Weapon Property Catalogue
Aug 17, 2018 21:01:12 GMT -6
Post by username on Aug 17, 2018 21:01:12 GMT -6
A thread to better organize new weapon Properties for easier perusing. Numbers in parentheses are a suggested value for things like Exaltation abilities that budget a weapon created.
Sorted into groups based on weapon typing, as well as alphabetical:
UNIVERSAL PROPERTIES
Ambushing (+1)
This weapon deals +2k0 damage on attacks the target was unaware of, or when you would normally be able to benefit from the Sneak Attack or Improved Sneak Attack feats.
Anchored(+1)
Weapons with this property are living creatures in their own right, often attaching themselves firmly to the user's body in one way or another. The user gains a free raise to resist attempts to Disarm him of this weapon.
Annoying(+1)
When this weapon's damage roll exceeds the target's armor, they must make a TN 15 Composure test or be Dazzled for one round.
Benign(+1)
If this weapon would deal Critical Damage, it deals an equal amount of Fatigue instead.
Binding (1)
On a successful hit, the target must make an Acrobatics or Dexterity Test (TN of the attack that hit him) or be Restrained on the location struck. As a Free Action on their turn they may attempt a TN 15 Dexterity test to release themselves from the restraints caused by this property.
Blinding (+2)
Whenever someone takes a wound from a Blinding weapon, he must make a Wisdom test (TN 15) or be Blinded for one round.
Botmo(+1)
Free raise to all attempts to hit organic targets. Doesn’t damage nonliving things. The effects of the shot take place the turn after the shot hits.
Brütal(+3)
This weapon gains a raise to the damage roll for every explosion kept on the attack roll, to a maximum number of raises equal to your level.
Concussive (+1)
A target struck by this weapon must make a TN 15 Strength Test or be knocked Prone.
Daemonic(-1)
Weapons with this property are spawned from the Warp, with a will and an alignment of their own. If you don't have the same alignment as the weapon, the first time that you draw a Daemonic weapon each session, you must make an opposed Willpower test with the weapon (the weapon's Willpower is equal to the number of rolled dice it deals for damage). If you fail this test, and have an alignment to the same pantheon as the weapon, you take -2k0 to all tests for the rest of the session. If you don't have an alignment to the same pantheon, you must also make an Alignment test.
Deafening(+1)
A target struck by this weapon makes a TN 15 Con test or is deafened for 5 rounds.
Disarming (+1)
This weapon grants the wielder a raise on tests to disarm.
Disintegration(+2)
A target that would be killed by this weapon may not burn Hero Points to prevent death.
Disorienting(+1)
Whenever someone takes a wound from a Disorienting weapon, he must make a Composure test (TN 15) or be Confused for one round, as per the spell.
Dull (-1)
This AP applied against this weapon is doubled.
Extra Mods(+1)
Allow an additional two mods
Festering (+2)
The wounds dealt by this weapon cannot be healed by spending resource points or magical healing - only time.
Fire (+1)
Those hit with this weapon must test (TN 15 Dex) against the Fire condition.
Force(+1)
Wielders of this weapon can cast Channel Weapon.
Gear (Gear) (+Varies)
For all intents and purposes, this weapon is treated as a piece of Gear rather than a weapon when beneficial. In addition, the weapon can be used as a piece of gear, indicated in the brackets. Add +1 to the total rarity per tier of Quality above Poor (so a Common-quality Gear would add +1, a Good-quality would add +2, and a Best-quality would add +3).
Hacking(+X)
If the target of this attack is a machine, the target must pass a Tech-Use + Willpower test with a TN equal to 5*X or be stunned and unable to make saving throws for one round.
Halting (+2)
Whenever someone takes a wound from a Halting weapon, he must make a Composure test (TN 15) or lose a half action on their next round.
Immobilizing (+2)
On a successful hit, the target must make an Acrobatics or Dexterity Test (TN equal to the attack roll that hit him) roll or be Immobilized. As a Half Action on their turn they may attempt a TN 15 Dexterity test to release themselves from the Immobilization caused by this property.
Indignant (+1)
Add half your devotion to PEN with this weapon.
