WEAPONS
WEAPON ATTRIBUTES
Weapons have a Type, Scale, EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. Range, and Properties.
- Type – Melee or Ranged
- Scale – the size, weight, length, leverage, or complexity of the weapon
- For Melee: Small, Medium, Large
- For Ranged: Quick, Typical, Lengthy, Extended
- Effort RangeEffort RangeThe normal amount of Effort that may be committed to an attack with a particular weapon, determined by its type and scale. – the amount of EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. that can be used to make an attack
- Properties – any special attributesAttributeA character value used for a Check, such as a Discipline or Stat. Compare the relevant Attribute with the task's Difficulty., abilities, conditions, or effects
WEAPON STATS
Most weapons and attacks will fall into one of the common bands given in this table.
| WEAPON TYPE & SCALE | EXAMPLES | EFFORTEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. RANGE |
|---|---|---|
| Melee | ||
| Small | dagger, club, shortsword, punch | 1-2 |
| Medium | sword, handaxe, staff, spear, grappling/throw | 2-4 |
| Large | polearm, battle axe, two-handed sword | 3-6 |
| Ranged | ||
| Quick | thrown weapons | 2 |
| Typical | slings, bows | 4 |
| Lengthy | crossbows | 6 |
| Complex | heavy crossbow | 10 |
NOTE
Weapons and attacks that are of exceptional quality, enchanted, or otherwise may, for example, be of a smaller size but allow greater EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. to be excerpted – or be of a larger size and require less EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage..
MELEE ATTACKS
Every melee weapon and attack will have an Effort RangeEffort RangeThe normal amount of Effort that may be committed to an attack with a particular weapon, determined by its type and scale. that is determined by its size, weight, awkwardness, recovery, and the like. You choose how much EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. you would like to exert from the Effort RangeEffort RangeThe normal amount of Effort that may be committed to an attack with a particular weapon, determined by its type and scale..
The EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. that is invested in your attack equals the damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. the weapon itself contributes to a successful attack. This is called Weapon DamageWeapon DamageThe damage contributed by the weapon itself, equal to the initial Effort committed to the attack..
NOTE
Because weapons in this genre that are smaller, lighter, and use less leverage also proportionally do less damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain., it made sense to us for the EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. that is invested in an attack to equal the damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. the weapon contributes to the total damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain..
The additional damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. that can be done by committing more EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. is not only related to the physics of the weapon’s size, leverage, and mass – but also represents the use of feints and using techniques to try to create better opportunities to strike.
RUSH OR TAKE CARE
You can RushRushTrade reduced effective Proficiency for a quicker attack. Melee attacks allow a shift of up to two; ranged attacks allow at most one. to perform a melee attack more quickly at the cost of efficacy, or Take CareTake CareInvest extra time and Effort in a melee attack to increase its effective Proficiency. The original Weapon Damage calculation stays unchanged. to deliberately commit more time and EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. to try to increase it, even outside their normal Effort RangeEffort RangeThe normal amount of Effort that may be committed to an attack with a particular weapon, determined by its type and scale..
Neither of these impact the original Weapon DamageWeapon DamageThe damage contributed by the weapon itself, equal to the initial Effort committed to the attack. calculation performed when you select how much EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. to initially commit to using the weapon. When you RushRushTrade reduced effective Proficiency for a quicker attack. Melee attacks allow a shift of up to two; ranged attacks allow at most one. or Take CareTake CareInvest extra time and Effort in a melee attack to increase its effective Proficiency. The original Weapon Damage calculation stays unchanged. you are leveraging time-spent to either lose or gain opportunities for more effective strikes.
For melee attacks, the most you may shift your EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. and ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. is ±2.
An attacks’ EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. can never be reduced lower than 2.
RUSH
When you RushRushTrade reduced effective Proficiency for a quicker attack. Melee attacks allow a shift of up to two; ranged attacks allow at most one. an attack, you reduce its EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. by a number of CountsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. equal to the downward shift in its effective ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..
