TEXT: Kevin Hallock 
  quorlox@gmail.com 
   
  1 
  Armor By Quorlox 
   
  Double Mail  
   
   
  Similar to chain mail, double mail is made from interlocking metal rings, but double 
  mail has more rings that are closer together, which provides more protection at the cost of 
  mobility. Double mail comes with a hood to act as a helm for the wearer. Double mail is 
  usually available wherever chain mail is sold.  
   
  Double Mail - 700sp, Phys/Mystic - 8/0, Weight - 50, Init Penalty - 4  
   
  Firescale Hide Armor 
   
   
  Firescales are huge, four-legged animals that resemble thundra beasts and are large 
  enough for trolls to use as mounts; firescales rare known to live only in the Scol 
  Mountains of Barsaive. Their rock-like deep red hides resemble dragon scales. They are 
  able to breathe fire and as magical creatures, their body and blood are valuable to 
  magicians and alchemists. (See Crystal Raiders of Barsaive, p.142 for additional details) 
  In addition to their blood and horns, firescales are hunted for their thick hide, which 
  provides substantial protection, especially against fire when enchanted.  
   
  Firescale Hide Armor - 400sp, Phys/Mystic - 6/1, Weight - 40, Init Penalty - 2  
   
   
  In addition to the above, firescale hide armor can be enchanted with firescale blood 
  to provide the wearer with 3 points of Armor against fire-based attacks. When enchanted, 
  fire-based attacks require an additional Level of Success to Armor-Defeat. This 
  enchantment requires a gallon of firescale blood, costs 100sp, and lasts for a year and a 
  day. The fire resistance applies to both physical and mystical attacks.  
   
  The trolls of the Firescale moot in the Scol Mountains are offended by non-moot 
  members wearing firescale hide armor. In battle, somebody who wears it would be their 
  primary target. Several members of the Firescale moot wear it, but it was constructed 
  from mounts lost in battle, not slaughtered for their body parts. The Firescale moot has 
  several threaded suits of firescale hide armor and their leader, Mar'tok Man-Slayer, wears 
  a suit constructed from several of his most prized mounts. Some say that his armor allows 
  him to breath fire similar to a firescale, but that could just be a story told to keep others 
  away from the Scol Mountains. 
   
  Living Stone Armor  
   
   
  The origins of living stone are not well understood. Some theorize that it's a different 
  form of living crystal, while others think it's an entirely different substance. Living stone 
  is always found within 100 miles of a Liferocks and obsidimen oppose the excessive 
  harvesting of it. Whether this is simply because they are protective of the earth or because 
  it means something more is unknown.  
   
  
  Kevin Hallock 
  quorlox@gmail.com 
   
  2 
   
  Most merchants who market living stone have an arrangement with a Brotherhood to 
  gather small quantities at regular intervals. They are also very careful who they sell living 
  stone armor to, as obsidimen do not approve of people who defile the Earth wearing this 
  kind of armor. In fact, some say that a wearer who consistently harms the Earth will be 
  punished by the living stone armor, either by it weakening (i.e. lowering Armor values) 
  or by it stiffening (higher Inititiative Penalty). (Campaign Note: If you are including the 
  Liferock Rebellion in your campaign, obsidimen are likely to give living stone armor to 
  those fighting for the rebellion.)  
   
   
  When initially found, living stone looks like other stones in the area, which are 
  usually gray, brown, sometimes black or other colors. This similarity with the 
  surrounding terrain makes living stone difficult to find. Because there are stories that the 
  birthing cave contains enormous amounts of living stone, some fools have tried to shorten 
  their foraging time by raiding the birthing cave. But, there is no living stone in the 
  birthing cave and the Liferock's Brotherhood always hunts down and kills anybody who 
  tries it, so a wise man will continue looking the old fashioned way. Although much rarer 
  than living crystal, it is not as expensive as one might suspect because few non-
  obsidimen can wear it. Because of its rigidity, living stone requires a wearer to have a 
  minimun Str 19.  
   
   
  Optional Rule: Characters with lower Str can wear it, but they suffer a -1 Step 
  penalty to their Dex for each Step their Str is below Step 8. For example, a troll with a 
  Step 7 Str would have a -1 Step penalty to his Dex.  
   
