Editing Flamepunk: Weaponry

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''Church Crusaders traditionally wield firemauls, partially for their efficacy, but partially because they are such impressive and obvious weapons. Crusaders can often end a fight before it begins by simply unsheathing their firemaul - most gangers know better than to mess with such a weapon.''
 
''Church Crusaders traditionally wield firemauls, partially for their efficacy, but partially because they are such impressive and obvious weapons. Crusaders can often end a fight before it begins by simply unsheathing their firemaul - most gangers know better than to mess with such a weapon.''
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''However, despite its theocratic associations, the firemaul is still seen as an extremely desirable weapon and fashion accoutrement for gangers and burners. Burner Firemauls tend to be customised to include images, sigils and runes floating in the aura - dragon motifs are popular, as are gang tags.''
 
  
 
'''Special Game Rules:''' Firemauls add +3 to Magnitude on a successful attack roll. Additionally the maul glows brightly, with the colour reflecting the wielder's emotional state, and will "crackle and roar" more loudly when battle is close. Subtle these ain't.
 
'''Special Game Rules:''' Firemauls add +3 to Magnitude on a successful attack roll. Additionally the maul glows brightly, with the colour reflecting the wielder's emotional state, and will "crackle and roar" more loudly when battle is close. Subtle these ain't.

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