Table of Contents

Armor

The costume and armor you wear determines the maximum amount of Armor Points that you can use. This is known as your Armor Rating and is assigned by a marshal. To determine your Armor Rating, the marshal must look at the eight body locations stated below and assign each one a value of 0 to 4. The sum of all these values and any bonus points you are awarded becomes your Armor Rating, though your character may be limited on how much of this armor they can effectively use (see the Classes section for more details).

This Armor Rating can change during an event as you change costuming. The suit of Armor you are using may never exceed your Armor Rating; if it does (for example, you take off your metal breastplate for some time) you cannot use your Armor tag until you bring your Armor Rating up high enough again.

Armor Locations

Each of the following Armor Locations receives a value of one Armor Point multiplied by the material value and coverage. No location can be assigned a value lower than zero.

  • Hands/Forearms: This includes the area from the tip of the fingers to elbow. Covering only one hand/forearm lowers the number of points awarded by one, as described below.
  • Upper Arms/Shoulders: This includes the area from the elbow to neck. Covering only one upper arm/shoulder lowers the number of points awarded by one, as described below.
  • Feet/Lower Legs: This includes the area from the toes to the knee. Covering only one foot/lower leg lowers the number of points awarded by one, as described below.
  • Upper Legs/Groin: This includes the area from the knee to the waist. Covering only one upper leg lowers the number of points awarded by one, as described below.

Each of the following Armor Locations receives a value of two Armor Points multiplied by the material value and coverage. No location can be assigned a value lower than zero.

  • Belly: This includes the area from the waist to the bottom of the sternum.
  • Upper Chest: This includes the area from the bottom of the sternum to the neck.
  • Back: This includes the entire back from the waist to the neck.
  • Head: This includes the area from the back of the neck to the forehead.

Armor Materials

The following defines what is assigned to each Armor Location. For all types, if at least half the designated location is not covered, the Marshal will deduct at least half the points for that location and may penalize the location down to counting as no coverage.

Different types of armor may be layered to gain additional points, but in no case may any location go over the maximum of 4 points. Bonus points are only given for a location if all materials used meet the requirements for a bonus. For example, a character could layer thick leather armor (2 points) with an additional layer of quilted cloth (1 point) for a total of 3 points in a location, but any Bonus Points (see below) would not stack.

Armor values are based on appearance of armor type. For example, chainmail made of plastic rings which has the appearance of real metal chain will count for 3 points of value on a location, though it will not get the bonus for authentic materials. Please keep in mind that we expect all participants to put effort into maintaining the appearance of their armor; to be awarded value based on appearance of a specific armor type, the armor physrep should give a quality, consistent appearance of that type.

  • 0 points: Costume. Costume is any sort of period costume made from cloth or any other material that does not at all resemble armor.
  • 1 point: Light Non-Metallic Armor. This level is awarded for simple materials which give a modicum of protection, such as leather, leather scale, padded cloth, Naugahyde, suede, doeskin, heavy canvas, and rope.
  • 2 points: Heavy Non-Metallic Armor. This level is awarded for simpler materials which have been specifically thickened or upgraded to provide real protection, such as studded leather or the equivalent of 10 oz or heavier thick leather. It can also be given for harder materials such as wood and bone depending on how the armor is made. To meet this level of award, studded leather (or a similar material) must have a minimum of ¼” wide metal studs 1“ apart or less (or the equivalent level of upgraded protection).
  • 3 points: Chain/Scale/Brigandine. The material must appear to be one of the following: chain mail tight enough to provide protection, metallic scale of at least 1/16” thick, or brigandine with plates of at least 1/16“ woven within. At a marshal’s judgement, similar/alternative armor construction may meet this threshold, but please be aware that the armor must appear to be solidly built and upgraded to qualify for this level of protection and the default is to assign the lower 1- or 2-point values if the protective value is not obvious.
  • 4 points: Plate Armor. This level is awarded only for solid plate protection on an area. The material must appear to be plate mail of sufficient thickness to absorb blows (excessively thin or light plate may be downgraded by a Marshal to 3 point per location or lower armor value). Please keep in mind that this armor level is intended to help balance the weight and restriction associated with plate armor.

