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Post by The Weirwood on Mar 30, 2015 19:41:07 GMT
This is where the different types of weapons will be listed. Weapons are important, obviously, for fighting. Your weapon determines the base Damage that you deal in combat; it is usually based on your Athletics, though for some weapons it is based on Agility instead. We have decided to remove the Training requirement from Weapons mechanics in this game. Your Fighting ability describes your ability to fight with your hands or any weapon, both ranged and melee, and Specialties are a bonus to that. However, as above we intend to play it realistically, and some Weapon & Armor Qualities will be tweaked to include prerequisites or Attribute requirements, so don't expect to get away with any ridiculousness. Different weapons are listed below, categorized by what Fighting Specialty they are enhanced by, along with their Damage and Qualities;
Fighting Specialty - Axes: Battle Axe: Ath. +0; Adaptable Crowbill: Ath. -1; Shattering I Hand Axe: Ath. -1; Off-Hand I Longaxe: Ath. +3; Bulk, Powerful, Reach, Two-Handed, Vicious Mattock: Ath. +1; Powerful, Slow, Two-Handed
Fighting Specialty - Bludgeons: Ball & Chain: Ath. +0; Powerful, Shattering I, Two-Handed Cudgel: Ath. -1; Off-Hand I Flail: Ath. +3; Powerful, Shattering I, Two-Handed Mace: Ath. +0; Off-Hand I Maul: Ath. +1; Bulk, Shattering I, Slow, Staggering, Two-Handed Morningstar: Ath. +1; Piercing II, Shattering II, Vicious Quarterstaff: Ath. +0; Fast, Two-Handed Warhammer: Ath. +2; Bulk, Powerful, Shattering II, Slow, Two-Handed
Fighting Specialty - Bows: Hunting Bow: Agil. +0; Medium Range, Two-Handed Recurve Bow: Agil. +1; Long Range, Powerful, Two-Handed Longbow: Agil. +2; Long Range, Piercing II, Two-Handed, Unwieldy
Fighting Specialty - Brawling: Fists: Ath. -3; Grab Gauntlet: Ath. -2; Grab Improvised: Ath. -1; Slow Knife: Ath. -2; Fast, Off-Hand I Whip: Agil. -1; Entangling, Reach Hook Chain: Agil. +1; Grab, Fast, Entangling, Reach, Unwieldy
Fighting Specialty - Crossbows: Light Crossbow: Agil. +1; Medium Range, Reload (Lesser), Slow Heavy Crossbow: Agil. +2; Bulk, Long Range, Piercing II, Reload, Slow, Two-Handed, Vicious Myrish Crossbow: Agil. +1; Bulk, Long Range, Piercing I, Two-Handed, Unwieldy
Fighting Specialty - Long Blades: Bastard Sword: Ath. +1; Adaptable Longsword: Ath. +1 Greatsword: Ath. +3; Powerful, Slow, Two-Handed, Unwieldy, Vicious
Fighting Specialty - Polearms: Halberd: Ath. +3; Bulk, Powerful, Two-Handed Improvised: Ath. +2; Two-Handed, Unwieldy Pike: Ath. +2; Impale, Set-for-Charge, Slow, Two-Handed, Unwieldy Poleaxe: Ath. +3; Bulk, Powerful, Two-Handed, Unwieldy
Fighting Specialty - Short Blades: Dagger: Agil. -2; Defensive I, Off-Hand I Dirk: Agil. -2; Off-Hand II Stiletto: Agil. +0; Off-Hand I, Piercing II
Fighting Specialty - Shields:** Buckler: 2d Ath.; Defensive II Round Shield: 3d Ath.; Bulk^^, Defensive IV Tower Shield: 4d Ath. 1b Str.; Bulk^^, Defensive VI
Fighting Specialty - Spears: Boar Spear: Ath. +2; Impale, Powerful, Slow, Two-Handed Short Spear: Agil. +1; Adaptable, Fast Long Spear: Agil. +1; Fast, Two-Handed Tourney Lance: AH +3; Bulk, Mounted, Powerful, Reach, Slow Trident: Ath. +0; Adaptable, Slow War Lance: AH +4; Bulk, Impale, Mounted, Powerful, Slow, Vicious
Fighting Specialty - Thin Blades (Fencing): Braavosi Rapier: Agil. +0; Defensive II, Fast Left-Hand Dagger: Agil. -1; Defensive II, Off-Hand I Small Sword: Agil. -1; Fast
Fighting Specialty - Thrown Weapons: Improvised: Ath. +0; Close Range Javelin: Ath. +0; Close Range, Piercing I Net: N/A; Close Range, Entangling Sling: Ath. -1; Medium Range Throwing Axe: Ath. +0; Close Range Throwing Knife: Agil. -1; Close Range, Fast Throwing Spear: Agil. +0; Close Range
** Shields are unique. We have removed the ability to roll using your Shield as a weapon, it's stupid and pointless considering their low damage, and shield-bashing is always part of a good fight anyway. Instead of their base Damage, like the other Weapons, We have listed the requirement that is needed use that particular shield. However, 3 Bonus Dice in the Shields Specialty will allow you to mitigate 1d of ANY Shield's requirements.
