Qualities #
Qualities are special rules that apply to items or effects.
Bind X #
When rolling extra successes, the targets become Bound X.
Blast #
Upon a successful attack, a target and the characters within reach of them are affected. For every extra success, another character within the zone may be affected, going by order of proximity.
Burn X #
Targets get the condition Burn X, suffering X damage at the end of each round.
Concealable #
If hidden, requires a skill test to detect.
Consumable X #
This item can be used X times. It replenishes after a reasonable time with GM discretion. Up to 3 can be held on person.
Cooldown #
1 round must be skipped between uses.
Destructive #
When rolling X extra successes, the target’s armor or cover is reduced by X.
Distant Range #
Can affect nearby and distant targets.
Favourable X #
The critical success range for this item increases by +X.
Follow Up #
The first use of a Follow Up item in a turn is a minor action.
Intense #
+X damage when rolling X extra successes.
Knockdown #
when rolling X extra successes, targets must Survive at difficulty X or be Prone.
Melee #
Can only affect targets within reach.
Mental #
Damage and effects disregard armor and other kinds of physical protection.
Nearby #
Considered as melee for targets within reach, and range for nearby targets. Cannot affect distant targets.
Piercing #
Directly damages the target stress track, bypassing armor.
Precise #
Wielder may reroll 1d20 when attacking.
Range #
Can affect targets nearby, or distant targets at +1 difficulty.
Stun #
When rolling X extra successes, targets must Survive at difficulty X or be Stunned.
Subtle X #
Attacks require a Study test to be noticed (difficulty X).
Unsafe X #
The Complication range for this item increases by +X.
Zone #
Affects all characters within a zone.