Test Page 11

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Revisiting armor.

Overview

Armor comes in four categories - heavy, light, mystic, and clothing.

Armor, regardless of its type, never protects against attacks with the indirect tag, unless the armor otherwise specifies that it does so.

Heavy Armor protects against physical attacks, both targeted and area.

Light Armor protects against physical area attacks and force area attacks.

Mystic Armor protects against force attacks, both targeted and area.

Clothing is not combat armor, and thus does not protect against any attacks.

Example: Frank the Fighter is wearing heavy armor. He can make armor saves against being stabbed with a sword (targeted physical), or against a dragon's tail sweep (area physical), but not against a magic missile (targeted force) or fireball (area force).
Example: Timmy the Thief is wearing light armor. He can make armor saves against a fireball (area force), or against a dragon's tail sweep (area physical), but not against a magic missile (targeted force) or being stabbed with a sword (targeted physical).
Example: Mac the Mage is wearing mystic armor. He can make armor saves against a magic missile (targeted force), or against a fireball (area force), but not against being stabbed with a sword (targeted physical) or a dragon's tail sweep (area physical).

When you are attacked, if you are wearing armor that protects against that attack form, you make an armor save. This is a straight d20, but can be modified by... things.

In general, there are three ranges for the armor save: no effect, which means the armor doesn't provide any protection against the attack; half damage, which means that you take half the damage you would have from the attack; and critical, which means you take half the damage you would have unless you spend an action point, which then reduces the damage you would have taken to zero and treats the attack as though it were a miss instead of a hit.

The armor save effect stacks with effects such as protect or barrier. So if you have protect and get a "half effect" result on your armor save against a physical attack, you take quarter damage, not half.

I think we want three armors for each type at the basic level. Because there are a lot fewer armor types, there are going to need to be a lot more armor enhancements.

ARMOR
  Armor Save  
Name No Effect Half Damage Critical Movement Speed Cost
CLOTHING
Clothes --- --- --- -0 -0 Some
HEAVY ARMOR
Mail 1-12 13-19 20 -0 -0 Some
Cuirass 1-10 11-19 20 -1 -0 Some
Plate 1-8 9-18 19-20 -1 -2 Some
LIGHT ARMOR
Jack 1-12 13-19 20 -0 -0 Some
Coat 1-10 11-19 20 -1 -0 Some
Gear 1-8 9-18 19-20 -1 -2 Some
MYSTIC ARMOR
Vestments 1-12 13-19 20 -0 -0 Some
Robe 1-10 11-19 20 -1 -0 Some
Raiment 1-8 9-18 19-20 -1 -2 Some

 

Armor Enhancements

Descriptions of armor enhancements. This section is divided into a separate section for each armor type, as well as a generic category that can be applied to any armor.

You can temporarily disable an armor's property as a free action; reactivating a property is a standard action.

Heavy Armor

ADAMANT PLATE
Heavy armor, with a breastplate made of an adamantine alloy.
Armor - Heavy
Rarity: Common
PROPERTY
You gain innate protect (piercing).

 

ANGMALLEN PLATE
An alloy of iron and gold, angmallen is unusually receptive to the Forces.
Armor - Heavy
Rarity: Common
PROPERTY
This armor treats the number of socketed materia as one fewer (minimum 0); this counts as an item bonus.

 

CELENEGIL MAIL
An alloy of orichalcum and mythril, celenegil is an incredibly strong, light alloy.
Armor - Heavy
Rarity: Uncommon
PROPERTY
You gain innate immunity (lag).
You gain a +10 foot item bonus to your movement speed.

 

ETERNAL MAIL
"The time put into its craftsmanship is transferred into every ring of the mail, giving the wearer a temporal buffer of sorts." - Holding the Line: Memoirs of a Defender
Armor - Heavy
Rarity: Uncommon
PROPERTY
You gain innate immunity (slow).
You gain innate immunity (stop).

 

GENJI PLATE
Made for those who strike first and fast.
Armor - Heavy
Rarity: Uncommon
PROPERTY
This armor does not have a speed penalty.
This armor does not have a movement penalty.

 

MAXIMILLIAN
This armor bears the crest of 'The Last Knight,' whomever that may be.
Armor - Heavy
Rarity: Rare
PROPERTY
When you make an armor save with this armor, if you get at least half effect, you can spend a healing surge. If you do, you gain reraise for 5 rounds, instead of healing.
You gain an item bonus to your healing surge value equal to your attunement bonus.
You gain two additional healing surges each day; this counts as an item bonus.

 

MIRROR PLATE
Polished to a sheen, it reflects more than just the light.
Armor - Heavy
Rarity: Rare
PROPERTY
You gain innate reflect.
You gain innate immunity (radiance).
When a creature uses a gaze attack against you, you can make an armor save; if your result is an armor critical, the origin of the gaze attack becomes the target of the attack instead.

 

MYTHRIL MAIL
Mythril woven and worked into rings is both lighter and sturdier than steel.
Armor - Heavy
Rarity: Common
PROPERTY
You gain innate protect (slashing).

 

PLATINA PLATE
An alloy of steel and platinum, this armor glints brilliantly in sunlight.
Armor - Heavy
Rarity: Common
PROPERTY
You gain innate immunity (shadow).

 

Light Armor

SCATTERLIGHT SUIT
This tight-fitting suit is covered with a thin layer of material that scatters light.
Armor - Light
Rarity: Common
PROPERTY
As a swift action, you gain invisible until the end of your next turn, or until you take damage. While this ability is active, you cannot make armor checks with this armor.

 

Mystic Armor

KILIMWEAVE SHIRT
A shirt woven in the Kilimweave style, incorporating materia into its construction.
Armor - Mystic
Rarity: Common
PROPERTY
This armor treats the number of socketed materia as one fewer (minimum 0); this counts as an item bonus.

 

GHOSTPHASE ARMOR
This thin white-and-gray mantle fades away near the bottom.
Armor - Light, Mystic
Rarity: Varies
PROPERTY (Uncommon)
As a swift action, gain insubstantial until the end of your next turn.
PROPERTY (Rare)
As a swift action, gain insubstantial and phasing until the end of your next turn.

 

LORIST'S ROBE
A hooded robe that completely covers the wearer's body.
Armor - Mystic
Rarity: Common
PROPERTY
You gain an item bonus to force attack rolls equal to your attunement bonus.

 

MISTLE ROBE
A smooth robe made from layers of cloth interwoven with fibers taken from mystic plants.
Armor - Mystic
Rarity: Common
PROPERTY
You gain innate immunity (sealed).

 

REPULSING ARMOR
Inlaid with esoteric runes, this armor can repel even though most persistent foes.
Armor - Mystic
Rarity: Common
PROPERTY
As a standard action, you can activate this item's power. It remains active for a Brief duration (5 rounds).
POWER
Power (Activated): Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction.