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Post by username on Aug 17, 2018 21:13:18 GMT -6
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.
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Post by username on Aug 17, 2018 21:13:32 GMT -6
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.
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Post by username on Aug 17, 2018 21:13:41 GMT -6
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.
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Post by username on Aug 17, 2018 21:13:52 GMT -6
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.
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Post by username on Aug 17, 2018 21:14:01 GMT -6
Indignant (+1) Add half your devotion to PEN with this weapon.
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Post by username on Aug 17, 2018 21:14:10 GMT -6
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).
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Post by username on Aug 17, 2018 21:14:18 GMT -6
Inspiring(+1) Aid another actions made whilst holding a weapon with this trait gain an additional +2k0 bonus.
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Post by username on Aug 17, 2018 21:14:26 GMT -6
BrĂ¼tal(+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.
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Post by username on Aug 17, 2018 21:14:36 GMT -6
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.
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Post by username on Aug 17, 2018 21:14:47 GMT -6
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.
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Post by username on Aug 17, 2018 21:14:55 GMT -6
Lower Damage(-1) This weapon deals -0k1 damage
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Post by username on Aug 17, 2018 21:15:04 GMT -6
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.
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Post by username on Aug 17, 2018 21:15:13 GMT -6
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.
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Post by username on Aug 17, 2018 21:15:23 GMT -6
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.
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Post by username on Aug 17, 2018 21:15:32 GMT -6
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.
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