In the last decade Sokone artisans have discovered gunpowder and invented flintlock firearms. Ironically, they have not yet invented fireworks. Flintlocks are more common in Sokone, where cities may have artillery and militia armed with arquebuses or muskets, and pistols are more than curiosities carried by the wealthy or adventurous Spears. In other kingdoms arquebuses are more often toys used by the wealthy to hunt game, and pistols carried by the much more adventurous Spears.
Name Damage Slaughter Range Capacity Price
Pistol 1d8 1d6 15/45 1 40 si
Arquebus 1d10 1d8 50/200 1 60 si
Musket 1d12 1d8 75/300 1 80 si
20 rounds of shot and powder cost 3 si and are one item for encumbrance.
Flintlocks hit unarmored AC within average range, and suffer a -4 penalty beyond average range.
All firearms require two hands to reload.
A pistol can be fired once per round, provided that the character doesn't move during that round.
An arquebus can fired once every other round, provided that the character doesn't move during that round.
A musket can fired once every three rounds, provided that the character doesn't move during that round.
Every movement made adds one more round to the reload time, and it requires both hands to be free to reload.
Muskets require a resting fork or
suffer an additional -2 penalty.
and Muskets require two hands to fire.
Arquebuses can be fired one handed suffering a -2 penalty.
Firearms are piercing weapons,
and as such the Eternal take minimum damage from them in addition to
ignore the results of slaughter dice. The Eternal still ignore slaughter die even if a warrior with the charmed steel idahun is the wielder of the firearm.
Firearms with rifling can be
purchased at double price, reducing the range penalty to normal, but
also doubling reload time.
A pistol counts as one object for encumbrance. An arquebus counts as two objects for
encumbrance, and a musket counts as three.
Firearms are so far the only weapons that can be purchased that use the slaughter die mechanic from Silent Legions.
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