Armor

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Protection Stat :: Possible value between -10 and 60

A character's Armor stat represents their ability to resist damage dealt to them through 'physical means'. Armor will resist damage from swords, bows, guns, and explosives. It will not, however, resist damage inflicted through magic, supernatural attacks, poisons, or concealed weapons.

Whenever a character is hit for 'physical' damage, their armor stat is 'rolled'. The possible result is anywhere between 1 and the character's Armor stat value (unless the character's Armor stat value is 0, at which point the protection provided will be 0). Once the result of the roll is determined (all of this happens 'behind the scenes' and is run totally by the code, the player does not have to interact with anything in this process), that result is applied as a subtraction to the damage received.

Example: Corath, Conquerer for Chaos, has an armor value of 5. Orinar, Orator of Order, hits Corath in battle with his sword for 12 points of damage. When the RPS HUD receives the command to take damage from the hit, it automatically (in the background) rolls a random result between 1 and 5. Let's say it rolls 3. The total damage (12) is then reduced by Corath's armor roll (3) to 9 points. Corath then takes 9 points of damage from the attack.

Most characters will start with a base Armor stat value of 0. In order to increase this value, a character may increase their Combat Training skill and/or wear pieces of RPS Armor (such as bullet proof vests or plate mail armor). Combat-oriented characters should be especially cognizant of their own Armor level as well as the armor worn by potential opponents.

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