Anyway, the username of my friend is "clockwork demise", now he's got his account working. I'll talk to him soon, and he'll probably be in touch shortly.
He's definetly an enthusiastic poster. Perhaps a bit less time than I have, but at the same time, perhaps more dedicated in many ways. Not that I'm not, mind you. ^_^'
However, while I type this, I have to point out that I won't be posting for about 4 or so days. You're welcome to control my character rather than waiting mind you, but I won't have Internet access until Tuesday next week.
I'll see if I can write up a quick post tonight, though I have to get to bed...
Might need explaining later: antimagic and nomagic.
Antimagic bonuses add to any roll involving defending against magic. Got a +2 antimagic ring: need to jump out of the way of a magically affected boulder? +2 to it. Trying to resist a sorceror trying to get into your mind? +2. No help against magical weapons though, unless they have an effect such as paralysis or whatever. A magical sword's stunning effect you may get a +2, but the +3 to hit still gets ya!
Nomagic is simple: no magic things work. Be it people or items, nope! With the exception of some items which are purposefully designed to work in those situations, but they're rare and not guaranteed to work.
An example your characters are probably familiar with is the Wand of Force. Normally, when activated, it blasts out a "wind" in the direction it's pointed at. In a nomagic zone it works half the time, but that's still a half more than most items.
Posted on 2011-03-15 at 14:33:25.
Edited on 2011-03-15 at 14:41:03 by Darren
Ok, that makes sense with wand of force, magic weapons, ect. However whilst looking over my character sheet I noticed that I had 2 innate Magic resistance and 2 physical resistance from Mana Body and an additional 2 magic resistance from my glyphed curiass. Does that mean I have 4 magic resistance from my armour and body in total?
Posted on 2011-03-15 at 20:16:48.
Edited on 2011-03-16 at 10:27:27 by clockwork demise
The +2 DR is a generic damage reduction that's ON TOP of the Damage Reduction on your armour.
The +2 innate antimagic bonus does stack, yes, giving a total of +4 to any defensive magic-related roll. Nice, eh?
Thinking about armour, the four numbers: HP is obvious, the amount of hits the armour can take before being destroyed (can be repaired BEFORE it hits 0).
S, B and P are respectively Slashing, Bashing and Piercing. The numbers refer to damage reduction.
For example, someone with 50/50HP and 2P-DR armour, with 2 innate DR: when hit by an arrow for what would be 10 damage, the person only receives 6, as 4 were absorbed by the armour and innate DR.
The armour, of course, will drop from 50/50HP to 49/50. The person could then go ask a blacksmith to smash it up to tip-top shape ^^
Just a little highly OOC note: No more important plot-related stuff is gonna happen until the clock strikes 4 and you need to be at the Knowledge Festival.
So it's time to perhaps seek out a little stuff:
(yes, this IS a CTRL-C of PMs I sent a while back)
Seeing as Varis and DHarem know Tithuana quite well, they know that in the immediate area there are one smithy, one weaponsmith, an alchemist's shop, and a general adventuring gear shop, along with the general bakers, etc necessary in a city.
DHarem also knows he can visit the Monastery at any time to pick up his monthly allotment of field gear (medical kits, healing potions, other stuff) if he wants. He hasn't taken this month's allotment.
Varis knows he has a strongbox in the local bank where he can get out some stuff he left there for a rainy day, including a few healing potions (1d10) and two or three burning oil vials (firebombs), along with some other gear for such ventures, and some personal stuff.
In the central part of the city can be found a similar set-up, but universally more expensive, and with a couple of extra things, such as an art and furniture shop, and a Mage's tower. (*nudge nudge*, who might be able to help with the small "no-magic" pebble.)
Tut tut, helping us out so obviously with the mage tower. ~_^ I'm expecting things won't always be so clear, though. ^^'
Anyway, Varis has placed down his plan for the next couple of strikes. If anyone in the group has any differing plans or ideas, they're welcome to mention them. I think it can be assumed from previous jobs together that Varis has been proven wrong many times over.