Crafting Armor

Armor Templates
Name Material Price/Rarity
Check Time Profile
Reinforced Clothing
25cr/0 Average (dd) Mechanics or Survival
6 hours
+1 Soak, +0 Def, 1 Enc, 0 HP
Light Armor
250cr/0 Average (dd) Mechanics or Survival
12 hours
+2 Soak, +0 Def, 2 Enc, 0 HP
Customizable Armor
500cr/4 Average (dd) Mechanics
16 hours
+1 Soak, +0 Def, 4 Enc, 4 HP
Deflective Armor
500cr/5 Average (dd) Mechanics
24 hours
+1 Soak, +1 Def, 2 Enc, 1 HP
Combat Armor
1250cr/4 Hard (ddd) Mechanics
48 hours
+2 Soak, +0 Def, 4 Enc, 3 HP
Segmented Armor
® 2500cr/6
Daunting (dddd) Mechanics
72 hours
+2 Soak, +1 Def, 6 Enc, 4 HP
Augmentative Armor
® 4500cr/8
Formidable (ddddd) Mechanics
120 hours
+2 Soak, +2 Def, 6 Enc, 6 HP
Spending Results When Crafting Armor
Symbols Effect
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).
Tri Tri
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).
D D
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).

Crafting Armor

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