Armaments

Armaments

The truest armor is faith in God. It can protect far more than your body. It can protect your mind and spirit as well. However, covering yourself in metal plates never hurts.
 
Armaments are the weapons, armor and other equipment that fighters use in battle.  Most weapons and armor have Perks and Flaws, just like characters do, and these traits lend themselves well to a certain fighting style.   The craftsman who creates the item determines the Perks and Flaws associated with it, and a unique combination of Perks and Flaws has a specific name.  The Perks, Flaws, and items associated with them are below.

Weapons

Weapon Perks and Flaws should match their Physrep, the actual physical item wielded by the player, where stated.  A Physrep that does not meet the description, at Staff discretion, cannot be attached to an item tag that calls for those requirements through its weapon traits.
 
The example weapons given here are not an exhaustive list, and weapons with other combinations of Perks and Flaws are able to be created by blacksmiths.

Broad

When delivering Staggering Conditions with this weapon, add the Mighty Quality to the Condition Call

Hooked

When delivering Staggering Conditions with this weapon, add the Quick Quality to the Condition Call

Stout

When delivering Stunning Conditions with this weapon, add the Mighty Quality to the Condition Call

Waved

When delivering Stunning Conditions with this weapon, add the Quick Quality to the Condition Call

Curved

When delivering Striking Conditions with this weapon, add the Mighty Quality to the Condition Call 

Spike

When delivering Striking Conditions with this weapon, add the Driving Quality to the Condition Call

Double-Edged

When delivering Striking Conditions with this weapon, add the Quick Quality to the Condition Call 

Sundering

After 5 Hits to a Shield, Weapon or Armor, or 50 Hits to a doorcall Sunder against that object.  If Sunder is defended, the Hits must be made again.

Long

The weapon has a length that would make it the next heavier category, and can be used with either Weapon Skill. 

Sturdy

The weapon gains 1 Toughness call against Sunder 

Flexible

This weapon has its blade or hurtful implement on the end of a flexible chain or cord, making it incredibly difficult to block or parry.  If the blade hits an opponent after they have otherwise interfered with the strike enough that a No Hit could be called, instead the wielder may call Strike. A weapon with this perk may never be used to call Parry.

Lightweight

This weapon cannot be used to deliver Staggering Conditions

 

Blunt

This weapon cannot be used to deliver Striking Conditions

 

Slender

This weapon cannot be used to deliver Stunning Conditions

 

Snub

An Arming Weapon between 24-38 Inches

 

Large

Weapon must be wielded in two hands for hits to be effective

 

Short

A Light Weapon 12 inches long or shorter.

 

Fragile

If this weapon is hit by another weapon wielded in two hands, it is Sundered.

 

Wyrd

Must look like a crazy fantasy weapon. Weapon has 1 Anacrusis natively. Will not be bought by anyone with Wyrd Loathing.

 

Unwieldy

When using this weapon Footwork takes an addition Beat to enter

 

Cumbersome

When the wielder is Staggered, they are instead Knocked Down

 

Unbalanced

When the wielder calls Parry, they are Staggered

 

