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Item: Difference between revisions

From Metaforce TTRPG
→‎Range Increments: Failure to Roll-1
Massive rewrite and format fix. Incomplete draft up to 'Defense value'
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  '''<big>Items</big>''' & '''<big>Equipment</big>''' give characters the means to protect themselves, and deal with different kinds of situations without relying entirely on special powers. Equipment typically refers to items that are '''worn or wielded''' by characters, whereas regular items are used according to their design.
__TOC__
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<big>Note: This section is INCOMPLETE. Please wait until it is finished before using the content below as valid rulings.</big>
<div style="max-width:75em; align:center; margin:auto;">
  '''<big>Items</big>''' & '''<big>Equipment</big>''' give characters the means to protect themselves and deal with different kinds of situations without relying entirely on special powers. Items and Equipment are distinct in one major way, '''Items''' are objects a character can '''use''' to some effect, whereas '''Equipment''' are objects a character can '''wear''' or equip to temporarily modify a character's options and potential.


==Items==
==Items==
  '''Items''' refer to objects which characters can carry so they can use them for their effect. Some are consumable, others are not. Some have requirements to use them and others are as easy as simply <abbr title="During Encounters, Interact is an Action.">interacting</abbr> with them.
  '''Items''' refer to objects which characters can carry so they can use them for their effect. Some are consumed upon use and others may have multiple, perhaps infinite uses. If the character meets the requirements and uses the correct action, they can benefit from the item's effects.


===Item Usage===
===Item Design===
{|
'''Name, Type, and Appearance'''
||
Items have a name, item type and appearance that players can understand, with or without pictures. The item type can be important for powers and abilities that target specific item categories.
  '''<big>Universal</big>'''
  Universal items have an effect that '''activates''' upon use and does '''not''' require any specific target or circumstance to do so. If a character uses it, it will activate its function.
  '''Weight'''
  For calculating [[Inventory]] encumbrance, items usually have a weight. Items that are so small and light that they could fit anywhere, they might have a weight of 0 or -. Otherwise:
♦ Large items requiring two hands typically have a weight of '''2 or more'''.
♦ Medium sized items that can be carried in one hand have a weight of '''1'''.
♦ Small items are typically 0.1 in weight, though they can go higher.
♦ And again, very small items may have no weight at all.
'''Number of Uses'''
Used to describe consumable items. Consumed items can sometimes leave behind another item (Potion becomes an empty vial, for example). If an item isn't consumed after the first use, then it will tell you how many uses or charges that item has before it is completely empty.
   
   
  An example of a universal item is a '''Flashlight''', when turned on it begins to emit light and provided it has the power to do so, there is no special circumstance preventing its use.
  If the player has the means to, some items can be restored or recharged to allow it to be used more times. (Refilling a potion vial, recharging an item's energy/magic).
||
'''<big>Conditional</big>'''
Conditional items require a '''certain circumstance to be true''' (or false) before it can be used, either because of a limitation or it would not make sense to do it any other time.
   
   
  The best example of a conditional item is a '''Key''', Keys can be used to unlock doors and containers but a Key used anywhere other than a lock won't do anything, and used on any lock but the one it belongs to won't unlock that door/object.
  '''Activation'''
|}
Simple items can be 'activated' intuitively (Drinking a potion). Whereas others may require a specific action in order to use it (Twirling a wand, pressing a button). If the activation of an item is unknown then the character can try to figure out through trial and error or by discovering the activation. Once learned, the character can activate the item without rolling a check.
 
===Item Durability===
{| style="vertical-align:top;"
|
'''<big>Consumable</big>'''
Consumable Items disappear after being used. Consumables with reusable containers may leave such containers after use.
   
   
  The ubiquitous '''Healing Potion''' is a good example of a consumable, healing whoever drinks from it and potentially leaving a '''Vial''' behind (if the Game-Master deems fit). Occasionally, an consumable item can be used a number of times before disappearing, but any extremely high amount might as well be a '''Reusable''' item.
  Some items can only be used by certain individuals, working only for those who are permitted, or after meeting some condition or prerequisite. In these cases an item may not activate or give the desired effect if the user does not meet the requirements.
   
