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. |