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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7031649" data-attributes="member: 6668634"><p><span style="font-family: 'arial'">Bowcaster</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Bowcasters are projectile weapons created by the Wookies that resemble crossbows. Bowcasters use two polarizing orbs balanced on each end of the bow to create a magnetic field to accelerate a metal quarrel, enveloped with plasma energy. These weapons are large, heavy and slow to fire as they require the user to manually pull back the cocking spring. These weapons require a power pack to energize the magnetic orbs and generate the plasma. A number of different types of quarrels have been developed for different purposes.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Bowcaster (PL6 Exotic Weapon Proficiency Bowcaster)</span></p><p><span style="font-family: 'arial'">Damage: 2d10 +2d10</span></p><p><span style="font-family: 'arial'">Critical: x3</span></p><p><span style="font-family: 'arial'">Damage Type: Ballistic + fire</span></p><p><span style="font-family: 'arial'">Range Increment: 75 ft</span></p><p><span style="font-family: 'arial'">Rate of Fire: Single</span></p><p><span style="font-family: 'arial'">Size: Large</span></p><p><span style="font-family: 'arial'">Weight: 15 lbs</span></p><p><span style="font-family: 'arial'">Ammo: Varies but typically 1, + power pack providing power for 100 shots</span></p><p><span style="font-family: 'arial'">Purchase DC: 28</span></p><p><span style="font-family: 'arial'">Notes: Accurate, Heavy, Knockback, Non-Powered, Customize</span></p><p><span style="font-family: 'arial'">Accurate - Bowcasters are accurate, granting +1 to attack rolls for those who have the strength to use a bowcaster.</span></p><p><span style="font-family: 'arial'">Heavy - Due to the weight of the weapon and manual cocking, a strength of 12 or greater is required to pull the cocking spring as part of a move action. Anyone with strength less than 12 must spend a standard action to pull the cocking spring, and suffer a -1 to attack.</span></p><p><span style="font-family: 'arial'">Knockback - A creature of medium size or smaller struck by a Bowcaster quarrel must make a Strength check DC 10 + damage dealt or be thrown back 1d6x5 feet and knocked prone.</span></p><p><span style="font-family: 'arial'">Non-Powered - The bowcaster has the ability to not envelop the quarrel in plasma, dealing just the ballistic damage, allowing the use of specialty quarrels that the plasma would negate the ability of the specialty ammunition, such as poison quarrels. Turning on or off this feature is a free action that can be done once per round.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Customize</span></p><p><span style="font-family: 'arial'">Each bowcaster is hand crafted and unique, with some having some unique abilities from others. Common abilities include the following:</span></p><p><span style="font-family: 'arial'">Box Ammunition - The bowcaster has a box of 5+2d10 quarrels, which allows the user to add Semi-Automatic firing mode.</span></p><p><span style="font-family: 'arial'">Custom Fit - The weapon is custom made for a specific person, granting a +1 to attack rolls, other users suffer -1 to attack rolls.</span></p><p><span style="font-family: 'arial'">Semi-Automatic - Requires Box Ammunition, allows for Semi-Automatic Fire if the user has Strength of 14 or higher.</span></p><p><span style="font-family: 'arial'">Variable Power Polarizors - This feature alters how powerful the magnetic field that propels the quarrel, ballistic damage can vary from 1d10 to 4d10, each die over 2 increases power used by 1. Changing the power is a free action that can be done once per round.</span></p><p><span style="font-family: 'arial'">Automatic Cocking Mechanism - This adds an automatic cocking system, allowing anyone to fire the weapon, but the weapon is still heavy.</span></p><p><span style="font-family: 'arial'">Multi-Shot - This modification requires the Box Ammunition feature. This feature loads up to 5, depending on design, quarrels at once, requiring a Strength of 15 to pull the cocking spring. The weapon can strike up to 5 (depending on design) squares wide area with a single quarrel going to each square, taking a -2 to attack roll, requires 6 rounds from the power pack. This feature can be turned on or off as a free action once per round.</span></p><p><span style="font-family: 'arial'"></span><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Ricochet Shot - Thisfeature wraps the plasma field around the quarrel with a stronger magneticfield, preventing it from dissipating too quickly and allowing the shot to bebounced off solid objects. If the target is in line of sight, the user can takea -3 to attack roll to bounce the round off a solid target within 30 feet ofthe target, the target doesn't add their Dex modifier or Dodge bonuses toDefense. If the target is not in line of sight, such as around a corner, theuser can attempt to bounce the quarrel around the corner, taking a -3 to attackroll, but the target has total concealment, gaining a 50% miss chance, butdoesn't add Dex or Dodge bonuses to Defense. If the user knows where the targetis, remote camera, sensors or other means of detecting exact position, thetarget only gains one quarter concealment, 10% miss chance, but still doesn'tadd their Dex or Dodge bonus to Defense.