   
Rarely, an item can be considered consumable if the items is forcibly removed from a character's possession upon use. So that the item could still exist elsewhere, but not in a way the character can use again.
  '''Effect'''
 
  Items typically have an effect of some kind when activated. If the Item is well known then the effects will be described, if it is an unknown item, then it's effects (partial or fully) will be known when activated.
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  '''<big>Reusable</big>'''
  Reusable items are the opposite to Consumable, the item's effect can be used '''multiple times''' within reason. Although a Reusable item doesn't necessarily allow it to be used infinite times in succession, possibly having cool-down times or uses per interval of time, the main appeal is that the item does '''not disappear''' regardless of how often it is used.
   
   
  A good example of a reusable item is a set of '''Lockpicks''', this item can be used to open locks and could potentially be used many times so long as they don't break.
  As described above, some items may have different effects for different users. Beware of items that are designed to harm users who do not meet its requirements.
|}


==Equipment==
==Equipment==
  '''Equipment''' covers a category of items that rely on a character wearing, wielding or otherwise equipping it to themselves in order to benefit from its effects. In addition, certain types of equipment can grant options to a character they would not have before, such as attacking with weapons or defending with shields.
  '''Equipment''' covers a category of items that rely on a character wearing, wielding or otherwise '''equipping''' it to benefit from its effects. Equipment can provide their wielders '''new actions''' they can perform in and outside of [[Encounter]]s.


===Weapons===
===Weapons===
  '''Weapons''' grant their wielders the power to '''attack and defend''' themselves using the weapon's characteristics. A character's combat [[Metaphor]]s can influence the success rate and power of wielded weapons, provided they match the Metaphor's scope. Typically Weapons are wielded in the character's hands or arms, but unusual weapons could be wielded by other limbs or something entirely different.
  '''Weapons''' grant their wielders the power to '''attack and defend''' themselves using the weapon's characteristics.
 
====Handedness====
  '''Name, Type, and Appearance'''
{|
A Weapon will have a name, weapon type and an appearance that players can understand with or without pictures. '''Weapon types''' are important to help distinguish weapons apart, and can be used to define powers and abilities that target '''specific weapons'''.
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  Weapons are intended to be wielded with either '''one or two''' hands, and of those two states of handness, one-handed weapons can be considered '''Light''' if they are smaller than a regular one-handed weapon, two-handed weapons are considered '''Heavy''' if they are larger than a normal two-handed weapon.
   
   
  A [[Complication]] can arise when wielding a two-handed weapon with one hand, or wielding a heavy two-handed weapon. Weapons bigger than heavy two-handed would be too large to wield normally, as would any weapon smaller than a one-handed Light weapon. Particularly complex weapons like firearms may require the wielder and weapon size to be the same to work.
  '''Range'''
Weapons, even Melee Weapons, will have a range which they can affect others. Melee weapons typically have the same range as their '''wielder's natural reach'''. Longer weapons may extend further.
   
   
  ''"A Goblin, who is small-sized, tries to use a sword that belonged to a Medium-sized Human. Since the sword is normally one-handed, the Goblin has to wield it with two hands, or else they will suffer a Complication to wielding an oversized weapon in one hand."''
  '''Ranged weapons''' have range increments which affect ToHit checks depending on the distance from the attacker to the defender.
   
   
  ''"A Giant, who is Huge sized, finds a Human Greatsword, a two-handed weapon. If they attempt to use it, they will treat it as a Light one-handed weapon."''
  The chart below provides an example for when a weapon's range increment is '''30ft''' or 6sqs. If it were any other distance, simply multiply that amount by '''2, 3 or 4''' times for '''Medium, Far''' and '''Too Far''' respectively.


