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Old 12-19-2011, 03:32 AM   #1
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default fantasy TL3 armor full kits v2

The idea here is to have ready-to-go choices at each wealth level with fairly consistent DR across locations at prices that don't make the player say, at some future point, something along the lines of "Hey, I coulda had better DR and lower weight for less cash with scale sollerets instead of medium leather shoes!" I've rewrought these kits since Instant Armor came out, and I'm starting a new thread so that these revisions don't wind up 20 posts deep. I'm sticking with published stats instead of "unofficial" errata mainly because Instant Armor did, but in playing around with Dan's suggestions, I found them to have their own wonkiness. Reckon I'll choose the official wonkiness. While I'm running a fantasy campaign, these suits are mundane, the starting point before fantasy materials and other magic are applied. WOFA:

For POOR warriors

RAWHIDE (partial DR 2 non-metallic, 21.8#, $73, 44s, Stealth -1)
Issued to levies if they're lucky. Rarely enchanted or worn over other armor, but levies happily replace it with anything they can scrounge. Armor consists of a cap, greaves that cover only the front of the shins, and a “jack” – theoretically a hauberk, but sometimes just a vest.
ENC: No encumbrance on its own or with summer clothing for a man of ST 11, light encumbrance with arms (light large shield and cheap spear), or medium encumbrance with an under-provisioned pack
CONSTRUCTION: Medium rawhide (skull, torso, front shins).
DR: 2, but only on certain locations
WEAKNESS: Intended to be supplemental protection for a nice big shield, it leaves plenty of targets unprotected, and it provides no protection at all when soaked. However, the way to get rawhide to fit is to soak it, then wear it, so that's actually an advantage, because otherwise the poor dumb bastards would have -1 to DX for lack of tailoring.

For STRUGGLING warriors

CLOTH (DR 2/1* non-metallic, 23.4#, $409, 67s)
The equivalent of a modern heavy jacket and jeans, rugged wear that is socially acceptable in certain places and professions though not disguised as clothing per se. Rarely enchanted, for magic is detectable, and stealth is better protection than extra-light armor. Armor consists of tough cloth like quarter-inch felt including a scarf to wrap around the face, extra padding over the chest for warmth, plus soft leather gloves, boots, and a hat with a brim for protection against sun and rain, worn in place of normal clothing instead of over it.
ENC: No encumbrance on its own, light with gear.
CONSTRUCTION: Light leather, lined (pothelm with brim); heavy cloth (face, back of head, neck, arms, abdomen, legs); light layered cloth (chest); light leather of quality (gloves); light leather (boots, integrated with moccasins).
DR: 1* overall, 2* for chest, 2* against cutting for skull, hands, feet, and sometimes (1-in-6) face and legs.
WEAKNESS: This armor is ALL weakness in combat but effective protection from the many environmental dangers that deal less damage than an armed foe. It’s flexible, so 10 hits that don’t penetrate armor, like 10 trips through a thorny thicket, cause 1 point of blunt trauma.
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