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* '''Target Hit Numbers:'''
 
* '''Target Hit Numbers:'''
 
* '''Type'''
 
* '''Type'''
* '''Damage Type'''
 
 
* '''Encumbrance:'''  '''Mobility Penalty:'''
 
* '''Encumbrance:'''  '''Mobility Penalty:'''
  
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Single Handed
 
* '''Type:''' Military Melee, Single Handed
* '''Damage Type:''' Fire, Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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'''Special Game Rules:''' Firemauls add +3 to Magnitude on a successful attack roll. Additionally the maul glows brightly, with the colour reflecting the wielder's emotional state, and will "crackle and roar" more loudly when battle is close. Subtle these ain't.
 
'''Special Game Rules:''' Firemauls add +3 to Magnitude on a successful attack roll. Additionally the maul glows brightly, with the colour reflecting the wielder's emotional state, and will "crackle and roar" more loudly when battle is close. Subtle these ain't.
 
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===Greataxe===
 
===Greataxe===
 
''(also use same stats for double handed swords, long warhammers, long spears and any other unpowered unenhanced double handed melee weapon)''
 
''(also use same stats for double handed swords, long warhammers, long spears and any other unpowered unenhanced double handed melee weapon)''
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Double Handed
 
* '''Type:''' Military Melee, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 0
  
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'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. Additionally, if you roll 3 of more "Hits", then add a further +1 to the Magnitude.
 
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. Additionally, if you roll 3 of more "Hits", then add a further +1 to the Magnitude.
 
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===Hellsword===
 
===Hellsword===
  
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Single/Double Handed
 
* '''Type:''' Military Melee, Single/Double Handed
* '''Damage Type:''' Fire, Physical.
 
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1 (double handed) or 2 (single handed)
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1 (double handed) or 2 (single handed)
  
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''The only downside of a Hellsword is that it is quite unwieldy, and more than a little weighty. Blades weighing upwards of thirty five kilos are not uncommon, and many struggle to use these weapons two handed, let alone one handed. If someone comes at you with Pyrecaster in one hand, and Hellsword in the other, they're probably Guild Hellforged, and you should probably be running the other way.
 
''The only downside of a Hellsword is that it is quite unwieldy, and more than a little weighty. Blades weighing upwards of thirty five kilos are not uncommon, and many struggle to use these weapons two handed, let alone one handed. If someone comes at you with Pyrecaster in one hand, and Hellsword in the other, they're probably Guild Hellforged, and you should probably be running the other way.
  
'''Special Game Rules:''' Add +3 to the Magnitude of a successful attack roll with this weapon. In addition, for each "6" rolled on the final attack roll, deal 6 additional points of damage. This extra damage is not multiplied by the magnitude or by other factors, but is a fixed amount.  
+
'''Special Game Rules:''' Add +3 to the Magnitude of a successful attack roll with this weapon. In addition, for each "6" rolled on the final attack roll, deal 6 additional points of ''fire damage''. This extra damage is not multiplied by the magnitude or by other factors, but is a fixed amount.  
 
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===Longsword===
 
===Longsword===
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Single Handed
 
* '''Type:''' Military Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon.
 
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon.
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===Military Shield===
 
 
* '''Price:''' 20 Dragons
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Military Melee, Single Handed
 
* '''Damage Type:''' Physical.
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
 
''A solid metal shield provides an advantage with parrying in close combat, and in a pinch can be used as a melee weapon.''
 
 
'''Special Game Rules:''' Add +1 to the Magnitude of a successful attack roll with this weapon. Carryng a shield improves your parries (see [[Flamepunk: Physical Traits|Physical Traits]]).
 
 
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* '''Target Hit Numbers:''' (2, 4)
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
 
''A firedart launcher resembles a crossbow but with three pronged arms to the front that act as a focus for the weapon's energy, and an obsidian bind stone in the core where a bolt would normally sit. They are powered by a bound flame elemental, which is stoked into a state or perpetual rage by its confinement and able to release its energy only through the firing aperture when the trigger is pulled.''
 
''A firedart launcher resembles a crossbow but with three pronged arms to the front that act as a focus for the weapon's energy, and an obsidian bind stone in the core where a bolt would normally sit. They are powered by a bound flame elemental, which is stoked into a state or perpetual rage by its confinement and able to release its energy only through the firing aperture when the trigger is pulled.''
  
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. A Firedart launcher is good for six hundred shots before needing recharging, and recharging simply requires the bind stone to be placed in naked flame for an hour.
+
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. All damage dealt by the firedart launcher counts as ''fire damage''. A Firedart launcher is good for six hundred shots before needing recharging, and recharging simply requires the bind stone to be placed in naked flame for an hour.
 
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* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 6  '''Mobility Penalty:''' 3
 
* '''Encumbrance:''' 6  '''Mobility Penalty:''' 3
  
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''The HHPCL can only fire half a dozen times before it needs recharging (a twenty-four hour long process requiring specialist flamebinding equipment). Of course, with those six shots, it can deal more damage than a whole brigade of firedart guns...''
 
''The HHPCL can only fire half a dozen times before it needs recharging (a twenty-four hour long process requiring specialist flamebinding equipment). Of course, with those six shots, it can deal more damage than a whole brigade of firedart guns...''
  
'''Special Game Rules:''' Add +12 to the Magnitude of a successful attack roll with this weapon. Attack is applied against everybody and everything in the burst radius.
+
'''Special Game Rules:''' Add +12 to the Magnitude of a successful attack roll with this weapon. Attack is applied against everybody and everything in the burst radius, and counts as fire damage.
 