^^Shields are unique. Bulk only applies to Shields for the purposes of drowning; the requirements for using a Shield are what are listed above. If your Shield has Bulk you will need to discard it if you are in danger of drowning, or else it will drag you down to your death, however you do NOT have to worry about the Bulk Requirements that are posted in the thread below.
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Post by The Weirwood on Mar 30, 2015 19:43:35 GMT
The differences between various weapons of various classes, are represented in the game by Weapon Qualities. Some Weapon Qualities are used by many weapons, and are simple, such as "Two Handed" which requires a wielder of that weapon to use two hands. Others are more specific, but they are all listed below, with their various effects:
Adaptable: A Weapon with the Adaptable quality is designed for use with one or two hands. When an Adaptable weapon is held in both hands, increase its Damage by +1.
Bulk: Weapon Bulk is NOT the same as Armor Bulk! To use a Weapon with the Bulk quality, the Character must posses EITHER (4d Ath. +1b Str.) OR (3d Ath. +3b Str.) Similar to Armor Bulk, a character cannot swim while holding a bulky weapon, but it is a simple matter to let go of it, if you do not want to drown.
Close Range: A Weapon with the Close Range quality has an effective range of 10 yards, meaning you can attack opponents within 10 yards at no penalty. You can attack opponents beyond this range, however all fighting tests receive a penalty of -1d for every 10 yards beyond the effective range. Thus, attacking an opponent that’s 11 yards away imposes –1d on your attack test, and an opponent 21 yards away imposes -2d, etc.
Defensive: A Weapon with the Defensive quality can serve a dual function. They can be used as weapons, but they are often more effective in knocking aside or parrying your enemies’ attacks. When armed with a Defensive weapon, you add the weapon’s Defensive rating to your Combat Defense. Many Defensive weapons also have the Off-Hand quality, allowing you to wield them and a primary weapon at the same time. If you choose to add your Off-Hand bonus to your damage, you lose the Defensive bonus until the start of your next turn.
Entangling: An Entangling weapon contains your opponent. A foe struck by an Entangling weapon reduces its movement to 1 yard and takes a −5 penalty to all tests. The target can free itself by succeeding on a Challenging (9) Athletics test (bonus dice from Strength apply) or Agility test (bonus dice from Contortionist apply). You cannot make further attacks with an Entangling weapon so long as the target is contained by its effects.
Fast: A Weapon with the Fast quality is designed to slip past your opponent’s defenses and to strike rapidly. When you make a divided attack using a Fast weapon, you gain +1d on each test. Bonus dice, as always, cannot exceed the number of test dice rolled per attack.
Grab: A Weapon with the Grab quality lets you grab and hold onto an opponent, preventing them from moving away from you. Whenever you successfully hit an opponent with a Grab weapon and your attack test result also equals or beats the opponent’s passive Athletics result (Strength bonus dice apply), you may, if you choose, grab that opponent. A grabbed opponent cannot move until you release him or until that opponent beats you on an opposed Fighting test (Brawling bonus dice apply). A grabbed opponent can only make attacks using Brawling weapons or Short Blades. Finally, grabbed opponents take a –5 penalty to their Combat Defense (to a minimum of 1). Using a Grab weapon does have its limitations. While you grab an opponent, you cannot move and may only make attacks against that opponent using a Grab or Off-Hand weapon, or an unarmed Brawling attack.
