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The Astronecrotic Heresy - OOC Thread
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<blockquote data-quote="apocalypstick" data-source="post: 1034831" data-attributes="member: 12356"><p><strong>Firearms Rules</strong></p><p></p><p><strong>Firearms Rules</strong></p><p></p><p>Through more than 2000 years of recorded history, the peoples of the Known World have made many remarkable scientific discoveries. Much of the theory behind these discoveries has been lost (or supressed by the Empire), however, leaving the Known World at a sort of technological standstill.</p><p></p><p>One of the more dangerous discoveries was that of <strong>Black Powder</strong>, a highly esplosive alchemical substance used in the construction of bombs and as a propellant for <strong>Firearms</strong>. Few now know the secret of making Black Powder, and those alchemists who can produce the substance keep its formula closely guarded.</p><p></p><p><strong>The possession of firearms or black powder is a crime in Imperial lands.</strong> Despite this, these items somehow manage to find their way into the hands of those who have little regard for the law. The rules for their use are as follows:</p><p></p><p><strong>Black Powder</strong></p><p></p><p>Black Powder is measured in <strong>pinches.</strong> When lit, a single pinch of black powder explodes with a loud bang, inflicting 1 point of damage to anything that is in contact with it. 2 pinches inflict 1d4 damage, and for every pinch after 2 add an additional d4 to the damage (for example, 5 pinches of Black Powder has a damage capability of 5d4 damage). There is no theoretical limit to the amount of damage that Black Powder can inflict. Crude bombs can be constructed that contain multiple pinches of black powder, typically by placing multiple pinches of powder into a small flask or vial with a wick. Damage varies by the amount of powder used in the bomb’s creation. In combat, these bombs may be lit and thrown at an enemy. Throwing a <strong>Powderbomb</strong> requires a standard attack roll to hit a specific 5’ square. Lighting the bomb with a torch or match is a free Action. On the thrower's next initiative turn the bomb explodes, doing full damage to anyone standing in the square and half damage to anyone in an adjacent square. A successful reflex save results in half damage for anyone standing in the target square and no damage for anyone in an adjacent square. While Powderbombs are typically constructed with six second fuses, longer fuses are certainly possible to construct.</p><p></p><p>Creating Black Powder requires knowledge of the alchemical formula, the correct components, and a successful Craft: Alchemy check (DC 25). Failure is said to have... disasterous results.</p><p></p><p><strong>Firearms</strong></p><p></p><p>Black Powder is also used in Firearms. A single pinch of powder is necessary to fire one bullet from a handgun or rifle. Most firearms are capable of only one shot before they must be reloaded; reloading a firearm is a five round action that provokes an AoO and requires a successful Craft:Firearms check (DC 10). For every 5 points over the DC that this roll succeeds by, reload time is reduced by 1 round.</p><p></p><p>Outside of combat a character may choose to "Take 10" when reloading, granting automatic success. </p><p></p><p>Both the Pistol and the Rifle are considered Exotic Weapons and require a Feat to use without penalty. <strong>Attacks from a firearm are considered a ranged touch attack and ignore armor</strong> (armor bonuses granted by magical enchantments still apply).</p><p></p><p>Pistol: dmg 2d6, crit 19-20 x2, range 30’</p><p></p><p>Rifle: dmg 3d6, crit 20 x3, range 90’</p><p></p><p>All ranged weapon Feats may be used with firearms only if the user has the appropriate Exotic Weapon Proficiency.</p></blockquote><p></p>
[QUOTE="apocalypstick, post: 1034831, member: 12356"] [b]Firearms Rules[/b] [b]Firearms Rules[/b] Through more than 2000 years of recorded history, the peoples of the Known World have made many remarkable scientific discoveries. Much of the theory behind these discoveries has been lost (or supressed by the Empire), however, leaving the Known World at a sort of technological standstill. One of the more dangerous discoveries was that of [b]Black Powder[/b], a highly esplosive alchemical substance used in the construction of bombs and as a propellant for [b]Firearms[/b]. Few now know the secret of making Black Powder, and those alchemists who can produce the substance keep its formula closely guarded. [b]The possession of firearms or black powder is a crime in Imperial lands.[/b] Despite this, these items somehow manage to find their way into the hands of those who have little regard for the law. The rules for their use are as follows: [b]Black Powder[/b] Black Powder is measured in [b]pinches.[/b] When lit, a single pinch of black powder explodes with a loud bang, inflicting 1 point of damage to anything that is in contact with it. 2 pinches inflict 1d4 damage, and for every pinch after 2 add an additional d4 to the damage (for example, 5 pinches of Black Powder has a damage capability of 5d4 damage). There is no theoretical limit to the amount of damage that Black Powder can inflict. Crude bombs can be constructed that contain multiple pinches of black powder, typically by placing multiple pinches of powder into a small flask or vial with a wick. Damage varies by the amount of powder used in the bomb’s creation. In combat, these bombs may be lit and thrown at an enemy. Throwing a [b]Powderbomb[/b] requires a standard attack roll to hit a specific 5’ square. Lighting the bomb with a torch or match is a free Action. On the thrower's next initiative turn the bomb explodes, doing full damage to anyone standing in the square and half damage to anyone in an adjacent square. A successful reflex save results in half damage for anyone standing in the target square and no damage for anyone in an adjacent square. While Powderbombs are typically constructed with six second fuses, longer fuses are certainly possible to construct. Creating Black Powder requires knowledge of the alchemical formula, the correct components, and a successful Craft: Alchemy check (DC 25). Failure is said to have... disasterous results. [b]Firearms[/b] Black Powder is also used in Firearms. A single pinch of powder is necessary to fire one bullet from a handgun or rifle. Most firearms are capable of only one shot before they must be reloaded; reloading a firearm is a five round action that provokes an AoO and requires a successful Craft:Firearms check (DC 10). For every 5 points over the DC that this roll succeeds by, reload time is reduced by 1 round. Outside of combat a character may choose to "Take 10" when reloading, granting automatic success. Both the Pistol and the Rifle are considered Exotic Weapons and require a Feat to use without penalty. [b]Attacks from a firearm are considered a ranged touch attack and ignore armor[/b] (armor bonuses granted by magical enchantments still apply). Pistol: dmg 2d6, crit 19-20 x2, range 30’ Rifle: dmg 3d6, crit 20 x3, range 90’ All ranged weapon Feats may be used with firearms only if the user has the appropriate Exotic Weapon Proficiency. [/QUOTE]
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