Gunsword Equipment and Weapons

# Melee Weapons

* Light: If this weapon is in your off-hand, as part of a Attack, you may also attack with this weapon, taking a -2 to all your attacks (Instead of -4). Light weapons can not be wielded with two hands.
* Heavy: This weapon must be wielded with Two-Hands, however weapons wielded with two hands add 1 and ½ STR to your Melee Damage.
* Monk: This weapon can be used with feats and abilities that normally affect unarmed strikes.
* Finesse: This weapon can use DEX to add to its attack rolls instead of STR or WIS. Melee and Thrown Weapon Damage is still Modified by STR.
* Shield: This weapon provides Armor, but also grants Armor penalties to DEX and Athletics skills equal to the shield bonus.
* Trip: When you hit a target with this weapon and they are not more than two sizes categories larger than you, you can trip your target instead of dealing damage.
* Reach: This weapon can make melee attacks at 10ft, but not at 5ft. A 5ft step towards the user triggers an AOO, if the target was already previously in range.

# Mechanical Prosthetics and Implants

Prosthetic and Implants reduces a Player’s Rest Energy Regeneration by 1 during their rest.

* Limb Prosthetics can equip and hide a 2 Weight Weapon. (Light Melee, One Handed, Rifle, Shotgun, Light Gur or Bow)
* Prosthetics also have the same weapon damage and weapon properties as a Cestus (Light, Monk).

**Depletion Sickness**

A character suffers from Depletion Sickness if the total Rest Energy Regeneration reduction from Prosthetic and Implants is greater than or equal to the Player’s CHA Modifier plus 1. A character suffering from Depletion Sickness must rest a Full 8 Hours each day to avoid Fatigue. Depletion Sickness will also cause Fatigue when a character exhausts all of their Energy.�

# Ranged Weapon

* Easy-Fix: Move Action to fix Misfire.[Normally it takes a Standard Action]
* Scatter: Attack deals  full damage to target creature. Weapon affects an area between the target and the weapon user. All creatures affected must make a reflex save DC 15 or take half damage.
* Cone - Draw a 45 Degree cone oriented towards the main target.
* Area - Number of feet from the center strike point.
* Line - Draw a 5ft wide line oriented on the target
* Launch: Scatter shape is created/centered at attack target.
* Silent: This weapon doesn't use an explosive propellant.
* Auto: This weapon can be used to make an additional attack, adding a -2 penalty to all attacks this turn.
* Adjusted: (DC 10 Mechanica|) Adjust a Bow’s Tension (0-5) adding to the weapons damage, but increasing the STR Req.
* Falloff: This weapon’s damage die is reduced when attacking outside it’s optimal range.

* *Easy-Fix: Move Action to fix Misfire.[Normally it takes a Standard Action]*
* *Scatter: Attack deals  full damage to target creature. Weapon affects an area between the target and the weapon user. All creatures affected must make a reflex save DC 15 or take half damage. (Cone - Draw a 45 Degree cone oriented towards the main target. ), (Area - Number of feet from the center strike point.), (Line - Draw a 5ft wide line oriented on the target.)*
* *Launch: Scatter shape is created/centered at the target.*
* *Silent: This weapon doesn't’ doesn't use an explosive propellant.*
* *Auto: This weapon can be used to make two attacks, however they suffer a -2 to all attacks that they make this turn.*
* *Retrieved: Ammo is restocked between encounters without needing to Rest.*
* *Adjusted: (DC 10 Mechanica|) Adjust a Bow’s Tension (0-5) adding to the weapons damage, but increasing the STR Req.*
* *Falloff: This weapon's damage die is reduced when attacking outside it's optimal range.*

# Ammunition

 Heavy Ammo

Weapons and Spare Ammunition are restocked after 2 Hours of Rest.

# Armor

* Comfortable: This armor is designed to be worn for long periods of time, and does penalize for sleeping in armor.
* Simple: This armor can not be made with complex materials.

# Dust Ammunition

Ammunition is 4 Units to 1 Weight. Heavy Ammunition is 2 Units to 1 Weight

# Dust Augmentations

* Augmentations: Only One Modification can be active at a Single Time. Each Modification can be activated 1/Minute.

# Magic Equipment

 Heal Pops
 Heal Pops +
 ENChoco’s
 ENChoco’s +

# Specialty Weapon Designs

* Set-Up: [Full-Round] to set up the equipment, letting it gain all the listed features. Movement speed is reduced to 5ft (can’t 5ft Step).