Armor and Attire

## Armor

### Introduction to Armor

All armors in Sojourner are made to protect the user from damage as a last resort of being hit by an attack. Armor has its own health and segments (though your GM is unlikely to have every enemy have individual of segments for simplicity unless those enemies are important or elite units) and an Armor Rating. Arguably, in Sojourner, Armor Rating (AR) is more important than the actual health of the armor. If a weapon has enough Armor Penetration (AP) it will outright penetrate the armor; dealing direct health damage to whatever happens to be behind the section.

In Sojourner, all armors are considered to have a helmet even if they do not have one mechanically. Armors without mechanical helmets do not provide protection for the head but instead are used for protection from the elements in space. An armor without an air tank is considered to have five minutes of oxygen. Armors that are *hermetically sealed* are not basic armors. Instead, these armors are capable of filtering out toxins and chemicals from the air; providing complete immunity to gaseous chemical attacks. These armors are not capable of recycling the air inside a suit, however, and thus still require an air tank if the user is going to be in space or any other hostile environment for any length of time.

Additionally, all armors have magnetic soles which are controlled by thought and pressure. In the absence of gravity these soles engage and disengage automatically. They may lock onto any ferrous surface and do not require an action to engage or disengage. These do not provide any benefit aside from allowing the user to walk normally against a ferrous surface in zero gravity.

Armor classifications can also impart bonuses depending on the classification (light, medium, heavy, power armor). The bonuses are only applied (as well as the debuffs) from the heaviest piece of armor worn. For example, a user that is wearing a heavy armor but also a light armor takes the debuffs of wearing a heavy armor while (other than protection) receiving no bonuses to their stealth from wearing a lighter armor underneath. The armor's tags, however, do still apply to the user. The benefits of each armor class are applied below.

#### Light Armor

Light armor provides a +2 to all stealth and reflex checks and is generally light enough that it does not impede the wearer. Some light armors have certain tags like Underarmor which allows the armor to be worn underneath clothing without drawing attention to the user. However, obviously, hiding a helmet is difficult and thus users may find themselves without head protection if they are trying to remain undetected by blending in socially. These armors are, in general, less protective than other armors in other tiers but generally speaking will have more tags appear more often (such as Mobile or Support System) than other armors.

#### Medium Armor

Medium armors provide no benefit aside from their protection when worn unless their tags specify otherwise. Likewise there are usually no penalties to wearing heavier armor either. These armors are generally protective of the entire body in contrast to lighter armors which may not cover the limbs of the user. However, medium armors are also impossible to conceal due to their bulk.

#### Heavy Armor

Heavy armors impart a -2 to the user's movement speed, a -5 to Reflex and a -5 to any psionic save DCs and rolls. Additionally, these armors impart disadvantage on all stealth checks as a result of their bulk and the noises they generate from movement. However, heavy armors are among the most protective armors in the game and are often coupled with the Reinforceable tag which allows them to have even higher armor ratings.

#### Power Armor

Power armor is only possible to be used (without killing the user) by humans and is the premier class of protection though it comes at a heavy cost. Before committing to power armor, read the tag in the table to see more information. Each power armor set has a unique effects that grants the user an edge over other types of armor. Power armor also imparts a -5 to Reflex and completely prohibits the user from sneaking around (stealth checks) due to bulk, weight and the sounds it emits while active. Certain power armors are exceptions to this rule though they are extremely few. Psionic Techniques may not be used while wearing Power Armor.