# General Item Properties - ## Brittle This item will break into unrecoverable salvage next time it is damaged. - ## Flammable This item is susceptible to fire, and will catch on fire easily. If not immediately given full attention, the item will be utterly destroyed. Comes into play when [[Aflame]]. - ## Combustible This item is immediately destroyed if caught on fire. Comes into play when [[Aflame]]. - ## Rustable This metal item is susceptible to rusting in water. Items that rust will lose functionality and weapons will deal the lowest damage possible. Smaller items can be treated with a [[Whetstone]]. - ## Waterloggable This item is susceptible to humidity and water damage. - ## Quiet This item was made for stealth purposes. Most actions with this object will not make a noise. # Ingredient Properties - ## Delicate Delicate ingredients have a weak disposition and are easily overpowered by certain ingredients # Equipment Properties - ## Conductive Conductive equipment allows electric energy to pass through it. - ## Mana Conductive Mana conductive equipment allows magic to pass through it. - ## Spirit Conductive Spirit conductive equipment allows spirit energy to pass through it. - ## Mount Exclusive This equipment is exclusively for Mounts # Weapon Properties - ## Serrated Inflicts [[Bleed]] on hit when it succeeds +4 above the defense rate. - ## Heavy Score a critical hit on a 23 or 24. Automatic maximum damage of any weapon damage dice you would roll. - ## Twohanded As it says on the tin. You need two available hands to wield this weapon. - ## Freewield Weapon does not take up a hand slot - ## Accessible Accessible weapons can be switched from your inventory to your equipment freely, without using action points. Your current weapon swaps places with no fuss. - ## Cumbersome This weapon has disadvantage on steeds and tight quarters. - ## Doubletime This weapon attacks twice instead of once. - ## Unwieldy This weapon cannot be used on steeds and tight quarters. - ## Wieldy This weapon has advantage on steeds and tight quarters. - ## Hurling This weapon can be thrown the distance of a [[Strength|Brawn]] check, in meters. You roll your accuracy check at disadvantage. - ## Launchable This object can be used as ammo for a sling - ## Drive This weapon is made to be thrown accurately. A single [[Agility|Coordination]] check determines both the distance and the accuracy check. You may roll your [[Agility|Coordination]] check before deciding a target.