Infest (+2)
Whenever someone takes at least one wound from an Infest weapon, they become Infested. An Infested player must make a Constitution test (TN 15) at the start of their turn, if the area of the body that suffered the wound was not covered by any armor the TN is 20 for the initial round. If they pass the test they shake off the infestation, otherwise they suffer another wound in the location that was hit. This continues each round until the player passes the test, takes damage in that area from a different source, or successfully removes the infestation using Medicae or other relevant skill (TN 15).
Inspiring(+1)
Aid another actions made whilst holding a weapon with this trait gain an additional +2k0 bonus.
Knockback(-1)
Firing this weapon throws you backwards 1m, plus one for every check, unless you succeed at a Strength test against a TN of 20 for pistols, 30 for basic weapons, or 40 for heavy weapons. If you fail this test with as many or more checks than your Dexterity, you are also rendered prone. If this weapon is braced, the TN for this test is halved. If applied to a melee weapon, treat it as basic unless the weapon is two-handed - in which case, treat it as heavy.
Living(-1)
This weapon must be maintained by someone with a background (such as Wealth or Holdings), an appropriate Exaltation (such as Symbiote), or appropriate Race (such as Dryad for a plant weapon), or it stops working within one week.
Lower Damage(-1)
This weapon deals -0k1 damage
Luck(+2)
A weapon with this quality is effected by luck in dramatic ways. When you hit with an attack using this weapon, roll 1d10. On a 1, halve the damage dealt. On a 10, double it. Weapons with this quality can also come back after being thrown at the end of the thrower's turn at their choosing.
Momentum(+2)
After taking damage from a Momentum weapon, the target must make an opposed Strength Test as though they were the target of a Bull Rush. The Strength that must be opposed is equal to two plus the number of wounds this attack dealt to them. However, if the target of a Momentum weapon is instead a vehicle, the pilot must succeed at a Control Test with a TN equal to five times the number of hit points the vehicle lost in the attack or have their vehicle go Out of Control. If they failed the Control Test with two or more checks, then wherever an effect would be determined randomly (e.g. the amount and direction in which the Out of Control vehicle Swerves) it is instead chosen by the firer of the Momentum Cannon.
Organic
As Trigger, except with Animal Ken. Organic weapons use the same rules as familiars when not being wielded. Weapons with the Organic Property can not possess the Trigger property.
Propulsion(+1)
This weapon gains Throwing (S*6m Range). You may move up to your Speed whenever you perform a Full Action with the Attack or Movement subtypes. This movement can be done before or after resolving the action.
Radical(+1)
Test Charisma + Performer against the Mental Defense of your target. If successful, they become Deafened for a round.
Recital
Similar to Trigger Weapons, Recital weapons are instruments of performance and violence simultaneously. They may be either Melee or Ranged, and can be used to make Performer Tests.
In addition to the normal attack roll, Recital weapon users must also succeed on a Performer roll vs the target's static defense, or else the attack misses.
If it hits, the next attack made against the target receives a static bonus to hit equal to half of the raises on the Performer Test
The Recital mod listed in parentheses applies to both the Recital weapon and any attack it assists. The mod's rarity is added to the weapon as normal, plus one for the Recital quality.
Reconfigurable
When building a weapon, you can choose to build a Reconfigurable weapon. If you do so, build multiple weapons which are all incorporated into a single object. It can be transformed with a Ready action, Quick Draw applying as normal. The rarity of the final weapon is that of the rarest weapon incorporated into it plus X-1, where X is equal to the number of weapons incorporated into it. Weapons with the Trigger property may draw ammunition from another source.
Righteous (+2)
Add half your devotion to damage with this weapon.
Risky(-1)
Whenever a character rolls more 1s on a roll to hit with this weapon than their level, they hit themselves.
Rooted(-2)
You cannot dodge with this weapon equipped.
Sadistic (+2)
The damage taken from a Sadistic Weapon is rounded up when dividing by Resilience to determine wounds inflicted.
Sapping (+2)
If the target loses at least one hit point from this weapon they also are inflicted with a level of Fatigue. Brawling weapons can not have this as a base property.
Sanctified(+2)
A weapon with this special quality has an alignment of its own, and deals +1k1 damage to enemies of its god, as if under the effect of the spell Holy Weapon at all times.
Seeking(+1)
Whenever a weapon with Seeking misses its target, it (or its ammunition) can form a minion squad (or join a minion squad if an appropriate one already exists) with threat and damage rating equal to its kept damage dice. Such a minion squad has Flying and 5 extra Static Defense, but loses one minion whenever it succeeds on an attack roll.
