Armour Skills

Armour Skills

Armour skills do not gain a bonus from your abilities
because your abilities improve you without the use of the armour.

## Unarmoured

An unarmoured fighter relies entirely on dodging, weaving
and avoiding being hit, they are unable to rely on any form of equipment
protection and never gain bonuses to AC and DR.

To defend unarmoured you make an opposing d20 roll against
your opponents attack roll, you then add your unarmoured skill to the roll and
if you roll greater (not equal to) their attack roll you manage to evade them.

Each defensive roll you need to make in a turn imposes a -1
penalty on the next roll.

Unarmoured Conditioning

***Triggered Ability***

*Requires 5 Skill*

You may reroll the first failed check you make each turn

Unarmoured Mastery

***Passive Ability***

*Requires 10 Skill*

Any roll you make for an unarmoured defence check that would
be less than 10 becomes a 10.

## Light Armour

Light armour covers the least encumbering fluid armours;
these include robes, chain mail and leathers.

Improving your light armour skill will increase your AC and
DR at a 3-1 ratio, the first three points add to your AC and the fourth to your
DR and so forth, The finest armour that can be used as light armour is thick
robes, Normal clothing or accessories do not count as armour and cannot be used
with this skill.

Light Armour conditioning

***Passive Ability***

*Requires 5 Skill*

You gain an additional +2AC

Light Armour Mastery

***Passive Ability***

*Requires 10 Skill*

You may nominate a single enemy during your turn as a free
action and gain a +2 bonus to AC against them for the remainder of the round.

## Medium Armour

Medium armour is semi-rigid, it isn’t locked together like
heavy armour and still allows a wide range of movement, it does however still
weight you down an imposes a moderate movement penalty

Putting ranks into medium armour will increase both your
Armour class and damage reduction, the first rank is always armour class, the
second is damage reduction and so forth.

Medium Armour Conditioning

***Passive Ability***

*Requires 5 Skill*

You gain an additional +2 to damage reduction

Medium Armour Mastery

***Passive Ability***

*Requires 10 Skill*

You gain an additional +2 to AC

## Heavy Armour

Heavy armour is the most steadfast and rigid armour, it has
locked joints that hinder movement and is usually very heavy compared to the
other armours.

The hindrance is not great, A character in heavy armour
still has a huge range of movement and agility but does suffer impediments to
all Arcane and Espionage skills.

Putting ranks in heavy armour directly improves your damage
reduction and AC at a 3 – 1 ratio, the first three points add to your damage
reduction and the fourth adds to DR.

Heavy Armour Conditioning

***Passive Ability***

*Requires 5 Skill*

Your movement penalty is reduced by 1

Heavy Armour Mastery

***Passive Ability***

*Requires 10 Skill*

Your movement penalty is reduced by a further 1

## Shield

Shield skill covers the use of all shields from the light
deflecting buckler up to the huge shock absorbing tower shield

You gain a pool of temporary HP based on your shield skill multiplied by the
class of shield you are using as long as you are wielding your shield.

Buckler                            1             x Skill

Heater                             2             x Skill

Round                              3             x Skill

Long Shield      4             x Skill

Tower                              5             x Skill

Improving your shield skill allows you to use your shield
skill in place of any other check to resist a martial ability, if it’s a
martial ability that only requires a hit you may make a check equal to 10+their
weapon skill to negate the attack and only take the melee damage.

Shield Bash

***Major Action***

*Requires 5 Skill*

You may choose to strike with your shield, roll an attack
against your opponent, if you hit they must make an opposed strength check
against, if you succeed they are knocked prone

Hunker Down

***Passive Ability***

*Requires 10 Skill*

You gain advantage on rolls against all AOE effects I,e
fireballs, shrapnel, acid splash.