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	<id>https://wiki.rpg.net/index.php?action=history&amp;feed=atom&amp;title=Mano_a_Mano%3AArmor_and_Weapons</id>
	<title>Mano a Mano:Armor and Weapons - Revision history</title>
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	<updated>2026-07-31T09:27:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=95317&amp;oldid=prev</id>
		<title>Master Of Desaster at 17:18, 16 November 2008</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=95317&amp;oldid=prev"/>
		<updated>2008-11-16T17:18:51Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:18, 16 November 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Mano a Mano]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Master Of Desaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73331&amp;oldid=prev</id>
		<title>98.203.138.54: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73331&amp;oldid=prev"/>
		<updated>2008-01-19T04:24:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:24, 19 January 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&amp;#039;s armor becomes stun and damage.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&amp;#039;s armor becomes stun and damage.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a cover modifier greater &lt;/del&gt;than 0 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can be considered &lt;/del&gt;armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;item &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the list - starting with the first - &lt;/del&gt;compare the character&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combat dice &lt;/del&gt;roll (&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unmodified by anything &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charactersheet,&lt;/del&gt;) the cover &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modifier &lt;/del&gt;of the item plus the cover &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modifier &lt;/del&gt;of all of the items before it. If the total cover &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modifier &lt;/del&gt;is greater than or equal to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this &lt;/del&gt;roll, then the attack is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/del&gt;blocked&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; &lt;/del&gt;by that armor, and no other items should be checked. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more &lt;/ins&gt;than 0 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover (Cvr) is &lt;/ins&gt;armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;piece of armor &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that order &lt;/ins&gt;compare the character&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unmodified defense die &lt;/ins&gt;roll (&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the number &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;die before adding any modifiers&lt;/ins&gt;) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;the cover of the item plus the cover of all of the items before it. If the total cover is greater than or equal to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;roll, then the attack is blocked by that armor, and no other items should be checked.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example if &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character has &lt;/del&gt;armor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with a cover of 3, and he rolls a 4 when he defends against &lt;/del&gt;an attack, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then his armor does not absorb any of the power of the attack, and he is damaged by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full force of the attack if that attack is successful (because 3 &amp;lt; 4.)  For another example, if a character has armor with a cover of 2, and he rolls a 1 when he defends against an attack, then his &lt;/del&gt;armor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;does subtract its &lt;/del&gt;absorption from the power &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the attack if that attack was successful (because 1 &amp;gt; 2&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:When &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;piece of &lt;/ins&gt;armor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blocks &lt;/ins&gt;an attack, the armor&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s &lt;/ins&gt;absorption &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is subtracted &lt;/ins&gt;from the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack&#039;s &lt;/ins&gt;power.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one piece of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:For example, if a character has armor with a cover of 3, and he rolls a 4 when he defends against an attack, then his armor does not absorb any of the power of the attack, and he is damaged by the full force of the attack if that attack is successful (because 3 &amp;lt; 4.)  For another example, if a character has armor with a cover of 2, and he rolls a 1 when he defends against an attack, then his armor does subtract its absorption from the power of the attack if that attack was successful (because 1 &amp;gt; 2.)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:&lt;/ins&gt;Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one piece of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>98.203.138.54</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73323&amp;oldid=prev</id>
		<title>207.180.110.10: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73323&amp;oldid=prev"/>
