This sleek rifle converts energy into projectiles of concentrated magic that tears apart matter by destroying its bindings to the reality. A
reality ripper is modular and has two modes:
destructive and
reaping. While in destructive mode, the reality ripper deals acid damage and gains the razing trait. While in reaping mode, a reality ripper deals void damage and gains the deadly d10 trait.
A realty ripper's minimum weapon improvement is tactical, meaning its
tracking +1 cannot be removed, though further improvements can be still applied.
Traits
Uncommon:Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone.
Caster:This weapon can be modified by Casting a Spell (including a cantrip) with 2 or more actions. If you do, resolve the spell normally. Once the spell is cast, if it had the acid, cold, fire, electricity, sonic, spirit, vitality, or void trait, the weapon deals damage of that type instead of its usual damage until the end of your next turn. If the weapon has the aeon trait and a spell gem installed, this lasts 1 minute. If the spell deals more than one type of damage, choose one when you fire the weapon. Magical:Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical. Vehicles with this trait are powered by spells, magic items, or an entirely magical engine.
Modular (A and Razing or V and Deadly d10):The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list most complicated configurations
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.
Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.
Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.
Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.
Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.
Tracking:This weapon has been developed with several integrated targeting, stabilizing, and homing systems. Attack rolls with this weapon gain an item bonus equal to the listed value. Area attacks with this weapon gain an item bonus equal to the listed value to the class DCs of saves.
Unwieldy:You can't use an unwieldy weapon more than once per round to Strike and can't use it to Strike as part of a reaction, such as Reactive Strike.