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Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable Description
Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable Description
General
Damage Types
Physical
Piercing Damage 2 3 Mechanics:1 Yes Localized impacts that go deeper more than they break.
Slashing Damage 2 3 Mechanics:1 Yes Localized impacts that drag more then they penetrate.
Concussive Damage 2 3 None Yes Broad impacts that bruise skin and break bone.
Velocity Damage 2 3 Mechanics: 2 Yes High speed impacts typical of guns.
Energy
Heat Damage 2 3 Chemistry: 1 Yes A physical exchange or chemical reaction that results in an intense exchange of heat.
Cryo Damage 2 3 Chemistry: 5 Yes A chemical so cold it forces out the heat from your body.
Acid Damage 2 3 Chemistry: 3 Yes The chemical reaction of hazardous materials destroying your cells or wiring.
Sonic Damage 2 3 Mechanics: 5 Yes Rapid vibrations which causes disruptions in the targets structure.
Radiation Damage 2 3 Chemistry: 5 Yes The nuclear reaction of atoms decaying, causing the release of hazardous subatomic particles.
Special damage types
Antipersonnel [Physical] 3 5 Mechanics: 6 No Damage done by weapons that are designed to shatter into minute fragments upon impact. Antipersonnel damage does no damage to armored targets, but does double damage against unarmored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of antipersonnel weapons.) Counts as Piercing Damage for the purposes of damage Reduction.
Corrosive [Physical] 3 5 Chemistry: 6 Yes Damage done by weapons that are designed to counter armor. Corrosive damage does no damage to unarmored targets, but double damage to armored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of Corrosive weapons.) Counts as Acid Damage for the purposes of damage Reduction.
Other Tags
Sapping 2 3 Mechanics:5 Yes Ignores [x] points of Hardness when attacking an item.
Armor Piercing 2 3 Mechanics: 5 Yes That damage type ignores [x] Damage Reduction to all damage types. (???)
Knock-Back 3 5 Mechanics: 3 Yes Being hit with a weapon with this tag moves the opponent [x] meters away.
Reel In 3 5 Mechanics: 3 Yes How many meters being hit with the item will send you towards the attacker
Constricting 5 20 Mechanics: 3 Yes On a successful attack the attacker may make an athletics versus the opponents acrobatics check to constrict one body part of the opponent.
Entrapping 10 30 Mechanics: 5 No On a successful attack the attacker may make an athletics versus the opponents acrobatics check to immobilize the opponent.
Fatiguing 0 0 Mechanics: 3 Yes The crafter chooses a damage type. That damage type affects Stamina rather than Health
Bouncy 10 15 Chemistry: 3 Yes The weapon or projectile is able to bounce [x] times after hitting a surface, such as the ground. The distance it goes after the bounce is half the distance it went before the first bounce. If it is used on a melee weapon, the weapon bounces off the target and is able to hit a creature next to the target. The attacker may make an additional attack against another opponent within reach.
Sticky 2 4 Chemistry: 5 Yes The weapon (or ammunition) sticks to the first thing it hits, and takes a sluggish action to remove. This applies after the the final bounce from the Bouncy tag and/or the Bouncing features.
Spread 3 5 Mechanics: 3 No Only applies if the weapon has the area tag. Allows you to shape the area, chosen when you create the weapon. You may choose to move any number of squares, however there may be no gaps and the spread must originate from the weapon.
Scatter Shot 16 24 Mechanics: 2 No Makes the weapon attack in a line. Enemies who are caught in this line and pass a reaction check vs the weapon's attack roll count as having been missed. Subtracts one tenth of your total range or reach (minimum one square). Mutually Exclusive with the Area tag.
Injector 3 5 Mechanics: 5 Yes A specially crafted weapon designed to pump a large dosage of chemicals into the body. On a successful hit that does at least 1 point of physical damage, the injector activates and delivers a number of Chemicals equal to (x).
Melee
Retractable 10 15 Mechanics: 5 No Part of the weapon is designed to collapse in on itself in some way to make the rest of the weapon end at the hilt. When a creature attempts to parry an attack made by a weapon with this tag, subtract your reaction bonus from their roll.
Unarmed
Form Fitting 5 7 Mechanics: 1 No This weapon is designed to be able to strike while holding other items. Allows you to hold items in the hand this item is equipped in while using this item.
Projectile
Aerodynamic 1 1 Mechanics: 1 Yes This item is even further designed to be thrown or shot so it can be thrown or shot an additional 5 meters.
Ranged Launcher
Autoloader 10 15 Mechanics: 5 Yes The weapon can Launch [x] Projectiles in one attack. Each projectile after the first adds a cumulative -2 to the roll.
Shifted Recoil 10 15 Mechanics: 7 No Negates the cumulative -2 to attack rolls from the Autoloader tag. Requires Autoloader.
Enhanced Groove 3 3 Mechanics: 3 Yes The weapon is designed to launch objects faster and farther than normal. This increases the range of a launcher by 10 meters.
Magazine 2 3 Mechanics: 3 Yes Gives the launcher 5[x] projectiles before reloading instead of 1.
