Post by Woofy on Mar 3, 2011 20:21:35 GMT -5
This section will include the basic stats for the base level systems and equipment that X-Brats will be trained in and allowed to draw out as a part of their basic school kit. Later posts will have stats for more advanced gear.
First and foremost, this will be the basic costume headquarters. We'll have here the stats for the armor/costume components available. To this end I'd like to explain a few terms that might be new.
This is an example of a X-Brats Armor stat block. This is only an example, the genuine article will appear in later posts.
Armored Costume, Light
Type: X-Men Composite Mesh Slots - 2 plus Belt (8 total)
AR 12 SDC 50 ADR 7 EDR 10
Prowl Penalty - None Swim/Skill Penalty - None
Features - X-Link, 6 belt pouches (FAP, MTP, DSB's, 3 empty), Grieves (+1 parry), Vams (+2 parry), OE mask w/ optics (+2 perception), VHUD
Okay, there are a few things going on in there that aren't exactly standard to HU armors or palladium rules in general. Let's go over those.
AR and SDC are basic enough, no explaination needed there. the two terms after that are new, however. They are ADR and EDR, and they address a gap I believe exists in armor systems. I think you'll all like this adjustment.
ADR is Ablative Damage Reduction. EDR is Energy Damage Reduction. In simplest terms, Ablative refers to impacts from falls, concussive force, punches and kicks, gun fire impacts and other kinetic damage. Energy is any sort of energy effect, blast, radiation, fire damage electrical damage, and so on. These two stats directly relate to damage done to your character that goes past the AR. They reflect the resistance factors of the armor.
So let's do an example with this set up. We'll use one of the X-Brat's favorite punching bags, a fellow team member named Reflex/Ken. Ken will be wearing the armor from the above stat block. He's in the Danger Room, sparring with a simulated group of enemies. One of the enemies fires an energy rifle at him. If that beam hits (say with a nat 20), and goes past his AR (12), then the suit takes the damage. But this is a suit made specifically of extra tough materials, so it is resistant to energy attacks through it's EDR. We shall assume that the energy beam strikes, despite Reflex's best efforts and extraordinary agility, and the damage roll is 16. The EDR of 10 applies, reducing the damage to the armor itself to 6.
Same situation applies to the ADR, should one of the enemies land a punch that penetrates the AR, the damage roll is affected by the ADR, so the damage to the armor is reduced.
There are circumstances that may override the ADR and EDR. These are extreme happenings, however. For example, the EDR will not likely work for long should the character decide to jump into a large pool of molten lava. Falling from the top of the Empire State building is not likely to have the ADR's protection apply much. These adjustments to the typical armor stats are mostly for close combat situations, heavy impacts (like if someone throws a dump truck at you) and to generally reflect the advanced technology of X-Men gear.
Some of the other terms in the above stat block refer to systems or equipment carried with the suit itself. X-Link is the team scrambled communications system. The 6 belt pouches are fairly standard. (FAP= First Aid Pack, MTP=Micro Tool Pack, DSB's= Dye and Smoke Bombs, 4 of each),
Grieves (+1 parry) and Vams (+2 parry) are additional armor protections. OE mask is the Over Ear mask, a style of face mask integral to some suits. The optics (+2 perception) and VHUD (Virtual Heads-Up Display) are systems that can be added to the suit.
If you notice the Slots section of the stat block, that refers to the number of add-ons that can be used. In this case, the optics and VHUD system take up one slot each. Belt pouches can count towards slots. Future posts will show what systems are available.
Okay, so any questions, comments, requests?
First and foremost, this will be the basic costume headquarters. We'll have here the stats for the armor/costume components available. To this end I'd like to explain a few terms that might be new.
This is an example of a X-Brats Armor stat block. This is only an example, the genuine article will appear in later posts.
Armored Costume, Light
Type: X-Men Composite Mesh Slots - 2 plus Belt (8 total)
AR 12 SDC 50 ADR 7 EDR 10
Prowl Penalty - None Swim/Skill Penalty - None
Features - X-Link, 6 belt pouches (FAP, MTP, DSB's, 3 empty), Grieves (+1 parry), Vams (+2 parry), OE mask w/ optics (+2 perception), VHUD
Okay, there are a few things going on in there that aren't exactly standard to HU armors or palladium rules in general. Let's go over those.
AR and SDC are basic enough, no explaination needed there. the two terms after that are new, however. They are ADR and EDR, and they address a gap I believe exists in armor systems. I think you'll all like this adjustment.
ADR is Ablative Damage Reduction. EDR is Energy Damage Reduction. In simplest terms, Ablative refers to impacts from falls, concussive force, punches and kicks, gun fire impacts and other kinetic damage. Energy is any sort of energy effect, blast, radiation, fire damage electrical damage, and so on. These two stats directly relate to damage done to your character that goes past the AR. They reflect the resistance factors of the armor.
So let's do an example with this set up. We'll use one of the X-Brat's favorite punching bags, a fellow team member named Reflex/Ken. Ken will be wearing the armor from the above stat block. He's in the Danger Room, sparring with a simulated group of enemies. One of the enemies fires an energy rifle at him. If that beam hits (say with a nat 20), and goes past his AR (12), then the suit takes the damage. But this is a suit made specifically of extra tough materials, so it is resistant to energy attacks through it's EDR. We shall assume that the energy beam strikes, despite Reflex's best efforts and extraordinary agility, and the damage roll is 16. The EDR of 10 applies, reducing the damage to the armor itself to 6.
Same situation applies to the ADR, should one of the enemies land a punch that penetrates the AR, the damage roll is affected by the ADR, so the damage to the armor is reduced.
There are circumstances that may override the ADR and EDR. These are extreme happenings, however. For example, the EDR will not likely work for long should the character decide to jump into a large pool of molten lava. Falling from the top of the Empire State building is not likely to have the ADR's protection apply much. These adjustments to the typical armor stats are mostly for close combat situations, heavy impacts (like if someone throws a dump truck at you) and to generally reflect the advanced technology of X-Men gear.
Some of the other terms in the above stat block refer to systems or equipment carried with the suit itself. X-Link is the team scrambled communications system. The 6 belt pouches are fairly standard. (FAP= First Aid Pack, MTP=Micro Tool Pack, DSB's= Dye and Smoke Bombs, 4 of each),
Grieves (+1 parry) and Vams (+2 parry) are additional armor protections. OE mask is the Over Ear mask, a style of face mask integral to some suits. The optics (+2 perception) and VHUD (Virtual Heads-Up Display) are systems that can be added to the suit.
If you notice the Slots section of the stat block, that refers to the number of add-ons that can be used. In this case, the optics and VHUD system take up one slot each. Belt pouches can count towards slots. Future posts will show what systems are available.
Okay, so any questions, comments, requests?