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5.7 Affinities in Combat

As well as gaining bonuses due to personal Fighting styles, a character gains bonuses according to their Affinities. For example, a person with an Affinity for Night might gain a +4 bonus to all Skills if they fought at Night, and a -2 penalty if they fought during the day-time. Such bonuses could also apply in some way on Initiative dice, or in any number of ways.

Players and GMs are welcome to tailor such modifiers to individual characters, and decide on the mechanics for combat bonuses (and penalties) based on individual Affinities. This is left entirely at the GM's discretion.

Table 18: Axes
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
Cleaver -2 +0 +1 -5 +0 6 / 16 0.3m 1
Stone axe -4 +0 +1 +5 +0 6 / 16 0.6m 1
Hand axe -2 +1 +2 +5 +0 6 / 16 0.8m 1
War axe -1 +1 +2 +5 +0 8 / 16 0.8m 1+
War pick -4 +1 +3 +10 +0 6 / 16 1.0m 2
Mattock -4 +1 +2 +5 +1 8 / 16 1.2m 2
Battle axe +0 +2 +4 +10 +1 10 / 18 1.2m 2
Great axe NA +3 +5 +10 +2 14 / 20 1.8m 2

Table 19: Blades
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
Claws -2 -3 -3 -10 -2 0 / NA 0.05m 1
Punch knife -1 -4 -4 NA -2 0 / 10 0.1m 1
Knife -1 -2 -2 -5 -2 0 / 10 0.2m 1
Sickle -2 -1 -1 -5 -2 2 / 12 0.3m 1
Long knife -1 -1 -1 +0 -2 2 / 12 0.4m 1
Short sword -1 +0 +1 +0 -1 4 / 14 0.6m 1
Falchion +0 +1 +1 +5 +0 6 / 14 0.7m 1
Scimitar -1 +1 +2 +5 +0 6 / 14 0.8m 1
Rapier +0 -3 -2 +5 -1 4 / 16 0.9m 1, a
Long sword +1 +0 +1 +5 +0 8 / 16 0.9m 1
Broadsword +0 +1 +2 +5 +0 8 / 16 0.9m 1
Bastard sword +0 +2 +3 +10 +0 10 / 16 1.0m 1+
Claymore +1 +2 +3 +10 +1 12 / 18 1.2m 2
Great sword +2 +3 +4 +10 +2 16 / 20 1.8m 2

Table 20: Clubs
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
Gauntlet -4 -4 -4 -10 -2 0 / 10 NA 1
Spiked gauntlet -2 -3 -3 -10 -2 0 / 10 NA 1
Tool hammer -5 -2 -2 -5 -2 0 / 10 0.2m 1
Blackjack NA -5 -3 -5 +0 2 / 12 0.3m 1
Hammer -2 -1 +0 +5 +0 8 / 14 0.6m 1
Light mace -4 +0 +1 +5 +0 8 / 14 0.7m 1
Warhammer -2 +0 +1 +5 +0 10 / 16 0.7m 1
Mace -4 +0 +2 +5 +0 10 / 16 0.8m 1
Cudgel -4 -2 -1 +5 +0 6 / 14 0.8m 1
War club -4 -2 +0 +5 +0 8 / 14 0.9m 1+
Great hammer -2 +1 +2 +10 +1 12 / 18 1.0m 2
Great mace -3 +1 +3 +10 +1 12 / 20 1.2m 2

Table 21: Flails
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
War flail NA +0 / +3 NA NA/+10 +0 (2) 12 / 18 0.6m 2,b,c
Nunchaka NA -2 / +1 NA +0/+5 +0 (1) 10 / 16 0.8m 2,b,g
Chain NA -3 / -1 NA NA/+10 +0 (2) 10 / 16 0.8m 1,b,c
Morning star NA -1 / +2 NA NA/+10 +0 (2) 12 / 18 0.9m 2,b,c
Flail -4 +1 / +2 NA +10 +1 (2) 12 / 18 1.6m 2,b

Table 22: Polearms
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
Military fork +1 NA NA +10 +1 10 / 18 2.0m 2, e
War scythe +1 +2 NA +10 +1 12 / 18 2.0m 2
Glaive +2 +3 NA +10 +2 14 / 18 2.0m 2, e
Halberd +2 +4 NA +10 +2 16 / 20 2.0m 2, e
Awl pike +2 NA NA NA +2 10 / 18 3.0m 2, d, e
Lance +1 NA NA NA +2 14 / 20 4.0m 2,d,e,h
Pike +1 NA NA NA +2 10 / 18 5.0m 2, d, e

