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Wednesday, October 23, 2019

The Chemist

I've had a whole bunch of cool ideas locked up in my Mad Scientist Witch for a long time. I've also been looking for another class for The Turtle Moved, my meatpunk setting, to replace clerics. The solution? The miracle of chemistry!

Chemist
by Daeyoon Huh
"Two parts boil, one part bubble, one part toil, one part trouble... nonsense. Bring me the saltpeter and sulfur."

Level 1: Alchemy, Reagent Hunter, 2 Formulae
Level 2: 1 Trick, +1 Formula
Level 3: +1 Trick, +1 Formula
Level 4: Magnum Opus, +1 Formula, +1 Trick

Hit Die: d6
Starting Equipment: Cauldron, alchemical tools (tongs, vials, solvents, etc), book of formulae, 3 reagents
Skills: Alchemy and d6: 1. Cooking, 2. Cultistry, 3. Herbology, 4. Philosophy, 5. Poisoning, 6. Witchcraft

Alchemy: With a cauldron and your alchemical tools, you have the training to make alchemical Crafts out of the Formulae you know. To do alchemy, you invest a part of yourself into your work. When you make a Craft with a Formula, you expend one or more magical or valuable Reagents (some examples: d100 Catalysts), and roll up to (level) d6s. Subtract the (sum) from the listed ability score, until the Craft is used up. Use the chosen number of (dice) and the rolled (sum) where listed in the Craft. The Craft's effects will vary based on the properties of the Reagent you used.

Reagent Hunter: You have an eye for magical trinkets with alchemical properties. You can lick an item to determine if it's magical (or at least not-mundane-enough to be worth turning into a Craft). When you're in an interesting location, you can harvest a reagent from the area on a (level)-in-6.

Tricks: Little things you've figured out to make your job easier.
1. Alchemic Grafts: You may fuse your Crafts into the bodies of living things. When fused, they apply the stat penalty to their host, but last for their maximum duration.
2. Magic Maker: There's magic in anything if you use enough layers of metaphor. You can construct a new reagent from a mundane item, given a laboratory and a daily rest. Crafts made with these reagents are capped at 1 die and 1 sum.
3. Mass Production: When you mix a Formula, you may make up to (sum) Crafts with (sum) divided across them. (dice) for each of these Crafts is 1.
4. Mutatis Mutandis: You can add an extra (die) to mutate your Craft on the spell mutation table. Don't add this die to (dice) or (sum), but do subtract the result from the listed score.
5. Quick Mix: You can mix a Formula in one turn, instead of ten minutes. If you do, subtract (dice)*6 from the listed score, instead of (sum). Takes the whole turn, you still need the cauldron.
6. Scrimper: You can reuse reagents once. When reused, (sum) = (dice).

Magnum Opus: Invent a new formula! Sacrifice points from a random score each time you mix it.


Formulae
1. Bomb (STR): Invest your strength into a purely destructive tool. When used, it explodes, dealing (sum) damage of a type relevant to the reagent (save for half) in a (dice)*10' radius and applying an effect based on the reagent's properties. Can set to detonate on a timer or on impact (or both!). Spent points return after detonation.

2. Drug (STR): Create a drug that when taken gives +(dice) to one score and -(dice) to another, and a relevant positive and negative mutation or a relative mixed mutation. Lasts for (sum) hours. After the duration ends, anyone who takes the drug must CON save vs. addiction. Failure makes the penalties stay around until you've spent a week sober for each hit you've taken. Spent points return after the drug is taken.

3. Creation (DEX): The reagent becomes a (sum)*(sum)' cube of related material! Can be set to transmute on a timer or impact. Lasts for (sum) minutes/hours/days/months (1/2/3/4 dice). Spent points return after duration expires. You may make it expire early with special solvents from your kit.

4. Ray (DEX): Slowly release the built-up magical energies of the reagent to fire rays that deal (dice)d6 damage of a type relevant to the reagent and apply a relevant effect (range 100'), equivalent to a minor wound. May make the effect stronger (equivalent to a major wound) by forgoing damage. Has (sum) charges. Spent points return after it runs out of charges.

5. Salve (CON): Restore or remove (sum) HP when applied (your choice) and give the applied creature either a temporary relevant mutation or resistance or vulnerability to a relevant damage type or effect. The effect lasts for (sum) minutes/hours/days (1/2/3+ dice) or until the salve is removed (it's probably not waterproof). Spent points return when effect expires.

