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Armour and penetration system for multiple genres. Feedback welcome.

26 posts in this topic

I'm in no way insulted by being told I am wrong. You are absolutely correct. Too many people nowadays are “sissified” in my opinion. In fact the first thing being told I was wrong made me want to do was to find out WHY. And what my [admittedly very limited] research showed was that you were in fact entirely correct. Phased laser pulses can in fact produce explosions. Pretty cool stuff!

At the very least, we have something in common.

...it's my turn to be insulted. I don't understand how any of my comments above could have been taken in any way, shape, or form to be “telling you” anything about lasers. In fact all I see me doing in the main is ASKING QUESTIONS. To make the implication that I'm simply some idiot who gets all his knowledge from television is what makes your remark so rude. Bleh.

You're absolutely right. I jumped to a conclusion, and for that I apologize. In the future, I will try harder to reserve my judgement.

Other than that thanks for educating me on the additional properties of lasers. Sincerely, I had no clue they could do that even though it's such a small step from what I thought they did to what they actually do! Truly a 'duh' moment for me! 


You're welcome, I guess.




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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.

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