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The Fire Mind

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About The Fire Mind

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  1. The Fire Mind


    First, I'd like to start off by thanking you for the feedback. The fifteen minute rule is in place, so if someone tries to whip out a lot of pistols, they'll have to start making rolls to make sure they don't either a) suffer a misfire b) have a dud Worst case, I will decrease the amount of time before someone needs to start making rolls Make does not equal use. Players will still be able to use these firearms, and the playerbase for gunsmiths will most likely increase during its implementation. It is a slow build up, effectively. They require you to get up incredibly close to a target for its raw power. For someone probably carrying a lot of infernium or boomsteel on them to get up close, that might not be the best strategy. Possible, but not as good from fighting at a range. In addition, the fifteen minute rule does apply; as well as the usage of dragon pistols will not be kind on the shoulder, and likely end up damaging it if used in quick succession.
  2. The Fire Mind


    no bolters sorry all I ask is that you try to give it a chance IF it goes on trial. If not, that's completely understandable
  3. The Fire Mind


    Depending on the gun, you have specific rolls. If you fail the roll, you have a chance of either a dud or misfire depending on the number. Rifles and Blunderbus with infernium powder: 5+ is a successful fire, anything below a 5 and isnt a 1 is a dud, and a 1 is a misfire (which you need to roll again and look at the misfire table to see what the effect is) Rifles and Blunderbus with boomsteel: 6+ is a successful fire, anything below a 6 and isnt a 2 or below is a dud, and a 2 or 1 is a misfire (which you need to roll again and look at the misfire table to see what the effect is) Infernium powder for Pistols and Dragons: 4+ is a successful fire, anything below a four that isn't a 1 is a dud, and a 1 is a misfire. Boomsteel powder for Pistols and Dragons: 5+ is a successful fire, anything below a five that isn't a 2 or 1 is a dud, and a 2 or 1 is a misfire. Hand Mortars: Literally anything that isn't a 1 is a successful fire, and a 1 is a dud.
  4. The Fire Mind


    They can be implemented after the trial. Would you be fine with this?
  5. The Fire Mind


    idfk wear capes with different colors and fight evil
  6. The Fire Mind


    Understandable, though I'm sure even beyond implementation they will not be widely owned. I do however, hope to have a fair amount of users during the trial -- as well as beat into the head of each gunsmith to tell other players how they work/function as to make sure there is no PG'ing. I'm not trying to sound like a jerk, but if I asked for a little more feedback could you provide it? I'm just generally curious as to why you dislike the idea of firearms being implemented. Understandable. Keep in mind firearms were a thing in the medieval time, sure this is more advanced, but I can see it fitting this setting.
  7. The Fire Mind


    Probably. I was meaning to say Hand Cannon, like this. I think two months might be a reasonable time to get up to speed? I'm not sure.
  8. The Fire Mind


    While I understand this, I feel the use of a lore trial might change your view point. I understand the probability of it not getting accepted, but I wanna see its potential. If it's no bueno, then the LT can pull the guns away from the server and make them gonzo.
  9. The Fire Mind


    R1p your shoulder. I understand your concern. Let me put you at ease when I say with utmost honesty that I plan for the trial period -- if it gets passed, which probably won't happen -- to be the development stage of the firearms. First I plan for the start to be a rifle (which is put down in firing mechanisms), and then we move onto other more complex designs. In regards to the trigger mechanism, that is entirely aesthetic, and I personally feel it would allow more room for players to customize their weapon to their own design. As for handwaving and distributing, I personally feel throwing guns around like candy will do nothing but hinder the piece and worsen its standing. Efforts will be taken, and have been written to stop mass production.
  10. The Fire Mind


  11. The Fire Mind


    It won't be able to stop a blunderbus or dragon close quarters. Otherwise, most hard armor will be able to take care of the firearms, save for cannons.
  12. The Fire Mind