Stream (+1)
Anyone within 5m of a person with a weapon with this property may forego attacking on their next turn to grant this weapon a +1k0 bonus to damage per person.
Torturous (+1)
Whenever someone takes a wound from a Torturous weapon, they lose 1 Resolve.
RANGED PROPERTIES
Alternate Fire (+2)
This weapon has separate weapon profiles you may attack with. Ammunition is shared between all firing modes. You choose which weapon profile you use each time you attack.
Ammo Hungry(X) (-X+1)
This weapon uses X times as much ammo as normal.
Biotic(+1)
This weapon may not be reloaded in the normal manner. Instead the wielder must spend resource points or, if they don't have enough, gain levels of Fatigue equal to the number of Full Actions the weapon normally needs to be reloaded (to a minimum of 1) as a Free Action. In addition, the weapon regains 1 point of ammunition every number of rounds equal to the number of Half Actions it would require to reload the weapon normally.
Black Smoke(+2)
Upon hitting something, the projectile discharges a dark cloud of vile poisonous vapor with a diameter of eight meters. Within the cloud, visibility is reduced to 2m. All breathing creatures that start their turn within the gas or move through it during their turn must test against Suffocation. The cloud can be forcibly dissipated with jets of steam.
Bouncing Shot (+1)
The projectiles this weapon fires bounce off hard surfaces like walls, allowing you to make a called shot that ignores cover if it hits, but instead of choosing a body part to hit, you roll a random hit location. You may also attack creatures you can't directly see, but have some awareness of around a single corner or bend with this called shot if they are within your short range by taking two checks to the attack roll due to concealment.
Composite (+2)
You add half your Strength (rounded up) as rolled dice to the damage of this ranged weapon.
Cone (+X)
This weapon project a cone of something out to the range of the weapon. They can't be fired out to long or extreme range. You don't need to roll to hit with a Cone weapon - you just fire the weapon. The path is a cone shaped area in an arc that is 20 degrees multiplied by X, as dictated by the property. All characters in this area must make a Dexterity Test (TN is equal to 5x the firer's Dexterity, -5 for poor weapons, +5 for Good or Best) or else be struck and take damage normally. When fired by someone that isn't proficient, reduce the difficulty of the Test made to avoid damage by 10. Cone weapons Jam if the firer rolls more 9s on his damage dice than they have Dexterity. Cone weapons may not be used with Gun Kata.
Directed Explosion (+X)
This explosive is considered to have the blast special property, but the shape it detonates in is a cone with an arc of 15 degrees multiplied by X out to the explosive's range.
Integrated Clip (-2)
The ammunition for this weapon is not fed from an external clip or magazine, but is instead built into the weapon itself. A weapon with an Integrated Clip has a Reload time of N/A and can never be reloaded. Once the gun runs out of ammo, it is rendered permanently useless as a firearm.
Primitive (-1)
This weapon's attacks can be parried.
Returning(+1)
When a Returning weapon is thrown and misses, the wielder can use the Ready action to catch it on their next turn.
Spray (+1)
This effect functions as the Flame property flamers have, except there is no chance to set the target on fire.
Spread Shot (+X)
This weapon is designed to shoot wide, not far. This weapon fires in an arc of 15 degrees multiplied by X out to the listed range of the weapon, rolling once against the static defense of everyone in the affected area. It can't be fired out to long or extreme range. This counts as the blast property when applicable.
Tether (+2)
If an attack with a Tether weapon is successful, the attacker enters into a Ranged Grapple with the target, using their strength through the tethered weapon to perform any of the following grapple actions: Attack with Weapon, Throw Down Opponent, Ready, Stand, Use Item.
The Target can only use the following grapple actions: Attack with Weapon, Ready, Stand, Use Item, Break Free, Slip Free.
The attacker can also attempt to Pull the target towards them, this works as a Bull Rush test, with the target moving 2m plus 2m for every raise they get on the opposed Strength test.
Tranq(+2)
Anything struck by a Tranq weapon must make a TN 15 Constitution test or fall asleep. An asleep target will wake up as soon as it takes damage, even if its armor/defenses negate it. Until it wakes up, the target grants Combat Advantage but is not considered Helpless. Targets naturally wake up in (10 - Constitution) rounds and during this time the powerful tranquilizers numb the target to most blows, halving damage taken.
