# Qualities

*The Black Powder Armory, Firearms, Blades, and Armour for Exodus NDS, 1400 to 1938. Source: https://exodusnds.com/sourcebooks/black-powder-armory/qualities*

This book uses twenty-seven qualities. **Ten come from the Exodus NDS core rules** and are listed for reference. **Seventeen are given in full.** One of them, Slow Match, is new; the rest were first published elsewhere in the Exodus NDS line and are reprinted so this book stands alone.

**Passive** qualities are always on. **Active** qualities are triggered by spending Boons from a successful attack. **Ranked** qualities carry a number. **Drawback** qualities make the item worse and are not optional.

## Core Qualities Used in This Book

| Quality | Ranked | In brief |
|:--|:--:|:--|
| **Accurate** | Yes | Add X Boon Dice to attacks |
| **Auto-Fire** | No | Add 1 Trial Die to the attack. On a hit, spend 2 Boons per extra hit at full weapon damage, on the original target or one within Short range of it |
| **Blast** | Yes | Spend 2 Boons to deal X damage to others Engaged with the target |
| **Burn** | Yes | Spend 2 Boons; the target suffers X Wounds at the start of each of its turns until an action ends it |
| **Defensive** | Yes | Add X Melee Defense while the item is readied |
| **Inaccurate** | Yes | Add X Bane Dice to attacks |
| **Limited Ammo** | Yes | X shots before it must be reloaded. Reloading is a maneuver unless the entry says otherwise |
| **Linked** | Yes | After a hit, spend 2 Boons per extra hit on the same target, up to X times |
| **Pierce** | Yes | Ignore X points of Resistance |
| **Vicious** | Yes | Add +X to Critical Injury rolls caused by the weapon |

## Qualities Given in Full

### <span class="qual-bar passive"></span>Breach X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

A quality of personal-scale weapons built to defeat armour. Against a vehicle or a structure, multiply the weapon's damage and Successes by X and divide by 10 for its Hull damage, and ignore X points of the target's Armor. Against a person the weapon deals its printed damage. No weapon has both Breach and Siege. *The Heavy Armory* has the full rule.

### <span class="qual-bar passive"></span>Concealable X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

Add X Bane Dice to checks made to find this item when it is deliberately hidden on the wearer's person. An item with no rating cannot be hidden on the body.

### <span class="qual-bar drawback"></span>Crew X

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>
<span class="qdraw">Drawback</span>

</div>

The weapon needs X people to work it. Each person short adds 1 Bane Die to attacks and 1 maneuver to its Prepare.

### <span class="qual-bar drawback"></span>Cumbersome X

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>
<span class="qdraw">Drawback</span>

</div>

The user needs **Might X**. A user with lower Might adds Bane Dice equal to the shortfall to every check made with the weapon, or to every physical check made while wearing the armour.

A long gun fired from a rest, a wall, or a gunwale ignores its Cumbersome rating.

### <span class="qual-bar passive"></span>Deflecting X (type)

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

Armour only. Attacks of the named damage type add X Bane Dice. Deflecting from more than one source does not stack above 2.

### <span class="qual-bar active"></span>Disorient X

<div class="quality-meta active">

<span class="qtype">Active</span>
<span class="qrank">Ranked</span>

</div>

Spend 2 Boons. The target gains the Disoriented condition for X rounds.

### <span class="qual-bar drawback"></span>Emplaced

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qdraw">Drawback</span>

</div>

The weapon is fixed to a mount. It cannot be moved and fired in the same round, and it prints no Encumbrance.

### <span class="qual-bar active"></span>Ensnare X

<div class="quality-meta active">

<span class="qtype">Active</span>
<span class="qrank">Ranked</span>

</div>

Spend 2 Boons. The target is Immobilized. Breaking free is an action: an Athletics or Reflexes check at a difficulty set by X (1 Average, 2 Hard, 3 Severe).

### <span class="qual-bar passive"></span>Helm X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

Armour only. Reduce every Critical Injury roll against the wearer by X times 10, to a minimum of 1.

### <span class="qual-bar active"></span>Knockdown

<div class="quality-meta active">

<span class="qtype">Active</span>

</div>

Spend 2 Boons. The target falls Prone.

### <span class="qual-bar drawback"></span>Prepare X

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>
<span class="qdraw">Drawback</span>

</div>

The weapon must be loaded or readied before it can be used. The wielder spends X maneuvers, which need not all be in one turn. A firearm with Prepare must be prepared again after every shot.

For a thrown entry, Prepare is lighting the fuse. For a placed charge, it is the maneuvers needed to set it.

A firearm with Prepare is carried loaded. The first shot of a fight is free.

### <span class="qual-bar passive"></span>Reach

<div class="quality-meta passive">

<span class="qtype">Passive</span>

</div>

The weapon may attack at Short range with its melee skill. Attacks made with it at Engaged range add 1 Bane Die.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/black_powder_armory/black-powder-armory-cuirassier.jpg">

### <span class="qual-bar passive"></span>Siege X

<div class="quality-meta passive">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>

</div>

A quality of personal-scale weapons that deal mass damage, first published in *The Ranged Armory*. Multiply the weapon's damage and Successes by X. Against a person that is its damage. Against a vehicle or a structure, divide by 10 for its Hull damage, which is then reduced by Armor. *The Heavy Armory* has the full rule.

### <span class="qual-bar drawback"></span>Slow Match

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qdraw">Drawback</span>

</div>

The weapon fires only while a length of burning match cord is fitted to it. It cannot be fired in rain. Lighting the match is a maneuver with a flame to hand and an action without one. A lit match is visible at night out to Long range and adds 2 Bane Dice to the carrier's Stealth checks.

Slow Match is new in this book.

### <span class="qual-bar passive"></span>Stun Damage

<div class="quality-meta passive">

<span class="qtype">Passive</span>

</div>

All damage dealt by this weapon is applied to **Strain**, not Wounds. A Stun Damage weapon cannot inflict a Critical Injury.

### <span class="qual-bar drawback"></span>Unreliable

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qdraw">Drawback</span>

</div>

If an attack with this weapon generates **2 or more Bane** or a **Calamity**, the weapon misfires. It cannot be fired until an action is spent clearing it. A misfired firearm is still loaded.

This is the core rules' **Overheat** quality under the name a firearm earns.

### <span class="qual-bar drawback"></span>Vulnerable X (type)

<div class="quality-meta drawback">

<span class="qtype">Passive</span>
<span class="qrank">Ranked</span>
<span class="qdraw">Drawback</span>

</div>

Armour only. Against attacks of the named damage type, reduce **this armour's** Resistance bonus by X, to a minimum of 0. Resistance from Might is never reduced. Natural attacks do not trigger Vulnerable.
