Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

24 October 2022

4AD: Magical Equipment

I've had rather little time lately, but I've picked up Four Against Darkness to play when on the train or in a useless Teams meeting. For those who haven't heard about it, it's a solo hack & slash dungeon crawler with procedurally generated dungeons and simple rules which requires only a single d6 (except for a few d66 rolls). It has lots of killing monsters and getting loot, but not really any role-playing unless you invent some yourself.

I especially like the dungeon generator. You have d66 small map pieces in the book and every time you arrive at the edge of an unexplored corridor, you roll for the next piece. It results in a much more interesting map than the many abstract dungeon generators seem to provide.

Anyway, I've already started house-ruling and tinkering with it. :)

From Dark Souls.

 

When you find a magic weapon as per the base rules, roll on the table below for a special effect in addition to the normal +1 Attack.

d6Magic Weapon Enchantments
1Flaming: Counts as fire damage where advantageous, serves as a lantern when wielded.
2Crystal: Can be shattered for a devastating blow - roll 3d6 and keep the highest result.
3Vorpal (if slashing): Die explodes on ⚅.
Thunder (if crushing): On ⚅, the enemies are stunned by a thunderous blow and miss their next turn.
4Slaying: Against specific monster type (d6), grants extra +1 Attack.
  1. Animals
  2. Aberrations
  3. Greenskins*
  4. Undead
  5. Demons
  6. Bosses
5Runic: Imbued with a single spell that any class can use; roll randomly on the spell table. Recharges each adventure.
6Cursed: Gives the same base bonus as other magic weapons, but also carries a curse. Once picked up (and if you're rolling on this table, you've picked it up), it must be always wielded and cannot be exchanged for another weapon. Bless spell allows the character to exchange the weapon, but doesn't remove the curse.

 
Unlike weapons, magic shields do not get a bonus to Defence, but they do get a special effect.

d6Magic Shield Enchantments
1Protection: Simply gives extra +1 Defence.
2Parrying: When you roll ⚅ on a Defence roll, make a free bonus attack against the attacker.
3Reflection: Once per adventure, reflect a spell or spell-like ability back at the caster.
4Sentinel: Shatter to completely negate one attack of any kind, even against an ally.
5Warning: The user can act before the monsters when the party is surprised.
6Warding: Offers immunity to one damage type or effect (d6).
  1. Fire
  2. Poison and disease
  3. Paralysis and sleep
  4. Level drain
  5. Instant death effects
  6. Shaping**


*) Goblins, orcs, ogres, trolls.
**) Any magic that affects the physical form. For example polymorph, petrification, mutations, etc.

1 June 2022

QHW, Day 1: Weapons

All weapons are magic.

Anything used as a weapon is imbued with magic by that very act. The more violence and death a weapon brings, the more powerful it grows. Once it grows powerful enough, it develops a consciousness.

It is said that a weapon that was only ever wielded in a righteous fight will gain a righteous soul, one that was used by a sellsword will gain a greedy, merciless soul, but one that squandered an innocent life in vain will have a ravenous, diabolical soul.

Do not ever fight unarmed, for then you are the weapon. True, angels might be a proof that one can keep fighting the good fight, but there are so many more monsters and demons who were once all men.

9 June 2020

The Old Axe

A broad, jagged axehead of black iron, its haft stained with blood.

It is said to be possessed by the spirit of a mighty warlord who stood unconquered even in death. He succumbed to his wounds yet remained standing, and the enemy forces, unaware of his demise, were so shaken by his unflinching, horrible stare that they sounded a retreat while they already had victory within their grasp.
  
  
Fearless Axe
This axe bears the blessing of courage and valour. It grants immunity to fear and advantage on Trauma rolls. Once you win a number of battles equal to twice your level while wielding the axe, it transforms into the Fearsome Axe.

Should you ever retreat from battle or otherwise prove a coward, though, it transforms into the Fearful Axe.

Fearsome Axe
This axe bears the blessing of blood and glory. It has all the benefits (and drawbacks) of the Fearless Axe, plus whenever a fear effect* successfully affects your enemies**, you channel their fear and can either heal d4 hp, or deal d4 damage to any creature in sight, no Save.

Fearful Axe
This axe bears a curse of disgrace and cowardice. You automatically suffer from any fear effect that happened near you, even if you weren't the target***, and take d4 Stress. You will never voluntarily ditch the axe, though, and always wield it in combat, even if the situation would call for eg. ranged weapons. If anyone tries to take the axe from you by force, you immediately Crack.

