Defenses

A creature's defensive statistics are representative of a culmination of that creature's toughness, armor and defensive abilities.

Armor Class

A creature’s AC is a representation of how difficult they are to actually damage in combat. When rolling an attack roll of any kind your goal is to reach or exceed that creature’s AC. Doing so is considered a hit and failing to meet that value is considered a miss.

Armor Points

Many creatures and armor types have an armor point value that is separate from a character’s HP pool. When a creature with AP is dealt damage they may choose to subtract that value from their HP, AP or a combination or both.

Recovering Armor Points

Creatures can repair armor with similar materials or a Toolkit at a rate of 1 + Fine Motor Skill Modifier per Hour.

Paying for repairs should cost about 1 Silver/Dollar/Credit per Armor Point Restored and takes roughly 2 Hours per Suit of Armor.

Armor Sizing

All Listed Armor has a Creature Sizing of Medium in all Buyer’s Guides. Creatures can wear Armor that is 1 size too large for them but cannot wear Armor that is Sized for a Creature Smaller than themselves. To adjust Price and other Modifiers for Armor and Shield Creature Sizing other Medium, use the Table below.

Armor Sizing Table

Armor or Shield Creature Sizing Amor Point Modifier Cost Modifier
Tiny None -25%
Small None -15%
Medium None None
Large +4 +15%
Huge +8 +25%
Massive +12 +100%
Gargantuan +24 +500%

Damage Resistance

Particularly strong objects, items, structures and equipment will offer Damage Resistance, or DR for short. Unlike Typed Resistance, DR does not halve damage of a certain type, instead it reduces the amount of damage dealt per hit equal to the DR value listed. DR is calculated after Typed Resistances.

Hit Points

Hit points are representative of a creature's current health, well being and protection, whether it be physical or metaphysical. HP is a generalized term that can refer to the creature’s physical condition at the time or a representation of their current structural integrity or a measure of their current luck. Any one of those “running out” could result in the death or incapacitation of a given creature. When a creature is dealt damage that value is subtracted from their current HP pool. When a creature is reduced to zero HP it is considered to be incapacitated and if suffering from any wounds must roll death saving throws.

Recovering Hit Points

Creatures can regain HP while resting but cannot recover from wounds.

Hit points regenerate at a rate of 1+ Constitution Modifier HP per hour spent Resting.

Saving Throws

Saving throws are made to avoid damage that is not directly targeting creatures in the area of effect. A creature may be forced to make a saving throw if they are knocked off a ledge, hit by a blast, avoiding debris or caught in a fire. Whenever you are called on to make a saving throw you will be given a type: Constitution, Strength, Dexterity, Charisma, Wisdom, or Intelligence and will refer to your Saving Throws section on your character sheet for any relevant modifiers. Saving throws are made with a d20 and the appropriate saving throw bonus is added to the total. Depending on the hazard a successful saving throw will typically reduce the damage or avoid the hazard entirely.