Equipment: Difference between revisions

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Characters begin play only with basic equipment. This normally includes a weapon, light armor, rations, and travelling supplies. Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.
Characters begin play only with basic equipment. This normally includes a weapon, light armor, rations, and travelling supplies. Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.


==Armor==
==Armor & Shields==
*Armor Value: All armor has an armor value which is added to your available dodge bonus for a combined Physical Defense. This value is removed from the dice pools of incoming attacks. Unlike dodge, armor is not reduced after each incoming attack during the round. However, armor may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.
 
*Damage Reduction: Medium and Heavy forms of armor provide Damage Reduction, which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied.
===Armor Value===
*Max DodgeAll armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.
All armor has an armor value which is added to your available dodge bonus for a combined Physical Defense. This value is removed from the dice pools of incoming attacks. Unlike dodge, armor is not reduced after each incoming attack during the round. However, armor may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.
*Shields: Shields provide a Shield bonus to defense, and act to counter the Armor Piercing attribute. Both the defensive bonus, and the Armor Piercing Reduction may only be applied when the shield user is not flat-footed.
 
===Damage Reduction===
Medium and Heavy forms of armor provide Damage Reduction, which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied.
 
===Max Dodge===
All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.
 
===Shields===
Shields provide a Shield bonus to defense, and act to counter the Armor Piercing attribute. Both the defensive bonus, and the Armor Piercing Reduction may only be applied when the shield user is not flat-footed.


'''Armor'''
'''Armor'''
{| class="wikitable"
{| class="wikitable"
! Armor Type
!Armor Type
!! Examples
!Examples
!! Armor Value
!Armor Value
!! Damage Reduction
!Damage Reduction
!! Max Dodge
!Max Dodge
!! Armor Check Penalty
!Armor Check Penalty
!! Required Strength
!Required Strength
|-
|-
| Light
| Light

Revision as of 15:59, 3 February 2015

Equipment

Characters begin play only with basic equipment. This normally includes a weapon, light armor, rations, and travelling supplies. Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.

Armor & Shields

Armor Value

All armor has an armor value which is added to your available dodge bonus for a combined Physical Defense. This value is removed from the dice pools of incoming attacks. Unlike dodge, armor is not reduced after each incoming attack during the round. However, armor may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.

Damage Reduction

Medium and Heavy forms of armor provide Damage Reduction, which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied.

Max Dodge

All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.

Shields

Shields provide a Shield bonus to defense, and act to counter the Armor Piercing attribute. Both the defensive bonus, and the Armor Piercing Reduction may only be applied when the shield user is not flat-footed.

Armor

Armor Type Examples Armor Value Damage Reduction Max Dodge Armor Check Penalty Required Strength
Light Studded Leather, Chain Shirt 1 - 5 - 1
Medium Chainmail, Scale Mail 2 1 3 1 2
Heavy Full Plate 3 2 1 2 3

Shields