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Chapter 7: Equipment



Armour



Light Armour


Shield Jacket

Empowered Armour
  • Armour Class: +3 AC
  • Damage Reduction: 1d4 DR
  • Extraordinary Hit Points: 0 EX-HP
  • Empowerment Cost: 2 EP
  • Silver Credits: 40sc

This armour incorporates basic deflection and absorption shielding into a jacket. It is known for its low cost and basic protection.

This armour has no Extraordinary Hit Points to replenish.
Unempowered, this armour has the following stats:
Armour Class: +1 AC.

[Thug armour.]



H-G Light Plate

Empowered Armour
  • Armour Class: +3 AC
  • Damage Reduction: 1d4 DR
  • Extraordinary Hit Points: 9 EX-HP
  • Empowerment Cost: 3 EP
  • Silver Credits: 150sc

H-G Light Plate covers the chest and upper arms. It is often worn as ceremonial armour.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +1 AC.

[Empowerment’s not demanding. Leaves room for the big guns.]



Outer-Plated Medium Coat

Empowered Armour
  • Armour Class: +3 AC
  • Damage Reduction: 1d6 DR
  • Extraordinary Hit Points: 12 EX-HP
  • Empowerment Cost: 4 EP
  • Silver Credits: 200sc

This armour combines a rugged and traditional coat with empowerable Outer-Plating. The Outer-Plated Medium Coat is not an uncommon sight in city cores and among travelers.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +1 AC.

[They're good coats too. Really cut the wind.]



L4 Light Shell

Empowered Armour
  • Armour Class: +4 AC
  • Damage Reduction: 1d4 DR
  • Extraordinary Hit Points: 16 EX-HP
  • Empowerment Cost: 4 EP
  • Silver Credits: 380sc

The L4 Light Shell was originally designed as a light weight alternative to medieval full plate. Over the years it has evolved, becoming slightly more streamlined with each iteration.

The Extraordinary Hit Points of this armour replenish at a base rate of 8 per hour (3 better than standard). Unempowered, this armour has the following stats: Armour Class: +2 AC.

[The L4 has always been good armour if you want something in the light class.]



Medium Armour


Silver-Coat

Medium Empowered Armour
  • Armour Class: +3 AC
  • Damage Reduction: 1d8 DR
  • Extraordinary Hit Points: 8 EX-HP
  • Empowerment Cost: 5 EP
  • Silver Credits: 240sc

The Silver-Coat is a popular medium class armour that has been manufactured to provide good damage absorption. Available as either a jacket or long coat.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +1 AC.

[Everyone I know buys the long coat version. Got more style.]

[True. Maybe the long coat is a bit heavy for some people.]



Knight-Wulf M2

Medium Class Empowered Armour
  • Armour Class: +4 AC
  • Damage Reduction: 1d4 DR
  • Extraordinary Hit Points: 22 EX-HP
  • Empowerment Cost: 5 EP
  • Silver Credits: 260sc

The Knight-Wulf M2 is designed to survive a short but dangerous fight. To accomplish this, the M2 has prioritized the protection offered from Extraordinary Hit Points.

The Extraordinary Hit Points of this armour replenish at a base rate of 11 per hour (6 better than standard). Unempowered, this armour has the following stats: Armour Class: +2 AC.

[I know a Bounty Hunter who swears by this Armour.]



Lundor-Blue

Medium Class Empowered Armour
  • Armour Class: +5 AC
  • Damage Reduction: 1d6 DR
  • Extraordinary Hit Points: 10 EX-HP
  • Empowerment Cost: 5 EP
  • Silver Credits: 275sc

"Lundor Blue" is the name given to the armour that was mass produced following the first Nova Dirge conflict. It became the battle uniform for most regular and volunteer soldiers within the Kingdom of Lundor. The mass production of this armour makes it very common to find.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +2 AC.

[It’s actually pretty resilient.]

[You can get this new, if you look around. They still manufacture a limited amount each year.]



Kinnat MV

Medium Class Empowered Armour
  • Armour Class: +4 AC
  • Damage Reduction: 1d6 DR
  • Extraordinary Hit Points: 14 EX-HP
  • Empowerment Cost: 5 EP
  • Silver Credits: 290sc

Kinnat has long been a maker of Medium class armour, often making multiple versions with the same base functionality. This model in particular is available in a wide range of colours and styles.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +2 AC.

[At least they always make one version you'll like.]



