03-23-2018, 02:49 PM
(This post was last modified: 01-14-2020, 10:05 PM by GM Whistler.)
Luminous
A mounted light or enchantment that allows the weapon to produce light on command.
Price: $50
DMG: 0
Bonus: 0
Effect: Produces light.
Restrictions: 1 mod slot
Enhanced Damage
Tweaks and refinements that increase the damage output of the weapon.
Price: $300
DMG: +10
Bonus: 0
Effect: N/A
Restrictions: 1 mod slot
Enhanced Damage II
Further tweaks and refinements that greatly increase the damage output of the weapon.
Price: $750
DMG: +20
Bonus: 0
Effect: N/A
Restrictions: 1 mod slot
Silencer
The weapon is modified to suppress sound and light (in the case of gunfire), rendering it perfect for stealth operations.
Price: $300
DMG: 0
Bonus: 0
Effect: Silent attacks.
Restrictions: 1 mod slot
Foolproof
The weapon will not damage its wielder, even if mishandled.
Price: $300
DMG: 0
Bonus: 0
Effect: No self-damage on nat 1.
Restrictions: 1 mod slot
Enhanced Grips
Textured grips molded from synthetic rubber that offer superior grip to keep the wielder's weapon in hand.
Price: $250
DMG: 0
Bonus: 0
Effect: Difficulty of disarm increased by 2; cannot drop weapon on a nat 1.
Restrictions: 1 mod slot
Recall Enchantment
An enchantment that causes the weapon to fly back to the wielder's hand when prompted by a sound or gesture.
Price: $400
DMG: 0
Bonus: 0
Effect: If the weapon is thrown, disarmed, or otherwise knocked away the wielder may signal it to return at the cost of 1 action.
Restrictions: Must be in line of sight. 1 mod slot
Life Leech Enchantment
An enchantment that siphons vitality from the target and feeds it back to the wielder.
Price: $500
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, the wielder receives 1/2 their damage back in HP.
Restrictions: 1 mod slot
Mana Leech Enchantment
An enchantment that siphons magical energy from the target and feeds it back to the wielder.
Price: $500
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, the wielder receives 1/2 their damage back in MP.
Restrictions: 1 mod slot
Corite Infusion - Fire
The weapon is infused with refined corite, allowing it to enhance its damage output.
Price: $600
DMG: +20 Fire Damage
Bonus: 0
Effect: Adds fire damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.
Corite Infusion - Ice
The weapon is infused with refined corite, allowing it to enhance its damage output.
Price: $600
DMG: +20 Ice Damage
Bonus: 0
Effect: Adds ice damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.
Corite Infusion - Bolt
The weapon is infused with refined corite, allowing it to enhance its damage output.
Price: $600
DMG: +20 Lightning Damage
Bonus: 0
Effect: Adds lightning damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.
Poison Enchantment
An enchantment that curses the target with poison.
Price: $750
DMG: +15 DMG per round
Bonus: 0
Effect: On a roll of nat 17 or higher, the enemy receives 15 poison damage per round until healed.
Restrictions: 1 mod slot
Quake Enchantment
The weapon sends shockwaves out with a successful attack that rock nearby enemies.
Price: $750
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, all enemies within close range of the target take 1/2 DMG; on a roll of nat 20 they are all also knocked down
Restrictions: 1 mod slot.
DNA Lock
The weapon contains countermeasures such as spikes, miniature explosives, razors, or others coded to the owner's DNA. If an unauthorized user attempts to wield a DNA locked weapon, these countermeasures are deployed.
Price: $750
DMG: 0
Bonus: 0
Effect: Damages unauthorized user for 50 DMG; User must roll END/LVL against DC of 12. Success means their hand is disabled until seeking medical attention, failure means they lose their hand.
Restrictions: 1 mod slot
Enhanced Accuracy
Whether through sights, scopes, weighting, or magic, the weapon's accuracy is increased.
Price: $750
DMG: 0
Bonus: +1 to hit
Effect: N/A
Restrictions: 1 mod slot
A mounted light or enchantment that allows the weapon to produce light on command.
