Spring-heel's Know-How:
Advantage on Stealth Rolls when above creatures. Gain 1 Meter of vertical and horizontal Jumping Hieght. You are not disadvantaged by rough terrain.
Socially Aware:
+1 to passive percption. +1 to Chr Score.
This creature has somehow managed to weaponise the incompetence of it's allies. If one of it's allies performs an action that one may consider unwise or uncouth, than this creature can push them 3 meters away. If it does so, said pushed creature regains it's senses and this creature gains 2 additional points of damage to all it's attacks.
When rolling to attack with an action that uses a firearm, this creature is also rolling this table.
This table consists of the Various Malfunctions that Stitches firearms may experience when rolling to Attack. This table is rolled alongside rolling to attack, with the same D20 that is used to roll to attack. Any Advantage, Disadvantage and Proficiency Bonus are included in this roll aswell. Stat Modifiers do not effect this table.
Please remember that the 4 stages of Condition effect this table. For more information on Condition, see the Condition Page & Table.
Condition 1: +1 to rolls applied to this table (not attack rolls).
Condition 2: No altered stats.
Condition 3: -1 to rolls applied to this table (not attack rolls).
Condition 4: -2 to rolls applied to this table (not attack rolls).
Condition 5: The Gun is inoperable and Attacks cannot be made with it.
Condition +(No.) and -(No.) are not added to attack rolls, only to Malfunction rolls.
Stitches Firearms are infamous for thier Malfuctions and Price, the pair are considered a major factor as to why they have been mostly ignored by other powers. Some few wild spirits still decide to live with the risk however.
| Rolled No. | Result | Description | |
|---|---|---|---|
| 20 | The Gun Fires as Normal | N/A | |
| 19 | The Gun Fires as Normal | N/A | |
| 18 | The Gun Fires as Normal | N/A | |
| 17 | The Gun Fires as Normal | N/A | |
| 16 | The Gun Fires as Normal | N/A | |
| 15 | The Gun Fires as Normal | N/A | |
| 14 | The Gun Fires as Normal | N/A | |
| 13 | The Gun Fires as Normal | N/A | |
| 12 | The Gun Fires as Normal | N/A | |
| 11 | The Gun Fires as Normal | N/A | |
| 10 | Misfire | The Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed. | |
| 9 | Misfire | The Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed. | |
| 8 | Misfire | The Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed. | |
| 7 | Jam | Your Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing. | |
| 6 | Jam | Your Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing. | |
| 5 | Jam | Your Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing. | |
| 4 | Wild Shot | A Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling. | |
| 3 | Wild Shot | A Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling. | |
| 2 | Wild Shot | A Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling. | |
| 1 | Detonation | The Firearm explodes. It immediately takes 3 points of Condition Damage (reducing it to Condition 5). All creatures within 10ft (or 3 Meters) take (Firearm Quality)D6+2 Damage. |
The Chorusman fires a shot with their Revolver at a creature within eyesight, if it hits, it can shoot another creature within it's eyesight.
Multi-Target. Range: 30 Meters. Each shot deals (6) damage.
This creature cries out what are either insults or compliments to one of it's allies. The chosen ally must make a Int save, on a failure, they become inspired. Upon succeding this save the enemy becomes demoralised instead and has disadvantage on all attacks for 2 turns.
The Chorusman slams a faulty smokebomb into the floor beneath thier feet. Flip a coin, if it lands on Heads, the smoke bomb goes off. If the coin lands on Tails, if fails to go off. When the smoke bomb detonates; all creatures within become Invisible and Heavily Obscured. The Smoke Bomb effects a 2.5 Meter radius around where this abilitiy is used. After 3 rounds, the smoke cloud will dissipate.
I Have this Job for a Reason.
The Chorusman tactically evaluates it's enemies, locating the weakest link and best strategy for combat. This Creature will become Marked for (1)D4+1 turns.
These units act as leaders for other units. If these units perish or are knocked out of combat, thier allies may become disorderly.
An experienced Gang Member, typically found leading small gangs or portions of a larger gang.
These men & women have developed a basic leadership quality and become the leaders of small groups. They have earned their titles through wit and cruelty, frequently combining the two in a combination as potent as it is foul. Most like to believe themselves to be of "The Upper Crust of The Lower Crust".
Often seen covering thier faces with Han-kerchiefs, bandanas or similar cloths, they wear ragged top hats or similarly old and mistreated hat wear of the higher class. They can usually be seen wearing scavenged and repaired coats that used to belong to the elite, most of these are unfashionably outdated by typically 10 to 20 years. Beneath their button-lacking coats are dark work shirts, simple pants and well-worn boots, if they had not already; betraying their origin.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!