Weird Weaponry in Primal Dawn | World Anvil
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Weird Weaponry

You will finally get a chance to get payback from all the bullies that have abused you!
You crafted for yourself some kind of weird contraption that's supposed to be a fearsome weapon.
Even though it must be within the capabilities of what you can do given the Tech Level of your settlement, it most probably relies on some ancient parts and pieces based on tech you do not fully understand.
The weapon falls in one of the usual categories, see Weapons. Select one type of weapon as the base, and use those as its basic weapon stats. The weapon should look as some kind of crazy-ass and empowered version of it. You cannot build yourself a submachine gun or a plasma rifle with this edge.
However, you can select 3 strengths among the ones listed below:
  • Complex Contraption - Your attack rolls are made using Tinkering as the relevant skill, the attribute remains the same. Nobody can use it but you.
  • Automatic - Moving blades or multiple projectiles, each successful attack mean you roll damage twice.
  • Magazine - Only ranged. You can shoot 6 projectiles without reloading. Changing magazine takes 2 action points.
  • Fast - Attacks require 1 less action point, to a minimum of 1.
  • Armor Piercing - Your weapon ignores 2 points of armor.
  • Area of Effect - Gas, a net... a successful attack means everyone in a 3 m radius are affected, damage rolls can only be resisted with Dodge.
  • Nonlethal - Instead of inflicting Wounds, it inflicts Fatigue.
  • Stunner - A raise in the damage roll causes the victim to fall Stunned.
  • Entrapment - A successful damage roll causes Entanglement, and a raise causes Bound.
  • Ancient Energy - Your weapon inflicts damage through some form of ancient energy. +4 to the damage roll. If your weapon is broken, it will blow up, literally obliterating anything in a 3 m radius, and leaving a crater. It is a bad idea to select the Frail weakness (see below).
And you must select a weakness:
  • Unsteady - All attack rolls suffer a -2 modifier to the result.
  • Unwieldy - Each attack costs 1 extra action point.
  • Unreliable - Before each attack, you must roll 1D10, if you roll 3 or below, your weapon fails and you lose the action points cursing the damn thing and trying to make it work.
  • Loud - Each attack attempt can be heard from at least 30 m.
  • Frail - After each successful attack roll 1D10, if you roll 1 or 2, it breaks. You can repair it, but it takes at least 1 hour.
  • Backfire - After each successful damage roll, roll 1D10, and if you roll 1 or 2, you also suffer damage, you are Shaken, and suffer 1 wound level.
You must give the details about how your weapon works and how it looks like, to make sense out of your strengths and weakness selection.
Make sure it looks like the work of a madman.
If you lose it or is destroyed, you can craft it again, but it will cost you 2 weeks and 4 Barter. If it relied on Ancient Energy, you will require some adventuring to get another energy source, but you can change the design.
Materials are hard to come by, and expensive, so you cannot have more than 1 piece of weird weaponry at any given time for yourself, but if you choose so, you could sell the one you have, and build a new one, or you could build another for other characters or NPCs willing to pay and get you the materials.

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