Armor: Difference between revisions

846 bytes added ,  20 November 2023
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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
ARMOR
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
Defenses
that number, it is reduced to the DEX maximum while
{| class="wikitable"
wearing such armor. This affects your REF defense.
|+
If you have a speed modifier from your armor, apply it
!Defense
to the distance that you can move each time you spend AP.
!Defense Score
There are talents that can reduce this penalty.
|-
R E S I S TA N C E
|Armor Rating (AR)
SPECIALIZATION
|10
The Resist column on the armor allows you to apply Resist
|-
to certain kinds of [[damage]], but you cannot do so unless you
|Reflexes (REF)
have taken a Second Skin talent that allows you to unlock
|10 + DEX
this added bonus.
|-
H E AV Y A R M O R
|Fortitude (Fort)
All heavy armor has the Unwieldy tag when carrying it, but
|10 + END
not while wearing it.
|-
SHIELDS
|Anticipation (AWR)
Each Shield has the one-handed tag. While using a Shield,
|10 + AWR
you can only wield light [[weapons]] in your other hand,
|-
although talents can remove this restriction.
|Logic (LOG)
BARDING
|10 + INT
You can purchase barding, or specialized armor, for an
|-
animal. This can be any armor besides shields. Barding
|Willpower (WILL)
costs twice the normal sc of armor if the animal is Medium
|10 + CHA
or smaller. It costs four times the normal sc if the animal is
|}
Large, and eight times the sc if Huge. Creatures larger than
Your defenses, by default, are listed on the table above. Each of these numbers might be modified by the armor that you
Huge cannot have barding unless the MC decides otherwise.
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 cannot be higher than that number; if it 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 cannot do so unless you have taken a Second Skin talent that allows you to unlock this added bonus.
 
Heavy Armor
All heavy armor has the Unwieldy tag when carrying it, but not while wearing it.
 
Shields
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.
 
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.
 
{| class="wikitable"
|+
!Armor
!AR
!REF
!FOR
!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
|-
|Robes (Corruption)
|10
| -
| +2
| -
| -
| -
| -
| -
| -
| Necrotic 3, Corrosive 3, Toxic 3
|-
|Robes ([[Elemental]])
|11
| +1
| +1
| -
| -
| -
| -
| -
| -
| Elemental 3
|-
|Robes([[Mage]])
|10
| +1
| +1
| +1
| +1
| +1
| -
| -
| -
|Energy 2, Elemental 2
|-
|Robes (Starlight)
|11
| -
| -
| +1
| +1
| +2
| -
| -
| -
| Energy 2, Fire 2, Cold 2
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