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PostSubject: Body Armor   Tue Jan 01, 2019 4:33 pm

Body Armor


Basic Body Armor
-Police Issue Vest - Flak Vest
-Military Issue Vest (and plates)
-Riot Control Armor
-Bullet Proof Accessories


Task Force: Valkyrie Equipment
-Active Camouflage (Thermal-optic)
-Enhanced Performance Armor


Riot Shield
-Polymer Shield
-Ceramic Shield


Extraneous Armor
-Camouflage 
-Gas Mask
-NBC Suit
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PostSubject: Re: Body Armor   Tue Jan 01, 2019 9:10 pm

Police Issue Kevlar Vest - Flak Vest
Defense: 0 - Speed: -1 - Strength: Requirement: 4 - Weight: 12.5 pounds
Armor rating: 1/1- Damage Absorption: 1 -Attack penalty: 0

The average bulletproof vest is black and made of Kevlar. The vest stops bullets, edged weapons and blunt attacks with incredible efficiency, but due to it's relatively small size, only provides moderate protection. Like all true bulletproof armor, a bulletproof vest downgrades damage done from all weapons from lethal to bashing. Commonly worn by police officer's, humanitarian workers, bodyguards and even normal citizens, this armor is designed more or less to stop common threats, such as pistols or knives, which are small and concealable. Although most rifles and heavy weapons can easily pierce the armor, it can stop shotguns, pistols, shrapnel, and even sharp objects, making it very effective against the most common threats faced by individuals. Covering the most important part of the human body, the heart, vital organs, spinal cord, throat, and other areas, it's one of the best compromises for lightness and protection available. The vest only covers the torso, groin, shoulders, and neck. Targeted attacks on the other parts of the body will ignore this armor; because most attacks are always assumed to be focused on center of mass, it will stop virtually all ordinary attacks, however. A helmet can be paired with the armor, offering the same resistance, and weighs approximately 3.6 pounds. 

While flak vests are technically not the same as standard police vests, even from a functional standpoint, from a gaming standpoint military flak vests essentially possess the same mechanics as kevlar vests. 



Improved Modular Tactical Vest (IMTV)
Defense: -1 - Speed: -2 - Strength Requirement: 6 - Weight: 25 pounds
Armor rating: 2/2- Damage Absorption: 1 - Attack penalty: 0 

The Improved Modular Tactical Vest or it's equivalent are more or less military body armor. Kevlar armor paired with ceramics, the armor is generally designed to stop the majority of rifle rounds, such as the Ak-47 or M16, and covers a wider area of the body, such as the torso upper arms, lower legs, and as well as all of those covered by the kevlar vest (groin, neck, shoulders). Unlike standard cop vests, it is much thicker and heavier, which provides substantially more protection, although it significantly reduces the mobility of the user. In addition to knives, blunt force trauma, shrapnel, and a host of other lesser threats, it can also stop larger more concentrated one's as well. A helmet is also available, which provides an equivalent bonus to said area of the body (the head). 



Riot Control Gear
Defense: -2 - Speed: -2 - Strength Requirement: 8 - Weight: 50 pounds
Armor rating: 3/3- Damage Absorption: 1 (2, vs. bashing) - Attack penalty: -1 

Full riot gear protects almost all of the human body, even hands and feet. Moreover, this gear offers stronger
protection than normal Kevlar armor. This armor is soft and flexible on the outside (using Kevlar), but
hard on the inside (using armor plating made of metal or rigid polyethylene fibers). Riot gear also comes with any number of accoutrements: shell and bullet holders, built-in holsters, a half-dozen pockets, badge displays, radio holsters, even microphone tabs by the head and neck. The disadvantages of riot gear are that it’s heavy and cumbersome: characters wearing it will have their movements hindered (as reflected in higher Defense and Speed penalties). Because the armor covers the entire body, it also serves partially as camouflage or breaks up the shape of the human body, making the user harder to spot and target. The armor also comes with significantly bulkier padding, which more aptly reduces damage from certain types of attacks. This equates to, roughly a bonus of 2 damage absorption against all bashing attacks, including those from firearms which are reduced to lethal. 

