Aria - Addenda

Embed Size (px)

Citation preview

  • 8/6/2019 Aria - Addenda

    1/84

    Introduction to Arms Design

    Table of Contents

    The Narrative Design Process

    The Utility Design Process

    Stage 1: Identification of Purpose

    Attack Modes

    Stage 2: Arm Description

    Stage 3: Arms Construction

    Arms Craftsmanship

    Determining the Overall Quality

    Arms in the Narrative Environment

    Introduction to Arms Selection

    Stage 1: Arms Ideology : (The Hunger for Violence)

    Stage 2: Potential Selection : (The Tools of Destruction)

    Stage 3: Narrowing the Potential Selection

    Stage 4: Apportioning of Arms

    Once the Narrative Group has chosen the basic Arms Archetypes which exist withintheir campaign environment, they need only to design the particular Armsencompassed within those Archetypes before Combat Resolution may be resolved.Because there are two systems of Combat Resolution presented in ARIA, there are

    also two procedures for Arms Design. The more simple system, termed the NarrativDesign Process, concentrates on the more descriptive features of Arms Design. BasiDesign may be preferred by either novice players or experienced players who aremostly concerned with the narrative element of Combat Resolution. For those playerinterested in more complicated or realistic simulations of Combat, the Utility DesignProcess portrays Arms design in far greater detail. It should be noted that many ofthe modifications which are possible within Advanced Design will have little or noconsequence if the Narrative System of Combat Resolution is being used. The BasicDesign Process, however, facilitates the use of either System of Combat Resolution;it is "basic" only in that it involves far less detail and time to complete.

    http://sfko.com/aria/mechanics/combat.html#NarrowingthePotentialhttp://sfko.com/aria/mechanics/combat.html#PotentialSelectionhttp://sfko.com/aria/mechanics/combat.html#OverallQualityhttp://sfko.com/aria/mechanics/combat.html#ArmsCraftsmanshiphttp://sfko.com/aria/mechanics/combat.html#Stage1http://sfko.com/aria/mechanics/combat.html#NarrativeDesignhttp://sfko.com/aria/mechanics/combat.html#ApportioningofArmshttp://sfko.com/aria/mechanics/combat.html#NarrowingthePotentialhttp://sfko.com/aria/mechanics/combat.html#PotentialSelectionhttp://sfko.com/aria/mechanics/combat.html#ArmsIdeologyhttp://sfko.com/aria/mechanics/combat.html#IntroArmsSelectionhttp://sfko.com/aria/mechanics/combat.html#inNarrativeEnvironmenthttp://sfko.com/aria/mechanics/combat.html#OverallQualityhttp://sfko.com/aria/mechanics/combat.html#ArmsCraftsmanshiphttp://sfko.com/aria/mechanics/combat.html#Stage3http://sfko.com/aria/mechanics/combat.html#Stage2http://sfko.com/aria/mechanics/combat.html#AttackModeshttp://sfko.com/aria/mechanics/combat.html#Stage1http://sfko.com/aria/mechanics/combat.html#UtilityDesignhttp://sfko.com/aria/mechanics/combat.html#NarrativeDesign
  • 8/6/2019 Aria - Addenda

    2/84

    The Basic Design Process simply involves choosing the exact construction material,length, weight and shape from the parameters listed within the ArchetypeDescription, and assigning the resultant Arm a name. When this information hasbeen recorded on the Societal Arms Sheet, the process is complete. In the AdvanceDesign Process, Arms variations such as construction material, length, weight, shapebalance, and quality are traced as they effect one another, and the consequences ofthese modifications are then represented numerically within the Arm's specific UtilityProfile. In this case, the resultant numerical values may differ from those foundwithin the Archetype Utility Profile, and these values reflect the individual Utility ofthe specific Arm which has been created. Because it is the numerical values of theUtility Profile which are used within the Mechanical System of Combat Resolution,Arms which are described using Advanced Design techniques suffer or enjoy realisticconsequences as a result of specific feature modifications.

    If the Narrative Group wants to design specialized Arms to flavor the campaignsetting, but does not require the additional realism which is obtainable throughmodifying the Profile values, then they should employ the Basic Design Process andembellish the description wherever they deem reasonable. After all, the basic

    Archetypes presented within the Arms Encyclopaedia, group weapons according totheir most significant collective design features. In most cases these Archetypesshould differ enough from one another statistically so that all but the most die-hardof players will be satisfied with the degree of realism that they reflect. But for thoseplayers who wish to include the realism associated with subtle variations of ArmsDesign, the Advanced Design Process offers many guidelines.

    Whether using the given Archetypal Profiles or those individually derived by theNarrative Group, the Arms Profiles which result (though differing statistically) will nospeed or slow Combat Resolution. The difference in time occurs when defining of

    Profile statistics, not when using them during play. For this reason, novice playersmay wish to begin by using the standard Archetypes (and their numerical Profiles)and add specialized Arm variations later. For those players who have absolutely nointerest in the statistical aspect of Combat Resolution, the Designers of ARIA suggesthat they try using the Narrative System for Combat Resolution presented earlierwithin this book. As that system does not employ the information presented withinthis chapter, those with purely Narrative interest may want to skip this sectionaltogether.

    The Narrative Design Process

    Basic Arms Design is primarily a descriptive process. Within the Basic Design Procesparticipants need only to describe and record the construction material(s), length,weight, quality, and appearance of the Arm and then consult the Tables at the end this Chapter to determine the Arm's Modified Utility Profile. Once the informationwhich results from these Tables has been recorded, and the Arm has been given aname, the process is concluded. The following Steps provide guidance for the BasicDesign procedure, but creativity and embellishment should be employed as the

  • 8/6/2019 Aria - Addenda

    3/84

    Ensemble deems reasonable.

    Step 1: Classification of the Arm Classify the Arm as either generic or unique. Doethe Arm being designed represent a generic class or is it unique in its design? Is theArm a prototype upon which a new class of Arms will be modeled or is the Arm beincreated for a specific individual?

    Step 2: Describe Materials of Construction Recalling the Arms Selection Process,describe the material(s) used to construct the Arm. Is the Arm fabricated from asingle, uniform material or does it evince composite material construction? What arethe materials and where do they appear within the Arm? ex. Primitive Hand-Axe:Wooden Haft and flint core (Stone) head. Note: Arms Archetypes list possibleconstruction materials within the Arms Encyclopaedia.

    Step 3: Describe the Length of the Arm From the Archetype Description, select theexact length of the Arm in terms of feet and inches. What is its total length? If it haboth a haft/pole and a head, what is the total length of each part?

    Step 4: Describe the Weight of the Arm From the Archetype Description in the

    Arms Encyclopaedia, estimate the weight of the Arm to the nearest half pound. Is thArm at the heavier or lighter end of the possible spectrum?

    Step 5: Describe the Appearance/Shape of the Arm Based on the ArchetypeDescription, describe the particular appearance of the Arm. What are its mostpronounced features? How does the Arm differ from the general parameters of theArchetype Description? Does it have a wavy blade, a broader head, a long hook,etc.? What are the features of its Grip or Guard? Is there any special ornamentationon the Arm? Motifs, runes, craftsmen Marks, or personal symbols?

    Step 6: Describe its overall Quality Considering all relevant information about theArm, estimate its overall Quality on the following Scale: Poor, Substandard,Standard, Good, Exceptional. Of what quality are the materials which compose theArm in regard to similar materials? How well were those materials manipulated bythe craftsman? How good is the general design for achieving its Primary Attack Modcompared to other designs within the same Archetype? If of composite constructionhow well were the separate pieces fastened together? How well has the weight beendistributed within the Arm? Is it balanced properly for achieving its primary purpose

    Optional: Name the Armsmith/Craftsman family that manufactured the Arm In theMedieval period, some families enjoyed either favorable or unfavorable reputationsfor their ability to manufacture quality Arms. If so desired, name theArmsmith/Family which created the Arm.

    Optional: Name the generic or specific name of the Arm If the Arm is one of ageneric type, record the name of that type. Arms are typically named after theiroriginal geographical region (Swiss voulge), manufacturer (Voelsung longsword),intended users (Gladiators "Gladius" Shortsword), or functional description ("Latch"light crossbow). If an arm is truly unique (has a specific History or unique design)then it should have an individual name in addition to a generic name. Unique Name

  • 8/6/2019 Aria - Addenda

    4/84

    might be based upon specific gods, places, purposes, heroes, or owners.

    Optional: Describe the History of the Arm Certain Arms might be expensive orextraordinary enough to merit passing from owner to owner, generation togeneration. Perhaps the Arm belonged to a famous individual. Or perhaps the Armtype was developed by a notable Craftsmen Family. Histories are possible for eithergeneric or unique Arms and detailing an Arms history can enrich the detail of theNarrative Environment.

    Step 7: Adjusting Utility Profiles (Optional) If at this point the Narrative Groupwishes to numerically represent the Design Modifications which they have made, skito the appropriate tables within the Utility Design Process which describes how toadjust the Utility Profile Values for Designed Arms.

    The Utility Design Process

    Like Arms Selection, the process of Arms Design involves a sequence of deliberate

    Stages which result in an array of specific variations of the Arms Archetypes selectefor the Society in the preceding chapter. While the process of Selecting Arms entailsthe sorting out of Societal features which seem inextricably interrelated, Arms Desigis a much more linear procedure.