Extra Round 1 1 Mechanics: 1 Yes Gives the launcher an extra projectile before reloading. Stacks with Magazine.
Bipod 2 3 Mechanics: 2 Yes You slap a bipod on the end of your launcher. While you are prone or have any of the Cover conditions, you gain [x] to this weapon's relevant skill to attack with this launcher. Only useable when this weapon is used as a launcher.
Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable
Description
Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable
Description
General
Damage Types
Physical
Piercing Damage 2 3 Mechanics:1 Yes
Localized impacts that go deeper more than they break.
Slashing Damage 2 3 Mechanics:1 Yes
Localized impacts that drag more then they penetrate.
Concussive Damage 2 3 None Yes
Broad impacts that bruise skin and break bone.
Velocity Damage 2 3 Mechanics: 2 Yes
High speed impacts typical of guns.
Energy
Heat Damage 2 3 Chemistry: 1 Yes
A physical exchange or chemical reaction that results in an intense exchange of heat.
Cryo Damage 2 3 Chemistry: 5 Yes
A chemical so cold it forces out the heat from your body.
Acid Damage 2 3 Chemistry: 3 Yes
The chemical reaction of hazardous materials destroying your cells or wiring.
Sonic Damage 2 3 Mechanics: 5 Yes
Rapid vibrations which causes disruptions in the targets structure.
Radiation Damage 2 3 Chemistry: 5 Yes
The nuclear reaction of atoms decaying, causing the release of hazardous subatomic particles.
Special damage types
Antipersonnel [Physical] 3 5 Mechanics: 6 No
Damage done by weapons that are designed to shatter into minute fragments upon impact. Antipersonnel damage does no damage to armored targets, but does double damage against unarmored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of antipersonnel weapons.) Counts as Piercing Damage for the purposes of damage Reduction.
Corrosive [Physical] 3 5 Chemistry: 6 Yes
Damage done by weapons that are designed to counter armor. Corrosive damage does no damage to unarmored targets, but double damage to armored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of Corrosive weapons.) Counts as Acid Damage for the purposes of damage Reduction.
Other Tags
Sapping 2 3 Mechanics:5 Yes
Ignores [x] points of Hardness when attacking an item.
Armor Piercing 2 3 Mechanics: 5 Yes
That damage type ignores [x] Damage Reduction to all damage types. (???)
Knock-Back 3 5 Mechanics: 3 Yes
Being hit with a weapon with this tag moves the opponent [x] meters away.
Reel In 3 5 Mechanics: 3 Yes
How many meters being hit with the item will send you towards the attacker
Constricting 5 20 Mechanics: 3 Yes
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to constrict one body part of the opponent.
Entrapping 10 30 Mechanics: 5 No
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to immobilize the opponent.
Fatiguing 0 0 Mechanics: 3 Yes
The crafter chooses a damage type. That damage type affects Stamina rather than Health
Bouncy 10 15 Chemistry: 3 Yes
The weapon or projectile is able to bounce [x] times after hitting a surface, such as the ground. The distance it goes after the bounce is half the distance it went before the first bounce. If it is used on a melee weapon, the weapon bounces off the target and is able to hit a creature next to the target. The attacker may make an additional attack against another opponent within reach.
Sticky 2 4 Chemistry: 5 Yes
The weapon (or ammunition) sticks to the first thing it hits, and takes a sluggish action to remove. This applies after the the final bounce from the Bouncy tag and/or the Bouncing features.
Spread 3 5 Mechanics: 3 No
Only applies if the weapon has the area tag. Allows you to shape the area, chosen when you create the weapon. You may choose to move any number of squares, however there may be no gaps and the spread must originate from the weapon.
Scatter Shot 16 24 Mechanics: 2 No
Makes the weapon attack in a line. Enemies who are caught in this line and pass a reaction check vs the weapon's attack roll count as having been missed. Subtracts one tenth of your total range or reach (minimum one square). Mutually Exclusive with the Area tag.
Injector 3 5 Mechanics: 5 Yes
A specially crafted weapon designed to pump a large dosage of chemicals into the body. On a successful hit that does at least 1 point of physical damage, the injector activates and delivers a number of Chemicals equal to (x).
Melee
Retractable 10 15 Mechanics: 5 No
Part of the weapon is designed to collapse in on itself in some way to make the rest of the weapon end at the hilt. When a creature attempts to parry an attack made by a weapon with this tag, subtract your reaction bonus from their roll.
Unarmed
Form Fitting 5 7 Mechanics: 1 No
This weapon is designed to be able to strike while holding other items. Allows you to hold items in the hand this item is equipped in while using this item.
Projectile
Aerodynamic 1 1 Mechanics: 1 Yes
This item is even further designed to be thrown or shot so it can be thrown or shot an additional 5 meters.
Ranged Launcher
Autoloader 10 15 Mechanics: 5 Yes
The weapon can Launch [x] Projectiles in one attack. Each projectile after the first adds a cumulative -2 to the roll.
Shifted Recoil 10 15 Mechanics: 7 No
Negates the cumulative -2 to attack rolls from the Autoloader tag. Requires Autoloader.
