Weapons and Armor Skills
Anyone can pick up a basic weapon and intuitively understand the basic use. Sharp/Heavy bits hit the other person. No special training is needed to understand how to thrust with a dagger or how to bash with a hammer. Using weapons to block attacks and not get hurt in the process however is a bit more complicated.
Any player may pick up any weapon and attack with it however if they are using it unskilled then any strikes against the weapon are taken as successful hits on that character’s arm. For that reason most travelers take the time to familiarize themselves with at least the basics of some kind of weapon use.
|Unarmed (Kalari Only)||0|
* These weapons inflict “Base 2” damage when wielded with two hands.
Dual Weapon Skills
Likewise it is easy for most people to safely use a single weapon without causing themselves significant injury. The chance of slicing your own wrist while trying to wield two weapons simultaneously however increases significantly as the off hand weapons grow in size. For this reason anyone who wants to dual wield in any capacity needs to learn the finer points before they can safely take part in basic travels and adventure. All dual weapon skills are considered to include any lesser skill inherently.
|Ambidexterity||2||Allows for the use of an off hand dagger|
|Florentine||5||Allows for the use of up to a short weapon in the off hand|
|Twin Weapons||8||Allows for the use of a long weapon in each hand|
Shields are one of the backbones of every adventuring party and army the world has ever seen. They are easy to learn how to use and pound for pound provide more personal protection than anything else. The question should never be “Do I need a shield?” but should always be “Do I have a reason to not have a shield?”
Hand-held shields will stop all physical strikes along with any carrier effects. If a strike with a non magical effect hits the shield this effect is stop, provided that the effect does not directly target the shield. All shields possess a Spell Value (SP). This value is on the tag that comes with the shield. Shields also stop magic damage that is equal to our less than the SP of the shield. By default, Tower & Large shields have a SP 0, Medium & Small Shields 1 & Bucklers 2. These spell values can be adjusted through higher quality or specialty Smithing.
Example: Janet is fighting with a Small Shield (SP 1) against a horde of goblins. Her shield takes a barrage of minor 1 point fire spells and she would take no damage (she should call “blocked” to let them know her shield is holding, if possible). However, when the large goblin throws a Fire Shard 4 at her this magic passes through her shield and she takes a Fire Shard 4 to her arm that holding the shield. This does not prevent her shield from stopping the next Fire Shard 1 that hits it however if the arm became injured from the previous attack she should not be attempting to block with it.
|Shield Size||XP||Diameter (For Round )||Sq Inches ( Non Round )||Max Dimensions||Base SP (Spell Protection)|
|Tower Shield*||8||Never Round||1100||24×50||0|
* Tower Shields require certification that you can fight safely with it without turtling or charging. All players must demonstrate that legal target areas can still be struck why wielding the shield. Plot reserves the right to deny players use of a tower shield due to safety concerns.
Professional adventurers and soldiers are often easily identified by one obvious item. They almost always have armor. Whether a light leather vest, boiled leather cuirass, chainmail, or plate armor is sometimes the only thing protecting you from the opponent’s strikes. Armor can be cumbersome and it can be expensive at the higher ends but the only question that really matters at the end of the day is “What is your life worth?”
|Light Armor (1-2 points)||0|
|Medium Armor (3-4 points)||3|
|Heavy Armor (5 points)||5|
|Encased Armor (6 points)||6|
* Can be worn by anyone without any special skill needed. Players must have armor tags purchased or found in game but there are no other requirements.
Armor Values decrease differently than other protections. Armor always decrease its point value by 1 each time struck by damage. However, if struck with a non-damaging effect such as Dexterity Hobble the armor does not interact with this effect and you would take the effect as normal. However, if something attacked you with a Hobble 3 with a damage number attached to the hobble your armor would prevent both the damage and the effect.
Your armor can be refit to full value unless it reaches a point value of 0 if that happens your armor is considered breached. Breached armor can be refit to a max of 2 until points until repaired by a Smith or magic.
Example: So if you have 4 points medium armor and you’re struck for 2 damage 4 times in a row it would work like this. Armor (4) prevents 2…. Armor (3) prevents 2….. Armor(2) prevents 2……. Armor (1) Prevents 1 you would then take 1 point of damage through your armor and your armor is now breached. Breached armor can be refit to a max of 2 until points until repaired by a Smith or magic.