Difference between revisions of "Armour"

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(Created page with "To exist in civilised society, one must wear some form of clothing for modesty and protection. To a warrior, armour is extremely important to prevent injury and death. But som...")
 
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=Armour/Clothing Sets=
=Armour/Clothing Sets=
In a nutshell a 'set' is a design of clothing that works together, it may be composed of different pieces but are worn together for similar effectiveness. Such clothing can be customised or feature different designs and accessories but usually fulfills certain aestetic conditions and in some cases, grants a purpose. Clothing and armour sets are worn by characters and functionally only differ if they have '''accessories''' applied to them, and if said sets can accept accessories.
In a nutshell 'Gear' is a design of clothing that works together, it may be composed of different pieces but are worn together for similar effectiveness. Such clothing can be customised or feature different designs and accessories but usually fulfills certain aesthetic conditions and in some cases, grants a purpose. Clothing and armour sets are worn by characters and functionally only differ if they have '''accessories''' applied to them, and if said sets can accept accessories.


'''Defense''' is a value of how much damage it resists when attacked.
'''Defense''' is a value of how much damage it resists when attacked.
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* If the user's defense is more than double the attack's damage, they take 0 damage instead. (6 attack vs 12 defence = 1 damage. 5 attack vs 12 defense = 0 damage)
* If the user's defense is more than double the attack's damage, they take 0 damage instead. (6 attack vs 12 defence = 1 damage. 5 attack vs 12 defense = 0 damage)


'''Worn, Normal and Masterwork''' are the physical qualities that a set can be found in. The quality affects its stats and condition. Sets can always be repaired from Worn to Normal and refined from Normal to Masterwork. Anything beyond Masterwork is the result of magical or material enhancement. Repairing a Worn set is not trivial but with the right materials can bring out the potential of a set for low cost. Masterwork sets can be obtained rarely or bought in shops or can be refined from a Normal set with special materials.
'''Worn, Normal and Masterwork''' are the physical qualities that Gear can be found in. The quality affects its stats and condition. Gear can always be repaired from Worn to Normal and refined from Normal to Masterwork. Anything beyond Masterwork is the result of magical or material enhancement. Repairing Worn Gear is not trivial but with the right materials can bring out the potential of a set for low cost. Masterwork Gear can be obtained rarely or bought in shops or can be refined from Normal gear with special materials.
* '''Worn sets''' have less defense and lack a bonus effect (if any). If it is 1: it is 0. If it is 2 or higher: it is halved and rounded down to the nearest 1.
* '''Worn gear''' has less defense and lack a bonus effect (if any). If it is 1: it is 0. If it is 2 or higher: it is halved and rounded down to the nearest 1.
* '''Normal sets''' are the baseline and thus have no changes as described.
* '''Normal gear''' is the baseline and thus have no changes as described.
* '''Masterwork sets''' gain an extra +2 defense regardless of piece and a free accessory slot to customise it's benefits.
* '''Masterwork gear''' gains an extra +2 defense regardless of piece and a free accessory slot to customise it's benefits.


'''Magical Grades''' are a series of enhancements to a set that increases it's defense and may add additional functions as well. In some cases this may create new accessories that can be used in other clothing and armour sets to enhance them as well.
'''Magical Grades''' are a series of enhancements to gear that increases it's defense and may add additional functions as well. In some cases this may create new accessories that can be used in other clothing and armour sets to enhance them as well.
* A set enhanced by magical grades is effectively 'Grade 1'. Their stats and functions are as described in the base description of the set.
* Gear enhanced by magical grades is effectively 'Grade 1'. Their stats and functions are as described in the base description of the gear.
* Each grade requires a certain amount of materials (and sometimes, currency, depending on who charges) to bring the set to the next grade up.
* Each grade requires a certain amount of materials (and sometimes, currency, depending on who charges) to bring the gear to the next grade up.
* Increasing a set's grade may create accessory slots, which can be used to further improve them in a modular fashion. Masterwork sets always have 1 free slot due to their design.
* Increasing a gear's grade may create accessory slots, which can be used to further improve them in a modular fashion. Masterwork gear always has 1 free slot due to their design.
* The maximum accessory slots for a set is 4. 1 from Masterwork quality, 2 as a result of improving grades and 1 for improving the grade of a set to its maximum (Grade 5)
* The maximum accessory slots for a gear is 4. 1 from Masterwork quality, 2 as a result of improving grades and 1 for improving the grade of a gear to its maximum (Grade 5)


==Worn Set==
==Worn Gear==
"Poor or simple clothing from one who is just starting out or unable to afford anything better. It need not be rags or other bare strippings of a vagabond but it offers little protection or function beyond the neccessity to remain modest in public. It might not even have to be uncomfortable or dirty, just things to get by."
"Poor or simple clothing from one who is just starting out or unable to afford anything better. It need not be rags or other bare strippings of a vagabond but it offers little protection or function beyond the necessity to remain modest in public. It might not even have to be uncomfortable or dirty, just things to get by."
* Defense: 0
* Defense: 0
* No Bonus
* No Bonus
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* No Magical grades.
* No Magical grades.


==Traveller's Set==
==Traveller's Gear==
[[File:Firbolg.jpg|thumb|none|Traveller's Gear worn by a Firbolg]]
"A common set of clothing worn by adventurers starting out or travellers off to see the world. It exists to help endure the wilderness in better comfort and remain respectably good in appearance in the company of others."
"A common set of clothing worn by adventurers starting out or travellers off to see the world. It exists to help endure the wilderness in better comfort and remain respectably good in appearance in the company of others."


* Defense: 1
* Defense: 2
* No Bonus
 
===Magical Grades===
'''Grade 2'''
* +3 Defense (5)
* '''Cold Resistance''': Very cold conditions do not affect you.
* '''Cold Resistance''': Very cold conditions do not affect you.


