Mano a Mano:Armor and Weapons: Difference between revisions

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==Armor and Weapons==
==Armor and Weapons==
   
   
;Sharpness: Sharpness determines how much of the attack power that gets through the targets armor ("penetrating attack power") 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.
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage. If the success level of the attack equal to or greater than the weapon's sharpness then the attack power becomes damage; Otherwise, the attack power becomes stun.


;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's success level, then the attack is "blocked" by that item, and no other items should be checked. If the total cover modifier is equal to the attack's success level, then the attack is "half blocked" by that item and "half blocked" by the next item (if there is one.)
;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 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 or equal to the attack's success level, then the attack is "blocked" by that item, 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.
 
;Organizing Armor: 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'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.
 
:How to do it: divide each piece of armor into different areas that do or don'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.

Revision as of 06:10, 13 August 2007

Armor and Weapons

Sharpness
Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage. If the success level of the attack equal to or greater than the weapon's sharpness then the attack power becomes damage; Otherwise, the attack power becomes stun.
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 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 or equal to the attack's success level, then the attack is "blocked" by that item, 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.