Armor
Armor is used to help protect a Character. 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.
Editing Character Sheet: The box to record AC is located on the first page below the Character Attributes section. It is a combination of 10 + Armor + Shield + Dexterity Mod + Size + Natural Armor +Misc Mod.
You can skip to the Armor Examples section if you want a quick list of armor to choose from. The first section 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 the Power Armor section at the bottom of this page.
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 among other things. The table to the left shows off what each Tech Level means for Armor.
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. IE: Tech level 2 can have a maximum of 3 positive customizations done too it (not including Mastworking) and gets one free customization point.
- 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 total price once all customizations are also counted for.
- 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/Level |
Maximum Dex Bonus |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
---|---|---|---|---|
+ 0 | +9 | Normal | 0.25 lbs | $10/+0 |
+ 1 | +8 | Normal | 10 lbs | $150/+0 |
+ 2 | +7 | Normal | 15 lbs | $350/+0 |
+ 3 | +6 | Normal | 20 lbs | $1,000/+0 |
+ 4 | +5 | - 10ft | 25 lbs | $2,200/+0 |
+ 5 | +4 | - 10ft | 30 lbs | $4,500/+0 |
+ 6 | +3 | - 10ft | 35 lbs | $9,000/+1 |
+ 7 | +2 | Halved | 40 lbs | $18,000/+1 |
+ 8 | +1 | Halved | 45 lbs | $30,000/+2 |
+ 9 | +0 | Halved | 50 lbs | $55,000/+2 |
- Armor AC Bonus (Armor Level)
- The Armor AC Bonus is is the bonus this armor gives too the wearer. This Bonus can also be traded for Damage Reduction (DR).
- Trading DR: If the AC bonus is +2 the Armor could either have +2 AC, +1 DR or +1 AC and +2 (Damage Type)DR. Every 2 AC is equal too 1 Total DR or every 1 AC equal too 1 DR for a specific damage type. IE: DR(Electronic). The exception however is for the Kinetic damage type. Every odd AC bonus provides +1 (Kinetic)DR while every other AC bonus sacrificed provides +2 (Kinetic)DR. This is because Kinetic is the most common damage type and also the most difficult to protect against.
- Armor AC Bonus also directly relates to the Level of the Armor and thus the required Armor Proficiency Level the Character must have to use it.
- Maximum Dex Bonus
- As the Armor gets stronger at protecting the wearer the person looses the ability to apply some of their Dexterity Mod to their AC. If they have +6 Armor and their Dexterity modifier is +4 then they cannot add all 4 points of Dexterity Mod too their AC. They can only add +3.
- Speed Diff
- The bigger the Armor the harder it is to move around in it. This reduces the characters movement. This includes when attempting to sprint/swim/climb.
- 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. Anything 40 lbs or heaver is considered 'Heavy'.
- 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.
Armor Examples
Armor | AC / DR / (Max Dex) |
Proficiency Level |
Speed Diff | Average Weight (Tech 2) |
Average Cost Procure Diff |
Bonus Attributes |
---|---|---|---|---|---|---|
Tech Level 0 | ||||||
Padded Armor | +1/0/(+8) | 2 | Normal | 20 lbs | $150/1 | - |
Leather Armor | +2/0/(+7) | 3 | Normal | 25 lbs | $350/1 | - |
Wooden | +3/0/(+6) | 3 | -10ft | 30 lbs | $1,500/1 | Protection Against Grapple +4 |
Studded Leather | +3/1(K)/(+5) | 4 | -10ft | 35 lbs | $3,300/1 | - |
Chain Armor | +4/0/(+5) | 5 | -10ft | 35 lbs | $4,500/1 | - |
Full Plate | +5/2(K)/(+4) | 6 | Halved | 40 lbs | $9,000/1 | Clumsy |
Tech Level 1 | ||||||
Gilly Suit | +0/0/(+8) | 1 | Normal | 0.25 lbs | $160/0 | Stealth Assist +1 |
Basic Light Armor | +1/0/(+8) | 1 | Normal | 15 lbs | $150/0 | - |
Ballistic Vest | +2/0/(+7) | 2 | Normal | 20 lbs | $350/0 | - |
