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Generate qualities for weapons/attacks #2

Description

@CSLewin

Examples (that might be garbage, but communicate the concept):

Ponderous - This attack is difficult to bring to bear, but hard to stop once the wielder gets going.

  • +1M to Strike after spending momentum to perform any non-Strike action;
  • -1M to Strike if your previous action was spending momentum to Strike.

If base cost to Strike = 4M; First Strike is 5M, second strike is 3M, third strike is 3M, fourth Strike is 3M, etc.

Light - This attack is an overwhelming flurry of rapid blows, meant to exhaust as much as wound.

  • -1M to all Strikes
  • Every second Strike removes 1 momentum from the target rather than inflicting a hit. This can reduce the target's momentum to a negative value.

Blunt - On a successful strike, this attack inflicts one additional hit against a target protected by armor. Examples: Clubs, Thunder

Stabbing - This attack ignores 1 point of the target's Defense. Examples: Daggers, Arrows

Cutting - On a successful strike, this attack inflicts one additional hit against a target wearing no armor. Examples: Swords, Axes, Teeth, Claws

Burning - This attack can set ablaze flammable substances and creatures covered in cloth, fur, or flesh. A target that suffers two or more hits in one round from a Burning attack catches fire. Until someone spends 4M to extinguish the fire, the target automatically receives another hit at the end of the round and suffers a -3 penalty to initiative rolls.

Poison - Suffer cumulative -1M to initiative for each action taken (until healed/purged)

Necrosis - Suffer +1M cost to all actions equal to number of hits received from Necrotic source in previous round

Consider:

  • Will this work for a physical weapon?
  • Will this work for a magical attack?
  • Do I want to differentiate by broad/stylistic categories ("fast attacks"), or individual weapon characteristics (light weapon)?

Specifics:

  • Basic "strike" action is (as of this writing) 4 momentum. Changing this significantly will likely have a large effect.
  • Momentum is used to fuel all character actions. Dumping it all into one mode has an opportunity cost of every other kind of action AND initiative.

Activity

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