Armour Talents
Armour is an essential part of the adventurer's gear - or learning to dodge really, really fast.
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Rank 1
Light Armour - Allows the use of light armour without any negative penalties.
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Rank 2
Personalization - You improve your armour so it works better for you. Choose one Talent from the Combat Talent section that requires a d100 roll. Improve rolls on this Talent by +5%.
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Rank 3
Improved Armour - Light Armour gains +1 AC.
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Rank 4
(Level 5 and higher)
Light Armour - Allows the use of light armour without any negative penalties.
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Rank 2
Personalization - You improve your armour so it works better for you. Choose one Talent from the Combat Talent section that requires a d100 roll. Improve rolls on this Talent by +5%.
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Rank 3
Improved Armour - Light Armour gains +1 AC.
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Rank 4
(Level 5 and higher)
Fleet of Foot - Increase the distance moved by 2 meters.
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--Or--
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Good Joints - Add +5 to Dodge
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Rank 5
(Level 10 and higher)
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(Level 10 and higher)
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Making the Most with a Little - When using light armor treat the armor as one higher.
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--Or--
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Ease of Movement - Gain +10 to Dodge.
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--Or--
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Made to Fit - Add 3000 silver worth of modifications to your armor. If this armor is lost it can be replaced with one week's work.
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Rank 1
Medium Armour - This allows the use of medium armour without any negative penalties.
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Rank 2
Personalization - You improve your armour so it works better for you. Choose one Talent from the Combat Talent section that requires a d100 roll. Improve rolls on this Talent by +5%.
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Rank 3
Improved Armour - Medium Armour gains +1 AC.
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Rank 4
(Level 5 and higher)
Medium Armour - This allows the use of medium armour without any negative penalties.
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Rank 2
Personalization - You improve your armour so it works better for you. Choose one Talent from the Combat Talent section that requires a d100 roll. Improve rolls on this Talent by +5%.
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Rank 3
Improved Armour - Medium Armour gains +1 AC.
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Rank 4
(Level 5 and higher)
Extra Padding - Add 1 to the suit's armor.
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--Or--
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Agile - Negate the Agility penalty Medium Armour caries.
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--Or--
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Extra Padding - Add 1 to the suit's armor.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Careful Positioning - Once per turn, for 3 AP, double your armour's reduction to damage.
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--Or--
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Made to Fit - Add 3000 silver worth of modifications to your armor. If this armor is lost it can be replaced with one week's work.
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Rank 1
Heavy Armour - Allows the use of heavy armour without any negative penalties.
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Rank 2
Personalization - You improve your armour so it works better for you. Choose one Talent from the Combat Talent section that requires a d100 roll. Improve rolls on this Talent by +5%.
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Rank 3
Improved Armour - Heavy Armour gains +1 AC.
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Rank 4
(Level 5 and higher)
Heavy Armour - Allows the use of heavy armour without any negative penalties.
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Rank 2
Personalization - You improve your armour so it works better for you. Choose one Talent from the Combat Talent section that requires a d100 roll. Improve rolls on this Talent by +5%.
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Rank 3
Improved Armour - Heavy Armour gains +1 AC.
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Rank 4
(Level 5 and higher)
Improved AP - Reduce AP penalty for Heavy Armour by 1
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-Or-
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Extra Padding - Add 1 to the suit's armor.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-Or-
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Modified Movement - Reduce the Agility Penalty by 5%
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Juggernaut - Using the weight of the heavy armour, the warrior enhances his weapon swings. Add +2 to damage on melee attacks. This Talent stacks with all Melee talents.
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-Or-
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Titanskin - Instead of just your physical prowess modifier add 1.5 times your physical prowess modifier to your armour when wearing heavy armour.
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Rank 1
Unarmed Armour - Add +2 on top of your Physical Prowess modifier when wearing no armour.
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Rank 2
Magical Tattoos - The receiver can upgrade their body as though it was a suit of armour for the purposes of Magical Enhancements
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Rank 3
Stealth - Add +10% when performing Stealth-based Agility tests.
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Rank 4
(Level 5 and higher)
Unarmed Armour - Add +2 on top of your Physical Prowess modifier when wearing no armour.
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Rank 2
Magical Tattoos - The receiver can upgrade their body as though it was a suit of armour for the purposes of Magical Enhancements
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Rank 3
Stealth - Add +10% when performing Stealth-based Agility tests.
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Rank 4
(Level 5 and higher)
Enhanced Parry - Add +10% to parry.
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--Or--
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Enhanced Dodge - Add +10% to dodge.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Faster Parry - Reduce the AP cost of Parrying by 1AP, to a minimum of 1AP.
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--Or--
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Faster Dodge - Reduce the AP cost of Dodge by 1AP, to a minimum of 1AP.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Body and Mind - Select your Fellowship, Willpower or Intelligence score. Add half of that modifier to your armor as well as your physical prowess modifier.
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--Or--
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Ultimate Agility - Once per turn roll twice for Dodge and take the better result.
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