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Wytchfire Jezail

A long range rifle, the jezail shoots fast and acurate screaming projectile that explodes in green fire upon impact.
Item Type
Weapon, Ranged, Martial, Gunpowder
Image

Wytchfire Jezail Variants


NameLoadHandlingDistanceQualityTypeEnc.Price
Wytchfire Jezail4 [AP]Two-handed9+[PB] yardsFinesse
 
Weapons of this Quality always reference [AB] whenever dealing Damage, instead of [CB].
, Gunpowder
 
Weapons of this Quality can be loaded and fired while standing in an Engagement.

These weapons cannot be Dodged or Parried.

Finally, the Fury dice for damage explodes on a '1' or a '6'.
, Volatile
 
When you Critically Failan Attack Action or a Perilous Stunt when using weapons of this Quality, roll a Chaos Die . On a result of a 1-5, the weapon misfires, requiring an hour to clean and repair. On a result of a 6, it explodes, dealing 2d10+2 Damage from fire to you and destroys the weapon. This Damage cannot be Dodged, Parried, or Resisted.
, Wytchfire
 
After a foe is struck with a weapon of this Quality, they must succeed at a Coordination Test or be set On Fire. Additionally, a foe suffers 3 Corruption whenever they suffer Damage from these weapons.
Gunpowder4N/A
Castle-Forged
 
This Quality is typically conferred by excellent craftsmanship. Armor, weapons, and shields of this Quality cannot become Ruined!

All Castle-Forged trappings have an associated base cost of three times the listed price.
Wytchfire Jezail
4 [AP]Two-handed9+[PB] yardsFinesse
 
Weapons of this Quality always reference [AB] whenever dealing Damage, instead of [CB].
, Gunpowder
 
Weapons of this Quality can be loaded and fired while standing in an Engagement.

These weapons cannot be Dodged or Parried.

Finally, the Fury dice for damage explodes on a '1' or a '6'.
, Volatile
 
When you Critically Failan Attack Action or a Perilous Stunt when using weapons of this Quality, roll a Chaos Die . On a result of a 1-5, the weapon misfires, requiring an hour to clean and repair. On a result of a 6, it explodes, dealing 2d10+2 Damage from fire to you and destroys the weapon. This Damage cannot be Dodged, Parried, or Resisted.
, Wytchfire
 
After a foe is struck with a weapon of this Quality, they must succeed at a Coordination Test or be set On Fire. Additionally, a foe suffers 3 Corruption whenever they suffer Damage from these weapons.
Gunpowder4N/A
Maker's Mark
 
This Quality is conferred by the handiwork of Guild Masters. Weapons of this Quality gain a +5 Base Chance to strike. Armor of this Quality reduces its Encumbrance Value by 2 (to a minimum of 1). Shields of this Quality add a passive +1 to your Damage Threshold Modifier. All Maker's Marked trappings have an associated base cost of six times the listed price.
Wytchfire Jezail
4 [AP]Two-handed9+[PB] yardsFinesse
 
Weapons of this Quality always reference [AB] whenever dealing Damage, instead of [CB].
, Gunpowder
 
Weapons of this Quality can be loaded and fired while standing in an Engagement.

These weapons cannot be Dodged or Parried.

Finally, the Fury dice for damage explodes on a '1' or a '6'.
, Volatile
 
When you Critically Failan Attack Action or a Perilous Stunt when using weapons of this Quality, roll a Chaos Die . On a result of a 1-5, the weapon misfires, requiring an hour to clean and repair. On a result of a 6, it explodes, dealing 2d10+2 Damage from fire to you and destroys the weapon. This Damage cannot be Dodged, Parried, or Resisted.
, Wytchfire
 
After a foe is struck with a weapon of this Quality, they must succeed at a Coordination Test or be set On Fire. Additionally, a foe suffers 3 Corruption whenever they suffer Damage from these weapons.
Gunpowder4N/A
Maker's Mark
 
This Quality is conferred by the handiwork of Guild Masters. Weapons of this Quality gain a +5 Base Chance to strike. Armor of this Quality reduces its Encumbrance Value by 2 (to a minimum of 1). Shields of this Quality add a passive +1 to your Damage Threshold Modifier. All Maker's Marked trappings have an associated base cost of six times the listed price.
Maker's Mark
 
This Quality is conferred by the handiwork of Guild Masters. Weapons of this Quality gain a +5 Base Chance to strike. Armor of this Quality reduces its Encumbrance Value by 2 (to a minimum of 1). Shields of this Quality add a passive +1 to your Damage Threshold Modifier. All Maker's Marked trappings have an associated base cost of six times the listed price.
Wytchfire Jezail
4 [AP]Two-handed9+[PB] yardsFinesse
 
Weapons of this Quality always reference [AB] whenever dealing Damage, instead of [CB].
, Gunpowder
 
Weapons of this Quality can be loaded and fired while standing in an Engagement.

These weapons cannot be Dodged or Parried.

Finally, the Fury dice for damage explodes on a '1' or a '6'.
, Volatile
 
When you Critically Failan Attack Action or a Perilous Stunt when using weapons of this Quality, roll a Chaos Die . On a result of a 1-5, the weapon misfires, requiring an hour to clean and repair. On a result of a 6, it explodes, dealing 2d10+2 Damage from fire to you and destroys the weapon. This Damage cannot be Dodged, Parried, or Resisted.
, Wytchfire
 
After a foe is struck with a weapon of this Quality, they must succeed at a Coordination Test or be set On Fire. Additionally, a foe suffers 3 Corruption whenever they suffer Damage from these weapons.
Gunpowder4N/A
Ruined!
 
The Ruined! Quality is conferred by specific Traits, Talents, or other occasions where the GM may decide that the integrity of your armor, weapon, or shield is in a state of disrepair.

Armor of this Quality does not add to Damage Threshold.

Shields of this Quality cannot be used to Parry.

Weapons of this Quality suffer a -3 penalty to Total Damage.

Fixing Ruined! trappings requires an appropriate tradesman who can fix it, for a fee of six day's wage. Alternatively, if you can make a successful Tradecraft Test after six days of repair, you may fix it yourself.

If already Ruined! trappings are once again Ruined! before they can be fixed, they are irrevocably destroyed.

If you attempt to trade or sell Ruined! items, they have no value whatsoever.
Wytchfire Jezail
4 [AP]Two-handed9+[PB] yardsFinesse
 
Weapons of this Quality always reference [AB] whenever dealing Damage, instead of [CB].
, Gunpowder
 
Weapons of this Quality can be loaded and fired while standing in an Engagement.

These weapons cannot be Dodged or Parried.

Finally, the Fury dice for damage explodes on a '1' or a '6'.
, Volatile
 
When you Critically Failan Attack Action or a Perilous Stunt when using weapons of this Quality, roll a Chaos Die . On a result of a 1-5, the weapon misfires, requiring an hour to clean and repair. On a result of a 6, it explodes, dealing 2d10+2 Damage from fire to you and destroys the weapon. This Damage cannot be Dodged, Parried, or Resisted.
, Wytchfire
 
After a foe is struck with a weapon of this Quality, they must succeed at a Coordination Test or be set On Fire. Additionally, a foe suffers 3 Corruption whenever they suffer Damage from these weapons.
Gunpowder4N/A