Sigh . . . I guess I'll have to add some actually usefull info If I want people to read this thread . . .
APPENDIX FOUR: DEFENSES
So what are all those guys without the blasters gonna do?
Get fryed, probably. That's because, as of now, Jeph hasn't bothered to write up any defenses against his superpowerful weapons. And, the superpowerful weapons being . . . well . . . superpowerful, they'll need some pretty hefty defenses.
--Shield Matrices--
These devices can range from a heavy belt to a backpack to an enhanced suit of armor. A shield matrix provides protection against energy fire. Normal matrices only protect against one type of energy (electric or fire), but you can increase the weight and cost by half to get double protection.
A matrix reduces the dice of damage a person takes from energy:
dice ------ Cost (cr) ----- Weight (lbs)
1 less ----- 0600 cr -------- 02 lbs
2 less ----- 1200 cr -------- 06 lbs
3 less ----- 1800 cr -------- 10 lbs
--Athermal Shell--
Reflective Coiling is an enhancement for full-body armors -- If any part of the wearer's body is exposed, it won't work. Reflective Coiling both keeps all a person's heat in *and* out, giving the wearer a +10 circumstance bonus to saves versus the climate. Also, it makes its wearer invisable to infrared scanners.
--Dissipation Coils--
Dissipation Coiling can be added to any armor, at a cost of 20 cr and an extra 1 lb per 2 points of Electric Resistance. An armor fitted with Dissipation Coiling absorbs and dissipates electric energy, making the wearer safe from blaster fire and shock. Light armor can have up to 4 points of resistance; medium, 8; and heavy, 12. Also, Medium and Heavy armors can be fitted with an Energy Cycler, for 170 cr. An Energy cycler stores 1 point of Energy every time it gets hit with an electric attack dealing at least 7 points of Electrical damage (before Energy Resistance is applied). This stored energy can be transferred into any weapon with the appropriate modification with a full round action.
feedback is appreciated,
-Jeph
APPENDIX FOUR: DEFENSES
So what are all those guys without the blasters gonna do?
Get fryed, probably. That's because, as of now, Jeph hasn't bothered to write up any defenses against his superpowerful weapons. And, the superpowerful weapons being . . . well . . . superpowerful, they'll need some pretty hefty defenses.
--Shield Matrices--
These devices can range from a heavy belt to a backpack to an enhanced suit of armor. A shield matrix provides protection against energy fire. Normal matrices only protect against one type of energy (electric or fire), but you can increase the weight and cost by half to get double protection.
A matrix reduces the dice of damage a person takes from energy:
dice ------ Cost (cr) ----- Weight (lbs)
1 less ----- 0600 cr -------- 02 lbs
2 less ----- 1200 cr -------- 06 lbs
3 less ----- 1800 cr -------- 10 lbs
--Athermal Shell--
Reflective Coiling is an enhancement for full-body armors -- If any part of the wearer's body is exposed, it won't work. Reflective Coiling both keeps all a person's heat in *and* out, giving the wearer a +10 circumstance bonus to saves versus the climate. Also, it makes its wearer invisable to infrared scanners.
--Dissipation Coils--
Dissipation Coiling can be added to any armor, at a cost of 20 cr and an extra 1 lb per 2 points of Electric Resistance. An armor fitted with Dissipation Coiling absorbs and dissipates electric energy, making the wearer safe from blaster fire and shock. Light armor can have up to 4 points of resistance; medium, 8; and heavy, 12. Also, Medium and Heavy armors can be fitted with an Energy Cycler, for 170 cr. An Energy cycler stores 1 point of Energy every time it gets hit with an electric attack dealing at least 7 points of Electrical damage (before Energy Resistance is applied). This stored energy can be transferred into any weapon with the appropriate modification with a full round action.
feedback is appreciated,
-Jeph