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Alchemical Weapons tech level

garrowolf

First Post
I'm looking for some ideas for an Alchemical Weapon Tech Level.
[FONT=Verdana, sans-serif]Alchemical Weapons Tech Level[/FONT]


[FONT=Verdana, sans-serif] This tech level starts at the Age of Sail and goes forward. It take the invention of gunpowder and mixes that with various Alchemical potions. This expands the basic fire and projectile to many other possible attacks. [/FONT]




[FONT=Verdana, sans-serif]Alchemical Weapons [/FONT]
[FONT=Verdana, sans-serif]Dragon's Fire[/FONT]
[FONT=Verdana, sans-serif]Ice Gun[/FONT]
[FONT=Verdana, sans-serif]Shadow Grenade[/FONT]
[FONT=Verdana, sans-serif]Air Burst Grenade[/FONT]


[FONT=Verdana, sans-serif]Firearm Enchantments[/FONT]
[FONT=Verdana, sans-serif]Infinite Ammo[/FONT]
[FONT=Verdana, sans-serif]Oversized[/FONT]


[FONT=Verdana, sans-serif]Water Enchantmentsive Mas– Can breathe underwater indefinitely. Can see out to enchanter's range clearly. [/FONT]
[FONT=Verdana, sans-serif]Fast Flippers – Can move as fast as a shark in the water. [/FONT]
Underwater Sailing Ship – You can make a Sailing Ship function underwater. It will have a bubble of air around it that will last indefinitely as well as convert the currents into winds for the ship to use. This requires several enchanters and each must spend a feat to make it independent so that the crew can work the ship. The ship will be able to surface and submerge at the captain's command. It will be able to go in a body of water one place and out another after a few hours sailing.

[FONT=Verdana, sans-serif]Travel Enchantments[/FONT]
[FONT=Verdana, sans-serif]Flying Carriage – You can make a whole carriage fly. It would be best to do this without the horses as it would hang them, unless you have flying horses. [/FONT]
 

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"Alchemical" implies magic, rather than science, at least to me.

The basic idea of a "tech level" is that some scientific discoveries tend to go together - a society that can create very advanced computers also has very advanced surgical techniques, for example.

But anything worthy of being called "alchemy" doesn't follow that progression.

Now, if you want a chemical sciences tech level, that's a different story.
 

Basically I am loosely tying it to the Tech Levels in Nexus D20. I was thinking that 99% of magic items in games, even in many modern games, are low tech sword and sorcery stuff. I wanted to have the equivalent of tech levels for magic items. I already have a few powers that require high tech settings or higher.

I started thinking that maybe gunpowder mixed with alchemy would produce some neat attacks. I don't know of any games that have this kind of magic items. If anyone does then please tell me!
 

This is some more of what I have so far:

[FONT=Verdana, sans-serif]Alchemical Weapons [/FONT]
[FONT=Verdana, sans-serif]Acid Shot – The target is hit with acid. [/FONT]
[FONT=Verdana, sans-serif]Air Grenade – causes a concussion for everyone within 20 feet of the impact site plus it will push away smoke effects. [/FONT]
[FONT=Verdana, sans-serif]Binding Shot – the target is bound in ropes [/FONT]
[FONT=Verdana, sans-serif]Burst Rounds – each round becomes a burst attack +4. [/FONT]
[FONT=Verdana, sans-serif]Dead Shot – full damage to dead/undead[/FONT]
[FONT=Verdana, sans-serif]Demon Shot – full damage to demons[/FONT]
[FONT=Verdana, sans-serif]Desiccating Rounds – One hit and it forces all the fluids out of the target's body by any path available and all at once. [/FONT]
[FONT=Verdana, sans-serif]Dragon's Fire – produces a flame 5 feet from the end of the pistol for 2 rounds. It can be moved back and forth lighting up targets. [/FONT]
[FONT=Verdana, sans-serif]Explosive – causes extra damage not stopped by armor. [/FONT]
[FONT=Verdana, sans-serif]Flare – It will produce a slow decent flare that will light a cavern or a large area at night for 3 rounds. [/FONT]
[FONT=Verdana, sans-serif]Freeze Round – When it hits the target they will be frozen in place to 5 rounds and when they come out they will be stunned for 1 round. [/FONT]
[FONT=Verdana, sans-serif]Grappling Bullet – fires a bullet into the side of a building or something similar and it can't be removed after that. It will release a strong rope or cable that goes back to the gun. [/FONT]
[FONT=Verdana, sans-serif]Healing Shot – the target is healed the amount of damage that the attack would have caused. [/FONT]
[FONT=Verdana, sans-serif]Homing Bullet – If you write the true name of a person and fire this bullet within Long range of the target it will find them and hit them. [/FONT]
[FONT=Verdana, sans-serif]Kicker Rounds – fires a bullet with +20 knockback [/FONT]
[FONT=Verdana, sans-serif]Penetrator – infinite AP but stops at the first target it goes through. [/FONT]
[FONT=Verdana, sans-serif]Poisoned – causes a slow acting poison to get in the target's system. [/FONT]
[FONT=Verdana, sans-serif]Rabbit Rounds – anyone that takes damage from the attack turns into a rabbit for 2 rounds. [/FONT]
[FONT=Verdana, sans-serif]Seed Shots – fast growing vines cause entangling attacks [/FONT]
[FONT=Verdana, sans-serif]Shadow Grenade – produces an area of darkness covering a 10 foot radius from the target. If it is a live target then it will move with them. [/FONT]
[FONT=Verdana, sans-serif]Shadow Rounds – Fires a shadow spirit that attacks the target. [/FONT]
[FONT=Verdana, sans-serif]Silent Shot – No sound or muzzle flash [/FONT]
[FONT=Verdana, sans-serif]Sleep Rounds – target drops to sleep and takes no damage. [/FONT]
[FONT=Verdana, sans-serif]Spirit Shot – full damage to spirits[/FONT]
[FONT=Verdana, sans-serif]Tunneling Rounds – You can hit a target through cover. It will tunnel through the cover and hit the target. Once it hits the target it will tunnel through any armor the target is wearing and tunnel to their heart. It does it's base damage each round until the target is dead. It still requires an accurate hit. [/FONT]
[FONT=Verdana, sans-serif]Underwater Rounds – can fire and move underwater as if it was traveling through air. [/FONT]
[FONT=Verdana, sans-serif]Vampiric Rounds – Damage done to the target will heal the attacker. Once healed it will add the bonus to the attacker up to +10 to all actions. [/FONT]
[FONT=Verdana, sans-serif]Wall Grenade – Throw down a hall and a walk will appear where it hits, sealing the hallway. [/FONT]
 

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