Aggravated (2): Deals grievous magical damage. Can only be healed by magic.
Arcing (1): Can be fired in an arc. Light cover is ignored, Heavy becomes Light, etc.
Automatic (2) : This weapon fires in bursts. Can perform a specal attack that adds +1 Enhancement bonus to deal a Critical Injury. Incompatible with Melee/Shockwave tags. Even if applied thru Knack/Boon. After using Empty the Clip Stunt, the player must roll for Out of Ammo with a -2 Complication each time they've rolled this scene.
Bashing (0): Allows for Broken and Battered Injury Conditions. Cannot be used to slice.
Brutal (1): Reduces successes necessary for a Critical Stunt by 1.
Concealable (1): +1 Enhancement when sneaking the weapon into a location w/o someone noticing
Firearm (0): Firearms Skill
Grappling (1): +1 Enhancement to making a grapple attack
Lethal (0): Scratched, Cut, Bleeding Out Injury Conditions. Cannot inflict Bruised or Battered Injury Conditions.
Long Range (1): Firing at close and short range bands, +1 Difficulty.
Loud (-1): Noisy and cannot be silenced and will draw attention
Melee (0): Close range. Close Combat Skill.
Messy (-1): Leaves behind a distinctive trail of destruction
Piercing (2): Reduce a target's hard armor value by 1 or soft armor value by 2 when dealing damage
Pushing (1): After dealing Stress or an Injury Condition, you can also choose to knock prone.
Ranged (0): When fired at close range +1 Difficulty. Firearms or Athletics.
Reach (1): Close combat and Short range (whips, pole weapons, etc).
Returning (1): Weapon returns when fired or thrown. (boomerang, harpoon)
Shockwave (4): AoE. Reserved for weapons at large Scale. Magical effects from Boons/Knacks. Not avail to mundane weaponry.
Slow (-1): Simple Action to reload, setup, move, etc.
Stun (1): When a target is Taken Out, they are knocked unconscious.
Thrown (0): Weapon can be thrown out to Short range band. Athletics Skill.
Two-Handed (-1): Requires the use of two hands (no free hand)
Unconcealable (-1): It must be put in a container or case but even still it may arouse suspicion
Versatile (2): +1 Enhancement when using the weapon to perform Stunts
Worn (2): Cannot be disarmed.