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Old 09-06-2010, 12:41 AM   #21
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Rusting Ability

Quote:
Originally Posted by IrishRover View Post
IMVHO, PC's that consider the GM to have sadism have "No sence of Humor," and characters that are overly dependent on stuff. (Says the player who tied a rust monter's tentacles into a knot, dragged it home, and proceded to raise some of the beats)

Once a viable popluation was established, surplus could be rendered down into vials of NASTY stuff. (Or is it humanitarian, since it doesn't kill anyone?)
I had an NPC in one of my campaigns who was breeding rust monsters like we breed cats and dogs. He was aiming for things like quicker rusting, longer tentacles, fur color, etc.
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Old 09-09-2010, 07:58 AM   #22
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: Rusting Ability

Honestly, a quick-and-dirty way of handling weapons or equipment vs rust monster would be each time they make contact, roll a quick contest of HT (monster vs weapon, I give most weapons HT 12, HT 10/8 for Cheap/Very Cheap, and 13/14 for Fine/Very Fine) or degrade the weapon one level of quality. -1 to HT for weapons with complicated/fragile parts, like bows and crossbows. Generic equipment is HT -2.

Very Cheap for swords is in Fantasy Tech ;) For other weapons I'd just knock off a point of damage and increase break chance vs parry by one, and wave my hands around a bit. Equipment gives skill penalties.

Armor quality isn't helpful here as it mostly handles weight, so just reduce DR by one point each time.

This is obviously on the "Gradual degradation" model.
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