    Hand Cannons: Firearms (Credit to Chandra Pandhitta) Origin Kill from afar or be killed. Such was not the thought of three; they sought a way to further their goals, be it power, aid, or innovation; a thought borne of a great machine. When experimenting with various ingredients, they each found that a combination of chemicals caused a reaction; a horrific one at that - it was volatile, deadly, and brimming with potential. They sat on their knowledge and tested their findings, later leading to the further developments, optimizing the use of the powder for more devious and combative machinations via contraptions meant to use the force of the powder’s volatile. This powder is known as Infernium, and the cantription to use it is known as a “Hand Cannon”, or a firearm; however, these things have other names, few such being “Castors”, "Hand Blasters", "Blast Crossbows", "Fire Spitters", the list can go on. Details on the Infernium Substance makeup - Infernium is a catalyst that consists of a dangerous mix of volatile herbs turned and bound into a fine powder, the exact recipe of which is hidden from the public mind. The recipe for the catalyst is known by few, though alchemists can experiment on making the powder. Years of experimentation and practice went into discovering the precise amounts and processes for each herb. The mix is known to be several herbs which have been processed into powdered and flaked variations, possessing the properties of destruction, power, chaos, and swiftness. Looking at Infernium, the powder is typically an orange and red color - though, sometimes the powder is a dark red or black - with the same texture as gunpowder - though as you touch it, you can feel a slight tingling sensation if you were not wearing any gloves. Creation To create standard Infernium the first objective is to gather the regents: Combustion, power, destruction, travel, and swiftness. Depending on their value, it might require more or less than the standard. Below is the value table for what would make standard potency, of course things can be switched around and added into: Weak regents: [Fire] Destruction: 8 [Fire] Combustion: 6 [Fire] Power: 6 [Air] Travel: 4 [Air] Speed: 4 Moderate regents: [Fire] Destruction: 4 [Fire] Combustion: 3 [Fire] Power: 3 [Air] Travel: 2 [Air] Speed: 2 Strong regents: [Fire] Destruction: 2 [Fire] Combustion: 1 [Fire] Power: 1 [Air] Travel: 1 [Air] Speed: 1 Once the substances are gathered, said herbs will need to be fermented in separate jars. This process takes up a few weeks of aging, allowing it to be used in the next step. The Alchemist must separate the decaying herbs from their respective liquids -- typically, this is where an Alchemist might have an assistant to expedite the process, however some Alchemists keep to themselves -- and use the alembic or some means to bind the liquids and make them one, while drying the herbs. Once the herbs are dried, they will then be made into a powder via the mortar and pestle or some sort of grinder to finely powderize the substance. After the herbs are made into the powder (which should be a dull color), the separated liquid is then applied, requiring for the powder to soak up the properties; during this step, the dull color becomes richer, and the grainy powder will have a tingling sensation to it. Finally, the last step is to unsure the powder is not wet, which really involves a short drying phase. Once these steps are complete, the Alchemist will now have the explosive powder at their disposal. Volatility of the Infernium - The normal infernium powder is -- when ignited -- highly volatile, the expanding gas and fire reaching a one meter radius from 100 grams of the standard potency if ignited (if it was comprised of weak regents, it would take 125 grams, strong regents would require 50 grams for the same potency as moderate). These deadly substances are often used for explosives, and are more stable than the black powder. Generally, a firearm user will carry a few powderhorns with him or her to not pack up the Infernium, and potentially incinerate themselves if the substance combusts. Storage and transport practices - There are a multitude of methods to store standard infernium, be it a powderhorn, paper cartridges, and so on; leaving the infernium in the firearm is not ideal; by having it sit too long in a very cramped space and are allowed to settle in, the infernium will become extremely packed and volatile, or highly unstable. This means that when the spark ignites the substance, the explosion will cause a misfire -- though it is unlikely that standard methods will cause misfires, especially if the gunslinger airs the powder out every so often. Refer to the roll table in the misfire section. Alternate Powder: Boomsteel Of course, folk other than alchemists have found ways to create firearms. The usage of Boomsteel shavings, made into an alloy that is not as volatile as raw boomsteel, but still volatile enough for sparks to cause it to combust. This usage of ammunition allows for the common man to make it and wield, at the expense of halving the weapon’s durability, and making it prone to duds and misfires. Some methods of storage: Powderhorn A hollowed out horn, or any similar container. Typically it will have a large screw cap at one end and a small cork at the other, and the small end is typically sized to be smaller than the bore so it can function as a funnel. Horns are a rather low maintenance and convenient method of carrying in Infernium, but suffers from carrying in high volume. Which means