XerExaltedLite/Weapon

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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. You can do some very neat things with this system, however.

Weapons have a number of points. They begin with 15 points, + 5 for the first resource dot, +4 for the second, +3 for the third, +2 for the fourth, and +1 for the fifth. Thus, a resources ••••• weapon will grant 30 points.

  • Speed no longer exists. It has been replaced by first and last strike options for weapons.
  • 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. This means readying your bow, drawing and arrow and firing in the same turn requires you to split your pool three ways (and rolling your eventual attack at -5 dice).

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. +2 Difficulty to all rolls using the weapon.
  • If her Brawn is less by 1, readying the weapon is a die action as if it were being drawn. +1 Difficulty to all rolls using the weapon.
  • 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. In addition, holding a melee weapon in two hands that can be feasibly used as such doubles the character's effective Brawn with it. This counts for damage as well as the minimum Brawn for the weapon.

  • 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, May not raise more than +2 above Defense
  • Thrown Accuracy: Begins at -5, 2 points per +1
  • Defense: Begins at -5, May not raise more than +2 above Melee Accuracy
  • Thrown Range Increment: Begins at 5 yards. Every point spent adds another 5 yards to the range increment.
    • Seriously heavy improvised throwing weapons may have a smaller range increment.
  • Melee Damage: Begins at 0B
  • Thrown Damage: Begins at 0B
    • Making a weapon do Lethal damage instead costs 5 points.
    • The more points spent on damage, the harder it is to conceal. Every 2 points of damage purchased adds +1 to the difficulty to conceal the weapon.

Projectile weapons cost 10 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 few new statistics:

  • Ranged Accuracy: Begins at -5
  • Maximum Brawn (User-Powered only): Begins at 0, 2 points per +1
  • Damage Rating (Mechanical only): Begins at 0, 2 points per +1
  • A projectile weapon's range increment is 50 yards per Maximum Brawn for User-Powered weapons, or 25 yards per Damage Rating for Mechanical weapons.
    • A projectile weapon is not considered to be bashing, lethal or piercing - that depends entirely on the bolt or arrow used.
    • Single-handed projectile weapons (atl atl or hand crossbow) cost an additional 5 points.

Unless otherwise noted, everything is purchased on a +1 for 1 point basis. In addition, points may purchase other effects.

  • Thrown and Melee accuracy may be purchased at a 'discount' of 5 points per +2 to each.

Miscellany

  • 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: 2 points. Unless damage is Bashing, limits damage to +5. HtH, Thrown and Projectile only.
  • Concealability: 1 point per -1 difficulty to conceal.
  • Strike First: 2 points. A weapon with Strike First that is readied by a character automatically 'goes first' in any combat round in which they can maintain an appropriate distance from their opponent against a melee weapon without this ability. If they are pressed or otherwise not allowed to take advantage of their reach, they have a +4 difficulty to attack and defend.
    • For an additional 8 points, the +4 difficulty does not apply.
    • Strike First doubles damage for the purposes of minimum Brawn and difficulty to conceal.
  • Brawling Aid: 5 points. Damage is limited to +5.
    • Block Lethal: 5 points. Brawling Aid only - may block lethal damage without a need for stunting. Requires Lethal Damage.
    • For a basic, completely unarmed Brawling Move (such as a kick or punch), add the character's Combat Ability or Brawling skill to the base 0-resources points they can spend and build the move as if it were a weapon.
      • These 'weapons' are subject to the same rules as other weapons are, except that they cannot purchase Thrown, Projectile, Concealability, Speed, or Clinch Aid traits.
  • Clinch Aid: 15 points. Cannot be used with a split die pool. Damage is limited to +5.
    • Clinch Aids Strike Last by default. A character declares the Clinch on their initiative, however, it does not occur until non-Strike Last actions have already been resolved.
    • Note that this is the default unassisted Clinch maneuver.
    • A thrown Clinch Aid (ie, a net), its 'Brawn' is double its Ranged Damage Value, but it deals only its HtH damage value (unmodified by net-tosser's Strength), and Range increment is limited to 5 yards (roughly, three times the weilder's height without Charms).

Projectiles

  • Normal Arrow: +2 Damage.
  • Frog Crotch / Rope Cutter Arrow: +4 Damage. Doubles effective armor.
  • Target Arrow: +0 Damage, Piercing.
  • Signal / Bulb Arrow: +2 Damage, Bashing.
  • Bolt: +0 Damage, Piercing.

Use arrow statistics for atl atl 'spears'.

Other Values

Minimum Brawn: Is equal to half of the weapon's damage (round down).

  • For Projectile Weapons, this is half Max Brawn for bows (round down), or half the Damage Value for Crossbows (also round down).
  • Clinch Aids can be combined with Thrown, to simulate whips and nets.
  • A Clinch Aid that is a Projectile weapon is basically a net gun.

Siege and Warstrider Weapons

Weapons constructed for use as siege engines or with Warstriders follow somewhat differing rules.

  1. They always do Lethal damage and are Piercing. The target applies their Bashing soak if it is lower than their Lethal. This costs no points.
  2. The costs for damage and maximum Brawn are halved.
  3. Accuracy and Defense cost double.
  4. These weapons are likely to skewer or pile through large numbers of enemy troops if they are too tightly packed.
  5. Projectile weapons double accuracy and halve damage costs -again-. Thus, it costs 4 points to raise accuracy by one point, and 1 point purchases two points of damage.

Warstrider weapons and siege engines are not at all built for the scale of even the largest folk that could be remotely called 'normal' in Creation. The shortest Warstriders are 16 feet tall, and even those struggle with the larger Warstrider weapons. For characters around 'normal human' size, the minimum Brawn to weild these weapons is equal to the weapon's damage rating (or Max Brawn in the case of bows).

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