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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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* '''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
  
Line 58: Line 55:
 
* '''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)
  
Line 65: Line 61:
 
''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.  
 
<br><br>
 
<br><br>
 
===Longsword===
 
===Longsword===
Line 73: Line 69:
 
* '''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
  
Line 104: Line 99:
 
* '''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
  
Line 116: Line 110:
 
* '''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.
 
<br><br>
 
<br><br>
  
Line 129: Line 122:
 
* '''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.
 
<br><br>
 
<br><br>
  
Line 146: Line 138:
 
* '''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
  
Line 156: Line 147:
  
 
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.
 +
 +
Counts as fire damage.
 
<br><br>
 
<br><br>
 
----
 
----
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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
  
Line 180: Line 172:
 
* '''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
  
Line 198: Line 189:
 
* '''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
  
Line 216: Line 206:
 
* '''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
  
Line 233: Line 222:
 
* '''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
  
Line 248: Line 236:
 
* '''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
  
Line 255: Line 242:
 
''"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
  
Line 303: Line 288:
 
* '''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
  
Line 326: Line 310:
 
* '''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
  
Line 344: Line 327:
 
* '''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
  
Line 365: Line 347:
 
* '''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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