Gunsmithing
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Weapons / Mods
A weapon design has to meet 3 criteria:
- It has to fit within the world's theme, steampunk / clockwork / artifice
- It has to be reasonable in its power relevant to the level of the player creating it.
- It must have a misfire score sufficiently high enough to counter extremely powerful modifications
Materials + time required, DC for success/failure, and progress will be determined by DM based on the complexity of the item
Ammunition
Ammunition can be crafted at ~50% purchase price
Gunpowder must be purchased, it will cost roughly 33% of what the ammunition that uses it would cost
"Metal" will be used as a catch-all phrase for brass/lead etc. It can be scavenged for free, or purchased for 33% of ammunition cost.
Crafting Time
1d6 bullets per hour of downtime
Materials
Gunpowder (.5g/oz)
| Weight (oz) | Grains |
| 16 | 7000 |
| 12 | 5250 |
| 8 | 3500 |
| 4 | 1750 |
Crafting Req's
| Weapon | Grains | Metal (oz) | |
| Pistol | 100 | 4 | 7g / 20 shots, .14g ea |
| Blunderbuss | 100 | 4 | |
| Musket | 100 | 4 | |
| Advanced | 200 | 8 | 14g / 20 shots |
Metal Scavenging Examples
| Item | Metal comp |
| Quarterstaff | 0 |
| Dagger | 100% |
| Battleaxe | 25% |
| Arrows | 10% |