R.oleplaying A.nd D.eathclaws
COMBAT GUIDE
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In this section we will discuss the default combat system for R.A.D. most immediately about the more basic parts of it and how to interact and navigate it's uses.
✦ Turns, Rounds & Encounter ✦
One will find some terms being used that we'll discuss here. An encounter being the biggest and meaning a given set of rounds that make the total event/combat/etc. An encounter starts with Initiative being rolled (Agility+Any bonuses) and ends when one side wins, whichever form that may be.
Within an encounter one will find Turns & Rounds. A turn is a single entity's full actions for their time, consisting of a Major Action, Movement Action & Bonus Action. A Round then is the order (decided by initiative rolls) and length it take for all involved entities to take their turns.
Outside of one's own turn they can speak but otherwise the only way to effect events outside of your own turn is by spending the use of AP (or a given alternative) for what are called reactions.
✦ Taking Action! ✦
The first thing we'll discuss is simply how to attack. In the RAD system, your weapon will act as your average action in combat but not your only.
Types of Major Actions:
Attack Action - Use a weapon within it's statistic use to harm a target.
Push Action - Roll Strength or Endurance vs. a target's Strength or Endurance. If they fail they are knocked back two blocks. If crit failed against or user crit succeeds they are also knocked prone.
Half Grapple Action - Roll Strength or Endurance vs. a target's Strength or Agility. If they fail they are restrained and neither of you can make any movement action or ranged attack until they break free). They can attempt on their turn to retry their rolls against you to attempt to break free. both involved in a grapple gain -1 DoD to hit on limb targeted attacks. Breaking free is a free action.
Full Grapple Action - Roll Strength or Endurance vs. a target's Strength or Agility. If they fail they are restrained and neither of you can make any action or reaction until they break free (unless otherwise stated and not including speak or tank). They can attempt on their turn to retry their rolls against you to attempt to break free. both involved in a grapple gain -1 DoD to hit on limb targeted attacks. Breaking free costs an action.
Greater Use Item - Use a non-weapon item for maximum possible effect.
Aid Action - Give advantage to a willing target within 3 blocks, if they already have advantage they gain double advantage like trigger discipline. (You can only aid on a roll you have Tag'd)
Draw Item - Take out an item from your inventory to you hands, allows for switching items as well.
Pass Item - Take out an item from your possession to another's, allows for switching items as well.
Equip Item - Put an item onto your person.
Brace Action - The user gains advantage on Blocking rolls until the start of their next turn.
Evade Action - The user gains advantage on Dodging rolls until the start of their next turn.
Prepare Action - The user gains advantage on Parrying rolls until the start of their next turn.
Bulwark Action - The user gains advantage on Tanking rolls until the start of their next turn.
Sprint Action - The user can do a 1/2 movement action if they've already done a movement action.
Reload - Reload your current weapon's ammunition.
Hold Action - You hold an action to activate on a specific trigger.
Throw Person - You make a strength roll, if the person is a good bit bigger than you +1 DoD (Success throws them 1/2 STR score blocks), if same size the roll is normal (Success throws them STR score blocks) and if they're a good bit smaller its -1 DoD (Success throws them 150% STR score blocks).
Types of Movement Actions:
Move - The user can move for their movement speed.
Jump - The user can jump their agility (score or final, whichever is higher) space upward and 4 spaces horizontally.
Skulk - The user can move at normal speed without breaking sneak but any additional movements will.
Leap - The user can jump their agility (score or final, whichever is higher) space horizontally and 2 spaces upward.
Climb - The user can climb a non-ladder surface at half speed.
Go/End Prone - The user can go or end prone, this does not take up their movement action but halves any other movement action that is done after.
Rush - The user can spend their whole turn to move double their movement speed.
Drag - The user has their movement speed halved while carrying a person unless their STR and END score are above 8
Types of Bonus Actions:
Use Item - Use a non-weapon item for it's effect.
Draw Item - Take out an item from your inventory to you hands, allows for switching items as well.
Pass Item - Take out an item from your possession to another's, allows for switching items as well.
Equip Item - Put an item onto your person.
