Difference between revisions of "SW Armor Crafting"

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'''Source:''' Keeping the Peace (Force & Destiny)
 
 
==Armor Templates==
 
==Armor Templates==
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
 
{| class="wikitable" style="margin: 1em auto 1em auto;"
! Item || Price/Rarity || Check || Difficulty || Time || Profile
+
!Item || Price/Rarity || Check || Difficulty || Time || Profile
|- align="center" style="background:paleturquoise;"
+
|-style="background:paleturquoise;"
| Reinforced Clothing || 25 credits/0 || Mechanics or Survival || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 6 hours || +1 soak, +0 defense, 1 encumbrance, 0 hard points
+
|Reinforced Clothing || 25 credits/0 || Mechanics or Survival || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 6 hours || +1 soak, +0 defense, 1 encumbrance, 0 hard points
|- align="center"
+
|-
| Light Armor || 250 credits/0 || Mechanics or Survival || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 12 hours || +2 soak, +0 defense, 2 encumbrance, 0 hard points
+
|Light Armor || 250 credits/0 || Mechanics or Survival || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 12 hours || +2 soak, +0 defense, 2 encumbrance, 0 hard points
|- align="center" style="background:paleturquoise;"
+
|-style="background:paleturquoise;"
| Customizable Armor || 500 credits/4 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 16 hours || +1 soak, +0 defense, 4 encumbrance, 4 hard points
+
|Customizable Armor || 500 credits/4 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 16 hours || +1 soak, +0 defense, 4 encumbrance, 4 hard points
|- align="center"
+
|-
| Deflective Armor || 500 credits/5 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 24 hours || +1 soak, +1 defense, 2 encumbrance, 1 hard point
+
|Deflective Armor || 500 credits/5 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 24 hours || +1 soak, +1 defense, 2 encumbrance, 1 hard point
|- align="center" style="background:paleturquoise;"
+
|-style="background:paleturquoise;"
| Combat Armor || 1250 credits/4 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 48 hours || +2 soak, +0 defense, 4 encumbrance, 3 hard points
+
|Combat Armor || 1250 credits/4 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 48 hours || +2 soak, +0 defense, 4 encumbrance, 3 hard points
|- align="center"
+
|-
| Segmented Armor || 2500 credits/6R || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 72 hours || +2 soak, +1 defense, 6 encumbrance, 4 hard points
+
|Segmented Armor || 2500 credits/6R || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 72 hours || +2 soak, +1 defense, 6 encumbrance, 4 hard points
|- align="center" style="background:paleturquoise;"
+
|-style="background:paleturquoise;"
| Augmentative Armor || 4500 credits/8R || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 120 hours || +2 soak, +2 defense, 6 encumbrance, 5 hard points
+
|Augmentative Armor || 4500 credits/8R || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 120 hours || +2 soak, +2 defense, 6 encumbrance, 5 hard points
 
|}
 
|}
 +
==Armor Results==
 +
Results marked with an asterix can only be chosen once.
  
==Armor Results==
+
After making the crafting check, the craftsman may purchase one additional [[Image:Advantage-result.png|15px]] per rank of the Skill used in the crafting by taking an equal number of [[Image:Threat-result.png|15px]]. These are unique in that they do ''not'' cancel one another out.
* Each [[Image:Success-result.png|16px]] reduces crafting time by 2 hours.
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
!width="100" | Result || Effect
 +
|-
 +
|[[Image:Success-result.png|15px]] || '''Success*.''' The item is constructed successfully.<br>'''Additional Successes.''' Reduce crafting time by 2 hours per additional success.
 +
|-style="background:paleturquoise;"
 +
|[[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Practice Makes Perfect.''' You learn something valuable, and gain [[Image:Boost-die.png|12px]] on the next check you make with the same skill before the end of the session.<br>'''Lightweight.''' Reduce the armor's encumbrance by 1 (min 1).<br>'''Sealable*.''' The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied to it.
 +
|-
 +
|[[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Lessons Learned.''' Reduce the difficulty of your next crafting check by 1.<br>'''Extra Melee Defense*.''' Add +1 melee defense to the armor.<br>'''Special Embellishment*.''' The wearer of this armor adds an automatic [[Image:Advantage-result.png|12px]] to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth.
 +
|-style="background:paleturquoise;"
 +
|[[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Efficient Construction*.''' A sizeable portion of the material is unused or can be reclaimed from the crafting process: reduce the Material Price needed to craft the item by 50%.<br>'''Extra Ranged Defense*.''' Add +1 ranged defense to the armor.<br>'''Extra Hard Point.''' Add +1 hard point to the armor (max +2).
 +
|-
 +
|[[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Extra Soak*.''' Add +1 soak to the armor.<br>'''Duplicate.''' Create one additional, identical set of armor with all of the qualities, improvements, and flaws that the first possesses at no extra cost or time.<br>'''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 (–).
 +
|-style="background:paleturquoise;"
 +
|[[Image:Triumph-result.png|15px]][[Image:Triumph-result.png|15px]] || '''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.
 +
|-
 +
|[[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Exhausting Effort.''' Upon completing construction of the armor, you suffer 3 Strain.<br>'''Heavy.''' Increase armor encumbrance by +1.<br>'''Poor Fit*.''' Donning and removing this armor requires 1 additional action.
 +
|-style="background:paleturquoise;"
 +
|[[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Complex.''' The armor is difficult to maintain; increase the Difficulty of checks to repair it by +1.<br>'''Difficult to Customize.''' Increase the Difficulty of checks to modify attachments on this armor by 1.<br>'''Restrictive.''' The wearer of this armor adds automatic [[Image:Threat-result.png|12px]] to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance.
 +
|-
 +
|[[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Wear and Tear.''' The tools used to craft this armor are worn down or destroyed, and are damaged by one step.<br>'''Difficult to Repair*.''' Increase the Difficulty of all checks to repair this armor by 1.<br>'''Fragile*.''' Whenever the armor becomes damaged, upgrade any minor damage to moderate.
 +
|-style="background:paleturquoise;"
 +
|[[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Expensive*.''' The armor has intricate mechanisms that can only be replaced at substantial cost: when repairing the armor, the cost to do so is doubled.<br>'''Supply Shortage*.''' Materials being used in the construction of the armor run thin halfway through, requiring the use of 25% additional greater materials than usual.
 +
|-
 +
|[[Image:Despair-result.png|15px]][[Image:Despair-result.png|15px]] || '''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 it does, this counts as the armor suffering major damage. Once this has been repaired, the flaw is removed.
 +
 
