TEXT: V1.0 copyright © 2001 Marco Chacon 
   
  Defenses 
   
   
  Adaptation 
  Type: Defense/Single Rank 
  The character can change his defenses to apply against whatever he is hit by. 
  The character has an Adaptation Pool equal to POWER. When the character 
  is struck by an attack, he may move some defenses out of his Adaptation Pool 
  for defenses only against that form of attack. After the attack is resolved, the 
  character may shift 1 point from the pool to his defenses for each point of 
  damage that he actually took.  This action cost no REA and can happen even 
  if the character is unconscious. This defense stacks with other Primary 
  Defenses so its effect will be halved if the character has other Primary 
  Defenses. 
   
  Note: Against Power Blast, as there are so many different forms of Power 
  Blast, the defenses from the Adaptation Pool will only apply vs. the type of 
  Power Blast the character is preventing (i.e. if two characters have Power 
  Blast, the points only apply vs. one of them). 
   
  These points stay in the defense until the character moves them.  Placing 
  points back in the pool is a 5 REA Medium action. 
   
  Note: the points in an Adaptation Pool may be divided up against many 
  different attack forms so if a character is taking damage from both Lightning 
  and Fire, he may choose to divide his points however he wishes. 
   
  Adaptation is never halved or otherwise reduced. It applies vs. any damage, 
  including damage that ignores armor.  
   
  To use Adaptation against POWER vs. STAT attacks, the character must by a Class B 
  rank additional. Against POWER vs. STAT attacks, the character can choose to move 
  ¼ his total points of Defense to adapt to the attack.  Each 3 full points of POWER 
  moved in this way gives +1 to the Resistance Roll. Unlike the way Adaptation works 
  against normal attacks, however, this happens before the roll is made. 
   
  Cost: Varies 
  POWER 4 vs. Energy Attacks or Physical (2 if halved) 
  POWER 2 vs. Both (1 if halved) 
  Ex: Locust has Class E armor (30) and Class E Adaptation vs. Energy (Pool of 20).  
  When she is hit for 36pts of Lightning damage and takes 6 points of damage, she can 
  instantly move 6 of the points into Adaptation vs. Lightning and has 36 Defense vs. 
  that attack.  The Pool has 14 points remaining. If she wants to use the Adaptation 
  against POWER vs. STAT attacks, she must buy an additional Class B ability. 
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Armor 
  Type: Defense/Single Rank 
  The character is armored.  There are two 
  basic types: Shell Armor and Bio-Armor 
  .  Shell Armor is like medieval plate-mail: it’s 
  on the outside.  It may be a natural shell 
  (like a lobster) or a worn suit of some sort.  
  Bio-Armor represents a different physiology 
  where the character is ‘tough all the way 
  through.’  Bio-Armor looks, and may even 
  feel like normal skin but under high stress it 
  gets hard and tough. 
   
  Either way, Armor has the following 
  attributes: 
  Damage 
  Reduction 
  and 
  Penetration 
  Resistance. 
   
  Damage 
  Reduction 
  (the 
  amount 
  of 
  damage 
  subtracted by the armor) is equal to 
  POWER. Penetration Resistance is double that. 
   
  Device (Shell Armor): +1 POWER above E.  Below E, the character 
  gets +1 point of Damage Reduction and +2 Penetration Resistance.  
  Suit offers half defense vs. falls (the character hits the inside of the 
  armor).  It can be burnt through by Acid.  The character must ‘change 
  into it.’ 
   
  Shell Armor (Natural): You get an extra 1pt of armor for having an 
  external shell.  Character gets half defense vs. falls, is susceptible to 
  burning effects of acid, etc. 
   
   
   
  Bio Armor: Armor on the eyes is quartered. 
   
  Visor: A5 Ability (available with Bio or Shell Armor): the character has extra 
  vision defense (no quartering on the eyes).  The character gets .5 POWER 
  added to rolls against Flash attacks.   
   
  Cost: Varies 
  POWER 3 
   
  Ex1: Wind Storm has Class D Bio-Armor for a defense of 27 / 54. 
   
