The Armor Class (AC) is a crucial aspect of your character. Any time enemies attack, they need to roll against your Armor Class!

  • All characters receive Armor Class 6 at no cost… basic clothes.
  • Armor, Shield, Spells and even some Wepon can add their AC to your total AC value.
  • Destroyed armor no longer contributes to this value.
  • There is no maximum value for AC, but remeber that a critical attack will always damage you.

Using Backup Armor

When loading up on armor, duplicates can be carried, but only one of a type/body location can be worn to boost your AC and to add Gear’s Health Cards to your Deck. You can’t wear two helmets, for example.

That said, backups can be carried.

When changing your armor you move your equiped armor to your Inventory, and add a the new/beckup armror (that you just found, or you carried around) to your Active Deck or State Deck (depending on the card). Remember to keep track on the conditions of the armor you put in you Inventory, especially how much SoC • Discord Bot - Thread • HEALTH it has left, just add a piece of paper with the remaining armor’s health on your card.


Damaged/Destroyed

When hit by an enemy, you can ‘cross off’ a piece of armor as your attrition. Most commonly, this means the armor is damaged beyond use. Some foes with corrosive or ‘sundering’ attacks will destroy armor, not just damage it. Delete the item from your inventory permanently.


The Armorer Skill

All heavy armor fighters worth their weight are trained in the repair of armor. The Forging allows an armor user to ‘self-heal’ with a successful SoC • Rules - Skill Checks. If you need a more rapid solution, consider the Mending Effect.


Aye, I carry three shields most days, and a canoe paddle for good measure. I find that schlepping the damn things is better than fighting back a pack of ice wolves with a pair of mittens and harsh language, but that’s just me.