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Weapons
Armour reduces the number of wounds by a set amount. Hardened leather armour reduces the damage by 1, ring mail by 2, chain mail by 3 and plate mail by 4. Armour will not reduce a blow below causing 1 wound. Also note that armour does not protect against non-physical wounds Rings of Protection typically reduce damage by either 1 or 2 points depending on the strength of the magic, these can reduce a blow to causing no wounds (unlike armour). Protective magic is subtracted from the damage before any armour is taken into account. Rings of Protection also protect against almost all sorts of damage (psychic attacks and so on). Strangely Rings don't protect against the damaging effects of casting spells (see below), and some say that the rings even take pleasure in being bathed in such damage... Legend also has it that rings can gain Glory... HealingCharacters normally heal 1 wound (i.e. subtract one from their current wounds total) for every hour of rest, but the GM can rule that wounds may take longer to heal and require either medical or mystical aid. One example might be a healing spell with an opposing value of 6. The caster contests their Power against an opposing value of 6, with each result point being a wound healed by the target of the spell. Spells can be demanding on the body and mind, and commonly the caster gains 1 wound for casting a spell (more dangerous spells can cause more than this and it is said that some spells such as summoning demi-Gods can kill the caster outright!). Wounds gained in this way are contested against Power.
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