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Dev Dive: Armor Modifications

[DISCLAIMER: Everything regarding unreleased projects, including the W&A Underworld Rulebook, is subject to change.]


This week, we’re taking another look at some of the things coming in War and Aether’s first expansion, the Underworld Rulebook. Specifically, today we’re taking a look at the all new Armor Modifications coming to the game. Read on to learn about how you can modify and adjust your suits of armor!

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[An armorsmith repairing equipment in the field - Art generated using Adobe Firefly]

Armor Modifications are one of those things that I always wanted in the Core Rulebook, but simply ran out of time and couldn’t find a way to implement in a way that I found satisfying. With those systems now worked out, it's the perfect time to introduce Armor Modifications in W&A’s first expansion. We’re going to dive into how to apply Mods, how Mods are organized, and in what kind of ways you can modify your Armor.


We’ll start with how Modifications work. Every suit of armor, whether it be Light Armor, Heavy Armor, or a Shield, will inherently come with a single Modification Slot; while Masterwork armors can have up-to two Modification Slots. No Armor Modification can be applied to the same armor twice, but there’s enough variety to give you some options and your own debate of what modifications to pick up.


These Mods are categorized into Simple Modifications and Complex Modifications. Simple Modifications can be crafted and installed by a journeyman level armorsmith, who has some middling skill in Profession under the Armorsmithing crafting subdiscipline. Complex Modifications are crafted and installed only by Armorsmiths who have mastered the Profession Skill with the maximum of 20 Skill Points.


In this system, Simple Modifications aren’t always better than Complex Modifications, they’re just… simpler. Simple Modifications usually affect a piece of the armor and can include Shield Sconces so you can wield a Torch or Lantern without carrying it in-hand or using an Accessory Slot, Lance Rests for polearm wielders to get enhanced benefit from Charges and Braces, or even mods for increasing Carrying Capacity or Accessory Slots. Complex Modifications generally affect the full suit of armor in some way, and they can include Armor Spikes for damaging creatures who would try to attack you, reinforced or angled armor plating to provide additional protection, or even studs of glowstone to allow your armor to illuminate the night. The only thing that will hold you back is compatibility.


Every Armor Modification has its own compatibility between Light Armors, Heavy Armors, and Shields. You can’t put a Shield Sconce on a set of Light or Heavy Armor, and you can’t put a Lance Rest on a shield. Just as with all equipment in War and Aether, Armor Modifications are taken from real-world examples and are designed to be as close to the real thing as possible, with only minor embellishments for the fantasy world and tabletop-gaming setting. Through their real-world counterparts, Armor Modifications all come with their own designs, compatibilities, complexities, and unique benefits. Not every Armor Modification will benefit every character, but every character can benefit from Armor Modifications!


But most importantly, what do you think of Armor Modifications? Have more questions about how the system will work, or what’s in store for it? Let us know in the comments and we’ll keep you updated! And look forward to more Dev Dives in the future, as we go into other new systems and additions coming to the Underworld Rulebook!

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