Weapon Crafting
Crafting a weapon requires a skill check and a number of hours indicated on the table below. If the check is failed any time and resources spent on the creation are lost.
A character may spend additional s on a successful check to reduce the time by 2 hours multiple times, to a minimum of 2 hours.
Adding attachments to weapons follows the same mechanics. If an attachment's creation fails by ff or greated the Hard Point the attachment is being added to is destroyed (it is occupied the mangled parts of the failed attachment). If an attachment fails and generates d the DM can spend other results from the check as if the weapon were just being crafted. If an attachment fails an generates dd the weapon gain the Inferior quality, or if it already had it, is destroyed.
Weapons gained from sources other than crafting have 1 Hard Point. Arms: This weapon occupies the Arms Armour slot. It does not require a weapon slot to use and its effects are applied to Class Melee attacks. Melee Weapon Crafting Effects
A character may spend additional s on a successful check to reduce the time by 2 hours multiple times, to a minimum of 2 hours.
Adding attachments to weapons follows the same mechanics. If an attachment's creation fails by ff or greated the Hard Point the attachment is being added to is destroyed (it is occupied the mangled parts of the failed attachment). If an attachment fails and generates d the DM can spend other results from the check as if the weapon were just being crafted. If an attachment fails an generates dd the weapon gain the Inferior quality, or if it already had it, is destroyed.
Weapons gained from sources other than crafting have 1 Hard Point. Arms: This weapon occupies the Arms Armour slot. It does not require a weapon slot to use and its effects are applied to Class Melee attacks. Melee Weapon Crafting Effects
- a/s/t
- Knockback: the weapon gains the Knockback(1) quality or increases its existing Knockback(x) by 1, to a maximum equal to your ranks in the Melee or Brawl skill.
Knockback (x)aa)(active): When this quality is triggered the target is moved directly backward one Range Band. If this movement would cause them to come into contact with another character or object both the target and anything they strike takes (x) damage. This quality requires an additional a for each Silhouette the target has above 1.
- Practice Makes Perfect: the crafter gains +b to their next Crafting check this session.
- Knockback: the weapon gains the Knockback(1) quality or increases its existing Knockback(x) by 1, to a maximum equal to your ranks in the Melee or Brawl skill.
- aa/s/t
- Customisable: the weapon gains +1 Hard Point.
- Defensive: the weapon gains the Defensive(1) Quality or increases its existing Defensive(x) by 1, to a maximum of 3.
Defensive (passive): Increase the user's Melee Defense by (x).
- Lessons Learned: the crafter reduces the difficulty of their next Crafting check this session by -d.
- Piercing: the weapon gains the Pierce(1) Quality, or increases its existing Pierce(x) by 1, to a maximum equal to your ranks in the Melee or Brawl skill.
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
- Stunning: the weapon gains the Stun(1) Quality or increases its existing Stun(x) by 1, to a maximum equal to your ranks in the Melee or Brawl skill.
Stun (x)(aa)(active): When this quality is triggered it inflicts (x) Strain in addition to normal damage. This Strain is not reduced by Soak.
- Vicious: the weapon gains the Vicious(1) Quality or increases its existing Vicious(x) by 1, to a maximum equal to your ranks in the Melee or Brawl skill.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
- Tier 1 Weapon Perk: the weapon gains a suitable Tier 1 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Melee or Brawl.
- aaa/ss/t
- Deflection: the weapon gains the Deflection(1) Quality or increases its existing Deflection(x) by 1, to a maximum of 3.
Deflection (x)(Action)(active): A character with equipped with this weapon can spend an Action to gain +(x) Ranged Defense until the end of their next turn.
- Tier 2 Weapon Perk: the weapon gains a suitable Tier 2 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Melee or Brawl.
- Deflection: the weapon gains the Deflection(1) Quality or increases its existing Deflection(x) by 1, to a maximum of 3.
- aaaa/ss/t
- Accurate: the weapon gains the Accurate(1) Quality or increases its existing Accurate(x) by 1, to a maximum of 3.
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
- Lethal: reduce the weapon's Crit value by 1, to a minimum of 1 (this upgrade can only be applied once per weapon).
- Schematic: you produce a Schematic that permanently reduces the difficulty of creating weapons of this type by -d.
- Tier 3 Weapon Perk: the weapon gains a suitable Tier 3 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Melee or Brawl.
- Accurate: the weapon gains the Accurate(1) Quality or increases its existing Accurate(x) by 1, to a maximum of 3.
- t
- Concussive: the weapon gains the Concussion(1) Quality or increases its existing Concussion(x) by 1 (this upgrade can only be applied once per weapon).
