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===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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