Recent Changes - Search:

Very Different Places RPG

Iron Legion


Left Beyond


Photon Knights

Discs! Brethren! Pie! (Under construction)

Paint It Green (Under construction)

Legalese: Creative Commons 3.0 Noncommercial Sharealike, Attribution to Robots Everywhere,LLC

Return to front page

This content is provided to you ad-free by Robots Everywhere, LLC


The galaxy is not a safe place; even discounting human activity, wildlife attacks are common planetside since most worlds that aren't highly integrated tend to have large uninhabited areas, and in any case law enforcement or military presence sporadic. Nearly all territories with the exception of each kingdom's core world or worlds do not practice weapons control past requiring visitors to carry openly and keep safeties bound. This of course causes fights to turn serious pretty quickly, which makes armor a necessity.

Textiles through the galaxy take full advantage of any synergy that might exist between different local environments and the global supply network: as a result fibers that would otherwise require advanced manufacturing and large amounts of hydrocarbons can usually be obtained even in relative backwaters.

Armor gives extra Threshold to a character according to its armor value; it may also give a bonus of 1 to defense rolls against melee or ranged attacks.

TypeExampleArmor valueBonus against
Light wearNaked; sundress; swimming suit; pijamas0None
Medium wearSuit and tie; casualwear; white-collar work clothing1None
Heavy wearOpen-cockpit pilot outfit; blue-collar work clothing; overalls; hiking or climbing getups1Ranged
Light armorPolice uniform; military fatigues; padded vest2Melee
Flak armorFighter pilot outfit; military spacesuit; duelist gear; leathers2Ranged
Medium armorChainmail; standard mining spacesuit; riot police gear3Ranged
Heavy armorSegmented plate; socketed plate; assault spacesuit3Both

Environmental effects such as fire, miasma, extreme cold and so on can be replicated by some sprayers.

Spacesuits, except for improvised ones, always have some level of self-sealing and will only start leaking after the first wound.

Anything expressly designed as armor will eventually cause fatigue to anyone who isn't trained in its use; medium and heavy armor will cause fatigue regardless, but do so much more quickly to untrained users. Armor can be custom-tailored to reduce this effect for the character the armor is being tailored to.

Motorized armor exists, using the same linear servos employed in robot manufacture; it gives great strength to the user, and replaces physical fatigue with mental fatigue. However, the use will have the same movement penalties that a robot has. This is also the case for standard prostheses (advanced or custom prostheses, once the user is acclimated to them, lose the malus as long as they are kept in good repair and charge).


Active shields use the same ferrofluid system that spaceship shielding employs; effectively, they react to blows in a non-newtonian manner and take no damage from deflecting blows from melee or ranged weapons. Of note, plasma weapons will destroy a shield on the first hit, and some melee weapons (ceramic kindjals, for example) will bypass shields. Shields do, however, use a lot of battery power. Low-tech forms of shielding such as bucklers and the like act as ablative armor and are generally discarded or put away in a fight when broken; alternatively, they may be used one more time at the cost of their destruction. Since shields are used as mobile cover in firefights, calculations for melee and ranged combat are the same for ease of use.

Light shields give a bonus of 1 total defensive die, medium shields give a bonus of 2, and heavy or tower shields gives a bonus of 4, which ablates when broken through. Energy shields give a bonus of 1 which does not ablate unless a plasma weapon is used against them.

Edit - History - Print - Recent Changes - Search
Page last modified on December 17, 2018, at 04:47 AM