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Armor

From FuturePath

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 and Attributes

Table: Armor
Armor
Level
Armor AC
Bonus/Level
Maximum Dex
Bonus
Speed Diff Average Weight
(Tech 2)
Average Base Cost
Procure Diff
0 + 0 +9 Normal 0.25 lbs $10/+0
1 + 1 +8 Normal 5 lbs $150/+0
2 + 2 +7 Normal 10 lbs $350/+0
3 + 3 +6 Normal 15 lbs $1,000/+0
4 + 4 +5 - 5ft 20 lbs $2,200/+0
5 + 5 +4 - 5ft 25 lbs $4,500/+0
6 + 6 +3 - 10ft 30 lbs $9,000/+1
7 + 7 +2 - 10ft 35 lbs $18,000/+1
8 + 8 +1 Halved 40 lbs $30,000/+2
9 + 9 +0 Halved 45 lbs $55,000/+2
Armor AC Bonus (Armor Level)
The Armor AC Bonus is the bonus this armor gives to the wearer. This Bonus can also be traded for Damage Reduction (DR).
Trading DR: When crafted, Armor can provide AC or DR. For every 1 AC traded, the armor gains 4 DR Units. These units can be spent to acquire DR of various types:
  • 1 DR Unit = 1 DR (Specific: Chemical, Electrical, or Thermal)
  • 2 DR Units = 1 DR (Kinetic)
  • 4 DR Units = 1 DR (ALL)
For example, trading 1 AC (4 units) could provide 1 DR (ALL), or 2 DR (Kinetic), or 4 DR (Chemical), or a combination like 1 DR (Kinetic) and 2 DR (Thermal).
Note: 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. This stays true regardless if AC is traded out for DR or other things. So when crafting Armor, it is best to determine the AC, then trade out for DR, and record the AC.
Maximum Dex Bonus
As the Armor gets stronger at protecting the wearer, the person loses 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 to 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 character's movement. This includes when attempting to sprint/swim/climb.
Average Weight
This is the average weight of the Armor if it were built by a Tech 2 civilization. The lower the tech level, the heavier the armor +5 lbs per Level, and the higher the tech level, the lighter the armor -5 lbs per level. +0 Armor is unaffected by this. The minimum armor that provides any amount of AC/DR is 1 lb per Armor level. Anything 35 lbs or heavier is considered 'Heavy'. Armor Proficiency is based on Armor level and not weight. But weight can contribute to other factors. The Tech Level adjustment to weight doesn't affect Speed; that only happens during Armor Customization.
Average Base Cost/Procure Diff
This is the average cost of the armor before you add in the price for the Tech Level. Tech Level affects the Base Cost of the Armor. While Procure Difficulty, Masterworking, and Customizations are all multipliers of the Base Cost.

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 what each Tech Level means for Armor.

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 customizations the Armor can have. The second number is the number of free customization points the Armor has due to its tech level. IE: Tech level 2 can have a maximum of 3 positive customizations done to it (not including Masterworking) and gets one free customization point.
Extra Base Cost
This is the extra cost to the Armor's Base Cost if you declare that it is that tech level. So if you declare the armor is Tech level 2, you add $250 to the Base Cost, which would also be its Total Armor Cost if no other modifiers such as Masterworking or Customizations are added to the total. How much Masterworking or Customizations cost depends on the Armor's Base Cost.
Extra Procure Diff
This is the increase in how difficult it is to acquire the armor if it is of that tech level.


