<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Hub](Hub.md) / [Prism](Prism.md)** # Armory (Work in Progress) ### [Weapons](Weapons.md) Whenever a character would gain an augment to a piece of equipment, they receive the passive of the base item. For each augment after that they may choose a maneuver or mastery if they qualify for it. Maneuvers that have the keyword [Attack](Attack.md), involve a normal attack with that weapon at normal APC unless otherwise stated. Maneuvers that have the keyword [Block](Block.md), allow that weapon to be used as a shield for the [Block](Block.md) core action. Maneuvers that have the keyword [Stance](Stance.md), allow the wielder to enter a stance, a stance has an APC of 1 to maintain at activation and at the start of each turn. Class of weapon is determined by APC. Light is 1 APC One Handed is 2 APC Heavy is 3 APC Light and One Handed weapons require one hand to wield, while Heavy weapons are two-handed. >>>[!recite|no-i]- <font color="#8555d5"><font size="+2">Weapon Groups</font></font> >>>All weapons belong to a Weapon Group and possess its associated passive while wielded. >>> |Weapon Group|Passive|Effect| |:-:|:-:|:-:| |[Longsword](Longsword.md)|[Turning Edge](Turning%20Edge.md)|Whenever this weapon would be used to [Parry](Parry.md), increase the penalty [Parry](Parry.md) grants by 1.| |[Warhammer](Warhammer.md)|[Puncturing Blows](Puncturing%20Blows.md)|Attacks made with this weapon have [resistance](Resistance.md) to the [Withstand](Withstand.md) core action.| |[Battleaxe](Battleaxe.md)|[Shield Eater](Shield%20Eater.md)|Attacks made with this weapon have [resistance](Resistance.md) to [Block](Block.md).| |[Dagger](Dagger.md)|[Balancing Stance](Balancing%20Stance.md)|Reduce the [APC](Action%20Point%20Cost.md) to maintain a [stance](Stance.md) while wielding this weapon by 1.| |[Crossbow](Crossbow.md)|[Boltlock](Boltlock.md)|Reduce the [APC](Action%20Point%20Cost.md) of reloading by 1.| |[Longbow](Longbow.md)|[Volley Fire](Volley%20Fire.md)|Attacks made with this weapon against a target that has been attacked by another weapon with volley fire this round, increases the damage of this attack by an amount equal to the number of other attacks made this way.| >>>[!recite|no-i]- <font color="#8555d5"><font size="+2">Weapons</font></font> >>> |Name|APC|Damage|Type|Passive|Maneuver| |:-:|:-:|:-:|:-:|:-:|:-:| |[Longsword](Longsword.md)|2|1d8|One Handed|[Turning Edge](Turning%20Edge.md) |[Mordhau](Mordhau.md)| |[Bastard Sword](Bastard%20Sword.md)|3|1d12|Heavy|[Turning Edge](Turning%20Edge.md) |[Half-Hand](Half-Hand.md)| |[Greatsword](Greatsword.md)|3|2d6|Heavy|[Turning Edge](Turning%20Edge.md) |[Tower of Steel](Tower%20of%20Steel.md)| |[Rapier](Rapier.md)|2|1d8|Medium|[Turning Edge](Turning%20Edge.md) |[Impaling Strike](Impaling%20Strike.md)| |[Twin-Blade](Twin-Blade.md)|3|1d10|Heavy|[Turning Edge](Turning%20Edge.md) |[Spin to Win](Spin%20to%20Win.md)| |[Warhammer](Warhammer.md)|2|1d8|One Handed|[Puncturing Blows](Puncturing%20Blows.md)|[Concussive Blow](Concussive%20Blow.md)| |[Flail](Flail.md)|2|1d8|One Handed|[Puncturing Blows](Puncturing%20Blows.md)|[Apprehend](Apprehend.md)| |[Light Hammer](Light%20Hammer.md)|1|1d4|Light|[Puncturing Blows](Puncturing%20Blows.md)|[Joint Crash](Joint%20Crash.md)| |[Maul](Maul.md)|3|2d6|Heavy|[Puncturing Blows](Puncturing%20Blows.md)|[Overwhelming Blow](Overwhelming%20Blow.md)| |[Morningstar](Morningstar.md)|2|1d8|One Handed|[Puncturing Blows](Puncturing%20Blows.md)|[Adaptive Attack](Adaptive%20Attack.md)| |[Battleaxe](Battleaxe.md)|2|1d8|One Handed| [Shield Eater](Shield%20Eater.md) | [Deep