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Jack Ketch
Jack Ketch's picture
core rules

OK, I realize that body armor isn't a common item in the setting but it is mentioned - I just can't find any rules for it 

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Carlo Lope
Carlo Lope's picture

Taking into consideration that RAW provides no weapons (According to John Wick, the player is a weapon regardless of what they wield), it would be pointless to add rules for armor.

Furthermore, with the first edition (I don't remember if the second edition explains this too), it was explained that armor was not that popular anymore, except for Eisen and their Dracheneisen, because when you start carrying muskets and pistols, armor is useless. If you also add that people started wielding weapons such as rapiers, sabers, daggers in order to fight faster and how duelists fought, armor would hinder them instead.


Harliquinn Whit...
Harliquinn Whiteshadow's picture

In my opinion, the easiest way to account for actual 'functional' armor is through the Signature Item advantage, particularly if it's Eisen armor or some other culture that had armor. This already provides a way for the armor to reduce damage, etc. 

John Keller
John Keller's picture
What about shields, from the Vesten round shields to the bucklers so popular amon Avalon's swashbucklers? I know a couple of dueling styles gain benifits from using them. Is that the extent of it?
Carlo Lope
Carlo Lope's picture

I don't recall styles with shields in second edition... In any case, they work the same way weapons and armor do, I mean, there may be shields but PCs don't get any mechanical edge, unless you get a shield as a signature weapon.

Yanecky's picture

In Nations of Theah there is a vesten style that uses a shield.

As for armour - if an enemy is particularly well armored (which shouldn't be too common, unless on a battlefield), maybe one more raise needed to hit? For brute squads the same - not 1 more raise per brute, but 1 per squad (like goons in FFG's Star Wars). 

Wyrd GM
Wyrd GM's picture

I have a player whose signature item is a shield. Works perfect. Makes him happy.

BluSponge's picture

Couldn't spending a Raise to counter a wound be described as deflecting it off a piece of armor?  Or a shield?

Joachim Deneuve...
Joachim Deneuve du Surlign's picture

No reason why not.  And I'd be willing to give out flair for describing creative uses of armour or shields during an approach.

"I'm going to be relying on my body armour as a defense, allowing me to go full out in overwhelming the villain's parries."

Lord Rumfish
Lord Rumfish's picture

It would require testing, but this thought comes to mind:

Light Armor - Prevent 1 Wound from all sources (not counting the Dramatic Wound from guns).  You lose 1 Raise from any Round involving combat or movement.

Heavy Armor - Prevent 2 Wounds from all sources (not counting the Dramatic Wound from guns).  You lose 2 Raises from any Round involving combat or movement.

BluSponge's picture

The (obvious?) issue I see here is that since the Raise loss is equal to the Wounds prevented, there's really no difference between this and spending the Raises on countering the Wounds in the first place.  The fact that it essentially forces the player to make this choice is a problem.

Harliquinn Whit...
Harliquinn Whiteshadow's picture

The benefit comes in if you're going to be taking damage from multiple sources in a single round is my guess. Then the armor wins out. Otherwise, it's a wash. 

Lord Rumfish
Lord Rumfish's picture

Aye.  If all you ever fight are lone sea monsters and solitary brute squads, the armor I presented would not be a good choice.  If you ever fight duelists (or multiple opponents) then the armor could be useful.

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