Home - Page

Tag: armor

Rhylian Wall Maille

Posted on April 27, 2026 in Steel-Realms

Steel Realms
Rhylian Wall Maille is named after The Autumn Wall, this light ring mail Armor of Note is designed to keep its wearer warm, and provide maneuverability. It is a specialty Armor of the Steel Realms, initially forged in the northern Kingdoms of Rhyl. Stylistically, it has its origins in Dominion Armaments – ideas were carried down from ancient armor of Fallen Dundaria.

Its metal rings like washers, quenched using headwater water from one of the rivers of The The Grand Duchy of Rhyl and pine resin from the Great Forest of Rhyl. Its properties vanish outside the border of the Grand Duchy of Rhyl and it becomes a heavy suit of light armor typically not well suited for use compared to other light armors It is a bit stiff and creaky, and unsuited to stealthy approaches – unnecessary for fighting the Undead of Helca on a dug in line of defense in the advent of the rise of Lichrya (Fallen Dundaria). It is highly adapted to the strength of its wearer’s physicality, but requires a degree of kinesicism above those serving in the common Realms Levy.

Origins: This was first developed as a set of armor that provided connection points and integration for heavy winter wear, but distributed the weight to make it more bearable in the war against the forces of Lichrya (Fallen Dundaria). As the Autumn Wall was built and the magical effect that transfers heat from the Great Forest of Rhyl came into being, the heavy maille with its heavy cold winter gear fell out of favor.

The Yetimen Rangers: The Yetimen Rangers of the heartlands and hinterlands once wore this exclusively when the order was active and defending the lands of the living (some of the first to pledge of Rylan the Living. Once the order fulfilled its initial charge of exploring the kingdom of Dundaria after its fall to the Lich Lords, and the Autumn Wall was built, the armor’s protection from cold was no longer needed and fell out of favor – quickness and reaction emphasis overrode the strength based approach or its brethren.

Tradition of Rhyl: Rhylian Wall Maille became more of a traditional armor for its symbolism, rather than usefulness. It is no longer produced en-masse as it once was, though the non-traditional suits of armor based on its initial Dominion Armaments design are still made. It is often worn by the Ducal Guard of Rhyl and some members of Rhylian Ducal Retinue in ceremonies. It is still made in the


i20™ _CommonTitle_ Details

Studded Leather that reduces any source of cold damage by 1 & imposes Disadvantage on Stealth type checks; Any wearer with the Defense Fighting Style gains an additional +1 AC and +1 Resilience.

  • Cost to Repair: It costs 50% of the Armor cost to restore 1 Resilience, and requires the same materials that were used to make it.

iCore iCore™ _CommonTitle_ Details

Pages on the web site lean towards i20™ text flavor, discrepancies will be noted in the iCore™ tab.

Realm's Aptitude Powers: Divine, Occult, and Psychic

Tags: ,

Armor Suits (defensive measures)

Posted on September 27, 2024

Armor Suits are Defensive Measures that are worn. An appropriately sized and fitted set of Armor will have the same relative impact on Encumbrance, regardless of size. In many settings, there any many individual Notable suits of armor with long histories.

Noticeable: Due to their materials, though not all automatically, many weightier items of this type impose Disadvantage on Stealth checks, especially Rudimentary and Basic type armors.

Tags:

Bracer (defensive measures)

Posted on August 29, 2024

Bracers are light Defensive Objects for deflecting blows, they are small enough that attacks do not generally take them into account. They typically function once and become useless. These Items can be made with improved Technology or Mystic Empowerments for added/enhanced effects. Bone items of Colossi, Dragons, and Trolls can be fashioned into powerful braces. A brace can ONLY be used for personal defense, the wielder must be able to see an incoming attack to deflect it, and their physiology must allow it. In many settings, there any many individual Notable braces with long histories.

Bracers

A bracer is band of strong materials worn on a limb which can be interposed against attackers – it does not require a hand to hold. Bracer items CANNOT be used to offset Extraordinary Results of an attack. These generally cannot be weaponized. Generally they weigh .5kg – 1kg. These can be concealed from casual sight, but not from a search.

Buckler

A buckler is a tiny disk of strong materials worn on a limb or held which can be interposed against attackers. Many bucklers can be weaponized. Light bucklers can be attached like a bracer, leaving the hand free. A heavy buckler requires the use of a hand. Generally they weigh 1kg or more. Though small, these cannot be concealed.

