Dwarfare Games

We are an indie publisher of tabletop roleplaying games through DrivethruRPG. We have been publishing Tabletop RPG supplements for several years now, including supplements for Dungeon World, blank maps, cartography commissions, and our own RPG called Chimera: A Fantasy, Modern, and Sci-Fi Roleplaying Engine.

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Dwarfare Games has grown and evolved over the years, and so have our logos. While the changes may be confusing, we always try to make our products compatible with new devices without losing what makes Dwarfare recognizable.

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Chimera Cover

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Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. Chimera uses flexible rules that allow you to put the fiction first, but with enough crunch to add more structure to the resolution mechanics if you so wish. In essence, playing Chimera is a conversation where:
• The Game Master describes the environment.
• The players describe what their characters do.
• The GM picks the most relevant abilities and asks the players to roll.
• The player rolls a ten-sided die per rank in the relevant abilities & chooses the highest.
• The GM takes in the results & narrates the outcome of the character's actions.

The book is divided into two parts that contain chapters of various lengths.

Part 1

The following chapters are designed for both PCs and GMs.
Learn to Play: Everything you need to know about the rules that make up the Chimera Roleplaying System is found in this chapter. Make sure you read this first.
Characters: This chapter goes over everything related to character creation, character development, filling a character sheet, and how to build certain archetypes.
Races & Traits: The races & Traits chapter contains information about the races you can play in fantasy, modern, and sci-fi settings.
Perks: The perks chapter contains abilities that you can take that help you improve and expand the capabilities of your character.
Powers: All the rules regarding powers and those who wield them are found in this chapter.
Wealth & Equipment: This chapter goes over the abstract system of owning Resources and Wealth, as well as equipment, and the services you can acquire with them.

Part 2

It only contains three chapters, but these are crucial for any aspiring GM.
Game Mastering: This long chapter goes over what is to be a GM, tips I have found useful throughout my years as a GM, and a toolbox for creating adventures, campaigns, and character options.
Enemies: This chapter contains an assortment of creatures to pit against the PCs in your game.
Example Setting: This chapter holds the notes of a small campaign setting hurriedly put together to test how well all Chimera elements worked collectively.

This chimeric beast heavily draws inspiration and mechanics from games such as Apocalypse World, games derived from the d20 system, Dungeon World, and Fate Core. You can see these influences in the core mechanics of the game.
Dice Pool: The Chimera Roleplaying System uses ten-sided dice to determine the success or failure of actions and circumstances presented during the game. Your dice pool is the number of dice you are allowed to roll to resolve a task's outcome. Your pool is composed of your ranks in the appropriate abilities (Action + Approach).
Abilities: Abilities are the bread and butter of all characters. They define what a character can or can't do and how well they can do it. Actions represent the overall capabilities of your character to get things done. If actions are what you can do, the approach represents how you get things done. A situation might have different approaches, and you get to choose how things get done.
When To Roll: Whenever the outcome of a task is uncertain and has some real consequences, it is time to gather your dice and roll. As a player, you will make most of the rolls in the game.
What To Roll: To determine the outcome of your character's action, you roll a d10 per rank in the relevant abilities to form your dice pool. You roll and keep the highest die of them all.
Degrees of Success: How well or bad you do will depend on your result when you roll to determine a task's outcome. When you roll to determine an outcome and have at least a ten, it counts as a success. If the highest die from your roll is a nine, it counts as a partial success. If you roll and your result has no 10s or 9s, it counts as a failure.

In Chimera, you follow ten steps to build your character, allowing you to choose essential aspects of your avatar such as their background, race, extraordinary abilities called perks, their principles and goals, and their gear.
Race: Each race has a list of inherent and optional traits and perks to choose from to tailor your character to your needs. If the options presented do not suit you, the game has optional rules to implement that allows you to choose the traits that best fit your character, regardless of race.
Perks: They can help you boost something you are already capable of doing or let you do things impossible for others, such as casting spells. You can spend XP to learn any perk you want as long as you meet the requirements and take some downtime to do it.
Equipment: Select from a vast selection of gear and services to build your character. Equipment can be enhanced in many ways. They can be made from different materials, possess other gadgets to increase versatility, refined craftsmanship to strengthen protection, or resist different types of damage such as ballistic and energy. Want to make a laser sword? Buy a sword and pay for the concealable and energy modifications, and you are good to go!
Wealth: Chimera uses an abstract wealth mechanic where the minutiae of keeping track of everything owned, bought, and how much money you have left isn't important. It can be used in any game, be it a fantasy, modern, or sci-fi setting where there is a fairly standard economy. It could also be used in an apocalyptic setting where keeping track of every resource you have left and living on the edge is part of the game's focus. It all depends on the interpretation given to wealth, as explained in the sections below.

