Enchanted Realms Rulebook
Armor
Armor is a multi-faceted concept. It is an object. It is part of the formula to calculate a persona’s Defense score. It could even protection to the wearer in ways beyond physical depending on how it is forged and from out of what material it is made. In this section, the various types of armor will be discussed; however, please note that, as eluded to, because material can make a difference (more on that later), everything in this section will be the most basic and common material for that type of armor. This will almost always mean leather from the hides of cattle, horses, domesticated lizards, hogs, sheep and other common livestock -- or iron whenever the armor is primary a metal form of protection.

To embark on the journey to understanding armor, first the Defense calculation must be understood. This is how the various parts add together to create the Target Mark (TM) which opponents will need to roll against to successfully deliver any potential pain or damage. Thus, if one’s Defense were 15, then this would be the target number of all the d20 adjusted attack scores.
The formula for Defense begins with one's covering or armor. Wearing nothing protective, as in mere clothing, the base score for Defense starts at 8. Any type of armor to be worn will have Base Defense value which is used instead. As discussed above, the type of material used to fabricate the armor may offer an adjustment; however, until discussing the various types of material, the example value for this variable through out this section will remain at zero (0).
The next component of the Defense formula is adjustments from skill. This can be a little confusion because some skills, like evasive motion, grant a bonus to the armor base, while other skills, like guard style, replace the armor component entirely. Guard style cannot be used together in the formula.
If a shield is employed, then another bonus gets added to the sum of numbers so far. A shield requires the off-hand to be free. This means two-handed weapons cannot be wielded when using a shield. However, a shield can be used if using the guard style instead of wearing armor.
The Agility modifier is usually what is added in the next box. This is especially true if having a low enough score that a penalty value still exists. However, the reason the phrase &ldqou;is usually” was used in the explanation is because some armors have special properties by the nature of their association with that perfect Form, mentioned previously, in a way that a different sub-attribute adjustment is used as the component value instead. The most commonly-acknowledged example is the bishop robe, which uses the modifier instead of Agility. Also, review the Encumbrance subsection to better understand how that can impact this value.
Finally there is the “other” category, this is where any other bonus is placed. This could be a magical enhancement from a ring of protection or a temporary blessing from a priest. After all the categories are added together, the sum is one’s Defense value. However, a key point in this formula is if a character is affected by two enhancements in the same category, these do not stack. Only the best score of those of like type can be added into the calculation.
At this point, there will be the detailing of different types of armor for a character to wear. In the list, other details like the armor’s encumbrance weight, the maximum time the style can be worn, and so on will be given as well. In the “Receptions” column, if applicable, the damage type will be listed followed by a value. If this is a number, then this is the adjustment to the Armor Base specific against that type of damage. If this is a number with the letter R after it, then this is the number of damage points reduced upon a strike. The “Contras” column will list events that may be affected by wearing the armor, usually it means those events will have disadvantage while equipped. The column for “Don” indicates the number of combat rounds (or player turns) needed to put the armor on.
Armor | Armor Base | Receptions | Mod | Contras | Wgt | Don | Max Worn | Market | Maint. |
---|---|---|---|---|---|---|---|---|---|
Leather Vest | 9 | Piercing:-1 | AGIL | — | 3 lbs | 1 | 336 hrs | 35 | 1 |
Leather Armor | 9 | Piercing:-1 | AGIL | — | 6 lbs | 2 | 240 hrs | 65 | 2 |
Padded Armor | 9 | Fire:-1; Lightning:+1 | AGIL | Stealth | 8 lbs | 4 | 144 hrs | 40 | 1 |
Studded Leather | 10 | Blunt:+1 | AGIL | — | 13 lbs | 5 | 120 hrs | 150 | 3 |
Bishop Robe | 11 | Blunt:+1; Fire:+1 Smite:1R | FAITH | Social* | 6 lbs | 1 | 168 hrs | 250 | 3 |
Brigandine Armor | 11 | Edged:+1 | AGIL | Sorcery | 15 lbs | 6 | 96 hrs | 200 | 5 |
Heavy-Padded | 11 | Lightning:+1 Blunt:1R | AGIL | Sorcery Stealth | 12 lbs | 5 | 60 hrs | 150 | 2 |
Chain Shirt | 12 | Edged:+1 | ½AGIL | Sorcery | 20 lbs | 8 | 48 hrs | 225 | 6 |
Jack of Plates | 12 | — | ½AGIL | Social | 18 lbs | 6 | 72 hrs | 25 | 4 |
Lamellar | 13 | Piercing:+1 | ½AGIL | Sorcery | 35 lbs | 10 | 36 hrs | 380 | 8 |
Breastplate | 14 | Edged:+1 Piercing:1R | ½AGIL | Sorcery | 30 lbs | 8 | 48 hrs | 400 | 5 |
Ring Mail | 14 | Blunt:+1 Edged:+1 | None | Sorcery Stealth | 40 lbs | 8 | 24 hrs | 300 | 6 |
Brigandine Chain | 15 | Edged:1R | None | Archery Sorcery | 40 lbs | 10 | 24 hrs | 475 | 12 |
Chain Mail | 15 | Edged:+1 Edged:1R | None | Archery Sorcery Stealth | 55 lbs | 15 | 18 hrs | 450 | 5 |
