Armor protects the character from attacks by absorbing damage. The trade-off is in mobility and encumbrance.

Damage Reduction (DR)

DR is the value remove from damage done each attack because of your characters armor. Each time damage gets by the DR the DR is reduced by one.


Term Description
CDR Clubbing Damage Reduction
BDR Blade Damage Reduction
GDR Gun Damage Reduction
EDR Energy Damage Reduction

These four values represent how well damage of a particular type is stopped by the armor. These DRs are applied based on the type of damage taken. When one of the DRs is reduced due to damage all other DRs are also reduced unless they are already less than the original DR.

So if 3 points of blade damage was done to Hide Armor(3/2/3/3), 1 damage would get thru, and the DR would drop as the armor took damage to (2/1/2/2). If 3 points of CD was taken next. 1 CD would go thru and the DR would drop by one however the BDR would not drop as it was already less than the CDR. This would leave the armor at (1/1/1/1) with one more hit disabling the armor.

Armor Encumbrance and Armor Affinity Modifier (AAM)

This is a bonus or penalty applied to your Armor Affinity Skill. When wearing armor no AGI based, Movement or indicated other skill modifier(including stat and other bonuses) may exceed the value of Armor Affinity. Example: Say a character has a STR 5, 1 Armor Affinity skill, and is wearing Leather Armor (+6). the Max any AGI based skill modifier could be is +12=5+1+6. If the character had AGI 8 and 2 Running skill, he could take full advantage of this as +10 < +12 and could use the skill without problem in armor. Now if the character switched over to wearing Banded Mail(Max AGI -5) his Armor affinity drops to +1 So his Running drops to +1 despite his high AGI.

Armor Concealment (Con)

Con Description
0 Worn under clothing(requires detect concealment at -4 to notice)
1 Worn disguised as clothing(requires detect concealment to notice)
2 Worn over clothing
3 Worn like a tank will usually result in attracting large amounts of attention

The Concealment indicates how easy it is to mask the armor's presence.

Armor Repair

Armor that has lost DR can be repaired. An armor patch kit costs 1/20th of the base cost of the armor. It takes 15 minutes to repair armor that contains only soft layers and 1 hour to repair armor including hard layers. The DC to repair any damage is 20. The DR recovered by the repair is equal to the craft roll times the remaining damage to the DR divided by 40. Minimum 1 DR repaired, if the 20 DC is exceeded. A character can hastily repair a suit of armor as a full round action by spending 1 crafting point and taking a -10 to the repair roll.

 DR recovered = (Repair Roll * DR missing)/40

Force Fields

Provides no protection against BD when off guard

FF Action Type Provoke AoO E-charges
Turn On Move No 100
Turn Off Move Yes 0
Reset Standard Yes 100
Maintenance None No 10 every hour

Sample Full Armors

Light Armor CDR/BDR/GDR/EDR AAM Con Class Type Weight Cost Description
Padded 1/1/1/1 +8 1 Light Soft $50 Single Layer Padded Cloth
Heavy Clothing 1/1/1/1 +8 0 Light Soft $75+ Add style to cost. Concealed Padded Cloth.
Leather 2/1/2/2 +6 1 Light Soft $100 Single Layer Leather
Leather Duster 2/1/2/2 +6 0 Light Soft $150 Concealed Leather
Studded Leather 3/3/2/2 +4 1 Light Soft $250 Leather with Studs
Kevlar Jacket 6/3/6/6 +7 1 Light Soft $500 L Kevlar
Kevlar T-Shirt 6/3/6/6 +7 0 Light Soft $750 Concealed L Kevlar - looks like a heavy shirt
Medium Armor CDR/BDR/GDR/EDR AAM Con Class Type Weight Cost Description
Hide 3/2/3/3 +1 2 Medium Soft $150 Hide
Scale mail 4/4/3/3 -1 2 Medium Hard $500 Steel Scalemail over Leather
Chainmail 5/5/3/3 -3 2 Medium Hard $1500 Steel Chainmail over Padded cloth
Disguised Jacket 8/4/8/8 +5 1 Medium Hard $900 Concealed M Kevlar - Looks like a padded jacket
Flak Jacket 9/5/9/9 +3 2 Medium Soft $700 H Kevlar - see w/ inserts below
Tactical Jacket 12/12/12/12 -2 2 Medium Hard $1400 Composite scalemail over M Kevlar
Anti-knife Jacket 13/13/11/11 -8 2 Medium Hard $2150 Steel Chainmail over H Kevlar
Heavy Armor CDR/BDR/GDR/EDR AAM Con Class Type Weight Cost Description
Banded Mail 6/6/4/4 -5 3 Heavy Hard $2500 Steel Banded over Padded Cloth
Half-plate 7/7/4/4 -7 3 Heavy Hard $6050 Steel Plate and Mail over Padded Cloth
Full plate 8/8/4/4 -5 3 Heavy Hard $15050 Steel Full Plated over Padded Cloth
Armored Body suit 13/13/13/13 -6 3 Heavy Hard $30500 Composite Full Plated over L Kevlar
Flak Jacket w/ inserts 14/14/14/14 -10 3 Heavy Hard $5600 Composite Banded over H Kevlar
EOD Armor 18/18/18/18 -10 3 Heavy Hard $30700 Composite Full Plated over H Kevlar
Powered Armor CDR/BDR/GDR/EDR AAM Con Class Type Weight Cost Description
Battleframe 16/16/13/13 -5 3 Power Hard $20700 Steel Powered over H Kevlar
Powersuit 15/15/15/15 -1 3 Power Hard $40500 Composite Powered over L Kevlar
Energy Armor CDR/BDR/GDR/EDR AAM Con Class Type Weight Cost Description
Personnel FF 24/12/24/24 N/A 0/3 Light Energy $100000


Shields give the character a parry bonus or cover rather than a DR. Against a melee attack the character gets a parry bonus against attacks. Against a ranged attack the character is harder to hit because of the cover provided.

