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keywords [2025/02/10 15:10] mentlekeywords [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1
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-====== Keywords ====== 
  
-<sortable 1 [2=nosort]> 
-^Name^Description^ 
-|Close Combat|Can only be used at Optimal Range or lower.| 
-|Light|Can be drawn as a Quick Action instead of an Action.| 
-|Versatile|Can use either Brawn or Agility for damage and Athletics or Coordination for Attacks.| 
-|Balanced|Can be used as a pair of weapons, without a Multitasking Check. Brawn Req +2.| 
-|Stunning|When dealing damage, can deal half (rounded down, minimum 1) as Strain Damage, if the target has 0 Barrier.| 
-|Silenced|Gain advantage on any attempts to use the weapon quietly.| 
-|Holstered|Doesn't require a Holster, and can be drawn as a Free Action.| 
-|Subtle|Gain Advantage on any attempts to hide or disguise the weapon, armour or otherwise piece of equipment.| 
-|Brutal|Gain +10 on Injury Checks inflicted by this weapon. Also grants a D4 Equipment Die to Swagger Checks.| 
-|Vicious|Gain +10 on Injury Checks inflicted by this weapon. Also grants a D4 Equipment Die to Swagger Checks. Stacks with Brutal, upgrades Equipment Die to D8.| 
-|Disintegrating|Gain +10 on Injury Checks inflicted by this weapon. Also grants a D4 Equipment Die to Swagger Checks. Stacks with Brutal and Vicious, upgrades Equipment Die to D12. Replace 100+ on the Injury Table with Disintegrated.| 
-|Grappling|Instead of dealing damage, you may replace the damage with the Grappled condition.| 
-|Trusty|While this item is Equipped, you may re-roll Natural 1's on a relevant Check.| 
-|Keen|Achieve Critical Successes on results of 19 when making Attack Rolls with this weapon.| 
-|Unwieldy|This weapon was not designed to be used as a weapon, Attack Rolls are made with disadvantage.| 
-|Armour Piercing|Damage dealt with this ignores Armour.| 
-|Two Handed|Takes up two Holsters and two Hands.| 
-|Tripping|Once the attack has been resolved, target takes a DC 20 Reflex Save or becomes Prone.| 
-|Awkward|Make Attack Rolls with Disadvantage if outside of weapon Range. Certain attacks may be out of Range entirely, at GM's say so.| 
-|Mystical|Can be used with the Wizardry, Ecokinesis, Elementalism or Shamanism Masteries. Replace Attack Rolls with Spell Attack Rolls from the corresponding Mastery and Panache to Damage with the corresponding Stat.| 
-|Loud|Cannot be silenced through non-magical means. People get advantage on checks to hear/find user.| 
-|Full Auto|For each Attack Action, make two Attack Rolls.| 
-|Medicinal|Can be fired at allies to restore half of the Damage dealt (rounded down) as Health instead. (Allies can choose not to avoid the attack, thereby removing their evasion from their Defence). You can't miss yourself.| 
-|Stream|When making an attack roll, ignore the enemy Evasion and Cover| 
-|Splash|Deals multiplicative damage to groups, per number of members. Also hits Adjacent targets, no additional att rolls needed.| 
-|Set Up X|Weapon requires a Severity X, Action Interval, Ritual before it can be fired. It does not require an Action to be moved but it must be Set Up again.| 
-|Cable Gun|Can be used to leave wires and cables that can be used to climb or cross gaps. Can even be used to Cable grappled Enemies and even Vehicles, when appropriate. Severity 120 Athletics Ritual to break cable.| 
-|Indirect|This weapon does not require LoE.| 
-|Deploy|This weapon can be used to fire Grenades instead of it's normal Fire, replacing the range with this weapons.| 
-|Immobilising|Instead of dealing damage, you may replace the damage with the Immobilised condition.| 
-|Thrown|Once the attack has been resolved, you Unequip the weapon. It can only be used again, after being retreived.| 
-</sortable>