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#ActualJLW

Posted 28 April 2013 - 09:45 PM

I'm making a quick change and removing RE. It didn't really mean anything as it was.

Also, although it's not "armour" and when present on armour provides no benefit to the wearer, there is another effect. It's called Damage Immunity. (DI) It's a small, straight percentage effect that is not impacted by penetration and only impacts the damage that one target takes. It's not provided by any attribute, skill, level or trait and may only be acquired through species abilities, feats and perks.

The amount of DI provided by any given species ability and the amount of DI you can gain from perks varies depending on the category the damage type in question is in.

Species abilities: Five possible tiers. Each tier provides 5% for energy damage, 10% for miscellaneous damage, 15% for chemical damage and 20% for biological effects. None for kinetic.
Perks: No ranks for kinetic, 1 rank for energy, 2 for miscellaneous, 3 for chemical and 4 for biological. 5% each.
Feats: Always 10 feats, 1% each.
Maximum: 10% kinetic, 40% for energy, 70% for miscellaneous, 100% for chemical and 130% for biological effects.

I don't feel any examples will be necessary, this effect is pretty straightforward. If any are, it's really just scale and I can sum that up pretty easily.

Humans start with tier 1 for every damage type as a natural ability. So do all tough species. However, tier 5 would require something extraordinary. For instance, in the fantasy it requires a character be of a tough species that is strongly aligned to the relevant element (the fantasy setting revolves around five elements) while also being divine.

#2JLW

Posted 28 April 2013 - 03:17 PM

I'm making a quick change and removing RE. It didn't really mean anything as it was.

Also, although it's not "armour" and when present on armour provides no benefit to the wearer, there is another effect. It's called Damage Immunity. (DI) It's a small, straight percentage effect that is not impacted by penetration and only impacts the damage that one target takes. It's not provided by any attribute, skill, level or trait and may only be acquired through species abilities, feats and perks.

The amount of DI provided by any given species ability and the amount of DI you can gain from perks varies depending on the category the damage type in question is in.

Species abilities: Five possible tiers. Each tier provides 5% for energy damage, 10% for miscellaneous damage, 15% for chemical damage and 20% for biological effects. None for kinetic.
Perks: No ranks for kinetic, 1 rank for energy, 2 for miscellaneous, 3 for chemical and 4 for biological. 5% each.
Feats: Always 10 feats, 1% each.
Maximum: 10% kinetic, 40% for energy, 70% for miscellaneous, 100% for chemical and 130% for biological effects.

I don't feel any examples will be necessary, this effect is pretty straightforward. If any are, it's really just scale and I can sum that up pretty easily.

Humans start with tier 1 for every damage type as a natural ability. So do all tough species. However, tier 5 would require something extraordinary. For instance, in the fantasy it requires a character be of a tough species that is strongly aligned to the relevant element (the fantasy's rules revolve around five elements) while also being divine.

#1JLW

Posted 28 April 2013 - 09:45 AM

I'm making a quick change and removing RE. It didn't really mean anything as it was.

 

Also, although it's not "armour" and when present on armour provides no benefit to the wearer, there is another effect. It's called Damage Immunity. (DI) It's a small, straight percentage effect that is not impacted by penetration. It's not provided by any attribute, skill, level or trait and may only be acquired through species abilities, feats and perks.

 

The amount of DI provided by any given species ability and the amount of DI you can gain from perks varies depending on the category the damage type in question is in.

 

Species abilities: Five possible tiers. Each tier provides 5% for energy damage, 10% for miscellaneous damage, 15% for chemical damage and 20% for biological effects. None for kinetic.

Perks: No ranks for kinetic, 1 rank for energy, 2 for miscellaneous, 3 for chemical and 4 for biological. 5% each.

Feats: Always 10 feats, 1% each.

Maximum: 10% kinetic, 40% for energy, 70% for miscellaneous, 100% for chemical and 130% for biological effects.

 

I don't feel any examples will be necessary, this effect is pretty straightforward. If any are, it's really just scale and I can sum that up pretty easily.

 

Humans start with tier 1 for every damage type as a natural ability. So do all tough species. However, tier 5 would require something extraordinary. For instance, in the fantasy it requires a character be of a tough species that is strongly aligned to the relevant element (the fantasy's rules revolve around five elements) while also being divine.


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