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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Handedness by Size (Medium-sized Weapon)
|-
! Wielder Size !! One-Handed !! Two-Handed
|-
| Gargantuan (Size 8) || Ineffective || Ineffective
|-
| Huge (Size 4) || Ineffective || One-handed (Light)
|-
| Large (Size 2) || One-handed (Light) || One-handed
|-
| '''Medium''' || '''One-handed''' || '''Two-handed'''
|-
| Small || Two-handed || Two-Handed (Heavy)
|-
| Tiny || Two-handed (Heavy) || Ineffective
|-
| Diminutive || Ineffective || Ineffective
|}
|}
====Melee / Ranged====
{|
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'''Melee'''
Melee weapons typically rely on being manipulated directly with a character's motions, such as swinging and thrusting. Melee weapons rely on the user's '''natural reach''', though some Melee weapons can give the wielder extra reach. Melee weapons also tend to use the least amount of [[Action point]]s, only requiring the '''Attack''' action in most cases.
 
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'''Ranged'''
Ranged weapons on the other hand, are often paired with '''projectiles or ammunition''' in order to hit targets from far away.
|}
 
====Range Increments====
{|
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'''Range Increments''' refers to the distance (or distances, multiple) in which the ranged weapon is most effective and would not incur a complication. Measured in squares or 5ft increments. When a ranged weapon targets or fires at a point further than this increment, the wielder loses advantage due to firing at a distant target. If they fire even further away the roll becomes Disadvantage. If the process repeats again or would incur a penalty worse than Disadvantage, the attack will simply miss.
For the example shown on the right, we go with a 30ft close range increment. If it were any other distance, simply multiply that amount by 2, 3 or 4 times for Medium, Far and Too Far respectively.
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{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Range Increments
|-
|-
! Increment !! Context (ft/squares) !! Result (Advantage) !! Result (Normal)
! Increment !! Context (ft/squares) !! Result (Advantage) !! Result (Normal)
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| Too far || 120ft+ / 24sq+ || Roll 1 || Roll 1
| Too far || 120ft+ / 24sq+ || Roll 1 || Roll 1
|}
|}
|}
====Weapon Damage====
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Weapons always have a damage value and damage type. Damage is dealt as a sum of a dice value plus a fixed value equal to the number of sides of that die.
   
   
  So a Weapon with '''d6''' damage will be '''d6+6'''. If a weapon or attack gains additional dice, those extra die are added to the fixed damage instead ('''d6+12''').
  '''Damage & Typing'''
Weapons almost always deal some damage when used against a target. A Weapon will define '''how much''' and '''what type''' of damage is dealt on a successful hit. When a weapon has multiple [[damage type]]s, the amount for each type is defined. Damaging typing is important to figure out target [[Resistance]]s and weaknesses.
'''Bonus Die'''
A weapon will have a Bonus die, often with as many side as the Weapon's base damage. This normally adds damage to successful attacks made with the weapon, but in certain circumstances can become a '''Versatile bonus''' to inflict appropriate status magnitudes upon the target. What is appropriate will be defined on the weapon's properties (unless the character has the [[Meta Power|Magic Effect]] Meta-power.
'''Handedness & Intended Wielder Size'''
For a humanoid character, weapons can be wielded either with '''one or two hands''', how many hands are used are determined by it's '''size and design'''. Bigger weapons need more hands and smaller ones can be wielded with one. If a weapon is small and light enough, it gets classed as a '''Light weapon''', which is one-handed with benefits.
   
   
  Damage dice beyond d12 may not be possible in physical games. For that reason, increase fixed damage by the difference above 12 and keep the d12 for rolling. For Virtual tabletop games, use a '''d14+14''' as dice of that nature is possible in that medium.
  By default weapons are designed for Medium ([[Size]]-1) creatures, when the weapon's size is intended for a larger or smaller creature, it's stats adjust appropriately to the new size and the the required hands to wield will change. If a weapon is too big or small for the wielder, it '''can't''' be used. The chart below assumes the weapon can be wielded with any number of hands.


