Tags +

While weapons grant Enhancement to attack actions, they also have other qualities that make them unique from other equipment. Weapons can be used up close, or at range, or deal different kinds of damage.

When picking a weapon, decide first if it is ranged or melee. Ranged weapons can attack up to Medium range without a special tag. All weapons have a basic damage rating of 1, meaning they grant +1 Enhancement to attack actions. Then select up to two tags from the tag list to apply to the weapon. You can purchase an addition of these tags (to make the weapon capable of both Ranged and Melee attacks) at additional cost.

When choosing the base tags of an item, consider the tags it is realistically capable of. However, tags gained as a function of being a Relic can give it extraordinary abilities.

Weapon Tags

A note on legacy tags: The following tags are replaced mechanically by the standard ‘Weapon’ rules, weapons can have these tags for free but have no mechanical effect except for as a description of their effects: ‘Thrown’, ‘Natural’, ‘Loud’, ‘Lethal’, ‘Bashing’, ‘Messy’, ‘Slow’, and ‘Unconcealable’

Weapon Tags Master

Weapon Tags

Aggravated

Aggravated

The weapon’s attacks leave grievous wounds. You cannot “Pull Your Punches” with this weapon.

  • Deadly (2 hits): Inflict the “Aggravated” status condition on a target.

Anaesthetized

Anaesthetized

  • Gain access to the following Trick when making attacks with this weapon:
  • Numb (1 hit): Inflict the Insensate Status Effect on your target.

Animated

Animated

The weapon has the Animated Status Effect. When using this weapon, the user may purchase Close Combat attack Tricks out to Long range. Perfect for weapons on strings.

Arcing

Arcing

When attacking a target, you ignore Light Cover, when attack a target with Heavy Cover, you ignore the cover, but the target gets +1 Defense

Attachments

Attachments

This weapon includes the same components as a Tool. You gain +1 Enhancement to a non-combat action as if this Weapon as a Tool. You can gain Tool tags in the place of weapon tags, benefits of these tags only apply to the Tool function.

Automatic

Automatic

When you use this weapon to attack, and you use the ‘Pin Down’ Ranged Trick, your complication is automatically Moderate. You can spend an additional trick to increase this to a Major complication.

Bright

Bright

As long as you are wielding this weapon, you gain the following stunt. This can be used on non-damaging or non-attack rolls as long as it is in your possession.

  • Light Flash (1 hit):_ For one round, remove all complications related to Darkness. You may spend additional hits to suppress the complication for an additional round up to 3.

Brutal

Brutal

The weapon inflicts massive damage. Reduce the number of hits required to purchase the Critical Trick by 1.

Concealable

This item is not immediately recognizable for what it is. Unless there are some context clues to indicate it’s true usage, it looks harmless. Instead of being instantly recognizable, you instead have a Complication of 1 that this item is recognized that applies whenever the weapon is used or examined.

[Crew Served](Crew Served)

Crew Served

This weapon is particularly large and powerful. Increase its Power Advantage and Size by 1-3. This requires the same number of people to operate and cannot be carried or moved without a corresponding size or specialized equipment. This does not stack with other forms of Scale. - Concealable: The weapon is easy to hide. Gain +1 Enhancement to actions to keep it hidden, this can be taken twice.

Defensive

Defensive

The weapon is intended to be used defensively aiding with blocking techniques. Once per fight, the character may reroll a Defense roll.

[Diamond Edge](Diamond Edge)

Diamond Edge

When doing damage to Armor or Cover, you do an extra point of damage to the Armor or Cover.

Disposable

Disposable

Unlike most weapons, this weapon is one-time use. You may add one additional tag to this item. If this tag is the Shockwave or Heavy Weapons tag, you may ignore the limitation for crew or size. However you can only use this item once per scene. Once used, you must spend time replenishing or rebuilding this weapon.

Distracting

Distracting

When gaining the benefit of the “Feint” Stunt to grant enhancement to an ally, you gain 1 additional enhancement than hits used to purchase the stunt.

