Last, but certainly not least, Gorg the Ogren Fighter. Gorg's player was the quietest and I think, the last to click on how roleplaying games work. Once he did he added a lot of firepower and humour to the game. His most common request was for guns, which I'm not opposed to (especially if we go pirate), but its not something I wanted to introduce right away. Instead I came up with this, the Dwarven Bore Cannon.
This weapon is fashioned using the cold forging techniques known only to the Dwarves of the northern wastes. It is carried and fired under the arm, which requires great strength (Min STR 16+. See Requirements and Penalties).
Each piece of ammunition, called a 'Shot', is individually packed with an ammunition type packed with an explosive called 'firesalt''. Different ammunition have different effects, but beyond the frozen fields of the Dwarflands, they are very hard to find. Individuals shots can end up costing mush more than the cannon itself. Only characters who have +4 Proficiency, an INT of 12+, and training will know how to make and pack Shot.
Damage: variable. Average shot does 2d8 Fire and Bludgeoning Damage. Roll Dex save vs DC(=To Hit Role of the shot) to take 1/2 damage.
Range: 50', explosion affects all within 10' circle.
Requirements and Penalties: Player must have the Cannon Proficiency in order to use the device properly. Characters have never see one used before will have no idea what the device is or how to it works. Requires a STR of 16+ to weld, or else all attacks are made at Disadvantage.
Loading and packing a shot requires one full Action (can only be fired every second round).
Rolling a 1: if a natural 1 is rolled at any time while handling a Bore, especially in combat, consult the following chart.
Roll D10
1-3 Dud - Ammunition is ruined and requires one Action to remove safely.
3-4 Missfire - ammunition is still live, but did not fire. Must be removed safely (DEX + Proficiency save vs DC 12) or else see Explosion! see below.
5-6 All Quite - Nothing happens. Make a missfire roll to remove shot safely. Also has a 25% chance of exploding on its own at the end of d4 rounds.
7-8 Wonky Shot - Fired ammunition spins off in a random direction.
Roll D6, shot goes ...
1 90 right
2 90 left
3 45 right
4 45 left
5 D4x10 feet directly ahead.
6 Straight Up
9 Slide - Live and lit a Shot slides out of the barrel and lands at the shooter's feet. All characters within 10' must make a DEX DC roll of 12 to take half damage. Shooter must make a DEX DC roll of 15.
10 Explosion! - Shot explodes in the barrel. Does 2d10 damage to all within 10' radius unless a DEX DC roll of 14 is made. Shooter must make a DEX DC roll of 16. Weapon is destroyed,
No comments:
Post a Comment