   
  As with other living armors, living stone must be enchanted before it can be used in 
  armor; the Enchantment Difficulty is 17 for obsidimen and 21 for everybody else. The 
  process requires two months of work. (See Magic: A Manual of Mystic Secrets, p.51 for 
  additional details.) Implanting living stone causes 6 points of damage that cannot be 
  healed as long as the character wears it. Once installed, rocky veins form on the surface 
  of the wearer's skin that connect the individual living stones and the color of the living 
  stone changes over the next month to become a rocky version of its wearer's natural skin 
  color. These veins are why living stone is better than living crysal, but they are relatively 
  stiff and make wearing living stone so difficult for the weak. For example, living stone 
  armor on a pale-skinned elf with blond hair might have chalky white living stones 
  connected with light yellow viens, while on a troll with brown skin and black hair, the 
  living stones would be dark brown, appear worn, and connected to each other via black 
  veins. Incidentailly, some trolls consider it a great honor to wear living stone armor, 
  provided it was given freely by the local Brotherhood. The Rockhorn trollmoot is 
  particularly proud of their members who have earned the right to wear this armor. (See 
  Crystal Raiders of Barsaive, p.105 for additional details.)  
   
   
  Obsidimen prefer to wear armor made from living stone collected near their own 
  Liferock because they are more attuned to it. Obsidimen wearing such armor increase the 
  armor's Physical and Mystical Armor by 1; it becomes 8/5.  
   
  Living Stone - 2000sp Phys/Mystic-7/4, Weight-NA, Init Penalty-4 
  
  Kevin Hallock 
  quorlox@gmail.com 
   
  3 
   
  Maggot Flesh  
   
   
  Maggot Flesh is a Horror's version of living armor. To understand it, you must learn 
  a little bit about how it is spread. Teropyrs are 1-2 ft long Horror constructs that resemble 
  white earthworms or maggots. They spend most of their existence slowly burrowing 
  through the earth searching for volunteers who are willing to exchange anything for a 
  little power. They prefer individuals with some capabilities, especially mundane fighters 
  and Adepts, although they instinctively avoid any Adept that knows Bear Mark. Once the 
  candidate is located, the teropyr makes contact, telling the person that if he allows the 
  teropyr to take up residence in his body, the teropyr will provide protection and healing, 
  thus granting the volunteer greater power. If the candidate agrees, the teropyr burrows out 
  of the ground and enters the volunteer's mouth, taking up residence in the gut, essentially 
  infecting the volunteer. (If the candidate changes his mind upon seeing the teropyr, the 
  construct will try to flee; assume it has stats similar to a regular house cat. They are not 
  hard to destroy when found.) Over the next day, the infected feels thousands of small 
  maggots wriggling from the teropyr towards his skin. Once the process is done, the 
  infected''s flesh looks slightly rotten, with a few openings with maggots crawling in them. 
  Close inspection will reveal that his skin is rippling as maggots move underneath it. The 
  entire process causes 3 points of permanent damage and is irreversible. When the infected 
  person dies, the teropyr dies as well. In addition to providing protection, the 
  transformation allows the infected to use Maggot Mending twice per day. Maggot 
  Mending requires one Action and provides the infected with an immediate Step 8 
  Recovery Test, as his maggots furiously work to repair damaged flesh. The Step used is 
  not influenced by the infected's Recovery Step.  If desired, the infected can attempt to 
  heal a Wound instead of damage using Maggot Mending; if the Maggot Mending Test 
  results in a 5, the Wound is healed. Those infected by teropyrs do not suffer any damage 
  from bleeding.  
   
   
  Maggot Flesh is most often encountered in small towns and villages that have been 
  taken over by Name-giver(s) infected by teropyrs. Teropyrs often appear in groups, 
  presumably by choice, and like to target dissatisfied groups. There have been several 
  cases where entire families agreed to the transformation. The teropyr does not allow the 
  infected to use additional armor, except shields. Most of the cases of Maggot Flesh 
  provide the standard benefits listed below, but there are reports of more advanced 
  versions of it, particularly with Adepts, especially Nethermancers. In these cases, the 
  infected person seems to have less flesh, more maggots, and are more difficult to destroy.  
   
   
  The origin of the teropyr is the subject of considerable debate. Many think they are 
  constructs created by wormskulls as a way of reproducing. Presumably, Adepts infected 
  by teropyrs eventually transform into wormskulls; the rest of the victims are merely 
  infected for the fun of the creator. Because teropyrs more often infect mundanes, others 
  think that they are the constructs of an unknown Horror that creates them and sends them 
  out to do its bidding.  
   
