d20 E.N. Publishing E.N. Arsenal - Pistols.pdf

(1736 KB) Pobierz
904915428.013.png
E.N. Arsenal - Pistols
E.N. Arsenal
Pistols
A Complete Weapon Sourcebook - Volume V
Written by
Peter M Ball
Additional Material & Editing
ByThe ENWorld Arsenal Team
Table of Contents
Chapter 1: Pistols 2
History of the Pistol 2
Statistics 3
“Firearms & Fantasy” 3
Racial Preferences 4
Optional Rules 5
Chapter 2: Pistol Variants 6
Skills & Firearms 8
Craftmanship 9
Chapter 3: Tricks & Techniques 10
Tactics & Tricks 10
Feats 10
Chapter 4: Classes of the Pistol 13
Stalwart Gunman 13
Floating Marksman 14
Prescient Duellist 16
Chapter 5: Pistol Magic 19
Spells & Psionics 19
Weapon Enhancements 20
Speciic Magic Weapons 21
Deity of Pistols 22
Firearms Clerical Domain 22
OGL
Illustrations
Danilo Moretti, Juan Navaro, Matthew Cuenca
Cover and Layout
M Jason Parent
Art Director &Project Lead
Denise Robinson
The ENWorld Arsenal Team (May’05)
Peter M. Ball, Suburbanknght, JoeGKushner, Russell
Morrissey, Joe Mucchiello, Ryan Nock, M JasonParent,
Denise “dextra” Robinson, David Sanders, Adam Windsor
d20 System” and the “d20 System” logo are Trademarks owned byWizards of the
Coast, Inc. and are used according to the terms of the d20System Trademark License
version 6.0. A copy of this License can befound at www.wizards.com/d20.
Dungeons & Dragons® and Wizards of the Coast® are RegisteredTrademarks of
Wizards of the Coast, Inc. in the United States and othercountries and are used with
Permission.
Some content included herein is derivative of existing Open GameContent as indi-
cated in the Section 15 of the Open Game License includedat the end of this document.
All contents, regardless of designation, are ©2005 E.N. Publishing. E.N. Publishing
logos, productlines and product titles are Trademarks of E.N. Publishing.
This edition of E.N. Arsenal Pistols is produced under version 1.0a of the OpenGame
License, version 6.0 of the d20 System Trademark License and thecurrent version of
the System Reference Document by permission ofWizards of the Coast, subsequent
editions of this product will incorporatethe most current versions of the license, guide
and document.
23
© 2005 E.N. Publishing
Declaration of Open Game Content and Product Identity:All text on pages 2 through
25 of this document are released as OpenGame Content under the Open Game License
version 1.0a. The only textthat is not released as Open Game Content under this dec-
laration are allE.N. Publishing logos, product names and product line names.
1
904915428.014.png 904915428.015.png 904915428.016.png
E.N. Arsenal - Pistols
Pistols
Welcome to the fifth book of the E.N.Arsenal, a series of d20 ‘mini-
sourcebooks’ focusing on particular weapons and their roles in real-
world history and in classic d20 fantasy games. Each book concen-
trates on a single weapon, describing not only the weapon itself, but
those who use it, its history, and variations on the theme. Each book
in the series is quite rules-intensive and includes many optional rules
throughout the text, often in sidebars. Some of these rules work well
independently, but a majority work best when all the optional rules
are applied, as some detract from the usefulness or usability of the
weapon while others enhance the weapon.
arm. Heavy and unwieldy for a single user, it did
little to enthuse users and was only rarely used as a
weapon of war.
The pistol was not commonly used until well after
the development of more sophisticated rifles and
muskets. Craftsmen specialized in small, mov-
ing parts – such as locksmiths – constructed the
wheel lock and flintlock firing mechanisms, which
became common on primitive longarms in the 16 th
and 17 th centuries. Providing increased reliability
when compared with earlier matchlock weapons,
these mechanisms allowed pistols to enter common
use as small, concealable weapons that were easy
to use and could be kept loaded and ready to fire
without danger to the wielder.
