Weapons

 

Weapon Qualities

Area Effect

The effect of the weapon affects an area and damages all who happen to be inside it. One test is made for each creature in the area; those who are hit suffer full damage while those who pass the Defense test suffer half damage. Ongoing secondary effects only affect those who suffer full damage from the initial effect. There are two types of Area Effects, radius and cone, and the former exist in two versions: Melee Range and Short.   Melee Range Radius: 1–2 meters, meaning one creature and all others in its direct vicinity – those who are in melee combat with the target or who could be without having to spend a movement action.   Short Radius: 10 meters, meaning all who are within a movement action from the targeted spot on the ground.   Cone: Anyone present in front of the weapon is at risk of being hit when the weapon is fired. If movement by scale is used on a grid, the cone is as wide as the distance from the weapon. At melee range it is 1–2 meters wide, at short range it is approximately 10 meters wide, and at the maximum medium range it is about 20 meters wide.

Balanced

The weapon is so well balanced that it is extra effective when parrying. The weapon provides +1 in Defense.

Blood-letting

The weapon causes wounds, open or internal, that bleed at a rate of 1 Toughness per turn. The bleeding starts on the turn after a damaging hit and the effect is cumulative: additional damaging hits increase the blood-letting effect by +1. First aid or other kinds of healing will stop the bleeding.

Blunt

The weapon lacks either cutting or piercing abilities, and therefore uses one (1) Effect Die lower than other weapons of its kind. The quarterstaff, a Long weapon with the Blunt quality, deals 1D6 damage instead of 1D8, which is the usual damage for long weapons.

Concealed

The item normally goes unnoticed, or is seen as something else than a protection or a weapon. If someone actively examines the owner/carrier, a test against [Discreet←Vigilant] is rolled, otherwise it cannot be discovered. Other hidden items can be discovered at first glance with such a test.

Deep Impact

The weapon has qualities that makes it even more deadly. Maybe its blade can pierce armor more easily or the weapon itself is so massive that it gets extra crushing power. Either way, the weapon deals +1 extra damage.

Ensnaring

The weapon can be used to snare a target, which is done with a passed [Accurate←Quick] test. An ensnared target cannot move and gets a second chance to fail all success tests. Every attempt to get free requires spending a combat action; this forces the attacker to test [Accurate←Quick] again in order to keep the target in check. Ensnaring melee weapons can be used to try to knock a target prone. The attempt counts as a combat action and requires a passed [Strong←Strong] to succeed. A fallen target cannot get up until it has been freed from the ensnaring effect.

Firearm

Attacks made with Firearms are loud, smoky, and bright, allowing enemies to automatically detect and locate the shooter.

Flaming

Flaming weapons set their targets on fire when they deal damage. Burning targets take 1d4 fire damage a round for 1d4 rounds. Extinguishing a burning character takes a Full turn action followed by a successful Quick test. This quality is considered a Magical effect on weapons which do not possess it natively.

Flexible

A Flexible shield can be carried strapped to the arm, ready to use, while at the same time allowing the bearer to use both hands for wielding a Long or Heavy weapon. Even ranged weapons can be used without problem together with a Flexible shield.

Jointed

The weapon is jointed, letting the head of the weapon strike past or around blocking weapons or shields, making it harder to parry. The length of the chain also makes the attacks difficult to evade. Even if a parry is successful, the attack hits if the die lands on an odd number; in which case the weapon deals 1D6 damage. This secondary damage is not affected by any abilities – it remains 1D6 regardless of the attacker’s other abilities.

Long

The weapon has the advantage of superior length and reach, giving the wielder one Free Attack each turn against an opponent that comes into range of melee combat, as long as said opponent is not also armed with a Long weapon.

Massive

The weapon makes other weapons look puny in comparison. The wielder has a second chance at the damage test; the damage die is rolled twice and the higher of the two outcomes is used. Note that this only applies to the damage die of the weapon, not of additional dice from abilities, powers and elixirs.

Precise

The weapon is designed to be easy to wield and therefore gives +1 to attack tests.

Reload

This weapon requires a lengthy reload process before it is able to fire again. The action required is indicated in the weapon entry.

Repeater

Repeater weapons hold rounds in an internal magazine, allowing the wielder to fire a number of shots equal to the weapon’s Capacity score before they must reload.

Returning

The weapon is designed in a way so that a skilled user can make it return if an attack misses the target. A passed Accurate test is required, which counts as a free action.

Short

The weapon can be drawn as a Free Action and can be used with the Feint ability.

Unwieldy

The weapon is heavy or unbalanced in a way which makes it more difficult to swing and control during combat. An attack with the weapon requires a full turn; both the combat action and movement action are spent on the attack. In other words, the wielder cannot both attack and move during a single turn, but once he or she is in place it is possible to make an attack every turn.