that should the infernium be ignited in a larger powderhorn, it will be a rather sizeable fireball. Some gunslingers do the practice of keeping smaller powderhorns on them. Paper Cartridge A premade cartridge that utilizes a paper wrap around pre measured ingredients that is then sealed with wax. Its design is so a shooter may simply tear the end off, pour it into the barrel, then pack it down. Powder, wadding, then bullet are inserted dropped from the Cartridge in that order. Also, having a round packed into the Cartridge, it will be accelerated in some direction should an explosion occur. Any cartridge must be remade daily. Combustible Envelope Cartridge A readily combustible material is laced into the paper, meaning that the entire cartridge may be inserted into the barrel and when the primer is set off, it will burn straight through the paper, setting it off. Now the convenience of this is not to be taken on its own, for it must still be packed down. Any cartridge must be remade daily. On Hand Cannons Hand Cannons -- or firearms -- are a variant of tools that weaponize the infernium’s power. The Castor is an oddly shaped device that is comprised of a multitude of parts, that when put together produces a tool that will propel what ammunition is loaded into it once the infernium ignites within the mechanism. It is a dangerous item, both in raw power and the shock and awe of the booming barrel. Imagine, what sounds like a toned down, thunderous crackle, followed suit by smoke and metal. A horrifying image. While this weapon has great power, the contraption -- due to the volatility and design, has the chance of malfunctioning the weapon; it can be deadly to the user. While infernium is incredibly useful and necessary to use the castor, the Castor itself is a marvel of engineering; the designs typically hidden from public eye, known by the "gunsmiths" and their apprentice. Creation - This require for the Gunsmith to craft the various parts of the firearm; the barrel, chamber, stock, primer, and so on. There are various methods to craft the Firearms. Loading the Infernium - The infernium -- within its horn or cartridge -- can be loaded into the Castor through a firing pan, and then a small amount is fed through the barrel; this all depends on the design of the Castor, and the order firing pan and barrel can be interchanged. Once the infernium is inserted in the barrel, the user will need to secure it with greased paper via a ramrod or what might be the loading mechanism. From there, the ammunition can be inserted. To avoid the intense volatility due to packing infernium in a very small spot, it can only remain in the primer of the weapon for fifteen minutes prior to combat, if these fifteen minutes are bypassed, the gunslinger must roll out of 20, five and above is considered a dud, whereas anything below is a misfire. Firing - The Castors, once the infernium is inserted and ready, the user will need to put the ammunition inside. It is now up to the user to take aim with this weapon, and activate the firing mechanism. This will ignite the infernium and propel the ammunition. When fired, the user must roll 20, and depending on their roll, the weapon will either fire, dud, or misfire. Care and cleaning - The Castor requires a good deal of care to keep it functional. This generally requires cleaning the barrel, checking up on the mechanisms, and doing any polishing or further repairs. Should the Castor be uncared for in areas such as the mechanism or barrel, it will dampen accuracy, and increase misfires. The barrel, due to the abuse of the infernium's power, will end up failing after twenty shots, ten shots for boomsteel using firearms. This means that a gunsmith will be required to fix and repair the weapon to renew its durability. Damage - The frame of the firearm is not invincible, nor is the infernium inside of it. Depending on the damage of the firearm, it could cause the weapon to suffer roll modifiers, malfunction and misfire, or stop the weapon’s usage, if not blow it up. Please keep common sense in mind. Duds - Duds are what occurs when the mechanism ignites the primer powder, but does not ignite the powder inside. Should this happen, the user will need to quickly slip powder inside the primer again and then fire. Misfires - Misfires are a product of poor care, or if the primer (the infernium) malfunctions (a roll of 1 when firing the firearm). Should this occur, a chance situation happens, requiring a player to roll a 20. Depending on their roll, various effects can occur. Misfire Table: 1-3: Damage, Partial Misfire; The firearm suffers a -3 to all rolls due to the explosion hampering the inner workings via clogging up the mechanism with its soot. The force of this can cause the user to be dazed briefly, or drop their firearm. The ammunition does not release, and requires a reload. This will require the user to clean their firearm thoroughly. 4-7: Minor Damage, Partial Misfire; The firearm suffers a -1 to all rolls due to the explosion hampering the inner workings via coating it with a thin layer the soot. The force of this can cause the user to be dazed briefly, or drop their firearm. The ammunition does not release, and requires a reload. This -1 can be nullified after the user cleans the firearm. 8-10: Blow Out; The infernium only combusts in the primer, or both of the powder explodes and destroys the bullet. This will cause smoke to billow from the primer, or from the barrel if both ignite, which is blinding to the user. 11-14: Explosion. The weapon bursts in your hand, sending shrapnel and force onto your person. It is more than likely the user will have their hand shredded. The damage is great, but such is the risk of carrying these weapons about. 