Saturday, June 6, 2020

Service Weapon Forms: Scatter and Bolt


Scatter

The Service Weapon takes the form of a bulky handgun that functions like a shotgun, firing a short-range blast of multiple projectiles. By default, it appears to be some sort of compact state-of-the-art shotgun, unusual, but not obviously preternatural. At the referee's or player’s option, this weapon forms an X of floating metal, as in Control, or otherwise looks badass but obviously preternatural.

Damage: 2d4
Range: Short
Hands: 1 (2 when aiming)
Low: 1-6
Last Shot: 1-8
Special: When aimed, roll double the damage dice without increasing recoil.
Does not take disadvantage to hit when engaged in melee. 
In melee range, damage dice explode on 4s. A die may explode one time only.

Scatter Upgrades
  • Ammo Efficiency: Reduce the range for either Low or Last Shot by 1 per upgrade. 
  • Rate of Fire Boost: spend two upgrades to gain an extra attack per round with this weapon. Max 2 bonus attacks. 
  • Projectile Choke: Must be taken twice before it has any effect. Increase range to medium. In melee, damage dice now also always reroll on 1s, and a die may explode twice. At short range, damage dice always reroll 1s. 
    • When taken 4 times, at medium range damage dice always reroll on 1s, at short range damage dice always reroll 1s and explode on 4s, and in melee damage dice now reroll 1s and 2s and explode on 4s. A die may explode three times.  
  • Projectile Boost: Adds more projectiles to each shot. Add another 1d4 to the damage roll with this weapon.  
  • Recoil Efficiency: Reduce the cumulative recoil added by each attack by 1, minimum 1.
  • Floatation Ammo Efficiency: Reduce the range for Low ammo and Last Shot by 1 each while Floating, to a minimum of one. 
  • Aetheric Shells: When reloading, spend 1 energy to have Shatter generate special shells. If you land a hit with these shells, heal your level in Grit.
  • Dragon’s Breath: When reloading, spend 1 energy to have Shatter generate special shells. If you land a hit with these shells, the target is set on fire with a 1d4 size blaze. Fire can grow and reduce as normal. Additional hits increase the current die size. 
  • Armor-Piercing Slugs: When reloading, spend 1 energy to have Shatter generate special shells. Instead of the normal rules for Shatter, these slugs do 1d16 damage and expand your crit rating by 2. 


Bolt

The Service Weapon takes the form of a handgun-sized particle cannon which requires charging up before it can fire, but does high damage and can strike multiple enemies standing in a row and/or strike enemies through cover. No one who sees this thing, particularly in action, is going to mistake it for a normal weapon. 

Damage: 1d20 (+5 damage to objects)
Range: Medium
Hands: 2
Special:
  • This weapon must be charged for 3 actions before it can be fired with a fourth action. Other actions can be taken in between charging actions, but not more than seven actions may be taken after starting to charge or the weapon will discharge, targeting a random notable object or nearby creature. 
  • This weapon can hold maximum of two shots. It takes one round to regenerate each after one round of not attacking with the Service Weapon.
  • This weapon uses one single d20 roll as both its attack and damage roll. 
  • This weapon attacks all targets in a line. Move dice successes can be spent to line up targets, with the number of successes for each subsequent creature in the line increasing. 
  • Make a separate attack roll against each creature and object that could be hit by the bolt, applying the roll as damage to each target hit; for each target past the first, subtract 1 from the roll for purposes of hit and damage for the next target. If the bolt hits an object, it stops if it does not destroy the object. If it does, subtract half the damage done to the object from the roll for any subsequent targets. If the bolt cannot conceivable miss an object, just roll for damage.
  • Bolt always hits something unless angled up enough outside. Hit or miss its target(s), its damage should be applied to one or more objects in its line of fire, the ground/floor, the walls, or the ceiling. 
Bolt Upgrades
  • Aiming Damage Boost: Takes 2 upgrades. Bolt steps up its damage die once while aimed. 
  • Bolt Charge Boost: Must be taken thrice before going into effect. Eliminate one charge up action before firing.
  • Zoom: Bolt’s range becomes long. Take a -4 penalty to attacks when not aiming. Expand the crit range by 1.

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