| Weapon |
Light hand (wraps, thick gloves, etc.)
3 DAMAGE |
|---|---|
| Skin | Spiderwebs |
| 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. |
Generate weapons
| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Red-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 |
Small blade (pocket knife, hatchet, etc.)
3 DAMAGE |
|---|---|
| Skin | Bite 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 |
Small bomb (e.g. landmine, pipe)
1D6+2 DAMAGE |
|---|---|
| Skin | Fuligin |
| 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 |
Spear
1D6+1 DAMAGE |
|---|---|
| Skin | Gang 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. |