Bites](Deep%20Bites.md)| |[Greataxe](Greataxe.md)|3|1d12|Heavy| [Shield Eater](Shield%20Eater.md) | [Cleaving Strike](Cleaving%20Strike.md)| |[Hand Axe](Hand%20Axe.md)|1|1d6|Light| [Shield Eater](Shield%20Eater.md) |[Tearing Tooth](Tearing%20Tooth.md)| |[Warpick](Warpick.md)|2|1d8|One Handed| [Shield Eater](Shield%20Eater.md) |[Helmpiercer](Helmpiercer.md)| |[Dagger](Dagger.md)|1|1d4|Light| [Balancing Stance](Balancing%20Stance.md) | [Backstab](Backstab.md)| |[Dart](Dart.md)|1|1d4|Light| [Balancing Stance](Balancing%20Stance.md) | [Unseen Strike](Unseen%20Strike.md)| |[Sickle](Sickle.md)|1|1d4|Light| [Balancing Stance](Balancing%20Stance.md) |[Harvester](Harvester.md)| |[Crossbow](Crossbow.md)|3|1d12|Projectile|[Boltlock](Boltlock.md)|[Piercing Shot](Piercing%20Shot.md)| |[Longbow](Longbow.md)|2|1d8|Projectile| [Volley Fire](Volley%20Fire.md) | [Desperate Parry](Desperate%20Parry.md)| ### [Armor](Armor.md) Wearing Armor is a piecemeal process in which you choose which individual pieces of armor you wear and you are limited by your proficiency. Each individual piece of armor has a passive and a [Withstand](Withstand.md) action effect. Each individual piece of armor has parameters and movement rating reduction ([MRR](Movement%20Rating%20Reduction.md)). A character's [Vigor](Vigor.md) reduces the [MRR](Movement%20Rating%20Reduction.md) of the total Armor set. Each individual Armor piece may increase a character's [MRR](Movement%20Rating%20Reduction.md). Proficiencies with Armor denote what level of layer the character can wear. They do not grant proficiencies with specific pieces of armor. Augments gained from class features, allow the character to use the [Withstand](Withstand.md) Action alternative effect of the piece of armor chosen. To gain the base AC bonus and the [Sub-Attribute](Prism%20Attributes.md) bonus to your AC, you must have a full armor set. (All possible layers filled) **Light Armor** provides a base AC of 12. The character gains a bonus to their AC equal to their [Prowess](Prowess.md), [Competence](Competence.md), or [Grace](Grace.md). A character with this proficiency may choose 2 pieces of light armor to make their armor set. [Withstand](Withstand.md) Actions with Light Armor have an [APC](Action%20Point%20Cost.md) of 1. **Medium Armor** provides a base AC of 14. The character gains a bonus to their AC equal to their [Authority](Authority.md), [Cunning](Cunning.md), or [Resilience](Resilience.md). A character with this proficiency may choose 3 pieces of light armor and 1 piece of medium armor to make their armor set. This proficiency replaces the bonuses of Light Armor Proficiency. [Withstand](Withstand.md) Actions with Medium Armor have an APC of 2. **Heavy Armor** provides a base AC of 16. The character gains a bonus to their AC equal to their [Presence](Presence.md), [Tenacity](Tenacity.md), or [Willpower](Willpower.md). A character with this proficiency may choose 3 pieces of light armor, 2 pieces of medium armor, and 1 piece of heavy armor to make their armor set. This proficiency replaces the bonuses of Light and Medium Armor Proficiency. [Withstand](Withstand.md) Actions with Heavy Armor have an APC of 3. >>>[!recite|no-i]- <font color="#8555d5"><font size="+2">Armor</font></font> >>> |Armor Type|Name|MRR|Passive|Armor Augment| |:-:|:-:|:-:|:-:|:-:| | [Light](Light%20Armor.md) | [Armored Robe](Armored%20Robe.md) | 0 | [Flowing Robes](Flowing%20Robes.md) | [Swirling Sleeves](Swirling%20Sleeves.md) | | [Light](Light%20Armor.md) | [Gorget](Gorget.md) | 0 | [Critical Protection](Critical%20Protection.md) | [Protect Your Neck](Protect%20Your%20Neck.md) | | [Light](Light%20Armor.md) | [Supple