Shield Type Shield Cover Bonus EV Damage Crit Range Weight Size Type Cost
Buckler +1 None(+0) -1 1 x2 - -2 C $60
Light +1 Poor(+2) -1 2 x2 - -1 C $60
Heavy +2 Normal(+4) -2 3 x2 - 0 C $135
Tower +4 Good(+8)/Total -10 N/A N/A N/A +2 N/A $300 -2 to melee attacks. While full defensive, will grant total cover

Shield Build Material

Regardless of material shields provide the same Shield bonus to defense. Optionally (at the GM discretion), If the weapons are substantial stronger than the shield material, the shield will wear faster probably needing to be replaced after the battle and provides Concealment instead of Cover at one category lower (ie against a rifle, a woven bamboo heavy shield would provide Poor Concealment rather than Normal Cover against )

Shield Proficiency

A character must have the shield proficiency feat in order to get the shield parry bonus.

Advanced and Alternate Rules

Simple Single DR System

At the GM's discretion a simplified system can be used for armor DR. The system for choosing the DR should be either be just the highest DR or the DR corresponding to the most fitting for the campaign (i.e. BDR for fantasy, GDR for modern).

Ignore Armor Damage

At the GM's Discretion, a simplification can be made where armor does not take damage thus the DR is not reduced. The GM should consider halving the DR if this is done.

Mas y Menos

Have armor take damage as indicated. However, have it not be able to drop below half of the starting DR. This rule is definitely recommended in campaigns where armor is a show piece of the campaign, such as high fantasy.

Armor Layers

A suit of armor can consist of a Soft Layer and a Hard layer. The DRs of the layers are added together. The DRs for each layer are determined by summing the Layout and Material base DRs and then applying the multipliers to get the CDR/BDR/GDR/EDR. For the AAM, when creating armors start with a +10 AAM as a base and then add in Layout and Material modifiers from all layers.

Force fields are treated as a third layer on top of this.

Armor CDR/BDR/GDR/EDR AAM (+10) Con Class Type Weight Cost Description
Soft/Polymer x1/x.5/x1/x1 BDR becomes x1, if under a layer of hard armor
Single Layer 0 0 1 $100
Concealed 0 0 0 $150
Padded Cloth +1 -2 Light Soft x.5
Leather +2 -4 Light Soft x1
Hide +3 -9 Medium Soft x2
L Kevlar +6 -3 Light Soft x5
M Kevlar +8 -5 Medium Soft x6
H Kevlar +9 -7 Medium Soft x7
Armor CDR/BDR/GDR/EDR AAM (+10) Con Class Type Weight Cost Description
Hard/Metal x.5/x1/x.5/x.5 CDR become x1, if layered over a soft armor
Studs +1 -2 1 Light Hard $250 Ignores material Modifiers
Scalemail +2 -7 Medium Hard $400
Chainmail +4 -11 Medium Hard $1450
Banded/Splint +5 -13 Heavy Hard $2450
Plate & mail +6 -15 Heavy Hard $6000
Full Plate +7 -13 Heavy Hard $15000
Powered +7 -8* Powered Hard $20000
Copper/Bronze -1 0 x.9
Iron/Steel 0 0 x1
HQ Steel +1/0 0/+1 Masterwork
Titanium +1 +1 x4
Mythiral +2 +1 x6 Mythiral is significantly harder than most firearm ammunition treat as (x.5/x1/x1/x.5) unless mythiral or admant bullets are used.
Admant +3 0 x13 Admant is significantly harder than most firearm ammunition treat as (x.5/x1/x1/x.5) unless mythiral or admant bullets are used.
Composite +2 0 x2 Composite plates are designed for modern weaponry (x.5/x1/x1/x1). Can't be made into chainmail or thus plate and mail.
FuturePlate +4 -2 x20 (x4 if mass produced) FuturePlate is designed for modern weaponry (x.5/x1/x1/x1).

Piecemeal Armor and Hit Locations

The listed armors assume full body suits. There are 3 ways to do piecemeal armor

  1. Using the Prot% x DR of the armor and the Enc% x The armor's AAM find the Total for that set of pieces. Keep at least 3 significant digits and round to more encumbering. Unarmored sections have a DR of 0 and an AAM of +10.

  2. Hit Locations: calculate encumbrance as method 1. Then for each hit roll on hit location if target area is armored treat as full protection value.

  3. Simple: Consider armor of two Areas Body and Head. Body Armor protects against all normal hits. Head Armor Protects against Critical Hits. Body/Torso is 75% Enc / 90% Cost. Head is 25% Enc / 10% Cost.

Location Prot Enc Cost Roll(d20) Roll(d100)
Face 10% 10% 5% 19-20 01-10
Skull 16% 0 15% 17-18 11-26
L.Arm 4% 10% 6% 16 27-30
L.Hand 3% 10% 4% 15 31-33
R.Arm 4% 10% 6% 14 34-37
R.Hand 3% 10% 4% 13 38-40
L.Leg 5% 10% 10% 12 41-45
R.Leg 5% 10% 10% 11 46-50
Torso 50% 30% 40% 1-10 51-00