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(Created page with "A RMOR Armor increases your six defenses. Light, medium, and heavy armor, as well as shields, all follow the same basic principles. DEFENSES Defense Defense Score Armor Rating (AR) 10 Reflexes (REF) 10 + DEX Fortitude (FORT) 10 + END Anticipation (ANT) 10 + AWR Logic (LOG) 10 + INT Willpower (WILL) 10 + CHA Your defenses, by default, are listed on the table above. Each of these numbers might be modified by the armor that you choose to wear. On the Armor tables below, eac...")
 
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A RMOR
__NOAUTOLINKS__
Armor increases your six defenses. Light, medium, and
heavy armor, as well as shields, all follow the same basic
principles.
DEFENSES
Defense Defense Score
Armor Rating (AR) 10
Reflexes (REF) 10 + DEX
Fortitude (FORT) 10 + END
Anticipation (ANT) 10 + AWR
Logic (LOG) 10 + INT
Willpower (WILL) 10 + CHA
Your defenses, by default, are listed on the table above. Each
of these numbers might be modified by the armor that you
choose to wear.
On the Armor tables below, each type of armor specifies
your new AR, as well as listing modifiers to the five defenses
that are based on your [[attributes]].
STR, DEX, AND SPEED
Some medium armor and all heavy armor have a STR
minimum, a DEX maximum, and a speed modifier.
If you don armor and your STR is less than the STR
minimum, your Speed becomes 0 and you gain the Dazed
condition.


While wearing armor with a DEX maximum, your DEX
Armor increases your six defenses. Light, medium, and heavy armor, as well as shields, all follow the same basic principles.
cannot be higher than that number; if it was higher than
{| class="wikitable"
that number, it is reduced to the DEX maximum while
|+Defenses
wearing such armor. This affects your REF defense.
!Defense
If you have a speed modifier from your armor, apply it
!Defense Score
to the distance that you can move each time you spend AP.
|-
There are talents that can reduce this penalty.
|Armor Rating (AR)
R E S I S TA N C E
|10
SPECIALIZATION
|-
The Resist column on the armor allows you to apply Resist
! colspan="2" |Physical Defenses
to certain kinds of [[damage]], but you cannot do so unless you
|-
have taken a Second Skin talent that allows you to unlock
|Reflexes (REF)
this added bonus.
|10 + DEX
H E AV Y A R M O R
|-
All heavy armor has the Unwieldy tag when carrying it, but
|Fortitude (FORT)
not while wearing it.
|10 + END
SHIELDS
|-
Each Shield has the one-handed tag. While using a Shield,
! colspan="2" |Mental Defenses
you can only wield light [[weapons]] in your other hand,
|-
although talents can remove this restriction.
|Anticipation (ANT)
BARDING
|10 + AWR
You can purchase barding, or specialized armor, for an
|-
animal. This can be any armor besides shields. Barding
|Logic (LOG)
costs twice the normal sc of armor if the animal is Medium
|10 + INT
or smaller. It costs four times the normal sc if the animal is
|-
Large, and eight times the sc if Huge. Creatures larger than
|Willpower (WILL)
Huge cannot have barding unless the MC decides otherwise.
|10 + CHA
|}
Your defenses, by default, are listed on the Defenses table.
 
Each of these numbers might be modified by the armor that you choose to wear.
 
On the Armor tables, each type of armor specifies your new AR, as well as listing modifiers to the five defenses that are based on your attributes.
 
'''<big>STR, DEX, and Speed</big>'''
 
Some medium armor and all heavy armor have a STR minimum, a DEX maximum, and a speed modifier.
 
If you don armor and your STR is less than the STR minimum, your speed becomes 0 and you gain the Dazed condition.
 
While wearing armor with a DEX maximum, your DEX cannot exceed that number; if your DEX was higher than that number, it is reduced to the DEX maximum while wearing such armor. This affects your REF defense.  
 
If you have a speed modifier from your armor, apply it to the distance that you can move each time you spend AP. There are talents that can reduce this penalty.
 
'''<big>Resistance Specialization</big>'''
 
The Resist column on the armor allows you to apply Resist to certain kinds of damage, but you can only do so if you have taken a Second Skin talent that allows you to unlock this added bonus.
 
'''<big>Heavy Armor</big>'''
 
Heavy armor has the unwieldy tag when carrying it, but not while wearing it.
 
