Repairing ArmorFixing damaged armor is relatively simple. The hero must make a Reason FEAT roll to make the proper repairs correctly. A Resources FEAT roll might be called for as well, to see if the hero can afford to make the repairs. Other strictures can be applied to the roll at the Judge's whim.
Note: It is often a good idea for the Judge to make the Reason FEAT roll for the hero in secret. That way, if the roll is a failure by a narrow margin---say, within 5 points of the number needed for success---the hero may mistakenly believe that his armor is repaired when it actually might fail at an important moment. This is a nasty thing to do, but I leave the decision whether or not to use this up to each Judge.
Energy attacks are a special case, as Body Armor is 20 points less effective against energy attacks than against physical ones. When a hero is hit by an Energy attack capable of breaching the armor's reduced rank vs. Energy attacks, the character must follow the procedure for determining armor damage from physical attacks as before. Armored heroes can take Resistance to Energy Attacks to cover this weakness.