Armor Tags

Ablative

This armor is designed to fall away or be removed quickly. After each armor box is filled on this armor, you lose this armor, including any restrictions. A new copy may be found or created as a downtime action between scene. - Adhesive: If attacking an opponent at Close range, on a successful attack, this sticky or barbed armor allows the wearer to buy the Establish Grapple Trick for 1 fewer hit than normal (for free, unless something Complicates the attempt).

Animated

The weapon has the Animated Status Effect. If the armor posesses gloves, you may use a weapon as if you were the one holding it. When the armor takes its it’s full amount of Armor Injuries, it collapses into a heap.

Attachments

This armor includes the same components as a Tool. You gain +1 Enhancement to a non-attack action as if this armor was a Tool. You use tool tags in place of Armor tags. These tags apply to the Tool function.

Crash

This armor can absorb injuries due to heavy trauma, falling, or explosions.

Customized

The armor is made of a special material that makes it hard to pierce through normal means. Gain Durability Advantage on defensive actions. This tag cannot be paired with the Concealable tag.

Deployable

As a Single Action, you may set this armor on the ground and it can function as Light Cover. It keeps the same amount of Injury boxes.

Elemental tag

The armor is augmented with a specific element (such as fire, electricity, acid, etc.) chosen when the armor is made. The element protects the wearer from an appropriate Status Effect or tag associated with that element. For example, armor with the Elemental (fireproof) tag protects the wearer from the Burning Status Effect as well as any attacks with the ‘Elemental (Fire)’ tag, and armor with the Elemental (Insulated) protects the wearer from the electrified tag, as well as any weapons with the ‘Elemental (electricity)’ tag.

Finned

This armor ignores complications from being underwater and grants you a +1 enhancement towards swimming actions. -

Impressive

Decide a certain attitude this armor is meant to convey (beauty, dread, trust etc). You gain a +1 Enhancement towards rolls to convey this attitude while wearing this armor.

Kevlar

This armor makes you immune to the “Bleeding” Status Effect.

Light Armor

The armor is indistinguishable from normal clothing and is easy to move around in. Gain +1 Enhancement to defensive actions.

Night Vision

This Armor allows you to ignore any complications that arise from darkness.

Padded

The armor grants one additional Injury Level above the first. This tag may be taken twice.

Plated

Once per Scene, you can spend a Complex Action to restore all points of damage against the armor.

Powered

This armor contains improvements that allow someone to perform beyond human capabilities. Once per scene, you gain power advantage on one action. You can take this twice, allowing you to use it twice per scene.

Resistant

Choose one category of damage such as ‘Slashing’ ‘Flames’ ‘Bullets’. The cost of the Inflict Injury stunt is increased by 1 hit when defending from this damage type. The cost of the Critical Stunt is also increased by 1. This tag may be taken twice.

Robust

The armor is made of a rare material that allows the wearer to remain firm against most attacks. Increase the cost to purchase non-damaging Tricks against the wearer by 1 hit.

Sealed

This armor provides you air and can allow you to function underwater, in space, or surrounded by noxious gasses.

Spiked

This armor is made to impale anyone who comes too close. In a successful grapple, each round the opponent remains grappled they suffer 1 damage as well as with the Piercing tag. The wearer may also treat their unarmed attacks as if they bear the Piercing tag.