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khaosus

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PostSubject: Armor concepts   Thu May 16, 2013 2:10 pm

I dont like taking damage, lets buy armor.

Since I am a visual person, here are concepts to help us along (and reassure everyone that wearing armor wont look totally derp).



With these:


Retool the chest (picture this in black and white):


Picture all of that together, with the preacher collar.
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khaosus

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PostSubject: Re: Armor concepts   Thu May 16, 2013 2:42 pm

"Well Abner, that's fine and dandy, but I reckon we'll be up against bigger and badder beasties real soon."

In that case, we supplement with metal, see the man on the right:



With scale mail under the chest (for protection and mobility) and plates on the extremities, and a metal band under the hat, it would reduce die type by 2 and reduce damage done by 2.

Example: A big gun does 5D10. With Jason rolling we can estimate an average of 30 points of damage per shot. That is 5 wounds to a location (on the average cowpoke). Now, with armor, that D10 is reduced to D6, (call it an average of 18 damage on the die roll), and then subtract 2 to take it down to 16. That is only 2 wounds, your cowpoke lives to fight another day!

Wearing heavy armor like this saps Wind (Marshalls discretion). So we should all discuss it with Jason before we jump headlong into 2" diamond plate.
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Smith

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PostSubject: Re: Armor concepts   Thu May 16, 2013 4:38 pm

I would just like to state how much I appreciate your enthusiasm, Casey.
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Jack

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PostSubject: Re: Armor concepts   Thu May 16, 2013 7:55 pm

armor sounds good. Jason, how does the wind sapping work?
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Smith

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PostSubject: Re: Armor concepts   Fri May 17, 2013 2:24 pm

Well, wind damage would come from wearing heavy armor in the heat. That's the first reason folks don't wear it. The second is that it severely hampers your mobility.

Think of it like this:



And that Nimbleness penalty is by step. This is more of a guideline. There are very specific penalties for wearing specific Mad Scientist made gear. Like so:




Of course, that requires that you find a mad scientist to sell you such stuff. The good news is that wears "lighter" than other (homemade, improvised, etc.) armors. However, every time you take a hit, you get to roll a Reliability check. On a 20, you will take more damage and there's a chance the gear falls apart.

As for wind damage, you would be rolling for every round you find yourself under the blazing sun. So, it would only be a matter of minutes before you find yourself in a heap of trouble. Exactly how you would roll depends on what and how you were wearing it.
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khaosus

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PostSubject: Re: Armor concepts   Fri May 17, 2013 4:54 pm

Shopping list: Armor, wind saving parasol.
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Jack

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PostSubject: Re: Armor concepts   Fri May 17, 2013 6:12 pm

khaosus wrote:
Shopping list: Armor, wind saving parasol.

ha, nice!

i think my goal will be to find a mad scientist to make me a light hat, light vest, and light legs, since they don't have quickness/nimbleness penalties. that would cover all but my arms, hands, and feet with 2 armor. J, does the 'light' mad scientist gear fall under the light category for wind, or do we go by the armor value?
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