Armors, Shields, and Screens

Access to armor varies by availability. Many properties of armor are matched by weapons to bypass or negate them. Items can have properties added through crafting and/or technology. An appropriately sized set of armor will have the same relative impact, regardless of size. Size will impact its cost, as well as any fitting adjustments. Its largest impact is in cost, and to effectively handle implements without having to steady up.

Resilience: A rating indicating how armor, [some] effects, equipment, and weapons can be used/interposed to reduce damage. Each use of Resilience reduces the Result Shift of a hit by 1. When an items last resilience is used, it is considered destroyed and rendered Useless (no longer functions as armor or protection – though it still will encumber the wearer). If an item has the Durable property, using the last measure of its Resilience does not render the item Useless – it can be repaired.

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 Resilience 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

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
  • Fitted: Strength requirement reduced by 2.
  • Tailored: As perFitted, additionally the Dexterity max. allowance is increased by 1 and increases the item’s Resilience by 1.
  • AV: Number of steps of a Result shift that can be done

Incarna Core Worn Armor Mechanics

  • Durable: Increases the AV by 1 and the total resilience by 20%

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

A shield can be used as an Improvised Weapon to do damage. This requires a skill in Improvised Weapons. The damage is a base d4, and gains a bonus equal to the AC bonus it grants.
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.