		<updated>2008-01-19T03:12:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:12, 19 January 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&amp;#039;s armor becomes stun and damage.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&amp;#039;s armor becomes stun and damage.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each item in the list - starting with the first - compare the character&#039;s combat dice roll (unmodified by anything on the charactersheet,) the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than or equal to the this roll, then the attack is &quot;blocked&quot; by that armor, and no other items should be checked.  Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;peice &lt;/del&gt;of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each item in the list - starting with the first - compare the character&#039;s combat dice roll (unmodified by anything on the charactersheet,) the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than or equal to the this roll, then the attack is &quot;blocked&quot; by that armor, and no other items should be checked.   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example if a character has armor with a cover of 3, and he rolls a 4 when he defends against an attack, then his armor does not absorb any of the power of the attack, and he is damaged by the full force of the attack if that attack is successful (because 3 &amp;lt; 4.)  For another example, if a character has armor with a cover of 2, and he rolls a 1 when he defends against an attack, then his armor does subtract its absorption from the power of the attack if that attack was successful (because 1 &amp;gt; 2.)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;piece &lt;/ins&gt;of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>207.180.110.10</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73041&amp;oldid=prev</id>
		<title>75.165.112.215: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73041&amp;oldid=prev"/>
		<updated>2008-01-17T03:35:51Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 03:35, 17 January 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&#039;s armor becomes stun and damage. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are three levels of sharpness:&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&#039;s armor becomes stun and damage.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Padded - All of the power from Padded weapons do becomes stun after getting past any applicable armour absorption.  Usually Padded is a result of careful safety-oriented craftsmanship.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Blunt - Half of the power from Padded weapons do becomes stun and the other half becomes damage, after getting past any applicable armour absorption. If the power getting past any armour absorption is an odd number, the larger half is stun.  For example, 5 power getting through the target&#039;s armour absorption would become 2 damage and 3 stun to the target.  Most objects are blunt, and most sharp weapons have blunt parts on them that can be used instead of the sharp part of the weapon.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Sharp - All of the power from Sharp weapons do becomes damage after getting past any applicable armour absorption.  Only objects that are very useful for cutting or piercing should be counted as &quot;sharp.&quot;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each item in the list - starting with the first - compare the character&amp;#039;s combat dice roll (unmodified by anything on the charactersheet,) the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than or equal to the this roll, then the attack is &amp;quot;blocked&amp;quot; by that armor, and no other items should be checked.  Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one peice of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each item in the list - starting with the first - compare the character&amp;#039;s combat dice roll (unmodified by anything on the charactersheet,) the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than or equal to the this roll, then the attack is &amp;quot;blocked&amp;quot; by that armor, and no other items should be checked.  Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one peice of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>75.165.112.215</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73005&amp;oldid=prev</id>
		<title>75.165.112.215: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=73005&amp;oldid=prev"/>
		<updated>2008-01-17T00:36:58Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:36, 17 January 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&#039;s armor becomes stun and damage. If the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success level of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack equal to or greater than &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sharpness then &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack power becomes damage; Otherwise&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack &lt;/del&gt;power becomes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stun&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines whether the attack power that gets through the target&#039;s armor becomes stun and damage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. There are three levels of sharpness:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Padded - All of the power from Padded weapons do becomes stun after getting past any applicable armour absorption.  Usually Padded is a result of careful safety-oriented craftsmanship.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Blunt - Half of the power from Padded weapons do becomes stun and the other half becomes damage, after getting past any applicable armour absorption&lt;/ins&gt;. If the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power getting past any armour absorption is an odd number, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;larger half is stun.  For example, 5 power getting through &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armour absorption would become 2 damage and 3 stun to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target.  Most objects are blunt&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and most sharp weapons have blunt parts on them that can be used instead of the sharp part of the weapon.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*Sharp - All of &lt;/ins&gt;the power &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from Sharp weapons do &lt;/ins&gt;becomes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage after getting past any applicable armour absorption.  Only objects that are very useful for cutting or piercing should be counted as &quot;sharp&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each item in the list - starting with the first - compare the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success level of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack to &lt;/del&gt;the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than or equal to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack&#039;s success level&lt;/del&gt;, then the attack is &quot;blocked&quot; by that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;item&lt;/del&gt;, and no other items should be checked.  Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one peice of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor equipped has a chance of blocking an attack. Sort the armor from the highest absorption (Abs) to the lowest. For each item in the list - starting with the first - compare the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character&#039;s combat dice roll (unmodified by anything on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charactersheet,) &lt;/ins&gt;the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than or equal to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this roll&lt;/ins&gt;, then the attack is &quot;blocked&quot; by that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor&lt;/ins&gt;, and no other items should be checked.  Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. If one peice of armor is completely overlapped by another, add the absorption of the armor with more cover to the absorption of the armor with less cover, and subtract the cover of the armor with less cover from the cover of the armor with more cover.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>75.165.112.215</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=57805&amp;oldid=prev</id>
		<title>67.40.222.77: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=57805&amp;oldid=prev"/>
		<updated>2007-08-13T06:10:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:10, 13 August 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how much of &lt;/del&gt;the attack power that gets through the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;targets &lt;/del&gt;armor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(&quot;penetrating attack power&quot;) &lt;/del&gt;becomes stun and damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; A sharpness &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1/6 means that every sixth point of penetrating &lt;/del&gt;attack &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power is damage and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest are stun. A &lt;/del&gt;sharpness &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of 1/3 means that every third point of &lt;/del&gt;power &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;damage, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest are stun. 2/3 sharpness means every third point is &lt;/del&gt;stun &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the rest is damage.  5/6 sharpness means every sixth point is stun and the rest is damage&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whether &lt;/ins&gt;the attack power that gets through the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target&#039;s &lt;/ins&gt;armor becomes stun and damage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If the success level &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;attack &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equal to or greater than &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon&#039;s &lt;/ins&gt;sharpness &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then the attack &lt;/ins&gt;power &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;becomes &lt;/ins&gt;damage&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; Otherwise&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack power becomes &lt;/ins&gt;stun.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;worn, and any item used to actively defend that has a cover modifier, &lt;/del&gt;has a chance of blocking an attack. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each piece of &lt;/del&gt;armor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is sorted &lt;/del&gt;from the highest &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorb modifier &lt;/del&gt;to the lowest &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(unless that piece is being used to actively defend&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) &lt;/del&gt;For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than the attack&#039;s success level, then the attack is &quot;blocked&quot; by that item, and no other items should be checked. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the total cover modifier &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equal to the attack&#039;s success level, then the attack &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;half blocked&quot; by that item and &quot;half blocked&quot; by the next item &lt;/del&gt;(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if there is &lt;/del&gt;one&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.) &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equipped &lt;/ins&gt;has a chance of blocking an attack. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sort the &lt;/ins&gt;armor from the highest &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorption (Abs) &lt;/ins&gt;to the lowest. For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or equal to &lt;/ins&gt;the attack&#039;s success level, then the attack is &quot;blocked&quot; by that item, and no other items should be checked. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; Sometimes armor &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;worn in layers.  A brigandine (vest lined with metal plates) &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often worn over a gambeson &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;padded coat) or chainmail. If &lt;/ins&gt;one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;peice &lt;/ins&gt;of armor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is completely overlapped by another&lt;/ins&gt;, add the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorption &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;armor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with more &lt;/ins&gt;cover &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorption &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor with less cover&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;subtract &lt;/ins&gt;the cover &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the armor &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less cover from &lt;/ins&gt;the cover of the armor &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with more cover&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Organizing Armor: One piece &lt;/del&gt;of armor &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can be treated as several pieces of armor that have the same absorb modifier&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if the several pieces cover modifiers &lt;/del&gt;add &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single piece&#039;s cover modifier. Several pieces &lt;/del&gt;of armor&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, that &lt;/del&gt;cover the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same area &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;body&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same &lt;/del&gt;cover &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modifier, can be treated as one piece, &lt;/del&gt;with the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same &lt;/del&gt;cover &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modifier. This one piece of armor will have an absorb modifier, equal to the absorb modifiers of the several pieces added together.