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* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Military Ranged, Double Handed
 
* '''Type:''' Military Ranged, Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 1
 
* '''Encumbrance:''' 2  '''Mobility Penalty:''' 1
  
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Against a perfectly stationary (or immobilised) target you can choose to keep the beam locked on. If you do this, then with each consecutive attack after the first you can choose to keep the Magnitude from the previous attack, or use the Magnitude from the new attack, whichever is better. If the target is moving, or if you take any other action, then you lose this advantage.
 
Against a perfectly stationary (or immobilised) target you can choose to keep the beam locked on. If you do this, then with each consecutive attack after the first you can choose to keep the Magnitude from the previous attack, or use the Magnitude from the new attack, whichever is better. If the target is moving, or if you take any other action, then you lose this advantage.
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Counts as fire damage.
 
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Single Handed
 
* '''Type:''' Street Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Double Handed
 
* '''Type:''' Street Melee, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
  
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Single Handed
 
* '''Type:''' Street Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (5, 6)
 
* '''Target Hit Numbers:''' (5, 6)
 
* '''Type:''' Street Melee, Single Handed
 
* '''Type:''' Street Melee, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (2)
 
* '''Target Hit Numbers:''' (2)
 
* '''Type:''' Street Ranged, Double Handed
 
* '''Type:''' Street Ranged, Double Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
 
* '''Encumbrance:''' 3  '''Mobility Penalty:''' 1
  
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* '''Target Hit Numbers:''' (1, 2)
 
* '''Target Hit Numbers:''' (1, 2)
 
* '''Type:''' Street Ranged, Single Handed
 
* '''Type:''' Street Ranged, Single Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
  
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''"Glass bottle. Rag. Waste fuel. Box of matches. Party time."''
 
''"Glass bottle. Rag. Waste fuel. Box of matches. Party time."''
  
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. As thrown weapons, improvised firebombs are single use.  
+
'''Special Game Rules:''' Add +2 to the Magnitude of a successful attack roll with this weapon. As thrown weapons, improvised firebombs are single use. Firebomb damage counts as fire damage, obviously.
  
 
The cost of the above weapon is if you are buying the components - often you can put together an improvised firebomb for free.
 
The cost of the above weapon is if you are buying the components - often you can put together an improvised firebomb for free.
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* '''Target Hit Numbers:''' (2, 4)
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Type:''' Street Ranged, Single Handed
 
* '''Type:''' Street Ranged, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (2, 4)
 
* '''Target Hit Numbers:''' (2, 4)
 
* '''Type:''' Street Ranged, Single Handed
 
* '''Type:''' Street Ranged, Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1 per 5 items  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (2)
 
* '''Target Hit Numbers:''' (2)
 
* '''Type:''' Specialist (Melee), Double Handed
 
* '''Type:''' Specialist (Melee), Double Handed
* '''Damage Type:''' Fire.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (6)
 
* '''Target Hit Numbers:''' (6)
 
* '''Type:''' Specialist (Melee), Single Handed
 
* '''Type:''' Specialist (Melee), Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' (4)
 
* '''Target Hit Numbers:''' (4)
 
* '''Type:''' Specialist (Melee), Single Handed
 
* '''Type:''' Specialist (Melee), Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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* '''Target Hit Numbers:''' Melee: (5, 6) Ranged: (2, 4)
 
* '''Target Hit Numbers:''' Melee: (5, 6) Ranged: (2, 4)
 
* '''Type:''' Specialist (Melee or Ranged), Single Handed
 
* '''Type:''' Specialist (Melee or Ranged), Single Handed
* '''Damage Type:''' Physical.
 
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
 
* '''Encumbrance:''' 1  '''Mobility Penalty:''' 0
  
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'''Proficient Level Effect:''' Proficiency in this specialist weapon increases Hit Target Numbers to (3, 5, 6) for Melee and (2, 3, 4) for thrown. Also, the wielder can now make basic transitions of the weapon to and from smoke-form, allowing him to treat the knife as having an Encumbrance value of 0.
 
'''Proficient Level Effect:''' Proficiency in this specialist weapon increases Hit Target Numbers to (3, 5, 6) for Melee and (2, 3, 4) for thrown. Also, the wielder can now make basic transitions of the weapon to and from smoke-form, allowing him to treat the knife as having an Encumbrance value of 0.
  
'''Expert Level Effect:''' An Expert in this Specialist Weapon can draw a Smokeknife that he is carrying as a 0-dice automatic action (instead of the normal 1 dice automatic action).  
+
'''Expert Level Effect:''' An Expert in this Specialist Weapon can draw a Smokeknife as a 0-dice automatic action (instead of the normal 1 dice automatic action). Also, as a 1-dice automatic action he can move a Smokeknife that he is attuned to into his hand. He must have a free hand to activate this effect, and the Smokeknife must be within one hundred miles of his current location.
  
Also, as a 1-dice automatic action he can teleport an attuned Smokeknife to into his hand. He must have a free hand to activate this effect, and the Smokeknife must be within one hundred miles of his current location.
+
'''Master Level Effect:''' A Master in this Specialist Weapon can ignore Armour Rating when making smokeknife attacks, so long as there are gaps in the armour large enough for smoke to pass through. Also, before attacking in melee or at range he can elect to replace his usual Hit Target Numbers with (1, 2, 3). This must be declared before the attack is rolled.
  
'''Master Level Effect:''' Before attacking in melee or at range the Master can elect to replace his usual Hit Target Numbers with (1, 2, 3). This must be declared before the attack is rolled. Attacks declared using this option ignore Armour Rating, so long as there are gaps in the armour large enough for smoke to pass through.
 
 
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