Armor Examples

Table: Example Armor
Armor Level AC DR Max
Dex
Prof*
Lvl
Speed Diff Weight Average Cost
Procure Diff
Master-
Worked?
Cstm**
+N/-P/-S(S)
Bonus Attributes
Tech Level 0
Padded Armor 1 +1 0 +8 2 Normal 15 lbs $150/1 - 0 / 0 / 0(1) Archaic
Leather Armor 2 +2 0 +7 3 -5 ft 20 lbs $350/1 - 0 / 0 / 0(1) Archaic
Mstr Leather Armor 2 +2 2 DR (K) +7 4 -5ft 20 lbs $1,050/2 1/+1P 0 / 1 / 1(1) Archaic
Studded Leather 3 +2 2DR (K) +5 4 -5ft 25 lbs $1,000/1 - 0 / 0 / 0(1) Archaic
Wooden 3 +3 0 +6 4 -10ft 30 lbs $2,000/1 - 2 / 1 / 1(1) Archaic, Protection Against Grapple +4
Chain Armor 4 +4 0 +5 5 -10ft 30 lbs $2,200/1 - 0 / 0 / 0(1) Archaic
Full Plate 5 +5 2DR (K) +4 6 Halved 40 lbs $9,000/1 - 2 / 1 / 1(1) Archaic, Clumsy
Mstr Full Plate 5 +5 2DR (K) +4 7 -10ft 35 lbs $13,500/2 1/+1P 0 / 1 / 1(1) Archaic
Armor Level AC DR Max
Dex
Prof*
Lvl
Speed Diff Weight Average Cost
Procure Diff
Master-
Worked?
Cstm**
+N/-P/-S(S)
Bonus Attributes
Tech Level 1
Gilly Suit 0 +0 0 +5 2 Normal 0.25 lbs $85/0 - 2 / 1 / 1(2) Stealth Assist +2
Basic Light Armor 1 +1 0 +8 1 Normal 10 lbs $150/0 - 0 / 0 / 0(2) -
Ballistic Vest 1 +0 1 DR (A) +7 2 Normal 10 lbs $350/0 - 0 / 0 / 0(2) -
Hybrid Vest 2 +1 1 DR (A) +7 2 Normal 15 lbs $350/0 - 0 / 0 / 0(2) -
Hazard Suit 2 +1 DR (3C, 1T) +7 2 Normal 15 lbs $350/0 - 0 / 0 / 0(2) -
Kevlar Vest 3 +2 2 DR (K) +6 3 -5 ft 20 lbs $1,000/0 - 0 / 0 / 0(2) -
Mstr Kevlar Vest 3 +3 1 DR (K) +6 4 -5 ft 20 lbs $3,000/1 1/+1P 0 / 1 / 1(2) -
Plated Vest 3 +3 0 +6 3 -5 ft 20 lbs $1,000/0 - 0 / 0 / 0(2) -
Kevlar Body Armor 4 +3 2 DR (K) +6 3 -5 ft 25 lbs $2,200/0 - 0 / 0 / 0(2) -
Tactical Body Armor 4 +3 0 +5 4 -5 ft 25 lbs $4,400/0 - 2 / 1 / 1(2) Quick Slot 1
Mstr Tactical Body Armor 4 +4 0 +5 5 -5 ft 25 lbs $6,600/1 1/+1P 0 / 1 / 1(2) Quick Slot 1
Full Riot Gear 5 +5 0 +4 5 -10ft 30 lbs $4,500/0 - 0 / 0 / 0(2) -
Full Plated Armor 6 +6 0 +3 6 -10ft 35 lbs $9,000/1 - 0 / 0 / 0(2) -
Armor Level AC DR Max
Dex
Prof*
Lvl
Speed Diff Weight Average Cost
Procure Diff
Master-
Worked?
Cstm**
+N/-P/-S(S)
Bonus Attributes
Tech Level 2
Improved Personal Vest 1 +1 0 +8 2 Normal 5 lbs $1,050/1 1/+1P 0 / 2 / 1(3) Shirt
Improved Light Armor 2 +2 0 +7 2 Normal 10 lbs $600/0 - 0 / 0 / 0(3) -
Improved Hazard Suit 2 +1 DR (4C, 2T) +7 2 Normal 10 lbs $1,200/0 - 0 / 1 / 1(3) -
Improved Ballistic Vest 3 +1 2 DR (A) +6 3 Normal 15 lbs $1,250/0 - 0 / 0 / 0(3) -
Stealth Suit 3 +2 4DR (T) +6 3 Normal 15 lbs $2,500/0 - 0 / 1 / 1(3) Stealth Assist +2
Mstr Stealth Suit 3 +3 4DR (T) +6 4 Normal 15 lbs $7,500/1 2/+2P 0 / 3 / 3(3) Stealth Assist +4
Basic Regeneration Suit 4 +3 0 +6 4 -5ft 20 lbs $7,450/1 - 0 / 1 / 1(3) Regeneration +2
Improved Tactical Body Armor 4 +4 0 +5 4 -5 ft 20 lbs $4,900/0 - 0 / 1 / 1(3) Quick Slot 2
Mounted Medium Armor 4 +3 0 +5 4 -10ft 35 lbs $9,800/0 - 4 / 3 / 1(3) Weapon Mount (Small)
Improved Medium Armor 5 +5 0 +4 5 -5ft 25 lbs $4,750/0 - 0 / 0 / 0(3) -
Improved Hybrid Vest 5 +2 3 DR (A) +4 5 -5ft 25 lbs $4,750/0 - 0 / 0 / 0(3) -
Grounded Armor 5 +3 8 DR (E) +4 5 -5ft 25 lbs $4,750/0 - 0 / 0 / 0(3) -
Thermal Plated Armor 6 +4 8 DR (T) +3 6 -10ft 30 lbs $9,250/1 - 0 / 0 / 0(3) -
Hybrid Tactical Armor 6 +2 4 DR (A) +3 6 -10ft 30 lbs $18,500/1 - 0 / 1 / 1(3) Quick Slot 2
Enhanced Steel Plating 7 +6 2 DR (K) +3 7 -10ft 35 lbs $18,250/1 - 0 / 0 / 0(3) -
Improved Heavy Armor 7 +7 0 +2 7 -10ft 35 lbs $18,250/1 - 0 / 0 / 0(3) -