Enhanced Groove 3 3 Mechanics: 3 Yes
The weapon is designed to launch objects faster and farther than normal. This increases the range of a launcher by 10 meters.
Magazine 2 3 Mechanics: 3 Yes
Gives the launcher 5[x] projectiles before reloading instead of 1.
Extra Round 1 1 Mechanics: 1 Yes
Gives the launcher an extra projectile before reloading. Stacks with Magazine.
Bipod 2 3 Mechanics: 2 Yes
You slap a bipod on the end of your launcher. While you are prone or have any of the Cover conditions, you gain [x] to this weapon's relevant skill to attack with this launcher. Only useable when this weapon is used as a launcher.
Build Point Cost:
2
Bead Cost: 3
Required Knowledge:
Mechanics: 1
Yes
Tag Name
Build Point Cost Bead Cost Required Knowledge Repeatable
Description
Tag Name
Build Point Cost Bead Cost Required Knowledge Repeatable
Description
General
Damage Types
Physical
Piercing Damage
2 3 Mechanics:1 Yes
Localized impacts that go deeper more than they break.
Slashing Damage
2 3 Mechanics:1 Yes
Localized impacts that drag more then they penetrate.
Concussive Damage
2 3 None Yes
Broad impacts that bruise skin and break bone.
Velocity Damage
2 3 Mechanics: 2 Yes
High speed impacts typical of guns.
Energy
Heat Damage
2 3 Chemistry: 1 Yes
A physical exchange or chemical reaction that results in an intense exchange of heat.
Cryo Damage
2 3 Chemistry: 5 Yes
A chemical so cold it forces out the heat from your body.
Acid Damage
2 3 Chemistry: 3 Yes
The chemical reaction of hazardous materials destroying your cells or wiring.
Sonic Damage
2 3 Mechanics: 5 Yes
Rapid vibrations which causes disruptions in the targets structure.
Radiation Damage
2 3 Chemistry: 5 Yes
The nuclear reaction of atoms decaying, causing the release of hazardous subatomic particles.
Special damage types
Antipersonnel [Physical]
3 5 Mechanics: 6 No
Damage done by weapons that are designed to shatter into minute fragments upon impact. Antipersonnel damage does no damage to armored targets, but does double damage against unarmored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of antipersonnel weapons.) Counts as Piercing Damage for the purposes of damage Reduction.
Corrosive [Physical]
3 5 Chemistry: 6 Yes
Damage done by weapons that are designed to counter armor. Corrosive damage does no damage to unarmored targets, but double damage to armored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of Corrosive weapons.) Counts as Acid Damage for the purposes of damage Reduction.
Other Tags
Sapping
2 3 Mechanics:5 Yes
Ignores [x] points of Hardness when attacking an item.
Armor Piercing
2 3 Mechanics: 5 Yes
That damage type ignores [x] Damage Reduction to all damage types. (???)
Knock-Back
3 5 Mechanics: 3 Yes
Being hit with a weapon with this tag moves the opponent [x] meters away.
Reel In
3 5 Mechanics: 3 Yes
How many meters being hit with the item will send you towards the attacker
Constricting
5 20 Mechanics: 3 Yes
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to constrict one body part of the opponent.
Entrapping
10 30 Mechanics: 5 No
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to immobilize the opponent.
Fatiguing
0 0 Mechanics: 3 Yes
The crafter chooses a damage type. That damage type affects Stamina rather than Health
Bouncy
10 15 Chemistry: 3 Yes
The weapon or projectile is able to bounce [x] times after hitting a surface, such as the ground. The distance it goes after the bounce is half the distance it went before the first bounce. If it is used on a melee weapon, the weapon bounces off the target and is able to hit a creature next to the target. The attacker may make an additional attack against another opponent within reach.
Sticky
2 4 Chemistry: 5 Yes
The weapon (or ammunition) sticks to the first thing it hits, and takes a sluggish action to remove. This applies after the the final bounce from the Bouncy tag and/or the Bouncing features.
Spread
3 5 Mechanics: 3 No
Only applies if the weapon has the area tag. Allows you to shape the area, chosen when you create the weapon. You may choose to move any number of squares, however there may be no gaps and the spread must originate from the weapon.
Scatter Shot
16 24 Mechanics: 2 No
Makes the weapon attack in a line. Enemies who are caught in this line and pass a reaction check vs the weapon's attack roll count as having been missed. Subtracts one tenth of your total range or reach (minimum one square). Mutually Exclusive with the Area tag.
Injector
3 5 Mechanics: 5 Yes
A specially crafted weapon designed to pump a large dosage of chemicals into the body. On a successful hit that does at least 1 point of physical damage, the injector activates and delivers a number of Chemicals equal to (x).
Melee
Retractable
10 15 Mechanics: 5 No
Part of the weapon is designed to collapse in on itself in some way to make the rest of the weapon end at the hilt. When a creature attempts to parry an attack made by a weapon with this tag, subtract your reaction bonus from their roll.
Unarmed
Form Fitting
5 7 Mechanics: 1 No
This weapon is designed to be able to strike while holding other items. Allows you to hold items in the hand this item is equipped in while using this item.
