Characters in Earthdawn use armor and shields to protect themselves
from damage when engaged in combat. For information on the use of armor, see
Combat. Game statistics for armor and shields are listed in the
Goods and Services Table.
Because the races of Barsaive have different physiques, the cost and weight of
armor and shields will vary for each race. Specifically, trolls, tskrang,
and windlings must add a 10 percent fitting fee to the armor and shield prices
listed in the description and the Goods and Services Table. Multiply the
standard weight of armor and shields by 1.25 to determine the weight of armor
and shields tailored for trolls. Multiply the standard weight by .2 to
determine the weight of armor and shields tailored for windlings.
Obsidimen can only wear living armor such as fernweave, blood pebbles, and crystal armor.
Some armor and shields reduce their wearers Initiative. An Initiative
penalty reduces the Initiative step number of the character wearing the armor.
For example, plate mail creates an Initiative Penalty of 4, and so any
character wearing this armor must reduce her Initiative step by 4 steps.
Initiative penalties are cumulative; a character wearing plate mail and
sporting a footmans shield with an Initiative Penalty 2 must subtract 6
steps from her Initiative step. Initiative penalties for armor and shields are
listed in the Goods and Services Table.
Delthrien has an Initiative Step 7, or 1D12. He wears crystal
ringlet armor and carries a buckler; the armor carries an Initiative Penalty 2,
which reduces his Initiative step to Step 5, or 1D8.
The die for an Initiative step reduced to 2 is recorded as 1D4
1. For an Initiative step reduced to 1, the Initiative die is recorded
as 1D4 2. A character with an Initiative step reduced to 0 by penalties
can only move every other round. Note that a character cannot voluntarily
reduce his or her Initiative Step to below 0.
The following types of armor are available in Barsaive.
Padded Cloth
Padded cloth armor comprises two layers of quilted raw cotton. It
protects the wearers entire body except for his head, forearms, and legs
below the knee. Padded cloth does not come with a helm.
Leather Armor
This armor is made from one to three layers of soft leather. The
thinner parts of the armor provide freedom of movement for joints and limbs.
Leather armor protects the wearers entire body except for the head,
forearms, and legs below the knee. It does not come with a helm.
Padded Leather
Padded leather armor combines padded cloth with a covering of
leather armor. It protects the wearers entire body except for the head,
forearms, and legs below the knee, and does not come with a helm.
Hardened Leather
Hardened leather armor has been boiled to be made harder than normal
leather. This armor protects the wearers entire body except for the head,
forearms, and legs below the knee. It does not come with a helm.
Hide Armor
This special armor is made by sewing animal hides to leather armor.
Hide armor retains the shape of the animal the hide came from, including its
paws and head, which is often worn as a helm. The paws cannot be used as
weapons. Common types of hide armor include bear, jaguar, lion, and gorilla
armor.
Fernweave
Woven from deep-forest vines and herbs, fernweave is living
armor that must be watered once every three days. If the armor is not watered,
the magical properties of the herbs disappear, along with the Mystic Armor
advantage this armor provides. Dormant herbs will revive if watered, even after
a lapse of time. Watering fernweave consumes one days water ration.
Fernweave armor does not come with a helm.
Obsidiman Skin
This armor is made from the skin of a slain obsidiman: the negative
reactions it elicits in much of Barsaive outweigh its protective value.
Obsidimen will attack anyone wearing this armor on sight. Dwarfs and trolls
consider the wearing of obsidiman armor an ugly and distasteful practice, and
react to the wearer with loathing. Obsidiman skin armor does not come with a
helm.
Ring Mail
Ring mail is leather armor reinforced with metal rings to deflect
blows. It protects the wearers entire body except the head and the legs
below the knee. A full set of ring mail includes a helm.
Blood Pebbles
Blood-pebble armor is a form of living, elemental armor. Hundreds of
small elemental stones are embedded in the wearers skin, drawing power
from the magic in his blood. A character wearing this type of armor takes 4
Damage Points, which cannot be healed as long as the character wears the blood
pebbles. Implanting or removing blood-pebble armor requires eight hours of work
by a trained Weaponsmith. Note that obsidimen can wear blood-pebble armor. This
armor does not come with a helm.
