Parallel RPI - ParaWiki
A Futuristic Roleplay Intensive MUD


Armour - it's useful if you don't like being shot or stabbed. Here's how it works.


There are five types of armour on ParallelRPI. They are:

  • padded - these are reinforced fabrics, be they multi-sewed clothes or minimally treated leather hides. They are often cheap and relatively light, vulnerable to slashing weapons and protective against bludgeoning weapons. They are typically the worst in terms of Armour Class and durability.
  • hardened - these are specially hardened materials that are almost too brittle: greased and fired leathers, metal-sewn-leather, and other such primitive armours. They are typically very resistant to most types of melee damage (though less so to crushing), but their nature makes them provide little protection to gun-shots. Favoured by wildlife hunters and scavengers.
  • meshed - these are your flak jackets, body armours and kevlar vests of the future, using specially hardened polymesh weaves to provide armour that tries to aim for a balance between the toughness to survive melee attacks but with enough absorption to stop bullets. Particularly vulnerable to stabbing attacks. Favoured by militias and mercenaries.
  • composite - hardened ceramic and plastic plates and bandings added on to a meshed base, this armour provides superior protection against nearly all attacks, although it is very quick to break and crack. Expensive to produce, it is favoured by professional soldiers and bodyguards, and has no real weaknesses. (Not craftable yet)


Different types of armour are more or less effective against different types of weapons. These differences are very pronounced - using the wrong weapon will severely hamper your effectiveness.

  • padded -

effective against: crushing
vulnerable to: slashing

  • hardened -

effective against: slashing, piercing, wildlife attacks
vulnerable to: crushing, gunshots

  • meshed -

effective against: gunshots, crushing
vulnerable to: slashing, piercing

  • composite -

effective against: gunshots, slashing
vulnerable to: crushing


Nearly all types of damage your character might suffer in ParallelRPI targets a specific body location: you might be stabbed in the left eye, shot in the right forearm, stabbed in the abdomen or bludgeoned on the neck. The damage you receive will be lessened if you are wearing something over that location. You can tell what locations a piece of equipment will cover with the examine command. You'll get something that looks like:

 It is a leather hauberk.
 It will cover the torso, and partially cover the neck,
 upper-arms, and upper-legs.

If you're wearing this hauberk and someone stabs you in the abdomen, the damage taken will be reduced by the full Armour Class of your hauberk. However, if you get bludgeoned on the neck, the damage taken will be reduced by only the partial Armour Class of your hauberk: the armour in question doesn't cover all your neck, only some. The difference between “primary” and “partial” protection is important.

Please note that -anything- covering you helps defray the blow, even if just a little bit. And anything you're wearing on the torso when you get stabbed there will take some damage.

You cannot wear two items that offer “primary” protection to the same location: if an item offers primary protection, it is too bulky to wear something else over or in conjunction with. However, you can wear any number of items that offer “partial” protection to the same location. This can lead to the “layering” of armour.

In addition to our leather hauberk, imagine we had the following item on as well:

 It is a pair of metal plates attached by strings.
 It will partially cover the torso.

We now have pieces of armour that both cover, and partially cover, our toso. What happens when we get stabbed in the abdomen now?

It's a little complicated, but in a nutshell, your best piece of armour for this particular attack is nominated as the primary armour, and a portion of the second-best piece of armour's Armour Class is also contributed to defer the damage. In general, the effect basically upgrades your armour protection by one quality - your poor-quality hauberk instead acts as an ordinary-quality hauberk for the blow, but it depends greatly on the exact nature of the damage.

The downside of layering is weight: wearing multiple layers of armour will weigh your character down.

The list of locations is: head, eyes, neck, torso, upper-arms, lower-arms, hands, upper-legs, lower-legs, feet.


Every time a piece of your armour is struck, it takes damage - some of these damages will be visible marks, such as a moderate tear, or a large hole. Others will be less notable scratches, chips, notches, and the like. If you do not repair these damages, then over time, the protection offered by your armour will degrade.

Once an item has “worn” added to its status, as in, “it is a worn leather hauberk”, then the Armour Class of the item has been reduced. When you repair the item enough such that its “worn” descriptor is removed, its Armour Class returns to its original value. However, armour can also take permanent damage from particularly large blows. If this happens, you can only ever repair about half the damage of that particular blow, meaning if your armour takes too many large blows, it may be permanently “worn”.

You can probably live with your armour being “worn”, but by the time it begins to get “damaged”, “ruined” and “destroyed”, you're best off turning it in for scrap.

armor.txt · Last modified: 2013/05/29 06:06 by prpi
Featured artwork used on Parallel RPI given permission for use by original artists macrebisz and merl1ncz.