Armor (Action Powers)
From Hastur
Template:Action Power Templates
- Main article: Powers (Action)
This is a template and benchmark for armor powers in Action. Specific powers should be instances of this, and generally not use the felxibility of this rule.
You can create a protective barrier, be it a shield, suit of armor or whatever. This power cannot provide more than ten points of armor.
The basic protection value is two points. You can increase the protection by purhasing the power again or by accepting drawbacks. Each adds an additional two points of armor, up to a maximum of +10 armor.
You decide upon protection value and drawbacks when purchasing the power. 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. Does not apply to unnamed characters.
- 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. Does not apply to unnamed characters.
- Armor lacks flexibility, having only one set protective value that cannot be altered.