Armor Class
Weapon and Spell Attack Rolls must meet or exceed the target's Armor Class to hit. Basic clothing provides no armor protection, but versions with unique modifiers are available. Heavier armor confers a penalty to Hiding.
Clothing
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Protective Clothing
May be worn concealed as part of another outfit. Would not be considered armor by guards or passersby. Provides no benefit if worn with actual armor, and wearing multiple does not stack effects.
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Armor Absorption
Most armor has a Absorb (X) property. This allows its wearer to reduce damage by spending armor class.
Repairing Armor
After using an Absorption effect, the item's Armor is permanently reduced until repaired. It takes 1 day to repair 1 point of Armor, and each point of repair costs gold equal to half the armor's value divided by the number of total Armor points. This cost covers both workmanship (if hired) and materials. Repairs are usually conducted over a Full Rest, but some items or abilities make field repairs more practical.
Repairs on inexpensive armor may be trivial, but repairs for magical or heavily modified sets can be extremely costly, so beware!
Types of Absorption. (Sample values selected to illustrate).
- The wearer can use its Reaction to invoke the Absorb effect of its armor, if it has one. This should be done when the wearer is about to take damage, but before it is rolled.
- Absorb only affects Common and Elemental Damage. It has no effect on Forceful or Esoteric damage types.
- The Armor value of that set of armor is reduced by the Absorb amount. This reduction lasts until repaired.
- i.e. "Absorb (1)" reduces Armor by -1.
- The GM rolls the damage normally, but removes one die result for each point of Armor lost, starting with the highest result.
- i.e. if the target would have taken 1d6+1d10 damage, and the GM rolled a 3 and a 6, the 6 would be removed first regardless of which die it was.
- If a set of armor would be reduced to 0 by a Absorb effect, the armor is destroyed, and the damage is not reduced.
Repairing Armor
After using an Absorption effect, the item's Armor is permanently reduced until repaired. It takes 1 day to repair 1 point of Armor, and each point of repair costs gold equal to half the armor's value divided by the number of total Armor points. This cost covers both workmanship (if hired) and materials. Repairs are usually conducted over a Full Rest, but some items or abilities make field repairs more practical.
- i.e. if a set of Armor had +5 Armor and cost 10GP, each point of repair would cost 1GP (1/2 x 10GP=5GP, 5GP divided by 5 Armor = 1 GP per Armor).
Repairs on inexpensive armor may be trivial, but repairs for magical or heavily modified sets can be extremely costly, so beware!
Types of Absorption. (Sample values selected to illustrate).
- Absorb (2). Using Absorption with this armor always costs -2 Armor, and removes the two highest damage die. If there isn't enough remaining Armor, the ability cannot be used.
- Absorb (1d4). When Absorption is used, the wearer rolls 1d4. The Armor is reduced by that amount, and that's how many damage die are cancelled. If the result is higher than the remaining Armor, then the Armor is destroyed, and the Absorb attempt fails.
- Absorb (1, 3, 5). The wearer chooses which of these options to use. They cannot pick an option that would remove more Armor than the set has remaining.
- Absorb (1-5). The wearer chooses any number between 1 and 5. The cannot pick a number higher than the Armor that the set has remaining.
If armor requires a Training Perk you don't have, wearing it incurs a -10ft. penalty to your Speed, and a -2 penalty to your Attack rolls.
Light Armor
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Medium Armor
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Heavy Armor
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Shields
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Clothing ModifiersCan be applied to Clothing or Protective Clothing. Multiple Modifiers have their cost multipliers stack. Cannot be applied to Armor.
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Armor ModifiersCan be applied to Armor or Shields. Multiple Modifiers have their cost multipliers stack. Cannot be applied to Clothing/Protective Clothing.
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Silverthread+/++/+++. Cost x200/x500/x800. Increase Mana Regeneration by 1/2/3.
Heartweave+/++/+++. Cost x175/x275/x400. Increase Stamina Regeneration by 1/2/3. Ironthread+/++/+++. Cost x150/x225/x300 - When you take Bludgeoning, Slashing, or Piercing Damage, reduce it by 1/2/3 (to a minimum of 1). |
Silenced. Cost x2. Reduce penalty to Hide rolls by 1. Provides no benefit to armor that has no penalty.
Reinforced. Cost x5. Reduces Piercing Damage taken by an additional 1 point (minimum 1). Adamantine. Cost x10. Adds +1 Armor. Heraldic. Cost x2. Adds +1d4 to Might Checks to Intimidate intelligent creatures. Worn (Negative Modifier). Cost /2. Subtract 1 from Armor. Corroded (Negative Modifier). Cost /3. Subtract 2 from Armor. Decrepit (Negative Modifier). Cost /4. Subtract 3 from Armor. Brittle (Negative Modifier). Cost /3. Subtract 2 from Armor. If struck by two consecutive critical hits, the armor is destroyed. |
Minimum Modifier Cost
Armor Modifiers may be applied to any armor, but, if the armor's base cost is less than 10GP, instead treat it as 10GP for the purposes of applying cost multipliers.
(Meaning the cheapest possible modified armor, Silenced or Heraldic, should be at least 20GP).
Negative Modifiers are unaffected.
For Clothing, the minimum base cost is 2GP for the purpose of applying multipliers, making the cheapest possible modification (Ironthread+) 300GP.
(Meaning the cheapest possible modified armor, Silenced or Heraldic, should be at least 20GP).
Negative Modifiers are unaffected.
For Clothing, the minimum base cost is 2GP for the purpose of applying multipliers, making the cheapest possible modification (Ironthread+) 300GP.
Item Rarity (Reference)
General guideline for how accessible things should be and when they'd be encountered by players, based on their cost. Note this is written with an eye toward equipment, not consumables.
- 0-100GP | Mundane. Commonly available items, suitable for all levels.
- 100-500GP | Unusual. Niche, accessible with some searching or contacts. Character levels 3-5.
- 500-2,500GP | Rare. Treasured objects inaccessible to most. Rare items often have a storied history. Character levels 6-9.
- 2,500-50,000 | Very Rare. The coveted prizes of organizations and kingdoms, arms and armor of celebrated heroes, fabled artifacts lost to time. Very Rare items, or at the least their makers or wielders, are likely known to scholars and storytellers both. Character levels 10+
- 50,000-500,000GP | Legendary. Literal objects of legend, only a handful of which exist in a given culture's stories. Apex masterpieces of history's greatest artificers or enchanters. Whether they are real or not may be debated. Recovering one would be a quest for many, and succeeding would attract the attention of more. Character levels 13+
- 500,000-10,000,000GP | Mythic. Forged as boons and workings of primordial powers, or confluxes of universal events. Armor forged by smith-gods, blades woven from screams by arch-devels, a humble arrowhead that pierced the heart of a dragon queen and now burns eternally with lightless fire--each Mythic item is unique and (nearly) priceless.