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Sahajjinn

Started by Drizztrocks, October 23, 2008, 10:53:28 PM

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Steerpike

So orcs revere nature, and to respect it they try to minimize their impact on it - as opposed to dwarves - right?  So how do the orcs regard creatures such as the kunuaro?  I'm thinking a big hive of kunuaro could pose a problem for an orc settlement.  So what measures would orcs take to check a rampant kunuaro population?  Will they hunt and kill kunuaro, and if so, is such a hunt seen as a part of their nature worship, or in tension with it?  Are the kunuaro seen as "unnatural abominations" or as creatures like any other?

I think an adventure to hunt down a kunuaro queen would be awesome in an infested cave-system, with possible conflicts with local orcs...

Also, you've got submarines and huge stone cities; are there firearms in this setting?

Drizztrocks

There are firearms, but crossbows are usually preferred by normal soldiers because of their more leightweight build, and the ammunition is cheaper, and they aren't as loud. But when one prefers power and efficiency over stealth and maunevaribility, firearms are the way to go.

    And it is not even close to modern firearms, think kind of pirates of the caribean and Fable II firearms.


        Orcs, although they revere and respect nature, see conflict as a natural part of it. It is their place in the natural order to defend their land and hold their respectable place in the food chain. Their not hippies: their survivors that understand that respecting nature is the best way to go when you live in the wilderness.

     Understand?
 Oh, and you read my mind on the Kunauro adventure, that was actually the first adventure I was planning to run for the setting.

Drizztrocks

Weaponry

            Weapons are the center of many things in Sahajjinn, from vicious wars, wild ship battles, and advanced seiges, to halls of prized weaponry, victory ceremonies and noble bidding, weapons are one of the most important part of Sahajjinn--even though nobody wants them to be.

      Different races, cultures and religions use different weapons. The most advanced weaponry so far was created by the dwarves. Dwarves create gunpowder from a mineral they mine, allowing them to make guns, explosives and cannons. The humans have also caught up to them in weapon processing, with automatic crossbows that fire a hundred little bolts into an enemy before he can even reload his fancy Clockwork Shotgun. Crossbows also have long range ability, something that guns lack. For closer combat, Dwarves use short swords chiseled and smithed so they are an inch thick but still as sharp as a shark's tooth. Humans use a sword and a sheild, highly trained warriors fighting well with both, parrying and returning blows easily.

     The Surizz and Orcs, while their weapons are not as high tech as the Humans and Dwarves, know how to use them. Surizz warriors, nimble fighters who wield a knife in one hand and a scimitar in the other, can do flips and somersaults around their enemies, able to out manuever their opponents, parry all their blows easily in a spin of movement, and then slip a killer blow of the knife in, or a clean cut of the scimitar. The Surizz use both crossbows and guns as ranged weapons, imported from Human and Dwarven owned island chains. Although they are not as skilled with these ranged weapons as the other two races, they can use tactical ability to their advantage.

    You do not want to get in between an orc warrior and his prey. Each orc warrior, when he begins his training, gets a stone pole, about four foot long. Then, a stick about the same length has a hole carved strait through it, and the stone pole is slid in. Then the stick with the stone inside of it is carved into a spear, or, more correctly, in Orcie, a  Giushrialiiaz, which roughly translates to "Soul Stick." This Orc spear is a deadly, weighted weapon, and the orc warrior is trained how to use it for years, at first perfecting balance and basic strikes, and then various combinations made to kill the opponent swiftly and easily. Through their training they carve symbols and drawing into the Soul Stick, all representing them and their life. Orc warriors are certainly not limited to spear training. They are also taught how to use double knives and a sword for a short amount of time, but much of their time is spent learning how to use their own body as a weapon. Orcs are deadly martial artists, able to kill a man with their bare hands more quick then an expert Dwarf Gunner could with a Shotgun. Orcs, learning easily, also are skilled with the bow.

      Range: The range of a ranged weapon comes in five categories: Extremely Short Range {3 Squares}, Short Range{6 squares}, Medium Range {8 squares}, Long Range {12 squares}, and Extremely Long Range {15 squares}. Adding a scope to a weapon increases its range by one, and clogging a weapon decreases the range by two.

      Loading Time: All ranged weapons have a loading action. For most it is a minor action, but for more advanced or powerful ones it is a standard action.

      Cartridge Type: The number at the end is the number of shots you can take before you have to reload.

      Automatic Weapons: Automatic weapons fire off more then one shot at a time, but the damage for all the shots is combined into the damage that is written.

     

        Crossbows
Semi-Automatic Crossbow Rifle           Medium Range      2d6 +3          18gp   Minor   4    
Automatic Crossbow                      Medium Range      3d8 +5          35gp   Standard 1
Assassin Hand Crossbow         Extremely Short Range      10d12           85gp   Minor   8
Assault Crossbow Rifle                   Long Range      2d12 +6          42gp   Standard 2
Elite Assault Crossbow Rifle    Extremely Long Range      2d12 +8         50gp   Standard 1

                      Guns
Saltworth Pistol        Short Range       3d6        15gp     Minor 3
   A standard pistol with average reload time, often used by sailors and pirates.

Timberwood Revolver     Short Range       2d8+3      20gp  Standard 6
  A fancy revolver decorated with wood polishing, coming with a carved out oakwood holster.    Barrel is clean and shots are smooth and loud.

Stoneman Pistol         Medium Range      4d6        30gp     Minor 1
  An improved version of the standard Saltworth pistol, a gray weapon with cleaner firing, more accurate shots and a rougher, stronger feeling to it.

Pinestrin Rifle         Medium Range      3d8+4      35gp  Standard 5
  A standard rifle, with a somewhat clumsy reload but otherwise an alright weapon.

Kiltin Rifle            Short Range       2d12 +3    50gp     Minor 1
  The Kiltin rifle fires three very loud bullets, that make small explosions on impact, doing maximum damage.

Hunting Rifle           Long Range        3d4+3       4gp  Standard 1
     Just a normal tool used for hunting deer, turkey and other game animals, not designed to be a weapon.

Flintlock Shotgun    Extremely Short Range   2d12 +8  60gp    Standard 2
    A clumsy, lopsided shotgun, that although difficult to handle, packs a punch. It fires one major shot, and is very powerful. This does not completely make up for its clumsiness, however.

Clockwork Shotgun        Short Range         3d12 +8  85gp    Standard 1
   An advanced, state of the art shotgun, doing extreme damage while delivering a good performance.


              Cannons
  Cannons have certain rules that make them much more difficult to use then other gunpowder weapons. They are much more expensive, and all of them take an entire turn to reload. They are very expensive, and often used in sieges and mounted on ships for naval combat. All cannons have a speed in which they can be rolled, and a a range in which they can be fired.


Light Cannon
This is the most common cannons, usually used by pirates. The cannonballs aren't as expensive as other cannonballs, but are still expensive. They are lightweight for cannons, and can be moved about easily, but are not as powerful as other cannons.

Long Range  3d10 +5    350gp   Ammo: 100gp for 15 cannonballs  Speed: 5 squares  Weight: 350lbs