Armor: Difference between revisions

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This Armor is a focus on personal body armor and not Power Armor or full body mechanic suites. Power Armor is any Armor that provides an AC bonus of +10 or more and will be explained in detail in another section below.  
This Armor is a focus on personal body armor and not Power Armor or full body mechanic suites. Power Armor is any Armor that provides an AC bonus of +10 or more and will be explained in detail in another section below.  
;Armor AC Bonus: The Armor AC is is the bonus this armor supplies to the AC of the wearer. This Bonus can also be used as Damage Reduction (DR). If the AC bonus is +2 the Armor could either have +2 AC or +2 DR or +1 AC and +1 DR. You can take any number of AC points away and apply them to DR. However all the armors other stats on the table are all still based on the total of the Armors AC and DR.
;Maximum Dex Bonus: As the Armor gets stronger and protecting the wearer the person looses the ability to apply some of there Dexterity to there AC. If you have +6 Armor and you Dexterity modifier is +4 then you cannot add all 4 points of Dexterity Mod too your AC. You can only add 3.
;Speed Diff: The bigger the Armor the harder it is to move around in it. This reduces the characters movement.
;Average Weight: This average weight is the average weight of the Armor if it was built by technology from a Tech 2 civilization. The lower the tech level the heaver the armor and the higher the tech level the lighter the armor. +0 Armor is unaffected by this. Tech Level 1 Armor add an additional 5 lbs on each weight. Tech Level 3 take away 5 lbs and Tech Level 4 take away another 5 lbs. This makes +1 armor weight 0.25 lbs instead of zero. The lowest weight is 0.25. The Speed Diff and Feat Requirement are tided to the weight of the armor.
;Average Cost/Procure Diff: This is the average cost of the armor before you add in the price for the tech level and the procure difficulty.
;Feat Requirement: This is the Feat required to be able to wear this armor. Without this Feat the Armor can only provide 1/2 the armor bonus round down and they have to roll Disadvantage when doing activities effected by wearing armor.
== Customization Armor ==


# Too customize body armor the Player must first pick a Character class. Some classes have restrictions on what armor the character can wear. Also the Player should consider the Feat requirements for what Armor to pick.  
# Too customize body armor the Player must first pick a Character class. Some classes have restrictions on what armor the character can wear. Also the Player should consider the Feat requirements for what Armor to pick.  

Revision as of 03:30, 18 June 2016

THIS PAGE IS STILL UNDER CONSTRUCTION!

Armor is used to help protect a player or ship. Here we will discuss Armor for characters too use to protect themselves. The primary attribute of Armor is its AC Bonus. AC stands for Armor Class and is the number an attacker has to beat in an accuracy check in order to roll for damage. However just like weapons Armor has multiple attributes and they can all be customized using Customization points.

Armor Tech Levels

Tech level also has an important roll to play in Armor. It decides how many Customization points can be spent and the maximum AC bonus Armor can provide.

Table: Armor Tech Levels
Tech Levels Level Limit
Max AC Bonus
Max # of Customization/
Bonus Customization Points
Extra
Base Cost
Extra
Procure Diff
Level 0 +5 1/0 +$0 +1
Level 1 +6 2/0 +$0 +0
Level 2 +7 3/1 +$250 +0
Level 3 +8 4/2 +$1000 +1
Level 4 +9 5/3 +$3000 +1
Tech Levels
This is the Tech Level. The higher the Tech Level the better the armor can be.
Max AC Bonus
This is the maximum amount of AC or DR that the Armor of that Tech Level can have.
Max # Customization/Bonus Customization
The first number is the number of positive customization the Armor can have. The second number is the amount of free customization points that the Armor has because of its tech level.
Extra Base Cost
This is the extra cost to the armor if you declare that it is that tech level. So if you declare the armor is Tech level 2 you add $250 too the base price which will depend on the bonus it provides.
Extra Procure Diff
This is the increase in how difficult it is to acquire the armor if it is of that tech level.

Armor and Attributes

Table: Armor and its Default Attributes By AC Bonus
Armor
AC Bonus
Maximum Dex
Bonus
Speed Diff Average Weight
(Tech 2)
Average Cost
Procure Diff
Feat Requirement
+ 0 +9 Normal 0.25 lbs $10/+0 No Feat Requirement
+ 1 +8 Normal 10 lbs $100/+0 Light Armor Proficiency
+ 2 +7 Normal 15 lbs $250/+0 Light Armor Proficiency
+ 3 +6 Normal 20 lbs $500/+0 Light Armor Proficiency
+ 4 +5 - 10ft 25 lbs $1000/+0 Medium Armor Proficiency
+ 5 +4 - 10ft 30 lbs $3000/+1 Medium Armor Proficiency
+ 6 +3 - 10ft 35 lbs $6000/+1 Medium Armor Proficiency
+ 7 +2 Halved 40 lbs $12000/+1 Heavy Armor Proficiency
+ 8 +1 Halved 45 lbs $24000/+2 Heavy Armor Proficiency
+ 9 +0 Halved 50 lbs $50000/+2 Heavy Armor Proficiency

To the left is a table of Armor sorted by AC. In Future Path the player can create there own customized armor just like in weapons. Also just like in the weapons section a list of default Armor to choose from is provide if you do not want to customize.

The table to the left is a list of the Armor by AC bonus with all the default values associated with the AC bonus. Then the following section below is a description of each attribute as well as a few non-default attributes.

This Armor is a focus on personal body armor and not Power Armor or full body mechanic suites. Power Armor is any Armor that provides an AC bonus of +10 or more and will be explained in detail in another section below.

Armor AC Bonus
The Armor AC is is the bonus this armor supplies to the AC of the wearer. This Bonus can also be used as Damage Reduction (DR). If the AC bonus is +2 the Armor could either have +2 AC or +2 DR or +1 AC and +1 DR. You can take any number of AC points away and apply them to DR. However all the armors other stats on the table are all still based on the total of the Armors AC and DR.
Maximum Dex Bonus
As the Armor gets stronger and protecting the wearer the person looses the ability to apply some of there Dexterity to there AC. If you have +6 Armor and you Dexterity modifier is +4 then you cannot add all 4 points of Dexterity Mod too your AC. You can only add 3.
Speed Diff
The bigger the Armor the harder it is to move around in it. This reduces the characters movement.
Average Weight
This average weight is the average weight of the Armor if it was built by technology from a Tech 2 civilization. The lower the tech level the heaver the armor and the higher the tech level the lighter the armor. +0 Armor is unaffected by this. Tech Level 1 Armor add an additional 5 lbs on each weight. Tech Level 3 take away 5 lbs and Tech Level 4 take away another 5 lbs. This makes +1 armor weight 0.25 lbs instead of zero. The lowest weight is 0.25. The Speed Diff and Feat Requirement are tided to the weight of the armor.
Average Cost/Procure Diff
This is the average cost of the armor before you add in the price for the tech level and the procure difficulty.
Feat Requirement
This is the Feat required to be able to wear this armor. Without this Feat the Armor can only provide 1/2 the armor bonus round down and they have to roll Disadvantage when doing activities effected by wearing armor.

Customization Armor

  1. Too customize body armor the Player must first pick a Character class. Some classes have restrictions on what armor the character can wear. Also the Player should consider the Feat requirements for what Armor to pick.
  2. Secondly the Player should consider what Tech level the Armor can be. The Tech level can increase the price and the procure difficulty. If the Player chooses armor with a higher Tech level then their Character has then the Player Character cannot modify/repair the Armor.
  3. Thirdly the Player should consider the cost. The more customization points spent on the default Armor the higher the cost. For every customization on the armor that's an additional 1/2 starting price to the total. For example: +3 AC armor has a starting price of $500. So for each customization it increases the total cost of the armor by an additional $250. The only exception to the rule is for AC 0 Armor. For every customization point its an additional x3 the base price.

To customize the Armor the player can first spend base points provided by the Tech level. Then they can add additional customizations by taking negatives in attributes to earn negative points. Every negative change gives one point. Two negative points can make 1 customization point. Some negative changes yield different things and some things cost more. For a full list of rules you can review the attributes below.

Description of Customizable Attributes

Besides the default values from the table above a Player can customize other attributes of the Armor. Below is a list of all attributes that can be customized:

  • AC Bonus:
Player can adjust the AC Bonus of the Armor.
You cannot spend points increasing AC level. Simply pick a higher level Armor. You can however take a negative too this. This instantly yields two negative points instead of one. However this doesn't decrease the cost of the armor.
  • Maximum Dex:
Player can adjust the maximum Dex bonus the Character gets while using the Armor.
This cost a customization point. It can increase the max Dex by 1. Spending a point on this cost double. If a negative is taken its a -1 and it yields 1 negative point.
  • Speed Diff:
Player can adjust the speed penalty for wearing armor.
This costs a single customization point. It can increase the speed to the next higher amount. The speeds are (Normal/-10ft/Halved). Decreasing the speed yields a negative point. Decreasing it below 'Halved' simply take another -5ft off and make the armor clumsy. You can only change this attribute once.
  • Weight:
The Weight and thus clumsiness of the armor.
Weight is tricky. The weight in the table is based on Tech 2 level. The lower the level the higher the weight where as the higher the level the lower the weight. Each increment either way is an increase/decrease of 5lbs. (Starting with AC +1 Armor, +0 doesn't count). At Tech 0 level the Armor at +1 weighs in at 20lbs and +9 weighs in at 60lbs. You cannot lower the weight any lower then the lowest being 5lbs but you can increase it above 60lbs. If the weight goes above 60lbs the Speed attribute is dropped a level.

Weight costs 1 customization point. A negative yields one negative point.

  • DR Bonus:
This provides Damage reduction to Armor for different types of attacks.
DR stands for Damage Reduction. Armor AC acts doubles as DR against Melee attacks already. However this adds a bonus DR against either all damage types or one specific damage type. There are 4 damage types. Chemical/Electric/Kinetic/Thermal. 1 point earns 2 DR against a single Damage type. Another option is to spend 2 points and gain 1 DR against all damage types. You can do this up to 5 times.
  • Special Attributes:
A list of special attributes that can be applied to armor.
There is multi special attributes that can be applied to armor. There are rules governing them each.
Protection again Combat Maneuvers: Cost: 1 customization point. Advantage: Can provide a +4 AC bonus to guard against a single type of Combat/Advance Combat Technique. This Special Attribute can be taken multi times. However it can only be picked for one type of combat Technique.
Regeneration: Cost: 1 customization point. Pre-req: Requires at lest Tech level 2. Maximum amount of times the Player can choose this item is based on the tech level. Level 2/twice/Level 3/3 times and so on. Advantages: For every 1 customization point spent the Armor gains a +1 to regen the wearers HP once per turn. Makes the item Exotic.
Exotic: Cost: Free this is a requirement of certain customizations. The base cost of the item goes up a level and with it the cost of all the customizations. If the armor is AC +9 then its simply double the cost.