  Ex2: Mechlor has an armored suit (Device) of Shell Armor of Class G.  He gets 42 / 84 
  armor for his Class and +1 / +2 for his suit being a device: 43 / 86. 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Enhanced Dodge 
  Type: Defensive Enhancer/Single Rank 
  You are supernaturally agile! You can dodge bullets, move as to take less 
  damage from explosions, and otherwise fight so that blows that hit have less 
  effect. To buy this ability you must have a 14 or better AGI.  You get [AGI – 
  10] subtracted from damage modifiers against you.  You also get your full AGI 
  bonus ([AGI-10]) against ranged attacks. You get your full dodge against 
  ranged attacks as well as HTH ones (the –4 modifier is not applied). 
   
  Additionally, Enhanced Dodge characters get a bonus of [AGI-10]  to their 
  Defensive Grapple scores because they are harder to hold than normal. 
   
  POWER 1 
   
  Minimum Value is that of highest Primary Defense +4 or E 
   
   
  Ex1: Arachnid Dude has a 15 AGI and Enhanced dodge. When Power Lifter, 
  a big strong guy, goes to hit him, he strikes at –5 to hit (normal) but, when he 
  scores a lucky hit by 3 instead of being a +3 Damage Modifier, it’s –2!  
  Because Arachnid Dude has Bio Armor of C, this ability cost him G. 
   
  Force Field 
  Type: Defense/Double Rank 
  Force Fields act like Armor (damage reduction is equal to PWR).  
  When a Force Field is hit, after the damage is resolved if any 
  damage got through, the Force Field is reduced by 1/5th the total 
  damage done (not the damage the character took).  If no damage 
  gets through but the final damage was more than ½ the total 
  damage, then 1/10th of the damage comes off (so against a 30 
  PWR Force Field, a 16 damage attack will reduce the field by 
  2pts). Force Fields regenerate at 1pt per minute.  They can be 
  reinforced as a 5 REA Medium Action.  This adds 1/5 the PWR of 
  the Force Field and cost 1 Endurance (in addition to whatever was 
  spent normally that turn). The Penetration Resistance of a Force 
  Field is 2x remaining PWR. 
   
  Force Fields can be expanded to a [PWR /10] yard radius.  
  Anyone touching the character will be inside, anyone next to the 
  character will be pushed out.   An expanded Force Field has a 
  Grapple (for purposes of entering or leaving it) equal to its PWR/2. 
   
  Force Field Grapple: A Force Field may be manipultable.  If the 
  character can shape it (i.e. throw up a wall, grab someone with it, 
  etc.) then the player may buy an additional Grapple Ability with a 
  POWER of 2.5.  This allows Super Grapples, is used when the 
  character expands the field, and allows the character to place it at 
  a range.  Against attacks, if they are directed at the field, they 
  automatically hit the character.  If a character tries to move 
  through the field, he must make a Grapple Roll. With a Success, 
  he is unimpeded.  With a Minor Success, it slows his total 
  movement by half (so if he had moved more than half his move, he 
  ends his turn in the field but moves normally after). On a failure, 
  the character is blocked.  On a failure by 5 or more the character 
  may be stuck (treat as Held)! 
   
   
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  A manipulatable Force Field can be used to create walls of up to 
  POWER / 2 square yards.  They may be created up to POWER / 2 
  yards away from the character. Simple geometric shapes may be 
  created: if the character tries to trap someone within a dome 
  created by the Force Field, treat this as an unmodified roll to hit.  
  The target may try a ‘hit the deck’ to escape or grapple their way 
  through it, Creating large structures is an 8 REA Long action. 
   
  One Way: A Force Field may be made reflective (one-way) 
  as an A ability. 
   
  Opaque: If a character can’t see out of his Force Field this is a –
  2 Rank Defect. 
   
  Mixing Force Fields And Armor: Characters can do this (and it's a good 
  idea a lot of the time). In this case, the lowest a Force Field can degrade 
  to is the armor value. However, the two defenses don't stack. 
   
