XerExaltedLite/Weapon
Weapons
The current Weapons make little sense. Some are clearly superior in every way to others, and in some cases for no real apparent reason.
There was no making this Simple, and I apologize in advance.
Weapons have a number of points. They begin with 5 points, + 2 per resource dot cost.
- Rate no longer exists.
- Weapons may only be used so often in a Turn. Weapons that need to be drawn (including most thrown weapons, arrows, and crossbow bolts) take a die action to ready without the aid of Charms
How fast a character can weild a weapon depends on her Brawn compared to the weapon's Minimum Brawn.
- If her Brawn is less by 3, she may not weild that weapon.
- If her Brawn is less by 2, both readying and swinging the weapon is a die action that may not be split - it takes the full turn, forcing a 1/2 rate.
- If her Brawn is less by 1, readying the weapon is a die action as if it were being drawn.
- If her Brawn is the same, readying the weapon is a Reflexive action useable once per Turn.
- For each dot her Brawn exceeds the Weapon's minimum Brawn, she may make an additional reflexive ready action in a Turn.
Dual-weilding may freely take advantage of this.
- Accuracy and Defense bonuses are limited by the weilder's Essence score. Thus, most beings will not see benefit from more than a +1.
All weapons posess the following statistics:
- Melee Accuracy: Begins at -5
- Thrown Accuracy: Begins at -5
- Melee Damage: Begins at 0
- Thrown Damage: Begins at 0
- Defense: Begins at -5
- Thrown Range Increment: Begins at 5 yards
Projectile weapons cost 5 points. Projectile weapons can either be user-powered (such as an atl atl or bow) or mechanical (such as a crossbow). In either case, these add a pair of new statistics:
- Ranged Accuracy: Begins at 0
- Maximum Damage (User-Powered only): Begins at 0
- Damage Rating (Mechanical only): Begins at 0
Points
- Accuracy: 1 point per +1, to a maximum of +3. May be traded for points down to -3. Added to Speed.
- Defense: 1 point per +1, to a maximum of +3. May be traded for points down to -3. Added to Speed.
- Lethal Damage: 5 points.
- Speed: Accuracy + Damage + Defense. Additional Speed may be purchased - up to +5, but this adds to Minimum Brawn and concealability difficulty just as damage does.
- Artifact weapons may not purchase speed.
- Damage: 1 point per +1B, or +1L if Lethal. No maximum, but the minimum damage is 0. +1 Speed per purchase.
- Weapons with purchased damage are harder to conceal.
- Projectile weapons that do their raw damage (Crossbows) are counted in the same fashion.
- Maximum Brawn: For bows, this is considered the Damage value, and purchased in the same manner.
- Range: 1 point per 10 yards if Thrown.
- A Crossbow's Range is 25 yards times its Damage Value.
- A Bow's Range is 50 yards times its Effective Brawn (lower of user's Brawn and her Bow's Maximum Brawn).
- Attack Mounted: 1 point. Reduces the difficulty penalty of attacking targets with a height advantage by one.
- Skipping: 1 point. Reduces the difficulty penalty of attacking someone behind cover by one (a flail).
- Piercing: 1 point. Unless damage is Bashing, limits damage to +3. HtH, Thrown and Projectile only.
- Brawling Aid: 0 points. Damage is limited to +3.
- Block Lethal: 5 points. Brawling Aid only - may block lethal damage without a need for stunting.
- Clinch Aid: 4 points. Cannot be used with a split die pool. Has a -5 penalty to Speed, Damage is limited to +3 and does not add to Speed.
- Note that this is the default unassisted Clinch maneuver.
- HtH-Thrown: 1 point. The weapon can be both Thrown and used in Hand-to-Hand combat, The full remaining point total is available to both versions, though you can trade a single point between them.
- If a Clinch Aid (ie, a net), its 'Strength' is double its Ranged Damage Value, but it deals only its HtH damage value (unmodified by net-tosser's Strength), and Range is limited to 10 yards.
- Projectile Weapon: 5 points. Two-Handed. Does not have a Speed Rating.
- Single-Handed: 5 points. Crossbow Projectile Weapons only.
- Thrown: 0 points. Maximum Damage is +3.
Projectile
- Arrow: +2 Damage.
- Bolt: +0 Damage.
- Flesh-Rending. +2 Damage. Doubles Effective Armor.
- Piercing: -2 Damage. May not be Flesh-Rending.
Other Values
Minimum Brawn: Is equal to half of the weapon's damage (round down), or a quarter (also round down) if the weapon is held in two hands.
- For Projectile Weapons, this is half Max Brawn for bows (round down), or one-fourth the Damage Value for Crossbows (also round down...).
Speed: Speed equals the weapon's damage, plus Accuracy and Defense values, plus any purchased Speed.
- Halve this total if the weapon is Bashing.
- Halve this total if it is easily concealed.
- Thrown and Projectile weapons have no Speed.
- Clinch Aid, Brawling Aid, and Projectile features may not be combined.
- Clinch Aids can be combined with Thrown, to simulate whips and nets.