Electrified

Electrified

The weapon crackles with electricity. Gain access to the following Trick when making attacks with this weapon:

Elemental (chose one)

Elemental (chose one)

Choose one type Element. This can be traditional (such as Fire, Ice, Electricity, etc) or exotic (Plasma, Ectoplasm, Bad Vibes, etc). Treat your target’s defense as 1 lower. You cannot ‘Pull Your Punch’ with this attack and it must inflict an Injury if successful. If a target has armor with a corresponding Elemental resistance, it is immune to attacks from this weapon. You can take this tag multiple times to represent multiple elements, however they do not stack.
Shock (1 hit): Inflict the Stunned Status Effect on your target with a Moderate complication. You may spend an additional hit to upgrade this to Major.
Conductivity (1 hit): You may purchase the “Shockwave” trick for 1 less for each target in the same pool of water.
Note that this is often purchased with another tag such as Flaming, Burning or Freezing but is not required

Flaming

Flaming

The weapon blazes with fire. Gain access to the following Trick when making attacks with this weapon:
Burn (2 hits): You inflict the Burning condition on your target.
Flammable: (2 hits): “On Fire” is added as a Field Effect. This is a Moderate Complication everyone within the area.

Freezing

Freezing

This weapon radiates frost and is cold to the touch. Gain access to the following Trick when making attacks with this weapon:
Frozen (1 hit): Inflict the Chilled Status Effect on your target.
Brittle (1 hit): All future attemps to ‘Sunder’ against a target, cost one fewer Hits.

Grappling

Grappling

You gain +1 Enhancement against targets possessing the Grappled Status Effect. Additionally, if you succeed an attack, you may forgo doing damage to reduce the cost of the ‘Establish a Grapple’ trick to 0 hits.

[Heavy Weapon](Heavy Weapon)

Heavy Weapon

Heavy Weapons are massive weapons that pack a lot of punch. Gain Power Advantage on attack actions with this weapon. This does not stack with other forms of Advantage, and reduces your Defense by 1.

Knockdown

Knockdown

When you use the “Knockdown/Trip” stunt, the intensity of the condition applied is one greater than the number of hits used to apply the stunt.

Lance

Lance

When using the Rush Action, this weapon is considered to having the Piercing and Brutal tags.

[Long Range](Long Range)

Long Range

This weapon can be used to make attacks out to Long range.

Painful

Painful

Though few weapons are pain-free, this one is designed to cause agony. Gain access to the following Trick when making attacks with this weapon:
- Suffer (2 hits): Inflict the Agony Status Effect on your target.

Paralyzing

Paralyzing

The weapon freezes its target stiff. Gain access to the following Trick when making attacks with this weapon:
Paralyzed (1 hits): Inflict the Paralysis Status Effect on your target for 1 round, you may spend additional hits to increase the duration up to 3 rounds.

Penetrating

Penetrating

If the target has Advantage on Durability, ignore the increased difficulty for a single Advantage. Additionally, treat the target as having an Armor Rating of 1 lower. This may be purchased twice.

Piercing

Piercing

The weapon is able to cut through armor or exploit weak points. Reduce the target’s armor rating by 1 when dealing damage

Poison

Poison

This weapon is coated in poison. Gain access to the following Trick when making attacks with this weapon:
- Poison (1 hit): Inflict the ‘Poisoned’ Status Effect on your target for 2 rounds. You may spend additional hits to increase the duration.

Pushing

Pushing

This weapon can be used to reposition targets. You change the targets distance relative to you. If the Target is Close, their distance is changed to Short. If the distance was originally Short, the distance is changed to Medium.

Reach

Reach

This weapon can be used to make attacks at Short range. - Returning: When making a thrown attack with this weapon, it returns to the attacker. If this weapon is Disarmed, you may return it to your hand as a Reflexive action.

Renowned

Renowned

The cost of the Disarm and Sunder stunts against a Renowned blade’s wielder are increased by the wielder’s Legend.

Shield

Shield

The weapon is a shield or can be used to block damage. The shield acts as Light Cover and cannot be refreshed until the next scene.

Shockwave

Shockwave

This weapon hits over a large area. You can use this weapon in a successful attack to purchase the Shockwave Trick for 1 fewer hits than normal. This tag is largely reserved for effects of a magical nature.