  Cost: Varies 
  POWER 4 
  Grapple Power 2.5 
   
   
  Heightened Agility 
  Type: Movement and Defensive/Single Rank 
  You have the ability to jump, dodge, and otherwise move with supernatural agility.  It 
  should be noted that this ability is closely related to Enhanced Dodge, which allows 
  you to dodge ranged attacks (and otherwise take less damage from any blow).  To 
  have this ability, you must already have Enhanced Dodge—this is an "extended 
  version."  With Heightened Agility, you have the following abilities: 
   
  • 
  The character can leap POWER / Mass yards straight up and double that distance 
  forward as an 8 REA Long action (if performed immediately after a Move action, 
  the distance of that move is added to the character's jump as a "running jump"). 
  • 
  The character can make acrobatic tumbles and otherwise move quickly in urban 
  environments (this is at the GM's discretion).  Under normal conditions (lots of fire-
  escapes, awnings to spring off of, etc.) the character can move POWER / 2 yards 
  per second.  If conditions are bad, half that.  The GM should call for an AGI or 
  Acrobatics (+2 if Level 3, +4 if Level 4) to perform a "tricky action." 
  • 
  When the character performs a Move action, he is at –2 to be hit by ranged 
  attacks and –1 to be hit by HTH attacks. 
  • 
  The character may improve his dodge score for more REA. 
   
  Extra REA 
   + to Dodge 
   
  +1 
   
   
  +1 
   
  +2 
   
   
  +2 
   
  +4 
   
   
  +3 
   
  +8 
   
   
  +4 
   
  +16 
   
   
  +5 
   
  Heightened Agility requires the following before it may be purchased: 
  • 
  You must already have Enhanced Dodge. 
  • 
  The minimum rank for Heightened Agility is C or the rank of your most expensive 
  Ranged Attack (for dual ranks, take the highest) –1. This means that if you have a 
  Power Vs. Stat attack of E/C, you would have to pay at least a D for Heightened 
  Agility. 
   
  POWER 2 
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Immunity 
  Type: Defensive Enhancer /Multiple Rank 
  You are simply immune or invulnerable to certain types of attacks.  The cost is 
  based on how common the attack form you are invulnerable to is.  When 
  choosing Rare Elements (unusual attacks) you must usually choose only one. 
  If you choose more than one, the GM should consider bumping the group up 
  to Uncommon or Common. 
   
  It is usually not legal to be immune to a class of attacks the character uses 
  unless that class is 'physical' or 'energy.'  Magicians should not be immune to 
  magic, psionics should not be immune to psionic attacks. 
   
  Greater Immunity: some attack forms don't just do damage (Magic often uses 
  PWR vs. STAT attacks, as does Psionics). Usually Immunity confers 
  protection against these as well.   
   
  Mega Damage Rule: Often a character is 'immune' in name only.  The GM 
  should consider applying an arbitrary (high) armor number to a character's 
  immunity. A character may have thousands of points of armor but a direct hit 
  with a nuke will still kill him. It is legal for a character to make the unpleasant 
  discovery that he can be hurt by something (but it should be rare and 
  spectacular for this to happen). Additionally, no more than a Major Wound can 
  be sustained this way.  
   
  The GM must always be consulted before this is taken for a character 
  . 
   
  Pr = Primary Letter (E) 
  Sc = Secondary Letter (D)  
   
   
   
  Category 
   
  Invulnerable 
  All Attacks 
   
  4 Pr, 3 ½ Sc 
  V Common 
   
  4 Pr,     3 Sc 
  Common 
   
  4 Pr,     2 Sc 
  Uncommon 
   
  2 Pr 
  Rare Element  
              1 Sc 
   
  Element  
   
   
   
   
   
  Category 
  Impunity to Physical Attacks (punches, bullets, kinetic blasts)  
  Very Common 
  Impunity to Energy Attacks (lasers, lightning, heat-ray, power blast) 
  Common 
  Impunity to Physical, Impact attacks (Punches.  Not bullets or knives) Common 
  Impunity to Power Blast 
   
   
   