  
  Kevin Hallock 
  quorlox@gmail.com 
   
  4 
   
  Windlings and obsidimen are immune to teropyr infection; the former because they 
  are too small and the latter because of their connection to the earth.  
   
  Maggot Flesh (Standard) - One's Soul, Phys/Mystic - 5/5, Weight - NA, Init Penalty – 0 
    
   
   
   
   
  Maggot Mending (2x day, Step 8 Recovery Test) 
   
   
  Maggot Flesh (Advanced) - GM discretion. The infected individual can have 
  improved armor, higher Level of Success required for Armor-Defeating, a higher Maggot 
  Mending Step, and more Maggot Mendings per day. The power level is not fixed, so it's 
  possible to have a really advanced infection with guards that are only somewhat 
  advanced and minions with the standard infection. 
   
  Rockworm Plate Armor  
   
   
  These elemental creatures resemble giant worms ten to fifteen feet long, covered 
  with rocky hide of overlapping plates. (For the full description, see Crystal Raiders of 
  Barsaive, p. 145.) The plates that comprise a rockworm's hide are difficult to shape and 
  heavy for their size preventing their use in the construction of most types of armor. But, 
  they can be riveted in layers to metal backing (similar to chain mail in appearance, but 
  with larger rings), creating a suit of jazeraint or scale armor. Despite being scale, not 
  plate, armor, the suit isstuck with its name because rockworm plates are used in its 
  construction and its protection exceeds that of plate mail.  
   
   
  Rockworm plate is among the heaviest in existence and requires a great deal of 
  strength and persistance to assemble, which contributes to its rarity. There are only two 
  Weaponsmiths that are known to construct rockworm plate and both are obsidimen. Balin 
  is part of the Brotherhood of the Greenstone Liferock (Crystal Raiders of Barsaive, p. 26 
  & 105) and has constructed several suits of rockworm plate for trolls in the Rockhorn 
  moot. Orlandu lives in Bartertown and has made a dozen or so suits over the past few 
  decades. If somebody is interested in obtaining a suit of rockworm plate armor, he'll most 
  likely have to work with one of these two obsidimen. Both are wealthy enough, so they're 
  more likely to trade a suit for services than money. Weaponsmiths almost always desire 
  certain items to be recovered, but are too busy with their work to get the items 
  themselves. Anybody who recovers a suit of rockworm plate and wishes to sell it will 
  also have to deal with somebody who works with this rare armor; most merchants have 
  little desire to purchase it.  
   
  Rockworm Plate Armor - 9000sp, Phys/Mystic - 11/3, Weight - 120, Init Penalty - 6 
   
  Shilagrue Armor  
   
   
  Shilagrue are unusual creatures that float in the Serpent River hoping to bump into 
  some creature to feed on (The Serpent River, p.120-121); they possess no means of 
  locomotion. When alive, they are translucent, the thickness of regular cloth and almost 
  the same consistency, which is why shilagrue is the t'skrang word for "wandering shawl". 
  If captured alive and carefully dried out, the shilagrue becomes much thinner and clear. 
  
  Kevin Hallock 
  quorlox@gmail.com 
   
  5 
  Because it is so hard to detect, tailors can sew dried shilagrue into the lining of a coat, 
  jacket, dress, etc. without anybody noticing. Once sewn in, the wearer gains the full 
  benefits of the shilagrue armor, which means they gain 1 point of Mystic Armor. Wealthy 
  people often purchase clothes with dried shilagrue lining because "they want discreet 
  protection in the latest style". This is the most common use for dried shilagrue, but it can 
  also be used to line regular armor. Unfortunately, it is fragile compared to regular armor 
  and any attack that degrades the armor destroys the dried shilagrue. Even if the armor is 
  not degraded, the dried shilagrue often decays within a year when subjected to the rigors 
  of adventuring. When combined with armor, the wearer's Mystic Armor Bonus increases 
  by 1; layered shilagrues provide no additional benefit.  
   
   
  Dried shilagrue is common in tailor shops along the Serpent River; it's more 
  expensive than better armor because of the demand by wealthy mundanes seeking 
  protection while wearing the latest fashions. The list cost is only for the dried shilagrue; 
  clothing, armor and tailoring are all extra. Installing it into armor usually costs 20sp and 
  requires one day of work. The cost and time required to sew dried shilagrue into an outfit 
  depends on the style and tailor.  
   