Silent

Silent

Rather then being immediately detectable upon use, this item instead imposes a Complication of 1 which, if bought off, prevents your attack from being heard.

Slashing

Slashing

This weapon bears a sharp edge suitable for cutting. You can use this weapon in a successful attack to purchase the Break-up Grapple Trick for 1 fewer hit than normal (for free, unless something Complicates the attempt).

Stun

Stun

Gain access to the following Trick when making attacks with this weapon:
Stun (1 hit): Inflict the Stunned Status Effect on your target. The Complication of this status effect is Moderate. You may spend an additional hit to upgrade this to a Major complication.

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Versatile

Versatile

When using the the ‘Pull Your Punches’ trick, you gain an extra hit.

Worn

Worn

The weapon is attached to your body and cannot be disarmed or knocked out of your reach.

Wounding

Wounding

Gain access to the following Trick when making attacks with this weapon:
Wound (2 hits): Inflict the Bleeding Status Effect on your target.

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Sample Weapons

Unarmed (Silent, Versatile)
Knife (Concealable, Piercing)
Sword (Versatile, Slashing)
Axe (Piercing, Brutal)
Great-axe (Brutal, Reach)
Halberd (Reach, Piercing)
Roundshield (Shield, Worn)
Crossbow (Piercing, Silent)
Longbow (Piercing, Long Range)
Garrot (Grappling, Silent)
Silenced Pistol (Concealable, Silent)
Pistol (Concealable, Versatile)
Submachine Gun (Automatic, Concealable)
Assault Rifle (Piercing, Automatic)
Sniper Rifle (Long Range, Piercing)
Anti-Tank Rifle (Long Range, Penetrating)
Machine Gun (Automatic, Heavy Weapon)
Flamethrower (Flaming, Arcing)
Anti-Tank Rocket (Disposable, Heavy Weapon, Shockwave)
Mortar (Arcing, Penetrating)
Frag Grenade (Disposable, Arcing, Shockwave)

Armor

Instead of providing Enhancement, armors provide additional Injury Levels for the wearer. Like weapons, armors have tags that modify them in some way. Basic armor provides one additional Injury Level removed before the Bruised Injuries. Choose up to two tags to customize your armor.

When choosing the base tags of an item, consider the tags it is realistically capable of. However, tags gained as a function of being a Relic can give it extraordinary abilities.
Armor Tags

Armor Tags Master

Armor Tags

Ablative

Ablative

This armor is designed to fall away or be removed quickly. After each armor box is filled on this armor, you lose this armor, including any restrictions. A new copy may be found or created as a downtime action between scene. - Adhesive: If attacking an opponent at Close range, on a successful attack, this sticky or barbed armor allows the wearer to buy the Establish Grapple Trick for 1 fewer hit than normal (for free, unless something Complicates the attempt).

Animated

Animated

The weapon has the Animated Status Effect. If the armor posesses gloves, you may use a weapon as if you were the one holding it. When the armor takes its it’s full amount of Armor Injuries, it collapses into a heap.

Attachments

Attachments

This armor includes the same components as a Tool. You gain +1 Enhancement to a non-attack action as if this armor was a Tool. You use tool tags in place of Armor tags. These tags apply to the Tool function.

Crash

Crash

This armor can absorb injuries due to heavy trauma, falling, or explosions.

Customized

Customized

The armor is made of a special material that makes it hard to pierce through normal means. Gain Durability Advantage on defensive actions. This tag cannot be paired with the Concealable tag.

Deployable

Deployable

As a Single Action, you may set this armor on the ground and it can function as Light Cover. It keeps the same amount of Injury boxes.

[Elemental tag](Elemental tag)

Elemental Armor

The armor is augmented with a specific element (such as fire, electricity, acid, etc.) chosen when the armor is made. The element protects the wearer from an appropriate Status Effect or tag associated with that element. For example, armor with the Elemental (fireproof) tag protects the wearer from the Burning Status Effect as well as any attacks with the ‘Elemental (Fire)’ tag, and armor with the Elemental (Insulated) protects the wearer from the electrified tag, as well as any weapons with the ‘Elemental (electricity)’ tag.