   
  Uncommon 
  Impunity to Metal (Bullets, swords, cars.  Not clubs or fists)  
  Common 
  Impunity to Fire/Heat (Heat-ray, flame throwers, plasma blasts) 
  Uncommon 
  Impunity to Radiation (Radiation Beam and other forms of radiation) 
  Rare 
  Impunity to Lightning (or Heat-Ray, or Plasma Blast, or any 1 attack) 
  Rare 
  Impunity to Weapons (Guns, Knives, swords, missiles, ray-guns, etc.)   Very Common 
  Impunity to attacks made by the forces of Evil 
   
   
  Rare* 
  Impunity to attacks made by people without strong convictions 
  Very Common 
  Impunity to magic 
   
   
   
   
   
  Rare* 
  Impunity to everything EXCEPT silver weapons 
   
   
  Very Common 
  Impunity to non-magical/not-blessed weapons 
   
   
  Very Common* 
   
  Impunity to groups of Rare (4) things may be: 
   
   
  Common 
   
   
  * Depends on nature of the game (GM’s discretion) 
  Cost: Varies 
  Minimum Value: As listed or E 
  POWER 1 
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
  Invisibility 
  Type: Defensive Enhancer/Dual Rank 
  You can turn transparent!  When this ability is active the character is unseen.  
  This makes fighting with the character in any way almost impossible.  If an 
  opponent ‘knows where the character is’ (usually because a) the character 
  just attacked or the opponent made a perception roll by 4+ for that turn with 
  an additional –1 per yard distance) then attacks or blocks against the 
  character are at –6.  If the opponent does not know where the invisible 
  character is then it’s even worse (the GM determines if the target is even in 
  the area and then assigns –6 to –10 based on how good the guess was). 
   
  The exception is HTH combat.  If you’re fighting at Short Range with an 
  invisible character, you’re at –4 to hit and –4 to block.  If you’re grappling or 
  have a grab, the target might as well be visible. 
   
  Going Invisible is an 8 REA Long action.  Dropping the ability is a 0 REA 
  Medium action.   
   
  Invisible characters can somehow see normally.  The game system assumes 
  that in combat other characters will be aware of when the invisible character is 
  taking his turn, when to block, etc.  Out of combat or at a distance where the 
  GM rules others have no idea of what the invisible character is doing, 
  characters may not react to actions the invisible person takes. 
   
  If the character has a ranged attack they cannot fire while invisible and turning 
  off the Invisibility is an 8 REA Long action (as opposed to a 0 REA Medium 
  action) then the character does not pay for the Offense.  If anyone is ‘waiting’ 
  for the character to turn visible (‘de-cloak’) then they can respond to this.  If it’s 
  a surprise, everyone can make Tactics or RES rolls at +1 to respond. 
  Cost:  POWER Primary Offense +4 and Primary Defense +3 
   
  Ex1: Mist has Class C Bio-Armor and Class C Super Strength.  She pays G 
  for the Strength and F for the Armor and can turn invisible. 
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Power Armor 
  Type: Defense/Dual Rank 
  You wear a suit of technological battle armor.  While many 
  characters like this may use Shell Type armor, Power Armor is 
  different in that it has its own STR (starting at 10) and when your 
  character is hit, the Power Armor takes damage instead of you 
  (mostly). 
   
  Power Armor has it’s own STC and Damage Points like any 
  machine and they do take Penetrating Damage.  When you wear 
  it your natural STR and DP mostly don’t matter.  The damage 
  effects are applied to as detailed below (this is essentially an 
  Alternate Body Type).   
   
  You can buy Super Strength or Armor along with Power Armor, 
  but they apply to your character only and are not in use when 
  you’re wearing the suit (although they could be handy if it gets 
  blown off).  If you combine Power Armor with a Force Field, you 
  always half the defense value of the Force Field (not the Power 
  Armor). 
   
