Qualities

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.