Unsafe(-1)
If this weapon would jam when fired, it blows up in your face. You are hit by the weapon, and every wound that you take beyond the first inflicts a point of critical damage to the arm(s) holding the weapon. The weapon may not be used until repaired.
Variable Power Setting (+2)
When firing this weapon the user may select a power setting to affect it's damage output and ammunition consumption. The user may fire normally, exchange +1k0 damage by expending two rounds per shot or +1k1 damage for four rounds per shot but must spend the next round recharging it's energy capacitors.
MELEE PROPERTIES
Bumbershoot(+2)
This weapon has the balanced property. You may change this to the defensive property or vice versa as a half action or a reaction.
Covering (+2)
Bigger and bulkier than most armored weapons, a weapon with covering provides the user with 4 Ap worth of "portable" cover, but their large size applies a -1k1 penalty to melee attacks with the weapon. Damage to the cover can be repaired with a TN 10+(5*AP lost) crafts roll as a full action, restoring 1 AP if successful, or a tn 15 roll to fully repair it over an hour. Good quality (or better) and artifact covering weapons do not lose AP.
Double(+1)
When used with two hands, this weapon may be used twice with Two-Weapon Fighting.
Fragile(-2)
If an Enemy's resilience and armor completely negates the damage of your attack, the blade shatters. Tearing still applies, even if this happens.
Replacements(+1)
After a blade shatters, you may insert a new one into the handle as a Ready on your turn, Quick Draw applying as normal.
Scissor(+1)
When paired with another blade with the Scissor quality in the other hand, both blades gain the Razor Sharp and Tearing qualities.
Subdued (-2)
Weapons with this property do not add its user's Strength to the damage roll.
ON WHAT THE HELL'S A TRIGGER WEAPON?
And below I'll make separate posts for each one so things that reference them can link more easily.
Sorted into groups based on weapon typing, as well as alphabetical:
UNIVERSAL PROPERTIES
Ambushing (+1)
This weapon deals +2k0 damage on attacks the target was unaware of, or when you would normally be able to benefit from the Sneak Attack or Improved Sneak Attack feats.
Anchored(+1)
Weapons with this property are living creatures in their own right, often attaching themselves firmly to the user's body in one way or another. The user gains a free raise to resist attempts to Disarm him of this weapon.
Annoying(+1)
When this weapon's damage roll exceeds the target's armor, they must make a TN 15 Composure test or be Dazzled for one round.
Benign(+1)
If this weapon would deal Critical Damage, it deals an equal amount of Fatigue instead.
Binding (1)
On a successful hit, the target must make an Acrobatics or Dexterity Test (TN of the attack that hit him) or be Restrained on the location struck. As a Free Action on their turn they may attempt a TN 15 Dexterity test to release themselves from the restraints caused by this property.
Blinding (+2)
Whenever someone takes a wound from a Blinding weapon, he must make a Wisdom test (TN 15) or be Blinded for one round.
Botmo(+1)
Free raise to all attempts to hit organic targets. Doesn’t damage nonliving things. The effects of the shot take place the turn after the shot hits.
Brütal(+3)
This weapon gains a raise to the damage roll for every explosion kept on the attack roll, to a maximum number of raises equal to your level.
Concussive (+1)
A target struck by this weapon must make a TN 15 Strength Test or be knocked Prone.
Daemonic(-1)
Weapons with this property are spawned from the Warp, with a will and an alignment of their own. If you don't have the same alignment as the weapon, the first time that you draw a Daemonic weapon each session, you must make an opposed Willpower test with the weapon (the weapon's Willpower is equal to the number of rolled dice it deals for damage). If you fail this test, and have an alignment to the same pantheon as the weapon, you take -2k0 to all tests for the rest of the session. If you don't have an alignment to the same pantheon, you must also make an Alignment test.
Deafening(+1)
A target struck by this weapon makes a TN 15 Con test or is deafened for 5 rounds.
Disarming (+1)
This weapon grants the wielder a raise on tests to disarm.
Disintegration(+2)
A target that would be killed by this weapon may not burn Hero Points to prevent death.
Disorienting(+1)
Whenever someone takes a wound from a Disorienting weapon, he must make a Composure test (TN 15) or be Confused for one round, as per the spell.
Dull (-1)
This AP applied against this weapon is doubled.
Extra Mods(+1)
Allow an additional two mods
Festering (+2)
The wounds dealt by this weapon cannot be healed by spending resource points or magical healing - only time.
Fire (+1)
Those hit with this weapon must test (TN 15 Dex) against the Fire condition.
Force(+1)
Wielders of this weapon can cast Channel Weapon.
Channel Weapon
No Spell School
Test: Charisma + Caster Level
TN 20
Reaction Action
Attack, Combo-OK, Saving Throw
One round.
This spell may be cast when the caster makes an attack with a weapon with the Force property, before the attack rolled. On a success, the weapon gains the Power Field property. This spell, and spell combos which include this spell, do not provoke attacks of opportunity.
No Spell School
Test: Charisma + Caster Level
TN 20
Reaction Action
Attack, Combo-OK, Saving Throw
One round.
This spell may be cast when the caster makes an attack with a weapon with the Force property, before the attack rolled. On a success, the weapon gains the Power Field property. This spell, and spell combos which include this spell, do not provoke attacks of opportunity.
Gear (Gear) (+Varies)
For all intents and purposes, this weapon is treated as a piece of Gear rather than a weapon when beneficial. In addition, the weapon can be used as a piece of gear, indicated in the brackets. Add +1 to the total rarity per tier of Quality above Poor (so a Common-quality Gear would add +1, a Good-quality would add +2, and a Best-quality would add +3).
Hacking(+X)
If the target of this attack is a machine, the target must pass a Tech-Use + Willpower test with a TN equal to 5*X or be stunned and unable to make saving throws for one round.
Halting (+2)
Whenever someone takes a wound from a Halting weapon, he must make a Composure test (TN 15) or lose a half action on their next round.
Immobilizing (+2)
On a successful hit, the target must make an Acrobatics or Dexterity Test (TN equal to the attack roll that hit him) roll or be Immobilized. As a Half Action on their turn they may attempt a TN 15 Dexterity test to release themselves from the Immobilization caused by this property.
Indignant (+1)
Add half your devotion to PEN with this weapon.
Infest (+2)
Whenever someone takes at least one wound from an Infest weapon, they become Infested. An Infested player must make a Constitution test (TN 15) at the start of their turn, if the area of the body that suffered the wound was not covered by any armor the TN is 20 for the initial round. If they pass the test they shake off the infestation, otherwise they suffer another wound in the location that was hit. This continues each round until the player passes the test, takes damage in that area from a different source, or successfully removes the infestation using Medicae or other relevant skill (TN 15).
Inspiring(+1)
Aid another actions made whilst holding a weapon with this trait gain an additional +2k0 bonus.
Knockback(-1)
Firing this weapon throws you backwards 1m, plus one for every check, unless you succeed at a Strength test against a TN of 20 for pistols, 30 for basic weapons, or 40 for heavy weapons. If you fail this test with as many or more checks than your Dexterity, you are also rendered prone. If this weapon is braced, the TN for this test is halved. If applied to a melee weapon, treat it as basic unless the weapon is two-handed - in which case, treat it as heavy.
Living(-1)
This weapon must be maintained by someone with a background (such as Wealth or Holdings), an appropriate Exaltation (such as Symbiote), or appropriate Race (such as Dryad for a plant weapon), or it stops working within one week.
Lower Damage(-1)
This weapon deals -0k1 damage
Luck(+2)
A weapon with this quality is effected by luck in dramatic ways. When you hit with an attack using this weapon, roll 1d10. On a 1, halve the damage dealt. On a 10, double it. Weapons with this quality can also come back after being thrown at the end of the thrower's turn at their choosing.
Momentum(+2)
After taking damage from a Momentum weapon, the target must make an opposed Strength Test as though they were the target of a Bull Rush. The Strength that must be opposed is equal to two plus the number of wounds this attack dealt to them. However, if the target of a Momentum weapon is instead a vehicle, the pilot must succeed at a Control Test with a TN equal to five times the number of hit points the vehicle lost in the attack or have their vehicle go Out of Control. If they failed the Control Test with two or more checks, then wherever an effect would be determined randomly (e.g. the amount and direction in which the Out of Control vehicle Swerves) it is instead chosen by the firer of the Momentum Cannon.