Mstr Improved Heavy Armor 7 +7 0 +2 7 -5ft 25 lbs $73,000/2 1/+1P 0 / 2 / 2(3) -
Full Printed Steel 7 +5 2 DR (A) +2 7 -10ft 35 lbs $18,250/1 - 0 / 0 / 0(3) -
Armor Level AC DR Max
Dex
Prof*
Lvl
Speed Diff Weight Average Cost
Procure Diff
Master-
Worked?
Cstm**
+N/-P/-S(S)
Bonus Attributes
Tech Level 3
Nano Mesh Shirt 0 +0 1 DR (A) +9 0 Normal 1 lbs $3,030/1 - 0 / 2 / 2(4) Shirt
Mstr Nano Mesh Shirt 1 +1 1 DR (A) +8 2 Normal 1 lbs $8,050/2 2/+2P 0 / 4 / 3(4) Shirt
Advanced Personal Vest 1 +1 0 +8 0 Normal 1 lbs $3,450/1 - 0 / 2 / 1(4) Shirt
Advanced Light Armor 2 +2 0 +7 2 Normal 5 lbs $1,350/1 - 0 / 0 / 0(4) -
Mstr Advanced Light Armor 2 +2 1 DR (A) +7 2 Normal 5 lbs $6,750/2 1/+1P 0 / 3 / 2(4) Protection Against Grapple +4
Stealth Shirt 2 +1 0 +7 2 Normal 5 lbs $4,050/1 - 2 / 3 / 2(4) Shirt, Stealth Assist +2
Advanced Hazard Suit 3 +1 DR (6C, 2T) +6 3 Normal 10 lbs $2,000/1 - 0 / 0 / 0(4) -
Nano Mesh Regen 3 +1 0 +7 3 Normal 10 lbs $10,000/2 - 0 / 2 / 2(4) Regeneration +6
Responsive Armor 3 +3 0 +6 3 Normal 10 lbs $6,000/1 - 0 / 2 / 2(4) Protection Against Trip +6
Advanced Ballistic Vest 4 0 4 DR (A) +5 4 Normal 15 lbs $3,200/0 - 0 / 0 / 0(4) -
Advanced Tactical Body Armor 4 +4 1 DR (K) +5 4 -5 ft 25 lbs $9,600/0 - 0 / 2 / 2(4) Quick Slot 3
Advanced Mounted Armor 5 +4 0 +4 5 -5ft 25 lbs $22,000/1 - 2 / 3 / 1(4) Weapon Mount (Small)
Advanced Medium Armor 5 +5 0 +4 5 -5ft 20 lbs $5,500/1 - 0 / 0 / 0(4) -
Regeneration Suit 6 +6 0 +3 6 -5ft 25 lbs $50,000/2 - 0 / 2 / 2(4) Regeneration +6
Shielded Suit 6 +1 5 DR (A) +3 6 -5ft 25 lbs $10,000/1 - 0 / 0 / 0(4) -
Advanced Hybrid Vest 7 +3 4 DR (A) +2 7 -10ft 30 lbs $19,000/2 - 0 / 0 / 0(4) -
Advanced Heavy Armor 7 +7 0 +2 7 -5ft 25 lbs $38,000/2 - 0 / 1 / 1(4) -
Shielded Hybrid Plating 8 +4 4 DR (A) +1 8 -10ft 35 lbs $31,000/2 - 0 / 0 / 0(4) -
Full Nano-Mesh Shielded Suit 8 +8 1 DR (A) +1 8 -10ft 35 lbs $93,000/3 - 0 / 2 / 1(4) -
Armor Level AC DR Max
Dex
Prof*
Lvl
Speed Diff Weight Average Cost
Procure Diff
Master-
Worked?
Cstm**
+N/-P/-S(S)
Bonus Attributes
Tech Level 4
Cloak Suit 0 +0 0 +8 0 Normal 0.25 lbs $9,030/1 - 0 / 3 / 3(5) Shirt, Stealth Assist +6
High Tech Personal Vest 1 +1 1 DR (K) +8 1 Normal 1 lbs $9,450/1 - 0 / 3 / 2(5) Shirt
Superior Hazard Suit 2 +1 DR (10C, 6T) +7 2 Normal 1 lbs $10,050/1 - 0 / 2 / 2(5) -
Superior Shield Suit 3 0 DR (4A, 1K) +6 3 Normal 5 lbs $12,000/1 - 0 / 3 / 2(5) -
Superior Tactical Body Armor 4 +4 2 DR (K) +5 4 Normal 10 lbs $15,600/1 - 0 / 3 / 3(5) Quick Slot 4
Hyper Reactive Regen Shirt 4 +2 1 DR (K) +6 4 Normal 10 Lbs $36,400/2 - 4 / 4 / 3(5) Regeneration +8
Superior Ballistic Vest 5 0 5 DR (A) +4 5 Normal 15 lbs $9,500/1 - 0 / 0 / 0(5) -
Superior Mounted Armor 6 +6 0 +3 6 -5ft 20 lbs $48,000/2 - 0 / 3 / 1(5) Weapon Mount (Small)
Superior Full Body Armor 7 +6 2 DR (K) +3 7 -5ft 25 lbs $63,000/ 2 - 0 / 3 / 2(5) -
Superior Hybrid Vest 9 +4 5 DR (A) +0 9 -10ft 35 lbs $58,000/2 - 0 / 0 / 0(5) -
Enhanced Shielded Hybrid Plating 9 +7 DR (2A, 2E) +1 9 -10ft 35 lbs $232,000/3 - 0 / 3 / 2(5) -
Full Infinity Armor 9 +9 1 DR (A) +1 9 Halved 40 lbs $290,000/3 - 2 / 4 / 2(5) -
Mstr Full Infinity Armor 9 +9 DR (1A, 1C,E,T) +1 9 Halved 40 lbs $812,000/4 5/+4P,+1P 2 / 8 / 5(5+1) Regeneration +12
Prof* Lvl means Armor Proficiency Level
Cstm +N/-P/-S(S) means Negative Points Earned / Customization Points Spent / Customization Slots Used (Total Slots Item has)