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{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ Weapon Damage
|-
|-
! Weapon Die !! Damage Notation !! 2dX
| '''Wielder Size''' || '''One-Handed''' || '''Two-Handed'''
|-
|-
| 1 || 1 || 1+1
| Gargantuan (Size 5-8) || Unusable || Unususable
|-
|-
| d2 || d2 + 2 || d2+4
| Huge (Size 3-4) || Unusable || One-handed (Light)
|-
|-
| '''d4''' || '''d4 + 4''' || '''d4+8'''
| Large (Size 2) || One-handed (Light) || One-handed
|-
|-
| d6 || d6 + 6 || d6+12
| '''Medium''' || '''One-handed''' || '''Two-handed'''
|-
|-
| d8 || d8 + 8 || d8+16
| Small || Two-handed || Two-Handed (Heavy)
|-
|-
| d10 || d10 + 10 || d10+20
| Tiny || Two-handed (Heavy) || Ineffective
|-
|-
| d12 || d12 + 12 || d12+24
| Diminutive || Ineffective || Ineffective
|-
| d14 || d12 + 14 || d12+28
|-
| d16 || d12 + 16 || d12+32
|}
|}
|}
====Damage Typing====
Damage Type refers to the material or essence of which the damage is inflicted. Mundane damage types include '''Physical''' (Blunt, Sharp and Pierce), to the '''Elemental''' (Fire, Ice, Electric) to the '''Exotic''' (Light, Dark, Radiation, Psychic). Every attack that deals damage must have at least one type along with its value. Attacks can have multiple types, each with their own damage value.


===Armour & Outfits===
===Armour & Outfits===
  '''Armour''' and '''Outfits''' are sets of clothing a character can wear, either for cosmetic or functional benefits, armour especially gives the benefit of protecting its wearer from damage and harm in combat and dangerous situations. Most characters will have some kind of outfit for modesty reasons. The definition of an Outfit is a 'set of clothing that establishes a character's look', as such, all characters can start off with an Outfit for free.
  '''Armour''' and '''Outfits''' are sets of clothing a character can wear, either for cosmetic or functional benefits. '''Armour''' describes outfits that '''protect''' the wearer from harm. Most characters will have some kind of outfit for modesty reasons. The definition of an Outfit is a '''set of clothing that establishes a character's look''', as such, all characters can start off with an Outfit for free.
 
===Armour/Outfit Design===
'''Name, Type and Appearance'''
Outfits and Armours have names, an Equipment Type and appearance to describe what they look like. Item typing can be important for powers and abilities that focus on specific groups of items and equipment.
'''Defense Values'''
If the item is a type of Armour, it will have stats related to protecting the wearer. It could be '''Deflection''' to mitigate damage chance, or it could be '''Damage/Status Reduction''' that directly reduces damage and effects taken.


====Outfit Size====
====Outfit Size====
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  Others include giving the wearer temporary health, enhancing their abilities, and other passive effects. Effects and functions can also be activated when required.
  Others include giving the wearer temporary health, enhancing their abilities, and other passive effects. Effects and functions can also be activated when required.
|}
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[[Category:Mechanics]]

Revision as of 19:53, 21 January 2026

Items & Equipment give characters the means to protect themselves, and deal with different kinds of situations without relying entirely on special powers. Equipment typically refers to items that are worn or wielded by characters, whereas regular items are used according to their design.

Items

Items refer to objects which characters can carry so they can use them for their effect. Some are consumed upon use and others may have multiple, perhaps infinite uses. If the character meets the requirements and uses the correct action, they can benefit from the item's effects.

Item Design

Name, Type, and Appearance
Items have a name, item type and appearance that players can understand, with or without pictures. The item type can be important for powers and abilities that target specific item categories.

Weight
For calculating Inventory encumbrance, items usually have a weight. Items that are so small and light that they could fit anywhere, they might have a weight of 0 or -. Otherwise:

♦ Large items requiring two hands typically have a weight of 2 or more.
♦ Medium sized items that can be carried in one hand have a weight of 1.
♦ Small items are typically 0.1 in weight, though they can go higher.
♦ And again, very small items may have no weight at all.

Number of Uses
Used to describe consumable items. Consumed items can sometimes leave behind another item (Potion becomes an empty vial, for example). If an item isn't consumed after the first use, then it will tell you how many uses or charges that item has before it is completely empty.

