Armour
The protection that armour offers in battle is simulated through "Armour Points". Armour points are given based on the type of armour represented and the body locations the armour covers. Armour points are depleated in combat before life points and are regained through repairing the armour. For more information about repairing armour, see the Craftsman Discipline on page $$.
Just because a player may have armour doesn't mean the character has it. In game armour must be purchased or aquired through the course of game play. In general, armour is made through the Craftsman discipline. Physical representations of armour should not be worn by a player unless the character has armour.
Armour Types
There are three types of armour; heavy, medium, and light. Heavy armour is represented by chainmaille, Plate Maille, Coat of Plates, Scale Maille with Metal Scales, etc. Heavy armour provides three (3) armour points per location it covers. Medium armour is represented by hardened leather, leather scale, leather lamelle, brigandine, chainmaille, wood or bone armour, etc. Medium armour provides two (2) armour points per location covered. Finally, light armour is represented by padded cloth, light leather, furs, etc. Light armour provides one (1) armour point per location covered.
Armour Locations
There are three locations on the body that can provide armour points, they are the arms, the legs, and the Torso (see figure $$). Both arms together constitute only one location. The same holds true for the legs. In order to receive armour points for the torso area atleast 50% or more of the front and back of the torso must be covered by armour. To Receive armour points for the legs or arms, they must be covered by a piece of armour that crosses a joint such as the shoulder, elbow, or knee.
Half\Quarter Armor
Armour that does not meet the full criteria listed above will be considered half armour in terms of the torso and quarter armour in terms of a leg or an arm. If an individual can get enough fractions to count as a whole piece then they will recieve the armour points for 1 location. Forexample, 2 steel bracers and 2 steel shin plates would constitute 4 quarters granting the wearer 1 location of heavy Armour. This one location of heavy armour gives 3 armour points. If the armour types do not match, the armour will provide points based on the lightest type of armour worn. For example, Tor is wearing a hardened leather bracer on his left forearm, a steel bracer on his right forearm, and steel greaves on his shins. These four quarter locations constitute one location covered. Tor receives 2 armour points because his location is considered medium armour due to the hardened leather bracer on his left arm.
Helmets
An aditional location that can be armoured is the head. Head protection provides one (1) armour point of protection regardless of what armour catagory it falls into.
Armour Catagories
Another important aspect of armour is the armour catagory. Armour catagories are used to represent the amount of encumberance the armour being worn inflicts on the character. It is important to know what armour catagory you fall into because certain skills have restriction that prevent their use based on armour catagory. Armour catagories are based on the maximum total armour points received from the armour a character is wearing, thus, your armour catagory does not decrease as your armour points are depleated in combat. The only way to reduce you armour catagory is to remove the physical representation of your armour.
Suits, or partial suits of armour that provide between one (1) and four (4) armour points are considered to be in the "Light" catagory, between five (5) and seven (7) armour points is considered to be in the "Medium" armour catagory, and finally, suits of armour that provide eight ( or more points are in the Heavy catagory.
For example, Rogar is wearing a steel breast plate and hardened leather legs. The breast plate is considered heavy armour and provides Rogar with 3 armour points. The legs are considered medium armour and provide Rogar with 2 armour points. Rogar has five armour points total which puts him in the medium armour catagory. Rogar has the "Touch of Death" skill which is limited to light armour. Knowing that he will be using this skill soon he removes his leg armour which reduces his armour points to 3 thus putting him in the light armour catagory.
Real -vs- Fake Armour
In order to gain armour points, a physical representation of the armour must be worn by the player. It is not required to wear real "period" armour to gain these points. It is possible to make armour that looks very real out of cardboard, foam, sports pads, sheet plastic, and a host of other materials. Armour made from alternative materials is considered "fake" armour. Armour must be in keeping with the overall Aesthetics of the game. Armour that does not fit the "Medieval Fantasy" setting may be rejected by the GMs. For more information about making armour, ask fellow players or the GM staff for guidance.
Armour made to emulate period examples is considered real armour. Real armour can be made from materials such as steel, leather, wood, or bone. Real armour heightens the sense of emersion for both the player wearing it and those around them, however, it can be heavy and hard to put on and take off. Therefore, real armour does not need to be removed in order to be repaired. Other benefits may be assigned to real armour but these are based on local or house rules adopted by the GM staff. For more information about real armour and how to make it consult your fellow players, the GM staff, or the meriad of online resources on the subject (such as www.armourarchive.org).
Armour may be considered to be "Real" for one armour catagory but not another. For example, a suit of hardened leather scale would be considered "Real" light or "medium" armour but not real "Heavy" armour because heavy armour is represented by various forms of plate maille and chainmaille. The armour could still be worn as "Heavy" armour but it would be considered "Fake" heavy armour.
Costume
Costumes are an essential part of the atmosphere of the game. As you progress through levels in your chosen Paths and Disciplines, we hope that you will develop a sense of the style of the era. Each little piece of Final Haven will shape what you become; your Lifestyle, Race, Path, Discipline, Wealth, and even the Guilds and Houses to which you belong will help shape your character concept, which will better inform your costume.
Wearing medieval fantasy clothing is not required, but it is encouraged and rewarded. A character may receive up to an additional two life points based on how visible any modern clothes are and how authentic your costume is. At the very least, we ask that you wear sweat pants and a tabard.
Damage
Damage is first taken from buffs, then combat reflexes, then armor, and then life. Vorpal damage always goes strait to life effecting bonus life first and then regular life.
Repairing armor
Armor must be repaired by a craftsman. All armor may be repaired while worn up to half its total. The time it takes to repair the armor is 4 minutes. To repair the armor to full a craftsman must spend 8 minutes repairing the armor. Fake armor MUST be removed to be full repaired while real armor may stay on.
Soak update 2/16/2005
Moderator: Admin
Soak update 2/16/2005
Chris
I be one of the gamemasters so e-mail me questions if you have them
I be one of the gamemasters so e-mail me questions if you have them