Qualities#
Qualities are special rules that apply to items or effects.
Melee#
Can only affect targets within reach.
Range#
Can affect targets nearby, or distant targets at +1 difficulty.
Distant Range#
Can affect nearby and distant targets.
Nearby#
Considered as melee for targets within reach, and range for nearby targets. Cannot affect distant targets.
Bind X#
When rolling extra successes, the targets become Bound X.
Blast#
Upon a successful attack, a target and the character closest to them are affected. For every extra success, another character within the zone is affected, going by order of proximity.
Block#
Wielder may reroll 1d20 when defending.
Burn X#
Targets get the condition Burning X, suffering X damage at the end of each round.
Concealed#
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.
Cooldown X#
X rounds must be skipped between uses.
Destructive#
Each Momentum generated by an attack may be spent to reduce the target’s armor or cover by 1.
Favourable X#
The critical success range for this item increases by +X.
Follow Up#
The first use of this 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.
Mental#
Damage and effects disregard armor and other kinds of physical protection.
Piercing#
Directly damages the target stress track.
Precise#
Wielder may reroll 1d20 when attacking.
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.