  Chassis 
  Chassis is the armored body 
   
   
   
  Armor Multiplier DP 
  STR     BLD 
   
  Standard Chassis      ¾ 
     10x 
  3.25x 
  1x 
   
  Heavy Chassis           ½  
     17x 
  2.25x 
  7x 
   
   
  Minor Failure (-1 to –4): -1 REA and a Crack (-1 STC) 
  Major Failure (-5 to –9): 3 Rolls.  Blow 1, Crack and 
  Stun, Blow 2 Crack and Daze, Blow 3 and disabled 
  Critical Failure: Suit is disabled. 
  Advantages of Power Armor: 
  • 
  You have a POWER .25 hour Life Support unit in the suit.  
  Gas attacks and other environmental factors will not affect 
  you. 
  • 
  You spend Running Endurance for Sprinting and carrying 
  your maximum load. 
  • 
  Your pilot will not be hurt unless you are hit, and suffer a 
  Critical Failure.  In that case, apply ½ of the damage (minus 
  armor) to your pilot.  If the suit is destroyed, additional 
  damage (overkill) will be applied to the wearing character as 
  well. 
  • 
  Power Armor needs to be repaired.  Usually you can repair 
  ¼ of the suit’s total DP with a day of work and your lab.  This 
  is 1/10 if you are ‘on the road.’  Regeneration can be bought 
  for the suit for ‘self repair.’ 
   
  Cost is Varied  
   
  Example: Infantry Augmentation Suit 
  Power Chassis: Class D (Heavy) 
  Armor:   
  Class C (Shell) 
  Power Blast  
  Class C (Power Cannon) 
  Lightning 
  Class C (Electron Stunner) 
  Jump Jets 
  Class D 
   
  DP 153 (14- STC) 
  Armor:  12 / 24 
  STR: 20 
  BLD: 63 
  Weight: 945 lbs 
  Armor Rating: Light Arms Fire 
  Lift: 1500 lbs 
  Speed: 12 y/s (24 MPH Jump) 
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
   
   
  Power Field 
  Type: Secondary/Double Rank 
  The character has a protective field of energy.  This is similar to a Force Field 
  except that it is reduced much more quickly.  Any damage the character takes 
  is first removed from the field and then applied vs. armor.  If the attack is 
  Penetrating, it will only roll to Penetrate if the Base Damage is greater than 2x 
  the remaining POWER of the Power Field.  Otherwise there is no roll for 
  Penetration.  The rate at which the POWER is recovered is based on a 
  second Rank. 
   
  No Rank:  
   
  Recovery is 1 per minute 
  A5: 
   
   
  Recovery is one per 30 seconds 
  A: 
   
   
  Recovery is one per 10 seconds 
  B: 
   
   
  Recovery is one per   5 seconds 
  C: 
   
   
  Recovery is 1/10th per 5 seconds 
  D: 
      Recovery is 1 per second (at the end of the turn) 
   
  Cost: Varies 
  Minimum Rank: B 
  POWER 6 
  Ex1: Mechlon has a Class D (36) Force Field and a Class D (54) Power Field, 
  his recovery rating is D as well (1 per second). He gets hit for 30 points of 
  damage.  His Power Field drops to 24.  That second he gets hit again for 30 
  points.  He applies 6 of those against his Force Field and it has no effect.  At 
  the end of the turn, he has a 1pt. Power Field back. 
   
   
   
  Regeneration 
  Type: Defensive Enhancer/Single Rank 
  You re-grow damage quickly! Regeneration changes the rate at which you heal from 
  1/10th per day to a higher rate. If your level is high enough, you may "Burst Heal" which 
  is a sudden healing surge. A Burst Heal is a combat action and recovers the listed 
  percent of Total Damage points. You may Burst Heal once per day per point of CON 
  above 10 (minimum of 1x). Characters gets some pluses to CON rolls against toxin 
  and disease depending on his regeneration. Healing (other than Bust Healing) 
  happens at the end of the turn. 
   
  Note: A character that regenerates doesn't lose the effects of combat damage 
  (stunned, dazed, unconscious, etc.) still apply. 
   
