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*'''Feed''': is a type of reloading ammunition for firearms. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round requires 15 feet of movement to load. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder (revolver) that between 4 and 8 rounds.
 
*'''Feed''': is a type of reloading ammunition for firearms. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round requires 15 feet of movement to load. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder (revolver) that between 4 and 8 rounds.
 
*'''Flame''': these weapons can set targets on fire. This is an Area of Effect attack; these weapons fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions. Anything the area must make a '''DC8''' ('''DC12''' for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier Dexterity save. Success suffer half damage. Failure full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making Intelligence saving through at the same '''DC'''. The target has advantage on this roll if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water.
 
*'''Flame''': these weapons can set targets on fire. This is an Area of Effect attack; these weapons fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions. Anything the area must make a '''DC8''' ('''DC12''' for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier Dexterity save. Success suffer half damage. Failure full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making Intelligence saving through at the same '''DC'''. The target has advantage on this roll if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water.
*'''Laser''': weapons fire a condensed, well-defined beam of light that inflicting heat (fire) damage. All lasers can fire a special type of Pulse attacks. The first consumes two shots of ammunition and with a successful hit deals +2 damage. The second pulse attack consumes five shots of ammunition and adds +1d weapon dice damage with a successful hit (i.e. a Laser Carbine would deal 2d10 on a successful hit). Both features require that the weapon have enough ammunition. A critical hit also imposes the '''''Blind''''' condition on the target until the start of your next turn. Lasers are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
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*'''Laser''': weapons fire a condensed, well-defined beam of light that inflicting heat (fire) damage. All lasers can fire a special type of Pulse attacks. The first consumes two shots of ammunition and with a successful hit deals +2 damage. The second pulse attack consumes five shots of ammunition and adds +1d weapon dice damage with a successful hit (i.e. a Laser Carbine would deal 2d10 on a successful hit). Both features require that the weapon have enough ammunition. A critical hit also imposes the Blind condition on the target until the start of your next turn. Lasers are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
 
*'''Magnetic''': weapon accelerate metal shells using magnetic coil technology. If the weapon kills the target, the round continues in a straight light past it. The attacker can make a free attack roll on any target in a straight line behind the dead one, if such a target exists. Critical hits inflict a one additional weapon die of damage over the normal doubling (i.e. a railgun deals 2d8 normally and 5d8 on a critical hit). Magnetic weapons are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
 
*'''Magnetic''': weapon accelerate metal shells using magnetic coil technology. If the weapon kills the target, the round continues in a straight light past it. The attacker can make a free attack roll on any target in a straight line behind the dead one, if such a target exists. Critical hits inflict a one additional weapon die of damage over the normal doubling (i.e. a railgun deals 2d8 normally and 5d8 on a critical hit). Magnetic weapons are recoilless and do not impose any extra disadvantage when fired in zero-gravities.
 
*'''Mist-Blade''': these are extremely advanced force-blade weapons (think lightsabers). When powered off they are simply a handle of the weapon. These blades deal double damage to Energy Shields Hit Points. Requires a special powercell (dedicated cost x20 normal) that lasts for two hours of continues use.
 
*'''Mist-Blade''': these are extremely advanced force-blade weapons (think lightsabers). When powered off they are simply a handle of the weapon. These blades deal double damage to Energy Shields Hit Points. Requires a special powercell (dedicated cost x20 normal) that lasts for two hours of continues use.
 
*'''Painful''': these violent weapons inflict massive pain onto living creatures with a successful hit. The target must make a '''DC10''' + ½ the damage inflicted Wisdom save. Failure means the target suffers Disadvantage for all attack rolls, and ability and skill checks until the end of its’ next turn.
 
*'''Painful''': these violent weapons inflict massive pain onto living creatures with a successful hit. The target must make a '''DC10''' + ½ the damage inflicted Wisdom save. Failure means the target suffers Disadvantage for all attack rolls, and ability and skill checks until the end of its’ next turn.
*'''Pincher''': these weapon deliver an electromagnetic pulse that can disrupt any item that requires a power cell. With a hit, choice one item on the target that is using a powercell. The target gets a '''DC8''' + your proficiency bonus (if you proficient with the weapon) + your Dexterity modifier Intelligence save. Failure means that an item turns off until the end of your next turn. A critical hit forces the target to make a '''DC8''' + ½ the damage inflicted (max '''DC20''') Constitution save or gain the '''''Stunned''''' condition until the start of your next turn.
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*'''Pincher''': these weapon deliver an electromagnetic pulse that can disrupt any item that requires a power cell. With a hit, choice one item on the target that is using a powercell. The target gets a '''DC8''' + your proficiency bonus (if you proficient with the weapon) + your Dexterity modifier Intelligence save. Failure means that an item turns off until the end of your next turn. A critical hit forces the target to make a DC8 + ½ the damage inflicted (max '''DC20''') Constitution save or gain the '''''Stunned''''' condition until the start of your next turn.
 
*'''Plasma''': these weapons damage affects the entire body of the target. They ignore all resistance unless the target is within a full sealed environmental (or vacuum) suit. On a critical hit the deal an extra +1d weapon dice to (i.e. a Plasma pistol deals 2d8 damage on a critical hit would deal 5d8 damage) and the next round they deal the basic, unmodified, weapon dice of damage to the target again (i.e. the plasma pistol above would deal another 2d8 damage the following round).
 
*'''Plasma''': these weapons damage affects the entire body of the target. They ignore all resistance unless the target is within a full sealed environmental (or vacuum) suit. On a critical hit the deal an extra +1d weapon dice to (i.e. a Plasma pistol deals 2d8 damage on a critical hit would deal 5d8 damage) and the next round they deal the basic, unmodified, weapon dice of damage to the target again (i.e. the plasma pistol above would deal another 2d8 damage the following round).
 
*'''Power (Flux) Weapons''': an advanced flux-power field surround the weapon making it incredibly deadly. When not charged it acts as a normal weapon of the same type (i.e. Power Swords are just longswords when not powered). A typical powercell last for 20 minutes of continues use.
 
*'''Power (Flux) Weapons''': an advanced flux-power field surround the weapon making it incredibly deadly. When not charged it acts as a normal weapon of the same type (i.e. Power Swords are just longswords when not powered). A typical powercell last for 20 minutes of continues use.

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