Aquiring Armor

When attempting to obtain Armor, there are several things a Character may need to consider.

  • When choosing Armor, a Player must consider if their character class has any Armor restrictions
  • A Character cannot take full advantage of Armor that has a higher Armor Proficiency requirement. For more information review: Armor Proficiency Branch.
  • The Player should consider what Tech level the Armor can be. The Tech level can increase the price and the procurement difficulty. A Character cannot craft or modify Armor that has a higher tech level.
  • The Player should consider the cost as explained in the next section below.

Armor Cost

  • Tech Levels add to the Base Cost of the Armor.
  • For each Masterworked Level, increase the cost of the Armor by adding the Base Cost to it. Ie: Armor Base Cost * (1 + Masterwork Level) = Total Armor Cost
  • For every Customization Point spent on the Armor, add the Armor's Base Cost to the Total Cost.
  • The exception to adding Base Cost for Armor is when an Armor is Level 0 (AC 0). In this case, treat the Base Cost of the Armor as $75 + Tech Level Cost Increase when calculating the cost of Masterworking and Customizations.

Crafting Armor

In Future Path, the player can create their own customized armor just like in Weapons. Rules for crafting and customizing armor.

  1. Crafting Armor requires the Structural skill to be trained.
  2. Crafting Armor's Max Level/AC is Skill Rank dependent. The Skill must have at least 1 Rank to craft 0-3 AC Armor. 2 Ranks for 4-5, 3 Ranks for 6-7, 4 Ranks for 8-9.
  3. Masterworking requires at least +2 Ranks in Structural for the Armor Level. Read more here.
  4. Crafting costs 1/2 of the cost of the Item crafted in supplies.
  5. A Character cannot craft Armor that requires an Armor Proficiency level that is more than 1 greater than the Character possesses.
  6. Skill Structural DC is equal too DC 12 + Tech Level + Armor Level/Max AC + 2 per Masterwork level.
  7. Crafting time is one day per Skill Rank requirement, excluding Masterwork. IE: Armor Levels 0-3 require 1 Rank so 1 day to craft etc...

Armor Customizations

Customization of Armor can be done either at Crafting or after the Armor has been crafted. However, re-crafting Armor to Up Tech it or improve its Masterwork requires additional money and risks destroying the Armor if the check is failed by too much. More on this later. For now, this will focus on customizing Armor when it is first crafted.

Tech Level determines the total number of base Customization Slots Armor can have, as well as any Free starting Customization Points that can be spent. Each Masterworked level can provide either 1 Customization Slot or 1 Customization Point. These two Attributes also affect the cost. When attempting to build and customize armor, it is important to determine the Tech Level and Masterwork level before starting.

To customize the Armor, the Player should follow these steps.

  1. Determine the Tech Level and Masterwork Level of the Armor.
  2. Perform any AC to DR trading. These rules are slightly different from those for gaining DR with customizations. All AC to DR trading should happen before customization points or earned or spent.
  3. Map out how many Customization Points you need in order to Craft the desired Armor. If you do not have enough points, the armor will need to be crafted with negative attributes, which in turn grant Negative Points. Every 2 Negative points is worth 1 Customization point.
  4. Now spend your free Customization points provided by the Tech Level, Masterwork, and any Negative Points.
  5. Calculate the final cost of the product. Each Customization Point spent costs the same as the Base Cost of the Armor and is added to the Total Armor Cost.
Note
You do not need to spend all Customization points or Negative points. The Armor can be 're-crafted' in the future, and those unused points never go away.

Please review the Customization Attributes for a full description of what they do and how much Customization/Negative points they cost and/or yield.

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:

Notes
  • 1 Customization point is worth 2 Negative points and vice versa.
  • By default, an improvement costs 1 Customization point
  • By default, a diminishment yields 1 Negative point.
  • Most things will say they cost X number of Customization points.
  • Customization and Negative points are freely interchangeable.
  • You cannot gain a Diminshment/Negative on an Attribute of Armor to then spend points to get Improvements on that same Attribute.


