| A | B | C | D | E | F | |
|---|---|---|---|---|---|---|
1 | Weapon Effect Table | |||||
2 | Tags | Effect Name | Cost | Positive Effect | Negative effect | Proc on |
3 | Dice Manipulation Weapon Effects (Shared between Melee and Ranged) | |||||
4 | [CR] [DICE] [AA] | Dice Power ↑ | 8N | Increase the Dice Power by N | Reduce the Dice Power by N | Always Active |
5 | [CR] [DICE] [AA] | Dice Max ↑ | 4N | Increase the Dice Max By N | Reduce the Dice Max by N If the Dice Max is 1, each reduction of Dice Max gives -1 Power instead. | Always Active |
6 | [CR] [DICE] [AA] | Enemy Power ↓ | 8N | Decrease the target’s Dice Power by N | Increase the target’s Dice Power by N | On Clash |
7 | [HB] [DICE] [UQ] | Power Chord | 6N | On Rhythm Resonance, Increase the Dice Power by N (Max 2) | Cannot be negative. | On [Condition] |
8 | [HB] [DICE] [UQ] | Reverberating Chord | 6N | On Rhythm Resonance, Decrease the Target’s Dice Power by N (Max 2) | Cannot be negative. | On [Condition] |
9 | Weapon Status Effects (Shared between Melee and Ranged) | |||||
10 | [CR] [HP] [EOR] | Inflict Burn | 2N | Inflict N Burn | Gain N Burn | On Clash [Result] |
11 | [CR] [ST] [EOR] | Inflict Frostbite | 3N | Inflict N Frostbite | Gain N Frostbite | On Clash [Result] |
12 | [HB] [SP] [EOR] | Inflict Frenzy | 4N | Inflict N Frenzy | Gain N Frenzy | On Clash [Result] |
13 | [CR] [HP] [OU] | Inflict Bleed | 2N | Inflict N Bleed | Gain N Bleed | On Clash [Result] |
14 | [HB] [ST] [OU] | Inflict Shock | 3N | Inflict N Shock | Gain N Shock | On Clash [Result] |
15 | [HB] [SP] [OU] | Inflict Terror | 4N | Inflict N Terror | Gain N Terror | On Clash [Result] |
16 | [CR] [HP] [OH] | Inflict Rupture | N | Inflict N Rupture next Round (Max 6) | Gain N Rupture next Round (Max 6) | On Clash [Result] |
17 | [CR] [ST] [OH] | Inflict Tremor | 2N | Inflict N Tremor next Round | Gain N Tremor next Round | On Clash [Result] |
18 | [CR] [SP] [OH] | Inflict Sinking | 2N | Inflict N Sinking next Round | Gain N Sinking next Round | On Clash [Result] |
19 | [CR] [HP] [OH] | Gain Poise | 2N | Gain N Poise | Give N Poise | On Clash [Result] |
20 | [CR] [HP] [OH] | Inflict Ruin | 2N | Inflict N Ruin | Gain N Ruin | On Clash [Result] |
21 | [HB] [HP] [OU] | Inflict Poison | N | Inflict N Poison | Gain N Poison | On Clash [Result] |
22 | [CR] [HP] [AA] | Inflict Smoke | 2N | Inflict N Smoke | Gain N Smoke | On Clash [Result] |
23 | [CR] [DICE] [OU] | Inflict Paralysis | 4N | Inflict N Paralysis next Round | Gain N Paralysis next Round | On Either Clash [Result] |
24 | [HB] [DICE] [OU] | Gain Fortune | 4N | Gain N Fortune next Round | Give N Fortune next Round | On Either Clash [Result] |
25 | [GB] [DICE] [OU] | Give Fortune | 4N | Give N Fortune to an ally next Round | Cannot be negative. | On Either Clash [Result] |
26 | [HB] [HP] [AA] | Inflict Impair | 4N | Inflict N Impair next Round | Gain N Impair next Round | On Either Clash [Result] |
27 | [HB] [ST] [AA] | Inflict Stagger Impair | 4N | Inflict N Stagger Impair next Round | Gain N Stagger Impair next Round | On Either Clash [Result] |
28 | [CR] [HP] [AA] | Inflict Fragile | 3N | Inflict N Fragile next Round | Gain N Fragile next Round | On Either Clash [Result] |
29 | [CR] [HP] [AA] | Inflict Stagger Fragile | 4N | Inflict N Stagger Fragile next Round | Gain N Stagger Fragile next Round | On Either Clash [Result] |
30 | [CR] [HP] [AA] | Inflict [Type] Fragile | 4N | Inflict N [Type] Fragile next Round ([Type] is chosen between Slash, Pierce & Blunt on effect selection) | Cannot be negative. | On Either Clash [Result] |
