Armour

Many kinds of light armor have the Flexible quality. Light armor is easy to come by and does not limit the wearer’s capabilities substantially in acrobatic situations or when performing stealthy maneuvers. Yet it has a negative effect when using mystical powers.

### Medium Armor

Armor: 1D6 - Qualities: Impeding (−3).

Some have the Flexible quality; Crow Armor has the Cumbersome quality. Medium armor offers better protection than the light versions but at the cost of being more restrictive to the wearer’s movements. However, this downside is considered an acceptable trade-off by most melee combatants. Scale- and chainmail are examples of medium armor

### Heavy Armor

Armor: 1D8 Qualities: Impeding (−4), Ambrian Full Plate has the Flexible quality. Those melee combatants that can afford it usually chose increased protection at the cost of even greater restrictions to their movement. A 151 EQUIPMENT 16 self-respecting knight wears chainmail enforced by shoulder, knee and elbow plates, while those with the means tend to order themselves a personalized set of full plate armor.

## Qualities

### Cumbersome

It is difficult to move around in this armor and its negative effect on Defense is therefore one point higher than usual; a Cumbersome light armor has a penalty of (−3), a medium of (−4) and a heavy of (−5).

### Concealed

The item normally goes unnoticed, or is seen as something else than a protection or a weapon. If someone actively examines the owner/carrier, a test against [Discreet←Vigilant] is rolled, otherwise it cannot be discovered. Other hidden items can be discovered at first glance with such a test.

### Flexible

The armor is unusually flexible and is less Impeding than its protective capability would suggest. For this reason a Flexible light armor has no penalty at all on Defense tests, sneaking and the use of mystic powers. A Flexible medium armor has a (−1) penalty and a Flexible heavy armor (−2).

### Impeding

The armor hampers any agile movements and gives a penalty to tests against Defense, sneaking and the use of mystic powers. The penalty depends on whether the armor is light (−2), medium (−3) or heavy (−4).

### Reinforced

The armor is tougher than other armor in the same category (light, medium, heavy), meaning that the wearer may add +1 to his or her armor rolls.

## Mystical Qualities

### Desecrated

The weapon or armor is forged in black fire and has extra power against untainted creatures. A creature that is wounded must roll 1d20 under its total corruption value, or suffer +1d4 damage. And when someone wearing Desecrated armor is hit by a successful attack, the attacker must roll 1d20 under its total corruption value; if the outcome is equal to or higher, the armor adds +1d4 protection against the attack. Thoroughly corrupt creatures always pass these tests, while untainted beings (with zero corruption) always fail.

### Hallowed

The item is forged in hallowed fire and has extra power against corrupt creatures. A creature that is wounded must roll 1d20 over its total corruption value, or suffer +1d4 damage. When someone wearing Hallowed armor is hit by a successful attack, the attacker must roll 1d20 over its total corruption value; if the outcome is equal to or lower, the armor adds +1d4 protection against the attack. Thoroughly corrupt creatures always fail these tests, while beings with zero corruption always pass.

### Retributive

The armor is crafted with secret and retributive techniques that cause it ~~to ooze acid. With each hit in melee combat, the attacker must pass a Quick test. If failed, the attacker is hit by an acid splash that deals 1d4 damage for 1d4 turns.~~