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Gadgets: Blasters

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Revisão de 17h02min de 17 de setembro de 2024 por Arddhu (discussão | contribs) (Criou página com 'The Ignium Modification is applied to an Inferno Flamethrower, allowing the weapon to fire an orb that explodes, causing area damage. When it reaches its maximum range or hits a solid body, the sphere explodes in a 10-foot radius area, dealing damage to all creatures in the area that fail the save. On a success, a creature in the area takes only half damage and is not set on fire. Each Level of this modification modifies the characteristics of the orb fired.')

This article complies with version 0.94 of Runarcana RPG

The Improvements in the “Blasters” category are Improvements that use some techmaturgical line to improve firearms, allowing them to receive regular or even Techmaturgical Modifications.

Blaster Enhancement I, II, III

Prerequisite: Create Firearm I - V

Craft: Techmaturge 1,3, 5 + Gunsmith 1, 3, 5
DC: 13, 17, 21
Component: Firearm, power cell and Craft Set
Value: 15, 50, 200 gp

The Blaster enhancement can be made to any short, medium or long firearm, meaning that it can be fired using another technological line other than gunpowder, or even modifications to the gunpowder technology itself. After this modification, the weapon starts to fire projectiles that cost half the original ammunition value and take up less space than standard ammunition. Each Firearm category grants a number of slots for adding energy sources.

  1. The modified weapon has its capacity increased by 5
  2. The modified weapon has its capacity increased by 10
  3. The modified weapon has its capacity increased by 15

Natural 20. “General Masterpieces” Table

Elixir Enhancement I, II, III

Prerequisite: Create Firearm I - V

Craft: Techmaturge 1,3, 5 + Gunsmith 1, 3, 5
DC: 13, 15, 17, 19, 21, 23
Component: Firearm, power cell and Craft Set
Valor: 15, 50, 200 gp

The Elixir Enhancement is carried out on Cannons or Grenade Launchers, making them capable of also launching potions without them being destroyed when fired. When firing an Elixir Gun at allies, an ally being warned can voluntarily be shot, making their AC 10 for the attack made with the Elixir Gun. Each modification level grants 1 slot for adding a power source.

  1. Modified weapon gains +1 on hit rolls to target allies
  2. Modified weapon gains +2 to hit rolls to target allies
  3. Modified weapon gains +3 to hit rolls to target allies

Natural 20. “General Masterpieces” Table

Capsules

Capsules 1

Craft: Techmaturge 1 + Alchemist 1
DC: 13
Component: Glass Vials, Power Cell and Craft Set
Value: 1 gp

Capsules are ammunition for an Elixir Weapon. Their base, a glass vial, can be purchased at a glass store, costing 1 gp for a total of 5 capsules. They can also be produced using a specific formula for this purpose. As these capsules are fragile, they need to be placed securely in a capsule case. Capsules that are not allocated break easily in incoming attacks, falls and other similar adverse situations. Each time you learn this formula, you must choose one of the options below:

  • Alpha Capsule. This capsule is made up of a liquid that is toxic when it comes into contact with the skin. On a hit, this capsule deals 1d8 + Craft level of poison damage (maintaining the explosive property), additionally, a creature hit must make a Constitution saving throw DC = 8 + Item Level + Proficiency Bonus or become Poisoned until the beginning of your next turn.
  • Brava Capsule. This capsule contains a restorative liquid. When hitting a target (without the explosive property), it will recover hit points from that target equivalent to 1d4 + Craft level.
  • Charlie Capsule. When this capsule ruptures, it creates a small corrosive cloud in the affected area. The target hit takes 1d6 + Craft level of acid damage and creatures within 5 feet of the target hit must make a Constitution saving throw Constitution DC = 8 + Item Level + Proficiency Bonus, on a fail they take 1d6 acid damage.
  • Ignis Capsule. Similar to the Charlie capsule, when this capsule breaks, it releases a cloud that ignites when it comes into contact with the air, creating a small incendiary explosion in the affected area. The target hit takes 1d6 + Craft level of fire damage and creatures within 5 feet of the target hit must make a Dexterity saving throw Constitution DC = 8 + Item Level + Proficiency Bonus, on a fail they take 1d6 fire damage.

