As in Nexus/Feng Shui, roll dice, add the attacker's skill plus modifiers, subtract the target's Dodge rating (plus modifiers), call the result the Outcome. Negative outcome means failure, increasingly positive outcomes mean increasingly better success. Weapons have a penetration rating and a damage rating. Armor has a protection range, which defines what levels of attack penetration it is completely, partially, or not effective against, and coverage, which determines how much of a bonus it gives to the wearer's Dodge. In describing armor, only the partial effectiveness range needs to be listed; the armor is fully effective against any attack with a penetration below that range and ineffective above that range. For historical reasons, the partial effectiveness range of armor will always be 4 points wide (5-8, or 11-14, for example). Armor with partial coverage protects the wearer's torso, and possibly includes a light helmet. Police often wear this sort of armor (back&breast, bullet-proof vest). Substantial armor covers most of the wearer's body, but not all of it: there are still plenty of gaps at joints, unprotected nonvital extremities, and so forth. A full suit of armor, such as a soldier might wear to war, provides this amount of coverage. Complete coverage means the wearer's entire body, leaving only small apertures for vision and breathing, and perhaps weaknesses but not open gaps at joints. This much armor is seldom worn at low tech levels (jousting armor being one obvious exception), but powered armor typically provides complete coverage. Animals with armored hide also fall into this category, having soft eyes, tongues, etc. Armor can also be sealed against attacks below a certain penetration: such attacks are always ineffective against the armor. For armor to count as sealed, it must really have no openings at all; this usually means either a forcefield or equivalent, or high-quality armor with an independent supply of oxygen and whatever else the occupant requires. A forcefield will usually be sealed against all attacks of less than its partial effectiveness range; this may or may not be the case for material armor. Dodge Bonus by Armor Coverage and Effectiveness Effectiveness Coverage Full Part None -------- ---- ---- ---- Partial +2 +1 +0 Substant. +4 +2 +0 Complete +6 +4 +0 If the attacker hits the target's unmodified Dodge, they are considered to have hit the target but not penetrated the armor: they do knockback and may apply any special effects that only require touching the target, but do not do normal damage. If the attacker hits the target's modified Dodge, they do damage of Outcome + Weapon damage, +2 if the weapon's penetration exceeds their size (use penetration-2 for this calculation against full coverage armor). Note that by increasing the Difficulty, armor effectively reduces the Outcome of attacks, thereby reducing the damage as well as the chance of doing damage at all.
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