Pistols and other firearms are only rarely encountered as part of a d20
fantasy setting, despite their prominence as weapons in real world
history and warfare. Unless the creator is trying to give the game a
different feel - capturing the tone of renaissance Europe or the tech-
nological ambiguity of genres like steampunk - firearms are usually
regarded as a weapon that has no place in fantasy gaming.
Pistols were traditionally less accurate and more
expansive than larger firearms like rifles, so few
cultures favoured them as a weapon of war. They
were seen as ideal for personal defence, however,
with their small size and easy concealment quickly
making them a boon to those who wish to appear
lightly armed or even unarmed in the eyes of their
foes. Although the weapon traditionally exhibited
a number of problems – the flint mechanisms were
often incorrectly placed in manufacture or knocked
loose with repeated use and damp powder was
notoriously difficult to light – the size of the pistol
meant that additional weapons could easily be car-
ried in case the first didn’t work.
Within these pages we hope to provide the basis for changing that,
providing rules and concepts that help fit the pistol into the standard
fantasy milieu as well as providing something for those who want
something slightly quirkier than the standard d20 fantasy approach.
The material is designed to fit into any medieval, renaissance or ste-
ampunk setting where the games master is thinking of incorporating
pistols and other firearms as a weapon.
History of the Pistol
There is evidence to suggest that firearms were being theorized as
early as the 14 th century, with books from the period containing
illustrations of primitive cannons designed to fire large arrows.
Although later firearms are more refined that the crude weapons
being illustrated in such texts, the principles behind the weapons
are the same– ignite a supply of gunpowder at one end of the barrel,
using it to propel a projectile out the other end and towards your
target. Once the idea caught on, it was only a matter of time before
craftsmen began to shrink the cannon for personal use and personal
firearms were born.
Our image of the renaissance pistol, the most com-
mon firearm to find its way into a fantasy milieu,
draws upon the weapons history as a side-arm and
defensive weapon. Its close association with social
groups that value the individual, such as pirates and
young nobles, make it more alluring than the rifles
that are more commonly associated with the rank
and file military. The pistol, with its less military
focus, becomes a heroes weapon – whether that hero
be a pirate with a brace of flintlocks or a nobleman
preparing for his dawn duel at thirty paces. While
firearms can be difficult to introduce into d20, the
pistol is part of a heroic mythology that separates it
from other firearms.
While the pistol has a lot in common with other firearms like the
musket and rifle, its development took longer than other gunpowder
weapons. The first true personal “hand gonne” wasn’t discovered
until the 15 th century, and even then it was little more than a resized
cannon with a wooden stock that could be braced under the users
2
904915428.001.png 904915428.002.png 904915428.003.png 904915428.004.png
E.N. Arsenal - Pistols
Statistics
Firearms & Fantasy
A typical pistol is roughly a foot long, most of its length consisting of a single metal
barrel and some form of firing mechanism used to ignite gunpowder and propel the
ammunition, often mounted on a wooden stock and firing grip. Historically pistols
used metal or lead balls as ammunition, and most were capable of firing only a single
shot before reloading was required.
Fantasy games often owe as much to
mythology as history, and for ease of
use the pistol presented in this rule-
book is based as much on the weap-
ons representation in adventure films
and fantasy fiction as it is historical
fact. Even with this in mind, the
notion of introducing firearms of any
kind to a fantasy setting is one that is
best considered carefully before it is
implemented.
Loading a firearm involves filling a small flash-pan at the base of the barrel with
gunpowder, then stamping a small lead pellet in on top of the powder. Igniting the
powder fires the weapon. While many rifles and early firearms made use of a slow-
burning fuse that was lit by hand and lowered onto the flash pan when the trigger was
pulled, this was too slow and unwieldy to make it viable when constructing a pistol.
Later developments in firing mechanisms, such as the flintlock and wheel lock, were
required before the pistol truly took off as a weapon.
