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Armory

Name
Armory
Skill Attribute & Difficulty
Int - Average
Defaults
5+Int, Engineer (Same)-4, Specialties default to one another at -4 (No defaults between armor and weapon specialities.
Prerequisites
None
Description
This is the ability to build, modify, and repair a specific class of weapons or armor. (It does not include skill for design; for that, see Engineer)<br> A successful roll lets you find a problem, if it isn’t obvious; a second roll lets you repair it. Time required is up to the GM.   This Skill Requires Specialization:
Specializations

Battlesuits

Powered armor with built in weaponry. This can most definitely refer to mechs, or more primarily, Light Armored Mechs.  

Body Armor

Unpowered personal armor (Excluding shields).   Defaults Smith (Bronze)-3, Smith (Iron)-3 for basic armors.   Machinist-3 for armor plating on things like mechs, or advanced technology armors.  

Energy Shields

Personal or vehicular forcefields and protectors. Can be interchanced with the energy shields specialization of Electronics Repair.  

Heavy Weapons

Weapons that are used with the Artillery and Gunner skills.  

Melee Weapons

Weapons used with any Melee weapon or Thrown Melee weapon skill.   Defaults Smith (Bronze)-3, Smith (Iron)-3 for lower tech weaponry.   Machinist-3 for more advanced weaponry  

Missile Weapons

Personal portable unpowered projectile weapons. Bows, Crossbows, Slings, Etc.  

Small Arms

Weapons that make use of Beam Weapons and Guns skills.   Defaults Machinist-5 for more advanced tech.  

Vehicular Armor

Hulls of vehicles and the like.
Modifiers
-2 for an unfamiliar item within your specialty. (E.G Plate armor when you're used to mail.)

Created by

Sirplyot.

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