GM Toolkit: This book contains chapters aimed to help the game master know what their role is, understand their agenda, arbitrate the rules, and run the game. All delivered in a condensed manner for an easy read. It also includes guides to create adventures, campaigns, enemies, curses, diseases, and traps, give rewards, create character options, numerous optional rules, enemies to pit against players, and an example campaign setting.
Sell Your Stuff: Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish? Do it! As long as your content is original, you can sell it under a creative commons license!
Any Type Of Art: From elavorate illustrations to simple vector art, this book contains tons of example for artwork that you could immitate for your products.

Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish and sell? Click here to learn more.

Showing posts with label RPG Playtest. Show all posts
Showing posts with label RPG Playtest. Show all posts
  • Play Report: Drought in Sulindal – Session 2 & 3


    Cast
    Jack – Level 2 Changeling Rogue
    Lucius – Level 2 Human Mage


    Summary (session 2)
    After the party briefly mourned Dulin they decided to keep going forward and explore the next room but not before encountering another living spell, this time made out of acid rather than fire. No one attempted to communicate with it–something living spells are able to do (although not very good)– and decided to fight it. Once the party dealt with the threat they moved into the next room where the found four chests. The rogue decided to try and open one of them but failed, a floating metallic gauntlet of large size appeared gesturing it wanted to play rock/paper/scissors, Jack found this hilarious and decided to play along but the laughs stopped when Tibaldo (Jack) lost against me and the gauntlet punched Jack dealing a great deal of damage. Unwilling to give up, jack played a few times until he won and got regarded with a magic item. Then, jack decided to try its luck with another chest but this time he failed his roll and the chest turned out to be a mimic. The encounter did not go very well as Lucius failed an abjuration spell to try and stop the mimic and instead ended up with nailing his own mouth shut, the nails digging in deeper with each failed attempt to remove them. While Lucius struggled, Jack got eaten and failed his last breath. At this point Lucius decided to run outside towards Kolbert’s house and seek help before the nails killed him. He managed to reach Kolbert’s house in time and there he explained what happened. Jack was definitely dead and now Tibaldo was looking at what he would play next.

    Conclusion
    This session was even shorter than before since we got to play very late that night. Tibaldo asked if he could play Kolbert arguing that seeing another human being die partially due to his fault, it would trigger some emotions about how his wife died and it would move him to take up arms once again. Tibaldo fleshed out Kolbert’s background and decided to try Awful Good Game’s Swordmage.



    Cast
    Kolbert– Level 4 Human Swordmage
    Lucius – Level 3 Human Mage

    Summary (session 3)
    When he was ready, both Lucius and Kolbert headed to the tower where they found that Dulin’s body was missing, the mimic destroyed, and Jack’s body was no where to be found as well. They climbed the spiral of stairs to a room where some wererats were ready to ambush them, of course the rat’s plans failed as the party to be too powerful for them. One of the wererats pleaded for his life and eventually attacked them out of panic when he say Lucius was not so willing to let them go. Once they cleared the room, they noticed four doors; in one of them they found what remained of Jack who was still wearing the magic item he previously gained. Two other rooms held a wererat each which refused to come out, the last room had Dulin’s body but the party did not bother to check the door since their attention moved towards the pleading wererats. One of the rats managed to escape through a window while the other blamed everything on the rat king and managed to escape the party’s grasp.
    The party did not bother to loot the bodies and decided to keep climbing up the stairs until they reached the pinnacle of the tower where the rat king was supposed to be. When they arrived at the top it was already dark, the floor was unusually dark. It took them a moment to realize they were actually standing on grass and that the dark floor was actually countless of rats tightly moving about. The group found the rat king on top of a gargoyle statue and was already waiting for them and surprisingly enough had a deal for them. The rat king told them that it was thanks to him and his kin that there were no goblin raids and no necromancers. When Lucius heard the word necromancer he became curious, he already suspected something about Nil, Minerva’s assistant at the cemetery. The rat king continued explaining that since Farabrout no longer buried their dead and brought them here (to Halkorn), the necromancer would eventually follow. He also mentioned that he did not plan to stay there for long and if left alone and well fed he would keep “protecting the village” and not harm any villagers. It fell upon Kolbert to make the decision and after much debate and a serious of bad rolls to see if the king was lying, Kolbert agreed to the deal and the group left the tower to the rat king as they prepared to travel the next day to Vidreng village and meet with Inuben.
    Since they were previously bitten by the wererats several times on the previous sessions, I decided to come up with some mechanics for diseases using D&D 4e’s rules for them, both of them gained the wererat fever disease. This was the result:

