Armor Items are a character's last line of defense against Weapons, Combat Spells, and some Critter Powers.
Description Tab
The Description Tab is common to all Item sheets. Hovering over the text shows the Edit button, which brings up Foundry's standard ProseMirror editing tools, the same ones available when editing Journals. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay noes. Template:Description The functional elements are on the Armor Tab.
Armor Tab
The Armor Tab has options for configuring Armor's defensive properties.[ edit ]
- Armor Value is the base protective value of the item. Only the single highest Armor Value among all equiped items is applied. Keep in mind that Bioware and Cyberware have Armor functionality too.
- Accessory items apply the Armor Value to the Actor regardless of other equipped items. It's meant for things like forearm guards and }}.
- Hardened armor is handled in the Weapon Workflow as dictated by the rules.
- The remaining options — Acid Modifier, Cold Modifier, Fire Modifier, Electricity Modifier, and Radiation Modifier — interact with the Element' properties on Weapons and Spells.
Effects Tab
The Effects Tab is where Active Effects are configured. The image to the right shows the tab as it appears on an Action Item, but it functions the same wherever it appears. [ edit ]
- Temporary Effects includes any enabled Effect with a duration. Such Effects will also show an icon on the Actor's token, if the Effect itself has an icon set.
- Persistent Effects shows enabled Effects with no duration.
- Inactive Effects are disabled and have no impact on any Actor properties.
Note that Active Effects inside an Item cannot be edited if the Item is on an Actor. They can only be altered if the Item is in the Items Directory in the sidebar or a Compendium.