I heard some folk round these parts were posting about gun's... Well, we don't know what gun's are in Laurentia but we do have blasters, for which my buddy Gigi Gutsygills and I wrote some rules many moons ago that I have, shamefully, neglected to share with my cherished readers for all that time. Let's fix that tonight.
A human blastermaster, made in Hero Forge by yours truly.
A blaster is sort of like a shitass retrofuturistic raygun with a wand for a barrel. I would have reflected this in the above model had Hero Forge a better selection of gun parts from which to kitbash such an implement but it didn't really.
Blasters are a lot like gun's, but less lethal. A handblaster is analogous to a semiautomatic pistol. A jitterblaster is kind of like a submachine gun. A rattleblaster is a tommy gun; a rayler is a bolt action rifle made of a staff; a boomstick is a shotgun; and a bazinga is a rocket launcher.
There are no nonmagical gun's in this setting.
BLASTER RULES
I need you to understand that I was a Tactical Breach Wizards fan before it ever released. I was one of the motherfuckers who watched every last dev video Tom Francis uploaded in the years prior to its release. This makes me cool and special, and I deserve recognition and accolades for having been excited about an upcoming video game.
Firing a ranged weapon normally uses your SHREWD for its attack and damage. A range increment is how far a weapon can shoot before incurring penalty to hit -- For example, a handblaster has a -1 penalty if the target is 5 squares from its wielder, a -2 penalty if 9 squares from its wielder, and so on. Most blasters deal damage of a single element.
Blasters have twenty shots until they become dangerous to use. When destabilized in this way, they have a 50% chance to backfire and deal damage to you as well as your target. You can recharge your blasters at no cost when you rest.
Piranha Launcher, Nick Southam
Handblaster: 1d6+SHREWD or SLICK damage. Range increment 4. One inventory slot.
You get a +1 bonus to hit if you finger-gun in real life as you attack.
Jitterblaster: 1d4+SHREWD. Range increment 4. One inventory slot.
Damage dice explode -- If damage roll is 4, you may expend another charge to roll again and add the damage together. This may continue indefinitely.
Rattleblaster: 1d4+SHREWD. Range increment 3. Two inventory slots.
As well as firing normally, you may alternatively expend three charges to spray and pray in a 3x2 area in front of you. If damage roll is 4, you may expend another charge to roll again and add the damage together. This may continue indefinitely.
Hired Gun, Eric Braddock. This fuckin Hearthstone set was one of the seminal influences on a much earlier version of my setting.
Rayler: 1d10+SHREWD. Range increment 6. Two inventory slots.
Shots pierce in a straight line -- roll to attack each other creature caught in line of fire too. Every target beyond the first takes half damage.
Boomstick: 2d6+SHREWD or STURDY. Range increment 3. Two inventory slots. Loud.
Instead of losing chance to hit with range increment, boomsticks fall off in damage. Costs 2 charges to fire. You gain a +1 to damage if you mime racking a shotgun in real life and make the appropriate sound effect.
Bazinga: 5d4+STURDY. Range 4. Three inventory slots. Loud.
Damage every target in a 3x3 area centered on any square within four squares of the wielder. If you are yourself caught in the explosion, you may reposition yourself up to [SUM] feet in the direction of your choice. Bazingas require a 1-point action to reload after every fire, and cost 5 charges to fire.
Also, I think Walfalcon's ska word gun's are a great idea but vehemently disagree that a gun named after Stupid Horse would prioritize and value nonlethal conflict resolution and have a distaste for killing. Stupid Horse is not an especially nonlethal song, not by nature. Thus I leave you here with a sentient blaster of my own.
STUPID HORSE
Stupid Horse is a sawn-down rayler; for all mechanical purposes, treat it as a handblaster that takes up two inventory slots. Scrawled in permanent marker on its handguard are the words "LIVE FAST DIE LATER". A keychain charm of a dinky little misshapen horse hangs from its stickerbombed stock.
WANTS: motion movement the thrill of the chase
DISLIKES: stasis and languidity
Stupid Horse deals an extra point of damage for every step you travel the turn you fire it. It gains a +2 to hit when fired from a moving vehicle or steed. When it is unhappy, it fires with a -10 to hit.
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