Monday, April 6, 2026

Modern Armor adjusted for Behind Armor Blunt Damage.

 Following my version of edge protection, here's my take on making modern armor less "all or nothing".

The basic idea is from: https://jetgurps.blogspot.com/ 

The idea for my version is simple: Instead of just turning piercing damage to blunt, which doesn't really do anything if the enemy didn't hit the vitals (or making it worse, as pi- would have its damage increased!), the damage is halved and turned into blunt. 

BABT Modern Armor Table

The armor on this table covers all body parts except Neck, Face and Eyes.

To help choosing armor, also provided is the cost and weight for a "Vest" which covers only the Torso.

Armor

DR

Weight

Cost

Layer

Flexible?

Vest Weight

Vest Cost

TL

Silk

1/31

34

180

Outer

Y

11

61

6

Rubber

2/61ª

37

186

Outer

Y

12

62

6

Elastic Polymer

2/61

13

1,344

Inner

Y

4

456

7

Kevlar

4/121

13

1,608

Inner

Y

4

546

8

Heavy Kevlar

6/181

20

2,412

Outer

Y

6

820

8

Ballistic Polymer

7/211

11

2,940

Inner

Y

3

999

8

Heavy Ballistic Polymer

13/361

20

5,040

Outer

Y

6

1713

8

Steel Inserts

2/61

42

144

Insert

N

14

48

6

Steel Plate

5/151

105

360

Outer

N

35

122

6

Light Ceramic Inserts

4/121ª

33

840

Insert

N

11

285

7

Ceramic Inserts

8/241ª

67

1,680

Insert

N

22

571

7

Ceramic Plate

11/331ª

92

2,310

Outer

N

31

785

7

Light Adv. Ceramic Inserts

4/121ª

25

2,520

Insert

N

8

831

8

Adv. Ceramic Inserts

10/301ª

63

6,300

Insert

N

21

2142

8

Adv. Ceramic Plate

14/421ª

88

8,820

Outer

N

29

2998

8

1Behind Armor Blunt Trauma: Any Piercing damage that is lower than 3 times the DR of the armor is halved and turned into crushing damage. This is indicated by having two values: the first value the actual DR; any damage below the second value is halved and turned to crushing damage.

ªAblative: Each 10 points of damage reduce the DR by 1.

 

Layers

Inner and Insert layers are Concealable under or as clothing.

Insert layers may be layered on top of any other Layer without any penalties.

Outer layer may be layered on top of the inner Layer but this gives a -1 to DX.

  

Armor Pieces

The armor table shows full body armor, that protects all parts of the body, except the neck, face and eyes. To buy armor that protects only a small part, multiply the price and weight by the modifier in the table below:

Location

Modifier

Skull

4%

Face*

3%

Neck**

2%

Torso

33%

Arms

27%

Legs

35%

*Armor that protects the eyes have transparent visors. Transparent visors halve the DR of the eyes.

**Anyone who wears outer armor on their neck suffers a -1 penalty to DX as if he was layering an extra layer of armor.

 

BABT Modern Weight and Cost per DR

Materials Cost and Weight per DR, in case you want to fully customize your armor.

The armor on this table covers all body parts except Neck, Face and Eyes.

Armor

Weight per DR

Cost per DR

Max DR*

Flexible?

TL

Silk

34.2 1

60

5

Y

6

Rubber

18.91ª

31

7

Y

6

Elastic Polymer

6.721

224

8

Y

7

Kevlar

3.361

134

20

Y

8

Ballistic Polymer

1.681

140

36

Y

8

Steel

211

24

16

N

6

Ceramic

8.41ª

70

35

N

7

Ultra-Strength Steel

14.71

147

23

N

8

Adv. Ceramic

6.31ª

210

44

N

8

1Behind Armor Blunt Trauma: Any piercing damage that is lower than 3 times the DR of the armor is halved and turned into crushing damage. This is indicated by having two values: the first value the actual DR; any damage below the second value is halved and turned to crushing damage.

ªAblative: Each 10 points of damage reduce the DR by 1.

Max DR*: This is the max DR that can reasonably be carried by a human without becoming completely immobile from not being able to bend. Doesn't apply to vehicles, monsters, and things bigger than humans in general.

 

Simpler Better Fantasy Armor with Edge Protection

My own take on

https://noschoolgrognard.blogspot.com/p/better-fantasy-armor.html

and

https://www.gamesdiner.com/2007/01/edge-protection-armor-enhancement-for-gurps-4e/

 and

https://jetgurps.blogspot.com/2014/04/super-edge-protection-part-1-adding-to.html 

Simplified for my personal usage. 

Low Tech Armor Table

The armor on this table covers all body parts except Neck, Face and Eyes.

Vest is just the torso only, there for convenience.

