Armor

The protective equipment worn by soldiers and adventurers is divided into two types: Armor and Guards. You may equip only one of each type of armor at a time. Armor grants a bonus to Hit Points and Magic Points; simply add these values on to your base HP and MP. Guards grant a bonus to your Evade score, helping you defend against attacks.

There are two ways to purchase armor for your character. The first is to use the Armor Creation System to custom-build a set of 10 Armors and Guards of any type that your character will use. While taking a bit more time, this path allows for the maximum amount of flexibility in armor types (maybe Scarfs and Smocks for your Artist character, or even Spoons and Aprons for your Pasta Chef). The second is to simply use a premade armor list. Several premade armors can be found in the Resources section of the web site.

ARMOR CONSTRUCTION SYSTEM
There are 9 normal armors that can be bought, and 1 artifact-level armor that can only be found or given to a character (with the GM's discretion). Some armors have powers that make them slightly more effective at resisting damage. Some armors are endowed with extra defenses against status abilities and elementals, some raise statistics, and others still have special protection against physical or magical attacks. These abilities are bought from a pool of points that is divided among the first 9 Armors in the list. By default, Armor has a pool of 10 points, and Guards have a pool of 5 points--but you may choose for your Armor to only have 5 points, and your Guards 10, if you wish. Each individual Armor cannot have more points of abilities than half its Armor Level. Thus, an 8th-level Armor could have no more than 4 points of abilities. Furthermore, the 10th-level armor of each set--the Artifact--has its own separate pool of points. The set that has a 'normal' pool of 10 points gets an 'Artifact' pool of 5 points, and the set that has a 'normal' pool of only 5 points gets an 'Artifact' pool of 3 points.
Example: You decide that your Armor will have a pool of 5 points, and your Guards will have a pool of 10 points. Your Artifact Armor gets 3 points automatically, and your Artifact Guard gets 5 points.

The following charts list the costs and basic effects of each class and level of Armor and Guards. The first chart lists the HP and MP bonuses, respectively, for Armor of each weight class. The second chart lists the Evade bonus of Guards. Armors and Guards of level 10 are 'artifacts.' These are extremely powerful, one-of-a-kind armors that can only be found or given- never bought.

ARMOR LEVEL HP / MP
(LIGHT)
HP / MP
(MEDIUM)
HP / MP
(HEAVY)
PRICE
1 +10 / +4 +20 / +2 +35 / +0 75
2 +15 / +6 +30 / +3 +50 / +0 150
3 +25 / +8 +50 / +4 +75 / +0 400
4 +40 / +12 +80 / +6 +120 / +0 800
5 +50 / +20 +100 / +10 +150 / +0 1,200
6 +65 / +25 +130 / +14 +200 / +0 2,000
7 +80 / +30 +160 / +18 +250 / +0 3,000
8 +100 / +40 +200 / +20 +300 / +0 5,000
9 +125 / +50 +250 / +25 +375 / +0 8,000
10 +175 / +65 +350 / +35 +500 / +0 -------


GUARD LEVEL EVASION PRICE
1 +2 30
2 +4 75
3 +6 200
4 +8 400
5 +10 600
6 +12 1,000
7 +14 1,500
8 +16 2,500
9 +18 4,000
10 +23 -------


ARMOR ABILITIES

Defense/Magic Defense
Point Cost: 3
The armor reduces physical or magical damage (choose ONE) by 25%. No armor may be resistant to both types of damage.

Physical/Magical Weakness
Point Cost: Special
The wearer of the armor takes an extra 25% damage from physical or magical attacks (choose only ONE). This weakness will pay up to three points towards any special ability on the same piece of armor.

Elemental Absorbency
Point Cost: 3
Similar to Elemental Resistance, only the attack is not only nullified (does no damage whatsoever), but the armor's wearer recovers HP equal to the full damage of the attack.

Elemental Immunity
Point Cost: 2
Similar to Elemental Resistance, only the attack is nullified (does no damage whatsoever).

Elemental Resistance
Point Cost: 1
Can be for any one of the eight basic elements: Ice, Fire, Lightning, Earth, Water, Wind, Holy and Shadow. The armor is especially good at repelling attacks of that elemental affinity, and as such, all damage from them is halved (50%).

Elemental Weakness
Point Cost: Special
The opposite of an Elemental Resistance, the armor's wearer takes double damage from one of the eight basic elements, chosen when the armor is created. This weakness will pay one point towards any special ability on the same piece of armor.

Stat Bonus
Point Cost: 2
Increases an attribute by a certain amount, shown below. Only one type of stat bonus per armor.

STATISTIC AMOUNT OF INCREASE
Strength Base +3, +2 per Armor Level
Magic Base +3, +2 per Armor Level
Agility Base +3, +2 per Armor Level
Resist Base +2, +1 per Armor Level
Vitality* Base +1, +1 per Armor Level
Spirit* Base +1, +1 per Armor Level
* May ONLY be selected for Guards- Armor may NOT increase Vitality or Spirit.

Status Immunity
Point Cost: Special
The armor totally cancels the effect of one or more of the below Status Effects, rendering the wearer unable to be affected by them. When purchasing Status Immunities, pay the cost of the highest-level Immunity you wish to have on the armor. Additional Status Immunities cost 1 point each.

STATUS IMMUNITY POINT COST
Stun, Poison, Berserk, Slow, Blind, Death Sentence 1
Zombie, Sleep, Venom, Mini, Curse, Confuse 2
Stop, Stone, Frog, Charm, Seal 3