Armor Crafting Rules

By Braendig, in Game Masters

I just got my copy of Keeping the Peace this week and finally had a chance to sit down and read it for comprehension...

I can't imagine why I didn't immediately notice the crafting rules for armor, but it took me my second pass through the book to find them.

Am I the only one struck by how easy it appears to make top of the line armor? 4500 credits, yeah restricted, some time (probably while traveling or during downtime) and a daunting check to get a 2 soak, 2 defense, SIX hard point suit of armor?!

The mid-grade armor is even easier, though somewhat less broken due to the lower number of HP.

Also, the "perks" from advantages/triumphs seem excessive as well...

Does anyone else have a similar impression or am I overreacting?

Probably preparing to the big tech book, where crafting also takes stage. I think it is a nice move by SWFFG to go from gear to custom gear, which is much cooler. Every gear has its own story, and the need for gear drives a story so well, so providing opportunity to tell a story of a forging of some epic gear or armor is awesome.

There are a lot of GM that asks about such "rudimentary systems" on the forums for a while, and the developers listen. Many GMs already include such homebrews instead of other flavor methods of enriching the story, crafting is one of them.

I had the same impression as well. I love me some armorcrafting (in RL and in-game), so I'll let my players use these anyway, but boy, the regular armor rules are not difficult to min-max, and this just makes it even easier.

Are there penalties for not rolling so well? Less hard points for Threats, or some such?

Are there penalties for not rolling so well? Less hard points for Threats, or some such?

The threats balance the advantages... However, most of the worst of them relate to damage and making repairs cost more or more easily damaged. So credits seem to be the balancer, which, to my mind, isn't all that much of a balance.

I spoke to my gm about the raw stats and he's actually fine with this, on the assumption that this isn't a simple knock-up job, but a project that can take some weeks to gather these materials, some of which can be prohibatively expensive. Plus a fail basically means the money is spent to no real effect? The project is a bust? Means that not too many party's would be throwing money at a project like this.

Sure, my characters the party artisan/gadgeteer working for the rebellion, thus it would make a great deal of sense to build this for situations which require the very best protection. But often buyable armour is more affordable for those not master mechanics. Since it is a project that will take up time, I'm hardly going to spend all that time knocking together orders when simply adding hardpoints to pre-existing gear is much less expensive/practical. XD

So far, I've got 9 potential hardpoints (including artisan, rank in tinker);

Superior :1

Range Finder: 1

Hands free weapon system 2: Either bowcaster (With juryrig with a grapple gun function) or grenade launcher (with juryrig; likely fitted with concussion).

Vacuum sealed 1

Enhanced Optics/integrated scanner 1 (Leaning towards the latter)

Then I for the last three I'm a little less certain: Cortisis isn't an option (It's fiated that it's basicaly a non-existant modification within this setting), so I was going to go strength enhancing (Not a strength character, but I have a brawn 3, so 4 would be fun for imprompt brawling!) or an optical camo (because thats soooooo coool!) or a bio-feedback system (because I have dodge. Though with 17 strain already), then save the last slot for an environmental based system or just go and grab another optical system.

That being said, this is only a first thought; my character often use's short ranged duelling pistols that require a range enhancement, thus the range finder was particularly important for him

Edit: Exclude the bowcaster, it has cumbersome so I can't mount it.

Edited by Lordbiscuit

If a GM just handwaves the difficulty of getting hold of expensive, illegal materials, then yes, characters will be overpowered quickly.

Then I for the last three I'm a little less certain: Cortisis isn't an option (It's fiated that it's basicaly a non-existant modification within this setting), so I was going to go strength enhancing (Not a strength character, but I have a brawn 3, so 4 would be fun for imprompt brawling!) or an optical camo (because thats soooooo coool!) or a bio-feedback system (because I have dodge. Though with 17 strain already), then save the last slot for an environmental based system or just go and grab another optical system.

Totally agree that the Optical Camo is very cool. Sadly, it doesn't go on "Heavy Armor" which is a definition that needs to be worked out with the GM. And most of the "Heavy Armor" are the only ones with enough base Hard Points to take it.

So far, I've got 9 potential hardpoints (including artisan, rank in tinker);

Mind if I ask how you got to 9? Tinkerer for 1, Intuitive Improvements for 2 more?

Then I for the last three I'm a little less certain: Cortisis isn't an option (It's fiated that it's basicaly a non-existant modification within this setting), so I was going to go strength enhancing (Not a strength character, but I have a brawn 3, so 4 would be fun for imprompt brawling!) or an optical camo (because thats soooooo coool!) or a bio-feedback system (because I have dodge. Though with 17 strain already), then save the last slot for an environmental based system or just go and grab another optical system.

Totally agree that the Optical Camo is very cool. Sadly, it doesn't go on "Heavy Armor" which is a definition that needs to be worked out with the GM. And most of the "Heavy Armor" are the only ones with enough base Hard Points to take it.

So far, I've got 9 potential hardpoints (including artisan, rank in tinker);

Mind if I ask how you got to 9? Tinkerer for 1, Intuitive Improvements for 2 more?

Yeah, that a good point. So that narrows it down whether I want strength + fitness (which is fairly secondary in my character) or a strain enhancement system (which has more limited applications, but is useful as I use dodge, rapid response and occasionally defensive stance.

Aye correct. My main character is a Gadgetter/Assassin/Force Emergent/Artisan with an int of 5 (His primary job before taking up a life of crime was a specialsit outfitter), agility of 4, 3 cunning and brawn. I've got both tinker and intuative improvements and the suggested 9 slots was assuming that the 6 HP stated is correct, and the additional three I can generate through those talents.

That being said, I am doubtful I will use tinker for anything more then fleeting modifications for specialist environments. Like hot, cold, specialist scopes. The kind of long term modification I might need, but not necessarily want all the time.

5 int, 4 agi, 3 cunning and 3 brawn? So you've hit 3 Dedications, 2 to int and 1 to agi? Beefy stats.

5 int, 4 agi, 3 cunning and 3 brawn? So you've hit 3 Dedications, 2 to int and 1 to agi? Beefy stats.

He's a Rodian, so yeah, it was more like 1 to int (so ironically, in a class that doesn't hugely reward inti, he had five), 1 to agility and 1 to brawn as of the most recent setting. Though the latter one hasn't been set in stone and is more aimed toward rounding him off to be a somewhat capable hiest master turned rebel commando. ^^

Campaigns been going on for a year and a bit now, so theres been time to build up.