15-17: Partial Misfire; The infernium malfunctions, and causes the explosion to propel the ammunition towards the end of the barrel, although it does not exit. The force of this can cause the user to be dazed briefly, or drop their firearm. The ammunition does not release, and requires a reload. 18-19: Minor Warping, misfire; The force of the explosion causes damage to the inner workings, rendering the firearm useless until they can do minor repairs to it out of combat. The ammunition does fire, however. 20: Heavy warping, misfire; the force of the explosion causes massive damage to the inner workings, causing bits and pieces to peel off, sometimes even expanding the barrel. This will require a gunsmith to do heavy maintenance on the tool, if not discard the dross. The ammunition fires, however. Details on the Hand Cannon Anatomy of the Castor The mechanical differences between a Handgun, Longrifle, and Scattergun are extremely few, while at first sight the three appear extremely different. In truth the only key differences are barrel dimensions and ergonomic anatomy. A Handgun is defined by its lack of a stock, short barrel length, and handheld size. A longrifle possesses a stock and an elongated barrel, while a Scatter gun is defined by a large bore barrel. The classifications, hand, long, and scatter, are not the true names but simple categories as a gun could classify as both a handgun and a scattergun at the same time. Rifle -A Savoyard Gunslinger- (Credit to Damon Offord) A sizeable device that's specifically designed to utilize size to increase its killing potential. A musket utilizes a long barrel and a sizeable stock to increase almost all major performance aspects of the weapon, except for convenience. Lengthened barrel increases range, accuracy, and muzzle velocity while the stock gives the shooter a more stable platform. These advantages come with the direct downsides that a musket is rarely shorter than 3.5 feet and tends to weigh around 8lbs. The length also means that when stood up on the ground it will peak up above the beltline of most people and when slung the stock will hang out from behind the hip while the muzzle will peak out behind the head. Typical actions to use: 3 actions to fire, 3 to reload and fire. Roll: five and above is considered a success, any failure above a 1 is considered a dud, and a 1 is a misfire. For Boomsteel powder, anything a six and above is considered a success, with any failure above a 2 being a dud, otherwise it is a misfire. Range: 64 meters is optimal range, anything beyond dampens the damage. Damage: The ammunition is fired with great speed comparable to a high powered crossbow, if not slightly greater. When it impacts soft armors -- such as thinly layered leather or cloth -- and flesh, it will peel right through it, causing a great deal of damage and potentially internal bleeding. Armors such as plate or some form of solid metal will take the blunt and kinetic force of the blow, physically feeling the impact through the armor; the force and pain can cause them to stagger back, or even fall over, depending on where they are shot. This will likely cause sizeable dents, or penetration on the armor if it is not fully solid (scalemail for example). Beyond the optimal range, the penetrative damage of the projectile diminishes to the point where it will no longer be able to penetrate most forms of soft armor. This includes maille, and scaled leather, although a single layers of leather will still be vulnerable. Pistol -A Swashbuckler with dual pistols- (Credit to Pathfinder) A pistol, unlike a musket, forgoes power for the sake of convenience. A short barrel length means it does not utilize the benefits of the barrel and a lack of a stock makes it less stable. Most urbanite gun users will keep these pistols concealed on their person, quickly drawing these weapons out when it's convenient to load. Typically no larger than 6 inches and fairly lightweight. Typical actions to use: 2 actions to aim and fire, 2 to reload and fire. Roll: Four and above is considered a success, any failure that is not a 1 counts as a dud, otherwise it is a misfire. For Boomsteel powder, anything a five and above is considered a success, any failure above a 2 is a dud, otherwise it is a misfire. Range: 20 meters is optimal, anything past that will dampen the damage. Damage: The pistol’s bullet is fired with the speed comparable to a standard crossbow, if not slightly greater; it is able to rip into flesh and bone, though light and soft armors provide some protection against the penetrative force. If the protection is also thinly padded, it will easily cause the area of the armor to fail, and dig into the skin an inch. Armor such as plate will be dented in normally, and cause a stumble at best; however the force can still be felt. After the optimal range the ammunition will be rendered inefficient for penetrating the body, and at most cause pain due to the impact if they are wearing any form of armor. Blunderbuss -A Goblin, armed with a Blunderbuss- ~~~ A blunderbuss possesses the same features as a musket, stock and long barrel, while what sets it apart is a huge bore diameter that allows it to fire scatter shot. It suffers from a lack of range and precision but replaces it in something ludicrous. Typical actions to use: 3 actions to aim and fire, 3 to reload and