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The standard tactical flak vest is worth Invulnerability 10-15. Kevlar has a high tensile strength but is known for distributing the force of a blow throughout the material. Hence, repeated blows in a very short period of time will reduce the armor’s effectiveness until the force of the blows has dissipated. Adding trauma plating to the vest is the equivalent of adding one level of Heightened Defense. Force Fields offer greater protection against damage. In the event a Force Field is pierced, the character gets a d20 Endurance saving throw against feedback. Failure means that any damage that gets through, also is applied to Power. If the character has double-strength Force Field, or has trained in or invented the power stunt, he or she may also make a Resistance Roll (2d10) against a portion of the damage. Biological Armor works differently from Powered Armor. A character’s natural exoskeleton, bulletproof skin, or resilient skeletomusculature will, instead of an Armor Rating, have a Resistance Value according to its equivalent Structural Rating. This means that the character gets to roll unmodified dice against the incoming damage, subtratcting the result: 1d4 for SR 1-3; 1d6 for SR 4-5; 2d4 for SR 6-7; 2d6, SR 8-10; 2d8, SR 11-14; 2d10, SR 15-18; 2d12, SR 19-24. In the character generation phase, the player will roll 3d8 to determine SR equivalent. One option for Force Field, is to assign it a Resistance Value. In this instance, it would become a Resistance Field. The character spends 2 Power Points to activate and 1 PR per 1d10 Resistance per hit. With each subsequent hit, the character must make a d20 Intelligence saving throw or else spend an additional 1 PR to maintain the field. The character can expand the field to include others at an initial cost of 1 PR per additional character. |