Armor

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Armor

  1. Pick Armor Points desired, note Base Cost
  2. If you wish to add Special Properties that have a cost of ADDING Creation Points, add these points FIRST to the Base Cost of the Armor
  3. If you wish to add Special Properties that have a cost of MULTIPLYING the Cost, ADD all your multipliers together, then multiply by the total cost listed in the step above.
Armor Special Properties Table
1 Padded +10 CP for one point, +15 CP for two points, +20 CP for three points
2 Resist ~type~ +35 CP for every charge up to three
3 Planar Multiply by 1.5 round up
4 Resist shatter +35 CP for every charge up to three
5 Racial Multiply by 1.5 round up
6 Unshatterable Multiply by five (X5)
7 Aquatic Multiply by 1.5 round up
8 Weightlessness Multiply by three
9 Arcane Multiply by 1.5 round up
10 Booby Trapped Multiply by two
11 Missile Bane Multiply by two
12 Transformation Multiply by 1.5 round up
13 Extra body +10 CP for one point, +15 CP for two points, +20 CP for three points
14 Non-weapon +35CP for every charge up to three
15 Enchantable Multiply by 1.5 round up
16 Poison blocking +35CP for every charge up to three
17 Elemental Blocking +35CP for every charge up to three
18 Invulnerability +35CP for every charge up to three
19 Expiration Multiply by 2 for the 1st step, 3 for the 2nd, 4 for the 3rd
20 Extra Slots +20 per slot
21 Cursed Multiply by 1.5 round up
22 Personalized +20 creation points
  1. Padded – this type of armor will add an extra one, two or three points of armor on top of what the character could wear due to class restrictions.
  2. Resist ~type~ – this armor will allow a character to resist one the type of damage specified when the armor is created
  3. Planar – this armor will not be reduced in value when the user is not upon the plane of its creation
  4. Resist Shatter X – this armor will be able to resist the effects of a shatter or shatter like ability X times ever
  5. Racial – This armor is for specific races that are not allowed to wear armor that is for a human form
  6. Unshatterable – This armor is immune to effects of any shatter spell or shatter like ability
  7. Aquatic – This armor is for underwater activity and will not cause the wearer to sink
  8. Weightless – This type of armor requires no physical representation.
  9. Arcane – This type of armor will protect the wearer from arcane sources of damage.
  10. Booby-trapped – This type of armor will cause the wearer to receive double the amount of damage from any weapon delivered attack. This armor cannot be removed until it has received the enough damage to be fully breached to reach a zero value.
  11. Missile Bane – This type of armor is extra effective verses missile weapons and will provide double the amount of protection from all missile weapons ( damage is subtracted from the extra points first that does not count toward a class restriction).
  12. Transformation – This type of armor is made for a specific transform designed by the armorer at the time of creation.
  13. Extra Body – This type of armor will grant the user 1, 2, or 4 extra body points on top of what their class states.
  14. Non-weapon – This armor type will protect the wearer verses any non weapon physical attack ( standard trap damage, physical Confining effects ) 1, 2 or 3 times ever
  15. Enchantable – This armor is the only type of armor that may be imbued with a permanently enchanted effect.
  16. Poison Blocking – This armor type will protect the wearer verses any poison attack 1, 2 or 3 times ever
  17. Elemental Blocking – This armor type will protect the wearer verses any elemental attack 1, 2 or 3 times ever
  18. Invulnerability – This armor type will protect the wearer verses any weapon delivered attack 1, 2 or 3 times ever
  19. Expiration – All armor have a duration of 3 days or until used unless an expiration is used when created. For every usage of expiration used the armor will be raised to the next level beyond what the original description states in the following order - one year ~ two years ~ four years ~ so on…so on….so on….
  20. Extra Slots – Unless otherwise stated in the armor description, a suit of armor upon creation may only have one of the special properties list active upon that suit of armor. Extra slots are required to add any effect from this previous list once for every time the extra slot price is paid. The extra slot effect does not ever need an extra slot for itself.
  21. Cursed – This armor will operate the reverse of what it identifies as if that type of armor is applicable to having a reverse. This armor can not be removed until it has received the enough damage to be fully breached to reach a zero value.
  22. Personalized – This modifier makes the armor unique and reconizable by any one familiar with the armor.
Armor Points Base CP Armor Points Base CP
1 1 26 109
2 3 27 115
3 6 28 121
4 9 29 127
5 12 30 133
6 15 31 139
7 18 32 145
8 22 33 151
9 26 34 157
10 30 35 164
11 34 36 171
12 38 37 178
13 42 38 185
14 46 39 192
15 51 40 199
16 56 41 206
17 61 42 213
18 66 43 220
19 71 44 227
20 76 45 234
21 81 46 241
22 86 47 248
23 91 48 256
24 97 49 264
25 103 50 272