Armor Rating or A.R.: The A.R. indicates what an attacker must roll above in order to strike and do damage to the character's physical body (hit points or physical S.D.C.). Any roll above the A.R. of the body armor will penetrate the armor and directly damage the person underneath. The higher the A.R., the better the protection. Any roll above four but below the A.R. hits and damages the armor only. When the armor is destroyed (all S.D.C. has been depleted), so is the A.R. protection. All sub~ equent attacks will hit the character's body; subtract damage first from the character's physical S.D.C. and then, when all S.D.C. are gone, from hit points.
Natural A.R.: Some superbeings and many supernatural beings, like demons, and many creatures of magic, as well as many nonhumans possess a natural protective skin, armor or magical body armor. These living creatures have a Natural Armor Rating (A.R.). Any rolls to strike below the creature's Natural A.R. may hit and even sting (like a slap), but inflicts no damage! Bullets and explosions bounce off harmlessly, stabbing swords skitter across the armor plates, scales or skin, and so on. Only by rolling a number higher than the creature's A.R. can damage be inflicted. For example: Attacks against a mutant with a natural A.R. of 13, means only rolls to strike of 14 or higher will penetrate his natural armor and inflicts damage! Any rolls of 13 or below, only annoy, not hurt, it. A roll of 1-4 won't even hit.
Attribute bonuses: Combat and saving bonuses gained through physical or mental strengths that give a character an extra added degree of agility, strength, endurance, etc. (See the eight attributes).
Automatic Dodge: The character moves so quickly by twisting, turning, bending, ducking, bobbing and weaving, or stepping out of harm's way, and back into an attack position, that it does not use up a melee attack/action (if you recall, a normal dodge uses up one melee action). Only a select few of the Power Categories and super abilities provide an automatic dodge ability. Those that do offer it mean the character is so fast, skilled, or lucky that he can move out of the way of attacks on a reflex level equal to a parrying maneuver. When a character is trying an automatic dodge, only the automatic dodge bonuses and his P.P. attribute bonuses (if any) are used. The automatic dodge and regular dodge bonuses are not cumulative. The two maneuvers rely on different techniques and thus have separate bonuses. The use of the word "automatic" is something of a misnomer, in that the dodge is not automatic, dice still need to be rolled for a successful dodge. It is automatic in the sense that it is a quick, reflex movement that does not bum up a melee attack/action.
Automatic Body Flip: Only the Physical Training category can have this ability. Like the automatic parry and dodge, this ability is used to prevent an attack from hitting the character, but instead of simply blocking the blow, the automatic body flip allows the character to use the morr.entum of his attacker to throw him crashing to the ground! All without using a single one of his own melee attacks/actions to do so!
Damage is 1d6 points plus P.S. damage bonus (if any), and the victim also loses initiative (if he had it) and one melee attack. A body flip counts as one melee attack. A victim of a throw can try to roll with impact/fall to diminish the damage (half if successful), but other penalties are unchanged.
Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to tum the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses.
Bionics 0,000 - 2,400 2,401 - 4,800 4,801 -9,600 9,601 - 19,000 19,001 - 27,000 27,001 - 37,000 37,001 - 52,000 52,001 - 72,000 72,001 - 96,000 96,001 -131,000 131,001 - 180,000 180,001 - 229,000 229,001 - 278,000 278,001 - 337,000 337,001 - 396,000