Check - If you use a movement action to move into a foe of your size or lower you can use this to do a push action for the cost of a bonus action.
Tackle - If you use a movement action to move into a foe of your size or lower you can use this to do a half grapple action for the cost of a bonus action.
Interact - Closing heavy doors, using complex controls, etc.
Reload - Reload your current weapon's ammunition.
Step - Perform 1d4 blocks of movement.
Overwatch - You hold an attack to be activated on the first enemy to enter your range, gaining advantage on the attack. This can only be done if you did not use a Major Action on your turn.
Types of Free Actions:
Communicate - You can say three "useful" dialogues per turn. Non-strategy dialogues don't count
Drop Item - An item in your hand is dropped on the ground for no cost.
Hide - If you're not seen by a target roll Sneak to hide from them.
Simple Interaction - Closing a light door, pulling a lever, etc.
Cry - You can cry as a free action
✦ Reactions ✦
Reaction are a special type of action one can use that cost an AP value to use (Remember AP is a pool across the encounter!)
Types of Reactions:
Block - Spend 1 AP to roll Strength, if roll meets attacker's skill check (divided by 5) take -X DMG where X is the effect value of the item you're using (Shields/non-gun Weapons only) <Can't block a ranged attack with a weapon, only with a shield> Your rolled block with shields will go against all hits of a high speed attack. (Note: if an ability/keyword has a roll application that adds value it applies)
Parry - Spend 1 AP to roll Agility, if roll above 5+ attacker's skill check (divided by 5) take no damage and reflect the other half to the attacker. <Can't parry explosive or ranged attacks & can't parry with a ranged weapon or your bare hand>
Dodge - Spend 2 AP to roll Agility, if roll is above attacker's skill check (divided by 5) take -1 DMG for each above their roll it is.
Tank - Spend 2 AP to take -Endurance Score DMG from an attack (Max of once per turn).
Handholding~
One will find their weapons saying 'One Handed', 'Two Handed', 'Hand & Half' or 'Integrated' but what does that mean? Well first it simply means how many hands it requires to hold but it ALSO has some nuance.
One Handed weapons gain advantage on parrying rolls or against dodging rolls.
Two Handed weapons gain advantage on blocking rolls or against parrying rolls.
Hand & Half weapons can be used in either case - getting the bonus when used in the matching hands.
Integrated weapons gain the bonus that they both don't need to be held and are always equipped.
In this section we will discuss the default combat system for R.A.D. most immediately about the more basic parts of it and how to interact and navigate it's uses.
✦ Special Actions ✦
Target Attacks
One will find that they can attempt to target a smaller part of the whole that makes up their target. Each enemy type can have a different list of these but we'll discuss the humanoid's here on how harder the shot is and what it does.
Head - (+2 Degrees of Difficulty) Roll 1d4, 1. The target gains +1 DoD on Intelligence based rolls for 3 turns, 2.Deal +1d6 DMG 3.Gain disadvantage on all rolls until the end of encounter 4. Gain +1 DoD on ranged attacks until healed.
Eyes - (+3 Degrees of Difficulty) Deals +1d4 DMG, target gains a crippled eye, the first one gives disadvantage on all sight related Perception based rolls and with the second they fail all rolls that aren't critical successes.
Ears - (+2 Degrees of Difficulty) Target gains a crippled ear, the first one gives disadvantage on all hearing related Perception based rolls and with the second they fail all rolls that aren't critical successes.
Throat - (+1 Degrees of Difficulty) Target cannot speak until the end of their next turn.
Torso - (+1 Degree of Difficulty) Target gains disadvantage on any Endurance or Strength based rolls for their next turn.
Arm - (+1 Degree of Difficulty) Target gains a crippled arm, this cannot be used.
Held Item - (+1 Degree of Difficulty) Target drops held item in that hand. If a critical attack, held item is broken until fixed.
Legs - (+1 Degree of Difficulty) Target gains a crippled leg, the first one gives -3 movement speed (if becoming negative it is zero) and with the second they have no movement speed.
Feet - (+2 Degrees of Difficulty) Target gains a crippled foot, the first one gives the Limping Status effect and with the second they have their movement speed halved.
