P.S. Sorry about the layout, excel ain't good here
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Basic rules :
#1 All armor have 5 Physical - 0 Mystic - 0 Initiative Penalty at creation.
#2 There is 3 types of Physical Damage that can modulate the armor protection (D&D ripeoff probably). Blunt (maces and hammers), Pierce (spears and arrows) and Slash (swords and axes).
#3 Keywords should guide the crafting (or analysing) method.
Example of Keywords Effects
"x" Resist Add +3 armor against "x" attack source
Improve "x" Resist Add +5 armor against "x" attack source
Superior "x" Resist Add +10 armor against "x" attack source
Dragon Scale Add +5 to both Physical and Mystic Armor
"x" Vulnerability Add -3 armor against "x" attack source
Fragile Armor degration x2
Heavy Add Initiative Penalty to Physical Defense
Stealth Add +3 to any Stealth roll
#4 You start by choosing the material for the construction of the armor :
Materials Type Physical Vulnerability Initiative Penalty Special Effect Cost Weight Availability
Cloth Light Blunt/Pierce/Slash 0 Physical Vulnerability and Fragile 1 2 Average
Leather Light Pierce/Slash 0 Hide/Fur add Cold Resist at a cost of 1 Initiative Penalty 10 10 Average
Bone Light Blunt/Pierce 0 Fragile 10 5 Unusual
Wood Light Pierce/Slash 2 Fire Vulnerability 5 10 Unusual
Metal Heavy Pierce 1 Lightning Vulnerability and Physical Resist 100 25 Average
Stone Heavy Blunt 2 Heavy and Physical Resist 50 30 Unusual
Magical x All NA NA See text x10 x1 Rare
#4.1 The magical material just mean that you upgrade a regular one with a magical one. Here's couple of examples :
Magical Materials Name Effects (Gives a minimum of 1 Mystic Armor)
Cloth Obsidiman Skin Remove Blunt/Pierce/Slash Vulnerability
Leather Espagra-Scale Add Mystic Resist
Leather Wyvern-Skin Add Physical Resist
Bone DragonBone Add Mystic Resist and Unique effect
Bone HorrorBone Add Mystic Resist and Unique and cursed effect
Wood Bark Add Mystic Resist
Wood Fernweave Add Mystic Resist, Remove Initiative Penalty and Add Pierce Vulnerability
Metal Throalic Remove Lightning Vulnerability
Stone Crystal Add -3 Physical Armor, Add Improve Mystic Resist and Remove Heavy
#5 After you have chosen the material, you need the armor model that matchs you type of material (Light with Light, Heavy with Heavy).
Armor Model Type Armor Effect Initiative Penalty Cost Weight Availability
Coat/Suit Light NA 0 x1 x1 Average
Padded Light Add Blunt Resist 0 x2 x2 Average
Hardened/Studded Light Remove Slash Vulnerability 1 x4 x2 Average
Scale/Layers Light Remove Slash/Pierce Vulnerability 2 x8 x3 Unusual
Rings Heavy NA 1 x1 x1 Average
Chain Heavy Remove Pierce Vulnerability 2 x2 x2 Average
Breastplate Heavy Remove Blunt/Pierce Vulnerability 2 x4 x2 Average
Plate Heavy Remove Blunt/Pierce Vulnerability and Upgrade Physical Resist by Improve Physical Resist 3 x8 x3 Unusual
Example of a craft could be: I want to make an Espagra-Scale Armor. A) The material is magic leather. I don't want to have a Hide armor for cold resist. So you have an armor of 5 Physical Armor, 3 Mystic armor and 0 Initiative penalty, but vulnerable to all 3 types of attack (meaning an effective armor of 2 instead of 5). You would need at least 100silvers worth of Espagra-Scale skin to make a coat (x1), but a coat leaves you with all that vulnerabilty! Let's say i want a Hardened Espagra-Scale Armor. It would cost in materials 400silvers of Espagra-Scale skin. The new armor would have 5 Physical Armor, 3 Mystic, 1 Initiative Penalty and vulnerable to Pierce and Blunt. If i prefer some protection against arrows too, I could make a Scale Armor instead. Seems expensive ? Well it would cost you only 40 silvers to make that armor with Cow Leather. You wont have the +3 on Mystic Armor, and probably not the same look either, but that's the price of being cheap
![Razz :P](./images/smilies/icon_razz.gif)
Now, about cloaks and other stackable armors, here's another table :
Armor Initiative Penalty Special Effect Cost Weight Availability
Blood Pebble 1 Physical and Mystic Resist 300 NA Rare
Living Crystal 2 Improved Physical and Mystic Resist 1100 NA Rare
Dwarf Winternight Cloak 0 Cold Resist 275 2 Unusual
Warm (fireproof) Cloak 0 Fire Resist 300 2 Rare
Everclean Cloak 0 Earth Resist 300 2 Rare
Magical Poncho 0 Air Resist 300 2 Rare
Oak Leaf Cloak 0 Stealth 800 2 Rare
Espagra-Scale Cloak 0/1 Mystic Resist 200 10 Rare
Wyvern-Skin Cloak 1/2 Physical Resist 1000 30 Rare
All these are stackable with armor. I would also add some flavor text to the cloaks and add some minor roleplay effects. Like Everclean actually repels dirt and stain, Magical Poncho protects against rain, etc. The Initiative Penalty of 0/1 means that without armor, you have 0, but stacking it will cost you 1 point of Initiative Penalty.
I do hope you like the ideas
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