Character Creation

 

 

 
Armour Use
With these skills your character can wear amour. Armour worn as costume, without the appropriate skill, offers no protection to your character. All armour has a protection value, expressed as a number of points. If a weapon strikes a location protected by armour, the protection value of the armour on that location, is reduced by one hit. Armour with a value of zero hits offers no further protection. Wearing multiple layers of armour does not give any extra protection. Armour must be worn to have any effect (carrying your armour over your shoulder gives your character no protection), but does not have to be visible (for example, chain mail can be worn under a robe or a tabard). However, we suggest that armour should be visible during large-scale battles.

These skills also give your character the ability to make repairs to any armour you are skilled in the use of. Armour may be repaired whilst it is being worn and the wearer can repair any location of his armour he can reach. By stepping out of combat and spending time role playing repairing your armour you can restore its protection value. It takes one minute to restore the value of the armour on a single location by one point. Only one person can work on each location, but several people can repair different locations at the same time. Someone with the appropriate armour use skill can repair any type of armour be it normal or magical. If a normal weapon blow can damage the armour then a normally skilled person can repair it.

The following table lists the available armour types and their protection values.

Armour Types
Protection Value
Example Materials
Light Armour
1 Point
Thin leather, Heavy Quilt, Padded material Skinned fur.
Medium Armour
2 Points
Thick Leather, studded leather, plated leather
Heavy Armour
3 Points
Chain mail, Plate Mail, Cuirboilli (boiled and waxed leather)

Physical Representations (phys. reps.) of Armour and Helms
A good physical representation of the light, medium or heavy armour is required. If armour is to have the protection value shown above, the phys. rep. must cover a minimum of fifty percent of the protected location. Spray-painted string vests, carry-mat with gaffa tape and other such poor quality phys. reps. do not count as heavy or medium armour.

Light Armour 2 points
Light armour has a protection value of one point. Thin leather, heavy quilted or padded material and skinned furs are just some examples of light armour. With this skill you gain the ability to wear and repair light armour. "

Medium Armour 3 points
Medium armour has a protection value of two points. Thick leather, studded leather and plated leather are just some examples of medium armour. With this skill you gain the ability to wear and repair light and medium armour.

Heavy Armour 4 points
Heavy armour has a protection value of three points. Chain or plate mail and cuirboilli are just some examples of heavy armour. With this skill you gain the ability to repair and wear light, medium, or heavy armour.

Body Development 6 points
This skill represents the fact that your character has either trained to the peak of fitness or is naturally very tough and can therefore endure more damage. Each location of a character with this skill can take an extra point of damage per location without going unconscious. See the section on body locations for more information.

Ambidexterity 2 points
With this skill your character can use a weapon, cast or do a touch effect in the hand not normally used for that purpose. Please note that to use this skill you must already have the basic skills you intend to use.

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