  • AC Bonus:
Player can adjust the AC Bonus of the Armor.
Improvement
You cannot spend points to increase the AC level. Simply pick a higher-level armor.
Diminishment
This instantly yields 2 negative points instead of one. This doesn't decrease the cost of the armor or its Level.
  • DR Bonus:
This provides Damage reduction to Armor for different types of attacks.
Notes
  • DR Stands for Damage Reduction. DR stacks but cannot stack higher than 10. IE: Armor with 5 DR (A) and 7 DR (E) is attacked for Electric Damage; the total DR in this case would be 10.
  • All DR trading between AC and DR must happen before customization/negative points are earned or spent.
Improvement
Costs 1 Customization point. Gains 2 DR Units (see Trading DR). In summary:
  • 1 Point = 2 DR (C, E, or T)
  • 1 Point = 1 DR (K)
  • 2 Points = 1 DR (A)
Diminishment
Taking away one DR of the following 3 types Chemical / Electric / Thermal yields 1 Negative point. While removing 1 Kinetic yields 2 Negative points and 1 DR (A) yields 3 negative points.
  • Maximum Dex:
Player can adjust the maximum Dex bonus the Character gets while using the Armor.
Improvement
Costs 2 customization points. It can increase the max Dex by 1. The allowed total combined AC Bonus from Dex and Armor can never be more than 10.
Diminishment
Yields negative points relative to its starting Max Dex value. 7-9 yielded no Negative Points, 6-4 yielded 1 Negative Point, 3-0 yielded 2 Negative Points. You cannot go below Zero. You cannot gain more than 4 Negative Points using this process.
  • Speed Diff:
Player can adjust the speed penalty for wearing armor.
Improvement
Costs 1 Customization point. It can increase the speed to the next higher amount. The speeds are (Normal/-5ft/-10ft/Halved).
Diminishment
Decreasing the speed yields a negative point. You can only change this attribute once. The Weight can also affect Speed Diff. This can be used to reverse the negative side effect.
  • Weight:
The Weight and thus clumsiness of the armor.
Improvement
This costs 1 Customization point. It can affect speed when lowering the weight to match the weight in the Armor Table use that row's Speed instead of the Armor Levels speed. This is also used to determine the Size category for certain rules. This may make the Armor usable when it would otherwise be considered clunky or too large.
Diminishment
This yields 1 Negative point if it doesn't affect Speed or Size. If it does adjust this, then it yields 2 Negative points.
  • 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 each of them.
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 multiple times and stacks, providing an additional +2 for each additional time. However, it can only be picked for one type of Combat Technique. You cannot have Armor that protects against more than one Combat Technique.
Regeneration: Cost: 1 customization point. Pre-req: Requires at least Tech level 2. Spending customization points on Regen costs twice as much. This makes the Armor have +1 to procure diff. For every 1 customization point spent, the Armor gives HP equal to the Armor's Tech Level, per turn, to the wearer, if needed. For every 2 times taken, increase the cost by 1. To regenerate, the Armor had to use Pharmaceutics as ammunition. Each carton of pharmaceuticals is worth 5 rounds of use. Once the cartridge is used up, it will need to be reloaded, which is a multiple-round action explained below. The Pharmaceutics costs the price of special large ammunition.

Reloading in combat rules by round:

