Designing Armour

Through play and when creating a character, you may desire to protect yourself with armour. You can use one of the Example-Armour or design your own. Perhaps your village or character has a unique type of armour, or you encounter a blacksmith who has an idea for a unique piece of armour. 

To build a piece of armour:

Quality

Armour comes in various qualities based on the skill required to craft.

Basic

Basic armour is improvised, hastily constructed, or primitive in nature, but may save your life when no other options are available.

Artisan

Artisan armour is expressly built for the hardships of battle. When compared to basic armour, artisan armour is more complex and more meticulously constructed, often with specific functions in mind.

Exotic

Exotic armours incorporate additional complexity of both materials and design allowing for further specialization of enhanced functionality thanks to the use of rare and advanced materials and expert craftsmanship.

Master Work

Master worked armour is an artisan or exotic armour of exceptional craftsmanship and design.

Relic

Armours that go beyond what could be possible with enchanting or standard craftsmanship can be considered relics. They may still be crafted, but would require more narrative investment then a simple skill roll.

Materials

Armour is made of Materials, which determine its characteristics, see Materials for more details. Artisan or Exotic Quality armour will require a small amount of secondary material to reinforce, pad, or affix the primary material to.

Material Table

This is a list of the base values an armour with each material might have.

Material Skill Penalty Integrity Weakness
Textiles (+1) 2 Rending
Hide (+1) 2 Impact
Bits (0) 4 Piercing
Liquid (-1) 6 Life
Metal (-1) 6 Cold
Resonant (0) 2 Your Choice
Flora (0) 4 Heat

Some armour concepts are obvious, such as metal, textiles and hide. Consider liquid to be things like epoxy, oil quenching, chemical treatments. Bits to be, bone, quills, feathers, living rock. Resonant to be crystals, powders and gemstones. Flora to be vines, woods and roots.

Base Armour Value

The base attributes for a suit of armour is as follows;

Attribute Calculation
Skill Penalty Primary + Secondary
Integrity Primary + Secondary
Weakness Primary Weakness
Critical Weakness Secondary Weakness
Resistance -

So an armour with a primary material of metal and a secondary of textiles would result in having a skill penalty of 0, an integrity of 6, and a weakness to rending damage.

Tradeoffs

Some armour sacrifices in one way to gain power in another. For each tradeoff you do you gain an additional Features. Tradeoffs are (can be selected more than once):

Features

Can be spent to further modify armour. Features are (each selectable more than once):

Crafting Cost

Creating armour requires 4 size worth of the primary material, and 1 size worth of secondary material. Other bits, unless narratively relevant, are a negligible portion of the cost.