Post by Secret Agent Cat on Jul 8, 2010 13:22:12 GMT -5
"Well hello there! I'm Scrooge, Scrooge McDuck. Nice to meet you. In here you can find my small variety of armors that are all up for purchase. Feel free to browse, but be warned, however, my guards won't take it very kindly if you try and shoplift..."
NOTE: Armor can be made of almost any substance.
Classic Armor :: 600 Munny
A full bodied armor with it's own health bar. The armor doesn't boost attacks, but it's own 8 HP can be used to nullify or weaken damage recieved. When the armor is hit, the amount of physical damage recieved to the person wearing the armor can be taken from either the armor's health or the character's health, or some from both health bars. The wearer gets to decide where the physical damage is recieved. Magical abilities cannot be used until the Classic Armor's health is gone, the armor can't recieve damage from magic, and the armor cannot be healed. Finally, attacks from weapons are reduced by two health points, but cannot make an attack's damage go below 1 point of damage. This passive weapon defense remains regardless of the armor's health.
Strategic Armor :: 600 Munny
One or two plates of armor that can be placed on any part of the body such as shoulders, but not hands, feet, or joints. Any attack recieved only by the plates is completely nullified if, on the previous post, the person wearing the armor declares they are tensing up and ready to defend (or it is automatically assumed by everyone in the thread). Attacks and abilities wider than the plates hit the person directly, and therefore deal normal damage. Attacks not prepared for are also recieved at normal power. Projectiles, as they tend to move very quickly, are hard to protect against with plates-- staff will get on you very quickly for abusing the plates, so use with common sense! Strategic Armor also, like the Classic Armor, reduces the damage recieved by weapons by 2 (but not below 1) regardless of tensing up.
Ward Armor :: 600 Munny
Magically enchanted clothing designed for magical combat. Upon activation, the Ward Armor can prevent one specifically declared ability from doing any damage whatsoever. However, this one ability must be known by the person wearing the Ward Armor. The Ward Armor stays active until ceased by the caster or after 8 turns. If ceased early, the remaining turns can be used again for the Ward Armor at any time. Ward Armor also reduces any damage recieved from weapons with a Magical Aura by 2 points (though not below 1 point) regardless of however many turns remain.