This, of course, could cause you to miss an attack that would normally have landed while also lowering the its AccuracyAccuracyOffense minus Defense. A result greater than zero lands an actively defended attack, barring fate, and adds to its damage., and thus damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain..
TAKE CARE
To Take CareTake CareInvest extra time and Effort in a melee attack to increase its effective Proficiency. The original Weapon Damage calculation stays unchanged. with your attack, you may shift your effective ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. upwards by increasing your EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. the same amount.
This represents waiting and watching for better opportunities to strike, or using other movements or techniques – such as feints – to try to create those opportunities.
NOTE
Since DamageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. includes AccuracyAccuracyOffense minus Defense. A result greater than zero lands an actively defended attack, barring fate, and adds to its damage., deciding the initial EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. for determining Weapon DamageWeapon DamageThe damage contributed by the weapon itself, equal to the initial Effort committed to the attack. would normally have the same effect as using RushRushTrade reduced effective Proficiency for a quicker attack. Melee attacks allow a shift of up to two; ranged attacks allow at most one. or Take CareTake CareInvest extra time and Effort in a melee attack to increase its effective Proficiency. The original Weapon Damage calculation stays unchanged.. However, there may be time when simply being touched by an attack carries its own consequences.
REACH
Most melee weapons require your target to be within Arm’s Reach.
Some melee weapons will indicate that they have the Reach property (or we just all know that they do because we know what spear’s and polearms look like). These weapons are able to perform melee attacks at both Arm’s Reach and Spear’s Reach. They are often referred to as a Reach WeaponReach WeaponA melee weapon usable at both Arm's Reach and Spear's Reach. Its reach affects the resolution order of some simultaneous attacks..
THE ADVANTAGE OF A REACH WEAPON
If a target is moving from Flight, Bowshot, or Spear’s Reach towards you at the same CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. that your Reach WeaponReach WeaponA melee weapon usable at both Arm's Reach and Spear's Reach. Its reach affects the resolution order of some simultaneous attacks. attack CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. hits 0, you may resolve your attack before any other Actions are resolved on that CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution.. The results are not applied simultaneously as usual; the Reach attack results are resolved and applied before resolving the other Actions.
THE DISADVANTAGE OR A REACH WEAPON
If your target is already within Arm’s Reach and you are using a Reach WeaponReach WeaponA melee weapon usable at both Arm's Reach and Spear's Reach. Its reach affects the resolution order of some simultaneous attacks. and they are making a non-Reach melee attack on the same CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution., their results are resolved and applied before yours.
RANGED WEAPONS
READY…
The EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. required for a ranged weapon includes the time and exertion requires to load the weapon, draw it, bring it to bear, and quickly aim it. Firing a weapon once all of those steps have been completed costs zero EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage..
AIM…
Once the weapon is ready to fire, you may hold your actual attack until you are ready to release it. To just keep it held requires no additional EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage.. However, you may also attempt to take Careful AimCareful AimAfter readying a ranged weapon, spend additional Effort for an equal attack-Check bonus, up to your Prowess..
CAREFUL AIM
You may contribute additional EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. to ranged weapon attack after you have completed the initial required EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. to take Careful AimCareful AimAfter readying a ranged weapon, spend additional Effort for an equal attack-Check bonus, up to your Prowess..
Careful AimCareful AimAfter readying a ranged weapon, spend additional Effort for an equal attack-Check bonus, up to your Prowess. grants a bonus equal to attack CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. equal to the additional EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. spent.
The maximum EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. you can invest to Careful AimCareful AimAfter readying a ranged weapon, spend additional Effort for an equal attack-Check bonus, up to your Prowess. is equal to your ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics..
RUSH
Unlike a melee weapon that can be hastily thrown out, there is very little wiggle room to RushRushTrade reduced effective Proficiency for a quicker attack. Melee attacks allow a shift of up to two; ranged attacks allow at most one. a ranged attack. The most you may do so is by 1 effective Proficiency TierProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..
