Exotic Weapons
These weapons require the Exotic Melee
Weapon skill to use.
Monofilament Whip: One of the deadliest weapons on the streets, this nanowire whip cuts through
bone and armor with horrifying ease. The line extends out to two meters, and retracts into the weapon’s haft when not
in use. The whip action, the presence of a weighted tip, and the danger of the monofilament line make wielding this weapon
difficult at best.
If an attacker using a monofilament whip
rolls a glitch, she has either tangled the line around itself, gotten the weighted tip stuck on something, or inadvertently
cut something nearby apart. If the attacker rolls a critical glitch, she has struck himself and must resist the whip’s
standard Damage Code.
Pole Arm: This spear-like weapon usually features an axe-head or similar blade and has become
quite popular with
trolls and other large individuals, even though it’s not easy to handle.
Unarmed Combat
These weapons require the Unarmed Combat
skill to use.
Shock Gloves: This pair of insulated plas-fabric gloves has a wire-mesh that discharges electric
current when triggered by impact. The gloves deal Electricity damage and have 10 charges (each); when plugged in, they recharge
at a rate of one charge per 10 seconds.
Projectile and Throwing Weapons
These weapons are man-powered, but may
use simple mechanical assistance for additional distance or speed.
Bows: A traditional longbow of fiberglass or wood, or a modern compound-andpulley bow. Reloading the bow takes one “Ready
Weapon” Action.
Bows have minimum Strength ratings that
indicate the minimum Strength a character must have to use that weapon. When attacking with a bow, a character whose Strength
is less than the Strength minimum suffers a –2 dice pool modifier per point below the minimum; this penalty reflects
the difficulty they have in pulling the bow and nocking an arrow. The weapon’s minimum Strength rating is also used
to determine the weapon’s range and damage.
Crossbows: Modern crossbows are equipped with automatic reloading devices to allow for faster
firing rates (reloading doesn’t require a Ready Weapon action, unless you happen to be using a museum piece). Crossbows
also feature internal magazines (m) holding up to 4 bolts. Available in Light, Medium, and Heavy sizes.
Injection Arrows/Bolts: An injection arrow or bolt causes the same damage as a regular arrow/bolt, but
an attack that
inflicts at least 1 point of damage will also deliver one dose of whatever chemical substance the arrow/bolt was loaded with.
This counts as an injection attack vector.
Shuriken: This multi-edged airfoil throwing blade is available in many different styles. A character
can ready Agility ÷ 2 shuriken per Ready Weapon action.
Throwing knife: Any of a variety of slim knives or spikes. A character can ready Agility ÷ 2
throwing knives per Ready Weapon action.