Difference between revisions of "Armor"

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Armor is worn to protect an entity's body from physical damage. There are several types of armor available.
 
Armor is worn to protect an entity's body from physical damage. There are several types of armor available.
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Armor is split into three classes, depending on the amount of protection it gives: light, medium, and heavy.
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Each set of armor is comprised of four pieces: a helmet, a body suit, gloves and boots (or extremities), and a shield. The protection given by the various pieces vary, and as the class of each piece increases, there is a stacking drawback; fitting metal to your body does not come without a cost.
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* Helmets cause a penalty to Perception checks
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* Extremities and body armor cause a penalty to Dexterity
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* Shields cause a penalty to movement.
  
 
{| class="wikitable"
 
{| class="wikitable"

Revision as of 18:26, 26 April 2017

Armor is worn to protect an entity's body from physical damage. There are several types of armor available.

Armor is split into three classes, depending on the amount of protection it gives: light, medium, and heavy.

Each set of armor is comprised of four pieces: a helmet, a body suit, gloves and boots (or extremities), and a shield. The protection given by the various pieces vary, and as the class of each piece increases, there is a stacking drawback; fitting metal to your body does not come without a cost.

  • Helmets cause a penalty to Perception checks
  • Extremities and body armor cause a penalty to Dexterity
  • Shields cause a penalty to movement.
Slot Class AC Penalty
Head Light +2 -1
Body +1 -2
Extremities +0 0
Shield +1 -0ft / -0sq
Head Medium +3 -2
Body +2 -3
Extremities +1 -1
Shield +2 -5ft / -1sq
Head Heavy 5 -3
Body 3 -5
Extremities 2 -2
Shield 4 -10fr / -2sq