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Anwyn

Novus 2nd Edition

Novus 1st Edition

Armor & Shields

Item DEF AR* Pen. Imp. Cost Weight**
Shields
   Full Shield 4 7 sp 11 lb
   Normal Shield 3 55 bp 8 lb
   Small Shield 2 35 bp 5 lb
Torso Armors
   Normal Clothing 0 0 0 varies varies
   Soft Leather 4 0 1 10 sp 8 lb
   Reinforced Leather 6 0 1 30 sp 15 lb
   Chain 8 -1 1 60 sp 22 lb
   Scale 10 -2 2 100 sp 27 lb
   Plate 12 -3 3 150 sp 30 lb
Helms***
   Skullcap 1/1* 1 1 sp 1 lb
   Pot Helm 1/3* 1 3 sp 2 lb
   Full Helm 1/5* 2 5 sp 4 lb
Bracers (Arms)
   Leather 1/4* 1 2 sp 2 lb
   Reinforced Leather 1/5* -1 1 4 sp 3 lb
   Metal 1/6* -1 2 6 sp 3 lb
Greaves (Legs)
   Leather 1/4* 1 2 sp 2 lb
   Reinforced Leather 1/5* -1 1 4 sp 3 lb
   Metal 1/6* -1 2 6 sp 3 lb
* = The “1” is added to the AR from any Torso Armor, the second number is only used against Called Shots (p. 43).

** = Counts against encumbrance if carried and not worn. Weights are based upon equip. for a human-sized character.

*** = See Helm descriptions for modifiers to the Perception skill and against Stuns. Increase cost by 2 sp & weight by 1 lb if made of tougher materials as indicated within the descriptions.

Armor is extremely important to those who go into battle. It helps protect them from wounds and aids in saving their lives. However, armor also slows down the wearer and this can mean that he tends to get hit more often, though for less damage overall.

Armors fall into several broad classifications based on the types of materials that they are made from. Within these classifications, there are also a variety of styles or ways that armor can be made. Thus while two different suits of armor might look different, they could easily fall into the same broad group (i.e. brigandine and leather scale look different but both are still considered to be Reinforced Leather).

The Armor & Shields table includes a number of columns that need to be defined. They are as follows:

DEF – This is the modifier to the character’s DEF (his Defense). If there is a number listed, this means that the character is harder to hit.

AR – This stands for Armor Rating. The character’s main AR is comprised of his AR for his Torso Armor, plus 1 point each for any Helm, Bracers or Greaves that are also worn, regardless of what they are made of. This total is subtracted from the number of hits dealt by any attack that hits the character. Helms, Bracers and Greaves also have a second AR listing, but that listing is only used against [[Called Shots]] (see p. 43).

Pen. – This is the Armor Penalty. If the character has training in using the given type of armor, then this penalty is only applied to the character’s skills that use Speed for its stat (i.e. Acrobatics, Stealth, and some Combat Skills).

If he does not have training in wearing armor, then double this penalty is applied to all of the character’s Speed and Dexterity based skills. Soft Leather and Rigid Leather have a -1 penalty for those who are untrained in wearing them. This penalty does not apply to DEF or to Saving Throws, but it will apply to any stat-based rolls for actions when there is no appropriate skill available.

Imp. – This stands for Impedance. The wearing of armor impedes the character from casting spells properly. This number is how many extra Spell Points the character has to spend when casting a spell. The extra Spell Points required for Impedance are never used to calculate the Target Numbers for Saving Throws or Counterspelling.

Shields

There are 3 types of shields available. They are classified by their average size, weight, and most importantly their protective values. Within those criteria, shield can be of various sizes and made of different types of materials.

Full Shield – This is the largest of the three. It is usually about 3’ to 4’ in length and weighs about 11 lbs. It provides a +4 to the character’s DEF.

Normal Shield – This shield is usually around 2’ to 3’ in size and weighs about 8 lbs. It provides a +3 to DEF.

Small Shield – This shield is usually around 1’ 6” in size and it is the lightest of the three, weighing in at approximately 5 lbs. It provides a +2 to DEF.

Torso Armor

There are five main styles of armor, each is detailed below. Each type of armor covers the chest, shoulders, back, abdomen and groin of the character wearing it.

Normal Clothing – Not considered armor. Heavy cloaks and/or winter clothing may provide up to a +1 modifier to AR.

Soft Leather Armor – Soft Leather includes armor made of sturdy but flexible leather, as well as armors made from heavy, specially quilted cloth, and from furs.

Reinforced Leather Armor – Reinforced Leather includes a wide range of armor designs. From soft leather with specific rigid leather or metal inserts or studs to solid leather armor that is boiled and treated so that it is hard and rigid. It even includes armors that mix the two styles (i.e. leather scale).

Chain Armor – Chain is made of small interlocking rings. While this allows a good range of movement, it also weighs a good bit as well.

Scale Armor – Scale is made of metal plates on a chain or soft leather backing. The plates provide coverage and protection while allowing mobility.

Plate Armor – Plate is made from interlocking plates. Movement is possible through the use of hinged joints and flexible material at the joins. The plates are larger and thicker than those used in Scale Armor.

Helms

The sole purpose of a helm is to protect the wearer’s head from damage. Characters who are wearing Helms gain a +1 to their overall AR, and gain the second AR rating against [[Called Shots]] to the head. They also can be made of various materials, which can affect the AR against Called Shots, grant a bonus to Saves against stuns, and even provide a modifier against Perception rolls.

Skullcaps – Usually made of Soft Leather. Add 1 to the Called Shot AR if made from Reinforced Leather; add 2 to the Called Shot AR if made of metal. Grants a +1 modifier to Saves against stuns if made from Soft Leather, +2 if made from Reinforced Leather, +3 if made from metal. A Chain Coif would be considered to be the equivalent of a metal Skullcap.

Pot Helms – May be made of Reinforced Leather or metal. Add 1 to the Called Shot AR if made of metal. Gives a -1 to all Perception rolls while worn. Reinforced Leather Pot Helms grant a +3 to Saves against Stuns while metal ones grant a +4.

Full Helms – May be made from Reinforced Leather or metal. Add 1 to the Called Shot AR if made of metal. Gives a -2 to all Perception rolls while worn. Reinforced Leather Full Helms grant a +4 to Saves against Stuns while metal ones grant a +5.

Bracers

Bracers are used to protect the forearms from the wrist to the elbow. Wearing Bracers with Torso Armor will increase the character’s total AR by 1 and they have a higher AR against Called Shots to the arms.

Bracers are also often used to aid in parrying incoming attacks, especially by those who know the martial arts. If the character is only wearing one bracer, and not a full set, then he receives no benefits.

Greaves

Greaves are used to protect the legs of the wearer, normally the thigh and upper legs, but there are also versions that protect the calves as well. Wearing Greaves with Torso Armor If the character is only wearing one greave, and not a full set, then he receives no benefits.

Armored Gloves & Boots Note: Characters may also purchase armored gloves (at half the cost of bracers) and boots (same cost as greaves). These items may offer some protection against certain results, but have no effect otherwise.