James Flowers'
Earthdawn Web Resource
Thundermaker
 
Introduction
 This weapon is designed to be used in conjunction with the Pardoner discipline. More details on the Pardoner will be forthcoming (once I get the player who created it to write it up), but for the moment, the Pardoner is the defender of the people of Barsaive. The farmers striving to make a living in the wilderness, the miners struggling to wrest ores from the mountains, the poor and the needy, Adept or non-Adept alike. The Pardoner is there to defend their rights in the only way he knows how: with True fire and magic.
 
Item Description
 Cost
Thundermaker
(a heavy three-shooter pistol): 12,000 sp
Ammunition Box (shielded storage for 30 cartridges and tools): 450 sp
Holster and Belt: 10 sp
 Ammunition
A number of grains can be woven into cartridges each week (provided the appropriate components are available) equal to the Pardoner's Thread Weaving effect number. The maximum number of grains that can woven into a single cartridge is equal to the Pardoner's Thread Weaving rank.
1 Grain (1/100 oz of True Fire, 1/100 oz of True air and 1/10 oz of True earth): 300 sp
Cartridge: 15 sp for each empty cartridge
 Weight
Thundermaker
: 6 lbs, unloaded
Ammunition Box (empty, except for tools): 3 lbs
Ammunition: 100 grains weigh 1 lb, 10 empty cartridges weigh 1 lb
 Range
Short: 2-10 yards, Medium: 10-20 yards, Long: 20-40 yards
 Damage
Strength Minimum: 13 (15 if wielding a Thundermaker in each hand)
*Step 6 +2 per grain
in the cartridge being fired (3 grains: Step 12, 6 grains: Step 18).
* Do not add STR steps to this damage step.

Because of the nature of the ammunition used (True elements), attacks made using the Thundermaker require one success level less to achieve an armor-defeating blow (i.e. Good instead of Excellent, Excellent instead of Extraordinary). Physical armor defends normally against these attack.

 
Other Rules
 Recoil
Each time the Thundermaker is fired, the wielder must make a Knockdown test against a Difficulty Number equal to twice the number of grains being fired. If firing two shots using the Second Shot talent, the test is made once with a Difficulty Number equal to two times the total number of grains being fired.
 Psychology
The Thundermake makes a very loud noise when fired. Each time the weapon is fired, all creatures (friend or foe) within 20 yards must make a Willpower Test against a Difficulty Number equal to the number of grains being fired (total number of grains being fired if the Pardoner is using Second Shot) or be considered stunned (effectively Harried, -2 steps to all actions) for 1 round. A Good success or better on the Willpower Test renders the character immune to this effect thereafter.
 Misfire
An Attack Test with a result less than the number of grains fired, or all ones, means a misfire has occured. Roll D6 on the following table to see what happens:

1-2: Cartridge fails to fire. Seal unbroken (cartridge can be fired again next round).
3: Cartridge fails to fire. Dud round (ruined). Chamber can be rotated normally.
4: Cartridge fails to fire. Dud round (ruined). Chamber jammed (requires an action to fix).
5: Cartridge explodes in barrel. Barrel ruined (5,000 sp to fix). Pardoner takes Step/2 damage.
6: Cartridge explodes in chamber. Gun ruined. Pardoner takes full Step damage. Roll D6 for each other unfired cartridge: on a 1 the cartridge "cooks off" doing a further Step/2 damage to the Pardoner.

 
 
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Copyright © 1994-2003 James Flowers. All rights reserved. Last update made 28th July 2003.
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