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Armor
Torso Armor Physical Reduction and Bulk
Torso Armor grants Physical Reduction and has Bulk equal to the Tier. Armor increases the Tier of noise made while moving by 1/3 its Bulk. Armor made for a long or wide torso has the cost and Bulk doubled. Torso armor is Craft Tier 2.
Penalty and Effects
Torso armor causes you to have Movement Pips equal to Bulk - your Endure Tier. Gain listed effects of all worn parts, adding numeric amounts from multiple parts with the same effect.
Additional Armor Parts - Craft Tier 3
Each armor part covers a different limb to grant Physical Reduction as torso armor against Called Shots for that part. The effects of the armor stack with the effects of all other worn parts. If worn on a limb that is used as a weapon, gain any benefits of the material as shown on the weapons page, the effect of Inlays, and +1 damage on the attack.
Arms, Legs, Tentacles, or Wings (medium cost)
The Bulk is 1/2 of the torso part. Gain 1/2 of any effect of the armor that does not affect Penalty or Physical Reduction.
Feet, Hands, Head, Hoofs, or Tail (small cost)
The Bulk is 1/4 of the torso part. Gain 1/4 of any effect of the armor that does not affect Penalty or Physical Reduction.
Feet / Hands / Head - Can have slots to fit your distals at no cost. Add claws, horns, talons, or flexible toes to the part by increasing the cost by 50% and Craft Tier by 1. Added distals count as having the distal. Without flexible toes, the part prevents the use of Grip and Grab with the limb.
Donning Armor
Donning armor takes a number of Major Actions equal to 4 x Bulk. Removing armor takes half as long. Donning takes half as long if another creature spends the same actions helping. A creature can only don 1 armor of each part at a time.
MaterialTierTorso CostMedium CostSmall CostEffect
Cloth1 Cost 3.25 Cost 2.44 Cost 1.22 Can be worn in addition to one other armor.
Soulshard1 Cost 15,072.00 Cost 7,548.75 Cost 3,774.38 You can reroll 4 rolls you make each day without using an action. Can be worn in addition to one other armor.
Spidersilk1 Cost 786.00 Cost 399.38 Cost 199.69 -1 penalty. Can be worn in addition to one other armor.
Angelhide2 Cost 846.00 Cost 440.00 Cost 220.00 Reduce the face value you need to roll on healing dice by 1.
Demonhide2 Cost 846.00 Cost 440.00 Cost 220.00 As a magical effect affects only you, increase its duration by 1.
Leather2 Cost 13.00 Cost 9.75 Cost 4.88
Bone3 Cost 33.38 Cost 26.44 Cost 13.22 +1 penalty. Gain +1 on Demoralize rolls.
Dragonhide3 Cost 1,269.00 Cost 660.00 Cost 330.00 Gain +1d12 on rolls to reduce ailments.
Living Wood3 Cost 1,008.00 Cost 523.13 Cost 261.56 After each hour in sunlight, heal 1 Grit.
Venomwood3 Cost 382.50 Cost 205.88 Cost 102.94 Gain +2 on defense against poisons. Gain 2 Necrotic Reduction.
Wood3 Cost 17.25 Cost 13.50 Cost 6.75
Bronze4 Cost 70.00 Cost 48.00 Cost 24.00
Cold Iron4 Cost 340.00 Cost 183.00 Cost 91.50 Fae that make contact with you are poisoned by the cold iron.
Ironwood4 Cost 510.00 Cost 274.50 Cost 137.25 -1 penalty.
Obsidian4 Cost 744.00 Cost 397.50 Cost 198.75 Gain 1 Fire Reduction.
Living Element5 Cost 4,050.00 Cost 2,078.13 Cost 1,039.06 Can be Air, Earth, Fire, or Water. Gain 4 Elemental Reduction against the element this is.
Orichalcum5 Cost 2,115.00 Cost 1,100.00 Cost 550.00 Increase the duration of magical abilities you Manifest by 1.
Stone5 Cost 112.50 Cost 80.63 Cost 40.31 Gain 1 Fire Reduction. Suffer -1 on Mobility rolls.
Adamantine6 Cost 9,360.00 Cost 4,743.75 Cost 2,371.88 +1 physical reduction.
Mythral6 Cost 2,088.00 Cost 1,095.00 Cost 547.50 -2 penalty.
Steel6 Cost 225.00 Cost 141.75 Cost 70.88
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