Armaments (FiD)

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Armor

You can only use one kind of armor of each type, meaning you cannot use regular light or heavy armor after you have used invention armor of that kind. The same applies to shields, tough only a few playbooks have access to shields.

Armors have an additional type of drawback, Material. An armor can only be made of one material, but you can have light and heavy armor of different materials.

  • 2 Smoldering Armor ◯: Wisps of harmless, odorless smoke rise from this armor while it is worn. May help Command rolls. Any suit of armor can be turned into a smoldering armor. You have to either have used any armor or to reserve load for light armor [☐-☐] to use this.
  • 3 Expressive Shield ☐: This works as a normal shield: Functions as armor and takes up one hand. The front of this shield is shaped in the likeness of a face. While bearing the shield, the face's expression changes to match your own, including speech, which becomes audible at a much greater distance. This allows the sue of the Command and Sway action to be used at greater range. This replaces a normal shield, you cannot carry both. When using this mark the shield box one way when used for expression. Mark it fully once you use it as armor. In either case the expressive functions works for the rest of the score.
  • 3 Light Serpent Armor ☐: Armor made out of the scales of a large snake or similar flexible natural armor. This functions as light armor, but only weights ☐. This replaces normal light armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of light armor. You cannot use this with heavy armor or normal light armor. Material, Rare
  • 4 Exosuit Armor ◯: You can doff this armor in seconds. It breaks open and stands up by itself, you simply walk into it and it closes around your body. This has no effect on a score, it is useful when you are surprised when camping or during downtime. The armor otherwise works normally. This is a quality added to any armor you wear at no cost in load. Any suit of armor can be turned into an exosuit. Complex.
  • 4 Glamered Armor ◯: You can make the armor assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color and style, but the armor retains its normal bulk. It can lower your apparent load by one category. The illusory appearance last until you use this property again or remove the armor. You have to either have used any armor or to reserve load for light armor [☐-☐] to use this.
  • 4 Heavy Carapace Armor ☐-☐: Armor made out of the hard exoskeletons of monsters, such as the carapaces of giant insects and scorpions or the hells of giant crustaceans. This functions as heavy armor, but weights less. This replaces normal heavy armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of heavy armor. Complex, Material, Rare
  • 5 Light Mithril Armor ☐: Armor made out of a light metal as hard as steel but looking like non-tarnishable silver. This functions as light armor, but weights less. This replaces normal light armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of light armor. Material, Rare
  • 6 Heavy Adamantine Armor ☐-☐-☐-☐: Armor made out of a hard, heavy, black metal that is very difficult to work. This functions as heavy armor, but continues to reduce physical harm for the rest of the score. This replaces normal heavy armor, you cannot wear both. Complex, Material, Rare
  • 6 Light Dragon Armor ☐-☐: Armor made out of the scales of a dragon. Different dragons have different scale colors and are linked to different power. This functions as light armor, but also improves your position against attacks made using the power of that dragon. This replaces normal light armor, you cannot wear both. Complex, Material, Rare

Weapons

Rather than individual weapons, this is a list of features a weapon can have. A weapon starts at a complexity of one. Add the complexity rating of all effects together to get the final complexity of a weapon. Unless noted, these do not change the load cost of a weapon.

  • 1 Basic Weapon ☐: All weapons need this. A heavy weapon costs two load ☐-☐. Common.
  • +1 Concealed Weapon ◯: The weapon appears to be an ordinary item of its size and shape to all by close inspection, or appears to be harmless. Typical examples include cane swords, fighting fans, snuffbox guns, and glaive staffs. A weapon that seems harmelss but is not, without revealing a hidden feature does not need this. This can be a normal staff, swagger stick, or loaded glove.
  • +1 Fine Weapon ◯: The weapon increases effect.
  • +1 Morphing Weapon ◯: The weapon can change shape to become another type of weapon of the same basic type: melee weapon or ranged weapon.
  • +1 Potent Weapon ◯: The weapon penetrates many supernatural defenses, avoiding a loss of effect.
  • +1 Power Weapon ◯: Select a Power. The weapon can deal the type of damage that the skirmish attacks of that power deals. Typical examples are flame blades, ice arrows, and psi knives. This does not change the amount of damage, only the type. You can apply this invention multiple times to a weapon to add three additional damage options. Rare.