0G Maneuver (): Armour with this trait has a speed equal to the 0g manoeuvre value while in zero g.
Ablative (): roll a d6 each time you are hit by an attack that has a higher AP value than your armor's AV value, if you roll under the ablative value then the armour breaks and provides no further benefits until repaired. You suffer no damage, effects or statuses from the attack that breaks the armour.
Alluring (): Armour with this trait provides a number of bonus die to Persuasion attempts equal to its Alluring value.
Biological resistance: While wearing armour with this trait you are immune to the Pathogen weapon trait.
Bonded(): armour with this trait can only be removed with a survival or aid skill test equal to the bonded value. Removing the armour inflicts bleeding out on the wearer and breaks the armour, rendering it unusable. The armour loses the bonded and living traits the first time it is removed. This armour can be restored with a survival test or engineering test equal to the bonded value. The armour can then be used again but it never regains the bonded & living armour trait.
Buckled on: Shield does not take up a hand, but can be strapped to the forearm or upper arm. Any actions with this hand are done with a -1 penalty.
Bullet Proof (): Armor with this trait reduces incoming kinetic damage from ranged attacks by the bullet proof value.
Bulwark: While wearing armour with this trait you may spend a reaction to clear one instance of suppress.
Chemical resistance: While wearing armour with this trait you are immune to the Chemical, Corrosive, Miasma, Noxious, Poison and Toxic weapon traits.
Conceable: Armour with this trait can be worn underneath other items of apparel.
EM Shielded: While wearing armour with this trait you are immune to the Haywire, Microwave, Scramble, Shock weapon traits as well as the Electrocuted status.
EM Hardened: (): Armour with this trait provides a DS penalty to incoming interfacing attacks that target the user or anything they are carrying equal to the EM Hardened value.
Encumbered (): Armor with this trait reduces the wearers movement equal to encumbered value while in gravity. Armor with this trait cannot be removed in an encounter and adds a 2 DS penalty to receiving aid tests.
Energy Resistant (): Armor with this trait reduces incoming energy damage by the energy resistant value.
GELF synchrony (adds value to worst attribute): Armour with this trait increases your lowest attribute by amount equal to the GELF synchrony value.
GELF syncretises (adds value to attribute): Armour with this trait increases an attribute of your choice by an amount equal to the GELF syncretises value.
Hefty (): Armor with this trait provides a number of bonus die to resist grapple, and take down attempts equal to its hefty value.
Integrated interface: Armor with this trait can be used to make the pervade action as a manoeuvre action without requiring any other equipment. If amour has this trait then it is also a viable target for the pervade action. If successfully pervaded then traits of the armour can be turned off and on as brief action.
Insulated (high, low, flexible) : While wearing armour with this trait you are immune to the penalties or statuses associated with the listed temperature.
Impact Resistance (reduced affect, immunity): armour with this trait halves the damage of explosives, melee attacks, rams, tosses, tramples, and falling.
Intimidating (): Armour with this trait provides a number of bonus die to demand attempts equal to its intimidating value.
Inspiring (): Armour with this trait provides a number of bonus die to resolve attempts equal to its inspiring value.
Layered (): Armor with this trait can be worn underneath another piece of armour, the Armor value does not stack.
Life support: provides breathable gasses to wear to support in low to no air environments. This trait provides an amount of oxygen in hours equal to its life support value.
Limited use (): Armor with this trait will be destroyed after being hit by an attack that has an AP value higher than its AV value. The Armour can be repaired by rolling an engineering test equal to the limited use value.
Living (): it adds a number of wounds equal to the living value to the wearer. Armor with this trait is repaired or augmented with aid not engineering. Armour with the living trait interacts poorly with exosuits and power armour and cannot be worn in conjunction with them. characters with this trait must roll a DS 7 endurance test if they unequip their Armour. If they fail they suffer from exhaustion (1). While wearing armor with the living trait the you cannot benefit from diagnosis, temporize, treatment or stabilizing unless an ovapparatus is being used.
Martyr Coverage: Armour with this trait halves any damage from weapons with AoE trait.
Padded (): Armour with this trait adds the padded value to its Défense against melee attacks.
Pillarite: attacks that target a wearer of armour with this automatically fail if the chronicle die result is a 1 regardless of successes in the test. Each time this happens the wearer uses a Vigour , once Vigour is depleted they expend one wound.
Pressurised (high, low, flexible) : While wearing armour with this trait you ignore any penalties associated with the listed pressure.
Primitive: Armour with the trait provides only half the Armour Value to non-melee weapons and no armour value for attacks that deal energy damage.
Powered (): Armour with this trait requires significant power to function, if it runs out of power then the user may only move as a full action. The Powered value indicates the number of hours that the piece of armour can function for before needing to be recharged. If the suit reaches zero power roll a d6, this indicates how many 10 of minutes before the armour powers off completely. After this all traits of the armour no longer work.
Radiation resistant: While wearing armour with this trait you are immune to the Rad weapon trait and to penalties or statuses associated with radiation. You half the DS of any test involving resisting the effects of radiation.
Return Sublimation: while wearing armour with this trait you cannot be marked
Fire retardant: While wearing armour with this trait you may remove the burning status as a full action without needing to make a skill test.
Gravity resistance: While wearing armour with this trait you are immune to penalties of up to 3 G of gravity.
Reactionary: Armour with this trait provides one additional reflex action a round.
Reinforced: While wearing armour with this trait you are immune to the Haemorrhage, Impale, Monofilament and piercing weapon traits.
Shield (): armour with this trait is worn as a shield and takes 1 free hand to hold, its AV can be added to the value of armour already worn and it provides a defence bonus equal to the shield value.
Smart: While wearing armour with this trait you may replace the value’s of any one armour trait on this piece of armour with your interfacing skill value. All other traits are set to zero while smart trait is active. If amour has this trait then it is also a viable target for the pervade action. If successfully pervaded then traits of the armour can be turned off and on as brief action.
Soft-Kill Measures (): armour with this trait gains a defence bonus equal to its value against attacks that originate from aggressor’s with compromised systems.
Sustenance: Armour with this trait provides the wearer with supplies of food and water within the suit that they can use without removing the suit. This trait provides an amount of food a water is a number days equal to the sustenance value.
Uncomfortable: You cannot benefit from rest while wearing armour with this trait
Undetectable(): While wearing armor with this trait attempts to detect you receive a DS penalty equal to the undetectable value whilst non-vehicle targets receive a penalty equal to half the undetectable value.