Tales from the Outer Rim
||25cr/0||Average (dd) Mechanics or Survival
||+1 Soak, +0 Def, 1 Enc, 0 HP
||250cr/0||Average (dd) Mechanics or Survival
||+2 Soak, +0 Def, 2 Enc, 0 HP|
||500cr/4||Average (dd) Mechanics
||+1 Soak, +0 Def, 4 Enc, 4 HP|
||500cr/5||Average (dd) Mechanics
||+1 Soak, +1 Def, 2 Enc, 1 HP|
||1250cr/4||Hard (ddd) Mechanics
||+2 Soak, +0 Def, 4 Enc, 3 HP|
||Daunting (dddd) Mechanics
||+2 Soak, +1 Def, 6 Enc, 4 HP|
||Formidable (ddddd) Mechanics
||+2 Soak, +2 Def, 6 Enc, 6 HP|
|Spending Results When Crafting Armor
|A or Tri
||Practice makes Perfect: The character learns something valuable, and gains 1 boost on the next check he makes with the same skill before the end of the session.
Lightweight: Reduce the armor’s Encumbrance by 1 (minimum 1).
Sealable: The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied to it [Keeping the Peace, p57].
|AA or Tri
||Lessons Learned: Reduce the difficulty of the character’s next crafting check by 1.
Extra Melee Defense: Add +1 Melee Defense to the armor (can only be selected once).
Special Embellishment: The wearer of this armor adds an automatic A to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (can only be selected once).
|AAA or Tri
||Efficient Construction: The character retains supplies worth 50% of the Material Price used to craft the armor (can only be selected once).
Extra Ranged Defense: Add +1 Ranged Defense to the armor (may only be selected once).
Extra Hard Point: Add +1 hard Point to the armor (maximum of 2 additional hard points).
|AAAA or Tri
||Extra Soak: Add +1 Soak to the armor (can only be selected once).
Duplicate: Create one additional identical set of armor (with all the qualities, improvements, and flaws that the first possesses) at no additional cost.
Schematic: Permanently reduce the difficulty of checks to create 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 1 applicable armor attachment that requires 1 Hard Point. No check is required to obtain this attachment, and it costs 0 credits.
|Th or D
||Exhausting Effort: Upon completing the armor, the character suffers 3 strain.
Heavy: Increase the armor’s Encumbrance by +1.
Poor Fit: Donning and removing the armor requires 1 additional action (can only be selected once).
|Th Th or D
||Complex: The armor is difficult to maintain. Increase the difficulty of checks to repair this item by 1 [EotE, p159].
Difficult to customize: Increase the difficulty of checks to modify attachments on this armor by 1.
Restrictive: The wearer of this armor adds an automatic Th to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (can only be selected once).
|Th Th Th or D
||Wear and Tear: The tools the character was using to craft the armor are damaged one step (Minor if undamaged, Minor to Moderate, Moderate to Major).
Fragile: The armor has a substantial vulnerability than can be exploited; whenever the armor becomes damaged, it always becomes moderately damaged unless it would be worse [EotE, p159] (can only be selected once).
|Th Th Th Th or D
||Expensive: The armor has intricate mechanisme that can only be replaced at substantial cost. Whenever the armor becomes damaged, the cost to repair it is doubled [EotE pg 159] (can only be selected once).
Supply Shortage: The character runs out of supplies midway through the construction process. The character cannot finish the armor until he has a chance to acquire supplies and spends credits equal to 25% of the Material Price on these additional supplies (can only be selected once).
||Unexpected Flaw: The armor has a serious problem the crafter does not detect. At some point in the future, the GM may spend a destiny point to cause the armor to fail. When he does so, the armor counts as suffering major damage, and thus becomes unusable [EotE, p159]. Once the armor has been repaired, the flaw is removed and cannot be exploited this way again (can only be selected once).