Magical Firearms (Roleplayers, this one is for you)


July 13, 2003, 05:50 PM
As anybody who knows me may attest, I'm working on several gaming settings, one of them being a cross-breed Cyberpunk/Fantasy world. And I need some ideas for magical firearms.

Here's one:

Liberation Rifle

The rifle is a clean-looking M1 Garand, which has been carried in battle in WWII. The emotional charges left in it by the soldier who wielded it enabled a mage to enchant it. A character touching it for the first time will be briefly overwhelmed (5 sec.) by visions of glory and heroism (think old WWII movies, but in colour).

The rifle has a +3 magical bonus to WA (for a total of +4 WA) and a +3DC bonus to damage. Bullets coming out of the Liberation rifle count as +3 weapons in terms of what they can harm.

Any of your own ideas?

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July 13, 2003, 06:25 PM
I had some great times in my youth playing games like "Traveller," "Top Secret," "Gamma World," etc. I don't have any ideas right off the cuff here but your post sure put a smile on my face! :)

July 13, 2003, 06:55 PM
Holy Pistol. A Walther P-99: +5 against the undead, 50% chance of a critical hit that results in disintegration of the target.

Andrew Wyatt
July 13, 2003, 07:19 PM
an arquebus, which passed from hand to hand down the ages, last being reported being used to deadly effect by Marshal Zukhov during the second world war

July 13, 2003, 07:23 PM
Solothurn 20mm, +2, +5 vs. aerial targets?;)

Andrew Wyatt
July 13, 2003, 07:26 PM
Sam colt's personal walker colt. whenever it is drawn, enemy forces shrink or expend in size, numbers and strength to exactly match allied forces.

July 13, 2003, 07:28 PM
AK-47 of Revolution: +2, +4 when used by an irregular/civilan vs. regular forces.

Elmer Snerd
July 13, 2003, 09:31 PM
The Literal Silencer: This accessory makes the firearm that it is fitted to *completely silent*. In addition to silencing the gunshot, it eliminates associated noise. The bullets will not generate a "crack" if they break the sound barrier, nor will they make noise if they hit anything. The gun's action noise is silenced. The empty casings will be silent if they hit anything. If the gun is dropped or struck, there will be no sound.

Omnivolver: This revolver can safely chamber and fire ANY handgun ammo(percussion, electric, or any other ignition). You may mix and match calibers freely. It can hold 6 rounds of roughly .32-.45 cal. You will gain some capacity with small-caliber rounds such as .22LR's. You will lose some capacity with large-caliber rounds such as .500S&W Magnums or your own personal .67 "Ouchmaker" handloads.

Ubershotgun: This looks like a 10 gauge double-barrelled shotgun. It is actually designed to fire 20mm cannon shells. Through magical means, the recoil is reduced to a normal shotgun level.

I can't think of a name for this one: This gun(of whatever type) is enchanted so that its bullets(or pellets/slugs for shotguns) will do at least half damage to anything that would otherwise be immune to them. For example it would do at least half damage to any creature with one or more of the following powers: immunity to non-magical attacks, immunity to metal, silver required, "plus" whatever required, left-handed redheaded plumber on a Tuesday required. Its shots will do full damage to anything that is affected normally by normal bullets.

Very High Capacity Magazines: These mags appear normal, but they contain a dimensional warp that allows them to hold three times the normal amount of ammo without increasing the weight beyond normal. Fixed mags may also be enchanted with this ability.

Magazine of Teleportation: This appears to be a normal detachable magazine. It is sold with a box that is about the size of a shoe box. The magazine cannot be filled in the conventional way. However, it will teleport ammo from the associated box to the feed lips and feed it normally into the firearm. This works from any distance. Cheaper versions could have reduced ranges between the storage box and the mag. Fixed magazines could also be enchanted with this ability.

This is not the gun you are looking for: This is a popular enchantment for "Evil Assault Weapons". It makes a "scary gun" look politically correct and lawfully owned. "Oh, my mistake, it's just a skeet gun after all."

Duplex rifle: When this rifle is fired, it magically consumes an extra round. The consumed round is not recoverable, and no extra casing is ejected. The bullet from the fired round has its range and damage multiplied by 1.5. The rifle may be set to fire normally as well.

Martyr's Gun: The firer can choose to take any amount of damage when he fires this gun. The same damage also affects the target, and bypasses all armor, protection, and immunities for both parties. This is in addition to any damage from the gun's projectile(or beam, for energy weapons).

"Newton's Mod": This enchantment gives a gun the range and damage of a more powerful caliber, but it increases recoil to the level of that caliber. For example, you could enchant an .223 rifle to have the range and damage of a .300 Winchester Magnum, but it would also have that level of recoil.