If the player has the means to, some items can be restored or recharged to allow it to be used more times. (Refilling a potion vial, recharging an item's energy/magic).

Activation
Simple items can be 'activated' intuitively (Drinking a potion). Whereas others may require a specific action in order to use it (Twirling a wand, pressing a button). If the activation of an item is unknown then the character can try to figure out through trial and error or by discovering the activation. Once learned, the character can activate the item without rolling a check.

Some items can only be used by certain individuals, working only for those who are permitted, or after meeting some condition or prerequisite. In these cases an item may not activate or give the desired effect if the user does not meet the requirements.

Effect
Items typically have an effect of some kind when activated. If the Item is well known then the effects will be described, if it is an unknown item, then it's effects (partial or fully) will be known when activated.

As described above, some items may have different effects for different users. Beware of items that are designed to harm users who do not meet its requirements.

Equipment

Equipment covers a category of items that rely on a character wearing, wielding or otherwise equipping it to benefit from its effects. Equipment can provide their wielders new actions they can perform in and outside of Encounters.

Weapons

Weapons grant their wielders the power to attack and defend themselves using the weapon's characteristics.

Name, Type, and Appearance
A Weapon will have a name, weapon type and an appearance that players can understand with or without pictures. Weapon types are important to help distinguish weapons apart, and can be used to define powers and abilities that target specific weapons.

Range
Weapons, even Melee Weapons, will have a range which they can affect others. Melee weapons typically have the same range as their wielder's natural reach. Longer weapons may extend further.

Ranged weapons have range increments which affect ToHit checks depending on the distance from the attacker to the defender.

The chart below provides an example for when a weapon's range increment is 30ft or 6sqs. If it were any other distance, simply multiply that amount by 2, 3 or 4 times for Medium, Far and Too Far respectively.
Increment Context (ft/squares) Result (Advantage) Result (Normal)
Close 30ft / 6sq Advantage Normal Roll
Medium 60ft / 12sq Normal Roll Disadvantage
Far 90ft / 18sq Disadvantage Roll 1
Too far 120ft+ / 24sq+ Roll 1 Roll 1
Damage & Typing
Weapons almost always deal some damage when used against a target. A Weapon will define how much and what type of damage is dealt on a successful hit. When a weapon has multiple damage types, the amount for each type is defined. Damaging typing is important to figure out target Resistances and weaknesses.

Bonus Die
A weapon will have a Bonus die, often with as many side as the Weapon's base damage. This normally adds damage to successful attacks made with the weapon, but in certain circumstances can become a Versatile bonus to inflict appropriate status magnitudes upon the target. What is appropriate will be defined on the weapon's properties (unless the character has the Magic Effect Meta-power.

Handedness & Intended Wielder Size
For a humanoid character, weapons can be wielded either with one or two hands, how many hands are used are determined by it's size and design. Bigger weapons need more hands and smaller ones can be wielded with one. If a weapon is small and light enough, it gets classed as a Light weapon, which is one-handed with benefits.

By default weapons are designed for Medium (Size-1) creatures, when the weapon's size is intended for a larger or smaller creature, it's stats adjust appropriately to the new size and the the required hands to wield will change. If a weapon is too big or small for the wielder, it can't be used. The chart below assumes the weapon can be wielded with any number of hands.
Wielder Size One-Handed Two-Handed
Gargantuan (Size 5-8) Unusable Unususable
Huge (Size 3-4) Unusable One-handed (Light)
Large (Size 2) One-handed (Light) One-handed
Medium One-handed Two-handed
Small Two-handed Two-Handed (Heavy)
Tiny Two-handed (Heavy) Ineffective
Diminutive Ineffective Ineffective

Armour & Outfits

Armour and Outfits are sets of clothing a character can wear, either for cosmetic or functional benefits. Armour describes outfits that protect the wearer from harm. Most characters will have some kind of outfit for modesty reasons. The definition of an Outfit is a set of clothing that establishes a character's look, as such, all characters can start off with an Outfit for free.

