Armor

Armor represent Objects which may be used to protect a Character.

On this Page, the properties of Armor are discussed, as well as how these effects are applied.

Armor and Shields available to you will vary by Fantasy, so some options may be may be present in some Fantasies but not others.

Using Armor

Armor is an Accessory.

To gain the benefits which Armor offers, it must be placed in an Accessory Slot.

You may only have one set of Armor in an Accessory Slot at a time. See the Inventory Page for more detail on how to Move Accessories.

Evasion Penalty (EP)

Armor will grant you an Evasion Penalty (EP). This Penalty is included in parentheses besides EP for each Armor.

This Penalty is subtracted from a Character’s Evasion DC while it is being Worn.

Block Bonus (BB)

Armor will grant you a Block Bonus (BB). The Bonus is included in parentheses besides DB for each Armor.

This Bonus is added to your Block Rating while they are being Worn.

Heavy

The Heavy Property of Armor represents when they are particularly Heavy, but may provide additional protection.

Heavy Armor cause significant Evasion Penalties in return for a significant Block Bonus.

All Heavy Armor requires a Character have a certain Might Bonus to use it effectively. The required Might Bonus is given in parentheses besides the Heavy Property.

If a Character wears Heavy Armor while they lack the Required Might Bonus to use it effectively, they become Slowed. See Conditions for more.

Restrictive

The Restrictive Property is applied to Armor and Shields which Restrict your ability to move in ways beyond Running or Sprinting.

Checks relating to Movement which are not simply Running or Sprinting (i.e. Climbing, Balancing and Swimming) have Disadvantage while you are wearing Restrictive Armor.

Noisy

The Noisy Property is applied to Armor which tends to make a significant amount of noise when you Move in it.

While wearing Noisy Armor, you have Disadvantage on Checks to Hide and Move Silently.

Resistances and Vulnerabilities

Some Armors may grant you a Resistance or a Vulnerability to Damage of a particular Type while they are being worn. See Damage, Wounds and Healing for more.

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