Splint Mail | 16 | Blunt:+1 Piercing:+1 Blunt:1R Piercing:1R | None | Archery Sorcery Stealth | 60 lbs | 20 | 12 hrs | 525 | 10 |
Plate Mail | 17 | Fire:+2 Blunt:1R Edged:1R Piercing:1R | None | Archery Sorcery Stealth | 70 lbs | 25 | 8 hrs | 600 | 12 |
Leather Vest: |
This vest is essentially the lighter, cheaper version of Leather Armor. From a game-mechanics perspective, it is no different than a full leather suit; however, there is a minor impression that is given off socially and in role-playing. One who cannot afford even a full suit must be a poor adventurer (in several contexts). That said, there are ceremonial leather vests at the high-end of the economic scale, but those are not purchased at the market price. |
Leather Armor: |
This armor is made from processed hide, typically from a cow or goat. After soaking, liming and tanning, the leather material becomes available to stitch together into an armor which covers the body like a suit; however, the shoulders and chest are usually boiled in oil to make those parts stiffer. The rest of the armor remains softer and more flexible. Despite the mild defensive protection, this armor offers nothing additional against piercing damage. |
Padded Armor: |
This construction consists of quilted layers of wool and linen, wrapped in an animal hide. While light in weight, it is a bit bulky. This does add a little insulation against lightning damage, but unfortunately exposed to fire one’s armor base is lower. When attempting to take any stealthy action, such as sneaking undetected or picking the pocket of another, the wearer is at disadvantage for the action. The Agility modifier is used when calculating attribute bonuses for this armor. A mere tailoring skill is all that is required to craft padded armor. |
Studded Leather: |
This is constructed like a leather suit of armor but has many parts of it boiled to harden them. The arm and shoulder sections typically remain softer leather but reinforced with numerous close-set rivets and spikes. Due to more hardened portions and the adjustments from the metal, the piercing issue of the leather armor is resolved, even offering a bonus against blunt attacks. The Agility modifier is combined when wearing this armor. Sometimes this armor is called cuir bouilli [ KWɪR Bü • yee ]. |
Bishop Robe: |
While this item can be acquired on the black markets, it is typically reserved for members of the clergy. It is a leather robe, offering an armor base of 11. However, it has spaced columns of lamellae from bone or metal sewn into the lining. This offers a base of 12 against blunt strikes. Further, it is treated by a simple alchemical process, granting it to be a base of 12 against fire as well. Those who wear this publicly and are not part of the church run the risk of social problems and possible anathematism. If the wearer is a true priest and known to be one, then social interactions gain +1 to all rolls. However, if not a priest or interacting with those ideologically opposed to the church, then social interactions will be rolled with disadvantage. It is a craftsman armor controlled by the church, but further it is required to created on holy ground to gain the attribute modifier from Faith. If the creation process is duplicated but not made through the ceremonial ritual, then those Faith bonuses will not be granted. Finally, due to its spiritual nature, this robe will reduce 1 point of smite damage successfully struck against it per attack die pool or die used in magical spell. |
Brigandine Armor: |
A brigandine is a garment made of canvas and leather, lined internally with small oblong iron plates riveted to the fabric. It does offer slightly better protection than studded leather; however, its maintenance cost is much greater. Also it creates penalties for sorcery. This has caused the brigandine to become more of a decorative and ceremonial armor, one that marks position and station rather than a functional suit in which combat happens. This also contributes to why the jack of plates has social issues associated with it, as it is an obvious dishevelment of the brigandine. As it is typically an armor reserved for lower officers, it is not widely available in the market. However, any craftsman with leatherworking can craft a suit; however, a skilled metal-worker would be required to substitute superior metals for the plating. |
Heavy-Padded: |
This armor is nearly the same design as padded but uses a heavy-hide instead. It is a sturdier version. Hides from thicker creatures like gorgonopsids are needed to produce this armor, but the only skill needed is tailoring. Not only does it protect better against lightning, but it will also reduce 1 point of blunt damage per strike. On the downside, it is a bulky piece which throws disadvantage both stealthy actions and sorcery. |
Chain Shirt: |
This is sometimes called a hauberk, but should not be confused with the elfin feywood version. This armor covers only the torso, leaving the arms and legs free. Typical this armor has a cloth layer underneath to prevent chafing and bruising. Due to its weight hanging from the shoulders, it does become uncomfortable over time, has a cumbersome fit, and interferes with sorcery as highly metallic pieces worn as armor cause a slight repulsion of the knurls of magic. While this makes no difference on the game numbers nor does it offer any magical protection, it does mean grasping those strands of energy needed to perform sorcery becomes challenging. The result is the chain shirt does not prevent arcane casting, but it does create a disadvantage on any sorcery axiom used while donned; disadvantage for magic explained later. Lastly, only half of one’s Agility modifier (round down) is used. |
