Armour

From World of Charun

If excluding ceremonial purposes, there is only one reason to wearing armour - to absorb the damage from a weapon instead of having the body do it. It literally gets in the way of incoming strikes, but if those strikes are strong enough to penetrate through the armor or send destructive shock waves to your flesh, then you still get hurt -but not as much as you would have without the armour. Armour therefore works like damage reduction. However, it isn't evenly spread around your body. You always protect certain vital spots more than others, and there are always openings and weak spots. For this reason different suits of armour can absorb different amounts of damage – all depending on their bulk.

As a rule of thumb one can say that the heavier and thicker the armour is - the better it is at absorbing damage. There are downsides to strapping on layers of armour though. Your mobility will be reduced, as will your overall agility and speed. Often the bulk and weight of especially heavy armour makes this an impractical solution, though for heavy combat it may almost be worth it.


Contents

Armour Proficiency Groups

Armour are divided into three Proficiency Groups based on their design and bulk, as well as the level of training that is required to use them:

  • Light Armour
  • Medium Armour
  • Heavy Armour

Everyone is able to equip a suit of armour from any Proficiency Group and wear it. There are, however, penalties if the character doesn't have the Proficiency Feat.

  • A character with no armour proficiency gains a Move -5% and BDB -1 penalty if wearing Light Armour.
  • A character with no armour proficiency gains a Move -10% and BDB -2 penalty if wearing Medium Armour.
  • A character with no armour proficiency gains a Move -20% and BDB -4 penalty if wearing Heavy Armour.
  • A character with Light Armour proficiency gains a Move -5% and BDB -1 penalty if wearing Medium Armour.
  • A character with no armour proficiency gains a Move -10% and BDB -2 penalty if wearing Heavy Armour.
  • A character with Medium Armour proficiency gains a Move -5% and BDB -1 penalty if wearing Heavy Armour.

Go To: Light Armour | Medium Armour | Heavy Armour


Armour Parts and Protection

There are four categories of armour that each protect a part of the body. In combat, hits are divided between these parts. A short creature will naturally hit the lower legs of a much taller opponent more often than the head, and vice versa. The results of the hit are worked out accordingly to what form of armour the attacked body part is protected by.

  • Body Armour: Covers the torso and in some cases the upper arms and legs.
  • Helmets: Cover the head. Hands out DR just as torso armour. Light Helmets can be worn by all. Heavy Helmets require the Medium Armour proficiency to avoid penalties.
  • Boots and Greaves: Cover the lower legs. Hands out DR just as torso armour. Does not require a proficiency to use.
  • Gauntlets and Gloves: Cover the hands and forearms. Hands out DR just as torso armour. Does not require a proficiency to use.

In other words, a person wearing a suit of Plate Mail protects most of his body, but occasionally he will be hit over the head, chopped at against his lower legs or struck at his hands. Not having these body parts protected will mean that no incoming damage is absorbed by armour, resulting in devastating wounds.

Go To: Helmets | Boots and Greaves | Gauntlets


Armour Properties

Armour in WoC has been highly customised with the aim of creating a more realistic environment and a more fun gaming experience. Here is a list of all custom features:


DR - Damage Reduction

A suit of armor has three absorption statistics, DR (Damage Reduction), which replaces the default AC bonus. These absorptions statistics are based on material, coverage and a few other things and represent how well the suit protects against each of the three forms of damage: Slashing, Bludgeoning and Piercing.

The correct form of DR (as in slashing DR vs an axe) is compared to the AP (Armour Piercing) value of the attackers weapon and his Strength or Dexterity. If the AP + STR modifier equals or is greater than the DR, the DR is halved and more damage is delivered through the armour.

Minimum Damage: Weapons with an Armour Piercing (AP) value greater than zero will always deal out "1" in damage, regardless of armour DR.

Note: Various beasts and monsters have natural armour, due to thick hides or other properties. Some of the mightiest of creatures, such as dragons, may have scales many times thicker than a full plate armour.


Arm Check - Armour Check Penalty

Bulky or heavy armour interferes with certain skills, such as moving silently or swimming. The Armour Check Penalty value is the modifier used when using such a skill when wearing armour.

  • Body Armour: The skills modified are: Climb, Hide, Move Silently, Parry, Set Trap, Sleight of Hand, Swim and Tumble.
  • Helmets: The skills modified by the armour check are: Climb, Disable Device, Listen, Open Lock, Search, Set Trap, Sleight of Hand, Spot, Swim, Tumble
  • Boots and Greaves: The skills modified by the armour check are: Climb, Move Silently, Swim, Tumble


Move - Movement

Bulky or heavy armour can hamper movement speed. The Movement value is the percentage at which the character moves when wearing armour.


Arc Fail - Arcane Failure

Certain spellcasters need to be physically unrestricted in order to cast their spells. The more restricting a suit of armour is, the greater is the chance of them failing during a casting process.


BDB - Base Defense Bonus

A character's Base Defense Bonus represents his skill at dodging and avoiding incoming blows. Medium and heavy armour restricts such movements slightly.


Durability and Hitpoints

Armour wears down with use, and get progressively worse stats as that happens. When resting, it's assumed that the character performs maintenance on his armour, which in turn repairs it back to the best state their condition allows. However, if damaged enough between rests the armour may require more skilled repairs to get back to good condition.


Back to: Main Page | Combat

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