Crude

The weapon is broken after a scene when it is used

Work Machete
Perk: Curved
Flaw: Crude
Recipe: Hilt, Strap, Short Blade

Hatchet
Perk: Sundering
Flaw: Fragile
Recipe: Hilt, Strap, Wedge

Work Cleaver
Perk: Sundering
Flaw: Crude
Recipe: Hilt, Strap, Wedge

Blackjack
Perk: Stout
Flaw: Blunt
Recipe: Handle, Ball

Work Mallet
Perk: Broad
Flaw: Crude
Recipe: Handle, Ball

Dagger
Perk: Double Edged
Flaw: Short
Recipe: Hilt, Short blade

Stiletto
Perk: Spike
Flaw: Short
Recipe: Hilt, Short blade

Leaf-Blade Dagger
Perk: Waved
Flaw: Short
Recipe: Hilt, Short blade

Rapier
Perk: Long
Flaw: Slender
Recipe: Hilt, Strap, Long Blade

Arming Sword
Perk: Sturdy
Flaw: Lightweight
Recipe: Hilt, Strap, Long Blade

Shortsword
Perk: Double Edged
Flaw: Snub
Recipe: Hilt, Strap, Short Blade

Broadsword
Perk:
Broad
Flaw:  Cumbersome
Recipe: Hilt, Strap, Long Blade

Scimitar
Perk: Curved
Flaw: Fragile
Recipe: Hilt, Strap, Long Blade

Saber
Perk: Curved
Flaw: Slender
Recipe: Hilt, Strap, Long Blade

Battle Axe
Perk: Sundering
Flaw: Unbalanced
Recipe: Handle, Wedge

Labrys
Perk: Double Edged
Flaw: Unbalanced
Recipe: Handle, Wedge, Wedge

Bearded Axe
Perk: Hooked
Flaw: Unbalanced
Recipe: Handle, Wedge, Wedge

Work Axe
Perk: Sundering
Flaw: Crude
Recipe: Handle, Wedge

Warhammer
Perk: Broad
Flaw: Blunt
Recipe: Handle, Weight

Spiked Hammer
Perk: Spike
Flaw: Unwieldy
Recipe: Handle, Weight

Work Pick
Perk: Spike
Flaw: Crude
Recipe: Handle, Weight

Mace
Perk: Stout
Flaw: Unbalanced
Recipe: Handle, Weight

Morningstar
Perk: Spiked
Flaw: Unbalanced
Recipe: Handle, Weight

Flail
Perk: Flexible
Flaw: Blunt
Recipe: Handle, Weight

Light Spear
Perk: Long
Flaw: Fragile
Recipe: Haft, Short blade

Longsword
Perk: Long
Flaw: Large
Recipe: Hilt, Strap, Guard, Greatblade

Greatsword
Perk: Double-Edged
Flaw: Large
Recipe: Hilt, Strap, Guard, Greatblade

Flamberge
Perk: Waved
Flaw: Large
Recipe: Hilt, Strap, Guard, Greatblade

Moorsword
Perk: Spike
Flaw: Large
Recipe: Hilt, Strap, Guard, Greatblade

Polearm
Perk: Hooked
Flaw: Unwieldy
Recipe: Haft, Longblade, Wedge

Work Scythe
Perk: Curved
Flaw: Crude
Recipe: Haft, Longblade, Wedge

Work Bill
Perk: Hooked
Flaw: Crude
Recipe: Haft, Longblade, Wedge

Long Spear
Perk: Spike
Flaw: Large
Recipe: Haft, Strap, Shortblade

Work Boar Spear
Perk: Spike
Flaw: Crude
Recipe: Haft, Strap, Shortblade

Greataxe
Perk: Sundering
Flaw: Large
Recipe: Haft, Wedge, Wedge, Harness

Maul
Perk: Broad
Flaw: Large
Recipe: Haft, Harness, Weight, Weight

Great Mace
Perk: Stout
Flaw: Large
Recipe: Haft, Harness, Weight, Weight

Shields

Shields act as a movable barrier the fighter can put in front of themselves to stop Hits.  Hits that would otherwise do damage but instead strike the shield are not able to normally deal damage or cause combat conditions.  Using a shield effectively requires the Shields Skill, which also grants additional functions to the fighter.

Shields themselves come in different sizes and configurations, with their own Perks and Flaws.  By default, shields are small: buckler-sized shields that cover the arm and no more.  Larger shields require Perks, requiring them to be balanced by Flaws or of high-quality craftsmanship.

Medium Size

Kite shields, heaters; covers the full arm and torso

Large Size

Tower shields and greatshields; Anything larger than a medium shield is a large shield. Requires Medium Size Perk.

Sturdy

Shield gains 1 Toughness call against Sunder

Ornate

Choose one Outfit Perk at the weapon’s creation. The wielder gains the benefit of that Perk while their hand is upon the weapon.

Deflecting

May use the Guard skill to call Parry instead of Armor

Slippery

May call Parry whenever Grabbed shield by an opponent touching your shield

Spiked

May call Strike whenever you call Knockdown with your shield

 

Massive

While holding this shield, the user cannot run or Dodge

Unbalanced

When the wielder calls Parry, they are Staggered

Crude

This item is considered Broken after one scene of use.

