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*TTRPGs General
Dragonbane Offers A Box Full Of Classic Fantasy
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<blockquote data-quote="Reynard" data-source="post: 9404613" data-attributes="member: 467"><p>First bits of tech i have come up with</p><p></p><p>Beam Gun: The beam gun is a metasteel cylinder with a grip and a trigger. The weapon is powered by a standard energy pack, connected to the grip by a power cable.</p><p> Grip 1H, STR -, Range 30, Damage 2d10 fire, Durability 5, Cost 250 gold, Supply Very Rare, Features Piercing, no damage bonus</p><p></p><p>Energy Pack, Standard: A standard energy pack weighs 10 pounds and is a cube 6 inches to a side. It is usually worn on a belt or in a backpack. Items powered by the energy pack must be connected by a power cable. A full energy pack has 100 uses, but almost all energy packs found in the arclands are partially depleted. Roll 10d10 to determine the number of uses.</p><p> A critical hit against a character carrying an energy pack has a 1 in 10 chance of damaging the energy pack. If an energy pack is damaged, it begins to leak energy. The wearer of the pack immediately takes 1d6 fire damage. At the start of every round (initiative count zero) thereafter, the damage increases by 1d6 and extends to reach targets within one meter farther. So, after 3 rounds for example, the energy pack does 3d6 fire damage to every target within 3 meters. Every dice of damage rolled reduces the number of uses in the pack by 1. If the pack reaches zero uses remaining, it stops causing damage and irrevocably broken. While the leaking energy pack has uses remaining, if any damage die comes up as a “6” the pack explodes. Everything within a number of meters equal to its remaining uses (maximum 30 meters) takes 1 fire damage per remaining use (no maximum).</p></blockquote><p></p>
[QUOTE="Reynard, post: 9404613, member: 467"] First bits of tech i have come up with Beam Gun: The beam gun is a metasteel cylinder with a grip and a trigger. The weapon is powered by a standard energy pack, connected to the grip by a power cable. Grip 1H, STR -, Range 30, Damage 2d10 fire, Durability 5, Cost 250 gold, Supply Very Rare, Features Piercing, no damage bonus Energy Pack, Standard: A standard energy pack weighs 10 pounds and is a cube 6 inches to a side. It is usually worn on a belt or in a backpack. Items powered by the energy pack must be connected by a power cable. A full energy pack has 100 uses, but almost all energy packs found in the arclands are partially depleted. Roll 10d10 to determine the number of uses. A critical hit against a character carrying an energy pack has a 1 in 10 chance of damaging the energy pack. If an energy pack is damaged, it begins to leak energy. The wearer of the pack immediately takes 1d6 fire damage. At the start of every round (initiative count zero) thereafter, the damage increases by 1d6 and extends to reach targets within one meter farther. So, after 3 rounds for example, the energy pack does 3d6 fire damage to every target within 3 meters. Every dice of damage rolled reduces the number of uses in the pack by 1. If the pack reaches zero uses remaining, it stops causing damage and irrevocably broken. While the leaking energy pack has uses remaining, if any damage die comes up as a “6” the pack explodes. Everything within a number of meters equal to its remaining uses (maximum 30 meters) takes 1 fire damage per remaining use (no maximum). [/QUOTE]
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Dragonbane Offers A Box Full Of Classic Fantasy
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