Mass Effect Character Armor
Armor
Combat hard-suits are a dual-layer system to protect the wearer. The inner layer consists of fabric armor with kinetic padding. Areas that don't need to be flexible, such as the chest or shins, are reinforced with with sheets of a light wieght ablative ceramic called DuraTanium.
DuraTanium, or Durable Titanium Alloy, is a thin mesh that is strong and light. It is applied in layers on the non-flexible parts of armors. Because DuraTanium gets stronger with each layer, it can be used in all types of armors: from non-restrictive "scout armors" that offer some defense and no movement penalties, to heavy "juggernaught" armors that can stop a large powered round, but reduced movement.
The downside to DuraTanium is its tenancy to disrupt signals from Biotic Amps or interfere with Omnitools at higher layers. Therefore, most Biotics and Tech Specialists abhor the heavier armors, while soldiers and those that don't use Biotics or Tech Talents employ the heavier suits.
The outer layer consists of automatically-generated kinetic barriers. Objects traveling above a certain speed will trigger the barrier's reflex system and be deflected, provided there is enough energy left in the shield's power cell.
Armored hard-suits are sealable to protect the wearer from extremes of temperature and atmosphere. Standard equipment includes an onboard mini-frame and a communications, navigation and sensing suite. The mini-frame is designed to accept and display date from a weapon's smart targeting system to make it easier to locate and eliminate enemies.
Kinetic Barriers
Kinetic barriers, commonly called "shields", provide against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains the same.
Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protections from bullets and other dangerous projects, but still aloows the user to sit down without knocking away their chair.
The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins or radiaton. Damage Protection and Shields
All armors have two basic stats: Damage Protection or DP, is the number added to your Strength whenever you suffer damage, whether it be from a sword, shotgun or even a fist. KB, or Kinetic Barriers/Shields, is the number added when you suffer damage from certain sources, such as a ranged weapon, shrapnel from an explosion, or other similar sources.
How Kinetic Barriers Work
When you take damage from a source that activates kinetic barriers, you roll your Strength + Damage Protection + Kinetic Barriers to resist the damage. Each time your shields are activated and stop damage, they weaken suffering -1D to their protection. When your shields "D" is 0 they fail and offer no more protection.
Shield Regen - Unmodded shields on character armors restore at a rate of 1D per round you are not taking damage. You must go an entire round without taking damage to regen.
For example: if your character is wearing a Field Vest that offers +1D DP and +1D KB and get hit by a shotgun blast for 15 damage. You roll your defense of Strength (in this case 3D) + DP of 1D + KB of 1D for 5D and get 16. You suffer no damage and your shields lose 1D of their protection. You now have 0D KB. If you don't take any damage in the next round, at the end of that round you regain 1D of your shields and can then add it to your next damage resistance roll.
Armor Classes and Types
Modern armors fall into three classes based on how many layers of DuraTanium is used, how many kinetic barrier batteries they carry and the resulting weight that comes with it. Within these classes are different types of based on how much of the body they protect, what extra abilities are standard issue. Classes
Light - Armors in this category have relatively few layers of DuraTanium and a low number of shield emitters, resulting in lower weight and more flexibility in movement, no Biotic Amp signal degradation and no Omnitool lag.
Medium - DuraTanium layers and Shield emitters are higher in this category causing higher weights and impaired movements, Biotic Amp signal degradation and lag with Omnitools.
Heavy - With the most layers of DuraTanium and the highest number of emitters, these armors are inflexible and cause heavy Biotic Amp signal degradation and large Omnitool lag.
Types
Field Vest - This type covers the torso, shoulders and upper arms, but does not include a helmet.
Body Armor - These armors have increased protection of the torso, shoulders, upper arms and thighs. some include helmets but not all.
Combat Suits - With a helmet that can be sealed against vacuum with 10 minutes of breathable atmosphere standard, protection for the torso, shoulders, upper and lower arms, hands thighs and shins, and boots that can be magnetized in zero G environments.