Arms & Armours of the Known Realms
Page by Randal Snyder firstname.lastname@example.org
The armor system below can be used in any RPG to create piece-meal armor for fantasy, science fiction, or moderngames. You can adapt this system to any RPG simply by changing the Base Armor Rating to match the materials that youare using in your game.
Base Armor Rating. This is the rough averageprotection that the armor provides.
Crush, Pierce, Slash, Burn. Armor actsdifferently against various types of attacks. However,these are optional in the SEG system.
There are twelve Hit Locations includingthe Head, Face, Chest, Abdomen, Forearms & Hands(x2), Arms & Shoulders (x2), Legs (x2), and Shins & Feet(x2).
Total Armor Rating is an average of theprotection for each of the 12 hit locations
Armor in the Sundered Epoch: Generations RPGreduces damage. You can create virtually any kind of armor for the game by mixing and matching differenttypes of armor.To create your own armor, start with the Base
Material table to help determine your armor’s Base AR.
Then decide which Hit Locations the armor protects.There are twelve Hit Locations including the Head, Face,Chest, Abdomen, Forearms & Hands (x2), Arms &Shoulders (x2), Legs (x2), and Shins & Feet (x2).At its most basic, SEG uses the Total AR, which is an
average of all armor on the character’s body. But i
f youare using the optional rules for Hit Locations you canuse the armor value in each location. Lastly, you can usethe C/P/S/B values to determine your armor valueverses weapons of each type.Finally we come to Armor Weight. The HitLocation/Weight table lists the percentage weight of aeach location. The Base Material table lists the Weightof an entire suit made of each material. This assumes all12 hit locations are covered.Lastly, a Hit Location can be covered by differentmaterials. Assuming that approximately ½ of the hitlocation is covered by each material, use the average ARof the two materials. Decimals round up. The mostobvious example would be vambraces and gauntlets orshins and boots.
Base Material BAR C/P/S/B Weight
Aluminum 5 5/5/5/3 16kgBamboo or Wood 3 3/3/3/1 15kgBone 3 3/3/3/3 17kgBronze 7 7/7/7/5 35kgCloth, Unpadded 1 1/1/1/0 3kgCloth, Padded 2 2/2/2/1 5kgCopper 4 4/4/4/1 35kgGold 4 4/4/4/1 35kgIron 6 6/6/6/4 35kgLeather, Soft Thin 1 1/1/1/1 5kgLeather, Soft Thick 2 2/2/2/2 17kgLeather, Cuir Bouilli 5 5/5/5/3 17kgSteel 8 8/8/8/6 35kgTitanium 7 7/7/7/5 14kgWicker, Twine, Hemp 3 3/3/3/3 15kg
Fantasy Materials BAR C/P/S/B Weight
Adamantine 12 12/12/12/10 35kgDarkwood 4 4/4/4/2 7kgDragonhide 5 5/5/5/3 17kgMithral 8 8/8/8/6 17kg
Hit Location Weight Hit Location Weight
Full Head & Face 18% Full Arms 24%Head 12% Upper Arms 12%Face 6% Forearms & Hands 12%Full Torso 30% Forearms 6%Front or Back Body 15% Hands 6%Full Legs 28% Shins & Feet 14%Thighs 14% Feet 7%