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==Guns and Weapons== Having the most improbably badass guns is a core requirement of anything gun-fu inspired. Naturally, doing badass reloads at the most improbable time is also a stylistic must. Of course, anybody who's tried to play a scummy scout build in Dungeons and Dragons should realize immediately that tracking individual bullets is the single least fun thing that can be done with weapons. Instead, every single weapon has a unique property that can be activated at the right time. Expending this property is considered a dramatic burst of all the weapon's remaining ammunition and grants crazy bonuses to the situation in which it is used. The weapons system seems to contain Metal Gear Solid levels of gun porn, featuring all sorts of crazy pseudo-futuristic weaponry including crossbows that shoot pressurized syringes full of a mercury-laden substance and a sniper rifle that uses a microwave reaction to briefly ignite shots into super-heated shots of plasma, melting the fire mechanism and leaving the gun broken after a single high-powered shot. Along with a whole bunch of shitty guns which will break if you hold them wrong, because its only fun if the mooks on the other end of your bullet hose have the shittiest machine pistols in the entire city. Additionally, players can roll for procedural generation to randomly make guns. This can lead to instances where a series of rolls produces a revolving cylinder rifle with a 6-foot long barrel that shoots bullets with liquid mercury heads. Praise be to Mr. Ghost. The weapons in Purgatoria can be split into categories based on the relevant central skill used when making attack checks, these categories are as follows; bladed melee, one handed firearms, scoped firearms, two handed firearms, unarmed melee, miscellaneous, and explosives. Explosives don't have a relevant central skill, but each class does have techniques which are explosives related, so if they float your boat, then blow some shit up. <!-- Talk about Active versus Passive Weapon Properties. Why you should get a copy of the 1.2 rules to cite for the SVD Tarkus. The really interesting melee weapon options. --> ===Weapon Properties=== Every weapon in the setting has a weapon property, these properties come in two flavors, exciting (Active), and forgetful (Passive). * Exciting weapon properties will provide you the player with a tasty buff that can be activated prior to an attack, or a currency which can be utilized by specific techniques to provide considerable power on the cheap cheap. Having a single '''Active Weapon Property''' (AWP) is nice, but the system gets really fancy when you equip two weapons with the 1H modifier, and get double the AWP for the low low cost of requiring to reload actions to refresh the AWP of both weapons. The unfortunate downside of AWP's is that you must use a reload action prior to using the AWP again, unless you have invested in a class specific reload technique for your character, that reload action is going to take a base phase which requires you as the player to decide when it is more beneficial to put more bullets in your gun, or sword, than it is to keep shooting at the baddies. * Forgetful weapon properties will provide you the player with an afterthought of a buff, which will be activated whenever certain conditions are fulfilled. These '''Passive Weapon Properties''' (PWP) can not be expended, so as of yet reloading a weapon with a PWP is a waste that should not be done. Luckily for you, the exciting player, there are very few weapons in the system with PWP's, and therefore you should not expect to run into one very often, the PWP's which do exist within the setting are all worse than slapping your enemy with a trout, so if you intend to use one I would recommend getting a hold of the old 1.2 rules, then pestering your GM until they let you use the old SVD Tarkus. At which point you can rejoice in the fact that your character from now on will be boring due to the fact that they can not use an combo modifiers, if you want the maximum damage output at all times, so have fun using all of your AP to dodge attacks.
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