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Known Stunts & Aspects

Item Aspects

 

Concealable

Action: May Create Concealed Aspect for weapon with Stealth Roll +1. Target is DC2 unless being Observed, in which case it is DC3+Highest Observer's Notice Skill. Concealed may be Broken/Ignored by other individuals with a Notice 3 + # of Invokes or Investigate 1 + # of Invokes on the specific area, object, or location.
Related Weapons:

Variation: Highly Concealable

Action: May Create Concealed Aspect for weapon with Stealth Roll +3. Target is DC2 unless being Observed, in which case it is DC3+Highest Observer's Notice Skill. Concealed may be Broken/Ignored by Individuals making a successful Notice 5 + # of Invokes or Investigate 3 + # of Invokes on the specific area, object, or location.

Limited Type Ammo (#)

Weapon may be Compelled to run out of ammo. This Compel means that there's no more available ammo for this type of weapon and it is rendered useless until the end of the Conflict.
If the Aspect ends in (#), that is the suggested number of shots available before the weapon should Compelled.

Ammo Types

  • Kinetic: Standard Projectile Round. Resisted and Reduced by most Physical Armor and Energy Barriers.
  • Energy: Rare Burst of Focused Energy. Bypasses Physical Armor Resistance unless specifically stated.

Poison

Successful Hits with this object, whether they cause Stress or not, force the target to immediately make a Physique check (Default 4-5 per toxicity).
  • Success: Effect Immediately Ends
  • Style: Immune to Poison Attack for current Scene.
  • Failure: Create Poisoned aspect on target with Invokes = 1+Shifts. If the Poisoned aspect already exists, add 3+Shifts Invokes. At the beginning of their turn, 1 Invoke may be spent to inflict 1 Automatic Physical Stress (bypassing armor). 1 Invoke may be removed with a Science 3 (Style: +1 removed) check or Physique 4 (Style: +1 removed).
  • Critical Failure: Gain Poisoned Bloodstream condition. Instead of Standard Poisoned condition, 1 Invoke inflicts 2 automatic Physical Stress.

Item Stunts

Modification: Hacking

Action: The user's Technical skill may be used to make a Ranged Electronics Warfare attack against an object's Systems (if applicable) at the Range listed on the Object (Default: Range 0).
Related Items:

Modification: Scanner

Action: The user may make a Scan check using their Technical skill. If used in conjunction with another applicable object with Scanners, it may be used at that object's Scale instead.
Related Items:

Weapon Specific Stunts & Modifications

Modification: Doubleshot

Action: +3/W:1, Compels Limited Ammo after Attack without Fate Point reward
Related Weapons

Ammunition Types

Hollow Point Rounds

The Weapon's W:# is replaced by W:3 unless the Target applies Armor Rating to their defense.

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