|
Post by username on Aug 17, 2018 21:19:02 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:19:10 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:19:24 GMT -6
Composite (+2) You add half your Strength (rounded up) as rolled dice to the damage of this ranged weapon.
|
|
|
Post by username on Aug 17, 2018 21:19:35 GMT -6
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 an non-proficient firer rolls a 9 on his damage dice. Cone weapons may not be used with Gun Kata.
|
|
|
Post by username on Aug 17, 2018 21:19:49 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:19:58 GMT -6
Returning(+1) When a Returning weapon is thrown and misses, the wielder can use the Ready action to catch it on their next turn.
|
|
|
Post by username on Aug 17, 2018 21:20:06 GMT -6
Spray (+1) This effect functions as the Flame property flamers have, except there is no chance to set the target on fire.
|
|
|
Post by username on Aug 17, 2018 21:20:15 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:20:22 GMT -6
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 it's armor/defenses negate it. Until it wakes up, the monster 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.
|
|
|
Post by username on Aug 17, 2018 21:20:29 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:20:42 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:20:51 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:21:04 GMT -6
Double(+1) When used with two hands, this weapon may be used twice with Two-Weapon Fighting.
|
|
|
Post by username on Aug 17, 2018 21:21:12 GMT -6
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.
|
|
|
Post by username on Aug 17, 2018 21:21:22 GMT -6
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.
|
|