Price: $50
DMG: 0
Bonus: 0
Effect: Produces light.
Restrictions: 1 mod slot
Enhanced Damage
Tweaks and refinements that increase the damage output of the weapon.
Price: $300
DMG: +10
Bonus: 0
Effect: N/A
Restrictions: 1 mod slot
Enhanced Damage II
Further tweaks and refinements that greatly increase the damage output of the weapon.
Price: $750
DMG: +20
Bonus: 0
Effect: N/A
Restrictions: 1 mod slot
Silencer
The weapon is modified to suppress sound and light (in the case of gunfire), rendering it perfect for stealth operations.
Price: $300
DMG: 0
Bonus: 0
Effect: Silent attacks.
Restrictions: 1 mod slot
Foolproof
The weapon will not damage its wielder, even if mishandled.
Price: $300
DMG: 0
Bonus: 0
Effect: No self-damage on nat 1.
Restrictions: 1 mod slot
Enhanced Grips
Textured grips molded from synthetic rubber that offer superior grip to keep the wielder's weapon in hand.
Price: $250
DMG: 0
Bonus: 0
Effect: Difficulty of disarm increased by 2; cannot drop weapon on a nat 1.
Restrictions: 1 mod slot
Recall Enchantment
An enchantment that causes the weapon to fly back to the wielder's hand when prompted by a sound or gesture.
Price: $400
DMG: 0
Bonus: 0
Effect: If the weapon is thrown, disarmed, or otherwise knocked away the wielder may signal it to return at the cost of 1 action.
Restrictions: Must be in line of sight. 1 mod slot
Life Leech Enchantment
An enchantment that siphons vitality from the target and feeds it back to the wielder.
Price: $500
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, the wielder receives 1/2 their damage back in HP.
Restrictions: 1 mod slot
Mana Leech Enchantment
An enchantment that siphons magical energy from the target and feeds it back to the wielder.
Price: $500
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, the wielder receives 1/2 their damage back in MP.
Restrictions: 1 mod slot
Corite Infusion - Fire
The weapon is infused with refined corite, allowing it to enhance its damage output.
Price: $600
DMG: +20 Fire Damage
Bonus: 0
Effect: Adds fire damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.
Corite Infusion - Ice
The weapon is infused with refined corite, allowing it to enhance its damage output.
Price: $600
DMG: +20 Ice Damage
Bonus: 0
Effect: Adds ice damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.
Corite Infusion - Bolt
The weapon is infused with refined corite, allowing it to enhance its damage output.
Price: $600
DMG: +20 Lightning Damage
Bonus: 0
Effect: Adds lightning damage to attack
Restrictions: 1 mod slot; Can only be used for 1 attack per round; cooldown of 1 full round after use.
Poison Enchantment
An enchantment that curses the target with poison.
Price: $750
DMG: +15 DMG per round
Bonus: 0
Effect: On a roll of nat 17 or higher, the enemy receives 15 poison damage per round until healed.
Restrictions: 1 mod slot
Quake Enchantment
The weapon sends shockwaves out with a successful attack that rock nearby enemies.
Price: $750
DMG: 0
Bonus: 0
Effect: On a roll of nat 17 or higher, all enemies within close range of the target take 1/2 DMG; on a roll of nat 20 they are all also knocked down
Restrictions: 1 mod slot.
DNA Lock
The weapon contains countermeasures such as spikes, miniature explosives, razors, or others coded to the owner's DNA. If an unauthorized user attempts to wield a DNA locked weapon, these countermeasures are deployed.
Price: $750
DMG: 0
Bonus: 0
Effect: Damages unauthorized user for 50 DMG; User must roll END/LVL against DC of 12. Success means their hand is disabled until seeking medical attention, failure means they lose their hand.
Restrictions: 1 mod slot
Enhanced Accuracy
Whether through sights, scopes, weighting, or magic, the weapon's accuracy is increased.
Price: $750
DMG: 0
Bonus: +1 to hit
Effect: N/A
Restrictions: 1 mod slot