However, if you manage to land a killing blow regardless, the axe will transform into the Fearless Axe.
  
 
*) Including when they fail a Morale roll.
**) Only once per effect, so affecting an individual is the same as affecting a whole group.
***) The wizard casts cause fear on some orcs, the fighter tries to intimidate the lonely kobold, the child shouts "Boo", etc.

27 February 2020

No Magic Weapons In Space

Sci-fi games have an even higher risk of running into the "+X weapon" problem than fantasy games. Special weapons of the future more or less always simply do more damage, maybe with some explosions, napalm, electricity or lasers thrown into the mix. Okay, the explosions and flames might be cool, but if you go the "more dakka" route with all your special weapons, it gets boring rather fast.

Furthermore, when a sci-fi game does have magic weapons, they unfortunately tend to be actual magic weapons. Don't get me wrong, I love gonzo genre mash-ups, but sometimes you don't want that. Even hard sci-fi "magic" weapons should feel special.

Not-really-magic weapons should do something that normal weapons don't, without necessarily being more powerful than normal weapons. They could create portals, alter gravity, or have multiple settings. They should be rare, weird and interesting, but still stay within the confines of science fiction rather than science fantasy.

Let's make a few special weapons that would fit the bill.

By Nano-Core

Escort Glaives
two-handed melee weapon, 1d10 slashing damage
These chrome and plasteel glaives are always manufactured as a pair. When held parallel to each other, they erect an impenetrable force field in between. The force field is automatically collapsed if one of the glaives is moved out of sync (eg. when attacking) and the glaives must be wielded for the force field to activate.

They are normally used by bodyguards, providing an elegant alternative to nobles who dislike the constant buzz of a personal shield.

Teamwork weapons! Could be useful for many shenanigans, but you always have to be careful about positioning and when to attack.

  
LAMMA Mk. IV aka "Liquid Adaptable Metal Multipurpose Armament"
any melee weapon, 1d4 to 1d10 damage
A masterpiece of the adaptable armament technology, the newest model boasts a perfected mindlink interface. With a mental command, it may be transformed into any standard melee weapon, from dagger to whip or longspear. For anyone but the imprinted wielder, it will revert to its inert shape - a tiny metal cube.

Some models also implement other forms, such as pliers, trowel, or a bracelet to easily carry the weapon without raising suspicion.


Monomolecular Garotte
grappling weapon, special
Simple but extremely effective, monomolecular garotte is often hidden inside a bracelet or wristwatch, and favoured by assassins. If you grapple a creature while using a monomolecular garotte, they must Save each round of continued grappling to avoid decapitation.

Effective (if messy) grappling kills should encourage the players to try and use more stealth.

 
Gyrojet Gun
one-handed firearm, 1d8 piercing damage, range 100 m
This heavy handgun uses special self-propelled ammunition with an inbuilt targeting system. At the user's option, a successful hit will tag the target. Subsequent shots may be directed at the tagged target, hitting automatically even around obstacles, as long as there is a path from the gun to the target and the target is in range. A new target may be tagged at will, replacing the previously tagged target.

While no more powerful than a normal gun, the "guided missile" bullets make a big difference in how you should approach gunfights. After one hit, you can stay in cover and shoot around a corner.

  
Goo Gun
two-handed non-lethal firearm, range 10 m
This flamethrower-like foam sprayer disperses a so-called "pink goo". The goo is sprayed in liquid form and quickly expands into a sticky containment foam, completely filling any square/hex it hits*. The goo is durable and highly adhesive**, but flexible and porous, allowing people to breath even while fully submerged in it. It is also resistant to high and low temperatures, impacts and electricity, and blocks extradimensional effects like telekinesis and teleportation. A specialized solvent is required to quickly remove the goo, otherwise it takes hours to degrade on its own.

Goo guns are often times employed by the Space Police forces to capture dangerous criminals alive, or to secure psions and supermutant for transport.

This is likely to be used against the PCs, but should they manage to steal a goo gun, I'm sure they will find a use for it.

  
*) Dex Save to escape from the square before it can stick to you.
**) Str check at -4 to break free once caught, impossible if buried in the foam.

23 December 2019

Ray Guns

Useful, versatile and well-liked everywhere in the Galaxy, ray guns are a staple of space-faring adventurers. They are rather rare on Vanth outside of the God City, so having one holstered on your utility belt with pouches is a sure sign of accomplishment.


