Editing
SavageWorldAdvEd.FadingSuns
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===ARMOR=== Medieval and Ancient Armor listed on SWAE pg. 69 and Modern Armor listed on SWAE pg. 70 and Shields (both Medieval and Modern) listed on SWAE pg. 71 works for most armor types found in the Known Weapons. Costs the same as with Weapons but also include Expensive (E) or under 10,000 firebirds. </br> Note also that these full armor impose a penalty to Athletics (Swimming) equal to their AP-1 value and a penalty to Stealth equal to their AP -2. </br> NOTES: Armors upgrades available… *'''Advanced Alloy''' (Chain, Bronze or Plate or to any metal Medieval Shield): Adds AP+1 (for medieval shields adds +2 to the armor value vs. ranged attacks) and ignores up to 2 points of Armor Penetration from weapons. Increase cost by +1 step *'''Bulletproofing''' (Chain, Bronze or Plate or to any metal Medieval Shield): Lowers the damage of Slug Throwing firearms by 4 points. Increase cost by +1 step *'''Exoskeleton Frame''' (Bindermail & Cerametal Steel requiring Torso, Arms and Legs): Increases wearer's Strength +2 die steps. Each piece costs E each piece. *'''Fire Proofing''' (any. but requires protection on Torso, Arms, Legs and at least a hood/cap): Reduces the damage from flame based attacks by 6 points and counts as “sealed” vs. fire damage. Cost P for each peice. *'''HUD''': can be added to any helm. Displays various data on face-plate and +1 to any Skill reason gear that can be linked to it (Notice, Shooting, etc.). Cost E *'''Psychic Hood''': can be added to any cap or hood or helm. As Improved Arcane Resistant vs. Occult Powers. Cost EE *'''Sealed''': can only be added to and modern or advanced full suits of armor. Counts as environmental suit. Cost VE and adds +2lbs to weight. Updated to vacuum sealing increases cost to EE and adds +6lbs to weight. *'''Masterwork''': armor ignores 1 penalty to Athletics and Stealth and weighs 10% less. Cost +1 step *'''Mastercrafted''': armor ignorance 2 penalty to Athletics and Stealth and weighs 20% less. Cost +2 steps '''ADVANCED ARMOR TYPE''' {| class="wikitable" border="0" |- | '''NAME''' || '''ARMOR''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' |- | Synthailk Silk Jacket || 3* || d4 || 6 || P || Torso, arms |- | Sythailk Silk Pants || 3* || d4 || 4 || P || Legs |- | Sythailk Silk Cap/Hood || 2 || d4 || 1 || P || Head |- | Still-Silk Jacket || 4* || d4 || 8 || E || Torso, arms |- | Still-Silk Pants || 4* || d4 || 6 || E || Legs |- | Still-Silk Cap/Hood || 3 || d4 || 2 || E || Head |- | Voidsuit || 2** || d4 || 14 || P || Full body, see below |- | Armored Voidsuit || 5** || d8 || 28 || VE || Full body, see below |- | Bindermail Corselet || 6*** || d8 || 16 || VE || Torso |- | Bindermail Vambrance || 6*** || d8 || 12 || VE || Arms |- | Bindmail Greaves || 6*** || d8 || 14 || VE || Legs |- | Bindermail Helm || 4 || d8 || 8 || VE || Head. With faceplate down Armor is 6 but -1 to Notice/Shooting |- | Cerametal Steel Corselet || 8*** || d10 || 22 || EE || Torso |- | Cerametal Steel Vambrance || 8*** || d10 || 14 || EE || Arms |- | Cerametal Steel Greaves || 8*** || d10 || 18 || EE || Legs |- | Cerametal Steel Helm || 6 || d10 || 12 || EE || Head. With faceplate down Armor is 8 but -1 to Notice/Shooting |- |} NOTES : All advanced armor except Voidsuits includes the Bulletproofing upgrade automatically. : *These armors do not impose penalties to either Athletics (Swimming) or Stealth : **These armors impose an additional -1 penalty to bother Athletics (Swimming) and Stealth : ***These armors halve the penalties to Athletics (Swimming) and Stealth [[File:FadingSun.BattleRobes.jpg | 350px | right]] : Voidsuit have built in HUD in the helms and are vacuumed sealed for 12 hours. They ignore all environmental harzards except Extreme Radiation but then add +4 to the resistance checks. '''ADAPT BROTHERS BATTLE ROBES''' (powered armor from SFC): Great Armor, all locations; AP+10, Toughness +4. Increase Strength by +2 steps and Agility by +1 step. Pace 10 (Run d10). Sealed vs. vacuum for 8 hours. Visor includes Night Vision and Thermal Vision sight. Integral Starlight Vox caster LRCD and adds +4 to checks against extreme Radiation damage. Power cell 8 hours of continues use. Cost –n/a (Brother Battle award or R as they are very uncommon), Wt. 450 lbs. (weight ignored when suit is powered and running).</br> '''ENERGY SHIELDS'''</br> Energy shields are a special type of ultra-tech defensive devices, that when activated provide the wearer protection from being hit by attacks. An active energy shield imposses a penalty of -1 to hit from flux and mist blades, -2 to hit from hand and muscle-powered weapons and flame throws, -3 from bows, slings, etc. (including dart guns) but also against charged and shape charged rounds, blasters, plasma weapons, and finally a -6 to hit from slug throwers, lasers, and other fast projectiles. In cases of Agility checks to avoid area attacks they grants a +2 bonus the roll to avoid them and +4 Toughness vs. explosives (if the wearer failed their check to avoid the damage), etc but the have a 1-in-6 chance of 'burning out' (the number of rounds remaining drops to 0). They can even aid when the wearer of an active shield falls, adding +8 Toughness against fall damage but the chance of burning out the battier increases to a 3-in-6 chance. Energy shields last for a number of combat rounds based on how advanced they are. It takes a full round to active a energy shield.</br> Standard shields can only be worn with Synthailk armor or clothing (and other armor) weighting less then 10lbs total. A Dueling Shield maybe worn with Synthailk and Stillsynth or armor/clothing weighting less then 20lbs total. An Assault shield allows up to 40lbs of armor and clothing to be worn while a Battle Shield can be combined with any armor type (including Battle Robes). Standard and Dueling shields can be disguised as normal, if ornate, mundane items like jewelry.</br> Replacement Power Cell batteries cost N for a standard shield and dueling shield, E for an assault shield and VE for a battle shield. Replacing a spent battier with a new one require a Repair check and 10 minutes of work. Old batteries can only be recharged with a Repair roll -2 per 10 rounds and a fussion engine taking 4 hours to recharge 10 rounds.</br> For engery shields notes the 'Rounds' is the number of rounds that the shield will remain 'active' and providing its bonues to the wearer. These do not need to be continues rounds but the total number of rounds. {| class="wikitable" border="0" |- | '''NAME''' || '''MIN STR''' || '''WT''' || '''COST''' || '''ROUNDS''' |- | Standard || d4 || 1 || VE || 20 |- | Dueling || d4 || 1 || EE || 30 |- | Assault || d4 || 4 || MR || 50 |- | Battle || d6 || 8 || R || 80 |- |}
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information