Leather](Supple%20Leather.md) | 0 | [Flexible Defense](Flexible%20Defense.md) | [Combat Roll](Combat%20Roll.md) | | [Light](Light%20Armor.md) | [Chainshirt](Chainshirt.md) | 1 | [Slashing Protection](Slashing%20Protection.md) | [Chained Chest](Chained%20Chest.md) | | [Light](Light%20Armor.md) | [Gambeson](Gambeson.md) | 1 | [Piercing Protection](Piercing%20Protection.md) | [Hunker Down](Hunker%20Down.md) | | [Light](Light%20Armor.md) | [Manica](Manica.md) | 1 | [Steel Sleeve](Steel%20Sleeve.md) | [Punishing Response](Punishing%20Response.md) | | [Light](Light%20Armor.md) | [Studded Leather](Studded%20Leather.md) | 1 | [Brutal Momentum](Brutal%20Momentum.md) | [Follow-Up](Follow-Up.md) | | [Medium](Medium%20Armor.md) | [Chainmail](Chainmail.md) | 1 | [Nooks and Crannies](Nooks%20and%20Crannies.md) | [Versatile Defense](Versatile%20Defense.md) | | [Medium](Medium%20Armor.md) | [Hide](Hide.md) | 1 | [Bludgeoning Protection](Bludgeoning%20Protection.md) | [Bestial Fury](Bestial%20Fury.md) | | [Medium](Medium%20Armor.md) | [Lamellar](Lamellar.md) |1 | [Dutiful Momentum](Dutiful%20Momentum.md) | [Focused Defense](Focused%20Defense.md) | | [Medium](Medium%20Armor.md) | [Breastplate](Breastplate.md) | 2 | [Superior Slashing Protection](Superior%20Slashing%20Protection.md) | [Angled Metal](Angled%20Metal.md) | | [Medium](Medium%20Armor.md) | [Brigadine](Brigadine.md) | 2 | [Camouflaged Pattern](Camouflaged%20Pattern.md) | [Bandit Shuffle](Bandit%20Shuffle.md) | | [Medium](Medium%20Armor.md) | [Ringmail](Ringmail.md) | 2 | [Superior Piercing Protection](Superior%20Piercing%20Protection.md) | [Soldier's Fortune](Soldier's%20Fortune.md) | | [Medium](Medium%20Armor.md) | [Scalemail](Scalemail.md) | 2 | [Drake Bane](Drake%20Bane.md) | [Hero's Valor](Hero's%20Valor.md) | | [Heavy](Heavy%20Armor.md) | [Banded](Banded.md) | 3 | [Unstoppable](Unstoppable.md) | [Shatter the Line](Shatter%20the%20Line.md) | | [Heavy](Heavy%20Armor.md) | [Splint](Splint.md) | 3 | [Leverage](Leverage.md) | [Knock Aside](Knock%20Aside.md) | | [Heavy](Heavy%20Armor.md) | [Plate](Plate.md) | 4 | [Best There Is](Best%20There%20Is.md) | [Pinnacle of Steel](Pinnacle%20of%20Steel.md) | ### [Shields](Shields.md) A character that is proficient and wielding a shield may use the [Block](Block.md) action. The APC of that [Block](Block.md) action is noted under the shield being used. Shields prevent damage that is successfully blocked by an amount equal to their shield rating which is noted on the shield used ([SR](Shield%20Rating.md)). Shields have a passive augment is activated whenever the character would use the [Block](Block.md) action. >>>[!recite|no-i]- <font color="#8555d5"><font size="+2">Shields</font></font> >>> |Name|APC|SR|Block Augment| |:-:|:-:|:-:|:-:| |[Buckler](Buckler.md)|1|1d4| If the character should successfully [block](Block.md) damage with this shield, the character reduces the cost of the next [Parry](Parry.md) action by an amount equal to their [Prowess](Prowess.md).| |[Light Shield](Light%20Shield.md)|2|1d8|If the character would successfully [block](Block.md) damage with this shield, the character may move an amount equal to their movement rating.| |[Heavy Shield](Heavy%20Shield.md)|3|1d12|If the character would successfully [block](Block.md) damage with this shield, they reduce the APC of the next attack they make by an amount equal to their [Vigor](Vigor.md) or [Prowess](Prowess.md).| |[Tower Shield](Tower%20Shield.md)|4|3d6|If the character would successfully [block](Block.md) damage with this shield, for 1 round they are considered cover for themselves and allies that are adjacent to them.|