If I was including guns in a fantasy setting, I would have them be flintlocks and use the rules found here.
Magelocks are guns that have been modified to utilize magic. There are six types...
1d6
1- Casting Aids. This gun functions as a casting aid. Can be used to give you a boost to cast spells. This gun grants +X to cast a random type of magic. Ex: This pistol grants +1 to use Fire Magic in the hands of a magic-user.
2- Dual-Fire Mode. This gun can fire bullets or bolts of elemental energy. What element will depend on the gun. For example, a pistol with this feature can fire bullets that do 1d6+1 or 1d6 fire damage depending on what mode it is used.
3- Empowered Shot. This gun uses magic to make it's shots more powerful. Ex: This pistol imbues it's bullets with Fire Magic, so when it strikes a target, it does 1d6+1 damage plus 1d6 fire damage.
4- Mana Fueled. This gun is powered by mana instead of black-powder. People without the ability to channel mana can't use it. Ex: This pistol has fire runes cut into it, so instead of using black powder, it can be fired by sending mana into the gun.
5- Melee Musket. This gun is carved with runes that make it more dangerous in melee combat. Ex: By allowing mana to flow through this pistol, it can be used as a 1d6+Atk sword, as a blade of magical energy sprouts from the end of the barrel.
6- Energy Absorbers. This gun absorbs the energy produced by the explosions within it and can use that energy for something else- such as recharging the user's mana, shielding the user, helping them move faster, etc. Ex: This pistol absorbs the energy produced by firing it, so as an action on his turn, the user can tap into that energy, granting himself +2 to any roll based on speed or agility. The pistol must be fired three times for this ability to be active, once it is used, the gun must be fired three more times to recharge the pistol.
Magelocks come in a variety of qualities, like Wizard Weapons. Low and Decent quality ones will only fit one of these categories above, while Good or Masterwork quality Magelocks might have the traits of multiple categories.
Here are some more "ordinary" magical ammunition:
1d6
1- Elemental Rounds. These bullets produce alternative types of damage than regular bullets. This bullet in particular does 1d4 [1= 2d6 Fire Damage, save for half, on a failed save, you're also set on fire; 2= 2d6 Ice Damage, save for half, on a failed save you're frozen in place until you succeed on a STR check to break out; 3= 2d6 Lightning Damage, save for half, on a failed save you're paralyzed for 1d6 rounds or until you pass a CON save; 4= 2d6 Thunder Damage, save for half, on a failed save creatures are also deafened for 1d6 rounds or until they pass a CON save.]
2- Living Bullets. These bullets are alive and can 1d3 [1= Carry poisons within them; 2= Burrow around inside a living creature to do extra damage; 3= Lay eggs inside the creature, even if it survives in 1d6 days these eggs will hatch and begin parasitizing the host until they kill it.]
3- Holy Rounds. These bullets are holy silver and blessed by a priest. When they hit an evil creature, that creature takes +2d6 damage. This damage also ignores normal resistances or modifiers.
4- Demonbone Rounds. These bullets carry a sliver of a Demon's soul. When they strike a creature, the Demon can attempt to possess that creature. The Demon and the creature must engage in a COG contest each round until one of them wins three of these contests. Whoever wins gains control over the body for 1 day.
5- Lawful Rounds. These bullets carry the concentrated power of LAW. When they strike something, if it is not an object or creature associated with chaos, instead of doing damage, it repairs 1d8 HP worth of damage. If it strikes a creature aligned with Chaos, that creature takes damage as if they were vulnerable to the bullet's damage (roll twice and take the higher result).
6- Chaos Rounds. These bullets carry the concentrated power of Chaos. When they strike an object, that object 1d4 [1= Changes slightly; 2= Changes dramatically; 3= Transforms into another kind of object; 4= Is violently destroyed.] If it strikes a creature, that creature must save or 1d6 [1= Be violently destroyed; 2= Mutate, developing 1d4 mutations; 3= Gain the ability to cast spells; 4= Change sex; 5= Change race, Referee should select randomly; 6= Gain a unique feature such as 1d6 (1= One of his eyes becomes a different color; 2= Multi-colored hair, roll twice; 3= An unusual skin tone such as purple, gold, black and white polka-dots; 4= His eyes glow; 5= Horns (if you already have horns, they change to be weirder); 6= A tail (if you have a tail, it changes or you grow a second one).]
Here are the weirder ones:
1d20
1- Rune Rounds. These bullets can be 'loaded' with spell and charged with up to 4 MD. When the bullet strikes, it will cast that spell against the nearest available target. For example, if it is a Fireball, it will simply go off with the bullet at the center of the fireball, but if it is a Flesh to Stone spell, it will target the nearest available target.
2- Teleportation Rounds. These bullets teleport the user to wherever they hit.
3- Transmutation Rounds. These bullets transform 10' cubic feet of 1d6 [1= Metal; 2= Wood; 3= Stone; 4= Flesh; 5= Water; 6= Fire] into 1d6 [1= Metal; 2= Wood; 3= Stone; 4= Flesh; 5= Water; 6= Fire]. More rare variants of these bullets do exist, but the more common types will only be capable of these transmutations. Also, if a bullet has two of the same result, such as Metal to Metal, it simply transforms one type of metal into another, such as Iron to Tin.
4- Anti-Magic Rounds. These bullets ignore magical shields and protections, passing through them as if they aren't there. Enchantments to harden ordinary materials also do not affect them, these bullets treat such materials as if they were non-magical. Only physical barriers can stop them.
5- Storm-Caller Rounds. Anyone struck by one of these bullets attracts lightning. Each minute the affected creature is outside, there is a 2-in-6 chance he is struck by lightning. This rises to a 4-in-6 chance if it is actively stormy. The creature also has disadvantage on saves against lightning damage. This effect lasts for 1d4 hours.
6- Mind-Slaver Rounds. When this bullet strikes a creature, it forces a save. On a failed save, the creature takes no damage and is Charmed to the user for 1d6 hours. During that time the Charmed creature will treat the user like a good friend. On a successful save, the creature takes damage as per normal.
7- Anti-Grav Rounds. This bullet explodes when it hits a solid object, creating a 30' diameter wide sphere of anti-gravity. Anything within this sphere floats around as if not affected by gravity, though this effect only persists inside the sphere. This effect lasts for 1d10 minutes.
8- Madness Gas Rounds. This bullet explodes upon striking a solid object. It does no damage but instead creates a cloud of mind-altering gas that fills a 30' cubic foot area. All creatures within that cloud must save or be driven insane. The Referee should select a delusion or roll. All the creatures in the cloud believe 1d6 [1= That their former allies are monsters; 2= That all of their allies are actually plotting against them; 3= That they are being observed by an unseen watcher(s); 4= That one previously taboo activity is suddenly permissible, such as cannibalism or public nudity; 5= They are actually the most talented, intelligent and important person in the world; 6= That God is speaking to them and has a special mission for them.] creatures trapped in this cloud must save each round they are within the cloud. The cloud lasts for 1d10 minutes, but the effect of the Gas lasts for 1d6 hours. After that, all creature affected by it must save. On a failed save, the delusion persists and the creature continues to believe it.
9- Assassin Rounds. When fired, these bullets 1d4 [1= Cloak the user in an illusion to make him look like anything he wishes; 2= Make him invisible; 3= Hide the sound of the weapon being fired; 4= Project an image of the user into a different location than the user currently is.]
10- Frenzy Rounds. When it strikes a creature, this bullet forces a save. On a failed save, the creature hit takes no damage but instead flies into an insane rage. The creature will attack a creature near them each round, with preference for the last creature that hurt him or the closest creature. While in this rage, the creature is immune to being Charmed or Frightened and feels no pain. This rage lasts for 1d6+1 rounds or until the creature is knocked unconscious or killed. If denied anything to attack, the creature will vent it's rage on anything breakable around it or will search for targets. On a successful save, the creature takes normal damage.
11- Quartz Shredder Rounds- These crystal bullets shatter into a storm of razor-sharp projectiles when they strike a hard object. If they hit a creature, that creature takes +2d6 damage, save for half. If reduced to 0 HP, this creature is torn to shreds. If the Quartz Shredder Round strikes a solid object, it instead fills the air in a 30' diameter sphere around it with razor sharp projectiles- all creatures within that cloud take 3d6 damage, save for half.
12- Vortex Rounds. These bullets, when they strike a solid object, open a portal to a random Plane. This portal sucks in everything within 30', all creatures within that area must save or be sucked in. Non-secured objects are also sucked in. The portal lasts for 1d6 rounds, after which it disappears. There are also variants that could send you to other places.
13- Locksmith Rounds. These bullets, when they strike a barrier or obstacle that bars the way cause it to open or unlock. Ex: If fired against a locked door, this bullet will unlock and open it; if fired against an armored creature, it will cause that armor to fall off.
