Armor: Difference between revisions
No edit summary |
No edit summary |
||
| (3 intermediate revisions by the same user not shown) | |||
| Line 9: | Line 9: | ||
|Armor Rating (AR) | |Armor Rating (AR) | ||
|10 | |10 | ||
|- | |||
! colspan="2" |Physical Defenses | |||
|- | |- | ||
|Reflexes (REF) | |Reflexes (REF) | ||
| Line 16: | Line 18: | ||
|10 + END | |10 + END | ||
|- | |- | ||
|Anticipation ( | ! colspan="2" |Mental Defenses | ||
|- | |||
|Anticipation (ANT) | |||
|10 + AWR | |10 + AWR | ||
|- | |- | ||
| Line 25: | Line 29: | ||
|10 + CHA | |10 + CHA | ||
|} | |} | ||
Your defenses, by default, are listed on the table | 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 | 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>''' | ||
| Line 35: | Line 41: | ||
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. | ||
| Line 41: | Line 47: | ||
'''<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 | 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>''' | ||
| Line 49: | Line 55: | ||
'''<big>Shields</big>''' | '''<big>Shields</big>''' | ||
Each | 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 == | ||
| Line 62: | Line 74: | ||
!AR | !AR | ||
!REF | !REF | ||
! | !FORT | ||
!ANT | !ANT | ||
!LOG | !LOG | ||
| Line 195: | Line 207: | ||
!AR | !AR | ||
!REF | !REF | ||
! | !FORT | ||
!ANT | !ANT | ||
!LOG | !LOG | ||
| Line 328: | Line 340: | ||
!AR | !AR | ||
!REF | !REF | ||
! | !FORT | ||
!ANT | !ANT | ||
!LOG | !LOG | ||
| Line 471: | Line 483: | ||
|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> | |||
=== 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.
| 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
| 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 |
| 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 |
| 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 |
| 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 | 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