Helmets
Helmets do not improve AC and do not add DR. Instead, a helmet protects the head from serious injury when things go wrong. A player without a helmet is always at risk when the blow lands in the worst place possible. Most of the time this will not come up – but when it does, it matters a lot.
Restrictions: Wizards and Thieves may not wear helmets. Helmets disrupt senses by dulling hearing, limiting vision, and breaking concentration – making all abilities for those classes impossible while worn.
When should head trauma checks occur?
The DN may call for a head trauma roll when a natural 20 is scored against the character when attacked from above, or a natural 1 is rolled when a character makes a Chance Roll, Save Roll or Probability Roll related to potential body damage. Examples: a high fall onto stone or metal while walking a ledge; forcing open a rusted iron gate that snaps and collapses overhead; a ceiling trap smashing down; a rock or heavy object dropping onto the head; a horse rearing beneath a rider. If a character has no helmet, the DN should raise the stakes.
Possible consequences without a helmet
When head trauma happens, the DN decides relative to the scene: Dazed (next turn is lost); Blurry vision (Quick saves at risk for a short time); Ringing ears (Mind save rolls harder until rest); Knockdown (stunned and falls prone); Memory jolt (forgets current action or spell); Complete blackout (lights out, body drops).
A helmet will not stop blows like armor’s DR and will not help you dodge like Dexterity Bonus. It protects thought, balance, and consciousness when the world hits the head instead of the body. If your cleric or fighter values their eyesight, balance, hearing, or consciousness, wear one.
Helmet Costs & Examples
| Helmet | Description | Cost |
|---|---|---|
| Leather Cap | Thick hide or boiled leather, common militia wear. | 3 gp |
| Padded Coif | Quilted cloth wrap that cushions blunt impact. | 5 gp |
| Studded Cap | Leather helm reinforced with studs or bronze rivets. | 8 gp |
| Nasal Helm (Viking Style) | Conical iron or steel with a nose-guard bar, iconic raider helm. | 12 gp |
| Samurai Jingasa | Lacquered hat, lightweight, built for mobility and rain protection. | 14 gp |
| Half-Helm (Iron/Steel) | Simple iron skull dome with reinforced brow. | 15 gp |
| Spangenhelm (Persian / Germanic) | Sectioned iron plates with mail drape over cheeks and neck. | 18 gp |
| Barbarian Horn Helm | Leather base with bone or antler crest, ceremonial and intimidating. | 20 gp |
| Zulu War Helm | Woven reeds layered with hide, sturdy but flexible. | 22 gp |
| Full Helm | Wraps skull completely, deflects strong blows more reliably. | 25 gp |
| Lamellar Helm (Steppe Riders) | Overlapping metal scales, popular with horse archers. | 30 gp |
| Khopesh Helm (Egyptian Bronze) | Bronze plate helm with flared rim and colorful plume. | 35 gp |
| Norman Kite-Guard Helm | Sloped nasal helm with cheek plates, favored by early crusader cavalry. | 32 gp |
| Tibetan Copper Ridge Helm | Copper and iron layered crown, wind-resistant and ridge reinforced. | 38 gp |