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Message no. 1
From: Number Ten Ox number_10_ox@**********.com
Subject: Armor spell questions.
Date: Mon, 19 Apr 1999 12:05:21 -0700 (PDT)
So here we are, during a run. The characters are trapped inside an
apartment
by a heavily-armed security team and a Black Lodge mage. The mage is
invisible and has the Black Lodge trademark "Armor Spell From Hell" up. So
he peeks around the edge of the doorway.

Delphi, my group's Hermetic mage, is Astrally perceiving and has a held
action. He spots the BL mage, goes "You know, I bet this fucker has
Initiate shielding too" ... and pulls out his Savalette Guardian,
unloading a burst of APDS ammo into the BL mage's face.

At which point I, as the GM, get to go "Hmmmm. Exactly what effect does
APDS ammo have on armor spells?"

My ruling was "Absolutely none", since Armor is a shell of force. Thus, the
properties that help PADS ammo punch through metal would not help in this
case. But I thought I'd poll the list to be sure. What do you folks think?

--Number 10.
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Message no. 2
From: Kelson kelson13@***********.com
Subject: Armor spell questions.
Date: Mon, 19 Apr 1999 11:21:40 -0800
On Mon, 19 Apr 1999 12:05:21 Number Ten Ox wrote:

<Snip of interesting situation>

>At which point I, as the GM, get to go "Hmmmm. Exactly what effect does
>APDS ammo have on armor spells?"

>My ruling was "Absolutely none", since Armor is a shell of force. Thus, the
>properties that help PADS ammo punch through metal would not help in this
>case. But I thought I'd poll the list to be sure. What do you folks think?

I disagree with you on this one. ;) IIRC, the Armor spell simply adds to your Body
attribute (this is per the 2nd edition rules). Thus, the only effects of the spell are
that you get to roll more dice when resisting damage from non-disease/poison type sources.
I don't like to give magic a huge benefit just because it's magical. To me, that's just
hokey. I simply have the character roll his/her body as per the normal rules adding in
the extra dice for the Armor spell. Outside of these extra body dice, APDS is just as
effective as it would be any other time it was shot at the character, so the same damage
code would apply regardless.

All IMO.

>--Number 10.

Justin


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Message no. 3
From: Hunter griffinhq@****.com
Subject: Armor spell questions.
Date: Mon, 19 Apr 1999 16:46:08 -0700
On Mon, 19 Apr 1999 11:21:40 -0800 " Kelson " <kelson13@***********.com>
writes:
>On Mon, 19 Apr 1999 12:05:21 Number Ten Ox wrote:
>
><Snip of interesting situation>
>
>>At which point I, as the GM, get to go "Hmmmm. Exactly what effect
>does
>>APDS ammo have on armor spells?"
>
>>My ruling was "Absolutely none", since Armor is a shell of force.
>Thus, the
>>properties that help PADS ammo punch through metal would not help in
>this
>>case. But I thought I'd poll the list to be sure. What do you folks
>think?
>
Because the Armor spell creates a force shield around the character, I
treat it as "extra armor". It doesn't count against stacking/quickness
but it otherwise functions as normal soft armor.
That's how I do it, anyway.

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Message no. 4
From: Gurth gurth@******.nl
Subject: Armor spell questions.
Date: Tue, 20 Apr 1999 10:53:11 +0200
According to Number Ten Ox, at 12:05 on 19 Apr 99, the word on
the street was...

> At which point I, as the GM, get to go "Hmmmm. Exactly what effect does
> APDS ammo have on armor spells?"
>
> My ruling was "Absolutely none", since Armor is a shell of force. Thus, the

> properties that help PADS ammo punch through metal would not help in this
> case. But I thought I'd poll the list to be sure. What do you folks think?

That's been my ruling for years as well -- to Armor (and Barrier etc.) all
bullets are simply that: bullets. Any special effect the bullet may have
on armor/barriers doesn't apply, although special effects on the _target_
brought on by the armor/barrier may. Flechette rounds, for example, would
have their Damage Level reduced as normal when fired against someone
protected by an Armor spell, but APDS would face the full rating of the
same spell.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
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