Chapter 1: Armour
It takes a certain amount of confidence to go and risk your skin in a fight, especially one that promises to be protracted, violent or fair. But wearing protective attire, from simple padding to layered sheets of steel, often makes it a more palatable prospect. Bulky, foul smelling and restrictive as it may be most professional warriors still prefer to go to battle in some kind of armour, in the hope that if they make a mistake this hardened second skin will save their softer attached skin.

Armour Statistics

Armour provides tool-modifiers to two distinct tests - rolls to resist damage, and reducing the actual damage after a threat becomes damage. In addition all armour has a standard material from which it is made, weight, and the cultures in which it appears.


  • Hard the hard talent of the armour against three core kinds of damage
  • Tiers how many hits the armour takes before being destroyed
  • Encumbrance max talent value a character can use for any movement
  • Limiting yes or no, yes creates a disadvantage to complex movement
  • Technology Code
  • Traits
  • Weight
Quilted Armour
armour hard B hard I hard W tiers encumbrance limiting tech code trait weight
Heavy Clothing +2 +1 +0 0 nil no 1 8 lbs
Padded +5 +3 +1 0 +7 no 1 11 lbs
Quilted +5 +2 +2 0 +6 no 1 13 lbs
Brigandine +5 +5 +4 1 +4 no 5 28 lbs
Hide Armour
armour hard B hard I hard W tiers encumbrance limiting tech code trait weight
Leather +3 +3 +2 1 -3 no 1 13 lbs
Studded Leather +3 +3 +3 1 -3 no 1 15 lbs
Boiled Leather +2 +4 +4 1 -4 yes 1 24 lbs
Mail Armour
armour hard B hard I hard W tiers encumbrance limiting tech code trait weight
Ring Mail +0 +4 +4 2 +0 no 2 22 lbs
Scale Mail +2 +5 +5 2 -2 yes 3 30 lbs
Chain Mail +1 +5 +6 2 -2 yes 4 40 lbs
Splint Mail +2 +6 +6 2 -3 yes 5 45 lbs
Plate Armour
armour hard B hard I hard W tiers encumbrance limiting tech code trait weight
Lamellar +3 +5 +7 2 -2 yes 4 50 lbs
Plate +3 +5 +8 2 -4 yes 5 56 lbs
Heavy Plate +3 +6 +9 3 -6 yes 5 68 lbs

Types of Armour Verses Suits of Armour

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The Downsides of Armour

Unless he is actually specifically expecting to encounter danger it is uncommon for a character to just go about wearing full armour, especially of the heavier varieties, and there are a number of reasons for this. Even characters expecting to face danger might eschew heavier armour if they're confident that they can get by without it.

Weight and Encumbrance

Armour is heavy and bulky and restricts movement. Characters travelling overland will likely find themselves more fatigued wearing armour than simply carrying it, and they will definitely find it more difficult to move over or around obstacles, run should they need to, and especially swim. In lighter armours this is a minor inconvenience, and many will opt to endure a little extra burden and difficulty for a little extra protection, but characters might well decide to forgo mail or the like in safe lands, or in a large party.

Discomfort, Weather and Smell!

It might be a less mechanical disadvantage than encumbrance, but even stiff leather armour is downright uncomfortable. It's hot in warmer climes, and clammy in the cold, and the weight means it chafes at the shoulders and under the arms, and no amount of padding quite undoes the inflexibility of protection. Exposure to weather, especially rain or ground water, also causes metal armour to pit and rust, and leather to lose its finish and soften or wear. And finally, after a day's travel in full armour the stuff reeks of stale sweat and filth. All of these intangibles make the protection of a full suit of armour quite unappealing, if secure.

The Intimidation Factor

The appearance of an armoured man, even more so than an armed one, is a two-edged sword. A man in armour is clearly a man of violence - or at least a man expecting it. This can affect the way people react to him, making them more likely to be wary or cautious if he seems like an armed wanderer, but also making them more easily cowed. However if the individual is of more respected and trusted office (rank and file soldiers, remember, are as disliked as mercenaries in most communities) then the armour might work in the opposite fashion.

Donning and Removing Armour

It is difficult to put on armour, and equally difficult to remove it. Awkward, uncomfortable and restrictive, this is perhaps one of its greatest disadvantages. To put on or remove a full suit of armour, a character will need a number of minute rounds equal to half the encumbrance value of the armour. With the assistance of another character he can halve this time, though further assistance will have not additional affect.

The Tools of the Trade: Equipment in the Darkrealm
Chapter 1 Armour; Armour Statistics; Types of Armour Verses Suits of Armour; The Downsides of Armour
Chapter 2 Weapons; Weapon Statistics; Carrying and Drawing Weapons; Difficulties of Weapons
Chapter 3 Tools;
Chapter 4 Attire;
Chapter 5 Transport;
Chapter 6 Books;
Chapter 7 Valuables;
Chapter 8 Structures & Furniture;
Chapter 9 Food & Drink;
Chapter 10 Herbs & Potions;