Armor: Difference between revisions

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|Armor Rating (AR)
|Armor Rating (AR)
|10
|10
|-
! colspan="2" |Physical Defenses
|-
|-
|Reflexes (REF)  
|Reflexes (REF)  
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|10 + END
|10 + END
|-
|-
|Anticipation (AWR)
! colspan="2" |Mental Defenses
|-
|Anticipation (ANT)
|10 + AWR
|10 + AWR
|-
|-
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|10 + CHA
|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.
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 below, each type of armor specifies your new AR, as well as listing modifiers to the five defenses that are based on your attributes.
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>'''
'''<big>STR, DEX, and Speed</big>'''
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If you don armor and your STR is less than the STR minimum, your speed becomes 0 and you gain the Dazed condition.
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.
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.
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.
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'''<big>Resistance Specialization</big>'''
'''<big>Resistance Specialization</big>'''


The Resist column on the armor allows you to apply Resist to certain kinds of damage, but you cannot do so unless you have taken a Second Skin talent that allows you to unlock this added bonus.
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>'''
'''<big>Heavy Armor</big>'''
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'''<big>Shields</big>'''
'''<big>Shields</big>'''


Each Shield has the one-handed tag. While using a shield, you can only wield light weapons in your other hand, although talents can remove this restriction.
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>'''
'''<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.
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 ==
== Armor List ==
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!AR
!AR
!REF
!REF
!FOR
!FORT
!ANT
!ANT
!LOG
!LOG
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!AR
!AR
!REF
!REF
!FOR
!FORT
!ANT
!ANT
!LOG
!LOG
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!AR
!AR
!REF
!REF
!FOR
!FORT
!ANT
!ANT
!LOG
!LOG
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|100
|100
|}
|}
'''*Tower Shield'''
<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>


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.
=== 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'''


You may spend 2 AP to brace the shield, which grants Partial Cover to a creature standing directly behind you, provided that the creature is your Size or smaller.
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''