Firearms, and Explosives: Properties
Firearms, and Explosives: Properties
W
hile an Artificer can imbue a firearm with Properties
extra power, speed, or abilities, their magic is
not needed to construct a gun. Any tinkerer Ammunition
with the parts and know-how can build a rifle, The ammunition of a firearm is destroyed upon use.
although it may be a bit more fragile under the Renaissance and modern firearms use bullets. Futuristic
tools of a novice. Despite the efforts for firearms are powered by a special type of ammunition called
efficiency, however, guns remain expensive energy cells. An energy cell contains enough power for all the
and utilised only by those especially trained. The average shots its firearm can make.
town guard or bandit won't be wielding a musket! Your first
port of call for finding a firearm will be a gunsmith. Reload
Gunsmiths dedicate their life and craft to creating firearms. A limited number of shots can be made with a weapon that
Many gunsmiths are artificers but a consideral portion are has the reload property. A character must then reload it using
simply skilled workers. Most regular blacksmiths won't be an action (unless otherwise specified)
able to create a gun for you; they may have a few second hand
weapons lying around alongside some ammunition. Misfiring
When attacking with a firearm there is a small chance for it
Proficiency to jam or misfire. If you roll a 1 when attacking with a
With firearms being so rare, most people in the world don't firearm, then your weapon is jammed! In the event that your
have Proficiency with them. During downtime, characters gun is jammed, it takes a full action to unjam it. There is no
can use train to acquire proficiency, assuming that they have roll associated with this, you simply have to spend the time
enough ammunition to keep the weapons working while doing so.
mastering their use. Gaining proficiency with your firearm
takes weeks of training or practice, and different types
require different training. Pistols are handled differently from Firearm feats
rifles, for example. Each common weapon's type is listed Smooth Operator
above, and gaining proficiency in that weapon will give you Prerequisite: Proficiency with any firearm Your
proficiency in all weapons of the same type. Firearms are comprehensive knowledge of your firearm's operation allows
typically considered martial weapons. you to prevent misfires and jams. When you roll a 1, your
weapon will not misfire.