Page History: Armour
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Page Revision: 15/03/2008 21:52
It occurred to me that I could do armour in a slightly different way, and it seems to me that this does a better job of modeling the way I want armour to work. It does very little beyond increasing the difference between metal armour and the rest. There should be no hideous cognitive leap to understand the principle.
Points per category and initiations
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.
For those people interested, a table breaking down the progression is pasted at the bottom the page.
Okay, so here is the other crap.
For those people who have force fields, here is the rate at which they power up. It is not the rate at which they regenerate. Force fields don't regenerate, they just wear down until they're gone or they terminate. If, however, you have a burning desire to cast one in the middle of combat, then this table shows you how useful it would be.
Max Force of the FF is less than | Powers up each round |
20 | 5 |
27 | 6 |
35 | 7 |
44 | 8 |
54 | 9 |
65 | 10 |
77 | 11 |
90 | 12 |
104 | 13 |
119 | 14 |
135 | 15 |
152 | 16 |
170 | 17 |
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.