

Under Construction
Dec. 29, 2014
Cloth - Absorbs 1 DP of physical damage per CP invested. Protects against weather effects. No sound with movement.
1 Pt: Unlocked, can wear cloth armor.
2 Pts: Cuts acid damage in half, but destroys armor.
3 Pts: Absorbs 2 DP of harm magic per CP invested, w/ exception of fire element.
4 Pts: Same as 3 Pts, but now can protect against fire too.
5 Pts: Cuts acid damage in half, doesn't destroy armor.
6 Pts: Gives +1 to all magic rolls.
7 Pts: Allows the carrying of limitless hand-size (human) objects in concealed pockets.
8 Pts: Cuts success of hindrance and trickery attacks toward you in half.
Armor Effects
Wooden - Absorbs 2 DP of physical damage per CP invested. Protects against weather effects, doesn't relect light, natural sound w/ movement.
1 Pt: Unlocked, can wear cloth and wood armor.
2 Pts: Cuts acid damage in half, but damages armor and will need repair.
3 Pts: Two times the damage from fire taken, but absorbs 2 DP of harm magic per CP. Fire damages armor and will need repaired.
4 Pts: Same as 3 Pts, but now absorbs 3 DP of harm magic.
5 Pts: Cuts acid damage in half, doesn't harm armor.
6 Pts: Gives +1 to block rolls.
7 Pts: Gives +1 to rolls requiring stealth or blending in while in natural environments (trees, dirt, grass.)
8 Pts: Cuts success of attacks by arrows in half, lets you keep arrows that successfully hit.
Leather - Absorbs 3 DP of physical damage per CP invested. Doesn't relect light, light 'brush' sound w/ movement.
1 Pt: Unlocked, can wear cloth, wood, and leather armor.
2 Pts: Cuts acid damage in half, doesn't damage armor.
3 Pts: Cuts damage from arrows in half, keep arrows of successful hits.
4 Pts: Protects against harmful weather effects, cuts success of swimming rolls in half.
5 Pts: Doubles carrying allowance of hand-size (human) objects in concealed pockets.
6 Pts: Allows for one extra one-handed weapon carried on belt.
7 Pts: Gives +1 to rolls requiring stealth or blending in while in natural environments (trees, dirt, grass.)
8 Pts: Cuts damage of bladed weapons in half.
Plate Pieces (Helmets, Gloves, Arms, Boots, Legs) - Absorbs 3 DP of physical damage per CP invested, per piece. Requires 4 VIG per piece worn. Reflects light, makes loud metal sound w/ movement. Points apply to any/all pieces together, not indvidually.
1 Pt: Unlocked, can wear cloth, wood, leather, and plate pieces of armor.
2 Pts: Cuts acid damage in half, no armor repair required.
3 Pts: Cuts damage from arrows in half, arrows bend or break on impact and are too damaged to keep.
4 Pts: Cuts attacks from bladed weapons in half.
5 Pts: Allows for one extra weapon carried on belt. Cannot swim in this armor.
6 Pts: Gives +2 to block rolls.
7 Pts: Increases difficulty of aimed shots toward armored areas. If first roll is successful, they MUST roll a second time and only if that's also successful will the aimed shot succeed. If their first roll fails, there is no additional roll.
8 Pts: Gives +2 DMG to Offensive Defense weapons.
Full Plate (Pieces + Chest & Back) - Absorbs 6 DP of physical damage per CP invested. Requires 15 VIG to be worn. Reflects light, makes loud metal sound w/ movement. No damage from arrows unless they are with an aimed shot; arrows get damaged & cannot be kept.
1 Pt: Unlocked, can wear cloth, wood, leather, plate pieces, full plate armor.
2 Pts: No damage from acid.
3 Pts: Cuts damage from bladed weapons in half.
4 Pts: Cuts damage from blunt weapons in half. Damages armor & will need repair.
5 Pts: Allows for two extra weapons carried on belt. Cannot swim in this armor. Cuts AGL in half when extras are worn.
6 Pts: Gives +5 to block rolls.
7 Pts: Increases difficulty of aimed shots. If first roll is successful, they MUST roll a second time and only if that's also successful will the aimed shot succeed. If their first roll fails, there is no additional roll.
8 Pts: Gives +3 DMG to Two-Handed weapons.
Elven - Absorbs 5 DP of physical damage per CP invested. Requires 10 AGL to be worn. Doesn't reflects light, makes no sound w/ movement. No damage from arrows unless they are with an aimed shot; arrows get damaged & cannot be kept.
1 Pt: Unlocked, can wear cloth, wood, leather, plate pieces, full plate, and elven armor.
2 Pts: No damage from acid, or arrows.
3 Pts: Cuts harm magic damage in half.
4 Pts: Gives +2 to rolls involving stealth or blending, all environments.
5 Pts: Allows two extra thrown (small) weapons carried, concealed.
6 Pts: Gives +5 to dodge rolls.
7 Pts: Cuts effectiveness of rolls by enemies of trickery or hindrance magic in half.
8 Pts: Gives +3 DMG to Thrown or Dual-Wield weapons.
Dragon Scale - Absorbs 10 DP of physical damage per CP invested. Requires 20 VIG to be worn. Reflects light, makes no sound w/ movement. No damage from arrows unless they are with an aimed shot; arrows stick unharmed and may be kept w/ successful hits.
1 Pt: Unlocked, can wear all types armor.
2 Pts: No damage from acid, arrows, or fire (natural or magical.)
3 Pts: Cuts damage from bladed weapons in half. Damages armor & will need repair.
4 Pts: Cuts damage from blunt weapons in half. Damages armor & will need repair.
5 Pts: Allows for two extra weapons carried on belt. Cannot swim in this armor.
6 Pts: Gives +5 to block rolls.
7 Pts: Gives +5 DMG to all melee weapons.
8 Pts: Aimed Shots are ineffective, but LP damage still applies.
Chainmail - Absorbs 5 DP of physical damage per CP invested, per piece. Requires 5 VIG to be worn. Reflects light, makes loud metal sound w/ movement. Arrow damage cut in half, damages arrows.
1 Pt: Unlocked, can wear cloth, wood, leather, and plate pieces of armor.
2 Pts: Cuts acid damage in half, armor repair required.
3 Pts: Cuts damage from bladed weapons in half.
4 Pts: Unlimited weapon carry, but add 5 to VIG requirement met for each one. Cannot swim in armor.
5 Pts: Gives +3 to block rolls.
6 Pts: Gives +2 DMG to Two-Handed, Dual-Wield and Offensive Defense Weapons.
7 Pts: Increases difficulty of aimed shots toward armored areas. If first roll is successful, they MUST roll a second time and only if that's also successful will the aimed shot succeed. If their first roll fails, there is no additional roll.
8 Pts: Cuts fire damage in half (natural and magical.)