Parrying Dagger/Bar

A ‘Parrying Dagger’ (a strong post or bar and heavy grip – no blade) is a defensive item that must be Wielded for it to be effective. It can be sheathed until the last moment, and is merely meant to be sacrificed in order to parry/block/deflect an attack to prevent it from doing the full measure for a successful hit. Such items are capable of being concealed.


i20™ Brace Details

Proficient Capability: Either explicit by reference, Brace Familiarity, Improvised, or universal by setting.

  • Buckler gains no bonus to Armor Class; Alternately +1 AC if employed as a Reaction.
  • Bracers and Bucklers have their base 1 Resilience only.
  • Regardless of any quality, aptitude, or skill, Bracers can only employ a SINGLE RESILIENCE use at a time.
  • Parrying Dagger must be Wielded; Alternately is can be drawn and employed as a Reaction.

iCore iCore™ Brace Details

iCore Text

Tags:

Top

Shields (defensive measures)

Posted on May 26, 2016

Shields are Defensive Measures for interposing between a target and an attack and are large enough that attackers must work around them; As such, they are typically carried and slung when not in use. They are large enough that the target is harder to hit through cover and the target may use the shield take the damage meant for them to some degree. They typically function more than once and can be repaired unless they become Useless. A shield can be used as an Improvised Weapon to do damage. In many settings, there any many individual Notable shields with long histories.

Common Properties in Action

  • Shield descriptive measures are generally geared toward humanoid operation.
  • The operator must be able to sense an incoming attack to affect it and their physiology must allow it.
  • Generally cannot be disarmed.
  • Shield attacks cannot normally be parried by weapons.
  • Wielding a shield normally negates the benefits of Unfettered.

This type of Equipment typically imposes penalties in the ENCumbrance system.

Shield Material Measures

Material denotes how much punishment the item can take. Setting and technology will dictate specific materials – heavier materials can be made with a lighter heft. Chitin/carapace, shell, bone, scale, and all manner of natural beasts and exotic ‘monsters’ can be the source of armaments.

  1. Light: Lighter materials are the equivalent of wicker, cloth, and leather.
  2. Moderate: Moderate materials are the equivalent of thick wood, laminate, reinforced metal strips, rim, or boss, and layered lighter materials.
  3. Heavy: Heavy materials are the equivalent of dense wood, metals, and layered light or moderate materials.

Shield Size/Form Measures

Size/Form denotes the coverage of the operator.

  • Small: Coverage is torso area. Protects against a single attack from the front and side the shield is wielded on; cannot defend against ranged attacks. Anything smaller is a Brace.
  • Medium: Coverage from the shoulder to the thigh. Protects against any attack from the front and side the shield is wielded on. The Bash Factor is increased by 1.
  • Large: Coverage from the shoulder to the knee. Protects against any attack from the front or sides. The Bash Factor is increased by 2.
  • Tower: Coverage from the chin to below the above the ankle. Protects against any attack from the front or sides. The Bash Factor is increased by 3.
  • Wall: Cover from the nose and rests on the ground. Protects against any attack from the front or sides. The Bash Factor is increased by 4.

i20™ _CommonTitle_ Details

Using a shield as an weapon requires proficiency in either the shield or Improvised Weapons. The damage is a d4/2 (club equiv.); Bash Factor base damage bonus = AC bonus + the increase from shield size.

  • Light: Lighter materials are the equivalent of wicker, cloth, and leather.
  • Moderate: Moderate materials are the equivalent of thick wood, laminate, reinforced metal strips, rim, or boss, and layered lighter materials.
  • Heavy: Heavy materials are the equivalent of dense wood, metals, and layered light or moderate materials.
Aspect AC Adj. Resilience Adj. Min. Strength
Matl: Light
Matl: Moderate +1 Res. 12 STR
Matl: Heavy +2 Res. 15 STR
Size: Small +1 AC
Size: Medium +2 AC
Size: Large +2 AC +1 Res.

Incarna Core Wielded Shield Mechanics

Aspect
Matl: Light
Matl: Moderate
Matl: Heavy
Size: Small
Size: Medium

Mantlet?