Concussion (x)(aa)(active): When this quality is triggered the target becomes Staggered for (x) rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
Staggered: A Staggered character cannot perform Actions, including downgrading Actions to Manoeuvres. If a Staggered character becomes Staggered again increase the duration of the Stagger effect.
- Tier 4 Weapon Perk: the weapon gains a suitable Tier 4 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Melee or Brawl.
- Concussive: the weapon gains the Concussion(1) Quality or increases its existing Concussion(x) by 1 (this upgrade can only be applied once per weapon).
- tt
- Exotic Weapon: the weapon becomes an Exotic Weapon. The game team will create a suitable Exotic Ability.
- Integral Attachment: the weapon gains +1 Hard Point. Immediately choose one applicable attachment that requires 1 or fewer Hard Poitns and apply it, no check is required to create this attachment.
- Tier 5 Weapon Perk: the weapon gains a suitable Tier 5 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Melee or Brawl.
- h/d
- Exhausting Effort: upon completing the Crafting of this item, the character suffers 3 Strain.
- hh/d
- Complex: increase the difficulty to create attachments to this weapon by +d.
- Cumbersome: the weapon gains the Cumbersome(1) Quality or increases its existing Cumbersome(x) by 1.
Cumbersome (x)(passive): To wield a weapon with this quality a character must have at least (x) Brawn. For each point their Brawn is below (x) they add +d to all Attacks with the weapon.
- hhh/d
- Inaccurate: the weapon gains the Inaccurate(1) Quality or increases its existing Inaccurate(x) by 1.
Inaccurate (x)(passive): Add +(x)b to each Attack made with this weapon.
- Inaccurate: the weapon gains the Inaccurate(1) Quality or increases its existing Inaccurate(x) by 1.
- hhhh/d
- Inferior: the weapon gains the Inferior Quality.
Inferior (passive): A weapon with this quality generates one automatic h on every Attack.
- Inferior: the weapon gains the Inferior Quality.
- dd
- Hidden Flaw: at some point in the future the GM may spend a Story Point to have the weapon break. When they do, it is destroyed.
* this modifies an existing weapon of the given type as it is being created, imbuing its workings with the chosen element. Take the test to craft the base weapon first, and record any results from that check that would apply additional effects (Advantage, Triumphs, Threats, etc). Then, spend the time required to add the element, and make the additional check. If the second check is successful, an elemental weapon has been created, otherwise a kinetic weapon of the same type is created instead. Then choose the additional effects to apply.
Ranged Weapon Crafting Effects
A weapon can only have one attachment of each type.
- a/s/t
- Disorienting: the weapon gains the Disorient(1) quality or increases its existing Disorient(x) by 1, to a maximum equal to your ranks in the Ranged skill.
Disorient (x)(aa)(active): When this quality is triggered the target becomes Disoriented for (x) rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
Disoriented: A Disoriented character adds +b to all checks. If a Disoriented character becomes Disoriented again increase the duration of the Disorient effect.
- Expanded Magazine: if the weapon has the Limited Ammo Quality, increase that quality by 1.
- Practice Makes Perfect: the crafter gains +b to their next Crafting check this session.
- Disorienting: the weapon gains the Disorient(1) quality or increases its existing Disorient(x) by 1, to a maximum equal to your ranks in the Ranged skill.
- aa/s/t
- Customisable: the weapon gains +1 Hard Point.
- Increased Range: the weapon increases its Range by 1 (this upgrade can only be applied once per weapon)..
- Knockback: the weapon gains the Knockback(1) quality or increases its existing Knockback(x) by 1, to a maximum equal to your ranks in the Ranged skill.
Knockback (x)aa)(active): When this quality is triggered the target is moved directly backward one Range Band. If this movement would cause them to come into contact with another character or object both the target and anything they strike takes (x) damage. This quality requires an additional a for each Silhouette the target has above 1.
- Lessons Learned: the crafter reduces the difficulty of their next Crafting check this session by -d.
- Vicious: the weapon gains the Vicious(1) Quality or increases its existing Vicious(x) by 1, to a maximum equal to your ranks in the Ranged skill.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
- Tier 1 Weapon Perk: the weapon gains a suitable Tier 1 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Ranged.
- aaa/ss/t
- Destructive: increase the weapon's Damage by 1.
- Ensnare: the weapon gains the Ensnare(1) Quality, or increases its existing Ensnare(x) by 1, to a maximum equal to your ranks in the Ranged skill.
Ensnare (x)(aa)(active): When this quality is triggered the target becomes Immobilised for (x) rounds.
