RULEBOOK

Shields

Shields are the most effective piece of defensive equipment in Soltherra. Spend 1 AP to defend and a shield adds automatic Successes to your roll and bonus damage absorption on top of your armor. Don’t spend the AP and the shield does nothing — it is just a hand you can’t use. Speaking of which: shields require one free hand and cannot be used with two-handed weapons.

All numeric values on this page are playtesting values and may be adjusted.

Related pages: Weapons (damage factors and special properties) and Armor (absorption values and movement costs).

Shield Table

The Defence Bonus is measured in automatic successes added to a defence roll. The total becomes: successes from the Gift die + successes from the Defending Skill die + the shield's defence bonus. A Tower Shield with +3 automatic successes means you succeed at defence almost every time — the question is whether you can afford the AP.

The Absorption Bonus is a flat value added to your armor and Physical Toughness total, then subtracted from raw damage.

The FM Penalty reduces the character's Free Movement pool by that amount each round while the shield is equipped. A Buckler costs nothing. A Tower Shield costs 2 FM — every round, not just when defending. FM cannot go below 1 per round regardless of penalties.

Heavier shields offer more protection but reduce mobility. A Tower Shield’s +3 auto successes and 30 absorption are formidable — but −2 FM means a slow character may barely move. Both bonuses only apply when you spend 1 AP to defend. Without that spend, the shield does nothing — it is dead weight on your arm. Defence costs 1 AP regardless of which shield you carry: the difference is how much protection you get for that AP, and how much movement you give up to carry it.

ShieldDefence Bonus (auto successes)Absorption BonusFM Penalty
Buckler+1150
Round Shield+220−1
Tower Shield+330−2

Shields are powerful. A character behind a Round Shield with decent Defending skill is very hard to hurt — the combination of automatic successes and 20 flat absorption on top of armor makes direct damage unreliable. The counters are AP starvation and mobility pressure. Every defence costs 1 AP, so forcing multiple attacks per round exhausts the defender. But the FM penalty opens a second angle: a Tower Shield user with Physical Speed 2 normally has 3 FM per round — the −2 penalty leaves them with 1. They can barely reposition. Flanking becomes trivial; just walk around them. Fast weapons, outnumbering, and aggressive repositioning are how you beat a shield wall — not by hitting harder. Magic is also effective: spells bypass both armor and shields entirely, making a mage the natural counter to a heavily defended fighter.

Worked Example: Shield Defence in Action

Round Shield vs. No Shield

Setup: A bandit attacks Sera (Chain Mail, 25 absorption; Physical Toughness 1 = 5 absorption) with a longsword (damage factor 20). The bandit gets 4 Successes .

With Round Shield (+2 auto successes, 20 absorption): Sera spends 1 AP to defend. She rolls 1 success from her dice. The Round Shield adds +2, giving her 3 total. Degree of success : 4 − 3 = 1. Raw damage: 1 × 20 = 20. Absorption: Physical Toughness 5 + Chain Mail 25 + Round Shield 20 = 50. Final: 20 − 50 = 0 damage. Nothing gets through.

Without shield: Sera gets only 1 success. Degree of success: 4 − 1 = 3. Raw damage: 3 × 20 = 60. Absorption: Physical Toughness 5 + Chain Mail 25 = 30. Final: 60 − 30 = 30 damage. Health drops from 100 to 70. Wounded.

The Round Shield turned 30 damage into 0 — by adding 2 auto successes that cut the degree of success, and then adding 20 flat absorption that finished the job.

The cost: the Round Shield’s −1 FM penalty reduces Sera’s movement pool by 1 every round while it’s equipped. A Buckler trades 15 less absorption and 1 fewer auto success to avoid that cost entirely. A Tower Shield would have stopped the hit more decisively, but costs −2 FM — and against a fast opponent, that missing movement matters more than the extra absorption.

Shield Bash

A shield bash costs 1 AP and rolls Gift  + Brawl . It deals no damage. Instead, each success removes one point of FM from the target’s pool for the current round. A strong bash can stop a fast skirmisher dead.

The full mechanic — procedure, worked example, and tactical notes — is on the Actions page .