Appendix
Sentimental Damage Type Table
For a Sentimental Weapon, each class has a defined damage type for the class line, each path has a damage type for the path line, and each branch has a damage type for the branch line. All three lines accrue independently; see Sentimental Value above for the full accrual rules. Armor and Accessories use their own growth rules there. The complete table is listed on each class's entry (pg. 3). A consolidated version is provided here for reference.
Basic ATTKs and Weapon/Hand Proficiency
Basic ATTKs are very mundane attacks, not Abilities. They may be made with any readied Weapon the Character can physically wield, including a stick, spear, axe, or other ordinary Weapon. They use the ordinary attack and base damage rules for that Weapon, but receive no Weapon/Hand Proficiency bonus, Ability modifier, Path or Branch effect, weapon-specific Ability bonus, or other Ability text.
Learning an Ability grants Armament proficiency. When a Character learns an Ability, they become proficient in the Armament profile printed for that Ability and its Ability Tree. The profile can include Weapon Type, Weapon Style, Hand, Distance, Grade, Material, Variant, and any other listed restriction. The Character does not need to activate that Ability to use its learned Armament proficiency for a Basic ATTK.
Brawler Improvised Tools. A Brawler is proficient in Improvised Tools. Improvised Tools used as Weapons therefore do not incur the Basic ATTK Unproficient Weapon Penalty for a Brawler, even when no learned Ability lists that individual improvised Weapon.
Unproficient Weapons. If a Character makes a Basic ATTK with a Weapon that is not included in the Armament profile of any Ability they have learned, the attack is still allowed but takes a -5 penalty to Hit. This -5 is the Basic ATTK Unproficient Weapon Penalty; it is the value of X in the unproficient-Weapon rule. Proficiency removes this penalty, but never adds a Weapon/Hand Proficiency bonus to a Basic ATTK.
Weapon access and Ability access are separate. A Character may carry, ready, and make a Basic ATTK with any Weapon they can wield, whether or not they are proficient with it. Alignment Spectrum, Higher Power, Path, and Branch restrictions govern Abilities, not the Character's permission to make a mundane Basic ATTK.
Hit Bonus Chart, by Weapon Rank
Every attack: d100 + Hit bonus vs target PROTS. x is any additional modifier.
| Rank | Hit Main Hand | Hit Off Hand |
|---|---|---|
| Common | +8 ± x | +4 ± x |
| Uncommon | +14 ± x | +7 ± x |
| Rare | +20 ± x | +10 ± x |
| Unique | +23 ± x | +12 ± x |
| Heroic | +26 ± x | +13 ± x |
| Elite | +32 ± x | +16 ± x |
| Legendary | +38 ± x | +19 ± x |
| Divine | +50 ± x | +25 ± x |
DMG. Chart, Weapon Damage by Rank
x = Strength (Melee), Agility (Range), Acuity (spells) ± other modifiers. On a Critical Hit, add the respective score as a bonus on top of 2x damage dice.
| Rank | 1H Weapon | 2H Weapon | Off Hand (1H) |
|---|---|---|---|
| Common | +2d6 ± x | +4d6 ± x | +1d4 ± x |
| Uncommon | +3d6 ± x | +6d6 ± x | +1d6 ± x |
| Rare | +4d6 ± x | +8d6 ± x | +2d6 ± x |
| Unique | +5d6 ± x | +10d6 ± x | +3d6 ± x |
| Heroic | +6d6 ± x | +12d6 ± x | +3d6 ± x |
| Elite | +8d6 ± x | +16d6 ± x | +4d6 ± x |
| Legendary | +10d6 ± x | +20d6 ± x | +5d6 ± x |
| Divine | +12d6 ± x | +24d6 ± x | +6d6 ± x |