14- Metalbane Rounds. These bullets hate metal. If one strikes a piece of metal, it explodes, disintegrating every piece of metal in a 30' diameter sphere. Metal items in the hands of a creature can have their owners save, on a successful save, they are not destroyed. Magical items are not affected by this. These bullets also come in other varieties such as Stone, Wood, Crystal- and Fleshbane. If fired against a substance the bullet does not hate, it simply does normal damage to that creature.
15- Time Bubble Round. When it strikes a solid object, this bullet creates a 30' sphere. Inside this sphere, time flows 1d3 [1= Much slower, at 1d100% less than normal speed. Creatures within it seem to be moving much slower or not at all. To creatures trapped inside, creatures outside will seem to move much faster; 2= Much faster, at 1d100% more than normal speed. Creatures outside seem to move slower, while creatures inside the bubble move much faster and experience more time; 3= Time Stops for anything within the bubble. While time is stopped, anything that is 'stopped' is invulnerable and cannot be affected by any spell or ability, as that ability or spell has no time to occur.] The Time Bubble lasts for 1d6 rounds from the outside.
16- Preview Round. This bullet reveals the future to the user, showing the outcome of firing upon 1d6+1 creatures. The user should roll for damage as per usual and a number of creatures as specified by the 1d6+1 roll should roll their saves, as if they were fired upon. The user can then select one of these outcomes and fires. The bullet will strike that creature and the save that creature rolled will be automatically applied to it.
17- Green Slime Round. This bullet, upon striking a creature, transforms into Green Slime. This slime will do 1d6 acid damage to anything anything organic, alive or dead, that it touches. Anything destroyed by it turns it into more green slime. Anything touched by that green slime will turn into more green slime and so on. Green Slime is not an ooze, it cannot move on it's own, but it can flow like a viscous liquid. It cannot dissolve stone, plastic, glass or metal.
18- Vampiric Round. If it strikes a creature, this bullet does normal damage plus an additional 1d6 damage each round it remains inside the creature. While inside the creature, the user receives +1d6 FS each round the Vampiric Round remains inside the creature. This parasitic effect lasts for 1d4 rounds or until the Vampiric Round is dug out by a successful medicine check or the use of magic.
19- Animation Rounds. These rounds will temporarily animate an object of up to Large size. For 1d6 hours, the creature will gain intelligence, the ability to move and communicate one language spoken by the user. For the duration, the animated object will obey the user's every command faultlessly. The creature remains animated until it is destroyed or the duration ends.
20- Transformation Round. When it strikes a creature, this round forces a save. On a failed save, the creature is transformed into a new form of the user's choice. While in this new form, the original creature keeps his mental abilities (intelligence, charisma, etc) but loses any abilities related to his body and gains the physical attributes and abilities of his new form. For example, if the Wizard was turned into a dog, he cannot cast spells, as he lacks the hands to make the appropriate gestures or a mouth to speak. On a successful save, the creature takes +1d6 damage instead. This effect lasts for 1d6 hours or until the user who fired the bullet ends it as a free action.
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Magic Guns:
Starsilver Forge
1d8+1, Flintlock Rifle, Reload required after each shot
A rifle with a long, dark barrel wrapped in silvery wire. The stock is not wood, but some kind of dark metal, similar to the barrel. Within it, you can hear the sounds of machinery, spinning cogs, grinding gears and the sounds of metal being smelted.
The Starsilver Forge was created by the Battle-Smith Dukar Wolfbane, who sought a way to quickly and efficiently eliminate the armies of monsters threatening his domain. He first tried to give all of his soldiers silvered weapons, but this proved both impractical and expensive. So he created the Starsilver Forge, a weapon that transformed silver into special bullets that would purify corruption and destroy evil. His prototype is credited as helping him almost single-handedly win the Battle of the Broken Spire, laying waste to countless Werewolves, shape-changers and enemy Magi. However, before he could make more of them, Dukar was assassinated by a jealous rival. The ensuing power struggle ended with his kingdom in ruins and the knowledge of how to create more of the miraculous rifle lost to history.
Abilities:
- By feeding silver to the Starsilver Forge, it can create special silver bullets.
- For 10 Silver Coins, it produces an ordinary silver ball.
- For 30 Silver Coins, it produces a silver ball that does +1d6 damage to creatures vulnerable to silver.
- For 50 Silver Coins, it produces a silver ball that upon impact, explodes into a 30' diameter sphere that does 2d6 radiant damage, save for half. Creatures vulnerable to silver within this sphere have disadvantage on the save.