Jack of Plates: |
This is a type of armor made up of small iron plates sewn between layers of felt and canvas. Often, this is a thug-made armor, crudely patched together and possibly includes parts from four or five discarded armors. Barbarian societies, even some Jen’esse, that lack quality tools or material often create amalgam armor from bone, pelts and hides; these types will often carry a jack-of-plates classification. Anyone wearing a jack of plates is almost always seen at the lower end of society and possibly as a criminal. As a result, any social interactions, such as bartering or interrogation, are performed at disadvantage as the wearer is not taken seriously and with great skepticism. Further, unless well known, the social condition of an NPC will be indifferent at best. It is also likely that GMs will have city guards and other police harass those wearing a jack of plates. Whenever a crime has occurred, someone wearing this will be seen as one of the “usual suspects,” causing a significant amount of time to interrupt whatever that character's business in town might be. Also, the Agility modifier gained is one-half the normal bonus when wearing a jack of plates. |
Lamellar: |
Lamellar is a sturdy armor similar to the breastplate but with small rectangular plates, scales of iron, punched and laced into horizontal rows on the exterior, worn over a heavy cloth undergarment. Often this armor extends down to a skirting to protect the legs as well. This armor comes with a higher maintenance cost, making it a less popular style for the mercenary types, but it is available in many places, especially war-torn areas. Moreover, richer, more-successful adventuring types tend to be fond of it. It is considered a craftsman for these reasons, but the armorer need only armoring to create the basic iron version. Due to its weight and size, this armor only permits one-half of the Agility bonus. |
Breastplate: |
This covering protects the wearer’s front and back with a metal cuirass which also includes a hooded leather helmet. The head protection acts like that of a leather cap. A light swath of leather beneath the breastplate helps to protect the limbs. One of the desired benefits of a breastplate is it reduces inflicted piercing damage at 1 point for each die pool that hits. Nonetheless, it does create a disadvantage for any sorcery cast when wearing. Bonuses for an attribute are halved when this armor has been donned. |
Ring Mail: |
This defense is based on studded armor with large, weighted rings attached and woven to it. Its rings help to reinforce the base against axe or sword strikes. It is inferior to other full body suits and has not integrated headpiece; however, it is much cheaper. Contrariwise, ring mail comes with disadvantages for actions of stealth and sorcery; not to mention it can be worn barely over a day before penalties occur. No attribute modifiers can contribute when wearing this armor. |
Brigandine Chain: |
This combines a custom style of brigandine that is worn over and fashioned into a hauberk. It has a higher maintenance fee and some increased time for forging; however, many find the benefits worth the additional expense. One of the most notable benefits is brigandine chain reduces edged damage for each die pool strike. However, despite being lighter than most of the full suits of armor, it cannot be slept in but perhaps one night before penalties are inflicted. An armoring skill is required to craft this type of armor. |
Chain Mail: |
A much heavier armor than most, chain mail is a protection made of interlocking metal rings. Leathers and cotton worn underneath prevent irritation and chafing. The chain links in this defense are excellent protection against edged damage. Not only do edged weapons have to strike a higher Defense score, but also the mail suit reduces that type of damage. It is often used as a base for splint and plate armor. Due to its bulk, weight and form, wearing chain mail will cause the wearer to be at disadvantage for archery, sorcery and stealth actions. A chain head covering is part of this armor, which acts as a leather cap. Other helmets can be worn at the same time, but only the stronger of the two helmets have its adjustments used. |
Splint Mail: |
Made up of several vertical strips of metal, this suit is worn over cloth padding with the joints interwoven with chainmail. It is one of the most restrictive armors in respect to range of motion, and as a result anyone wearing it suffers disadvantage not only for sorcery and stealth but also when firing a weapon of archery. Despite those restrictions, this is a highly resilient armor, with added protection against blunt and piercing damage types. Moreover, it will reduce damage from both blunt and piercing as well. A galea helmet is included with this suit of armor when purchasing. |
Plate Mail: |
