Modules attach onto Two-Handed Weapons to make them more effective in certain situations. Since most Players will only be able to fit one Module per weapon, they will have to choose wisely. Static Bonuses: Activated Bonuses:
Like Roleplay Cards or Augmentations, Serums provide very-noticeable boosts to a Player’s abilities. However, the boosts are temporary and usually involve some very powerful drawbacks to maintain balance.
Not every piece of loot or equipment needs to be statted, or have a strict mechanical advantage. Sometimes the most interesting and enjoyable memories are formed when Players decide to use conventional items in unconventional ways. To promote this out-of-the-box thinking, “Useful Item” Cards can only Read More …
While Augmentations also involve customize-able bonuses, they are a bit more unique than just another Module card: They can only be traded until they are used, after which they are permanent. The cards involve less straightforward bonuses than a simple “+1 to Attribute.” Their perks may function Read More …
Canisters can be stored in Bandoleer Kits; otherwise, they count as a Two-Handed Weapon. While most are some form of grenade, others provide other tactical advantages:
While only one Two-Handed weapon can be carried at a time, they have greater range than their One-Handed counterparts. Also, they usually have the option of adding Modules, which increase their effectiveness in certain situations:
Weapons determine specifically how a Player will function in combat, and they are split into Two-Handed or One-Handed categories. A Player may hold two One-Handed Items at once, one in each hand: