~~NOTOC~~ //"One side, peasants, a knight is coming through!" Haha, wait until the lads get a load of this. This is going to be great.// Everybody is just sort of assumed to be wearing a few pieces of minor protective gear as a matter of course (or be good at protecting themselves in some other way). If you want to be serious about armor, then that's where the Tank archetype comes in. Creatures with oversized shells or other natural protection might also have levels in Tank, as does anything that has naturally hard skin or "skin" (like robots or golems). ^[[#Tank]] ^^Wear heavy armor. | |{{fa>caret-right?24}} |[[#All-Points]] |Negate backstabs and crits. | |{{fa>caret-right?24}} |[[#Bastion]] |Ignore some attacks. | |{{fa>caret-right?24}} |[[#Eternal]] |The armor refreshes more. | |{{fa>caret-right?24}} |[[#Light Armor]] |You aren't slowed down. | |{{fa>caret-right?24}} |[[#Smug Safety]] |Regain health when struck. | ^ ^^^ ====== Tank ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Armored Plating:** You are covered in heavy armor. The first time in a round you are struck by any attack, you treat your relevant combat ability score as double its normal value for purposes of defense against that attack. For example, if you are struck by a melee attack and your Melee combat ability is 3, you could subtract 6 damage from the attack instead of the normal 3 damage. Your combat ability scores are not actually changed and Tank has no effect whatsoever on your offensive capabilities. \\ \\ {{fa>plus-circle?24&align=left}}**Enduring Defense:** Every time you use Tank to reduce the damage taken from an attack, roll a trigger die. If the result is 7+, Tank remains active to protect you from the next attack taken as well. There is no limit to how many attacks Tank can protect you from during a given round except your luck. Tank always renews and is ready to defend you again at the beginning of each new turn you take. \\ \\ {{fa>plus-circle?24&align=left}}**Unblemished:** If an attack against you fails for any reason, then you don't need to roll to see if your armor depletes from it. Armor only depletes when you actually get hit. \\ \\ {{fa>minus-circle?24&align=left}}**Turtle Style:** Your armor is bulky and somewhat difficult to move in. You take an impairment to all movement. \\ \\ {{fa>minus-circle?24&align=left}}**Colonel Clank:** Tanking is not a subtle activity, and moving around in your armor makes a fair amount of noise. You cannot sneak or otherwise go unnoticed. | ^ ^^^ ====== All-Points ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Back Plating:** Extra armor covers all weak points. Attackers gain no bonus damage against you with backstabs on any attack that your armor applies against. \\ \\ {{fa>minus-circle?24&align=left}}**Guard Up:** If your armor has already been depleted during the current round, backstabs deal +2 damage as normal. | ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**No Gaps:** When an attacker critically hits against you, you can spend one Supplies to negate it (and thus take no extra damage). The attack still deals regular damage as normal, only the additional critical hit bonus is cancelled. \\ \\ {{fa>minus-circle?24&align=left}}**Guard Up:** If your armor has already been depleted during the current round, you cannot use this ability to cancel incoming critical hits. | ^ ^^^ ====== Bastion ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Absorption:** Until your armor is depleted, all attacks made against you have a failure chance of 3. Bastion has no effect after your armor has been depleted. | ^ ^^^ ====== Eternal ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Improved Renewal:** If you have no Attention left after taking an attack, then your armor refreshes on a trigger die roll of 4+ instead of 7+. \\ \\ {{fa>plus-circle?24&align=left}}**Desperate Defense:** If you have no Energy left after taking an attack, then your armor always refreshes with no need to roll a trigger die at all. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Forced Renewal:** If your armor fails to refresh, you can choose to make it refresh anyway and thus keep on protecting you from further attacks. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Every time you force your armor to stay active when it normally wouldn't, you must spend 1 Supplies. | ^ ^^^ ====== Light Armor ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Mithril Shirt:** Your armor is lightweight and unobtrusive; you can wear it under your clothes or whatever and nobody will know. You no longer take an impairment to movement from wearing armor and are free to sneak or otherwise go unnoticed. | ^ ^^^ ====== Smug Safety ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Break Upon Me:** You get a special thrill out of feeling protected by your armor. Every time you are attacked, you regain 1 point of Energy immediately afterwards (up to the limit of your Flesh as normal). It doesn't matter if the attack actually managed to inflict any damage or not. \\ \\ {{fa>plus-circle?24&align=left}}**Insufferable Tin Can Ass:** If your Energy is full, you regain one Attention instead. \\ \\ {{fa>minus-circle?24&align=left}}**Gotta Land:** Attacks against you that fail for any reason do not cause you to regain lost Energy/Attention. \\ \\ {{fa>minus-circle?24&align=left}}**Guard Up:** If your armor has already been depleted during the current round, you do not regenerate Energy/Attention from this ability when attacked. | ^ ^^^