Table 23: Spears
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
Light trident +0 NA NA +5 +0 8 / 16 1.0m 1,e
Spear +0 NA NA +5 +0 6 / 14 1.6m 1+,e
Trident +1 NA NA +10 +0 10 / 18 1.6m 2,e
Long spear +1 NA NA +10 +0 8 / 16 2.1m 2,d,e

Table 24: Staves
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
Stave -4 -2 -1 +5 -1 6 / 14 1.2m 2
Quarterstaff -4 -1 +0 +10 0 6 / 14 1.8m 2
Iron staff -3 +0 +1 +10 +1 10 / 16 1.8m 2

Table 25: Whips
Weapon Damage Modifier Parry Speed Strength Size Notes
Thrust Swing Blow
Cat-o-nine-tails NA -6 NA NA -1 2 / 12 0.8m 1,g
Whip NA -5 NA NA -1 4 / 12 2.4m 1,f,g
Threshing flail NA -2 NA NA +0 8 / 14 0.5m 1,g

Notes:
1 Weapon can be used one handed.
1+ Weapon can be used one handed, or two handed with lower Strength limit as 2 less, and upper Strength limit as 4 less.
2 Weapon must be used two handed, unless Strength exceeds twice the lower Strength limit (see section 5.8, below).
a Cannot parry heavy weapons (anything with a lower Strength limit of 6 or more is too heavy to parry).
b The two Damage ratings represent if not swung around first, after being swung around (see section 5.14).
c Can be used to entangle opponent's weapon (see section 5.14).
d If set to receive a charge, Strength bonus is lost but a +3 Damage bonus is gained (see section 5.22).
e Receives a +2 Damage bonus if wielder is charging (see section 5.22).
f May be used to disarm opponents (see section 5.15).
g Specialist weapon (see section 5.6).
h This represents a lance when the bearer is not mounted. For use of lances when mounted, see section 5.23.

5.8 Weapons

There is no such thing as the perfect melee weapon: people should be careful to choose a weapon which they are strong enough to wield, and adroit enough to control. Tables 18 to 25, above give the statistics for a wide range of weaponry. An explanation of the terms used in these Tables is given below:

Each weapon has associated with it two Strength values. The first is the limit which must be equalled or exceeded to avoid a penalty of -2 to Damage and +1 to Speed, and the second is the level that must be reached to gain a Damage bonus of +1 to all attacks. Additional Damage bonuses are gained for each block of 5 the character's Strength exceeds the upper limit, and if a character's Strength is 4 or more below the lower Strength limit, they are unable to use the weapon at all. This can be summarised as:

A two handed weapon cannot usually be used in one hand. However, if the wielder has twice the lower Strength limit, they may use it one handed. In order to qualify for the damage bonus while fighting one handed, the wielder's Strength must exceed three times the lower Strength limit.

Weapons that are marked 1+ are weapons that can be used in either one or two hands. They can be used single handed, using the values given in the Weapons Tables, or they can be used in two hands, with the lower Strength limit being reduced by 2, and the upper Strength limit being reduced by 4.

Single handed weapons used in the wielders off-hand (left handed for right handed people) suffer a -5 Skill penalty. It is possible to use two weapons in combat, provided the person using them has Strength equal to the sum of the lower Strength limits, and a minimum Dexterity of 8. The weapon held in the off hand will suffer the -5 penalty, unless the wielder is ambidextrous.

For example, someone who wished to use a Mace and a Short sword simultaneously would need a Strength of 14 (10 + 4) to avoid the penalty for insufficient Strength. Similarly, to qualify for the Damage bonus, the wielder's Strength would need to exceed the sum of the upper limits. Effectively, the two weapons are treated as one composite weapon with regard to Strength, and the penalty - or bonus - is applied to both whenever applicable.

Not all of the weapons listed will be available in every world, and, similarly, it is possible for a world to contain a weapon not listed. In such a case, the Gamesmaster is encouraged to extrapolate statistics from those given.


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Last Updated: April 16th, 1999