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(Added information regarding immobilization.) |
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| image = carapace.png | | image = carapace.png | ||
| type = Physical | | type = Physical | ||
| cost = | | cost = 3 | ||
| slots = Body | | slots = Body | ||
| canequipslots = no | |||
| id = Carapace | | id = Carapace | ||
| exclusions = Quills | | exclusions = Quills | ||
| code = bc | | code = bc | ||
| desc = +( | | desc = You are protected by a durable carapace.\n\n+&C(level based)&y AV\n-2 DV\n+&C(level based)&y Heat Resistance\n+&C(level based)&y Cold Resistance\nYou may tighten your carapace to receieve double the AV bonus at a -2 DV penalty as long as you remain still.\nCannot wear armor.\n+400 reputation with {{qud text|&wtortoises&y}} | ||
| realitydistort = no | | realitydistort = no | ||
}}Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV, while at mutation level 10, this will add 8 AV); however, most non-mental actions (e.g. moving, attacking, using [[Stinger (Poisoning Venom)|Sting]] or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of [[Teleportation]]) will loosen the carapace, as will waiting more than one turn. | }}Tightening one's carapace is an action that takes one standard turn length, doubling the AV bonus the carapace gives (at the base level, this will add an additional 3 AV, while at mutation level 10, this will add 8 AV); however, most non-mental actions (e.g. moving, attacking, using [[Stinger (Poisoning Venom)|Sting]] or applying injectors; oddly, beginning sprinting is excluded from this) and some mental actions (including but not limited to use of [[Teleportation]]) will loosen the carapace, as will waiting more than one turn. |