Armour Crafting

Forging a set of armor may turn out cheaper than purchasing it. Furthermore, despite taking time and expertise, the armor may turn out stronger and better than anything one may purchase.

Crafting is simple and follows these steps:

Step 1: Select Template, the PC chooses what kind of item to make.

Step 2: Acquire Materials, the PC acquires the supplies to build it.

Step 3: Construction, the PC actually assembles the item with the check.

If the character succeeds, the item is fully functional and has the profile listed in its template. If the character fails on the check, the product that comes out of the attempt is unusable, and the materials are lost.

Every Success the character scores on the check beyond the first reduces this time by 2 hours (to a minimum of 1 hour). Other factors can also affect the time required, at the GM's discretion.

## Armour Templates

* Reinforced Clothing

* Light Armour

* Customizable Armour

* Deflective Armour

* Combat Armour

* Segmented Armour

* Augmentative Armour

## Armor Integration

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despair to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

> 1 Advantage or 1 Triumph
>
>

* **Lightweight:** Reduce the armors encumbrance by 1 (to a minimum of 1).
* **Sealable:** The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment to it (Limit 1).
* **Practice Makes Perfect:** Gain a Boost Die on the next check they make with the same skill before the end of the session.

> 2 Advantages or 1 Triumph
>
>

* **Extra Melee Defense:** +1 Melee Defense (Limit 1)
* **Special Embellishment:** Wearer of the armor adds an automatic Advantage to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resilience, or Stealth (Limit 1).
* **Lessons Learned:** Reduce the difficulty of the Character's next crafting check by 1.

> 3 Advantages or 1 Triumph
>
>

* **Extra Ranged Defense:** +1 Ranged Defense (Limit 1).
* **Efficient Construction:** The character retains supplies worth 50% of the Material Price needed to craft the item (Limit 1).
* **Extra Hard Point:** Add 1 hard point to the armor (to a maximum of 2 additional hard points).

> 4 Advantages or 1 Triumph
>
>

* **Extra Soak:** +1 Soak (Limit 1)
* **Duplicate:** Create one additional, identical set of armor (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost.
* **Schematic:** Create a schematic that permanently reduces the difficulty of creating armor of this template by 1 (to a minimum of Simple difficulty) (Limit 1).

> 2 Triumphs
>
>

* **Integral Attachment:** Add +1 Hard Point, then install one applicable attachment that requires 1 or fewer Hard Points. No check is required to obtain this attachment, and it costs 0 credits.

> 1 Threat or 1 Despair
>
>

* **Exhausting Effort:** Upon completing Construction, the character suffers 3 strain.
* **Heavy:** Increase the encumbrance by 1.
* **Poor Fit:** Donning and removing this armor requires 1 additional action (Limit 1).

> 2 Threats or 1 Despair
>
>

* **Complex:** Increase the difficulty of checks to repair this item by 1.
* **Hard to Modify:** Increase the difficulty of checks to modify attachments to this weapon by 1.
* **Restrictive:** Wearer of the armor adds an automatic Threat to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (Limit 1).

> 3 Threats or 1 Despair
>
>

* **Wear and Tear:** The tools the character was using to craft with are damaged one step (Undamaged to Minor, Minor to Moderate, etc).
* **Fragile:** When the armor becomes damaged, the damage always counts as moderate damage unless it would worse (Limit 1).

> 4 Threats or 1 Despair
>
>

* **Expensive:** Whenever it becomes damaged, the cost to repair is doubled (Limit 1).
* **Supply Shortage:** The character runs out of equipment midway through constructing the armor. The crafter cannot finish it until they have a chance to acquire more supplies and spends credits equal to 25% of the Material Price on these additional supplies (Limit 1) .

> 2 Despair
>
>

* **Hidden Flaw:** At some point in the future the GM may flip a Destiny Point to have the armor fracture or break. When the GM 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 again.