Ray Gun
Price: 1000 gold credits
Damage: per chosen setting
Range: 20" / 200"

Ray guns are tech weapons. They can be reloaded with power cells. Each comes with d4 different settings that can be freely switched between. Choose the settings randomly on the table below:
  1. Heat ray: Deals 1d8 fire damage. Ignites flammable objects and may eventually melt even metal.
  2. Freeze ray: Deals 1d8 cold damage. Freezes liquids and causes hypothermia.
  3. Stun ray: Stuns for 1d4 rounds, or causes unconsciousness to already stunned targets.
  4. Ion ray: Disrupts force fields, neutralising shields and other force effects for 1d4 rounds.
  5. Hypno ray: Neural disruption causes 1d6 minutes of amnesia in living creatures.
  6. Repulsor ray: Knock back 30'.
  7. Tractor ray: Pulls target 30' closer.
  8. Null ray: Only affects psionic and magical creatures, preventing them from using powers for 1d4 turns.
  9. Radiation ray: Deals 1d6 Con damage. Dangerous to use without radiation protection.
  10. Disintegration ray: Deals 1d20 damage and turns any creature killed into dust. Destroys objects and terrain. Takes 4 charges per shot.

Various ray guns.
  
Fancy goa'uld ray gun.
 

27 September 2019

The Master Sword

From here.
 
Broken sword (d3 damage)
An ancient, filthy arming sword, shattered so that only a short stump of the blade remains. The party will find it in a chest of rotten wood and rusty iron, all other items within having long ago succumbed to the ages. It looks ruined at a glance, but should they examine it, they will notice the metal was once of extraordinarily quality and there are still some runes etched into it under the layers of grime.

A blacksmith or a dwarf would recognize it as a once magical blade, but far beyond their ability to repair. A wizard could detect the faint traces of magic hidden in the heart of the sword.

Neophyte sword (d6 damage)
If the PC who carries the sword performs a suitably heroic deed*, they will dream about an elven princess the next night. She will name the PC her champion and urge them to vanquish evil with the sword she grants them. On the next morning, the sword will be found mended and cleaned. The runes on its now restored blade read: Non timebo mala.

The sword can be unsheathed and used in a single action, plus it can be thrown with no penalties and the same range as a knife. The PC will be aware of this from the dream.

Adept sword (d8 damage)
Should the sword wielder follow the wishes of the princess, the sword will eventually** grow more ornate and feel more magical. When thrown, it can now be recalled back to hand as a free action. In addition, by concentrating on any creature the sword had cut in the past, the wielder can dowse the direction towards this creature.

However, any overtly evil action will cause the wielder nightmares of the princess being horrified and furious with their deeds. They must Save every night or receive only half the benefits from sleep, until they make amends or get rid of the sword. Should they persist in evil behaviour, a wild hunt of fey creatures will raid their camp one night and even if they survive the assault, the sword will be lost in the struggle.

Master sword (d10 damage)
A great quest or a deed of undeniable virtue will cause the sword to start glowing with a faint white light. It becomes capable of cutting through any magical protections, shattering force fields, ignoring damage reduction and striking true against intangible creatures.

The wielder will now frequently dream of the princess and her fairy realm, waking up well-rested and in a good mood. They ignore any conditions that would disrupt their sleep, unless they make the princess angry as above. Their ears become elvish in shape, if they were not already.

Grandmaster sword (d12 damage)
One night, the princess will confide in the wielder of the sword about a grave threat to her kingdom, and that only they may help. If they accept this grand quest, the sword will grow into unearthly beauty and brightness. The wielder will also be affected as per geas spell.

When thrown, the wielder may now opt to teleport to where the sword hits rather than recalling it back to them. Furthermore, once per session they may summon a pixie that will help them with any short, simple task. Note that the pixie is too small to fight or lift larger objects, and the same pixie is summoned every time, so treating it badly (especially getting it killed) will quickly turn it uncooperative.

If the wielder succeeds in the final quest and later dies or retires, they will disappear along with the sword. Should the players later travel to Faeria or encounter the wild hunt of the Fair Folk, one of the fey nobles will bear a striking resemblance to their lost comrade.
 
A bit like this.
  
*) At this first stage, anything that doesn't scream "greedy, selfish murderhobo" will do.
**) Likely once they reach the next level. Further stages should also follow roughly once per level.

