Approved Armor in the Vulpine Imperium

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Duke Talinn Ryalor

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Armor in the Vulpine Imperium

Common OOC Questions:

What is the point of an armor system if my character cannot be involuntarily killed except with the explicit permission of the head administrator?

It is both for logical IC flavor and a tool out of many in the toolbox for dispute resolution. Say, for example, you want to be able to take meaningful hits from a crossbow or matchlock in a PVP duel, but do not want to be instantly knocked out of the fight while doing so. Armor can help here, letting you take the hit and granting your opponent a “win” but not necessarily logically taking your character out of a fight.

Do I have to use armor? Will I be at a disadvantage if I do not wear it?

No, you are not required to use armor if you do not wish to. If you do not wear armor, you will simply be considered to be using primarily speed, some kind of medicine, or relying on your character’s strong constitution to continue fighting while taking hits if it ever escalates to a PVE or PVP dispute resolution ruling.

Do I need skill points to use armor?

No, we are not implementing an “armor class” system similar to DND at this time, and quite likely not ever as per the dispute resolution policy.

Does armor make my character invincible or give me any special advantages?

No, see rule #2 under the character creation rules, specifically “your characters not immortal and they are not invincible, do not write them as such”. Armor is a narrative tool to allow both logical and interesting scenarios to occur, not a way to completely ignore damage or fatigue, has drawbacks, and is only a minor factor in dispute resolution.

Where should I put any armor my character might have on my character profile?

It should be located under possessions and be listed as none/light/medium/heavy armor, although this is not necessary if you change outfits on a per thread basis. Just some kind of indication is good enough.

Is there a “best” armor type?

No, there is no “best” armor type, it depends on your character, their role, and a whole variety of other conditions explained below. There are logical benefits and drawbacks to each choice that you make. There is no “meta”, so to speak.

Can I mix up armor types for a character?

Yes, it is possible to wear heavy armor for the chest (say, a plate cuirass or helmet) and wear different types of armor for other parts of the body. Just take care to be aware of their strengths and weaknesses

Types of Armor


No Armor

No armor is fairly self-explanatory, but it includes most types of fabric and clothing or one’s natural defensive capabilities. This is for characters who are either not expecting combat, or, who rely primarily on their dexterity and speed, constitution, or some kind of medicine to either evade or overcome damage. They can both travel, fight, and march the longest without getting fatigued as they do not have any significant impediments imposed upon them, and environmental conditions have little to no effect on them. Considered good for civilians, particularly adroit fencers, or skirmishers.

Light Armor

Light armor is the lightest form of proper armor, usually used by archers, less skilled fencers, auxiliary forces, or better equipped civilians. It is typically, but not always, made out of layers of tightly bound cloth, linen, or wool, with heavier variants of it including boiled leather elements. It provides a limited amount of protection while not significantly reducing mobility or having fatigue play as much of a factor, except for particularly long marches or battles. It tends to be good, cost-effective choice for light infantry, archers, militia, government enforcers on a day-to-day basis, and more security conscious civilians who desire some protection but also value their mobility and some protection against ranged weapons or smaller melee ones, but it is not recommended they engage in heavy, extended paw-to-paw combat for long periods of time against better-equipped foes except under very favorable circumstances, such as weather conditions weighing down heavier armored opponents.

Medium Armor

Medium armor is the second proper tier of armor, usually used by what might be considered “medium” or “average” infantry, mercenaries, and heavier policing elements. It typically includes all the elements of light armor, strengthened by the addition of metal plates sewn into the fabric to better handle heavier blows, although numerous different forms of this exist. It is more expensive than light armor, but offers better over all protection at the cost of reduced mobility, more susceptibility to unfavorable weather conditions and increased fatigue in longer battles. It is considered a good compromise between light and heavy armor for all but the most intense battles, situations, and opponents, and can be effectively be used by most roles on the battlefield.

Heavy Armor
Heavy armor is the third and final tier of armor that a character is able to wear. It is typically reserved for characters expecting heavy combat where the maximum amount of protection is required over concerns such as cost, mobility, and fatigue. In the Imperium, this is usually some form of plate armor, but it can include others, although the quality can vary highly from shoddily made to proven against even the most fearsome weapons. It is able, in its thickest areas, to withstand direct hits from most weapons, even most ranged weapons up to and including the new matchlocks, although it is still vulnerable to weapons specifically designed to pierce it such as poleaxes, opponents who are able to aim for the gaps in the armor, typically around places such as the neck and joints, or heavy blunt weapons that aim to crush a beast inside the armor. It is considered the most vulnerable to negative environmental conditions such as mud, hot weather, or snow, and is not suited for particularly long marches, mobility outside of short sprints, and extended combat without the ability to take a break.
 
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