Armor Crafting



Armor Templates

NameMaterial Price/RarityCheckTimeProfile
Reinforced Clothing25 credits/0Average () Mechanics or Survival check6 hours+1 soak, +0 defense, 1 encumbrance, 0 hard points
Light Armor250 credits/0Average () Mechanics or Survival check12 hours+2 soak, +0 defense, 2 encumbrance, 0 hard points
Customizable Armor500 credits/4Average () Mechanics check16 hours+1 soak, +0 defense, 4 encumbrance, 4 hard points
Deflective Armor500 credits/5Average () Mechanics check24 hours+1 soak, +1 defense, 2 encumbrance, 1 hard point
Combat Armor1250 credits/4Hard () Mechanics check48 hours+2 soak, +0 defense, 4 encumbrance, 3 hard points
Segmented Armor(R) 2500 credits/6Daunting () Mechanics check72 hours+2 soak, +1 defense, 6 encumbrance, 4 hard points
Augmentative Armor(R) 4500 credits/8Formidable () Mechanics check120 hours (5 Days)+2 soak, +2 defense, 6 encumbrance, 6 hard points

Spending , , , and on Armor Crafting

GM Note: Certain options should only apply to certain armors:

Sealable and Expensive should only apply to Customizable Armor and up.

Extra Melee/Ranged Defense should only apply to armors that already have Defense.

Customizable (+1 Hard Point), Integral Attachment (+1 Hard Point), and Hard to Modify should only apply to armors that already have Hard Points.

SymbolsEffect
or Practice Makes Perfect: The character learns something valuable, and gains on the next check they make with the same skill before the end of the session.

Lightweight: Reduce the armor's Encumbrance by 1 (to a minimum of 1).

Sealable: The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied to it (this can only be selected once).
or Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.



Special Embellishment: The wearer of this armor adds automatic to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (this can only be selected once). Extra Melee Defense: Add +1 Melee defense to the armor (this can only be selected once).
or Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once).

Extra Ranged Defense: Add +1 Ranged defense to the armor (this can only be selected once).

Customizable: Increase the armor's hard points by 1 (to a maximum of 2 additional hard points).
or Extra Soak: Add +1 Soak to the armor (this can only be selected once).

Duplicate: Create one additional, identical set of armor (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost.

Schematic: Create a schematic that permanently reduces the difficulty of creating armor of this template by 1, to a minimum of Simple (—) (this can only be selected once).
Integral Attachment: Add +1 Hard Point to the armor, then install one applicable armor Attachment that requires 1 or fewer hard points. No check is required to obtain this Attachment, and it costs 0 credits.
or Exhausting Effort: Upon completing Construction, the character suffers 3 Strain.

Heavy: Increase the armor's Encumbrance by 1.

Poor Fit: Donning and removing this armor requires 1 additional Action (this can only be selected once).
or Difficult to Repair: Increase the difficulty of checks to repair this armor by 1.

Wear and Tear: The tools the character was using to craft the armor are worn down or destroyed, and are damaged one step (undamaged to Minor, Minor to Moderate, Moderate to Major).

Restrictive: The wearer of this armor adds automatic to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (this can only be selected once).

Hard to Modify: Increase the difficulty of checks to modify Attachments on this armor by 1.
or Wear and Tear: The tools the character was using to craft the armor are worn down or destroyed, and are damaged one step (undamaged to Minor, Minor to Moderate, Moderate to Major).

Fragile: The armor has a substantial vulnerability that can be exploited; whenever the armor becomes damaged, the damage always counts as Moderate damage unless it would be worse (this can only be selected once).
or Expensive: The armor has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the armor is doubled (this can only be selected once).

Supply Shortage: The character runs out of materials midway through constructing the armor. The crafter cannot finish the armor until they have a chance to acquire more supplies and spends credits equal to 25% of the Material Price on these additional supplies (this can only be selected once).
Hidden Flaw: At some point in the future, the GM may flip a Destiny Point to have the armor fracture or break. When the GM does so, the armor counts as suffering Major damage and thus becomes unusable. Once the armor has been repaired, this flaw is removed and cannot be exploited again.