Armour

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This is a depreciated article from a very old version of the game, if you are reading this in 2021, ignore everything below this line

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.

Accessories & Slots

Gear can have Slots which allow for functional accessories to be attached if the user has one free. Sometimes by design, others by magical influence. Masterwork Gear always gets a bonus slot, whether or not the regular gear had any to start with.

Accessories

  • Armour
  • Cold-Res
  • Heat-Res
  • Fire-Res
  • Shock-Res
  • Freeze-Res
  • Strength UP
  • Psych UP
  • Climb UP
  • Swim UP

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)

Plain Gear

"Plain Gear is a fancy way of saying ordinary clothes with little to no practical application other than the function of clothing the individual. It has limited function, doesn't offer a lot of protection."

  • Defense: 0 (Masterwork: 1)
  • No Bonus
  • Masterwork: +1 empty slot
  • No Magical grades.

Traveller's Gear

"A common set of clothing worn by adventurers starting out or travellers off to see the world. Composed primarily of cloth and some leathers and metal, it is comfortable to move around in for long periods of time. Though it lacks special qualities, it can be customised in a number of ways. Traveller's Gear is easy to find and inexpensive to purchase."

Base Stats (Masterwork)

  • 2 Defense
  • 1 Empty Accessory Slot

Grade 2

  • +2 Defense (4)
  • +1 accessory slot

Grade 3

  • +3 Defense (7)
  • Gain bonus Day-Speed UP: Small magical movement bonus during daylight hours.

Grade 4

  • +4 Defense (11)

Grade 5

  • +5 Defense (16)
  • +1 accessory slot

Skirmisher's Gear

"A set of armour primarily composed of leathers with cloth underlining, some metal in the form of studs may be used. It is useful for resisting sharp and blunt attacks respectively but is not as hard as metal, it is not conductive or loud either. Skirmisher's Gear is common and inexpensive to buy."

Base Stats (Masterwork)

  • 4 Defense
  • 1 Empty Accessory Slot

Grade 2

  • +3 Defense (7)
  • +1 accessory slot

Grade 3

  • +4 Defense (11)
  • Gain bonus Day-Speed UP: Small magical movement bonus during daylight hours.

Grade 4

  • +5 Defense (16)

Grade 5

  • +6 Defense (22)
  • +1 accessory slot

Warrior's Gear

"Medium armour, metal and leather"

Full-Plate Gear

"Heavy armour, all metal"

Crafter's Gear

"Medium armour, high utility"

Monk's Gear

"Medium armour, lightweight"

Ninja's Gear

"Light armour, stealthy"

Mage's Gear

"Light armour, magical"