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2nd Edition, Age of Discovery Game
Through the Darkness - Forum
Dungeons & Dragons (AD&D) and clones
Estimated Members Requested: 2
It's a 2e game set in more of a 1700's period (technologically speaking). There are all sorts of rules associated with it, and it's a homebrew setting.
What I'm looking for is a player (or players, depending) who is active, enthusiastic, and committed. The nature of this campaign makes it very difficult to replace people, but because it's so early in it, I'm kinda just "waving the DM wand" on it.
Most of the setting is described in the setting itself, but to spin up potential players for what's happened since: The boat has traversed it's (small) ocean, it's made landfall, and the first camp is being scouted out.
The setting and homebrew rules info can all be seen below:
Most 2nd Edition rulebooks are in play. I will likely have a copy of them. I am NOT looking to use the Book of Humanoids, the Book of Ninjas or the Book of Psionicists. I am fine to use kits, but try to keep them appropriate to the setting. If you are considering a kit, let me know so I can make sure it'll fit.
Starting equipment will be fairly generous. You are being fitted out by your various governments on a mission of discovery and exploration. I am willing to go along with most equipment decisions as far as personal gear goes, but run the exotic stuff by me. The various oriental campaign weaponry and armor will unfortunately not fit in this setting, however, if there is other exotic gear you are interested in, please do not hesitate to take your proficiencies in it. I understand that there are those who would rather take weapon proficiency in longsword rather than cutlass, because they fear they will never find a magical cutlass in a game. While I will not say how magical gear is going to be handled, I have something in mind that I think will allow for the greatest freedom of gear choice and still maintain fairness to all.
Starting money will still be rolled, however, since you are being provided for by your governments, that money will be going into a collective "war chest" for the expedition.
I do ask that as far as firearms are handled, you equip your character with any ONE of the firearms types. Pistols I will allow for two to be carried by a person using those as their type. I ask this simply because I am trying to balance firearms for use at low and high levels, and against other ranged weapons, so that they are fair, fun, and plausible. If everyone were to run around looking like Rambo, I would stand no chance of keeping things both fair and plausible.
Firearms come in all sorts of shapes and sizes. I once attempted to come up with an entire chapter as to how to handle different calibers, different ranges, different ways to load them, et cetera. Historically, every nation had it's own style of musket, rifle, standardization, non-standardization, bayonet lengths, bayonet positions, and more. I am NOT going to be attempting to foist that on anybody. For simplicity's sake, firearms come in four basic variants in this setting.

While typically there would be a flint in the teeth, this musket fires a .75 caliber ball with a 110 grain charge of powder behind it. The bore is smooth allowing for a fairly rapid reload, however, this detracts from the accuracy and overall effective range of the firelock.

The rifle, you'll notice, is shorter than the musket, and lacks a bayonet lug. However, it does have an obvious feature that the musket does not: A rear sight. A rifle is truly meant to be aimed, while a musket was historically "poised". Having between five and seven lands and grooves spiraling the bore, this makes rifles slower to load, but grants them a longer effective range, and often increases their penetrating power.

The shotgun, or, blunderbuss as many will know it, is a squat looking piece that is able to fire just about anything shoved down it's maw. Used for short range, these were historically used by wagoneers to guard their supplies, but were also seen in naval boarding actions and home defense.

The pistol was typically used by cavalry, naval boarding parties, and officers. Often just as expensive as a musket, but less practical to the common soldier, they were typically symbols of status and wealth. Their ranges are short, even compared to the musket, and their usefulness in the purposes of melee is often considered negligible. Still, they are easily carried and at least conceivable to conceal.
| Firearm | Cost | Weight | Size | Type | Speed | Damage | Additional | | Musket | 100 | 12 | M | P | 10 | 1d12 | 12 | | Rifle | 150 | 10 | M | P | 12 | 1d12 | 12 | | Shotgun | 75 | 8 | S | P | 8 | 1d4+1 Cone | 5 | | Pistol | 100 | 4 | M | P | 6 | 1d8 | 8 |
| Firearm | Rate of Fire | Short Range | Medium Range | Long Range | Powder Charge | | Musket | 1/3 | 25m | 50m | 100m | 110 gr. | | Rifle | 1/4 | 50m | 100m | 300m | 90 gr. | | Shotgun | 1/3 | 5m | 10m | 20m | 80 gr. | | Pistol | 1/2 | 10m | 20m | 40m | 60 gr. |
| Firearm Melee | Size | Type | Speed | Damage S/M | Damage L | | Musket w. Bayonet | L | P | 5 | 1d6+1 | 2d6 | | Rifle as Club | M | B | 6 | 1d6+1 | 1d4+1 | | Shotgun as Club | M | B | 3 | 1d6 | 1d3 | | Pistol as Club | S | B | 3 | 1d6 | 1d3 |
These are skills you can use your weapon proficiencies on. Keep in mind, using firearms as firearms and using them as melee weapons are two very, very different skills, thus, they require a weapon proficiency for each.
Plumb Shot
Cost 1
INT & DEX
Shooting alone isn't what you spent all those years training to do. It's the art of knowing where a shot will penetrate through armor, and the ability to place that shot in the correct location. With this weapon proficiency, the user can attempt to penetrate non-magical armor with their ranged weapon, effectively ignoring AC gained through non-magical armor. Armor that IS magical cannot be penetrated in such a manner. Rifles gain a -1 Bonus to rolls, Muskets, Longbows, and Heavy Crossbows are at normal, Light Crossbows, Short Bows, and Pistols suffer a +1 Penalty, and Shotguns (Blunderbusses) suffer a +2 penalty.
While attempting to make this shot hit in "the right spot" to penetrate through armor, a character loses their DEX bonus to AC, due to the manual and mental concentration required.
Point Blank Shot
Cost 1
CON
Steady lads, steady! It takes an act of will to wait until the enemy is upon you before you fire, but firing so close allows you to blast through whatever is coming your way. Success on the check allows for anyone using a non-sling missile weapon to fire within a fifth of their "short" range to do +2 damage with a +1 to hit. Further, if used in conjunction with Plumb Shot the character has a -3 bonus on both checks required to ignore the armor. Ranges within 2m are considered to be "melee range".
To roll stats, just roll 4d6 and drop the lowest, do that six times, and assign as you will. If you have a class or kit in mind, and cannot meet minimum requirements, roll until you can meet those minimum requirements. Stop once you meet them!
As for gold, roll your gold according to your class, but choose your equipment without regards to gold. You are being kitted out by your governments. The gold you DO roll will go into a "warchest" that can be used by the party for whatever you may find it useful for. That gold is also being provided by your respective governments.
Game Description: A world where the inexorable march of time tramps on, where elves and dwarves have consigned themselves to isolationist policies, where humans strive for technological superiority, where gnomes and halflings are derisively seen as mere entertainment, whether they be performers or seen simply as a sub-human circus.
Cultural isolation breeds distrust, and distrust often enough morphs into something far, far more sinister.
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