Armour

Most characters faced with combat will wear some sort of armour. Each armour item starts with 3 counters on it. These represent the integrity of the armour. Every time you become injured (0 HP or lower), the armour is damaged and you must remove one counter. When all the counters are removed, the armour is damaged to such an extent that it no longer gives you extra HP. During downtime, you can have your armour repaired by paying the restore price. This restores all its 3 counters. You can only equip one armour item at a time.

Physrep Requirements

Light Armour

A fully covering armour of leather or hides.

Medium Armour

A fully covering armour of boiled leather, ring armour or several layers of leather.

Medium/Heavy Armour

A fully covering armour of boiled leather or ring armour, with a chain mail or scale mail vest or haubergeon that protects the torso.

Heavy Armour

A gambeson with a chain mail or scale mail hauberk protecting the torso, arms and upper legs. With plate greaves protecting the lower legs.

Massive/Heavy Armour

A gambeson with a chain mail or scale mail hauberk protecting the torso, arms and upper legs, with a breast plate on top. With plate greaves protecting the lower legs and a helmet to protect the head.

Massive Armour

A fully covering plate armour, including a helmet, a gorget, pauldrons, couters, vambraces, gauntlets, a cuirass with a fauld, tassets and a culet, a mail skirt, cuisses, poleyns, greaves, and sabatons.

Armour type Market price Restore price HP Bonus Special
Light 200¢ 200¢ 1 None
Medium 500¢ 400¢ 2 None
Medium/Heavy 700¢ 500¢ 2 Ignore 1 stumble per day.
Heavy 1100¢ 600¢ 3 Ignore 1 stumble per day.
Heavy/massive 1600¢ 700¢ 3 Ignore 1 stumble per short rest.
Massive 2100¢ 800¢ 4 Ignore 1 stumble per short rest.
List of armour types
Armour Light Armour
Market price 200¢
Restore price 200¢
Unique Rule When wearing this, you have +1 HP.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Armour Medium Armour
Market price 500¢
Restore price 400¢
Unique Rule When wearing this, you have +2 HP.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Armour Heavy/Medium Armour
Market price 700¢
Restore price 500¢
Unique Rule When wearing this, you have +2 HP.
Unique Rule Once per day call resist against a stumble effect.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Armour Heavy Armour
Market price 1100¢
Restore price 600¢
Unique Rule When wearing this, you have +3 HP.
Unique Rule Once per day call resist against a stumble effect.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Armour Massive/Heavy Armour
Market price 1600¢
Restore price 700¢
Unique Rule When wearing this, you have +3 HP.
Unique Rule Once after every short rest you can call resist against a stumble effect.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Armour Massive Armour
Market price 2100¢
Restore price 800¢
Unique Rule When wearing this, you have +4 HP.
Unique Rule Once after every short rest you can call resist against a stumble effect.
Unique Rule This armour only fits the original owner. Pay the restore price to refit the item.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.

Comments

Re: Armour

Why isn't the fix price per counter? Right now I can only have the armor fixed when it's badly damaged. I think most professional soldiers tend to keep their armor in good repair eg. have it fixed much more frequently. 200c per token also makes the rules more streamlined, removing the need for an extra table column.

Re: Armour

All armours have 3 counters at the moment. Flatlining the repair price per counter would make the "cost per HP" a lot cheaper for the heavier armours.

We could fix this by adding a restore price per counter, instead of a restore price for the entire armour... not sure if that would be less complex though.

It would also remove the gameplay choice of repairing now... or repairing when all the tokens are spend.

But on the other hand, this interesting gameplay choice doesn't really has an in-character counterpart.

Hmmm. This is a good but complicated point, I'll bring it up Tuesday but I can almost guarantee that it's to late to change for Numen 1.