Arkanian armour

Armour Armour 

points (RP)

Handicap Weight 




Thin silk clothes 0 0 40 5
Normal (leather) 


1 1 120 2(4)
Winter clothes/Fur 2 2 200 3
Watted tunic 2 2 120 4
Heavy leather 2 2 200 5
Leather armour 2 3 180 8
Chain armour 4 4 320 20
Squama plating 5 5 480 90
Helmet +1 +1 60 3
Greaves/splints +1 120 8
Note: Arkania is just thrusting into another era and there are recently some extreme improvements on armoury, e.g. example made of dragon skin, Iryan leather (a rare fire-resistant armour), armours made of fabric and wood, but these are not part of this basic rules.  

Greaves and splints are mostly available in combination and offer the same amount of protection, if they are mad from metal or leather.  

Armour for dwarves, generally, is only three quarters of the weight indicated above, but is the same price. 


Incapability and death

If a fighter looses more than 15 life energy points by one strike, e.g. by magic, she has to roll a TaP "Self control"-test. If she fails, she falls down to her knees and cannot react or respond to any attack for D6+3 fighting turns.  

She will also be incapable of anything, if her life energy drops below 5 points after any amount of attacks.  

If life energy reaches the 0 points level, she will sink into coma and if she does not receive urgent medical treatment, she will die after 1D20 normal turns.  

If life energy, however, crosses the life-death-border at 0 and the life energy value gets negative, the fighter will die after 1D20 fighting turns, i.e. she will immediately need a healing potion or any other kind of magic. 


Fighting turns (FT) and normal turns (NT)

For the better overview, battle are not fought according to the normal time turns of 5 minutes. Nearly every fight will be over after that time, so the time is calculated relative to fighting turns, which only take 2 seconds. This will also limit the application of magic to pure fighting magic as you will see, because many other spells need much more time to be cast.

Option: Aimed attacks

 (Announcements, AT+) The ordinary attacker will stick to her modest knowledge of fighting and stitch and thrust his enemy for a long time. The results are known and shown above. Now, an attacker has the possibility to strike in a very particular way. But this increases his own risk of getting hit, too.  

An AT+ is performed by announcing an additive to her AT-value. This value will be added to the dice roll for AT, so chances increase that she will not meet her own AT-limit and roll a higher value.  
A warrior (AT:15, PA:12) announces AT+4, i.e. he may only roll 11 (i.e. 15-4) or under to succeed in the roll. 
The defender may now roll a normal PA, if the offender succeeds. If the defender fails, the additive will now be added to the hit points and the damage points, respectively. So, it will become possible to hit a strike for incapability (HP more than 15 in one strike) with an ordinary AT+ attack, no magic involved.  

So an AT+ attack allows bigger damage to the enemies. In Arkanian atmosphere the game terminology of AT+ becomes an aimed attack, i.e. the offender tries to hit some non-armoured body part, she takes all her STRENGTH to blow her enemy away or similar things.  

Note: If, however, the AT+ attack fails, the attacker has to add the same additive to her next PA-roll.  
If an AT+4 attack fails, the following parade will be a harder test with PA+4, e.g. a PA-value of 13 would end up as 9 just for the next parade. Afterwards the PA will return to its original value. 

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