Armor
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.
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
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 | $150/+0 | Light Armor Proficiency |
+ 2 | +7 | Normal | 15 lbs | $350/+0 | Light Armor Proficiency |
+ 3 | +6 | Normal | 20 lbs | $1,000/+0 | Light Armor Proficiency |
+ 4 | +5 | - 10ft | 25 lbs | $2,200/+0 | Medium Armor Proficiency |
+ 5 | +4 | - 10ft | 30 lbs | $4,500/+0 | Medium Armor Proficiency |
+ 6 | +3 | - 10ft | 35 lbs | $9,000/+1 | Medium Armor Proficiency |
+ 7 | +2 | Halved | 40 lbs | $18,000/+1 | Heavy Armor Proficiency |
+ 8 | +1 | Halved | 45 lbs | $30,000/+2 | Heavy Armor Proficiency |
+ 9 | +0 | Halved | 50 lbs | $55,000/+2 | Heavy Armor Proficiency |
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. The Armor here 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
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 provided if you do not want to customize.
- When choosing Armor a Player must consider if there Character class has any armor restrictions.
- Also the Player should consider the Feat requirements for what Armor to pick.
- 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.
- 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.
- The Player should also consider if they can craft the Armor as Masterworked which both increases the price but also can provide bonus customization points. For every +1 in masterwork the Armor can gain either +1 customization point or +1 to Max number of allowed customization.
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 Customization 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. |
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You cannot spend points increasing AC level. Simply pick a higher level Armor. You can however take a negative too this. This instantly yields fout negative points instead of one. However this doesn't decrease the cost of the armor. |
- DR Bonus:
This provides Damage reduction to Armor for different types of attacks. |
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DR stands for Damage Reduction. 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. If Armor AC Bonus is directly traded for DR then that DR is DR against all damage types unless you want to specify a damage type then it actually makes 2 DR but ALL the DR is now just for that damage type. You cannot remove DR to earn negative points. |
- Maximum Dex:
Player can adjust the maximum Dex bonus the Character gets while using the Armor. |
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This cost 2 customization points. It can increase the max Dex by 1. If a negative is taken it yields 1 negative point. |
- Speed Diff:
Player can adjust the speed penalty for wearing armor. |
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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. |
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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 0.25lbs but you can increase it above 60lbs. The Weight can determine the Speed Diff and Feat Requirement of the armor. This means that if you lower the weight of an Tech 2 item from 25 lbs to 20 lbs that means The Speed diff goes from -10ft to Normal and the Feat Requirement will go from Medium Armor to Light Armor. If you increase the weight more then twice then the armor gains the 'clumsy' attribute.
Weight costs 2 customization points. A negative yields 1 negative point unless it changes the Feat and Speed Diff then it yields 2 points. |
- Special Attributes:
A list of special attributes that can be applied to armor. |
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There is multi special attributes that can be applied to armor. There are rules governing them each. |
Protection against Combat Techniques: Cost: 1 customization point. Advantage: Can provide a +4 AC bonus to guard against a single type of Combat Technique or Advanced Combat Technique. This Special Attribute can be taken multi times and stack by providing an additional +2 for each additional time.. 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 with all price changes. Each point spent on Regen is double the extra cost. Regeneration can be picked more times then the Tech Level restriction but to do so costs 2 customization points instead of one and the cost is triple. There is no limit after that. |
Stealth Assist: Cost: 1 customization point. This can only be used the same number of times as the Tech Level of the Armor. Each time this customization is acquired it provided a +1 bonus to Stealth skill checks. |