Natural 20. “General Masterpieces” Table

Morbid Capsule

Craft: Techmaturge 3 + Alchemist 3
DC: 17
Component: Capsule, mana source, and Craft Set
Value: 15 gp

This capsule contains a liquid that exudes a morbid and deadly air. Creatures hit by this capsule take 1d8 necrotic damage and must make a Constitution saving throw, on a failure this creature has its maximum hit points reduced by a number equal to the damage received until the next long rest, in addition the creature is Blinded until the start of your next turn.

Natural 20. Two capsules receive the enchantment.

Ultra BraBa Capsule

Craf: Techmaturge 3 + Alchemist 3
DC: 17
Component: Capsule, mana source, and Craft Set
Value: 15 gp

This capsule heals a target for 1d6 multiplied by half the Craft level and removes one of the following conditions: Blind, Poisoned, Paralyzed, or Deaf.

Natural 20. Two capsules receive the enchantment.

Paralyzing Death Capsulea

Craft: Techmaturge 5 + Alchemist 5
DC: 21
Component: Capsule, very rare component and Craft Set
Value: 25 gp

This capsule contains a liquid that exudes an even more morbid and deadly air. Creatures hit by this capsule take 3d8 necrotic damage and must make a Constitution saving throw DC = 10 + Item Level + Proficiency Bonus, on a failure this creature has its maximum hit points reduced by a number equal to the damage taken until the next long rest, also the creature is Blinded until the start of its next turn and gains one level of Exhaustion.

Natural 20. Two capsules receive the enchantment.

Restorative Capsule

Craft: Techmaturge 5 + Alchemist 5
DC: 21
Component: Cápsula, Capsule, very rare component, and Craft Set
Valor: 25 gp

This capsule heals a target for 1d6 multiplied by your Craft level, removes one of the following conditions: Blinded, Poisoned, Paralyzed, or Deaf, and regains hit points equal to your Craft level at the start of each of your turns for the next minute. , this effect is not cumulative.

Natural 20. Two capsules receive the enchantment.

Inferno Enhancement I, II, III

Craft: Techmaturge 1, 3, 5 + Gunsmith 1, 3, 5 + Alchemist 1, 3, 5
DC: 13, 17, 21
Component: Flamethrower, power cell and Craft Set
Value: 15, 50, 200 gp

The Inferno Modification is performed on Flamethrowers, causing the burning liquid fired to undergo more intense alchemical changes. Each modification level grants 1 slot for adding a power source.

  1. Creatures that take damage from Flamethrower also take 1d4 Scorched
  2. The modified weapon has its damage increased by 1 category and gains Scorching Slash
  3. Each attack uses only half a charge.

Scorching Slash: With an attack, you can spend 1 Energy point to concentrate the flames like a blowtorch, reducing their range to a 10-foot line, causing their damage to increase by one category and become incinerating.

Natural 20. “General Masterpieces” Table

Modification Ignium I, II, III

Craft: Techmaturge 2, 4, 6 + Gunsmith 2, 4, 6 + Alchemist 2, 4, 6
Part: Barrel
DC: 15, 19, 23
Component: Inferno Flamethrower, Power Cell and Craft Set
Value: 25, 100, 500 gp

The Ignium Modification is applied to an Inferno Flamethrower, allowing the weapon to fire an orb that explodes, causing area damage. When it reaches its maximum range or hits a solid body, the sphere explodes in a 10-foot radius area, dealing damage to all creatures in the area that fail the save. On a success, a creature in the area takes only half damage and is not set on fire. Each Level of this modification modifies the characteristics of the orb fired.

  1. 1 ponto de energia - Orbe: O dano da orbe é o dano da arma (exceto Chamuscado).
  2. 3 pontos de energia - Incinerador:- O dano da orbe é duas vezes o dano da arma (exceto Chamuscado) e se torna incinerante. 15 pés de raio de explosão.
  3. 5 pontos de energia - Plasma: O dano da orbe é três vezes o dano da arma (exceto Chamuscado). 20 pés de raio de explosão.

20 natural. Tabela “Obras-Primas Gerais”