Projectile
Aerodynamic
1 1 Mechanics: 1 Yes
This item is even further designed to be thrown or shot so it can be thrown or shot an additional 5 meters.
Ranged Launcher
Autoloader
10 15 Mechanics: 5 Yes
The weapon can Launch [x] Projectiles in one attack. Each projectile after the first adds a cumulative -2 to the roll.
Shifted Recoil
10 15 Mechanics: 7 No
Negates the cumulative -2 to attack rolls from the Autoloader tag. Requires Autoloader.
Enhanced Groove
3 3 Mechanics: 3 Yes
The weapon is designed to launch objects faster and farther than normal. This increases the range of a launcher by 10 meters.
Magazine
2 3 Mechanics: 3 Yes
Gives the launcher 5[x] projectiles before reloading instead of 1.
Extra Round
1 1 Mechanics: 1 Yes
Gives the launcher an extra projectile before reloading. Stacks with Magazine.
Bipod
2 3 Mechanics: 2 Yes
You slap a bipod on the end of your launcher. While you are prone or have any of the Cover conditions, you gain [x] to this weapon's relevant skill to attack with this launcher. Only useable when this weapon is used as a launcher.
Tag Name
Description
Build Point Cost Bead Cost Required Knowledge Repeatable
Tag Name
Description
Build Point Cost Bead Cost Required Knowledge Repeatable
General
Damage Types
Physical
Piercing Damage
Localized impacts that go deeper more than they break.
2 3 Mechanics:1 Yes
Slashing Damage
Localized impacts that drag more then they penetrate.
2 3 Mechanics:1 Yes
Concussive Damage
Broad impacts that bruise skin and break bone.
2 3 None Yes
Velocity Damage
High speed impacts typical of guns.
2 3 Mechanics: 2 Yes
Energy
Heat Damage
A physical exchange or chemical reaction that results in an intense exchange of heat.
2 3 Chemistry: 1 Yes
Cryo Damage
A chemical so cold it forces out the heat from your body.
2 3 Chemistry: 5 Yes
Acid Damage
The chemical reaction of hazardous materials destroying your cells or wiring.
2 3 Chemistry: 3 Yes
Sonic Damage
Rapid vibrations which causes disruptions in the targets structure.
2 3 Mechanics: 5 Yes
Radiation Damage
The nuclear reaction of atoms decaying, causing the release of hazardous subatomic particles.
2 3 Chemistry: 5 Yes
Special damage types
Antipersonnel [Physical]
Damage done by weapons that are designed to shatter into minute fragments upon impact. Antipersonnel damage does no damage to armored targets, but does double damage against unarmored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of antipersonnel weapons.) Counts as Piercing Damage for the purposes of damage Reduction.
3 5 Mechanics: 6 No
Corrosive [Physical]
Damage done by weapons that are designed to counter armor. Corrosive damage does no damage to unarmored targets, but double damage to armored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of Corrosive weapons.) Counts as Acid Damage for the purposes of damage Reduction.
3 5 Chemistry: 6 Yes
Other Tags
Sapping
Ignores [x] points of Hardness when attacking an item.
2 3 Mechanics:5 Yes
Armor Piercing
That damage type ignores [x] Damage Reduction to all damage types. (???)
2 3 Mechanics: 5 Yes
Knock-Back
Being hit with a weapon with this tag moves the opponent [x] meters away.
3 5 Mechanics: 3 Yes
Reel In
How many meters being hit with the item will send you towards the attacker
3 5 Mechanics: 3 Yes
Constricting
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to constrict one body part of the opponent.
5 20 Mechanics: 3 Yes
Entrapping
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to immobilize the opponent.
10 30 Mechanics: 5 No
Fatiguing
The crafter chooses a damage type. That damage type affects Stamina rather than Health
0 0 Mechanics: 3 Yes
Bouncy
The weapon or projectile is able to bounce [x] times after hitting a surface, such as the ground. The distance it goes after the bounce is half the distance it went before the first bounce. If it is used on a melee weapon, the weapon bounces off the target and is able to hit a creature next to the target. The attacker may make an additional attack against another opponent within reach.
10 15 Chemistry: 3 Yes
Sticky
The weapon (or ammunition) sticks to the first thing it hits, and takes a sluggish action to remove. This applies after the the final bounce from the Bouncy tag and/or the Bouncing features.
2 4 Chemistry: 5 Yes
Spread
Only applies if the weapon has the area tag. Allows you to shape the area, chosen when you create the weapon. You may choose to move any number of squares, however there may be no gaps and the spread must originate from the weapon.
3 5 Mechanics: 3 No
Scatter Shot
Makes the weapon attack in a line. Enemies who are caught in this line and pass a reaction check vs the weapon's attack roll count as having been missed. Subtracts one tenth of your total range or reach (minimum one square). Mutually Exclusive with the Area tag.
16 24 Mechanics: 2 No
Injector
A specially crafted weapon designed to pump a large dosage of chemicals into the body. On a successful hit that does at least 1 point of physical damage, the injector activates and delivers a number of Chemicals equal to (x).