Armour/Outfit Design

Name, Type and Appearance
Outfits and Armours have names, an Equipment Type and appearance to describe what they look like. Item typing can be important for powers and abilities that focus on specific groups of items and equipment.

Defense Values
If the item is a type of Armour, it will have stats related to protecting the wearer. It could be Deflection to mitigate damage chance, or it could be Damage/Status Reduction that directly reduces damage and effects taken.

Outfit Size

Outfits are designed to fit a certain Size of character, it only matters if the outfit matches the character's size category. Unlike Weapons which can be reasonably wielded by undersized or oversized creatures, Outfits that don't match their wearer will either be too small or too big to wear and not offer the protection or benefits they grant.

Certain wearable items have the ability to resize to their wearer (magically, technologically, or otherwise). In these cases, matching Outfit size to the wearer becomes a non-issue.

Armour Type

Armour Type usually refers to the weight class of an Armour. Variants include Light, Medium and Heavy. The heavier the armour the more the wearer is weighed down, but the more protected they will be from harm. Armour is also affected by its design, materials, and any enhancements it might have.

Outfits that aren't considered to be a type of armour are instead classed as 'Clothing', which offers the least protection possible, but can still benefit from enhancements. The Bulk of Outfits and Armour scale with the user's intended wearer size.

When creating armour on the fly, there is a trade-off between the amount of protection given (Deflection) and the penalty (Reflex). As Deflection increases, so does the Reflex penalty. There is a cap to how many Deflection points an armour type can hold, anything more must be determined by special materials or enhancements.
Outfit/Armour Template
Type Deflection per Reflex Deflection Maximum Speed Penalty Typical Weight Benefits
Clothing None None 1.0x 0.1 No loss of mobility. Establishes look without appearing 'battle-ready'.
Light +1 per -0.5 4 1.0x 0.5 Provides protection with little to no loss in mobility.
Medium +2 per -1 8 0.8x (25ft) 1.0 Offers a good deal of protection at the cost of some mobility.
Heavy +3 per -1 12 0.6x (20ft) 2.0 Offers maximum protective capabilities at the cost of mobility.

Enhancements

Enhancements are aspects of a piece of equipment or even items that grant different or additional effects compared to their standard variants. These enhancements operate similarly to how Metaphors work on characters. A Base Enhancement will scale much like a Metaphor's ability, whenever the enhancement increases, so will the item/equipment's stats. A Special Enhancement functions like a Sub-ability and will often grant the item/equipment effects and functions it would not have had previously, these can also scale up with investment.

Base enhancements are fixed numbers, whereas Special Enhancements are Meta-dice of the appropriate value.

Weapon Enhancements

For all weapons, enhancing the weapons Damage works well as a base enhancement. This will increase the weapons Base Damage, the fixed value independent of the bonus die. As far as Weapon accuracy is concerned, this is split up into either Homing or Piercing bonuses.

The Homing enhancement will gain additional ToHit that only applies towards landing attacks against a foe's Evasion. Piercing gives  bonus ToHit only against a foe's Deflection, provided they originally met the target's Evasion Target-Number.

Special Enhancements
Weapon Special enhancements can be used to add damage types to hits, such as giving a Physical (Sharp) weapon the power to deal additional Fire damage (d4 at 1 point of investment). They can also emulate other bonuses found in Base enhancements as well.

Armour Enhancements

For all armour, they can have a Base Enhancement to increase the amount of Deflection a character can resist, or it could improve their Evasion or reduce Reflex penalties. Armours can also reduce the amount of damage taken from specific or all types of damage (Damage Reduction).

Armour can have counter-measures against Homing and Piercing weapons, such as having a Shield Bonus against Homing attacks and Fortification against piercing.

Special Enhancements
Special Enhancements for Armour can take the form of Damage Reduction, that reduces specific types of damage by a fixed amount, Resistance, which halves the damage taken from types of damage including secondary effects.

Others include giving the wearer temporary health, enhancing their abilities, and other passive effects. Effects and functions can also be activated when required.