Weapon Properties and Their Special Effects

There are many cases in the 「descriptions」 of weapons and the 「effects」 of powers where the full effect is abbreviated, using specific terms.

These terms are listed here, in alphabetical order.

= Anti-X damage +Y = "X" is a character type, while "Y" is an integer. Against foes of 「Type: X」, the weapon deals an additional Y points of damage on a hit.

Indicates weapons that are more powerful than usual against specific types of enemy.

= BS = Abbreviation of "Bad Status."

Effects that put the target into some kind of disadvantaged state.

There are multiple varieties of BS, the details of which will be introduced on the next page, Bad Statuses.

=Cannot be disarmed= This weapon cannot be disarmed by any means. Even if one suffers from 「Disarm」, there is no need to drop this weapon. Indicates weapons part of one's own body, or are worn over the entire body.

=Combat sound= The weapon generates quite a bit of noise when used.

Unless used inside a room with sufficient soundproofing, it will be obvious to the surroundings that combat is occurring. If within an enemy base, reinforcements will rush towards the source. If on the street or in an important facility, guards will descend on the area as well.

On the other hand, if you are subject to an unexpected attack, drawing the attention of third parties may allow you to escape danger.

Depending on the nature of your request, this may not concern you... but it may also become a big problem.

= Critical threshold -X = "X" is an integer. When using this weapon, the dice value a Critical occurs at on Level Checks is reduced by X.

Attacks like these easily deliver fearsome blows.

= Disarm = Targets suffering this effect must choose 1 weapon, which cannot be used from then on. On that character's own turn, they can spend 1 「Action」 to recover their weapon, allowing it to be used again. This effect is the result of a weapon being knocked away, or the wielder dropping it themselves. If the target is in zero range and the GM allows, instead of a 「Move」, one can kick a dropped weapon away.

= Gun = Indicates the weapon is a "gun."

This mostly determines whether the effects of some Wares and Powers apply.

= Needs preparation = The weapon cannot be used in daily situations or sudden fights.

It cannot be carried in the open or equipped at a moment's notice.

While owning the item itself is not illegal, there are many places where possessing it is forbidden. Carrying one around on the street will lead guards to accost you.

As far as concealing gear like this, some examples would be hiding a sniper rifle within a guitar case, or a metal suit within a suitcase.

If you expect combat to occur, you will need to spend some time to deploy and equip such a weapon beforehand.

=Range plus= When the wielder of this weapon attacks or counters, they can increase the range of the weapon exactly 1 step further until the end of the current turn, at the cost of increasing their Karma by 1.

Through luck or concentration, shots and strikes can clear improbable distances.

= Suppressive = The weapon's damage against 「mobs」 is increased by 2.

Attacks like these can affect all within a certain area.