fire. Roll: five and above is considered a success, any failure above a 1 is considered a dud, and a 1 is a misfire. For Boomsteel powder, anything a six and above is considered a success, with any failure above a 2 being a dud, otherwise it is a misfire. Range: Optimal range is ten meters, anything past will severely dampen damage. Damage: The shot from a blunderbuss is not something to underestimate as it starts out as a small clump of metal with massive amounts of kinetic potential and later spreads into something that will pepper a small area with tiny projectiles. Within the first two meters it will penetrate most armors, including plate, while leaving fist sized holes in a target. On the second three meters, plate armor may collect it, but it will still leave sizeable dents. From every meter until it exits optimal range, it will be caught by plate armor and the shot will penetrate slightly deep, but after it can be caught by layered light armors and the shot will break the skin and stagger. The further the target from optimal, the more of a chance for them to be left with welts if they were hit. Dragon A dragon pistol is a device of pure insanity. It's the product of attempting to combine the raw killing power of a blunderbuss with the convenience of a pistol, and the result is something to behold. Obviously it shares the bore of any scattershot weapon with the size of any pistol, but its known as a dragon due to its tendency to spit burnt powder from the muzzle in a bright glory of fire and smoke. Truthfully the flame does not persist enough to be weaponized and the smoke is a detriment to the shooter as well. An extremely notable downfall of the insane design is the level of recoil it produces combined with the difficult to grip the shape of a pistol, means that many a shoulder have been injured from shooting this weapon. Typical Actions to use: 2 actions to aim and fire, 2 to reload and fire. Roll: A four and above is considered a success, otherwise any failure that is not a 1 is a dud, and a natural 1 is a misfire. For Boomsteel powder, anything a five and above is considered a success, any failure above a 2 is a dud, otherwise it is a misfire. Range: 8 meters optimal. Everything past that will severely dampen the damage. Damage: The shot from a dragon is not something to underestimate as it starts out as a small clump of metal with massive amounts of kinetic potential and later spreads into something that will pepper a small area with tiny projectiles. Within the first two meters it will penetrate most armors, including plate, while leaving fist sized holes in a target. On the second two meters plate armor may collect it, but it will still leave fist sized damage, as it has yet to fully spread. From every meter on until six meters it will be caught by plate armor and the shot will make ordinary dents, further beyond, it can be caught by layered light armors and the shot will only just break the skin and stagger. Anything outside the optimal range will fail to penetrate single layers of light armor and will only leave welts, the further the more spread. Hand Mortar A Hand Mortar has its use for show, sappers, or for seafaring folk. This small, nearly pistol sized firearm sports a massive barrel, allowing one to stuff massive amounts of powder for firing sparks in a display, stuffing explosives or other harmful substances for it to be delivered farther than being thrown, or even used to fire grappling hooks to aid in boarding, or commandeering ships. While being shot with one of these is fairly painful and can break ribs, its damage pales in comparison to other types of firearms. Typical Actions to use: two actions to fire, two to reload and fire. Roll: Anything above a 1 is considered a success, otherwise it is a dud. Range: Optimal range is 64 meters. Anything beyond optimal range will dampen the damage. Damage: As stated, a Hand Mortar pales in comparison in regards to its brethren. The speed the ammo travels is slower compared to a crossbow (meaning someone can move away to dampen the damage, if they were quick enough), which allows a well placed shot to daze an opponent, and potentially break bones at most, with the only chance of it being lethal if directly struck in the throat. At most, if an unarmored opponent was to be shot in the chest by typical ball ammunition, they would suffer heavy bruising and a few broken ribs, whereas items such as spiked explosives or hooks able to pierce into an unarmored target, albeit not very deep, if not deep it all. After the optimal range, the impact damage is dampened, able to briefly dissorient, but the chance of a lethal shot, or to pierce flesh from direct impact is unlikely. Again, this item thrives on being a delivery weapon; shooting grappling hooks, or explosives (meaning the explosive needs to be primed). Example: ((Scenario 1: This is where the player succeeds their roll)) Klaus tilts his musket back so that the barrel is near him. Reaching for his powder horn, he’d insert some of the infernium into the barrel, only to cram it down with his ramrod and insert a bullet. Moving the ramrod back into its carrier, he’d action his weapon, pulling the primer back on his flintlock and priming the pan. He takes aim. Closing the pan and preparing the weapon, he pulls the trigger. ((Roll here)) a roar rips through the air as an iron ball flies out of the firearm and towards its target. --- Reload --- He sets his weapon down, using the ramrod to clean the insides, and pull the primer back with his other hand. Lifting the ramrod, he’d