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Tags

Tag Description
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.
  • Hand: It’s useful for attacking something within your reach, no further.
  • Close: It’s useful for attacking something at arm’s reach plus a foot or two.
  • Reach: It’s useful for attacking something that’s several feet away maybe as far as ten.
  • Near: It’s useful for attacking if you can see the whites of their eyes.
  • Far: It’s useful for attacking something in shouting distance.
  • 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.
  • Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative
dw/tags.1664633821.txt.gz · Last modified: 2022/10/01 08:17 by rabidbaboon