Cumbersome

May not spend Footwork for anything except Armor or Parry

Ornamental

Take a Sunder if you physically block three hits in the same Beat with this shield

Thin

May not call Armor against Striking Conditions

Armor 

Armor protects fighters from incoming damage by allowing them to use the Armor Defense.  Armor comes in three grades – Light Armor, Medium Armor and Heavy Armor, and each grade of armor protects against weapons of the corresponding class and lighter.  

For instance, Light Armor – worn as stiff leather or gambeson armor, protects against attacks from the Light Weapons category, such as knives or clubs, which also includes such things as the teeth and claws of beasts.  Medium Armor, worn as chainmail or scale armor, protects against Arming Weapons such as a broadsword, saber, hammer, mace, or battleaxe, but also protects against Light Weapons just as well, and this category also includes arrows and other Archery attacks.  Lastly, Heavy Armor, worn as metal plate armor (high quality polyurethane armor is allowed), protects against all three categories of attacks.  

In order to stop an attack with the Armor call, the appropriate Hit must have physically struck the actual piece of armor worn.  A Hit that lands on an unprotected location, Armor may not be used to defend, though a Parry or Dodge still may be allowed if otherwise possible.   

The Armor defense call granted by a fighter’s protective equipment may be used once every other Beat.  If a second attack connects the Beat after Armor were called, even one that lands on a protected area, the Armor call remains unavailable.  Review the Core Rules for additional information.

Armor Traits

Armor does not have Perks and Flaws by default.  Suits of ordinary quality have no special qualities by default, other than what is described above.  Armors of Superior Quality, (those made by a Blacksmith or Needleworker of Skill Rank 4 or higher) may select one Armor Trait, a combined set of a Perk and a Flaw.  The effects come as a single package, each with a positive and negative aspect.   Masterwork quality armors may have an Armor Trait, but only the positive aspect of it, dropping the flaw portion.

 

Stable

This armor may use Armor against Staggering Conditions
Knockdown takes an extra Beat to resolve.

Thick

Each Hit Location (Each Arm, Each Leg, the Torso) has 1 Toughness against Sunder.
Every time the user steps out of Footwork without spending it, they are Staggered

Hardened

The Armor protects against one grade heavier of weapons 
The Armor breaks after it has called Armor 5 times  

Cushioned

The Armor protects against Stunning Conditions
Stun effects last an extra Beat.

FLEXIBLE

The armor does not restrict the use of Dodge from Defense or Footwork.
Calling Armor to defend against a Heavy Weapon also breaks the armor .

Archery

Archery, the time-honored tradition of making fights less fair, uses a bow or crossbow to fire a missile at their target.  Aside from the basic bow or crossbow item, bows require ammunition.
 
Standard arrow ammunition is shared by bows and crossbow weaponry and does not need to be fitted to a specific weapon and shooter.  Arrows are created in quivers of 20 shots.  These 20 shots are an abstraction based on a combination of factors, including the reality bulky LARP arrows fitting poorly in quivers, the reclaiming of fired arrows, and the inclusion of a certain level of IC breakage of shafts and heads.  In total, a quiverload includes 20 shots which amalgamates all of those factors.

The item tag for a quiver full of arrows has 20 check-boxes to mark off arrow expenditure.  At the end of a combat scene, the player of the archer should mark off the total amount of physical arrows fired, as well as Strike calls made from Archery abilities.  When a quiver is depleted, more arrows must be procured.

Some arrows have special qualities, and these can be made by more advanced craftsmen (those with Carpentry 4).  Superior arrows may choose one Arrow Perk, which is conveyed by both physical arrow shots as well as Strike calls made with those arrows.  Ammunition from special arrows can be included in the same physical quiver if the archer wishes – simply mark off from the appropriate item card after the combat scene for shots used, and attach the Superior Arrow item card to the same quiver.  Superior Arrows are made in packs of 10.

 

Broadhead

Shots from these arrows add the Quick Quality to Striking Conditions

Bodkin

Shots from these arrows add the Driving Quality to Striking Conditions

Blunt Point

Shots from these arrows at the Mighty Quality to Staggering Conditions

Flight

Strike calls from these arrows may be done at Shouting range with accuracy, calling specific targets.

Field 

Arrows designed for durability and to not get lost.  A quiver allows 30 Shots instead of 20.