- For 100 Silver Coins, it produces a silver ball that upon impact, explodes into a 50' diameter sphere that does 3d6 radiant damage, save for half. Creatures vulnerable to silver within this sphere have disadvantage on the save. Additionally, any magic within this sphere that comes from an evil source has a 50% of being dispelled.
- For every 30 coins beyond 100, increase the radius of the blast by 10' and the damage by +1d6 radiant damage.
The Starsilver Forge was lost during the coup attempt against Battle-Smith Dukar and looted from his castle by an unnamed soldier. From there it has changed hands numerous times. It is currently in the hands of a zealous and half-crazed monster-slayer who believes he is on a mission from God.
Liberator/Ghost-Binder/Soul-Chain
1d6+1 Flintlock Pistol, Reload required after each shot
A beautiful pistol with a lacquered and gold-leaf covered wooden stock, painted with the design of a cruel monster trapping a woman inside a glass jar. The monster has many eyes, each one represented by a gemstone inset into the stock.
Ghost-Binder was the weapon of choice of the famous Exorcist Mother Madrigale, a fearsome woman known for her ability to exorcise almost any spirit. It was said that her presence was so feared by evil spirits that just the rumor of her coming would be enough to drive them off. And while she was most famous for using her crystal charms, burned sage and her indomitable will, for the more violent spirits she was just as quick to reach for her gun. When she finally died, a fraction of her power remained behind, clinging to her beloved weapon.
For many decades, her children used her teachings and weapons to battle evil spirits, saving many more and spreading her name far and wide. However, those who come after great heroes often fail to live up to the legacy they sprang from. Madrigale's son was no exception to this rule and while he was not as talented as his mother, he had enough control over spirits to be able to bind and loose them. He soon realized how this could benefit him and began striking deals with demons, exchanging service for riches and pleasure. He was especially fond of summoning Demons of Lust (for obvious reasons).
Such elaborate deceptions rarely survive scrutiny and this one was no different. So when his wife discovered the truth depth of his perversion and how he had abused his powers, he attempted to cover up his crimes by using his mother's gun to bind her soul and have her be possessed by a Succubus, who could both sate his twisted desires, but also act as a willing accomplice. However, when he attempted to use his mother's gun to enact this sinister bait-and-switch, the gun rebelled against him and tore away his soul, casting him into the abyss. Thus did he squander his legacy and suffer just punishment.
Ego Weapon:
- Liberator must be wielded by a heroic soul, someone who puts others before themselves, defends the helpless and upholds justice
- Any who do evil or attempt to use it's powers for a wicked end will be destroyed
Abilities:
- 3/Day, Liberator can create and fire a jewel bullet. When it strikes, this bullet forces a save. On a failed save, the creature has his soul torn from his body and bound inside the jewel bullet. On a failed save, the soul targeted takes 1d6 psychic damage.
- If there are multiple souls inside a body, such as in the case of possession or disease, the user can target one soul in particular.
- While touching a bullet that contains a soul, anyone can communicate with the soul via telepathy. Destroying the bullet will also free the soul. The soul could also be used as a mana battery or consumed, but should this be done by Liberator's user, or done with the user's consent, the weapon's vengeance would be terrible indeed.
Since the death of her firstborn, Liberator has been very respectfully treated, kept in a place of honor above the former Matriarch's tomb. The descendants of Madrigale are paranoid about using it and so when they feel the weapon is needed, or when it tells them it is needed, they bring it volunteers until it picks one that it favors. The ritual seems ridiculous until you experience it for yourself.
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White Whale
1d6+1 Flintlock Pistol, Reload required after each shot
A pistol with a handle of ivory and a barrel stained with dried blood, this pistol radiates animosity. To those who hold no grudges or hate in their heart, it feels oily and makes them uncomfortable. For those who do, it feels right.
This pistol was the personal weapon of Lefan of the Hanshew, a potter who fell in love with Kikos of the Leki, a rival tribe of his own. He courted Kikos and asked her to be his bride, but her brothers and cousins forbade her to accept, saying it would sully her and their family's honor. When she refused, they antagonized Lefan at the wedding feast, pretending to be friendly while encouraging him to blaspheme against his God and adopt the Leki's superior ways.
When he stormed off in anger, they claimed he had told them that he was not going to 'marry into such a vile tribe' and broken off the engagement. They quickly arranged for Kikos to marry one of them instead. When Lefan returned some time later, he father told her she had already been married. Lefan was outraged at this and attacked Lefan's new husband in the street, nearly beating him to death. He escaped from the angry mob that tried to seize him then, but he did not escape vengeance. When she fled to her father's house, her kinsmen set fire to it, burning Kikos and her father to death.