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:How to do it: divide each piece of armor into different areas that do or don&#039;t overlap other pieces &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor, then Combine &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overlapping pieces. For example, if you have partially overlapping leather and chainmail armor, then you would have an area protected by leather and chainmail, an area protected only by chainmail, and an area protected only by leather. Each of these areas should be treated as a separate piece of &lt;/del&gt;armor.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>67.40.222.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=54062&amp;oldid=prev</id>
		<title>65.102.139.16: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=54062&amp;oldid=prev"/>
		<updated>2007-06-29T21:23:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:23, 29 June 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines how much of the attack power that gets through the targets armor (&quot;penetrating attack power&quot;) becomes stun and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lasting &lt;/del&gt;damage  A sharpness of 1/6 means that every sixth point of penetrating attack power is damage and the rest are stun. A sharpness of 1/3 means that every third point of power is damage, and the rest are stun. 2/3 sharpness means every third point is stun and the rest is damage.  5/6 sharpness means every sixth point is stun and the rest is damage.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines how much of the attack power that gets through the targets armor (&quot;penetrating attack power&quot;) becomes stun and damage  A sharpness of 1/6 means that every sixth point of penetrating attack power is damage and the rest are stun. A sharpness of 1/3 means that every third point of power is damage, and the rest are stun. 2/3 sharpness means every third point is stun and the rest is damage.  5/6 sharpness means every sixth point is stun and the rest is damage.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.) For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than the attack&amp;#039;s success level, then the attack is &amp;quot;blocked&amp;quot; by that item, and no other items should be checked. If the total cover modifier is equal to the attack&amp;#039;s success level, then the attack is &amp;quot;half blocked&amp;quot; by that item and &amp;quot;half blocked&amp;quot; by the next item (if there is one.)  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.) For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than the attack&amp;#039;s success level, then the attack is &amp;quot;blocked&amp;quot; by that item, and no other items should be checked. If the total cover modifier is equal to the attack&amp;#039;s success level, then the attack is &amp;quot;half blocked&amp;quot; by that item and &amp;quot;half blocked&amp;quot; by the next item (if there is one.)  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>65.102.139.16</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=54055&amp;oldid=prev</id>
		<title>65.102.139.16: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=54055&amp;oldid=prev"/>
		<updated>2007-06-29T21:11:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:11, 29 June 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines how &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many hit points go into the stun and lasting pools from the &quot;penetrating attack power&quot; (&lt;/del&gt;the attack power that gets through the targets &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorb modifiers.&lt;/del&gt;)  A sharpness of 1/6 means that every sixth point of damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is lasting &lt;/del&gt;and the rest are stun. A sharpness of 1/3 means that every third point of damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is lasting&lt;/del&gt;, and the rest are stun. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A sharpness of &lt;/del&gt;2/3 means &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/del&gt;every third point &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of damage &lt;/del&gt;is stun and the rest is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lasting&lt;/del&gt;.  &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A sharpness of &lt;/del&gt;5/6 means &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/del&gt;every sixth point &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of damage &lt;/del&gt;is stun and the rest is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lasting&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines how &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much of &lt;/ins&gt;the attack power that gets through the targets &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor (&quot;penetrating attack power&quot;&lt;/ins&gt;) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;becomes stun and lasting damage &lt;/ins&gt; A sharpness of 1/6 means that every sixth point of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;penetrating attack power is &lt;/ins&gt;damage and the rest are stun. A sharpness of 1/3 means that every third point of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power is &lt;/ins&gt;damage, and the rest are stun. 2/3 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sharpness &lt;/ins&gt;means every third point is stun and the rest is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage&lt;/ins&gt;.  5/6 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sharpness &lt;/ins&gt;means every sixth point is stun and the rest is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.) For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than the attack&amp;#039;s success level, then the attack is &amp;quot;blocked&amp;quot; by that item, and no other items should be checked. If the total cover modifier is equal to the attack&amp;#039;s success level, then the attack is &amp;quot;half blocked&amp;quot; by that item and &amp;quot;half blocked&amp;quot; by the next item (if there is one.)  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.) For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than the attack&amp;#039;s success level, then the attack is &amp;quot;blocked&amp;quot; by that item, and no other items should be checked. If the total cover modifier is equal to the attack&amp;#039;s success level, then the attack is &amp;quot;half blocked&amp;quot; by that item and &amp;quot;half blocked&amp;quot; by the next item (if there is one.)  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>65.102.139.16</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=53883&amp;oldid=prev</id>
