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Arabian Knights Rules
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===Step 5 - Equipment and Weapons=== All heroes need tools to get the job done, and your character is no different! Gear works a little differently in the city of Al-Haran than in many other cities (games). Each piece of gear acts as a positive modifier to a dice pool just as Specializations do. Each piece of gear, whether it’s a weapon or a tool to help with first aid works in the same manner. Let’s look at an example starting weapon that an Assassin might use: Knife (Concealed, Poisoned) Characters gain one die for having the Specialization that matches the name of the type of weapon, so in this case, the Assassin with Fight (Knives) gains a die matching the weapon type. He also would gain a die for performing a surprise or stealthy attack since Knife has the “Concealed” property. There are many instances where the Concealed property could be used, and it’s up to both the player and GM to agree when it’s appropriate (with final work resting with the GM). If the Assassin wished to cause his target to gain the “Paralyzed” condition (not causing direct damage, but subtracts two dice from all Coordination and Fight tests until the condition is lifted), he would gain an additional die due to the “Poisoned” property. Combining all that, if the Assassin wants to secretly poison an envoy without anyone else realizing it, he could potentially get three dice added on for using this knife! If a character does not have the matching Specialization for the weapon type, he never gains a die for the weapon name and may only ever use one of the weapon’s properties when using the item. Equipment is partially determined by a character's Vocation. Some Vocations will receive more points to build starting gear and some will be given less. Additionally, some equipment points may be designated for use in non-combat items or combat items only. In the above example weapon, this particular Knife costs two equipment points (one for each of the properties). Equipment properties, like Functions and Specializations also have ranks, and each rank adds one die to the pool when utilized in the action. Equipment properties without a specific rank labeling them are assumed to be Rank 1.
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