Groin - (+2 Degrees of Difficulty) Target gains a crippled groin and takes +1d4 extra DMG.
Unarmed Attacks
Unarmed attacks are special case where one deals a variable amount of damage based on your Strength score, though note punching too hard a surface can hurt you too. (See in S.P.E.C.I.A.L. Variables - Strength) An unarmed attack can also be chosen to be done in one of three variant forms:
Haymaker - (Major Action + 2 AP) Deal +1/2 STR Score to the attack.
Jab - (Major Action + 2 AP) Your unarmed attack gains +1 Speed
Suckerpunch - (Major Action + 1 AP) If roll 5+ above defender they loose -1d4 AP until end of next turn. Can't stack.
Layout - (Major Action + Bonus Action) A successful unarmed attack that causes DMG to HP will knock an enemy prone.
Strong Arm - (Major Action + Bonus Action) A successful attack that causes DMG to HP will knock the foe back 2 block(s)
✦ Misc. ✦
Here is a small catalogue of miscellaneous rulings about the combat side of the R.A.D. system that will grow as rulings and casings become relevant, decided or expanded.
Sneak Attacks
Attacks done without the target being aware - requiring a Sneak Roll (divided by 5) vs. their Perception Check - will notably activate a critical success on the attack. IF the attack is otherwise a critical success, it gains a second critical success. You can't react to a sneak attack. Sneak attack counts toward the whole attack, not just the first hit and you can likely only get one sneak attack off in a combat unless you've not broken sneak with a soundless weapon, gone more than 2 turns while hidden or if hidden again and the target is being flanked.
Flanking
When two or more enemy combatants are within 2 blocks of a person, any attacks done upon them has it's Degree of Difficult to hit reduce by one level.
Prone
Attacks on a prone individual from 10+ blocks away gain disadvantage but attacks on you within 10 blocks gain advantage.
Multi-Target Attacks
Critical and sneak attack damage bonuses apply to all damages done. Speed attacks do not count as mult-target attacks,
Faults
When you roll a critical failure on a weapon you have to roll for the 'Faults' received, this are bad things happening alongside this rolled misfortune.
Melee Weapons (1d4)
1. Sore Hands - Land a hit in such a way as to not only not cause DMG but hurt yourself a for 1.
2. Butterfingers - Oops! Dropped the weapon. Requires a minor action or 1 AP to pickup.
3. Butterfingers - Oops! Dropped the weapon. Requires a minor action or 1 AP to pickup.
4. Unintended Deflect - The attack glances of the intended target, not hurting them and instead hurting a target in their adjacent block (if multiple they roll luck and lowest is hit, if none nearby it just misses).
Guns (1d4)
1. Backfire - OUCH! Spend ammo and are hit by your own attack at 1/2 DMG.
2. Gun Jam - CHCK! CHCK! Jammed... Requires a minor action or 1 AP to pickup.
3. Gun Jam - CHCK! CHCK! Jammed... Requires a minor action or 1 AP to pickup.
4. Gun Misfire - It went off early! You don't hit your target and instead hurting a target in their adjacent block (if multiple they roll luck and lowest is hit, if none nearby it just misses).
Energy Weapons (1d4)
1. Major Overheat - IT BURNS! Spend ammo and weapon cannot fire until the end of your next turn. You also take 1 DMG.
2. Overheat - HOT! You cannot fire this weapon again until it cools at the end of your next turn.
3. Overheat - HOT! You cannot fire this weapon again until it cools at the end of your next turn.
4. Energy Surge - Spend 2 ammo for this likely missing shot.
Thrown Weapons
Thrown weapons ignore the poor effects of any 1/2 Cover.
Energy Finishers
Energy weapons gain a unique effect depending on their type that gives them quite the finishing move to a foe.
Laser/Fire weapons gain the effect that if a foe would be left at 5 or less HP by an attack deal +1d4 DMG in that attack, if that attack then kills them their body is turned to ash - leaving only their items behind.
Plasma weapons gain the effect that if you crit on a foe you gain an additional +1d4 DMG, if that attack then kills them their body is turned to goo - leaving only their items behind.