An Ensnared target may use an Action to attempt a ddd Athletics check to end the Immoblised effect.
Immobilised: An Immobilised character cannot perform Manoeuvres, including those purchased via Strain, by spending die results or by downgrading Actions. If an Immobilised character becomes Immobilised again increase the duration of the Immobilise effect.
- Piercing: the weapon gains the Pierce(1) Quality, or increases its existing Pierce(x) by 1, to a maximum equal to your ranks in the Ranged skill.
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
- Stunning: the weapon gains the Stun(3) Quality or increases its existing Stun(x) by 2, to a maximum equal to your ranks in the Ranged skill.
Stun (x)(aa)(active): When this quality is triggered it inflicts (x) Strain in addition to normal damage. This Strain is not reduced by Soak.
- Tier 2 Weapon Perk: the weapon gains a suitable Tier 2 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Ranged.
- aaaa/ss/t
- Accurate: the weapon gains the Accurate(1) Quality or increases its existing Accurate(x) by 1, to a maximum of 3.
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
- Snap-Shot: the weapon gains the Linked(1) Quality or increases its existing Linked(x) by 1, to a maximum of 3.
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
- Lethal: reduce the weapon's Crit value by 1, to a minimum of 1 (this upgrade can only be applied once per weapon).
- Schematic: you produce a Schematic that permanently reduces the difficulty of creating weapons of this type by -d.
- Tier 3 Weapon Perk: the weapon gains a suitable Tier 3 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Ranged.
- Accurate: the weapon gains the Accurate(1) Quality or increases its existing Accurate(x) by 1, to a maximum of 3.
- t
- Blast: the weapon gains the Blast(5) Quality or increases its existing Blast(x) by 2 (this upgrade can only be applied once per weapon).
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
- Concussive: the weapon gains the Concussion(1) Quality or increases its existing Concussion(x) by 1 (this upgrade can only be applied once per weapon).
Concussion (x)(aa)(active): When this quality is triggered the target becomes Staggered for (x) rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
Staggered: A Staggered character cannot perform Actions, including downgrading Actions to Manoeuvres. If a Staggered character becomes Staggered again increase the duration of the Stagger effect.
- Tier 4 Weapon Perk: the weapon gains a suitable Tier 4 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Ranged.
- Blast: the weapon gains the Blast(5) Quality or increases its existing Blast(x) by 2 (this upgrade can only be applied once per weapon).
- tt
- Exotic Weapon: the weapon becomes an Exotic Weapon. The game team will create a suitable Exotic Ability.
- Integral Attachment: the weapon gains +1 Hard Point. Immediately choose one applicable attachment that requires 1 or fewer Hard Poitns and apply it, no check is required to create this attachment.
- Tier 5 Weapon Perk: the weapon gains a suitable Tier 5 Weapon Perk. Maximum of one Perk per Tier, and no Tier higher than the creator's ranks in Ranged.
- h/d
- Exhausting Effort: upon completing the Crafting of this item, the character suffers 3 Strain.
- Cumbersome: the weapon gains the Cumbersome(1) Quality or increases its existing Cumbersome(x) by 1.
Cumbersome (x)(passive): To wield a weapon with this quality a character must have at least (x) Brawn. For each point their Brawn is below (x) they add +d to all Attacks with the weapon.
- hh/d
- Complex: increase the difficulty to create attachments to this weapon by +d.
- hhh/d
- Inaccurate: the weapon gains the Inaccurate(1) Quality or increases its existing Inaccurate(x) by 1.
Inaccurate (x)(passive): Add +(x)b to each Attack made with this weapon.
- Charged: the weapon gains the Prepare(1) Quality or increases its existing Prepare(x) by 1.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.
- Inaccurate: the weapon gains the Inaccurate(1) Quality or increases its existing Inaccurate(x) by 1.
- hhhh/d
- Inferior: the weapon gains the Inferior Quality.
Inferior (passive): A weapon with this quality generates one automatic h on every Attack.
- Limited Ammo: the weapon gains the Limited(3) Quality, or decreases its existing Limited(x) by 1 to a minimum of 1.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
- Slow-Firing: the weapon gains the Slow-Firing(1) Quality, or increases its existing Slow-Firing(x) by 1.
Slow-Firing (x)(passive): A weapon with this quality must wait (x) Rounds between Attacks.
- Inferior: the weapon gains the Inferior Quality.
- dd
- Dangerously Volatile: at some point in the future the GM may spend a d from any combat check to have the weapon explode, dealing 10 damage to each character withing Short Range. When they do, the weapon is destroyed.
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