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Quarrel Selection -This requires the Box Ammunition feature, splitting it into up to 4 (dependingon design) separate sections, with the ability to switch between each of thesections for different types of ammunition loaded, reduces ammunition capacityby 1. Switching between types is a free action.</span></span></p><p> </p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Quarrels</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Normal quarrels aresimple metal items that resemble crossbow bolts, but some specialty quarrelshave been developed.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Explosive - Thesequarrels are filled with explosives, deals only 1d10 ballistic + 2d10 plasma totarget struck, plus 2d6 fire to a 10 ft area. PDC 15 for 10.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Fragmentation -These quarrels are pre-stressed with a small charge to spread shrapnel in anarea, can not be used with the plasma envelop, deals 2d6 slashing to a 15 ftarea. PDC 15 for 10.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Injector - Thisquarrel can be filled with poisons, tranquilizers or even medications, can't beused with plasma envelop, deals 1d10 ballistic damage plus the injectedmaterial. PDC 15 for 10.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Armour Piercing - Aquarrel designed for piercing armour, ignores 3 points of hardness/DR, 2 pointsof Defense from equipment or Natural armour. Against targets with no armourbonus to Defense, deals 1 less die of ballistic damage. PDC 16 for 10.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Plasma Quarrel -This quarrel has a core of deuterium wrapped in a disintegrating metallicsabot. Once fired, the sabot disintegrates and the plasma envelop ignites thedeuterium for a heavy punch, dealing 5d10 fire (plasma) to the target, plus2d10 fire (plasma) to a 10 foot area. PDC 19 for 10.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Incendiary - These quarrels are filled with a gel thatbursts into flames upon contact with air, dealing 3d6 fire damage to targetstruck, plus 1d6 fire for 1d4+1 rounds. The gel can be scraped off, taking afull round action, or submerged completely in water for 2 rounds to extinguish.These quarrels can not be used with plasma envelop. PDC 17 for 10.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Acid - Thesequarrels are filled with acid, dealing 2d6 acid damage to a 10 foot area, plus2d4 acid damage for 1d6+1 rounds. Can not be used with plasma envelop. PDC 17for 10.</span></span></p><p><span style="font-family: 'Calibri'"><span style="font-family: 'arial'">Concussive - Thesequarrels have a charge that creates a concussive force, dealing 2d10 concussivedamage to a 15 foot area, plus targets within the blast radius must make aReflex save DC 15 or be thrown back 5 feet and knocked prone, while asuccessful save only makes them Dazed for 1 round. PDC 17 for 10.</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 7031649, member: 6668634"] [FONT=arial]Bowcaster Bowcasters are projectile weapons created by the Wookies that resemble crossbows. Bowcasters use two polarizing orbs balanced on each end of the bow to create a magnetic field to accelerate a metal quarrel, enveloped with plasma energy. These weapons are large, heavy and slow to fire as they require the user to manually pull back the cocking spring. These weapons require a power pack to energize the magnetic orbs and generate the plasma. A number of different types of quarrels have been developed for different purposes. Bowcaster (PL6 Exotic Weapon Proficiency Bowcaster) Damage: 2d10 +2d10 Critical: x3 Damage Type: Ballistic + fire Range Increment: 75 ft Rate of Fire: Single Size: Large Weight: 15 lbs Ammo: Varies but typically 1, + power pack providing power for 100 shots Purchase DC: 28 Notes: Accurate, Heavy, Knockback, Non-Powered, Customize Accurate - Bowcasters are accurate, granting +1 to attack rolls for those who have the strength to use a bowcaster. Heavy - Due to the weight of the weapon and manual cocking, a strength of 12 or greater is required to pull the cocking spring as part of a move action. Anyone with strength less than 12 must spend a standard action to pull the cocking spring, and suffer a -1 to attack. Knockback - A creature of medium size or smaller struck by a Bowcaster quarrel must make a Strength check DC 10 + damage dealt or be thrown back 1d6x5 feet and knocked prone. Non-Powered - The bowcaster has the ability to not envelop the quarrel in plasma, dealing just the ballistic damage, allowing the use of specialty quarrels that the plasma would negate the ability of the specialty ammunition, such as poison quarrels. Turning on or off this feature is a free action that can be done once per round. Customize Each bowcaster is hand crafted and unique, with some having some unique abilities from others. Common abilities include the following: Box Ammunition - The bowcaster has a box of 5+2d10 quarrels, which allows the user to add Semi-Automatic firing mode. Custom Fit - The weapon is custom made for a specific person, granting a +1 to attack rolls, other users suffer -1 to attack rolls. Semi-Automatic - Requires Box Ammunition, allows for Semi-Automatic Fire if the user has Strength of 14 or higher. Variable Power Polarizors - This feature alters how powerful the magnetic field that propels the quarrel, ballistic damage can vary from 1d10 to 4d10, each die over 2 increases power used by 1. Changing the power is a free action that can be done once per round. Automatic Cocking Mechanism - This adds an automatic cocking system, allowing anyone to fire the weapon, but the weapon is still heavy. Multi-Shot - This modification requires the Box Ammunition feature. This feature loads up to 5, depending on design, quarrels at once, requiring a Strength of 15 to pull the cocking spring. The weapon can strike up to 5 (depending on design) squares wide area with a single quarrel going to each square, taking a -2 to attack roll, requires 6 rounds from the power pack. This feature can be turned on or off as a free action once per round. [/FONT][FONT=Calibri][FONT=arial]Ricochet Shot - Thisfeature wraps the plasma field around the quarrel with a stronger magneticfield, preventing it from dissipating too quickly and allowing the shot to bebounced off solid objects. If the target is in line of sight, the user can takea -3 to attack roll to bounce the round off a solid target within 30 feet ofthe target, the target doesn't add their Dex modifier or Dodge bonuses toDefense. If the target is not in line of sight, such as around a corner, theuser can attempt to bounce the quarrel around the corner, taking a -3 to attackroll, but the target has total concealment, gaining a 50% miss chance, butdoesn't add Dex or Dodge bonuses to Defense. If the user knows where the targetis, remote camera, sensors or other means of detecting exact position, thetarget only gains one quarter concealment, 10% miss chance, but still doesn'tadd their Dex or Dodge bonus to Defense.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Quarrel Selection -This requires the Box Ammunition feature, splitting it into up to 4 (dependingon design) separate sections, with the ability to switch between each of thesections for different types of ammunition loaded, reduces ammunition capacityby 1. Switching between types is a free action.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial] [/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial] [/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Quarrels[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Normal quarrels aresimple metal items that resemble crossbow bolts, but some specialty quarrelshave been developed.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Explosive - Thesequarrels are filled with explosives, deals only 1d10 ballistic + 2d10 plasma totarget struck, plus 2d6 fire to a 10 ft area. PDC 15 for 10.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Fragmentation -These quarrels are pre-stressed with a small charge to spread shrapnel in anarea, can not be used with the plasma envelop, deals 2d6 slashing to a 15 ftarea. PDC 15 for 10.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Injector - Thisquarrel can be filled with poisons, tranquilizers or even medications, can't beused with plasma envelop, deals 1d10 ballistic damage plus the injectedmaterial. PDC 15 for 10.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Armour Piercing - Aquarrel designed for piercing armour, ignores 3 points of hardness/DR, 2 pointsof Defense from equipment or Natural armour. Against targets with no armourbonus to Defense, deals 1 less die of ballistic damage. PDC 16 for 10.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Plasma Quarrel -This quarrel has a core of deuterium wrapped in a disintegrating metallicsabot. Once fired, the sabot disintegrates and the plasma envelop ignites thedeuterium for a heavy punch, dealing 5d10 fire (plasma) to the target, plus2d10 fire (plasma) to a 10 foot area. PDC 19 for 10.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Incendiary - These quarrels are filled with a gel thatbursts into flames upon contact with air, dealing 3d6 fire damage to targetstruck, plus 1d6 fire for 1d4+1 rounds. The gel can be scraped off, taking afull round action, or submerged completely in water for 2 rounds to extinguish.These quarrels can not be used with plasma envelop. PDC 17 for 10.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Acid - Thesequarrels are filled with acid, dealing 2d6 acid damage to a 10 foot area, plus2d4 acid damage for 1d6+1 rounds. Can not be used with plasma envelop. PDC 17for 10.[/FONT][/FONT] [FONT=arial][/FONT][FONT=Calibri][FONT=arial]Concussive - Thesequarrels have a charge that creates a concussive force, dealing 2d10 concussivedamage to a 15 foot area, plus targets within the blast radius must make aReflex save DC 15 or be thrown back 5 feet and knocked prone, while asuccessful save only makes them Dazed for 1 round. PDC 17 for 10.[/FONT][/FONT] [/QUOTE]
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