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Normal Items, Magic Items, and NFS ItemsArmorThe following items are currently considered armor: Taur Armor, Chain Armor, or Breastplate. Armor & ShiftingTigrean, Foxwing, and Das Karr characters are not permitted to wear armor. Characters may shift into a humanoid form without damaging their armor provided that there is less than a 2-point difference in the form’s STR. Current forms that this applies to are Dwarf form, Elf form, Human form, Orc form, and Half Wolf form. Example: Eldona the Ebony Elf Dragon can shift into her Elf form (C124) without removing her armor. Balnor the Werewolf can shift into his Half Wolf form (WER003) without removing his armor. Werewolves and Gargoyles may wear Greaves, but must put them on after they have shifted or else they are destroyed. Unicorns in Centaur Form or Prime Centaur Form may wear Helms. CapacityA character suffers a -1 penalty to SPD and DEF for each point she exceeds her CAP. Fractional CAP is rounded up. Magic Items & ShiftingAll magical items (such as amulets, necklaces, rings, etc.) will adjust size with a character when he or she changes form, unless specifically stated otherwise on the card (i.e. Kilvan's Greaves). Normal items (armor, clothing, helms, etc.) do not adjust when a character shifts, and are destroyed unless a character removes them in advance. NFS ItemsNFS Items (such as the Red Cudgel, the Channel
Dagger, etc.) are not to be given out in normal guild games. These
items are restricted. Storm Wardens may request an NFS item for a
particular game by contacting the Guildmaster. Characters that receive an
NFS item will also receive a special certificate validating the possession
of the item and specifying the exact length of time the character may have
it in his or her possession. A character may not have an NFS item signed
onto her character sheet without the certificate. NFS items are not transferable between characters, and cannot be traded to other PCs. If a character possessing an NFS item dies, then the NFS item is removed from play. TorchesA torch can be used as a melee weapon. If the torch is lit, in addition to the normal damage, it will also inflict 2 points of fire damage that ignores the target's DEF (unless the target is defended by a Fire Shield). After any attack made with the torch, the character must roll a d6 - on a roll of 1 the torch is extinguished.
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