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Armour Changes - Quality Propterties

Armour Changes - Quality

Armour are now able to be purchased or discovered with a new tier system for how much of the pieces you find.

  In the changes outlined, you can have properties on any armour type from the tier list below,   These properties are available for Light, Medium, Heavy and now a new type : Robed.    

Armour Tier 5:

Pristine - The armour which is so well crafted and fitted to your character the critical range for enemies changes to additionally miss automatically on natural 1s and 2s. (Cost: x4)

Armour Tier 4:

Worn. - This is the new fully completed. With the circumstances on the island this will be a costly option to be fully kitted out in your starting classes armour intended in the AC calculation. (Cost: x2)

Armour Tier 3:

Well-Worn. The armour is created from most of the pieces needed to create the standard armour of choice. Using other robes, cloths or smaller pieces of weaker under armour in examples of the heaviest armour.

Armour Tier2:


Scared. Armour in piecemeal bits, be it part of a plate or leather stitched together with heavier cloths. (Cost: x1/4)

Armour Tier 1:


Broken. - Amour in piecemeal bits, but made of scrap versions of ruined, busted, slashed in half plates and chains with obvious faults. Falling apart. (Cost: x0) Given Away or found on the battlefield.      

Shield Changes - Quality

Shields - combining properties of weapons and armour qualities rules.

Shields are able to take properties from both weapon and armour properties. As they are able to gain their own properties the following properties when applied to shields are giving a different effect, which is combining the Armours and Weapons properties into a tier system with the weapon properties tier names.    

Shields Tier 5:


Pristine. - This shield can be used to reduce the effects of three critical hits to normal hits before downgrading its quality to faulty. The shield is harder to degrade as a result of corrosion, heat or freezing. (Cost: x4)  

Shields Tier 4:


Worn. - This shield can be used to reduce the effects of two critical hits to normal hits before downgrading its quality to faulty. (Cost: x2)  

Shields Tier 3:

Well-Worn. - The shield you have can be sacrificed to block a Critical Hit (You cannot block a bullet's Critical Range property's effect critical hits over 20 combined dice and bonus). The block of a critical is a reaction that does not cost your reaction.  

Shields Tier 2:

Scarred. - Shield with missing portions or damaged exteriors, be it part of a plate or leather stitched together with heavier cloths. Lowers Armour class provided by the shield by 1 to a minimum of (1) Lowering the AC of a Bulwark makes it a 3AC/4EV shield (Cost: x1/2)  

Shields Tier 1:

Broken. - Shield ruined, but made of scrap versions of cobbled, busted, slashed in half plates, wood cracked and leather bounding with obvious faults. Has the properties of Faulty. Lowers Evasion Value provided by the shield by 1 to a minimum of (1) A standard shield will have faulty and scrap property if scrap tier, lowering AC and EV to a score of 1 AC/EV (Cost: x0)






 

Related articles - Player Resources

Armour and Shields - AC Calculations xx archived xx - Weapon One Stop Shop 

Related articles - House Rules - Armour

Armour Class Revamped - Armour and Shields - AC Calculations - - Armour Changes - Quality Propterties -Armour Tiers

Related articles - Equipment - Weapons

Weapon Changes - Quality Properties - Simple Weapons & Martial Weapons - Advanced Weapons

Quality Properties

  Properties for the following for armour qualities using the tier system in this article.


Well-Worn Armour - Lowers armour class in EVACAR by 1 but having 2/3rds of the weight value of standard (i.e Well-Worn Plate is 17AC and 8AR)   Scarred Armour - Lowers AR & armour class in EVACAR by 1 * min (1) . Often having 2/3rds of the weight value of standard (i.e Scarred Plate is 17AC and 7AR, not the same as Piecemeal)   Broken Armour - Lowers evasion class in EVACAR by 1 * min (3) and has Scarred armour property. Often having half the weight of the standard version as it is cobbled scrap.   Endure (Damage): When the item is found or purchased it will be assigned a type (i.e Bludgeoning, Piercing, Slashing, Cold, Fire, Lightning, or Thunder). Using a reaction you can opt to when you would take damage of the chosen type, reduce it by your prof. bonus.   Bulky: Bulky armour cannot be hidden from plain sight. Bulky armor imposes DisADV on Athletics, Acrobatics, and Constitution Checks to swim, climb, run, and perform similar activities. At the end of a long rest, a creature resting in Bulky armour gains 1 level of Exhaustion.
  Shield Bulky: for shields Bulky can be wielded using one or two hands. When wielding this shield with only one hand, your speed is reduced by 10ft and you have DisADV on Dexterity Checks   Muffled: Armor with this property negates DisADV on Stealth Checks.   Quick-release: You can doff this armor as an action.   Deployable: As an action, you can deploy Bulwark shields in an unoccupied space within 5ft of you that you can see. While deployed, the shield becomes a 5ft wide wall that grants 3/4 cover to one Medium or smaller creature standing behind it. The shield can be picked up using an action.   Defensive: The extra armour this light shield provides reduces your offensive capabilities while moving. You make all attack rolls at DisADV if you’ve moved since the start of your last turn.This penalty is reset when you start your turn.   Offensive: The damage die of the shield becomes a d8 if you wield it with the other hand free of any items.   Thrown: You can make a ranged weapon attack (range 15/30) using the shield. You use the light ability modifier (Finesse and one-handed) and uses a 1d4 bludgeoning damage dice. Once thrown, you are not considered to be wielding the shield until you don it again.

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