The League of Oddfellows
The state of the art in firearms is semi-automatic pistols and rifles which fire cartridged bullets. Rifling has been in use for centuries and the powder is reliable and almost smoke-free. Bullets come in several calibers.
All firearms share the following traits:
- Open damage: Whenever the maximum is rolled on a firearm’s damage die, that die is rolled again and added to the total damage. This process continues until the die comes up non-max damage.
- Misfiring: On any Firearms roll of a natural 1, the weapon must make a Fortitude save (DC 10) or suffer a misfire in addition to any other mishap that might occur. The barrel becomes fouled and the weapon jams, and cannot fire again until someone with Repair spends ten minutes cleaning it.
There are three categories of firearm: civilian, military and experimental. Civilian firearms are usable by anyone with the Firearms skill. Military firearms require the Military Firearms feat, and experimental firearms require the specific Exotic Weapon Proficiency feat.
|Derringer||S||2d4||1x||2||15||1||15||+2 to Thievery to conceal|
|Small game rifle||L||2d4||2x||1||150||5||15||–|
|Large game rifle||L||2d6||2x||5||150||6||16||–|
|Rail gun||L||3d8||2x||1||300||10||21||Catastrophic failure|
|Flamer||L||3d6||–||6||30||15||19||30’ line, explosion|
Reloading: Semiautomatic weapons take a standard action to swap out a magazine, and one minute to refill a magazine. Shotguns and revolvers take a full-round action to reload.
Double-barrel: The user can choose to discharge both barrels in a single shot, dealing an extra d8 damage.
Auto-fire: The shooter can consume the weapon’s entire clip in a single burst. Doing so provides two “free” attacks.
Catastrophic failure: On a roll of a 1, the rail gun must make a DC 10 Fortitude save or suffer a catastrophic magnetic field imbalance, tearing itself apart and inflicting 3d8 damage on its wielder.
Flamer: A flamer fills a 30’ line with fire, dealing the listed damage. Victims are entitled to a DC 15 Reflex save to take half damage. Every time a flamer is fired, roll the d20; on a 1, the Flamer suffers a catastrophic failure, exploding for 3d6 damage to all targets in a 5’ burst.
Converting Existing Weapons
Melee weapons attested to in other sources can be used more-or-less as-is. Characters with Brawl are proficient with light simple weapons. Characters with Melee are proficient with all simple and martial melee weapons. Characters with Archery are proficient with all simple and martial bows and crossbows. Characters with Thrown are proficient with slings, knives, spears, throwing axes, and other simple and martial thrown weapons.
The only significant change that must take place is to the weapon’s crit modifier. The conversion is as follows: