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Magical Firearms (Roleplayers, this one is for you)

Discussion in 'General Gun Discussions' started by MicroBalrog, Jul 13, 2003.

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  1. MicroBalrog

    MicroBalrog member

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    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?
     
  2. TheFrontRange

    TheFrontRange Member

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    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! :)
     
  3. HBK

    HBK member

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    Holy Pistol. A Walther P-99: +5 against the undead, 50% chance of a critical hit that results in disintegration of the target.
     
    Last edited: Jul 13, 2003
  4. Andrew Wyatt

    Andrew Wyatt Member

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    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
     
    Last edited: Jul 13, 2003
  5. MicroBalrog

    MicroBalrog member

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    Solothurn 20mm, +2, +5 vs. aerial targets?;)
     
  6. Andrew Wyatt

    Andrew Wyatt Member

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    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.
     
  7. MicroBalrog

    MicroBalrog member

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    AK-47 of Revolution: +2, +4 when used by an irregular/civilan vs. regular forces.
     
  8. Elmer Snerd

    Elmer Snerd Member

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    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.
     
  9. raz-0

    raz-0 Member

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    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.
     
  10. Desert Dog

    Desert Dog Member

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    +14 minigun??? :D

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

    rebbryan Member

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    Power-Up Card: All HK weapons get +4 intimidation factor for major tacticality
     
  12. Parker Dean

    Parker Dean Member

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    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!
     
  13. zastros

    zastros Member

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    Ok, I'll play

    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.
    zastros
     
  14. MJRW

    MJRW Member

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    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.
     
  15. KC

    KC Member

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    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?
     
  16. winstonsmith

    winstonsmith Member

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    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.
     
  17. TheeBadOne

    TheeBadOne Member

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    Soul Sniper Rifle

    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.
     
  18. erikm

    erikm Member

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    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:

    Cheers,
    ErikM :evil:
     
  19. Andrew Wyatt

    Andrew Wyatt Member

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    The sam colt's personal weapon thing was a but of a play on words, since colts are known as the great equalizer.
     
    Last edited: Jul 14, 2003
  20. Cosmoline

    Cosmoline Member

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    I don't know about magical guns

    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
     
  21. Nathaniel Firethorn

    Nathaniel Firethorn Member

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    OK, here's a few:

    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
     
  22. Stickjockey

    Stickjockey Member

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    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...
     
  23. MrAcheson

    MrAcheson Member

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    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.
     
  24. Nathaniel Firethorn

    Nathaniel Firethorn Member

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    Two more:

    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
     
  25. KC

    KC Member

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    "FeinsteinBegone"
    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:
     
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