    Resist Disease
    When you make camp while afflicted by a disease and make and try to resist the effects, roll +CON
    ✴ On a 10+, the disease stage is reduced by 1.
    ✴On a 7-9+, the disease stage remains the same.
    ✴On a miss, the disease stage is increased by 1.
    A disease normally starts at stage 1. If the disease enters a new stage, the effects of the new stage normally stacks with the effects of the old one.

    Wererat Fever [Disease]
    Stage 0: You are cured of the disease
    Stage 1: Gain the sick debility which is ongoing until the disease is cured.
    Stage 2: The fevers kick in and your appearance begings to change to that of a wererat, gain the awkward tag ongoing.
    Stage 3: You change into a wererat.

    The party reached the village after 3 uneventful days of travel.  As they moved around the village Lucius noticed that Vidigern was withering away and it wouldnt take long for the tree to succumb to whatever illness it was affecting it. Inuben greeted them there and suggested to move to the town hall where they could speak in private. There Inuben explained that he was one of youngest druids in Vidigern’s circle and is now the last druid of the village as the rest have taken their final druid sleep. He also explained the history behind Vidigern and how she ended up being a giant oak tree and what was needed to at least restore her health, ff she was cured, she could produce a cure for Runea. Although it was best for him to tell the party that was the only way, he did suggest that Runea has a brother that is now part of a cult known as The Cult of the All-Knowing and that they could choose to try and find him and get him to tell them how to get inside Smitheim where Uguthos is (which is something contemplated by the adventure). The party decided to try and face Mudwart, the troll king who once wounded Vidigern and retrieve her totem in other to heal her since it would save the most amount of lives. Before leaving, Lucius and Kolbert decided to leave offerings to Vidigern and prey for their disease to be cured which was granted with a successful roll.

    With the help of Lucius’ arcane familiar the party reached the troll king’s lair and proceeded with caution. After a while, they encountered two giant doors; one appeared to not be guarded while the other was protected by a large frog with a tentacle on its back. This was Krognor, Mudwart’s pet. Lucius secretly casted a divination spell to see which door led to the troll king faster. The roll failed which led him to believe the unguarded door was the best option when in reality it was the sleeping quarters of 3 trolls. Lucius opened the door with confidence leading to the trolls awaking and rapidly attacking them. After a few bad rolls, Lucius got his act finally together and dealt with two of the trolls while Kolbert used his held Magic wisely and was able to deal with Krognor and one of the trolls.

    Conclusion
    This session I got to see more of the mage being used and the comments by Martin about the class’ flexibility without feeling overpowered was good to hear since that was what I was thriving for. Overall the session went pretty smoothly, the players seem pretty interested about the plot. Particularly it was pleasing to see how they were trying to piece everything together; the drought, the dwarves of smitheim closing the dam, and Runea’s condition.
  • Chimera Excerpt - Wealth & Equipment



    Today I bring you an excerpt from the Wealth and Equipment chapter as it is currently seen in the playtest document my group currently has. I drew inspiration from D&D and Dungeon World to come up with what you see here. My goals were the following:

    • To simplify the amount of coins/credits/money you had to keep track of.
    • Provide a simple way to live a lifestyle without having to track all of your money.
    • Make equipment as generic as possible and add modifications to suit your gear to your needs.
    This is subject to change as I receive feedback from the players and any suggestions you might decide to leave in the comment section below. Let me know if I achieved my goals or how I can improve them


    Wealth & Equipment

    More often than not, characters will likely need to rely on more than just their attributes and talents. Having enough wealth and the right set of equipment could be the difference between success or failure. In this chapter you will find rules and guidelines to handle wealth, buying equipment, and acquiring services.

