Difference between revisions of "Armor"

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This list consists of the non-standard armors available in Trinity. Note that some armors are borrowed from [http://www.roleplaynexus.com/armorlist.html here].
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Due to our [[D20_Mechanic:_Defenses|defenses]], armor requires a massive rework; this dovetails with changes that were originally planned to fix the issues with armor in Trinity where everyone wears pretty much the same armor.
  
==Light Armor==
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In addition, these rules also dramatically change how shields work.
''' Armor Max Speed'''
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'''Armor Cost (GP) Bonus DEX ACP ASF 30 ft. 20 ft.'''
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[[Steelcloth |Steelcloth]] Clothes 150 +1 +10 -0 0% 30 20
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Barkskin Armor 12 +2 +7 -0 5% 30 20
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[[Steelcloth |Steelcloth]] Armor 200 +2 +9 -1 5% 30 20
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Sharkskin Armor 85 +3 +6 -1 10% 30 20
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Spidersilk 250 +3 +8 -1 10% 30 20
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Leather Trenchcoat 200 +4 +6 -2 15% 30 20
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<div id="Barkskin_Armor">
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=Mechanics=
'''Barkskin Armor'''
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This section explains how the mechanics for armor and shields work.
: This armor is carefully built from strips of bark that are then applied to a padded armor base.
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</div>
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<div id="Leather_Trenchcoat">
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==Armor==
'''Leather Trenchcoat'''
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Armor comes in four types: ''cloth'', ''leather'', ''mail'', and ''plate''.
: Constructed similarly to standard leather armor, but full-length.
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</div>
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<div id="Sharkskin_Armor">
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Each armor has a subtype: ''light'', ''medium'', and ''heavy''.
'''Sharkskin Armor'''
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: Sharkskin armor is similar to leather armor in appearance but is in fact slightly tougher. Developed by the [[Selkie | selkies]], it is treated so that the sharp scales covering the skin remain attached to the outer surface of the armor. Additionally, shark teeth are embedded along the forearms, shoulders, and legs, which count as armor spikes. Sharkskin armor provides a +4 circumstance bonus on Escape Artist checks made when the armored individual is bound with ropes or similar easily cut materials.
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</div>
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<div id="Spidersilk">
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The type of armor determines its primary defense, while the subtype determines its secondary.
'''Spidersilk'''
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: This exotic armor feels light and soft to wear, yet is strong and resilient. It is often used by [[Lunari | lunari]].
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</div>
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<div id="Steelcloth Armor">
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All armors give you a +6 armor bonus to the armor's primary defense, and a +3 armor bonus to the armor's secondary defense. If your armor is a Force item, and you are attuned, it provides its attunement bonus to its primary defense.
'''Steelcloth Armor'''
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: Multiple layers of [[Steelcloth | steelcloth]] are sewn together, creating a multi-layered padding that serves as better armor than standard padded armor.  
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</div>
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<div id="Steelcloth Clothes">
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Unlike standard d20, armor does not reduce your movement speed, does not give a penalty to some skill checks, and does not negatively affect casting.
'''Steelcloth Clothes'''
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: Designed for maximum comfort and concealmeant, steelcloth clothes appear to be rather normal clothing, aside from their grey color and slight sheen. Characters wearing steelcloth clothes get a +4 bonus on Disguise or other relevant checks to hide the fact that they are wearing armor.
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: Characters with class or racial abilities that rely on not wearing armor, such as [[Ninja | ninjas]], retain the use of those abilities while wearing steelcloth clothes.
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==Shields==
</div>
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Instead of providing a static bonus to your defenses, shields are instead an ''active'' defensive mechanism.
  
==Medium Armor==
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When you are attacked (be it with a weapon, Force effect, or otherwise), if you are wielding a shield, you can spend a reaction to make a ''block'' with your shield. The formula for a block is as follows:
''' Armor Max Speed'''
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'''Armor Cost (GP) Bonus DEX ACP ASF 30 ft. 20 ft.'''
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Chitin Armor 75 +4 +4 -3 30% 20 15
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Wooden Armor 45 +4 +2 -4 40% 20 15
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<div id="Chitin_Armor">
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: d20 + base save bonus + shield bonus + ability modifier
'''Chitin Armor'''
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: One of the most bizarre looking of all the armor types, chitin armor is constructed from the shells of giant vermin or similar creatures. Chitin is flexible and can be rather comfortable to wear, especially when the inner surfaces are polished and fitted with padding.
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The ability modifier you use is the same as the ability modifier you would have used for the normal defense against the attack.
</div>
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Unlike with armor, there are two types of shields: ''light'' and ''heavy''. A light shield provides a +4 shield bonus, while a heavy shield provides a +8 shield bonus. Shields are effective against all forms of attack, and provide their bonus regardless of the defense the attack targeted. If your shield is a Force item, and you are attuned, it provides its attunement bonus to the block roll.
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Light shields allow you to make use of that hand (and thus you can still benefit from two-handed weapons, make skill checks that require both hands, and so forth); a heavy shield is large and bulky enough that you cannot use that hand for anything other than the shield.
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=Basic Armor=
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The following is the list of armor in Trinity. These are basic armors; that is, they are not Force aligned.
  