Most d20 games are based on a medi-
eval approach to mythology, or on
cultures that have many aspects in
common with this mindset. If we
look at the stories that influence
this approach, from Beowulf to the
Knights of the Round Table, we see
a continuing trend in the prominent
heroes: they are men and women
who possess a certain nobility as
well as great skill at arms. In many
ways mythology links these two
traits together, creating a narrative
space where the quality of a man is
reflected in his skill with the sword
(or the axe, or the bow, etc). What
made the hero wasn’t just his bravery
and honour, but his ability to match
his opponents on the field of battle
and stand apart from the common
soldier. Becoming a master of sword-
play required time and training, and
these were more often assets of the
nobility or the uniquely chosen.
Both these mechanisms showered the priming pan with sparks when the trigger was
pulled, the flintlock by striking flint against steel near the pan and the wheel lock by
rotating a serrated wheel against a piece of flint or iron pyrite held in place against the
wheel by a pair of spring-loaded jaws. While the wheel lock was the more efficient of
the two mechanisms, its complexity and cost made flintlock firing mechanisms the
norm for most pistols when the weapon passed into popular use.
Pistols require an ounce of gunpowder to fire, and reloading one is a full-round action.
Both the flintlock and wheel lock firing mechanisms allow the weapon to be carried
around loaded and ready to fire. Although it must be exposed to the air in order for
the mechanism to operate, the flash pan can be protected from rain or damp by using
a hinted or pivoting metal cover. The weapon creates loud bang when fired, making it
difficult to use discretely.
Most pistols are worn at the waist, usually in a holster specifically made to house the
weapon or thrust through a belt or sash. Others will choose to hide the weapon, con-
cealing it beneath cloaks or strapped to the body, or carry multiple weapons strapped to
themselves in a bandolier in case of a malfunction when firing the first pistol. Storage
methods usually keep the grip of the weapon thrust upwards for easy access, and keep
the powder horn and ammunition within easy reach. A pound of gunpowder, kept
in a powder horn for ease of use, typically costs 25 gp. A bag containing 10 rounds of
ammunition, typically lead shot, costs 5 gp.
While using a pistol or other firearm is relatively easy, loading the weapon and caring
for it is complex. Unlike most projectile weapons you can shoot a pistol with one hand
at no penalty, though it still requires two hands to load. You can shoot a pistol with
Historically the introduction of fire-
arms disrupted this dynamic. The
medieval approach to battle often
meant that the most skilled man
won, and if luck had some part in the
battle there was little doubt that such
acts were “meant to be.” Firearms, on
the other hand, required relatively
little skill to use and allow anyone
who can point and fire the luxury of
taking down their enemy. In many
ways it opened up a new approach
to war – one that was less personal,
that made it easier to kill, and that
effectively eradicated the hero with
the simple squeeze of a trigger.
Table 1-1: Weapon Statistics by Size
Pistol
Cost
Damage
Crit
Range Weight
Type
Hard. / HP
Fine
25 gp
1d3
20/x3
40 ft.
4 lb
Piercing
10/1
Diminutive
50 gp
1d4
20/x3
40 ft.
2 lb
Piercing
10/1
Tiny
100 gp
1d6
20/x3
40 ft.
1 lb
Piercing
10/1
Small
200 gp
2d4
20/x3
40 ft.
2 lb
Piercing
10/3
Medium
200 gp
2d6
20/x3
40 ft.
4 lb
Piercing
10/5
Large
400 gp
3d6
20/x3
40 ft.
8 lb
Piercing
10/10
Huge
800 gp
4d6
20/x3
40 ft.
16 lb
Piercing
10/20
Gargantuan
1600 gp
5d6
20/x3
40 ft.
32 lb
Piercing
10/40
Colossal
3200 gp
6d6
20/x3
40 ft.
64 lb
Piercing
10/80
3
904915428.005.png 904915428.006.png 904915428.007.png 904915428.008.png 904915428.009.png
E.N. Arsenal - Pistols
each hand, but you take penalties on the attack roll for attacking with two light
weapons. Using a pistol requires the Firearms exotic weapon proficiency, which
also allows access to muskets and other forms of common firearms if they are
present in the campaign.