  1. Round One: Acquire the Ammo. This can be a Simple action if the Pharmaceutical Carton is in a quick-access slot; otherwise, it is a Standard Action.
  2. Round Two: Apply the Carton, replacing the previously spent Carton. This is considered a Reload. By default, this is a Standard Action. But if the Character has the Feat Quick Reload, it becomes a Simple Action.
  • Note: No matter what, this requires two rounds.
  • After Combat: The Character can choose to have the Armor consume the remaining Pharmaceuticals to finish restoring what the Armor can. If the Character chooses to replenish the Ammo, then any remaining Pharmaceuticals are wasted.
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 provides a +2 bonus to Stealth skill checks.
Weapon Mount: Cost: 3 customization points. This can only be used once. This allows for a weapon that would normally qualify for an Off-Handed weapon only to be mounted on the Armor. This increases the Armor's Weight and, in turn, the Speed following the Weight diminishment rules. The Weight and Slots Increase is based on Size. Small is 5 lbs and takes up one Slot, Medium is 10 lbs and takes up 2 Slots, Large is 15 lbs and takes up 3, and Gigantic would be 25 lbs and takes up 5 slots, but Gigantic doesn't qualify. Treat this weapon as an offhanded weapon for the rules of Two Weapon Fighting. Except that this weapon cannot benefit from Two Weapon Fighting Feats. If the Character already has an off-hand weapon, then this weapon acts like Bonus Damage for the off-handed weapon.
Shirt: At Level 0, Armor can be declared a Shirt for 0 cost. At Level 1, it costs 2 Customization points, and at Level 2, it costs 4 Customization points. Spending Customization Points on a Shirt costs double. A Shirt cannot provide more than 2 AC, 5 DR (A), or an equivalent in DR. Also, Shirt Armor cannot be Clumsy or have a Weapon Mount. The Armor has to be Tech 1 or higher. The Base Price is doubled. The Armor can be worn as a shirt and can be easily hidden as part of a disguise. It can also be worn under other Armor; however, its AC bonus, if any, does not stack. DR stacks, however. If both a Shirt and above Armor have Regeneration, then only the shirt's regeneration works. A Shirt that has been modified to provide Protection against Combat Techniques costs the same but only provides a +2.
Quick Slots: This costs 1 Customization point. It requires at least Tech Level 1 Armor. It provides a number of Quick Access slots equal to the Tech Level built into the armor, allowing the wearer to retrieve a small item (such as a pharmaceutical carton, grenade, ammo magazines, etc.) as a Simple action. This Quick Slot cannot store Guns or other medium to large items. Review quick slot rules here.
Clumsy: Cost: Free, as this is earned by changing the Speed below half or by increasing the weight of the armor over 45 lbs. Clumsy means that even if you are proficient with the armor, the Character still takes disadvantage on all Saving Throws, the following Skill checks: Athletics, Acrobatics, Pilot, Sleight of Hand, Treat Injury. When performing Combat Accuracy checks, do not benefit from Minor or Major hits, and the Character cannot benefit from more than 1 Advantage.
Archaic: This is all Tech Level 0 Armor. This simply requires 1 more Armor Proficiency to wear.

Re-Crafting Armor

You cannot Re-Craft Armor to improve its Armor Level/Max AC Bonus. Only to improve its Tech Level or Masterwork level. To Re-Craft Armor, it must first be in working condition. If it has Item Damage, that will need to be repaired first.

Treat Re-Craft just like crafting an item, but with the following rule changes.

  1. The Cost is the same as if you were crafting Armor, but for every 4 the Player beats the Craft DC, reduce the cost by %10, showing the ability for the Character to recycle components.
  2. Crafting time is halved.
  3. The Craft DC check is +1 for Up-Teching and an additional +1 for Masterworking. Not per level, just +1. This goes on top of the normal craft DC.
  4. If the Craft check fails by less than 5, then the Item is fine, but no improvements are given, and another attempt can be made within 24 hours.
  5. If the Craft check fails by more than 5 but by 10 or less, the Item receives Item Damage of one Scar and must be repaired before another attempt can be made.
  6. If the Craft check fails by more than 10, the Item is so damaged that it receives maximum possible Item Damage without being destroyed. It takes twice as long to repair.
  7. If the Check critically fails, then the Item is destroyed.

Crafting Masterworked Armor

Crafting requires a Character to have the Craft Structure Skill. The normal crafting rules for how long it takes and how expensive the materials are are all the same. So are the rules for Masterwork crafting.

To summarize, for Masterwork crafting, 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 Number of Customizations or +1 extra free Customization point.

The Masterwork Skill Rank requirement goes up based on the number of Masterwork Levels and the armor level. Crafting Masterwork level 1 Armor is +2 to the Skill Rank base requirement for that Armor's Level range. 1 Rank to craft 0-3 AC Armor. 2 Ranks for 4-5, 3 Ranks for 6-7, 4 Ranks for 8-9. So, to craft Armor Level 9 with a +9 AC bonus with 5 levels of Masterwork, that would require a Skill Rank of 10.

One exception to crafting structure rules is that you cannot collaborate and divide up the work on crafting armor.

Power Armor

Needs work NOT ALPHA 3 READY!

Power Armor is an advanced full-body suit that provides powered assistance to the wearer. They can be completed and are even dangerous to wield and thus require special training. In order for a Character to wear one, they have to have at least 1 rank in the Power Armor Branch of the Proficiency Tree. In order to unlock the Power Armor Branch to put points in it, the Character has to have the Power Armor Expert Feat.

Power Armor comes in 5 different Classes. Class E through A. E being the most low-tech, simple manufacturing, and Class A being the most advanced technological build possible. The higher the Classification of the build the more advanced the Civilization has to be. So Tech 2 Civilizations can build Class E and D. While Tech 3 can build C and B, and Tech 4 can build A.

All Power Armor by default provides a +4 Strength Mod bonus and an AC bonus of +5, and negates all possible Dexterity or Wisdom bonuses toward the wearer's AC. However, the Armor does come with 5 additional customization or Mods slots that can be filled. These mods can provide everything from massive AC boosts, DR, extra weapon mounts, too special abilities and so on.

Power Armor Types

There are different Power Armor Types, which describe what they do and their default attributes. Each type also provides a special ability for the wearer.

Masterworked Suits provide an additional Mod slot; however, they cost twice as much and gain an additional Procure Diff.