When he heard the news, Lefan swore vengeance upon the Leki and spent the next twenty years waging war upon them. He struck down any who he thought connected with the burning of his bride-to-be, whether they were the young men who taunted or hunted him, or the elders who had arranged to spare their niece of dishonor. Whether young or old, strong or weak, great or lesser, none escaped the wrath of Lefan.
Abilities:
- If the user is confronted by an old enemy while wielding White Whale, count the number of sins that enemy has committed against the user. For each one, add +1 to the damage roll that the shot would inflict on a hit.
- While holding this weapon, the user can always sense the direction of their adversaries. If they are close, White Whale will alert the user. It is impossible for a known enemy to surprise the user while he holds White Whale.
Lefan's one-man war against the Leki lasted for far longer than any would have guessed, but like all quests for vengeance, it ended predictably. Lefan had been surrounded by Leki tribesmen, armed and hungry for blood. They had him trapped in the Whale's Graveyard, a rocky beach ringed by sharp stones and sheer cliffs on three sides. With the sea behind him and enemy steel before him, Lefan was trapped with no way out. Lefan would not have wanted it any other way. He attacked them with a ferocity they had never seen before, cutting down dozens with blade and shot.
When he was fatally wounded, even then he refused to give up, but used his last shot to trigger an explosive he had concealed in the rocks. The resulting explosion triggered a rockslide that buried him and his pursuers. The only sign that Lefan had even been there was their reduced numbers and his smoking white pistol, which had somehow not been buried, but rested atop a boulder. When a Leki warrior tried to pick it up, he was smote dead on the spot. At this, the survivors abandoned the weapon and the bodies of their comrades, leaving them to rot unmourned in the same grave.
Lioness of Gamziel/Slayer of Evil/The King's Coming
1d8+1 Flintlock Pistol, Reload required after each shot
A monstrous black pistol, this gun is heavy to carry and when fired, kicks like a mule. Anyone without significant strength will either be smacked in the head by the recoil or have the gun snatched from their hands. Along the barrel is engraved the words, "No Rest for Righteousness" and on the other side, "Lady Hesaya is in Heaven now".
This gun was created by the Gunpowder-Paladin Sarvi Whitesmoke, a Brother of Zulin. When he lost one of his hands in a battle against a monster, many assumed he would retire from the front-lines and devote himself to politics and maintaining the order, as was common of Paladins when they got too old or injured to effectively fight. Sarvi refused to accept this fate however, regarding it as little more than a slower, more dignified retirement. He would not be put out to pasture, left to sweet-talk elderly Priestesses and secure funding for his brothers.
He had joined the Brotherhood to destroy evil and so he would do so until it killed him or Lord Zulin came in glory. So while he attempted to relearn swordsmanship with his other hand he tried many other methods to restore himself to his former lethality. And while he never fully regained his prowess, he soon developed a great affection for guns. For while many Brothers and Knights regarded them as dishonorable, Sarvi argued that there was no honor in losing nor in showing quarter to the forces of evil.
Thus did Sarvi become the Gunpowder-Paladin, destroying evil with true aim and explosive shot. Not satisfied with what meagre weapons he could find, which were perfect for slaying men but insufficient for many monsters, he hired gunsmiths and alchemists to train him in their secret ways. Soon he was manufacturing his own weapons, each more powerful and potent than the last. The Jackal was his greatest achievement, a monster of a pistol that could fell all but the strongest of foes in a single shot.
Abilities:
- 3/Day, the user can cloak himself or another creature in an armor of light. This armor grants +10 FS Spirit and 50% Magic Resistance. The armor persists for 1 hour or until the amount of Fighting Spirit it offers drops to 0, at which point it fades.
- 3/Day, the user can force an enemy to make a morale check. On a failed check, the creature is overcome by rage and forced to attack the user. Evil creatures or those who hate the user make this save at disadvantage.
After Sarvi Whitesmoke's death at the hands of the Prince of Lust, his body was interred in one of the shrine-fortresses of the Brothers of Zulin, where it soon began causing strange things to occur. These things were investigated and soon were declared miracles. Thus was Sarvi elevated to the rank of St. Sarvi, patron saint of gunsmiths and alchemists. His guns were kept by the Brotherhood, loaned out only to those they deem worthy of touching his sacred arms.
Starving Wolf/Grasping Jaws/Ebon Hound
1d8+1 Flintlock Rifle, Reload required after each shot
A rifle with dark wooden furniture, notched from heavy use and tipped with a cruel, stained bayonet. Radiates a subtle air of malice. Unless you are the wielder, it gives you bad dreams if uncovered.