Capable of stopping a wide variety of targets, the armor is designed to stop all but the heaviest of infantry weapons, ranging from heavy .308 rifles, to armor piercing 5.56mm rounds. It also provides substantial protection against blunt force trauma, energy and shock, sharp weapons and even falling. The user reduces all falling damage from lethal to bashing, no matter the height, can fall an additional 20 feet before a roll is necessary (only rolling for heights after this), and as well counts as an NBC suit and gas masks for their respective purposes, giving the user toxin and poison resistance. While not the highest form of armor, it is capable of stopping attacks repeatedly, and is particularly well suited for wear and tear.



Bullet Proof Accessories
Defense: 0 - Speed: 0 - Strength Requirement: 4 - Weight: 12.5 pounds
Armor rating: 1/1- Damage Absorption: 1 - Attack penalty: 0

Sometimes, not all body armor covers up every portion of the body. While full riot gear covers up the entire body, kevlar vests, NBC suits, and other forms of armor do not. In order to cover up these specific areas, bullet proof accessories have been made. They cover up the legs, arms, throat, and generally anywhere not covered by the body armor in question. They come at a substantially reduced effectiveness level however, equivalent to a bullet proof vest. Bullet proof accessories are often disguised as ordinary clothing, which allows and individual to go through their day to day lives without attracting attention or carrying a serious burden.
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PostSubject: Re: Body Armor   Tue Jan 01, 2019 9:12 pm

Active Camouflage
Defense: 0 - Speed: 0 - Strength Requirement: 2 - Weight: 12.5 pounds 
Armor rating: 1/1 Damage Absorption: 0 Attack penalty: -3

Worn by elite TFV units, this armor provides very minimal direction protection against attacks, and instead provides stealth enhancing capabilities. Providing +2 bonus to stealth rolls when moving, and +3 to stealth rolls when standing still, the armor works to enhance the stealth of the user by providing both reactive optic camouflage and by dampening the sound of the user. In addition, the user can make a stealth roll even with partial cover and concealment, to become hidden from the enemy, rather than needing to be completely hidden from sight (like usual). 

While the user does not turn invisible, the armor does allow the user to blend in with their surroundings more effectively, essentially presenting a picture of what's behind them in front, and vice versa. Essentially a flexible display, combined with cameras, the armor can essentially take wide, panoramic views at nearly every angle the user faces, and then display the picture behind the target in front, giving the appearance of translucence, or invisibility. The most important feature to this armor is the elevated meta material on the surface, possessing large amounts of tiny micro ridges or bumps; while a display, like a TV, can present a static picture, it can't provide a shifting picture from every angle. While a typical monitor or TV display shows the same picture from every angle, the active camouflage creates a mirror like effect, similar to holographic cards, changing what the user sees from different angles. In this way, the armor projects a different display from a different angle, creating an optical illusion. Since the armor is not backlit, it provides little glow or problems with contrasting lights. The bonus does not stack with camouflage, but will combine with other abilities you have that might improve stealth based abilities.



Enhanced Performance Armor
Defense: -1 - Speed: +2 - Strength Requirement: 4 -Weight: 25 pounds 
Armor rating: 1/1 Damage Absorption: 0 Attack penalty: -1


Worn by elite TFV units, this armor provides minimal protection, but more importantly provides physically enhancing effects. Providing a plus +1 bonus to Stamina, Strength, and Athletics, the armor essentially increases the users physical performance, through a variety of methods. It also provides a an additional +1 bonus to dexterity, to all actions excluding attack rolls (such as firearms or weaponry), and to strength rolls applying to lifting objects or carrying weight. In addition, it halves falling damage, and reduces it to bashing damage, regardless of the height, and doubles any jumping ranges. While it doesn't physically aid the user per say, it's effects help to increase the users own strength, endurance and general ability, through various mechanical means. 