Tesla weapons gain the effect that if a foe attempts to react to the attack but fails they gain disadvantage on their next hit, if that attack then kills them their body is turned to a smoking & charred one, still twitching for some time after their death.
Radiation weapons gain the effect that if they kill a foe it has a 1/20 chance of turning into a ghoul. If the enemy is a player they'll roll luck and if a 25+ total or a critical success they'll have their race changed to that of a ghoul and be left at 1d4 HP - if an NPC you'll roll a basic 1d20 & if that 20 they'll become a feral ghoul.
Explosives
An explosive hitting at 1+ DoS above normal is a direct hit, normal success is within 1 block and for each 5 below normal you roll it's an additional block off target as long as that is within the thrown range.
(For non direct hits roll 1d8 to determine direction where 1 is direct north and each number past is a straight or diagnol line clockwise)
✦ Status Effects ✦
Bleeding - (Until Ended) Take 1d4 direct DMG per turn, can be lessened by using an AP to reduce to 1 DMG per turn.
Burning - (4 Turns) Take 1d4 ENRG DMG to current and max HP per turn, can be removed by water or taking an action to put out.
Frozen - (5 Turns) Cannot use a movement action, can be removed by being hit with 3+ ENRG DMG or taking an action to break.
EMP - (2 Turns) Robots cannot use AP or move until ended, can be ended early witha robot repair kit.
Haywire - (4 Turns) Take 1 direct DMG per turn & take +1 DMG when HP is being harmed by SHCK DMG.
Sickened - (3 Turns) Gain -2 to the effect of a Reaction.
Poisoned - (4 Turns) Take 1d4 direct DMG per turn and have disadvantage to rolls, can be removed by certain medicines.
Melting - (1 Turn) Effected item gains -1d4 to it's effectiveness, if becomes zero item is broken.
Limping - (Until Ended) User has disadvantage to any agility based rolls and -1 to movement speed.
Scared - (3 Turns) User cannot move towards the source of their fear and gain disadvantage on rolls within 10 blocks of it. They can attempt to rolls a 15+ Intelligence check at the top of their turn to end this effect early.
Weakened - (2 Turns) User takes +1d4 DMG whenever DMG is taken.
In this section we will discuss the ways to make better use of defense within the bounds of combat - both actively and passively. Defensive gear comes into two categories: Physical defense (PHY) and Energy defense(NRG), these only blocking about half the damage types each (See next section) but it is to note that if you have only PHY defense and are attacked by an NRG category DMG type it will not block it and vice versa.
✦ Armor ✦
Defensive gear has two notable stats to track, your armor slots & the value of that armor piece. By default a character (unless otherwise stated) has 4 open armor slots - their head, chest, legs & feet. These armor slots are then filled with armor pieces matching this.
Robots are a bit different in this face however as they gain 1 Core Slot and 4 Accessory Slots. Core Slots being able to have "Core" robotics items like Core Plating and Accessory Slots being used for non Robot Helmets, General Atomics Arm Units, Integrated Weapons and similar.
Each armor slot can be used to block an attack once unless otherwise stated (Often factoring in the Shield Keyword). If an attack is general the recipient chooses OOC the armor piece to be hit. If a targeted attack the use of such target determines the hit. Once broken an armor piece in it's slot is "Worn out" until the end of encounter or if repaired by a repair kit. Exchanging an armor piece costs the same action economy as changing out an item.
✦ Shields ✦
Blocking an Attack
Oh no there's an incoming attack! How should I block it? Well with a shield in hand you can attempt to block it. If successful in this interaction your shield's defense will take effect above that of your armor. Though note you can't block a gun attack with a weapon, only with a shield.
Default Protected Side
On the end of your turn - if you have a shield equipped you'll be give the option to choose a 'Default Protected Side'. This is chosen out of the six basic directions and if an attack hits you on that side it'll automatically count as "blocked" aka the defense will take effect. If you do a reaction block however your 'Default Protected Side' is negated until set again. Note: Two handed shields get to choose two adjacent sides.