Sound Transmogrificaton: This enchantment causes the sound of the gunshot to be changed to an equivalently loud word or sound effect. For example, a gun could be enchanted to actually say the word "BANG" when fired. Other popular effects include "ZAP" for energy weapons, "FREEDOM", "HA", "OOPS", drum rolls or flatulence noises for full autos, etc.

July 13, 2003, 09:41 PM
depends on what you are working with as a system.

In some games I have a few.

A pistol with an enchantment on it to keep it and it's immediate vicinity silent.

magazines of holding that you could just load up with as much ammo as you like.

magazines that were a spin off of an encahnted quiver, where whenever you remove the top bullet, another one appears. (applied to gatling guns at one point)

magical barrels that were a lot longer inside than theyw ere out.

various enchanted bullets that added additional affects. things like wither, decay, fire damage, etc...

enchanted peep sights that worked like a very variable zoom scope.

enchanted weapons with pluses to accuracy.

enchanted weapons that didn't need to be cleaned or maintained.

cursed ammunition that would cause your firearm to malfunction or be destroyed.

cursed ammunition that just would never hit what you aimed at.
sort of related..

ultra light enchanted body armor. (or just bullet resistant street clothes by the same method).

very high concealment holsters/ really big pocket holsters using the bag of holding idea.

a large number of them were for a sort old west magical steam-punk kind of game, but never got used because the campaign didn't get finished.

Desert Dog
July 13, 2003, 09:54 PM
+14 minigun??? :D

How about a +50 phaser rifle....:rolleyes:

July 14, 2003, 12:06 AM
Power-Up Card: All HK weapons get +4 intimidation factor for major tacticality

Parker Dean
July 14, 2003, 12:35 AM
Originally posted by Andrew wyatt
Sam colt's personal walker colt. whenever it is drawn, enemy forces shrink or expend in size, numbers and strength to exactly match allied forces.

I like the idea of having a Named weapon. OTOH, I don't so much care for the enemy forces expanding bit :D

This can also work for the Liberation Rifle. Since that's a WWII weapon you could reference Audie Murphy. If you have a WWI era weapon you could reference Sgt York. I can't think of anyone combat-referenced to the 1911 off the top of my head, just Jeff Cooper and he's more known for post war work with it (not that thats a bad thing but trying to keep in context here).

Anyway the idea is that you have uniquely American firearms that were used by such uniquely American heroes as Named weapons. This works some for edged weapons too, like the Marines sword and the Bowie knife. That way you surreptitiously add a bit of History for those that wouldn't read it if they had too, ie kids LOL!

July 14, 2003, 01:12 AM
1. I like the "Evil Assault Weapon" idea. Any foe that sees it has to check morale or run in fear. area effect, level dependent
2. "Movie Cowboy" 100 shot revolver
3. The rifle from "Baron Munchausen" could shoot an apple off a tree two countries away.
4. "Warsaw Ghetto Blaster" pistol infused with spirits of Jewish Resistance fighters. +to hit +dam when hopelessly outnumbered.
5. "speed of thought" holster. 'Oh heck, I need my...' it's in your hand.
6. Literal "Smart Guns" can offer tactical advice, etc. Though this could be a fun cursed item too if it decided it was smarter than the owner. Go all the way, give the bloody things personalities "all right punk, did he pull my trigger 5 times or six. Since I'm a .44 magnum the most powerful...." [as a GM I would give people ridiculously powerful items with extremely annoying personalities. "That's IT! I don't care if it is a BFG 9000, I'm throwing the GD thing away!"]
7. For a super hero type game I ran, one character had the "Golden Naginata" indestructible, plenty o' damage. Could only be wielded by women. The blade glowed like staring into an arc welder. (Caused permanent blindness[charater had special goggles]) Could use it as a staff without pulling off sheath. It was inhabited by the spirit of it's most powerful owner, who would try to possess the character at high stress times, like say...combat! (didn't really come out that much unless she un sheathed it)
The spirit didn't speak English, didn't particularly like men, and didn't take prisoners.

That's all I got at the moment.

July 14, 2003, 01:17 AM
Desert Eagle of Disappearance. It magically fits in the pocket or anywhere else so that anyone can conceal it wearing nothing but shorts and a tank top.

July 14, 2003, 03:00 AM
A pistol, or enchantment for one, that will cause cars to explode in improbably large fireballs.

Armor plated versions of newly released cars (Cadillac ETS) in the latest Hollywired movie (Matrix:Reloaded) that do not seem to blow up or allow the harm to come to the occupants while having the road performance of a Ferrari Testarossa.

