Armors, Shields, and Screens

Access to armor varies by availability. Many properties of armor are matched by weapons to bypass or negate them.

Resilience: This is a rating indicates how armor, [some] effects, equipment, and weapons) can be interposed, reducing damage, before becoming useless. Resilience is often accompanied by Armor Value (AV); This indicates a structural damage threshold before which real damage is done to the item with resilience.

Durable: An object is made tougher or made of tougher than normal materials. The object gains Resilience and/or AV. Generally speaking this makes the object heaver.

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 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.

D20 Worn Armor Mechanics

Armor Baseline Properties
Armor Resilience Resistance Immunity Properties
Light Armor
Padded 0
Leather 0
Studded Leather 1
Medium Armor
Hide 1
Chain Shirt 1
Scale Mail 1
Breastplate 1
Half Plate 2
Heavy Armor
Ring Mail 2
Chain Mail 2
Splint 2
Plate 3
  • 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%
  • Fitted:
  • Per 1 Resilience: Reduces damage done by 1.
  • AV: Amount of damage negated before damage is done to the armor.
  • Useless:

Shield

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: Light
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

Aspect
Matl: Light
Matl: Moderate
Matl: Heavy
Size: Small
Size: Medium

Screen

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

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.

Magical

+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.

Divine Armor

For more details, see Divine Items.

Occult Armor

For more details, see Occult Items.

Psychic Armor

For more details, see Psychic Items.