Armour
Armour in Hubworld works as in 1st Edition, AC 10 being the Armor Class of an unprotected person, AC -10 being the most effective Armor Class possible (where "AC Mod" is used, it refers to the points deducted from 10). What has been modified are the effects of different types of armour, use requirements, and the function of helmets.
Armour sets divided into five general types: Ultralight, Light, Medium, Heavy, and Elaborate, each type having its own requirements and limitations. Each armour material has its own structure affecting its interaction with different kinds of weapon: soft pliable, soft rigid, hard pliable, and hard rigid. Additionally, each set of armour has Integrity Points which are deducted when the armour reduces damage to the wearer.
Every point of Str below the requirement results in -1 effective Dex.
Every point of Con below the requirement results in -1 Morale/round not at rest.
Armour Properties and Damage Reduction
F= Fatal points deducted from damage rolled S= Stun points deducted from damage rolled HP= both Stun and Fatal points deducted from damage rolled
Reduced damage is deducted from the armour's integrity points. Once a suit's integrity reaches 0 it simply behaves as normal without absorbing any more damage. Armour is only destroyed under exceptional circumstances (acid, fire, etc). Rigid armor at 0 integrity which receives a critical crushing blow will be considered destroyed. Damaged (not destroyed) armour may be repaired by anyone with the relevant proficiency to construct such armour.
Combining Amours
Wearing one type of armour under another does not improve AC, but it does stack the damage reduction of the layers. Up to three layers may be worn for effect:
Under layer: Cloth, Silk, Light Leather, Padded
Middle layer: Chainmail, Ringmail, Studded Leather
Outer layer: Brigandine, Leather Scale, Metal Scale, Banded, Splint Mail, Plate Mail, Elaborate (not Dragonscale)
Dragonscale Armour
Dragonscale is a variety of Elaborate Armour made from either shed or harvested skins of dragons. There is a limited supply of chromatic and metallic dragon armour in the world as the art of making it has long been lost. These suits may not be repaired and each suit of chromatic or metallic dragon armour will already have 6d10 points deducted from its Integrity.
Dragonscale armour displays a magical aura and each type has special properties. For each type there are also martial arts that take advantage of the armour type and reduce its penalties to those of the next lightest tier.
Armour Pieces
Bracers, epaulettes, corsets, waistguards, and greaves provide partial protection, to a maximum equal to the relevant complete suit. Unlike complete suits, mismatched armour pieces do not absorb damage. Armour pieces (except those made of silk, bone, or bead) interfere with Magic-User, Wu Jen, and Illusionist spellcasting at a rate of 15%/AC Mod point.
Helmets and Collars
Rather than contribute to Armor Class, helmets and collars allow a save roll against critical hits. If the save is successful, the hit does ordinary damage without critical special effects. The bonuses and limitations of head and neck armour pieces that can be worn together are cumulative.
Armour sets divided into five general types: Ultralight, Light, Medium, Heavy, and Elaborate, each type having its own requirements and limitations. Each armour material has its own structure affecting its interaction with different kinds of weapon: soft pliable, soft rigid, hard pliable, and hard rigid. Additionally, each set of armour has Integrity Points which are deducted when the armour reduces damage to the wearer.
.....Type..... | Requirements | Martial Arts Penalty |
---|---|---|
Ultralight | Str 3, Con 3 | none |
Light | Str 3, Con 4 | -1 to AC bonus (no penalty with Armored MA prof) |
Medium | Str 5, Con 5 | no AC bonus (-1 to AC bonus with Armored MA prof) |
Heavy | Str 7, Con 7, Heavy Armour Proficiency | basic strikes and passive specials only, no kicking, no Movement specials except Immobility, no AC bonus (with Armored MA prof: no AC bonus) |
Elaborate | Str 6, Con 6, Heavy Armour Proficiency | no AC bonus (-1 with Armored MA prof),+ varies by suit |
Armour Properties and Damage Reduction
F= Fatal points deducted from damage rolled S= Stun points deducted from damage rolled HP= both Stun and Fatal points deducted from damage rolled
Reduced damage is deducted from the armour's integrity points. Once a suit's integrity reaches 0 it simply behaves as normal without absorbing any more damage. Armour is only destroyed under exceptional circumstances (acid, fire, etc). Rigid armor at 0 integrity which receives a critical crushing blow will be considered destroyed. Damaged (not destroyed) armour may be repaired by anyone with the relevant proficiency to construct such armour.