3 5 Mechanics: 5 Yes
Melee
Retractable
Part of the weapon is designed to collapse in on itself in some way to make the rest of the weapon end at the hilt. When a creature attempts to parry an attack made by a weapon with this tag, subtract your reaction bonus from their roll.
10 15 Mechanics: 5 No
Unarmed
Form Fitting
This weapon is designed to be able to strike while holding other items. Allows you to hold items in the hand this item is equipped in while using this item.
5 7 Mechanics: 1 No
Projectile
Aerodynamic
This item is even further designed to be thrown or shot so it can be thrown or shot an additional 5 meters.
1 1 Mechanics: 1 Yes
Ranged Launcher
Autoloader
The weapon can Launch [x] Projectiles in one attack. Each projectile after the first adds a cumulative -2 to the roll.
10 15 Mechanics: 5 Yes
Shifted Recoil
Negates the cumulative -2 to attack rolls from the Autoloader tag. Requires Autoloader.
10 15 Mechanics: 7 No
Enhanced Groove
The weapon is designed to launch objects faster and farther than normal. This increases the range of a launcher by 10 meters.
3 3 Mechanics: 3 Yes
Magazine
Gives the launcher 5[x] projectiles before reloading instead of 1.
2 3 Mechanics: 3 Yes
Extra Round
Gives the launcher an extra projectile before reloading. Stacks with Magazine.
1 1 Mechanics: 1 Yes
Bipod
You slap a bipod on the end of your launcher. While you are prone or have any of the Cover conditions, you gain [x] to this weapon's relevant skill to attack with this launcher. Only useable when this weapon is used as a launcher.
2 3 Mechanics: 2 Yes
Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable
Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable
General
Damage Types
Physical
Piercing Damage 2 3 Mechanics:1 Yes
Slashing Damage 2 3 Mechanics:1 Yes
Concussive Damage 2 3 None Yes
Velocity Damage 2 3 Mechanics: 2 Yes
Energy
Heat Damage 2 3 Chemistry: 1 Yes
Cryo Damage 2 3 Chemistry: 5 Yes
Acid Damage 2 3 Chemistry: 3 Yes
Sonic Damage 2 3 Mechanics: 5 Yes
Radiation Damage 2 3 Chemistry: 5 Yes
Special damage types
Antipersonnel [Physical] 3 5 Mechanics: 6 No
Corrosive [Physical] 3 5 Chemistry: 6 Yes
Other Tags
Sapping 2 3 Mechanics:5 Yes
Armor Piercing 2 3 Mechanics: 5 Yes
Knock-Back 3 5 Mechanics: 3 Yes
Reel In 3 5 Mechanics: 3 Yes
Constricting 5 20 Mechanics: 3 Yes
Entrapping 10 30 Mechanics: 5 No
Fatiguing 0 0 Mechanics: 3 Yes
Bouncy 10 15 Chemistry: 3 Yes
Sticky 2 4 Chemistry: 5 Yes
Spread 3 5 Mechanics: 3 No
Scatter Shot 16 24 Mechanics: 2 No
Injector 3 5 Mechanics: 5 Yes
Melee
Retractable 10 15 Mechanics: 5 No
Unarmed
Form Fitting 5 7 Mechanics: 1 No
Projectile
Aerodynamic 1 1 Mechanics: 1 Yes
Ranged Launcher
Autoloader 10 15 Mechanics: 5 Yes
Shifted Recoil 10 15 Mechanics: 7 No
Enhanced Groove 3 3 Mechanics: 3 Yes
Magazine 2 3 Mechanics: 3 Yes
Extra Round 1 1 Mechanics: 1 Yes
Bipod 2 3 Mechanics: 2 Yes

Piercing Damage Localized impacts that go deeper more than they break.
Slashing Damage Localized impacts that drag more then they penetrate.
Concussive Damage Broad impacts that bruise skin and break bone.
Velocity Damage High speed impacts typical of guns.
Heat Damage A physical exchange or chemical reaction that results in an intense exchange of heat. Cryo Damage A chemical so cold it forces out the heat from your body.
Acid Damage The chemical reaction of hazardous materials destroying your cells or wiring.
Sonic Damage Rapid vibrations which causes disruptions in the targets structure.
Radiation damage The nuclear reaction of atoms decaying, causing the release of hazardous subatomic particles.
Antipersonnel [Physical] Damage done by weapons that are designed to shatter into minute fragments upon impact. Antipersonnel damage does no damage to armored targets, but does double damage against unarmored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of antipersonnel weapons.) Counts as Piercing Damage for the purposes of damage Reduction.
Corrosive [Physical] Damage done by weapons that are designed to counter armor. Corrosive damage does no damage to unarmored targets, but double damage to armored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of Corrosive weapons.) Counts as Acid Damage for the purposes of damage Reduction.
Sapping Ignores [x] points of Hardness when attacking an item.
Armor Piercing That damage type ignores [x] Damage Reduction to all damage types. (???)
Knock-Back Being hit with a weapon with this tag moves the opponent [x] meters away.
Reel In How many meters being hit with the item will send you towards the attacker.
Constricting On a successful attack the attacker may make an athletics versus the opponents acrobatics check to constrict one body part of the opponent.
