Effect of Poor-Quality Leather Armour?

By Emirikol, in WFRP Rules Questions

How should I best apply the effect of Poor quality leather armour for my performer character? I'm making it in character as "fake actor's armour." Should I give a white die to the attacker?

jh

A fortune die to the attacker is pretty drastic. It would be better to just wear cloth (which doesn't seem right.). Adding a fortune or misfortune die is huge when it comes to armor, because of the way is scales in value.

I would either downgrade the stats to cloth or just give a misfortune die for social interactions when applicable.

I would give a Misfortune die to any Social interactions with Silver Tiers NPCs for sure, Gold tiers NPCs would not talk to him most likely. The Brass Tiers would be 50/50, depending on the type. Drunks, Thugs wouldn't give a rat's a** where a servant from a Silver home or temple initiate may frown at it (misfortune die)

As for the armor stats, if you describe it as really poor and/or worn off/torn, etc., maybe considrer it as a heavy cloth type (0/1), but that is maybe too harsh

There are all sorts of options you could use, depending on how much effort you want to put in, and how poorly it works as armor. You could just automaticallydowngrade the stats, if it is very unarmor-like in actuality.

You could also roll a fortune die when the person wearing it is hit, and if a blank side comes up it fails to soak 1 wound (or reduces Defense by 1 perhaps). Or something along those lines, to make the armor a bit uncertain, but not totally worthless.

Or, perhaps give a Boon line for enemies hitting the wearer, that inflicts fatigue or reduces soak or gives +1 damage, etc.

dvang said:

There are all sorts of options you could use, depending on how much effort you want to put in, and how poorly it works as armor. You could just automaticallydowngrade the stats, if it is very unarmor-like in actuality.

You could also roll a fortune die when the person wearing it is hit, and if a blank side comes up it fails to soak 1 wound (or reduces Defense by 1 perhaps). Or something along those lines, to make the armor a bit uncertain, but not totally worthless.

Or, perhaps give a Boon line for enemies hitting the wearer, that inflicts fatigue or reduces soak or gives +1 damage, etc.

This is it.

Thanks dvang. I think we are so used to using the hammer of stat adjustment that we see each problem as a nail. This game gives us a whole assortment of other tools, though, and I think we have only scratched the surface of what we can do with them.