Finned

Finned

This armor ignores complications from being underwater and grants you a +1 enhancement towards swimming actions. -

Impressive

Impressive

Decide a certain attitude this armor is meant to convey (beauty, dread, trust etc). You gain a +1 Enhancement towards rolls to convey this attitude while wearing this armor.

Kevlar

Kevlar

This armor makes you immune to the “Bleeding” Status Effect.

[Light Armor](Light Armor)

Light Armor

The armor is indistinguishable from normal clothing and is easy to move around in. Gain +1 Enhancement to defensive actions.

[Night Vision](Night Vision)

Night Vision

This Armor allows you to ignore any complications that arise from darkness.

Padded

Padded

The armor grants one additional Injury Level above the first. This tag may be taken twice.

Plated

Plated

Once per Scene, you can spend a Complex Action to restore all points of damage against the armor.

Powered

Powered

This armor contains improvements that allow someone to perform beyond human capabilities. Once per scene, you gain power advantage on one action. You can take this twice, allowing you to use it twice per scene.

Resistant

Resistant

Choose one category of damage such as ‘Slashing’ ‘Flames’ ‘Bullets’. The cost of the Inflict Injury stunt is increased by 1 hit when defending from this damage type. The cost of the Critical Stunt is also increased by 1. This tag may be taken twice.

Robust

Robust

The armor is made of a rare material that allows the wearer to remain firm against most attacks. Increase the cost to purchase non-damaging Tricks against the wearer by 1 hit.

Sealed

Sealed

This armor provides you air and can allow you to function underwater, in space, or surrounded by noxious gasses.

Spiked

Spiked

This armor is made to impale anyone who comes too close. In a successful grapple, each round the opponent remains grappled they suffer 1 damage as well as with the Piercing tag. The wearer may also treat their unarmed attacks as if they bear the Piercing tag.

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Sample Armors

Scuba Gear (Finned, Sealed)
Football Gear (Crash, Padded)
Biker Jacket (Light, Impressive)
Bulletproof Vest (Concealable, Kevlar)
Flak Vest (Padded, Night Vision)
Bomb Suit (Crash, Padded)
SWAT suit (Padded, Kevlar)
Fire Fighter Gear (Elemental (Fireproof), Attachments)
Full Plate (Plated, Padded)

Tools

Tools represent items that are not weapons or armor that characters may use for various purposes while trying to survive in They Came From. Tools provide Enhancement to actions that they are designed for. Basic tools provide +1 Enhancement to an action. Like weapons and armor, tools can be created with tags that enhance their abilities. Choose two tags when creating a tool.

Instead of Enhancement, this tool can either permanently or temporarily remove a condition. In this case, it removes 2 points of a specific type of condition rather than granting enhancement.
Tool Tags

Tool Tags Master

Tool Tags

Advanced

Advanced

This item grants Advantage towards the action it was designed for. This does not stack with other forms of Advantage.

Automated

Automated

This device is automated, providing it with the ability to work automatically (without manual control) after activation for a number of rounds equal to the number of Automated tags applied to it.

Dangerous

Dangerous

In addition to functioning as a tool, this tool also functions as a weapon, granting it +1 enhancement on either Melee or Ranged attacks and dealing 1 Injury. You may take weapon tags in the place of Tool tags.

Exceptional

Exceptional

The tool is particularly useful and provides an additional +1 Enhancement to its action. This tag may be taken twice.

Expendable

Expendable

The tool is made of easy to find materials and relatively easy to remake or rebuild. When this item is chosen for the Loss Status Effect, that effect resolves at the end of the scene.

Facilitating

Facilitating

This item can suppress or remove a certain type of 2 point condition. You may take this twice, and it may apply to the same condition or a different one.

[Heavy Duty](Heavy Duty)

Heavy Duty

This tool gains Advantage +1 towards the task it was designed to accomplish. However it’s size Advantage is also increased. - Consumable: This tool can only be used a number of times equal to the number of Fragile tags applied to it, before requiring a Science or Technology-based roll to reset the count. You may add 1 Additional tag to this item.

