Mano a Mano:Armor and Weapons: Difference between revisions

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[[Category:Mano a Mano]]
==Armor and Weapons==
==Armor and Weapons==
   
   
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage. There are three levels of sharpness:
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage.  
*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.
*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'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.
*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 "sharp."


;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'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 "blocked" 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.
;Armor: Any equipment with more than 0 cover (Cvr) is 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 piece of armor in that order compare the character's unmodified defense die roll (the number on the die before adding any modifiers) to 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 the roll, then the attack is blocked by that armor, and no other items should be checked.
 
:When a piece of armor blocks an attack, the armor's absorption is subtracted from the attack's power.
 
: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 < 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 > 2.)
 
: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.

Latest revision as of 17:18, 16 November 2008

Armor and Weapons[edit]

Sharpness
Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage.
Armor
Any equipment with more than 0 cover (Cvr) is 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 piece of armor in that order compare the character's unmodified defense die roll (the number on the die before adding any modifiers) to 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 the roll, then the attack is blocked by that armor, and no other items should be checked.
When a piece of armor blocks an attack, the armor's absorption is subtracted from the attack's power.
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 < 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 > 2.)
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.