Armor of Alhazred

Alhazred uses the core armor rules in ../armor.md.

This document describes common setting armor, what tier it usually counts as, and which body locations it most plausibly protects in the fiction.

Use the default “one armor” rule unless the table opts into hit-location armor.

Size and Bulk

Armor size when carried instead of worn:

  • Heavy armor: Large item
  • Medium armor: Medium item
  • Light armor: Medium item
  • Ordinary clothing: Small item

Armor worn on the body does not take pack space, but its movement penalty still applies.

Craft Quality

Armor quality modifies Integrity and price.

Quality Integrity Modifier Price Multiplier Notes
Poor -1 x0.5 Bad fit, weak straps, damaged plates, rushed repair.
Standard 0 x1 Normal survivor-grade armor.
Superior +2 x2 Excellent fit, reinforced seams, careful repair, quality materials.

Superior armor is close to a luxury good in survivor markets. It is prized because it lasts longer, repairs better, and inspires confidence.

Common Armor

Integrity is based on armor tier and coverage:

  • Light base: 1
  • Medium base: 2
  • Heavy base: 3
  • Add +1 Integrity for each additional protected body location beyond the first.
  • Paired arms count as one additional protected location for Integrity.
  • Helmets are always sold separately and do not count as part of the armor’s listed coverage.
Armor Tier Integrity Carried Size Price Protected Locations Description and Materials Notes
Reinforced Workwear Light 3 Medium $1 Torso, arms, legs Poor: patched coat and layered shirts. Standard: leather work jacket or heavy overcoat. Superior: tailored motorcycle coat, reinforced seams, good gloves. Common survivor armor; quiet and flexible.
Early Bulletproof Vest Medium 2 Medium $2 Torso Poor: stiff old ballistic silk or cracked plate carrier. Standard: early protective vest or police experiment. Superior: custom-fitted silk-and-plate vest. Extremely rare; mostly pre-Calamity, private security, or experimental.
WWI Surplus Flak Jacket Medium 3 Medium $3 Torso, arms Poor: rotted canvas with missing plates. Standard: army surplus flak jacket. Superior: repaired jacket with replaced straps and fitted lining. Rare; excellent against fragments in the fiction.
Civil Security Kit Medium 4 Medium $4 Torso, arms, legs Poor: mismatched strikebreaker pads and leather guards. Standard: police guard kit, padded coat, baton guards. Superior: fitted agency/security kit with reinforced joints. Noisy, bulky, practical against mobs and street violence. Helmet sold separately.
Industrial Plate Vest Heavy 3 Large $3 Torso Poor: stove plate strapped over canvas. Standard: boiler, mill, or rail-yard plate vest. Superior: shaped workshop plate with padded harness. Torso-only protection; cumbersome but believable industrial salvage.
Trench Assault Harness Heavy 5 Large $5 Torso, arms, legs Poor: scrap plates wired over a coat. Standard: trench-raider plates, sapper apron, and limb guards. Superior: fitted surplus-and-workshop armor with quiet straps. Loud, stiff, rare; military-surplus feel rather than medieval plate.
Makeshift Shield Special 3 Large 50c Front-facing cover, usually arm-held Poor: barrel lid or loose board. Standard: reinforced riot board or heavy work shield. Superior: fitted handle, viewing notch, reinforced rim. Occupies one hand; functions more like Block/Cover than worn armor.

Armor Pieces

Armor may appear as separate pieces even when using the default whole-armor rule.

Common pieces:

  • Vest / torso
  • Helmet
  • Legs
  • Left arm
  • Right arm

Under the default rule, pieces describe what the armor looks like and what gets damaged in the fiction. A survivor wearing a riot vest and arm guards may still simply count as Medium armor.

Under the optional hit-location armor rule in ../armor.md, each piece protects only its own location.

Helmets

Helmets are usually separate from torso armor.

Common helmets:

Helmet Tier Carried Size Price Initiative Notes
Leather cap / padded hood Light Small 25c 0 Warm, quiet, minor impact protection.
Riot helmet / sports helmet Medium Small $1 -1 Good practical head protection; muffles hearing and narrows awareness.
Steel helmet / welding mask Heavy Medium $2 -2 Strong but heavy, hot, and vision-limiting.

Helmet initiative penalties represent reduced hearing, peripheral vision, comfort, and reaction speed.

If using optional hit-location armor, helmets protect the Head slot.

Shields

Shields are not worn armor.

A makeshift shield occupies one hand and is used through Block, Cover, or fictional positioning.

Examples:

  • Road sign
  • Metal trash lid
  • Sled
  • Reinforced plank
  • Toolbox lid

Shields protect best from the front and usually do nothing against hazards, flanking attacks, smoke, cold, or being set On Fire unless the fiction supports it.

Availability

Armor in Alhazred is usually repaired, scavenged, or assembled rather than bought new.

  • Light armor is common.
  • Medium armor is valuable survivor gear.
  • Heavy armor is rare, loud, and difficult to travel in.
  • Bullet-resistant armor is extremely rare and often worth more as a curiosity, specialist tool, or status object than as everyday protection.

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