Star Wars Roleplay: Chaos

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Approved Tech SRP Medical Field Uniform

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Light
  • Resistances: (For each category choose from: None, Very Low, Low, Average, High, Very High, Extreme. Ratings of High, Very High, and Extreme will need to be added as strengths with elaboration.) Resistance Ratings Extreme will require the submission to be Semi-Unique. This Resistance Rating is considered very strong and are usually dealing with unique items that should be restricted to Player Charactersonly.
    • Energy: High
    • Kinetic: Low and Average
    • Lightsabers: Low
    • Other:
    • EMP/Ion: None
    • Radiation: Very Low
    • Sonic: Very Low
    • Poisons: High
    • Biological: High
SPECIAL FEATURES
STRENGTHS
  • Helmet produces the highest protection among the rest of the armor due to Duraplast
  • Uniform provides protection again illnesses air borne along with poisons in the air
  • Lightweight allows wearer's maximum movement, and speed
WEAKNESSES
  • Rest of the body other than the helmet can't stop kinetics, and provides low protection to elements such as extreme heat, radiation and extreme cold
  • EMPs can disrupt comlinks and HUD of this uniform
  • While capable of preventing poisons, germs and the like, this armor does not allow one to breathe in the void of space, or water.
DESCRIPTION
A simple uniform of the Solace and Relief Program, it's the most common one. The design of this uniform has bright yellows to signify the role to all on the battlefield. The armor was designed with a blast vest built into it, with standard plastoid plating, but the helmet is made of duraplast for maximum protection for the cranium. The uniform possesses a certain level of air tight seals that prevent germs, bacteria, viruses, and the like from infecting the wearer, but this does not allow for space exposure, or attempting to swim without some form of air supply. That being said air tanks can be integrated with a basic use repulsor pack to the uniform for space and underwater missions.
 
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The Red of Sinner The Red of Sinner

Hi, I am Vis and I will be your friendly neighborhood reviewer today!

All around, it's a solid submission. You did a nice job adhering to the new template and providing lots of cool details for RP and future uses. With that said, I have a few suggestions before I can approve this:

1. Resistances & Balance: As you have it now, this submission only balances using the "Low" rating on kinetic damage all over, ignoring the separate issue with the helmet altogether. For different ratings under the same damage type like this, typically we ask that you make separate points for each, i.e. in this case one for helmet and one for the remaining armor. I might suggest considering using other damage types also, such as "Sonic", "EMP/Ion", "Radiation", "Biological" (which includes the airborne pathogens, etc. alluded to here), "Elemental", "Force Abilities", and so forth. This will help you to clarify which you can truly resist and which you are more vulnerable to. As such, merely stating "Other" is not allowed, a specific damage type needs to be included.

Also, to give a quick primer on how balancing a submission works, there are several factors which are used to balance a submission. Production is one of those. Every level of production has a numeric value:

Mass-Production = 0
Minor-Production = -1
Limited-Production = -2
Semi-Unique = -3
Unique = -4

This also is used, in armor submissions, for weight:

Weightless = 3
Very Light = 2
Light =1
Average = 0
Heavy = -1
Very Heavy = -2
Extreme = -3

Resistances (for each damage type) follow this same pattern:

Extreme = 3
Very High = 2
High = 1
Average = 0
Low = -1
Very Low = -2
None = -3

To balance a submission, you basically add your production value, weight, and several resistance types together and your aim is always ZERO. So, looking at yours presently:

Mass-Production = 0
Light = 1
High = 1
Low = -1 (Average = 0)
Low = -1
Low = -1
High = 1

This adds up to: 0, if we use the "Low" setting for kinetic damage; +1 if we use the "Average" setting, making this latter balance to be overpowered.

If you include other damage types, you can play with these ratings a bit to find a balance of zero.

I will let you do that, and then we will get to the rest, which is all really quite good.
 
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