Armor

Armor is an object that changes how Damage lands on you. It doesn't make you harder to hit — it makes the hits smaller.

Protection is listed by damage type: M3 I1 turns cutting attacks far better than crushing ones — which is exactly why mail wants padding under it. Absorb (A) is how much of a piercing attack it still soaks. Penalty is what wearing it costs (an ease-factor hit to Agility in a heavy suit, to Perception under a full helm). Heavier isn't strictly better: it's a trade of protection against penalty, weight, and price — and against the Technology Level that can make or repair it.

ArmorProtectionPenaltyTLPrice
Padded / GambesonM1 I10020
LeatherM1 I20160
MailM3 I1−1 AG2400
PlateM4 I3−1 AG, −1 PC31500
Shield+1 Parryone hand040
Ballistic VestB3 M205500
Tactical ArmorB4 M3−1 AG61200
Riot GearI4 M2−1 AG, −1 PC6800
Combat ArmorB5 M4 I4−1 PC75k
Powered ArmorB6 M6 I6+AG, +ST840k

Padded / Gambeson

Coverage
torso, arms
Protection
M1 I1
Absorb
1
Penalty
0
Weight
3
TL
0
Price
20
Tags
standard, ancient, fantasy

Quilted cloth — cheap, quiet, and the layer worn *under* heavier armor. Barely there, but better than skin.

Leather

Coverage
torso, arms
Protection
M1 I2
Absorb
1
Penalty
0
Weight
5
TL
1
Price
60
Tags
standard, ancient, fantasy

Hardened hide. Turns blunt force better than edges; no real penalty to wear all day.

Mail

Coverage
torso, arms, legs
Protection
M3 I1
Absorb
2
Penalty
−1 AG
Weight
11
TL
2
Price
400
Tags
standard, ancient, fantasy

Interlinked rings — excellent against cuts, poor against crushing impact (that's what the padding under it is for).

Plate

Coverage
full body
Protection
M4 I3
Absorb
3
Penalty
−1 AG, −1 PC
Weight
20
TL
3
Price
1500
Tags
ancient, fantasy

Articulated full plate — the best pre-gunpowder protection. Heavy, dulls perception in the helm, and every joint is an adjective.

Shield

Coverage
as positioned
Protection
+1 Parry
Absorb
Penalty
one hand
Weight
3
TL
0
Price
40
Tags
standard, ancient, fantasy

Not worn but wielded — a Parry PM and cover you can point at the threat. Costs you a hand; see Melee Combat.

Ballistic Vest

Coverage
torso
Protection
B3 M2
Absorb
2
Penalty
0
Weight
3
TL
5
Price
500
Tags
standard, modern

Concealable soft armor — stops handgun rounds and fragments, does little against a rifle. Absorbs (A); doesn't stop penetrators (P).

Tactical Armor

Coverage
torso, groin, neck
Protection
B4 M3
Absorb
3
Penalty
−1 AG
Weight
9
TL
6
Price
1200
Tags
standard, modern

Soft armor plus rifle-rated hard plates. Bulky, hot, and the difference between a wound level and a funeral.

Riot Gear

Coverage
full body
Protection
I4 M2
Absorb
2
Penalty
−1 AG, −1 PC
Weight
8
TL
6
Price
800
Tags
modern

Built for impact — batons, thrown objects, crowds. Great against blunt force, indifferent to bullets and blades.

Combat Armor

Coverage
full body, sealed
Protection
B5 M4 I4
Absorb
4
Penalty
−1 PC
Weight
10
TL
7
Price
5k
Tags
sf

Composite hard-shell suit with its own air — the SF soldier's plate. Light for what it stops; the helm still costs you some perception.

Powered Armor

Coverage
full body, sealed
Protection
B6 M6 I6
Absorb
5
Penalty
+AG, +ST
Weight
60
TL
8
Price
40k
Tags
sf

Motorized exoskeleton — the servos carry the weight *and* add strength, so the penalty inverts. Uses Damage Scale; a walking vehicle you wear.