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Item Qualities (Genesys)

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A

 

Accurate

Accurate weapons are easier to aim or wield, whether through design or technology.

For each level of this trait, the attacker +b to his attack pools while using this weapon.  

Autofire

A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs or any type of projectile.

The advantage in using auto-fire is that it has the chance to hit multiple targets or hit a target multiple times. Attacking with a weapon on Auto-fire is generally less accurate and the attacker must +d. The user may choose to not use the Auto-fire quality on the weapon; in this case he cannot trigger the quality but also does not suffer the aforementioned penalty.
If the attack hits, the attacker can trigger Auto-fire by spending aa. Auto-fire can be triggered multiple times. Each time the attacker triggers Auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled Success on that check.
These additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets his initial target must always be the target with the highest Difficulty and the highest Defense (if this is two separate targets, the GM chooses which target is his initial target). The initial hit must always be against the initial target, subsequent hits generated can be allocated to any of the other designated targets.
Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost; the Critical must target the target of the specific hit.  

B

 

Barbed

Usable on bladed melee weapons only. An attacker dealing at least 1 Wound with a weapon with the Barbed quality can spend aa to deal an additional Wound to the target (ignoring Soak) at the start of every round for a number of rounds equal to the weapon’s Barbed rating. This bleeding wound will coagulate by itself in time, but an ally can spend an action to heal it faster by making a Medicine 1 check. The victim can spend an action to heal the bleed as well; however the Medicine check difficulty is increased by 2. For each uncancelled Success generated on the Medicine check, the duration of the barbed weapon’s effect is reduced by 1.  

Blast

The weapon has a large spread, an explosive blast, or similar area of effect such as the detonation of a grenade or a warhead fired from a missile launcher.

If the attack is successful and Blast activates, each character (friend or foe) Engaged with the original target suffers damage equal to the Blast rating (plus damage per additional Success as per usual). In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.
If the Blast quality doesn't activate, the ordnance still detonates, but bad luck or poor aim on the part of the attacker (or quick reaction on the part of the victims) means that the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending aaa. In this case, the original target and every target at Engaged Range to the original target suffers damage equal to the Blast rating of the weapon.  

Blinding

An attacker that successfully hits and deals damage with a weapon with the Blinding quality can spend aaa or to require all creatures within Short Range to immediately make an Vigilance 2 check. Additional aa can be spent to increase the difficulty by +f. Failure on this check results in the creature upgrading the difficulty of all Perception and Vigilance checks three times and the difficulty of all other checks twice. This effect lasts for a number of rounds equal to the number of f generated. Any number of h generated can be spent by the GM to apply b to all checks made by affected creatures until the end of their next turn.  

Breach

Weapons with Breach burn through the toughest armour, and are often heavy weapons or starship weapons.

Breach weapons ignore 1 point of Armour for every point of Breach (meaning they also ignore 10 points of Soak for every rating of Breach)  

Burn

Weapons with Burn inflict damage over time. If the attack does damage, spend aa to have the target continue to suffer the weapon’s base damage for a number of rounds equal to the weapon’s Burn rating. Damage is applied at the start of each affected target’s turn.
A victim might be able to stop the damage by rolling around on the ground and making an Agility check as an Action. This is a Coordination 2 check on hard surfaces, such as the hall of a spaceship, or a Coordination 1 check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume that the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the victim can do.  

C

 

Choke

The target (or impact point), and all engaged characters (friend or foe), must pass a Resilience check with a Difficulty equal to this weapon’s Choke rating; those that fail suffer +2 Strain for each f result. Wearing a breathing apparatus of some variety, such as a gas mask, will improve the chance of success, or even negate the requirement for a check to be made at all - this is up to the GM’s discretion.  

Click-click

hhh may be spent on a combat check to have this item run out of ammo.  

Concussive

The weapon’s attack can leave the target shell-shocked from mighty blows or punishing shock waves, unable to perform any but the most basic Actions.

Spend aa to have the target staggered for a number of rounds equal to the weapon’s Concussive rating.  

Cumbersome

A Cumbersome weapon is large, unwieldy, awkward or heavy.

To wield a Cumbersome weapon properly, the character needs a Brawn rating equal to or greater than the weapon's Cumbersome rating. For each point of Brawn the character is deficient, he must +d of all checks made while using the weapon by one.  

D

 

Decay

The target (or impact point), and all Engaged characters (friend or foe), must pass a Resilience 3 check; those that fail decrease their Soak value by 1 for a number of Rounds equal to the weapon’s Decay rating.  

Defensive

Defensive weapons are particularly good at fending off incoming melee attacks.

A character wielding a weapon with the Defensive quality increases his melee defense by the weapon’s Defensive rating.  