Weapon Mount: Cost: 1 customization point. This can only be used once. It allows for a weapon of Large or small size to be mounted onto the armor and controlled thru a switch can be easily accessible. |
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. |
Clumsy: Cost: Free as this is earned by changing the Speed below Halved or by increasing the weight of the armor to 60 lbs or higher. Clumsy means that even if you are proficient with the armor the Character still takes disadvantage when doing tasks that are effected by wearing armor. Wearing Clumsy armor means that the Speed Diff can NEVER be higher then halved. |
Armor Examples
Armor | AC / DR / (Max Dex) |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
Feat Requirement | Bonus Attributes |
---|---|---|---|---|---|---|
Tech Level 0 | ||||||
Padded Shirt | +1/0/(+8) | Normal | 10 lbs | $110/1 | Light Armor Proficiency | - |
Leather Armor | +2/0/(+7) | Normal | 25 lbs | $1,100/1 | Light Armor Proficiency | - |
Studded Leather | +3/1/(+5) | Normal | 30 lbs | $2,220/1 | Light Armor Proficiency | - |
Wooden | +3/0/(+5) | -10ft | 35 lbs | $4,950/1 | Medium Armor Proficiency | Protection Against Grapple +4 |
Chain Shirt | +4/0/(+5) | -10ft | 35 lbs | $4,950/1 | Medium Armor Proficiency | - |
Full Plate | +5/2/(+4) | Halved | 50 lbs | $9,900/1 | Heavy Armor Proficiency | Clumsy |
Tech Level 1 | ||||||
Gilly Suit | +0/0/(+8) | Normal | 0.25 lbs | $150/0 | No Feat Requirement | Stealth Assist +1 |
Kevlar Vest | +2/1/(+6) | Normal | 25 lbs | $500/0 | Light Armor Proficiency | - |
Tactical Body Armor | +4/0/(+5) | -10 ft | 30 lbs | $500/0 | Light Armor Proficiency | - |
Full Riot Gear | +5/0/(+4) | -10ft | 35 lbs | $3,000/0 | Medium Armor Proficiency | Protection Against Trip +4 |
Full Tactical Armor | +6/2/(+3) | Halved | 45 lbs | $13,000/1 | Heavy Armor Proficiency | - |
Tech Level 2 | ||||||
Stealth Suit | +1/1/(+6) | Normal | 10 lbs | $350/0 | Light Armor Proficiency | Stealth Assist +2 |
Basic Regeneration Suit | +3/0/(+2) | Normal | 25 lbs | $2,500/0 | Light Armor Proficiency | Regeneration +2 |
Grounded Armor | +3/2(E)/(+4) | -10ft | 30 lbs | $3,000 | Medium Armor Proficiency | - |
Thermal Plated Armor | +3/6(T)/(+3) | -10ft | 35 lbs | $6,6000/1 | Medium Armor Proficiency | - |
Hybrid Tactical Armor | +3/3/(+3) | -10ft | 35 lbs | $9,900/1 | Medium Armor Proficiency | Protection Against Overrun +4 |
Enhanced Steal Plating | +6/1(K)/(+3) | -10ft | 35 lbs | $10,175/1 | Medium Armor Proficiency | - |
Full Printed Steal | +7/1/(+1) | Halved | 40 lbs | $21,600/2 | Heavy Armor Proficiency | - |
Tech Level 3 | ||||||
Nano Mesh Shirt | +1/2/(+6) | Normal | 0.25 lbs | $1,275/1 | No Feat Requirement | - |
Nano Mesh Stealth Shirt | +1/0/(+6) | Normal | 0.25 lbs | $1,275/1 | No Feat Requirement | Stealth Assist +3 |
Nano Mesh Regen Shirt | +1/0/(+5) | Normal | 5 lbs | $1,825/1 | Light Armor Proficiency | Regeneration +4 |
Responsive Armor | +3/0/(+6) | Normal | 15 lbs | $2,200/1 | Light Armor Proficiency | Protection Against Trip +6 |
Regeneration Suit | +4/0/(+4) | Normal | 20 lbs | $3,750/1 | Medium Armor Proficiency | Regeneration +3 |
Shielded Suit | +0/7/(+3) | -10ft | 30 lbs | $13,000/2 | Medium Armor Proficiency | - |
Shielded Hybrid Plating | +4/5/(+1) | Halved | 40 lbs | $48,600/3 | Heavy Armor Proficiency | - |
Full Nano-Mesh Shielded Suit | +8/2/(+1) | Halved | 40 lbs | $65,000/3 | Heavy Armor Proficiency | - |
Tech Level 4 | ||||||
Cloak Suit | +0/0/(+8) | Normal | 0.25 lbs | $3,340/1 | No Feat Requirement | Stealth Assist +4 |
Hyper Reactive Regen Shirt | +1/0/(+6) | Normal | 0.25 Lbs | $3,375/1 | No Feat Requirement | Regeneration +5 |
Enhanced Shielded Hybrid Plating | +7/4/(+0) | Halved | 45 lbs | $156,000/3 | Heavy Armor Proficiency | Protection Against Trip +4 |
Full Infinity Armor | +9/2/(+1) | Halved | 50 lbs | $198,900/3 | Heavy Armor Proficiency | Protection Against Trip +4, Clumsy |
Crafting and Masterworked Armor
Crafting requires a Character have the Craft Structure Skill. The normal crafting rules for how long it takes and how expensive are the materials are all the same. So is the rules for Masterwork crafting.
To summarize to craft Masterwork you have to have at least a skill rank of 3 and must also have Advanced build materials for that item. The maximum level of Masterworked Armor is +5 and each level provides either +1 to the maximum amount of customization or +1 extra free customization point to spend. Remember that a Skill Craft Rank of 3 can only craft Masterworked +1 items. Skill Rank 4 can do +2 all the way to Skill Rank 7 which can do +5.
One exception to crafting structure rules is that you cannot collaborate and divided up the work on crafting armor.