Voran Ashgray Actions
Harmonic blade
+0 to hit 1d20 . reach 5 ft., one target. Hit: 1d6 slashing / piercing, TL 2
Beginning its life as a surgical scalpel, this device quickly evolved to accomplish the ethically opposite goal. The blade vibrates in excess of 75,000 Hz, enabling it to slice or penetrate virtually any substance. More advanced designs translate little of this pulsation to the user's hand, though it does still occur. As a result, using a harmonic blade for more than a few minutes generates significant muscle fatigue. Because a larger blade translates more of its energy to the wielder, there has not been a practical harmonic blade longer than a few inches. This is an uncommon item.
If you have proficiency in Wisdom (Medicine), you gain a +2 bonus to damage with this weapon. Damage die increases to 1d6 if you have advantage on the target.
Armor Piercing
This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine.
If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity. Certain weapons unlock the AP property at indicated character levels while others gain them immediately.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reload
(20-M)
The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Ultra Max Modifications
+0 to hit 1d20 . reach 5 ft., one target. Hit: 1d8 slashing / piercing, TL 2
Plasma Pistol
+0 to hit [1d20], range 200/800 ft., one target. Hit: 1d6 fire, TL 5
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reload
(15-M)
The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Plasma
Any weapon employing ionized gas is considered a plasma weapon. A plasma weapon fires a toroid of superheated gas inside a magneto-hydrodynamic bubble that is then accelerated from the barrel in the same way a railgun fires its iron-core shell. The bubble remains stable for a significant time, or until it strikes its target, at which point the bubble is dispersed and delivers its energetic payload as a cloud of intense heat. There are plasma pistols, rifles, and cannons.
Plasma weapons inflict fire damage. Plasma weapons are very rare items.
Bottle Cohesion (6th level). This weapon gains the Armor Piercing property.
Directed Energy (8th level). On a non-critical hit, roll one damage dice twice and take the higher result. On a natural 20, roll all damage dice twice and take the higher result.
Armor Piercing
This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine.
If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity. Certain weapons unlock the AP property at indicated character levels while others gain them immediately.
Ultra Max Modifications
+0 to hit 1d20, range 200/800 ft., one target. Hit: 1d8 fire, TL 5
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