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Table of Contents
Work in progress: missing Damage:
Weapons
Any object (Thing) designed to harm another Actor is a Weapon.
Extension Summary:
- Depends On: 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.
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 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.
- Abilities [Extension]
Example Weapon
Longsword (S3, R2)
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
Abilities [Extension]: Range(melee, adjacent)-2, Damage(Slash)-3 Target-1
Game Mechanic: N/A
Craft [Extension]:
Cost [Extension]:
Durability [Extension]:
Weight [Extension]: 1.4kg