A special version of combat, a Boiling Point is a tense start to a combat that comes in two forms, Standoffs & Ambushes. These events act as the first round of the encounter and combat wishes to continue will have Initiative rolled after them. Actions are counted as automatics actions & unless stated otherwise can't be reacted to. Note, one must select a target of their action when submitted.
✦ Standoff ✦
Two or more sides stand against each other, tensions are rising to a boiling point and everyone must make a choice on what they're gonna do. Individuals all private MSG their choice of Standoff Action to a GM or third party and all actions happen at the same time, if there needs to be a decider on who is 'technically' first it's the one with the highest Initiative, if THAT is a tie they roll a Vs. Agility.
Draw - You fire your weapon and aim to kill. The attack hits without a roll and causes maximum damage.
Disarm - You fire your weapon and aim to keep alive. The attack hits without a roll, counting as a targeted attack on a held item.
Dive - You dive for cover to save your own hide. One draw attack done to you is canceled out.
Defend - You step forward to take the hit for your target. If a target is within your movement range you take any Draws on them instead if the firer has an initiative lower than your own.
Note: If you take DMG more than once from a Draw in a Standoff you gain MORALE- which effects you with disadvantage on the first roll of your turns this encounter. If you manage to Draw someone who Draws on you and have the higher initiative you gain MORALE+ and gain advantage on the first roll of each turn for this encounter.
✦ Ambush! ✦
A surprise attack! For this Boiling Point, the dramatic turn is that the Ambusher's get to choose one of the following actions and the Ambushees don't - unless otherwise stated.
Harm - Aim to kill! Your attack is an automatic success and counts as a sneak attack.
Harass - Keep their heads down! Attack in such a way as to give the target disadvantage on their turn but the attack only counts as a glancing blow.
Hold Up - Raise a gun and attempt to make the target lay down their arms. The target can react to this but if they fail their reaction it course as a critical hit.
Hostage - You grab a target and gain a free grapple on them. In subsiquent turns if they attempt to break this grapple you can attempt to hold onto it or let it go and get a free attack on them when you do so.
✦ Assault! ✦
They know you're coming and yet you throw yourself with fervor against them like a tidal wave - or maybe you're the rocks they dash across with no effect. Choose one of the following actions.
Storm - forward! move at 4x your movement speed
Snipe - take the shot - make an automatic normal success targeted attack on a foe
Sabotage - make a snipers job harder. You can choose to sabotage one person, if they snipe their damage will be halved.
Suppress - hamper the movements of others. Give the first foe making the storm action 1/2 movement, bringing them down to just x2 instead of x4. They can still choose to do the full x4 but they'll take damage from your weapon.
One will find that the damages of the R.A.D. system come in eight flavors, and these flavors are split up into two categories. Here we will discuss what that means and what they do. One will note that these are differing flavors for damage for the sake of an almost rock paper scissors of DMG types vs. DEF types and themselves do not add extra effects without a Keyword.
✦ Physical ✦
Bludgeoning (BLNT) - Be it by a baseball bat's blunt force or the shockwave of an explosion.
Slashing (SLSH) - A ripping from a blade, cutting from an edge or similar, this is the slicing of matter.
Piercing (PRCE) - A stabbing from a point, pierce from a tip or similar.
Ballistic (BLST) - High velocity death, whether its from a gun, shrapnel or otherwise.
✦ Energy ✦
Energy (ENRG) - Damage caused by most energy weapons - laser, plasma or otherwise. (I know it's confusing to have ENRG DMG and NRG DEF, blame Bethesda)
Electric (SHCK) - The Shock caused by rampant electricity, not a fun way to go.
Gauss (MAGN) - That projectile which is a physical makeup delivered by energetic means.
Atomic (RADZ) - Damage caused by Active Rads, things like Gamma Guns, some particularly irradiated wasteland creatures and similar. This does not protect against ambient radiation.
Damage (DMG) - The value of damage the weapon can output.
Max Damage Area (MAX) - The radius of an explosion where you cause the maximum rolled damage automatically
Weapon Speed (SPD) - The amount of attacks done per attack action with this weapon. Speed hits above 1 that are made within the long range of such are done with +1 DoD. As well any speed hits above 1 gain +1 DoD to targeted attacks.
