ARMOR RULES
BASE ARMOR AND ARMOR CLASS
| Example | Base AC | Armor Worn | Armor AC | Final AC |
|---|
| Human | 10 | Full Plate | 7 | 3 |
ARMOR PIECES
| Slot | AC Contribution | Notes |
|---|
| Left Arm | 0 to 1 | Can be reinforced separately |
| Right Arm | 0 to 1 | Can be reinforced separately |
| Helm | 0 to 2 | Protects against head strikes |
| Chest | 0 to 4 | Main body defense |
| Left Leg | 0 to 1 | Movement tied to weight |
| Right Leg | 0 to 1 | Movement tied to weight |
| Shield | 1 to 3 | Adds AC to any set but uses a weapon slot |
ARMOR DURABILITY
| Roll (d20) | Result |
|---|
| 2 to 20 | No effect |
| 1 | Armor piece damaged. AC halved until repaired. If already damaged the piece is destroyed and provides no protection |
ARMOR MODIFIERS
| Modifier Type | Cost Change | Weight Change | AC Change | Notes |
|---|
| Precision Crafted PC | 10x | Half | Same | Rare high quality |
| Heavily Crafted HVY | 2x | 2x | 2x | Clunky but strong |
| Specialized SPEC | Varies | Varies | Varies | Race specific only |
| Super Heavy SH | 4x | 4x | 3x | Extremely restrictive |
MAGICAL ARMOR
| Property | Effect |
|---|
| Cost | 100x base cost |
| Magical Resist | Reduces incoming magical damage by 20 percent |
| Bypass Roll | When hit by a spell roll d4. On 1 magical defense is ignored |
| Limitation | Even 100 percent magical defense can still be bypassed |
ARMOR CLASSES
| Armor Type | Typical AC per Piece | Weight per Piece | Notes |
|---|
| Leather Armor | 0 to 1 | Very Light | Cheap minimal restriction |
| Light Armor | 1 to 2 | Light | Standard scouting gear |
| Medium Armor | 2 to 3 | Moderate | Balanced defense |
| Heavy Armor | 3 to 4 | Heavy | Strong defense reduced mobility |
| Special Armor | Varies | Varies | Racial or unique crafting |
MOVEMENT AND RACE ADJUSTMENTS
| Race | Rule |
|---|
| Human | Balanced normal rules |
| Elf | Treat Light and Medium armor as one category lighter |
| Dwarf | Ignore penalties for Heavy armor |
| Orc | Carry weight limit increased by 100 |
| Halfling | Armor costs half price but cannot wear Heavy or Super Heavy |
| Hellion | Immune to racial element only wear Specialized armor |
| Beastkin | Plus 10 feet movement armor costs 50 percent more must be specialized |
MAGICAL ARMOR BONUSES
Magical armor carries a flat bonus to protection, represented as +1 to +3. These bonuses stack on top of the armor’s base AC and apply to all damage unless noted otherwise.
| Bonus Level | Effect | Notes |
|---|
| +1 | Subtracts 1 extra point from AC | Common magical enhancement |
| +2 | Subtracts 2 extra points from AC | Rare find or costly craft |
| +3 | Subtracts 3 extra points from AC | Very rare, often legendary |
Durability Rule:
Magical bonuses do not prevent armor damage. If a piece is damaged, its magical bonus is halved until repaired.
ELEMENTAL ARMORS
Elemental armors are specialized sets or pieces forged or enchanted to resist or reflect certain elemental damage.
| Elemental Type | Effect | Notes |
|---|
| Flameforged | Reduces heat and flame damage by 50 percent | May glow faintly when near heat |
| Frostbound | Reduces cold and ice damage by 50 percent | Resistant to freezing effects |
| Stormplate | Reduces lightning damage by 50 percent | May attract static charge |
| Stonebound | Reduces crushing or earth magic damage by 50 percent | Heavy and rigid |
| Tideshaped | Reduces water and pressure damage by 50 percent | Buoyant, slick finish |
| Windwoven | Reduces wind and air damage by 50 percent | Lighter weight than normal |
| Ley-Wrought | Reduces all damage by 50 percent | Dangerous to craft, unstable |
STACKING RULES
A piece of armor can have one magical bonus (+1 to +3) and one elemental property at the same time.
Example: +2 Frostbound Chestplate would reduce AC by 2 extra points and grant 50 percent cold resistance.
Elemental resistance does not stack if wearing multiple pieces of the same element. Only the strongest effect applies.
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