Strength! What can it do?
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1 year 9 months ago #1964
by a Guest
Strength! What can it do? was created by a Guest
*gulp gulp gulp*
"AHHHH! That Strength 1 Potion was delicious! Now I have +1 Strength temporarily. But.. uh... what can I do with it?"
Here's what you may or may not have known about strength in Volaire LARP!
+0 Strength
The character can move at half-speed while encumbered (as with dragging a body).
+1 Strength
Allows the character to call one additional point of damage with a melee or thrown weapon, or to run full-speed while encumbered (as with carrying a body). The character may also "break" non-magical weapons and items.
+2 Strength
Allows the character to call two additional points of damage with a melee or thrown weapon, run full-speed while encumbered (as with carrying a body), or to break natural confining on a 10-count. The character may also "break" non-magical weapons and items.
+3 Strength
Allows the character to call three additional points of damage with a melee or thrown weapon, run full-speed while encumbered (as with carrying a body), or to break natural confining on a 3-count. The character may also "break" non-magical weapons and items.
+4 Strength
Allows the character to call four additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, or to break magical confining level 8 or lower on a 10-count. The character may also "break" non-magical weapons and items.
+5 Strength
Allows the character to call five additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, or to break magical confining level 8 or lower on a 10-count. The character may also "break" non-magical weapons and items.
+6 Strength
Allows the character to call six additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, or to break magical confining level 8 or lower on a 3-count. The character may also "break" non-magical weapons and items.
+7 Strength
Allows the character to call seven additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, break magical confining level 8 or lower on a 3-count, or break magical confining level 9-12 on a 10-count. The character may also "break" non-magical weapons and items.
+8 Strength
Allows the character to call eight additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, snap magical confining level 8 or lower, or break magical confining level 9-12 on a 10-count. The character may also "break" non-magical weapons and items.
+9 Strength
Allows the character to call nine additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, snap magical confining level 8 or lower, or break magical confining level 9-12 on a 3-count. The character may also "break" non-magical weapons and items.
+10 Strength
Allows the character to call ten additional points of damage with a melee or thrown weapon, run full-speed while encumbered (as with carrying a body), to snap natural confining, snap magical confining up to level 12. The character may also "break" non-magical weapons and items.
+MOAR STRENGTH!
No... you're too strong. Go home.
"AHHHH! That Strength 1 Potion was delicious! Now I have +1 Strength temporarily. But.. uh... what can I do with it?"
Here's what you may or may not have known about strength in Volaire LARP!
+0 Strength
The character can move at half-speed while encumbered (as with dragging a body).
+1 Strength
Allows the character to call one additional point of damage with a melee or thrown weapon, or to run full-speed while encumbered (as with carrying a body). The character may also "break" non-magical weapons and items.
+2 Strength
Allows the character to call two additional points of damage with a melee or thrown weapon, run full-speed while encumbered (as with carrying a body), or to break natural confining on a 10-count. The character may also "break" non-magical weapons and items.
+3 Strength
Allows the character to call three additional points of damage with a melee or thrown weapon, run full-speed while encumbered (as with carrying a body), or to break natural confining on a 3-count. The character may also "break" non-magical weapons and items.
+4 Strength
Allows the character to call four additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, or to break magical confining level 8 or lower on a 10-count. The character may also "break" non-magical weapons and items.
+5 Strength
Allows the character to call five additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, or to break magical confining level 8 or lower on a 10-count. The character may also "break" non-magical weapons and items.
+6 Strength
Allows the character to call six additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, or to break magical confining level 8 or lower on a 3-count. The character may also "break" non-magical weapons and items.
+7 Strength
Allows the character to call seven additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, break magical confining level 8 or lower on a 3-count, or break magical confining level 9-12 on a 10-count. The character may also "break" non-magical weapons and items.
+8 Strength
Allows the character to call eight additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, snap magical confining level 8 or lower, or break magical confining level 9-12 on a 10-count. The character may also "break" non-magical weapons and items.
+9 Strength
Allows the character to call nine additional points of damage with a melee or thrown weapon, run while encumbered (as with carrying a body), to snap natural confining, snap magical confining level 8 or lower, or break magical confining level 9-12 on a 3-count. The character may also "break" non-magical weapons and items.
+10 Strength
Allows the character to call ten additional points of damage with a melee or thrown weapon, run full-speed while encumbered (as with carrying a body), to snap natural confining, snap magical confining up to level 12. The character may also "break" non-magical weapons and items.
+MOAR STRENGTH!
No... you're too strong. Go home.
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