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Amethyst - Renaissance (Pathfinder) UPDATE
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<blockquote data-quote="Dias Ex Machina" data-source="post: 6010130" data-attributes="member: 58907"><p>In all honesty, we started with realism and as the game scaled, it became more like your average 3rd person shooter like Gears of War (or more accurately, Spec Ops: The Line). All the modern rules we created can be removed and used in your own homebrew game. Simply ignore the disruption rules. </p><p></p><p>With few exceptions, the core classes and prestige classes can be ported to any Pathfinder-compatible game. Obviously, everything is based around our firearm arms...</p><p></p><p><strong>Reloading Weapons:</strong> All weapons are manual or clip-loading. Though these clips may be energy cells, they all necessitate the same time to reload. Reloading one techan weapon of any type requires a move action. Certain powers and feats may alter this rule. Reloading does not provoke an opportunity attack.</p><p></p><p><strong>Basic Autofire (Ex): </strong>Anyone proficient in a weapon with the auto or heavy auto property can attempt an autofire attack. Doing so requires a full-round attack, which provokes opportunity attacks. The weapon being used must have the auto or heavy auto property. When initiating an autofire attack, select a 5-foot radius area within weapon range, then make a ranged attack to each target in the area at a -2 penalty. </p><p></p><p>NEW WEAPON GROUPS</p><p>The weapons covered here are grouped into categories based on their general utility:</p><p><strong>Heavy Weapons:</strong> These are large weapon systems that require a tripod, a base, a platform, or any other stable point from which to fire. </p><p><em>Properties: </em>These are the properties of heavy weapons:</p><p>--Heavy weapons grant opportunity attacks if fired. </p><p>--Because of their cumbersome nature, if you move or are moved any distance you suffer a -4 penalty to attack rolls with heavy weapons until the beginning of your next turn (meaning you can shoot first and then move to avoid the penalty unless you are gained a ranged attack before your next turn). </p><p>--Unless mounted, heavy weapons require at least a Strength 13 to use.</p><p>--You add your relevant attribute modifier to both attack AND damage rolls.</p><p><em>Special:</em> These weapons may be purchased for a Large user (e.g.: advanced armor). If so, heavy weapons become two-handed weapons. They are no longer able to be used by Medium-sized users.</p><p><strong>Small Arms, One-Handed: </strong>These are single-handed firearms which are renowned for their ease of use and compact style, making them an easy choice for those preferring stealth.</p><p><em>Properties: </em>These are the properties of one-handed small arms:</p><p>--One-handed small arms do not grant opportunity attacks if fired. </p><p>--One-handed small arms cannot be wielded by Large or larger creatures (e.g., advanced armor). </p><p>--You can fire one-handed small arms while prone. </p><p>--One-handed small arms are also considered light weapons. </p><p>--You add your relevant attribute modifier to both attack AND damage rolls.</p><p><strong>Small Arms, Two-Handed:</strong> These are larger, slightly clumsier weapons usually preferred for longer ranges and high stopping power. With the development of technology, the latter became less a factor, but two-handed arms have the capacity for larger clip capacities, greater accuracy, and the option of fast automatic fire. </p><p><em>Properties:</em> These are the properties of two-handed small arms:</p><p>--Two-handed small arms grant opportunity attacks if fired. </p><p>--Because of their cumbersome nature, if you move more than 5 feet (1 square) or are moved more than 5 feet (1 square), you suffer a –2 penalty to attack rolls with two-handed small arms until the beginning of your next turn (meaning you can shoot first and then move to avoid the penalty unless you are gained a ranged attack before your next turn). </p><p>--You can fire two-handed small arms while prone.</p><p>--You add your relevant attribute modifier to both attack AND damage rolls.</p><p><em>Special:</em> These weapons may be purchased for a Large user (e.g.: advanced armor). If so, these become one-handed small arms. They are no longer able to be used by Medium users.</p><p><strong>Specialty Weapons:</strong> These are weapons with a unique function and application that requires them to be trained specifically in said item. High tech levels feature more weapons that require explicit training. These include sonic weapons, pincher weaponry, and vapor rifles. There are one-handed, two-handed, and heavy specialty weapons. </p><p><em>Properties:</em> Specialty weapons also count as one- or two-handed small arms, heavy weapons or super heavy weapons. Specialty weapons can only be used with a single standard action and not a full-round action. </p><p>Super Heavy Weapons: These are weapons with the potential of incredible damage but balance that with a cumbersome design. These large weapon systems require a tripod, a base, a platform, or any other stable point from which to fire. </p><p><em>Properties:</em> These are the properties of one-handed small arms:</p><p>--Super heavy weapons come equipped with a tripod. </p><p>--Super heavy weapons grant opportunity attacks if fired. </p><p>--You must use a move action to plant a super heavy weapon in the ground. Once planted it cannot be moved unless you use a move action to uproot it. If you fire a non-planted super heavy weapon, you suffer a -2 penalty to attack rolls with the weapon and, immediately after the attack is resolved, are pushed 5 feet (1 square) and knocked prone. If you cannot be pushed, you are stunned until the start of your next turn. </p><p>--You cannot fire super heavy weapons if you are prone. </p><p>--You add your relevant attribute modifier to both attack AND damage rolls.