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extensions:things:weapons [2026/01/24 21:06] – created jobextensions:things:weapons [2026/10/05 00:59] (current) – job
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 __**Extension Summary:**__ __**Extension Summary:**__
   * **Depends On:** [[start|Things Extension]] (required)   * **Depends On:** [[start|Things Extension]] (required)
-  * **Problem Solved:** replaces Weapons as table imagination with defined object rules+  * **Problem Solved:** replaces Weapons as only table talk imagination with defined object rules
   * **Mechanics Added:** stats for weapons   * **Mechanics Added:** stats for weapons
-  * **What changes:** Weapon Cards can take the place of Action Cards. +  * **What changes:** Weapon Cards can be played in the place of Action Cards. 
-  * **Complementary Extensions:** [[..:capabilities:abilities:craft|Craft]], [[..:currency|Currency]], [[..:durability|Durability]], [[..:physical:encumbrance|Encumbrance]], [[armor|Armor.]]+  * **Complementary Extensions:** [[armor|Armor]], [[..:capabilities:abilities:craft|Craft]], [[currency|Currency]], [[extensions:capabilities:damage-type|Damage Types]], [[durability|Durability]], [[..:things:encumbrance|Encumbrance]].
  
 ===== Properties of Weapons ===== ===== Properties of Weapons =====
-Weapons have all the properties of Things plus the Attribute, Damage, and Range: +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 which Attribute an Actor must bid to play this card, like: STR, FIT, AGI. + 
-  - __**Damage:**__ the base damage the weapon will always do. This number is added to the Damage scored during a Conflict, after Dominance and Margin have been calculated. It is NEVER added to a bid total before comparing to an opponent's bid. It is ALWAYS added to the Actor's bid for purposes of determining Priority (who goes first), meaning that the more damage a weapon does, the slower it is.  +  - __**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.  
-  - __**[[..:range|Range]] [Extension] :**__ a numeric value.  See the Range Extension for the effect this has in combat.+  - __**[[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)// 
 + 
 + 
 +<WRAP center round tip 100%> 
 +===== 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 
 +</WRAP> 
  
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