    Beginning with the basic Arms Archetypes assigned during the Selection Process,Arms Design explores the specific purpose and nature of each Arm Archetype in ordto custom tailor a variety of specialized Arms which reflect the particular ambiance the Society which manufactures or imports them for domestic use.

    The Design Process

    The Arms Design Process involves proceeding through four basic stages whichconsecutively direct the participants through a series of questions and decisionsconcerning the purpose and nature of specific Arms which are to be assigned to theNarrative Environment. Beginning with the standard Arms Archetypes which havebeen selected in the preceding Chapter, Design Participants of the Narrative Groupmodify and vary the standard Arms designs until they achieve a final Arm which thebelieve suits the tenor of their campaign. If more than one Arm Archetype is beingcustom designed, participants may want to Design them sequentially or all at once,making decisions for all the Arms as the Group proceeds from Stage to Stage. In ancase, only Stage 4 concerns the numerical Arms Profile adjustments; so players whowish to create unique Arms for the narrative element of their campaigns may want follow the basic guidelines presented in Stages 1, 2, and 3, but skip Stage 4altogether. It is important to note that there is no right or wrong way to DesignArms, and all information contained within the following Chapter should ultimately bconsidered Optional for gaming interaction.

    The four stages of Arms Design are as follows: Stage 1 - Definition of Arms

  • 8/6/2019 Aria - Addenda

    5/84

    Purposes, Stage 2 - Description of Arm, Stage 3 - Evaluation of Craftsmanship,Stage 4 - Determination of Utility Profile.

    The Following guidelines are intended to isolate the specific Design Specifications anFeatures of the Archetype that the participants want to modify. In many cases, themodifications which are possible within this chapter require additional modificationsto several related design features.

    In other words, many of the design features (such as weight, shape, length, etc.) arlinked to other elements of the Arm Profile (such as Damage Potential, Arm Speed,and Minimum Strength) so that modifying certain features tends to have physicalconsequences which may - at the option of the Narrative Group - be reflected in thenumerical values of the Arm Profile.

    By following a linear process of Arms design, modifications may be traced, and theimechanical consequences determined so that the modifications will have realistic orrelevant consequences in the event of a Combat situation.

    Arms Design

    Arms Design is a logical process which begins with an idea and concludes with aphysical product. As such, Arms Design includes not only the conceptualization ofArms but also the manufacture of a finished Arm Specimen. To best understand theprocess of Arms Design it is useful to view Arms as tools that are designed tofacilitate warfare. As a carpenter chooses his tools according to the task set beforehim, so the warrior chooses Arms according to the performance demanded from himTherefore, when Arms are being designed, the Designer must first consider thepurpose which the Arm is expected to perform.

    Defining the Purpose of the Arm is the first step toward its creation. Once thepurpose has been identified, an initial Design may be conceived. It is in theConception stage of the Design Process that a skilled designer shows his experienceFor it is the seasoned designer who will know which Design Features, Materials, andConstruction Methods will best achieve the Purpose for which the Arm is to beDesigned.

    Because it is not the intention of this Chapter to study the craft of Arms smithing,but rather to Design Arms which will add flavor to the Narrative Environment, the

    Process of Arms Design begins with a Selected Arm Archetype.

    Using this Archetype as a model, the Designer may create either an original Class oArms or an individual, Unique Arm Specimen by simply modifying certain DesignFeatures which are common to all Arms classified within the particular ArmArchetype. Complete descriptions of Arms Archetypes are given within the ArmsEncyclopaedia. Familiarity with the Archetype selected for modification will facilitateand quicken the Design Process.

  • 8/6/2019 Aria - Addenda

    6/84

    Stage 1: Identification of Purpose

    All Arms are initially conceived to fulfill one purpose or another. While it may beasserted that the most general purpose of all Arms is to injure, maim, or kill men obeasts, Arms Design proceeds from the identification of a more specific purpose ortask which needs to be addressed. As the Designer searches for an Archetypal desigupon which modifications will be based, he narrows his selection by further definingthe Arm's intended purpose. The following questions and notations are provided to

    assist the Design Process by moving from the most general to the most specificpurpose to be achieved by the Final Arm Specimen. Arm Purpose is discussed indetail within the following section "Defining Arm Purpose."

    General Purpose - What is the General Purpose for the Arm Archetype? Is it meanto be held in the hand, extending the physical Reach of the user? Or is the Armintended to be launched as a missile, or to launch missiles, at enemies which standat a much greater distance than could be overcome with a hand-held Arm?

    Specific Purpose - Aside from general Range (which is also the Specific purpose fo

    Ranged Arms) what is the Arm intended to accomplish? Is the Arm intended to beused offensively or defensively? How is it meant to inflict damage? Does it Chop,Crush, Slash, Thrust, Stab, or Pierce? How does it divert incoming attacks? SeeAttack and Parry Modes in the following section "Defining Arm Purposes" for furtherguidance.

    Greater Arms Family

    Greater Arms Families group Arms Archetypes according to their most general

    common purpose. There are two possible Greater Arms Families - Melee Arms andRanged Arms. Melee Arms are designed for close combat. They all extend thephysical reach of the user in proportion to their Length and the manner in which theare held and handled. Ranged Arms, on the other hand, are all intended for longrange combat. It is therefore the purpose of Ranged Arms to allow their users toattack from a distance which is much greater than could be matched by using aweapon which merely extends his or her physical Reach. The intended range andmanner in which that range is achieved may be considered the General Purpose forwhich an Arm is designed.

    Arms Family

    Arms Families group Arms Archetypes according to the means by which an Armachieves both its General and Specific purposes. Arms Families within the MeleeArms Greater Family include Bladed Arms, Hafted Arms, Polearmes, and Shields. ThGreater Family of Ranged Arms includes the lesser Families of Thrown Arms, HurledArms, and Projectile Arms.

  • 8/6/2019 Aria - Addenda

    7/84

    Greater Arms Archetype

    Greater Arms Archetypes group Arms Archetypes according to the common DesignFeatures which enable the Archetype to fulfill its Specific purpose(s). Greater ArmsArchetypes belonging to the Greater Family of Melee Arms include Knives, Swords,Axes, Clubs, Flails, Hammers, Poleaxes, Spears, Staffswords, Frame Shields, andBoard Shields. Thrown Missiles, Slings, Hurling Sticks, Bows, and Crossbows are theGreater Arms Archetypes which compose the Ranged Arms Greater Family.

    Arms Archetypes

    Arms Archetypes group similar Arms according to the specialized Design Featureswhich enable the Arm to perform specific tasks and purposes. Since the DesignProcess begins with a Selected Arm Archetype (upon which further specializedmodifications may be made), it is important to understand the specific purposes, alscalled Attack Modes, which the Archetype is designed to perform. In the case of ArmArchetypes, the Primary Attack Mode may be considered the primary purpose for

    which they are designed. See "Attack Mode" in the following section "Defining ArmPurpose".

    Generic Arms Specimens

    Generic Arms Specimens are specialized Arms Archetypes which have been produceen masse for one reason or another. While they exhibit Design Features whichidentify them as belonging to a certain Archetype group, their overall appearancemay differ from other Generic Specimens within the same Archetype. In many cases

    Generic Arms Specimens will differ from other Specimens due to differences incraftsmanship which result from the a particular design being passed from region toregion, or from generation to generation. Arms Design is a process of evolution, andGeneric Specimens will vary from their Archetypal models as technologies andcraftsmanship techniques vary.

    Generic Arms Specimens may also differ from their Archetypal model in the emphasthat they place upon Secondary, Other, and Special Attack Modes. While allArchetypal Specimens will evince the same Primary Attack Mode, they may or maynot exhibit design features which facilitate similar Secondary, Other, or SpecialAttack Modes.

    Unique Arms Specimens

    Unique Arms Specimens are highly specialized Arms Archetypes which have not beemass produced. The manufacture and design of Unique Arms Specimens usuallyresults from special requests/commissions of private individuals. For this reason,their most specific purpose depends entirely upon the individual who requests theArm. They may be extraordinarily long or heavy to make full advantage of the user

  • 8/6/2019 Aria - Addenda

    8/84

    physical attributes. Alternately, they could be specially shaped to facilitate aparticular style of fighting.

    Alternately, a Unique Arm Specimen may not demonstrate specialized DesignFeatures, but rather exhibit unusual Materials, Construction, or craftsmanship whichpronounce it to be an Arm of exceedingly high Quality. If a Unique Arm is notcreated as a result of a personal request or commission, its existence could alsoindicate that the Arm is a prototype for mass production which did not/ has not yetoccurred for one reason or another.

    Defining Arm Purpose

    The purpose of any given Arm is best defined by its intended Offensive andDefensive nature which is in turn defined by its Design Specifications and Featureswhich support such deployment. The primary purpose of all Offensive Arms is toperform a particular Attack Mode in addition to one or more subordinate Attack orDefense Modes which are listed hereafter. Similarly, it is the primary purpose of allDefensive Arms to perform one or more Guarding Maneuvers, with alternate Attackcapabilities being auxiliary. The following descriptions define each of the AttackModes and Guarding Maneuvers according to the Design Specifications, Features andPerformance Actions which enhance the Arm's ability to succeed at its establishedpurpose.

    Attack Modes

    The primary purpose of all Offensive Arms may be attributed to a single Primary

    Attack Mode. While Secondary, Other, and Special Attack Modes may also beavailable to an Arm, they are always considered ancillary to the Primarypurpose/Attack Mode for which the Arm is designed. There are six possible AttackModes in ARIA: Canticle of the Monomythx, any one of which may be considered thePrimary Attack Mode for a particular Arm Archetype.

