 |
| HOMEOSTASIS REGULATOR | 0 | IMMUNITY TO BURNED, FROZEN, POISONED, AND STRAINED STATUSES | 01 | 10 |
| CHAMELEON CLOAK | 0 | CAMOUFLAGE | 01 | 10 |
LIGHT ARMOR
| NAME | DT | FX | ATTACH | LIFT | CD |
|---|---|---|---|---|---|
| TACTICAL HARNESS | 0 | – | 3 | 01 | 10 |
| PADDED CLOTHING | 1 | CONCEALABLE | 1 | 03 | 5 |
| SPACESUIT | 2 | IMMUNITY TO VOID DAMAGE | 2 | 04 | 10 |
| CARAPACE PLATE | 2 | STURDY 1 | 1 | 06 | 20 |
| BALLISTIC VEST | 3 | – | 1 | 04 | 15 |
| ARMORED CLOTHING | 3 | CONCEALABLE | 1 | 03 | 8 |
| FILTRATION SUIT | 3 | IMMUNITY TO TOXIC DAMAGE | 0 | 04 | 30 |
| RADIATION SUIT | 2 | IMMUNITY TO RADIATION DAMAGE | 0 | 03 | 30 |
| PSEUDOPHLEX™ WEAVE | 4 | STURDY 3, CONCEALABLE, DURABLE |
3 | 03 | 40 |
MEDIUM ARMOR
| NAME | DT | FX | ATTACH | LIFT | CD |
|---|---|---|---|---|---|
| CERAMIC VEST | 4 | CUMBERSOME, INSULATOR 2 |
2 | 06 | 20 |
| BAKELITE VEST | 4 | CUMBERSOME, NON-CONDUCTIVE 2 |
2 | 05 | 30 |
| ANODIZED PLATE | 4 | NON-CORROSIVE 2 | 2 | 05 | 35 |
| BELLUMITE BLOODSTEEL PLATE | 5 | STURDY 2, DURABLE |
2 | 11 | 40 |
| XOLDATIN BLOODSTEEL PLATE | 6 | STURDY 2, DURABLE |
4 | 10 | 50 |
HEAVY ARMOR
| NAME | DT | FX | ATTACH | LIFT | CD |
|---|---|---|---|---|---|
| CARBON PLATE | 5 | CUMBERSOME, INSULATOR 2, NON-CONDUCTIVE 2 |
2 | 12 | 30 |
| TITANIUM PLATE | 6 | CUMBERSOME, CONDUCTIVE, STURDY 2 |
2 | 14 | 40 |
| PSEUDOPHLEX™ PLATE | 7 | CUMBERSOME, STURDY 3, DURABLE |
3 | 10 | 60 |
| ROYAL CERAMIC PLATE | 7 | STURDY 3, INSULATOR 3, DURABLE |
3 | 05 | 50 |
| KOTENSURAI EPOCHAL PLATE | 8 | STURDY 5, DURABLE |
0 | 16 | 80 |
HEADGEAR
| NAME | DT | FX | ATTACH | LIFT | CD |
|---|---|---|---|---|---|
| VISOR | 0 | – | 1 | 01 | 2 |
| CARAPACE HELMET | 1 | STURDY 1 | 1 | 06 | 5 |
| CERAMIC HELMET | 1 | INSULATOR 2 | 1 | 10 | 10 |
| BAKELITE HELMET | 1 | NON-CONDUCTIVE 2 | 1 | 09 | 15 |
| ANODIZED HELMET | 1 | NON-CORROSIVE 2 | 1 | 09 | 15 |
| TITANIUM HELMET | 2 | CUMBERSOME, CONDUCTIVE, STURDY 2 |
1 | 12 | 20 |
| BLOODSTEEL HELMET | 2 | STURDY 1, DURABLE |
2 | 10 | 20 |
| PSEUDOPHLEX™ HELMET | 3 | STURDY 2, DURABLE |
2 | 10 | 25 |
| ROYAL CERAMIC HELM | 3 | STURDY 2, INSULATOR 2, DURABLE |
2 | 05 | 20 |
| KOTENSURAI EPOCHAL HELM | 4 | STURDY 3, DURABLE |
0 | 16 | 30 |