L6 Hard Shell

Empowered Armour
  • Armour Class: +4 AC
  • Damage Reduction: 1d6 DR
  • Extraordinary Hit Points: 19 EX-HP
  • Empowerment Cost: 5 EP
  • Silver Credits: 490sc

The L6 Hard Shell takes a no compromises approach to damage protection, while keeping the empowerment cost consistent with other armour in it’s class. It is the medium class version of the L4 Light Shell.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +2 AC.

[Expensive.]

[But worth it.]



U1 Ultra Quick

Medium Class Empowered Armour
  • Armour Class: +6 AC
  • Damage Reduction: 1d6 DR
  • Extraordinary Hit Points: 16 EX-HP
  • Adds +4 to Initiative Bonus
  • Empowerment Cost: 6 EP
  • Silver Credits: 295sc

The U1 Ultra Quick originally stems from experiments with liquid crystal Power Alterations. After the user puts on the basic suit and empowers it, the U1 reshapes and repatterns itself into metallic sculpted armour.

The design of this armour adds a +4 bonus to initiative rolls when empowered. When the armour is unempowered, it can be concealed under other clothes.

The Extraordinary Hit Points of this armour replenish at a base rate of 8 per hour (3 better than standard). Unempowered, this armour has the following stats: Armour Class: +1 AC.

[The U1’s not too common.]

[If you do see someone wearing it, they probably mean business.]



Cathal Scale

Medium Class Empowered Armour
  • Armour Class: +5 AC
  • Damage Reduction: 1d8 DR
  • Extraordinary Hit Points: 26 EX-HP
  • Empowerment Cost: 6 EP
  • Silver Credits: 380sc

Cathal Scale is the armour most commonly issued to Wardens. The Cathal-Bram company has had the contract to supply Warden Investigators with armour for over half a century. The armour is not exclusive to the Wardens and is available for normal purchase.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +3 AC.

[Great armour. Empowerment’s a bit taxing.]



Heavy Armour


Kinnat HC5

Heavy Class Empowered Armour
  • Armour Class: +5 AC
  • Damage Reduction: 1d6 DR
  • Extraordinary Hit Points: 25 EX-HP
  • Empowerment Cost: 5 EP
  • Silver Credits: 290sc

Born out of an attempt to improve upon the Kinnat MV, the HC5 took the design in a new direction. By allowing the cumbersome weight of a heavy class armour, the manufacturer was able to boost the defection and absorption shielding while maintaining the same empowerment cost. Since less people have the training and physique to wear heavy armour, the HC5 is the less commonly sold model.

The Extraordinary Hit Points of this armour replenish at a base rate of 5 per hour (standard). Unempowered, this armour has the following stats:
Armour Class: +3 AC.

[If you've got the hang of wearing heavy armour, might as well go for this.]



Garwood Heavy Plate

Empowered Armour
  • Armour Class: +6 AC
  • Damage Reduction: 1d10 DR
  • Extraordinary Hit Points: 30 EX-HP
  • Empowerment Cost: 8 EP
  • Silver Credits: 1250sc

Garwood Heavy Plate is an armour that powerful knights and other experienced soldiers wear. It is heavy, expensive to craft and has a demanding empowerment cost; for those that can handle the burden, this makes for very protective armour.

The Extraordinary Hit Points of this armour replenish at a base rate of 10 per hour. Unempowered, this armour has the following stats:
Armour Class: +4 AC.

[I plan on getting this soon.]



Ultra Armour

Look for Ultra Armour in a future Spellchrome supplement.


Medieval Era Armour


Heavy Shield

Medieval Armour
  • Armour Class: +1 AC
  • Damage Reduction: 0 DR
  • Extraordinary Hit Points: 0 EX-HP
  • Empowerment Cost: 0 EP
  • Silver Credits: 20sc

The Eldlandrian Heavy Shield adds to your basic defence. It is common for some guards and town watch to still carry a Heavy Shield.

Using a Heavy Shield takes up the use of one hand. It adds +1 to your current Armour Class.

[Good old Heavy Shield.]



Leather and Plates

Medieval Armour
  • Armour Class: +1 AC
  • Damage Reduction: 0 DR
  • Extraordinary Hit Points: 0 EX-HP
  • Empowerment Cost: 0 EP
  • Silver Credits: 25sc

Eldlandrian Leather and Plates offers minor protection from attacks. Today it is worn as a outfit more often than the purpose of actual armour.

Leather and Plates cannot be effectively combined with other worn armour. It is considered Light Armour.

