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Fate of the Serpentine
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=Weapons and Armour= Unlike other varieties of Fate, this version gives weapons and armour a more active role in the mechanics. All weapons and armour are divided into three classes - 1, 2, 3 - based on how much physical Stress they deal out - or absorb - when a target suffers an Attack. This is in addition to the +/- from the character's own skill roll. == Weapon classes == Weapons are divided into the following broad classes: * Light weapons (+1): Dagger, shortsword, cosh, brass knuckles, self bow, etc. * Medium weapons (+2): Sword, mace, axe, longbow, crossbow, etc. * Heavy weapon (+3): Greatsword, maul, halberd, lance, pike, quarterstaff, arbalest, etc. '''Weapon class and turn order''' Weapon classes affect Fate Condensed's voluntary turn order in the following way - except in cases of surprise, where the ambusher always gets first shot/blow: * Missile weapons and Sorcery always go first. * On first round, weapons go in order of their class: 3, 2, 1. This is to reflect the reach of heavier weapons and pole arms. * On subsequent rounds, the order is: 2, 3, 1. This is to reflect how cumbersome heavy weapons are to wield at close quarters. * Within each class, combatants Attack in order of their Athletics. Ties mean simultaneous Attacks. == Missile weapons == Missile weapons have their own rules, aside from just going first in turn order. Throw weapons - axes, knives, spears, rocks, etc. - use Athletics. Other missile weapons use Shoot. Missile weapons can reach a number of Zones equal to their Class. So, thrown weapons or self bows can reach one Zone outside their own, longbows can reach 2 Zones, etc. '''Reload times ''' Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For Class 2 crossbows, this becomes 2 turns. For Class 3 crossbows, it becomes 5 turns.
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