Monday, September 29, 2025

Air Magic

Air Magic

==========

Shocking Touch

    Full Cost: 6
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You sheath your hand in lightning and you use it to strike the enemy. Use any unarmed striking skill to hit, applying normal damage bonuses from skill. Deal single target burning damage. Metal armor counts as DR 1 for this attack. Target must make an HT check -1 per 2 damage inflicted or be stunned. This attack may be defended as a normal melee attack.

 

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-30%);Requires Skill roll (-10%) Parriable Ranged Spell (-5%). Blockable, -5%, Melee Single Target Spell Damage (-60%), Cost Fatigue 1 (-5%), Lightning Element (+150%)

-30-30-10-5-5-60-5+150=5  

5+(5*5%)=5.25

==========

Arc Lightning

    Full Cost: 12
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to half Will

    Duration: Instant

Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your foes. Use Innate Attack to hit, applying normal range penalties. You make two attacks against two different targets, following the usual rules for dual wielding, but without the penalty for the off-hand, dealing single target burning surge damage to both. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. This attack has Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!

 

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-30%), Requires Skill roll (-10%); Parriable Ranged Spell (-5%). Blockable, (-5%), Cannot Parry (-40%), Swing Capable (+20%), Ranged (+100%), Half Range, (+0%), Cost Fatigue 1 (-5%); Lightning Element (+150%), Nuisance Effect: Must attack different targets (-5%).

5+(5*140%)=12       

-30-30-10-5-5-40+20+100-5+150-5=140

==========

Fire Magic

Fire Magic

Ray of Fire

    Full Cost: 3
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You project a ray of fire at a single target. Use Innate Attack to hit, applying normal range penalties. Deal single target burning damage -1 per die, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-40%); Parriable Ranged Spell (-5%). Blockable, -5%, Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-10%); Lesser Damage I (-30%);

5+(5*-50%)=2.5   

-40-30-10-5-5+70-30=-50

==========

Scorching Ray

    Full Cost: 4+1/level max 4.
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You project a ray of fire at a single target. Use Innate Attack to hit, applying normal range penalties. Deal single target burning damage, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. Each level increases the RoF by 1, max 4.

If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!

 

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-40%); Parriable Ranged Spell (-5%). Blockable, -5%, Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-10%);

Level 2 adds RoF 2 (+40%), Level 3 adds RoF 3 (+50%), and Level 3 adds RoF  4 (+70%)

5*40%=2, 5*50%=2.5 5*70%=3.5

5+(5*-20%)=4    

-40-30-10-5-5+70=-20  

==========

Explosive Orb

    Full Cost: 2
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You throw a small, less damaging fire ball that expands on hit, dealing Area burning damage on everything in its hex. Everything else within 2 yards takes damage divided by the distance in yards from the center of the blast. Use Innate Attack to hit, applying normal range penalties. Area target damage -1 per die, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-40%); Parriable Ranged Spell (-5%). Blockable, -5%, Ranged Area of Effect Spell Damage (+50%), Cost Fatigue 1 (-10%),  Area of Effect 2y (+50%), Dissipation (-50%), Lesser Damage I (-30%);

-40%-30%-5%-5%+50%-10%+50%-50%-30%=-70% 

5+(5*-70%)=1.5  

==========

Scorching Burst

    Full Cost: 4
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You create a vertical column of golden flames that burns all within, dealing Area burning damage on everything in its hex. Everything else within 2 yards takes damage divided by the distance in yards from the center of the blast. Use Innate Attack to hit, applying normal range penalties. Area target damage -1 per die, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. This attacks comes from the ground, ignoring any cover and attack penalties to hit crouching, kneeling, sitting, or prone targets.

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-40%). Ranged Area of Effect Spell Damage (+50%), Cost Fatigue 1 (-10%),  Area of Effect 2y (+50%), Dissipation (-50%), Lesser Damage I (-30%); Overhead (+30%)

-30-40+50-10+50-50-30+30=-30

5+(5*-30%)=3.5

==========

Fire Ball

    Full Cost: 14
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 2FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You throw a fire ball that expands on hit, dealing Area damage +2 per die on everything in a 4 yards area. Use Innate Attack to hit, applying normal range penalties. Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-40%); Parriable Ranged Spell (-5%). Blockable, -5%, Ranged Area of Effect Spell Damage (+50%), Cost Fatigue 2 (-20%),  Area of Effect 4y (+100%), Increased Damage +2/die (+120%)

-30-40-5-5+50-20+100+120=170

5+(5*170%)=13.5

==========

Fire Touch

    Full Cost: 1
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You sheath your hand in fire and you use it to strike the enemy. Use any unarmed striking skill to hit, applying normal damage bonuses from skill. Deal single target burning damage. This attack may be defended as a normal melee attack.

Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-40%); Parriable Ranged Spell (-5%). Blockable, -5%, Melee Single Target Spell Damage (-60%), Cost Fatigue 1 (-10%)

-40-30-5-5-60-10=-150

5-(5*80%)=1

===========

Fire Install

    Full Cost: 2
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Self

    Duration: 1 minute

Your weapon or hand burst into flames that only hurt enemies. Deal +1d6 burn damage on all attacks for the duration.

Self Buff (10pts) (-50%): Advantage Fire Install (65%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 1 (-10%) Touch Spell (-55%), Reduced Duration, 1/20, (-25%)

Fire Install is Burning Attack 1d [5] (Follow-Up, universal +50%; Magical, -10%; Visible, -10%)  [6.5].

-50+65-30-30-10-55-25=-135

10*(1-0.8)=2.0

===========

Enchant Fire

    Full Cost: 9
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: 10y

    Duration: 1 minute

Pick one Target in hand. His weapon or hand burst into flames that only hurt their enemies. He deals +1d6 burn damage on all attacks for the duration.

Buff (10pts) (+100%): Advantage Fire Install (65%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 1 (-10%) Touch Spell (-55%), Reduced Duration, 1/20, (-25%), Range 10 yards (-30%);

Fire Install is Burning Attack 1d [5] (Follow-Up, universal +50%; Magical, -10%; Visible, -10%)  [6.5].

100+65-30-30-10-55-25-30=-15 

10*(1-0.15)=8.5

===========

 

Movement Spells

 

Movement Spells

=============

Minor Haste, Mass

    Full Cost: 37 pts +18/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 2Sec

    Range: 10 yards.

    Duration: 9 sec

Select a 4 yard area. Any creatures you select in the area have an increase in their Speed by 1 per level of this spell for 1 minute.
 

Buff (10pts): (+100%), Advantage Minor Haste (180%), Wizardly Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration, 1/20, (-25%), 2 second cast time (-10%)

Advantage: Minor haste [18] (HT [20], magical -10%)

 

10+(10*265 %)=36.5  

100+180-30-30-30-10+100+20-25-10=265

=============

Minor Haste

    Full Cost: 21pts +18/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1Sec

    Range: 10 yards.

    Duration: 9 sec

You increase the subject’s Speed by 1 per level of this spell for 1 minute.
 

Buff (10pts): (+100%), Advantage Minor Haste (180%), Wizardly Magic (-30%), D&D Magic (-30%); Range 10 yards - Malediction (-30%), Cost Fatigue 1 (-5%), Reduced Duration, 1/20, (-25%), Touch Spell (-55%),

Advantage: Minor haste [18] (HT [20], magical -10%)

 

10+(10*105 %)=20.5   

100+180-30-30-30-5-25-55=105

=============

Minor Haste, Self

    Full Cost: 9pts +18/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1Sec

    Range: Touch.

    Duration: 9 sec

You have an increase in your Speed by 1 per level of this spell for 1 minute.
 

Self Buff (10pts) (-50%): Advantage Minor Haste (180%), Wizardly Magic (-30%), D&D Magic (-30%); Cost Fatigue 1 (-5%) Touch Spell (-55%), Reduced Duration, 1/20, (-25%)

Advantage: Minor haste [18] (Speed [20], magical -10%)

 

10+(10*-15%)=8.5    

180-30-30-5-50-55-25=-15 

=============

Haste, Self

    Full Cost: 31 pts
    Casting Roll: Skill.

    Components: V, S.

    Cost: 5FP

    Casting Time: 1Sec

    Range: Touch.

    Duration: 9 sec

As part of casting this spell, you must take an all-out Concentrate maneuver. You take one additional maneuver on your turn in combat. At the end of the spell effect, make an HT check. Failure deals 1 point of damage as the overexertion damages your body. Critical failure deals 1d, and causes a random limb to be crippled.