		<title>63.231.37.7: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=53883&amp;oldid=prev"/>
		<updated>2007-06-28T19:38:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:38, 28 June 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=&lt;/del&gt;==Armor and Weapons&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=&lt;/del&gt;==  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Armor and Weapons==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines how many hit points go into the stun and lasting pools from the &amp;quot;penetrating attack power&amp;quot; (the attack power that gets through the targets absorb modifiers.)  A sharpness of 1/6 means that every sixth point of damage is lasting and the rest are stun. A sharpness of 1/3 means that every third point of damage is lasting, and the rest are stun. A sharpness of 2/3 means that every third point of damage is stun and the rest is lasting.  A sharpness of 5/6 means that every sixth point of damage is stun and the rest is lasting.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Sharpness: Sharpness determines how many hit points go into the stun and lasting pools from the &amp;quot;penetrating attack power&amp;quot; (the attack power that gets through the targets absorb modifiers.)  A sharpness of 1/6 means that every sixth point of damage is lasting and the rest are stun. A sharpness of 1/3 means that every third point of damage is lasting, and the rest are stun. A sharpness of 2/3 means that every third point of damage is stun and the rest is lasting.  A sharpness of 5/6 means that every sixth point of damage is stun and the rest is lasting.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>63.231.37.7</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=53882&amp;oldid=prev</id>
		<title>63.231.37.7: /* Armor and Weapons */</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mano_a_Mano:Armor_and_Weapons&amp;diff=53882&amp;oldid=prev"/>
		<updated>2007-06-28T18:50:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Armor and Weapons&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:50, 28 June 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Armor and Weapons===  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Armor and Weapons===  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;&lt;/del&gt;Sharpness&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039; &lt;/del&gt;determines how many hit points go into the stun and lasting pools from the &quot;penetrating attack power&quot; (the attack power that gets through the targets absorb modifiers.)  &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;0 &lt;/del&gt;sharpness means &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit points go into &lt;/del&gt;the damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pool&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Sharpness: &lt;/ins&gt;Sharpness determines how many hit points go into the stun and lasting pools from the &quot;penetrating attack power&quot; (the attack power that gets through the targets absorb modifiers.)  &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A sharpness of 1/6 means that every sixth point of damage is lasting and the rest are stun. A &lt;/ins&gt;sharpness &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of 1/3 &lt;/ins&gt;means &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that every third point &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage is lasting, and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest are stun. A sharpness of 2/3 means that every third point of damage is stun and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest is lasting.  A sharpness of 5/6 means that every sixth point of &lt;/ins&gt;damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is stun and the rest is lasting&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Negative sharpness &lt;/del&gt;(-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1 and below) is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;number &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit points that go into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stun pool; &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effected hit points go into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage pool&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if Mr&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A hits Mr. B with 5 penetrating &lt;/del&gt;attack &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power and -2 (negative two) sharpness, 2 of character B&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit points go into his stun pool&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 go into his damage pool&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Each piece of armor is sorted from the highest absorb modifier to the lowest &lt;/ins&gt;(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unless that piece is being used to actively defend.) For each item in the list &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;starting with the first - compare &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success level &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover modifier &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;item plus the cover modifier of all of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;items before it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the total cover modifier is greater than the attack&#039;s success level, then the attack is &quot;blocked&quot; by that item&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and no other items should be