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Post by Rule Hound on Apr 22, 2016 16:04:48 GMT
I am not sure if or where this may have previously been mentioned.
Weapon Traits In the Dark Ages real steel is very uncommon. No one in game has a Master Work weapon or armor. Most of what is out there is a Iron Composite (beginning to approach steel but not there yet.
Weapons and armor by default have only 1 trait (unless previously cleared with ST's). We have not quite reached the age of the Knight yet (though we fudge this a little). In the Dark Ages Armor was passed through the families and represented considerable wealth.
Someone could purchase the Resource background and dedicate all or a portion of it to represent their equipment. (meaning that they can not use it for anything else) But we are allowing the purchase of Resources multiple times to represent this if this is a direction you wish to go.
Or there might be a character out there that has Craft Armorsmithing or Craft Weaponsmithing at a level to produce you something that has more than one trait. But expect to pay handsomly.
Good Steel weapons usually were legendary and thought to have special powers simply because they were better. Excalibur for instance....
Anyways, back to the point. Weapons have 1 trait. And in order to use this trait you must be trained in wielding weapons. Have Melee x 1 at a minimum.
To use combat Maneuvers you need to have the associated Skill. You can not disarm an opponent with your sword if you do not have Melee.
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Post by Rule Hound on Apr 22, 2016 17:37:00 GMT
Master Weapon Smiths and Armorers(Crafts Weaponsmith x 5, Grandmaster is x 6)
All Crafts require a test to succeed.
Artisan - Crafts Lvl 4 allows addition of second Trait to your specialty. Masterwork - Crafts Lvl 5 a potential third trait Epic - Crafts Lvl 6 well if someone gets there we will see. But probably a special trait.
Steel is a Craft Alchemy/Metallurgy x 3. So IF you have this it would combine with your Craft to reduce the needed level to add the extra traits. (and possibly allow you to do other cool things)
ie. Alchemy x 3, Craft Weapon Smith x 3 would allow the second trait to be added to a weapon.
Artisan, Masterwork and Epicwork do NOT count against trait slots.
The Flaming Trait is only available through Alchemy.
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Post by Rule Hound on May 5, 2016 15:07:28 GMT
Weapon Traits
These 3 do not cost a slot but can only be got with a high quality weapon (determined by ST) Artisan. Pretty, 3x normal value (2 trait weapon). A Craft lvl 4 weapon. Masterwork. 5 x normal value. (3 trait weapon). Craft lvl 5 weapon. Epicwork. 10 x normal value. Rarely seen. (4 trait weapon). Craft lvl 6 weapon. This level of weapon may have an enchantment on it. (determined by ST)
Other trait options Accurate. +2 to Melee test pool for both normal attack and when checking for exceptional success. Armor piercing. Ignores most Armor bonuses. Balanced. Can be thrown up to 10 steps. Thrown test pool. Brutal. If you WIN final test (not tie) in a set of challenges you score an exceptional success. Two Handed. Cold Iron. Aggravated against fae. Concealable. Can not be seen when hidden unless you are patted down. Deadly. +5 when comparing for exceptional success only (not initial attack pool) Disabling. Can use disarm without expending willpower. When doing so weapon deals no damage. Fast. + 3 to initiative when wielding this weapon. Flaming. Simple action to light. Deals Aggravated for 5 turns. - 2 to attack pool. Each use burns a trait from the weapon until it is useless. Trip. Can use trip once per fight without expending willpower. Impaling. Can use Pierce the Heart without expending willpower. Reach. Can attack someone 4 steps (8') away instead of the standard 2 steps. Two Handed. Quick Draw. Does not cost a simple action to draw weapon. (One handed only) Silver. Deal Aggravated to Werewolves and those who are vulnerable. Staking. Wooden can be used with pierce the heart to stake a vampire.
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