# General Attributes ## Accessible Accessible equipment can be switched from your inventory to your equipment freely, without using actions. Equipment being replaced swaps into your inventory with no fuss. ## Aether Channeling Aether channeling equipment allows aether energy to pass through it. ## Conductive Conductive equipment allows electrical elements to pass through it. ## Mana Conductive Mana conductive equipment allows magic to pass through it. ## Mount Exclusive This equipment is exclusively usable while riding a Mount # Weapon Attributes ## Doubletime This weapon attacks twice instead of once ## Fragile This weapon will break on a critical failure or a critical hit. (1 or 24) ## Grappling This weapon awards a grappling bonus when your accuracy roll exceeds the opposing defense rate by 6. You may grapple your opponents weapon or armor, forcing disadvantage or worse outcomes, as decided by your narrator. ## Heavy **Critical Chance** +1. Automatic maximum damage of any weapon damage dice you would roll. ## Hurling This weapon can be thrown the distance of a **Brawn** aptitude score, in meters. Use **Balance** for your accuracy roll. ## Hyper Critical **Critical Chance** +2. Critical damage is tripled, rather than doubled. See also: [[Hyper Critical]] ## Munition Weapon requires ammunition (usually specialized) in order to function. ## Serrated Inflicts **Bleed** on hit when weapon succeeds +4 over the defense rate.