Damage Type (D-T) - The flavor of damage the weapon outputs.
Reach - The distance at which a melee weapon can cause damage
Range [X-Y]- The distance at which a ranged weapon can cause damage...
Normal Range : From 0 to the X number, this is rolled normally.
Long Range: From above the X number to the Y number, this is done at disadvantage.
Radius The radius of effect of an explosive or AOE attack.
Ammo - The ammunition required for a weapon to function.
Handed - How many hands are required to use the weapon. (More info, see: Misc. Combat mechanics.)
Type - The skill rolled to hit with this weapon.
Requirement (Req) - What requirements must be met in order to use the weapon. For Attributes, if one has at least 2 below, they can use the weapon at disadvantage. Below that though they cannot use it. For skills the variable is 10 instead of 2.
Crit Chance - The bonus modifier provided by a critical hit.
Description - The flavor text of the weapon.
Weapon Keyword(s) - Special effects and abilities granted by the weapon.
Defense (DEF) - The value of defense of the armor's protection. Defense acts as a second health bar but is split into two types
Physical Defense (PHY): Protects you from Bludgeoning/Slashing/Piercing/Ballistic DMGs.
Energy Defense (NRG): Protects you from Energy/Electric/Gauss/Atomic DMGs.
Requirement (Req) - What requirements must be met in order to wear the armor. For Attributes if one has at least 2 below and skills at least 10 below, they can use the armor at -2 blocks speed (stacking) and depending on the piece an additional debuff.
-Head, +1 DoD on Dodge & Parry reactions
-Chest, +1 DoD on Block & -2 Tank effect
-Legs, -2 Priority and 1/2 movement speed
-Boots, Can't make more than a normal movement in a turn.
Armor Level - Ultra-Light, Light, Medium, Heavy, Powered or, if a shield, traded out for how many hands it takes up to use.
Description - The flavor text of the armor.
Armor Keyword(s) - Special effects and abilities granted by the armor.
<Note: If a keyword says X that means it has a multitude variable and just replace X with the number displayed>
✦ Weapon Keywords ✦
Quickdraw - Drawing this weapon has no action cost.
Bleed - If you roll 5+ above defender, apply the Bleeding status effect.
Burn - If you roll 5+ above defender, apply the Burning status effect.
Freeze - If you roll 5+ above defender, apply the Frozen status effect.
Pulse - If you roll 5+ above defender, apply the EMP status effect.
Toxic - If you roll 5+ above defender, apply the Poisoned status effect.
Acidic - If you roll 5+ above defender, apply the Melting status effect.
Streamlined - Gain +1 to Parrying rolls while using this weapon for such.
Sturdy - Gain +1 to Blocking rolls while using this weapon for such.
Cutdown X - Weapon deals +X DMG to unarmored foes.
Breakdown X - Weapon deals +X DMG to armored foes.
Beatdown X - Weapon deals +X DMG to unarmed foes.
Sneaky X - Weapon deals +X DMG to Sneak Attacks.
Threaten - Weapon deals +X DMG to flanked foes.
Superior - If you roll 5+ above defender, deal +X DMG.
Heavy - If you roll 5+ above defender, deal +1d4 DMG.
Speedbump X - If you roll 5+ above defender, -X to movement on their next turn.
Defender X - If you roll 5+ above attacker with this item, -X DMG is taken.
Weighted - If you crit succeed on a foe or foe crit fails they are knocked prone.
Homerun - If user crit succeeds on a foe they are knocked back 2 blocks.
Splinter - If user crit succeeds on a foe deal +1 DMG.
Perforation - Light - Bypass light armor by 2 DEF per AP spent.
Perforation - Medium - Bypass medium armor by 2 DEF per AP spent.
Perforation - Heavy - Bypass heavy armor by 2 DEF per AP spent.
Perforation - Power - Bypass power armor by 2 DEF per AP spent.
Spray & Pray X - Make an additional attack to a target within X blocks at a cost of 1 AP - Max of X per turn.
