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While there are many ways for characters to avoid getting hit, eventually, it’s going to happen. When it does, it’s best to have some degree of protection. Anyone can wear armor or carry a shield, but the ability to use them effectively is based on skills. Whether that’s the Armor Proficiency skill that allows for more effective movement in bulky armor or using the Block and Deflect skills to turn those hits away is often a character defining choice. This section includes the different types of armor available, as well as any bonus or penalty modifiers.

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Armor List
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Statistical Definitions

Equal to the Constitution attribute score plus any natural armor modifiers provided by race, i.e., feathers, pelt, scales, etc., it is used to reduce the effectiveness of attacks that cause physical, crushing, and falling types damage, subtracting the rating from the damage total.

For any armor that provides physical protection, the listed Phsyical Rating is added to the Constitution score, however, this does not stack with natural or magic armors, instead using the higher rating.

Equal to the Basic Hits score plus the Impact Rating of any armor worn, this reduces the effectiveness of attacks that cause impact damage, subtracting the rating from the damage total. Armor ratings do not stack, if the character has more than one Impact Rating, the higher rating is used.

While Impact damage is by far the most common, typically armor that provides a higher rating affects the move rate and adds a modifier to move type skills.

Equal to the Basic Hits score plus the Magic Rating of any armor worn, this reduces the effectiveness of magic damage, subtracting the rating from the damage total. Armor ratings do not stack, if the character has more than one Magic Rating, the higher rating is used.

Equal to the Basic Hits score plus the Elemental Rating of any armor worn, this reduces the effectiveness of attacks that cause elemental damage, subtracting the rating from the damage total. Armor ratings do not stack, if the character has more than one Impact Rating, the higher rating is used.

Generally speaking, elemental damage refers to damage related to fire, acid, cold, etc. While no physical armors offer full protection against this type of damage, some construction materials offers better modifiers than others.

While heavier armors offer more overall protection, they do affect the character’s move rate. This penalty is applied to the character’s per action move rate and this modified number is used to calculate the per round move rate while wearing armor (Move per Action x5).

Characters with a greater Strength are able to move more easily with heavy armor, reducing the modifier by 1 per attribute point over 8. In addition, the Armor Proficiency skill may be used to overcome this penalty modifier as characters advance.

While heavier armors offer more overall protection, they do affect the character’s ability to effectively use some skills. This penalty modifier is applied to all Move type skills. The Armor Proficiency skill may be used to overcome this penalty modifier as characters advance.

This is the amount of time it takes to put on and take off a particular suit of armor. Those that have a listing in rounds are typically composed of one piece or are similar in design to simple clothing. More complex armors that utilize buckles and straps to hold pieces in place have times listed in minutes. Getting help from a person who can provide their full attention to the process can reduce these times by half. Similarly, cutting away straps to quickly remove armor will cut the doff time in half, getting help will cut that further in half.

In combat situations, as a general rule it is possible to don armor piecemeal, at 1/4 time for the torso, and 1/8 per limb. However, it is typically better to quickly grab a weapon, helm, and shield, to get into the battle and rely on skills to avoid being hit.

This is the general weight and coverage of the armor in proportion to a medium-sized character. There are three categories of armor, LightMedium, and Heavy, and they are organized into groups by this listing.

This is the total amount that a armor weighs, which factors into the character’s overall Carrying Capacity.

All gear has an availability rating that defines where it can be found. The primary factors that determine this are available resources, likelihood of there being someone who can make it, and degree of demand in the area.

TierDescription
1Available in any civilized area
2Available in small towns
3Available in large towns
4Available in cities
5Scarce, difficult to find anywhere
6Rare, typically specifically crafted