Armour worn as costume, without the appropriate skill, offers no protection to your character. Armour must be worn to have any effect (carrying your armour over your shoulder gives your character no protection), but does not have to be visible (for example, chain mail can be worn under a robe or tabard). However, we suggest that armour should be visible during large-scale battles.
These skills also give your character the ability to make repairs to any armour you are skilled in the use of. Armour may be repaired whilst it is being worn and the wearer can repair any location of his armour he can reach. By stepping out of combat and spending time role-playing repairing your armour you can restore its protection value. It takes one minute to restore the value of the armour on a single location by one point. Only one person can work on each location, but several people can repair different locations at the same time. Someone with the appropriate armour use skill can repair any type of armour by it normal or magical. If a normal weapon blow can damage armour then a normally skilled person can repair it.
| Armour Type | Protection Value | Example Material |
| Light armour | 1 point | Thin leather, heavy quilt, padded material, skinned furs |
| Medium Armour | 2 points | Thick leather, studded leather, plated leather |
| Heavy armour | 3 points | Chain mail, plate mail, Cuirboilli(boiled and waxed leather) |
Physical Representations (phys. reps.) of Armour and Helms
A good physical representation of the light, medium or heavy armour is required.
If armour is to have the protection value shown above, the phys. rep. must cover a minimum of 50% of the protected location.
Spray-painted string vests, carry-mat with gaffa tape and other such poor quality phys. reps. do not count as heavy or medium armour.
| Light Armour | 2 points |
| Medium Armour | 3 points |
| Heavy Armour | 4 points |
| Body Development | 6 points |
location | ||||
| None | Light | Medium | Heavy | |
| Normal | 2 | 3 | 4 | |
| Body Dev | 2 | 3 | 4 | 5 |