
Town Member
Posts: 1004
Joined: Thu May 04, 2006 6:25 am
Rule changes and clarifications
Rule changes and clarifications
1.Does all magical charge up skills (Magic root, booms, magic sleep) requires to have the packet over there head when charging and when done charging? Or is it only booms?
2.Fix the negative issue. It should be hard to come back from -50 or even -100. In the current rules there is no risk and it can be done easly. See suggestion below to fix problem
a.Anyone can heal negatives 1-9. Must have a surgeon present to heal negatives -10 and higher. Must draw a chip from the surgeons bag every -10 a person is into negatives. It is a cumlitive draw just like surgery
b.When bring a person back from the dead, the negative chip draws get added into the total chip draws to bring the person bag from the dead. Aka, a person dies at -25. The person must draw a total of 4 chips from the bag. 2 from being resurrected, 2 from being so far into the negative (1 chip at -10 and another chip at -20)
3.A body must be healed to zero before it can be brought back to life
4.Would like to see the time to use the mimic skill drop from 15 minutes to 10 or 5 minutes to make it more veristile.
5.Since armor is a pain to remove and put on, even if it is fake, I would like to remove the removing of armor rule. Instead, the bonus for wearing real armor would it take ½ time to repair.
6.If you wear real armor, you can go up one armor category and have it be considered fake. Real leather and chain mail is considered medium armor, one can advance it up to the heavy armor category, but the person armor would be considered fake.
5. Helmets. I would like to see helmets follow the armor category rules again. It is my understanding if you place a real metal helmet on that is considered heavy, your armor category is heavy. So there are 2 things determining ones armor category right now, your helmet and than how many armor points your total suit is. This makes no sense to me.
To determine ones armor category, you would add all the armor points ones armor grants (this does not include quality bonus). See the chart below for which armor category your suit of armor is classified as
1-4 points light
5-7 points medium
8-10 points heavy
Helmet rules
All helmets must cover 50% of the head to count as a helmet. Please remove face coverage because of safety issue, vision problem, etc.. A helmet is more than just a hat, it needs additional back of the head and some neck coverage to count as a helmet. Quality helmets can be made that grant additional armor points.
Fake Helmets - fake helmets (latex, padded cloth, etc..) Note: a head band or du rag does not count as a helmet. Note: If the helmet does not cover 50% of the head (but at least 25%), but is made from real materials (leather, chain, metal) the helmet would be considered fake. Aka, the leather and chain head bands would grant 1 armor point.
1 armor point
Real leather helmets – must be made from leather or like materials
1 armor point and 1 combat reflex
Real steel helmets – must be made form metal or bone (Chain mail coff would count as heavy)
1 armor point and 1 life
Yes, this means a person could be running around in real helmet that gives them 3 soak, but ask anyone that wears helmets how uncomfortable they are and how their neck start to hurt after some time.
With these changes the max armor soak a suit can give would be in the current rules
Light – 1-9 (+1 armor per location do to quality and a real helmet bonus)
Medium – 5-12 (+1 armor per location do to quality and a real helmet bonus)
Heavy – 8-15 (+1 armor per location do to quality and a real helmet bonus)