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):
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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.