pour some of the infernium powder inside the barrel, and cram it down. After he inserts a steel ball and lifts the weapon some. Opening the firing pan, he’d feed the powder into the mechanism, closing the firing pan after. He takes aim at his target. ((Roll 20)) Pulling the trigger, the weapon roars yet again, discharging a high speed ball. (( Scenario 2: This is where the player rolls 20, and fails, though they do not get a misfire)) Kaevryn tilts his musket back so that the barrel is near him. Reaching for his powder horn, he’d insert some of the infernium into the barrel, only to cram it down with his ramrod and insert a bullet. Moving the ramrod back into its carrier, he’d action his matchlock, pulling the primer back on his flintlock and priming the pan. He takes aim. Closing the pan and preparing the weapon, he pulls the trigger. ((Roll 20)) The weapon’s primer sprays some sparks, bits of smoke rolling from the priming pan, but the blaster did not fire. Reeling some from the sparks, he’d grab his powderhorn and open up the pan, applying some of the powder and shutting the pan. He pulls the trigger again. (( Scenario 3: This is where the player fails, and they roll a 1 )) Dunstan tilts his musket back so that the barrel is near him. Reaching for his powder horn, he’d insert some of the infernium into the barrel, only to cram it down with his ramrod and insert a bullet. Moving the ramrod back into its carrier, he’d action his matchlock, pulling the primer back on his flintlock and priming the pan. He takes aim. Closing the pan and preparing the weapon, he pulls the trigger. ((Roll 20)) ((Since it is a misfire, roll another 20 and check the misfire table.)) [Misfire emote] Trigger mechanisms [Cannot be used to lower firing emote requirements] Matchlock The most mechanically simple firing mechanism that's known. It consists of a slow match (similar to a candle wick) that's clamped into the end of a serpentine (similar to a hammer) which is then actuated by a lever or trigger which will dip the flame into a firing pan, which lights the powder; this has a delay, however, namely due to the time it would take for the flame to travel to the powder. The pan cover is completely manual and will need to be moved out of the way by hand. The match, being an open and exposed flame, makes this trigger mechanism the most susceptible to weather conditions. Wheellock The Wheellock is easily the most mechanically complex firing mechanism in existence, and is often referred to as over engineered. While it is an overly engineered piece it is surprisingly compact and easy to operate. Those with a preference towards the Wheellock claim to be able operate the weapon completely one handed, apart from loading the barrel; in addition, this type of mechanism protects the powder against the elements, due to the pan. The issue is that due to abundance of moving parts it's extremely difficult to maintain and often requires special tools to disassemble. The simple trick of replacing flint when the weapon gets wet won’t work due to the internal wheel, and to remove it from its shaft requires the trigger mechanism to be removed from the weapon. Snaplock The Snaplock is the most simple of designs to use a steel pan. It's a simple design of a flint hammer striking a frizzen over the pan, with the utter simplicity making it a widely used design even though it's largely obsolete compared to a flintlock. Pan cover, steel, etc are all moved manually with practically no automatic mechanisms, which is what leads to the simplicity of design, but also the obsoleteness. Snaphance What separates a Snaphance from a Snaplock is that the steel doubles as the pan cover. This eliminates the requirement to manually move the pan cover, but to put powder in the pan the steel must held out of the way. The design is almost as simple as a snaplock, but the main factor that separates it is the choice to have to manually open the pan, or to experience tedium when filling the pan. Flintlock While Snaplocks and Snaphances are often incorrectly referred to as Flintlocks, a true Flintlock is defined by its sear. Two cocking positions are present, half cock and full cock. Like a Snaphance the pan is covered by the steel and automatically uncovered it, but the half cock will move the cock out of the way of the pan while preventing the steel from recovering the pan. The downside to this design is a level of internal complexity, but it's nowhere near the levels of complexity in the Wheellock. Caplock The Caplock mechanism is considered better than other mechanisms in almost every way, except for one unignorable issue. It's a particularly volatile design. The firing pan is replaced with a nipple that a cap is fitted over. The cap is a small and disposable item that consists of a thin and deformable metal cap that's filled with a small amount of infernum that's cemented in place with some form of adhesive. The cap is mounted and when the trigger is pulled a hammer will strike it, setting off the priming charge that it holds which will then set off the main charge. This design is mechanically simple, and extremely resistant to weather, but the issue it that it creates extra pressure inside the weapon. When a caplock fails it's particularly violent with the cap being thrown off and a small blast of flame shooting out towards the user, as well as whatever damage may happen to the firearm. There can be various other mechanisms, however please be sure to inform the lore holders as to what the proposed mechanism is, more so to gauge its