Immortals

Page History: Armour


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Page Revision: 15/03/2008 21:53


I just had a chat with Jason, and it occurred to me that people, in a general way, may not be aware how increasing your armour works.

Increasing your armour costs more as you raise it. For our purposes, there are 4 kinds of armour and they are: cloth (5), leather (7), chain (9) and plate (12).

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.

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.

Raising Armour

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

NumberClothLeatherChainPlate
12-53-85-127-17
26-109-1513-2118-29
311-1516-2222-3030-41
416-2023-2931-39
521-25

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 thanPowers up each round
205
276
357
448
549
6510
7711
9012
10413
11914
13515
15216
17017

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.

 Immortals is a role-playing game developed and run by Jim Arona.
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