    Wealth

    The Chimera Roleplaying System uses an abstract wealth mechanic that can be used in any type of game, be it a fantasy, modern, or sci-fi setting where there is a fairly standard economy where the minutiae of keeping track of everything owned, bought, and how much money you have left isn't important or an apocalyptic setting where keeping track of every resource you have left and living on the edge  is part of the focus of the game. It all depends on the focus given to Wealth as explained in the sections below.

    Wealth & Resources

    Wealth measures the overall lifestyle you can sustain based on what you own while Resources is your immediate expendable income. 0 Wealth means you are as poor as a person can be, you have no place to call home and living on the streets exposes you to great danger. A 1-2 Wealth means you have a modest lifestyle and you can cover your basic needs such as simple food, lodging, clothing, and putting a modest roof under your head.  3-4 Wealth means you can live in reasonable comfort. You can acquire modest food, lodging, and clothing. You can afford a comfortable home, set up a small business, and own one or two modest forms of transportation. 5+ Wealth Means you can lead a luxurious life with ease. You might own a mansion or several comfortable homes, you can afford the best food, lodging and clothing, you own one or two expensive forms of transportation, you attend social events with frequency and have connections in high places.

    Acquiring & Losing Wealth

    Through the course of a campaign you will be regarded with treasure in the form of Resources and in some cases with Wealth. These rewards may come as payment for a mission you accomplished, loot you found on an enemy, the profits of exercising your profession during some downtime, or merely by chance. Besides receiving rewards, you can exchange Resources to increase your Wealth. For every 30 Resources you can increase your Wealth by 1. Turning Resources into Wealth means that you have invested a significant amount of your income to preserve your current lifestyle. Handing out loans, saving money in a bank to generate interest, buying properties and land, or investing your money on a business are all good examples of ways to represent this exchange. The more Wealth you have the easier it is to mingle and request the aid of those in power but also to draw unwanted attention to yourself. Alternatively, when there is something you want to buy but lack the money, you can turn Wealth into Resources using the exchange rate mentioned above by selling something you own of great value. Turning Resources to Wealth and vise versa takes time, the GM will tell you how long it would take.

    Upkeep

    Besides taking the effort to increase your Wealth you must devote some capital to preserve it. Each month you must pay 15 Resources per Wealth level to sustain it. If you fail to do so, you reduce your Wealth by 1.

    Currency

    While the game handles wealth in an abstract matter your character is handling real money in the world they inhabit. Fantasy settings usually deal in coins which are called just that, coins, or have distinctive values such as copper, gold, and silver pieces with a standard exchange rate between the three. Games based in a modern setting deal in the current currency available in the location and the era the game takes place in, while sci-fi games typically deal in a generalized currency called credits or galactic credits. Now, what does it mean to have 1 Resource for your character?  It is up to the GM to determine how much a resource is worth in their games and to inform their group, but it might mean that in a fantasy setting your character has maybe 5 coins to buy that bundle of arrows. In a modern setting it could mean your character only has 2 or 3 dollars left to buy a decent meal, or in a sci-fi setting it might mean you only have 100 credits to decide if to stay in that disgusting hotel you just passed for one night or buy a box of ammo for your gun. It is up to the GM to determine how much a resource is worth in their games. Continuing with the coin example, lets say 5 coins equal 1 Resource. In order for you to sustain the lifestyle of an aristocrat in your world, you would need to invest 750 coins (5 Wealth) to acquire that level of comfort and then spend 375 coins (75 Resources) each month to maintain it.

    Purchasing Equipment

    Equipment pricing falls under one of the following categories: inexpensive, fair, expensive, or exorbitant. Inexpensive items such as rations for the road, a rope, or a bundle of arrows, cost between 1 Resource. Fair items such as a sword costs 3. A pricey item like a pistol or a suit of armor costs 6. An expensive item such as a rifle costs 12 Resources. An exorbitant item such as a modest car might cost 24 Resources. Luxurious items such a mansion, stronghold, or a starship might cost 48 Resources, while a castle or a spaceship might cost 96 Resources. Some equipment might have additional costs based on their availability, legal restrictions, and additional modifications.

