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Armor

Light

Chitin: Leather+. One notable aspect of it is that it's meant to be lighter (lower
weight) yet stronger (higher DR) than leather. 3/4 weight, +1 DR, +20 CF, only
applies to rigid Leather armor with base DR 2+.
CF is based on Fine (+9, 3/4 weight) and Orichalcum (+29, 1/3 weight). This implies
+19 CF for 1/2 weight, so I simply assumed one could trade in some of the weight
reduction for a DR increase for an additional CF +1.

Mithril: Mail+. Like chitin with leather, mithril is lighter yet stronger than
mail. Comparable stats would likely be appropriate, although the DR increase is
likely greater. +33% (round off) DR may be appropriate. This means the CF would
vary depending on base DR (we avoided this with Chitin, as leather armor pretty
much never goes above base DR 2). We'll start the same as Chitin, then scale up. In
all cases, only mail armor may benefit.
Base DR 2-4: 3/4 weight, +1 DR, +20 CF
Base DR 5-7: 3/4 weight, +2 DR, +22 CF
For the CF increase, I decided that getting the benefit of Dwarven without the
weight increase was worth roughly double the benefits of Dwarven alone.

Elven: This actually seems to fit nearly perfectly with Orichalcum, although Elven
armor probably weighs more. 1/2 weight, +19 CF, only applies to Plate armor.

Glass: We could probably apply the rules for Chitin and Mithril, but to Plate
armor. So, extending those rules here would be appropriate. Note that only Plate
armor can benefit.
Base DR 5-7: 3/4 weight, +2 DR, +22 CF
Base DR 8-10: 3/4 weight, +3 DR, +24 CF

Medium

Bonemold: Without my own basis, I decided to look at the game stats. Bonemold seems
to compare to steel as roughly 3/4 weight (a little closer to 2/3, actually, but we
already have a CF for 3/4) for equal armor benefit. We'll use that, and say that
only Scale and Steel laminate can benefit (just like with Dragonbone). So, 3/4
weight, +9 CF, only applies to Scale and Steel Laminate armors.
In this case, CF is of course based on Fine.

Dreugh: This looks to be something like Chitin given the Dragonhide/Dwarven


treatment (bonus DR for extra weight). However, the armor itself is ridiculously
strong for its weight - twice as strong as Dwemer, but with marginally less weight.
Modified for our purposes, this is actually exceedingly similar to Elven (which is
1/2 weight for equal DR, rather than normal weight with double DR). This is
effectively a bizarre combination of Elven and Dwarven. .6x weight, +1 DR, +21 CF,
only applies to Plate armor.

Heavy

Dwemer: This is simply the same stats as Dwarven 1 or Dwarven 2 from DF1:
Adventurers. As a sidenote, Orcish appears to simply be Dwarven 3.

Ebony: This should be a far heavier version of Glass armor. From the game stats, it
looks like a slight increase in defense in exchange for a huge increase in weight.
x2 weight, +4 DR, +15 CF, only applies to Plate armor.
For the price here, I simply extended the chart made for mithril/glass, dropped 9
(the price of getting Fine - 3/4 weight - armor) to get it to x1 weight, then
dropped 2 more as an estimate for the x2 weight effect.
Daedric: This should probably just be Ebony with an inherent Fortify +2 or so
enchantment. No real point in deciding on a CF, as such armor is not available for
sale.

Weapons

Silver: As per the rules in Basic Set, although an inherent Puissance +1


enchantment that doesn't require upkeep* may be appropriate (to get both the "is a
magical weapon" and "performs better than steel" effects). The cost for Puissance
may be excessive here, however - perhaps charge comparably to Fine?

Dwarven/Elven: Most likely simply Fine or Very Fine weapons.

Glass: Tempered Glass, as per DF8: Treasure Tables. Non-edged (crushing and/or
impaling) weapons made of glass function just like steel and only have a +5 CF for
materials (edged weapons get greater CF due to difficulty in working the material).

Ebony: Ebony is a far heavier version of Glass weapons. Use the guidelines from
here, with an ST Ratio of 1.5 and a special +4 CF. This CF is applied before any
other CF modifiers, and changes the weapon's base cost. After determining this
cost, apply the cost for Tempered Glass (and any other modifiers, like Fine). For
reference, here is a table of damage bonuses by starting weight. Note this does not
include the damage bonus for Tempered Glass.
0.1-1.3 lb: +0
1.4-2.2 lb: +1
2.3-3.1 lb: +2
3.2-4.4 lb: +3
4.5-6.6 lb: +4
6.7-8.8 lb: +5
8.8-13.3 lb: +6

Daedric: This is Ebony with an inherent +2 Puissance effect that requires no


upkeep. Again, it would be inappropriate to come up with a CF.

*In Oblivion, at least (the only one I've really played), magic weapons have a
limited amount of charge that is burned each time the weapon is used and that must
be replenished by spending money or via filled Soul Gems. This was probably
intended more for balance than flavor, however, so translating it to GURPS may be
inappropriate. If you opt to do so, however, note that any innate enchantments
complements of Silver or Daedric do not drain from the charge. There's also the
"once enchanted, it can't be enchanted again" effect, which again don't apply to
Silver/Daedric innate enchantments.

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