[Wore this for months, back when I was first sword training.]



Chain Mail

Medieval Armour
  • Armour Class: +2 AC
  • Damage Reduction: 0 DR
  • Extraordinary Hit Points: 0 EX-HP
  • Empowerment Cost: 0 EP
  • Silver Credits: 50 sc

Eldlandrian Chain Mail offered good protection from attacks before the advent of more powerful armaments and armour. Today it is often worn for tradition and the preservation of culture. It remains in service in smaller settlements.

Chain Mail cannot be effectively combined with other worn armour. It is considered Medium Armour.

[This is mostly all second-hand now.]

[I know some people who still make it. Still, not the same industry it once was.]



Half Plate

Medieval Armour
  • Armour Class: +3 AC
  • Damage Reduction: 0 DR
  • Extraordinary Hit Points: 0 EX-HP
  • Empowerment Cost: 0 EP
  • Silver Credits: 120sc

Eldlandrian Half Plate offered high protection from attacks before the advent of more powerful armaments and armour. It remains in service in some settlements.

Half Plate cannot be effectively combined with other worn armour. It is considered Medium Armour.

[Half Plate's actually still in use in a lot of towns.]

[Inherited.]



Full Plate

Medieval Armour
  • Armour Class: +4 AC
  • Damage Reduction: 0 DR
  • Extraordinary Hit Points: 0 EX-HP
  • Empowerment Cost: 0 EP
  • Silver Credits: 180sc

Eldlandrian Full Plate offered the highest protection from attacks before the advent of more powerful armaments and armour. The knights who would have once worn full plate, have mostly moved on to the more modern counterparts. There are individuals that still make use of full plate, for various reasons.

Full Plate cannot be effectively combined with other worn armour. It is considered Heavy Armour.

[Lot of craftsmanship goes into this.]


About Armour


Armour Restrictions

It is common to see many travelers and city goers wearing some form of armour. It is a part of the culture.

Most armour is not restricted. Because this is a part of the culture, it is common to see travelers and city goers wearing some form of armour. Heavy armour will draw attention, which may be a very bad thing in some situations. Operating in a foreign kingdom, for example, may require less overt equipment.

While armour itself is not restricted, improper use of weapons or armour is restricted (improper use includes criminal activity, destruction of property and general acts of stupidity). Most Wardens and city guards have a decidedly medieval viewpoint when it comes to crime and punishment.


Repair cycle

Most Empowered Armour has Extraordinary Hit Points (EX-HP). Damage done to the Extraordinary Hit Points of armour replenishes at a base-rate per hour (the standard rate is 5 EX-HP per hour). Since EX-HP is repaired automatically each hour (in a quick surge that takes time to build up), most GMs will declare when a new repair cycle occurs.

Related: Repair Skill, Repair Calibrator

Appearance

Most armour comes in a small variety of materials and colours. Some are solid black, most have a metallic finish.

Putting Armour On

Modern Empowerable armour is designed to be put on fairly quickly. Coats will slip on with a Move Action, while other armour takes a few rounds to equip and empower. Medieval Era armour can take several minutes to put on (this can be quicker if the wearer has assistance).

Helmets

While most medieval era armour comes with a helm, most empowerable armour does not. The shielding incorporated into the overall empowerable armour provides protection (when empowered) to areas not physically covered. Separate empowerable helmets exist, but are uncommon.


Feat Requirements

Light and Medium Armour requires the Light and Medium Armour Proficiency.

Heavy and Ultra Armour requires the Heavy and Ultra Armour Proficiency.

Reading Stats


H-G Light Plate: Common Name

Empowered Armour: Type
  • Armour Class: +3 AC: Adds plus three the character's base Armour Class.
  • Damage Reduction: 1d4 DR: If the Character is hit, roll 1 four sided die (1d4). Subtract the result from the damage of the hit. Apply the same Damage Reduction result for the rest of the round for any other hits. See example.
  • Extraordinary Hit Points: 9 EX-HP: Additional shielding to protect the character. This armour has nine Extraordinary Hit Points that are removed (as damage occurs) before the character’s Hit Points are.
  • Empowerment Cost: 3 EP: In order for this armour to properly function, it requires three Empowerment Points.
  • Silver Credits: 150sc: How many Silver Credits the item typically costs.

Additional information about the Armour.

Armour must be empowered in order for it to be slowly repairing itself through a repair cycle.

[Unofficial comments scribbled in the margins.]






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