This full suit consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, and a bascinet-helmet. Buckles and straps distribute the weight over the body. Due to its bulk, actions of archery, sorcery and stealth are performed at disadvantage. This is the most protective of all armors available, but the weight of this armament would cause a common human to be heavily encumbered. For those who can wear it gain a very high Defense score and an even higher score against incoming fire damage. All the physical types of damage will have damage reduced. Blunt and piercing have 1 point of damage absorbed by the armor for each die pool that attains a hit. However, edged-based damage is thwarted as the covered is effectively resistant to the damage, which means that only half-damage (round down) is inflicted. |
Shields
Anyone can carry a shield to increase the Defense score by +2. To do this typically requires the off-hand to be free, as stated above. Thus, if using a weapon with a heavy or ammo-use property, then most shields cannot be used; however, there are a few exceptions. Further, if the weapon used required two hands, then a shield would be unusable, unless explicitly stated to be an exception. A further restriction when using a shield with any weapon that is not light will cause attacks to be made at disadvantage. However, this penalty is removed once trained in the shield-use skill.
Also if the shield is not already equipped in hand, then an action is require to place it at the ready. Dropping the shield while equipped can be done freely, but grabbing it back from the ground or putting it away via a guige and storing it in an orderly and comfortable manner would require an action.
Finally, the shield cannot be used in an offensive manner as a weapon from the off-hand without having a skill that would permit this, but if having such a skill, then the blitz-weight is what the shield uses as a weapon-weight value. However, if using a shield in the primary dice pool, it will act as an improvised weapon.
Type | Defense Bonus | Receptions | Exceptions | Restrictions / Removed By | Enc Wgt | Blitz Wgt | Market | Maint |
---|---|---|---|---|---|---|---|---|
Buckler | 0 | Bashing:+1 Slashing:+1 | 2H Melee Wpn | Only Light / Shield-Use | 3 lbs | n/a | 75 | 1 |
Round | +1 | Bashing:+1 | None | Only Light / Shield-Use | 4 lbs | 0 | 90 | 2 |
Regular | +2 | — | None | Only Light / Shield-Use | 6 lbs | 0 | 125 | 3 |
Crescent | +2 | Slashing:-1 Fire:-1 | Polearms | Must have Style:Polearms Combat Init -2 | 5 lbs | n/a | 150 | 4 |
Tower | +2 | Bashing:1R Piercing:1RSlashing:1R | None | Unusable w/o Shield-Use To Hit -2 Penalty | 8 lbs | 1 | 175 | 6 |
Buckler: |
A buckler, sometimes called an ecranche, can be made from metal or wood, and can be carried in one hand, strapped to a wrist or shoulder. This allows using two-handed melee weapons that have a normal 5-ft reach: bastard sword, great axe and war maul. This does not add anything to the shield bonus portion of Defense; however, it will add +1 to the Receptions against Blunt and Slashing damage. Further, these bonuses are cumulative with any that come from armor. A buckler cannot be used with the shield-blitz skill. |
Round Shield: |
This is a small shield forged in metal or crafted from wood, which is carried in one hand. For all intents and purposes, this is the same as a regular shield, except it grants only +1 to Defense, but it does have an extra bonus against Blunt attacks. If used in a shield-blitz attack, the shield has a weight-damage value of zero points. |
Regular Shield: |
When the term “shield” is used without specifics, this is the type that is usually perceived. It adds +2 to Defense in the Shield category. If used in a shield-blitz attack, the shield has a weight-damage value of zero points. |
Crescent Shield: |
This is a specially crafted shield designed to be used when one obtains the shield hand skill. More details are explained in the skill description, but it these shields allow polearms, which often require two hands, to use the groove of this shield as the balancing hand. However, this causes the attacks to suffer a -2 penalty. It adds +2 to one’s Defense total. However, due to its design and technique, it cannot be part of a shield-blitz attack. |
Tower Shield: |
The tower shield is a very large guard which not only adds +2 to the Defense but also reduces a point of damage from Blunt, Piercing or Slashing damage against each die pool that hits. This offers the best defensive protection of all shields; however, it cannot be wielded even with light weapons without having the shield-use skill. Even then, its cumbersome size and shape force all melee attacks from the one employing it to have -2 on all d20 dice rolled. It adds +2 to one’s Defense total. That said, if in a shield-blitz attack, the strike will count as a medium weapon for calculating extra damage. |
Helmets
Helmets come is various shapes and sizes; plus, they are made from various materials (refer to that section for more information). There is no skill needed to wear a helmet, but some have Strength requirements. No helmet offers bonuses to one’s Defense total; however, they do protect against certain types of effects -- most commonly assistance from becoming stunned. Head coverings sometimes have difficulties too. If a victim wearing any helmet must save to prevent a deaf or blind condition, then said save will typically suffer a -1 penalty. Additionally, if a victim wearing any helmet suffers the nauseated condition, then the effect will last for one round longer than normal.
