Armor Rules

Because Brittanis is a fantasy game in a fantasy world, protective garments can be made up of many different materials and still have protective value. For this reason, Armor in Brittanis is not divided by material or construction of the prop used to represent the item. Instead, Armor Points are determined by the IN GAME protective value of the item, as stated on the Item Tag for a particular piece of armor.

If you buy the skill for a heavier class of armor, your In Game armor tags can automatically upgrade if you choose, but they are considered basic armor of that type.

Basically, the spirit of the rule is this-- Brittanis wants you to have as much fun and wear the most awesome, detailed costume you care to, and we'll do whatever we can within reason to make that work. We're far more concerned with the LOOK of armor as opposed to the physical materials it's made of. Foam armor, plastic, rubber, leather, or metal-- if it looks good, we'll allow it on the field.

Example: If you as a player have an aluminum breastplate, but your character can only wear Light Armor, YOU CAN STILL WEAR THAT PROP. It just represents a thinner, lighter, less protective breastplate than one made of a sturdier material.
If you find or buy a piece of armor later in the game, and it gives you more Armor Points, you can change out the TAG you're using for that armor without changing the prop. Continuing the example above-- you swapped out the thinner breastplate for a sturdier one that gives you more protection but still counts as Light Armor.
Likewise, if you have a leather armor prop and you buy up to Heavy Armor, you can still use that prop so long as it looks like it could reasonably have Heavy protective value.
Rule 0 of Brittanis is "Don't Be A Dick", and this applies to attempts at exploiting the armor rules as well. Play along with the spirit of the rules and you'll be fine.
LightMediumHeavy
Torso2 pts3 pts4 pts
Arms1 pt2 pts3 pts
Legs1 pt2 pts3 pts
Head1 pt2 pts + "Resist Stun/Paralyze" 1/watch3 pts + "Resist Stun/Paralyze" 1/battle
  • Armor has 3 categories: Light, Medium, and Heavy. A character must have the correct skill in order to gain ANY points from a particular piece.
    Example: if a character has Light Armor skill and puts on a piece of Heavy Armor, they gain NO armor points from that piece.
  • Armor has 4 locations: Head, Torso, Arms, Legs. All armor props must cover at LEAST 50% of the area. Thus, a pair of vambraces would suffice for the Arms slot, and a breastplate without back would work for Torso.
  • Each piece of armor grants cumulative Armor Points to the wearer. So long as the wearer has the skill, armor types do not have to match or even be the same Category.
    Example: A character with Heavy Armor skill can wear Light, Medium, and Heavy pieces together without a problem.
  • Each piece of armor grants specific armor points. Players who have a physrep for armor pieces are considered to have "basic armor" which grants the number of points listed on the table above. Basic armor does not expire.
  • Armor that is purchased in-game, looted, or found will have armor tags with the Type (light/medium/heavy), expiration, and any other pertinent abilities or info.
  • Each armor tag must have the location, category, materials, and armor points listed on it. For example, "Light Iron Arms, 1 Point"
  • Armor CAN stack, up to 2 layers. All armor points are cumulative, but separate props/phys-reps must be worn for all pieces. Armor of the same category cannot stack.
    Example: A character can wear a Heavy torso (like a breastplate) with a Medium torso (like chain mail) under it, but not 2 Heavy torsos stacked.

Repairing Armor

Repairing armor is a time-consuming, but ultimately simple process. There are a few rules to remember:

  • You can repair any armor you have the skill to wear.
    Example: If you can wear Heavy Armor, you can repair Light, Medium, and Heavy armor because the requirements for Heavy Armor cover the first two types.
  • You must have an in-game forge (black anvil) to repair armor. Some skills can remove this requirement.
  • You must spend 1 minute of activity at the anvil, roleplaying armor repair PER POINT of armor you wish to Refresh. Thus, if you have a full set of Heavy Armor and it is entirely destroyed (13 points), you must spend 13 minutes at a forge repairing your armor. If you have abilities that grant bonus armor when you wear it, these points are refreshed once the physical armor has been completely repaired.
Example 1:
Veren is a Warrior with Heavy Armor skill. He is currently wearing:
  • Heavy Iron Torso (4 points)
  • Light Leather Legs (1 point)
  • Medium Wood Arms (2 points)
  • Light Leather Helmet (1 point, and 1 "Resist Stun" per watch)
Veren currently has a total of 8 Armor Points. When these points are expended, he must go to a forge and re-fit his armor by spending 8 minutes of activity. If he swapped out the Light Leather Legs with Heavy Stone Legs (3 points), his total would go up to 10 Armor Points, and 10 minutes to repair it.
Example 2:
Kylie is a Skirmisher with Light Armor Skill. She is currently wearing:
  • Light Leather Torso (2 Points)
  • Light Wood Arms (1 Point)
  • Light Leather Legs (1 Point)
Kylie currently has 4 Armor Points. If Kylie found a Heavy Iron Torso and put it on, her Armor Points would actually go DOWN, because she cannot use the Heavy Iron Torso and gains no benefit from heavy armor. Just like Veren, she has to go to a forge to refit her armor.
Example 3:
Verdagain is a Dwarf with the Armor Mastery skill, which grants him a +2 to his total armor points when wearing a full set. If he has Light Armor (5 points, +2 skill for a total of 7) he only has to spend 5 minutes at a forge repairing his armor, and the other +2 come back when the physical armor is completely repaired.