Firearms
"The first gun fired at the Battle of Bastion was something like a turning point. When that thunderous boom echoed forth, it was like a call to arms. What people didn't expect, including the one who made it, was how effective it was. What people expected less was how quickly the next shot came."Firearms in Morado are an instrument of war, a powerful technology made for the sake of killing and killing quickly. Though the concept it simple enough, the actual process of making one takes a great deal of time, effort, and skill without which usually ends with the creator blowing themselves up or shooting themselves dead. It's a new technology that has only just recently being perfected, as the technology to make such things often takes skill and time. While firearms can be purchased, their stock is rare and unlikely to be something just anyone can get. The cost to manufacture one is usually cheaper than buying one at market value, but the process requires raw materials and skill. Even if one gains access to a firearm, using one requires ammunition and training. Without ammunition you just have an expensive club that doesn't hit very hard. Without training its near useless in the without a steady hand, as handling it requires a different finesse than most other projectile firing weapons. Firearms come in two types: Small and Large Firearms. When gaining proficiency in firearms you can choose to become proficient in either small or large. If one takes the Fighter: Gunslinger Archetype they gain proficiency in both. Examples of Firearms: Gun Name (Nickname): Cost of weapon, Ammo Cost, Damage and Type, Weight, Range,Bandi Bittersail, telling a few patrons at the bar about the first time he saw a firearm.
- Properties
- Light, Reload 1, Misfire 1/20, Slight of Hand +2 to hide and draw.
- Reload 4, Misfire 1
- Reload 6, Misfire 2 (Double Fire uses 3 shots, misfire 4)
- Reload 1, Misfire 2
- Two Handed, Reload 1, Misfire 2
- Two Handed, Reload 2, Misfire 2
Manufacturing
Materials
To manufacture a gun, one must have an equal amount of the following raw materials to make a gun. The cost of the raw materials is always relative to the cost of the gun being designed:- Tinker or Smith's Tools
- 50% GP Cost in Raw, Hard Metal
- 30% GP Cost in Raw, Hard Wood
- 20% GP Cost in Fuel to Smith the Object.
Crafting Time
In addition, the cost to manufacture the object requires 1 Week (6 days) per 150 GP cost of the object. Each day the Crafter must make at least one successful Tools: Tinker or Blacksmithing Check to make the object, which takes two hours of downtime to complete. The user can make three tries per day until they reach a success, and if they make any additional tries and they must make a successful Con Save per check or suffer a level of Exhaustion. If you are crafting at a blacksmiths or a Tinkerer's Workstation, then you may make the crafting check at advantage.Manufacturing New Guns
A skilled craftsman can create a firearm of their own design using the above firearms as a template. For every single alteration, the gun's crafting time increases by an additional day, In addition, the cost of the gun's expenses increases by 50 GP per alteration. The following aspect of any one gun can change, but also come with the following properties:Barrel Size
By changing the size of the barrel, a Gunsmith can craft a gun that can carry more rounds, increasing the number needed on its reload. The gun can carry additional rounds up to One and a half its original Reload count, minimum +1 (for example a Pistol has 4 before reload, so it can change up to 6 since 1.5 times 4 is 6). Any additional rounds beyond this increases the gun's misfire by 1 each.Damage Output
By changing the amount of bullets fired, a Gunsmith can increase the damage output of their gun on a successful hit. A gunsmith can craft a gun to deal a maximum of 3 times its normal damage output, (for example a pistol does 1d10, so a double barrel pistol does 2d10, and can be increased to a maximum of 3d10). When using a gun with this property the user must declare how many bullets are being fired and adjust the damage accordingly (firing two bullets means they'll use deal 2d10, then can choose with the next action to fire 1 bullet, dealing only 1d10). This uses more bullets, as the amount of damage multiplied also makes the user reach their Reload limit more quickly (Pistol reload 4 normally, meaning in two 2d10 shots they must reload.) This also increases the misfire chance, increasing the misfire chance by 1 per Damage Dice increase.Bullet Properties
With sufficient materials, a gunsmith can craft a full Reload Round of bullets with special properties. Bullets made with the following materials gain the following properties:- Silver: Harms Lycanthropes and Certain Creatures immune to mundane damage.
- Adamantine: Harms certain creatures immune to mundane damage. Deals double damage to objects.
- Mythril: Weapon range doubles. Unaffected by conditions such as heavy wind or underwater.
- Cold Iron: Harms Extraplanars and Certain Cretures immune to mundane damage.
- Elemental Property: A bullet infused with a magical property deals an additional 1d6 of that elemental type: Fire = Fire Damage, Water = Cold Damage, Wind = Lightning Damage, Earth = Acid Damage, Light = Radiant Damage, Dark = Necrotic Damage.
- Vlodiron: Bullet gains an Explosive property. Upon reaching its target, whether it hits or not, all creatures within 10 feet of the target (including the target) must make a Dexterity Saving Throw (DC 15) or take 1d10 Thunder Damage, 1d10 Fire Damage. On a success it does no damage. If a gun misfires with a Vlodiron round then the Gunsmith must make the Dexterity saving throw or take the damage. Regardless the gun is now broken and must be repaired before it can be used, unless it is made of material resistant to breaking (in which case use misfire rules as normal).
Special Metals
If the following materials are used to craft the gun, the object will gain the following properties. A gun can only be treated with one type of Special Metal:- Adamantium: Gun weight doubles, Gun becomes resistant to rusting and breaking. A gunslinger gains an additional chance to repair a Misfired Weapon (stacks with other bonuses).
- Mythril: Gun weight halves. Gun becomes resistant to rusting. A bullet fired from a gun like this makes mnimal noise, heard only to people within 30 ft, with sound being blocked by a sheet of rare metal, 1 inch of common metal, 1 foot of stone, or 3 feet of wood.
- Cold Iron: Gun weight doubles. Gun becomes immune to rusting. Gun gains the ability to house a single spell spell up to level 5 within it.
- Orichalcum: Gun weight increases by 5 Lbs. Gun becomes magical. Bullets fired from this gun gain the magical property.
- Vlodiron: Gun weight stays same. Unknown.
- Astral Glass: Unknown
Access & Availability
Due to their cost, they are not very widespread, and due to the fact that manufacturing them is not a readily available skill, many people even in the empire do not possess a firearm.
Rarely will blacksmiths or arms dealers carry them, and if they do, they tend to sell them at a raised price due to their value.
Discovery
The first firearm was designed during the Battle of Bastion. It was said that gunpowder supplies were being used too quickly for cannon fire, so the arms expert tried to design something with equal punch for less gunpowder.
Their first attempt nearly got them killed, but once they discovered how to make it they worked tirelessly to make more. The advent of such objects meant the Bastionites, including the Voyagers and Akacheta were able to repel the Ta'LeSharo.
Since then they have become a remarkably sought after object, but expenses to make them meant that only the wealthiest would be able to afford them.
Remove these ads. Join the Worldbuilders Guild
Comments