Huge

Huge

This tool cannot be transported without the presence of a number of people equal to its size Advantage (between 1 and 5, and increasing the difficulty by +1 for each Advantage starting at 1, as per Advantage rules).

Inflammable

Inflammable

This item is explosive, or can easily catch on fire. While it is present, add a Minor complication to the scene. If this is not bought off, this tool is destroyed, and everyone within Close range takes the Burning condition. You can purchase this twice, increasing the range to Medium

Lucky

Lucky

Once per scene, when using this tool you may reroll. - Rugged: The tool is made of a special material that makes it difficult to break or destroy. Ignore the effects of Complications or Tricks that would break the item when using it.

Utilitarian

Utilitarian

The tool can be used for a wildly different purpose than its original creation. Choose a second set of actions that the tool can grant its Enhancement to. Such as a pick being used as a digging tool, a weapon, or a tool for intimidation

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Sample Tools

Auto Shop (Heavy Duty, Exceptional) +1 Enh and +1 scale to auto repair
Flashlight (Expendable, Facilitating) +1 to Searching, and removes 2 complication due to darkness
First Aid Kit (Fragile, Exceptional, Expendable) +2 Enh to medical treatment
Lucky Wrench (Lucky, Rugged) +1 Enh to jury rigged repairs
Disguise Kit (Concealable, Expendable) +1 enh to disguise
Crowbar (Dangerous, Rugged) +1 Enh to opening and +1 enh to melee attacks
Gas Can (Inflammable, Fragile, Expendable) Removes ‘Out of Fuel’ conditions.
Field Rations (Expendable, Fragile, Concealable) removes any hunger related conditions
Climbing Kit (Expendable, Facilitating) +1 Enh to climbing, removes 2 complication due to falling.

Vehicle Tags

A vehicle is similar to a Tool, however it differs in several very specific ways. Using a vehicle grants you Speed Advantage. All passengers are considered to have Light Cover when inside or next to a Vehicle. Using a vehicle grants you Size Advantage as applicable.

A basic vehicle grants you two tags. When determining what tags apply to a base vehicle, consider the realistic attributes of this vehicle. A motorcycle, for example, cannot normally fly. Purchasing additional tags using Birthright dots, however, can give them mystical abilities above and beyond what a base vehicle is capable of.

Vehicle Size, Durability and Cover
It is recommended that in combat, attacks be from person to person. However, if the target is specifically a Vehicle, a vehicle is treated as a piece of Light Cover with 4 Health boxes. If the vehicle has the ‘Armored’ tag, it is treated as Heavy Cover with 10 Health boxes. If it is Gigantic or Durable, it has 10 Health Boxes but does not grant Heavy Cover to its occupants. The vehicle benefits from the most beneficial of these tags and does not gain additional boxes for additional tags. If the all Cover injury boxes are checked, the vehicle is disabled.

Weapon Tags Master

Weapon Tags

Aggravated

Aggravated

The weapon’s attacks leave grievous wounds. You cannot “Pull Your Punches” with this weapon.

  • Deadly (2 hits): Inflict the “Aggravated” status condition on a target.

Anaesthetized

Anaesthetized

  • Gain access to the following Trick when making attacks with this weapon:
  • Numb (1 hit): Inflict the Insensate Status Effect on your target.

Animated

Animated

The weapon has the Animated Status Effect. When using this weapon, the user may purchase Close Combat attack Tricks out to Long range. Perfect for weapons on strings.

Arcing

Arcing

When attacking a target, you ignore Light Cover, when attack a target with Heavy Cover, you ignore the cover, but the target gets +1 Defense

Attachments

Attachments

This weapon includes the same components as a Tool. You gain +1 Enhancement to a non-combat action as if this Weapon as a Tool. You can gain Tool tags in the place of weapon tags, benefits of these tags only apply to the Tool function.

Automatic

Automatic

When you use this weapon to attack, and you use the ‘Pin Down’ Ranged Trick, your complication is automatically Moderate. You can spend an additional trick to increase this to a Major complication.

