Armor
Nimble Core Rules · pp.33–34
Open source p.33Armor represents your hero’s ability to dodge or block damage when you use the Defend reaction. While unarmored or wearing regular clothes, your Armor is equal to your DEX. Some items may grant additional Armor while equipped.
Defend Yourself! If you’re standing right next to a baddie with an axe and you’re not doing anything to defend yourself, chances are, you’re going to get axed! (See the “Defend” heroic reaction on pg. 14)
Deflect! An optional rule for additional defensive flexibility: instead of adding your shield’s armor to your total armor as normal, you may reduce the damage of an attack by your shield’s armor value for free 1/round.
Cloth
| Cloth | Armor | Cost |
|---|---|---|
| Adventurer’s Garb | 2+DEX | 10 gp |
| Minor Enchantment | 3+DEX | 100 gp |
| Major Enchantment | 4+DEX | 1,000 gp |
| Epic Enchantment | 5+DEX | 10,000 gp |
| Armor | Cost | |
|---|---|---|
| Rusty Mail | 6+DEX (max 2) | 15 gp |
| Chain Shirt (Req. 2 STR) | 9+DEX (max 2) | 60 gp |
| Scale Mail (Req. 3 STR) | 12+DEX (max 2) | 700 gp |
| Dragonscale (Req. 4 STR) | 15+DEX (max 2) | 3,000 gp |
Leather
| Leather | Armor | Cost |
|---|---|---|
| Cheap Hides | 3+DEX | 5 gp |
| Ox Hide | 4+DEX | 45 gp |
| Hard Leather (Req. 1 STR) | 5+DEX | 300 gp |
| Wyrmhide (Req. 1 STR) | 6+DEX | 2,000 gp |
Plate
| Plate | Armor | Cost |
|---|---|---|
| Rusty Plate (Req. 2 STR) | 10 | 25 gp |
| Half Plate (Req. 3 STR) | 14 | 200 gp |
| Full Plate (Req. 4 STR) | 18 | 2,000 gp |
| Mithril Plate (Req. 5 STR) | 22 | 5,000 gp |
Shields
| Shields | Armor | Cost |
|---|---|---|
| Wooden Buckler | 2 | 5 gp |
| Iron Shield (Req. 2 STR) | 4 | 80 gp |
| Tower Shield (Req. 3 STR) | 6 | 1,500 gp |
| Dragon Shield (Req. 3 STR) | 8 | 9,000 gp |
Weapon Properties
- 2-handed. Can be held in a single hand, but must be wielded in 2 hands to attack with it.
- Load. Some weapons require extra actions to load before each shot.
- Reach. How close an enemy must be to be affected by this attack. If unspecified, Reach 1.
- Range. Attacks can be made from afar. If any enemy is adjacent to you, your Ranged attacks are made with disadvantage. Add 1 die of disadvantage to gain Range.
- Thrown. Treat a melee weapon as if it had Range. Once thrown, you no longer have it!
- Vicious. Roll 1 additional die whenever you roll crit damage.
Remember! Only the Primary Die (the leftmost one) is used for determining whether an attack crits. Every time you roll crit damage, roll the additional Vicious die as well!
Dual Wielding
Heroes may wield 2 Light weapons at the same time. While dual wielding, you may gain advantage on an attack with those weapons, 1/round. You may dual wield 1-handed weapons without the Light property if your STR is 3 or greater, or 1 weapon without the Light property if your STR is 2. If completely unarmed, fists/feet can be considered dual wielded.
Dual wielding different weapons? Roll dice for both weapons and choose either result instead (the 1/round limit still applies). Attacking with advantage? Add an extra die for one of the weapons.
Unarmed Strikes
To attack with your bare hands or feet, roll ; on hit: deal 1+STR damage.
Improvised Weapons
Using an improvised weapon (e.g. a chair, a frying pan, a big rock), default to +STR or +STR. Your GM may allow you to use bigger dice or other properties if it makes sense. An improvised weapon may be likely to break if it lands a crit, though!
Customizing Weapons
Can you reflavor a staff as a greatclub? Sure! A sai instead of a dagger? Of course! Could you pay a blacksmith to make your Greatmaul deal or damage instead? Since the dice all add up to 12, it won’t break the game; ask your GM! Can a blacksmith make your Dagger deal that much damage? No, sorry!