plausibility. Customization The Castors and powder can always be modified to suit the user’s needs. Though, they cannot allow anyone to instantly fire off their weapon, or circumvent the roll requirements. Do note, that the user can have various upgrades; please check with the lore writers to see if it is plausible though. Here are some examples: Exotic metals: This generally refers to the bullet, however it can be put on the castor itself. Typically, this involves silver plated, or gold plated bullets to harm the supernatural, or other things. Hollow bullets: Typically meant for storage, these can be used as delivery methods for alchemists, meaning that they could transport poison rounds, or a bullet filled with frost oil, acid, etc. The round will fracture on impact with anything hard, meaning it will do little to penetrate any form of hard armor, but the stored chemical will still be deposited. Coated rounds: Maintains the kinetic damage of a regular bullet but delivers extremely small amounts of whatever chemical it was coated in. Overcharged Powder: Through Alchemists applying a reagent of overwhelming and more power to the infernium, or by adding a sulfur, charcoal, and saltpeter mix to boomsteel powder, the user is able to make a compound that has more explosive force, and gives the respective bullet more power, allowing something that would normally make sizeable dents on armor to be able to make the area of the armor fail and go an inch inside, or turn normal dents to sizeable dents. While this is a decent boost in power, it in turn decreases the firearm’s durability by two with each shot, as well as make all rolls with a -2 modifier; all failed rolls count as a misfires. Stable Powder: By adding representation for calming and stability for infernium, or some cooling agents such as thanhium or athin’s moss for boomsteel, the user creates a powder that is more stable for usage, and less dangerous for the user. It makes it so all duds are considered a successful shot, and all misfires are considered duds. This, however, drops the range by a fourth, and decreases damage. Anything that can rip through plate will still pierce through, but the damage will be decreased and likely dig two inches at most. Sizeable dents to turn to standard dents, and standard dents become slight; this also kills some of the stopping power. Powder shot: Stuffing powder in the weapon and propelling it. This is generally reserved for thanhium, but other powders can be transferred or ignited in the barrel. Being a powder, that begins to disperse almost immediately it will do almost no kinetic damage and only create a cloud of the powder for ten meters in front of the shooter. Its notable that the cloud will almost always spread back onto the shooter, should they not move immediately. Explanation of the application and teaching process - These operate off an application filed under misc. In regards to the TAs, I ask that LT/MT pay attention as to what is said on Teacher Apps, as negative feedback might have some good grounds, or the LT can brush off said comments with a grain of salt. Explanation about crafting cooldowns- In an effort to keep the use of guns both rare and unconventional, a crafting cooldown will be enforced on each and every gunsmith by both the Lore Moderators and the Game Moderators. This is both to regulate the amount of guns available on the server as well as whose hands they may fall into. Each and every gun that is produced by a smith will require a signature from a Lore Moderator, and will be logged to ensure the cooldown is being properly followed. At most, one can make one firearm week. Each Gunsmith should keep a document that has screenshots of the firearm being completed, and the dates. Notes: Approval - Each gun that is crafted must receive a signature from a Lore Moderator, or from an accepted gunsmith to be used. Anyone carrying a gun that does not have this signature is essentially carrying a fake weapon. In addition, each gunsmith must keep a document as to the date they made the gun, and a screenshot of its completion. This will be recorded by the Gunsmith or LMs to keep track of the crafting cooldowns on gunsmiths, as well as the amount of guns in circulation should they choose to do that. A shovel, hoe, or bow, will be used for MC representation. Moderation and self moderation- Reading the guidelines, players and staff should have an idea as to what is and is not wrong. If you suspect someone of PG'ing, or incredibly poor roleplay of the firearms, then please contact a GM, or LM; if they are not around, try to speak with the player to solve the situation. The player might not be at fault, and it could possibly be the gunsmith. If it is the gunsmith, then they should be brought up and handled. In addition, to further moderate who has firearms, each Gunsmith will keep a document or sheet of who they give a gun to. Redlines: The trigger mechanism cannot be used to lower emote counts. The Firearm must be cared for; maintenance must be RP’d. A firearm cannot be made unless a gunsmith has crafted the weapon. This requires for the item (a shovel, hoe, or bow) to be LT-Signed, and the item must explain the weapon; on top of that, the crafter has to add ((contact [username] for more information)). If the gunsmith is poorly teaching people how to use their firearms, they should be reported; the same with the player who is poorly RP'ing the firearm. The firing roll cannot be circumvented unless something states otherwise. Differences in design, unless specified, are only