    An Arm's ability to perform an Attack Mode depends upon the Design Specificationsand Features which facilitate that purpose. Certain Specifications or Features arebetter for achieving particular Attack Modes than are others. For this reason,Secondary, Other, and Special Attack Modes are often chosen according to the

    Specifications or Features which must be present to perform the Primary AttackMode. The following descriptions offer guidance on this matter.

    Chop - The Performance Action inherent in Chopping Attacks involves a heavySwing. During a Swing, the user's arm remains straight, and the wrist and elbow donot break to draw the Chopping blade across the surface of the target. Rather, theArm relies upon initial impact to cause damage. Arms designed primarily forChopping rely upon a heavy Chopping Blade or Pean positioned near the end of astrong haft. Axes and Poleaxes are Greater Arms Archetypes which are designedprimarily for Chopping. The Archetypal Greatsword and some Longswords may also

  • 8/6/2019 Aria - Addenda

    9/84

    be designed for Chopping. In such cases, these Arm Archetypes evince long straightblades which are capable of delivering a Chop Attack by virtue of their heavy Weighand considerable Length.

    Chopping Attacks depend largely upon the Length, Weight, and heavy-ended weightdistribution to inflict damage. For this reason, Chopping Arms often are designed sothat they are also able to perform Crushing Attacks which require similar DesignSpecifications. Occasionally, Chopping Arms will be equipped with a long spikesurmounting the tip of the haft. Because their heavy-ended Weight distribution doesnot seriously inhibit the Arm's ability to Thrust, Design Features such as end-spikesare sometimes included for performing subordinate Thrust Attacks.

    Crush - Like Chopping Attacks, the Performance Action required from CrushingAttacks relies upon a heavy Swing to cause damage. In essence, Crushing Attacksdiffer from Chopping Attacks only in regard to the Design Features of the Arm itself.Crushing Attacks depend upon a blunt surface to spread the shock of their impactover a larger area of the target. Though skin may be broken during heavy CrushingAttacks, the Arm does not usually possess a Chopping edge. Some Crushing Armsmay, however, possess Spikes or Flanges which are intended to break the skin of th

    intended victim and cause additional trauma which results from blood loss. Even so,the majority of the damage inflicted during a Crush Attack results from thedistribution of the heavy impact over a larger portion of the victim's body.

    Clubs (including Maces, and Staves) and Flails are the Greater Arms Archetypeswhich depend upon heavy Crushing Attacks to inflict mortal wounds. BecauseCrushing attacks rely upon heavy end-weighting of the Arm, they are compatible wiChopping Attacks in terms of their required Design Specifications. Many Arms whichAre designed primarily for either Chopping or Crushing attacks will possess DesignFeatures which allow the Arm to perform the alternate Mode of Attack. Single-edge

    Axes are a good example of an Arm which combines Chopping and Crushing in itsfunction. While the Bladed Pean is a Design Feature which is crafted primarily forChopping Attacks, the blunt back of the Arm's head may be used to Crush as aSecondary Mode of Attack. Because both Chopping and Crushing rely upon a heavilyweighted end or head, these two Attack Modes are Complimentary. Like ChoppingArms, Arms designed for Crushing may be equipped with an end-spike which may bused for Thrusting Attacks. This effects of this Design Feature are discussed morethoroughly under Thrusting Attacks.

    Slash - Slashing Attacks also depend upon a Swinging Action for attack

    Performance; however, once the Slashing edge has contacted the target, the userbreaks his wrist and/or elbow to Draw the blade across the surface of the target.Curved Blades are especially useful for Slashing because they do not require the useto bend or break his elbow or wrist as much to Draw the edge across the victim. Inpractice, any blade which features a curved blade will be more effective for Slashingdemonstrating its efficiency in either its Speed, Difficulty Rating, or DamagePotential. Swords and Staffswords are Greater Arms Archetypes usually designedprimarily for Slashing, although certain other Arm Archetypes such as Hand-axes,Daggers, and Bardiches may also be designed to engage this primary purpose.

  • 8/6/2019 Aria - Addenda

    10/84

    Because Slashing Arms are usually designed with a long, sharp blade, they need onan additional Point to be useful for Thrusting Attacks. It is for the ancillary purposeof Thrusting that Straight blades are often preferred to Curved blades. While bothblades are easily ground to a sharp point, Curved blades lack the linear strengthrequired to support the force exacted from a good Thrust attack. It is for this reasothat Curved bladed Sword, while better for Slashing, are often rejected in favor ofless efficient Straight bladed Swords which may Thrust as well, if not better, thanthey can Slash.

    Stab - Stabbing Attacks are performed by Plunging a sharp point either upward ordownward in a Swinging Motion. Knives compose the only Greater Arms Archetypewhich performs Stabbing Attacks. Unlike heavier Thrusting Attacks, Stabbing Attackdo not include a follow through which larger weapons employ to their advantage.Because Knives have such small weight, most of the damage incurred by a StabbingAttack relies upon the strength of the blade and sharpness of the point. For thisreason, the Design Features such as weight or weight distribution, found in Knives islargely irrelevant. Only Knives which are also intended to be thrown should have aneven, or Balanced, weight distribution.

    The Design Features, such as a long blade and sharp point, which make Kniveseffective for Stabbing are often compatible for Slashing Attacks. Only non-edgedPoignards may not be used for auxiliary Slashing Attacks. Because Knives are notvery heavy, the Slashes which result from them usually do little harm excepting theblood loss and shock which may result from light lacerations. However, if used toSlash the throat or similar vital area, the blood loss which results may easily kill thevictim though the mortal event may be delayed.

    Thrust - Thrusting Attacks are performed by quickly and forcefully Pushing thepoint of an Arm straight into the target. For purposes of Armor penetration, the use

    typically adds his body weight to that of the Arm to augment the force of the blow.During Swordplay, Thrusting Attacks are comparable to a Lunge, although the userneed not fully extend his arm and body (which is frequently done to extend Reach awell as to add body weight) to perform a Thrusting Attack. Swords, Spears, andStaffswords are all Greater Arms Archetypes which may be designed primarily forThrusting. Larger Daggers, Dirks, and Poignards may also be designed for Thrustingin addition to the occasional Poleaxe, or Battle-axe. These weapons, however, arerarely designed Primarily for Thrusting.

    Because Thrusting relies upon a sharp point, Arms designed for this purpose are

    often equipped with an acutely pointed blade which may also be used for Slashing.Swords and Spears, which possess edged blades of varying lengths, often serve theancillary purpose of Slashing. Only non-edged Arming Swords, and certain varietiesof the Lance or Pike cannot perform Slashing Attacks with some degree ofcompetence.

    Pierce - Piercing Attacks include any Attack which is intended to penetrate Armorand flesh. Arms designed primarily for Piercing typically evince a small sharp head opoint which is driven by great force. The force which drives Piercing Arms can comefrom two primary sources - weight and velocity.

  • 8/6/2019 Aria - Addenda

    11/84

    In the case of Hurled and Projectile Arms, the ability to penetrate comes primarilyfrom velocity. The relatively light weight of Javelins, Darts, Arrows, Bolts, and Bulletallow them to achieve very high velocities when Hurled or Projected at an enemy.Melee Arms such as Lances, also rely on the velocity of the charging horse, butdepend largely upon the weight of the Arm, wielder, and the horse to Pierce withequal force. Whether derived from Velocity or Weight, the ability of an Arm to Piercecomes primarily from the manner in which it is used rather than inherent DesignSpecifications.

    Guarding

    Though capable of delivering light Crushing blows, Shields are designed primarily fodefensive Purposes. Being large and rather clumsy, most Shields are used primarilyto Block incoming Arms attacks. Smaller or lighter Shields, however, may be used tpush away or Divert incoming blows. Depending upon its weight, size, and DesignFeatures a Shields may be employed for performing either Guarding action withvarying degrees of success.

    Most other Arms may also be used for Guarding. Though rarely designed specificallyfor such purposes, offensive Arms may generally be employed to perform one ofthree guarding maneuvers, called Parries. While offensive Arms perform Blocking anDiverting Parries much as Shields do, they may also be used to attempt DisarmingParries. Each of the three Parry maneuvers available to Arms are described accordinto the Design Specifications and Features which enhance their performance.

    Blocking Parries - Blocking Parries are performed by positioning the defending Armin the direct path of the incoming blow with the intention of using the weight of the

    Arm and Strength of the Defender to prevent the offending Arm from reaching itstarget location. Blocking Parries are best performed with a large, heavy Arm which capable of absorbing the force of the blow directed against it. In general, heavierArms require less Strength and physical exertion to Block incoming attacks than dolighter Arms. It should be noted that Blocking Parries are best employed againstheavy Crushing, Chopping, and Slashing Attacks. When used to Block a StabbingAttack, Blocking Parries are directed against the bodily arm which holds the smallStabbing Arm. Only Shields can be effectively used to Block Thrusting Attacks.

    Diverting Parries - Diverting Parries are best performed by smaller, or lighter Arm

    which are incapable of completely Blocking a heavy incoming blow. Being faster andmore maneuverable, lighter Arms rely on their rigidity to push the incoming Attackoff course rather than Blocking them in mid-course. . Whereas Blocking Parriesrequire Weight and Durability, Diverting Parries depend upon Speed andmaneuverability to succeed at Guarding. When performed by an Arm other than aShield, Diverting Parries are the best defense against Thrusting Attacks and lighterSlashing Attacks.