Impale: A Weapon with the Impale quality can punch through its target victim. Whenever you get three or more degrees of success on a test using a weapon with the Impale quality, you drive the weapon through your opponent. You must immediately succeed on a Challenging (9) Athletics test. A failed test indicates you are disarmed, as the weapon remains stuck in your opponent. If you succeed, your opponent cannot move, but you cannot attack with the weapon, either. To yank the weapon free, you must succeed on another (3 +opponent’s AR) Athletics test. A success frees the weapon, and every additional degree deals the weapon damage again.
Pinning an Opponent: You can also use a weapon with the Impale quality to pin an impaled foe to the ground, wall, or some other surface. Roll an Athletics test against your opponent’s passive Endurance result (Resilience bonus dice apply). A successful test prevents your opponent from moving until he pulls himself free.
Getting Free: An impaled character may remove the weapon by successfully rolling a Challenging (9) Athletics test. Removal inflicts 1 wound. An ally may remove the weapon safely by succeeding on a Formidable (12) Healing test. Failure removes the weapon but deals 1 point of damage for every 5 points by which the test failed (minimum 1 point).
Long Range: A Weapon with the Long Range quality has an effective range of 100 yards, meaning you can attack opponents at or within 100 yards at no penalty. You may still attack opponents beyond this range, however all fighting tests receive a penalty of -1d for every 100 yards beyond the effective range. Thus, attacking an opponent that’s 101 yards away imposes –1d on your attack test, and an opponent 201 yards away imposes -2d, etc.
Medium Range: A Weapon with the Medium Range quality has an effective range of 50 yards, meaning you can attack opponents at or within 50 yards at no penalty. You may still attack opponents beyond this range, however all fighting tests receive a penalty of -1d for every 50 yards beyond the effective range. Thus, attacking an opponent that’s 51 yards away imposes –1d on your attack test, and an opponent 101 yards away imposes -2d, etc.
Mounted: A Weapon with the Mounted quality is too large and bulky to be used on foot, and is intended for use while mounted on a horse or some other steed. Using these weapons on foot imposes a penalty of -2d on all Fighting tests.
Off-Hand: A Weapon with the Off-hand quality can be wielded in your off-hand, allowing you to add your Off-hand modifier to your primary weapon damage on a successful Fighting test. To gain this benefit, you must make a Two-Weapon attack.
Piercing: Piercing weapons bypass armor. When you hit an opponent with a Piercing weapon, your damage ignores an amount of Armor Rating equal to the listed value.
Powerful: A Weapon with the Powerful quality can be used by a strong characters can put more muscle behind their hits and thus deal more damage in combat. On a successful hit, increase the weapon's base Damage +1 for every bonus dice in Strength.
Reach: When armed with a Reach weapon, you can attack opponents that are not adjacent to you. Also, gain +2 on Agility tests for Combat Initiative.
Reload: A Weapon with the Reload quality requires an action to reload after it has been fired. If your opponent is with attacking range of you, this means they receive a free attack.
Set-For-Charge: A Weapon with the Set-For-Charge quality gives its wielder a bonus if he is stationary and facing a charging opponent. Set-For-Charge is a Greater Action that must when a specific target is charging at you from beyond melee range. Set-For-Charge places your character in a stationary position with the butt of their spear braced against the ground and the tip angled forward at the charging opponent. If the charging opponent fails a Formidable (12) Agility test (Dodge bonus dice apply), then the weapon which was Set-For-Charge gains base damage equal to its wielder's Fighting rank in the first round of combat.
Shattering: A Weapon with the Shattering quality is designed to smash through shields, parrying weapons, and armor. Whenever you get more than one degree of success on a Fighting test using this weapon, you reduce the opponent’s Defensive bonus** or Armor Rating by the amount indicated. **A Weapon with the Shattering quality affects ANY item with a Defensive bonus, including Shields, and it also affects ALL metal armor. Reducing a weapon’s Defensive bonus or an armor’s Armor Rating to 0 or less destroys that item.