16 May 2019

Death on Wheels

Here is something to drive in the post-apocalyptic wasteland, inspired by this.


Hit dice (HD) work the same for vehicles as they do for creatures.

Seats denote how many people can normally use the vehicle. More people can hang on, but any risky manoeuvre forces them to Save or fall off, and any damage taken by the vehicle is also taken by them.

Cargo is the number of inventory slots you can store in the vehicle. Various upgrades can also be installed into cargo slots.

Fuel is a usage die rolled for every overland turn spent travelling (wait for hexcrawling rules), and for every risky situation you get yourself into. Every time you roll a 1, decrease your fuel reserve by one category. Using a canister of fuel conversely increases your reserve by a category.

Empty > Low Fuel > Full Tank

Weight is rather obvious. Heavy vehicles are generally better for car combats.

Speed marks the maximum speed the vehicle can go. All vehicles accelerate one speed category per round, so a Fast vehicle would need three rounds to reach its max speed, and slow by halving their speed.

Light/Slow > Mid-Weight/Speed > Heavy/Fast > Very Heavy/Fast > Super-Heavy/Fast

Defense of a vehicle is based on its current speed: Unarmoured while standing still, as leather at Slow speed, as chain at Mid-Speed, as plate at Fast speed, and then +1 per category. Roll a driving check instead of Attack when using a vehicle as a weapon.

Vehicles do not use separate actions to attack, but rather move to ram or overrun. This causes damage depending on the vehicle's weight or current speed, whichever is better, 1d6 damage per category. If one vehicle is heavier than the other, decrease the damage against it by the difference in weights. Vehicles take no damage for running over soft targets (like people).

For example, an SUV rams a chopper. The SUV goes at its max speed, dealing 2d6 damage. The chopper is still picking up seed, going only Mid-Speed, so it would deal the same damage as the SUV, but because of the weight difference this is decreased by one category, resulting in 1d6 damage.

When a vehicle runs out of hp, it is Wrecked. If currently moving, the driver must make a driving check to crash safely. Passengers normally take no damage until their vehicle runs out of hp, but crashing may cause them damage based on the vehicle's speed. Vehicles can be repaired with spare parts during downtime.

Sidesweeping deals half damage and forces a driving check from the lighter vehicle to avoid crashing. Driving check may also be called for in risky situations, and failure may cause damage to the passengers.

Mechs could use similar rules.



Roll d6 for a biker gang, d10 for motorized raiders, and d20 for a motley crew of randomly scavenged vehicles.

d20 Vehicles
  1. ATV: HD 2, Seats 1, Cargo 10, Fuel 1d12, Light, Mid-Speed
  2. Buggy: HD 2, Seats 2, Cargo 10, Fuel 1d8, Light, Fast
  3. Chopper: HD 2, Seats 1, Cargo 5, Fuel 1d10, Light, Very Fast
  4. Dirtbike: HD 2, Seats 1, Cargo 5, 1d12, Light, Fast
  5. Motor Trike: HD 2, Seats 2, Cargo 10, Fuel 1d10, Middleweight, Fast
  6. Sidecar Bike: HD 2, Seats 3, Cargo 5, Fuel 1d10, Light, Mid-Speed
  7. Cabriolet: HD 3, Seats 4, Cargo 30, Fuel 1d8, Middleweight, Fast
  8. Jeep: HD 4, Seats 4, Cargo 30, Fuel 1d10, Middleweight, Mid-Speed
  9. Pickup: HD 4, Seats 6, Cargo 40, Fuel 1d10, Heavy, Slow
  10. Sportscar: HD 3, Seats 2, Cargo 20, Fuel 1d8, Middleweight, Very Fast
  11. Semi Truck: HD 5, Seats 4, Cargo 20 (200 with trailer), Fuel 1d8, Very Heavy, Slow
  12. SUV: HD 3, Seats 5, Cargo 30, Fuel 1d10, Middleweight, Mid-Speed
  13. Van: HD 4, Seats 6, Cargo 40, Fuel 1d8, Heavy, Mid-Speed
  14. Bus: HD 5, Seats 20, Cargo 60, Fuel 1d8, Very Heavy, Slow
  15. Skiff: HD 3, Seats 4, Cargo 20, Fuel 1d10, Light, Fast, aquatic
  16. Yacht: HD 6, Seats 10, Cargo 50, Fuel 1d8, Heavy, Slow, aquatic
  17. Helicopter: HD 3, Seats 2, Cargo 10, Fuel 1d8, Middleweight, Super-Fast, flying
  18. Hovercar: HD 3, Seats 4, Cargo 20, Fuel 1d6, Middleweight, Fast, flying
  19. Armoured Transporter: HD 8, Seats 10, Cargo 30, Fuel 1d8, Super-Heavy, Mid-Speed
  20. Tank: HD 10, Seats 4, Cargo 10, Fuel 1d6, Super-Heavy, Slow, chain cannon

