Resilience: A rating indicating how armor, [some] effects, equipment, and weapons can be interposed to reducing damage. Each use of Resilience reduces the Result Shift of a hit by 1.
Durable = Greater Resilience
Armor Value (AV); This indicates a structural damage threshold before which real damage is done to the item with resilience. The rating indicates how much physical damage is reduced on each hit.
Fitted: The [worn] armor has been shaped to the form of the wearer and has its Encumbrance reduced.
Tailored: The [worn] armor fits as though it were made exactly for the wearer; it has its effectiveness increased for its wearer.
Reinforced: The armor reduces damage done per hit [by 1 of any physical type], up to a number of times equal to its AC bonus. Construction is such that the general Encumbrance is not effected; Double reduces damage by 2; Triple reduces damage by 3.
Enduring = resistance to type; enduring (fire) 1
D20 Worn Armor Mechanics
- Durable: Adds 1 Resilience; If the object already had Resilience, the extra measure is treated as Greater Resilience (GR).
- Fitted: Strength requirement reduced by 2.
- Tailored: As perFitted, additionally the Dexterity max. allowance is increased by 1 and Uses of Resilience are all treated as GR (Greater)
- Per 1 Resilience: Reduces an attack by 1 result.
> Each time the object loses a level of Resilience [without becoming useless], it incurs the following penalties: -2 AC and becomes Encumbering (if worn), and any damage effects (either reducing or dealing) are reduced by 1.
GR: Greater Resilience is the same effect but a measure of it does not reduce the AC rating of the item when used.
- AV: Number of steps of a Result shift that can be done
- Useless: no AC bonus, encumbering, deals no damage
Incarna Core Worn Armor Mechanics
- Durable: Increases the AV by 1 and the total resilience by 20%
- Per 1 Resilience: Reduces damage done by 1.
- AV: Amount of damage negated before damage is done to the armor.
Shields are actively interposed to gain their maximum benefits. They can be operated manually or managed by automation or external intelligence.
Hand-held shields are physical objects that are maneuvered to block blows. The encumbrance of a shield is the combined size and material.
Material: Light, Moderate, and Heavy; Lighter materials are the equivalent of wicker and leather, whilst heavy tends to thick wood and metal. Setting and technology will dictate specific materials – heavier materials can be made with a lighter heft.
Size: Small: Covering roughly 25% of the target; Medium Covering roughly 50% of the target; Large Covering roughly 75% or more of the target
D20 Wielded Shield Mechanics
|Aspect||AC Adj.||Resilience Adj.||Min. Strength|
|Matl: Moderate||+1 Res.||12 STR|
|Matl: Heavy||+2 Res.||15 STR|
|Size: Small||+1 AC|
|Size: Medium||+2 AC|
|Size: Large||+2 AC||+1 Res.|
Incarna Core Wielded Shield Mechanics
A Screen is powered armoring (usually covering the entire object to be protected); it is a projected force or energy that filters out specific damage type(s).
Technology allows for the use of advanced in material and process science to achieve a higher degree of quality with less time and cost, and makes it more widely available. For example, for the same relative price point a riot shield made of plastic has all the encumbrance of a light shield and takes punishment as medium armor. Advanced composites may automatically grant that effects of Durable or Resilient with no extra weight or encumbrance.
+1: For each Plus, the Armor gains 1 level of Durability (Extra Resilience). As long as it has 1 Resilience, it can be repaired. The cost is 20% of the armor’s value per point restored.
For more details, see Divine Items.
For more details, see Occult Items.
For more details, see Psychic Items.