Tables
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.