31 | [HB] [HP] [OC] | Combat Medic | 4 | Gain 2 Healing Efficiency. | Cannot be negative. | On Either Clash [Result] |
32 | [HB] [HP] [OC]] | Inflict Healing Inefficiency | 2N | Inflict N Healing Inefficiency. | Gain N Healing Inefficiency. | On Clash [Result] |
33 | ||||||
34 | Other Weapon Effects (Shared between Melee and Ranged) | |||||
35 | [CR] [DICE] [AR] | Multi-hit | 8N | The Attack is replaced with N+1 Attacks with a -2 penalty to all Dice Power of the attacks. This stacks with any effects of the same name, to a max of 2 overall. Any User Dice Modification to these attacks is based on the conditions of the first Attack, regardless of effects present after the first clash (e.g. Bonus/Vigor activation) Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | On Use (You may choose to not use this effect when initiating an attack.) |
36 | [HB] [DICE] [AA] | Headhunter | 6N | When attacking your Marked target, increase the Dice Power by N.(Max 3) | Cannot be negative. | Always Active |
37 | [HB] [DICE] [AA] | Exploit Distraction | 6N | Increase the dice power by N if the target has another Character's Taunted (Max 3) | Cannot be negative. | Always Active |
38 | [HB] [DICE] [AA] | Bloodied Amplifier | 6N | For every 20 Consumed Bloodfeast stacks you have, increase the dice power by 1, up to a maximum of N.(Max 3) | Cannot be negative. | Always Active |
39 | [HB] [SP] [OU] | Mentally Charged | 2N | Cannot be positive. | On use, Consume N SP to be able to attack with this weapon. | Always Active |
40 | [HB] [DICE] [UQ] | Jackpot | 2 | At 24+ Style when attacking with this weapon, upon rolling 7 on a dice, you may spend 6 Style to make a free attack. (You cant use skills with the free attack) (It does not count as a action) This effect can proc up to 2 times per round. | Cannot be negative. | Always Active |
41 | [HB] [DICE] [UQ] | Brace Up | N | At 12+ Style when attacking with this weapon, On [Clash Lose], you can decide to spend 6 Style and reduce N HP and ST DMG of the attack after resistances. This effect can proc up to 3 times per round. | Cannot be negative. | Always Active |
42 | [HB] [DICE] [UQ] | Whatever it Takes | 2N | If Style is insufficient for any effect, you may spend 3N ST to gain 2N Style for that effect. This effect can proc once per round. | Cannot be negative. | Always Active |
43 | [HB] [ES] [UQ] | Rising Symphony | 2 | During one Rhythm Movement this weapon applies additional stacks of a status effect, equal to the Movement. (1st = 1, 2nd = 2, … Final = 5) (must use a status that deals direct HP or ST damage) (the triggering Movement and Status are chosen on effect acquisition) | Cannot be negative. | On Clash [Result] with [Condition] |
44 | [HB] [ES] [UQ] | Melancholic Sound | 3 | During one Rhythm Movement this weapon applies additional stacks of a status effect equal to the Movement. (1st = 1, 2nd = 2, … Final = 5) (must use a status that deals direct SP damage) (the triggering Movement and Status are chosen on effect acquisition) | Cannot be negative. | On Clash [Result] with [Condition] |
45 | [HB] [ES] [UQ] | Final Choir | 4 | During one Rhythm Movement, on an attack with this weapon, any D10 you roll to check for [Critical/Devastating] rolled as a result of this weapon, become D8s, if those hits would deal D8 damage the damaging dice increase to D10. (the triggering Movement is chosen on effect acquisition) | Cannot be negative. | On Clash [Result] with [Condition] |
46 | ||||||
47 | Melee-only | |||||