  Rank 
   
   
  Healing Factor Burst  Heal 
   
        vs. Toxin 
  B 
   
   
  2x    per day 
  N/A 
   
   
   
  +1 
  C 
   
   
  4x    per day 
  N/A 
   
   
   
  +2 
  D 
   
   
  8x    per day 
  25% 8 REA Long  
   
  +3 
  E 
   
   
  16x  per day 
  50% 5 REA Medium  
   
  +4 
  F 
   
          4pts per second 
  75% 5 REA Medium  
   
  +5 
  G 
   
          8pts per second 
  100% 3 REA Short 
   
  +6 
  H 
            full re-gen each second 
  N/A 
   
   
   
  +7 
   
  
  V1.0 copyright © 2001 Marco Chacon 
   
  Super Block 
  Type: Defensive Enhancer/Single Rank 
  Block Bullets! Super Block allows you to “buy the ability to block ranged attacks” (or, 
  for that matter, any attack).  The block roll is equal to the POWER of your attack and 
  must be equal or less than either your attack roll or your block roll (whichever is 
  higher). 
   
  Super Blocks cost 3 REA, like a normal block, and can be used against 
  almost anything (the GM may rule that certain attacks can’t be blocked, but 
  usually if you’re using an energy source to block with, any incoming attack can 
  be stopped).  If you don’t base your block roll on a HTH combat skill then your 
  “blocking agent” is your attack power (eye-beams, telekinesis, etc.) 
   
  NOTE: This power gets MUCH more expensive if you have a ranged attack 
  since you can attack at range and block incoming attacks (of which there are 
  usually fewer than punches). 
   
  If No Ranged Attack:   POWER 1.5 
  If Ranged Attack: 
   
  POWER 1, Minimum Value is Major Rank 
  • 
  Character can only block solid objects  (Bullets): -3 Rank 
  • 
  Character cannot block “unusual” attacks (Disintegration, disruption, 
  etc.): -1 Rank (if the GM allows it at all). 
   
  Defender 
  Type: Defensive Enhancer/Single Rank 
  You can defend others with your block.  For a 5 REA Short Action you can 
  “throw” your block to deflect an attack aimed at another person (this makes 
  you a popular person in the group).  This is extremely expensive. 
  Cost: 
   
   
  POWER 1 (rank –1), Minimum Value is Major Rank 
   
  Reflector 
  Type: Defensive Enhancer/Single Rank 
  You can not only deflect ranged  attacks, but “hit them back.”  When you 
  successfully block an attack, you can try to “hit it back.” Your chance to reflect 
  is the difference in ranks +10 (so a Reflect of G, value 12, blocking an attack 
  of C, value 8, has 14- chance to reflect.) Chance to hit is your roll or 9-, 
  whichever is worse.  Blocking with intent to reflect is a 4 REA short action.  
  The roll to-hit is 4 REA (instead of 5). 
  Cost: 
   
   
  POWER 1 (rank –2), Minimum Value is Major Rank 
   
  Ex1: Amazon has wrist gauntlets that let her block bullets. She has a 15- 
  Karate skill and bases her block roll on that.  She pays a B (which would get 
  her an 11 but it goes to a 14- since she only blocks bullets). 
   
  Ex2: Harvest Moon uses his eye-beam to block incoming attacks. He has an 
  amazing 17- to hit and spends a G for a 12 (since he has a ranged attack). 
   
   
   
   
  
  V1.0 copyright © 2001 Marco Chacon 
  Toughness 
  Type: Secondary Defense/Single Rank 
  You are extra tough!  The POWER of Toughness is added to your Damage 
  Points.  You may look normal, even feel normal—but you’re much harder to 
  hurt and kill. If a character has another ability (Super Strength) that gives him 
  extra DP, the character only gets the higher of the two.   
   
  Class 
       Extra Toughness 
  A5 
   
    +25 
  A 
   
    +30 
  B 
   
    +35 
  C 
   
    +40 
  D 
   
    +45 
  E 
   
    +50 
  F 
   
    +66 
  G 
   
    +84 
  H 
   
  +117 
  I 
   
  +126 
  J 
   
  +150 
   
   
  Ex1: Mastodon has Class E Toughness, giving him +50 extra DP!  He also 
  has Class E Super Strength (Enhanced Physique) which gives him +36 DP.  
  Since they don’t stack, he only gets the advantage of his Toughness (the +50) 
  since it’s higher than the +36 his Super Strength gives him. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Jags/JAGS Defenses.pdf