Sunday, July 29, 2018

COSMIC SEAS: EXPLOSIVES AND FIREARMS


The Cosmic Seas campaign setting makes use of many Renaissance era devices, chemicals and weapons. As it stands right now, all the items found below are commonly available to player characters and can be purchased in most ports of call. 
                                   
EXPLOSIVES
Item
Cost
Weight
Alchemists Fire
50 gp
1 lb.
Bomb
150 gp
1 lb.
Gunpowder, keg
250 gp
20 lb.
Gunpowder, powder horn
35 gp
2 lb.

ALCHEMISTS FIRE: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
BOMB: As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
GUNPOWDER: Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Firearms
Item
Cost
Damage
Weight
Properties
Arquebus
75gp
1d10 piercing
12 lb.
Ammunition (range 100/400), heavy, loading, 2 handed
Blunderbuss
250gp
2d6 piercing
5 lb.
Ammunition (range 20/60), Loading, Two-handed
Carbine, Wheel-lock
400 gp
2d10 piercing
9.5 lb.
Ammunition (range 30/120), two handed, reload (4 shots), special
Dragon
200 gp
2d4 piercing
3 lb.
Ammunition (range 20/60), Loading
Hand cannon
50gp
2d6 bludgeoning
20 lb.
Ammunition (range 20/60), heavy, two-handed
Musket, Flintlock
500gp
1d12 piercing
10 lb.
Ammunition (range 40/120), loading, 2-handed
Pistol, Flintlock
250gp
1d10 piercing
3lb.
Ammunition (range 30/90), loading
Pistol, Starwheel
350 gp
2d4 piercing
3 lb
Ammunition (range 30/80), loading
Ammunition
Bullets (10)


1 lb.


FIREARMS
The firearms of the Cosmic Seas setting are of the sort found in American Colonial stories, Age of Sail pirate adventures and in the Continental Wars of Europe. They are loud, destructive and growing in popularity. Firearms are all Martial Weapons, and are available to Fighters, Rangers and Barbarians. Though all of these weapons function as-is, all of them can be enchanted, making them into devastating Magitek items of great power.
Arquebus: An early firearm and predecessor to the musket. It has a long range and high damage but is very loud and has a reputation for misfires. The Arquebus uses standard bullets.
Blunderbuss: A blunderbuss is a muzzle-loading black-powder firearm. It can fire shot (a packet of small metal pellets), but can also be loaded with gravel, sand, or whatever else is at hand that can fit in the muzzle. When loaded with improvised ammunition in this way, the blunderbuss deals 2d4 piercing or bludgeoning damage.
Carbine, Wheel-lock: This mass produced military flintlock rifle uses a special wheel mechanism to hold powder and bullets for up to 4 shots. It is designed to give a troop more than one shot and to be accurate up to a range of 30 feet. However, it is unstable and has a risk of miss firing. Whenever you make an attack with a wheel-lock carbine, roll a 10-sided die. On a roll of 4 or lower, the gun fails to fire.
Dragon: The dragon is a handgun variant of the Blunderbuss, with a shorter barrel and a pistol grip. As well as packets of shot, the dragon can be loaded with gravel or sand. When loaded with such improvised ammunition, the dragon deals 1d6 piercing or bludgeoning damage.
Hand Cannon: The hand cannon, also known as the gonne or handguns, is the first true firearm. It is the oldest type of small arms as well as the most mechanically simplistic form of metal barrel firearms. Unlike matchlock firearms it requires direct manual external ignition through a touch hole without any form of firing mechanism. Many Orc and Ogre tribes still use these weapons.
Musket, Flintlock: This gunpowder pistol is the pinnacle of current non-magical technology. Using the explosion from the combustion of gunpowder to fire a musket ball out of the barrel.
Pistol, Flintlock: This pistol is between 16 and 20 inches long, making it very hard to conceal. Its effective range is rather short, but the gun packs quite a punch.
Pistol, Starwheel: A more advanced form of the Flintlock Pistol, this small device becomes a deadly weapon, and, in a pinch, it can also be used to pistol whip people for 1d4 bludgeoning damage.

 
A Dwarf fighter and his Human Rogue friend are off on an adventure.

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