The Black Wolf was a Demon that ravaged and terrorized the land of Vatir for five years, recruiting and leading an army of villains who sought to overthrow the King. However, the Black Wolf and his allies were less interested in pitched battles and more in spreading random terror, destroying villages, enslaving the locals and looting shrines. This guerrilla campaign of violence and fear nearly brought down the regime as King Ganir proved unable to capture the Black Wolf or any of his inner circle.
Fortunately, the Gods of Vatir favored Ganir, so they sent one of their own champions. The Gods raised up a Prophet and guided him to the Black Wolf. Once he found him, the Prophet bound Black Wolf, sealing him inside his own weapon, a rifle that had been used to perpetrate massacres. The Prophet then handed the weapon over to King Ganir, with the warning that he must destroy the weapon in a specially prepared fire. If he didn't, he would suffer the consequences of his disobedience.
Abilities:
- The user can conjure a Wolf familiar that obeys the user's orders to their letter, but not the spirit. The Wolf can attack or take an action on your turn. The Wolf is intelligent and can communicate telepathically with the user or anyone the user permits the familiar to speak with.
- The Wolf is partially shadow- it cannot manifest in direct sunlight. In pitch darkness, it has no physical substance, but can still speak.
- The Wolf can only be harmed by magic, fire and sunlight. If killed, it remains dead for 1 month, after which it returns to life at full HP. As long as Starving Wolf remains intact, it cannot truly die.
Sadly, King Ganir did not heed the voice of his God's Prophet. Instead he was seduced by the spirit of the rifle, which persuaded him to offer it sacrifices in exchange for power and extended life. When the Priphet heard of this, he and his companions invaded the palace and caught the King bloody-handed. When they saw this, they were disgusted and attacked the King. King Ganir managed to escape the palace, but later expired of his wounds. His corpse was found lying in a muddy hollow next to a stream, but of Starving Wolf, there was no sign.
The True Powers of Starving Wolf:
The Demon bound to the rifle was very powerful but in his current state, he has been stripped of most of his power. He will speak to his user or anyone who touches the rifle and try to convince them to offer him sacrifices. He will try to corrupt the user, bribing them with power and knowledge to obtain enough sacrifices. If they give him enough souls, they might become evil enough to either free him of their own will, or he will grow strong enough that he can break out himself.
In exchange for sacrifices of blood, Black Wolf will offer the following...
1d8
1- Superhuman toughness. Black Wolf can grant you resistance to 1dX [1= Fire; 2= Poison; 3= Necrotic; 4= Radiant;] damage. If you offer him enough sacrifices, he can grant you immunity to the same type of damage.
2- Superhuman strength. Black Wolf can boost your STR score and 1/Day, give you the ability to lift something that weighs as much as a horse.
3- Flight. Black Wolf can grant you huge black wings that enable you to fly at a rate equal to your walking speed. If you give him more sacrifices, he will increase your flight speed and give you the ability to hover.
4- Magical ability. Black Wolf can give you the ability to use magic.
5- Magical knowledge. Black Wolf can teach you magical secrets, making you better at magic or giving you something to sell to wealthy mages.
6- The ability to Charm people. 1/Day, Black Wolf will give you the ability to charm someone if that creature fails a COG save. For more sacrifices, he will grant more use of this power.
7- The ability to shapeshift. Black Wolf can grant you the ability to transform into a wolf, crow, snake or spider. For more sacrifices, he can give you the ability to transform into more animals or the ability to turn into people, if you kill them and eat their heart.
8- Saving you from Death. Upon death, Black Wolf can preserve your soul and body, saving your life and restoring your body so you rise at 1 HP. However, if he offers you this, there is a chance that he will instead use this as a chance to steal your body and imprison you in the rifle in his place.
Sacrifices:
The Seal binding Black Wolf to the rifle has a strength equal to 3d6+4. Each time a sacrifice is offered to Black Wolf, he can attempt to break the seal by rolling 1d6+X, where X is the number of sacrifices offered to him. Note that each sacrifice may count for more than one- see below. If he ever rolls a number greater than the strength of the Seal, Black Wolf breaks free and will take his revenge on all those who mistreated him.
How much does this Sacrifice count for?