48 | [HB] [ES] [AA] | [M] Overheated | 2 | On Clash Win, inflict 2 Burn to the target. On Clash Lose, the character takes 2 Burn. | Cannot be negative. | Always Active |
49 | [HB] [ES] [AA] | [M] Overheated (Variant) | 4 | On Use, gain 2 Burn On Clash Win, Inflict Burn equal to half of the burn stacks present on yourself (Max 3) | Cannot be negative. | Always Active |
50 | [HB] [ES] [AA] | [M] Chilling | 3 | On Clash Win, inflict 2 Frostbite to the target. On Clash Lose, the character takes 2 Frostbite. | Cannot be negative. | Always Active |
51 | [HB] [ES] [AA] | [M] Chilling (Variant) | 4 | On Use, take 3 stagger damage. On Clash Win, Inflict 3 Frostbite | Cannot be negative. | Always Active |
52 | [CR] [ES] [AA] | [M] Double-Edged | 2 | On Clash Win, inflict 2 Bleed to the target. On Clash Lose, the character takes 2 Bleed. | Cannot be negative. | Always Active |
53 | [HB] [ES] [AA] | [M] Addictive Spite | 1 | On Clash Win inflict 2 Poison. On Clash Lose Gain 2 poison | Cannot be negative. | Always Active |
54 | [HB] [ES] [AA] | [M] Aftershock | 3 | On Clash Win, inflict 2 Shock to the target. On Clash Lose, the character takes 2 Shock. | Cannot be negative. | Always Active |
55 | [HB] [ES] [AA] | [M] Aftershock (Variant) | 6 | On Clash Win, inflict 3 Shock to the target. One Use, if the target triggered Shock, you and the target take additional Stagger damage equal to half of the Stagger damage that occurred(rounded down). | Cannot be negative. | Always Active |
56 | [HB] [ES] [OC] | [M] Keening | 1 | On Clash Win, inflict 2 Rupture to the target next round. On Clash Lose, the character takes 2 Rupture next round. | Cannot be negative. | Always Active |
57 | [HB] [ES] [AA] | [M] Keening (Variant) | 2 | On Clash Win, Inflict same turn rupture equal to half of this weapon's rupture (rounded down). This does not include Skill or augment infliction. | Cannot be negative. | Always Active |
58 | [HB] [ES] [AA] | [M] Vibrating | 2 | On Clash Win, inflict 2 Tremor to the target next round. On Clash Lose, the character gains 2 Tremor next round. | Cannot be negative. | Always Active |
59 | [HB] [ES] [AA] | [M] Vibrating (Variant) | 4 | On Clash Win, Inflict additional tremor equal to (Roll value/3, rounded down, min 1, max 4). | Cannot be negative. | Always Active |
60 | [HB] [ES] [AA] | [M] Pitiful | 6 | On Clash Lose, when Sinking is Burst on self, inflict Sinking on enemy equal to half the Sinking stack burst on self next round. | Cannot be negative. | Always Active |
61 | [CR] [MOVE] [OC] | [M] Haste | 3N | Gain N Haste next Round | Gain N Bind next Round | On Clash [Result] |
62 | [CR] [MOVE] [OC] | [M] Inflict Bind | 3N | Inflict N Bind next Round | Cannot be negative. | On Clash [Result] |
63 | [HB] [DICE] [OC] | [M] Endurance | 8 | Gain 1 Endurance next Round | Gain 1 Disarm next Round | On Clash [Result] |
64 | [CR] [UQ] [AA] | [M] Increase Range | 4 | Increase the Range of this weapon by 1sq. | Cannot be negative. | Always Active |
65 | [CR] [UQ] [AA] | [M] Retracting Cable | 4 | This weapon can be retrieved from range with a reaction, given you have the hands for it. | Cannot be negative. | Always Active |
66 | [CR] [UQ] [AA] | [M] Throwing Weapon | 4 | This weapon does not suffer Disadvantage or -2 Penalty from Throwing. | Cannot be negative. | Always Active |
67 | [CR] [UQ] [AA] | [M] Extra DMG Type | 4N | Add an additional Damage type to your weapon. You can select the Damage type you are using before rolling the Attack. (Max 2) | Cannot be negative. | Always Active |
