SW Armor Crafting

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Source: Keeping the Peace (Force & Destiny)

Armor Templates

Name Materials Check Time Soak Defense Encumbrance Hard Points
Reinforced Clothing 25cr • 0 Mechanics Difficulty-die.pngDifficulty-die.png or
Survival Difficulty-die.pngDifficulty-die.png
6 hours +1 +0  1 0
Light Armor 250cr • 0 Mechanics Difficulty-die.pngDifficulty-die.png or
Survival Difficulty-die.pngDifficulty-die.png
12 hours +2 +0  2 0
Customizable Armor 500cr • 4 Mechanics Difficulty-die.pngDifficulty-die.png 16 hours +1 +0  4 4


Deflective Armor 500cr • 5 Mechanics Difficulty-die.pngDifficulty-die.png 24 hours +1 +1  2 1
Combat Armor 1250cr • 4 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 48 hours +2 +0  4 3
Segmented Armor 2500cr • 6R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 72 hours +2 +1  6 4
Augmentative Armor 4500cr • 8R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 120 hours +2 +2  6 6

Armor Results

Result Effect
Success-result.png Success: Armor is constructed in the Time indicated for that template.
Additional Successes: Reduce construction Time by 2 hours per additional success.
Advantage-result.png or Triumph-result.png Practice Makes Perfect: Learn something valuable; gain +Boost-die.png 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.
Advantage-result.pngAdvantage-result.png or Triumph-result.png 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 Advantage-result.png to checks for one of the following Skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (select once per Skill only)
Advantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png 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).
Advantage-result.pngAdvantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png 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)
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: 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).
Threat-result.pngThreat-result.png or Despair-result.png 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 Threat-result.png to checks for one of the following Skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (select once only per Skill).
Threat-result.pngThreat-result.pngThreat-result.png or Despair-result.png 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.
Threat-result.pngThreat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Expensive: The cost to repair the armor is doubled.
Supply Shortage: Must pay 25% additional cost to finish the armor.
Despair-result.pngDespair-result.png 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.