: It's a good idea, but I see two objections.
: #1, the only evidence we have that Alric's armor is
: enchanted is GURPS, and GURPS says quite clearly how
: the enchantment works: It simply boosts the armor's
: toughness, rather than casting any sort of
: regenerational spell on the wearer. I don't really see
: why you'd accept GURPS's claim that the armor is
: enchanted, but then decide that it's a different sort
: of enchantment. Anyway, we know that GURPS is
: wrong--Jman coats are simply nice and thick and can
: deflect a certain proportion of incoming blows. So I
: don't have much faith in their explanation of Alric's
: armor, either.
: #2, why can't the armor simply heal Alric all the way,
: like a single mandrake root can, instead of reducing
: the damage of each attack? Even if it has a limited
: source of power it should be able to keep him at full
: health until it runs out, at which time his health
: would start to drop normally with repeated attacks. I
: think Balor's armor worked the way you're suggesting;
: the auto-heal kept him completely healthy until the
: Eblis Stone blocked its power.
: --SiliconDream
In defense of GURPS:Myth...the book is not intended to completely explain the way that the Myth universe works. Instead, it is a guide to roleplaying. The extra info that we glean from it does not always need to be taken at face value. However, the spell may be inherent in the material that makes up the Journeyman coat, or the gold tiles which he wears. It seems to be that, according to GURPS, if there was a spell in Myth which completely eliminated all magic in a given area, drained mana etc, that the Journeyman coat would no longer absorb as much damage.
Even though it's really thick, a myrmadon's blades can rip through flesh & bone, do you expect a wimpy coat to reduce the damage from this? :p