Piece Meal Armor Creation

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Library Ogre
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Unread post by Library Ogre »

macksting wrote:Perhaps a bonus of 1/10th the weight limit of the size class (would that be about 17.5 SDC for SL 9 armor?). This doesn't take into account the fact that an SL 9 character of sufficient height should have no trouble wearing SL 10 armor, so perhaps it should be broken up into threes, but it's a thought.


They probably will have trouble wearing SL 10 armor. Hand-held items are one thing, but armor needs to be fairly closely fitted or it will get very uncomfortable, very quickly (moreso than armor normally is, I mean)
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Unread post by Library Ogre »

Realize, folks, that I'm an overweight SL 11 or 12; I'm about 6'5", and weigh about 330#. I have a hard time finding clothes that fit me, and when I was hanging out with the SCA, armor was a pain in the tuchis. Things made for my legs are often too wide in the waist (I forgot my belt yesterday; spent all day pulling my pants up); if they're made for my waist, they're too short for my legs. My arms are always pushing out of my cuffs... living in Houston means I can get away with short-sleeved shirts year-round, fortunately. Gods help me on shirts; many of them are horribly small across my chest or belly.

And this is cloth. Not hard leather. Not steel. Cloth, which is easy to bring to bay with a belt or some safety pins.

While I advocate a 1 SL safety range for handheld items, it's ridiculous to consider it for armor.
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When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
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Unread post by Library Ogre »

Thyfur wrote:I think if we grease you up and use a large shoe horn we can get you into the SL 5 Plate Mail Armor!

*Gets out bottle of Jiffy Tube Lube*


My preferred lubricant is the blood of people who annoy me. Trying to put me in armor designed for soemone the size of my leg would annoy me. ;-)
-overproduced by Martin Hannett

When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
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glitterboy2098
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Re: Piece Meal Armor Creation

Unread post by glitterboy2098 »

Thyfur wrote:Here are some rules I've had for a while. -- Enjoy

Everyone wants the cool-looking armor worn by the bandits in Road Warrior. Here are the rules for doing it. Piece Meal Armor is made up of plastics, metal fragments, wood, hides and fibers. Various skills are useful but not always necessary to make your own armor: Blacksmith, Carpentry, General Repair & Maintenance, Sewing, and Skin & Prepare Animal Hides. Of course the Armorer Apprenticeship would be the most skilled at this.

what about actual body-armor materials like kevlar and ceramic plates? or do you have other rules for proper body armor?


The Armorer to-be needs to find the materials for his Road Warrior deluxe suit of awe-inspired fear. The materials can come from any source, bought from a local merchant, scrounged off the dead, found in the dusty ruins of Boston, taken from highway signs. Materials are classified into a strength groups. These are just guidelines, a weaken alloy might be a better fit for Strong Material instead of Hard. Other materials may be possible for manufacturing, but that should be discussed over with the GM.

Weak: Materials include cloth, soft leather and even wood. Base S.D.C. 10.
Fair: Materials include leather, bone, and plastics. Base S.D.C. 20.
Medium: Materials include thin metal, rubber, and treated wood. Base S.D.C. 30.
Strong: Materials include strong bone, metal, and hard plastic. Base S.D.C. 40.
Hard: Materials include alloys, and thick metal. Base S.D.C. 50.

i'd suggest that the base SDC be a [size class x X] amount. so for example, weak material is [sizeclass x1], fair material is [sizeclass x 2] and so on. thus small characters using less material get less base protection, making it scalable.


The second step is determining how much of the body the materials will cover. This should be decided between both player and GM. Coverage acts as both a base for A.R. and for a modifier to S.D.C. It also affects prowl, climbing and swimming skills.

Minimal Coverage: Slight coverage of the body, maybe nothing more than a half-breast plate or a shield. Base A.R. 6, and S.D.C. modifier +0.
Quarter Coverage: Approximately cover of 25% might be nothing more than a breastplate, or greaves. Base A.R. 8, S.D.C. modifier +5, and -5% Prowl, Climbing and Swimming skills.
Moderate Coverage: The armor consists of a long jacket or full leggings covering about 50% of the body. Base A.R. 10, S.D.C. modifier +10, -10% Prowl, Climbing and Swimming skills.
Three-Quarter Coverage: Provides approximately 75% cover over the body; often all but the head, lower legs, and hands. Base A.R. 12, S.D.C. modifier +15, -15% Prowl skill, -20% Climbing and Swimming skills.
Full Coverage: Provides approximately 90-99% cover over the body, leaving possibly the hands and face bare. Base A.R. 14, S.D.C. modifier +20, -40% Prowl skill, -25% Climbing and Swimming skills.

you might want ot consider adding a special rule that these armors are about 2 AR points lower against bullets, fire, and energy weapons. this kind of armor would do ok against melee weapons or arrows, but against really high powered projectiles and energy blasts it wouldn't be much protection, due to the fact it's made of weaker materials. and against fire your going ot be in trouble when the armor itself runs the risk of catching flame.
Last edited by glitterboy2098 on Fri Apr 04, 2008 8:08 pm, edited 1 time in total.
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