Iconoclast

collapse_gray bottom_green expand_gray
aboutgameworldnavcom
back_gray forward_gray

GENERAL INFO
    • RPG Main

FORGE
    •100
    •Combat
    •Target
    •Tiers
    •Success
    •Rolling
    •Contests

    •Modifiers
    •Aiming
    •Distance
    •Inebriation
    •Movement
    •Speed
    •Visibility

    •Damage
    •Armor
    •Cover
    •Attrib Mods

    •Actions
    •Beats
    •Combat Move
    •Reactions

CORE RPG RULES
    • Administration
    • Attributes
    • Icon Generation
    • Skills



© 1996-2008
æthereal FORGE ™



The MUD Slide


Iconoclast -- RPG -- Armor

Only when damage has been determined does armor (if worn) come into play. Every piece of armor has a Durability Value, a number that represents the amount of damage from each attack that the armor will soak.

If an attack has not been specifically targeted at a specific body area, it will be assumed to hit the torso, in which case the armor protecting the torso will be all that is considered for the purposes of that attack. If more than one piece of armor applies, simply add the Durability Values together, then subtract that much from the incoming damage. The result is the amount that the armor absorbs. The remainder is the damage that gets through and is taken as Trauma damage.

Armor cannot continue to absorb damage forever--like people, it has a Maximum Trauma Capacity which varies among individual pieces of armor. Every point of damage that the armor absorbs is deducted from its maximum Trauma capacity (MTC) to create a new, rapidly descending current Trauma capacity (CTC).

_______________________________________________________
Ex.1: Incoming damage is in the amount of 23 points. Since no location
was declared, it's coming at my torso. I'm wearing a piece of body armor
with a 10 Durability Value and 100 Trauma. My armor absorbs 10 points of
damage and has its Trauma reduced to 90, and the remaining 13 damage is
applied to me as Trauma.
_______________________________________________________

Armor's Durability can never exceed its Current Trauma; if a piece of armor becomes damaged, and its CTC is reduced to a number below the armor's Durability Value, then the Durability of the armor is reduced to match the armor's Trauma. Additionally, when the armor's CTC reaches 0, it is "dead" and can no longer stop damage from coming through. Should the armor's CTC reach a negative value exceeding its Durability, the piece is totally destroyed and irreparable.

_______________________________________________________
Ex.2: Incoming damage is in the amount of 35 points. Since no location
was declared, it's coming at my torso. I'm wearing a piece of body armor
with a 20 Durability Value and 35 Trauma. My armor absorbs 20 points of
damage and has its Trauma reduced to 15, and the remaining 15 damage is
applied to me as Trauma. But since my armor's Trauma is now less than
its Durability, the Durability rating is reduced to 15 as well.
_______________________________________________________

The individual Trauma Capacities and Durability values of armor and weapons are discussed in the armor and weapons files. Certain materials may have very high Durability, but low Trauma, while others may have high Trauma but low Durability. And before you ask why objects like armor and weapons get more Trauma than players, consider this example: Take a finely crafted katana and hit it with a sledgehammer several times. Then take your left arm and hit it with a sledgehammer several times. Which cracks first?


  collapse_gray top_green expand_gray   back_gray forward_gray