Item Modifiers

Item Modifiers

Inclusive

Ammo(x)

Guns with this modifier have x type of ammo. For example, "Ammo(Heavy)" utilizes Ammo - Heavy.
Ammo types:

Damage(xdy damage)

Weapons with this modifier deal x dice of y damage. For example, "Damage(1d4 Puncture)" deals 1d4 puncture damage.

Swing Damage(xdy damage)

Weapons with this modifier deal x dice of y damage on a Swing. For example, "Damage(1d4 Puncture)" deals 1d4 puncture damage.
Weapons with this modifier deal x dice of y damage on a Special Swing. For example, "Damage(1d4 Puncture)" deals 1d4 puncture damage.

Range(x/y)

Weapons with this modifier can shoot x feet away comfortably, or y feet with disadvantage. For example, "Range(40/80)" can shoot 40 feet away comfortably, while it can also shoot 80 feet away with disadvantage.

Enemies can hear shots within the x and y range, but must roll Perception (WIS) if actively listening, or rely on Passive Perception to hear the shot in the y range. The DC for this is 15.

Shots(x)

Weapons with this modifier may shoot up to x amount of times before needing to reload. For example, "Shots(4)" may shoot up to 4 times before needing to reload. A weapon may have 8 bullets in the magazine, but in combat, some guns are fast enough to shoot multiple times in one "shot," hence, a shot count of 4.

Shot Cost(x)

Weapons with this modifier cost x Action Points to fire once. For example, a gun with "Shot Cost(4)" would cost 4 Action Points to be shot once.

Reload(x)

Weapons with this modifier cost x Action Points to reload. For example, a gun with "Reload(2)" would cost 2 Action Points to reload. A value of 0 means that the gun does not need to reload.

Exclusive

Stunning(x)

Enemies struck by this weapon must succeed a DC x Constitution Saving Throw or be Stunned for their next turn.
This modifier may only be used once per weapon that has this modifier per turn.

Light

This item is lighter than most other weapons. If it is a one handed weapon, it may be dual wielded in an appropriate slot.

Armor Piercing(x)

Attacks with weapons or ammunition with the armor piercing property are quite effective against armor, by either burning straight through it or passing through unsealed areas. Armor Piercing always overlaps with Armor Piercing of a lesser numerical value - for example, an Armor Piercing 2 weapon is also Armor Piercing 1, and as usual when effects of the same name overlap, the more powerful one applies. Armor Piercing X always counts as an effect of the same name with itself, so values on the weapon and ammunition overlap rather than stack.

Misfire(x)

Guns with this modifier are prone to constant jamming, when an attack roll is lower than the “x” number one the gun’s misfire modifier, the gun jams, a sentient proficient with the gun may fix it as an action.

Jam proof

A gun with this modifier cannot jam on a NAT 1.

Unruly

When rolling to attack with this weapon, roll 2d4, take the one with the lower (or equal) value and subtract it from the attack roll.
When rolling to damage a target, do the same, but add the higher roll to damage.

Heavy

Creatures whose strength is below 15 have disadvantage and no proficiency with this weapon.

Tremendously Heavy

Only creatures with a strength of at least 22 OR with proficiency with Ballistic Weaponry may wield this weapon at all.

Spray

Guns with this modifier use Strength instead of Dexterity.

Auto Calibrating

Guns with this modifier may use Intelligence instead of Dexterity.

Increased Close Range

Guns with this modifier have disadvantage at 5-30ft rather than only 5ft.

Two-Handed

Weapons with this Modifier must be wielded using two hands.

Weapons without this modifier may be wielding with two or one hands.

Explosive(x)

Guns with this modifier shoot an explosive that explodes in an (x)ft radius.

Defective(x)

A gun with this modifier will explode on jamming, you cannot know the gun is defective unless you succeed a dc(x) investigation check.
Explosion deals 10x the gun's damage.

Sabotaged(x)

A gun with this modifier will explode on shot, you cannot know the gun is sabotaged unless you succeed a dc(x) investigation check.
Explosion deals 10x the gun's damage.

Partial Reload(x)

Guns with this modifier may only reload x bullets at a time.

Load

Guns with this modifier require you to spend an Action Point to load a new bullet into the chamber.

Silent

Does not make noise on a shot.

Quiet

Shots make sound at half the distance.

Loud

Shots make sound at double the distance.

Deafening

Enemies at long range can hear shots just as well as normal range.

Anti-Materiel

Double damage on objects

Close Shot

This gun has no disadvantage at 5ft.

Tool (x)

Weapons with this modifier can also act as x toolset.

Stationed Reload

This weapon is designed to reload stationary. If the movement action is used in the turn, the Action Point is doubled. This happens even if the gun is reloaded and then the user uses Movement.

Long Shot

Guns with this modifier deal half damage at long range.

Starlight

Items with this modifier are infused with intense energy, and may have their energy consumed for Photosynthesis. This renders the item useless.

Increased Accuracy(x)

Guns with this modifier receive an +x bonus to attack rolls made with it.

Reach

Melee with this modifier can attack up to 10ft away.

Thrown(x)

Items with this modifier excel at being thrown. X marks if a star is Light, Medium, Heavy, or Ballistic weight. Depending on weight, you may throw this item up to:

Heavy Melee

Melees with this modifier utilize Strength for attack rolls.

Light Melee

Melees with this modifier utilize Dexterity for attack rolls.

Rondure Melee

Melees with this modifier utilize Intelligence for attack rolls.

Ballistic Melee

Melees with this modifier cost one addition Action Point to use, but ignore resistance to Physical Damage.

Ricochet(x, y)

Guns with this modifier are able to ricochet their bullets up to x times. The bullet may ricochet up to y ft.

You must roll to attack each enemy that will be ricocheted, but damage is halved from the original non-ricocheted hit.

Chaotic(x)

Weapons with this modifier deal a random damage type from a specific category:

Ultralight

Items with this modifier are so light that they are easily wielded alongside a Two-Handed item. Gains the benefits of the Light modifier.

Items with this modifier only take up half a slot.

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