    Disarming Parries - Disarming Parries are special parries which may be performedin one of two fashions. Arms which are equipped with special Design Features, such

  • 8/6/2019 Aria - Addenda

    12/84

    as hooks or quillons, may be used to catch incoming Arms, binding themmomentarily until the Arm may be yanked or twisted from the attacker's grip.

    Arms which do not possess Disarming Design Features may be used in a moretraditional, if not more primitive, manner. In the case of such Arms, the wielderperforms a Disarming Parry by directly Attacking the incoming weapon with thegreatest force possible. Heavy-ended Arms are best suited for performing this typeof Disarming Parry.

    Establishing the Arm Purpose

    Defining the Primary Purpose of an Arm is the first step in the Design Process. Toestablish the Purpose of the Arm which is being Designed, refer to the Arm Archetypwhich is serving as the Design Model. Note whether it is an Offensive or DefensiveArm. If it is an Offensive Arm, record its Primary Attack Mode and the DesignSpecifications and Features which facilitate that Mode. Also note the subordinateAttack and Parry Modes which the Archetype is normally capable of performing. Keethis information in mind during Stage 2. If the Design Model is a Defensive Arm,record its Primary Parry Mode and the Design Specifications and Features whichfacilitate that Mode. Also note the subordinate Attack and Parry Modes which the Aris capable of performing. Now proceed to Stage 2: Arm Description.

    Stage 2: Arm Description

    To understand how the design of an Arm facilitates its Primary, Secondary, andOther/Special Purposes, it is necessary to examine the Design Specification and

    Features which compose the Arm Description. Arms description not only describesthe Arm's physical appearance, but also explains how the Design Specifications andDesign Features interrelate to achieve the established Purpose of the Arm.

    Design Specifications (Melee Arms)

    Design Specifications detail the Length, Weight, and Weight Distribution of Arms.These Specifications determine several aspects of the Utility Profile which maychange numerically if severe modifications are made to the Specifications listed

    within the Design Model's Arm Description. Refer to the following passages todetermine how Arm Length, Weight, and Weight Distribution may effect the Reach,Speed, and Damage Potential of Arms if modifications are made to Arm's DesignSpecifications.

    Arm Length

    Arm Length refers to the physical size of the Arm being designed. In the case ofMelee Arms, Length defines the linear measurement in terms of feet and inches.

  • 8/6/2019 Aria - Addenda

    13/84

    When Designing Arms, Length should be estimated to the nearest half foot. ArmLength is the primary factor in determining Arm Reach. Because Arm Reach isderived from either the total Arms Length or the Length of the Blade (in the case ofBladed Arms only) Arms designers should take care to use the Appropriate Lengthwhen determining Arm Reach. See the Melee Arms Design Specification Summary fothe listing of the appropriate Average Lengths belonging to Arm Archetypes.

    The Length of Ranged Arms should be detailed according to the Arm Description ofthe Archetype. In the case of Thrown Arms, Arm Length refers to the measurementof the thrown Missile. The Arm Length of Hurled Arms refers not only to the Missile,but more importantly to the Missile Launcher. In the case of Bows Length refers tothe height of the Bowstave when it is unstrung. Crossbow Length is divided intoseparate measurements, one for the unstrung bowstave and one for the Stock. Foraid in determining the Lengths of particular Arms refer to the Arm Archetypedescriptions in the Arms Encyclopaedia.

    Arm Reach

    Arm Reach describes the farthest distance from which the wielder may strike with aparticular Arm. While Arm Reach is determined primarily by the Length of the Arm,the position of the Grip and the method by which the Arm is handled also effect thetotal reach of a given Arm. Because Double-handed Arms Handling often involvesgripping the Arm somewhere above the true bottom of the Haft or Handle, Double-handed Arms occasionally have Reaches which measure less than their total LengthTo determine the Reach of a particular Arm, see the Arm Reach Determination tablefor guidance.

    Arm Weight

    Arm Weight refers to the physical mass of the Arm being designed. For purposes ofdesign, Weight should be estimated to the nearest half pound. Like Arm Length, theWeights of the individual components (Blade and hilt, Head and haft) should be listeand added to find the Total Weight of the Arm. While the weights of componentpieces are not important in themselves, dividing the total Weight into componentparts does illustrate where the bulk of the Weight is distributed within the Arm. Seethe Melee Arms Design Specification Summary to determine the Average Weight ofparticular Arm Archetypes.

    Arm Weight is also a key factor in determining utility factors such as the ArmHandling and Minimum Physical Strength required to wield an Arm effectively. SeeArm Handling and Strength Requirement for further information regarding thesefactors.

    Weight Distribution

  • 8/6/2019 Aria - Addenda

    14/84

    Weight Distribution describes where the bulk of the Weight is located within an ArmIn general, all Arms will fall into one of two categories according to their individualWeight Distributions. Arms which possess heavy Heads fall into the first category arsaid to be Heavy-ended. In other words, if you were to balance them along theirlengths, the point of balance would be near the Head or tip of the Arm. Arms whichare not Heavy-ended are considered to be Balanced, indicating that their point ofbalance lies somewhere near the middle of their lengths.

    Weight Distribution is important in determining both the Damage Potential and Speeof the Arm. Arms which are Heavy-ended are best suited to Crushing and ChoppingAttacks, while Balanced Arms are generally better for Slashing, Thrusting, andStabbing Attacks. For purposes of Guarding, centrally Balanced Weight Distributionsare ideal because Arms which are so weighted are generally more maneuverable. Sethe Melee Arms Design Specification Summary to determine the Ideal WeightDistribution for a particular Arm Archetype.

    Arm Handling

    Arm Handling refers to the method by which an Arm is usually manipulated incombat. Arms will generally fall into one of two Arms Handling categories -- Single,or Double Handed usage. As a general rule, any Arm which requires a minimumPhysical Strength of 60 or more to be Handled with one hand is classified as aDouble-Handed Arm. Whether an individual Persona needs to use two hands isentirely subject to his/her own Physical Strength Attribute.

    Personas always have the option of attempting to use more or fewer hands than aresuggested for a particular Arm. Assuming the Arm's grip or handle is long enough toaccommodate such Handling, Personas may use two hands even if only one is

    required by the Minimum Strength Requirement. See the Minimum StrengthRequirement table for guidance.

    Minimum Strength Requirement

    The Minimum Strength Requirement defines the Physical Strength attribute scorewhich is necessary to enjoy the full Damage Potential, Speed, and Encumbrancevalues of which the Arm is capable. If a Persona does not possess the requiredStrength, the Arm will be slower, more fatiguing, and less damaging in his or her

    hands. If the Persona possesses greater Strength than is required, the Arm may befaster, less fatiguing, and more damaging in his/her hands. See the table PhysicalStrength and Arms to determine the effects of having greater or lesser PhysicalStrength than is required for a particular Arm.

    The Minimum Strength Requirements listed apply to the suggested mode of ArmsHandling. If an Arm is listed as having a Double-handed Handling Mode, and aPersona wishes to use it Single-handedly, he/she must possess double the requiredPhysical Strength. If a Persona wishes to use two hands to wield a Single-Handed

  • 8/6/2019 Aria - Addenda

    15/84

    Arm, the grip of the Arm must be long enough to accommodate such usage. SeeArms Handling for further guidance.

    Design Specifications (Ranged Arms)

    Draw Weight

    Range

    Physical Strength Requirement

    Design Features

    Design Features refer to those perceivable physical aspects which are used toaccomplish the Attack Modes designated for the Arm in question. For Bladed Armssuch as Knives and Swords, the edge, point, and cross-section of the Blade are theimportant Design Features to consider. For Hafted Arms such as Axes, Clubs, and

    Hammers it is the shape of the head, its edges, surface, spikes, and pean thatshould be considered. In Flails, the type of hinge in addition to the head featuresshould be carefully described. In Polearmes, length should be considered in additionto the shape of the head because it is the general purpose of Polearmes to enablethe user to attack from a distance, albeit a closer range than expected from RangedArms. In Ranged Arms, the launching device should be considered in addition to thedamage-inflicting portion of the Missile because it is the Launching Device whichprovides the Range for the Arm. The following table will assist the Ensemble indetermining which Design Features permit the Arm to perform its designated AttackModes with a greater or lesser degree of efficiency. For additional information

    regarding the Design Features of Arms, refer to the Arms Family, Greater ArmsArchetypes, and Arms Archetypes described in the Arms Encyclopaedia.

    Stage 3: Arms Construction

    The following passages serve as general guidelines for the detailing the MaterialComposition, Suitability, and Quality in addition to the Quality and Method ofConstruction, as they pertain to the statistical system of Combat Resolution

    presented in ARIA. These guidelines are by no means absolute; and if the NarrativeGroup does not place a great deal of importance upon the role of Combat within theNarrative, it is recommended that they use only as much of the following informatioas they deem necessary.

