Armory:     

Each armor is fashioned to resist certain types of attacks, shown by the increased and decreased % rolls needed.

 

The following is a general list of armor types (click on the one you need information for):

Barding

Cape-Guards

Clothing

Humanoid Armors

Shields

War Dog

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# of metal INGOTS to craft certain armor

Measurement of leather needed to craft a certain armor

 

Each type of armor will take a number of ingots to craft for a 6' tall humanoid:

Metal Ingots - : 10 ingots = 1 metal bar.

Metal Bars --- : 1 metal bar = 1lb.

 

 

# of metal INGOTS to craft a certain armor:

Barding (Horse):

Skin Armor ----- : 300

Ring Armor ----- : 450

Chain Armor ---- : 600

Banded Armor -- : 750

Splinted Armor - : 900

Plate Armor ----- : 1,050

 

Barding (Pony):

Skin Armor ----- : 200

Ring Armor ----- : 300

Chain Armor ---- : 400

Banded Armor -- : 500

Splinted Armor - : 600

Plate Armor ----- : 700

 

Cape-Guard:

Skin Armor ----- : 50

Ring Armor ----- : 75

Chain Armor ---- : 100

 

Humanoid:

Skin Armor ----- : 150

Ring Armor ----- : 225

Chain Armor ---- : 300

Banded Armor -- : 375

Splinted Armor - : 475

Plate Armor ----- : 525

 

Shield:

Large Steel ----- : 400

Small Steel ------ : 200

 

War Dog:

Skin Armor ----- : 150

Ring Armor ----- : 225

Chain Armor ---- : 300

Banded Armor -- : 375

Splinted Armor - : 475

Plate Armor ----- : 525

 

 

Measurement of leather needed to craft a certain armor:

Barding (Horse) -- : 30 Square feet.

Barding (Pony) ---- : 20 Square feet.

Cape-Guard -------- : 8 Square feet.

Humanoid Armor - : 12 Square feet. This is for a 6' sized humanoid

War Dog Armor -- : 10 Square feet.

Jerry Day

 

Coordination Adjustment:

By wearing certain armoring, you will become encumbered, exacting a movement penalty on your character. This can lower your defense and hinder the spaces per turn you can move. Note: For every 3 points of Coor. above 20, the "Coordination Adjustment" will be decreased by 1 (never lower than a -1 adjustment for each set of armor and shield).

 

Damage-Reduction:

The damage-reduction of armor will negate physical damages taken by falls, weapon strikes, etc. A high damage-reduction is most desirable.

 

Dexterity Adjustment:

By wearing certain armoring, your hands will not have the agility they once had. Dexterity will almost always be reduced when wearing armor, which can lower your offense. Note: Fore every 3 points of Dex. above 20, the "Dexterity Adjustment" will be decreased by 1 (never lower than a -1 adjustment).

 

Movement Adjustment:

By wearing certain armoring, you will can be penalized on movement (depending on the armor you wear), decreasing the spaces per turn you can move. Note: Fore every 3 points of Str. above 20, the "Movement Adjustment" will be decreased by 1 (never lower than a -1 adjustment).

 

Notice that Krakkin-steel alloy is as light as Gage-steel (notice that the movement penalties are lower than shank-steel, which is a heavier armor). The reason for this is due to the alloy; it is more refined and light-weight.

 

Special Abilities:

Each armor has a certain chance to turn specific types of strikes (i.e., Acid, Blunt, Cold, Electricity, Fire, Needle and Sharp). The chance to turn a successful strike against the armor is given in each armor chart.