Man-portable miniguns, with recoil compensators to match.

"Shoot-Out Sweep": nifty little spell that cleans up the thousands of brass casings after entheusiastic firefights. Wouldn't want anyone to slip and hurt themselves.

"Invisible Earplugs": allows the use of full-power ammo in full-auto weponry at close range and/or confined spaces, AND conversation at normal volume during or shortly afterwards.

Push button activated gyro stabilizers to permit incredible feats, such as straight-arming an M60 and putting a full belt into the X ring at 100 yards.

On an entirely different note, go to some anti-gun fearmongers site, and use the stuff they have already made up. Why invent the wheel twice?

July 14, 2003, 04:00 AM
Carbon Fiber of Doom: Once a gun is furnitured in carbon fiber it will cause the tacticality of the weapon to rise exponentially. At (x) to the roll when testing for tacticality.

New Skill: Gun/Knife Law (Works as a lore skill, IE check against it to see if you know something about the subject.

July 14, 2003, 05:10 AM
The Soul Sniper Rifle- It looks much like a traditional bolt action sniper rifle, but with a difference. The scope is not a traditional scope. It see's the "Soul" of the entity it's aimed at. What makes it different? One shot into the soul (make is smaller than the body, perhaps 1/2-1/4 size) and it will kill anything. Bullets are rare, and they are special, perhaps needing to be blessed by some mage 1st. Keeping the ammo down would stop this from being too unbalancing in the game, and force you to conserve it for special tough enemies or situations.

July 14, 2003, 06:39 AM
Ahh, Role Playing Games. :)
I like. I like a lot. I like enough to do playtesting for Steve Jackson Games. :D

From the GURPS: Technomancer textbook (paraphrased):
Rat Guided Bomb. An guided aerial bomb controlled by an onboard rat after being dropped. By possessing the rat, a pilot can guide the bomb onto target.
Who needs PETA anyway?

Here's something handy inspired by the TV series Highlander (among others)
Trenchcoat (or jacket) of holding: The coat is equipped with a dimensional pocket, in which the wearer can store any number of items with a total weight of 25 lbs. Weight of objects in the pocket does not count against encumberance. Access to the pocket is through the coat's inside pocket.
Just the thing to store that machete/pistol/bastard sword/FAL in :neener:

ErikM :evil:

Andrew Wyatt
July 14, 2003, 12:30 PM
The sam colt's personal weapon thing was a but of a play on words, since colts are known as the great equalizer.

July 14, 2003, 12:54 PM
But I've owned some CURSED ones! I had a Winchester Of Jamming once. Two, actually. I had a Mosin Nagant of Random Accuracy. And how can I forget the Marlin Guide Gun of Pain. :D

Nathaniel Firethorn
July 14, 2003, 01:01 PM
Anti gun, aka Corbomite gun. When someone shoots at you, it vacuums up the bullets and fires them back at the shooter. (Downside: For obvious reasons, while you have one, you can't fire a gun yourself! :uhoh: )

The Volcanic Winchester 94. 6 rounds, and cannot be reloaded. Each round -1 to all players to your west. ;)

The Webley-Vickers automatic. +4 to your imagination.

- pdmoderator

July 14, 2003, 02:14 PM
How about a variation on the Liberation Rifle? Make it, say, one point higher on accuracy, and give it the ability to imbue the user with extra courage or some such. The story behind it? It's a unique item: Audie Murphy's personal M1 carbine...

July 14, 2003, 03:05 PM
The revolver of ever-shooting: It looks like a travel worn Peacemaker (or other SA cowboy gun), but if loaded with 6 rounds it will never run out of bullets if used in combat. However, once combat is over (GMs call) it will need to be completely reloaded.

Nathaniel Firethorn
July 14, 2003, 05:22 PM
The Gun Culture. A Petri dish with gelatin-like liquid. Drop in a grain of powder, say the name of a gun, and the firearm will grow.

The Gun Show Loophole. A piece of cloth with a very large buttonhole. Passing any firearm through the buttonhole toggles it between visible and invisible (so the "gun shows," or it doesn't.)

- pdmoderator

July 14, 2003, 05:31 PM
Warps the minds of the easily confused. Spray it an appropriate object while chanting "eeevil black assualt weapons and pink fuzzy bunnies", and it will appear to anyone failing the appropriate stat check to think it's something innocious. May not work on tanks or large mechs, GM's call. Note: the players using "FeinsteinBegone" must chant while applying the spray, or it will fail at an especially (in)opportune moment.:evil:

July 15, 2003, 02:18 AM
Say... a M2HB, feeding .50 BMG (functions as magic missiles, on top of the damage from the .50, ) feeding from an Ammobox of Holding,

Hmmmmm..... I like Audie Murphy's M-1 as another artifact, and Sam Colt's personal pistol...

