====== 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 only table talk imagination with defined object rules * **Mechanics Added:** stats for weapons * **What changes:** Weapon Cards can be played in 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. They must have three Combo Abilities (Method, Effect, and Target). - __**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. - __**[[extensions:capabilities:abilities:start|Abilities]] [Extension]**__ * __**[[extensions:capabilities:abilities:start#methods|Method]]:**__ required Method Combo Ability, like Range * __**[[extensions:capabilities:abilities:start#effect|Effect]]:**__ required Effect Combo Ability, like Damage * __**[[extensions:capabilities:abilities:start#target|Target]]:**__ required Target Combo Ability, like Target ===== Abbreviated Nomenclature ===== Weapons can be annotated in an abbreviated form suitable for including in an Actor's stat block in this format: **Name (RangeMethodScaleIncrement#, Damage Type#)** //Example: Longsword (Rma1, S3)// The above abbreviated nomenclature assumes the weapon has the Target-1 Combo Ability, which is most common. If that is not the case, the other [[..:capabilities:abilities:start#targets|Target Combo Ability]] is noted like: //Submachine Gun (Rsa2, P3, T3)// ===== Example Weapon ===== __**Longsword (Rma2, S3)**__ __**Description:**__ a type of European sword characterized as having a cruciform hilt with a grip for primarily two-handed use with a straight double-edged blade of around 31 to 43 inches. The longsword has many names in the English language, which, aside from variant spellings, include terms such as “bastard sword” and “hand-and-a-half sword.” __**Build Budget:**__ 0 __**Stat Block:**__ R0/0(3/6)-B3(-/3/-) __**Attribute:**__ FIT __**[[extensions:capabilities:abilities:start|Abilities]] [Extension]:**__ [[..:capabilities:abilities:range|Range(melee, adjacent)]]-2, [[..:capabilities:abilities:damage|Damage(Slash)]]-3 [[..:capabilities:abilities:target|Target]]-1 __**Game Mechanic:**__ N/A __**[[extensions:capabilities:abilities:craft|Craft]] [Extension]:**__ __**[[extensions:things:currency|Cost]] [Extension]:**__ __**[[extensions:things:durability|Durability]] [Extension]:**__ __**[[extensions:things:encumbrance|Weight]] [Extension]:**__ 1.4kg ---- == Links to this page: == {{backlinks>.}}