Mano a Mano:Armor and Weapons: Difference between revisions
Jump to navigation
Jump to search
Line 1: | Line 1: | ||
==Armor and Weapons== | ==Armor and Weapons== | ||
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage. If the | ;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun and damage. There are three levels of sharpness: | ||
*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 | ;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. |
Revision as of 00:36, 17 January 2008
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:
- 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.