And for the truly desperate: Segway: HD 1, Seats 1, Cargo 0, Fuel 1d10, Light, Slow.



Upgrades do all sorts of crazy things, but it should not be easy to find them. Roll 1d20 for relatively common upgrades, 2d20 for uncommon and 3d20 for rather rare upgrades.

Upgrades:
  1. Extra Fuel Tank: 3 Cargo, step up Fuel die.
  2. Extra Seat: 5 Cargo, +1 Seat.
  3. Turbo: 3 Cargo, temporarily increase speed one category above max, but also decrease Fuel reserves.
  4. Airbags: 1 Cargo per Seat, negates one instance of damage to passengers.
  5. Float Bags: 5 Cargo per weight category, the vehicle floats on water rather than sinking.
  6. Improved Shock Absorbers: 2 Cargo, +1 to driving, stackable.
  7. Radio Receiver: 4 Cargo, for remote communication.
  8. Heavy-duty Frame: half max Cargo, +1 HD.
  9. Harpoon: 5 Cargo, 1d8 damage and reel-in chain, range 50 m.
  10. Spikes: 5 Cargo, heavier vehicles don't get decreased damage.
  11. Wheel Blades: 3 Cargo, sidesweeping deals full damage.
  12. Plough: 6 Cargo, use d8 for ramming damage.
  13. Flamethrower: 5 Cargo, 2d6 fire damage and Save vs catching fire, range 30 m cone, out of fuel on any 1.
  14. Claw Crane: 10 Cargo, can lift heavy objects.
  15. Five-point Harness: 1 Cargo per Seat, prevents damage from failed driving checks.
  16. Searchlight: 4 Cargo, powerful light.
  17. Secret Stash: 2 Cargo, half your Cargo can be hidden in secret compartments.
  18. Steam Engine: 10 Cargo, can use wood/coal and water instead of petrol/diesel.
  19. Camouflage: 6 Cargo, hides the vehicle when stationary.
  20. Plasteel Plating: 5 Cargo, gain DR 3 (does not stack).
  21. Stereo System: 3 Cargo, for really loud music.
  22. Bed: 10 Cargo, provides a comfy bunk.
  23. Minifridge: 4 Cargo, keeps your food cold.
  24. Kitchen Unit: 10 Cargo, cook your meals without a camp.
  25. Water Purifier: 5 Cargo, makes polluted or brackish water drinkable.
  26. Onboard Lab: 20 Cargo, equipment and chemicals to make your drugs or explosives.
  27. Medical Unit: 20 Cargo, helps with treating injuries.
  28. Forklift: 8 Cargo, can lift heavy objects.
  29. Roller Drum: 6 Cargo, use d10 for ramming soft targets.
  30. Security System: 3 Cargo, failing to unlock the vehicle deals 1d8 electric damage.
  31. Alarm System: 3 Cargo, motion sensors linked to sirens.
  32. Solar Panel: 5 Cargo, generates 1 Energy per hour of sunlight.
  33. Ejection Seat: 5 Cargo, activate to shoot yourself out of the vehicle.
  34. Computer Terminal: 8 Cargo, all the computing power you might want.
  35. Recharging Station: 1 Cargo, roll Fuel dice to recharge 1 Energy for a gadget.
  36. Weather Station: 5 Cargo, measures wind, humidity, radiation etc. and helps in predicting dangerous weather.
  37. Self-destruct System: 2 Cargo, with a remote control you can carry.
  38. Autopilot: 4 Cargo, the vehicle will keep to its course if you stop steering it.
  39. Duralloy Plating: 10 Cargo, gain DR 6 (does not stack).
  40. Navigation: 4 Cargo, decrease chance of getting lost by 2.
  41. Jet Engine: 10 Cargo, increase Speed by two categories, but decrease Fuel die by two steps.
  42. Minireactor: 20 Cargo, set Fuel die to d20, but can only be refuelled by uranium rods, antimatter, dark matter, or something similarly rare and dangerous.
  43. Plasma Turret: 10 Cargo, 2d8 fire damage, range 150 m, out of ammo on any 1.
  44. Laser Turret: 5 Cargo, 1d10 radiant damage, range 200 m, out of energy on 1.
  45. Minigun: 5 Cargo, 1d12 damage, range 100 m, out of ammo on 1.
  46. Machinegun: 15 Cargo, 4d6 damage, range 100 m, out of ammo on any 1.
  47. Coilgun: 20 Cargo, 6d6 damage, range 100 m, out of ammo on any 1.
  48. Grenade Launcher: 10 Cargo, damage per grenade, range 150 m.
  49. Rocket Launcher: 15 Cargo, 2d10 fire damage, seeking missiles, range 150 m, out of ammo on any 1.
  50. Water Cannon: 5 Cargo, 1d6 damage and Save vs knockback, range 30 m cone, out of water on 1.
  51. Chain Cannon: 20 Cargo, 3d10 damage, range 200 m, out of ammo on any 1.
  52. Particle Cannon: 30 Cargo, 4d10 damage, range 200 m, out of ammo on any 1.
  53. Laser Array: 15 Cargo, 1d20 radiant damage, range 200 m, out of energy on 1.
  54. EMP Blaster: 10 Cargo, 2d10 damage vs electronics, range 50 m cone, out of energy on any 1.
  55. X-ray Blaster: 15 Cargo, 3d8 radiation damage, range 50 m cone, out of energy on any 1.
  56. Targeting System: 8 Cargo, +4 to hit with mounted weaponry.
  57. Antigrav Thrusters: 8 Cargo, +4 to jumps with the vehicle.
  58. Scanners: 5 Cargo, detect technology within the hex.
  59. Shield Generator: 20 Cargo, force field grants DR 10, runs out of energy when any damage gets through.
  60. Gravity Manipulator: 5 Cargo per weight category, with a driving check you can ride on walls.