Entrapping On a successful attack the attacker may make an athletics versus the opponents acrobatics check to immobilize the opponent.
Fatiguing The crafter chooses a damage type. That damage type affects Stamina rather than Health.
Bouncy The weapon or projectile is able to bounce [x] times after hitting a surface, such as the ground. The distance it goes after the bounce is half the distance it went before the first bounce. If it is used on a melee weapon, the weapon bounces off the target and is able to hit a creature next to the target. The attacker may make an additional attack against another opponent within reach.
Sticky The weapon (or ammunition) sticks to the first thing it hits, and takes a sluggish action to remove. This applies after the the final bounce from the Bouncy tag and/or the Bouncing features.
Spread Only applies if the weapon has the area tag. Allows you to shape the area, chosen when you create the weapon. You may choose to move any number of squares, however there may be no gaps and the spread must originate from the weapon.
Scatter Shot Makes the weapon attack in a line. Enemies who are caught in this line and pass a reaction check vs the weapon's attack roll count as having been missed. Subtracts one tenth of your total range or reach (minimum one square). Mutually Exclusive with the Area tag.
Injector A specially crafted weapon designed to pump a large dosage of chemicals into the body. On a successful hit that does at least 1 point of physical damage, the injector activates and delivers a number of Chemicals equal to (x).
Retractable Part of the weapon is designed to collapse in on itself in some way to make the rest of the weapon end at the hilt. When a creature attempts to parry an attack made by a weapon with this tag, subtract your reaction bonus from their roll.
Form Fitting This weapon is designed to be able to strike while holding other items. Allows you to hold items in the hand this item is equipped in while using this item.
Aerodynamic This item is even further designed to be thrown or shot so it can be thrown or shot an additional 5 meters.
Autoloader The weapon can Launch [x] Projectiles in one attack. Each projectile after the first adds a cumulative -2 to the roll.
Shifted Recoil Negates the cumulative -2 to attack rolls from the Autoloader tag. Requires Autoloader.
Enhanced Groove The weapon is designed to launch objects faster and farther than normal. This increases the range of a launcher by 10 meters.
Magazine Gives the launcher 5[x] projectiles before reloading instead of 1.
Extra Round Gives the launcher an extra projectile before reloading. Stacks with Magazine.
Bipod You slap a bipod on the end of your launcher. While you are prone or have any of the Cover conditions, you gain [x] to this weapon's relevant skill to attack with this launcher. Only useable when this weapon is used as a launcher.

Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable
Tag Name Build Point Cost Bead Cost Required Knowledge Repeatable
General
Damage Types
Physical
Piercing Damage 2 3 Mechanics:1 Yes
Slashing Damage 2 3 Mechanics:1 Yes
Concussive Damage 2 3 None Yes
Velocity Damage 2 3 Mechanics: 2 Yes
Energy
Heat Damage 2 3 Chemistry: 1 Yes
Cryo Damage 2 3 Chemistry: 5 Yes
Acid Damage 2 3 Chemistry: 3 Yes
Sonic Damage 2 3 Mechanics: 5 Yes
Radiation Damage 2 3 Chemistry: 5 Yes
Special damage types
Antipersonnel [Physical] 3 5 Mechanics: 6 No
Corrosive [Physical] 3 5 Chemistry: 6 Yes
Other Tags
Sapping 2 3 Mechanics:5 Yes
Armor Piercing 2 3 Mechanics: 5 Yes
Knock-Back 3 5 Mechanics: 3 Yes
Reel In 3 5 Mechanics: 3 Yes
Constricting 5 20 Mechanics: 3 Yes
Entrapping 10 30 Mechanics: 5 No
Fatiguing 0 0 Mechanics: 3 Yes
Bouncy 10 15 Chemistry: 3 Yes
Sticky 2 4 Chemistry: 5 Yes
Spread 3 5 Mechanics: 3 No
Scatter Shot 16 24 Mechanics: 2 No
Injector 3 5 Mechanics: 5 Yes
Melee
Retractable 10 15 Mechanics: 5 No
Unarmed
Form Fitting 5 7 Mechanics: 1 No
Projectile
Aerodynamic 1 1 Mechanics: 1 Yes
Ranged Launcher
Autoloader 10 15 Mechanics: 5 Yes
Shifted Recoil 10 15 Mechanics: 7 No
Enhanced Groove 3 3 Mechanics: 3 Yes
Magazine 2 3 Mechanics: 3 Yes
Extra Round 1 1 Mechanics: 1 Yes
Bipod 2 3 Mechanics: 2 Yes

Piercing Damage
Localized impacts that go deeper more than they break.
Slashing Damage
Localized impacts that drag more then they penetrate.
Concussive Damage
Broad impacts that bruise skin and break bone.
Velocity Damage
High speed impacts typical of guns.
Heat Damage
A physical exchange or chemical reaction that results in an intense exchange of heat.
Cryo Damage
A chemical so cold it forces out the heat from your body.
Acid Damage
The chemical reaction of hazardous materials destroying your cells or wiring.
Sonic Damage
Rapid vibrations which causes disruptions in the targets structure.
