Generate weapons


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  • Weapon
    Light hand (wraps, thick gloves, etc.)
    3 DAMAGE
    SkinSpiderwebs
    Tags
    ELECTRIFIED

    Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.

    ALT-FIRE

    This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).

    CURSED

    Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.

    Weapon
    Weapon
    Small ranged (slingshot, BB gun, etc.)
    3 DAMAGE
    SkinRed-hot metal
    Tags
    UNSTABLE

    Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later.

    CURSED

    Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.

    BANE

    Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected.

    Weapon
    Weapon
    Small blade (pocket knife, hatchet, etc.)
    3 DAMAGE
    SkinBite marks
    Tags
    ALT-FIRE

    This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).

    HEAVY

    This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.

    STUN

    Those damaged by this weapon cannot move or act until their current HP changes.

    Weapon
    Weapon
    Small bomb (e.g. landmine, pipe)
    1D6+2 DAMAGE
    SkinFuligin
    Tags
    LIGHT

    Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon.

    ANTI-MATERIEL

    Deals double DAMAGE to vehicles and structures; cumbersome to carry around.

    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.)

    Weapon
    Weapon
    Spear
    1D6+1 DAMAGE
    SkinGang paint job
    Tags
    ANTI-MATERIEL

    Deals double DAMAGE to vehicles and structures; cumbersome to carry around.

    ANTI-MATERIEL

    Deals double DAMAGE to vehicles and structures; cumbersome to carry around.

    CURSED

    Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.

    Weapon