Of course, you can also get rid of seats for extra Cargo, install more upgrades on the roof, or anything else your GM lets you. Go crazy.

17 April 2019

Kaboom: d20 Grenades

I like grenades. They are like sci-fi fireball, but with the added benefit of being consumable - and consumable items make great treasure, because the players will never stop being excited about finding more.

Anyway, here are some grenades.


d20 Grenades
  1. Fragmentation grenade: Deals 3d6 slashing damage in 3 m radius, plus Save or bleed for 1d6 turns.
  2. Incendiary grenade: Deals 3d6 fire damage in 3 m radius, plus Save or catch aflame.
  3. Flashbang grenade: Deals 2d6 sonic damage in 3 m radius, plus Save vs blind and deaf for 1d6 turns.
  4. High-explosive grenade: Deals 4d6 blast damage in 10 m radius.
  5. Antimatter grenade: Deals 4d10 blast damage in 3 m radius.
  6. Resonance grenade: Deals 3d6 sonic damage in 3 m radius. All fragile objects are shattered.
  7. EMP grenade: Deals 3d8 damage to all electronics in 10 m radius.
  8. Psionic grenade: Deals 3d6 psychic damage in 3 m radius, of 3d8 to psionic creatures.
  9. Implosion grenade: Targets in 3 m radius are violently pushed together, taking 3d6 crushing damage.
  10. Phase shift grenade: Targets in 3 m radius are shunted to an adjoining dimension.
  11. Goo grenade: Fills 3 m radius with sticky, quick-hardening foam. Save vs Strength is required to break free.
  12. Smoke grenade: Fills 10 m radius with thick smoke. Makes sight and breathing difficult.
  13. Laughing gas grenade: Fills 10 m radius. Save vs stun for 2d6 turns.
  14. Tear gas grenade: Fills 10 m radius. Save vs blindness for 2d6 turns.
  15. Sleeping gas grenade: Fills 10 m radius. Save vs sleep for 2d6 minutes.
  16. Normality gas grenade: Fills 10 m radius. Psychic powers and extradimensional occurrences are blocked in the gas.
  17. Pesticide gas grenade: Fills 10 m radius. Plants, fungi and vermin take 1d6 damage per turn in the gas.
  18. Caustic gas grenade: Fills 10 m radius. Creatures and structures take 1d6 acid damage per turn in the gas.
  19. Coolant gas grenade: Fills 10 m radius. Creatures take 1d6 cold damage per turn in the gas. Water is frozen.
  20. Neurotoxic gas grenade: Fills 10 m radius. Living creatures take 1d4 Intelligence damage per turn in the gas.

