| A | B | C | |
|---|---|---|---|
1 | Equipment Form Table | ||
2 | Tags | Effect Name | Effect |
3 | Weapon Form Properties | ||
4 | Melee Form Properties | ||
5 | [CR] [REACT] [AA] | [M] Small | +1 Counter Reaction you must do with this weapon (stackable) |
6 | [CR] [DICE] [AA] | [M] Medium | +2 Dice Max |
7 | [CR] [UQ] [OC] | [M] Long | Your Melee Attack Range is 2 Squares. On Clash Win with this weapon against an adjacent target, you may choose to move the target 1 SQR in any direction on the ground. This movement does not proc Force Damage or Opportunity Attacks. Additionally, you gain +1 to your Throwing Range with this weapon. |
8 | [CR] [REACT] [AA] | [M] Sturdy | +1 Block Reaction (stackable) |
9 | [CR] [UQ] [SOT] | [M] Versatile | [COMBAT PART ONLY] At the start of your turn, you may change this weapon between Offensive and Defensive, maintaining Handedness. |
10 | [CRE] [UQ] [SOT] | [M] Versatile (Variant) | At the start of your turn, you may change this weapon between Offensive and Defensive, maintaining Handedness. |
11 | [HB] [DICE] [AA] | [M] Heavy | +4 Dice Max, On use, lose 4 SQRs of movement. Every 2 SQRs you move before attacking reduces this effect by 1 SQR. This weapon can still be used with 0 or less movement. |
12 | |||
13 | Ranged Form Properties | ||
14 | [CR] [REACT] [AA] | [R] Low Caliber | You don’t consume your remaining movement when making a Ranged Attack. You may make Opportunity Attacks with this weapon; your weapon is treated as having a range of 2 Squares for this purpose. |
15 | [CR] [DICE] [AA] | [R] High Caliber | +2 Dice Max |
16 | [CR] [REACT] [OC] | [R] Reactive | If an ally inside the halved range of this Weapon gets attacked, you can spend a reaction to Counter it with this Weapon. This attack is incompatible with any Attack Replacement effects. On Clash Win, the attack is stopped by your clash, and damage applies as normal. On Clash Lose, the Attack repeats with the same roll, targeting the ally. The ally is still able to react to this. Clash Win/Lose effects apply as normal in both cases. !!! (This effect is unbalanced and we have no idea what to do with it) !!! |
17 | [CRE] [REACT] [OC] | [R] Reactive (Variant) | If an ally inside the halved range of this Weapon gets attacked, you can spend a reaction to Counter it with this Weapon. This attack is incompatible with any Attack Replacement effects. On Clash Win, the attack is stopped by your clash, and damage applies as normal. On Clash Lose, the Attack repeats with the same roll, targeting the ally. The ally is unable to react to this. Clash Win/Lose effects apply as normal in both cases. |
18 | [HB] [REACT] [AA] | [R] Suppressing | If an ally inside the halved range of this Weapon gets attacked, you can spend a reaction and a single bullet to impose Disadvantage on that attack. |
19 | [CR] [MOVE] [OU] | [R] Recoil | [COMBAT PART ONLY] After making an Attack/Counter with this weapon, you may move 2 SQR in any direction, ignoring Opportunity Attacks. On Clash Win with this weapon, you may also apply this effect as Forced Movement to the target. |
20 | [CRE] [MOVE] [OU] | [R] Recoil (Variant) | After making an Attack/Counter with this weapon, you may move 2 SQR in any direction, ignoring Opportunity Attacks. On Clash Win with this weapon, you may also apply this effect as Forced Movement to the target. |
21 | |||
22 | Psionic Form Properties | ||
23 | [HB] [DICE] [AA] | [P] Powerful | +2 Die Max |
24 | [HB] [MOVE] [OC] | [P] Momentum Manipulation | On Clash Win, you can move the target up to Rank squares. The movement can not trigger opportunity attacks. |
25 | [HB] [ST] [OH] | [P] Destabilizing Force | On Hit, deal additional stagger damage equal to your [Prudence/2] (Rounded Down, Min 1). |
