Armour defends characters by lowering incoming Damage. In game terms, armours have a \gls{dr} rating which subtracts from Damage.
...
...
@@ -348,6 +346,9 @@ Complete armour covers the full character -- almost.
Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shin guards, foot coverings and will overlap to protect the joints.
Perfect armour is a rating used for certain creatures which have natural armour without weak spots (such as stone giants).
\paragraph{Complete} armour adds +1 to the \gls{weightrating} and multiplies the price by 3.
Complete leather armour would have a \gls{weightrating} of 1, rather than 0, and would cost 30 sp rather than 10.
When attacking an opponent in armour, it is possible to make a shot so precise as to get a gap in a helmet, strike an opponent in the eye or slide a blade between overlapping plates. To get a Vitals Shot, one simply needs to roll high enough over the creature's regular \gls{tn} and all armour (meaning \gls{dr}) can be ignored.
...
...
@@ -811,6 +812,23 @@ Shields, uniquely, can add their Evasion Bonus to the character's Evasion Factor
@@ -429,6 +429,8 @@ An open ended list of equipment is provided to give a basic idea of costs. The b
An average villager will make little spare money -- perhaps 10 \gls{sp} in a year if they bother to save. Sellswords can expect to make upwards to 10 gold per year if they are hired by a villagemaster. The average free trader -- a blacksmith or cloth dyer -- can expect to make 5 \gls{sp} in a month.
Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \pageref{weaponschart}.