 

Self Buff (10pts) (-50%): Advantage Haste (450%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 5 (-25%) Touch Spell (-55%), Reduced Duration (-25%) for 1/20 duration - 9 sec!, All-Out (-25%),

Advantage: Haste [45] (Altered Time Rate [100], Unsupported -25%, magical -10%, Aspected - Combat (-20%))

 

10+(10*210%)=31

-50+450-30-30-25-55-25-25=210

=============

Haste

    Full Cost: 49pts
    Casting Roll: Skill.

    Components: V, S.

    Cost: 5FP

    Casting Time: 1Sec

    Range: 10 yards.

    Duration: 9 sec

As part of casting this spell, you must take an all-out Concentrate maneuver. The subject takes one additional maneuver every turn in combat. At the end of the spell effect, He must make an HT check. Failure deals 1 point of damage as the overexertion damages your body. Critical failure deals 1d, and causes a random limb to be crippled.
 

Buff (10pts): (+100%), Advantage Haste (450%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 5 (-25%), Reduced Duration, 1/20, (-25%), All-Out (-25%),

Advantage: Haste [45] (Altered Time Rate [100], Unsupported -25%, magical -10%, Aspected - Combat (-20%))

 

10+(10*385 %)=48.5    

100+450-30-30-30-25-25-25=385

=============

Fey Step

    Full Cost: 30
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: Instant.

    Range: 10 yards.

    Duration: Instant

You teleport up to 10 yards to any location you can see, instantly. You can only equipment take up to your basic lift with you. You may use this spell as a defense. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge.

 

Warp (100pts), Range Limit 10y (-50%), Reliable 8 (+40%); Wizardly Magic (-30%), D&D Magic (-30%)

100+(100*-70%)=30

-50+40-30-30=-70

=============

Fey Step - As a Racial Ability [20]

Once per scene, you teleport up to 10 yards, instantly. Make an IQ or Thaumatology roll, whichever is better. If you succeed, you teleport instantly to a location you can see. You can only equipment take up to your basic lift with you. You may use this spell as a defense. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge.

To use this ability you must have both hands free and be able to speak.

 

Warp (100pts), Range Limit 10y (-50%), Reliable 7 (+35%), Real Time, once per scene (-20%), D&D Magic (-30%), Required Disadvantage: Sense of Duty: Nature (-15%).

100+(100*-80%)=20 

-50+35-20-30-15=-80

=============

The Illusion Spell

 

The Illusion Spell

I was very annoyed that every single version of Illusion magic I've seen for sorcery requires you to keep the spell active instead of having a duration, so I ended up making my own versions.

===============

Complex Illusion

Keywords: Area (Leveled).

Full Cost: 10 points for level 1 + 12/additional level.

Range: 10 yards.

Time: 2 sec

Cost: 2

Duration: 1 hour.

You can create an illusion anywhere within 10 yards. The illusion can be of up to 2 yards in size (+1 yard per level). It affects sight and hearing. Targets that can see the illusion roll to resist vs your casting check, if they fail, they notice that something is "off". Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. Even if they disbelieve, the illusion stays blocking line of sight and causing noise. You must concentrate if you want the illusion to behave in an intelligent manner instead of just acting out a programmed behavior.

 

Illusion: 25, Independence, (+40%); Ranged, (+40%); Wizardly Magic (-30%); D&D Magic (-40%), Reduced Range (-30%), Cost Fatigue 2 (-10%), 2 second cast time (-10%): Takes Extra Time 1, -10%, Maximum Duration (-10%) 1 hour.

Additional levels add Area Effect (+50%) [+12.5].

 

25+(25*-60%)=10 

40+40-30-40-30-10-10-10-10=-60  

==============

Simple Illusion

Keywords: Area (Leveled).

Full Cost: 5 points for level 1 + 12 points/additional level.

Casting Roll: None. Use IQ or Artist (Illusion) to determine how convincing it is.

Range: 10 yards.

Time: 1 sec

Cost: 1

Duration: 1 minute.

Like Complex Illusion, but only fools vision.

 

Illusion: 25, Independence, (+40%); Ranged, (+40%); Wizardly Magic (-30%); Visual Only, (-30%), D&D Magic (-40%), Reduced Range (-30%), Cost Fatigue 1 (-5%), 1 second cast time (-5%): Takes Extra Time 1, -10%, Maximum Duration (-65%).

Additional levels add Area Effect (+50%) [+12.5].

