To Repair Armor
Skill Used: Armor Repair, And Armor Engineering
Time Taken: Several repair skill rolls can be made when fixing damaged armor. The initial roll represents 15 minutes of work. Should that roll fail, additional repair rolls may be made after varying lengths of time.
High technology machinery is very complex, and requires extra maintenance to ensure it operates at optimum performance levels. While repair rolls can represent time taken to maintain vehicles and vessels, this type of activity can be done "off-camera" (outside of game play) rather than take place during adventures.
Repair Difficulties: The difficulty level for repair rolls depends on how much damage the armor has taken. Once you've determined how badly the armor is damaged, check below.
Note: As always, repair times, difficulties and costs are generalizations. Feel free to adjust them to suit the needs of your game.
| Damage | Repair Difficult | Repair Cost |
| Lightly | Easy | 15% |
| Heavily | Moderate | 25% |
| Severely | Very Difficult | 35% |
| Destroyed | May not be repaired | N/A |
To Modify Armor
Modification Limit: Stats may only be increased one "pip" at a time. For instance, a resistance of 1D must be improved to 1D+1 and 1D+2 before it can be modified to 2D. Increases shown in the chart below reflect the modification above the original stat: the owner is constantly replacing and upgrading parts of the original armor's systems. Using these rules, no system may be improved more than +1D+2.
A new repair improvement roll can be made once per Seminar or Interactive. Use the charts below for guidelines on difficulties and costs. The costs are always a percentage of the item's original value. Should characters find someone else capable of implementing modifications, double or triple the cost.
| Pip Increase | Difficulty | Cost |
| +1 | Easy | 15% |
| +2 | Moderate | 25% |
| +1D | Difficult | 30% |
| +1D+1 | Very Difficult | 35% |
| +1D+2 | Heroic | 50% |
In Sparks, the energy and physical protections must be modified separately with their own cost and separate rolls required. If the armor has bonus dice that applies to skills, this bonus can also be increased. The skill bonus is still limited to a 1D+2 increase. If a single bonus applies to multiple skills the armor must be modified separately with their own cost and separate rolls required for each skill. Also every applicable skill must be modified at the same time to keep the bonus the same for all skills.





