While agility and skill can keep an adventurer from harm, sturdy armor provides crucial protection when blows inevitably land. Armor effectiveness is measured by its Soak value, representing the number of dice rolled to absorb incoming physical damage. Heavier armor typically offers more protection but may significantly hinder movement or stealth.
Note on Costs: Prices below are based on a system where 1 Gold Piece (GP) = 10 Silver Pieces (SP) = 100 Copper Pieces (CP), and 1 CP has the rough purchasing power of $1 USD. Costs reflect estimated labor and material value within such an economy. Weight is provided for groups using optional encumbrance rules.
- Padded Armor: Cost: 2 GP (200 CP); Soak: 1d10; Weight: 8 lbs; Properties: Stealth Penalty (None).
(Simple to make, a few days of work and basic materials.) - Leather Armor: Cost: 4 GP (400 CP); Soak: 2d10; Weight: 10 lbs; Properties: Stealth Penalty (None).
(Requires more skilled leatherworking and good hides, perhaps a week of work.) - Studded Leather: Cost: 6 GP (600 CP); Soak: 3d10; Weight: 13 lbs; Properties: Stealth Penalty (None).
(Leather armor with many reinforcing metal studs, adding labor and material cost.) - Chain Shirt: Cost: 15 GP (1500 CP); Soak: 3d10; Weight: 20 lbs; Properties: Stealth Penalty (-10%).
(Covers torso only, may be worn with other light armor. Labor-intensive ring construction, ~3 weeks work.) - Scale Mail: Cost: 20 GP (2000 CP); Soak: 4d10; Weight: 45 lbs; Properties: Stealth Penalty (-20%).
(Attaching hundreds of small scales to a backing is time-consuming, ~4 weeks work.) - Chain Mail (Full Suit): Cost: 50 GP (5000 CP); Soak: 4d10; Weight: 40 lbs; Properties: Stealth Penalty (-30%).
(Extremely labor-intensive, requiring months of dedicated work to form and link tens of thousands of rings.) - Brigandine Armor: Cost: 25 GP (2500 CP); Soak: 5d10; Weight: 45 lbs; Properties: Stealth Penalty (-15%).
(Overlapping metal plates riveted inside a fabric/leather shell, making it quieter than exposed mail or scale; complex, perhaps 5-6 weeks work.) - Plate Armor (Full Suit): Cost: 80 GP (8000 CP); Soak: 6d10; Weight: 65 lbs; Properties: Stealth Penalty (-40%), Dodge Penalty (-10%).
(The pinnacle of mundane armor; requires immense skill and many months of labor. Stealth is nearly impossible.)
Shields
Shields are carried in one hand and used to actively block or deflect attacks, providing additional protection on top of any armor worn. Wielding a shield typically prevents the use of two-handed weapons or using that hand for other tasks.
- Shield Soak Mechanics: The Soak value listed for a shield (e.g., +2d10) represents additional Soak dice that are added directly to the Soak dice provided by your worn armor. When you are hit by a physical attack and can use your shield against it, you roll your worn armor’s Soak dice plus your shield’s Soak dice together as one pool to determine the total damage absorbed.
- When Does Shield Soak Apply? You gain the benefit of your shield’s Soak dice against an attack if you are aware of the attack and physically able to interpose the shield (e.g., not surprised, attacked from the front or shield side, not bound or helpless). This is generally determined by GM discretion based on the situation and typically does not require spending a declared action; it’s part of your reaction or passive readiness.
Example: Aria is wearing Studded Leather armor (Soak 3d10, No Stealth Penalty) and carrying a Medium Shield (Soak +2d10). A goblin attacks her from the front with a scimitar. Aria sees it coming. When the goblin hits, Aria calculates her total Soak by adding her armor and shield dice: 3d10 (armor) + 2d10 (shield) = 5d10 total Soak dice rolled against the damage. If she had been attacked while unaware, she would only roll her armor’s 3d10 Soak.
- Buckler: Cost: 5 SP (50 CP); Soak: +1d10; Weight: 3 lbs; Properties: None.
- Medium Shield: Cost: 1 GP 5 SP (150 CP); Soak: +2d10; Weight: 6 lbs; Properties: None.
- Large Shield: Cost: 2 GP 5 SP (250 CP); Soak: +3d10; Weight: 10 lbs; Properties: Dodge Penalty (-5%). (Sometimes called a Kite or Tower shield).
Armor Properties
- Dodge Penalty (-X%): A direct penalty applied to all Dodge skill rolls made while wearing this armor or using this shield, due to its bulk or encumbrance.
- Stealth Penalty (-X%): A direct penalty applied to all Stealth skill rolls made while wearing this armor, usually due to the noise it makes (jangling, scraping) or its bulk.
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File Created: 05/06/2025 Last Modified: 05/06/2025