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| |[[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]] or [[Image:Despair-result.png|18px]] | | |[[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]] or [[Image:Despair-result.png|18px]] |
− | |x | + | |'''Wear and Tear:''' Tools used to construct the armor are damaged by one step.<br>'''Fragile:''' Armor has a significant vulnerability; when it is damaged, its minimum damage effect is Moderate, unless it would be worse. |
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− | |x | + | |[[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]] or [[Image:Despair-result.png|18px]] |
− | |x | + | |'''Expensive:''' The cost to repair the armor is doubled.<br>'''Supply Shortage:''' Must pay 25% additional cost to finish the armor. |
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− | |x | + | |[[Image:Despair-result.png|18px]][[Image:Despair-result.png|18px]] |
− | |x | + | |'''Unexpected Flaw:''' At some point in the future, the GM may spend a Destiny Point to cause the armor to suffer major damage, becoming unusable until it can be repaired. This occurs only once. |
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Revision as of 16:19, 23 December 2017
Source: Keeping the Peace (Force & Destiny)
Armor Templates
Armor Results
Result
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Effect
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Success: Armor is constructed in the Time indicated for that template. Additional Successes: Reduce construction Time by 2 hours per additional success.
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or
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Practice Makes Perfect: Learn something valuable; gain + on next check with the same Skill before the end of the session. Lightweight: Reduce encumbrance by 1 (min 1). Sealable: Armor covers the entire body and is eligible to have the Vacuum Sealed attachment applied to it.
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or
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Lessons Learned: Reduce difficulty of next crafting chech by 1. Extra Melee Defense: Add +1 melee defense to armor (select once only). Special Embellishment: Wearer of this armor adds an automatic to checks for one of the following Skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (select once per Skill only)
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or
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Efficient Construction: Crafter uses only 50% of value of materials in constructing the armor, leaving the rest for other projects (select only once). Extra Ranged Defense: Add +1 ranged defense to armor (select once only). Extra Hard Point: Add 1 hard point to the armor (select up to twice only).
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or
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Extra Soak: Add +1 soak to the armor (select once only). Duplicate: Create one additional, identical set of armor at not extra cost. Armor Schematic: Create a schematic that permanently reduces the difficulty of checks to create armor of this template by 1, to a minimum of Simple [–] (select once only)
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Integral Attachment: Add +1 hard point to the armor, then install one applicable armor attachment that requires 1 hard point. No check is required to obtain the attachment, and it costs 0 credits.
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or
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Exhausting Effort: After completing the crafting, craftsman suffers 3 Strain. Heavy: Increase armor encumbrance by 1. Poor Fit: Donning and removing this armor requires 1 additional action (select once only).
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or
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Complex: Armor is difficult to maintain, increasing difficulty of repair checks by 1. Difficult to Customize: Increase difficulty of checks to modify attachments by 1. Restrictive: Wearer of this armor adds to checks for one of the following Skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (select once only per Skill).
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or
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Wear and Tear: Tools used to construct the armor are damaged by one step. Fragile: Armor has a significant vulnerability; when it is damaged, its minimum damage effect is Moderate, unless it would be worse.
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or
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Expensive: The cost to repair the armor is doubled. Supply Shortage: Must pay 25% additional cost to finish the armor.
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Unexpected Flaw: At some point in the future, the GM may spend a Destiny Point to cause the armor to suffer major damage, becoming unusable until it can be repaired. This occurs only once.
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