Tech Armor Rules
Synthetic Leather can be used in the construction of many Light Armors, allowing Druids to use them without hindrance.
Light Armor -
Heavy Clothes, Flight Suits, and Combat Fatigues can all be created with Synthetic Leather.
Medium Armor -
Battle Suits can be created with Synthetic Leather.
Heavy Armor -
No Heavy Armor can be created with Synthetic Leather.
Powered Armor -
No Powered Armor can be created with Synthetic Leather.
The following abilities can be added to armors:
Damage Reduction: DR value squared and multiplied by 2000 credits. (Maximum for Light 1, Medium 3, Heavy 6, Powered 10).
Shield Hit Points: Value multiplied by 325 credits (Maximum 60 for Light, 120 for Medium, 180 for Heavy, 240 for Powered).
Customizable Slots: Number of customizable slots squared, multiplied by 175 credits.
Skill Bonus: Bonus multiplied by 100 credits (Maximum of +5). Acrobatics and Athletics only.
Hit Points per Level: Number Per Level multiplied by 2000 credits (Maximum of 5).
Bonus to Attack Rolls: Bonus squared, multiplied by 750 credits (Maximum of 5).
Shield Hit Point Regeneration: Number squared, multiplied by 750 credits (Maximum of 5).
Shield Damage Reduction: Number Squared, multiplied by 2350 credits (Maximum of 5).
Chance to Reduce Critical Hits/Sneak Attacks: Multiply percentile by 100 credits (Maximum of 25% for Light, 50% for Medium, 75% for Heavy, 100% for Powered).
Melee Damage Bonus: Bonus multiplied by 1000 credits (Maximum of 5).
Ranged Damage Bonus: Bonus squared, multiplied by 2000 credits (Maximum of 5).
Final Armor Costs:
Light - Entire Cost divided by 3.
Medium - Entire Cost divided by 2.
Heavy - Entire Cost divided by 1.
Powered - Entire Cost multiplied by 50%.
This message was last edited by the GM at 20:14, Fri 31 July 2015.