- Multipurpose Space Suit
Designed for all different kinds of long 'space walk' missions. From repairing to surveying and across a variety of environments. This suit is designed to be defined against all the elements.
Special Abilities: Repair Assistant, Always On Monitor, Environmental Stabilizer
Cost/Procure Diff: $20,000/0
- Tactical Force Suit
Designed for small tactical special force teams to help with fast 'in and out' jobs. Stealth and Reliable Precision are always on the minds of the developers for Tactical Force Suits.
Special Abilities: Always On Monitor, Stealth Assistance +4, Co-operative Targeting
Cost/Procure Diff: $550,000/3
- Combat Suit
The generic military-grade full-body suit. Most counties have at least some need for these. They are multi-purpose with a focus on protecting the wearer, allowing them to stay in the fight.
Special Abilities: Armor Hardening, Shield Booster, Co-operative Targeting
Cost/Procure Diff: $425,000/2
- Recon Suit
Designed for past pace, non-stop moving. When you need some insane person to dash out from an entrenched position, either to get intel out to friends or find intel on the enemies, it's best to have that person in a Recon Suit.
Default Adjustments: Instead of +4 Strength Mod its +4 Dexterity Mod. Instead of an AC bonus of +4, it allows the character to use their full Dex Mod toward AC.
Special Abilities: Always On Monitor, Stealth Assistance +2, Rocket Pack, Speed Booster
Cost/Procure Diff: $500,000/2
- Support Suit
Here to lend a helping hand. The Support suit can carry tons of extra ammo, grenades, med packs, and other gear. They can also put up a good fight and come prepared to take a hit.
Special Abilities: Extra-Storage, Co-operative Targeting, Extra Armor
Cost/Procure Diff: $400,000/2
- Combat Harden Medical Suit
Designed to be able to get into the thick of things and save lives, you are destined to become the crew's favorite person. Just so long as you are cra.. BRAVE enough to do the job.
Special Abilities: Armor Hardening, Shield Booster, Medical Assistant
Cost/Procure Diff: $350,000/1

Power Armor Mods

Power Armor Modifications or Mods are based on the Classification or Class of the Armor. Which is indicated by a Grade. Class E is the lowest tier Armor while Class A is the highest tier. When buying Power Armor, the Suit itself has a class that determines how well certain types of Mods work and how many of them.

The higher the Class the higher the cost. All prices are based on Class E. Each Class is %50 more on top of the Base Class E price. So a $100,000 E Mod will cost $350,000 as an A Mod.

Below is a list of all the available Mods and their rules, as well as what it means to have a Masterworked Mod.