'''<big>Shields</big>'''
 
Each shield has the one-handed tag unless otherwise stated. While using a shield, you can only wield light weapons in your other hand, although talents can remove this restriction.
 
While they are listed as a type of armor, shields are unique given that they are strapped to your arm rather than worn. Shields do not prevent you from utilizing the benefits of talents that require you not to be wearing armor.
 
'''<big>Barding</big>'''
 
You can purchase barding, or specialized armor, for an animal. This can be any armor besides shields. Barding costs twice the normal sc of armor if the animal is Medium or smaller. It costs four times the normal sc if the animal is Large, and eight times the sc if Huge. Creatures larger than Huge cannot have barding unless the MC decides otherwise.
 
<big>'''Armor Enhancements.'''</big> ''Harker's Guide for Vampire Hunting.'' 
 
Armor Enhancements allow you to modify the stats of the armor that you already own.
 
== Armor List ==
{| class="wikitable sortable"
|+
===Light Armor===
!Armor
!AR
!REF
!FORT
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Cuirass (Leather)
|12
| +1
| +1
| -
| -
| -
| -
| -
| -
| Blunt 2
|100
|-
|Gambeson
|10
| +1
| +1
| -
| -
| -
| -
| -
| -
|Cold 1, Blunt 1
|12
|-
|Hide
|11
| -
| +1
| -
| -
| -
| -
| -
| -
|Cold 3
|25
|-
|Leather
|11
| +1
| -
| -
| -
| -
| -
| -
| -
| Blunt 1
|17
|-
|Robes (Command)
|10
| -
| -
| -
| +1
| +1
| -
| -
| -
| Psychic 3
|22
|-
|Robes (Corruption)
|10
| -
| +2
| -
| -
| -
| -
| -
| -
| Necrotic 3, Corrosive 3, Toxic 3
|55
|-
|Robes (Elemental)
|11
| +1
| +1
| -
| -
| -
| -
| -
| -
| Elemental 3
|75
|-
|Robes (Mage)
|10
| +1
| +1
| +1
| +1
| +1
| -
| -
| -
|Energy 2, Elemental 2
|105
|-
|Robes (Starlight)
|11
| -
| -
| +1
| +1
| +2
| -
| -
| -
| Energy 2, Fire 2, Cold 2
|90
|}
{| class="wikitable sortable"
|+
===Medium Armor===
!Armor
!AR
!REF
!FORT
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Breastplate
|13
| -
| -
| -
| -
| -
|2
|8
| -
|Sharp 3
|350
|-
|Breastplate (Gilded)
|12
| -
| -
| +1
| +1
| +2
|1
| -
| -5 ft
|Sharp 2, Psychic 2
|450
|-
|Brigandine
|12
| -
| -
| -
| -
| -
| -
| -
| -
|Sharp 2
|40
|-
|Cuirass (Iron)
|12
| +1
| +1
| -
| -
| -
|1
| -
| -
|Sharp 2
|500
|-
|Half Plate
|14
| -
| -
| -
| -
| -
|2
|8
| -5 ft
|Sharp 3
|800
|-
|Lamellar
|13
| +1
| -
| -
| -
| -
|2
| -
| -
|Sharp 3
|300
|-
|Leather-and-Steel
|13
| +1
| +1
| +1
| -
| -
| -
| -
| -
|Sharp 2
|200
|-
|Scale Mail
|13
| +1
| +1
| -
| -
| -
|2
|6
| -5 ft
|Sharp 3
|180
|-
|Splint Mail
|14
| +1
| +1
| -
| -
| -
|2
|6
| -5ft
|Sharp 2
|400
|}
{| class="wikitable sortable"
|+
===Heavy Armor===
!Armor
!AR
!REF
!FORT
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Branded Mail
|14
| -1
| -
| -
| -
| -
|2
|8
| -5 ft
|Physical 3
|450
|-
|Chain Mail
|14
| -
| -
| -
| -
| -
|2
|8
| -5 ft
|Physical 2
|250
|-
|Plate (Field)
|15
| -1
| -
| -
| -
| -
|3
|6
| -5 ft
|Physical 3
|1200
|-
|Plate (Full)
|15
| -2
| -
| -
| -
| -
|4
|4
| -10 ft
|Physical 5
|1500
|-
|Plate (Gilded)
|15
| -2
| -
| +1
| +1
| +3
|4
|4
| -10 ft
|Physical 3
|2000
|}
{| class="wikitable sortable"
|+
===Shields===
!Armor
!AR
!REF
!FOR
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Buckler
| -
| +2
| -
| +2
| -
| -
| -
| -
| -
|Physical 1
|10
|-
|Heater Shield
| +1
| +1
| -
| +1
| -
| -
| -
| -
| -
|Physical 2
|50
|-
|Kite Shield
| +2
| +1
| +1
| +1
| -
| -
| -
| -
| -
|Physical 2
|60
|-
|Tower Shield*
| -
| -
| -
| -
| -
| -
|3
|10
| -5 ft
| -
|100
|}
<blockquote>'''*Tower Shield'''
 