Combining Amours
Wearing one type of armour under another does not improve AC, but it does stack the damage reduction of the layers. Up to three layers may be worn for effect:
Under layer: Cloth, Silk, Light Leather, Padded
Middle layer: Chainmail, Ringmail, Studded Leather
Outer layer: Brigandine, Leather Scale, Metal Scale, Banded, Splint Mail, Plate Mail, Elaborate (not Dragonscale)
Ultralight Armour | AC Mod | Lbs | Base Move (Human) | Max Dex Bonus | Time to Don | Special Properties | Spellcasting Interference (MU, WJ, Illusionist) | Structure | DR vs B | DR vs S | DR vs P | DR vs B/S | DR vs B/P | DR vs P/S | Integrity |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cloth | 0 | 1 | 12" | U | 2 min | 0 | soft pliable | 0 | -1F | 0 | 0 | 0 | 0 | 2 | |
Silk | 1 vs Missiles only | 1 | 12" | U | 2 min | 0 | soft pliable | 0 | -1F | 0 | 0 | 0 | 0 | 4 | |
Light Leather | 1 | 8 | 12" | 9 | 30 sec | 25% | soft pliable | 0 | -1F | 0 | 0 | 0 | 0 | 16 | |
Rubber | 1 | 10 | 12" | 9 | 1 min | +3 save vs electricity | 75% | soft pliable | -1HP | -1HP | 0 | 0 | 0 | -1HP | 20 |
Wicker | 1 | 5 | 12" | 5 | 2.5 min | 10% | soft rigid | 0 | -1HP | 0 | 0 | 0 | -1HP | 5 |
Light Armour | AC Mod | Lbs | Base Move (Human) | Max Dex Bonus | Time to Don | Special Properties | Spellcasting Interference (MU, WJ, Illusionist) | Structure | DR vs B | DR vs S | DR vs P | DR vs B/S | DR vs B/P | DR vs P/S | Integrity |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Leather | 2 | 15 | 12" | 6 | 45 sec | 25% | soft rigid | 0 | -1F | 0 | -1F | 0 | -1F | 33 | |
Padded (Gambeson) | 2 | 10 | 9" | 5 | 45 sec | 30% | soft pliable | -1HP | -1S | 0 | 0 | 0 | 0 | 22 | |
Elfin Chainmail | 5 | 15 | 12" | 4 | 30 sec | 33% | hard pliable | 0 | -1F | 0 | -1F | 0 | -1F | 33 | |
Bark | 2 | 15 | 12" | 2 | 3 min | 10% | hard rigid | -1S | -1HP | 0 | -1S | 0 | -1HP | 20 |
Medium Armour | AC Mod | Lbs | Base Move (Human) | Max Dex Bonus | Time to Don | Special Properties | Spellcasting Interference (MU, WJ, Illusionist) | Structure | DR vs B | DR vs S | DR vs P | DR vs B/S | DR vs B/P | DR vs P/S | Integrity |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Leather Scale | 3 | 20 | 9" | 1 | 1 min | 25% | soft pliable | 0 | -1F | 0 | 0 | 0 | -1F | 48 | |
Studded Leather | 3 | 20 | 9" | 2 | 1 min | 25% | soft rigid or soft pliable | 0 | -1F | 0 | 0 | 0 | -1F | 48 | |
Ringmail | 3 | 25 | 9" | 2 | 1 min | 45% | hard pliable | 0 | -1F | 0 | 0 | 0 | -1F | 60 | |
Bone Mail, Bead Mail | 4 | 20+ | 9" | 1 | 45 sec | 0 | hard pliable | 0 | -1F | 0 | 0 | 0 | -1F | 48 | |
Metal Scale | 4 | 40 | 6" | 1 | 1 min | 66% | hard pliable | 0 | -1F | 0 | 0 | 0 | -1F | 96 | |
Brigandine | 4 | 35 | 9" | 2 | 1 min | 66% | hard pliable | -1S | -1F | 0 | 0 | 0 | -1F | 72 | |
Chainmail | 5 | 30+ | 9" | 2 | 45 sec | 66% | hard pliable | 0 | -1F | 0 | -1F | 0 | -1F | 72 | |
Hide | 5 | 25+ | 9" | 1 | 1 min | 25%+ | soft pliable | -1S | -1HP | 0 | -1HP | 0 | -1F | 60 |
Heavy Armour | AC Mod | Lbs | Base Move (Human) | Max Dex Bonus | Time to Don | Special Properties | Spellcasting Interference (MU, WJ, Illusionist) | Structure | DR vs B | DR vs S | DR vs P | DR vs B/S | DR vs B/P | DR vs P/S | Integrity |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Turtle Plate | 5 | 30+ | 6" | 0 | 2 min | 0 | hard rigid | -1F | -1F | 0 | -1F | 0 | -1F | 80 | |
Banded | 6 | 35+ | 9" | 0 | 2 min | 66% | hard rigid | -1F | -1F | 0 | -1F | 0 | -1F | 91 | |
Splint Mail | 6 | 40+ | 6" | 0 | 3 min | 66% | hard rigid | -1F | -1F | 0 | -1F | 0 | -1F | 104 | |
Bronze Plate | 6 | 45+ | 9" | 0 | 1 min | +2 hit from rear | 50% | hard rigid | -1F | -1F | 0 | -1F | 0 | -1F | 117 |
Plate Mail | 7 | 45 | 6" | 0 | 4 min | 66% | hard rigid | -1F | -1F | 0 | -1F | 0 | -1F | 117 | |
Field Plate | 8 | 55 | 6" | 2 | 5 min | 66% | hard rigid | -1F | -1HD | 0 | -1F | -1F | -1HD | 154 |