Crystal Ringlet
Made from carved, interlocking rings of living crystal, this armor
protects the wearers entire body except the head and the legs below the knee. A full set of crystal ringlet armor includes a helm.
Chain Mail
Made from interlocking metal rings, chain mail is flexible but slow to
bend, which impedes the wearers movement. Chain mail comes with a chain
hood to cover the head and protects the wearers entire body except the
legs below the knees. A full set of chain mail includes a chain hood that acts
as a helm.
Living Crystal Armor
Living crystal armor is made up of small columns of crystal that are
embedded inside the wearers body. The magic in the characters blood
causes the crystals to grow until the armor covers the wearers skin.
Implanting the crystal causes 5 points of damage that cannot be healed as long
as the character wears the living crystal armor. Because the crystal is alive,
the wearer can feel through the armor and move within it as if it was his skin.
Portions of the armor, particularly the crystal columns, retain their hardness.
Living crystal armor protects the wearers entire body except for the
head; attempting to grow crystal on the head causes fatal brain damage.
Implanting or removing living crystal armor requires three days of work by a
trained Weaponsmith or an Elementalist. Living crystal armor does not come with
a helm.
Plate Mail
Plate mail is composed of carefully fitted and jointed pieces of steel
plate. Though the armor moves smoothly for such a massive and ungainly-looking
construct, the heaviness of the plate metal makes quick reaction almost
impossible, reducing the wearers Initiative. Plate mail protects the
wearers entire body. A full set of plate mail includes a helm.
Crystal Plate Armor
This form of plate mail is made from living crystal rather than metal.
To provide sustenance for the living crystal, the armor is enchanted. The
enchantments must be renewed each year, which costs 2,000 silver pieces.
Without the enchantment, the armor loses its Mystic Armor bonus and the living
crystal becomes dormant. Renewing the enchantment automatically renews the
living crystal, even on centuries-old armor. Crystal plate is extremely heavy,
and joints sometimes grind against one another. A full set of crystal plate
armor includes a helm.
Characters of dwarf size and larger use shields. Obsidimen and trolls use
shields modified to fit their larger arms. Because of their small size,
windlings do not use shields.
Buckler
This small shield straps to the bearers forearm. Your character
may fire a bow while wearing a buckler, but cannot use a melee or throwing
weapon with the shielded hand.
Ferndask
A ferndask is a buckler made from vines and herbs, similar to
fernweave armor. The ferndask is alive and must be watered once every three
days or its magical properties will disappear along with the shields
Mystic Armor Rating bonus. The magical herbs of a ferndask become dormant when
unwatered but can be revived. Watering the ferndask consumes half a days
water ration. A ferndask shield is denser and heavier than fernweave armor and
also heavier than a conventional buckler.
Footmans Shield
A footmans shield is made of wood and rimmed and reinforced with
metal. Properly used, a footmans shield protects most of the
bearers upper body and can also be used to block some low blows.
Riders Shield
A riders shield resembles the footmans shield, but
is designed to protect a rider on the back of an animal. Cavalrymen use this
kind of shield exclusively. Though it protects the rider, it does not protect
his mount.
Crystal Viking Shield
A crystal viking shield is made from living crystal embedded in a wood
or metal frame. The enchantments that sustain the crystal must be renewed each
year at the standard cost of 25 silver pieces. Without the enchantment, the
shield loses its Mystic Armor Rating bonus and the living crystal becomes
dormant. Renewing the enchantment automatically renews the living crystal, even
on a centuries-old shield .
Body Shield
A wooden frame completely sheathed with metal, these tall shields cover
the bearer from the neck to the shins.
Each of the races of Barsaive wears its own style of clothing, and individual
clothing choices can vary greatly. Several distinctive items of clothing with
special properties are described in the following pages. The Goods and
Services Table
contains an extensive list of clothing
available in Barsaive, including entire outfits packaged as a single unit. Many
Barsaivians frown on those who purchase and wear Theran clothing, because it
hurts local trade and strengthens the economic power of the Theran Empire.
