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