Bullet Points: 7 Magic Firearm Properties (PFRPG) PDF (based on
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Super Genius Games
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Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.
Bullets Points is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.
The High Concept: Seven magic properties designed specifically for firearm weapons (from early firearms – such as those highwaymen, musketeers, and pirates use – to more advanced weapons appropriate in western or pulp-era campaigns).
The properties included are:
Boomstick: You can deafen your foes.
Burrowing: Your bullets can deal long-term damage.
Dependable: Your firearm misfires less often and is more reliable than standard firearms.
Dimensional Capacity: Your firearm holds triple the weapon's normal capacity.
Entangling: Your firearm can entrap your foes.
Hot Lead: Attacks with your firearm deal fire damage.
Ricochet: Attacks with your firearm can hit more than one target.
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#1 with a Bullet Point: 7 Magic Firearm Properties is available now! Good for the fiendish flintlock of eldritch pirates or the cult-smasher .45s carried by two-fisted mystery men, these magic properties make firearms more than just another way to put a piece of +1 flaming ammo into your foes!
Includes the following magic properties:
Boomstick. +1 bonus
You can choose to deafen foes rather than hurt them
Burrowing. +3 bonus
Bullet keeps crawling around after foe is shot.
Dependable. +1 bonus
Lower misfire, fixes itself over time if broken.
Dimensional Capacity. +1 bonus
Firearm has handy haversack-like bullet capacity
Entangling. +1 bonus
You can choose to entangle foes rather than hurt them.
Hot Lead. +2 bonus
Firearm deals fire damage, and doesn't have to be loaded between shots.
Ricochet. +4 bonus
Bullet can damage one foe, and bounce off to damage a second foe.
Reviewed, here and at RPGNow. You have made a player of mine a very happy man, the look of comprehension rolling across his face as the usage of Dimensional Capacity sank in was excellent...
Reviewed here, on DTRPG and sent to GMS magazine. Cheers!
As always, sincere thanks for taking the time to do a review. Especially on BPs, where the review is a decent fraction of the length of the product. :P
Just a stray thought... can these (SHOULD these??) be mixed with the modern firearms rules from AA:The Enforcer? I mean, a dimensional capacity 1911??
IF you are playing a game with both arcane artificers and 1911s, then heck yeah. Certainly when I get around to writing the New Deal campaign setting, I plan to do exactly that1
And I reveal my woeful ignorance - is arcane artificer a distinct class and if so, where is it? (been working on modern stuff and action figures far too much recently)
And I reveal my woeful ignorance - is arcane artificer a distinct class and if so, where is it? (been working on modern stuff and action figures far too much recently)
Sorry, I didn't mean ARCANE ARTIFICER, as the title of something. I just meant characters with appropriate Craft Magic feats.