Organic
As Trigger, except with Animal Ken. Organic weapons use the same rules as familiars when not being wielded. Weapons with the Organic Property can not possess the Trigger property.
Propulsion(+1)
This weapon gains Throwing (S*6m Range). You may move up to your Speed whenever you perform a Full Action with the Attack or Movement subtypes. This movement can be done before or after resolving the action.
Radical(+1)
Test Charisma + Performer against the Mental Defense of your target. If successful, they become Deafened for a round.
Recital
Similar to Trigger Weapons, Recital weapons are instruments of performance and violence simultaneously. They may be either Melee or Ranged, and can be used to make Performer Tests.
In addition to the normal attack roll, Recital weapon users must also succeed on a Performer roll vs the target's static defense, or else the attack misses.
If it hits, the next attack made against the target receives a static bonus to hit equal to half of the raises on the Performer Test
The Recital mod listed in parentheses applies to both the Recital weapon and any attack it assists. The mod's rarity is added to the weapon as normal, plus one for the Recital quality.
Reconfigurable
When building a weapon, you can choose to build a Reconfigurable weapon. If you do so, build multiple weapons which are all incorporated into a single object. It can be transformed with a Ready action, Quick Draw applying as normal. The rarity of the final weapon is that of the rarest weapon incorporated into it plus X-1, where X is equal to the number of weapons incorporated into it. Weapons with the Trigger property may draw ammunition from another source.
Righteous (+2)
Add half your devotion to damage with this weapon.
Risky(-1)
Whenever a character rolls more 1s on a roll to hit with this weapon than their level, they hit themselves.
Rooted(-2)
You cannot dodge with this weapon equipped.
Sadistic (+2)
The damage taken from a Sadistic Weapon is rounded up when dividing by Resilience to determine wounds inflicted.
Sapping (+2)
If the target loses at least one hit point from this weapon they also are inflicted with a level of Fatigue. Brawling weapons can not have this as a base property.
Sanctified(+2)
A weapon with this special quality has an alignment of its own, and deals +1k1 damage to enemies of its god, as if under the effect of the spell Holy Weapon at all times.
Seeking(+1)
Whenever a weapon with Seeking misses its target, it (or its ammunition) can form a minion squad (or join a minion squad if an appropriate one already exists) with threat and damage rating equal to its kept damage dice. Such a minion squad has Flying and 5 extra Static Defense, but loses one minion whenever it succeeds on an attack roll.
Stream (+1)
Anyone within 5m of a person with a weapon with this property may forego attacking on their next turn to grant this weapon a +1k0 bonus to damage per person.
Torturous (+1)
Whenever someone takes a wound from a Torturous weapon, they lose 1 Resolve.
RANGED PROPERTIES
Alternate Fire (+2)
This weapon has separate weapon profiles you may attack with. Ammunition is shared between all firing modes. You choose which weapon profile you use each time you attack.
Ammo Hungry(X) (-X+1)
This weapon uses X times as much ammo as normal.
Biotic(+1)
This weapon may not be reloaded in the normal manner. Instead the wielder must spend resource points or, if they don't have enough, gain levels of Fatigue equal to the number of Full Actions the weapon normally needs to be reloaded (to a minimum of 1) as a Free Action. In addition, the weapon regains 1 point of ammunition every number of rounds equal to the number of Half Actions it would require to reload the weapon normally.
Black Smoke(+2)
Upon hitting something, the projectile discharges a dark cloud of vile poisonous vapor with a diameter of eight meters. Within the cloud, visibility is reduced to 2m. All breathing creatures that start their turn within the gas or move through it during their turn must test against Suffocation. The cloud can be forcibly dissipated with jets of steam.
Bouncing Shot (+1)
The projectiles this weapon fires bounce off hard surfaces like walls, allowing you to make a called shot that ignores cover if it hits, but instead of choosing a body part to hit, you roll a random hit location. You may also attack creatures you can't directly see, but have some awareness of around a single corner or bend with this called shot if they are within your short range by taking two checks to the attack roll due to concealment.
Composite (+2)
You add half your Strength (rounded up) as rolled dice to the damage of this ranged weapon.
