Weapons in Play
14.1 Weapons in Play
Regular weapons do not have specific numerical bonuses, although they can be used in maneuver descriptions in an attempt to get more GM dice. Soulbound Weapons, on the other hand, contain their own powers, which are called effects.
Characters first need to acquire the Soulbound Weapon power, which allows them to have 1 weapon with 1 effect slot. Further powers are available to raise the number of slots on the weapon, allow the character to change the effects, or let the character own more than 1 Soulbound Weapon.
You can consider Soulbound Weapons a pretty broad category: instead of an actual weapon, it could be any item that imbues the character with additional effects, such as a suit of armor or a charm.
Characters are assumed to always have access to their Soulbound Weapons, unless the character’s player specifically agrees not to bring it into a particular conflict. A character with Multisoul can choose which weapon she is holding at the beginning of a conflict. Switching weapons counts as the character’s action for the turn.
A character can only use her own Soulbound Weapons and never anybody else’s. Similarly, weapon effects cannot benefit anyone but the original owner of the Soulbound Weapon.
Soulbound Weapons always have a default goal associated with them (see the chapter on goals): Any opponent can try to disarm the character at a difficulty rating of 3. The difficulty of the follow-up goal of regaining one’s weapon is always 5.
