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Weapon

From Metaforce TTRPG
Weapons grant their wielders the power to attack and defend themselves using the weapon's characteristics. They are a type of Equipment that a character can prepare themselves with before an encounter.

Weapon Design

Name, Type, and Appearance

A Weapon will have a name, weapon type and an appearance that players can understand with or without pictures. Weapon types are important to help distinguish weapons apart, and can be used to define powers and abilities that target specific weapons.

Proficiency

Some weapons are more complex than others, or require some amount of training in order to wield properly. If a weapon doesn't require this, then it is considered a Simple weapon and can be wielded by all.

If a weapon requires Proficiency, then the character must have a Metaphor that includes this Weapon in its proficiency, otherwise they can't use any Weapon actions associated with that weapon (There are some exceptions).

If a character has Expertise in the associated weapon, they can perform Weapon Actions without Exerting, taking only the regular amount of exertion after an encounter is over.

Range

Weapons, even Melee Weapons, will have a range which they can affect others. Melee weapons typically have the same range as their wielder's natural reach. Longer weapons may extend further.

Ranged weapons have range increments which affect ToHit checks depending on the distance from the attacker to the defender.

The chart below provides an example for when a weapon's range increment is 30ft or 6sqs. If it were any other distance, simply multiply that amount by 2, 3 or 4 times for Medium, Far and Too Far respectively.
Increment Context (ft/squares) Result (Advantage) Result (Normal)
Close 30ft / 6sq Advantage Normal Roll
Medium 60ft / 12sq Normal Roll Disadvantage
Far 90ft / 18sq Disadvantage Roll 1
Too far 120ft+ / 24sq+ Roll 1 Roll 1

Damage & Typing

Weapons almost always deal some damage when used against a target. A Weapon will define how much and what type of damage is dealt on a successful hit. When a weapon has multiple damage types, the amount for each type is defined. Damaging typing is important to figure out target Resistances and weaknesses.

Bonus Die

A weapon will have a Bonus die, often with as many side as the Weapon's base damage. This normally adds damage to successful attacks made with the weapon, but in certain circumstances can become a Versatile bonus to inflict appropriate status magnitudes upon the target. What is appropriate will be defined on the weapon's properties (unless the character has the Magic Effect Meta-power.

Handedness & Intended Wielder Size

For a humanoid character, weapons can be wielded either with one or two hands, how many hands are used are determined by it's size and design. Bigger weapons need more hands and smaller ones can be wielded with one. If a weapon is small and light enough, it gets classed as a Light weapon, which is one-handed with benefits.

By default weapons are designed for Medium (Size-1) creatures, when the weapon's size is intended for a larger or smaller creature, it's stats adjust appropriately to the new size and the the required hands to wield will change. If a weapon is too big or small for the wielder, it can't be used. The chart below assumes the weapon can be wielded with any number of hands.
Wielder Size One-Handed Two-Handed
Gargantuan (Size 5-8) Unusable Unususable
Huge (Size 3-4) Unusable One-handed (Light)
Large (Size 2) One-handed (Light) One-handed
Medium One-handed Two-handed
Small Two-handed Unusable
Tiny Unusable Unusable
Diminutive Unusable Unusable

Weapon Actions

Wielded items like Weapons have actions and skills that can be used only when active. These actions are available to anyone who is sufficiently proficient in the weapon they're using. Some actions may require Expertise.

To use these special weapon actions and skills, a character must Exert some concentration and energy into the attack. After doing so, they can perform the action and reap its benefits on success.

Only one Weapon action can be performed at a time, to use another action the same turn you must wait for the Action to resolve first.

Weapon Enhancements

Much like Metaphors, Weapons can be enhanced to provide greater or additional effects the standard weapon normally couldn't provide. In addition, weapons can also be made in or with different materials, which also modify how it affects attack targets or it's durability.

Typical enhancements include increasing its Base damage to be more dangerous on hit. Increasing Bonus Die to make it's extra effects more potent. Increasing its Precision to make it more likely to hit targets through their Evasion, or Penetration to allow it to break though an opponent's Deflection more easily.

Special Enhancements may include adding damage types, so that a weapon may deal another damage type on top of its original damage. Or it could deal additional damage and effects to specific creatures.

Common Weapons

Below is a list of some weapons you might encounter in a game or scenario.
Name Proficiency Damage/Type Range Handedness Description
Dagger Simple 4+d4 Sharp/Pierce Melee One-Handed (Light) A small, sharp two-sided blade with a grip for easy handling.

Painful Stab: Exert to aim for a target's vitals. On a successful hit, inflict Bleed magnitude equal to damage dealt by this attack. If the user has Expertise, increase Bleed magnitude by their character level.
Coup de Grace: Exert to focus on a killing blow. If doubling the damage from this attack would kill/defeat a target, double this attack's damage. If the user has Expertise, then double the damage if tripling damage would kill/defeat the target instead.

Longsword Proficient 8+d8 Sharp/Pierce Melee One-handed A sizable two-sided blade used by warriors and knights. Good reach.

Weapon Block (Agile): As a Reaction, you can guard against an incoming physical attack with your weapon. Roll a ToHit check, if the result equals or succeeds against attacker's ToHit, you take no damage from that attack. If the attack is a projectile, you can add your character level to your ToHit for this action.
Lunge: Exert to perform a Piercing attack with double the range of your natural reach.
Cleave: Exert to swing the sword in an arc in front of you, aiming to hit up to three adjacent squares within your reach. Targets hit after the first take only damage from the Bonus die.

Greatsword Proficient 12+d12 Sharp/Pierce Melee Two-handed A large and heavy sword that can cleave through targets.

Weapon Block (Heavy): As a Reaction, you can guard against an incoming physical attack with your weapon. Roll a ToHit check, if the result equals or succeeds against attacker's ToHit, you take no damage from that attack. If the attack is a non-two-handed weapon, add your character level to your ToHit for this action.
Cleave (Large): Exert to swing the sword in an arc in front of you, aiming to hit up to five adjacent squares within your reach. Targets hit after the first take only damage from the Bonus die.

A more comprehensive list of Weapons for games will be compiled at a later date