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Flamepunk: Armour
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==Overview of Armour== Armour comes in different materials and types, for example: '''Stalkleather Armour''' and '''Steelplate Armour'''. The basic armour materials are described in the first section below, with costs and effects of the basic armour. You can then add additional descriptors onto the armour, increasing its cost but adding various special effects. These are listed in the second section below. The name of the final piece of armour is all the descriptors followed by the material, for example: ''Ceramite-enamelled Smoke-Weave Reinforced Steelplate Armour.'' Note that Armour does not stack - you gain no benefit from wearing more than one suit of armour. <br><br> ===Armour Rating=== After defence is applied, but before damage is calculated, apply '''Armour Rating'''. ''Armour Rating'' is deducted from the magnitude of the attack. For example, if an attack has a Magnitude of 1, with +3 for the weapon, and you have Armour Rating 2, then the modified Magnitude would be 1+3-2 = 4. If Magnitude is reduced to 0 or less by this calculation, then the attack does no damage, though it is still considered to have "hit". <br><br> ===Armour and "Upgrades"=== All descriptors must be selected at the time that you first purchase the item. You can't normally add on descriptors later, as they represent integrated features rather than just tack-ons. However, a few of the descriptors below specifically circumvent this rule. These are marked as "Upgrade-OK", and can be added onto an existing piece of armour at the cost listed. <br><br> ===Damaging and Repairing Armour=== The Flamepunk game doesn't keep track of armour damage normally, on the rationale that any attack that is sufficient to ruin armour is also normally sufficient to ruin the person wearing it. Optionally, the GM may want to introduce rules for armour repair, for example when picking up armour off an enemy that has been killed. In this circumstance it is suggested that GM's rule ad hoc wha percentage damage the armour has taken, and charge a repair cost equal to that percentage of the purchase price. <br><br> ===Fire and Armour=== Armour, for the most part, is designed to work against ''physical'' attacks, and does not usually help against ''fire'' attacks. * Against attacks that are purely '''physical''', apply Armour Rating in full. * Against attacks that are purely '''fire''', Armour Rating is not applied. * Against attacks that are both '''fire and physical''', halve the Armour Rating (rounding down) before applying it. The exception to this is '''Fire-Resistant Armour'''. Fire-Resistant Armour applies its full Armour Rating against all three types of damage. <br><br> ----
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