| Weapon |
Rocker launcher
1D6+2 DAMAGE |
|---|---|
| Skin | Jazz design |
| Tags |
RITUAL
Shatters to protect you from death once, negating lethal damage. Disintegrates afterward.
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies. |
Generate weapons
| Weapon |
Light hand (wraps, thick gloves, etc.)
3 DAMAGE |
|---|---|
| Skin | Tactical engravings |
| Tags |
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
CURSED
Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit. |
| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Checkerboard |
| Tags |
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon. |
| Weapon |
Ultra-shotgun
2D6 DAMAGE |
|---|---|
| Skin | Magical fire |
| Tags |
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic. |
| Weapon |
Large axe
1D6+1 DAMAGE |
|---|---|
| Skin | Bulbous and swollen |
| Tags |
INCENDIARY
When damage is dealt, this weapon also deals 2 DAMAGE to anything within fire- spreading range. Deals double DAMAGE to plants.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water. |
| Weapon |
Energy blade (e.g. beam, magic)
1D6+2 DAMAGE |
|---|---|
| Skin | Psychedelic imagery |
| Tags |
RITUAL
Shatters to protect you from death once, negating lethal damage. Disintegrates afterward.
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).
NON-LETHAL
Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success. |
| Weapon |
Energy blade (e.g. beam, magic)
1D6+2 DAMAGE |
|---|---|
| Skin | Magical fire |
| Tags |
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon. |
| Weapon |
Sniper rifle
1D6+2 DAMAGE |
|---|---|
| Skin | Religious iconography |
| Tags |
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around. |
| Weapon |
Rocker launcher
1D6+2 DAMAGE |
|---|---|
| Skin | Has a face Hastily-scratched runes Healthy moss covering High-pitched whine Hologram projection Holographic casing |
| Tags |
PROTOTYPE
Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it.
INCENDIARY
When damage is dealt, this weapon also deals 2 DAMAGE to anything within fire- spreading range. Deals double DAMAGE to plants.
REMOTE
Projectiles (or the weapon itself) can be remotely steered through chutes and around walls. |
| Weapon |
FUBAR blaster
2D6 DAMAGE |
|---|---|
| Skin | Barbed wire |
| Tags |
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.)
PROTOTYPE
Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it. |