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game_items [2018/03/18 14:19] admin [Currency] |
game_items [2018/04/22 18:24] admin |
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[[https://www.pinterest.co.uk/pin/808325833091718795/|{{ https://i.pinimg.com/564x/c0/ca/09/c0ca0903081f8a7450a59ac89393d8b0.jpg?200}}]][[https://www.pinterest.co.uk/pin/808325833091728536/|{{ https://i.pinimg.com/564x/f5/ac/66/f5ac66a10564abe16808f100c0f27c12.jpg?200}}]] | [[https://www.pinterest.co.uk/pin/808325833091718795/|{{ https://i.pinimg.com/564x/c0/ca/09/c0ca0903081f8a7450a59ac89393d8b0.jpg?200}}]][[https://www.pinterest.co.uk/pin/808325833091728536/|{{ https://i.pinimg.com/564x/f5/ac/66/f5ac66a10564abe16808f100c0f27c12.jpg?200}}]] | ||
Characters can wear physical armour to protect them from attacks and from hostile environments. Armour can be modded to resist more damage, or activate Charge-fuelled abilities to self-repair or render them immune to harm for a short time. | Characters can wear physical armour to protect them from attacks and from hostile environments. Armour can be modded to resist more damage, or activate Charge-fuelled abilities to self-repair or render them immune to harm for a short time. | ||
- | There are three categories of armour, differentiated by their flexibility and bulkiness. All armour physreps must be constructed to appear like actual protective gear - thick clothing is not sufficient. | + | There are three categories of armour, differentiated by their flexibility and bulkiness. All armour physreps must be constructed to appear like actual protective gear - thick clothing is not sufficient. In order to grant its protection to a location, an armour physrep must cover at least 50% of that location. |
* Light Armour is made from flexible material such as thin leather or woven armoured fibres. It should be reasonably light and flexible enough to allow a good range of movement. | * Light Armour is made from flexible material such as thin leather or woven armoured fibres. It should be reasonably light and flexible enough to allow a good range of movement. |