Piecemaker
Weapon (firearm), uncommon
Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon.
Elemental Ammunition. As an action, you can load this weapon with a capsule of elemental energy. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market. Capsules come in five flavours: acid, cold, fire, lightning, and thunder.
Shots Fired. You can use the piecemaker to make ranged weapon attacks, with a range of 30/120 feet. Each attack with the piecemaker expends 1 charge from the loaded capsule. The weapon deals damage of the elemental capsule’s type equal to 1d10 plus your Dexterity modifier.
Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon does not fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed.
Monks’ unarmed strikes are the exception to this rule; the gun can’t classify empty fists as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.
Rare variant, Piecemaker Mk.2: The piecemaker mk.2 enhances the elemental energy of its shots in the following ways:
Acid Dissolution. When you hit a target wearing metal armour with an acid shot, roll a d20. On an 11 or higher, its AC is decreased by 1—to a minimum of 10 plus its Dexterity modifier—until repaired.
Fire Explosion. Each creature within 5 f eet of the target, including the target must succeed on a DC 15 Dexterity saving throw or take 1d4 fire damage.
Cold Deceleration. A creature hit by a cold charge has its speed reduced by 10 feet until the end of its next turn. This effect can stack.
Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more (DC 4) is stunned until the end of its next turn.
Thunder Disorientation. A creature hit by a thunder charge is deafened until the end of its next turn and must make a DC 15 Constitution saving throw. On a failure, a creature has disadvantage on the next attack roll, Dexterity check, or Dexterity saving throw made before the end of its next turn.
Very rare variant, Piecemaker Mk.3: The piecemaker mk.3 enhances the elemental energy of its shots as the mk.2, and has enhanced targeting optics. You have a +3 bonus to attack rolls made with this magic weapon. Increase the save DCs to 16.
Originally named the ‘Peacemaker’, this field combat device has built in protections to prevent its agents from exceeding their mandate. If the magic within the firearm detects that a target is unarmed, the agent is unable to discharge the weapon.
Elemental Ammunition. As an action, you can load this weapon with a capsule of elemental energy. Each capsule contains 6 charges, and new capsules can be requisitioned from the quartermaster or purchased on the grey market. Capsules come in five flavours: acid, cold, fire, lightning, and thunder.
Shots Fired. You can use the piecemaker to make ranged weapon attacks, with a range of 30/120 feet. Each attack with the piecemaker expends 1 charge from the loaded capsule. The weapon deals damage of the elemental capsule’s type equal to 1d10 plus your Dexterity modifier.
Conflict Avoidance. If the target of your attack is an unarmed creature, the weapon does not fire and the attack is wasted. The piecemaker is sophisticated enough to detect whether a creature has natural weapons, such as a bear’s claws and bite. If a creature’s natural weapons are restricted—such as handcuffed claws, or a muzzled maw—the piecemaker deems the target to be unarmed.
Monks’ unarmed strikes are the exception to this rule; the gun can’t classify empty fists as weapons. For this reason, the Shadow Enclave’s agents often manage to escape confrontations with the FBI unscathed.
Rare variant, Piecemaker Mk.2: The piecemaker mk.2 enhances the elemental energy of its shots in the following ways:
Acid Dissolution. When you hit a target wearing metal armour with an acid shot, roll a d20. On an 11 or higher, its AC is decreased by 1—to a minimum of 10 plus its Dexterity modifier—until repaired.
Fire Explosion. Each creature within 5 f eet of the target, including the target must succeed on a DC 15 Dexterity saving throw or take 1d4 fire damage.
Cold Deceleration. A creature hit by a cold charge has its speed reduced by 10 feet until the end of its next turn. This effect can stack.
Lightning Inhibition. A creature hit by a lightning charge must succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. A creature that fails this saving throw by 10 or more (DC 4) is stunned until the end of its next turn.
Thunder Disorientation. A creature hit by a thunder charge is deafened until the end of its next turn and must make a DC 15 Constitution saving throw. On a failure, a creature has disadvantage on the next attack roll, Dexterity check, or Dexterity saving throw made before the end of its next turn.
Very rare variant, Piecemaker Mk.3: The piecemaker mk.3 enhances the elemental energy of its shots as the mk.2, and has enhanced targeting optics. You have a +3 bonus to attack rolls made with this magic weapon. Increase the save DCs to 16.
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