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Tech Armor Rules.

Posted by GMFor group archive Z
GM
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Thu 30 Jul 2015
at 13:40
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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.
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