68 | [HB] [UQ] [AA] | [M] Ballistic | 6 | Cannot be positive. | Attacks with this weapon expends 1 Ammo. You can apply any effects that modify how ammo is consumed as if it were a Ranged weapon (such as Charge Ammo). (Apply any effects from specialty ammo if used) | Always Active |
69 | [HB] [UQ] [OC] | Gain Aggro | 2N | Gain N stacks of Aggro | Cannot be negative. | On Clash [Result] |
70 | [HB] [UQ] [OC] | Locked Target | 2N | Gain N stacks of Taunted [Target]. | Cannot be negative. | On Clash [Result] |
71 | [HB] [UQ] [AA] | [M] Coagulated Blade | 4N | For every 30 Consumed Bloodfeast stacks you have, increase range by 1 SQR, up to a maximum of N. (Max 2) | Cannot be negative. | Always Active |
72 | [HB] [HP,ST] [OC] | [M] Blade of Thorns | 3 | Deal extra 1 HP and ST [After Resistance] Damage to the Target for every 5 Thorns on the Character. | Cannot be negative. | On Clash Win |
73 | [HB] [MOVE] [OC] | [M] Barbed Snare | 6 | Apply 1 Bind to the Target for every 5 Thorns on the Character. | Cannot be negative. | On Clash [Result] |
74 | [HB] [ES] [AA] | [M] A Tempo | 6 | On Rhythm Resonance, all allies within the character's range gain Haste equal to the Character's Current Movement. (1st = 1, 2nd = 2, ... Final = 5) | Cannot be negative. | Always Active |
75 | ||||||
76 | Ranged-only | |||||
77 | [CR] [UQ] [AA] | [R] Extra Range | N | Increase the Maximum Range by N2 | Reduce Maximum Range by N2 (Max 4) | Always Active |
78 | [HB] [UQ] [AA] | [R] Cheap Ammo | 2 | Reduce the Dice Max by 2. When attacking with this weapon, ammo is reduced by .5 instead of 1. (You cannot use .5 of an ammo to attack with a weapon without Cheap Ammo. This is incompatible with Charge Ammo, Smoke Cartridges, and Skewering Burst) | Cannot be negative. | Always Active |
79 | [HB] [DICE] [AA] | [R] Scattershot | 2N | The Attack is replaced with 2 Attacks with a -(3-N) penalty to all Dice Power of the attacks. One of the attacks must target a character adjacent to the first target. Clash [Result] effects only activate once based on the outcome of the First Clash. On Use effects only activate one time.(Max 3) | Cannot be negative. | Always Active |
80 | [HB] [ES] [AA] | [R] Smoke Cartridges | 6 | On Use, consume half the Smoke on self to be able to fire this weapon (Rounded down, you need at least 2), also applying that much Smoke to the Target. This weapon can’t use regular bullets and has a fixed Type of DMG, like a Melee weapon. | Cannot be negative. | Always Active |
81 | [HB] [ES] [AA] | [R] Coagulated Bullets | 4N | To use, you must consume 12-(2N) Bloodfeast. This weapon can’t use regular bullets and has a fixed Type of DMG, like a Melee weapon. | Cannot be negative. | Always Active |
82 | [HB] [ES] [AA] | [R] Focus Fire | 4 | On use, Consume 1 Poise to be able to shoot this weapon. This weapon can’t use regular bullets. This weapon has a fixed Type of DMG, like a Melee weapon. | Cannot be negative. | Always Active |
83 | [HB] [ES] [AA] | [R] Focus Fire (Variant) | 2 | On use, Roll for critical before hitting, on critical hit fire this weapon and deal the critical DMG, deal additinal HP DMG (after resistance) equal to poise on character before the poise check. This weapon can’t use regular bullets. This weapon has a fixed Type of DMG, like a Melee weapon. | Cannot be negative. | Always Active |
