Quicklinks: Armor Types | Armor Layers | Armor Statistics | Armor Properties
Quicklinks: Civilian Armors | Fibers | Power Armors Light, Medium, Heavy | Cores
Civilian Armors. Civilian armors are simple armors that you can wear over your normal clothing. They are magnetic, do not have integration slots, and cannot be made covert. However, a majority of civilian armors are available for purchase in retail stores and do not require any special clearances or licenses to legally own. It takes a minute (10 rounds) to don and doff civilian armors.
Fibers. Fibers are discrete armors that are made out of synthetic materials that allow them to be translucent and cling to a creature. A fiber must be worn over a thin skin-tight fabric or a naked body. A fiber can not be worn on top of any other clothing, however, fibers can be worn underneath clothing without any issues. Additionally, fiber’s materials make them innately covert, non-magnetic, and silent. Most fibers can support small integration slots for devices. It takes 18 seconds (3 rounds) to don and doff fibers.
Power Armors. Powers armors are armors that were manufactured using metal plates and contain an internal power source. These armors are magnetic, bulky, and cover almost all of your physical features. They offer superior levels of protection and provide device integration slots, additional carry capacity, and other features. However, they are far from silent or discrete. There are three size categories for power armors: light, medium, and heavy.
Light. Light power armors typically weigh less than 350 lbs and normally require a carry capacity of at least 20 lbs to wear. They have a mixture of small and normal size integration slots but provide little in terms of increased carry capacity. It takes 1 minute (10 rounds) to don and doff light power armors.
Medium. Medium power armors usually weigh less than 800 lbs and normally require a carry capacity of at least 50 lbs to wear. They contain normal size integration slots and one or two large integration slots. Your carry capacity when wearing medium power armor generally increases. However, your movements are loud and can be heard up to 30 feet away in normal street noise. Additionally, your cumbersome size makes it impossible for you to squeeze through tight spaces or swim. It takes 1 minute (10 rounds) to don and doff medium power armors.
Heavy. Heavy power armors usually weigh more than 1,000lbs and normally require a carry capacity of at least 70 lbs to wear. Heavy armors are the premier power armor, providing advanced levels of protection and gadgetry. They contain multiple large size integrations and have the auto-equip property by default. All heavy armors are massive in size. When wearing heavy armor, you are considered a large sized creature. It takes 10 minutes (100 rounds) to don and doff heavy power armors if the auto-equip module is broken, or the armor is disabled.
Nevertheless, because of your sheer size and weight wearing heavy power armor, your movements are loud and can be heard up to 200 feet away. You cannot squeeze through tight spaces or swim and your speed is reduced by 10 feet.
Cores. Cores are armors that generate a forcefield to protect the user. They are a body modification and require the creature to have a core socket modification instead of an organic heart. Cores are naturally undetectable until they are used but require surgery to insert or replace. Cores also have special properties that typically increase the performance of a creature’s skills or ability score derivatives when in combat.
You can wear multiple types of armors simultaneously by layering them. You can layer different types of armor together as long as they are compatible.
You can wear a maximum of three layers of armors. The three layers are as follows:
- One core
- One fiber
- One power armor, civilian armor, or your natural AC’s
Determining Armor Class. When you wear multiple layers of armor, your Ranged AC, Melee AC, and Forcefield are all equal to the highest statistic from any layer.
Layering Properties. You gain all of the properties of any of your armors, assuming their properties do not conflict. The layers do not bestow their properties to one another, even if integrated together. For instance, a fiber does not make a power armor silent or non-magnetic.
Integrating Layers. You are able to integrate fibers into power armors, doing so takes up one normal integration slot on the armor. When you do this the following effects occur:
- You must de-integrate the fiber from the armor before you are able to get out of it
- Any objects that are integrated into your fiber can be used as if they were integrated into your power armor.
Donning and Doffing Layers. You must don and doff one armor layer at a time starting from inside when donning and the outside when doffing. If the layer is integrated with another, the integration must first be removed. If two layers both have auto-equip property, they can both be removed as the same action. .
Quicklinks: AC | Break | Credits | Covert | Integrations | Weight | Encumbrance | Carry
AC. This is the Armor Class of the armor. Armor class is broken down into three distinct types of defense: Melee, Ranged, and Forcefield. Armors and fibers will provide a Melee and Ranged AC (suffixed with “M” or “R” respectively) while Cores provide Forcefield (suffixed with “F”). Alternatively, you can benefit from your natural melee and ranged armor classes when not wearing any armor.
