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.