Crickets Conundrum:Devoid of Due Consideration:Glossary: Difference between revisions
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=Equipment= | =Equipment= | ||
* Accuracy: adds successes to the attack roll. | * '''Accuracy:''' adds successes to the attack roll. | ||
* Damage: adds successes to the damage roll. | * '''Damage:''' adds successes to the damage roll. | ||
* Defence: increases a character's Defence when taking defend other / full defence actions. | * '''Defence:''' increases a character's Defence when taking defend other / full defence actions. | ||
* Overwhelming: the minimum Power generated on withering attacks (even on a miss). | * '''Overwhelming:''' the minimum Power generated on withering attacks (even on a miss). | ||
* Mobility Penalty: subtracts successes from Athletics or Stealth rolls involving movement and from Physique rolls when enduring fatigue or the environment apply. | * '''Mobility Penalty:''' subtracts successes from Athletics or Stealth rolls involving movement and from Physique rolls when enduring fatigue or the environment apply. | ||
==Tags== | ==Tags== |
Revision as of 12:00, 8 April 2023
Main Page | Character Sheet | Charms and Artefacts | Scrapbook |
Battlegroups
Equipment
- Accuracy: adds successes to the attack roll.
- Damage: adds successes to the damage roll.
- Defence: increases a character's Defence when taking defend other / full defence actions.
- Overwhelming: the minimum Power generated on withering attacks (even on a miss).
- Mobility Penalty: subtracts successes from Athletics or Stealth rolls involving movement and from Physique rolls when enduring fatigue or the environment apply.
Tags
Artefact
Improves all relevant statistics by one (already included in the statlines).
Balanced
Increases Overwhelming by 1 (already included). Adds two dice when using this weapon to enact gambits.
Flexible
Ignores Defence granted by Cover. Reduces the cost of the Ensnare gambit by 1.
Piercing
Enables a piercing attack: decrease Defence by 1 until start of next turn; reduce opponent's Soak by 2.
Powerful
Enables point-blank attack: decrease Defence by 1 until start of next turn; gain two bonus dice to withering attacks or decrease an opponent's Hardness by 1 for the purpose of making decisive attacks.
Ranged
Can make attacks using Ranged Combat out to Long Range.