Weapons#
Melee#
Blade#
Cost: 50 Coin
2 damage, Melee
Dagger#
Cost: 60 Coin
2 damage, Melee, Concealed
Knuckle Dusters#
Cost: 70 Coin
2 damage, Melee, Stun, Unsafe 2
Dual Blades#
Cost: 100 Coin
2 damage, Melee, Follow Up
Claws#
Cost: 150 Coin
2 damage, Melee, Follow Up, Concealed
Repulsor Gauntlets#
Cost: 300 Coin
2 damage, Melee, Cooldown 1
These mechanical, high-powered gloves pack a serious punch. Upon a successful attack, the target is pushed back 1 zone. If they hit anything on the way, they suffer +1 damage. Both gloves may be used at once to double the range of the push and all damage.
Sword#
Cost: 100 Coin
3 damage, Melee
Sabre#
Cost: 120 Coin
3 damage, Melee, Block
Rapier#
Cost: 120 Coin
3 damage, Melee, Precise
Spear#
Cost: 120 Coin
3 damage, Melee, Piercing
Mace#
Cost: 150 Coin
3 damage, Melee, Destructive
War Hammer#
Cost: 150 Coin
3 damage, Melee, Knockdown
Altered Blade#
Cost: 350 Coin
3 damage, Follow Up, Piercing
Unnaturally sharp.
High-quality Sword#
Cost: 150 Coin
4 damage, Melee
Officer’s Sword#
Cost: 200 Coin
4 damage, Melee, Block
Battle Axe#
Cost: 200 Coin
4 damage, Melee, Intense
Power Saw#
Cost: 200 Coin
4 damage, Melee, Destructive
Volter#
Cost: 120 Coin
1 damage, Melee, Consumable 1, Favourable 5, Stun
Mechanical Arm#
Cost: 200 Coin
2 damage, Melee
Piston Punch#
Cost: 100 Coin
3 damage, Melee, Favourable 3, Intense, Cooldown 1
An upgrade to the Mechanical Arm. Packs a powerful punch that needs to recharge between attacks.
Nearby#
Throwing Knives#
Cost: 20 Coin
1 damage, Nearby, Follow Up
Bullwhip#
Cost: 50 Coin
2 damage, Nearby
On a successful attack, can spend 2 Momentum to disarm a target or pull them towards you.
Grappling Gun#
Cost: 150 Coin
1 damage, Nearby, Cooldown 1
One click is all it takes to get from here - to there. Get anywhere nearby with a minor action. You may also use this as a ranged attack: hit enemies are hooked and brought to you.
Flamethrower#
Cost: 250 Coin
3 damage, Nearby, Burn 3, Cooldown 1, Unsafe 2
Ranged#
Pistol#
Cost: 100 Coin
2 damage, Range
Pepperbox#
Cost: 200 Coin
2 damage, Range, Follow Up
Wristbow#
Cost: 200 Coin
2 damage, Range, Subtle 2, Concealed
Crossbow#
Cost: 200 Coin
2 damage, Distant Range, Subtle 2
Bolas Gun#
Cost: 200 Coin
2 damage, Range, Bind 1
This bulky handcannon uses two-part slugs that are chained together by a metal wire. When shot, they wrap around the target’s limbs and stop them in their tracks.
Revolver#
Cost: 150 Coin
3 damage, Range
Handgun#
Cost: 200 Coin
3 damage, Range, Knockdown
Lever-action Rifle#
Cost: 200 Coin
3 damage, Distant Range
High-quality Lever-action Rifle#
Cost: 250 Coin
3 damage, Distant Range, Precise
Gatling Gun#
Cost: 250 Coin
3 damage, Range, Intense, Unsafe 2
As a major action, a line of continuous fire may be sustained until the start of your next turn. It is drawn from you to a nearby point. Any character who passes that line suffers 3 damage. To continue using the gatling gun afterwards, a minor action is required to reload it.
Shotgun#
Cost: 250 Coin
4 damage, Range, Knockdown
Double-barreled Shotgun#
Cost: 350 Coin
4 damage, Range, Knockdown, Follow Up, Cooldown 1
Bolt-action Rifle#
Cost: 250 Coin
4 damage, Distant Range
High-quality Bolt-action Rifle#
Cost: 300 Coin
4 damage, Distant Range, Precise
Goo Gun#
Cost: 200 Coin
Range, Bind 2
The sticky, slimey projectiles shot by this contraption start to rapidly expand when exposed to the air. They form large foam blobs that harden quickly, and can trap adversaries in gooey encasements. May also be used to create person-size temporary structures.
Area of Effect#
Grenade#
Cost: 100 Coin
3 damage, Consumable 1, Range, Blast
Flame Grenade#
Cost: 150 Coin
2 damage, Consumable 1, Range, Blast, Burn 2
Neurotoxin Grenade#
Cost: 200 Coin
Consumable 1, Range, Zone
Applies to a nearby zone. Every character that remains in the zone at the end of a round suffers 1 Piercing damage due to suffocation. The damage is increased by 1 for every consecutive round without air.
Sticky Bomb#
Cost: 150 Coin
3 damage, Consumable 1, Melee, Range, Blast
This bomb is wrapped with a naughty adesive that sticks to anything and everything. It can be placed with a successful melee or ranged attack, and explodes at the end of the next round. It may be detonated remotely as a free action with an Operate test at difficulty 1 (extra successes from this test apply to the Blast quality).