Difference between revisions of "SW Armor Crafting"

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'''Source:''' Keeping the Peace (Force & Destiny)
 
 
==Armor Templates==
 
==Armor Templates==
{| border="0" cellpadding="5" cellspacing="0" align="center"  
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
|-style="background:black; color:white"  
+
!Item || Price/Rarity || Check || Difficulty || Time || Profile
|'''Name'''
+
|-style="background:paleturquoise;"
|'''Materials'''
+
|Reinforced Clothing || 25 credits/0 || Mechanics or Survival || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 6 hours || +1 soak, +0 defense, 1 encumbrance, 0 hard points
|'''Check'''
 
|'''Time'''
 
|'''Soak'''
 
|'''Defense'''
 
|'''Encumbrance'''
 
|'''Hard Points'''
 
 
 
 
|-
 
|-
|Reinforced Clothing
+
|Light Armor || 250 credits/0 || Mechanics or Survival || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 12 hours || +2 soak, +0 defense, 2 encumbrance, 0 hard points
|25cr • 0
+
|-style="background:paleturquoise;"
|Mechanics [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] or<br>Survival [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]
+
|Customizable Armor || 500 credits/4 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 16 hours || +1 soak, +0 defense, 4 encumbrance, 4 hard points
|6 hours
 
| +1
 
| +0
 
| 1
 
| 0
 
 
 
|-style="background:#A8E4A0"
 
|Light Armor
 
|250cr • 0
 
|Mechanics [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] or<br>Survival [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]
 
|12 hours
 
| +2
 
| +0
 
| 2
 
| 0
 
 
 
 
|-
 
|-
|Customizable Armor
+
|Deflective Armor || 500 credits/5 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 24 hours || +1 soak, +1 defense, 2 encumbrance, 1 hard point
|500cr • 4
+
|-style="background:paleturquoise;"
|Mechanics [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]
+
|Combat Armor || 1250 credits/4 || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 48 hours || +2 soak, +0 defense, 4 encumbrance, 3 hard points
|16 hours
 
| +1
 
| +0
 
| 4
 
| 4
 
 
 
 
 
|-style="background:#A8E4A0"
 
|Deflective Armor
 
|500cr • 5
 
|Mechanics [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]
 
|24 hours
 
| +1
 
| +1
 
| 2
 
| 1
 
 
 
 
|-
 
|-
|Combat Armor
+
|Segmented Armor || 2500 credits/6R || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 72 hours || +2 soak, +1 defense, 6 encumbrance, 4 hard points
|1250cr • 4
+
|-style="background:paleturquoise;"
|Mechanics [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]
+
|Augmentative Armor || 4500 credits/8R || Mechanics || [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]] || 120 hours || +2 soak, +2 defense, 6 encumbrance, 5 hard points
|48 hours
 
| +2
 
| +0
 
| 4
 
| 3
 
 
 
|-style="background:#A8E4A0"
 
|Segmented Armor
 
|2500cr • 6R
 
|Mechanics [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]
 
|72 hours
 
| +2
 
| +1
 
| 6
 
| 4
 
 
 
|-
 
|Augmentative Armor
 
|4500cr • 8R
 
|Mechanics [[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]][[Image:Difficulty-die.png|12px]]
 
|120 hours
 
| +2
 
| +2
 
| 6
 
| 6
 
 
|}
 
|}
 
 
==Armor Results==
 
==Armor Results==
{| border="0" cellpadding="5" cellspacing="0" align="center"
+
Results marked with an asterix can only be chosen once.
|-style="background:black; color:white"
 
|'''Result'''
 
|'''Effect'''
 
  
 +
After making the crafting check, the craftsman may purchase one additional [[Image:Advantage-result.png|15px]] per rank of the Skill used in the crafting by taking an equal number of [[Image:Threat-result.png|15px]]. These are unique in that they do ''not'' cancel one another out.
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
!width="100" | Result || Effect
 
|-
 
|-
|[[Image:Success-result.png|18px]]
+
|[[Image:Success-result.png|15px]] || '''Success*.''' The item is constructed successfully.<br>'''Additional Successes.''' Reduce crafting time by 2 hours per additional success.
|'''Success:''' Armor is constructed in the Time indicated for that template.<br>'''Additional Successes:''' Reduce construction Time by 2 hours per additional success.
+
|-style="background:paleturquoise;"
|-style="background:#A8E4A0"
+
|[[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Practice Makes Perfect.''' You learn something valuable, and gain [[Image:Boost-die.png|12px]] on the next check you make with the same skill before the end of the session.<br>'''Lightweight.''' Reduce the armor's encumbrance by 1 (min 1).<br>'''Sealable*.''' The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied to it.
|[[Image:Advantage-result.png|18px]] or [[Image:Triumph-result.png|18px]]
 
|'''Practice Makes Perfect:''' Learn something valuable; gain +[[Image:Boost-die.png|15px]] on next check with the same Skill before the end of the session.<br>'''Lightweight:''' Reduce encumbrance by 1 (min 1).<br>'''Sealable:''' Armor covers the entire body and is eligible to have the Vacuum Sealed attachment applied to it.
 
