DMSArmour

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DMSArmour

Armour grants considerable protection but at the cost of speed and mobility. In general the protections is measured as soak and hardness. Reductions of speed is measured in fatigue or how many extra ticks it costs to perform all actions Reductions of mobility is measured in increased difficulty to perform any tack requiring full body motions with the exception of melee actions. the following formlae will give you the statistic for armours.

B is the rating of the equipment,s is the soak of the equipment, H is the hardness, F fatigue, M mobility Artifacts

3B=s

2B=H

B-2=F, F>-1

B-1=M


Resources

3B=s

3/2B=H

B=F

B=M

Shields protect individual by interposing themselves between successful attacks and the receiving party. This is represented by extra health levels, a shield has two ratings pertaining to this function. First how many health levels the shield has overall or h, and how many the shield can absorb in one blow or a. The last value is hardness of the shield or H. Remember that a shield is an inanimate object so it reduces damage by its hardness and any remaining health levels are automatic.

Artifacts

h=3B

a=B

H=B/2

resources

h=2B

a=B/2

H=B/4

DMSolar501