Type


OVERVIEW

The TYPE of an item determines how a Character can use it, how it can be wielded, worn, or contained, and what benefits and penalties it provides when used.

ARMOR

Armor gives a Character the ability to MITIGATE incoming damage from a WEAPON. While their Armor holds up, a Character can reduce the amount of damage they take by an amount dependent on the POWER and QUALITY of their armor.

All Armor must have the [armor] tag. Other tags are optional.

ARMOR TYPE POWER TAGS
PADDED 1 [cloth], [light]
HIDE 1 [leather], [bulky]
LEATHER 2 [leather]
CHAIN 3 [metal], [heavy]
SCALE 4 [metal], [noisy], [heavy]
BRIGANDINE 4
SCALE 4
PLATE 5 [metal], [noisy], [heavy]
USING ARMOR
MILESTONE MECHANIC/DECISION RESULT
NEW SCENE Roll ARMOR USE Gain [ARMORED] Condition; CONDITION POOL = Total ROLL result
ATTACKED Choose to Mitigate MITIGATION is armor’s POWER + QUALITY + Wearer’s ENDURANCE MOD
Reduce ARMORED POOL by 1.
ARMOR BEATEN none Lose [ARMORED] Condition.

CONSUMABLES

SHIELD

Shields give a Character the ability to BLOCK incoming damage from a WEAPON. While their Shield remains intact, a Character can increase the difficulty to hit them by an amount dependent on the POWER and QUALITY of their shield.

All Shields must have the [shield] tag. Other tags are optional.

SHIELD TYPE POWER TAGS
BUCKLER 1 [shield], [light]
TARGE 2 [shield]
HEATER 3 [shield]
KITE 4 [metal], [heavy]
TOWER 5 [metal],[heavy]
USING SHIELDS
MILESTONE MECHANIC/DECISION RESULT
NEW SCENE Roll SHIELD USE Gain [SHIELDED] Condition; CONDITION POOL = Total ROLL result
ATTACKED Choose to Block BLOCK is shield’s POWER + QUALITY + Wearer’s STRENGTH MOD
Add BLOCK to ARMOR RATING for this Attack
Reduce SHIELDED POOL by 1.
SHIELD BROKEN none Lose [SHIELDED] Condition.

TOOLS

WEAPONS

Weapons give a Character the ability to inflict BODY POOL damage to others. The kind and amount of damage a weapon can do is dependent on its POWER and its TAGS.

weaPON POWER TAGS
DAGGER 4 [weapon], [ambush], [piercing], [thrown], [melee], [quick]
SHORT SWORD 6 [weapon], [piercing], [slashing], [melee]
LONG SWORD 8 [weapon], [slashing], [melee]
GREATSWORD 10 [weapon], [slashing], [melee], [heavy], [2h]
HAND AXE 8 [weapon], [slashing], [thrown], [melee]
BATTLEAXE 10 [weapon], [slashing], [melee]
GREATAXE 12 [weapon], [slashing], [melee], [heavy], [2h]
ROCK 2 [weapon], [crushing], [thrown], [ammo]
SAP 4 [weapon], [ambush], [crushing], [stunning], [melee]
CUDGEL 6 [weapon], [crushing], [melee]
MACE 8 [weapon], [crushing], [melee]
MORNINGSTAR 10 [weapon], [crushing], [stunning], [melee], [heavy]
MAUL 12 [weapon], [crushing], [stunning], [melee], [heavy], [slow], [2h]
HORSEMAN’S HAMMER 6 [weapon], [crushing] OR [piercing], melee
FOOTMAN’S HAMMER 8 [weapon], [crushing] OR [piercing], melee
WARHAMMER 10 [weapon], [crushing] OR [piercing], [melee], [heavy], [2h]
DART 4 [weapon], [ambush], [piercing], [thrown], [quick]
JAVELIN 6 [weapon], [piercing], [thrown], [melee]
SPEAR 8 [weapon], [piercing], [thrown], [melee], [reach]
PIKE 10 [weapon], [piercing], [melee], [reach], [2h]
ARROW / BOLT 1 [piercing], [ammo]
SHORT BOW 7 [weapon], [launcher], [ranged], [quick], [2h]
LONG BOW 9 [weapon], [launcher], [ranged], [2h]
CROSSBOW 11 [weapon], [launcher], [ranged], [slow], [2h]
USING WEAPON
MILESTONE MECHANIC/DECISION RESULT
ATTACK Roll WEAPON USE TN is the target’s ARMOR RATING plus their AGILITY MODIFIER.
ROLL is ATTACKER’s TALENT + WEAPON USE TRAINING + AGILITY MOD
ATTACK HITS SUCCESSES Achieved DAMAGE is weapon’s POWER + QUALITY + Wielder’s STRENGTH MOD
Apply CONDITIONS to the target as appropriate.
CONDITION POOL values equal the WEAPON USE Roll.