- Reflective Armor
Class E and D provides a +1 AC bonus for each time used. Class C and B provides +1 for every use and an additional +1 for every other use of the Mod. Class A provides +2 for every use.
Masterworked: Cannot be Masterworked.
Cost/Procure Diff: $200,000/2
- Ablative Armor
Provides +20 Hit Points at Class E. Each higher class level provides an additional 2. So at Class A each Ablative Armor mod would provide 30 HP. Ablative Armor needs to be repaired to recover, which takes time and Crafting Structure Rank 2.
Masterworked: Provides an additional +5 of HP
Cost/Procure Diff: $200,000/1
- Absorptive Armor
Class E and D provide 2 Total DR, 3 Kinetic DR, or 4 DR for a specific Damage Type. Class C and B provide 3 Total DR, 4 Kinetic DR, or 6 DR for a specific Damage Type. Class A provides 4 Total DR or 6 Kinetic Dr or 8 DR for a specific Damage Type.
Masterworked: Cannot be Masterworked.
Cost/Procure Diff: $200,000/1
- Regenerative Shielding
This is a shield that acts like a second skin and provides additional Hit Points like Ablative Armor. However, it regenerates some of its Shields every turn. Provides +10 Hit Points at Class E. Each higher class level provides an additional 2. So at Class A, it would provide up to 20 HP. For every Mod applied, it regenerates +1 per turn for Class E through C. B and A it regenerates +2 per turn.
Masterworked: Provides either +5 additional HP or +2 additional regen per turn.
Cost/Procure Diff: $200,000/2
- Shield Manipulator
This allows the wearer to turn the personal shield into a shield wall. Which can take up a 10x10ft surface area or any 2d shape that does not exceed that surface area. The end of the shield cannot go beyond 15ft from the suit. The shield only absorbs damage from one direction. This can only be taken once.
Masterworked: Allows the shield to be 15x15ft and go up to 30ft from the suit.
Cost/Procure Diff: $100,000/1
- Weapon Mount
This allows the suit to have a weapon, even a heavy weapon mounted onto itself. This can be taken twice, but both weapons have to be non-heavy. The weapon acts fully autonomously like its own character. In combat, it takes its turn with the wearer but does not use the wearer's actions. Also, it only needs to perform one accuracy check, which applies to all weapons mounted on the suit.
Masterworked: Cannot be Masterworked.
Cost/Procure Diff: $100,000/2
- Skill Assist Mods
This provides a static Misc bonus to a skill of your choice by +2 for every mod used. The skills that can be 'Assisted' are as follows: Treat Injury, Stealth, Sleight of Hand, Perception, Intimidate, Escape Artist, Disable Device, Demolitions, Athletics, Acrobatics.
Masterworked: Provides a +3 instead of +2.
Cost/Procure Diff: $100,000/1
- Targeting Assist
This provides a static +1 to accuracy checks. It can only be used once, and it's improved by 1 for every higher Class grade. So for Class A this provides a +5 to accuracy checks.
Masterworked: This acts as if it is a grade higher than what it actually is. For Grade A Masterworked, this means +6.
Cost/Procure Diff: $200,000/3
- Regenerative Healing
For Class E this provides a +2 to health back to the Wearer every turn. It provides an additional +2 for each higher grade, so Class A would provide +10 per turn.
Masterworked: This acts as if it is a grade higher than what it actually is. For Grade A Masterworked, this means +12.
Cost/Procure Diff: $200,000/3
- Rocket Pack
This provides a booster pack that allows the person to make massive leaps into the air or control their movement in a vacuum. If taken twice, the suit can carry a person and even fly or float semi-permanently. The amount of flight time is based on the Class level. 10 minutes for E, plus 10 minutes for each higher grade. This can be taken 3 times. On the third time, the suit becomes spaceworthy on most low-gravity planets (Mars, for example).
Masterworked: This allows the Rocket Pack act like it has one more pack attached. If The Suit has 3 masterworked packs, then it is space-worthy under even high gravity conditions, such as x2 gravity of Earth.
Cost/Procure Diff: $100,000/1
- Flex Mod
Refits of joints and motors of the base Suit so that it can become much more flexible. Allows up to +2 of the wearer's Dex Mod to be used toward the total AC. This can only be applied once with Class E and for every grade higher, one more time.
Masterworked: This changes the +2 to a +3.
Cost/Procure Diff: $200,000/3
- Neural Interface Mod
Allows the user to control every aspect of the Suit directly with their mind. No need for annoying HUD interfaces, the wearer's mind sees all. This lets wearers apply up to +2 of their Wisdom Mod to their total AC. This can only be used once at Class E. However, every grade higher can fit one more.
Masterworked: This changes the +2 to a +3.
Cost/Procure Diff: $200,000/3
- Cloaking
Allows the Suit to completely cloak. By default, you are not undetectable unless you move. Even smells are hidden. However, if you move the default Perception Check, DC is 25 for Class E and +5 for every grade higher. Also, once you declock, there is a cool-down of 18 seconds or 6 turns. The cooldown is 3 seconds shorter or 1 turn shorter for every grade higher.
Masterworked: This makes the cloak act a grade higher than it already is. If Grade A, then this makes the DC 50; however, the cool down cannot go below 1 turn or 3 seconds. (Only a Tech 4 advanced or Tech 5 civ could have such tech)
Cost/Procure Diff: $300,000/2
- Storage Pack
Allows to store massive amounts of Volume and weight into what seems like a small space. Not easily accessible by the Wearer themselves, but other players can access it. This can easily carry up to 100 lbs of stuff.
Masterworked: Cannot be Masterworked.
Cost/Procure Diff: $10,000/0
- Strength Boost
Allows for a boost in Strength Mod of +2 for every time this is taken. However, this can only be taken once at Class E and once more for each higher Grade.
Masterworked: Provides a +3 instead of a +2.
Cost/Procure Diff: $100,000/1
- Protection against Combat Techniques
Just like for Armor this provides protection against a specific type of Combat Technique. Class E provides +3, with an additional +1 for each higher Grade.
Masterworked: Provides +1 to the protection.
Cost/Procure Diff: $100,000/2

Crafting Power Armor

Crafting Power Armor requires Craft +2 in Structure and +1 in both Mechanical and Electrical. The Bill of Materials (IE: Cost) of crafting is calculated the same as for Armor or any other Structure.

To do Masterwork, it requires Craft +5 in Structure and +3 in Mechanical and Electrical. There are no Masterwork levels for Power Armor or Power Armor Mods. Buying a Masterworked Suit costs double the base price. Buying Masterworked Power Armor Mods costs triple the base price per Mod. The Procure difficulty is increased by 1.

Unlike crafting Armor, this can be divided up between qualified players like any other Structure. rocure Diff: $100,000/2 |}

Crafting Power Armor

Crafting Power Armor requires Craft +2 in Structure and +1 in both Mechanical and Electrical. The Bill of Materials (IE: Cost) of crafting is calculated the same as for Armor or any other Structure.

To do Masterwork, it requires Craft +5 in Structure and +3 in Mechanical and Electrical. There are no Masterwork levels for Power Armor or Power Armor Mods. Buying a Masterworked Suit costs double the base price. Buying Masterworked Power Armor Mods costs triple the base price per Mod. The Procure difficulty is increased by 1.

Unlike crafting Armor, this can be divided up between qualified players like any other Structure.