Radiation damage
The nuclear reaction of atoms decaying, causing the release of hazardous subatomic particles.
Antipersonnel [Physical]
Damage done by weapons that are designed to shatter into minute fragments upon impact. Antipersonnel damage does no damage to armored targets, but does double damage against unarmored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of antipersonnel weapons.) Counts as Piercing Damage for the purposes of damage Reduction.
Corrosive [Physical]
Damage done by weapons that are designed to counter armor. Corrosive damage does no damage to unarmored targets, but double damage to armored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of Corrosive weapons.) Counts as Acid Damage for the purposes of damage Reduction.
Sapping
Ignores [x] points of Hardness when attacking an item.
Armor Piercing
That damage type ignores [x] Damage Reduction to all damage types. (???)
Knock-Back
Being hit with a weapon with this tag moves the opponent [x] meters away.
Reel In
How many meters being hit with the item will send you towards the attacker.
Constricting
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to constrict one body part of the opponent.
Entrapping
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to immobilize the opponent.
Fatiguing
The crafter chooses a damage type. That damage type affects Stamina rather than Health.
Bouncy
The weapon or projectile is able to bounce [x] times after hitting a surface, such as the ground. The distance it goes after the bounce is half the distance it went before the first bounce. If it is used on a melee weapon, the weapon bounces off the target and is able to hit a creature next to the target. The attacker may make an additional attack against another opponent within reach.
Sticky
The weapon (or ammunition) sticks to the first thing it hits, and takes a sluggish action to remove. This applies after the the final bounce from the Bouncy tag and/or the Bouncing features.
Spread
Only applies if the weapon has the area tag. Allows you to shape the area, chosen when you create the weapon. You may choose to move any number of squares, however there may be no gaps and the spread must originate from the weapon.
Scatter Shot
Makes the weapon attack in a line. Enemies who are caught in this line and pass a reaction check vs the weapon's attack roll count as having been missed. Subtracts one tenth of your total range or reach (minimum one square). Mutually Exclusive with the Area tag.
Injector
A specially crafted weapon designed to pump a large dosage of chemicals into the body. On a successful hit that does at least 1 point of physical damage, the injector activates and delivers a number of Chemicals equal to (x).
Retractable
Part of the weapon is designed to collapse in on itself in some way to make the rest of the weapon end at the hilt. When a creature attempts to parry an attack made by a weapon with this tag, subtract your reaction bonus from their roll.
Form Fitting
This weapon is designed to be able to strike while holding other items. Allows you to hold items in the hand this item is equipped in while using this item.
Aerodynamic
This item is even further designed to be thrown or shot so it can be thrown or shot an additional 5 meters.
Autoloader
The weapon can Launch [x] Projectiles in one attack. Each projectile after the first adds a cumulative -2 to the roll.
Shifted Recoil
Negates the cumulative -2 to attack rolls from the Autoloader tag. Requires Autoloader.
Enhanced Groove
The weapon is designed to launch objects faster and farther than normal. This increases the range of a launcher by 10 meters.
Magazine
Gives the launcher 5[x] projectiles before reloading instead of 1.
Extra Round
Gives the launcher an extra projectile before reloading. Stacks with Magazine.
Bipod
You slap a bipod on the end of your launcher. While you are prone or have any of the Cover conditions, you gain [x] to this weapon's relevant skill to attack with this launcher. Only useable when this weapon is used as a launcher.

Piercing Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics: 1 Repeatable: Yes
Localized impacts that go deeper more than they break.
Slashing Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics: 1 Repeatable: Yes
Localized impacts that drag more then they penetrate.
Concussive Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: None Repeatable: Yes
Broad impacts that bruise skin and break bone.
Velocity Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics: 2 Repeatable: Yes
High speed impacts typical of guns.
Heat Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Chemistry: 1 Repeatable: Yes
A physical exchange or chemical reaction that results in an intense exchange of heat.
Cryo Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Chemistry: 5 Repeatable: Yes
A chemical so cold it forces out the heat from your body.
Acid Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Chemistry: 3 Repeatable: Yes
The chemical reaction of hazardous materials destroying your cells or wiring.
Sonic Damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics: 5 Repeatable: Yes
Rapid vibrations which causes disruptions in the targets structure.
Radiation damage
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Chemistry: 5 Repeatable: Yes
The nuclear reaction of atoms decaying, causing the release of hazardous subatomic particles.
Antipersonnel [Physical]
Build Point Cost: 3 Material Cost: 5 Required Knowledge: Mechanics: 6 Repeatable: No
Damage done by weapons that are designed to shatter into minute fragments upon impact. Antipersonnel damage does no damage to armored targets, but does double damage against unarmored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of antipersonnel weapons.) Counts as Piercing Damage for the purposes of damage Reduction.
Corrosive [Physical]
Build Point Cost: 3 Material Cost: 5 Required Knowledge: Chemistry: 6 Repeatable: Yes
Damage done by weapons that are designed to counter armor. Corrosive damage does no damage to unarmored targets, but double damage to armored targets. (note: targets that have had their armor either destroyed by heavy impact or bypassed by armor piecing count as having no armor for the purposes of Corrosive weapons.) Counts as Acid Damage for the purposes of damage Reduction.
