Armor is very vital to the survival of your character, yet mistakenly it is often chosen after spending a great deal of money on the best weapons. It is strongly advised that you make armor your top priority

Equipped Armor Location on the Character Sheet

Armor Stats on the front of the character sheet - this is under Power. The Physical and Magical are for your armor, as are the defense and spirit stat bubbles.

The Equipped Armor is right under Equipped Weapons.

as a good set of armor can mean the difference between life and death. It is armor that protects your character against powerful attacks, and the better your armor is, the less of an attack you will feel.

About Armor

Here is where you will record your equipped armor for your character. When buying and equipping armor, you have several pieces that you can equip. Those pieces are Helmet, Cape/Cloak, Body, and Feet. Hands is for any equipped gloves, knuckles, or gauntlets which are considered as weapons.

  • Helmet: This is head armor. This consists of any armor that covers your head.
  • Cape / Cloak: This consists of any cloak or coat you would wear.
  • Body: This is body armor. This consists of any armor that covers your torso, arms, and legs.
  • Hands: This is hand armor. You will not equip actual armor here, but the gloves and gauntlets found in Martial Arts Weapons. This simply provides a secondary spot for doing so.
  • Feet: This is for any foot wear.
  • Shields: Shields are optional protective devices that you can equip in your off hand to provide extra defense or spirit. Shields are equipped in your off hand.

Each piece of equipped armor has fields for recording information about that piece of armor. Those fields are Armor, Physical, Magical, Defense, Spirit, Evade Mod, and Other Information.

Armor

This is where you will record the type or name of the armor. You could try to indicate any enhancements applied here as well, but that isn't as necessary.

Physical

Physical Armor or Physical Resistance is your armor's protection against physical damage. When someone makes a physical attack against you, if you do not evade, you will roll whatever your armor is and add any modifiers to that roll. The damage they deal is subtracted against your total rolled armor score. Physical Armor mainly comes from Body Armor and is largely a dice roll formula. Modifications to your armor and other armor pieces might add a flat number to this. You will typically roll your completed, total physical armor stat which comes from all of your armor parts that provide physical armor.

Example of how to use physical armor: Lets say you have a Physical Armor of 3d8. You get attacked, the damage is 24. You roll 3d8 rolling 6, 3, 7, getting a total of 16. You would subtract the damage you took - 24 - by the number rolled - 16 - showing that you took 8 damage. 

Magical

Magical Armor or Magical Resistance is your armor's protection against magical damage. When someone makes a magic attack against you,, if you do not evade, you will roll whatever your armor is and add any modifiers to that roll. The damage they deal is subtracted against your total rolled armor score. Magical Armor mainly comes from Body Armor and is largely a dice roll formula. Modifications to your armor and other armor pieces might add a flat number to this. You will typically roll your completed, total magical armor stat which comes from all of your armor parts that provide magical armor.

Example of how to use magical armor: Lets say you have a Magical Armor of 3d8. You get attacked by a spell, the magic damage is 24. You roll 3d8 rolling 6, 3, 7, getting a total of 16. You would subtract the damage you took - 24 - by the number rolled - 16 - showing that you took 8 magic damage. 

Defense

This is any defense given to your character by your armor. This score is not added to your defense trait in Fortitude. The defense trait check simply allows for using the defense score of your armor. Should you succeed with your defense check you will get to reduce the damage dealt to your character by the armor's defense score. 

Example of Defense (Armor): Lets say your armor provides 5 Defense. You succeed at your Defense Trait Check. That means you can now subtract this 5 from the damage dealt after armor. Following the Physical Armor example, you have 8 damage left, but you were able to defend and reduce that by the armor's defense of 5, meaning you actually only took 3 damage.

Spirit

This is any magical defense given to your character by your armor. This score is not added to your spirit trait in Wisdom. The spirit trait check simply allows for using the spirit score of your armor. Should you succeed with your spirit check you will get to reduce the magical damage dealt to your character by the armor's spirit score.

Example of Spirit (Armor): Lets say your armor provides 5 Spirit. You succeed at your Spirit Trait Check. That means you can now subtract this 5 from the magic damage dealt after armor. Following the Magical Armor example, you have 8 damage left, but you were able to magically defend using spirit and reduce that by the armor's spirit of 5, meaning you actually only took 3 damage.

Evade Mod

This is a modification to your character's evade stat. Depending on the armor, your character may suffer a penalty to evade, or maybe even a bonus. If the Evade Mod is a negative (-) it is a penalty that decreases your character's chance to evade. If the Evade Mod is a positive (+) it is a bonus increasing your character's chance to evade. It is more than likely that your armor will reduce your Evade if it is any armor that is not cloth. The lower your final evade is after armor, the harder it is to evade, however the more protective your armor may be. 

Block

Block is a stat provided by your character's shield, should your character have a shield. You will require the use of the Block skill to use this stat, or Runic Block to use this stat against a magical attack. This is similar to using Parry for a weapon. 

Weight

This shows how much the armor weights. Be careful not to equip more weight than your character's Weight Limit, otherwise you may become encumbered.

Other Information

This is where you can list any other information needed for your armor.

Attaching and Removing Rune Stones

You are able to attach or remove your own rune stones when you so desire.

Repairing Armor

The local blacksmith will be glad to repair your character's armor for a cost. The cost is 65% of the item's original cost of the item you wish repaired.

Equipping Armor

Equipping armor is very similar to equipping weapons, you just fill in the information needed. If the armor has any modifications, you need to add their effects to your character's armor, and try to put the modifications in the armor's name some how.

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