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Tag | Description |
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Close | It’s useful for attacking something at arm’s reach plus a foot or two. |
Clumsy | It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative. |
Far | It’s useful for attacking something in shouting distance. |
Forceful | It can knock someone back a pace, maybe even off their feet. |
Hand | It’s useful for attacking something within your reach, no further. |
Ignores Armor | Don’t subtract armor from the damage taken. |
Messy | It does damage in a particularly destructive way, ripping people and things apart. |
n Ammo | It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand. |
n Armor | It protects you from harm and absorbs damage. When you take damage, subtract your armor from the total. If you have more than one item with n Armor, only the highest value counts. |
+n Armor | It protects you and stacks with other armor. Add its value to your total armor. |
+n Damage | It is particularly harmful to your enemies. When you deal damage, you add n to it. |
n Piercing | It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack. |
Near | It’s useful for attacking if you can see the whites of their eyes. |
Precise | It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR. |
Reach | It’s useful for attacking something that’s several feet away— maybe as far as ten. |
Reload | After you attack with it, it takes more than a moment to reset for another attack. |
Stun | When you attack with it, it does stun damage instead of normal damage. |
Thrown | Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it. |
Applied: It’s only useful when carefully applied to a person or to something they eat or drink. Awkward: It’s unwieldy and tough to use. +Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.” n coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price. Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions. Ration: It’s edible, more or less. Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all. Slow: It takes minutes or more to use. Touch: It’s used by touching it to the target’s skin. Two-handed: It takes two hands to use it effectively. n weight: Count the listed amount against your Load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier. Worn: To use it, you have to be wearing it. n Uses: It can only be used n times. n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand. Forceful: It can knock someone back a pace, maybe even off their feet. +n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it. Ignores Armor: Don’t subtract armor from the damage taken. Messy: It does damage in a particularly destructive way, ripping people and things apart. n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack. Precise: It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR. Reload: After you attack with it, it takes more than a moment to reset for another attack. Stun: When you attack with it, it does stun damage instead of normal damage. Thrown: Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.