Armour Creation

'''Each suit of armour begins with base Armour 2 (medium armour), protects the torso, costs $250, has 2 points of armour abilities, and is considered 3 significant items for encumbrance purposes. 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.'''

'''If the armour has any armour modifiers, these are added to the base Armour. For example Enhanced Armour (armour 4) with Kevlar Inserts (+4 armour against bullets) would have armour 8 against bullets and armour 4 against other damage types.'''

ARMOUR CREATION ABILITIES
+4 Abilities


 * Extreme Protection: +4 armour vs. one damage type (magic, modern or futuristic only).


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


 * Heavy Armour: You can only be injured by Heavy Weapons (super or futuristic only).


 * Very Heavy Ablative: Provides 4 points of ablative absorption (base Armour 4 or higher).

+3 Abilities


 * Heavy Ablative: Provides 3 points of ablative absorption (base Armour 3 or higher).


 * High Protection: +3 armour vs. one damage type (magic, modern or futuristic only).


 * Mystic Edge: Gain one specific Edge when wearing this armour (magic only).


 * Weaponry: Spikes, studded gauntlets, etc – treat as the Natural Weapons Edge.


 * Weightless: No longer counts as a significant item for encumbrance (magic only).

+2 Abilities


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


 * Full Environmental: +2 bonus to resist all negative environmental effects (futuristic only).


 * Mask: Covers head and face, you don’t need a separate helmet (super only).


 * 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 Ablative: Provides 2 points of ablative absorption (base Armour 2 or higher).


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


 * Rigid: Classified as rigid for AP, and grants the wearer Hardy (not Clothing or Soft).


 * Very Light: Counts as one significant item for encumbrance.

+1 Abilities


 * Cheap: Armour costs $100 to buy, and the repair cost is halved (optional).


 * Comfortable: The armour can be slept in without penalty (not Uncomfortable).


 * Concealable: Can be worn inconspicuously (possibly under heavy clothing).


 * Environmental: +2 bonus to resist one negative environmental effect (heat, cold, etc).


 * Full Absorption: May absorb multiple wounds from a single blow (Ablative only).


 * Fast Don: May be donned or doffed as a normal action with a successful Agility roll.


 * Leggings: Covers and protects the legs.


 * Light: Counts as two significant items for encumbrance.


 * Light Ablative: Provides 1 point of ablative absorption (base Armour 1 or higher).


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


 * Reinforced: +1 armour except on a raise.


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

-4 Abilities -3 Abilities -2 Abilities -1 Abilities
 * Sleeves: Covers and protects the arms
 * Clothing: Base Armour 0 (not Rigid).
 * Bulky: -1 Parry while wearing this armour.
 * Extremely Heavy: Counts as six significant items for encumbrance.
 * Low Resilience: Base Armour 1.
 * Major Hindrance: Wearing this armour gives you a Major Hindrance (magic only).
 * Masterwork: Armour costs $1000 to buy, and the repair cost is quadrupled (optional).
 * Very Awkward: Half Pace, cannot run, and standing from prone costs 3" instead of 2".
 * Very Heavy: Counts as five significant items for encumbrance.
 * Awkward: -1 Pace, and standing up from Prone costs 3" instead of 2".
 * Expensive: Armour costs $500 to buy, and the repair cost is doubled (optional).
 * Heavy: Counts as four significant items for encumbrance.
 * Minor Hindrance: Wearing this armour gives you a Minor Hindrance (magic only).
 * Obvious: Highly conspicuous, noisy and easy to spot, -2 to Stealth rolls.
 * Slow Don: Several minutes to don the armour, dramatic task to doff in emergencies.
 * Soft: Fabric or hide, considered flammable, Weight is doubled when wet (not Rigid).
 * Uncomfortable: Roll vs. Bumps and Bruises after any scene where you rolled snake eyes.

ABLATIVE
Ablative armour automatically absorbs wounds received by the wearer. Each absorbed wound is subtracted from the base Armour, and this damage must be repaired. If the base Armour is reduced to 0 then other abilities (such as Reinforced and Protection) still apply.

It is possible to have a lower ablative absorption than base Armour (e.g., High Resilience and Medium ablative would give base Armour 3 but only allow 2 wounds to be absorbed). Note that unless the armour has Full Absorption, it cannot absorb more than one wound per blow.

DONNING AND DOFFING
It normally requires about a minute to wear or remove armour, although this can be reduced to 5 rounds by using the rules for Dramatic Tasks (using Agility). If the armour has   Slow   Don then it normally takes about 5 minutes to wear or remove, although it can be torn off in emergencies (such as when drowning) at the same speed as normal armour. Fast Don allows the   armour to be worn or removed as a normal action. If the armour includes Sleeves or Leggings, these must be donned or doffed separately (at the same speed as the torso armour). The super only Mask can be donned or doffed as a normal action, the same as a helmet, and may also have a Visor if you wish.

PROTECTION
Armour with Protection offers additional armour against a specific damage type. For example a Kevlar vest (in a modern setting) would have Medium Protection against bullets, while a Kevlar vest with ceramic inserts would have Extreme Protection against bullets. In a futuristic setting you might have reflective armour which protects against lasers, while a fantasy setting might have magical armour that protects against fire, cold, or lightning.