Slow: A Weapon with the Slow quality is cumbersome and difficult to wield with speed and grace. You may not make Divided Attacks using these weapons, so you will be at a severe disadvantage if fighting multiple opponents.
Staggering: The force of a Staggering weapon’s hit can knock a foe senseless. Whenever you attain two or more degrees with a successful Fighting test using a Staggering weapon, you may sacrifice one degree to prevent your foe from taking a Greater Action on his next turn.
Two-Handed: Large weapons sometimes need both hands to use properly, and this is represented weapons with the Two-Handed quality. If you attempt to use a Two-Handed weapon with only one hand, you will suffer a -3d penalty on all fighting tests; players with the Massive benefit are exempt from this penalty.
Unwieldy: A Weapon with the Unwieldy quality is very difficult to move with and use properly without the correct training. The Unwieldy quality imposes a penalty on ALL test results involving this weapon equal to the number of Bonus Dice your character has that apply to the weapon's use, minus six. For example, when using a Longbow, 6b in Bows will mitigate the Unwieldy penalty but however many Bonus Dice you have fewer than 6, will be the penalty that is subtracted from your Fighting tests.
Vicious: Some weapons are better at killing than others. The consequence of defeat to an opponent using a weapon with the Vicious quality is always death. Of course, one may always burn a Destiny Point to remain alive, if one has Destiny Points available.
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Post by The Weirwood on Mar 30, 2015 20:06:22 GMT
Weapons are graded at several levels, and these different levels describe the quality of the weapon. A Valyrian Steel sword, for example, is generally made of a far higher quality than even the finest castle-forged steel, and its statistics should reflect that. Castle-forged steel, in turn, is of a higher quality than some common weapon that you either bought or scavenged.
Grade: Poor (–1d on all Fighting tests made while using this weapon) Poor quality weapons are most often used by poor smallfolk pressed into battle, broken men, or desperate outlaws. Examples of Poor quality weapons include a farmer’s sickle sharpened for war or a hastily made blade now spotted with rust. A Common quality weapon can be reduced to Poor quality, if its owner does not care for it properly.
Grade: Common (N/A) Common quality weapons are produced by smiths of common skill, found in any village and by the score in cities of any size. Most city guards, hedge knights, and footmen of well-equipped armies use Common quality weapons. A Common quality weapon can be reduced to Poor, if its owner does not care for it properly. ALL PLAYER'S WEAPONS WILL BE OF THIS QUALITY UNLESS THEIR HOUSE HAS ACCESS TO AN ARTISAN WHO CAN CRAFT CASTLE-FORGED STEEL
Grade: Superior (+1 to all Fighting test results while using this weapon) Superior weapons are made by renowned master weaponsmiths, using the highest-quality materials at their forge. These weapons are often called “castle-forged,” for prized smiths easily find a warm welcome in the halls of the great lords. Superior weapons may be branded with a maker’s mark, a personalized symbol of the Artisan who created them. Such marks help give a history to a particular weapon, and the mark of a famous smith will often significantly increase its value.
Grade: Extraordinary (+2 to all Fighting test results while using this weapon, +2 to Weapon Damage) Extraordinary quality weapons are forged of Valyrian steel, far finer than even castle-forged steel or heirlooms of ancient houses. Valyrian steel originated in the Freehold of Valyria and is one of the few remnants of that earlier era. Valyrian steel is smoky grey, darker than normal steel, and it appears rippled where the steel has been folded into itself; no other metal can hold so sharp an edge. It also tends to be very light, as no other metal can be hammered so thin yet still retain its strength. Valyrian steel is oft said to be spell-forged and folded hundreds of times in the making, and it is true that few smiths in Westeros know how to handle the metal.
Valyrian Steel Weapons Although extremely rare, thousands of Valyrian steel weapons survived the Doom of Valyria, perhaps two hundred or more being in the Seven Kingdoms. Most Valyrian steel weapons are storied and highly prized; considered priceless by even impoverished houses, a minor lord is far more willing to sell off a daughter than a family weapon.
Dragonglass weapons One of the traditions that have continued since the emergence of the Children of the Forest is that the Nights Watch is gifted two hundred dragonglass daggers and arrows every year.
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