- Natural Melee AC = Fortitude – 3
- Natural Ranged AC = Dexterity – 3
Break. This is the break value of the armor. When a creature attempts to use the Break action against you, it does so against this value. Cores can not be broken through a Break action.
Credits. This is the cost in credits for the armor. This price assumes regular demand, and that the armor is being purchased legally at a proper vendor. The price can change if the armor has low/high demand, if the armor is purchased illegally, or at a vendor that wouldn’t commonly carry the armor.
Covert. A covert armor is difficult to notice as it’s translucent when worn, giving it a covert DC. All creatures with an Awareness less than the Covert DC of an armor are unable to see the covert armor, unless it has blocked an attack or the creature has prior knowledge of the armor.
Integrations. This is the total number of integration slots that the armor has. Integration slots come in three sizes: Small, Medium, and Large (suffixed with “S”, “M”, and “L” respectively). An integration slot can hold any device built for its size or smaller.
Weight. This is the weight of the armor in pounds.
Encumbrance. An armor with an encumbrance value uses the encumbrance to determine how many pounds of carry weight the armor takes up from a creature wearing it. The weight of the armor is still used to determine the creature’s total weight.
Carry. This the bonus that you receive to your carry capacity while wearing the armor. This bonus does not apply to objects worn within the armor or the armors encumbrance onto you.
Quicklinks: Ability | Auto-Equip | Awareness | Blast-Guard | Bulky | Camouflaged | Combat | Ele-Guard | Hardened | Hit Points | Initiative | Insight | Jump | Las-Guard | Life Assist | MAGI Resist | Magic | Mana | Omni-Guard | Plas-Guard | Presence | Rapid | Recall | Reinforced | SafeFall | Silent | Skilled | Special | Storage | Sturdy
Ability. You receive a +1 bonus to the specified ability score.
Auto-Equip. You can don and doff this armor as an action.
Awareness. You receive a bonus to your awareness equal to the number in the parentheses.
Blast-Guard. You gain physical damage reduction. The amount of physical damage reduced is equal to the number in the parentheses.
Bulky. This armor cannot be layered with a civilian armor or a power armor.
Camouflaged. Creatures have disadvantage on attack rolls against you when they attack from more than 30 feet away.
Combat. This armor has 2 additional large integration slots that can only be used for weapons.
Ele-Guard. You gain elemental damage reduction. The amount of elemental damage reduced is equal to the number in the parentheses.
Hardened. You take half damage from melee attacks.
Hit Points. You receive a bonus to your hit points equal to the number in the parentheses.
Initiative. You receive a bonus to your initiative equal to the number in the parentheses.
Insight. You receive a bonus to your insight equal to the number in the parentheses.
Jump. You receive a bonus to your long and high jump, as determined by the numbers in parenthesis, with high jump as the first number and long jump as the second. If only one number is provided, both long and high jump are increased by the single value.
Las-Guard. You gain laser damage reduction. The amount of laser damage reduced is equal to the number in the parentheses.
Life Assist. This armor has 3 special chambers that can hold any first aid devices. These first aid devices can be used as a bonus action.
MAGI Resist. You have advantage on saving throws against MAGI effects.
Magic. You receive a bonus to your magic equal to the number in the parentheses.
Mana. You receive a bonus to your mana equal to the number in the parentheses.
Omni-Guard. You gain damage reduction. The amount of damage reduced is equal to the number in the parentheses/ This reduction is applied to damage of all types.
Plas-Guard. You gain plasma damage reduction. The amount of plasma damage reduced is equal to the number in the parentheses.
Presence. You receive a bonus to your presence equal to the number in the parentheses.
Rapid. You receive a bonus to all of your movement speeds equal to the number in the parentheses.
Recall. You receive a bonus to your recall equal to the number in the parentheses.
Reinforced. You take half damage from explosive devices.
Restricted. This armor is illegal to possess (regardless of armor license) without special legal clearances.
SafeFall. You receive a bonus to your safe fall equal to the number in the parentheses.
Save. You receive a +1 bonus to the specified saving throw.
Silent. This armor makes no additional noise when you move in it. It does not make you or your actions silent, only the armor itself.
Skilled. You receive a +2 bonus to the specified skill.
Special. This armor has a special property. This property is explained beneath the item.
Storage. All accessible covert weapons have their covert value increased by 2.
Sturdy. Any critical hit against you becomes a normal hit.