A Weapon supplies a base Power for a Clash. Add that base once to the resolved draw. Use the value already established for the Hero or scenario; agree any new value before play. The bandit practice Hero’s Weapon +2 is a scenario value, not a universal rating for every weapon.
Weapon description | Examples | Fictional use |
|---|---|---|
Close weapon | Knife, short blade, cudgel | Useful where space is restricted or equipment must be carried discreetly. |
Hand weapon | Sword, axe, mace | A familiar tool for an armed confrontation. |
Long weapon | Spear, staff, polearm | Can reach through an opening when there is room to handle it. |
Ranged weapon | Bow, crossbow, thrown weapon, firearm | Requires a suitable line of attack and an available projectile or charge. |
Improvised weapon | Tool, chair, loose object | Use depends on its suitability and the circumstances. |
Manifested weapon | A weapon formed through an established Ability | Follow that Ability’s permission and cost; appearance alone grants no extra effect. |
These descriptions are examples, not trained subcategories, tags or separate progression tracks. A larger weapon does not automatically cause extra Wounds, armor breaks or Position shifts.
Record ordinary ammunition as supplies when it matters. Special ammunition has no independent modifier list. An unaware or unable target does not Clash; agree the Difficulty and stakes of an unanswered attack instead.
For a more specific approach during an aware Clash, use the optional Combat Styles. A weapon name never grants a style automatically.