Sapping
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics:5 Repeatable: Yes
Ignores [x] points of Hardness when attacking an item.
Armor Piercing
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics: 5 Repeatable: Yes
That damage type ignores [x] Damage Reduction to all damage types. (???)
Knock-Back
Build Point Cost: 3 Material Cost: 5 Required Knowledge: Mechanics: 3 Repeatable: Yes
Being hit with a weapon with this tag moves the opponent [x] meters away.
Reel In
Build Point Cost: 3 Material Cost: 5 Required Knowledge: Mechanics: 3 Repeatable: Yes
How many meters being hit with the item will send you towards the attacker.
Constricting
Build Point Cost: 5 Material Cost: 20 Required Knowledge: Mechanics: 3 Repeatable: Yes
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to constrict one body part of the opponent.
Entrapping
Build Point Cost: 10 Material Cost: 30 Required Knowledge: Mechanics: 5 Repeatable: No
On a successful attack the attacker may make an athletics versus the opponents acrobatics check to immobilize the opponent.
Fatiguing
Build Point Cost: 0 Material Cost: 0 Required Knowledge: Mechanics: 3 Repeatable: Yes
The crafter chooses a damage type. That damage type affects Stamina rather than Health.
Bouncy
Build Point Cost: 10 Material Cost: 15 Required Knowledge: Chemistry: 3 Repeatable: Yes
The weapon or projectile is able to bounce [x] times after hitting a surface, such as the ground. The distance it goes after the bounce is half the distance it went before the first bounce. If it is used on a melee weapon, the weapon bounces off the target and is able to hit a creature next to the target. The attacker may make an additional attack against another opponent within reach.
Sticky
Build Point Cost: 2 Material Cost: 4 Required Knowledge: Chemistry: 5 Repeatable: Yes
The weapon (or ammunition) sticks to the first thing it hits, and takes a sluggish action to remove. This applies after the the final bounce from the Bouncy tag and/or the Bouncing features.
Spread
Build Point Cost: 3 Material Cost: 5 Required Knowledge: Mechanics: 3 Repeatable: No
Only applies if the weapon has the area tag. Allows you to shape the area, chosen when you create the weapon. You may choose to move any number of squares, however there may be no gaps and the spread must originate from the weapon.
Scatter Shot
Build Point Cost: 16 Material Cost: 24 Required Knowledge: Mechanics: 2 Repeatable: No
Makes the weapon attack in a line. Enemies who are caught in this line and pass a reaction check vs the weapon's attack roll count as having been missed. Subtracts one tenth of your total range or reach (minimum one square). Mutually Exclusive with the Area tag.
Injector
Build Point Cost: 3 Material Cost: 5 Required Knowledge: Mechanics: 5 Repeatable: Yes
A specially crafted weapon designed to pump a large dosage of chemicals into the body. On a successful hit that does at least 1 point of physical damage, the injector activates and delivers a number of Chemicals equal to (x).
Retractable
Build Point Cost: 10 Material Cost: 15 Required Knowledge: Mechanics: 5 Repeatable: No
Part of the weapon is designed to collapse in on itself in some way to make the rest of the weapon end at the hilt. When a creature attempts to parry an attack made by a weapon with this tag, subtract your reaction bonus from their roll.
Form Fitting
Build Point Cost: 5 Material Cost: 7 Required Knowledge: Mechanics: 1 Repeatable: No
This weapon is designed to be able to strike while holding other items. Allows you to hold items in the hand this item is equipped in while using this item.
Aerodynamic
Build Point Cost: 1 Material Cost: 1 Required Knowledge: Mechanics: 1 Repeatable: Yes
This item is even further designed to be thrown or shot so it can be thrown or shot an additional 5 meters.
Autoloader
Build Point Cost: 10 Material Cost: 15 Required Knowledge: Mechanics: 5 Repeatable: Yes
The weapon can Launch [x] Projectiles in one attack. Each projectile after the first adds a cumulative -2 to the roll.
Shifted Recoil
Build Point Cost: 10 Material Cost: 15 Required Knowledge: Mechanics: 7 Repeatable: No
Negates the cumulative -2 to attack rolls from the Autoloader tag. Requires Autoloader.
Enhanced Groove
Build Point Cost: 3 Material Cost: 3 Required Knowledge: Mechanics: 3 Repeatable: Yes
The weapon is designed to launch objects faster and farther than normal. This increases the range of a launcher by 10 meters.
Magazine
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics: 3 Repeatable: Yes
Gives the launcher 5[x] projectiles before reloading instead of 1.
Extra Round
Build Point Cost: 1 Material Cost: 1 Required Knowledge: Mechanics: 1 Repeatable: Yes
Gives the launcher an extra projectile before reloading. Stacks with Magazine.
Bipod
Build Point Cost: 2 Material Cost: 3 Required Knowledge: Mechanics: 2 Repeatable: Yes
You slap a bipod on the end of your launcher. While you are prone or have any of the Cover conditions, you gain [x] to this weapon's relevant skill to attack with this launcher. Only useable when this weapon is used as a launcher.