Helmet Creation

'''Helmets begins with base Armour 2 (medium armour), cost $150, have 2 points of helmet abilities, and are considered 2 significant items for encumbrance purposes (although they are not amazingly heavy, they tend to be cumbersome). Additional positive abilities must be countered with an equal value of negative ones, and each ability cannot be taken more than once, nor can an ability be taken if it renders another ability obsolete.'''

'''

Note that helmets are treated as rigid for AP purposes, but they do not grant Hardy, nor can they be ablative, as blows to the head are difficult to simply shrug off. Helmets also protect your face by default, and you suffer -2 to sight-based Notice rolls while your face is protected. Donning or doffing a helmet is a normal action.

HELMET CREATION ABILITIES
+4 Abilities


 * Extreme Resilience: Base Armour 4 (modern or magic only).

+2 Abilities


 * Crude: Helmet costs $10 to buy, and the repair cost is quartered (optional).


 * Heavily Reinforced: +2 armour except on a raise.


 * High Resilience: Base Armour 3.


 * Impenetrable: Negates up to 4 AP from Protection damage type (Protection only).


 * Medium Protection: +2 armour vs. one damage type (modern, magic or futuristic only).


 * Very Light: No longer counts as a significant item for encumbrance.

+1 Abilities


 * Cheap: Helmet costs $75 to buy, and the repair cost is halved (optional).


 * Flexible: This helmet is no longer considered rigid for AP purposes.


 *   Light  : Count  s as one significant items for encumbrance.


 * Low Protection: +1 armour vs. one damage type (modern, magic or futuristic only).


 * Reinforced: +1 armour except on a raise.


 * Visor: You can raise or lower the visor as a free action to unprotect your face (not Open).


 * Sealed: Protects against Area-Effect weapons (magic, super, modern or futuristic only).

-4 Abilities


 * Clothing: Base Armour 0 (not Rigid).

-3 Abilities


 * Bulky: -1 Parry while wearing this helmet.

-2 Abilities


 * Low Resilience: Base Armour 1.


 * Masterwork: Helmet costs $500 to buy, and the repair cost is quadrupled (optional).

-1 Abilities


 * Expensive: Helmet costs $250 to buy, and the repair cost is doubled (optional).


 * Heavy: Counts as three significant items for encumbrance.


 * Muffled: Difficult to hear through, -2 to hearing-based Notice rolls while worn.


 * Open: No face protection, only 50% chance of protecting against a headshot (not Visor).