Firearms in a 13th Age setting

Written by Sid Singh.

I created these firearms rules for my campaign setting. I wanted rules that used the escalation die.

 

Pistol: 1d6 damage (-2 atk for barbarian, cleric, paladin, sorcerer, wizard; -1 penalty for all other classes, except ranger; no penalty for ranger); quick action to reload
 
 
Longarm (musket, aruqebus, etc): 1d8 damage  (-4 for barbarian, cleric, paladin, sorcerer, wizard; -2 penalty for all other classes, except ranger; no penalty for ranger); quick action to reload
 
 
"Sniper rifle": 1d10 damage (-6 penalty for barbarian, cleric, paladin, sorcerer, wizard; -4 penalty for all other classes, except ranger; no penalty for ranger); move action to reload; crits on 18+
 
 
In addition, firearms use the following rule:  When making an attack roll, if the natural die roll is equal to or less than the escalation die, the weapon has had some sort of malfunction.  The player must spend a standard action to attempt clearing the malfunction (11+) before using it again. In other words, the more you use it through a combat, the more likely it is to eventually malfunction.  It is presumed that outside of combat, the player spends the necessary time to fix it.
 
 

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