Even in cultures where the firearm was a
reality of life, the choice of the sword as
a hero’s weapon remains. It is no coinci-
dence, for example, that the heroic Jedi in
Star Wars have a sword as their signature
weapon or stories told about the Three
Musketeers focus more closely on their
friendship and swordsmanship than the
weapon they are named after. Culturally
the idea of a hero who uses a gun as his pri-
mary weapon didn’t become popular until
the introduction of the gunslinger in the
mythology of the Wild West.
Pistols cannot be used underwater, and are unable to be effectively reloaded in
wet weather conditions such as rain and hail. If the weapon is exposed to water
it requires at least an hour of drying before it can be used again. Pistol wielders
expecting wet conditions often carry umbrellas or search for cover after firing
their weapon.
Gunpowder exposed to wet conditions is immediately ruined.
Racial Preferences
The firearms presented in this book are
catered less towards realism and more
towards an ease of use within a heroic
fantasy setting. Our goal is to present a
weapon that retains some of the pistol’s
historical as well as presenting a weapon
that is balanced against the rules and heroic
ideals that inform d20 fantasy. By grouping
all firearms under single Exotic Weapon
Proficiency, a balance is struck between his-
tory and heroism. The gun has the illusion
of needing more skill to use than the sword,
not less. It transforms the firearm into the
gunslingers weapon, the weapon of heroes
and the military elite, not he weapon of the
common soldier.
The racial origin of the pistol varies from world to world. Typically its use is
popularised by humanity, although the principles of the weapon’s design suggest
it was originally crafted by a race with a strong grasp of alchemy, clockwork and
weaponsmithing. While humanity possesses the curiosity, the destructive drive
and the skill to produce the various elements necessary to construct firearms, they
are usually more skilled at putting the various elements together than discovering
them on their own.
Dwarves certainly possess the skill and meticulous attention to detail required
to create the firing mechanisms for such weapons, but rarely have the interest in
alchemy necessary to discover gunpowder or its substitute. Unless they happen
upon some natural substance in their caves that replicates the effects of gunpow-
der, dwarves are likely to be the first to truly seize upon the potential of gunpow-
der rather than its discoverers. In the twisting tunnels that make up their home
the pistols utility and power quickly outweigh its lack of range.
Many of the other rules presented in this
book are guided by the same decision mak-
ing process, and while they are not strictly
historically accurate, they feel accurate
enough within the abstract nature of the d20
combat system. For those running a heroic
game the firearms here can be used to give
mechanical flavour to back up the feel of
a renaissance or scientific culture in your
world without necessarily destroying the
fantastic feel inherent to your campaign.
With their love of intricate craftsmanship and alchemy, gnomes are naturally
intrigued by the nature of pistols and other firearms where these two attributes
are combined. Quick to seize upon the pistol and its methods of manufacture,
gnomes hay have developed a reputation as the finest craftsmen of pistols, as well
as the most likely race to make use of it as a weapon of war. Their natural talent
for alchemy and magic often means that gnomes are one of the few races to have
dedicated gunsmiths.
Elves are often repulsed by the weapon, its inaccuracy and slow firing time quick-
ly marking it as inferior to the bow in their eyes. The bulk of halflings are also
ambivalent towards the pistol, more at home with less complex ranged weapon
such as slings and thrown blades. As with all things, however, halfling adven-
turers remain the exception rather than the rule of their race and are as likely
to adapt to the use of the pistol as any human. Half-orcs and other humanoids
are often intrigued by the pistol, but find its workings too complex to master its
construction and often fall back on crude longarms and cannons.
If you wish to add more realistic firearms
to your game, either because you wish to
explore the issues that were raised by the
historical introduction of firearms in your
campaign or because you wish to experi-
ment with the level of historical balance
versus heroic adventure that suits your
style of play, the optional rules presented
here will change the tone of firearms to
meet your needs. Play with the optional
rules until you find the balance that meets
your needs.
The cost and complexity of the pistol will typically keep it from being found as
standard equipment for any race, although other forms of firearms may find their
way into special forces or even the standing army depending on how developed
their use has become in a campaign. Pistols are at their most common in the
hands of adventurers and the wealthy, people who can benefit from the refined
size of the weapon as well as its destructive power.
4
904915428.010.png 904915428.011.png 904915428.012.png
Zgłoś jeśli naruszono regulamin