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Armor Pieces Vs Armor Sets

The listed prices for Armour enchantments assumes armour enchanted as a set. This is any number of pieces in a single layer, to be worn on one person. The entire set must be worn to gain the benefit of the set enchantment - removing a single piece temporarily disables the enchantment. For this reason, helmets and gauntlets are often excluded from sets, as the pieces most often removed. Non-set pieces can be worn in adjunct, or even layered over/under a set without impacting the set enchantment. Multiple layers need to be enchanted as separate sets.

Individual armor pieces are enchanted at a fraction of the cost of the equivalent set. This is based on the final dollar cost, not based on the "energy" cost (this is a significant difference from the rule from GURPS Magic!). A single armor piece covering multiple hit locations must be enchanted equally over all locations - a helmet that covers the Face and Skull cannot be enchanted only on the Skull. For your convenience, the parts table is reproduced below:

This means that enchanting full-body coverage piece-by-piece costs 130% of a full suit, but each piece functions individually in any combination.

Armor Pieces Percentage of Listed Cost
Full Suit 100%
Torso and Vitals 50%
Groin 10%
Neck 2.5%
Arms 15% *
Legs 30% *
Hands 5% *
Feet 7.5% *
Skull 5%
Face 5%

<nowiki>*</nowiki> Individual limb pieces may be enchanted for 2/3rds the price of a matched pair.

Example: an Impenetrable Iron Corselet would cost $1300 for the armor piece, plus $2400 for Impenetrable (Fortify +2 DR) over the Torso, Vitals and Groin, for a total price of $3700. An Iron Barrel Helm of Lightness would cost $300 for the barrel helm and $10 for the Lighten enchantment on the Face and Skull, for a total price of $310.

New Enchantments

These new enchantments are available at character creation, and at most places catering to adventurers.

Spell Effect Base Item Cost Prefix Suffix
Soilproof Unaffected by mundane dirt, blood, mud, etc. Still damaged by direct attacks. Wearer not protected. Armor Suit $500 Self-cleaning of Fastidiousness
Weapon, Other $25×Lbs
As per Self-cleaning, plus resists Making/Breaking spells with power 15, doubles the time to penetrate by Oozing Doom-type effects, and halves amount of DR lost to Corrosion attacks. Does not reduce the damage to the wearer by Corrosion or Oozing Doom, once it penetrates. Armor Suit $4,000 Resilient of Resistance
Weapon, Other $200×Lbs
Adjustable Clothing Resizes to fit any race, +/- 1 SM, Overweight, or Skinny Armor Suit $150×DR,<br />×2 if Very Fine or Masterfully Tailored Comfortable of Adjustment
Clothing (DR 1* or worse) $100
Resizes to fit any race, +/- 3 SM, Fat, or Skinny Armor Suit $300×DR, ×2 if Very Fine Indulgent of Adaptation
Clothing (DR 1* or worse) $200
Toughen Harden vs DR divisor (2) Armor Suit $200 Hardened of Proof
Harden vs DR divisor (3) Armor Suit $4,000 Indivisible of the Atom

Note that Comfortable and Indulgent tends to be a post-market addition to armor - heirloom equipment, spoils of war, and second hand armor can be difficult to refit, but the item was likely tailored to fit someone when initially commissioned. This enchantment solves the problem for most characters.

These enchantments will not "fix" Cheap or Munitions armor - they'll just allow it to fit badly on everyone.

When the Comfortable or Indulgent enchantment is suppressed or lost, the armor will immediately fall off, rather than constricting or injuring the wearer. A full suit of armor in your hex counts as Bad Footing.