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The Shadow of Yesterday is unlike a lot of other fantasy roleplaying games which fetishize weaponry. You know the ones, where there's a big fuss over the difference between a broad sword and a falchion, and between scale mail or banded mail. Apparently these kinds of distinctions aren't what the Shadow of Yesterday is all about. Damage, or "How Much Does My Life Suck?"For starters, the Shadow of Yesterday makes absolutely no distinction between the suckiness of getting stabbed in the back, and the suckiness of (say) getting a parking ticket. Naturally these events would have different consequences in the imaginary world of the game, but from a purely mechanical point of view they are treated the same way because each reduces your character's ability to influence the story. (It clarifies the matter somewhat to think of this as "general harm" rather than "damage," which most gamers have been brainwashed to view strictly as physical injury.) WeaponsWith this in mind, a "weapon" is redefined as anything that can inflict any kind of harm on somebody. ArmorSame deal goes for armor. Basically, if it protects you from a general class of harm (physical, legal, emotional, whatever) under all circumstances, it is +1 protection. If it only handles a general class of harm under particular circumstances, +2. If the protection works under extremely specific circumstances, +3. An exampleLet's say you are the possessor of a magical sword last wielded by Absolon, the sacred God-King of Maldor. This is a bad-ass relic with awesome powers.
LimitsThe rules say: "Your weapon adds to the harm you do to me, up to a maximum level of 6, so that you never automatically win. My armor subtracts from the harm you do to me, down to a minimum level of 1, so that armor never automatically negates all harm." Do you add the weapon first, or subtract the armor first? Just add and subtract normally. The final outcome can't be more than 6 or less than 1. That is, apply weapons and armour, then limit to the allowed range. |