Deflection

An item with the Deflection quality increases the wearer's ranged defense equal to it's Deflection rating.  

Disorient

Spend aa to inflict the Disorientated status on the target for a number of Turns equal to this qualities' Rank.  

Durable

The item is extremely durable, requiring an attacker to spend an additional a to trigger Sunder.  

E

 

Ensnare

A weapon with Ensnare binds a target and restricts their movements.

Spend aa to trigger Ensnare inflicting the Immobilised condition on the target for a number of Turns equal to the weapon's Ensnare rating. An Ensnared target may attempt an Athletics 3 check as his Action on his turn to break free from the effect.  

F

 

Factory

This item has been pre-constructed in a factory, and so is not designed to be 'tampered' with.

+cc to all attempts to add, modify or remove attachments with this item.  

Fast

(Passive) Usually used on Melee weapons, this Quality provides +b per Rating to Initiative checks against a single adversary at Engaged Range.  

Fragile

This item is less durable than normal.

Any use of to damage the item or an attacker using Sunder will damage the item 2 steps, e.g. from Functional to Moderately damaged.
Encumbrance is decreased by 1 to a minimum of 0.  

G

 

Guided

Certain types of projectiles may benefit from course alterations after being fired - such as guided missiles.

If a character misses while firing a Guided weapon and if Guides activates, he may make an Incidental attack check at the end of the round. The difficulty of the check is calculated by comparing the projectile’s silhouette (usually 0) to the target, and the check’s ability dice equal to the weapon's Guided rating. Upgrade the difficulty twice, unless Target Lock or Aim has been used on the target beforehand. If the test is successful, the weapon strikes the target and damage is dealt normally. Guided requires aaa to activate, unless otherwise specified in the weapon's description. Remember, the Guided effect can activate on subsequent attacks, representing the projectile continuing to track the target.
“Spoofing” is a countermeasure designed to work against the particular projectile - such as flares designed to draw off an infrared missile. Spoofing directly increases the defense of the target against attacks with the guided quality.  

Grenade Cartridge

Make this many weapon attacks before the weapon ceases to function as if it had run out of ammo. May only be loaded with Grenade Cartridges. Each Cartridge used restores a single rank.  

H

 

High Maintenance

When reloading or when or hhhh are spent on a combat check, the weapon is rendered inoperable until a successful Mechanics 2 check is made as an Action.  

I

 

Inaccurate

Inaccurate weapons are of a shoddy or inferior construction which means that they are less likely to be accurate or precise. Alternatively, the weapon's nature may inhibit accuracy.

Inaccurate weapons receive a number of b to the attacker’s dice pool equal to their Inaccurate rating.  

Inferior

An inferior item is a lackluster example of it's kind, representing shoddy and poor craftsmanship.

An Inferior weapon generates automatic h on all checks related to its use, and has its base Damage -1. If it does not have defense, decrease its Soak value by 1 to a minimum of 0.  

Ion

Ion weapons are designed to affect electrical systems, as opposed to dealing raw damage. They are fitted to ships to knock out opponents’ shields, sensors and engines.

Ion weapons tend to be shorter range than normal weaponry, but their damage is dealt to the target as well as Strain (or System Strain on vehicles, still reduced by Armour/Soak). Type: Robotic are affected by Ion weapons, taking damage to their Strain Threshold. Type: Cybernetic suffer damage to their Strain Threshold, but it is capped at a number equal to their Type: Cybernetic Rank.  

K

 

Knockdown

When Knockdown triggers, the target is knocked prone. Unless otherwise specified, Knockdown requires aa to trigger, plus one additional a per Silhouette beyond 1.  

L

 

Lead

A brittle, dull grey metal that has the unique property of ignoring magic.   An object made from lead is usually easily broken but easily stops any magic.  

Limited Ammo

The weapon is only allowed to fire a number of times equal to Rank before being out of ammo. Spare Reloads can be used as a Maneuver to replenish the weapon's Limited Ammo to its current maximum rating.  

Linked

Some weapons are designed to fire together at the same target.

When firing a Linked weapon, on a successful attack the weapon deals one hit. The wielder may spend aa to gain an additional hit, and may do so a number of times equal to the weapon's Linked rating. Additional hits from Linked weapons may only be applied against the original target. Each hit deals the weapon's base Damage plus total Success scored on the check.  

M

Magical

Although most items in the world have some level of magic in them, this quality depicts an unusually high amount. This item ignores Resistant (Mundane).  

Missile Ammo

Make this many weapon attacks before the weapon ceases to function as if it had run out of ammo. May only be loaded with Missiles.  

O

 

Overload

Spend aa to Sunder all electronic equipment in their possession by steps equal to Rating.  

