Armor Generation System for Infinite Frontiers
Introduction
Welcome to the
Armor Generation System for
Infinite Frontiers! This system provides comprehensive rules for creating and customizing armor, empowering both players and Game Masters (GMs) to design equipment that perfectly suits any genre or setting. Whether you're donning enchanted plate armor in a high-fantasy realm or lightweight tactical gear in a futuristic universe, this system ensures balanced and unique armor tailored to your character's needs.
Overview
The Armor Generation System employs a point-based approach to maintain fairness and balance. Armor is crafted by allocating points to various attributes such as protection, weight, mobility, durability, and special characteristics. The system incorporates armor quality tiers, which adjust the total points available for armor creation. Additionally, armor can be modified over time using mods, allowing for continuous enhancement and customization.
Key Features:
- Point-Based Allocation: Ensures balanced distribution of armor attributes.
- Quality Tiers: Reflects the craftsmanship and inherent value of armor.
- Modifications (Mods): Provides avenues for continuous armor enhancement.
- Credit Integration: Aligns armor costs with the established credit system (1 Point = 1,000 Credits).
Armor Attributes
Before creating armor, it's essential to understand the attributes that define it:
- Protection (PR): The ability of the armor to absorb or deflect damage.
- Weight: The heaviness of the armor, affecting mobility and endurance.
- Mobility: How the armor impacts the character's movement and agility.
- Durability: The armor's resistance to wear and tear or damage over time.
- Special Characteristics: Unique properties like elemental resistance, stealth enhancement, or magical protections.
- Coverage: The extent of the body covered by the armor (e.g., torso only, full body).
- Encumbrance: The impact of the armor on the character's ability to carry additional gear.
Point-Based Armor Creation
Base Point Budget
All armor pieces start with a base budget of 10 points.
Points are allocated to the armor's attributes.
Total Points Used must not exceed the armor's Adjusted Point Budget.
Armor Quality Tiers
Armor quality affects the total point budget available for armor creation. Higher-quality armor offers better attributes and greater modification potential.
Quality Level | Point Adjustment | Adjusted Point Budget |
Poor | -2 points | 8 points |
Common | ±0 points | 10 points |
Uncommon | +2 points | 12 points |
Rare | +4 points | 14 points |
Epic | +6 points | 16 points |
Legendary | +8 points | 18 points |
Note: The
Adjusted Point Budget is calculated by adding the
Point Adjustment to the base budget of 10 points.
Attribute Point Costs
1. Protection (PR)
Cost: 1 point per 1 Protection Rating.
Effect: Higher PR reduces the damage taken from attacks.
2. Weight
Weight Category | Description | Point Cost |
Light | Minimal weight, high mobility | 1 point |
Medium | Standard weight and mobility | 0 points |
Heavy | Substantial weight, reduced mobility | -1 point |
3. Mobility
+1 Agility Modifier: 2 points.
-1 Agility Modifier: Gain 1 point back.
4. Durability
High Durability: 3 points (resists damage, lasts longer).
Standard Durability: 0 points.
Low Durability: Gain 1 point back (wears out quickly).
5. Special Characteristics
Elemental Resistance:
- Fire Resistance: 2 points.
- Ice Resistance: 2 points.
- Lightning Resistance: 2 points.
Stealth Enhancement: 3 points (reduces detection chances).
Magical Protections:
- Arcane Shielding: 4 points.
- Divine Protection: 4 points.
Environmental Adaptations:
- Underwater Suiting: 3 points.
- Extreme Temperature Protection: 3 points.
6. Coverage
Coverage Level | Description | Point Cost |
Partial | Covers vital areas only | 1 point |
Full | Covers entire body | 2 points |
Modular | Adjustable coverage (can switch parts) | 3 points |
7. Encumbrance
+1 Carry Capacity: 2 points (allows carrying more gear).
-1 Carry Capacity: Gain 1 point back.
Armor Quality Modifiers
Quality levels modify armor attributes after initial point allocation.
Quality Level | Protection Modifier | Special Characteristics Modifier | Point Adjustment |
Poor | -1 PR | -1 Special Characteristic | -2 points |
Common | ±0 | ±0 | ±0 points |
Uncommon | +1 PR | +1 Special Characteristic | +2 points |
Rare | +2 PR | +2 Special Characteristics | +4 points |
Epic | +3 PR | +3 Special Characteristics | +6 points |
Legendary | +4 PR | +4 Special Characteristics | +8 points |
Protection Modifier: Increases or decreases the base Protection Rating.
Special Characteristics Modifier: Allows additional special characteristics or enhances existing ones.
Note: Apply quality modifiers after allocating base points.