Cone (+X)
This weapon project a cone of something out to the range of the weapon. They can't be fired out to long or extreme range. You don't need to roll to hit with a Cone weapon - you just fire the weapon. The path is a cone shaped area in an arc that is 20 degrees multiplied by X, as dictated by the property. All characters in this area must make a Dexterity Test (TN is equal to 5x the firer's Dexterity, -5 for poor weapons, +5 for Good or Best) or else be struck and take damage normally. When fired by someone that isn't proficient, reduce the difficulty of the Test made to avoid damage by 10. Cone weapons Jam if the firer rolls more 9s on his damage dice than they have Dexterity. Cone weapons may not be used with Gun Kata.
Directed Explosion (+X)
This explosive is considered to have the blast special property, but the shape it detonates in is a cone with an arc of 15 degrees multiplied by X out to the explosive's range.
Integrated Clip (-2)
The ammunition for this weapon is not fed from an external clip or magazine, but is instead built into the weapon itself. A weapon with an Integrated Clip has a Reload time of N/A and can never be reloaded. Once the gun runs out of ammo, it is rendered permanently useless as a firearm.
Primitive (-1)
This weapon's attacks can be parried.
Returning(+1)
When a Returning weapon is thrown and misses, the wielder can use the Ready action to catch it on their next turn.
Spray (+1)
This effect functions as the Flame property flamers have, except there is no chance to set the target on fire.
Spread Shot (+X)
This weapon is designed to shoot wide, not far. This weapon fires in an arc of 15 degrees multiplied by X out to the listed range of the weapon, rolling once against the static defense of everyone in the affected area. It can't be fired out to long or extreme range. This counts as the blast property when applicable.
Tether (+2)
If an attack with a Tether weapon is successful, the attacker enters into a Ranged Grapple with the target, using their strength through the tethered weapon to perform any of the following grapple actions: Attack with Weapon, Throw Down Opponent, Ready, Stand, Use Item.
The Target can only use the following grapple actions: Attack with Weapon, Ready, Stand, Use Item, Break Free, Slip Free.
The attacker can also attempt to Pull the target towards them, this works as a Bull Rush test, with the target moving 2m plus 2m for every raise they get on the opposed Strength test.
Tranq(+2)
Anything struck by a Tranq weapon must make a TN 15 Constitution test or fall asleep. An asleep target will wake up as soon as it takes damage, even if its armor/defenses negate it. Until it wakes up, the target grants Combat Advantage but is not considered Helpless. Targets naturally wake up in (10 - Constitution) rounds and during this time the powerful tranquilizers numb the target to most blows, halving damage taken.
Unsafe(-1)
If this weapon would jam when fired, it blows up in your face. You are hit by the weapon, and every wound that you take beyond the first inflicts a point of critical damage to the arm(s) holding the weapon. The weapon may not be used until repaired.
Variable Power Setting (+2)
When firing this weapon the user may select a power setting to affect it's damage output and ammunition consumption. The user may fire normally, exchange +1k0 damage by expending two rounds per shot or +1k1 damage for four rounds per shot but must spend the next round recharging it's energy capacitors.
MELEE PROPERTIES
Bumbershoot(+2)
This weapon has the balanced property. You may change this to the defensive property or vice versa as a half action or a reaction.
Covering (+2)
Bigger and bulkier than most armored weapons, a weapon with covering provides the user with 4 Ap worth of "portable" cover, but their large size applies a -1k1 penalty to melee attacks with the weapon. Damage to the cover can be repaired with a TN 10+(5*AP lost) crafts roll as a full action, restoring 1 AP if successful, or a tn 15 roll to fully repair it over an hour. Good quality (or better) and artifact covering weapons do not lose AP.
Double(+1)
When used with two hands, this weapon may be used twice with Two-Weapon Fighting.
Fragile(-2)
If an Enemy's resilience and armor completely negates the damage of your attack, the blade shatters. Tearing still applies, even if this happens.
Replacements(+1)
After a blade shatters, you may insert a new one into the handle as a Ready on your turn, Quick Draw applying as normal.
Scissor(+1)
When paired with another blade with the Scissor quality in the other hand, both blades gain the Razor Sharp and Tearing qualities.
Subdued (-2)
Weapons with this property do not add its user's Strength to the damage roll.
ON WHAT THE HELL'S A TRIGGER WEAPON?
