Inventory
Armaments
Chief amongst the PC's tools is their weapon. Even magic-users, who can cast their spells by hand, prefer catalysts like staves and wands to amplify the impact of their magic.
Inventory
Chief amongst the PC's tools is their weapon. Even magic-users, who can cast their spells by hand, prefer catalysts like staves and wands to amplify the impact of their magic.
Armaments are weapons, shields, and magical implements used to perform deeds. Each armament has a supply die, a number of trait slots, and one or more armament groups.
An armament's quality determines how many trait slots it can have. A crude armament has 3 traits, while improving its quality grants one additional trait slot that can be used to add new traits or increase the rank of a stackable trait.
Improving an armament's quality also raises its supply die by one step, improving its damage and any guard dice it provides along with it.
An armament's supply die is also used as its damage die whenever a deed deals †(or Ω damage for catalysts) with the armament.
Traits describe an armament's form, function, and special properties. Each trait occupies one of the armament's trait slots. Traits are divided into group traits, which determine what kind of armament it is and grant its armament effects, and handling traits, which determine how it is wielded and modify its capabilities.
Some traits are stackable and can occupy multiple trait slots, increasing their effect with each rank.
Your armament effects reflect how your choice of arms shapes your fighting style. Each group trait grants an armament effect, and an armament can have several, such as a halberd combining the effects of axe and polearm.
Armament effects are triggered by sparks on certain deeds, such as the common strike deed (see Deeds). When triggered, all effects of the chosen armament occur: beneficial states first, then forced movement, and finally harmful states.
The group traits broadly describe the functions of your armament. Some armaments belong to multiple groups, but each armament needs at least one group trait.
Agile. Swift weapons suited to mobile fighting and flowing attacks.
Armament Effect: Gain hastened 2.
Axe. Hafted weapons with weighted blades used for chopping and hewing.
Armament Effect: Inflict suffering 2.
Blade. Edged weapons made for cutting and slicing.
Armament Effect: Inflict bleeding 4.
Catalyst. Implements such as wands, staves, and talismans used to wield magic. A catalyst can be used to make spell deeds, using its supply die for Ω damage. A catalyst cannot be used to deal †damage, unless it also benefits from another group trait. Catalysts have no armament effects.
Flailing. Flexible weapons such as flails and whips that swing, lash, or wrap around their targets.
Armament Effect: Gain a surge.
Hammer. Hafted weapons with heavy heads used for crushing and battering.
Armament Effect: Inflict weak 2.
Missile. Flexible missile weapons that shoot projectiles. You can use this armament for ranged deeds within 4 squares, but it cannot be used in melee.
Armament Effect: Inflict bleeding 4.
Polearm. Long-hafted weapons used to control space and sweep foes aside.
Armament Effect: Sweep 2.
Shield. Defensive armaments made to ward off blows. While wielding a shield, you gain a guard die equal to its supply die. A shield cannot be used to deal †damage, unless it also benefits from another group trait.
Armament Effect: Gain protected 2.
Simple. Basic weapons that rely on straightforward force, including clubs, improvised weapons, and brawling armaments.
Armament Effect: Push 2.
Sword. Balanced bladed weapons suited to swift and versatile fighting.
Armament Effect: Gain strong 2.
Thrusting. Pointed weapons designed to pierce with precise thrusts.
Armament Effect: Inflict exposed 2.
Handling traits determine how an armament is wielded and modify its capabilities. Some handling traits are stackable, meaning they can be taken multiple times.
Brutal (stackable). When you roll 10 or higher on a †, roll the die again and add the result to the damage. Each additional rank of brutal lowers this threshold by 1. A damage die can only trigger brutal once.
Fragile. Whenever you attempt a deed using this armament, its damage roll also counts as its supply check. If multiple damage dice are rolled, use the highest result for the supply check.
Free-Hand (requires light handling). Wielding this armament doesn't occupy your free hand.
Heavy. Raise the armament's supply die by one die step. The armament occupies one additional inventory slot and requires two hands to wield.
Light. Lower the armament's supply die by one die step. The armament requires only one hand and occupies only one inventory slot.
Parry (stackable). The armament grants one guard die equal to its supply die for each rank of parry.
Potent (stackable; requires catalyst group). Increase the potency of states, recoveries and forced movement by 1 granted or inflicted using the armament.
Power (stackable). After rolling for damage with this armament, add +1 damage per rank of power.
Project (stackable; requires catalyst group). Increase the range of spell deeds made using the armament by 4 per rank of project.
Range (stackable; requires missile group). Raise the distance for ranged deeds by 4 squares per rank of range.
Reach. Increase the reach of melee deeds made using the armament by 1 square.
Spread (stackable; requires catalyst group). Increase the size of areas by 1 for deeds made using the armament.
Thrown (requires light handling). The armament can be used to make melee and ranged deeds. Its ranged deeds are limited by your throwing distance.
Your armaments remain sheathed or slung over your back during exploration. You can draw or sheathe one or two of your equipped armaments once per turn as a free action during encounters. Completely swapping out equipped arms requires the rummage ✦ action.
When you attempt a deed while wielding multiple armaments, choose which armament you use. The deed uses that armament's supply die, range, and handling traits.
While you aren't wielding a heavy armament, you count as having a free hand, which has its own entry in the weapon table. You can always choose to occupy your free hand with a light armament.
While you have a free hand, you can perform a maneuver alongside a deed without spending focus. Without a free hand, doing so costs 2 focus.
When you trigger your armament effects while wielding two armaments, choose the armament effects of either armament to trigger. You can spend 2 focus to trigger the armament effects of both instead. This also goes for your free hand.
All listed armaments are of crude quality.