Elaborate Armour | AC Mod | Lbs | Base Move (Human) | Max Dex Bonus | Time to Don | Special Properties | Spellcasting Interference (MU, WJ, Illusionist) | Structure | DR vs B | DR vs S | DR vs P | DR vs B/S | DR vs B/P | DR vs P/S | Integrity |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bone Armour | 6 | 40+ | 9" | 1, no kicking (except with Armored MA prof) | 2 min | repaired only by Necromantic spells; no interference when casting Necromantic spells | 0; cast Necromantic as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 112 |
O-Yoroi | 7 | 40 | 6" | 1, no kicking (except with Armored MA prof) | 10 min | 66% | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 112 | |
Full Plate | 9 | 65 | 6" | 2 | 8 min | 66% | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 182 | |
Coral | 10 | 50 | 9"//12" | Land: 0, Water: 6 | 3 min | cannot be repaired | 0; cast Wu Jen Water spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 140 |
Dragonscale Armour
Dragonscale is a variety of Elaborate Armour made from either shed or harvested skins of dragons. There is a limited supply of chromatic and metallic dragon armour in the world as the art of making it has long been lost. These suits may not be repaired and each suit of chromatic or metallic dragon armour will already have 6d10 points deducted from its Integrity.
Dragonscale armour displays a magical aura and each type has special properties. For each type there are also martial arts that take advantage of the armour type and reduce its penalties to those of the next lightest tier.
Dragonscale | AC Mod | Lbs | Base Move (Human) | Max Dex Bonus | Time to Don | MA Penalties | 1 Tier Lighter w/MA | Special Properties | Spell Interference (MU, WJ, Illusionist) / Casting Bonus | Structure | DR vs B | DR vs S | DR vs P | DR vs B/S | DR vs B/P | DR vs P/S | Integrity | Suits in Existence |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Shadow | 2 | 20 | 9" | 3 | 4 min | as Medium Armor | Ereboxiph | hide in shadows as 5th level thief (or +5 levels) | 10%, +10% Magic Resistance, cast Illusionist spells as 1 level higher | hard pliable | 0 | -1F | 0 | -1F | 0 | -1F | 56 | unlimited |
Li Lung | 5 | 35 | 9"(6") | 1 | 1 min | as Medium Armor | Li Gar | cannot be knocked back or knocked down | 25%, cast Druid or Wu Jen Earth spells as 1 level higher | soft pliable | 0 | -1F | 0 | 0 | 0 | -1F | 80 | unlimited |
Lung Wang or Dragon Turtle | 8 | 80 | 9"//6" | 0 | 4 min | as Heavy Armor | Kamedo | breathe underwater | 30%, cast Wu Jen Water spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 240 | unlimited |
Shen or Pan Lung | 9 | 70 | 9"//6" | 2 | 4 min | as Heavy Armor | Lung Ying | breathe underwater | 0, cast Shukenja spells as 1 level higher | hard pliable | 0 | -1F | 0 | -1F | 0 | -1F | 200 | unlimited |
White | 3 | 25 | 9" | 2 | 4 min | as Heavy Armor | White Dragon | +2 save vs cold | 50% | hard pliable | 0 | -1F | 0 | -1F | 0 | -1F | 70 | 10,000 |
Black | 4 | 30 | 6" | 0 | 4 min | as Heavy Armor | Black Dragon | +2 save vs acid, armor immune to acid | 40% | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 84 | 5000 |
Green | 5 | 40 | 6" | 0 | 4 min | as Heavy Armor | Green Dragon | +2 save vs poison | 30%, cast Druid or Wu Jen Wood and Nature spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 112 | 2500 |
Brass | 6 | 45 | 6" | 0 | 4 min | as Heavy Armor | Brass Dragon | +2 save vs sleep or fear | 20%, cast Charm spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 140 | 1000 |
Blue | 6 | 50 | 6" | 0 | 4 min | as Heavy Armor | Blue Dragon | +2 save vs electricity | 25%, cast Wu Jen Air spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 140 | 625 |
Copper | 7 | 55 | 6" | 0 | 4 min | as Heavy Armor | Copper Dragon | +2 save vs acid or slow, armor immune to acid | 0, cast Druid or Wu Jen Earth spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 168 | 500 |