Tower shields have the two-handed and unwieldy tags. Rather than improving your AR or your other defenses, tower shields grant you Total Cover on one side. You may spend 2 AP to raise the shield, which grants Partial Cover (+1) to a creature standing directly behind you, provided that the creature is your Size or smaller.</blockquote>
 
=== Armor Enhancements ===
''Source: Harker's Guide for Vampire Hunting''
 
Armor Enhancements allow you to modify the stats of the armor that you already own. You may only have one enhancement equipped at a time. Add your enhancement’s defense bonuses, STR mins, and DEX max penalties to your suit of armor. If your armor had no DEX max, then subtract the enhancement’s DEX max from 12.
{| class="wikitable"
|+Armor Enhancements
!Armor
!AR
!REF
!FOR
!ANT
!LOG
!WILL
!STR min mod
!DEX max mod
!Speed
!Resist
!Tags
!Cost
!Source
|-
|Gargoyle Pauldrons
| +2
| -
| +1
| -
| -
| +1
| +2
| -2
| -
|Physical 2, Elemental 2
|''Enhancement''
|300
|Harker's
|-
|Spiked Pauldrons*
| +1
| -
| -
| -
| -
| -
| +1
| -1
| -
|Physical 2
|''Enhancement, Special''
|200
|Harker's
|}
<blockquote>'''*Spiked Pauldrons'''
 
When a creature first grapples you, if you are wearing spiked pauldrons, you may make a melee weapon attack for 1 Reactive AP. Use your STR against the grappling creature’s FORT. On a hit, deal 1d4 sharp damage.</blockquote>''*Updated v1.2''

Latest revision as of 22:14, 3 August 2025


Armor increases your six defenses. Light, medium, and heavy armor, as well as shields, all follow the same basic principles.

Defenses
Defense Defense Score
Armor Rating (AR) 10
Physical Defenses
Reflexes (REF) 10 + DEX
Fortitude (FORT) 10 + END
Mental Defenses
Anticipation (ANT) 10 + AWR
Logic (LOG) 10 + INT
Willpower (WILL) 10 + CHA

Your defenses, by default, are listed on the Defenses table.

Each of these numbers might be modified by the armor that you choose to wear.

On the Armor tables, each type of armor specifies your new AR, as well as listing modifiers to the five defenses that are based on your attributes.

STR, DEX, and Speed

Some medium armor and all heavy armor have a STR minimum, a DEX maximum, and a speed modifier.

If you don armor and your STR is less than the STR minimum, your speed becomes 0 and you gain the Dazed condition.

While wearing armor with a DEX maximum, your DEX cannot exceed that number; if your DEX was higher than that number, it is reduced to the DEX maximum while wearing such armor. This affects your REF defense.

If you have a speed modifier from your armor, apply it to the distance that you can move each time you spend AP. There are talents that can reduce this penalty.

Resistance Specialization

The Resist column on the armor allows you to apply Resist to certain kinds of damage, but you can only do so if you have taken a Second Skin talent that allows you to unlock this added bonus.

Heavy Armor

Heavy armor has the unwieldy tag when carrying it, but not while wearing it.

Shields

Each shield has the one-handed tag unless otherwise stated. While using a shield, you can only wield light weapons in your other hand, although talents can remove this restriction.

While they are listed as a type of armor, shields are unique given that they are strapped to your arm rather than worn. Shields do not prevent you from utilizing the benefits of talents that require you not to be wearing armor.

Barding

You can purchase barding, or specialized armor, for an animal. This can be any armor besides shields. Barding costs twice the normal sc of armor if the animal is Medium or smaller. It costs four times the normal sc if the animal is Large, and eight times the sc if Huge. Creatures larger than Huge cannot have barding unless the MC decides otherwise.