- Normal person (not especially virtuous or wicked) +1
- Wicked Person +1
- Righteous Person +2
- Child +3
- Priest +3
- King +4
- Hero +5
- Someone you personally love +(1d6+1)
Gambler's Gun/Demon's Purse/Lead Coffers
1d10/1d8/1d6, Blunderbuss, Reload required after each shot, Can strike multiple targets
A massive, well-used blunderbuss with a trigger that requires "just" the right amount of strength to pull properly. Engraved on the stock are three dice, all displaying a single pip. The words "Good Luck!" are engraved underneath. When you pick it up, you will hear the clatter of dice.
Frelo Slippery-Fingers was an inveterate gambler who loved nothing more than the toss of the dice and the clatter of coins. He began his life as the child of a wealthy family, whose parents were able to purchase for him an apprenticeship working for a jeweler. When he was caught stealing from his employer, he was thrown out and had to return to his family home. When his mother caught him filching her jewels, she regretfully sent him away as well. Soon he had sold everything he had and was facing a grisly fate, as he was massively in the hole to the local moneylenders and crime bosses.
So when he was approached by a strange man who offered to make his problems go away, he leapt at the chance. The strange man offered him a bargain- they would play one game. For every toss of the dice Frelo won, the strange man would give him a great sum of money. If the strange man won, Frelo would instead pledge ten years of service. Frelo was more than a little frightened of the strange man now, but considering his near-total lack of options, he decided that he might as well go for it. So he took the strange man up on his offer.
Several tosses of the dice later, Frelo found himself with more money than he could have ever dreamed of. The strange man went to leave, thanking Frelo for an enjoyable evening. Frelo was horrified at the notion. How could his new friend leave when the game was just getting good? So he made his fateful wager. "Double or nothing". It is said that at that, the strange man smiled.
Abilities:
- When he makes an attack, the user can impose a -X damage penalty on himself, causing his attack to do less damage. Alternatively, he can give his target a +X bonus to his save vs firearm. If the user still kills or defeats the enemy, then the user may roll 1d6 on the Gambling Results table below. The user may also add +X to his 1d6 roll, where X equals the damage penalty + the bonus he granted his target to his save.
Gambling Results:
1d6+X
1- The creature has literally nothing valuable on his person. Anything seemingly valuable actually turns out to be worthless.
2- The creature has 1d10 coppers stashed away.
3- The creature's weapon or armor is slightly better than expected, could be sold for a small sum (1d6 silver).
4- The creature is carrying a decent weapon. This could be sold for a small sum (2d6 silver).
5- The creature is wearing a piece of jewelry. This could be sold for 3d6 silver.
6- The creature is carrying a coin-purse that contains 3d10 copper and 1d10 silver.
7- The creature is wearing a nice piece of jewelry that could be sold for 1d10*1d4 silver.
8- The creature is carrying a consumable magic item. Specifically, a 1dX [1= Scroll; 2= Potion; 3= Magic Arrow; 4= Magic Bullet; 5= A bomb; 6= Magic food.]
9- The creature is carrying a Masterwork weapon. This grants +1 damage and could be sold for three times the normal value.
10- The creature is carrying a purse that contains 4d10 coppers, 2d10 silver and 1d6 gold.
11+- The creature is carrying 1d4 [1= A small magic item; 2= A gemstone that is worth 1d100*1d6 silver; 3= A purse that contains 3d10 silver and 1d10 gold; 4= A piece of art (small statuette, rolled up painting, etc) that could be sold for 1d4*100 silver to a merchant or 1d10*100 silver to a collector.]
Frelo Slippery-Fingers went missing that night. When his debtors finally found the hovel he had been living in and kicked down the door, they found no sign anyone had been there in weeks, nor any money to cover the money they had lent him. They searched high and low for him, but the gambler was never seen again. The only sign of his presence was his gun, which he had mysteriously left behind in his otherwise empty home.
Cake Cannon
Special Damage, Flintlock Musket, Reload required after each shot
A bright white and pink musket, smelling of baked goods and dusted with flour and sprinkles. It has a warm, soothing presence.
Little Zani was the best baker in the whole town, everyone agreed. Especially Goodgrief Rark, who loved to steal her cakes and cookies. When she walked to her mother's house, he would stop her along the way and threaten her that he would hurt her mother if Zani did not hand over the delicious goodies she had made. Zani hated this, but he could not overpower Rark, who was much bigger and older than she was. But one day, when she was crying because he had stolen her famous butter cookies, which she had meant as a present for her mother's birthday, a kindly spirit heard her. That night, as Zani dreamt, the spirit came and whispered an idea into her mind. Zani did not want to go through with the spirit's plan, but the spirit assured her that it was most fair.
