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Keywords

NameDescription
Close CombatCan only be used at Optimal Range or lower.
LightCan be drawn as a Quick Action instead of an Action.
VersatileCan use either Brawn or Agility for damage and Athletics or Coordination for Attacks.
BalancedCan be used as a pair of weapons, without a Multitasking Check. Brawn Req +2.
StunningWhen dealing damage, can deal half (rounded down, minimum 1) as Strain Damage, if the target has 0 Barrier.
SilencedGain advantage on any attempts to use the weapon quietly.
HolsteredDoesn't require a Holster, and can be drawn as a Free Action.
SubtleGain Advantage on any attempts to hide or disguise the weapon, armour or otherwise piece of equipment.
BrutalGain +10 on Injury Checks inflicted by this weapon. Also grants a D4 Equipment Die to Swagger Checks.
ViciousGain +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.
DisintegratingGain +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.
GrapplingInstead of dealing damage, you may replace the damage with the Grappled condition.
TrustyWhile this item is Equipped, you may re-roll Natural 1's on a relevant Check.
KeenAchieve Critical Successes on results of 19 when making Attack Rolls with this weapon.
UnwieldyThis weapon was not designed to be used as a weapon, Attack Rolls are made with disadvantage.
Armour PiercingDamage dealt with this ignores Armour.
Two HandedTakes up two Holsters and two Hands.
TrippingOnce the attack has been resolved, target takes a DC 20 Reflex Save or becomes Prone.
AwkwardMake Attack Rolls with Disadvantage if outside of weapon Range. Certain attacks may be out of Range entirely, at GM's say so.
MysticalCan 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.
LoudCannot be silenced through non-magical means. People get advantage on checks to hear/find user.
Full AutoFor each Attack Action, make two Attack Rolls.
MedicinalCan 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.
StreamWhen making an attack roll, ignore the enemy Evasion and Cover
SplashDeals multiplicative damage to groups, per number of members. Also hits Adjacent targets, no additional att rolls needed.
Set Up XWeapon 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 GunCan 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.
IndirectThis weapon does not require LoE.
DeployThis weapon can be used to fire Grenades instead of it's normal Fire, replacing the range with this weapons.
ImmobilisingInstead of dealing damage, you may replace the damage with the Immobilised condition.
ThrownOnce the attack has been resolved, you Unequip the weapon. It can only be used again, after being retreived.
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