Armor Enhancements. Harker's Guide for Vampire Hunting.

Armor Enhancements allow you to modify the stats of the armor that you already own.

Armor List

Light Armor

Armor AR REF FORT ANT LOG WILL STR min DEX max Speed Resist Cost
Cuirass (Leather) 12 +1 +1 - - - - - - Blunt 2 100
Gambeson 10 +1 +1 - - - - - - Cold 1, Blunt 1 12
Hide 11 - +1 - - - - - - Cold 3 25
Leather 11 +1 - - - - - - - Blunt 1 17
Robes (Command) 10 - - - +1 +1 - - - Psychic 3 22
Robes (Corruption) 10 - +2 - - - - - - Necrotic 3, Corrosive 3, Toxic 3 55
Robes (Elemental) 11 +1 +1 - - - - - - Elemental 3 75
Robes (Mage) 10 +1 +1 +1 +1 +1 - - - Energy 2, Elemental 2 105
Robes (Starlight) 11 - - +1 +1 +2 - - - Energy 2, Fire 2, Cold 2 90

Medium Armor

Armor AR REF FORT ANT LOG WILL STR min DEX max Speed Resist Cost
Breastplate 13 - - - - - 2 8 - Sharp 3 350
Breastplate (Gilded) 12 - - +1 +1 +2 1 - -5 ft Sharp 2, Psychic 2 450
Brigandine 12 - - - - - - - - Sharp 2 40
Cuirass (Iron) 12 +1 +1 - - - 1 - - Sharp 2 500
Half Plate 14 - - - - - 2 8 -5 ft Sharp 3 800
Lamellar 13 +1 - - - - 2 - - Sharp 3 300
Leather-and-Steel 13 +1 +1 +1 - - - - - Sharp 2 200
Scale Mail 13 +1 +1 - - - 2 6 -5 ft Sharp 3 180
Splint Mail 14 +1 +1 - - - 2 6 -5ft Sharp 2 400

Heavy Armor

Armor AR REF FORT ANT LOG WILL STR min DEX max Speed Resist Cost
Branded Mail 14 -1 - - - - 2 8 -5 ft Physical 3 450
Chain Mail 14 - - - - - 2 8 -5 ft Physical 2 250
Plate (Field) 15 -1 - - - - 3 6 -5 ft Physical 3 1200
Plate (Full) 15 -2 - - - - 4 4 -10 ft Physical 5 1500
Plate (Gilded) 15 -2 - +1 +1 +3 4 4 -10 ft Physical 3 2000

Shields

Armor AR REF FOR ANT LOG WILL STR min DEX max Speed Resist Cost
Buckler - +2 - +2 - - - - - Physical 1 10
Heater Shield +1 +1 - +1 - - - - - Physical 2 50
Kite Shield +2 +1 +1 +1 - - - - - Physical 2 60
Tower Shield* - - - - - - 3 10 -5 ft - 100

*Tower Shield Tower shields have the two-handed and unwieldy tags. Rather than improving your AR or your other defenses, tower shields grant you Total Cover on one side. You may spend 2 AP to raise the shield, which grants Partial Cover (+1) to a creature standing directly behind you, provided that the creature is your Size or smaller.

Armor Enhancements

Source: Harker's Guide for Vampire Hunting

Armor Enhancements allow you to modify the stats of the armor that you already own. You may only have one enhancement equipped at a time. Add your enhancement’s defense bonuses, STR mins, and DEX max penalties to your suit of armor. If your armor had no DEX max, then subtract the enhancement’s DEX max from 12.

Armor Enhancements
Armor AR REF FOR ANT LOG WILL STR min mod DEX max mod Speed Resist Tags Cost Source
Gargoyle Pauldrons +2 - +1 - - +1 +2 -2 - Physical 2, Elemental 2 Enhancement 300 Harker's
Spiked Pauldrons* +1 - - - - - +1 -1 - Physical 2 Enhancement, Special 200 Harker's

*Spiked Pauldrons When a creature first grapples you, if you are wearing spiked pauldrons, you may make a melee weapon attack for 1 Reactive AP. Use your STR against the grappling creature’s FORT. On a hit, deal 1d4 sharp damage.

*Updated v1.2