 
|-
 
|-
|[[Image:Advantage-result.png|18px]][[Image:Advantage-result.png|18px]] or [[Image:Triumph-result.png|18px]]
+
|[[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Lessons Learned.''' Reduce the difficulty of your next crafting check by 1.<br>'''Extra Melee Defense*.''' Add +1 melee defense to the armor.<br>'''Special Embellishment*.''' The wearer of this armor adds an automatic [[Image:Advantage-result.png|12px]] to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth.
|'''Lessons Learned:''' Reduce difficulty of next crafting chech by 1.<br>'''Extra Melee Defense:''' Add +1 melee defense to armor (select once only).<br>'''Special Embellishment:''' Wearer of this armor adds an automatic [[Image:Advantage-result.png|15px]] to checks for one of the following Skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (select once per Skill only)
+
|-style="background:paleturquoise;"
|-style="background:#A8E4A0"
+
|[[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Efficient Construction*.''' A sizeable portion of the material is unused or can be reclaimed from the crafting process: reduce the Material Price needed to craft the item by 50%.<br>'''Extra Ranged Defense*.''' Add +1 ranged defense to the armor.<br>'''Extra Hard Point.''' Add +1 hard point to the armor (max +2).
|[[Image:Advantage-result.png|18px]][[Image:Advantage-result.png|18px]][[Image:Advantage-result.png|18px]] or [[Image:Triumph-result.png|18px]]
 
|'''Efficient Construction:''' Crafter uses only 50% of value of materials in constructing the armor, leaving the rest for other projects (select only once).<br>'''Extra Ranged Defense:''' Add +1 ranged defense to armor (select once only).<br>'''Extra Hard Point:''' Add 1 hard point to the armor (select up to twice only).
 
 
|-
 
|-
|[[Image:Advantage-result.png|18px]][[Image:Advantage-result.png|18px]][[Image:Advantage-result.png|18px]][[Image:Advantage-result.png|18px]] or [[Image:Triumph-result.png|18px]]
+
|[[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]][[Image:Advantage-result.png|15px]] or [[Image:Triumph-result.png|15px]] || '''Extra Soak*.''' Add +1 soak to the armor.<br>'''Duplicate.''' Create one additional, identical set of armor with all of the qualities, improvements, and flaws that the first possesses at no extra cost or time.<br>'''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 (–).
|'''Extra Soak:''' Add +1 soak to the armor (select once only).<br>'''Duplicate:''' Create one additional, identical set of armor at not extra cost.<br>'''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)
+
|-style="background:paleturquoise;"
|-style="background:#A8E4A0"
+
|[[Image:Triumph-result.png|15px]][[Image:Triumph-result.png|15px]] || '''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.
|[[Image:Triumph-result.png|18px]][[Image:Triumph-result.png|18px]]
 
|'''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.
 
 
|-
 
|-
|[[Image:Threat-result.png|18px]] or [[Image:Despair-result.png|18px]]
+
|[[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Exhausting Effort.''' Upon completing construction of the armor, you suffer 3 Strain.<br>'''Heavy.''' Increase armor encumbrance by +1.<br>'''Poor Fit*.''' Donning and removing this armor requires 1 additional action.
|'''Exhausting Effort:''' After completing the crafting, craftsman suffers 3 Strain.<br>'''Heavy:''' Increase armor encumbrance by 1.<br>'''Poor Fit:''' Donning and removing this armor requires 1 additional action (select once only).
+
|-style="background:paleturquoise;"
|-style="background:#A8E4A0"
+
|[[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Complex.''' The armor is difficult to maintain; increase the Difficulty of checks to repair it by +1.<br>'''Difficult to Customize.''' Increase the Difficulty of checks to modify attachments on this armor by 1.<br>'''Restrictive.''' The wearer of this armor adds automatic [[Image:Threat-result.png|12px]] to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance.
|[[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]] or [[Image:Despair-result.png|18px]]
 
|'''Complex:''' Armor is difficult to maintain, increasing difficulty of repair checks by 1.<br>'''Difficult to Customize:''' Increase difficulty of checks to modify attachments by 1.<br>'''Restrictive:''' Wearer of this armor adds [[Image:Threat-result.png|15px]] to checks for one of the following Skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (select once only per Skill).
 
 
|-
 
|-
|[[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]] or [[Image:Despair-result.png|18px]]
+
|[[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Wear and Tear.''' The tools used to craft this armor are worn down or destroyed, and are damaged by one step.<br>'''Difficult to Repair*.''' Increase the Difficulty of all checks to repair this armor by 1.<br>'''Fragile*.''' Whenever the armor becomes damaged, upgrade any minor damage to moderate.
|'''Wear and Tear:''' Tools used to construct the armor are damaged by one step.<br>'''Fragile:''' Armor has a significant vulnerability; when it is damaged, its minimum damage effect is Moderate, unless it would be worse.
+
|-style="background:paleturquoise;"
|-style="background:#A8E4A0"
+
|[[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]][[Image:Threat-result.png|15px]] or [[Image:Despair-result.png|15px]] || '''Expensive*.''' The armor has intricate mechanisms that can only be replaced at substantial cost: when repairing the armor, the cost to do so is doubled.<br>'''Supply Shortage*.''' Materials being used in the construction of the armor run thin halfway through, requiring the use of 25% additional greater materials than usual.
|[[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]][[Image:Threat-result.png|18px]] or [[Image:Despair-result.png|18px]]
 
|'''Expensive:''' The cost to repair the armor is doubled.<br>'''Supply Shortage:''' Must pay 25% additional cost to finish the armor.
 
