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Defence and Resistance Summaries

One of the trickiest things to remember in BathLARP is precisely how skills and castings interact and what blocks what. The following is a summary of these areas; bear in mind that, especially post playtest period, it can briefly fall out of alignment and it’s always worth checking against the actual rules.

Defence Against Damage Summary

To read this table, start from the top with any damage call and work down. Effects attached to damage only work if they go as far as Skin and do more than a Bruise – Endurance doesn’t stop them, but might mitigate them (e.g. takes the initial bleed off Throat Slit).

Type Layer Normal Special
Nullifying Castings Includes Mirror Image
Deflection Dexterity and cast Dexterity Sum equivalent to damage = Dodge Halved by Swift and Mass Nullified by Undodgeable or being target of Mass
Power Armour and Power Armour Castings Any damage = no Normal Bruise
Protection Normal Armour Sum equivalent to damage = Bruise Sum 4 x damage = Bounce Halved by Piercing Nullified by Through
Armouring Castings
Damage Reduction
Body Toughness and Cast Toughness
Skin Attached Effects happen True Strike goes straight here if no Mirror Image.
Endurance

Notes:

Some creatures have special extra defences that grant Immunities – see the GM Rules for details.

The following castings all protect a person directly against damage or against damaging castings. Note that some of them can change what type of damage they protect against depending on who’s casting it, what they’ve specified while casting and what’s attacking!

Nullifying Castings

Anti-Magic Shell
Chaos Resistance
Death Resistance
Disruptive Aura
Magic Resistance
Mirror Image
Spell Immunity

Armouring Castings

Bark Skin
Bless
Fur Skin
Harden
Iron Skin
Life Shield
Mystic Armour
Elemental Protection

Power Armour Castings

Bark Skin
Bless
Elemental Protection
Fire Skin
Harden
Iron Skin + Aspect
Life Shield
Mystic Armour
Storm Skin

Damage Reduction

Cloud Form
Elemental Forms: Fire , Water , Earth , Air
Metal Immunity
Wood Immunity
Displacement
Camouflage

Resistance Against Effects Summary

The following is a collection of what castings and skills are resisted by what types of casting and skills. It is not a complete list – for example it doesn’t cover Disarm or all the uses of Spell Immunity – but should cover most of the ones likely to be questioned mid-game. Please note that these are all the standard versions of these castings, and thus may be altered by GMs for individual games.

Willpower

Miracle

Detect Lie
Fear – Death
Halt
Truthful Aura

Magic

Blindness
Charm
Coma
Command Word
Fear – Necromancy/Dark
Suggestion

Toughness

Miracle

Thunder Clap

Magic

Combust
Flash – Fire/Light
Paralysis
Scorch
Sleep

Dexterity

Miracle

Trip
Lightning Dart
Seasonal Hands (x0.5)

Magic

Air Blast
Air Bomb (x0.5 or x0)
Dark Dart
Earthquake (10)
Fireball (x0.5 or x0)
Fire Dart
Flaming Breath (x0.5)
Flaming Hands (x0.5)
Ice Dart
Trip

Strength

Miracle

Entangle – Tree
Gale – Weather
Grip
Repel Life
Slow
Weakness – Chaos

Magic

Entangle – Water/Dark
Freeze
Gale – Air
Weakness – Dark

Skill

Knockback

Power Armour

Miracle

Chaos Lace
Death Lace
Disruption
Drain Life
Drain Wounds
Enervate
Life Lace
Lightning Dart
Order Lace
Seasonal Hands
Shrivel

Magic

Cause Wound
Dark Dart
Fire Ball
Fire Dart
Flaming Breath
Flaming Hands
Ice Dart
Ignite
Mana Lace
Scorch
Wrack

Protective Castings (Weapons/Armour/Items)

Miracle

Destroy – Chaos
Disintegrate – Chaos
Rust – Weather
Shatter – Chaos
Warp – Tree

Magic

Destroy – Fire
Disintegrate – Fire
Heat Metal
Ignite
Rust – Water
Shatter – Fire
Warp – Earth