Armour

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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 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.

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 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 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.
  • Normal sets are 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.

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.

  • A set enhanced by magical grades is effectively 'Grade 1'. Their stats and functions are as described in the base description of the set.
  • Each grade requires a certain amount of materials (and sometimes, currency, depending on who charges) to bring the set 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.
  • 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)

Worn Set

"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."

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

Traveller's Set

"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
  • Cold Resistance: Very cold conditions do not affect you.

Grade 2

  • +2 Defense (3)
  • +1 accessory slots, Day-Speed UP already attached. (1)
  • Gain bonus Day-Speed UP: Small magical movement bonus during daylight hours.

Grade 3

  • +3 Defense (6)

Grade 4

  • +4 Defense (9)
  • +1 accessory slots, free slot (2)

Grade 5

  • +5 Defense (14)
  • Gain bonus Speed UP: Small magical movement bonus, no catches.
  • +1 accessory slot, free slot (3)