Armor came about from the simple idea that if an enemy means to do you harm, it is a good idea to place something durable between the pointy bits and your supple flesh. Therefor, there are many modes of armor available from throughout the world. Armor has its drawbacks as well, including being encumbering, unwieldy, and terribly unfashionable.
Every point of armor you have reduces the amount of damage dealt by any damage source by 1 so long as the blow falls on the armor. Chaps grant no protection to the arms or torso, for instance. Such partial armor incurs penalties only on the parts it covers. Leg coverings make running and dodging harder, arm coverings make attacking and manipulating harder, head coverings make spotting and listening harder, and any armor makes climbing and jumping harder.
Wearing leathers grants +1 armor and applies a -1 modifier to rolls. Fairly inconspicuous so long as the face is not covered, but no one will mistake it for high fashion unless it is a truly masterfully done jacket and pants (fine equipment costing £500, give or take) that do not give the appearance of an armored man but tend to make one stand out in a crowd for other reasons. Light armor generally costs somewhere in the realm of £150 for a full suit. Leather is relatively easy to acquire in a cosmopolitan city, given a bit of shopping around.
- Stats: +1 armor, -1 modifier to rolls.
- Examples: Leather pants, duster, jacket.
Wearing heavy armor, such as a corselet, a helm, or greaves, grants +2 armor and applies a -3 modifier to rolls. Does not fit in practically anywhere. Gleaming metal or two-inch leather are not the standard mode of dress, and make one appear to be either some kind of deviant or a potential threat. An additional -3 to stealth rolls because of the noteworthiness, noise, and bulk. Heavy armor usually costs about £400 for a full suit, when available at all. Special order is generally required, and rare indeed it is to find an armorsmith in this day and age. The only exceptions are a handful of rather eccentric mercenary agencies, which hire out armored guards for jobs likely to involve gunfire from outmoded criminal firearms.
- Stats: +2 armor, -3 modifier to rolls, additional -3 to stealth.
- Examples: A corselet, a helm, or greaves.
Shields apply two armor, but must be used as a reflexive action to do so. Holding one at head level will also prevent firearms from dealing triple damage from shots to the head. Shields have 0 manipulation for the purpose of blocking, being designed as an object with which to block, but are otherwise ill-suited to fine manipulation. Shields generally cost £150, when available at all. Special order is generally required, but a shield is a relatively simple thing to smith, and so acquisition of one is no problem for the patient.