Designing Armour
Through play and when creating a character, you may desire to protect yourself with armour. You can use one of the Example-Armour or design your own. Perhaps your village or character has a unique type of armour, or you encounter a blacksmith who has an idea for a unique piece of armour.
To build a piece of armour:
- Choose the Quality
- Choose Materials
- Spend your Crafting Points
Quality
Armour comes in various qualities based on the skill required to craft.
Basic
Basic armour is improvised, hastily constructed, or primitive in nature, but may save your life when no other options are available.
- Use a single material of at least Artisan quality.
- Have 0 Crafting Points.
Artisan
Artisan armour is expressly built for the hardships of battle. When compared to basic armour, artisan armour is more complex and more meticulously constructed, often with specific functions in mind.
- Use 2 materials, at least 1 of which is Artisan.
- Have 1 Crafting Points.
Exotic
Exotic armours incorporate additional complexity of both materials and design allowing for further specialization of enhanced functionality thanks to the use of rare and advanced materials and expert craftsmanship.
- Use 2 materials, at least 1 of which is Exotic.
- Have 2 Crafting Points.
Masterwork
Master worked armour is an artisan or exotic armour of exceptional craftsmanship and design.
- A piece of masterwork armour gains 1 additional Crafting Points
- May take a single Armour-Templates it does not meet the material requirement for.
- Must include at least one additional Exotic material in its construction.
Materials
Armour is made of Materials, which determine its characteristics, see Materials for more details. Artisan or Exotic Quality armour will require a small amount of secondary material to reinforce, pad, or affix the primary material to. Materials, whether they be the primary or secondary material, will also provide access to material specific Armour-Templates for Artisan and Exotic armours.
Material Table
This is a list of the base values an armour with each primary material will have. #TODO update machinery
Material | Skill Penalty | Integrity | Weakness | Resistance |
---|---|---|---|---|
Textile | 0 | 2 | Heat | - |
Leather | 0 | 2 | Life | - |
Wood | (-1) | 3 | Heat | - |
Metal | (-1) | 4 | Cold | - |
Machinery | (-1) | 2 | Impact | - |
If a piece of armour would gain a resistance or weakness complementary to an existing Resistance or Weakness on the armour through Armour-Templates, the two cancel out, resulting in no effect. If a piece of armour would gain a resistance or weakness it already has through Armour-Templates, there is no effect.
Multiple Materials
When multiple materials are used, one is treated as the primary material and the other as the secondary material. The armour’s base attributes (Weakness, Resistance, Structure, and Max Skill) are determined by the primary material, while the secondary material represents the increase in complexity and robustness of higher quality gear.
Crafting Points
Can be spent to add either Armour-Traits, or Armour-Templates to your armour. Traits must be negotiated with the Game Master, but Armour-Templates are designed to be added to armour directly.
Crafting
A character looking to craft a specific armour requires relevant training as a Craftsman, requires 2 size worth of the primary material, and 1 size worth of secondary material where applicable. Other bits, unless narratively relevant, are a negligible portion of the cost. Then, the character, as Production Work, may spend a day crafting. If they succeed on the Application test, the item is created successfully. If not, they must try again in the future; however, materials are not lost, just time.
The difficulty of the test is modified as follows:
- Exotic Materials -1
- Traits -1 per each
- Poor facilities -1
- Excellent facilities +1