Gear Properties
Gear is often a matter of common sense. However, a few special properties are used to differentiate items. General gear properties are listed below, followed by properties specific to weapons and armor.
Encumbrance Properties
The following item properties affect the encumbrance system.
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Big X: This item is large enough or heavy enough that it takes more than one encumbrance point, where X is the number of points required.
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Container X: This item is designed to carry others inside of it. It can carry the indicated number of encumbrance points. When these items are inside the container, they do not count towards your encumbrance total.
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Neg: This item has negligible weight and does not require any encumbrance points to carry. At the GM’s discretion, toting around large quantities of negligible items may add up to a point.
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Worn: This item is designed to be worn and only counts toward encumbrance if it is being carried.
Item Quality
The item properties listed below represent the quality of individual pieces of equipment.
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Fine: This item demonstrates exceptional craftsmanship or capability. At the discretion of the GM, it might provide a one-time ⊕ or similar benefit. Such items typically sell for at least 200% of their usual value.
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Poor: This item displays poor workmanship or maintenance. While it still functions, at the discretion of the GM it might impose ⊖ or break on a failed test. Poor quality items usually sell for about 75% of the usual amount.
Technological Properties
The following item properties represent the technological capabilities of the gear in question.
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Computer X: This item provides raw computing capability. The rating is a general measure of its processing power, bandwidth, memory, processing speed, etc. For each point by which the rating increases, its capability increases an order of magnitude. See the computing rules on page XXX.
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Implant X: This item is implanted in the host’s body. It takes up no encumbrance. The rating is an indicator of the strain it puts on the host’s immune system. Once a host’s total rating from all implants exceeds her Endurance, she suffers a ⊖ on all Endurance-based tests.
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Software X: This item is software. It takes up no encumbrance, but to be of use, it must be run on a machine with a Computer property rating at least as high as the program’s Software rating. See the computing rules on page XXX.
The Right Tool for the Job
Not having the correct tool can make a task more difficult or even impossible. Using an improvised tool imposes ⊖ on relevant tests, while lacking a tool entirely imposes a ⊖⊖, or at the GM’s discretion, might even make the task impossible.
Weapon Properties
Weapon properties affect how weapons interact with the combat system or other rules. The different properties are listed below:
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Auto X: Weapons with this property are capable of automatic fire and suppressive fire. The higher the rating, the more shots they put in the air at once (see page XXX).
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Blast X: The attack is an area effect, covering a sphere with the specified radius in meters. Some blasts may also specify a larger secondary radius, separated by a slash, in which a lesser effect occurs (see the weapon’s description). The attacker specifies the center point of the blast and then makes a TN 10 test, usually using the Projectiles skill. On a failure, the blast is off-target in a random direction determined by the GM. It strays a number of meters equal to the margin of failure, capped at half the distance between the attacker and target. See Area Effects on page XXX.
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Close: This weapon may be used in a grapple or other close combat without penalty.
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Cone X: The attack is an area effect, covering a 20° cone originating from the attacker and extending the indicated number of meters. See Area Effects on page XXX.
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Feeble: Halve the damage dealt with the weapon, after adding any extra damage from the Margin and before subtracting armor.
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Hands 2: This weapon requires two hands to use effectively. A weapon without this property may be used one-handed.
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Grenade: This weapon is some form of grenade or similar. It uses the rules for grenades (see page xxx).
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Ignores: This weapon ignores armor entirely. Do not subtract the target’s Armor score from the damage dealt.
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Parry X: The listed bonus is added to Defense when the Parry reaction is taken.
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Pierce X: Weapons with this property ignore the indicated number of points of Armor. Subtract this number from Armor before using it to resolve the damage dealt.
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Range X: May attack targets up to the listed range in meters. Attacking at up to twice the this range is possible, but imposes a ⊖ on the attack.
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Reach X: This weapon is designed to attack targets up to the indicated distance in meters.
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Reload X: Requires the indicated number of actions to reload.
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Shield: A shield may be used to parry ranged attacks, excluding firearms.
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Shots X: This property indicates how many shots the weapon can hold before it needs to be reloaded. A weapon without this property may only hold one shot.
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Str X: Use the listed value as the Strength requirement for the weapon, rather than the weapon’s damage (see page XXX).
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Stun: This weapon is designed primarily to stun its target. If it deals damage, the target also gains a Stunned consequence. If after this attack she has three or more Stunned consequences, she also collapses unconscious for 1d10 hours.
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Thrown: This weapon is thrown, leaving the wielder without it once an attack is made. Unless otherwise listed, a thrown weapon has a range equal to the attacker’s Strength.
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Wraps: A foe halves her Parry bonus when parrying an attack from this weapon.
Armor Properties
Armor properties apply to different varieties of armor. These properties are described below.
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Armor X: The armor rating indicates how much to subtract from the damage dealt by incoming attacks.
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Ballistic X: This armor is constructed using a ballistic gel, nanoweave or other material that is difficult to pierce. Use this rating in place of Armor against piercing attacks.
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Bulky X: Bulky armor inhibits movement when worn. It imposes a ⊖ on Athletics and Speed-based tests, including all tests made to run, climb, balance, jump or swim. In addition, it decreases the wearer’s Move score by the indicated number (min 1).
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Powered X: Movement in this armor is aided by an internal power source. When worn, it provides ⊕⊕ to all Strength-based tests and the indicated bonus to the character’s Encumbrance score. These benefits are lost if the power source is removed.
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Reflect X: This armor is constructed with reflective and refractive material that scatters or absorbs heat. Use this rating in place of Armor against burning attacks.
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Sealed: This armor is sealed for use in a vacuum or other hostile environment, provided the character has an adequate air supply. It also protects against sonic attacks and gas-based agents.