    Selling Equipment

    Assuming what you are trying to sell is in good condition and working, you can sell it for half its value in Resources rounded down (minimum 0). In the event you have multiple items you want to sell which half of their value rounded down would mean it's 0, you can sell them in pairs to receive 1 Resource.

    Repairing Equipment

    Equipment will get damaged from time to time. Repair a piece of equipment usually has a cost of half of its value in Resources rounded down (minimum 1).

    Reading Equipment & Services

    The equipments and services section shares a similar structured format as skills which is described below.

    Equipment or Service Category Name

    Armor & Shields
    Equipment and services are all grouped thematically under a category. Above you see the category that contains all the armor and shields the characters could acquire.

    Category Description

    Like weapons, armor and shields can be enhanced one way or another; they can be made from different materials, they can possess different gadgets to increase versatility, refined craftsmanship to enhance protection, or resist different types of damage such as ballistic and energy. Each Armor or shield can have one major modification, one moderate modification, and one minor modification. You can exchange one major modification for a moderate or minor modification, or you could exchange a moderate modification for a minor one as well. Below you will find modifications you can make to your armor and shields.
    Next comes the description of the category which may only contain a few lines describing what you will find while others have rules that govern the entries it contains. The example seen above belongs to the Armor & Shield Modifications category.

    Subcategory Name & Description

    Axes
    Axes are wedged tools with an axehead and a handle that can serve to cut, split wood, and as a weapon.
    Right after the category description you will find subcategories, each with its name and description following the same format as categories. The example above belongs to axes

    Equipment or Service Name

    Axe (Light)  
    The first line of an equipment or service is its name. This is how the equipment will be referred throughout this book. Next to the name you will find a symbol which represents to what genre the talent is best suited for. The red symbol is for fantasy, the black symbol is for modern games, and the purple symbol is for sci-fi.

    Equipment or Service Description

    Light axes include fireman’s axes, hand axes, hatchets, tomahawks, or any other light tool with an axehead
    Right after the name you will see a small description of what the equipment or service is all about. The example above belongs to the Axe (Light) weapons.

    Cost, Requirements, and Properties

    • Cost: 12.
    • Requires: Energy Resistance.
    • Properties: +Deflective, Mod (moderate).
    After the description comes different sections that describe the cost of an item in Resources, what requirements it may have, and its properties. The example above is for the Deflective modification for shields. Not all items have these three sections, some of them may only have one or two.


    Equipment & Services

    Skill and talent are important for any character in order for them to survive but sometimes having the right weapon or piece of gear could mean the difference between life and death. In the following section you will find almost everything your character needs to brave the perilous roads they will travel. Most of the equipment and the services here are presented in a somewhat abstract manner to save time while making characters and keeping track of their equipment. Imagine how big this chapter would be if every piece of equipment or service a character could acquire is accounted for.

    Equipment Properties

    Each piece of equipment will have a certain quantity of properties that help describe what they do. Some of the properties have a described definition while others are there to give players and the GM cues.