 +
|}

Latest revision as of 16:35, 18 January 2021

Armor Templates

Item Price/Rarity Check Difficulty Time Profile
Reinforced Clothing 25 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 6 hours +1 soak, +0 defense, 1 encumbrance, 0 hard points
Light Armor 250 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 12 hours +2 soak, +0 defense, 2 encumbrance, 0 hard points
Customizable Armor 500 credits/4 Mechanics Difficulty-die.pngDifficulty-die.png 16 hours +1 soak, +0 defense, 4 encumbrance, 4 hard points
Deflective Armor 500 credits/5 Mechanics Difficulty-die.pngDifficulty-die.png 24 hours +1 soak, +1 defense, 2 encumbrance, 1 hard point
Combat Armor 1250 credits/4 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 48 hours +2 soak, +0 defense, 4 encumbrance, 3 hard points
Segmented Armor 2500 credits/6R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 72 hours +2 soak, +1 defense, 6 encumbrance, 4 hard points
Augmentative Armor 4500 credits/8R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 120 hours +2 soak, +2 defense, 6 encumbrance, 5 hard points

Armor Results

Results marked with an asterix can only be chosen once.

After making the crafting check, the craftsman may purchase one additional Advantage-result.png per rank of the Skill used in the crafting by taking an equal number of Threat-result.png. These are unique in that they do not cancel one another out.

Result Effect
Success-result.png Success*. The item is constructed successfully.
Additional Successes. Reduce crafting time by 2 hours per additional success.
Advantage-result.png or Triumph-result.png Practice Makes Perfect. You learn something valuable, and gain Boost-die.png on the next check you make with the same skill before the end of the session.
Lightweight. Reduce the armor's encumbrance by 1 (min 1).
Sealable*. The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied to it.
Advantage-result.pngAdvantage-result.png or Triumph-result.png Lessons Learned. Reduce the difficulty of your next crafting check by 1.
Extra Melee Defense*. Add +1 melee defense to the armor.
Special Embellishment*. The wearer of this armor adds an automatic Advantage-result.png to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth.
Advantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png Efficient Construction*. A sizeable portion of the material is unused or can be reclaimed from the crafting process: reduce the Material Price needed to craft the item by 50%.
Extra Ranged Defense*. Add +1 ranged defense to the armor.
Extra Hard Point. Add +1 hard point to the armor (max +2).
Advantage-result.pngAdvantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png Extra Soak*. Add +1 soak to the armor.
Duplicate. Create one additional, identical set of armor with all of the qualities, improvements, and flaws that the first possesses at no extra cost or time.
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 (–).
Triumph-result.pngTriumph-result.png 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.
Threat-result.png or Despair-result.png Exhausting Effort. Upon completing construction of the armor, you suffer 3 Strain.
Heavy. Increase armor encumbrance by +1.
Poor Fit*. Donning and removing this armor requires 1 additional action.
Threat-result.pngThreat-result.png or Despair-result.png Complex. The armor is difficult to maintain; increase the Difficulty of checks to repair it by +1.
Difficult to Customize. Increase the Difficulty of checks to modify attachments on this armor by 1.
Restrictive. The wearer of this armor adds automatic Threat-result.png to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance.
Threat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Wear and Tear. The tools used to craft this armor are worn down or destroyed, and are damaged by one step.
Difficult to Repair*. Increase the Difficulty of all checks to repair this armor by 1.
Fragile*. Whenever the armor becomes damaged, upgrade any minor damage to moderate.
Threat-result.pngThreat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Expensive*. The armor has intricate mechanisms that can only be replaced at substantial cost: when repairing the armor, the cost to do so is doubled.
Supply Shortage*. Materials being used in the construction of the armor run thin halfway through, requiring the use of 25% additional greater materials than usual.
Despair-result.pngDespair-result.png 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 it does, this counts as the armor suffering major damage. Once this has been repaired, the flaw is removed.