ARMOR RULES


ARMOR RULES

BASE ARMOR AND ARMOR CLASS

ExampleBase ACArmor WornArmor ACFinal AC
Human10Full Plate73

ARMOR PIECES

SlotAC ContributionNotes
Left Arm0 to 1Can be reinforced separately
Right Arm0 to 1Can be reinforced separately
Helm0 to 2Protects against head strikes
Chest0 to 4Main body defense
Left Leg0 to 1Movement tied to weight
Right Leg0 to 1Movement tied to weight
Shield1 to 3Adds AC to any set but uses a weapon slot

ARMOR DURABILITY

Roll (d20)Result
2 to 20No effect
1Armor piece damaged. AC halved until repaired. If already damaged the piece is destroyed and provides no protection

ARMOR MODIFIERS

Modifier TypeCost ChangeWeight ChangeAC ChangeNotes
Precision Crafted PC10xHalfSameRare high quality
Heavily Crafted HVY2x2x2xClunky but strong
Specialized SPECVariesVariesVariesRace specific only
Super Heavy SH4x4x3xExtremely restrictive

MAGICAL ARMOR

PropertyEffect
Cost100x base cost
Magical ResistReduces incoming magical damage by 20 percent
Bypass RollWhen hit by a spell roll d4. On 1 magical defense is ignored
LimitationEven 100 percent magical defense can still be bypassed

ARMOR CLASSES

Armor TypeTypical AC per PieceWeight per PieceNotes
Leather Armor0 to 1Very LightCheap minimal restriction
Light Armor1 to 2LightStandard scouting gear
Medium Armor2 to 3ModerateBalanced defense
Heavy Armor3 to 4HeavyStrong defense reduced mobility
Special ArmorVariesVariesRacial or unique crafting

MOVEMENT AND RACE ADJUSTMENTS

RaceRule
HumanBalanced normal rules
ElfTreat Light and Medium armor as one category lighter
DwarfIgnore penalties for Heavy armor
OrcCarry weight limit increased by 100
HalflingArmor costs half price but cannot wear Heavy or Super Heavy
HellionImmune to racial element only wear Specialized armor
BeastkinPlus 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 LevelEffectNotes
+1Subtracts 1 extra point from ACCommon magical enhancement
+2Subtracts 2 extra points from ACRare find or costly craft
+3Subtracts 3 extra points from ACVery 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 TypeEffectNotes
FlameforgedReduces heat and flame damage by 50 percentMay glow faintly when near heat
FrostboundReduces cold and ice damage by 50 percentResistant to freezing effects
StormplateReduces lightning damage by 50 percentMay attract static charge
StoneboundReduces crushing or earth magic damage by 50 percentHeavy and rigid
TideshapedReduces water and pressure damage by 50 percentBuoyant, slick finish
WindwovenReduces wind and air damage by 50 percentLighter weight than normal
Ley-WroughtReduces all damage by 50 percentDangerous 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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