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1 | Armor Crafting | |||||||||||||||||||||||||
2 | Armor Templates: | |||||||||||||||||||||||||
3 | Name | Material Price/Rarity | Check | Time | Soak | DEF | ENC | HP | ||||||||||||||||||
4 | Reinforced Clothing | 25 credits / 0 | Average (dd) Mech or Sur | 6 hours | 1 | 0 | 1 | 0 | ||||||||||||||||||
5 | Light Armor | 250 credits / 0 | Average (dd) Mech or Sur | 12 hours | 2 | 0 | 2 | 0 | ||||||||||||||||||
6 | Customizable Armor | 500 credits / 4 | Average (dd) Mechanics | 16 hours | 1 | 0 | 4 | 4 | ||||||||||||||||||
7 | Deflective Armor | 500 credits / 5 | Average (dd) Mechanics | 24 hours | 1 | 1 | 2 | 1 | ||||||||||||||||||
8 | Combat Armor | 1,250 credits / 4 | Hard (ddd) Mechanics | 48 hours | 2 | 0 | 4 | 3 | ||||||||||||||||||
9 | Segmented Armor | 2,500 credits / 6[R] | Daunting (dddd) Mechanics | 72 hours | 2 | 1 | 6 | 4 | ||||||||||||||||||
10 | Augmentative Armor | 4,500 credits / 8[R] | Formidable (ddddd) Mech | 120 hours | 2 | 2 | 6 | 6 | ||||||||||||||||||
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12 | Spending - Advantages, Triumphs, Threat, and Despair | |||||||||||||||||||||||||
13 | [Below is a list of example options to use from the Sourcebooks, LotE Storyline Committee, etc. Additional options can be presented by players to the judge prior to or after the roll for use on their equipment.] | |||||||||||||||||||||||||
14 | Spent | Effect | ||||||||||||||||||||||||
15 | A or Tr | Indistinguishable: The armor gains 1 rank of Indistinguishable talent (this option can only be selected once). | ||||||||||||||||||||||||
16 | Lightweight: Reduce the armor's encumbrance by 1 (to minimum of 1). | |||||||||||||||||||||||||
17 | Practice Makes Perfect: The character learns something valuable, and gains Boost on the next check he makes with the same skill before the end of the session. | |||||||||||||||||||||||||
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19 | Sealable: The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment (see page 57 Keeping the Peace) applied to it (this can only be selected once). | |||||||||||||||||||||||||
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21 | AA or Tr | Extra Melee Defense: Add +1 melee defense to the armor (this can only be selected once). | ||||||||||||||||||||||||
22 | Lessons Learned: Reduce the difficulty of the character's next crafting check by 1. | |||||||||||||||||||||||||
23 | Special Embellishment: The wearer of this armor adds automatic Advantage to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (this can only be selected once). | |||||||||||||||||||||||||
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25 | Unobtrusive: Add Setback to checks to determine that the character is wearing armor (only applies if total Armor Encumbrance after attachments is 3 or less. | |||||||||||||||||||||||||
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27 | AAA or Tr | Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Material Price needed to craft the item (this can only be selected once). | ||||||||||||||||||||||||
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29 | Extra Hard Point: Add 1 hard point to the armor (to a maximum of 2 additional hard points). | |||||||||||||||||||||||||
30 | Extra Ranged Defense: Add +1 ranged defense to the armor (this can only be selected once). | |||||||||||||||||||||||||
31 | Hidden Compartment: +1 Encumbrance. Armor may store +1 encumbrance point of gear as if stored using the Hidden Storage Talent (EotE P137). (May be taken as many times as initial armor encumbrance, additional encumberance may not be reduced by Lightweight) | |||||||||||||||||||||||||
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34 | AAAA or Tr | 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 (-) (this can only be selected once). | ||||||||||||||||||||||||
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36 | Duplicate: Create one additional, identical set of armor (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost. | |||||||||||||||||||||||||
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38 | Extra Soak: Add +1 soak to the armor (this can only be selected once). | |||||||||||||||||||||||||
39 | Varies | Retask Attachment: Customizes armor or weapon being created to integrate (reuse) an attachment that was previously integrated into another set of armor or a weapon with any existing Mods still in place. The attachment still requires the full amount of Hard Points it had on the previous armor or weapon. Requires 2 times the Hard Point cost in Advantages (minimum 1) +1 Advantage per Mod already integrated into the attachment (i.e. 2 HP with 3 mods = 7 Adv). | ||||||||||||||||||||||||
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43 | TrTr | 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 this attachment, and it costs 0 credits. | ||||||||||||||||||||||||
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45 | T or D | Exhausting Effort: Upon completing Step 3: Construction, the character suffers 3 strain. | ||||||||||||||||||||||||
46 | Heavy: Increase the armor's encumbrance by 1. | |||||||||||||||||||||||||
47 | Poor Fit: Donning and removing this armor requires 1 additional action (this can only be selected once). | |||||||||||||||||||||||||
48 | TT or D | Complex: The armor is difficult to maintain. Increase the difficulty of checks to repair this item by 1. | ||||||||||||||||||||||||
49 | Difficult to Customize: Increase the difficulty of checks to modify attachments on this armor by 1. | |||||||||||||||||||||||||
50 | Restrictive: The wearer of this armor adds automatic Threat to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (this can only be selected once). | |||||||||||||||||||||||||
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52 | TTT or D | Fragile: The armor has a substantial vulnerability that can be exploited: whenever the armor becomes damaged, the damage always counts as moderate damage unless it would be worse (this can only be selected once). | ||||||||||||||||||||||||
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54 | Wear and Tear: The tools the character was using to craft the armor are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major). | |||||||||||||||||||||||||
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56 | TTTT or D | Expensive: The armor has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the armor is doubled (this can only be selected once). | ||||||||||||||||||||||||
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58 | Supply Shortage: The character runs out of equipment midway through constructing the armor. The crafter cannot finish it until he has a chance to acquire more supplies and spends credits equal to 25% of the Material Price on these additional supplies (this can only be selected once). | |||||||||||||||||||||||||
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61 | DD | 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 he does so, the armor counts as suffering major damage, and thus becomes unusable. Once the armor has been repaired, this flaw is removed and cannot be exploited this way again (this can only be selected once). | ||||||||||||||||||||||||
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