The armor is approximately 25 pounds. It works through an advanced cooling system which detects the user's temperatures and regulates it during intense exercise, a low powered oxygen concentrator, enhanced biomechanic operation by taking pressure off of the joints and bones, and PFC stimulation, allowing the user greatly increased stamina, which translates to improved physical force. Filling the user full of PFC's, it helps to increase oxygen absorption rates in the lungs, as well as oxygen and nutrient carrying capacity in the blood stream, utilizing free floating particles 40 times smaller than red blood cells, that are slightly more effective at absorbing oxygen and other nutrients. Capable of being delivered to tissue that traditional red blood cells can't, it's incredibly small size allows the heart to essentially pump the equivalent of more blood through it's system without significantly increasing blood volume or viscosity (I.E. increasing blood cells by the equivalent amount). This combined with the advanced cooling system, which focuses predominately on the feet, hands, jugular vein, and other key arteries and veins, help to decrease the stress of the user and lower their core body temperature, allowing them to push their body to greater levels than they're ordinarily capable of (By the time muscle temperatures near 104 degrees Fahrenheit, MPK activity completely shuts down; keeping the body below this temperature can enhance performance drastically). Additionally, the slightly powered exoskeleton (running on just a few watts) helps to better distribute the load the individual carries (with reactive springs), and springs on the boots allow the user to mitigate 3 points of fall damage, or the equivalent when trying to damage the structure of an object, in addition to the extra falling damage effects. The suit is completely self powered, as the user's own body movements produce enough waste energy to power the suit. Due to it's mild protective benefits, the battery and other electronic components, it can be quite heavy, and weighs 25 pounds.
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PostSubject: Re: Body Armor   Tue Jan 01, 2019 9:13 pm

Shields
All Shields take up at least one hand, and thus cannot be used along with two-handed weapons. Shields are only effective in the direction they're facing, and when in the hands of the user. However, because the shield can be moved in the direction of an attack reflexively, this only becomes a problem when they are not being wielded in one of the arms. This means that, only one handed weapons can be utilized with a shield. The shield can be used as a weapon, with a damage of 2B(1B), which uses the weaponry or brawl skill. 

The shield effectively applies it's benefits passively to existing armor. So, for instance, if a user is shot at with a rifle, the added damage absorption bonus, attack penalty for incoming attacks, and defense is added to the user. The highest armor rating is used; so for instance if you are wearing a flak vest with a protection of 1/1, you use the shield's rating of 3/3, rather than 3/3 + 1/1, although the damage absorption is added. If you are aware of your opponent and the attacking weapon has less of an armor piercing rating than the shield's armor, than you can roll your defense to try and stop the opponent's weapon. If successful, all damage is resolved, and you take no damage. If not successful, than you take damage normally, with the passive benefits of the shield included. Shields are not normal objects and cannot be destroyed normally. If you sacrifice your attack action on your next turn, the rating can be equal to your dodge. As a weapon, you can apply the benefits of the merit "defensive combat" to the dodge roll, as well.



Polymer Shield
Defense: 2 - Speed: 0 - Strength Requirement: 4 - Weight: 8 pounds
Armor rating: 3/3 Damage Absorption: 1 - Attack penalty: -2


Ceramic Shield
Defense: 3 - Speed: 0 - Strength Requirement: 6 - Weight: 15 pounds
Armor rating: 4/4- Damage Absorption: 1 - Attack penalty: -3
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PostSubject: Re: Body Armor   Tue Jan 01, 2019 10:46 pm

Camouflage
Defense: 0 - Speed: -1 - Strength Requirement: 2 - Weight: 10 lb
Armor rating: 0/0 Damage Absorption: 0 - Attack penalty: -2

The equipment is intended to conceal and hide the user from observation, rather than protect directly from attacks. In addition to it's attack penalty to attackers, it provides a bonus to stealth rolls. It provides a +1 bonus to stealth rolls while moving, and a +2 bonus to stealth rolls while sitting still. It can provide a +3 bonus to sitting stealth rolls if elements from the environment are included. This requires either a Wits or Intelligence + Crafts roll, or an Intelligence + Science roll, and counts as an extended action. The number of successes required to craft this camouflage is equal to the difficulty of the environment involved. 


