Photography by Ed Williamson
Armour
Any character may wear armour in order to gain extra benefits, depending on their weight class:
Light Armour: Gambesons, thick furs, thin leather. Benefit: An extra use of a Fortitude call per day
Medium Armour: Thick Leather, leather lamellar, Thin metal. Benefit: An extra use of a Might call or a Fortitude call per day
Heavy Armour: Chainmail, metal plate, brigandine. Benefit: An extra use of a Fortitude call per day. If struck by an arrow, bolt, or a Might call that lands directly on worn heavy armour, a character will take two points of damage instead of having a broken limb or dropping to bleed count.
Superheavy Armour: Heavy Armour that covers most of the body. Benefit: Characters wearing Superheavy Armour can only take damage from one handed war-maces, one handed warhammers, two handed weapons, monstrous claws, magic, and might calls. If struck by an arrow, bolt or a Might call, a character wearing super heavy armour will take two points of damage, instead of having a broken limb or dropping to bleed count. This includes if struck in an unarmoured location.
Any clothing that is made to look like the above examples of armour also counts, such as Polyurethane Armour that approximates metal plate.
Photography by Karl Eastwood
Photography by Ed Williamson
Photography by Ed Williamson
Photography by Max Wilkins
In order to gain the benefits of armour, armour must cover five armour locations below, including at least one torso location.
You cannot gain the benefits of multiple armour weight classes.
In order to gain the benefits of Superheavy Armour, heavy armour must cover both torso locations and eight other locations.
Some Armours give +1 use of an ability, eg. Heavy Armour grants +1 use of Fortitude. This does not increase a character’s Hit Points.
Armour Locations:
Head
Front Torso
Rear Torso
Upper Left Arm
Lower Left Arm
Upper Right Arm
Lower Right Arm
Upper Left Leg
Lower Left Leg
Upper Right Leg
Lower Right Leg
Armour must be larp safe and should not have any spikes, jagged edges or other dangers that could lead to accidental harm. If you are uncertain of the suitability of your armour, please see a ref and/or weapons checker. If you are ever asked by a crewmember to remove a piece of armour for safety reasons, you must immediately drop out of combat and go change.