    Remember that the Arms Archetype profiles listed in the Arms Encyclopaedia offerthe basic statistics for Iron (or Iron and Wood in the case of Composite Arms)weapons. As such, the values presented therein represent a "standard" for Iron andWood Arms. Moreover, all Arms in the Encyclopeadeia are considered to representaverage types of Standard Quality in regard to Materials and Craftsmanship. If so

  • 8/6/2019 Aria - Addenda

    16/84

    desired, the Narrative Group may retain the values but establish that they representa Bronze and Wood Standard rather than Iron. Or the values could represent a PoorSubstandard, Good, or Exceptional overall Arm Quality so long as that stipulationremains constant. The idea here is that so long as all Arms are constructed with thesame materials and quality (or differences are not considered to be important), thevalues presented in the Archetype Profiles will serve as an objective Standard. It isonly when Arms of varying materials clash that realism suffers from using a singlestandard to represent the outcome of material conflicts.

    If the Narrative Group wishes to employ multiple Arms Materials and Qualities withintheir Narrative Environment, and to define the differences among these materials asthey pertain to Combat Resolution, then they may find the proceeding guidelinesuseful. Even if other aspects of the Utility Design Process are being used, it is notabsolutely necessary to employ the suggestions provided herein.

    Introduction to Arms Construction

    Arms Construction involves two basic steps. First, Construction Materials must bechosen for each part of the Arm. Next, the Arm craftsman needs to construct andassemble the individual parts of the Arm. In the following passages, each of thesesteps is described in detail and summarized on numerous Tables. Note that MeleeArms and Thrown Arms are discussed apart from Hurled Arms and Projectile Armsdue to their innate differences. If the Narrative Group has decided to employ thepreceding Stage of the Utility Design Process but is not overly concerned with ArmConstruction, they may still want to use the guidelines which pertain to Hurled andProjectile Arms.

    The Range and Damage Profiles for these Arms are detailed within this section

    because factors such as Weight and Length are not as important as Construction indetermining Hurled and Projectile Arm Profiles. If additional guidance pertaining toany of the information presented hereafter is desired, refer to the Family, GreaterArchetype, and Archetype descriptions provided within the Arms Encyclopaedia.

    Construction Materials (Melee Arms and Thrown Arms)

    Construction Materials simply refer to the metals and/or other substances which areused to manufacture Arms. Depending upon the purpose of the Arm, different

    Materials may be more or less suitable for construction. Because Material is critical idetermining the efficiency and quality of an Arm, Arms smiths usually employ thebest materials available given the specific purpose of the Arm (remember that certasocietal factors limit the availability of certain materials ). To facilitate the DesignProcess, it is prudent to consider the Primary Attack Mode to be the primary Purposof the Arm.

    The following passages list the Materials which are potentially available for ArmsConstruction. Remember that the Materials available within a particular society

  • 8/6/2019 Aria - Addenda

    17/84

    depend on a number of factors which are handled within the Arms Selection chapterRefer to the Societal Arms Sheet to choose the Materials that are available within thSociety where the Arm is manufactured.

    Stone - Aside from Wood, Stone is the first Material used by Man for the constructioof tools and Arms. The earliest types of Stone used for manufacturing Arms includeChert and Flint. Both of these are types of quartz, and they are easy to break intosharp fragments by repeated tapping with a stone or Bone baton or billet. The flakewhich result from billet-chipping are commonly irregular in shape, but sharp on manedges.

    These flakes can be shaped in a process called retouching. Retouching involves usina smaller and softer billet, usually made from Wood or Bone, to tap off portions ofthe flint where they are not wanted. By continuing this process on both front andback of the intended blade, the shaper can achieve a very sharp, though quiteuneven, edge.

    Early man is quite economical in his use of Stone for tools and Arms. When shapinga stone core into an axe celt or knife blade, he collects the dross flakes to later

    shape into small arrowheads. It is likely that the first Stone Arms were short Hand-axes, slim flake Knives, and flake-tipped Arrows. Though the flint and chert used tocreate these Arms could be retouched to form sharp edges, Flake blades tend tocrack and dull after repeated striking against hard surfaces.

    Stone is divided into three basic categories: Unshaped, Shaped Core, and Flake.Unshaped Stone is suitable for Crushing Attacks only. Mace Heads and Slingammunition are common Arms which are constructed from Unshaped Stone. Shapedcores are useful for Chopping, Slashing, and Thrusting Attacks. Stone Cores arecommonly employed in the manufacture of primitive Axe heads and Knife blades.

    Stone Flake is useful for small knife blades and arrow points. Long flakes break easiwhen used for Thrusting and may splinter if used against hard surfaces. For thisreason, Flake tipped arrows are only marginally useful against Armored opponents.See the Material Suitability Table for evaluating the suitability of Stone for performinvarious Attack Modes.

    Wood - Along with Stone, Wood is one of the earliest materials employed by Man fothe crafting of Arms. In general, the use of wood is reserved for the construction ofweapon Hafts and Shield Boards or Frames, uses which remain popular throughoutthe Medieval Period. Earlier, however, Man often relied solely upon sharpened

    wooden sticks for both Arrows and Spears.

    Certain primitive Societies hardened these wooden-tipped Arms by applying sap andheating the point in smoldering coals. See the Material Suitability Table for evaluatinthe suitability of Wood for performing various Attack Modes. The employment ofWood for Arm hafts is covered under "Arms Breakage".

    Bone - The use of Bone for Arms Construction occurs after the use of Stone andWood but before the appearance of Metals. As a material for constructing tools, Bonis superior to stone because it could be carved and drilled to fashion small hard

  • 8/6/2019 Aria - Addenda

    18/84

    implements which required complex shapes. Needles and fishhooks are goodexamples of this usage. Though not as hard as Stone, Bone can be shaped intosmooth edges and points. When considering bone as a construction material, it isuseful to think of Bone as a very hard wood. As such, it is lighter than Stone andmany types of Wood, but is much harder, and less likely to fragment or splinter.

    Bone, like Stone, is primarily useful for constructing bladed and pointed Arms. Agood craftsman can hone a sharp edge and smooth point from Bone (including Hornand Antler); and for this reason Bone is most useful for Thrusting, Slashing, orPiercing Attacks. Against harder Materials, however, Bone tends to dull quickly; andwhen used for Missile heads, Bone may shatter if it strikes a harder surface. Bone isalso useful for Crushing attacks, but its light weight does not make it useful forweighting Arm heads. See the Material Suitability Table for evaluating the suitabilityof Bone for performing various Attack Modes.

    Leather - Leather, or generic Animal Hide, is used frequently in the construction ofArms Grips and holding Thongs. It is its use for constructing Shields, however, that important in the process of Arms Design. When used to cover Wooden Board Shieldleather serves primarily as a canvass for Heraldic Symbols rather than as an

    increased defensive Feature.

    But for Frame Shields, Leather is all important. Stretched tautly over a Wooden orBone Frame, several layers of Boiled, Lacquered, or Painted Leather can provideample protection while allowing the Shield to be light and maneuverable. For thepurposes of Designing Frame Shields, consider all Leather to be Standard in both itsSuitability and Material Quality.

    Copper - Copper Ore, being first used during the Chalcolithic or Copper-TransitionalAge, is one of the softest metals used for manufacturing Arms. Unlike Lead, which is

    softer and heavier, Copper is strong enough to be used for small blades and points.When cold forged, a process in which the Copper ore is hammered into shapewithout first being heated in a fire or furnace, the strength and hardness of Copperincrease remarkably; and Cold-forged Copper was used to create longer (up to 24inches) metal blades.

    Cold forged copper is lighter and more brittle than other metals such as Bronze andIron, but it is the first material which is truly suitable for the construction of DaggerDirks, and Shortswords. It is interesting to note that most of Copper Blades whichhave been unearthed appear to have been designed for Thrusting. While many of

    their points had been snapped or broken, early Copper blades rarely display dentsand scars along their edges which would be expected had they been used for cuttinor Slashing attacks. For further information, see the Material Suitability Table toevaluate the suitability of Copper for performing various Attack Modes.

    Lead - Lead is perhaps the metal least used for the construction of Arms. Being versoft and heavy, Lead bends easily and does not retain a sharp edge. Able to bemelted over a hot fire however, Lead is one of the easiest metals to cast. Casting isa process which involves melting a metal into a liquid state so that it may be poureinto a shaped mold. Casting allows Lead to be quickly and uniformly shaped. Were

  • 8/6/2019 Aria - Addenda

    19/84

    lead less malleable, it might enjoy utility in a variety of Crushing Arms because of itgreat weight.

    Unfortunately, however, Lead tends to lose its shape when it strikes hard surfaceswith great force. It is therefore useful only for arms which do not depend on Shapedesign features to cause damage. For this reason, Lead is commonly employed toweight Clubs, a function which does not suffer should the lead be dented orotherwise malformed through repeated blows. Simple Mace Heads can be createdquickly and inexpensively by casting lead in a spherical mold and inserting a bulbouhandle while the lead retains its molten sta. When the lead cools, it hardens aroundthe handle's bulb, preventing the head from flying off during combat. Lead is alsooccasionally used to weight Truncheons by drilling a hole into the wooden haft andpouring the molten metal into the hole where it is allowed to harden.

    Bronze - Bronze is created by amalgamating Copper and Tin; Brass, by alloyingCopper with Zinc. Of the two materials, Bronze is more commonly employed for thecrafting of Arms, as Brass alloys are much softer. The qualities evinced by Bronzedepend largely on the ratio between Copper and Tin which is present in the alloy.Most Bronze Arms will possess approximately eight parts Copper to one part Tin (th

    percentage rendering the most durable alloy).