Bright

Bright

As long as you are wielding this weapon, you gain the following stunt. This can be used on non-damaging or non-attack rolls as long as it is in your possession.

  • Light Flash (1 hit):_ For one round, remove all complications related to Darkness. You may spend additional hits to suppress the complication for an additional round up to 3.

Brutal

Brutal

The weapon inflicts massive damage. Reduce the number of hits required to purchase the Critical Trick by 1.

Concealable

This item is not immediately recognizable for what it is. Unless there are some context clues to indicate it’s true usage, it looks harmless. Instead of being instantly recognizable, you instead have a Complication of 1 that this item is recognized that applies whenever the weapon is used or examined.

[Crew Served](Crew Served)

Crew Served

This weapon is particularly large and powerful. Increase its Power Advantage and Size by 1-3. This requires the same number of people to operate and cannot be carried or moved without a corresponding size or specialized equipment. This does not stack with other forms of Scale. - Concealable: The weapon is easy to hide. Gain +1 Enhancement to actions to keep it hidden, this can be taken twice.

Defensive

Defensive

The weapon is intended to be used defensively aiding with blocking techniques. Once per fight, the character may reroll a Defense roll.

[Diamond Edge](Diamond Edge)

Diamond Edge

When doing damage to Armor or Cover, you do an extra point of damage to the Armor or Cover.

Disposable

Disposable

Unlike most weapons, this weapon is one-time use. You may add one additional tag to this item. If this tag is the Shockwave or Heavy Weapons tag, you may ignore the limitation for crew or size. However you can only use this item once per scene. Once used, you must spend time replenishing or rebuilding this weapon.

Distracting

Distracting

When gaining the benefit of the “Feint” Stunt to grant enhancement to an ally, you gain 1 additional enhancement than hits used to purchase the stunt.

Electrified

Electrified

The weapon crackles with electricity. Gain access to the following Trick when making attacks with this weapon:

Elemental (chose one)

Elemental (chose one)

Choose one type Element. This can be traditional (such as Fire, Ice, Electricity, etc) or exotic (Plasma, Ectoplasm, Bad Vibes, etc). Treat your target’s defense as 1 lower. You cannot ‘Pull Your Punch’ with this attack and it must inflict an Injury if successful. If a target has armor with a corresponding Elemental resistance, it is immune to attacks from this weapon. You can take this tag multiple times to represent multiple elements, however they do not stack.
Shock (1 hit): Inflict the Stunned Status Effect on your target with a Moderate complication. You may spend an additional hit to upgrade this to Major.
Conductivity (1 hit): You may purchase the “Shockwave” trick for 1 less for each target in the same pool of water.
Note that this is often purchased with another tag such as Flaming, Burning or Freezing but is not required

Flaming

Flaming

The weapon blazes with fire. Gain access to the following Trick when making attacks with this weapon:
Burn (2 hits): You inflict the Burning condition on your target.
Flammable: (2 hits): “On Fire” is added as a Field Effect. This is a Moderate Complication everyone within the area.

Freezing

Freezing

This weapon radiates frost and is cold to the touch. Gain access to the following Trick when making attacks with this weapon:
Frozen (1 hit): Inflict the Chilled Status Effect on your target.
Brittle (1 hit): All future attemps to ‘Sunder’ against a target, cost one fewer Hits.

Grappling

Grappling

You gain +1 Enhancement against targets possessing the Grappled Status Effect. Additionally, if you succeed an attack, you may forgo doing damage to reduce the cost of the ‘Establish a Grapple’ trick to 0 hits.

[Heavy Weapon](Heavy Weapon)

Heavy Weapon

Heavy Weapons are massive weapons that pack a lot of punch. Gain Power Advantage on attack actions with this weapon. This does not stack with other forms of Advantage, and reduces your Defense by 1.

Knockdown

Knockdown

When you use the “Knockdown/Trip” stunt, the intensity of the condition applied is one greater than the number of hits used to apply the stunt.

Lance

Lance

When using the Rush Action, this weapon is considered to having the Piercing and Brutal tags.

[Long Range](Long Range)

Long Range

This weapon can be used to make attacks out to Long range.