 
Thrown range of a grenade is 15 metres, while with a grenade launcher, it can be shot as far as 150 metres.

Gas in open areas is generally dispersed by wind within 10 minutes.

8 March 2019

Weird Weapons

This is the final table of random weapons, encompassing both hand-to-hand weapons and weapons that simply do not fit into any category. If you want a really unique, foreign, or plain dumb weapon, try rolling here.

No, that's tiny bit too much.

d20 Strange Weapons
  1. bagh nakh
  2. bladed gauntlet
  3. crescent moon knife
  4. emeici
  5. finger knife
  6. garrote
  7. katar
  8. kpinga
  9. lantern shield
  10. maduvu
  11. meat hook
  12. nightblade
  13. nyepel (punching shield)
  14. push dagger
  15. razor claw
  16. scizore
  17. shoe knife
  18. war fan
  19. wind-and-fire wheel
  20. wristblade

Kpinga.
I don't even...

Bagh nakh, a tiger claw.

Razor claw.

Bladed gauntlet.

Finger knife.

Shoe knife.

Crescent moon knife.

Emeici.

Nightblade.
Like nightstick, but with more cuts.

Wristblade.
Assassins would be proud.

Nyepel, a punching shield.

Lantern shield.
The Swiss knife of medieval weapons.

Scizore.

7 March 2019

Daggers, Knives, Swords and Sickles

This is the penultimate post in the line of random weapon tables. Unfortunately I wasn't able to find enough different knives, daggers, and swords both straight and curved to fill a whole d200, but we are slowly getting there! If you notice any kind of sword-ish weapon missing from this table, please let me know.

And we're finally done! Many thanks to Ezra Bloom for their help with this table.
 
 
d200 Blades
  1. akinaka
  2. akrafena
  3. anelace
  4. arakh
  5. arming sword
  6. athame
  7. ayda katti
  8. backsword
  9. baguadao
  10. balisong
  11. balisword
  12. ballock dagger
  13. baselard
  14. bastard sword
  15. bat'leth
  16. bauernwehr
  17. bayonet
  18. belawa
  19. bichawa
  20. bokken
  21. boline
  22. bolo
  23. boot knife
  24. bowie knife
  25. broad sword
  26. butterfly sword
  27. cane knife
  28. carp's tongue sword
  29. cavalry sabre
  30. celurit
  31. cinquedea
  32. claybeg
  33. claymore
  34. colichemarde
  35. combat knife
  36. corvo
  37. courtblade
  38. crescent blade
  39. crysknife
  40. curved sword
  41. cutlass
  42. dadao
  43. dahong palay
  44. deba bocho
  45. dha
  46. dirk
  47. d'k tahg
  48. double-bladed sword
  49. dusack
  50. ear dagger
  51. epee
  52. estoc
  53. executioner's sword
  54. falchion
  55. falx
  56. fencing sabre
  57. firangi
  58. flambard (two-handed sword)
  59. flamberge (type of rapier)
  60. flyssa
  61. foil
  62. gladius
  63. golok
  64. great dagger
  65. great sickle
  66. great sword
  67. griffzungenschwert
  68. grip-tongue sword
  69. gun sword
  70. gunong
  71. gwyhyr
  72. hachiwari
  73. haudegen
  74. hook sword
  75. hunting knife
  76. hunting sword
  77. hwandudaedo
  78. changdao
  79. chopping sword
  80. jacksword
  81. janbiya
  82. jian
  83. jile
  84. kaiken
  85. kalis
  86. kampilan
  87. karabela
  88. karambit
  89. kard
  90. kaskara
  91. kastane
  92. katana
  93. katzbalger
  94. khanda
  95. khanjar
  96. kilij
  97. kinzhal
  98. kirpan
  99. kitchen knife
  100. klewang
  101. knight sword
  102. kodachi
  103. kopesh
  104. kopis
  105. krabi-krabong
  106. kriegsmesser
  107. kris
  108. kujang
  109. kukri
  110. kunai
  111. kut'luch
  112. long sword
  113. luwuk
  114. machete
  115. main gauche
  116. makhaira 
  117. makraka
  118. mambele
  119. mandau
  120. mek'leth
  121. messer
  122. mezzaluna
  123. misericorde
  124. mora knife
  125. mortuary sword
  126. nagamaki
  127. nandao
  128. navaja
  129. neck knife
  130. nimcha
  131. ninjato
  132. nodachi
  133. panabas
  134. paramerion
  135. parang
  136. patag
  137. patta
  138. phurba
  139. piandao
  140. pichangatti
  141. pinuti
  142. pocket knife
  143. poignard
  144. pugio
  145. pulwar
  146. qama
  147. rakuyo
  148. ram-dao
  149. rampuri
  150. rapier
  151. razor blade
  152. resolza
  153. rondel dagger
  154. runesword
  155. sami knife
  156. santoku
  157. scalpel
  158. schiavona
  159. scimitar
  160. scissor sword
  161. scythe sword
  162. seax
  163. seme dagger
  164. sgian-dubh
  165. shamshir
  166. shinai
  167. shiv
  168. short sword
  169. shotel
  170. sica
  171. sihill
  172. sinclair hilt sword
  173. small sword
  174. spadroon
  175. spatha
  176. stiletto
  177. straight sword
  178. survival knife
  179. tachi
  180. takoba
  181. talwar
  182. tanto
  183. tecpatl
  184. terbutje
  185. thinblade
  186. trench knife
  187. triple sword
  188. tsurugi
  189. tumi
  190. uchigatana
  191. ulfberht
  192. urumi
  193. wakizashi
  194. war sickle
  195. wodao
  196. xiphos
  197. yatagan
  198. yoroi-doshi
  199. zhanmadao
  200. zweihander
  
