Difference between revisions of "Armor (Action Powers)"

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(Shield)
m (References)
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You decide upon protection value and drawbacks when creating the shield. Typical drawbacks include the following; each can be taken several times.
 
You decide upon protection value and drawbacks when creating the shield. Typical drawbacks include the following; each can be taken several times.
  
* Armor takes a Limit Break to create.
+
* Armor takes a Limit Break to activate.
 
* Armor does not protect against one of the following [[Damage Types (Action)| types of damage]]: Disruption, Energy, Impact, or Physical.
 
* Armor does not protect against one of the following [[Damage Types (Action)| types of damage]]: Disruption, Energy, Impact, or Physical.
 
* Armor gives a -1 Reflex penalty.
 
* Armor gives a -1 Reflex penalty.
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* The armor is in fact a carried shield, and you need to use one hand to use it (an only be taken once)
 
* The armor is in fact a carried shield, and you need to use one hand to use it (an only be taken once)
 
* Armor has a weak angle and does not protect against attacks from the rear (or one other angle, as appropriate).
 
* Armor has a weak angle and does not protect against attacks from the rear (or one other angle, as appropriate).
 +
* Armor is ablative. Each time you take a Hit from an attack the armor protects against, the protective value of the armor is reduced by two. <ref>Does not apply to unnamed characters</ref>
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* Armor is reactive. Each time you take any damage from an attack the armor protects against, even if the attack does not penetrate, the protective value of the armor is reduced by one.<ref>Does not apply to unnamed characters</ref>

Revision as of 13:16, 14 March 2008

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Main article: Powers (Action)

You can create a protective barrier, be it a shield, suit of armor or whatever. Such armor provides protection, but is also cumbersome. Every two points of protection gives one drawback. Shields cannot provide more than ten points of armor.

You decide upon protection value and drawbacks when creating the shield. Typical drawbacks include the following; each can be taken several times.

  • Armor takes a Limit Break to activate.
  • Armor does not protect against one of the following types of damage: Disruption, Energy, Impact, or Physical.
  • Armor gives a -1 Reflex penalty.
  • Armor is immobile, if you move, you leave it behind (can only be taken once).
  • The armor is in fact a carried shield, and you need to use one hand to use it (an only be taken once)
  • Armor has a weak angle and does not protect against attacks from the rear (or one other angle, as appropriate).
  • Armor is ablative. Each time you take a Hit from an attack the armor protects against, the protective value of the armor is reduced by two. <ref>Does not apply to unnamed characters</ref>
  • Armor is reactive. Each time you take any damage from an attack the armor protects against, even if the attack does not penetrate, the protective value of the armor is reduced by one.<ref>Does not apply to unnamed characters</ref>