26 | [HB] [SP] [OU] | [P] Mental Drain | On Clash Win, your target loses SP equal to the SP lost by you when using this weapon. |
27 | |||
28 | Unique forms | ||
29 | [HB] [HP] [AR] | Healing Weapon [M/R] | This weapon cannot be used with Attack Replacements. This weapon cannot be used for dual wielding nor can it trigger dual wielding attacks. This Weapon does not deal DMG. Instead, the target recovers HP equal to the final roll result. Additional DMG from Statuses (i.e. Burst effects, Smoke) does not trigger on Attacks from this Weapon. |
30 | [CR] [UQ] [AA] | Hybrid | You can choose to make either a Melee or Ranged Attack with this weapon, decided before the clash is rolled. Incompatible Hand Properties do not apply their bonuses, and bullets are still consumed as normal for Ranged Attacks. [M] and [R] exclusive effects also do not take effect if incompatible. |
31 | [CR] [UQ] [AA] | Innate | [COMBAT PART ONLY] This Weapon may use an exclusive Skill of the Combat Part's Rank, outside of the character's normal pool of skills. |
32 | [CRE] [UQ] [AA] | Innate (Variant) | [EGO WEAPONS ONLY] This Weapon may use an exclusive Skill of the EGO Weapon's Rank, outside of the character's normal pool of skills. |
33 | [HBE] [ES] [AA] | Passive | -2 EP. This weapon effects apply regardless of [CW] of [CL]. You may not use skills with this weapon. This weapon does not gain the benefits of dice power from any effects and conditions, both positive and negative. |
34 | [HB] [ES] [OU] | Thirsty | Before your attack, you may consume up to 10 Bloodfeast. (Once per round per weapon) |
35 | [HBE] [ES] [OU] | Thirsty (Variant) | Before your attack, you may consume up to 10 Bloodfeast. |
36 | Weapon Hand Properties | ||
37 | [CR] [DICE] [AA] | Offensive 1 Handed | +1 Dice Power. +1 Reaction if not Dual Wielding (does not stack) |
38 | [CR] [DICE] [AA] | Offensive 2 Handed | +2 EP, +2 Dice Power |
39 | |||
40 | |||
41 | [CR] [REACT] [OC] | [M] Defensive 1 Handed | When you Attack or Counter with this weapon and the enemy is clashing offensively, after seeing the result of the clash, you may spend a Block or Counter reaction to treat your result as a Block, still applying Weapon Clash Win and Clash Lose Effects as normal. +1 Reaction if not Dual Wielding (does not stack) |
42 | [CR] [REACT] [OC] | [M] Defensive 2 Handed | +2 EP. While taking the Protect Action, after you resolve a Clash initiated by an opposing target, you may make an Attack Action with this weapon against that target for no cost. The enemy may only react with Block or Evade. This benefit may only activate once per ally you intercept a Clash for per round. The user does not count as an ally for this benefit. |
43 | |||
44 | |||
45 | [HB] [SP] [AA] | [P] Psionic - Mind | This weapon requires 0 hands to wield. This weapon cannot be used for dual wielding nor can it trigger dual wielding attacks. This weapon is neither Melee nor Ranged, nor can it gain the hybrid weapon effect, It is psionic (denoted by [P]) Attacks made with this weapon can be Blunt, Slash or Pierce, and can be considered nonlethal without disadvantage. This weapon has a range equal to [prudence + Insight] sqrs (min. 1). To use this weapon you must spend 4 SP. |
46 | [HB] [SP] [AA] | [M] Psionic - Melee | This weapon requires 0 hands to wield. This weapon cannot be used for dual wielding nor can it trigger dual wielding attacks. This weapon may use effect denoted with [P-M]. This weapon has a range equal to [prudence +1] sqrs (min. 1). To use this weapon you must spend 2 SP. If this weapon is thrown you can pick it up from [prudence] sqr. away. |
47 | [HB] [SP] [AA] | [R] Psionic - Ranged | This weapon requires 0 hands to wield. This weapon cannot be used for dual wielding nor can it trigger dual wielding attacks. This weapon may use effect denoted with [P-R]. This weapon has a range equal to [Insight +10] sqrs (min. 1). To use this weapon you must spend 2 SP. |