<div id="Wooden_Armor">
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<div id="Armor">
'''Wooden Armor'''
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{|class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
: Similar in appearance to plate, this armor is constructed of treated wooden plates in place of metal. Padding is included to prevent chafing.
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! colspan="5;" style="background:#000000;"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ARMOR AND SHIELDS</font></div>
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|-
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!width="20%" align="left"|Name
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!width="20%"|Subtype
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!width="20%"|Primary Defense
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!width="20%"|Secondary Defense
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!width="20%"|Cost
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|-style="background:white;" align="left"
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|colspan="5;" style="background:#AABFBF; padding-left: 2em;"|'''CLOTH'''
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|-
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|align="left"|Clothes || Light || Will || Reflex || 2 kp
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|-style="background:#D7D7D7;"
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|align="left"|Outfit || Medium || Will || Determination || 4 kp
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|-
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|align="left"|Gear || Heavy || Will || Fortitude || 6 kp
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|-align="left"
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|colspan="5;" style="background:#9CBA7F; padding-left: 2em;"|'''LEATHER'''
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|-
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|align="left"|Jack || Light || Reflex || Will || 5 kp
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|-style="background:#D7D7D7;"
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|align="left"|Leathers || Medium || Reflex || Determination || 10 kp
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|-
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|align="left"|Coat || Heavy || Reflex || Fortitude || 15 kp
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|-align="left"
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|colspan="5;" style="background:#EFA0A0; padding-left: 2em;"|'''MAIL'''
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|-
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|align="left"|Harness || Light || Determination || Will || 8 kp
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|-style="background:#D7D7D7;"
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|align="left"|Mail || Medium || Determination || Reflex || 12 kp
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|-
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|align="left"|Hauberk || Heavy || Determination || Fortitude || 16 kp
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|-align="left"
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|colspan="5;" style="background:#F9CCA7; padding-left: 2em;"|'''PLATE'''
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|-
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|align="left"|Cuirass || Light || Fortitude || Will || 10 kp
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|-style="background:#D7D7D7;"
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|align="left"|Battlegear || Medium || Fortitude || Reflex || 15 kp
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|-
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|align="left"|Fullplate || Heavy || Fortitude || Determination || 20 kp
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|-align="left"
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|colspan="5;" style="background:#B1A2B8; padding-left: 2em;"|'''SHIELDS'''
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|-
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|align="left"|Shield, Light || Light || Any || --- || 4 kp
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|-style="background:#D7D7D7;"
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|align="left"|Shield, Heavy || Heavy || Any || --- || 12 kp
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|}
 
</div>
 
</div>
  
[[category:Trinity]]
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&nbsp;

Revision as of 11:55, 24 April 2016

Due to our defenses, armor requires a massive rework; this dovetails with changes that were originally planned to fix the issues with armor in Trinity where everyone wears pretty much the same armor.

In addition, these rules also dramatically change how shields work.

Mechanics

This section explains how the mechanics for armor and shields work.

Armor

Armor comes in four types: cloth, leather, mail, and plate.

Each armor has a subtype: light, medium, and heavy.

The type of armor determines its primary defense, while the subtype determines its secondary.

All armors give you a +6 armor bonus to the armor's primary defense, and a +3 armor bonus to the armor's secondary defense. If your armor is a Force item, and you are attuned, it provides its attunement bonus to its primary defense.

Unlike standard d20, armor does not reduce your movement speed, does not give a penalty to some skill checks, and does not negatively affect casting.

Shields

Instead of providing a static bonus to your defenses, shields are instead an active defensive mechanism.

When you are attacked (be it with a weapon, Force effect, or otherwise), if you are wielding a shield, you can spend a reaction to make a block with your shield. The formula for a block is as follows:

d20 + base save bonus + shield bonus + ability modifier

The ability modifier you use is the same as the ability modifier you would have used for the normal defense against the attack.

Unlike with armor, there are two types of shields: light and heavy. A light shield provides a +4 shield bonus, while a heavy shield provides a +8 shield bonus. Shields are effective against all forms of attack, and provide their bonus regardless of the defense the attack targeted. If your shield is a Force item, and you are attuned, it provides its attunement bonus to the block roll.

Light shields allow you to make use of that hand (and thus you can still benefit from two-handed weapons, make skill checks that require both hands, and so forth); a heavy shield is large and bulky enough that you cannot use that hand for anything other than the shield.

Basic Armor

The following is the list of armor in Trinity. These are basic armors; that is, they are not Force aligned.

ARMOR AND SHIELDS
Name Subtype Primary Defense Secondary Defense Cost
CLOTH
Clothes Light Will Reflex 2 kp
Outfit Medium Will Determination 4 kp
Gear Heavy Will Fortitude 6 kp
LEATHER
Jack Light Reflex Will 5 kp
Leathers Medium Reflex Determination 10 kp
Coat Heavy Reflex Fortitude 15 kp
MAIL
Harness Light Determination Will 8 kp
Mail Medium Determination Reflex 12 kp
Hauberk Heavy Determination Fortitude 16 kp
PLATE
Cuirass Light Fortitude Will 10 kp
Battlegear Medium Fortitude Reflex 15 kp
Fullplate Heavy Fortitude Determination 20 kp
SHIELDS
Shield, Light Light Any --- 4 kp
Shield, Heavy Heavy Any --- 12 kp