 

25+(25*-80%)=5

40+40-30-30-40-30-5-5-10-65=-135

==============

Ghost Sound

Keywords: Area (Leveled).

Full Cost: 5 points.

Casting Roll: None. Use IQ or Artist (Illusion) to determine how convincing it is.

Range: 10 yards.

Time: 1 sec

Cost: 1

Duration: 1 minute.

Like Complex Illusion, but only fools hearing.

 

Illusion: 25, Independence, (+40%); Ranged, (+40%); Wizardly Magic (-30%); Audio Only, (-30%), D&D Magic (-40%), Reduced Range (-30%), Cost Fatigue 1 (-5%), 1 second cast time (-5%): Takes Extra Time 1, -10%, Maximum Duration (-65%).

 

25+(25*-80%)=5

40+40-30-30-40-30-5-5-10-65=-135

==============

Sunday, September 28, 2025

Equipment Modifiers

 

Material Modifiers

Steel: The standard material assumed to be used in all metal weapons and armor unless stated otherwise.

  • No Special Effects
  • CF +0

Ironwood: As strong and durable as steel, but takes enchantments like regular wood.

  • No special effects, but counts as wood for the Staff enchantment and other spells.
  • CF +2

Mithril: Strong as steel, but light as a feather, not suitable for crushing weapons.

  • Weapons: +1 per die impaling and piercing damage, -1 to crushing damage, -20% to weight.
  • Armor: Only for mail. Reduces the armor bulk by one category. -20% to weight.
  • Tools: -20% weight.
  • CF +29

Abyssal Scales: Scales of beast from the depths under the sea. Extremely dense metal, makes for great weaponry for superhuman fighters, but it's too heavy to make useful armor.

  • Weapons: Multiply damage bonus and weight by 2.5
  • Armor: Reduce bulk by one category but double the weight.
  • CF: +1.5

Adamantine: Stronger than steel, but considerably heavier.

  • Weapons: multiply damage bonus and weight by 1.5, then add 2 to dmg.
  • Armor: Counts as Hardened (2) against armor piercing attacks, Reduces the armor bulk by one category, +5% to weight.
  • Tools: +1 HT and +25% HP (round up), +25% to weight.
  • CF +20

Orichalcum: Known as True Steel, this golden metal is the goal of every smith and runemaster.

  • Weapons: Completely unbreakable.
  • Armor: Gives standard DR at 1/3rd of the weight.
  • Tools: Completely unbreakable, 1/3rd of the weight. Cutting tools can cut through any lesser metal.
  • CF +29

Dragonfang: True dragon fangs can penetrate any defense. Not even incorporeal creatures and divine beings can ignore a direct blow from the Fang of a True Dragon.

  • Weapons: Completely ignores ANY form of DR, damage reduction, immunities, etc. Dragonfang will always do the damage it's supposed to do.
    CF +99

Dragon Bone: Dragon bone is as strong as steel, and about as heavy as steel too.

  • Armor: triple DR vs Fire (or whatever element the dragon used in its breath), -50% to weight.
  • Weapon: As a metal weapon but can be the subject of the Staff enchantment, and has follow-up damage 2 of the same kind of element the dragon used in its breath.
  • CF: +29

 

There's also straw, paper, copper (low tech), bronze (low tech), chitin (Nordlond bugstiary) meteoric iron, Elven, Dragonscale, but those are already statted in other places.

 

Other Weapon Modifiers

Armor-Breaker: The weapon is made to get through armor.

  • Impaling damage is changed to Piercing, but the weapon gets an Armor Divisor of (2).
  • Crushing damage gets a -2, but the weapon gets an Armor Divisor of (1.5).
  • CF is +9

Sample Armor

 

Sample Armor

Some more armor examples using Noschoolgrognard excellent Better Fantasy Armor system. These are all statted so they provide no Bulk penalties to SM 0 characters, except for neck armor.

https://noschoolgrognard.blogspot.com/p/better-fantasy-armor.html

 

Names might be inaccurate, I'm no historian.

 

Relevant Houserules:

  • Armor that covers the neck is uncomfortable and prevents full movement of the neck. If you have any DX penalties from bulk while wearing neck armor, you lose 1 extra fatigue per fight. If using Last Gasp rules, you lose 1 energy per turn per -1 DX you lose from bulk on the neck.

 

Name

Coverage

DR

Lbs.

