- DR = The amount of Damage Resistance the item gives. Subtract this from any blow that strikes you. For instance, if you’re wearing a DR 6 corselet and are hit for 8 points of damage, only 2 points penetrate and affect you.
- Cost is by Wealth. Anyone with Wealth 4 or better can readily acquire Fur or Cloth.
- Weight is in pounds.
- DB = Defense Bonus. The bonus the shield gives to all of your active defense rolls against attacks, even if you have no skill at all.
- Cost = included in spending points on the skill. If you spend a point of wealth to get a new weapon from each group you have skills in, then you get an additional shield as well.
[1] Can be used offensively to entangle; see Cloaks (p. 404).
[2] Can be used offensively with a shield bash (see the Melee Weapon Table) or shield rush (see Slam, p. 371). At TL2+, you can give your small, medium, or large shield a spike to increase damage: add 1 Wealth to the cost and 5 lbs.
[3] Also available as a buckler. You can ready a buckler in one turn and drop it as a free action, just like a weapon – but it always occupies one hand, and it does not allow a shield rush. No effect on statistics.
Wearing Armor
A fully armored individual is someone who is expecting trouble . . . or looking to make trouble. He is unlikely to receive a warm welcome! If your character is wearing armor, be sure to describe it when you enter a scene, so that others can tell and react accordingly. This is especially true if the armor covers your face.
It takes 2-3 minutes to put on armor.