This does not directly alter the Weapon DamageWeapon DamageThe damage contributed by the weapon itself, equal to the initial Effort committed to the attack., just the AccuracyAccuracyOffense minus Defense. A result greater than zero lands an actively defended attack, barring fate, and adds to its damage. of the attack.
FIRE!
Once a ranged weapon is readied and brought to bear, you may fire it at any time – on any CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. – on or after the CountCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. that you finished readying it.
However, you cannot perform any Action, move faster than your Stride, perform a Defensive ManeuverDefensive ManeuverAn active defense against an attack. Without one, an attack normally lands unless fate intervenes., or take any DamageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. while holding your attack. If you do, all of the preparation and EffortEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage. is lost – including Careful AimCareful AimAfter readying a ranged weapon, spend additional Effort for an equal attack-Check bonus, up to your Prowess..
ARMOR
ProtectionProtectionDamage reduction supplied by armor or esoteric powers. Standard armor's Protection equals its Bulk; shields instead contribute Defense. is the amount that armor and any esoteric powers reduce damageDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. that strikes you.
For armor of standard quality, craftsmanship, and materials, its ProtectionProtectionDamage reduction supplied by armor or esoteric powers. Standard armor's Protection equals its Bulk; shields instead contribute Defense. is equal to its BulkBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk..
| ARMOR | BULKBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk. | PROTECTIONProtectionDamage reduction supplied by armor or esoteric powers. Standard armor's Protection equals its Bulk; shields instead contribute Defense. |
|---|---|---|
| None | 0 | 0 |
| Padded | 1 | 1 |
| Leather | 2 | 2 |
| 3 | 3 | |
| Partial Plate | 4 | 4 |
| Plate | 6 | 6 |
SHIELDS
A shield adds its Defense BonusDefense BonusA shield's bonus to Defense when it can reasonably be placed between its bearer and the attack. It is not Protection. whenever it can reasonably be brought between the bearer and the attack.
Shields do not contribute towards a character’s total ProtectionProtectionDamage reduction supplied by armor or esoteric powers. Standard armor's Protection equals its Bulk; shields instead contribute Defense. value, however they can increase their DefenseDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances. when attacked. They also allow the wielder to use them to actively defend themselves using the Defensive ManeuverDefensive ManeuverAn active defense against an attack. Without one, an attack normally lands unless fate intervenes. – ShieldworkShieldworkThe Defensive Maneuver that uses a shield to actively defend against an attack..
| SHIELD | BULKBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk. | DBDefense BonusA shield's bonus to Defense when it can reasonably be placed between its bearer and the attack. It is not Protection. | SPECIAL |
|---|---|---|---|
| Buckler | 0 | 0 | Must be used for ShieldworkShieldworkThe Defensive Maneuver that uses a shield to actively defend against an attack. to contribute. |
| Targe | 2 | 1 | |
| Round | 3 | 2 | |
| Kite | 4 | 3 |
DAMAGE
DAMAGEDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. = WEAPON DAMAGEWeapon DamageThe damage contributed by the weapon itself, equal to the initial Effort committed to the attack. + ACCURACYAccuracyOffense minus Defense. A result greater than zero lands an actively defended attack, barring fate, and adds to its damage.
WEAPON DAMAGEWeapon DamageThe damage contributed by the weapon itself, equal to the initial Effort committed to the attack. = EFFORTEffortThe time and exertion committed to an Action, represented by Counts. For weapon attacks, the initial Effort also determines Weapon Damage.
ACCURACYAccuracyOffense minus Defense. A result greater than zero lands an actively defended attack, barring fate, and adds to its damage. = ATTACKER’S PROWESSProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. - DEFENSEDefenseA defender's Prowess plus applicable modifiers, including relevant shields, special armor, and circumstances.
PAINPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. = DAMAGEDamageFor weapon attacks, Weapon Damage plus Accuracy. Protection reduces the Damage that becomes Pain. - PROTECTIONProtectionDamage reduction supplied by armor or esoteric powers. Standard armor's Protection equals its Bulk; shields instead contribute Defense.