Immortals

Page History: Armour


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Page Revision: 20/03/2008 03:57


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.

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 - 12 initiations, chain armour 10/10/10 - 7 initiations, and plate armour 10/10/10 - 5 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.

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.

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.

ClothLeatherChainPlate
2357
3468
4579
56810
67911
681012
791113
791214
8101315
8101316
9111417
9111418
10121518
10121519
11131619
11131620
11141720
12141721
12151921
12151922
13162022
13162023
13162123
14172124
14172224
14172225
15182225
15182326
15182326
16192327
16192427
16192428
16202428
17202529
17202529
17212530
17212630
18212630
18222631
18222831
18222831
19232832
19232932
19232932
19232933
20243033
20243033
20243034
20243134
21253134
 Immortals is a role-playing game developed and run by Jim Arona.
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