    Aside from Iron, Bronze is the most universally applicable metal used for constructinArms. Being nearly as heavy as Iron, Bronze is equally suitable for the constructionof Heavy-ended Crushing and Chopping Arms such as Axes, Maces, and certainHammers. Bronze does not, however, hold and edge as well as a carbonized Iron;nor does it have the strength and flexibility required for the construction of durable,long (over 30 inches) metal Blades. Long Blades made of Bronze may snap orshatter if struck a hard blow with a heavier weapon.

    While it is true that Bronze is less malleable than good Iron or Steel, Bronze cantheoretically be shaped into rather complex shapes. The absence of advanced BronzArms such as Flails, Warhammers, Poleaxes, and Swordstaves, is a result of the moprimitive Design Technology which is usually available to Bronze using Societiesrather than unsuitable materials.

    If for some reason, a society has the need for such advanced Arms Archetypes andthe technology to create them, it is possible to substitute Bronze if Iron is scarce orallocated for other uses. To determine the suitability of Bronze for various AttackModes, refer to the Material Suitability Table.

    Iron - Shortly after is discovery, Iron became the favored material for theconstruction of tools and Arms. Though pure Iron ore is a rather soft metal, itbecomes extremely hard when it is combined with carbon. When man first heatedlumps of Iron ore in simple charcoal fires, he unknowingly added Carbon to itscomposition. When heated in Charcoal fire pits, Iron gains Carbon molecules from thCarbon-rich charcoal, thus becoming Carbonized. It is interesting to note, however,that only a minuscule amount of Carbon is required to harden Iron Ore. In fact,larger amounts of Carbon actually begin to soften the Iron, though never making thmetal as soft the pure ore.

  • 8/6/2019 Aria - Addenda

    20/84

    Iron may be used to make any Arm which requires metal in whole or part of itsconstruction. See the Material Suitability Table to determine the general usefulness Iron for constructing Arms of various purposes.

    Steel - By regulating the amount of Carbon which is added to the Iron Ore (aprocess initiated in Western Europe during the High Medieval Period, Mankind)creates Steel, the strongest and most widely useful metal known to date.

    While good Steel will certainly contain less than one percent Carbon, 20th centurySteel often contains less than one tenth of one percent Carbon in its totalcomposition. Steel is stronger, harder, and generally more flexible (and less brittle)than any of the earlier metals. As an improvement made to Iron, Steel can be usedto manufacture any Arm which can be made from Iron.

    Moreover, Steel can be used to create lighter, or finer metal blades than can bemanufactured from Iron. This makes Steel preferable to Iron for the construction ofmost Swords and Polearmes which are heavier and slower when made from cruderIron. See Material Suitability to for further assistance.

    Special Materials - In a fantasy environment, any number of additional ConstructionMaterials may be available for Arms Design. Frequently these include mythical metasuch as True-Silver, Mithril, Adamantite, etc., which may be magical or semi-magicain nature. Alternate substances such as the teeth, claws, horns, and scales ofmythical Creatures may be substituted for simple Horn and Bone. Perhaps mythicalWood or Stone samples will be included. In essence, Special Materials which will beavailable for Arms Design depend entirely upon the whimsy of the NarrativeEnsemble. If such materials seem appropriate given the individual nature of theNarrative Environment, their properties should be described prior to their use, and

    they should be evaluated in terms of Suitability and Quality. The Material Suitabilityand Material Quality tables provide good bases for such evaluation. For a moredetailed treatment of Magical Arms Materials, watch for Canto IV Fabled Magic.

    Material Suitability

    All Construction Materials may be evaluated in terms of how appropriate they are foachieving the purpose for which an Arm is Designed. In other words, Arms depend otheir various Design Features to accomplish specific purposes, and certain materialsare more suitable for construction high quality Arms.

    The Material Suitability Table evaluates Materials according to five generic Suitabilitycategories. Whether a Construction Material is considered Poor, Substandard,Standard, Good, or Exceptional for the construction of particular Design Featureswhich facilitate certain Attack or Defense Modes depends largely upon the innateproperties of the Material, and its variational Quality (see Material Quality for furtheinformation.) The values which accompany the Suitability grades will be used later ithis chapter to determine the Overall Quality of the Arm being Designed.

  • 8/6/2019 Aria - Addenda

    21/84

    Quality of Materials

    Depending upon their natural composition, or more importantly, upon the manner inwhich they are prepared by Man, Construction Materials will vary in their generalQuality. For the purposes of Design, Material Quality represents the relative quality a material in relation to samples of that same material used to manufacture otherArms. Material Quality does not refer to an objective standard by which othermaterials are evaluated.

    For example, the Material Quality of Iron evaluates the general quality of a particulasample of Iron in relation to the standard set by other samples. The Quality of agiven Iron sample will be either Poor, Substandard, Standard, Good, or Exceptionalonly in relation to most Iron samples. A particular Iron sample will not therefor beconsidered Good because it is being compared to Stone Flakes. It may be considereGood, however, because its carbon content has been carefully regulated, and itsunworked state has undergone preliminary forging or purification.

    All Materials are evaluated according to five generic categories of Quality. The Quali

    of a given Material sample may be either Poor, Substandard, Standard, Good, orExceptional. It is important to note that a particular sample can include enough ofthe Material to construct as few or many Arms as stipulated by the Mythguide or ArDesigner. For Unique Arms Specimens, the amount of material in a sample isunimportant because a "sample" always includes enough material to construct atleast one single Arm. In the case of a Generic Arm Class, however, Quality mayeither be considered a random occurrence or a Construction Standard. If Arms arebeing designed for an entire Society (or portion thereof), it is recommended thatMaterial Quality be chosen as a Construction Standard which applies to all Arms ofthe variety being Designed.

    The Material Quality Table assigns point values to the generic Quality categories.These will be used to determine the Overall Quality of the Arm later in this chapter.

    Construction Materials (Hurled & Projectile Arms Launchers)

    When Designing the Launching Devices for Hurled and Projectile Missiles,Construction Materials are handled in less detail. The Primary Materials used toconstruct Hurling Launchers include Wood, Bone, Leather, and Cloth. These materia

    are not evaluated in terms of Suitability and Quality because it is the manner inwhich they are constructed which is important. For Throwing Sticks, Slings, andStaffslings, all Materials are considered Standard in terms of Suitability and Qualityso long as they have the rigidity of flexibility required for Hurling Javelins, Stones, oBullets. Craftsmanship, rather than Quality, determines how well these materials mabe manipulated to construct a quality Arm.

    Arms Craftsmanship

  • 8/6/2019 Aria - Addenda

    22/84

    Arms Craftsmanship refers to the general techniques used to manufacture andassemble the individual parts of an Arm. Once the Suitability and Quality of theMaterials have been determined, evaluating the general Quality of Craftsmanshipremains as the final step in determining both the Overall Quality of the Arm and itsability to sustain duress without Breaking.

    Quality of Craftsmanship (Melee and Thrown Arms)

    Like Material Quality, the Quality of Craftsmanship is a relative evaluation process.While certain technological advances certainly yield higher degrees of quality, Qualitof Craftsmanship is evaluated only in terms of the Materials being worked. In otherwords, the forging techniques of a Blacksmith are not compared to the retouchingtechniques of a Stoneworker; rather, the degree of quality evinced by one retoucheflint blade is comparable only to the average quality of the majority of retouched flinblades. For purposes of Arms Design, the Quality of Craftsmanship is best evaluatedby considering the abilities of the individual Craftsman, and how those abilities arereflected in the finished work product.

    The Quality of Craftsmanship is evaluated on the same generic scale used to estimaMaterial Suitability and Material Quality. If the Craftsman is known, use his/herVocational Reputation as an indication of the Quality which is reflected in his/herfinished Arm products. If the Armsmith has not been established simply assign aQuality grade to the Arm. Though Standard Qualities are most common, even anovice craftsman may luck into creating an Arm of Good or Exceptional Quality.

    Quality of Craftsmanship (Hurled & Projectile Arm Launchers)

    Whereas the Material Suitability and Quality are of primary importance in the Designof Melee and Thrown Arms, Quality is of paramount to all other considerations whenconsidering the Overall Quality of Hurled Arm launchers such as Throwing Sticks andSlings, and Projectile Arms such as Bows and Crossbows.

    Hurled Arms rely on quality Craftsmanship to render the material supple (in the caseof Slings) and to fashion fitting or holding devices in the case of Throwing Sticks. Fothese Arms evaluate Craftsmanship according to the guidelines provided for MeleeArms.

    Bows and Crossbows depend more upon the Craftsmanship to achieve their purposethan do any other Arm Archetypes. In all but the most advanced societies, the simpSelfbow is the preferred bow due to the simplicity of its single, uniform Materialcomposition. The English Longbow, which is the paragon of the Self Bow Archetype,demonstrates that if suitable Wood is available, there is no reason to bother withmore complicated Bow Archetypes.

    Backed Bows, Built Bows, and Composite Bows all historically result from the lack ofa suitable Wood sample from which a powerful Longbow may be constructed. For th

  • 8/6/2019 Aria - Addenda

    23/84

    reason, inferior materials such as soft wood, bone, horn, sinew, and leather areadapted for bow construction; and as the result of ingenious Design andCraftsmanship, achieve similar if not better results. For a detailed description of Bowand Crossbow constructions see the appropriate entries in the Arms Encyclopaedia.