  Dried Shilagrue - 20sp Phys/Mystic-0/1, Weight-0, Init Penalty-0 
   
  Soft Hide Armor 
   
   
  Soft hide armor originated among primitives that haven't mastered the art of 
  preserving animal hides. It is commonly worn by ogres, cave trolls, and similar creatures. 
  Because it's improperly preserved, soft hide degrades over time, decrementing both 
  Physical and Mystical armor by 1 point on a regular basis unless repaired; the rate of 
  degradation depends on how poorly the skins were preserved, but is usually 1 point per 
  week or per month. As one might guess, the smell of rotting animal flesh accompanies 
  the degradation. To offset this, the wearer must continually replace rotting animal skins 
  with fresh ones, but the stench of this armor prevents its use or sale in civilized areas.  
   
   
  Of course, cave trolls and ogres don't refer to their armor as "soft hide"; soft hide is a 
  term coined by alchemists trying to sell their wares. Alchemists use a nethermantic 
  enchantment to preserve the skins, thus allowing the armor to be worn without decay. 
  The enchantment must be renewed every year and a day and costs 25sp. While no longer 
  decaying, the armor still has a scent, making it unpopular among civilized folk. However, 
  soft hide armor constructed from several different animal skins is popular among trappers 
  and Scouts because it can be enchanted with wilderness scents (also costs 25sp). This 
  enchantment masks their normal scent. (Increase the Difficulty of any scent-based Tests 
  to locate, identify, or track the wearer by 3.) The price listed below is for the enchanted 
  armor; the regular type rarely has value.  
   
  Soft Hide Armor - 50sp Phys/Mystic-4/2, Weight-30, Init Penalty-1  
   
  Splint Mail  
   
  
  Kevin Hallock 
  quorlox@gmail.com 
   
  6 
  Splint mail consists of a series of scales (or splints) laced together. This type of armor 
  provides more protection than chain mail, but is more expensive to create. A full set of 
  splint mail includes a helm to protect the wearer's head. Splint mail is usually available 
  wherever plate mail is sold.  
   
  Splint Mail - 1500sp, Phys/Mystic - 8/0, Weight - 40, Init Penalty - 3  
   
  Stone Lion Hide Armor 
   
   
  Stone lions are part savage mountain creature and part angry earth elemental. (Fully 
  described in Crystal Raiders, p.147) Crystal raiders sometimes hunt stone lions for their 
  pelts, which can be made into strong and flexible hide armor. However, the armor is 
  much heavier than regular hide armor because of the elemental earth in it. This armor is 
  rarely available for purchase because stone lions only live in mountains and are difficult 
  to hunt. And the trolls that hunt them the most often tend to raid more than trade. When 
  available, the suit of stone lion hide armor is almost always troll-size because it was 
  recovered from a dead raider. People trying to acquire this type of armor often find it 
  quicker to hunt the stone lions themselves than wait from a suit of ready armor to be 
  available.  
   
  Stone Lion Hide Armor - 1200sp, Phys/Mystic - 7/2, Weight - 50, Init Penalty - 3  
   
  Thornweave  
   
   
  Thornweave is a variant of fernweave that is constructed from vines that grow in the 
  Blood Wood. Thornweave is common near the Blood Wood, but becomes more difficult 
  to find the further away one goes. From a distance, thornweave looks like fernweave, but 
  on closer inspection, the plants have 1" (2.5 cm) long thorns, some of which stick into the 
  wearer's flesh, and has a reddish tint from the blood of its wearer. Thornweave is donned 
  just like fernweave, but within 24 hours the vines shift position imbedding its thorns; this 
  causes only 1 point of damage to elves and blood elves, but 3 points to non-elves while 
  the armor is worn. Obsidimen cannot wear thornweave because the thorns are not sharp 
  enough to penetrate their natural armor. (It's not well-known outside of the Blood Wood, 
  but thornweave gains an additional +1 to both its Physical and Mystic Armor when worn 
  inside the Blood Wood.)  
   
  Thornweave 250sp 3/5, Weight-15, Initiative Penalty-0 
   
   
   
  
SOURCE: textdata/thevault/Earthdawn/Resources/Homebew & 3rd Party/1st Edition/Armor by Quorlox.pdf