Bonus Points

The following bonuses are awarded if the costume or suit of armor meets the specified criteria. Some bonuses can confer more than one additional Armor Point.

In Genre: No jeans, sneakers, watches, or other obvious anachronisms. Modern footwear (such as hiking boots) and glasses may be used for safety reasons without being penalized. This gives up to two bonus points.

Master Crafted: Exquisitely crafted costumes, real armor, or armor that is visually impressive. This gives up to four bonus points.

Authentic Material: This bonus of 1 point per location may be given for use of authentic material. For example, steel plate (as opposed to alternative material such as plastic, latex, or the like) would garner this bonus, as would metal chain mail (instead of plastic or vinyl) and real leather (instead of latex or plastic). The material does not necessarily need to be historically accurate—for example, stainless steel is acceptable instead of a more historically accurate alloy—but it does need to be a material which is true to the armor type it is representing. Note that this bonus does not double for vital locations as bonus points are calculated after a suit has been otherwise evaluated, and this bonus will only apply to a location with layered armor if all layers comply.

Safety

Armor cannot be taped together. It must have integral fastenings. Any metal plates must have round-filed edges or the edges must be covered to avoid injury. Jutting edges on sheet metal armor should be avoided. Any armor that is deemed unsafe cannot be used. Head protection may need to be padded to prevent injury while being worn. Failure to follow these safety guidelines can result in you being banned from combat until the offending piece of armor is removed.

Armor Points

Once a marshal has assigned your Armor Rating, you may use an armor tag with up to as many Armor Points as you have Armor Rating. If you remove a piece of armor at any time during the game, your Armor Rating is reduced by the appropriate amount. You can never have more Armor Points on your tag than the actual armor you are wearing, and your maximum Armor Points may be limited by your class and Skills (see the “Classes” section for details). If needed, you may remove extra points from an Armor Tag by marking it down in order to use the tag - but this change is permanent and the lost points may not be “regained” without purchasing an entirely new armor tag.

You cannot carry multiple Armor tags and “switch” between them in battle, nor may you switch between different sources of armor (such as the Arcane Armor ritual and a physical Armor tag) without having the new suit of armor refit.

When struck for damage in battle, your Armor Points will be deducted before your Body Points. You must have the Blacksmith Skill to be able to refit armor and repair its damage. There are some magical effects like Mend Armor that may restore damaged Armor Points.

Refitting

“Refitting” a suit of armor takes a complete uninterrupted minute of Focus during which you can perform no Game Abilities. The player must kneel or crouch and adjust their armor to represent the act of refitting. If you are refitting someone else’s armor, the target must kneel while the other character role-plays fixing the armor. This might involve pulling out a small bag of tools and accessories, or at least by pounding on the armor or otherwise taking actions to make it clear that you are repairing armor and not just kneeling.

Refitting armor can be done any number of times LP by a character with the Skill Blacksmith, whether they have Production Points available.

Characters with Arcane Armor rituals may Refit their Arcane Armor on themselves only. Similarly, a creature with Natural Armor may Refit their Natural Armor on themselves.

Shields

A physical delivery attack (like a sword swing, Thrown Weapon, or Arrow Packet) that lands on a Shield will not count, but a Packet delivery attack generally will. Shields do not protect the owner from any kind of trap.

Shields are strictly for defense. They are not considered Weapons in any way and cannot be used offensively.

You cannot use a Shield for any Weapon-based Skill such as Parry, nor will your Shield be affected by a targeted effect which specifies a “Weapon.” A Shatter effect cast as “With Eldritch Force I Shatter your Weapon” would have no effect on a Shield; however, “With Eldritch Force I Shatter your Shield” would work.

Shields cannot be used with Two-Handed Weapons. You may not wield a Weapon with the hand or arm holding the Shield.

A “buckler” Shield (a small Shield that is strapped onto the arm) must still follow all Shield rules - in other words, you cannot have a buckler on your left arm and still hold anything in your left hand.

Shields can be made of almost any strong material such as plastic, wood, and aluminum, or can be made from light rigid materials such as foam insulation. Safety is the prime consideration when constructing a Shield. All edges of the Shield must be padded for safety. Bolts or protrusions are not allowed.