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RE: (TFT) Another choice selection of new spells



From: "Matt Picone" <matman@mysticworks.com>

What are armor "layers"?

Matt,
Sorry about that. That's from a rather complicated advanced rule on armor I posted about a year ago. I re-submit it here for your consideration. It is very different than cannon TFT on some levels, but it gives similar results.

   David Michael Grouchy II


ARMOUR
   There are three tables in this section.  The first is a general
description of the armour peices.  The second a more detailed look with
additional game rules. The last is a table of sample layered armour and their names. Note that when magical armour is layered only the strongest enchantment works. They do not add together.


Name        Hits   DX-  Cost  KG   ML   Description
clothing      0     0   $10+  0.2   S   Tunic & breeches, etc.
padded        1    -1   $50   0.7   S   Heavy quilted cloth
coir          1    -1   $60   0.6  FR   Coconut fiber, primitive
leather       1    -1   $70   0.7   S   Tanner softened
cuiriboilli   2    -2  $100   0.8   X   Boiled in water, dried
                                       rigid, non-layerable
mail          2    -2  $150   0.8  FR   Interlocking links
lamellar      2    -2  $170   0.7   R   Over lapping plates, like
                                       an armadillo's hide
chest plate   3    -4  $250   1.3   R   Cuirass, tasse
arms plating  3    -4  $150   0.5   R   Epaulet, pallet, brassard
                                       courdiere, vambrace, and
                                       gauntlet
legs plating  3    -4  $150   0.5   R   Chuisse, knee guard, and
                                       saboton
gothic plate  7    -4 $7000   2.5   X

Hits: armour is rated by the damage it stops from incoming attacks. Take the damage done on an attack and subtract the armour's hits. A character wearing a padded chest plate, struck by a broadsword for seven(7) points of damage would only take four(4) points of damage. The plate provides three(3) points of absorption/dispersal. Obsidian weapons will shatter against steel armour, regardless of the amount of damage done, and will not penetrate. This was proved by Cortes of Spain vs. Moctezuma of Aztlan.

DX: The character who wears this armour has their DX modified down by this number.

    Cost: The value of the armour in silver pieces.

    Kg: This is the weight of the armour, per point of strength the
character has. Multiply this number by ST to get the weight of the armour. An average guy in mail would be ST 10 * 1.5 = 15kg. A halfling of ST 6 * 1.5 = 9Kg. And a Giant ST 25 would be 37.5Kg. A character may wear armor that is too small by 1 point of ST. If the armour is too small, or too large, by 2 points of ST then they get DX -1. Thus as characters increase their ST they have to buy new armour. This replaces the rules for armour being destroyed by damage. Note that gothic plate is fitted specifically to the wearer. This is a lengthy process that takes almost a year of fitting, only eight months for a master amrorer. There is a DX-2 if anyone else wears the armour and an additional DX-1 for each point of ST deviation. Magic armour will adjust its fit to the wearer, up to the total Pluses put on the armour, but no more than five (5). For instance Chainmail enchanted with Hits+5 and made for a ST 10 human could be worn by a ST 6 halfling or a ST 14 Reptile man with no problem.

    ML: movement and layer.  general layering guidelines are used so
characters can mix & match types of armour without being stuck with just one tamper proof list. In addition they can get the outer layer enchanted and still change the under layers freely.
    Movement modifiers are determined by how many layers of armour the
character is wearing. For one layer there is no mod. For a second layer MA -2, and the third layer is MA -4. There may be no more than three layers of armour. The layers are defined as follows.
     S: soft armour, always the bottom layer
    FR: flexible rigid, may be the bottom, or second layer
     R: rigid armour, may be the bottom, second, or third layer.
X: may not be layered. This applies to cuiriboilli and gothic plate. The later is custom fitted to the body and can't be layered. This makes gothic plate surprisingly easy to move around in for two reasons. First it isn't layered, and second because it has even weight distribution over the entire body. Cuiriboilli can only be layered in specific surcumatances. These are listed on the last table.


Name           Fire   Swim   week   Don  S
clothing       1/ 0   Yes     0.06   2   0
padded         1/ 1   No      0.33   2  -1
coir	       1/-1   Yes     0.4    2   0
leather        2/ 2   Yes     0.46   2   0
cuiriboilli    4/ 3   No      0.66   4   1
mail           2/-2   No      1      6   2
lamellar       1/-1   No      1.13   4   3
chest plate    1/-2   No      1.66   2   1
arm plating    2/-2   No      1      4   2
leg plating    2/-2   No      1      4   2

gothic plate   5/-6   No     46     10   5

Fire: some armour provides better protection against fire than others. Once heated it can become more dangerous that the fire alone. The first number on the chart above, in the 'Fire' column, shows how much damage is stopped by the armour while it is cold, and how many turns it will stay cold. The second number shows how much fire damage is modified by the armour after it has been heated up. If the number is negative then it does more damage. Armour becomes heated up after it has been burned for more turns than the first number. These numbers assume magical fire hexes. For normal fires like a burning barn, extend the time to heat up by x 12.

Swim: they have tried it in my campaign, and after going back and forth over weight ratios and strength of swimmers, I have found it easier to say 'yes' or 'no' to swimming in armour. I ignore modifiers accord to ST because a larger body requires a bigger suit of armour any way.

Weeks: This is how many weeks it takes an armorer to make the armour. To find the time it takes a master armorer divide the number by 1.333.

Don: This is the number of turns it takes to put the armour on. Up to three more people may help. In that event divide the number by the number of helpers. If the time to don the armour is greater than two turns and no one helps the armour may not be put on correctly and the character will realize that when pieces start falling off. GM may use their discretion on when to do this, from the funny to the dangerous.

S: modifier for attempts at stealthy and/or silent movement. Add this many dice to the roll vs. DX. Silent movement is normally a 4D vs. DX roll. If the character has the silent movement talent it is only 3D vs. DX. For example; say a normal character in Cuiribolli tries to move silently. They need to roll 5D vs. DX instead of the normal 4D. OPTIONAL RULE: The cost for casting silent move may be replaced with this number, with a minimum cost of 1.


Layers
2   'Padded mail', also called 'Norman Chain'
2   'P&R leather', Cuiriboilli riveted to padded armour. A
        Permanent arrangement, cost +100 and 0.66 weeks.
2   'Scale', soft leather with scale type mail sewn on.
2   'Padded lamellar', lamellar over padded armour.
2   'Leather lamellar', lamellar over soft leather.
2   'Padded plate', padded armour with plate over it.
3   'Brigandine', plate riveted to cuiriboilli (cost +100
        and 0.66 weeks), over padded armour
3   'Banded', lammelar over mail over padded or soft leather.
3   'Plate mail', Plate over mail over padded.

Remember that the layers of armour a character has determines their movement modifyer. A second layer give MA-2 total. A third layer gives MA-4 total.



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