Package deals offer a simpler way of purchasing clothes for your character
than sifting through the lists of clothing to find the items you want. Each
package deal contains all the items listed in that package. Players are not
limited to the clothing available in the package; if you want your character to
have additional items, feel free to purchase those items separately.
The following items of clothing offer player characters useful magical
protection against some of the hazards of adventuring.
Cloaksense Brooch
A cloaksense brooch infuses any cloak it is fastened to with magic. The
brooch uses a characters Initiative step as a magical probe. When a
character wearing a cloaksense brooch is in immediate danger of a surprise
attack, the player makes an Initiative Test against the attackers Spell
Defense. If the test is successful, the cloaksense brooch warns the character
of the attackers presence, foiling surprise or blindside attacks.
Cloaksense only works on attackers within 5 yards of the target, however, and
each use costs the wearer one point of Strain, whether or not the cloaksense
brooch detects anything. In a situation where cloaksense might come in handy
for a character, the gamemaster should ask the player if he wants to use it or
not, at which point the character makes his choice.
Espagra-scale Cloak
Espagra-scale cloaks, fashionable among dwarfs, are made from the hide
of an espagra and provide the same protection as leather armor. This effect
does not add to the protection of any other type of armor a character may be
wearing, however. Espagra-scale cloaks are perfectly suited to those social
occasions when an individual desires some protection, yet does not wish to look
awkward by wearing full armor. An espagra-scale cloak adds +1 to the
characters Mystic Armor Rating when worn.
Dwarf Winternight Cloak
Dwarf winternight cloaks are made with magically treated cloth. These
waterproof garments have a lining with a special ribbed design that produces
enough heat when rubbed to keep a traveler warm on the coldest night. These
cloaks provide 4 Armor Points against damage from cold spells and ice
weapons.
Quiet Fingers
These gloves muffle the sound of the wearers hands bouncing or
bumping against someone elses property. If a character tries to spot the
wearer of these gloves attempting to pick a lock or a pocket, quiet fingers add
+1 to the Difficulty Number of the characters Perception Test. Quiet
fingers only works when the wearer is using his hands.
One-size Hat
This high-quality headgear is made with minor magics that makes the hat
fit perfectly to any head. Any one-size hat of the correct basic size tailors
itself to fit the individual customers skull shape. Any race, including
obsidimen and tskrang, can wear a one-size hat.
Elfweave Robe
These beautiful garments display a fine, delicate craftsmanship that
human and dwarf weavers envy, but cannot yet copy. Most often, elves wear
elfweave robes, though some humans also wear them. Though the elves disclaim
the rumors attributing magic properties to the robes, courtiers have long noted
that the robes never sit quite right on an ork or dwarf.
Adventuring equipment includes backpacks, bedrolls, tents, rope, and other
equipment used by adventurers during their travels. Most of the adventuring
equipment listed in the Goods and Services Table is
basic gear that requires no explanation. Items with specific game functions are
described below.
As with clothing package deals, the adventuring equipment package deal
includes basic equipment most adventurers can reasonably expect to need and
use, including a backpack, a bedroll, flint and steel, a torch, a waterskin,
and a large sack. The package deals offer players a simple method of buying
adventuring equipment.
The following specialized items, though not part of the adventuring equipment
package deal, are among the most useful additions that a player character can
purchase.
Healing Kit
A healing kit comes in a small shoulder bag and contains bandages,
salves, and herbal potions that can speed a characters recovery. When
treated with a healing kit, a character adds 1 step to his Toughness Step for
his next Recovery Test. Each healing kit contains enough supplies to treat
three people. If a character wishes, he may buy the supplies included in the
kit individually, at a lower cost.
Lanterns
Lanterns are used for light by the ordinary inhabitants of cities and
towns as well as by adventurers. A hooded lantern lights an area roughly 30
yards in diameter. A bulls-eye lantern focuses the light into a beam that
extends for 150 feet. Most lanterns burn oil, but some use light quartz.
Oil
Used as fuel for lanterns and torches, oil can also make a deadly
weapon for combat. Each flask holds enough oil to fuel a lantern for 8 hours,
and characters can hurl flaming flasks of oil at opponents. See Throwing Weapons earlier in this section for information on using oil as a weapon.
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