The universe of Destiny is a vast tapestry made up of many different races and cultures, each with its own level of technology. For this reason, adventurers have access to a variety of armor types, ranging from basic leather to bulletproof vests to fully armored spacesuits. However, if a Guardian wants to make the most of their Light, they are best off using Guardian armor.
| Armor | Cost (gl) | Armor Class | Str | Stealth | Weight, Memory | Stow Capacity |
|---|---|---|---|---|---|---|
| Light Armors | ||||||
| Padded | 800 gl | 11 + Dex mod | — | Disadv. | 8 lb., 4/1 | 8 |
| Leather | 1,000 gl | 11 + Dex mod | — | — | 10 lb., 4/1 | 6 |
| Spinweave | 12,500 gl | 12 + Dex mod | — | — | 13 lb., 5/1 | 5 |
| Medium Armors | ||||||
| Makeshift | 400 gl | 12 + Phy mod (max +2) | — | — | 10 lb., 4/1 | 3 |
| Plastwire | 5,000 gl | 13 + Phy mod (max +2) | — | — | 15 lb., 5/1 | 7 |
| Reinforced | 10,000 gl | 14 + Phy mod (max +2) | — | Disadv. | 20 lb., 5/1 | 6 |
| Spinplate | 25,000 gl | 15 + Phy mod (max +2) | — | Disadv. | 55 lb., 5/1 | 5 |
| Heavy Armors | ||||||
| Half-plast | 2,500 gl | 15 | Str 11 | — | 25 lb., 5/1 | 6 |
| Plasteel | 7,500 gl | 17 | Str 13 | Disadv. | 35 lb., 5/1 | 5 |
| Fortified | 15,000 gl | 18 | Str 15 | Disadv. | 50 lb., 5/1 | 5 |
| Relic | 45,000 gl | 19 | Str 17 | Disadv. | 60 lb., 6/1 | 5 |
| Ghost Shells | ||||||
| No Shell | — | 12 + Dex mod | — | — | — | N/A |
| Generalist | 300 gl | 13 + Dex mod | — | — | 1 lb., 3/1 | N/A |
The Armor table describes the different kinds of armor available to Guardians and Ghosts. When you equip an armor set, the AC from the armor set applies to you as a whole. If you were to take off individual parts of your armor, such as your helmet or chest piece, your Architect may decide to lower your AC at their discretion.
All Guardian armor incorporates a space-grade, skintight undersuit that is sealed while the wearer has their helmet donned and locked with the undersuit.
Armor Proficiency. Anyone can put on a helmet or gauntlets, but only those proficient in the armor can make the most of it. Your class gives you proficiency with certain types of armor. If you lack proficiency with a type of armor and try to wear it, you have disadvantage on any ability check, saving throw, or attack roll you make that requires your Strength, Dexterity, or Constitution score.
Armor Class (AC). The armor you wear determines your base Armor Class.
Phy Mod. Short for physical modifier. You must choose to use your Strength, Dexterity, or Constitution modifier as your physical modifier. Once you make this choice, you can never change it. You will use this ability modifier as your phy mod for the rest of your character’s life.
Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength (Str) column for an armor type, the armor reduces the wearer’s speed to 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Additionally, if the Armor table shows “Disadv.” in the Stealth column, the wearer has disadvantage on Stealth checks they make.
Light Armor
Made from flexible and thin materials, light armor is favored by agile Guardians since it offers protection without limiting mobility. If you wear light armor, you add your Dexterity number to the base number from your armor type to determine your Armor Class.
Padded. Padded armor is merely thick layers of clothing on top of the skintight spacesuit under all Guardian armor. It is typically worn by Warlocks.
Leather. Called leather mostly for its texture rather than composition, leather armor is woven with sapphire wire, a sturdy and silent material that provides additional protection around the chest, neck, and across the back.
Spinweave. This armor is made by a special process that laces the sapphire wire with spinmetal, providing additional protection without sacrificing movement or stealth.
Medium Armor
Medium armor offers more protection than light armor, but it also impairs movement more, and can make moving stealthily difficult. If you wear medium armor, you add your physical modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Makeshift. This armor is mostly a hodgepodge of other armor pieces. It is commonly worn by folk who lack access to the tools and materials to create better armor—as well as lazy Hunters.
Plastwire. This armor uses the spinwire model but almost entirely replaces the reinforcing components with plasteel. With a more sophisticated interleaving of supporting plating with sapphire wire, this armor is able to reduce almost all noise it makes.
Reinforced. This armor uses a system of layering spinmetal plates in key locations, affixed to the undersuit with special pins. These pins leave less room on the undersuit for sapphire wire, which makes finesse movement more difficult to achieve. Civilians call it “squeaky armor.”
Spinplate. A weighty armor type that almost completely covers the wearer in spinmetal plating, though it leaves many of the joints free of plating for as much movement as possible.
Heavy Armor
Of all the armor types, heavy armor offers the best protection. These suits of armor cover the entire body in plating, and even have special pieces to help protect the joints, too. Only proficient warriors can manage its weight and bulk. If you are not proficient in heavy armor, your total movement speed is reduced to 10 feet, and you cannot use any flying or hover speed, while wearing heavy armor.
Heavy armor doesn’t let you add modifiers to your Armor Class, but it also doesn’t penalize you if you have negative modifiers.
Half-plast. The lightest of the heavy armors, the plating on this is made of plasteel, and the undersuit is a thick material that helps regulate the user’s body temperature.
Plasteel. A full set of plasteel armor, with overlapping plates to protect the joints.
Fortified. Like plasteel, but reinforced with bulky yet incredibly sturdy relic iron. The wearer might turn to mush inside the suit, but the suit itself is incredibly durable, stainless, and scratch-resistant.
Relic. A large, cumbersome armor set covered in heavy plates of relic iron. The undersuit utilizes a higher-output thermoregulation system to prevent the wearer from overheating in even slightly warm conditions.
Class Items
When it comes to traditional class items, such as cloaks, marks, and bonds, D&Destiny does not have any rules for who can wear what. D&Destiny is inspired by the Destiny video games, and it follows certain rules and mechanics for the sake of gameplay, but D&Destiny is meant to be a less restricted interpretation of the Destiny universe. In imagining the Destiny setting as a real world, there’s no reason why a Titan couldn’t wear a cloak, why a Warlock couldn’t wear a mark, or why a Hunter couldn’t wear a bond. (There are plenty of reasons why a Hunter shouldn’t wear a bond, but that’s neither here nor there.)
Ghost Shells
Ghosts have distinct personalities and tastes, and often sport a vibrant appearance to reflect their style. They do this by modifying their shells, rigid casings of metal and plasteel that come in many different shapes, colors, and forms. Ghost shells aren’t just fashion statements: your Ghost’s shell grants it an armor class and may provide additional benefits.
No shell. Without the protective enclosure of a shell, a Ghost is a vulnerable ball.
Generalist. A classic, lightweight Ghost shell made of spinmetal and plasteel.