Gladius, short sword, long sword and knight sword.

Several different ayda katti.

Bayonet knife.
I actually have a very similar one at home.

Twin butterfly swords.

Daisho of katana and wakizashi.

This is flambard, a huge two-hander...

...and this is flamberge. Don't mix them up.

Hachiwari, a knife.

Kopis, a sword.

Kukri, another knife.

Misericorde.
You may have heard of them in A Red & Pleasant Land.

Shamshir.

Crescent blade.
Definitely not stolen from an obscure video game.

Patta, a gauntlet-sword.

Scissor sword!

6 March 2019

Ranged Weapons

Another random weapon table, this time for ranged weapons. I ended a bit short of d100, sadly.


d75 Ranged Weapons of All Sorts
  1. angon
  2. arbalest
  3. arquebus
  4. assegai
  5. atlatl
  6. bladed bow
  7. blowgun
  8. blunderbuss
  9. bolas
  10. boomerang
  11. cestrus (do not confuse with caestus)
  12. composite bow
  13. daikyu
  14. dart
  15. double crossbow
  16. falarica
  17. fire lance
  18. firelock pistol
  19. firelock rifle
  20. flat bow
  21. francisca
  22. fukiya
  23. fustibalus
  24. gastraphetes
  25. great bow
  26. gungdo
  27. hand cannon (handgonne)
  28. hand crossbow
  29. hankyu
  30. harpoon
  31. heavy crossbow
  32. hunga munga
  33. hunting sling
  34. huochong
  35. hurlbat
  36. chakram
  37. jangchang
  38. javelin
  39. knobkierie
  40. kunai
  41. light crossbow
  42. lockbow
  43. long bow
  44. musket
  45. musketoon
  46. net
  47. pellet crossbow
  48. pilum
  49. pistol crossbow
  50. power bow
  51. recurve bow
  52. repeater (repeating crossbow)
  53. rock
  54. rungu
  55. scurgar
  56. self bow
  57. shield bow
  58. short bow
  59. shuriken
  60. sling-staff
  61. slingshot
  62. soliferrum
  63. spiculum
  64. stake launcher
  65. throwing axe
  66. throwing club
  67. throwing disc
  68. throwing knife
  69. throwing needle
  70. throwing shield
  71. throwing sickle
  72. tomahawk
  73. verutum
  74. war sling
  75. woomera

Some ranged weapons.

More ranged weapons.

Bladed bow can be used in melee, dealing 1d6+STR damage.

Shield bow grants +1 Defense.

Power bow. 'Cause size matters.

Double crossbow.

Throwing needles.

Throwing shield.

Woomera.

This is a slingshot, ...

...this is a sling-staff...

...and this is a war sling.

Cestrus...
It actually looks more dangerous to your allies.