===Grade 2===
'''Grade 3'''
* +2 Defense (3)
* +4 Defense (10)
* +1 accessory slots, Day-Speed UP already attached. (1)
* Gain bonus '''Day-Speed UP''': Small magical movement bonus during daylight hours.
* Gain bonus '''Day-Speed UP''': Small magical movement bonus during daylight hours.


===Grade 3===
'''Grade 4'''
* +3 Defense (6)
* +5 Defense (15)
 
===Grade 4===
* +4 Defense (9)
* +1 accessory slots, free slot (2)
* +1 accessory slots, free slot (2)


===Grade 5===
'''Grade 5'''
* +5 Defense (14)
* +6 Defense (21)
* Gain bonus '''Speed UP''': Small magical movement bonus, no catches.
* Gain bonus '''Speed UP''': Small magical movement bonus, no catches.
* +1 accessory slot, free slot (3)
* +1 accessory slot, free slot (3)
==Barbarian's Gear==
[[File:Giantbrute.jpg|thumb|none|Barbarian's Gear]]
==Warrior's Gear==
[[File:Goliathwarrior.jpg|thumb|none|Warrior's Gear worn by a Human Giant]]
==Full-Plate Gear==
[[File:Redhairedgiant.jpg|thumb|none|Full-Plate Gear worn by a Fire-Giant]]
==Crafter's Gear==
[[File:Giantsmithy.jpg|thumb|none|Crafter's Gear worn by a Dweman]]

Revision as of 13:31, 15 January 2018

To exist in civilised society, one must wear some form of clothing for modesty and protection. To a warrior, armour is extremely important to prevent injury and death. But some sets of clothes can have other benefits too, and with magical or material improvements, a set of clothing can give its wearer many benefits. In terms of combat, sets offer varying degrees of physical protection; clothes offer the least but sometimes have other benefits, armour is generally tougher but less appropriate in casual scenarios.

Armour/Clothing Sets

In a nutshell 'Gear' is a design of clothing that works together, it may be composed of different pieces but are worn together for similar effectiveness. Such clothing can be customised or feature different designs and accessories but usually fulfills certain aesthetic conditions and in some cases, grants a purpose. Clothing and armour sets are worn by characters and functionally only differ if they have accessories applied to them, and if said sets can accept accessories.

Defense is a value of how much damage it resists when attacked.

  • A Defense of 1 means the wearer takes 1 less damage on impact.
  • Even if the user's defense is equal or higher than the attack's damage, they still take a minimum of 1 hit point of damage, with an exception:
  • If the user's defense is more than double the attack's damage, they take 0 damage instead. (6 attack vs 12 defence = 1 damage. 5 attack vs 12 defense = 0 damage)

Worn, Normal and Masterwork are the physical qualities that Gear can be found in. The quality affects its stats and condition. Gear can always be repaired from Worn to Normal and refined from Normal to Masterwork. Anything beyond Masterwork is the result of magical or material enhancement. Repairing Worn Gear is not trivial but with the right materials can bring out the potential of a set for low cost. Masterwork Gear can be obtained rarely or bought in shops or can be refined from Normal gear with special materials.

  • Worn gear has less defense and lack a bonus effect (if any). If it is 1: it is 0. If it is 2 or higher: it is halved and rounded down to the nearest 1.
  • Normal gear is the baseline and thus have no changes as described.
  • Masterwork gear gains an extra +2 defense regardless of piece and a free accessory slot to customise it's benefits.

Magical Grades are a series of enhancements to gear that increases it's defense and may add additional functions as well. In some cases this may create new accessories that can be used in other clothing and armour sets to enhance them as well.

  • Gear enhanced by magical grades is effectively 'Grade 1'. Their stats and functions are as described in the base description of the gear.
  • Each grade requires a certain amount of materials (and sometimes, currency, depending on who charges) to bring the gear to the next grade up.
  • Increasing a gear's grade may create accessory slots, which can be used to further improve them in a modular fashion. Masterwork gear always has 1 free slot due to their design.
  • The maximum accessory slots for a gear is 4. 1 from Masterwork quality, 2 as a result of improving grades and 1 for improving the grade of a gear to its maximum (Grade 5)

Worn Gear

"Poor or simple clothing from one who is just starting out or unable to afford anything better. It need not be rags or other bare strippings of a vagabond but it offers little protection or function beyond the necessity to remain modest in public. It might not even have to be uncomfortable or dirty, just things to get by."

  • Defense: 0
  • No Bonus
  • No Worn or Masterwork quality available.
  • No Magical grades.

Traveller's Gear

Traveller's Gear worn by a Firbolg

"A common set of clothing worn by adventurers starting out or travellers off to see the world. It exists to help endure the wilderness in better comfort and remain respectably good in appearance in the company of others."

  • Defense: 2
  • No Bonus

Magical Grades

Grade 2

  • +3 Defense (5)
  • Cold Resistance: Very cold conditions do not affect you.

Grade 3

  • +4 Defense (10)
  • Gain bonus Day-Speed UP: Small magical movement bonus during daylight hours.

Grade 4

  • +5 Defense (15)
  • +1 accessory slots, free slot (2)

Grade 5

  • +6 Defense (21)
  • Gain bonus Speed UP: Small magical movement bonus, no catches.
  • +1 accessory slot, free slot (3)

Barbarian's Gear

File:Giantbrute.jpg
Barbarian's Gear

Warrior's Gear

Warrior's Gear worn by a Human Giant

Full-Plate Gear

Full-Plate Gear worn by a Fire-Giant

Crafter's Gear

Crafter's Gear worn by a Dweman