Sure, “real” weapons are dependable and respectable, but they also have a much smaller pool of possible one-liners.

Possible Keystones 1. Barstool with installed ergonomic grip.
2. High-proof moonshine in jug marked “XXX”.
3. Lifetime ban notice from local arcade.
4. Pro-wrestling season pass.
5. Rewards stamp-card for back-alley doctor, 7/10 spaces filled.
6. Burlap sack full of doorknobs.

This is a weapon and subject to universal weapon rules.

Improviser Anything's a weapon in your hands.
caret-right Body Work Use creatures as weapons.
caret-right Finale Shatter harder and on-demand.
caret-right Multipurpose More flexibility in conditions.
caret-right Oversized Increase range.
caret-right Snatch Up Re-arm quickly.

Improviser

Active Logistics minus-circlePick Up: As an action, you may pick up any random object in your environment that comes to hand- planks of wood, barbecue forks, potted cacti, toasters, whatever. You can't use Improviser attacks unless you've picked something up to use as a weapon.
Active Combat plus-circleCornobble: Once you've picked up an improvised weapon, you can use it to make Melee attacks against any target within 1 meter as an action.

plus-circleCondition Roulette: When the trigger die is 10+, improvised weapons inflict a random standard condition from the list of 12. Reroll your die to find out what condition it is (see chart below). Unlike other weapons, you don’t get to choose.

plus-circleSkullduggery: This weapon can be used to backstab (+2 damage to targets that cannot see you) and assassinate (instantly kill targets of equal or lower level who weren't expecting an attack).

minus-circleShatter: When the trigger die is 10+ the strain of the blow shatters your current weapon, making it useless. You have to pick up a new weapon if you want to make further Improviser attacks.
Condition Explanation
1 desert-skull Afraid minus-circle The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal.

plus-circle Second (and beyond?) actions each round are unaffected.
2 bleeding-eye Bleary minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment.
3 cut-palm Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result.
4 noose Choking minus-circle Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round.

minus-circle Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal).
5 cracked-helm Cracked minus-circle Incoming attacks critically hit on a trigger die result of 10+.
6 snail Crippled minus-circle The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 → 5 → 2 → 1 → 0).
7 ringing-bell Dizzy minus-circle Every time a movement action is taken, lose 1 Energy.

minus-circle Cannot dash (travel further in exchange for Energy) during a movement action.

plus-circle Movement made for free (without spending any actions) is unaffected.
8 broken-bottle Leaking minus-circle When consuming any resource (Provisions/Supplies/Mojo), consume +1 additional point if possible.
9 turd Nauseous minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have.

minus-circle Cannot double attack during a round.

plus-circle Weapon attacks made for free (without spending any actions) are unaffected.
10 aura Numb minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level.
11 player-pain Sore minus-circle Do not automatically regain lost Attention at the beginning of each round.
12 falling Vulnerable minus-circle All incoming weapon attacks deal +2 damage.

Body Work

Enhancement plus-circleBeat A Dude With Another Dude: If you have inflicted the Grabbed condition to a subject small enough for you to carry (in most cases, this means your own size or smaller), you can swing them around and use them as an improvised weapon.

plus-circleDouble Down: The effect of the attack (damage, critical hits, added conditions, etc) are applied to both the creature you are using as a weapon and whoever you're hitting with them.

minus-circleAltered Shatter: If your weapon “shatters” when wielding another creature, you simply lose your grip on them (automatically removing the Grabbed condition) immediately after the attack is performed and drop them in an adjacent space. You do not instantly destroy them like you would with your normal improvised weapons.

Finale

Enhancement plus-circleCrack Hard: When your weapon shatters, the attack also deals +2 damage to its target from the force of the blow.

plus-circleStacker: Every time the random condition inflicted by your shattering attack is already in place on your target (e.g. your random condition is Choking and your target is already Choking), you deal +5 damage from shattering your weapon instead of +2.
Attack plus-circleCome On And Slam: You can choose to shatter your weapon (therefore both applying a condition and gaining the bonus damage from Finale) on any attack you make regardless of the trigger die result.

minus-circleExertion: Every time you shatter your weapon when it normally wouldn't be, you lose 1 Energy.

Multipurpose

Enhancement plus-circleMultiple Choice: When rolling a random condition to apply, roll twice and apply whichever result you like better.

plus-circleResounding Smackdown: When the attack's trigger die is 12, roll twice and apply both conditions simultaneously.

Oversized

Enhancement plus-circleBig Junk: You tend to pick up and use larger random objects as weapons, increasing effective range. When picking up a new weapon, you can choose between a range of 1-2 or 2-5 meters instead of the normal 1.

minus-circleUnwieldy: If range is 2-5, the weapon cannot be used to strike directly adjacent targets at all. You cannot change the range of your current improvised weapon without picking up something new.

Snatch Up

Enhancement plus-circleRunning Snag: You can grab a new weapon by simply scooping one up as you run by. Every time you take an action to move, you may gain a new improvised weapon for free.

plus-circlePocket Plank: You can store improvised weapons in your inventory for later. Each one takes up a single inventory slot. You can freely pull out any improvised weapon in your inventory and use it (until you get tired of it or it shatters) without having to spend an action picking it up.