</p><p></p><p>Then we have weapon properties. Without going into too much detail, we have the following:</p><p></p><p>Augment</p><p>Auto</p><p>Basic Chemical Projectiles (BCP)</p><p>Explosive</p><p>Capacitor</p><p>Coil/Rail</p><p>Grenade</p><p>Heavy Auto</p><p>Immune</p><p>Nuclear</p><p>Pincher</p><p>Plasma</p><p>Shotgun</p><p>Sniper</p><p>Sonic</p><p>Self Propelled Projectile (SPP)</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 6010130, member: 58907"] In all honesty, we started with realism and as the game scaled, it became more like your average 3rd person shooter like Gears of War (or more accurately, Spec Ops: The Line). All the modern rules we created can be removed and used in your own homebrew game. Simply ignore the disruption rules. With few exceptions, the core classes and prestige classes can be ported to any Pathfinder-compatible game. Obviously, everything is based around our firearm arms... [B]Reloading Weapons:[/B] All weapons are manual or clip-loading. Though these clips may be energy cells, they all necessitate the same time to reload. Reloading one techan weapon of any type requires a move action. Certain powers and feats may alter this rule. Reloading does not provoke an opportunity attack. [B]Basic Autofire (Ex): [/B]Anyone proficient in a weapon with the auto or heavy auto property can attempt an autofire attack. Doing so requires a full-round attack, which provokes opportunity attacks. The weapon being used must have the auto or heavy auto property. When initiating an autofire attack, select a 5-foot radius area within weapon range, then make a ranged attack to each target in the area at a -2 penalty. NEW WEAPON GROUPS The weapons covered here are grouped into categories based on their general utility: [B]Heavy Weapons:[/B] These are large weapon systems that require a tripod, a base, a platform, or any other stable point from which to fire. [I]Properties: [/I]These are the properties of heavy weapons: --Heavy weapons grant opportunity attacks if fired. --Because of their cumbersome nature, if you move or are moved any distance you suffer a -4 penalty to attack rolls with heavy weapons until the beginning of your next turn (meaning you can shoot first and then move to avoid the penalty unless you are gained a ranged attack before your next turn). --Unless mounted, heavy weapons require at least a Strength 13 to use. --You add your relevant attribute modifier to both attack AND damage rolls. [I]Special:[/I] These weapons may be purchased for a Large user (e.g.: advanced armor). If so, heavy weapons become two-handed weapons. They are no longer able to be used by Medium-sized users. [B]Small Arms, One-Handed: [/B]These are single-handed firearms which are renowned for their ease of use and compact style, making them an easy choice for those preferring stealth. [I]Properties: [/I]These are the properties of one-handed small arms: --One-handed small arms do not grant opportunity attacks if fired. --One-handed small arms cannot be wielded by Large or larger creatures (e.g., advanced armor). --You can fire one-handed small arms while prone. --One-handed small arms are also considered light weapons. --You add your relevant attribute modifier to both attack AND damage rolls. [B]Small Arms, Two-Handed:[/B] These are larger, slightly clumsier weapons usually preferred for longer ranges and high stopping power. With the development of technology, the latter became less a factor, but two-handed arms have the capacity for larger clip capacities, greater accuracy, and the option of fast automatic fire. [I]Properties:[/I] These are the properties of two-handed small arms: --Two-handed small arms grant opportunity attacks if fired. --Because of their cumbersome nature, if you move more than 5 feet (1 square) or are moved more than 5 feet (1 square), you suffer a –2 penalty to attack rolls with two-handed small arms until the beginning of your next turn (meaning you can shoot first and then move to avoid the penalty unless you are gained a ranged attack before your next turn). --You can fire two-handed small arms while prone. --You add your relevant attribute modifier to both attack AND damage rolls. [I]Special:[/I] These weapons may be purchased for a Large user (e.g.: advanced armor). If so, these become one-handed small arms. They are no longer able to be used by Medium users. [B]Specialty Weapons:[/B] These are weapons with a unique function and application that requires them to be trained specifically in said item. High tech levels feature more weapons that require explicit training. These include sonic weapons, pincher weaponry, and vapor rifles. There are one-handed, two-handed, and heavy specialty weapons. [I]Properties:[/I] Specialty weapons also count as one- or two-handed small arms, heavy weapons or super heavy weapons. Specialty weapons can only be used with a single standard action and not a full-round action. Super Heavy Weapons: These are weapons with the potential of incredible damage but balance that with a cumbersome design. These large weapon systems require a tripod, a base, a platform, or any other stable point from which to fire. [I]Properties:[/I] These are the properties of one-handed small arms: --Super heavy weapons come equipped with a tripod. --Super heavy weapons grant opportunity attacks if fired. --You must use a move action to plant a super heavy weapon in the ground. Once planted it cannot be moved unless you use a move action to uproot it. If you fire a non-planted super heavy weapon, you suffer a -2 penalty to attack rolls with the weapon and, immediately after the attack is resolved, are pushed 5 feet (1 square) and knocked prone. If you cannot be pushed, you are stunned until the start of your next turn. --You cannot fire super heavy weapons if you are prone. --You add your relevant attribute modifier to both attack AND damage rolls. Then we have weapon properties. Without going into too much detail, we have the following: Augment Auto Basic Chemical Projectiles (BCP) Explosive Capacitor Coil/Rail Grenade Heavy Auto Immune Nuclear Pincher Plasma Shotgun Sniper Sonic Self Propelled Projectile (SPP) [/QUOTE]
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