Armour

House Rules: By Kos

Apply Armour Mod to Movement

Apply the initiative penalty of any armour worn to the effective dex attribute of a character when calculating the movement rates.

Apply Armour Mod to Move Silently

Apply the initiative penalty of any armour worn to dex rolls made to move quietly. Trolls in chainmail just can't sneak. (This should probably not apply to talent tests such as Cat's Paw, because these are magical in nature. Still, your call. It would discourage thieves in plate mail at least.)

Damage to Armour

The Companion says to inflict one point of damage on the armour whenever an exceptional success is achieved on an attack test. We then require that in addition to this the damage test must inflict at least the armour rating of the armour in order to cause 1 point of damage to the armour. (We also feel free to ignore it if we don't think that the attack should damage armour.)

Damage to Shields

We think the shatter thresholds on shields are much too high. Halve them (rounding up) for non-magical shields. We've still never had anyone bother to use this combat option, though.

Living Armours

We decided that the blood magic costs of Living Crystal and Blood Pebble were far to high considering that they are not very good armours. We halved the blood magic cost (rounding up), so Living Crystal is 3, and Blood Pebble is 2.

Multiple Armours

The rules ban wearing multiple armours. We allow it, but add the initiative penalties together and use the best of the mystic and the physical ratings. In general it is not worth doing, but at least it is possible.

Construction of Armour

The Adept's Way indicates that armour takes 1 week per point of physical and mystic armour. We decided that leather based armours should take days rather than weeks. This includes everything up to and including hide armour. Ringmail is a mixture of the two, and requires 5 days to make the hardened leather backing and then 1 week to produce and attatch the rings.

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