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.
| Armor | Protection | Penalty | TL | Price |
|---|---|---|---|---|
| Padded / Gambeson | M1 I1 | 0 | 0 | 20 |
| Leather | M1 I2 | 0 | 1 | 60 |
| M3 I1 | −1 AG | 2 | 400 | |
| Plate | M4 I3 | −1 AG, −1 PC | 3 | 1500 |
| Shield | +1 Parry | one hand | 0 | 40 |
| Ballistic Vest | B3 M2 | 0 | 5 | 500 |
| Tactical Armor | B4 M3 | −1 AG | 6 | 1200 |
| Riot Gear | I4 M2 | −1 AG, −1 PC | 6 | 800 |
| Combat Armor | B5 M4 I4 | −1 PC | 7 | 5k |
| Powered Armor | B6 M6 I6 | +AG, +ST | 8 | 40k |
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.
- 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.