84 | [HB] [HP] [AA] | [R] A Capriccio | 6 | On Rhythm Resonance, push the Target of this Clash a number of SQRs away from the character equal to the Character's current Movement (1st = 1, 2nd = 2, ... Final = 5) If the Target were to collide with an obstacle before exhausting the SQRs of movement, they are dealt 1d8 Force dmg per SQR of movement remaining. this counts as forced movement and cannot trigger any attacks of opportunity. | Cannot be negative. | Always Active |
85 | [HB] [QU] [AA] | [R] Trailblazer | 6 | This attack does not deal damage and is incompatible with any attack replacements, after rolling your weapon's die, divide the resulting number by 3, create that many SQRs of a Hazard in a line, the Hazard depends on the bullet that was used in this attack. (ex. Quake = Unstable Ground, Flame = Exposed Fire, Corrosive = Wild Thicket etc...) | Cannot be negative. | Always Active |
86 | ||||||
87 | -Fighting Styles- [A weapon can only have one.] [You can get 12 Style per round with a Fighting Style. The max is separate for each Fighting Style.] | |||||
88 | [HB] [UQ] [OH] | Aggressive | 4 | [On Hit] with ATTACK action (Not Reaction), gain 2 Style. This counts for every die/hit on ANY attack replacement. | Cannot be negative. | Always Active |
89 | [HB] [UQ] [OH] | Reactive | 4 | [On Hit] with offensive REACTION, gain 2 Style. This counts for every die/hit on ANY attack replacement. | Cannot be negative. | Always Active |
90 | [HB] [UQ] [OH] | Focused | 4 | [On Hit] agains a marked target, gain 4 Style. This counts for every die/hit on ANY attack replacement. | Cannot be negative. | Always Active |
91 | [HB] [ES] [OC] | Opportunistic | 4 | [On Clash Win] gain 2 Style per [Bind, Feeble, Disarm] on the target | Cannot be negative. | Always Active |
92 | [HB] [ES] [OC] | Leveraging | 4 | [On Clash Win] gain 2 Style per [Haste, Boost, Stagger Boost] on self | Cannot be negative. | Always Active |
93 | [HB] [MOVE] [OC] | Blitzkrieg | 4 | [On Clash Win] for every SQR moved before the attack, gain 2 Style. | Cannot be negative. | Always Active |
94 | [HB] [UQ] [OC] | Advantageous | 4 | [Dual Wielding On Hit], gain 4 Style. This counts for every die/hit on ANY attack replacement. | Cannot be negative. | Always Active |
95 | ||||||
96 | Psionic-only | |||||
97 | [HB] [ES] [OC] | [P] Break Concentration | 4 | Remove up to [Prudence/2] (rounded down) stacks of positive statuses on the target. | Cannot be negative. | On Clash Win |
98 | [HB] [SP] [OC] | [P] Sadistic Joy | 6 | Deal SP DMG equal to your [Prudence/2]. Then recover SP equal to half of the SP DMG done. (rounded down) | Cannot be negative. | On Clash Win |
99 | [HB] [ES] [OC] | [P] Migrane | 4 | Deal ST DMG equal to your [Prudence/2]. | Cannot be negative. | On Clash Win |
100 | [HB] [ES] [OC] | [P] Singular Focus | 8 | Increase the infliction of one of your weapon effects of your choice by [Prudence/3]. (rounded down) [The effect is selected at combat start] | Cannot be negative. | Always Active |
101 | [HB] [DICE] [AA] | [P] Mental Focus | 8 | Increase the Dice Power by [Prudence/3]. (rounded down, min 1) | Reduce the Dice Power by [Prudence/3]. (rounded down, min 1) | Always Active |
102 | [HB] [HP] [OU] | [P] Physically Taxing | 2N | Cannot be positive. | On use, Consume 3N HP to be able to attack with this weapon. | On Use |
103 | [HB] [SP] [OU] | [P] Mentally Taxing | 2N | Cannot be negative. | On use, Consume N SP to be able to attack with this weapon. | On Use |
104 | [HB] [ES] [OU] | [P] Brain Hemorrhage | 4N | Cannot be positive. | On use, gain 1 Hemorrhage and 2N Bleed. | On Use |