P

 

Pierce

An attack made by this weapon ignores 1 point of Soak for each rank of Pierce. If the weapon has more ranks of Pierce than the target’s total soak, it completely ignores the target’s soak. For example, Pierce 3 against Soak 2 ignores 2 points of soak, but the extra point of Pierce has no further effect.  

Precise

Spend aaa to adjust a Critical Injury inflicted by this weapon by one step. The step must be the same Difficulty as the original.  

Prepare

Weapons with this quality require time to set up before being used.

The user must spend a number of preparation Maneuvers equal to the weapon's Prepare rating before use with that item. Same to move item once deployed.  

Pull

The target (or impact point), and all Engaged characters (friend or foe), must pass an Athletics or Coordination check with a Difficulty equal to the weapon’s Pull rating; those that fail are Ensnared for a number of Rounds equal to the weapon’s Pull rating.  

Q

Quiet (Q)

Quiet (Q)

"Mostly found on melee weapons and silenced slugthrowers. Weapons with this quality make very little noise due to some alternate firing mechanism such as compressed gas or an audio dispersal system."
Upgrade Difficulty once to hear this item activate.
 

R

 

Reach

Melee weapons with this quality enable the user to be able to attack targets at Short range. Attacks at Short range with this weapon suffer +hh to the combat check.  

Reinforced

This item cannot be affected by Sunder, Pierce or Breach.  

Reliable

This item ignores any b imposed due to it being damaged. Any repairs attempted on this item receive +b.  

Robot Killer

Synthetic targets (robots, androids, cyborgs, etc) hit by a weapon with quality, must pass a Resilience or Computers 3 check; those that fail suffer +2 Strain for each f result.  

S

 

Screech

The target (or impact point), and all Engaged characters (friend or foe), must pass a Resilience check with a Difficulty equal to the weapon’s Screech rating; those that fail are Disoriented for a number of Turns equal to the weapon’s Screech rating.  

Shielded

An item with this quality imposes +hh to Perception and Computers checks when using scanners to search for weapons and other contraband.  

Slow Firing

Weapons with Slow Firing tend to be large, heavy emplacement-mounted weapons like the turbolasers found on capital ships or planetary defense ion cannons. While they deal incredible damage, they need time to recharge or cool down between shots.

A weapon's Slow Firing rating dictates how quickly the weapon can be fired after an attack. For example, a heavy turbolaser with Slow Firing 2 must wait 2 rounds after being fired before it can be fired again.  

Slow Reload

This weapons requires 1 additional Manoeuvre per rank to reload.  

Stun

A weapon with Stun causes additional Strain to the target.

Spend aa to activate the inflict Strain equal to the Stun rating. This is affected by Soak.  

Stun Damage

Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as Strain instead of as Wounds. This damage is still reduced by a target’s Soak.  

Stun Setting

As an Incidental, the wielder can choose to switch the setting of his weapon to Stun. In this case, it does Stun Damage as described above. When weapons with a Stun Setting are used to deal Damage, their Range changes to Short and cannot be increased.  

Superior

(Passive) The item gains +a when used, and Soak +1 or Damage +1 - whichever is more appropriate to the type of item.  

Sunder

When activated, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged 1 step: to minor if undamaged, from minor to moderate, or from moderate to major. If an item suffering from major damage is the target of a successful Sunder, it is destroyed.
Sunder costs a to activate. If activated several times in the same attack, each can be applied against the same item, potentially taking the item from undamaged to destroyed in a single attack.  

T

 

Tractor

Instead of firing searing beams of laser fire or crackling ion discharges, this weapon fires relatively harmless electromagnetic beams that ensnare ships and hold them fast in space.

Tractor beams, like all weapons, are fired at their target using the appropriate skill check (usually Gunnery) with all the suitable modifiers. Once the weapon hits its target, the target may not move unless its pilot makes a successful Piloting check with the Difficulty equal to the Tractor rating.  

U

 

Unwieldy

An Unwieldy weapon requires an unusual amount of dexterity to wield effectively.

To wield an Unwieldy weapon properly, the character needs an Agility rating equal to or greater than the weapon's Unwieldy rating. For each point of Agility the character is deficient, they must +d of all checks made while using the weapon by one.  

V

 

Versatile

Some weapons are just light enough to be used effectively one-handed.

If this weapon has the Two-Handed quality, it may be used one-handed, although when it is it gains Cumbersome +3.
If the weapon does not have the Two-Handed quality, you may toggle (as an Incidental) +Two-Handed, Accurate +1  

Vicious

When this weapon scores a critical injury or hit, the character adds 10x the Vicious rating to the critical roll. E.g. With Vicious 3, the character adds +30 to his critical hit result.

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