Ranks: Special
Ranks: 1-4
Ranks: 1-2
Ranks: 1-3
Ranks: 1
Ranks: 1
Ranks: 1-2
Ranks: 1
The Weapon – usually a poisonous liquid, powder, or plant – must actually be ingested by the target in order to have an effect.
This Limiter is often associated with the Blight and Drain Enhancements, as well as the Toxic Limiter. The nature of the Weapon usually makes it incompatible with the Trap Enhancement.
Ranks: 1+
The Weapon has an inferior ability to penetrate existing Armour and Force Fields (with Armour Ratings of at least 5 AR) to inflict damage.
**Examples**
include unarmed attacks, shotgun blasts, hollow-point bullets, unbated swords, caltrops, a storm of icicles, etc. The Armour Rating of Armour and Force Fields is increased by 10 against such Weapons each time Non-Penetrating is assigned.
For example, two assignments of Non-Penetrating increase the target’s chainmail Armour Rating by 20.
This Limiter can only be assigned to Weapons that are somehow reduced in effectiveness by a target’s Armour Rating, and consequently cannot be assigned to those with Enhancements such as Insidious and Quake.
Ranks: 1-4
Stoppable is only assigned to Weapons that also have the Range Enhancement. These Weapons fire projectiles or energy bolts that are sufficiently massive and slow enough to be shot down since the attack does not reach the target quickly. One assignment means the attack takes one round to reach its destination; two assignments means the attack takes 5 rounds; three assignments means the attack takes one minute; four assignments means the attack takes one hour. Thus, a cannon shell, bullet, or lightning bolt would usually not qualify since the projectiles travel incredibly quickly over a short distance, but a guided missile (fast, but travels a long distance) or fireball (short distance, but may travel slowly) might have Stoppable.Attacking the Stoppable projectile requires a successful attack with a major obstacle (page 182) on the attack roll. Furthermore, the defending Weapon attack must deliver at least 10 damage to the Stoppable projectile for each Level of the Stoppable Weapon or the projectile is not intercepted.
For example, an attack must inflict at least 60 damage to a Level 6 Weapon with the Stoppable Enhancement in order to block/ intercept/destroy it.
Ranks: 1-2
The Weapon is a gas, toxin, biological agent, sound, radiation, or other harmful effect that only damages living things. One assignment means that targets who have the appropriate Resilient Attribute are completely immune to its effects. Two assignments means that a target who is expecting the attack can also render themselves immune for at least one round (usually enough time to escape) if they had prepared for the attack by taking a simple precaution such as holding one’s breath or using a wet rag to resist a toxic gas.
Ranks: 1+
The attack has some other unspecified limitation, which is subject to GM approval.
**Examples**
could include a weapon that fires in a random direction, one that is extremely costly to operate, an attack that drains Heath Points from the user, etc. The number of Unique Limiter assignments required is determined by the GM based on the ineffectiveness of the Unique Weapon.
Ranks: 1-3
Any time an Unreliable Weapon is used and the attack roll results in an unmodified (or “natural”) 2, the attack fails to take place and the Weapon burns out, jams, overheats, or otherwise malfunctions. For two assignments, an unmodified roll of 2 or 3 produces the same results and for three assignments, unmodified rolls of 2, 3, or 4 also trigger the malfunction. The Weapon will not work again until some condition is fulfilled as determined by the GM.
For example, repairing a technological weapon may require a skilled individual to make a successful average Mind Stat roll (Target Number 12). Other remedies might be appropriate for recovering different attacks, such as a supernatural monster whose breath weapon has “burned out” might have to eat a hearty meal first.