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93 lines
5.7 KiB
Plaintext
93 lines
5.7 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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From: Brandon Cope <A_COPEAB@CCSVAX.SFASU.EDU>
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Subject: 3 weapons (magic, air, and steam)
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Chaos Blades
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------------
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These are particularly well-made weapons, ranging from a dagger to a
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two-handed sword in size. They have a cloudy, grey look to them. Despite
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their special abilities, none of them are very intelligent. They are in part,
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however, made from the primordial chaos that makes up the plane of Limbo.
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This is reflected in their abilities. A chaos blade is a +1, +2, or +3
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weapon, randomly varying day to day. Roll 1d6 for the to-hit and damage
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bonus for that day: 1-2: +1, 3-4: +2, 5-6: +3. Roll seperately for each.
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Also, all chaos blades have six powers, but only 1d6 of them will work during
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any 24 hour period. In general, the GM should select 4 primary abilities and
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2 extraordinary powers (see the DMG). What powers work during a 24-hour period
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should be determined randomly amongst those available. If a chaos blade is
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taken to any lawfully-aligned plane, it will not function. If it is taken
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to Nirvana, it must make a saving throw vs crushing blow, or explode,
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doing 6d6 damage to the weilder, and 2d6 damage to those within 10 feet.
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If taken to a chaos-aligned plane, roll for change of abilities every 12
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hours. If taken to Limbo, roll every round. The sword suffers no loss of
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to-hit or damages bonuses if taken to any chaos-aligned plane. The effective
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IQ of a chaos blade is 10.
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For added chaos:
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(1) the type of the blade changes every day; roll on the table below (1d6):
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1) dagger 2) short sword 3) long sword
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4) broad sword 5) bastard sword 6) two-handed sword
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(2) the blade often changes its mind about who it wants to possess it.
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Every character that picks up a blade (and every day he tries to use it)
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needs to make a roll on the reaction table. There are no charisma modifiers,
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and the roll is made on the Neutral column. A neutral reaction or better
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is needed for the blade to allow itself to be used by that person. On
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a poor reaction, the sword does either 1/2 or full ego damage (based on
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current abilities), depending on how poor the reaction is.
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----------------------------------------------------------------------------
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Here are a couple of unusual weapons for those who like using strange things
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in their campaigns...
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Air-Gun: This is a weapon that fires lead bullets using air-pressure from an
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air reservoir. Such weapons can have a fair amount of power (like penetrating
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a one-inch thick oak board at 50 yards). However, they are fairly fragile
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and expensive. Also, as the air reservoir begins to get depleted, the power
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and range of the weapon decrease. A fairly typical (for AD&D, anyway) model
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would weigh about 15 pounds, be able to hold 10 bullets, and have an air
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reservoir good for about 30 shots. Cost would be high, about 500gp for the
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gun, and about 250gp for each spare air reservoir (hunting and military
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versions had replaceable reservoirs). The bullets cost and weigh the same as
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sling bullets. Replacing an air reservoir or reloading bullets takes 1
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round (the bullets are poured into a tube). Pumping an air reservoir up
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would take about 5 minutes. Initially, damage is 1d8, and range is 50/100/150
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yards. After the first 10 shots, the damage and range drops by 1/2. After the
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first 20 shots, damage and range drops by 1/4. Rate of fire is 3. An air-rifle
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could be used as a club, but must save versus crushing blow at -3 (as thick
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wood) or be ruined. Air-guns need at least 30 minutes of cleaning a day.
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Dwarvish Steam Cannon: This is a very heavy but effective Dwarvish weapon.
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Steam cannons are rated in terms of the weight of the projectile they fire.
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For example, a cannon firing a 5 pounder projectile is referred to as a
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5-pounder. The base weight of a 1-pounder is 500 pounds. Each additional
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pound of projectile weight adds 100 pounds. If the cannon is to be easily
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portable (by animal or rails), multiply weight by 1.5 for such a carriage.
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Cost is usually very high; 5000gp for a 1-pounder, plus 500gp for every
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additional pound of projectile weight. A carriage costs 1000 gp extra.
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Regardless of the rating of the cannon, it has a minimum range of 50 yards and
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a maximum range of 500 yards (exception: 3-pounders or lighter may have the
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guns swivel mounted -- thus, no minimum range (steam pressure is gotten to the
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gun by a flexible hose)). Damage is 1d10 per pound of projectile weight. Rate
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of fire is one shot every (poundage +1) rounds. For example, a 5-pounder fires
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once every 6 rounds. This is the amount of time it takes for adequate pressure
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to build up so the gun can be fired. Every round of operation requires 2 pounds
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of wood and one gallon of water. To get a Steam Cannon started, it takes 5
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rounds, plus whatever time is needed for that cannon's ROF. Non-swivel guns
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(see above) are very hard to train on fast targets; -1 to-hit for every 3"
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of move. Projectiles cost 2gp per pound. Other projectile types (bundled
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javelins, canisters of sling bullets) are possible. Steam cannons are popular
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onboard many spelljamming ships for use in wild-space, but are deadly in the
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flow if the boiler is working. Also, unless the cannon uses monsterously large
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projectiles, it can be handled by a two-man crew (one to fire and load the
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cannon, the other to tend the steam engine). If an additonal crewman is added,
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the rate of fire drops to the next lower level (ie, 1/4 goes to 1/3). Most of
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these weapons are used in defense of dwarvish citadels.
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