checked&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the total cover modifier is equal to the &lt;/ins&gt;attack&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success level&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then the attack is &quot;half blocked&quot; by that item &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;half blocked&quot; by the next item (if there is one&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Positive sharpness is extra damage in addition to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit points moved &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage pool&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(All &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;affected hit points are moved to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage pool.) For example&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if Mr&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;B is hit with a penetrating attack power &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;7&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack has 3 sharpness, Mr. B&#039;s player puts 10 &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mr. B&#039;s hit points in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage pool&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Organizing Armor: One piece of armor can be treated as several pieces of armor that have the same absorb modifier, if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;several pieces cover modifiers add up &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single piece&#039;s cover modifier&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Several pieces of armor, that cover the same area &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;body, and have &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same cover modifier, can be treated as one piece&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the same cover modifier&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This one piece &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armor will have an absorb modifier&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equal to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absorb modifiers &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;several pieces added together&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Damaging Equipment&#039;&#039;&#039; - When a weapon or armor is hit (by a successful attack, absorbing attack power, or hitting too hard,) the item&#039;s absorption is reduced by the attack power, minus the item&#039;s toughness. If the item&#039;s toughness is greater than the attack power, then the weapon loses no absorption at all.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:How to do it: divide each piece of armor into different areas that do or don&#039;t overlap other pieces of armor, then Combine the overlapping pieces. For example, if you have partially overlapping leather and chainmail armor, then you would have an area protected by leather and chainmail, an area protected only by chainmail, and an area protected only by leather. Each of these areas should be treated as a separate piece of armor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Breaking Equipment&#039;&#039;&#039; - If the item is hit by more attack power than it has absorption, the item breaks. Usually this means that the item&#039;s reach modifier, parry modifier and cover modifier are halved, and 3 is subtracted from sharpness and heft.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Hitting Too Hard&#039;&#039;&#039; - If the attack power of an attack with a weapon is greater than the attacking item&#039;s toughness, and if the target&#039;s absorption is equal to or greater than the weapon&#039;s toughness, then the weapon is damaged instead of the target.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Blocking&#039;&#039;&#039; - If the defense fails, (or if the cover modifier of the item is greater than the attack&#039;s success level,) then the attack is &quot;blocked.&quot; This means that the item&#039;s absorption is subtracted from the attack power of the attack. If this happens, the item loses same amount of absorption as the attack power it absorbed.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But, if the cover modifier is equal to the attack&#039;s success level, then half the item&#039;s absorption is subtracted from the attack power, and the item still loses absorption based on the amount of attack power it absorbed. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; - Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Use this rule instead of the blocking rule when the character has armor&lt;/del&gt;:&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Beginning with the item used to actively defend (if any), followed by the sorted list of armor pieces, compare the success level of the attack to the cover modifier of that item plus the cover modifier of all of the items before it.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the total cover modifier is greater than the attack&#039;s success level, then the attack is &quot;blocked&quot; by that item. If the total cover modifier is equal to the attack&#039;s success level, then the attack is &quot;half blocked&quot; by that item and &quot;half blocked&quot; by the next item (if there is one.) &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Organizing Armor&#039;&#039;&#039; - One piece of armor can be treated as several pieces of armor that have the same absorb modifier, if the several pieces cover modifiers add up to the single piece&#039;s cover modifier. Several pieces of armor, that cover the same area of the body, and have the same cover modifier, can be treated as one piece, with the same cover modifier. This one piece of armor will have an absorb modifier, equal to the absorb modifiers of the several pieces added together.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;How to do it: divide each piece of armor into different areas that do or don&#039;t overlap other pieces of armor, then Combine the overlapping pieces. For example, if you have partially overlapping leather and chainmail armor, then you would have an area protected by leather and chainmail, an area protected only by chainmail, and an area protected only by leather. Each of these areas should be treated as a separate piece of armor.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>63.231.37.7</name></author>
	</entry>
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