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Armour and Shields are defensive tools used to reduce the amount of damage taken. Armour and shields have two roles.

Armour is used for reducing the amount of damage taken by attacks that have not been blocked or dodged. The heavier the armour is, the slower you move and the harder it is to perform certain movement based actions, such as getting up from prone or dodging.

Shields on the other hand, help you block attacks directly head on, while they do not give you damage reduction most of the time, they help you use the Block action, usually reducing the amount of damage you take whilst blocking or making it easier to parry.

Damage Reduction

Damage Reduction directly reduces the amount of damage taken by the number specified, To calculate Damage Reduction when being hit, you simply subtract the modifier from the damage. The result becoming the resulting damage. Damage Threshold from shields is added after this.

The maximum amount of Damage Reduction possible is +80%, this number cannot be boosted above by any means. Each +1% of Damage Reduction beyond this point is converted into 5 Passive Damage Threshold

Damage Threshold

Damage Threshold is a set number that the damage is reduced by, while Damage Reduction is a percentage, Damage Threshold is calculated by subtracting the number of Damage Threshold by the damage. Damage Threshold is calculated after Damage Reduction.

When Blocking without any modifiers, you have 50 Block DT. Block DT is only used when using a Block action.

Passive Damage Threshold

Passive Damage Threshold, or Passive DT, functions as Damage Threshold normally does, however, is always applied to every form of damage you take, similar to how Damage Reduction is taken, it is calculated before Block Damage Threshold.

Maximum Agility Bonus (MAB)

Your Maximum Agility Bonus is the amount of Agility you can use in an action related to your Agility Modifier (except attacking with a one-handed melee weapon). The Maximum Agility Bonus doesn’t reduce any modifiers given by feats, but only reduces the base Agility Modifier.

Power Potency

Power Potency tells how effective your powers that are casted with MP are. Usually, this number is a negative, all damage, healing and direct numbers that require the roll of a dice to determine the effectiveness of an attack is reduced by this number.

Armour Properties

Ballistic – Armour gains a x4 Damage Reduction bonus against Physical Attacks

Sealed – Armour gains a x4 Damage Reduction bonus against Energy Attacks

Threatening – The armour makes creatures more likely to attack you by 20%

Padded – Armour reduces fall damage by ½

Clothing – This armour is considered clothing and requires no feats to wear effectively.

Rebounding – When choosing not to block or dodge, the Armour deals ¼ of its Damage Reduction modifier towards the target in damage.

Bulky – The armour grants the wearer a +20% bonus against all attempts to grapple and constrict the wearer.

Reinforced – Armour is immune to critical hits

Bulwark – Armour gains a 1 in 10 chance to be immune to an attack

Rigid – Wearer cannot sprint while wearing the armour.

Weighty – Wearer cannot jump while wearing the armour.

Light Armour

Medium Armour

Heavy Armour

Shields

Armour Attachments