Painful

Painful

Though few weapons are pain-free, this one is designed to cause agony. Gain access to the following Trick when making attacks with this weapon:
- Suffer (2 hits): Inflict the Agony Status Effect on your target.

Paralyzing

Paralyzing

The weapon freezes its target stiff. Gain access to the following Trick when making attacks with this weapon:
Paralyzed (1 hits): Inflict the Paralysis Status Effect on your target for 1 round, you may spend additional hits to increase the duration up to 3 rounds.

Penetrating

Penetrating

If the target has Advantage on Durability, ignore the increased difficulty for a single Advantage. Additionally, treat the target as having an Armor Rating of 1 lower. This may be purchased twice.

Piercing

Piercing

The weapon is able to cut through armor or exploit weak points. Reduce the target’s armor rating by 1 when dealing damage

Poison

Poison

This weapon is coated in poison. Gain access to the following Trick when making attacks with this weapon:
- Poison (1 hit): Inflict the ‘Poisoned’ Status Effect on your target for 2 rounds. You may spend additional hits to increase the duration.

Pushing

Pushing

This weapon can be used to reposition targets. You change the targets distance relative to you. If the Target is Close, their distance is changed to Short. If the distance was originally Short, the distance is changed to Medium.

Reach

Reach

This weapon can be used to make attacks at Short range. - Returning: When making a thrown attack with this weapon, it returns to the attacker. If this weapon is Disarmed, you may return it to your hand as a Reflexive action.

Renowned

Renowned

The cost of the Disarm and Sunder stunts against a Renowned blade’s wielder are increased by the wielder’s Legend.

Shield

Shield

The weapon is a shield or can be used to block damage. The shield acts as Light Cover and cannot be refreshed until the next scene.

Shockwave

Shockwave

This weapon hits over a large area. You can use this weapon in a successful attack to purchase the Shockwave Trick for 1 fewer hits than normal. This tag is largely reserved for effects of a magical nature.

Silent

Silent

Rather then being immediately detectable upon use, this item instead imposes a Complication of 1 which, if bought off, prevents your attack from being heard.

Slashing

Slashing

This weapon bears a sharp edge suitable for cutting. You can use this weapon in a successful attack to purchase the Break-up Grapple Trick for 1 fewer hit than normal (for free, unless something Complicates the attempt).

Stun

Stun

Gain access to the following Trick when making attacks with this weapon:
Stun (1 hit): Inflict the Stunned Status Effect on your target. The Complication of this status effect is Moderate. You may spend an additional hit to upgrade this to a Major complication.

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Versatile

Versatile

When using the the ‘Pull Your Punches’ trick, you gain an extra hit.

Worn

Worn

The weapon is attached to your body and cannot be disarmed or knocked out of your reach.

Wounding

Wounding

Gain access to the following Trick when making attacks with this weapon:
Wound (2 hits): Inflict the Bleeding Status Effect on your target.

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Sample Vehicles Sedan (Durable, Maneuverable)

SUV (Durable, All Terrain)
Motorcycle (Fast, Compact)
Sports Car (Fast, Maneuverable)
City Bus (Gigantic, Durable)
Ambulance (Utility (Medical), Durable)
Fire Truck (Utility (Fire), Gigantic)
Bicycle (Compact, All-Terrain)
Snowboard (Ultralight, All-Terrain)
Helicopter (Aircraft, Maneuverable)
Private Jet (Fast, Aircraft)
Airliner (Fast, Gigantic)Speedboat (Seacraft, Fast)
Sailboat (Durable, Seacraft)
Army Humvee (Durable, Mounted Weapon)
Tank (Military, Armored, Mounted Weapon, All Terrain)
Fighter Jet (Aircraft, Mounted Weapon, Fast, Military)
Warship (Seacraft, Mounted Weapon, Armored, Military)
Nuclear Submarine (Military, Gigantic, Submersible, Mounted Weapon)

New Relic Knacks

• Knack: You may ignore all limitations of one tag the item possesses, this may be purchased multiple times to apply to multiple tags.
•• Knack: You may imbue Legend into this Relic, granting it Advantage towards its function.