Armours
Armour is a popular acquisition for adventurers as their lifestyle often puts them in harm’s way. All characters have a base Armour Class (AC) equal to 10 plus their Dexterity modifier - the higher a person's AC, the harder it is to take them out of a fight. Armour increases this base AC, and can even provide certain damage reductions, environmental protections, or situational benefits depending on its design.
Unarmoured characters, as mentioned, have a base AC of 10. There are normally no benefits to being unarmoured in combat, any advantage gained by fighting unencumbered is vastly outweighed by the character's sheer vulnerability. The one exception to this are characters who have specific Training in fighting unarmoured, who do gain access to the same Initiative benefits as Light Armour wearers enjoy (see below).
Light Armour (Encumbrance 0-1): Made from firm but flexible materials, Light Armour provides protection whilst preserving agility - allowing faster characters to act with more confidence. As well as adding their Dexterity bonus to their Initiative result, as normal, Light Armour wearers can choose to reroll their Initiative at the start of each round.
Heavy Armour (Encumbrance 2+): Made from solid, unyielding materials, Heavy Armour favours characters tough enough to use this extra weight to their advantage. Wearers may add the highest of their Strength or Constitution modifiers to their AC, in addition to their Dexterity. Once per scene, Heavy Armour wearers may also take +4 to any Physical Effects saving throw that their armour might help resist.