Armor: As a basic description of this primarily defensive power the character has the ability to deal with damage far better than ordinary unequipped humans. Through technological means, mystic energies or having a rock-like body complete with matching internal organs the character quite possibly has several options that are usually focused upon the defensive realm.
The standard parameters for armor are that it absorbs a certain amount of damage much like hit points that are outside of the character’s actual body. Generally, this ability is described mechanically as a pool of points generated by rolling 1d100+30. Every attack defended against by the Armor then removes a number of points equal to the damage that would have been dealt by the attack. Because of coverage limitations the armor only has a percentage chance of affecting any particular damaging blow against the character equal to the points left in the pool thus a character would roll 1d100, if the die result exceeds the points in the pool the power does not stop the attacks effects (having found a ‘chink in the armor’) but the pool of armor points does not decrease either (anything in excess of 100 points merely eliminates the need to roll until the damage taken puts it below 100 points). The lost points of damage absorption may be regained by healing in the case of organics (usually set at 5x the characters healing rate per day) or in the case of technological defenses by repairing the armor by expending 1 hour repairing the armor (optionally making a skill check also) and repairing a number of points equal to the characters Intelligence if deemed successful. Because of the massive difference between Integral and External armors the external armors have a chance to gain a selection of small benefits if the result of a d% check is less than or equal to the Armor values-110. If successful, the armor grants 1d4 additional minor powers (about equal to inventions in power). If the odds exceed 90% the character automatically gains 2d4 minor powers.
A: Though mostly a defense the character could have several options that increase their offensive abilities such as increased weight from the armor, or hard/sharp protuberances that may inflict damage on an attacker when the armored character is being attacked (much like some dinosaurs), and these same protrusions could increase the characters’ ability in combat (though that ability is generally considered to be similar in nature to the Innate/Natural Weaponry power, this power should not duplicate or exceed that power).
B: This power is primarily viewed as a defensive concept which does mean that this should focus along those lines. Armor may in addition to other abilities noted, grant one (possibly more though Gm’s should watch for abuse here) defense category of almost any type depending upon the concept. Other defensive options include stealth capacity; modifications to accuracy against, reduction in knock back distance, etc.
C: Most types of Armor do not typically generate movement ability since classically most forms of armor also slow down the character’s speed/movement in the real world this is typically not the ability of the agile themed characters. However, in some cases especially higher tech or mystical armors adding some limited forms of enhanced movement is potentially a good option, though care should be used that the secondary advantages do not take the shine off of other characters who actually had powers expended for a movement advantage. A good rationale for how the armor negatively influences the traversing of distances is generally done to keep some limits on the total versatility of the power.
D: Many Defensive powers don’t grant sensory advantages or minimal ones at best. More primitive forms of Armor generally limit sensory abilities but a smart Player or character could turn this potential limit into an advantage (perhaps presenting an argument for reduced chances of certain sensory impairing attacks affecting the character). When the armor provides such, it is often related to other powers such as Enhanced Senses or Heightened Intelligence being added to the Armored Warrior concept. Should a character need additional filling out or balancing however protecting the character’s base sensory abilities, adding minor or latent enhanced senses is well within reason.
Examples of Armor Powers (2d8-1)
-A Chorus Line of Rusting Robots: The armor in this case consists of a group of rusting robots (1 per 20 points of armor) that attempt to protect the ‘armored’ character from incoming attacks operating as effectively as standard armor results. If attacked directly each one has an SR of 6, 10 to damage and 20 to destroy and moves with the character in nearly every case. The singing gives the owner of the and allies +1/+1 in HTH as long as two or more automata can be heard singing. Variants on this could be dream projections, illusions, and similar distractions.
-Aceternium Armor: Coated with non-stick properties and a reflective design incorporated in the armor tend to give the character wearing the high technological armor a few advantages depending upon the types of attacks the character is facing. Most grappling/grabbing/restraining attempts even those that have a power basis of some sort (Telekinetic for instance) have a 50% chance per attempt of failing to properly operate (generally fail to restrain the armored individual) 20% of ranged incidents fail because they are deflected and 10% of hth blows glance off. Explosions and other area of effect powers attack normally, but have halved effect results.
-Altered Percentages: Unlike the standard defensive options the character has differing points of absorption vs. percentage affected than a straight 1 to one ratio. The character rolls 2d100 and adds 15 to the results, checking at half of the chances as a standard armor roll. If succeeded, only half of the damage is absorbed leaving the character to deal with the result of the remaining damage as usual.
-Battle with a Bulletproof Vest: Though only offering 40 points of armor it activates automatically against any gun or firearm themed weapon/attack. It also forces the character to automatically roll with the punch (generally leaving them groaning on the ground from getting shot and the armor stopping most if not all of the deadly damage).
-Bio-armor: the character has defenses as a permanent modifier to his core form; since some versions of the armor power are inorganic the armor is referred to as Bio-armor. Though the specifics can vary generally this ability gives protection equal to 1d100+30 activated on a D100 Check vs. the current armor value if necessary. Other benefits of this style of armor include a general increase in the characters’ weight and occasionally size, as a base value the armor increases the character’s body weight, by a multiplier of the number of points the armor generates multiplied by 3 percent to get a final number between +93% and +390% to the character’s base weight while so increased (Increasing basic things such as basic hits, carrying capacity which then impacts HTH damage, etc.).