aesthetic. The firearm takes a long time to make and is impossible to mass produce, please have common sense and not mass produce twenty firearms in a week. At most, 1 firearm can be produced per week. Siege Weaponry: Naturally, Alchemists would make larger devices that can be used for ships, or the art of war. While more can be developed later, there are currently two of these creations: A cannon, and a Helblaster. The Cannon (Warhammer) --- A massive device that would make itself clear on the battlefield through a sound louder than any trebuchet; either bolted to the ground or mounted on wheels to be transported, this large weapon is employed for both defense and offense, able to deliver blasts that can rend through infantry men due to the large caliber and the amount of Infernium that can be stuffed inside of it; however, the most efficient use was against enemy buildings, able to punch holes in thick stone walls after multiple shots. Naturally, due to the size of this monstrosity, it requires a 5 man crew, two to move and position, two to help load the cannon, one man to call out directions, and then one of the crewmen must fire, or alternatively have an additional man to fire. Emotes: 1: The Cannon is positioned, and crew proceed to aim the cannon at their target. 2: Man in the back makes sure the primer is fully secure and closed. 3: Loader proceeds to swab the inside for residue and then louds the Infernium inside. 4: The ammunition is placed inside. 5: A loader makes sure the ammunition is fully inside via the back end of the swab (acts as a ramrod), and the primer is lit. 6: The Cannon fires. [Repeat] Types of Ammunition for the cannon: - Standard Shot: A singular large iron ball that is delivered from the cannon. This cannonball, while deadly against a singular infantry man, is far more efficient against buildings. - Grape Shot: various scraps or metal balls bound by wrappings. This is most effective against infantry, however sacrifices its wall breaking ability. These shots are used for crowd control, and disrupting formation. It unleashes a spray of scrapes, with the force alone able to punish lines of infantry men, the damage able to shred a line of infantry if they were to be blasted by all the pieces, with someone behind them being relatively safe if said person takes all the damage. Hellblaster Volley Gun/Roaring Cannon: (Credit to Warhammer) Horrifying for Infantry, the Helblaster is an incredibly efficient anti infantry device. The Helblaster are various tubings -- typically nine barrels that are broken down into three sections -- that are an inch larger than a rifle's caliber, attached to a large firing mechanism, either bolted down or on wheels. When set, the Volley Gun releases a volley of bullets in sequence, with the sound coming from it sounding like a booming warcry, which gives it the nickname of "The Roaring Cannon". Some infantrymen have nightmares from these sounds, though likely due to seeing the power of these items. It can rend through infantry men, more effective than a grapeshot due to the consecutive blasts. The use of this requires a four-five man crew, with two to position the device, two to load, one to prime and fire in the course of five to six actions. Naturally, there will be someone directing this weapon's fire, but that could be the one additional. Emotes: 1: The Helblaster is positioned and aimed. 2: The Barrels begin to be loaded with infernium. 3: The barrels are then given their ammo, and stuffed inside via ramrods by a crewman. 4: The device is primed after the Helblaster is ready, and the Helblaster can be adjusted slightly for better aim. 5: The Commander gives the order, triggerman fires the Helblaster. Note: These Siege Weapons will most likely require the consultation of The War Team to get them cleared for sieges. Rules, images, and costs will be integrated into this lorepiece. Changelog: + Added new things! + Revamped rolls + Added alternate powder Planned Implementation: Do bear in mind, this is a rough idea as to what will happen during the trial, and can be modified. First, Gunsmiths will make a “Hand Cannon”. A gunslinger testing the earliest firearm. A hand cannon is a long, rod like material with a slight curve to the tail to help in providing some stability when under the armpit. On the top of it is a small hole meant for igniting the powder which will be muzzle loaded, the same with the ball. These typically weight up to ten pounds, and make aiming with it a little more difficult due to its design, which is why most handgunners fire at large areas, in volleys, or center of mass with these early firearms. These are the precursors to the current firearms, and will have the same roll requirements and damage as rifles. The issue with these is that it will work best with aid (otherwise it will take four actions to use), as someone needs to light an object and then stick it in the chamber to let the weapon go off. In addition, these will be inaccurate due to having to aim it below the shoulder. From there, the cannon and the first rifle will be developed after some time of experimentation. After that, more mechanisms, customization, and firearms will be experimented on. In doing this, Gunsmiths will open up to other players and allow them to use the firearms, after explaining how they function so that the player fully understands, as well as make an effort to minimize powergaming.
  13. The Fire Mind

    [CA] Smawton

  14. The Fire Mind

    [Zar'ei][CA] Earth_Evocation

  15. The Fire Mind

    [CA] dogwolf goes emo