Carried

Small Shield

Small Shield Capabilities
Frame AC Adj. Resilience STR
Light +1 0
Heavy +1 1

Medium Shield

Medium Shield Capabilities
Frame AC Adj. Resilience STR
Light +2 1
Heavy +2 2 12

Large Shield

Large Shield Capabilities
Frame AC Adj. Resilience STR
Light +2 1
Heavy +2 3 14

Tower Shield

Best used on an open field or interlocked

Tower Shield Capabilities
Frame AC Adj. Resilience STR
Light +2 1
Heavy +2 3 14

Wall Shield

Best used on an open field or interlocked.

Wall Shield Capabilities
Frame AC Adj. Resilience STR
Light +2 1
Heavy +2 3 14

Tags:

Top

Armor & Defenses of the Steel Realms

Posted on October 26, 2015 in Steel-Realms

Steel Realms
Armor of the Steel Realms are defensive Armaments of the Steel Realms. They use the general mechanics of Armor and Item properties using crafting, technology, or mystic operations. Mystical items in the Steel Realms typically are unique & Singularly Bound, though many use Standard Augmentation. Because war is ever-present, there are official policies about the sale of armaments during times of war and peace that is part of the culture around armaments in the Steel Realms. Regardless of policy, most places have some form of Basement Armaments for armor. Very little armor is made of Beryllium due to its expense. Aside from items in the Heroes Hall – Reliquary of the High King, like the armor for the Black Gorgons of the High King, there any many individual Notable armors with long histories. Normal armaments are NOT immune to Ironrot.

Armor Uniquely Made and Not Generally Purchasable:
The Doget’s PetalRedbrand Doublet; In some places, Faerie Crafted Armaments may be available.


i20™ Armor Details

Armor Unique to the Setting
Armor Value Requirements Properties Cost
Vestment
Sigaeks Breath AC 11 Mage Armor
[Cast grants RE +1]
Order or Group reward 0
Light ARMOR
Bark Strip AC 13
RE +0
Pine Tribes Only Damage Absorption 1 0
Hardkit Armor AC 12
RE +2
Ducateon/Dwarf Only
Dunstrandian Doublet AC 11
RE + 1
soldier/
bannerman only
11 lbs; 50
Fandelkrayne AC 13
RE +2
Tailored by design 10 lbs; Barrier: [2] Fire 1200
Ice Lizard AC 14
RE +2
Match Fitted 16 lbs; Barrier [2] Cold 3200 silvers
Leather
> Wylde Quality
AC 11 100
Padded AC 11 Bulky 20
Shellete None
1 Resilience
Bulky, Hard/Shell 60
Studded Leather
> Wylde Quality
AC 12
RE +1
250
Fiend Skin AC 13
RE +1
Damage Absorption 2, Barrier [8 (total)] Acid/Fire 1800
Trunkwind (rope) AC 11
RE +2
Riverfolk only cannot Dash 400
Medium ARMOR
Breastplate AC 14
RE +1
STR 12 Used alone (light padded hauberk)
or layered with [Match Fitted] Flexible
1500
Chain Shirt
(Half Chain)
AC 13
RE +1
Flexible 400
Dwarven Clater
Mtn. Armor
AC 13
RE +1
STR 10 +2 Climb; Adv. on checks to stop falling
+5′ Climb Movement if under max.
-5′ normal Movement
650
Half Plate AC 15
RE +2
3000
Hawser Buttress (rope) AC 13
RE +1
Gwinnish only Damage Absorption 1 400
Hide
> Wylde Quality
AC 12 Bulky 100
Pine Splint AC 15
RE +0
Pine Tribes Only Damage Absorption 1, Barrier [2 (total)] Acid/Fire 0
Scale Mail AC 14
RE +1
850
Scaled Hauberk
(Dwarven)
AC 15
RE +1
Reinforced 2500
Heavy ARMOR
Ring Mail AC 14
RE +2
850
Chain Coat
(Ducateon)
AC 16
RE +3
Damage Absorption 1, Durable, Flexible 12000
Chain Mail AC 16
RE +2
Flexible 4500
Splint AC 17
RE +2
Reinforced cost 50% 6000
Plate AC 18
RE +3
15000
Umbakian War Plate AC 19
RE +4
STR 15 Reinforced, Tailored,
Barrier [3 (total)] Acid/Cold/Fire
30000
SHIELDS
Bracer 12
Buckler – Light D3 Weaponized 25
Buckler – Heavy RE +1 D4 Weaponized 60
Large – Light +3 AC
RE +1
D4 Weaponized 150
Large – Heavy +3 AC
RE +3
14 STR D6 Weaponized 250
Medium – Light +2 AC
RE +1
D4 Weaponized 100
Medium – Heavy +2 AC
RE +2
12 STR D6 Weaponized 175
Small – Light +1 AC D4 Weaponized 30
Small – Heavy +1 AC
RE +1
D4 Weaponized 70
Weaponized: Character must be proficient with the item; D3 as an Improvised Item

Battle Square Treated Properties

The armor treatment of the smiths of the war god Mizras have a standard application. The common effect is to provide Barrier: [2 (total)] Fire/Acid, and a special and secret practice that doubles Reinforced (x2 total points absorbed). This treatment is only given to chain, plate and scale armor.