Energetic X - Consecutive hits do +1 DMG (staking to +X).
Photon - Do +2 DMG on the first hit per turn to non-metal targets but -2 for metal clad/robot targets.
Weapon of Tomorrow - Deal +1d6 DMG to Defense Points.
Brutal - If you roll 5+ above defender, Deal +1d4 DMG if they're a human.
Ghoul Slayer - If you roll 5+ above defender, Deal +1d4 DMG if they're a Ghoul.
Mutant Slayer - If you roll 5+ above defender, Deal +1d4 DMG if they're a Supermutant.
Troubleshooter - If you roll 5+ above defender, Deal +1d4 DMG if they're a Robot.
Exterminator - If you roll 5+ above defender, Deal +1d4 DMG if they're a Wasteland Creature.
Acid-Proof - Weapon is immune to the Melting effect.
Quickstrike - If you roll a crit success, you can attempt another attack at the cost of 1 AP - Max of 1 per turn.
Scattershot - Split DMG between any foes within 1 block of target per 1 AP spent.
Slow - Cannot attack as a bonus action even if allowed by an ability.
✦ Defense Keywords ✦
Streamlined - Gain +1 to Parrying rolls while wearing this armor.
Sturdy - Gain +1 to Blocking rolls while wearing this armor.
Light - Gain +1 to Dodging roll while wearing this armor.
Defender X - If you roll 5+ above attacker with this item, -X DMG is taken.
Underarmor - Can be worn alongside another armor, gains stacked effects but not defenses.
Swift - If successful in an attack action or a reaction, you can move 1 block.
Menace - Foes gain disadvantage to hitting you if not flanking you.
Mover X - Deal X DMG to a foe if you move into them (min: 5 blocks).
Enhanced Plating X - Take -X DMG from PHY DMG types.
Energy Shielded X - Take -X DMG from NRG DMG types.
Cushioned X - Take -X DMG from Bludgeoning DMG.
Cut Resistant X - Take -X DMG from Slashing DMG.
Ballistic Weave X - Take -X DMG from Ballistic DMG.
Dissipate X - Take -X DMG from Energy DMG.
Insulated X - Take -X DMG from Electric DMG.
Lead-Lined X - Take -X DMG from Atomic DMG.
Absorbant - Armor is immune to the Bleeding effect.
Fire-Proof - Armor is immune to the Burning effect.
Bundled- Armor is immune to the Frozen effect.
Farraday - Armor is immune to the EMP effect.
Hazmat - Armor is immune to the Poisoned effect.
Acid-Proof - Armor is immune to the Melting effect.
Head-Guard X - User cannot be effected by X targeted attacks to the head per encounter.
Chest-Guard X - User cannot be effected by X targeted attacks to the torso per encounter.
Arm-Guard X - User cannot be effected by X targeted attacks to the arms per encounter.
Leg-Guard X - User cannot be effected by X targeted attacks to the legs per encounter.
Boot-Guard X - User cannot be effected by X targeted attacks to the feet per encounter.
Grasp-Guard X - User cannot be effected by X targeted attacks to their held item per encounter.
Cup-Guard X - User cannot be effected by X targeted attacks to the groin per encounter.
Splinter - If user crit succeeds on a foe, deal +1 DMG.
Bolstering - User Gains +1 to their Strength Attribute while wearing this item.
Deadeye - User Gains +1 to their Perception Attribute while wearing this item.
Endurant - User Gains +1 to their Endurance Attribute while wearing this item.
Charming - User Gains +1 to their Charisma Attribute while wearing this item.
Smart - User Gains +1 to their Intelligence Attribute while wearing this item.
Aerodynamic - User Gains +1 to Agility Luck Attribute while wearing this item.
Lucky - User Gains +1 to their Luck Attribute while wearing this item.
Vaultie - User gains advantage on 1 Speech Roll of their choice per encounter.
Engineer - User gains advantage on 1 Repair Roll of their choice per encounter.
Scientist - User gains advantage on 1 Science Roll of their choice per encounter.
✦ Misc. Keywords ✦
V.A.T.S. - xxx
More to come... - ...