It would simply give you excuses for invokes and compels, based on the aspect text. Nothing less, nothing more.


  — Wesroth attacks Quadron using his longsword, with Fighting 3
  
  — Ok but Quadron has a Long Spear, here's a compel for you, this fate point says Wesroth spends this exchange trying to close in with Quadron, struggling to find an opening.
  
  — Good call, but no, I refuse your compel. Here's a fate point, Wesroth does manage to attack despite the long spear
  
  Wesroth:Attack: [Roll + + - ·] + [Fighting 3] = +4(Great)
  
  Quadron:Defend: [Roll + - · ·] + [Fighting 2] = +2(Fair)
  
  — Whoops, that's physical stress box #2 for me …err… Quadron. Fortunately Quadron can take it and live.
  
  — Not so fast, Wesroth has a Balanced longsword, and I invoke it. He feints an attack but flips the sword and uses the pommel to push Quadron's spear aside, easily getting inside his guard. That brings my roll into a fantastic +6. I guess that's a #4 stress box, which Quadron doesn't have
  
  — Oh cr*p! …


… and it goes on like this

The mechanics of Aspects on weapons/armor?
I have never had the privilege of working in an environment that required complicated routing or if it did require it, it was handled upstream of me. I've always used very simple static routing configurations and never needed to do any multipath routing -- hence my general confusion regarding this subject. I would like to understand multicasting and anycasting better. 


What is the difference between unicast, anycast, broadcast and multicast traffic?
What situations are they generally used in and why (e.g., what applications use which method)?
How do you calculate how much broadcast traffic is too much for a given network segment or broadcast domain?
What are the security implications of allowing broadcast and multicast traffic?