Armor Modifications (Mods)
Mod Point Costs and Credit Costs
Mod Type | Effect | Point Cost | Credit Cost (Credits) |
Protection Enhancers | +1 Protection Rating | 1 point | 1,000 |
Mobility Enhancers | +1 Agility Modifier | 2 points | 2,000 |
Durability Enhancers | +1 Durability Rating | 1 point | 1,000 |
Elemental Resistance | Adds or enhances an elemental resistance | 2 points | 2,000 |
Stealth Enhancers | Further reduces detection chances | 3 points | 3,000 |
Magical Protections | Adds or enhances magical protections | 4 points | 4,000 |
Environmental Adaptations | Adds or enhances environmental adaptations | 3 points | 3,000 |
Coverage Modifiers | Adds modular coverage capabilities | 2 points | 2,000 |
Encumbrance Modifiers | Adjusts carry capacity further | 2 points | 2,000 |
Special Effects | Adds unique effects (e.g., regenerative plating, energy absorption) | 3-5 points | 3,000-5,000 credits |
Mod Slots and Limitations
Mod Slots: Armor typically has 2 mod slots.
Point Consumption: Mods consume points from the armor's adjusted point budget.
Stacking Rules: Similar mods may not stack or may have diminishing returns to prevent overpowered combinations.
Creating Armor: Step-by-Step Guide
- Define the Armor Concept: Decide on the armor's basic idea, including its type and intended use.
- Determine the Quality Level: Choose the armor's quality level to adjust the point budget and base cost accordingly.
- Calculate Adjusted Point Budget: Adjusted Point Budget = Base Budget (10 points) + Quality Point Adjustment.
- Allocate Points to Attributes: Assign points to the armor's attributes, ensuring the total does not exceed the adjusted point budget.
- Apply Quality Modifiers: After allocating base points, apply any modifiers from the armor's quality level.
- Allocate Points for Mods (Optional): Reserve points for future mods.
- Finalize the Armor: Compile all information, including attributes, quality modifiers, and any reserved mod capacity.
Example 1: Common Plate Armor
Concept: Standard heavy armor providing substantial protection.
Quality Level: Common (±0 points)
Base Armor Cost: 1,000 credits
Adjusted Point Budget:
Base Budget: 10 points
Quality Adjustment: ±0 points
Total Points Available: 10 points
Attribute Allocation:
- Protection: PR 4 (4 points)
- Weight: Heavy (-1 point)
- Durability: High Durability (3 points)
- Coverage: Full (2 points)
Total Points Used: 4 (PR) - 1 (Weight) + 3 (Durability) + 2 (Coverage) = 8 points
Remaining Points (Mod Capacity): 10 - 8 = 2 points
Apply Quality Modifiers:
Protection Modifier: ±0
Special Characteristics Modifier: ±0
Final Armor Stats:
- Protection: 4
- Weight: Heavy
- Durability: High
- Coverage: Full
- Mobility: Standard
- Encumbrance: Standard
- Mod Capacity: 2 points
Total Armor Cost:
[formula]Total Cost = Base Weapon Cost + (Points Used × 1,000 credits) = 1,000 + (8 × 1,000) = 9,000 credits[/formula]
Example 2: Rare Stealth Suit with Mods
Concept: Lightweight armor designed for infiltration and stealth operations.
Quality Level: Rare (+4 points)
Base Armor Cost: 3,000 credits
Adjusted Point Budget:
Base Budget: 10 points
Quality Adjustment: +4 points
Total Points Available: 14 points
Attribute Allocation:
- Protection: PR 2 (2 points)
- Weight: Light (1 point)
- Mobility: +1 Agility Modifier (2 points)
- Durability: Standard Durability (0 points)
- Coverage: Partial (1 point)
Total Points Used: 2 (PR) + 1 (Weight) + 2 (Mobility) + 0 (Durability) + 1 (Coverage) = 6 points
Apply Quality Modifiers:
Protection Modifier: +2 PR → PR 4
Special Characteristics Modifier: +2 Special Characteristics
Special Characteristics:
- Stealth Enhancement: 3 points
Total Points Used After Modifiers: 6 (base) + 2 (PR) + 3 (Special Characteristics) = 11 points
Remaining Points (Mod Capacity): 14 - 11 = 3 points
Mods Applied:
- Silent Movement Mod: Further reduces detection chances
- Effect: +1 Stealth Enhancement
- Point Cost: 2 points
- Credit Cost: 2,000 credits
Final Armor Stats:
- Protection: 4
- Weight: Light
- Mobility: +1 Agility Modifier
- Durability: Standard
- Coverage: Partial
- Special Characteristics: Stealth Enhancement +1
- Mod Capacity: 1 point remaining
Total Armor Cost:
[formula]Total Cost = Base Weapon Cost + (Points Used × 1,000 credits) = 3,000 + (11 × 1,000) = 14,000 credits[/formula]
Strategic Considerations
Balance Base Attributes and Mod Potential: Decide whether to invest points in strong base attributes or reserve points for future mods.
Plan for the Future: Consider future mods and allocate points accordingly.
Adapt to the Game World: Mods may be found, crafted, or purchased, so think about their availability in your setting.
Genre Neutrality
This system is designed to work across various genres:
- Fantasy: Use enchantments, runes, or alchemical treatments as mods.
- Sci-Fi: Implement technological upgrades, energy shields, or smart fabrics.
- Modern: Add ballistic plates, kevlar enhancements, or electronic countermeasures.
Happy crafting and adventuring in Infinite Frontiers!
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