How about John Wayne's lever gun? Say, make it give the holder of it a bonus to morale...?

(Other ideas will be added as I think of 'em. )

Elmer Snerd
July 15, 2003, 12:21 PM
Mobius Strip Ammo Belt: This looks like a 50 round ammo belt that has been made into a Mobius strip. As you may have surmised, it will allow a belt-fed weapon to fire indefinitely while having only a short belt hanging from it.

The Martyr Weapon Mk2: When you shoot someone/something with this gun, you sustain a matching wound. This includes effects such as crippling, unconciousness, or death. Alternately, you can shoot yourself with this gun and one target in your line of sight sustains a matching wound. Wounds from this gun ignore all armor, resistances, protections, and immunities for both parties. Also available as ammo.

Holy Weapon Light: This device functions as a regular weapon light. In addition, its light is the equivalent of full sunlight against creatures that are vulnerable to sunlight.

"Invisible" weapon light: This device functions as a normal tactical light for whoever is wearing the special glasses that it is sold with. The beam(and any shadows cast) from this device cannot otherwise be seen(and the beam cannot dazzle) unless the viewer can see the invisible. This is also available as a laser sight.

Anti-supernatural rounds: These rounds are designed to injure a particular type of supernatural creature(such as vampires). They contain substances that the particular creature is vulnerable to. They do full(possibly extra) damage to that type of creature.

Composite rounds: Bullets from these rounds are blessed and contain wood, silver, iron, and several other substances that supernatuals are vulnerable to. They do at least half damage to *any* supernatural being, and normal damage to anything/anyone that is vulnerable to "normal" ammo.

Anti-werewolf spray: High strength pepper spray laced with silver dust. Shake well before using.

Silver hollowpoints: copper hollowpoints ( have been developed. Silver is softer than copper, so silver HP's should be possible.

July 15, 2003, 05:57 PM
There are no magic bullets.

Unless you count those sold by the devil at the cross roads to a certain hunter. you see each cartridge is made for a certain person, a certain stag and they never miss. Of course the bullets are cursed.

Get a copy of the CD "The Black Rider" by Tom Waits, you'll be full of creepy gypsies, germanic jaegers and shadowy cartridge sellers at the cross roads of reality and other side.

July 15, 2003, 07:53 PM
Dunno if they're still in print, but Nick Pollata's Bureau 13 books were great for providing firearms solutions to supernatural nasties. How do you stop a werewolf in a Level III vest?

July 15, 2003, 08:57 PM
"AR-15 of Liberal Bedwetting" - no extra damage or accuracy mods, but causes uncontrollable handwringing & urination of political monsters.

Parker Dean
July 15, 2003, 09:43 PM
Looks like Sam Colts Peacemaker and Audie Murphy's M1 are popular ideas.

Magic or not, I like the Composition Bullet idea. Might be a little too powerful at 50% though. 30% might be a little closer. Either that or have them be almost too rare to use.

John Wayne's levergun is amusing too. How about that when you carry it all the bad guys you meet say "I thought you wuz dead?" LOL!

MicroBalrog, how about a little feedback? Anybody on in Range, Deflection?

July 16, 2003, 12:03 AM
So would Dum-Dum's kill vampires? I mean, you cut a cross in the end of it. That's basically how it worked in, "Billy the Kid meets Dracula." Of course, Billy had gone straight and become a preacher.

You know they sell some kind of molecular silver in a pure water base. Some people swear that it improves their health. (the stuff that turned that libertarian guy blue)[more subtext, please] I had this character that was gonna fight a werewolf in a duel. Well, first they had to have a drink, don't you know. I won that one.

July 16, 2003, 06:30 AM
Wow! These are cool! I might end up using some.

I think a full-auto M-14 of Liberation is due to be given one of my players today.:D

July 16, 2003, 06:31 AM
What do you people think of Henry Bowman's Anti-Tank Rifle of Liberation as an Idea?:cool:

July 16, 2003, 04:21 PM
AH the days of role playing games, do we have to keep the weapons down to just hand held or can we go as far as full blown siege engines and weapons built by the modern industrial complex? How would a blue dragon fair against Mig-29 fighter jet, how about any army of the undead against an old sherman, sure the armor is thin but we can have them outnumbered, of course it would only be fair to give the undead a couple of Tigers. How about the Walker pistols the Saint of Killers carries in the Preacher comics, never miss their target, penetrate everything forces the carrier to be the angel of death.:evil:

July 17, 2003, 06:48 PM
Enchanted Mig's... I need to work on that one.:D

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