Trained in armor and how to use it most efficiently, armor experts tout a skill with suits of armor and protection.
Armored Combatant: You no longer take movement speed penalties when wearing armor, and you reduce the AP of all armor pieces being worn by 2. This can be taken multiple times, each time the AP penalty is reduced by 2 (to a minimum of 0).
Shatter Weapon: If your armor would cause an opponent's weapon to reach 0 Integrity, they take half of their weapon's damage after their weapon breaks on them.
Juggernaut: When a piece of armor's DP is reduced to 0, excess damage can instead be done to SP in place of HP.
Hidden Plating: So long as you're wearing armor you're counted as having 10 natural Defense Points which stack with the armor you're wearing. These Defense Points recover after spending 1 minute of time banging dents out and repairing it.
Weapon Breaker: Choose a damage type (piercing, slashing, or bludgeoning). Weapons dealing this type of damage take 2d8 + armor's current DP upon hitting you. This cannot be taken multiple times, and only applies to one damage type. Armor's "current DP" is before the weapon deals damage to the armor's DP.
Armor Repair: If a piece of armor's DP had been reduced to 0, after combat you can spend 1 minute. Each piece of armor that had been broken recovers 1d6+1 points of DP.
Brace for Impact: On a critical hit, you take no additional damage beyond the damage that would otherwise be dealt to your Defense Points (so long as they are above 0).
Precedence: You are able to choose where an attack would land for the purposes of armor, even if it is a called shot.
Spell Defense: Your armor takes 20 less damage from spells. This doesn't affect how spells deal damage to your HP, only the armor you wear.