NBC Suit
Defense: 0 - Speed: -2 - Strength Requirement: 1 - Weight: 10 lb
Armor rating: 0/0 Damage Absorption: 0 - Attack penalty: 0

Unlike other armor, the gas masks provides a bonus to resisting certain airborne poisons or toxins. To all forms of toxins with a toxicity level of 6 or higher, the NBC suit is automatically immune. With a toxicity above level 6, the gas mask provides a +5 bonus to stamina rolls, and provides an automatic success equal to 3, making it effectively immune to such toxins. The gas mask additionally confers immunity specifically to tear gas, pepper spray, and other non-toxic chemicals, such as sand or dirt. It takes a considerable amount of effort to put an NBC suit on, and usually takes at least 3 turns in combat. In addition, it confers a -1 penalty to visual based perception rolls, and firearms attack rolls, as well as a -1 to all dexterity rolls, not including attack rolls. NBC suits can also count as camouflage, do the fact they cover up the whole body, conferring the same advantages.

NBC stands for “Nuclear, Biological, Chemical.” Not much can be done to directly diminish smallpox, radiation or nerve gas. The only option for a character is to protect herself in the event of exposure. One of the primary methods of protection is an NBC suit: a plastic bodysuit, that cannot be permeated from the outside world, equipped with gas mask and filtration unit. Such outfits offer some protection against the aforementioned trio of attacks. The mask offers protection against inhalants, and the seamless suit itself protects the character against those toxins or radiation that damage by touch. An NBC suit protects against inhaled or touch-based toxins, offering a +5 bonus against such toxicity (see “Poisons and Toxins” on p. 180 of the World of Darkness Rulebook). In the case of radiation poisoning, an NBC suit nullifies all penalties associated with the appropriate Stamina + Resolve rolls. These suits are often paired with gas masks. They're large and bulky however, which makes them difficult to move around in, and can be generally uncomfortable to wear for long periods of time.


Gas Mask
Defense: 0 - Speed: 0 - Strength Requirement: 1 - Weight: 5 lb
Armor rating: 0/0 Damage Absorption: 0 - Attack penalty: 0

Unlike other armor, the gas masks provides a bonus to resisting certain airborne poisons or toxins. To aerosol or air based toxins with a toxicity level of 4, the gas mask is automatically immune. With a toxicity above level 4, the gas mask provides a +5 bonus to stamina rolls, and provides an automatic success equal to 1, making it effectively immune to such toxins. The gas mask additionally confers immunity specifically to tear gas, pepper spray, and other non-toxic chemicals, such as sand or dirt. It takes one turn to put a gas mask on. In addition, it confers a -1 penalty to visual based perception rolls, and firearms attack rolls.

A gasmask is a device worn over the face and/or head that filters air, hopefully saving the wearer from airborne poisons or toxins. Usually, it works via an activated charcoal filter, with a combination of other chemicals or mechanisms, which work to actively filter out harmful chemicals. Most gas masks only work for a limited time, when the filters become clogged with contaminants or the power system runs out (as with electric gas masks), or both. The highly active chemical attracts or binds with whichever toxins are present in the air, however exclude the air, allowing fresh, clean air to be breathed in through the device. This often takes very specific chemicals, in some cases to target general gas masks. While activated nanoparticles of carbon are small enough to capture most harmful chemicals while porous enough to let air through, and were widely used in WWI for chlorine and a wide range of poisonous gases, charcoal or processed carbon alone usually is unable to catch all forms of toxins. Resins, electrically assisted charcoal, or specialized chemicals are often used in many modern gasmasks, although they can be larger, more expensive, and necessitate greater maintenance.
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