Arkanian armour
Armour |
Armour
points (RP) |
Handicap |
Weight
(ounces) |
Price
(Ducats) |
Thin silk clothes |
0 |
0 |
40 |
5 |
Normal (leather)
clothes |
1 |
1 |
120 |
2(4) |
Winter clothes/Fur |
2 |
2 |
200 |
3 |
Watted tunic |
2 |
2 |
120 |
4 |
Heavy leather |
2 |
2 |
200 |
5 |
Leather armour |
2 |
3 |
180 |
8 |
Chain armour |
4 |
4 |
320 |
20 |
Squama plating |
5 |
5 |
480 |
90 |
Helmet |
+1 |
+1 |
60 |
3 |
Greaves/splints |
+1 |
120 |
8 |
Note: Arkania is just thrusting
into another era and there are recently some extreme improvements on armoury,
e.g. example made of dragon skin, Iryan leather (a rare fire-resistant
armour), armours made of fabric and wood, but these are not part of this
basic rules.
Greaves and splints are mostly available in combination
and offer the same amount of protection, if they are mad from metal or
leather.
Armour for dwarves, generally, is only three quarters
of the weight indicated above, but is the same price. |
Incapability and death
If a fighter looses more than 15 life energy points by
one strike, e.g. by magic, she has to roll a TaP "Self control"-test. If
she fails, she falls down to her knees and cannot react or respond to any
attack for D6+3 fighting turns.
She will also be incapable of anything, if her life
energy drops below 5 points after any amount of attacks.
If life energy reaches the 0 points level, she will
sink into coma and if she does not receive urgent medical treatment, she
will die after 1D20 normal turns.
If life energy, however, crosses the life-death-border
at 0 and the life energy value gets negative, the fighter will die after
1D20 fighting turns, i.e. she will immediately need a healing potion or
any other kind of magic.
Fighting turns (FT) and normal turns (NT)
For the better overview, battle are not fought according
to the normal time turns of 5 minutes. Nearly every fight will be over
after that time, so the time is calculated relative to fighting turns,
which only take 2 seconds. This will also limit the application of magic
to pure fighting magic as you will see, because many other spells need
much more time to be cast. |
Option: Aimed attacks
(Announcements, AT+) The ordinary attacker will
stick to her modest knowledge of fighting and stitch and thrust his enemy
for a long time. The results are known and shown above. Now, an attacker
has the possibility to strike in a very particular way. But this increases
his own risk of getting hit, too.
An AT+ is performed by announcing an additive to her
AT-value. This value will be added to the dice roll for AT, so chances
increase that she will not meet her own AT-limit and roll a higher value.
A warrior (AT:15, PA:12) announces AT+4,
i.e. he may only roll 11 (i.e. 15-4) or under to succeed in the roll. |
The defender may now roll a normal PA, if the offender
succeeds. If the defender fails, the additive will now be added to the
hit points and the damage points, respectively. So, it will become possible
to hit a strike for incapability (HP more than 15 in one strike) with an
ordinary AT+ attack, no magic involved.
So an AT+ attack allows bigger damage to the enemies.
In Arkanian atmosphere the game terminology of AT+ becomes an aimed attack,
i.e. the offender tries to hit some non-armoured body part, she takes all
her STRENGTH to blow her enemy away or similar things.
Note: If, however, the AT+ attack fails, the
attacker has to add the same additive to her next PA-roll.
If an AT+4 attack fails, the following parade will
be a harder test with PA+4, e.g. a PA-value of 13 would end up as 9 just
for the next parade. Afterwards the PA will return to its original value. |
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