    The Quality of Craftsmanship for Bows and Crossbows is evaluated on the same scaas are other Arms Archetypes. But rather than receiving simple numerical values, thQuality of Craftsmanship effects the Draw Weight, Range, and Damage Potential forBows and Crossbows depending upon the Archetype in question. See the appropriattables to determine the effects of Quality on the Draw Weight, Range, and DamagePotential of Bow and Crossbow Archetypes.

    It should be noted that Hurled Arm Launchers (Throwing Sticks, and Staffsling only)Bowstaves, and Crossbows should never be used for Parrying unless there isabsolutely no other defense available. These Arms are intended solely for launchingMissiles from afar and are not capable of withstanding a forceful impact. Though theeffects of such an impact might not be readily perceivable, the damage sustainedmay cause the bowstave to be less efficient if not truly dangerous should it snapunder the strain of the draw.

    Determining the Overall Quality

    Overall Quality of the Designed Arm is determined according to its MaterialSuitability, Material Quality, and Quality of Craftsmanship. To determine the OverallQuality of the Arm, refer to the accompanying Arms Quality table and refer to theappropriate category (either Melee and Thrown Arms or Hurled and Projectile Arms)

    Arm Breakage

    Arm Breakage refers to the physical strain and duress which an Arm is capable ofsustaining without breaking apart. The values derived from determining Breakage arused whenever Combat Resolution calls for a Breakage Check (See CombatResolution "Arm Breakage for additional information). If the possibility that Armsshould break is inappropriate for the purposes of the Narrative Ensemble, this sectiomay be neglected altogether. The guidelines provided herein do not effect any otheraspect of the Arms Design Process.

    Arm Breakage is evaluated in terms of a Breakage value. Estimating Arm Breakagerequires a general knowledge of the Construction Method and techniques used tocraft and assemble the component parts of the Arm. Arms Family and Greater ArmArchetype descriptions presented in the Arms Encyclopaedia provide specificinformation relating to the Construction Method and related techniques used tomanufacture Arms. If necessary, refer to the appropriate Family, Greater, and lesseArchetype descriptions for further information.

    To determine the Breakage value of a particular Arm, refer to the appropriate table

  • 8/6/2019 Aria - Addenda

    24/84

    Bladed Arms, Hafted Arms (including Polearmes), and Shields are each handled on aseparate Table.

    Arms in the Narrative Environment

    The first effort of human technology was probably weapon-making. History andtravel tell us of no race so rude as to lack artificial means of offense and defense. T

    these, indeed, man's ingenuity and artistic efforts must, in his simple youth tide,have been confined.

    - The Book of the Sword

    The means by which Mankind defends himself play an important role in the historiesof all societies. Whether defending his tribal hunting grounds, or expanding toconquer his neighbors' fertile pastures, Man relies on artificial Arms to preserve hisown existence in the manner he deems most appropriate. Because physical conflictconstitutes a crucial element in most fantasy literature and games, the designers of

    ARIA recommend that the Narrative Group carefully choose the Arms Archetypeswhich will be available within the campaign environment. To facilitate this end, thefollowing chapters offer advice (in the form of sequential questions and procedures)which pertains to the Selection and Design of Arms Archetypes.

    The information and advice presented in the following chapters requires that theNarrative Group have a detailed concept of the campaign environment. If the Grouphas used Canto I: Epic Societies to create the home society of the Lyric Personasmany of the considerations presented herein will be familiar. If Canto I is not beingused, the Narrative Group may still find the following material useful; and in fact,may find that they have further defined their conceptualized Environment by fullyengaging the selection procedure. In either case, the designers of ARIA suggest thatthe Narrative Group use only as much of the information as is necessary to fulfilltheir individual needs. While employing the full content of this chapter will certainlyyield a rational selection of Arms Archetypes for a given society, rationality andrealism are not everyone's cup of tea. Hence, we invite you to deviate from the Armselection procedure according to your individual group's needs and desires.

    It is the purpose of this chapter to guide the Narrative Group through a processwhich will render a rational selection of Arms Archetypes which will be availablewithin the particular society which has been designated for campaign use. While

    most fantasy games present an array of Arms which complement a predeterminedsetting, ARIA provides a comprehensive Encyclopaedia of Arms Archetypes fromwhich particular Weapons may selected and modified to suit the unique environmenembraced by the Narrative Group.

    Because various Groups employ diverse settings, the proscribed Selection procedureis necessarily broad-based. This does not mean, however, that the resultant selectiowill be general or non-specific. Rather, the Selection Procedure embodies a list ofgeneral questions and considerations which will, if applied to a particular society

  • 8/6/2019 Aria - Addenda

    25/84

    concept, yield a selection of Arms Archetypes which is both specific and unique to tcampaign environment employed by the Narrative Group.

    In addition to providing a unique selection of Arms Archetypes, the followingprocedure yields an appropriate selection. Whether the society in question is based historical realism or fantastic possibility, the arms Selection Procedure will render alogical array of Arms Archetypes which may be further specialized and detailed withthe Arms Design Chapter of this book. By defining weapon aspects such as Size,Shape, Material Composition, etc., the Narrative Group will need only to name theresultant Arm to achieve a weapon which is both unique and appropriate to theirindividual campaign setting. If this amount of detail is not desired by the NarrativeGroup, then it is recommended that they simply Select the basic Arms Archetypesfrom the Arms Encyclopaedia, and use their accompanying statistics for CombatResolution. If Arms composed of material other than Iron and Wood ( such as StoneBone, Copper, Bronze, or Steel) are being used by the Narrative Group, then theEncyclopedic Archetype statistics need to be modified according to the generalguidelines presented in the chapter concerning Arms Design.

    Introduction to Arms Selection

    Choosing the variety of Arms available within the campaign setting can be as simpleor involved as is desired by the Narrative Group. Often players of fantasy gamesinnately feel which weapons are appropriate and which are not.

    The selection of Arms for the campaign environment can be that simple. If, howevethe Narrative Group has taken great care to create a Rational campaign setting, thethe process of selecting appropriate Arms may become somewhat complicated or

    confusing. As there are many aspects which coalesce to manifest a particular societconcept, so the selection of Arms existing within a society result from the conjunctioof those same determining aspects. For example, Interaction plays a large role indetermining how far and how quickly a society evolves Technologically. Because thetypes of Arms available to a society depend partially on the Technologicaladvancement of the society and partially upon the Technology of neighbors withwhich it interacts and trades, both Interaction and Technology determine which Armmight be available to the society in question. It is evident from this example thatsocietal factors such as Technology, Interaction, and Trade work together to create setting which is predisposed to evincing certain Arms technologies and specimens

    which vary according to the degree and nature of the same factorial relationships.

    Though it is not difficult to trace logical conclusions concerning Arms Selection fromindividual societal factors (if those factors have been predetermined by the NarrativeGroup), the relationships among these factors often appear to create vicious circlesin which one determinant seems to influence another which reciprocates by exertinginfluence of its own. To continue our example, let us suppose that a primitive societregularly interacts and trades with a technologically advanced, neighboring society.

    Unless there are specific reasons which prevent Technology from passing between

  • 8/6/2019 Aria - Addenda

    26/84

    societies, it is likely that the primitive society would begin to evolve technologically.Even if manufacturing technology is slow to be adopted by the primitive society, theknowledge pertaining to the use of Advanced Arms would not necessarily be so slow(Consider Native Americans learning the use of the firearms which they could notbuild themselves).

    Therefore, while the low initial Technology of the primitive society might indicate thaIron weapons should not be found within the society, high Interaction and Trademight contradict this conclusion. The process of Selecting Arms for the NarrativeEnvironment is rife with such possible contradictions; and in fact, the involved cyclicpattern which emerges can be defined as Technological evolution.

    Because Arms Selection implies a limitation to possibility, the selection procedurerequires that a particular time frame be designated in order to forestall the cyclicevolution which occurs when many factors are considered in relation to one anotherFor this reason, it is recommended that the societal factors be carefully delineated itheir current states so that the selection possibilities can be narrowed according tothe history of the society and future developments (i.e. evolved Arms types)immediately ruled out. For assistance in delineating a society according to its variou

    relevant determinants see Canto I: Epic Societies. Thus we are left only with thehistory of the Narrative Environment (which is detailed to greater or lesser degree bthe description of its current state) to provide the evolutionary possibilities whichlimit and suggest appropriate Arms Selection. In other words, it is not necessary tofully detail the historical evolution of Arms Archetypes in a given society; rather, it inecessary only to detail the selection of Arms which is available in the present.

    Arms Selection

    The selection of Arms Archetypes which will be available in the NarrativeEnvironment requires a thorough concept of the society in question in addition to ageneral notion of its historical background. As one aspect of Technologicaldevelopment, the manufacture and deployment of martial Arms indicates the stage twhich a society has evolved. The concept of Evolution is important to Arms Selectiobecause certain weapon types result as modifications or variations of earlier ArmsArchetypes or Archetypal Families. As the Lance resulted from the Spear, so theSword most likely evolved from the Club. Similarly the Tournament Lance and theDueling Sword evolved from special social or military conventions which had noapparent place outside of a particular context. In short, there are many societal

    factors which contribute to the Selection of Arms which are manufactured andemployed by any given society. The following procedural guidelines attempt toorganize these considerations so that the Narrative Group may color their Campaignsetting with a selection of Arms which is both unique and appropriate to theNarrative Environment.