Leather caps grant the least protection. These will grant +1 to saves against stunning so long as the effect comes from a physical strike rather than mind-affecting magic. The bronze galea is another style of helmet. These grant +3 to saves against physical stunning, but there is also -1 for Awareness checks while wearing one. However, the galea is the only helmet that does not suffer a penalty against deafness. Finally, the iron bascinet helmet grants +6 to saves against physical stun attacks, but is penalized by -2 to Awareness checks.
Helmet | Material | Stun Save | Penalties | Market | Maint |
---|---|---|---|---|---|
Cap | Leather | +1 | -1 to Blind save -1 to Deaf save +1 round to Nauseated condition | 15 | 1 |
Galea | Bronze | +3 | -1 to Blind save -1 to Awareness +1 round to Nauseated condition | 50 | 2 |
Bascinet | Iron | +6 | -1 to Blind save -1 to Deaf save -2 to Awareness +1 round to Nauseated condition | 100 | 3 |
Encumbrance
Encumbrance is how much one person can carry. It is mentioned here because one’s armor will likely be the heaviest single item carried; thus, it may alter one’s total movement. This is not a character’s bench press nor is it an over-head lift. This represents the amount of weight that can be loaded upon a creature and at what point one’s abilities being to be mulcted. Keep in mind, there are many creatures who have a trait, like laden or even the dwarven armor encumbrance, which can alter this standard value.
A little math warning here, but it is included to those who like to know the numbers under the hood. The maximum encumbrance is the point when the load prevents movement at all. This is the core number used for all adjustments. The formula for the max is [(STRMod+5)×STR]. Again, at this point, one will become immobile. From the max value down to the halfway point is considered “heavily encumbered” which means one’s effective movement rate becomes half the norm; additionally, any ability/skills checks or saves involving Strength, Agility or Resilience are rolled with disadvantage. Below “heavily encumbered” to the halfway point again (or one-quarter max), this range is referred to just as “encumbered.” In this state, the effective movement rate is lowered by 10 feet of movement off the norm.
Below are a few examples of how these numbers would apply. Of course, this gets managed by the digital character sheet; so, knowing the precise numbers is not critical.
STR | Encumbered 1 | Heavily Encumbered 2 | Immobile |
---|---|---|---|
6 | 22 lbs | 45 lbs | 90 lbs |
8 | 40 lbs | 80 lbs | 160 lbs |
10 | 62 lbs | 125 lbs | 250 lbs |
15 | 131 lbs | 262 lbs | 525 lbs |
20 | 250 lbs | 500 lbs | 1,000 lbs |
2 Movement halved; STR, AGIL, RES checks/saves at disadvantage
Bulk
One advantage of using encumbrance is it means penalties apply not based on the style of armor worn but rather the wearer’s prowess to manage it. This removes the typical need to define armor types in terms of bulk or heaviness. Thus, there are no “heavy” armors in Enchanted Realms. However, there are still a few rules based on style and weight, some of which can be observed in the encumbrance rules.
However, there are other guidelines involved when it comes to the weight and style of armor. Any armor weighing 15 lbs or under allows the sub-attribute modify to apply in full. Those weighing from 20 lbs up to, but not including, 40 lbs are only permitted to use half the value of the modifier (round down). Finally, armor heavier than this do not have any modifiers apply to the Defense calculation.