Weapon Traits
Table of contents
- Traits
- Advanced
- Airborne
- Area
- Automatic
- Balanced
- Battering
- Bound
- Burning
- Capacity(X, Type)
- Close Quarters
- Cone
- Consumable Weapon
- Controlling
- Deadly Draw
- Devouring
- Disguised
- Disorienting
- EMP
- Ensnaring
- Eradicating
- Exotic
- Explosion
- Foolproof
- Handless
- Impaling
- Impossibly Large
- Injuring
- Launcher
- Light Source
- Line
- Lingering
- Long Reach
- Massive Explosion
- Momentum
- On Line
- One-Handed
- Otherworldly
- Paired
- Penetrating
- Powerful Stunning
- Precision
- Pulling
- Quick Loading
- Salvageable
- Salvageable
- Shield(X)
- Shotgun
- Silenced
- Single Use
- Slow Loading
- Slowing
- Striking
- Stunning
- Sundering
- Targeted
- Threatening
- Thrown
- Two-Handed
- Very Threatening
Traits
Area
- This weapon affects everyone within Reach of the target (everyone gets a reaction).
Capacity(X, Type)
This weapon requires Munitions to be used.
- The number and types of things that this item can be loaded with to be used. Usually written as Capacity (X, Type), which means it can be used X times, and is loaded with Type item.
- If a weapon doesn’t specify otherwise you can refill its capacity as an Action.
So a weapon described as having Capacity(12, Fuel) would hold 12 Fuel.
Close Quarters
Small enough to handle close encounters.
- This weapon can be used In-Melee with no penalty.
Cone
- This weapon affects everyone directly between yourself and a target and everyone within Reach of them (everyone gets a reaction).
Consumable Weapon
This item destroys itself when used.
- Ceases to function after being used to perform an Action.
Controlling
This weapon’s technical nature allows you to manipulate your enemies with it.
- This weapon allows you to perform any Special-Combat-Actions that would normally require being within Reach using its Range and skill.
Deadly Draw
- The first Action you take with this weapon in any combat is automatically successful with no skill test.
EMP
- This weapon on a Successful Attack and if the opponent is a machine, automata, or powered by electricity the Opponent becomes Stunned.
Ensnaring
- On Non-mitigated Attack it causes the enemy to be grapple. You need to maintain hold of the ensnaring weapon to maintain the grapple.
Foolproof
This weapon works without any user intervention.
- Performing an Attack with this weapon requires no Skill Test.
Impaling
This weapon embeds in enemies.
- After a Successful Attack your enemy is Stuck.
- They must make a Application(0) to remove this effect.
Impossibly Large
This weapon is comically massive, it is unthinkable a person could use it.
- This weapon cannot be wielded by an average-sized Character.
Injuring
This weapon is extra effective at harming others.
- If this weapon causes Injury Damage it causes 1 additional.
Light Source
A glowing source of light for any wielding it.
- This weapon illuminates the user and everything Close.
On Line
This weapon is attached through lengthy rope or chain giving it exceptional reach.
- While wielded you suffer a (-1) to Defending.
- You can make Melee Attack with this weapon at a range of Close, you cannot attack further, taking a Distance Penalty.
Paired
This weapon is actually a set of one-handed weapons designed to be used together.
- This weapon can be used in only one hand, but you receive a (-1) to Attack.
Penetrating
This weapon rends through armour ignoring its structural advantages.
- This weapon ignores Weakness and Resistance of armour.
Powerful Stunning
- This weapon on a Successful Attack causes the Opponent to be Stunned.
- This weapon causes any targeted Opponent to be Disoriented.
Precision
This weapon is predominately used for accurate lethal attacks.
- When doing Extra Damage this attack does 3 additional Damage instead of 1.
Pulling
This weapon pulls its target closer to you.
- After a Successful Attack until your Opponent next performs an Action you may as a Free Action move your Opponent within Reach of you and cause them to go Prone.
Quick Loading
This weapon can be reloaded almost instantaneously.
- This weapon can be readied for use as a Free Action, however if you then immediately use it the Action is at a (-1).
Salvageable
- Munitions spent by this weapon, if resulting in a Mitigated Attack, are only destroyed if the Skill Test results in Doubles.
Salvageable
- If this weapon also has the Consumable-Weapon trait, if an attack results in a Mitigated Attack, the weapon is only destroyed if the Skill Test results in Doubles.
Shield(X)
- This weapon counts as additional Armour protecting you with X Armour Integrity, that can only be used against Ranged Attack.
- This weapon provides a (+1) to Defendingwhen wielded.
Shotgun
Extra projectiles means more damage, or less, depends on how close you want to be.
- This only effects weapons with a range greater than Reach.
- This weapon deals (+1) damage within Reach
- This weapon deals (-1) damage if outside the Attack Range.
Single Use
This item is designed to be disposed of when exhausted.
- When this weapon is out of Capacity it ceases to function.
Slow Loading
This weapon takes tremendous time to prepare.
- This weapon cannot be readied for use (reloaded, armed, primed) during Combat and requires an extended period of time.
Sundering
- If the Opponent of an attack has any remaining Armour Integrity, this weapon deals (+1) Damage.
Targeted
This weapons attacks are targeted, requiring accuracy.
- This weapon Attacks using the Coordination skill.
Threatening
This weapon is dangerous to fight against, making being close dangerous.
- You have +1 Threat while wielding this.
Very Threatening
This weapon is exceptionally dangerous to fight against making being close to it very difficult.
- You have +2 Threat while wielding this.