====== Weapons ====== Any object (Thing) designed to harm another Actor is a Weapon. __**Extension Summary:**__ * **Depends On:** [[start|Things Extension]] (required) * **Problem Solved:** replaces Weapons as table imagination with defined object rules * **Mechanics Added:** stats for weapons * **What changes:** Weapon Cards can take the place of Action Cards. * **Complementary Extensions:** [[armor|Armor]], [[..:capabilities:abilities:craft|Craft]], [[currency|Currency]], [[extensions:capabilities:damage-type|Damage Types]], [[durability|Durability]], [[..:things:encumbrance|Encumbrance]]. ===== Properties of Weapons ===== Weapons have all the properties of Things plus: Attribute, Damage, and Range: - __**Attribute:**__ weapons used in a Conflict take the place of an Action card. The Attribute Property identifies the //Primary Attribute// an Actor can bid to play this card, like: STR, FIT, AGI, but an Actor may choose to bid other Attributes within the same Aspect with a penalty. For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI) with a thrust, or Crush(STR) as with a pommel strike. For each place in the [[core:dominance#attribute_dominance_ad|Dominance Loop]] that the Attribute bid is away from the Primary Attribute, the weapon's damage is reduced by 1. So, continuing our Longsword example, if Slashing(FIT) adds 3 Damage based on the weapon's Damage Ability, then Piercing(AGI) adds 2 Damage, and Crushing(STR) only 1. - __**[[.:weapons:range|Range]]:**__ a numeric value indicating how far away a target can be. ---- == Links to this page: == {{backlinks>.}}