Armor and Shields¶
- Armor: Reduces incoming damage by its Damage Reduction (DR) rating.
- Blunt Trauma: If an attack deals ≥5 damage but is fully absorbed by DR, you still take 1 point of HP from impact.
- Encumbrance: Heavier or poorly fitted armor may reduce your Speed or Coordination.
- Warming Factor: Helps against cold, but worsens heat burden during hot weather, humidity, sun, still air, or heavy exertion.
- Shields: When actively wielded and facing an attacker, add your shield's defense bonus to your parry or block.
Full Equipment Lists and Details are found in the Character Sheet Calculator page
Warming Factor¶
Armor and heavy clothing have a Warming Factor from 0 to 5. Treat it as insulation and heat retention, not as a universal bonus or penalty. In cold weather it offsets cold exposure; in hot weather, sun, still air, humidity, or hard exertion it adds to heat burden.
Use the value as a wear-comfort guide when heat is not the main issue: 0-1 can usually be worn all day if it fits, 2 for a travel day with normal breaks, 3 for about half a day, 4 for a few hours of steady use, and 5 for one or two hard hours before rest is expected unless the climate is cold and the armor is fitted well.
Detailed Armor Descriptions¶
Padded Cloth¶
Real-World Equivalent: Gambeson / Arming Doublet
Lightly quilted layers of linen or wool stitched into a thick jacket. On impact it "swells" like a shock absorber, dispersing the force but offering only DR 1. No mobility penalty—think of a heavy canvas coat, perfect for scouts or messengers who must stay light on their feet.
Supple Leather¶
Real-World Equivalent: Deerskin Jerkin / Soft-Tanned Hide
Thin, oil-treated deer or calf hide so it flexes easily. Grants DR 2—enough to shrug off most knife-point attacks—and only a −1 Coordination penalty. Imagine a high-end biker jacket tweaked for stealth: quiet, wiry, and ideal for rangers or light cavalry.
Heavy Leather¶
Real-World Equivalent: Cuir Bouilli (Boiled Leather Cuirass)
Thick hide boiled in wax and molded, then reinforced with rivets. DR 4 reliably stops most daggers and light slashes. Encumbrance: −1 Speed, −3 Coordination—like wearing a stiff plastic breastplate. Favored by mercenaries who need decent protection without the cost of mail.
Scale Armor¶
Real-World Equivalent: Lamellar (Fish-Scale) Armor
Rows of small metal scales laced onto a leather backing. DR 10 blocks most slashing weapons, at the cost of −1 to −2 Speed and −3 to −6 Coordination. Picture ancient Roman lorica squamata or Japanese karuta—excellent defense at the price of agility.
Mail (Chainmail)¶
Real-World Equivalent: Riveted or Welded Chainmail Hauberk
Interlocked steel rings forming a flexible shirt and coif.
Think of wearing a mesh of tiny metal donuts—flexible enough to dodge but weighty enough to slow you down.
Full Plate¶
Real-World Equivalent: Gothic Harness / Maximilian Plate
Imagine lugging around a refrigerator, but looking like the realm's heavyweight champion.
Shields¶
Real-World Equivalents:
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Small Shield (Buckler): 12–18″ round steel disk minimal weight.
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Medium Shield (Heater/Round): 2–3 ft wood core faced with leather/metal balanced defense.
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Large Shield (Pavise/Tower): 4–5 ft tall barrier covers most of your body but is slow to maneuver.
To use a shield, you must actively wield it and face the attacker. Wielding a large shield in one hand may impose extra penalties on one-handed weapons (−2 knife, −3 rapier, −4 broadsword).