[Advice Requested] Stats for demonic gun

Both would be somehow redundant.

As it's once per safety, you can to for 1 con damage (if it's only temporary, you could even go for 2 con, which would result in a punishment every use, not just every other use).

There remains only one thing: If it's every time you unset the safety, you should introduce some rules as when it will/has to be set to save again, or they might me inclined to never put it back.
 

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Hmm might steal this idea for a demonic weapon myself.

I'd have it cause 1d4 Temporary Wisdom Damage each time the safety is switched off, and you can't put the gun down without putting the safety back on. That means if a player doesn't resort to using the gun very often their isn't much of a penalty, but if his first recourse is always violence then their Will keeps dropping.

This also reflects the gun wanting to be used and feeding off negative emotions. Each time the weapon kills somebody have the character make a Will save (DC 5) or turn the gun on themselves and attempt to commit suicide (Coup de Grace attack on themselves). DC 5 save should be pretty easy unless they have been using the gun a lot, and their Wisdom has fallen really low in which case the gun feels its work is finish here and it needs to move on to the next victim.

I might even consider using the Ego rules for intelligent items from the DMG.
 
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I think you should use the ego rules instead. The will save or suicide seems a little to dangerous: although that save is low, a nat. 1 will always mean failure, so you have 5% chance of it occuring (at low levels even more) every time you use it. It seems to harsh.
 

If they discover the gun in the hand of someone that's obviously blown there own head off and drop enough hints about its nature then they only have themselves to blame.
 


KaeYoss said:
Well, then nobody without a deathwish will use that weapon. And PC's seldomly fall under that category.

Hmm your PC's must be different from mine. I mean any character that goes hunting dragon's has a death wish IMHO, or even gets in a situation where guns are needed in a modern setting, they arn't exactly looking for an easy life.
 

I never doubted that going against dragons (at least the ones that aren't so weak you won't get XP for them. And are played with B.A.D.D. approved tactics and behavior) is commiting suicide, just like the guy who wears copper armor, goes on a high mountain during a thunderstorm and starts singing mocking songs about Talos the Destroyer!

And going into a gunfight is going into danger, not necessarily into death.

But doing something that will, statistically, be certain death at the 20th use (or earlier for people with lof saves), is something else.

I'd rather make it take over and go on a spree. But not commiting suicide. That's something none of my characters would do.
 

My suggestion is this. If the weapon is evil,demonic, bad then try to tempt the player/s to use it. The perosn who has it give them a note saying that you can use hero points to do extra dmg. keep track of how many they use. Steal a little from star wars and the dark side. the more they use the farther into darkness they seep. Then when they have used hero points equal to their wisdom have them make a saving throw. if they fail start giving them "hints". only that character make "spot" checks. They start seeing things. like the woman on the street is really a demon. really play up the visions. Soon that character will be doing all kinds of crazy stuff. The more that you play it up and keep info from the other players i think the farther things will go.
 


Thanks. I really like the idea of limited player info. I'm running a d20 mod campaign right now and trying to keep a lid on what players know. To many times in the past the dm has given away too much info and things that could have been really cool have lost their "Pizzaz". I had all the players give two histories of their characters (although some are slackers about it). One is what the other charcters know and the other is what I know. I'm trying to work a system up right now to feed them inforrmation over the net about the game. I don't like passing notes because then everyone knows that "something" is going down. I think I can work the player better that way. I think that it is import5ant to know each character and player very well to factor in what they are going to do in a given situation. In the last adventure I introduced my main villian in a way that would provoke a response from a player. I had him in this room pistol wipping a woman. Sure enough the player that I thopught was most likely to rush into the room did. It might be a little sneaky but I like it.
 

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