$

Padded Shirt

Torso

1

3

32

Padded Cloth

Torso

3/1

11

96

Leather Jacket

Torso

4/2

16

76

Light Chain Shirt

Torso

3/1

5

480

Scale Jacket

Torso

5

16

400

Munitions Breasplate

Torso

5

11

1120

Chain Shirt

Torso

6/4

11

960

Breastplate

Torso

8

17

1.792

Heavy Breastplate

Torso

10

22

2.240

 

Upper Body Protection

Name

Coverage

DR

Lbs.

$

Arming Doublet

Torso, Arms

1

6

52

Padded Gambeson

Torso, Arms

3/1

18

156

Leather Brigandine

Torso, Arms

4/2

27

124

Scale Lorica Segmentata

Torso, Arms

 5

26

650

Light Mail Hauberk

Torso, Arms, Legs

3/1

13

1.140

Mail Hauberk

Torso, Arms, Legs

4/2

18

1.040

Heavy Mail Hauberk

Torso, Arms, Legs

6/4

27

2.280

Cavalry Plate

Torso, Arms

DR 8

29

2.912

Heavy Cavalry Plate

Torso, Arms

DR 10

36

3.640

 

Helmets

Reminder that full-face protection gives -4 to Hearing rolls and means you can’t see your side hexes;

Name

Coverage

DR

Lbs.

$

Leather Cap

Skull

3/1

1

9

Light Mail Coif

Skull

3/1

1

45

Mail Coif

Skull

6/4

1

90

Plate Skull Cap

Skull

8

1

168

Plate Great Helm

Skull, Face

8

3

336

 

Neck Armor:

Name

Coverage

DR

Lbs.

$

Bulk Penalties

Padded Hood

Neck

1

neg

2

-

Light Mail Aventail

Neck

3

neg

30

-

Mail Aventail

Neck

4

neg

40

-

Plate Gorget

Neck

8

1,12

112

-1

 

Arm Armor

Name

Coverage

DR

Lbs.

$

Padded Sleeves

Arms

1/0

2

20

Leather Bracers

Arms

2/0

6

24

Light Stitched Mail Sleeves

Arms

3/1

3

300

Stitched Scale Sleeves

Arms

5

10

250

Stitched Mail Sleeves

Arms

4/2

5

400

Heavy Stitched Mail Sleeves

Arms

5/3

6

500

Plate Bracers

Arms

6

11

1.120

Heavy Plate Bracers

Arms

8

14

1.400

 

Leg Armor

Name

Coverage

DR

Lbs.

$

Padded Pants

Legs

1/0

3

24

Leather Pants

Legs

2/0

6

29

Scale Leggings

Legs

5

12

300

Plate Cuisses

Legs

6/4

10

1.008

Heavy Plate Cuisses

Legs

8

13

1.344

 

Boots

Name

Coverage

DR

Lbs.

$

Leather Boots

Feet

2/0

2

20

Heavy Leather Boots

Feet

4/2

4

40

Light Greaves

Feet

3

2

210 

Greaves

Feet

8

5

560

 

Gloves

Name

Coverage

DR

Lbs.

$

Leather Gloves

Hands

2/0

1

12

Light Mail Gloves

Hands

3/1

1

90

Mail Gloves

Hands

6/4

2

180

Light Gauntlets

Hands

3

1

126

Plate Gauntlets

Hands

8

3

336

 

Full Sets (minus face and neck)

Name

Coverage

DR

Lbs.

$

Cloth Armor Set

Torso, Arms, Legs, Feet, hands, Skull

4/2

45

380

Light Leather Armor Set

Torso, Arms, Legs, Feet, hands, Skull

2/0

24

114 

Leather Armor Set

Torso, Arms, Legs, Feet, hands, Skull

4/2

49

228

Scale Armor Set

Torso, Arms, Legs, Feet, hands, Skull

5

47

1.187

Mail Armor Set

Torso, Arms, Legs, Feet, hands, Skull

6/4

34

2.850

Plate Armor Set

Torso, Arms, Legs, Feet, hands, Skull

8

46

5.320

 

The Complete Set

Name

Coverage

DR

Lbs.

$

Penalties

Full Plate (Padded Gambeson, Light Mail Hauberk, Heavy Plate Armor)

Torso, Arms, Legs, Feet, hands, Skull, Face (neck).

10+3+1 (DR 2 neck)

99

8432

Tunnel vision.

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