-Dimensional Shifting Forces: the character has projected part of his corporal form into another dimension (thus representing the 31-130 points of damage and standard success rates for armor activation that can be absorbed like the typical Armor power) as the anchoring manifestation of the forces is successfully damaged the anchor to the other dimension weakens resulting in a gradual increase in the chances of successfully inflicting harm upon the power wielder, in a few cases (5% chance representing a chance the character is a native of the other dimension) the anchor is actually tied to another dimension and when enough damage is done to his anchor ‘here’ the character snaps back to the other dimension. The defensive properties resume when they are repaired or recovered like other versions of this power, or for characters from elsewhere the character can return to this dimension when the power is partially or fully restored.
-Escape cape: By expending 1 PR this primarily defensive item enables the character to take no damage from any falling or knockback, pushing etc. results ending up anywhere of the characters choosing within 1/3 of the distance that should have been traveled starting at 2/3 of the originally selected destination point. From there the character may continue to move only if effectively falling or otherwise being propelled by other forces (Telekinesis or Gravity control for example). Some forms of this ability may be shared with other characters of the power owners choice for 1 PR each and within some close distance set by the GM.
-Harden My Heart: This character is an example of the armor ability making the character more resistant to special effects of combat: 50% chance of special attacks failing, x1/2 KO% for all non-specified location shots and if needed more abilities may be added. And by Expending 4 PR the character can be immune to death touch attacks for 1 turn.
-High Tech: these power concepts are drawing upon the philosophy of armor but are taking the ideal in new directions by adding high tech solutions to old problems using new power sources, materials and technology enabling not only the character to ignore the weight of the armor but providing interesting alternate defensive ideas. The philosophy of advancements also recognizes the utility of the Armor is limited by the human form, thus other offensive, movement and sensory options have been installed by the designer. This compression of reliance upon the human form can expand or use any surplus from the defensive options as a way to enhance the offensive options often in similar ways.
-Higher Powered Armor: the armor requires extra power and sometimes charges in order for the character to have an effect on the armor, the defense % check is made and if successful the damage is ignored unless the attack is from naturally occurring forces like falling, pools of lava, weather phenomena, but not directed attacks even those similar to those previously listed. It generally requires +1 Pr per attack with either additional charges being drawn out at the same percentage as if the charge was composed of power (if the power usually costs 4 Pr then 25% of the time the suit draws an additional charge.) or the character expends one charge for the next group of charges (a group of four attacks in the case of the previous example) to be effective against the armor.
-Low tech: These are once very common defenses though no longer in frequent use there are many possible ways to emulate the more classic styles of armor whether setting up semi strict levels such as leather armor only being worth 40 points, chain mail for 60 points of armor, half plate at 70 and full plate for 80 armor with other types set amongst those as a rough guide. In addition, there are several options to beef up a low defense item with things like modern materials, or adding other mundane attachments that may enable a character to get more utility out of the defense he is wearing and blurring the line between Low tech and High tech suggestions.
-Mystical Armor: Many types of armor in the mystical world become legendary items when exposed to enchantments or unusual materials found only in mystic secrets and then brought into the mundane world. Typically, the defensive options are identical in development as the other Armor powers with the same suggestions. In some cases, whether the individual pieces need to be joined together to gain many varied powers (perhaps as a way to represent power increase through level gaining, inventing options, future power development ideas or changes to the characters power sets) or the item is whole and complete at creation is a character and story driven decision.
-Sealed Systems: The character has the capacity to prevent N/B/C (Nuclear/Biological/Chemical) effects so long as the suit has 40 points of armor it defends automatically against most powers based around poisoning the environment and the very air one breathes. This is similar to other defensive powers so the option is considered less than optimal for groups worried about overlapping effects from other powers. It can still be unusual enough to be considered so the option is left open.
-Silver threaded Armor: the armor has silver threads woven throughout the armor which provide a few benefits to the characters one of which is that it conducts electricity enough to where touch sensors can operate, though this conductivity can be a problem in that the armor does not protect as well against lightning style attacks (-1d6x5% to checks to stop the effect) this silver also can impact those beings with an allergy to the metal like werewolves and some other supernatural beings. Mechanically a silver allergic character can face up to whatever damage they dealt in HTh absorbed by the armor being dealt back to the attacker as the material mix responds to the intrusion. If the armor does not activate to protect neither does the reaction apply, based upon the assumption that the armor is missed. This is but one example of a commonly aware optional defense
-Tinfoil hat: The character has in addition to the normal powers of body armor mental defenses incorporated into the protective effects. This armor has the potential to function as ablative mental armor. All mental attacks must then be rated by the GM from 1d12 to 1d20 and before any effects can be assessed they must be checked to see if they get past the mental armor or instead rip into the defenses.
The characters from Top to bottom are Ice Spar a flexible rocky character who also is a bit transparent who I remember thinking of in my Highgrove house so pre-1993. Scintillator, the Character I mentioned as Iron trooper, and unnamed suite wearing guy and my most Original OC: Rookie who deserves a huge post all by himself.