Armour Tables

Players can choose one Tier 1 piece of armour during character creation. The GM can make other armour available throughout the campaign as the PCs level up.


Tier 1 (Level 1)

Name Base Thresholds Base Score Feature
Gambeson Armour 5/11 3 Flexible: +1 to Evasion
Leather Armour 6/13 3
Chainmail Armour 7/15 4 Heavy: −1 to Evasion
Full Plate Armour 8/17 4 Very Heavy: −2 to Evasion, −1 to Agility

Tier 2 (Levels 2-4)

Name Base Thresholds Base Score Feature
Improved Gambeson Armour 7/16 4 Flexible: +1 to Evasion
Improved Leather Armour 9/20 4
Improved Chainmail Armour 11/24 5 Heavy: −1 to Evasion
Improved Full Plate Armour 13/28 5 Very Heavy: −2 to Evasion, −1 to Agility
Elundrian Chain Armour 9/21 4 Warded: You reduce incoming magic damage by your Armour Score before applying to your damage thresholds.
Harrowbone Armour 9/21 3 Resilient: Before you mark your last Armour Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armour Slot.
Irontree Breastplate Armour 9/20 4 Reinforced: When you mark your last Armour Slot, increase your damage thresholds by 2 until you clear at least 2 Armour Slots.
Runetan Floating Armour 9/20 4 Shifting: When you are targeted for an attack, you can mark an Armour Slot to give the attack roll against you disadvantage.
Tyria Soft Armour 8/18 5 Quiet: You gain a +2 bonus to rolls you make to move silently.
Rosanleif Armour 11/23 5 Hopeful: When you would spend a Hope, you can mark an Armour Slot instead.

Tier 3 (Levels 5-7)

Name Base Thresholds Base Score Feature
Advanced Gambeson Armour 9/23 5 Flexible: +1 to Evasion
Advanced Leather Armour 11/27 5
Advanced Chainmail Armour 13/31 6 Heavy: −1 to Evasion
Advanced Full Plate Armour 15/35 6 Very Heavy: −2 to Evasion, −1 to Agility
Bellasai Fine Armour 11/27 5 Gilded: +1 to Presence
Dragonscale Armour 11/27 5 Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.
Spiked Plate Armour 10/25 5 Sharp: On a successful attack against a target within Melee range, add a d6 to the damage roll.
Bladefure Armour 16/39 6 Physical: You can't mark an Armour Slot to reduce magic damage.
Monet's Cloak 18/38 5 Magic: You can't mark an Armour Slot to reduce physical damage.
Runes of Fortification 17/43 5 Painful: Each time you mark an Armour Slot, you must mark a Stress.

Tier 4 (Levels 8-10)

Name Base Thresholds Base Score Feature
Legendary Gambeson Armour 11/32 6 Flexible: +1 to Evasion
Legendary Leather Armour 13/36 6
Legendary Chainmail Armour 15/40 7 Heavy: −1 to Evasion
Legendary Full Plate Armour 17/44 7 Very Heavy: −2 to Evasion, −1 to Agility
Dunamis Silkchain 13/34 6 Timeslipping: Mark an Armour Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.
Channeling Armour 13/36 6 Channeling: +1 to Spellcast Rolls
Emberwoven Armour 13/36 6 Burning: When an adversary attacks you within Melee range, they mark a Stress.
Full Fortified Armour 15/40 4 Fortified: When you mark an Armour Slot, you reduce the severity of an attack by two thresholds instead of one.
Veritas Opal Armour 13/36 6 Truthseeking: This armour glows when another creature within Close range tells a lie.
Savior Chainmail 18/48 8 Difficult: −1 to all character traits and Evasion.