This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Weapons ====== Most weapon stat details can be found on the [[combat]] page, but this section will quickly cover those again. For the sake of GM readability, weapons are written as: <code> <Weapon Name> (<Damage roll>/<Speed>/<Range>/<Spell Slots>) - <Special Features> <Flavor text> </code> **Speed** is how fast the weapon is versus other weapons or monster attacks, and must be specified.\\ **Range** is how far the weapon can go and can be **Melee**, **Near**, or **Long** If omitted, it is **Melee**.\\ **Spell Slots** are the number of slots the player can enscroll to the weapon. If omitted, it is considered **0**. Complicated modifiers to damage rolls, damage type information, or special perks should be in features and **not** the base Damage Roll. ===== Speed and Damage ===== All weapons have two parts; damage and speed. * **Damage** * **Variable Damage:** The amount of damage rolled by the player, expressed as XdY. * **Fixed Damage:** A fixed amount of damage the weapon always does, expressed as +X in a roll. * **Speed:** Expressed as one of: Slow, Med, or Fast. Weapon damage should correlate to it's speed. Fast weapons should be less predictable, and Slow weapons should have a higher potential and minimum damage. Moves are designed and balanced around this pattern. **Examples:** ^Weapon^Roll^Speed^Range| |Dagger|1d4|Fast|1~4| |HQ Dagger|1d6|Fast|1~6| |Sword|1d4+2|Med|3~6| |HQ Sword|1d6+2|Med|3~8| |Pike|1d4+4|Slow|5~8| |HQ Halberd|1d6+4|Slow|5~10| ===== Range ===== Physical weapons have three ranges. Distances are all approximate. A GM may take some liberties with what they consider the words to mean. The viable range of a weapon is added as the third element in it's descriptor. e.g. (1d4/Med/**Near**), or (1d7/Med/**Long**) **Melee**, the default range, is around 0-3 feet (0-1 meters) from your target. A distance where you can feasibly take a step or two to swing and hit someone with something. All weapons are usable in melee range, so it is not necessary to append this to the weapon's base descriptor, and should be avoided. **Near** is approximately 3-100 feet or 1-30 meters. **Long** is approximately 100-300 feet or 30-100 meters. Anything beyond this is not considered. Weapon damage is not typically a factor in weapon range. Any reasonable trade-off is acceptable. A **Long** range weapon should not be both powerful **and** fast, for example. Alternatively, if one was, it should have some caveat, like only being usable once per combat or useless at melee range. It may be desirable or necessary to specify "Just outside of Melee/Near range" or "Between Near and Long range" for certain weapons or moves, but should be avoided when possible. ===== Magic Slots ===== Any kind of weapon can have magic slots attached. The number of magical slots on a weapon is either the third or fourth element, following range if it's set. e.g. (1d3/slow/2) (1d3/slow/long/2) Weapons should become less effective physically as they become more useful magically. For example: * **Magicked Dagger** (1d6/fast/1) - It slices, it dices, it makes unholy cries! * **Wand** (1d4/fast/3) - You don't know where this has been, and you don't want to know. * **Spellbook** (1d2/slow/5) - The margins are filled with crude remarks about your mother. ===== Equipment Perks ===== Adding extra effects to a weapon, such as a trait that boosts a move or grants an effect or boon can be a bit tricky. Remember that when rewarding a player your goal is to balance power, utility and effort-to-reward. Weapon abilities should be balanced by frequency of use, and the kind of things that you would want other people to use in your own sessions. Be mindful of the fact that players are not usually permitted to bring more than two weapons into a session, so the abilities attached to it should be re-usable. Consider the following Do's and Don'ts before attempting to author a weapon perk! **DO** * Keep weapon descriptions short and to the point. * Get a second opinion from a fellow GM if possible. * Use the notation for other abilities or perks when applicable. (See [[1e:moves|Moves]]) * Keep language unambiguous. If another GM can't understand how something should be done by reading it, reword it. **DON'T** * Give extremely powerful abilities without drawbacks or limitations. * Give complicated abilities that add significant work for the player or GM. Examples: * Weapons that require another roll every use. * Accessories that require rolls every turn. * Armor that requires a roll every time a player walks up a flight of stairs. * Modify a base stat without an equally detrimental draw-back ===== Examples ===== * **Split-Maker (1d6+1d4/Fast) **- 1/Session, you may re-roll a damage roll through splitting the timeline into two. You may use either result, but the disorientation causes you to take -1 Wits forward * **Cyron Shield (Shield/+1 Armor)** - 1/Session, dealing damage while this is equipped gives you a +1 forward to Absorb Magic or Counterspell. [Mind-Plane, Abyss-touched] ====== Armor ====== Most armor stat details can be found on the [[combat]] page, but this section will quickly cover those again. Armor is formatted as: <code> <Armor Name> (<Defense>/<Weight>/<Durability>) - <Special Features> <Flavor text> </code> **Defense** is the amount of incoming general-purpose damage that the armor reduces, and may be fixed or variable.\\ **Weight** is one of **Airy**, **Light**, **Medium** or **Heavy** and sometimes affects which moves can be used.\\ **Durability** is one of **Low**, **Moderate** or **High** and describes how easy it is to remove the armor. Special features can include anything you can imagine, and situational or specific defense types should be written in there, **not** in the basic Defense stat. Shields should be considered weapons and given a base damage roll. Defensive abilities should be described in the special features and the word "Shield" or another synonym should be in the name of the weapon to prevent ambiguity. ===== Examples ===== * **Brigand Coat (2/Light/Moderate)** Surprise attacks: +2 damage. Sneak: Take +1. * **Robe of the Moon (1/Airy/Low)** - Silken robes that are cut to allow maximum motion. Their durability is reinforced somewhat with Abjuration magics. ==== Accessories ==== * **Silver Spy Ring (Accessory)** - See and hear one-way through a wall less than 5 feet thick and not magically warded. 1/Session. * **Necklace of Abyssal Creation (Accessory)** - When gaining HP you may choose to gain 25% more, rounded up. 1/Session. [Mind-Plane, Abyss Seed]