 
|-
 
|-
|[[Image:Despair-result.png|18px]][[Image:Despair-result.png|18px]]
+
|[[Image:Despair-result.png|15px]][[Image:Despair-result.png|15px]] || '''Unexpected Flaw.''' The armor has a serious problem the crafter does not detect. At some point in the future, the GM may spend a Destiny Point to cause the armor to fail. When it does, this counts as the armor suffering major damage. Once this has been repaired, the flaw is removed.
|'''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.
+
 
 
|}
 
|}

Latest revision as of 17:35, 18 January 2021

Armor Templates

Item Price/Rarity Check Difficulty Time Profile
Reinforced Clothing 25 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 6 hours +1 soak, +0 defense, 1 encumbrance, 0 hard points
Light Armor 250 credits/0 Mechanics or Survival Difficulty-die.pngDifficulty-die.png 12 hours +2 soak, +0 defense, 2 encumbrance, 0 hard points
Customizable Armor 500 credits/4 Mechanics Difficulty-die.pngDifficulty-die.png 16 hours +1 soak, +0 defense, 4 encumbrance, 4 hard points
Deflective Armor 500 credits/5 Mechanics Difficulty-die.pngDifficulty-die.png 24 hours +1 soak, +1 defense, 2 encumbrance, 1 hard point
Combat Armor 1250 credits/4 Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.png 48 hours +2 soak, +0 defense, 4 encumbrance, 3 hard points
Segmented Armor 2500 credits/6R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 72 hours +2 soak, +1 defense, 6 encumbrance, 4 hard points
Augmentative Armor 4500 credits/8R Mechanics Difficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.pngDifficulty-die.png 120 hours +2 soak, +2 defense, 6 encumbrance, 5 hard points

Armor Results

Results marked with an asterix can only be chosen once.

After making the crafting check, the craftsman may purchase one additional Advantage-result.png per rank of the Skill used in the crafting by taking an equal number of Threat-result.png. These are unique in that they do not cancel one another out.

Result Effect
Success-result.png Success*. The item is constructed successfully.
Additional Successes. Reduce crafting time by 2 hours per additional success.
Advantage-result.png or Triumph-result.png Practice Makes Perfect. You learn something valuable, and gain Boost-die.png on the next check you make with the same skill before the end of the session.
Lightweight. Reduce the armor's encumbrance by 1 (min 1).
Sealable*. The 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 the difficulty of your next crafting check by 1.
Extra Melee Defense*. Add +1 melee defense to the armor.
Special Embellishment*. The 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.
Advantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png Efficient Construction*. A sizeable portion of the material is unused or can be reclaimed from the crafting process: reduce the Material Price needed to craft the item by 50%.
Extra Ranged Defense*. Add +1 ranged defense to the armor.
Extra Hard Point. Add +1 hard point to the armor (max +2).
Advantage-result.pngAdvantage-result.pngAdvantage-result.pngAdvantage-result.png or Triumph-result.png Extra Soak*. Add +1 soak to the armor.
Duplicate. Create one additional, identical set of armor with all of the qualities, improvements, and flaws that the first possesses at no extra cost or time.
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 (–).
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. Upon completing construction of the armor, you suffer 3 Strain.
Heavy. Increase armor encumbrance by +1.
Poor Fit*. Donning and removing this armor requires 1 additional action.
Threat-result.pngThreat-result.png or Despair-result.png Complex. The armor is difficult to maintain; increase the Difficulty of checks to repair it by +1.
Difficult to Customize. Increase the Difficulty of checks to modify attachments on this armor by 1.
Restrictive. The wearer of this armor adds automatic Threat-result.png to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance.
Threat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Wear and Tear. The tools used to craft this armor are worn down or destroyed, and are damaged by one step.
Difficult to Repair*. Increase the Difficulty of all checks to repair this armor by 1.
Fragile*. Whenever the armor becomes damaged, upgrade any minor damage to moderate.
Threat-result.pngThreat-result.pngThreat-result.pngThreat-result.png or Despair-result.png Expensive*. The armor has intricate mechanisms that can only be replaced at substantial cost: when repairing the armor, the cost to do so is doubled.
Supply Shortage*. Materials being used in the construction of the armor run thin halfway through, requiring the use of 25% additional greater materials than usual.
Despair-result.pngDespair-result.png Unexpected Flaw. The armor has a serious problem the crafter does not detect. At some point in the future, the GM may spend a Destiny Point to cause the armor to fail. When it does, this counts as the armor suffering major damage. Once this has been repaired, the flaw is removed.