105 | [HB] [MOVE] [OC] | [P-M] Snow | 6 | Spend 1 reaction to teleport to an adjacent sqr next to the target. Doing this does not provoke an opportunity attack from adjacent enemies and does not count as movement. | Cannot be negative. | On Clash Win |
106 | [HB] [AR] [AA] | [P-M] Impale | 12 | This is an attack replacement. On Clash Win, impale the target with the weapon and lose control of it. You can spend an action and a reaction to remove the weapon from the target and get a unopposed attack on the target, the attack does not inflict any clash win or clash lose effects. | Cannot be negative. | Always Active |
107 | [HB] [UQ] [AA] | [P-R] Plan B | 4 | To fire this weapon you have to spend 10k ahn. Before rolling for attack you can spend 100k ahn to add on 1 dice max onto the attack. (max 10) When attacking with this weapon, ammo is reduced by .5 instead of 1. | Cannot be negative. | Always Active |
108 | [HB] [UQ] [OH] | [P-R] Run'n'Gun | 6 | On hit with this weapon you can move one square regardless of your movement. | Cannot be negative. | Always Active |
109 | ||||||
110 | Weapon Charge Effects | |||||
111 | [CR] [UQ] [OC] | [M] Gain Charge | N | Gain N Charge. (Max 6) | Cannot be negative. | On Use |
112 | [HB] [UQ] [AA] | Charge Blade | 2N | Cannot be positive. | On use, Consume [1+N] Charge to be able to attack with this weapon. | Always Active |
113 | [CR] [DICE] [OU] | Power Engine | 4 | You can choose to increase the weapon's Dice Power by 1, consuming 8 Charge per attack made this way. If you spend 1 Overcharge instead, this effect is doubled. | Cannot be negative. | On [Condition] |
114 | [CR] [ER] [OC] | Barrier Ionization | 2 | You can choose to consume 3 Charge to apply 1 Charge Barrier to the character. If you spend 1 Overcharge instead, this effect is tripled. | Cannot be negative. | On Clash [Result] |
115 | [CR] [ES] [OC] | Refractor | 2 | You can choose to consume 4 Charge to gain all applicable [Status]+ 1 for this attack. If you spend 1 Overcharge instead, this effect is tripled. | Cannot be negative. | On [Condition] |
116 | [CR] [ES] [OC] | Galvanic Pulse | 4 | You can choose to consume 10 Charge to inflict 1 Feeble or Disarm, chosen on use.If you spend 1 Overcharge instead, apply both. | Cannot be negative. | On Clash [Result] |
117 | [CR] [ES] [OC] | Countercurrent | 2 | You can choose to consume 4 Charge to inflict 1 Paralysis. If you spend 1 Overcharge instead, this effect is doubled. If this weapon already has Inflict Paralysis, both it and this effect must be set on the same Clash [Result]. | Cannot be negative. | On Either Clash [Result] |
118 | [CR] [ES] [OC] | [M] Magnetic Drive | 4 | You can choose to push the target by 1 SQR. This forced movement can deal Force Damage per unspent SQR. Consume 6 Charge per attack made this way. If you spend 1 Overcharge instead, this effect is doubled. | Cannot be negative. | On Clash Win |
119 | [HB] [UQ] [AA] | [M] Extension Grip | 2 | While above 4 Charge, increase the Range of the weapon by 1 SQR. Lose 4 Charge after every attack done at the increased Range. | Cannot be negative. | On [Condition] |
120 | [CR] [UQ] [AA] | [R] Charge Ammo | 4 | On use, Consume 2 Charge to be able to shoot this weapon. This weapon can’t use regular bullets. This weapon has a fixed Type of DMG, like a Melee weapon. | Cannot be negative. | Always Active |
121 | [CR] [UQ] [AA] | [R] Loaded Magnet | 2N | If the character has N+ Charge Barrier, pull the target up to N squares towards you. This counts as forced movement and does not trigger Opportunity Attacks. | Cannot be negative. | On [Condition] |
122 | ||||||