The next day, Zani made a very special cake with the spirit's instructions. At the end, the spirit sprinkled a little magic over the top, to make it extra special. Zani then went to visit her mother. On the way, Rark jumped out and threatened her. Zani offered her cake without a fight, but told him that the cake was cursed and if he ate it, he would be very sorry indeed. Rark laughed at the silly little girl and ate the cake, scoffing at her as he enjoyed it. And it was delicious. It was only then that Rark noticed his flesh started changing color. It was turning bright pink and covered in sprinkles! Before her eyes, Rark transformed into an enormous musket, but one that was as bright and happy as Little Zani was.
Abilities:
- Cake Cannon cannot do damage. If any creature is shot with it, they take no damage nor feel any pain, but instead feel the sensation of tasting something delicious instead. Any bullets loaded into Cake Cannon transform into spun sugar that disintegrates upon firing, with the exception of using the ability below.
- Each day, roll 1d6 on the following tables under "Cake Cannon's Transmutations".
- 3/Day, if a bullet fired from Cake Cannon strikes one of the former substances, it transmutes a 10' x 10' x 10' cube into the latter substance instead. Cake Cannon can also be used to transmute a smaller amount of the selected former substance into one of the latter substances.
Cake Cannon's Transmutations:
Today, Cake Cannon transforms...
1d6
1- Wood
2- Stone
3- Metal
4- Smoke
5- Water
6- Fire
Into...
1d6
1- Cake!
2- Baklava.
3- A pile of cookies. Has a 50% of being gingerbread, Zani's favorite.
4- Jam Tarts. Has a 50% of being a pile of small tarts or one massive tart.
5- Candied fruit or nuts. 50% of each, either way, it's an assortment.
6- Kunafa.
Though Zani was scared at first, the spirit just explained that the musket would transform back into Rark eventually. He just had to create an equal number of deserts as he stole. As it has been years since then, some are beginning to doubt whether or not this is true. Regardless, Zani has displayed the colorful gun on the wall of her bakery and will give it to anyone who the spirit says are worthy of it. Regardless of who she gives it too, eventually it ends up back on her wall, usually in exchange for a bag of delicious gingerbread cookies!
Drunkard's Dare/Omnicast/Forge of Seas
1d8+1, Flintlock Musket, Reload required after each shot
The Alchemist Sage was once posed a question by his students- is evil a real element to the universe, or is it simply a derivation of the Good? The Sage responded by telling a story. He recounted the tale of a famous Wizard who loved drinking so much that he created a special gun that would allow him to transform wine into bullets, so he could shoot them into his mouth and perform the most incredible of party tricks.
He also used this gun to create bullets out of other materials, much to the astonishment of his guests. But one day, when he was intoxicated, he reached for some wine bullets and accidentally grabbed some bullets made of urine. When he bit down on them, he choked on the excretion and tried to spit it out. This led to him, after thoroughly cleaning out his mouth to renounce alcohol and become a hermit, who spent his days avoiding worldly pleasures and living in the mountains.
Thus finished, the Sage asked his students if anything in the story was evil. The students considered it, but decided that the only thing that had a will in the story was the Wizard and therefore, since the Wizard was not evil, nothing was. The Sage congratulated his students and told them the truth: the musket had been a poor attempt by the Wizard to recreate a famous rifle, though it had failed in many ways. However, it had become a unique creation in it's own right. Furthermore, through that and the Wizard's failure to exercise good judgement, these events conspired to force him to recognize his faults and become a better person. With that, the Sage departed, leaving his students to scrutinize his words.
Abilities:
- 3/Day, the user can use this weapon to transform any liquid into bullets. Doing this will produce a number of bullets equal to the size of the container- a glass will produce 1 bullet, while a large tankard will produce 1d4+1, while a barrel will produce 1d6+4. Any more liquid will produce 1d8+5.
- When transformed into bullets, the liquid will function as ordinary metal bullets, having none of the properties they might have had in liquid form with the exception of color.
- When these special bullets strike a solid surface, they break apart and transform back into one cubic foot's worth of that liquid.
- These bullets will remain as solid bullets until struck by a heavy impact such as being hit with a hammer or dropped from a height. Firing them from Drunkard's Dare doesn't cause them to revert.
While some of the students continued to debate the question they had posed, others considered the Sage's mysterious background. Wasn't his own story similar to the tale he had told? Surely a coincidence, they told themselves. Meanwhile, at the base of the mountain, there is a bartender who will sell you exotic drinks in the form of solid-looking bullets, but when you bite down on them, they turn back to liquid. How does he make them, despite having no magic of his own? Well, that's a secret.
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