Kevlar Vest | +2/1(K)/(+6) | 3 | Normal | 25 lbs | $1,500/0 | - |
Tactical Body Armor | +4/0/(+5) | 4 | -10 ft | 30 lbs | $2,200/0 | - |
Full Riot Gear | +5/0/(+4) | 5 | -10ft | 35 lbs | $4,500/0 | - |
Full Tactical Armor | +6/0/(+3) | 6 | -10ft | 40lbs | $9,000/1 | - |
Tech Level 2 | ||||||
Improved Light Armor | +2/0/(+7) | 2 | Normal | 15 lbs | $350/0 | - |
Improved Ballistic Vest | +2/1(K)/(+6) | 2 | Normal | 20 lbs | $525/0 | - |
Stealth Suit | +1/1(T)/(+6) | 3 | Normal | 20 lbs | $1,500/0 | Stealth Assist +2 |
Improved Medium Armor | +4/0/(+5) | 4 | -10ft | 25 lbs | $2,200/0 | - |
Basic Regeneration Suit | +3/0/(+5) | 4 | -10ft | 25 lbs | $4,400/1 | Regeneration +2 |
Grounded Armor | +3/3(E)/(+4) | 5 | -10ft | 25 lbs | $6,700/0 | - |
Thermal Plated Armor | +4/3(T)/(+3) | 6 | -10ft | 35 lbs | $14,500/1 | - |
Hybrid Tactical Armor | +3/2(Total)/(+3) | 6 | -10ft | 35 lbs | $14,500/1 | Protection Against Overrun +4 |
Enhanced Steal Plating | +6/1(K)/(+3) | 6 | -10ft | 35 lbs | $14,500/1 | - |
Improved Heavy Armor | +7/0/(+2) | 7 | Halved | 40 lbs | $18,000/1 | - |
Full Printed Steal | +5/2(Total)/(+2) | 7 | Halved | 40 lbs | $27,000/1 | - |
Tech Level 3 | ||||||
Advanced Light Armor | +2/0/(+7) | 2 | Normal | 10 lbs | $1,350/1 | - |
Nano Mesh Shirt | +0/1(Total)/(+7) | 2 | Normal | 10 lbs | $1,525/1 | Shirt |
Nano Mesh Stealth Shirt | +1/0/(+7) | 2 | Normal | 10 lbs | $1,525/1 | Shirt, Stealth Assist +3 |
Nano Mesh Regen Shirt | +1/0/(+7) | 3 | Normal | 0.25 lbs | $2,050/2 | Exotic, Shirt, Regeneration +3 |
Responsive Armor | +3/0/(+6) | 3 | Normal | 15 lbs | $3,000/1 | Protection Against Trip +6 |
Advanced Medium Armor | +5/0/(+4) | 5 | -10ft | 25 lbs | $5,500/1 | - |
Regeneration Suit | +4/0/(+4) | 6 | -10ft | 20 lbs | $19,000/2 | Exotic, Regeneration +3 |
Shielded Suit | +0/5(Total)/(+3) | 6 | Halved | 30 lbs | $14,500/1 | - |
Advanced Heavy Armor | +7/0/(+2) | 7 | Halved | 35 lbs | $21,600/2 | - |
Shielded Hybrid Plating | +4/5/(+1) | 8 | Halved | 40 lbs | $18,000/2 | - |
Full Nano-Mesh Shielded Suit | +8/1(Total)/(+1) | 8 | Halved | 40 lbs | $45,000/3 | - |
Tech Level 4 | ||||||
Cloak Suit | +0/0/(+8) | 1 | Normal | 5 lbs | $3,450/1 | Stealth Assist +4 |
Hyper Reactive Regen Shirt | +1/0/(+6) | 4 | Normal | 5 Lbs | $9,000/2 | Shirt, Exotic, Regeneration +5 |
Enhanced Shielded Hybrid Plating | +7/2(Total)/(+0) | 9 | -10ft | 40 lbs | $63,000/3 | - |
Full Infinity Armor | +9/1(Total)/(+1) | 10 | Halved | 50 lbs | $113,000/3 | Clumsy |
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 their Armor Proficiency Level 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. A Character cannot modify Armor that has a higher tech level.
- 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. 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:
ExpandPlayer can adjust the AC Bonus of the Armor. |
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- DR Bonus:
ExpandThis provides Damage reduction to Armor for different types of attacks. |
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- Maximum Dex:
ExpandPlayer can adjust the maximum Dex bonus the Character gets while using the Armor. |
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- Speed Diff:
ExpandPlayer can adjust the speed penalty for wearing armor. |
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- Weight:
ExpandThe Weight and thus clumsiness of the armor. |
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- Special Attributes:
ExpandA list of special attributes that can be applied to armor. |
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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.
Power Armor
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Crafting Power Armor
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