[Umbakian] (Heavy) Upholstering Properties

Umbakian Upholstered (heavy) armor has the following impact: Cannot support Underpad; -1 Initiative; Increases the minimum Strength requirement by 1 (or adds a minimum of 11); Reduces the maximum Dexterity bonus by 1; As long as the armor has Resilience (other than Base Resilience), it gains +1 AC.

iCore iCore™ Armor Details

Armor Descriptions

Dunstrandian Doublet: Made for all weather, it is a signature padded armor used in Dunstrand for levies and military alike. The use of the materials ensures a lesser degree of wound infections, and the double stitch makes it more sturdy than most gambesons. It is a doublet, with quilted [horse hair] stitching w/each compartment layered in silk scraps and horse hair; built in leather hood and oiled serape for winter. Its enhanced cost is offset by the higher survivability in levies and bulk supplies in the large horse herds in the southeast of Dunstrand.

Dwarven Clater: Dwarves have prfected the art of fighting in the rugged mountains. Whereas Ducateon prefer underground tight quarters, or open field units, Dwarves tend to fight as single and small groups. The Clater armor is essentially leather scales with metal wedges, and hobnail boots. It makes plenty of noise, but there is none better for fighting in mountainous terrain.

Fandelkrayne: Made using the oils from the Narvo plant in the Duchy of Fandelok, and the horse hide from the mares of T’yendi hills and breed with the males of eastern Fandelok it creates a strong, supple leather non magical in nature, but with the superior qualities of magical leather – even more. The armor can be used to interpose and reduce non magical fire – but it cannot be repaired. The armor is highly sought after and expensive.

Fiend Skin: In the south, it was common after the fall of the southern empire to skin the carcasses of the fallen fiends (demons) and make enchanted leather armor. It was light, stretched to fit from small to large or even larger, and lasted forever. Damage to them was expensive to repair it requires magic or exposure to a holy nimbus and over the years they have gotten ruined, though many “suits” still exist. Those wearing it will detect as a fiend.

Hawser Buttress: Gwinnish [Marine] [thick] rope armor

Ice Lizard: The massive lizards that used to prowl the north now only are found in the mountain ranges, underground and in the lands beyond the Blue Wall. They are prized in the north by all for their light weight and protection. The armor is Immune to Cold damage. If ever it is taken to warmer climes (out of the Hinterlands generally), it becomes Hide Armor – with all those statistics.

Pine splint: Made and treated in a special ceremony by the shamans of the Pine Tribes.

Trunkwind: This is a traditional armor made by the Rivermen society in the North Merchant Cities. It is a hemp rope that is treated with an oil and rolled in a particular clay. It cannot be taken off without destroying it, it is used only in times of turmoil and war. It does not impede in rigging or on a pitching deck, but the wearer loses some movement if they attempt to run. The specific secret of making this armor is guarded by the Riverfolk.

[Umbakian] Upholstered (heavy)

Heavy upholstered worn armor is made by Umbak to reflect the general size and strength of their populace. It is an extra leather layer, and heavy stitching, laces, and linking. The expense of the materials in both application and fixing it means it really only done in preparation for war. It is, essentially, a custom fitted form of Underpad and prevents additional Underpad armors from being used. The thread used in this process is spun from the champion war mares hair and the cut hair of Aerna’s preistesses, woven and blessed. Weight in increased by only 10%, it is bulkier than normal. Anyone found in possession of this without the approval of the church or armorers of the Lightbringers will likely face their wrath.

COST = 15% of the armor it is being applied to as a treatment.

Umbakian War Plate: Umbakian made armors for Umbakian knights only. Its a death sentence for anyone else caught with it by an Umbakian. This style/make of armor is also common to the fallen eastern lands and several armor smiths in Oerdney.

Realm's Aptitude Powers: Divine, Occult, and Psychic

Top