Immortals
Main Menu
Welcome
Who are Immortals?
Known Immortals
Factions
Known Realms
Rutter of the Nexes
Items
Known Spells
Player's Guide
Notice Board
Scribe Notes
Editing
New Page
Files
All Pages
Categories
Other
Admin
Login/Logout
Search
Advanced Search »
Back
History
Armour
==Wearing Armour== Anyone can hang around in cloth or leather armour, although cloth armour is concealable and no one ever really assumes you're dangerous. Well, unless you have it covered in things like 'Down with the Pope' or 'Prince Vlad is a big sissy' and you haven't been incinerated or impaled. To wear chain armour, you have to be a noble or a knight, or employed by noble or a knight, or have taken the cross. To wear plate, you have to be a noble or a knight or be owed a big favour by a powerful noble or prince, and used it for this particular right. Capturing Jerusalem from the Infidel would probably win over the attentions of a prince of the Holy Mother Church. If you do not have the right to wear armour and you are caught in it, the local law will hang you as quickly and quietly as possible. ==Armour Values== There are three values for Armour: coverage, wound conversion and damage reduction. For example, some leather armour might be (6/7/6). =====Coverage===== How hard it is to get an armour defeating blow on someone. This is compared to the opponent's attack skill. =====Wound Conversion===== The rate at which your armour changes what is your actual flesh-rending, bone-breaking injury into some kind of concussive impact. =====Damage Reduction===== The amount that your armour reduces this concussive impact. If it reduces it to zero or less, you don't take a penalty for that round. If the number is greater than zero, then that is your penalty for an action for the rest of that round. If your armour converts only some of a wound into concussive impact, then whatever you can't convert is your actual wound. ==Raising Armour== Increasing your armour costs more as you raise it. For our purposes, there are 4 kinds of armour and they are: Cloth (1, 5), Leather (2, 7), chain (4, 9), plate (6, 12), where the first number is the base armour, and the second number is the rate at which the cost and time increase to improve it. For example, if you start out with leather armour, it will have 2/2/2. This means that, in fact, the number of initiations to get armour to 10/10/10 will be different. Cloth armour of 10/10/10 means 14 initiations, leather armour 10/10/10 - 11 initiations, chain armour 10/10/10 - 7 initiations, and plate armour 10/10/10 - 4 initiations. All other things being equal, a mortal wearing chain will have at least 6 initiations. A mortal wearing plate will have at least 8. Cloth has an improvement factor of 5. This means that it costs you 2 points to raise each category from 5/5/5 to 6/6/6 (costing 6 points in total). However, you can still only raise your armour 1 point in each category when you initiate. This means that your armour value will not increase until the next time you initiate and raise your armour. The number in brackets after the armour type represent the point at which the cost increases per category by one. So, once you have raised your cloth armour to 10/10/10, it will take 3 points (and generally speaking 3 initiations) to raise armour categories by 1 point. As a general rule, someone wearing this cloth armour 10/10/10 would have about 15 initiations. If they were wearing leather armour 10/10/10, then they'd be likely to have about 13 initiation. If their armour was chain or plate, then about 11 initiations. =====Points per category and initiations===== {| style="border: 1px solid grey; padding: 1px; background-color: white; width: 300px" |- style="font-weight: bold;" | Number || Cloth || Leather || Chain || Plate |- | 1 || 2-5 || 3-8 || 5-12 || 7-17 |- | 2 || 6-10 || 9-15 || 13-21 || 18-29 |- | 3 || 11-15 || 16-22 || 22-30 || 30-41 |- | 4 || 16-20 || 23-29 || 31-39 || |- | 5 || 21-25 || || || |} The value in the Number column represents the number of points armour must be raised in each category to get a raise in armour value, and also the number of initiations it would be liable to take. Bear in mind that there is stuff in the game that can be used to enhance armour values, so you will see variations from time to time. =====Armour progression schedule===== This is just a general guide, because people may have access to weird shit which gives them a bonus from time to time. {| style="border: 1px solid grey; padding: 1px; background-color: white; width: 300px; text-align: center" |- style="font-weight: bold" | Cloth || Leather || Chain || Plate |- | 2 || 3 || 5 || 7 |- | 3 || 4 || 6 || 8 |- | 4 || 5 || 7 || 9 |- | 5 || 6 || 8 || 10 |- | 6 || 7 || 9 || 11 |- | 6 || 8 || 10 || 12 |- | 7 || 9 || 11 || 13 |- | 7 || 9 || 12 || 14 |- | 8 || 10 || 13 || 15 |- | 8 || 10 || 13 || 16 |- | 9 || 11 || 14 || 17 |- | 9 || 11 || 14 || 18 |- | 10 || 12 || 15 || 18 |- | 10 || 12 || 15 || 19 |- | 11 || 13 || 16 || 19 |- | 11 || 13 || 16 || 20 |- | 11 || 14 || 17 || 20 |- | 12 || 14 || 17 || 21 |- | 12 || 15 || 19 || 21 |- | 12 || 15 || 19 || 22 |- | 13 || 16 || 20 || 22 |- | 13 || 16 || 20 || 23 |- | 13 || 16 || 21 || 23 |- | 14 || 17 || 21 || 24 |- | 14 || 17 || 22 || 24 |- | 14 || 17 || 22 || 25 |- | 15 || 18 || 22 || 25 |- | 15 || 18 || 23 || 26 |- | 15 || 18 || 23 || 26 |- | 16 || 19 || 23 || 27 |- | 16 || 19 || 24 || 27 |- | 16 || 19 || 24 || 28 |- | 16 || 20 || 24 || 28 |- | 17 || 20 || 25 || 29 |- | 17 || 20 || 25 || 29 |- | 17 || 21 || 25 || 30 |- | 17 || 21 || 26 || 30 |- | 18 || 21 || 26 || 30 |- | 18 || 22 || 26 || 31 |- | 18 || 22 || 28 || 31 |- | 18 || 22 || 28 || 31 |- | 19 || 23 || 28 || 32 |- | 19 || 23 || 29 || 32 |- | 19 || 23 || 29 || 32 |- | 19 || 23 || 29 || 33 |- | 20 || 24 || 30 || 33 |- | 20 || 24 || 30 || 33 |- | 20 || 24 || 30 || 34 |- | 20 || 24 || 31 || 34 |- | 21 || 25 || 31 || 34 |- |}
Immortals is a role-playing game developed and run by Jim Arona.
Powered by
ScrewTurn Wiki
.