Yep. Not necessarily a *good* trade, but there if you want to use it.
>How do you handle spells/feats, etc. that give you magical armor?
>In HW you had a spirit of the La-Ungariant tradition that gave you a
magical
>armor with the edge equal to the spirits might divided by 5.
>It seems to me that HQ rejects giving hard rules for how to handle magic
and
>suggests to more narrate effects....is that true ?
>Most of the time i think, a spell will give you an active ability which
works
>just fine for me. The spells rating is your new magical ability.
>But there are other cases, like the example above, where i m unsure how to
>handle it, especially with different levels of success.
You can use "Magical Armor" as an active skill in defense - "He swings at you with his sword" "I cast my Impenetrable Armor of Light". You roll your IAoL as your defense vrs his Sword Attack. It wouldn't yield a continuing benefit like an augment would, but is perfectly reasonable.
Augmenting, of course, is a natural use. Use Auto Augments or roll for 'em, and add them in as bonuses instead of edges - or, heck, use them as edges if you want.
RR
It is by my order and for the good of the state that the bearer of this has
done what he has done.
- Richelieu
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