Red | 7 | 60 | 6" | 0 | 4 min | as Heavy Armor | Red Dragon | +2 save vs fire, armor immune to fire | 15%, cast Wu Jen Fire spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 168 | 125 |
Bronze | 8 | 65 | 6" | 0 | 4 min | as Heavy Armor | Bronze Dragon | +3 save vs electricity | 0, cast Magic-User spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 196 | 250 |
Silver | 9 | 75 | 6" | 0 | 4 min | as Heavy Armor | Silver Dragon | +3 save vs cold | 0, cast Cleric or Magic-User spells as 1 level higher | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | 210 | 128 |
Gold | 10 | 80 | 9" | 1 | 4 min | as Heavy Armor | Gold Dragon | +2 save vs fire and poison, armor immune to fire | 0, cast Cleric, Shukenja, Magic-User, Illusionist, or Wu Jen spells as 1 level higher | hard pliable | 0 | -1F | 0 | -1F | 0 | -1F | 224 | 64 |
5-Dragon Armor | 12 | 60 | 6" | 1 | 6 min | as Heavy Armor | 5-Dragon | +2 vs cold,acid,electricity,fire,poison | 25% | hard rigid | -1F | -1HP | 0 | -1F | -1F | -1HP | indestructable | 25 |
Armour Pieces
Bracers, epaulettes, corsets, waistguards, and greaves provide partial protection, to a maximum equal to the relevant complete suit. Unlike complete suits, mismatched armour pieces do not absorb damage. Armour pieces (except those made of silk, bone, or bead) interfere with Magic-User, Wu Jen, and Illusionist spellcasting at a rate of 15%/AC Mod point.
Piece | Protects | AC Mod | Type, Structure | Lbs |
---|---|---|---|---|
Sode | Shoulders | 1 | Elaborate, hard rigid | 3 (pair) |
Pauldrons | Shoulders | 2 | Heavy, hard rigid | 8 (pair) |
Hara-ate | Torso, Thighs (front only) | 2 (0 vs rear) | Medium, hard pliable | 10 |
Hara-ate-Gawa | Torso | 1 | Light, soft pliable | 10 |
Bone Breastplate, Bead Breastplate | Torso (front only) | 1 | Light, hard pliable | 2 |
Haramaki | Torso | 1 | Light, hard pliable | 15 |
Haramaki-Do, Guijuda Shell | Torso | 2 | Medium, hard rigid | 20 |
Cuirass, Breastplate | Torso | 2 | Heavy, hard rigid | 25 |
Chain Shirt | Torso | 3 | Medium, hard pliable | 18 |
Hauberk | Torso, Arms, Thighs | 4 | Medium, hard pliable | 27 |
Horo | Back | 1 vs missiles | Ultralight, soft pliable | neg. |
Do-Maru | Torso, Thighs | 2 | Medium, hard rigid | 20 |
Kote | Arms | 1 | Medium, hard pliable | 2 (pair) |
Bracers | Arms | 1 | Heavy, hard rigid | 4 (pair) |
Cuisse | Thighs | 1 | Heavy, hard rigid | 5 (pair) |
Haidate | Thighs | 1 | Medium, hard pliable | 10 |
Suneate | Shins | 1 | Elaborate, hard rigid | 5 (pair) |
Greaves | Shins | 1 | Heavy, hard rigid | 4 (pair) |
Helmets and Collars
Rather than contribute to Armor Class, helmets and collars allow a save roll against critical hits. If the save is successful, the hit does ordinary damage without critical special effects. The bonuses and limitations of head and neck armour pieces that can be worn together are cumulative.
Type | Covers | Crit Save | Other Effects | Lbs |
---|---|---|---|---|
Mail Coif | crown, ears, neck | 6% | 6% spell interference (MU,WJ,Illusionist) | 7.5 |
Hanburui | head, ears | 5% | 5% spell interference | 3 |
Skull Cap, Jingasa | crown | 8% | 8% spell interference | 3.5 |
Silver Skull Cap | crown | 4% | +4 save vs charm spells | 4 |
Spangenhelm, Bascinet | crown, cheeks | 10% | 10% spell interference | 4.5 |
Nasal Helmet | crown, nose | 15% | -1 Dex reaction bonus, 15% spell interference | 4 |
Enclosed, Visored | full head and face | 15% | -1 Dex AC bonus, 20% spell interference | 5 |
Great Helm, Kobuto | full head and face | 25% | -2 Dex AC and reaction bonus, 25% spell interference | 5.5 |
Mail Collar, Aventail | neck | 2% | 2% spell interference | 2.5 |
Bevor | neck, jaw | 4% | 8% spell interference | 1.5 |
Gorget | neck, sternum | 2% | 4% spell interference | 2 |
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