Trigger Weapons are melee weapons with 2 free 'Trigger mods' in addition to any other mods you purchase. Trigger mods can take from either the Ranged Mods or Melee Mods tables, but cannot use mods that reference mechanics exclusive to guns (Single Shot, Full Auto, etc). The cheaper of the two mods (or one, in the case of a tie) does not add their cost to the weapon's rarity. Trigger weapons have Clip equal to 18 divided by the cost of both Trigger mods (round up) and a reload time of Full.
In combat, Trigger mods do not apply to your weapon unless you expend ammo and make a free action Ballistics check after a successful attack or parry. For attacks, the Ballistics TN is is equal to the target's static defense. For parrying, your static defense must become higher than the attacker's roll after adding half your Ballistics roll to it. Your weapon can jam from this roll, but the melee component can be used as normal if your Trigger mods are jammed.
If one of your Trigger mods is a Combiweapon, the combiweapon module can be any ranged weapon with a rarity one less than the melee weapon it's attached to (to a minimum of Common). The combiweapon's effective range is halved, and it shares a Clip with your other Trigger mods. The combiweapon's reload time is always 2 Full. If your combiweapon or Trigger mods jam, both features are rendered inaccessible until the Trigger weapon is unjammed and reloaded again.
Example
Squall the Guardsman is about to make a Standard Attack with his Revolver Gunblade on an Iron Golem. To better penetrate the monster's armor, he decides to attempt to use his weapon's Trigger on this attack. First, he rolls his attack as usual to see if he hits in the first place. Because Squall has Weapon Proficiency that covers his Revolver Gunblade, he adds his level of 2 to his Weaponry of 4 for 6k4, rolling a 23 - more than enough to beat the Golem's Static Defense of 16. Then, as a Free Action, he rolls his Level of 2 and his Ballistics of 3 for 5k3 to see if he gets to add +1k0 damage and Tearing to his attack, but the total is a mere 15 - if only he could have applied his +2 ranged attack bonus from completing Guardsman levels! Squall has failed to beat the Iron Golem's 16 Static Defense, so his Trigger mods do not activate. He rolls for damage as usual, but his weapon's base damage is only 3k2 instead of 4k2 Tearing, and he fails to even scratch the Golem. Regardless, Squall has used one of his 6 shots, leaving him with only 5 more attempts to apply that crucial Tearing bonus until he spends a round reloading.
In combat, Trigger mods do not apply to your weapon unless you expend ammo and make a free action Ballistics check after a successful attack or parry. For attacks, the Ballistics TN is is equal to the target's static defense. For parrying, your static defense must become higher than the attacker's roll after adding half your Ballistics roll to it. Your weapon can jam from this roll, but the melee component can be used as normal if your Trigger mods are jammed.
If one of your Trigger mods is a Combiweapon, the combiweapon module can be any ranged weapon with a rarity one less than the melee weapon it's attached to (to a minimum of Common). The combiweapon's effective range is halved, and it shares a Clip with your other Trigger mods. The combiweapon's reload time is always 2 Full. If your combiweapon or Trigger mods jam, both features are rendered inaccessible until the Trigger weapon is unjammed and reloaded again.
Example
Squall the Guardsman is about to make a Standard Attack with his Revolver Gunblade on an Iron Golem. To better penetrate the monster's armor, he decides to attempt to use his weapon's Trigger on this attack. First, he rolls his attack as usual to see if he hits in the first place. Because Squall has Weapon Proficiency that covers his Revolver Gunblade, he adds his level of 2 to his Weaponry of 4 for 6k4, rolling a 23 - more than enough to beat the Golem's Static Defense of 16. Then, as a Free Action, he rolls his Level of 2 and his Ballistics of 3 for 5k3 to see if he gets to add +1k0 damage and Tearing to his attack, but the total is a mere 15 - if only he could have applied his +2 ranged attack bonus from completing Guardsman levels! Squall has failed to beat the Iron Golem's 16 Static Defense, so his Trigger mods do not activate. He rolls for damage as usual, but his weapon's base damage is only 3k2 instead of 4k2 Tearing, and he fails to even scratch the Golem. Regardless, Squall has used one of his 6 shots, leaving him with only 5 more attempts to apply that crucial Tearing bonus until he spends a round reloading.
And below I'll make separate posts for each one so things that reference them can link more easily.