Armour in Hubworld | World Anvil
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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.
.....Type.....RequirementsMartial 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
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)
Ultralight ArmourAC ModLbsBase Move (Human)Max Dex BonusTime to DonSpecial PropertiesSpellcasting Interference (MU, WJ, Illusionist)StructureDR vs BDR vs SDR vs PDR vs B/SDR vs B/PDR vs P/SIntegrity
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 ArmourAC ModLbsBase Move (Human)Max Dex BonusTime to DonSpecial PropertiesSpellcasting Interference (MU, WJ, Illusionist)StructureDR vs BDR vs SDR vs PDR vs B/SDR vs B/PDR vs P/SIntegrity
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 ArmourAC ModLbsBase Move (Human)Max Dex BonusTime to DonSpecial PropertiesSpellcasting Interference (MU, WJ, Illusionist)StructureDR vs BDR vs SDR vs PDR vs B/SDR vs B/PDR vs P/SIntegrity
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 ArmourAC ModLbsBase Move (Human)Max Dex BonusTime to DonSpecial PropertiesSpellcasting Interference (MU, WJ, Illusionist)StructureDR vs BDR vs SDR vs PDR vs B/SDR vs B/PDR vs P/SIntegrity
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 ArmourAC ModLbsBase Move (Human)Max Dex BonusTime to DonSpecial PropertiesSpellcasting Interference (MU, WJ, Illusionist)StructureDR vs BDR vs SDR vs PDR vs B/SDR vs B/PDR vs P/SIntegrity
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.
DragonscaleAC ModLbsBase Move (Human)Max Dex BonusTime to DonMA Penalties1 Tier Lighter w/MASpecial PropertiesSpell Interference (MU, WJ, Illusionist) / Casting BonusStructureDR vs BDR vs SDR vs PDR vs B/SDR vs B/PDR vs P/SIntegritySuits 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.  
PieceProtectsAC ModType, StructureLbs
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.  
TypeCoversCrit SaveOther EffectsLbs
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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