    The Process of Selecting Arms generally involves assigning various Arms Archetypesto a Society in a manner which is appropriate to that unique social environment.More specifically, the Narrative Ensemble must decide upon the number and types o

  • 8/6/2019 Aria - Addenda

    27/84

    Arms which will be available given the overall disposition of the society in question.While the process for selecting Arms should be rational, it need not lack creativity. Iis the purpose of the Selection Process to place Arms Archetypes, not specific Arms,within the Narrative Environment. Specific Arms, which may be named and describeby the Ensemble, are created by custom tailoring Arms Archetypes to match theoriginality of the Narrative Environment. The process for Designing Arms is detailedin the following Chapter.

    The Selection Process

    Arms Selection entails proceeding through four basic stages. In each Stage theEnsemble shall consider the relevant aspects of the designated society in order todirect the Arms Selection process toward its own unique conclusion.

    If performed in detail, the selection process should always yield a final grouping ofArms Archetypes which seems appropriate to the individual Society being consideredIf the resultant selection does not 'feel right' to the Ensemble, the designers of ARIAsuggest that it be amended so that the majority of the players are satisfied. If thiscan be achieved without following the Selection Process detailed hereafter, it may bpossible to save time by simply choosing Arms Archetypes from the ArmsEncyclopaedia which appears at the end of this book. The following Steps are merelyguidelines, and experienced players may want to review them only to bring themartial element of their Narrative Environments into clearer focus.

    The basic Stages of the Selection Process are as follows: Stage 1 - Definition of ArmIdeology, Stage 2 - Definition of Potential Selection, Stage 3 - Narrowing thePotential Selection, Stage 4 - The Apportioning of Arms.

    Stage 1: Arms Ideology : (The Hunger for Violence)

    Whether created by man or taken from nature, an object used to indulge violencerequires human forethought to make it an Arm. In this Step, the Ensemble willconsider the prevailing philosophy of the designated Society to determine itspropensity for making war against its fellow men. By envisioning the general attitudwhich the Society evinces toward violence, the Ensemble may better determine theevolutionary track of Arms manufacture and acquisition which yields the Potential

    Selection of Arms available to the Society in question. The following Questions andTables serve to guide the Ensemble through an exploration of the Society's ArmsIdeology.

    Given the Society's prevailing Philosophical Orientation, what is its ideological positioregarding the manufacture, acquisition, and employment of Arms? Given itsphilosophical and material objectives, to what extent does the Society rely on militaprowess to achieve those ends? Is the Society self-sufficient or does it need to takefrom others to provide for its general welfare? How does the society protect thelifestyle it enjoys? Does it view Arms as necessary for defense, but primarily evil, or

  • 8/6/2019 Aria - Addenda

    28/84

    does it cynically perceive warfare as a practical or efficient means to achieve certainends?

    Isolation - To what extent is the Society physically Isolated? If it is not completelyisolated, what dangers or threats do neighboring societies pose to the Society? Whaare the perceived threats? How do these perceived dangers effect the PhilosophicalOrientation of the Society? (Rate Isolation from 1 to 20 with a value of 1 indicatingcomplete Isolation.)

    Philosophical Orientation - What is the Society's moral and or ethical positionregarding military warfare? Is the society philosophically oriented toward Survival,War, Conquest, Equilibrium, Peace, or Knowledge? In providing for its ideological anphysical welfare, which Orientation Posture does the Society commonly engage -Offensive, Defensive, Active, or Passive? Given its Orientation, what importance doethe Society place on the manufacture or acquisition of Arms specimens andtechnologies to achieve its societal objectives? (See accompanying Table for possiblOrientations and Postures. Assign one Orientation and one Posture to the Society.)

    Subsistence - How does the society feed itself? Is the Society primarily engage in

    Hunting/Gathering, Incipient Agriculture (crude planting supplemented by eitherHunting, Fishing, or Herding), or Fully Agricultural practices? Is the Society totallyself sufficient, or does it rely to some extent on another society for food stuffs? Doeit acquire these subsistence goods peacefully or forcefully? To which mode of selfsustenance does the society direct its greatest technology and resources? (Seeaccompanying Table for possible Subsistence patterns and assign one to the Society

    Political Infrastructure - What type of Government does the Society evince? Howdoes the Ruling Agency of that government stay in power? Is there peaceful consenfrom the Populace, or does the Ruling Agency employ forceful means for remaining

    power? How much importance does the Ruling Agency place upon military prowess?Does it stimulate Arms manufacture by ordering vast amounts of Arms to supply aStanding Army, or does it require peasants and townsfolk to provide their own Armsduring drafted Conscription? (See Table for possible Infrastructures and assign one tthe Society.)

    Military Infrastructure - What type of Military forces are supported by the Society.Does a permanent Standing Force exist? Provisional or Conscript forces? For whatend does the Society primarily employ its military forces -- for national offense ordefense, or for enforcing civil obedience? How are these forces equipped by the

    government? Is there a desire to equip soldiers with the best arms available, or arethey expected to make do with whatever Arms and Armor that they can provide forthemselves? Are there any laws regulating the type and quality of Arms thatconscript forces must supply for themselves? (See accompanying Table for possibleInfrastructures.

    Assign either Standing Forces, Provisional Forces, or No Forces to the Society. Withithat category, choose one subdivision as the most prominent type of force.)

    Religious Tolerance - What is the role of religion in the Society? Is the Society

  • 8/6/2019 Aria - Addenda

    29/84

    monotheistic or pantheistic? Is a particular religion sanctioned or favored by thegovernment? Does the Society evince a theocratic form of government? What are thbasic tenants of the predominant religion, and what is its outlook on warfare/conflicDo religious institutions possess fighting orders? What is the general level ofTolerance for other religious belief systems. If Tolerance is low, does the Societystage religious crusades or holy wars against heathen nations/neighbors? (RateTolerance on 1 - 20 scale with 1 indicating total intolerance.)

    Determining Postures of Arms Ideology

    To determine the Ideological Posture of the Society in question, consult theaccompanying Table and follow the proscribed Steps. Cross-index the resultantnumber (ranging from 1 - 100) on the Ideological Postures Table. The resultantPosture describes the general Arms Ideology of the Society and it will be used inStages 3 and 4 of the Selection Process.

    Stage 2: Potential Selection : (The Tools of Destruction)Though any object can theoretically be raised against one's fellow man with hostileintention, it requires malevolent forethought the wield such an object as an Arm.Used to enhance the injurious potential of the human body, Arms are simply toolsspecified for committing violent acts. As a specific tool, therefore, each Arm evinces degree of specialization which matches the level of hostile ingenuity possessed by itcreator. Proceeding from the Philosophical Orientation of the Society in large, theSelection of Arms which are potentially available within a society is derived from thesociety's Domestic Capability to conceive and produce lethal devices, and the

    Potential Selection made available by neighboring peoples.

    Question I: Domestic Capability

    What Arms and/or Tools are the Society capable of manufacturing without foreignintervention? If the society were forced to be totally self reliant, what Tools andWeapons would it be capable of producing given its available Resources andTechnological ability to exploit those resources?

    Resources / Arms Materials - Consider the available resources within the society.What materials are available for the construction of Arms and Tools. How scarce arethese resources? Is there reason to conserve certain resources for other purposes? there an abundance of a particular resource which suggests its use for the massconstruction of Arms? (See accompanying Table for Tools/Arms materials whichmight exist in the society. Choose which will be available and assign their generaldegree of abundance.)

    Technology - Consider the general level of Technological achievement withinsociety. What resources has the society learned to exploit. Does it know how to

  • 8/6/2019 Aria - Addenda

    30/84

    harden wooden spear points with fire? Does the society know how to mine formetals? Which type(s) of forging techniques has it mastered? (Assign the level ofTechnological Advancement achieved by the Society and see Exploitable ResourcesTable to determine which available Resources the Society can exploit.)

    Determining Domestic Capability

    To Determine which Arms the Society is Capable of manufacturing Domestically,consider which Resources are available within the Society, which of those the Societis able to exploit, and Consult the Potential Domestic Selection Table. Remember theven though a Society may be technologically capable of constructing Arms of certamaterials, they cannot actually manufacture such Arms unless that material isPresent within the Society.

    For example, if a society has learned how to alloy Copper and Tin to create Bronzebut has very little Copper available to it, the Society is cannot construct moreCopper/Bronze tools or arms than its Resource surplus allows. Moreover, even if thesociety has a vast supply of Iron, it cannot manufacture Iron Arms because it doesnot know how to exploit Iron. In this case, the Society would be forced to rely onWood, Stone, Bone, and Lead for Arms Construction unless it could gain moreCopper or Bronze through Foreign Trade and/or Acquisition.

    As a general rule, all Societies will have enough resources to construct limitedquantities of Arms that fall within its technological capability. Whether a societychooses to use scarce resource for the construction or Arms, or whether it reservesthem for the manufacture of tools depends largely on the Society's Arms Ideologyand Posture.

    Question II: Foreign Availability

    Given its ability to Interact and Trade with neighboring societies, what Resources,Technologies, Craftsmen, and Arms Specimens are theoretically available within thesociety? Knowing the Society's innate ability to create certain Arms types, whatMaterials, Arms, and Technologies could also appear in the society's DomesticArsenals and/or Marketplace as a result of foreign influences?

    Foreign Capability - Given the Resources and Technologies which exist outside of

    the Society, what Arms Specimens, Materials, and Technologies could theoretically badopted