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Will be level 20. 3rd IR Aftermath!
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<blockquote data-quote="Kalanyr" data-source="post: 197304" data-attributes="member: 190"><p>Vague Acknowledgement- Decided to take 10 players if one more wants in.</p><p></p><p>Rules</p><p></p><p>Firearms</p><p>Standard DMG rules. With the exception modern weapons are priced as follows: (Futuristic weapons are quite difficult to acquire and usually require black market tradeing or Royal Dispensation and similar) ) (Rennaisance and Futuristic Weapons are Exotic)</p><p></p><p>Pistol, Automatic: 250 gp (Martial)</p><p> Pistol Ammo (20): 40 gp</p><p>Pistol, Revolver: 75 gp (Simple)</p><p>Rifle, Automatic: 900 gp (Martial)</p><p> Rifle Clip (30 Ammo): 50 gp</p><p>Rifle, Repeater : 400 gp (Simple)</p><p>Rifle Ammo (20) : 40 gp</p><p>Scattergun: 100 gp (Martial)</p><p>Scattergun, Shells : 20 gp</p><p>Grenade Launcer: 500 gp (Martial)</p><p>Dynamite: 75 gp </p><p>Grenade Fragmentation: 50 gp</p><p> Smoke: 25 gp</p><p></p><p></p><p>Psionics</p><p>Psionics are Different to Magic. However there are some variations from the book as follows:</p><p></p><p>* SR = PR</p><p>* Although Dispel Magic/Negate Psionics doesn't Dispel/Negate the other, A spell/power of EQUAL level (eg Dispel Psionics - 3rd Level Spell) works at full effect, no reduction in power is acquired.</p><p>* Most racial bonuses DO apply against psionics unless they are applied specifically to magic only and by my definition would not include psionics. </p><p>(Eg +2 Racial Bonus on saves vs Enchantment would apply to most Telepathy powers, +2 Racial Bonus on Spells may or may not depending on the race. If it mentions Spell-Like Abilities as being applicable it automatically affects psionics (eg Drow +2 Racial Bonus on will saves vs Spells and Spell-Like Abilities).</p></blockquote><p></p>
[QUOTE="Kalanyr, post: 197304, member: 190"] Vague Acknowledgement- Decided to take 10 players if one more wants in. Rules Firearms Standard DMG rules. With the exception modern weapons are priced as follows: (Futuristic weapons are quite difficult to acquire and usually require black market tradeing or Royal Dispensation and similar) ) (Rennaisance and Futuristic Weapons are Exotic) Pistol, Automatic: 250 gp (Martial) Pistol Ammo (20): 40 gp Pistol, Revolver: 75 gp (Simple) Rifle, Automatic: 900 gp (Martial) Rifle Clip (30 Ammo): 50 gp Rifle, Repeater : 400 gp (Simple) Rifle Ammo (20) : 40 gp Scattergun: 100 gp (Martial) Scattergun, Shells : 20 gp Grenade Launcer: 500 gp (Martial) Dynamite: 75 gp Grenade Fragmentation: 50 gp Smoke: 25 gp Psionics Psionics are Different to Magic. However there are some variations from the book as follows: * SR = PR * Although Dispel Magic/Negate Psionics doesn't Dispel/Negate the other, A spell/power of EQUAL level (eg Dispel Psionics - 3rd Level Spell) works at full effect, no reduction in power is acquired. * Most racial bonuses DO apply against psionics unless they are applied specifically to magic only and by my definition would not include psionics. (Eg +2 Racial Bonus on saves vs Enchantment would apply to most Telepathy powers, +2 Racial Bonus on Spells may or may not depending on the race. If it mentions Spell-Like Abilities as being applicable it automatically affects psionics (eg Drow +2 Racial Bonus on will saves vs Spells and Spell-Like Abilities). [/QUOTE]
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