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*Dungeons & Dragons
Make firearms "magic items"
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<blockquote data-quote="CleverNickName" data-source="post: 8988391" data-attributes="member: 50987"><p>I use the rules for Firearms in the <em>"Seas of Vodari" </em>campaign setting by Tribality Games: firearms are basically just really heavy, really expensive crossbows. Sure, they do a little more damage, but they are a lot slower to fire.</p><p></p><p>But if I'm being honest, I find most firearms to be a bit too....ordinary. A gun is a gun is a gun, you pull the trigger and it goes BANG and that's that. The size and shape can vary, but at the end of the day, if you've fired one gun you've fired them all. So to add versatility and customization without having to invent twenty different kinds of mostly-similar firearms, I added new <em><u>propellants</u></em> to the game. These are alchemical preparations that add additional effects to your firearm...they are essentially potions or scrolls that gunslingers can load their weapons with (red powder is essentially the <em>burning hands </em>spell, for example). So instead of just the usual boring black powder, my players can load their guns with...</p><p></p><p><strong>Blue Crystal: </strong> this propellant looks like coarse sugar crystals, and are bright blue in color. When a firearm is loaded with this propellant, it creates a glittering cloud of thin, pale blue smoke in a 5’ cube, adjacent to and directly in front of the shooter. This cloud lingers in the air for 1 minute. Creatures that enter the cloud or begin their movement there must make a Constitution saving throw (DC 13) or be stunned, as they choke and gag on the fumes.</p><p>Cost: 100gp per shot.</p><p></p><p><strong>Green Powder:</strong> this propellant produces a great deal of smoke when burned, which creates a rudimentary “smoke screen” on the battlefield. When a weapon is loaded with green powder and discharged, it creates a 5’ cube of thick smoke adjacent to and directly in front of the shooter, obscuring them from view until the beginning of their next turn. (You are considered to be “heavily obscured” from creatures on the other side of the smoke cloud.)</p><p>Cost: 25gp per shot.</p><p></p><p><strong>Nitrocotton: </strong>this propellant has four times the expansive capability of standard black powder. It gives firearms considerable power, but is more dangerous to handle. A weapon loaded with nitrocotton deals an extra +2d6 damage on a hit, but its Misfire score increases by 2.</p><p>Cost: 50gp per shot.</p><p></p><p><strong>Red Powder:</strong> this rust-colored mixture of gunpowder and thermite creates a shower of sparks, superheated gasses, and droplets of molten iron slag when discharged. A weapon loaded with red powder functions normally, except that all creatures within a 15 foot cone directly in front of the shooter take 3d6 fire damage. A DC 13 Dexterity save throw reduces the fire damage to half.</p><p>Cost: 200gp per shot.</p><p></p><p><strong>Silver Powder:</strong> this mixture of magnesium and gunpowder creates a brilliant burst of light when discharged from a firearm. A weapon loaded with silver powder functions normally, except that targets within 20 feet must make a DC 13 Constitution save throw or be blinded until the end of their next turn. Creatures that are sensitive to bright lights make this save throw at Disadvantage.</p><p>Cost: 150gp per shot.</p><p></p><p><strong>Yellow Powder: </strong>this propellant produces a greenish-yellow cloud of smoke. When a weapon is loaded with green powder and discharged, it creates a 5’ cube of thick smoke adjacent to and directly in front of the shooter, obscuring them from view until the beginning of their next turn. (You are considered to be “heavily obscured” from creatures on the other side of the smoke cloud.) Creatures that move through this cloud, or begin their turn there, take 1d12 points of poison damage. A DC 13 Constitution save negates this poison damage.</p><p>Cost: 50gp per shot.</p><p></p><p><strong>White Powder: </strong>also called a “magnum load,” this highly-reactive powder combusts with great force. A weapon loaded with this propellant deals double damage on a successful hit (and triple damage on a critical hit), but the Misfire score is also doubled.</p><p>Cost: 50gp per shot.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8988391, member: 50987"] I use the rules for Firearms in the [I]"Seas of Vodari" [/I]campaign setting by Tribality Games: firearms are basically just really heavy, really expensive crossbows. Sure, they do a little more damage, but they are a lot slower to fire. But if I'm being honest, I find most firearms to be a bit too....ordinary. A gun is a gun is a gun, you pull the trigger and it goes BANG and that's that. The size and shape can vary, but at the end of the day, if you've fired one gun you've fired them all. So to add versatility and customization without having to invent twenty different kinds of mostly-similar firearms, I added new [I][U]propellants[/U][/I] to the game. These are alchemical preparations that add additional effects to your firearm...they are essentially potions or scrolls that gunslingers can load their weapons with (red powder is essentially the [I]burning hands [/I]spell, for example). So instead of just the usual boring black powder, my players can load their guns with... [B]Blue Crystal: [/B] this propellant looks like coarse sugar crystals, and are bright blue in color. When a firearm is loaded with this propellant, it creates a glittering cloud of thin, pale blue smoke in a 5’ cube, adjacent to and directly in front of the shooter. This cloud lingers in the air for 1 minute. Creatures that enter the cloud or begin their movement there must make a Constitution saving throw (DC 13) or be stunned, as they choke and gag on the fumes. Cost: 100gp per shot. [B]Green Powder:[/B] this propellant produces a great deal of smoke when burned, which creates a rudimentary “smoke screen” on the battlefield. When a weapon is loaded with green powder and discharged, it creates a 5’ cube of thick smoke adjacent to and directly in front of the shooter, obscuring them from view until the beginning of their next turn. (You are considered to be “heavily obscured” from creatures on the other side of the smoke cloud.) Cost: 25gp per shot. [B]Nitrocotton: [/B]this propellant has four times the expansive capability of standard black powder. It gives firearms considerable power, but is more dangerous to handle. A weapon loaded with nitrocotton deals an extra +2d6 damage on a hit, but its Misfire score increases by 2. Cost: 50gp per shot. [B]Red Powder:[/B] this rust-colored mixture of gunpowder and thermite creates a shower of sparks, superheated gasses, and droplets of molten iron slag when discharged. A weapon loaded with red powder functions normally, except that all creatures within a 15 foot cone directly in front of the shooter take 3d6 fire damage. A DC 13 Dexterity save throw reduces the fire damage to half. Cost: 200gp per shot. [B]Silver Powder:[/B] this mixture of magnesium and gunpowder creates a brilliant burst of light when discharged from a firearm. A weapon loaded with silver powder functions normally, except that targets within 20 feet must make a DC 13 Constitution save throw or be blinded until the end of their next turn. Creatures that are sensitive to bright lights make this save throw at Disadvantage. Cost: 150gp per shot. [B]Yellow Powder: [/B]this propellant produces a greenish-yellow cloud of smoke. When a weapon is loaded with green powder and discharged, it creates a 5’ cube of thick smoke adjacent to and directly in front of the shooter, obscuring them from view until the beginning of their next turn. (You are considered to be “heavily obscured” from creatures on the other side of the smoke cloud.) Creatures that move through this cloud, or begin their turn there, take 1d12 points of poison damage. A DC 13 Constitution save negates this poison damage. Cost: 50gp per shot. [B]White Powder: [/B]also called a “magnum load,” this highly-reactive powder combusts with great force. A weapon loaded with this propellant deals double damage on a successful hit (and triple damage on a critical hit), but the Misfire score is also doubled. Cost: 50gp per shot. [/QUOTE]
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