48 | |||
49 | |||
50 | [HB] [UQ] [AA] | Innate | This weapon requires 0 hands to wield. This weapon cannot be used for dual wielding nor can it trigger dual wielding attacks. |
51 | |||
52 | |||
53 | [HB] [DICE] [OU] | Damned 1 Handed | Before ALL dice rolls with this weapon you have to declare to lose a minimum of 5 hp to a maximum of 10 hp (i.e.This counts for each multi-hit). Gain 1 dice power for every 5 hp spent this way. +1 Reaction if not Dual Wielding (does not stack) |
54 | [HB] [DICE] [OU] | Damned 2 Handed | Before ALL dice rolls with this weapon you have to declare to lose a minimum of 5 hp to a maximum of 20 hp (i.e.This counts for each multi-hit). Gain 1 dice power for every 5 hp spent this way. +2EP |
55 | [HB] [DICE] [OU] | Unwieldy 2 Handed | Before ALL dice rolls with this weapon you have to declare to lose a minimum of 10 HP up to a maximum of 40 HP (i.e.This counts for each multi-hit). Gain 1 Dice Power and 1 Dice Max for every 10hp lost this way. |
56 | |||
57 | |||
58 | [HB] [ES] [AA] | Expressive 1 Handed | +1 Reaction if not Dual Wielding (does not stack). Whenever the Character doesn’t have any Rhythm, reapply Rhythm 1st Movement to the Character. Once per Target per round, when Dual Wield attacks made with this weapon causes Resonance, they can cause another Dual Wield attack without a reaction cost. |
59 | [HB] [ES] [AA] | Expressive 2 Handed | +2 EP. Whenever the Character doesn’t have any Rhythm, reapply Rhythm 1st Movement to the Character. Once per Target per round, if an attack causes Resonance, you can perform a second attack with the same weapon as if you were Dual Wielding. |
60 | |||
61 | Outfit Properties | ||
62 | [CR] [UQ] [AA] | Balanced | +2 EP, +1 Maximum Light for the Character |
63 | [CR] [DICE] [AA] | Armored | +1 to Block Dice Power. On Clash Win with Block, deal half of the roll OR the difference between rolls as ST DMG to the opponent, whichever is greater. |
64 | [CRE] [DICE] [AA]] | Armored (Variant) | +2 to Block Dice Max. On Clash Win with Block, deal half of the roll OR the difference between rolls as ST DMG to the opponent, whichever is greater. |
65 | [CR] [DICE] [AA] | Swift | +1 to Evade Dice Power. On Clash Win with Evade, your Recycled Evade penalty only increments in values of -1, instead of -2. |
66 | [CRE] [DICE] [AA] | Swift (Variant) | +2 to Evade Dice Max. On Clash Win with Evade, your Recycled Evade penalty only increments in values of -1, instead of -2. |
67 | [HB] [AA] | Countering | Removes the ability to use normal counter. Upon taking an unopposed attack, you can spend a reaction to strike back using an equipped weapon. This attack replaces the weapon effects (Excluding dice power up and dice max up) with your outfit effects, and cannot use skills. This attack cannot be reacted to. |
68 | [HB] [REACT] [OC] | Strategic | On Clash Win with a weapon, you can choose to halve the HP and ST DMG done to the target, then replace the Character's weapon effects with the Character's outfit effects. |
69 | [HB] [REACT] [AA] | Spiked | On Offensive Clash Lose, deal half of the roll as HP damage to the target. Your Outfit effects replace your weapon's effects. |
70 | [HB] [REACT] [AA] | Scrappy | +2 EP, On successful Defensive Clash win, deal half of the roll OR the difference between rolls as HP DMG between the Attack and Defense. |
71 | [HB] [UQ] [AA] | Reassuring | When taking the Reduce Status Action, the formula for it becomes [Justice+Rank]3 instead. |
72 | [HB] [MOVE] [AA] | Slippery | You can Disengage on your turn as a Reaction, gain advantage on checks against being grappled. |
73 | |||