categories: Body Modification and Defensive
optimal stat: Body
6 levels, 1 point per level
not available to magic spells
Light Armor is armor that is modestly protective (for example, it cannot stop artillery rounds), but is often effective against normal punches, melee weapons, and small-caliber firearms. Thick fur or hide, a lizard's scales, a leather jacket, or medieval armor are good examples. Light and Heavy Armor are cumulative; a character can combine the values for intermediate levels of armor.
Light Armor is assumed to be very obvious unless given the Hidden Armor option. It reduces damage that is inflicted on the character. Light Armor may be given various options that modify its effectiveness or point cost:
Partial: The armor has a thin area (half armor value, -1 to point cost) or an unprotected area (no armor value, -2 to point cost) that can be targeted using a called shot. Point cost reductions apply to the total cost of Light Armor and not the cost per Level. The minimum point cost of Light Armor, however, regardless of options, is 1 point.
Hidden Armor: This armor is not obvious. It only stops about half as much damage compared with normal Light Armor, however, as shown in the table below.
Optimized: The Armor is focused against a particular uncommon attack form. Eligible attack forms include Electricity, Cold, Laser Beams, Fire/Heat, etc. It provides doubled protection against that attack form only, and no protection against other forms. A character can acquire both optimized armor and ordinary armor.
Level One: All damage is reduced by 2 points (1 point if Hidden).
Level Two: All damage is reduced by 5 points (2 points if Hidden).
Level Three: All damage is reduced by 7 points (3 points if Hidden).
Level Four: All damage is reduced by 10 points (4 points if Hidden).
Level Five: All damage is reduced by 12 points (5 points if Hidden).
Level Six: All damage is reduced by 15 points (6 points if Hidden).