Armor and Defense

Armor and defense in Cosmic Odyssey determine how well you avoid or absorb attacks. Defense values come from your abilities, skills, and equipment, with all calculations shown on your character sheet.

Armor adds protection and can reduce critical damage to covered areas. Heavier armor offers higher defense but may slow movement, hinder accuracy, or affect spellcasting, while lighter armor trades protection for mobility.

Choosing the right balance between defense, coverage, and agility is key to shaping your combat style and survivability.

In the below table, the penalties for wearing armor are listed.

Movement Penalty
The Movement penalty applies only when calculating the total movement of the character. It is a percentage that lessens how far a character can move in a combat round. Thus, if a character is wearing AT 16, the character will move 50% slower than a character not wearing armor. 

Penalty to Active Skills
The penalty to Active Skills is applied to any active skills meaning all that require some sort of movement or are used in combat. 

Penalty to Ranged Attacks and Spell Attacks
Penalty to Ranged Attacks and Spell Attacks apply to all attacks and spells that require hitting a target.

Penalty to Ranged Attacks and Spell Attacks do not apply to spells that does not require hitting the target (Spells that use Resilience as opposed to Base Defense)

To ensure that a character is playable, all rolls below 20 are modified according to the following table. Scores below 20 are only used for animal, monsters and so on.

Armor Type

Movement Penalty (%)

Active Skills Penalty

Ranged spell - and attacks

No Amor

1
0
0
0
2 (arms)
0
0
5
3 (legs)
10
0
0
4 (both)
15
5
5

Light Armor

5
10
5
0
6 (arms)
10
5
10
7 (legs)
20
10
5
8 (both)
25
15
10

Medium Armor

9
15
10
5
10 (arms)
15
10
15
11 (legs)
25
15
10
12 (both)
35
20
30

Heavy Armor

13
25
15
15
14 (arms)
30
15
25
15 (legs)
35
25
15
16 (both)
45
30
40

To make sure that a character can look heroic, 3 rolls can be adjusted. This can be done in 2 ways. In most cases, using adjustment instead of a reroll is the best choice.

Adjustment Roll

Here the player rolls on the adjustment list according to the original roll and adjusts accordingly. This is a relatively safe way to get an average upgrade.

Re-Roll

A player can also choose to reroll. This should only be done for very low rolls and is more risky than adjusting the original roll. However, if you reroll, you keep the highest of the 2 rolls if you are unlucky and roll below the original roll.

Adjustment Ability Roll Table

Ability

Adjusted Ability Roll

0 - 24
20 + 8d10
25 - 34
30 + 7d10
35 - 44
40 + 6d10
45 - 54
50 + 5d10
55 - 64
60 + 4d10
65 - 74
70 + 3d10
75 - 84
80 + 2d10
85 - 91
90 + 1d10
92
91 + 1d9
93
92 + 1d8
94
93 + 1d7
95
94 + 1d6
96
95 + 1d5
97
96 + 1d4
98
97 + 1d3
99
98 + 1d2
100
No roll