Armor

DR

Cost

Weight

Layer

Bulk

Vest Weight

Vest Price

Thick Clothing

1/21

95

11.4

Padding

Thin

3.8

31

Cloth Aketon, & Padded boots

3/61

285

34.2

Outer

Light

11.4

95

Leather Clothing

2/42

114

24.7

Outer

Light

8.23

38

Leather Gambeson & Boots

3/62

171

37

Outer

Medium

12.33

57

Scale Folidotos, & Boots

5/103

1,187

47.5

Outer

Medium

15.83

396

Scale Lorica Squamata

8/163

1,900

76

Outer

Heavy

25.33

633

Mail Voiders

3/63

1,425

17.1

Inner

Thin

5.6

470

Light Mail

5/103

2,375

28.5

Outer

Light

9.5

791

Mail

7/143

3,325

39.9

Outer

Medium

13.3

1108

Heavy Mail

9/183

4,275

51.3

Outer

Heavy

17.1

1425

Segmented Plate

4/83

2,128

30.6

Outer

Medium

10.2

709

Munitions Plate

7/143

4,655

46.5

Outer

Medium

15.5

1551

Plate Armor

10/203

6,650

66.5

Outer

Heavy

22.17

2216

Heavy Plate Armor*

13/263

8,645

86.4

Outer

Jousting

28.8

2881

Full Plate Armor**

14/203

10165

95

Padding, Inner, Outer

Heavy

-

-

Heavy Full Plate Armor***

17/263

12160

115

Padding, Inner, Outer

Jousting

-

-

*-1DX unless you have Armor Mastery or are SM +1

**-3 DX without Armor Mastery

***-4 DX without Armor Mastery, -1DX with Armor master. No penalty with Armor Master and SM +1.

1 Fibrous Armor: Any Impaling damage below the second value is turned into Crushing.

2 Leather Armor: Any Cutting damage below the second value is turned into Crushing.

3Edge Protection: Any Cutting or Impaling damage below the second value is turned into Crushing.

 

Armor Modifiers

Layering Armor: You can have up to 3 layers of armor (Padding, Inner and Outer), each adding -1 to DX without the appropriate advantage to negate.

Cheap Armor: Used and unfitting armor. multiply the price by 0.6 and the weight by 1.25. This is only really worth it for Mail, cheap mail is slightly more expensive than scale, but much lighter. Cheap scale is very heavy, and cheap plate is worse than mail and still more expensive.

 

Armor Pieces

The armor table shows full body armor, that protects all parts of the body, except the neck, face and eyes. To buy armor that protects only a small part, multiply the price and weight by the modifier in the table below:

Location

Modifier

Skull

4%

Face*

3%

Neck*

2%

Torso

33%

Arms

27%

Legs

35%

*Armor that protects the face gives tunnel vision and -4 to Perception. Also you cannot protect the eyes without becoming effectively blind!

*Anyone who wears heavy armor on their neck suffers a -1 penalty to DX as if he was layering an extra layer of armor.

 

Friday, April 3, 2026

Couple of spells

New Spells

===========

Fire Install

    Full Cost: 2
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: 1 minute

Your weapon or hand burst into flames that only hurt enemies. Deal +1d6 burn damage on all attacks for the duration.

 

Self Buff (10pts) (-50%): Advantage Fire Install (65%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 1 (-5%) Touch Spell (-55%), Reduced Duration, 1/20, (-25%)

Fire Install is Burning Attack 1d [5] (Follow-Up, universal +50%; Magical, -10%; Visible, -10%)  [6.5].

-50+65-30-30-5-55-25=-130

10*(1-0.8)=2.0

===========

Returning Weapon

    Full Cost: 17
    Casting Roll: Skill

    Components: None

    Cost: 1fp

    Casting Time: 1sec

    Range: Touch

    Duration: 3 minutes.

Any single projectile or throwing weapon is returned to your hands/quiver/etc. If the weapon has a RoF larger than 1, only the first projectile returns. This only brings back the projectile itself, not the propellant and thus doesn't work for firearms.

Affliction [10], Returning Weapon (+100%), Wizardly Magic (-30%); D&D Magic (-30%)Touch Spell (-55%)Cost Fatigue 1 (-5%); Buff (+100%); fixed duration - 3 minutes (+0%);

Returning Weapon is: Returning Weapon at DX level [9]; + Unusual Training [1]; Magic (-10%); Reduced Fatigue Cost -1 (+10%); [10]

90-30-30-55-5+100=70

10*1.7=17 

================

Blessing of the Wind

    Full Cost: 7
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP/10 seconds

    Casting Time: 1s

    Range: Touch

    Duration: Up to 1 minute.

By asking the spirits of wind to bless you in combat, your movements become much lighter and faster. You gain +1 to all DX-Based skills and +1 to basic move while in combat.

Affliction [10]; Self Buff (-50%); Wizardly Magic (-30%); D&D Magic (-30%); Reduced Duration 1/3 (-10%); Blessing of the Wind (+160%); Cost FP per 10 seconds (-20%); Touch Spell (-55%);

Blessing of the Wind is: DX +1 [20] Doubly Aspected: Only for skills and only while in combat (-40%); and Move +1 [5]; Aspected: Only in combat (-20%); 20*(1-0.4)+5*(1-0.2)=16

-50-30-30-10+160-20-55=-35 

10*(1-0.35)=6.5

 ================

 

Dancing Light

    Full Cost: 5 points.

    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.

    Components: V, S.

    Cost: 1 FP.

    Casting Time: 1 second.

    Range: 100 yards.

    Duration: One minute.

 

    You can summon a spherical light equivalent to full daylight anywhere within range. The light is bright enough to eliminate all darkness penalties in a 10-yard radius. By concentrating, you can move this light at Move 1. This spell requires no maintenance, it is a “fire and forget” spell, so you can have multiple dancing lights active and move them individually by concentrating.

    Statistics: Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for one minute, -40%; Magical, -10%; Mobile 1, +40%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%)Wizardly Magic (-30%) [5].

================


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