Armor and Weapons
Terms like "Shielding Potential" and "Damage Potential" mentioned below will be explained in the Game Master Guide.
Armor Shielding Potential Chainmail (silver) 24 Chainmail (steel) 32 Cloth (plain) 2 Cloth (padded) 4 Leather (plain) 6 Leather (studded) 8 Platemail (silver) 48 Platemail (steel) 64 Ringmail (silver) 12 Ringmail (steel) 16
The following chart lists average damage potentials for assorted physical weapons. These are not strict; items may exist that have greater or lesser damage potential, but in general, these apply.
Weapon Damage Potential Bolos 1d6 + task roll for entanglement of limbs. Bow (compound) 3d6 Bow (long) 2d6 Bow (short) 1d6 Club 1d6 Crossbow (large) 4d6 Crossbow (medium) 3d6 Crossbow (pistol) 1d6 Crossbow (small) 2d6 Dagger (normal) 1d6 Dagger (throwing) 2d6 Dagger (triblade) 3d6 Gloves (clawed) 3d6 Gloves (plated) 1d6 Gloves (spiked) 2d6 Gloves (studded) 2d6 Lance 3d6 Mace 2d6 Morning Star 3d6 Pike 4d6 Quarterstaff 3d6 Scimitar 3d6 Scythe 2d6 Shield (large) 3d6 Shield (medium) 2d6 Shield (small) 1d6 Sling 2d6 SlingShot 1d6 Staff 2d6 Sword (bastard) 4d6 Sword (broad) 4d6 Sword (great) 5d6 Sword (long) 3d6 Sword (short) 2d6 Sword (triblade) 6d6 Throwing Star 1d6 Whip 2d6 + task roll for entanglement of limbs.
These are average values. Additionally, Damage Potential is increased by the attacking character's STR, by 1d6 per 20 points of STR possessed.