Author Topic: "Armor is fused" penalties?  (Read 1770 times)

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Offline providence13

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"Armor is fused" penalties?
« on: May 11, 2012, 11:56:13 AM »
What are the penalties to actions if armor is fused, by a lightning bolt, for example?

Or do you just use penalties from the crit?
Most of the 'fused' penalties aren't severe imho, for the description.
Examples:
+18H  +3bleeder
+9H  +12stun
 
Armor (arc?) welded together might give serious penalties to further movements/attacks and armor fused to skin body might prevent healing until the armor is removed, surgically.

Just wondered how other, more experienced GM's, handled this.
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Offline yammahoper

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Re: "Armor is fused" penalties?
« Reply #1 on: May 11, 2012, 11:59:02 AM »
the penalties are fine for damage.  fused armor would mean the joints cannot articulate, so it is frozen in place.  Movement may be impossible, but at the least would resemble moving in a body cast.  Melee would be next to impossible.
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Offline providence13

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Re: "Armor is fused" penalties?
« Reply #2 on: May 11, 2012, 12:08:16 PM »
Yeah, I could totally see that.

Since he didn't have greaves, I allowed some %Act; 60%Act/rnd max.
With greaves and I wouldn't give him that much. 50%Act max.

Also, his realm was Mentalism and no helm so he could cast Instants.

Tough old bastard lasted 3 rnds, though.

Thanks.
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Offline markc

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Re: "Armor is fused" penalties?
« Reply #3 on: May 11, 2012, 01:19:15 PM »
the penalties are fine for damage.  fused armor would mean the joints cannot articulate, so it is frozen in place.  Movement may be impossible, but at the least would resemble moving in a body cast.  Melee would be next to impossible.


 I agree.
   And it has to be a GM call on how the armor part is affected and just what the fusing "element" would do.
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Offline VladD

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Re: "Armor is fused" penalties?
« Reply #4 on: May 12, 2012, 12:57:48 PM »
You would have to look at other types of armor as well:

maille: fused links cause the armor to be rigid. It will be VERY difficult to remove and move in.
- Maille Hauberk, you could still move, albeit at a penalty because the legs aren't armored.
- maille suit, maille shirt and metal greaves: rigidity of limbs and torso make maneuvers next to impossible.
- Maille shirt it would result perhaps in the same penalty as a plate cuirass... and also count on that armor category, possibly resulting in a bad penalty for the DP stingy warrior.

Plate
Full and half plate and plate cuirass and metal greaves: total rigity makes movement and maneuvers impossible
Plate cuirass: this also goes for all the totally fused armor parts, both maille and plate: the cuirass will be stuck on the victim. It is impossible to remove, unless other people apply elbow grease and a hack saw.

Well anyway: that is what I would rule.
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Offline markc

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Re: "Armor is fused" penalties?
« Reply #5 on: May 12, 2012, 01:45:03 PM »
Maybe we can do a SCA experiment with some old armor to get some data.
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Offline jdale

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Re: "Armor is fused" penalties?
« Reply #6 on: May 12, 2012, 03:53:52 PM »
A simple rule that scales with the armor type would be to double the movement and maneuver penalty for the armor (before applying the maneuvering in armor skill bonus).
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Offline markc

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Re: "Armor is fused" penalties?
« Reply #7 on: May 12, 2012, 06:32:34 PM »
A simple rule that scales with the armor type would be to double the movement and maneuver penalty for the armor (before applying the maneuvering in armor skill bonus).


Wow, that would make a big difference.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.