    • Agonizing: The pain caused by this weapon is excruciating. When you attack a creature, on a success the target is weak and shaky for one round. 
    • Accurate: It gives you Advantage on Ranged rolls. 
    • Ammo: Is an abstract way to keep track of ammunition for certain ranged weapons. See the Ranged skill to see how you lose ammo. 
    • Area: This equipment affects a small area within a range determined in parenthesis. E.g. Area (close, near). 
    • Armor: It protects you from damage. You subtract the armor value indicated in front of this property from damage you take. If the armor value does not have a “+” sign it does not stack with other types of armor. 
    • Autofire: It can shower your enemies with multiple bullets. When you make a ranged attack with a weapon with autofire, you can spend 1 ammo to attack everything in an area up to the weapon’s range. 
    • Ballistic: Weapons that shoot bullets ignore 1 Armor unless the armor is padded to stop bullets. Weapons that deal damage to a user wearing armor with the ballistic property don't ignore 1 armor. 
    • Blazing: On your command, the weapon can deal Burning damage instead of its normal type. On a successful attack, the target takes ongoing burning damage that ignores armor equal to the numeric value of this property until they take a round to put it out. E.g. “1 Blazing” deals 1 ongoing burning damage. 
    • Cloaked: When you stand still for a few seconds, you become invisible until you move. 
    • Cold Iron: Weapons made out of this material deal double damage against fey creatures. 
    • Cumbersome: It is difficult to carry or use. You have Disadvantage on all Agility based rolls. 
    • Cushioned: It reduces falling damage by half rounded down (minimum 0). 
    • Damage: Indicates how much damage a creature takes from an attack with this weapon along the damage type. 
    • Dangerous: Mishandling it may have severe consequences. 
    • Defensive: It helps you defend against attacks. You have Advantage on Defend rolls equal to the numeric value of this property. 
    • Deflective: It bounces back an attack made against you with an energy weapon. When you make a Defend roll against an energy based attack or effect, on a success you can deflect that same attack to it’s source. 
    • Displacement: It provides you with Advantage on Dodge rolls made against ranged attacks from far range. 
    • Energy: Damage dealt with this weapon is considered energy damage. Energy damage ignores 2 armor unless the armor is modified to withtake energy damage. Weapons with the energy property usually require 1 or more energy cells to operate which are Fair in price. Weapons that deal damage to a user wearing armor with the energy property don't ignore 2 armor. 
    • Forceful: It pushes the target away. Small creatures can get pushed back up to 20 feet 
    • Freezing: On your command, the weapon can deal Freezing damage instead of its normal type. On a successful attack, the target is shaky and slowed for one round. 
    • Genetic Tag: It only works when you wield it or when a member of your species wields it. This trigger is decided upon the item’s creation. 
    • Ignores Armor: It forgoes all or a specific type of armor described in the description of the item. 
    • Immunity: It is or it makes you immune to a certain type of damage or effect. 
    • Implant: It must be grafted to your body. 
    • Life Support: It allows you to survive in hostile environments such as the vacuum of space. 
    • Mod: Describes a type of modification done to a piece of equipment. 
    • Motion-Assist: It provides Advantage when making Athletics rolls to grapple or smash through objects. 
    • Organic: It is made out of organic material that functions like real technology but it is undetectable by scanners that check for electronic devices. 
    • Penetrating: It goes through armor. You subtract the numeric value from this property from armor. 
    • Poison: It is poisonous. Applied poisons need to be carefully applied or the creature must ingest it. Touch poisons work immediately after contact. 
    • Range: Suggests the distances the weapon can reach or propel projectiles. 
    • Rechargeable: It requires to periodically recharge through an energy source or requires to be refueled. 
    • Reload: It takes some time to reload. Usually a round or so. 
    • Resistance: It is or it makes you resistant to a certain type of damage or effect. 
    • Restricted: It is restricted and requires some sort of permit in order to own it legally, usually the same cost as the weapon itself. 
    • Shocking: On your command, the weapon can deal Shocking damage instead of its normal type. On a successful attack, the target is dazed for one round. 
    • Silenced: It does not make any sound or is significantly muffled. 
    • Silvered: This weapon has been coated with silver. Some creatures like werewolves are vulnerable to such materials. 
    • Thrown: It can reach a certain distance when thrown. A thrown item does not count as ammo. 
    • Worn: It must be worn in order to function.

    Armor & Shields


    Below you will find examples of the various types of armor you can don and shields you can carry.


    Armor Armor helps you protect yourself from harm by reducing the amount of damage you take from a blow.
    Armor (Cloth) Cloth armor includes, boots, coats, jackets, loincloths, pants, and robes. Cost: 3. Properties: worn.
    Armor (Light) Light armor includes brigandine armor, flack jackets, hide armor, tough leather, and protective gear made out from bones. Cost: 6. Properties: 1 Armor, Worn.
    Armor (Medium) Medium armor includes chainmail, full riot gear, military combat armor, and scale mail. Cost: 12. Properties: 2 Armor, Cumbersome, Worn. Armor (Heavy) Heavy armor possess thick plates usually made out of metal that protects the entire body. Cost: 24 Properties: 3 Armor, Cumbersome, Worn.
    Armor (Power) Power armor is made using advanced military technology to make it more durable and powerful. Power armor is made to possess the qualities of other pieces of equipment such as a life support system that allows you to survive the vacuum of space, poison filters, and a radiation engine to prevent radiation damage. Power armor is usually fueled by either potent energy cells or fusion cores. Cost: 48 Properties: 4 Armor, Cumbersome, Immunity (poison, radiation), Life support, Worn.
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