6. Scroll (CON): Convert the reagent into a spell-capturing device that imprisons a relevant spell on a prepared piece of vellum soaked in pungent alchemical lures. It becomes a scroll with (dice) and (sum) equal to what you invested in the formula. Spent points return when the scroll is used.

7. Philosophy (INT): Write literature and theories inspired by your studies of a reagent. Disseminate it in town to get (sum) followers with skills and social status relevant to the reagent. They treat you as a near-spiritual leader, and form a cult of personality around you - though they won't actively go into combat for you, they'll do favors for shreds of your wisdom. You may also pick (dice) of the following.
- One follower has a class level in a relevant class
- d6 of your followers are of a higher social class, with connections in relevant places
- (dice) of your followers are willing to die for your cause
- Your followers have 10^(dice)gp they're willing to spend on the cause, no strings attached
Spent points return when you leave the development of the philosophy to others, causing your cult to leave you, or when you break the trust of your followers and they decide the philosophy is better off without you.

8. Spirit (INT): Summon and bind a powerful, intelligent spirit that's drawn to the reagent. It will perform (dice) favors for you. The spirit's power and capabilities are determined by (sum) (1 is a dog, 6 is a person, 12 is a wizard, 18 is an angel). When you dismiss it, or when the favors run out, you get the  points back.

9. Transmutation (WIS): You convert the reagent into a new similar magically potent thing. Any crafts made with it can't have (sum) higher than the first (sum) rolled for this. Needs an additional (die) to convert something already converted. Get points back when the reagent is destroyed or made into a Craft.

10. Paint (WIS): Apply a relevant property of the reagent to the surface or item you paint. Makes (sum)*dice square feet of paint. Restore points when paint is removed (you can do this with a paint scraper or with solvents in your alchemy kit).

11. Food (CHA): Cook a dish with up to (sum) servings. Each serving counts as a ration, provides a relevant temporary mutation ((sum) minutes), and has a property of the reagent (like keeping well, or tasting excellent, or poisoning the eater - see Butcher Cuts for inspiration). Points return when dish eaten and mutations wear off.

12. Homunculus (CHA): Create a being that follows your orders. It has base 8 in each ability score, with +(sum) to (dice) of those scores of your choice. It takes a form influenced by the reagent's nature, and has (dice) properties derived from the reagent. It's more independent the more (dice) you invest (dog/child/adult/outsider (1/2/3/4 dice)). It lasts for (sum) hours/days/weeks/months (1/2/3/4 dice). Points return whem homunculus is destroyed (you may destroy it yourself, though life preserves itself at any cost...)

Anyone else who wants to make a Craft out of a formula can try, with appropriate instructions (an elementary alchemy textbook would be a good start), but the value of each die is capped at the number of the following they have: advanced books on alchemy, an additional copy of the reagent, an expert on hand to help out, a year of alchemy training (this stacks up to three times).

Sunday, October 13, 2019

Cancer Warlock

It's time for another dose of body horror! The Oblidisideryptch's Warlock is one of my favorite additions to the GLOG (I wrote a previous Patron for it, the Baleful Star), and I've been considering adding it to Mimics & Miscreants. Of course, as a consummate tinkerer, I can't leave well enough alone, so here's my take on the Warlock and an all-new Patron for it: Cancer!

Warlock
Power corrupts. But what's a little corruption among friends?

Level 1:
Patron, 1 maximum Credit, 2 Spells
Level 2: Beseech, +1 max Credit, +2 Spells
Level 3: d10 Credit Dice, +1 max Credit, +2 Spells
Level 4: Patron's Gift, +1 max Credit, +2 Spells

Hit Die: d4
Starting Equipment: see Patron
Skills (d6): 1. Art, 2. Etiquette, 3. Hermitry, 4. Lore, 5. Occult, 6. Theology

Patron: A powerful being that has lent you a portion of its power in exchange for your loyalty and service. You can cast Warlock spells from your Patron's list using the Patron Spellcasting rules. Your patron also gives you a passive Boon, and grants you three minor powers as at-will Favors. As you cast spells, you will accrue Debt. This Debt can be reduced by performing Services from the list of Services your patron may require of you. Your patron requests a random service when you gain Debt, and many services scale for each point of Debt you have.

Patron Spellcasting: As you cast a spell, you may cast it with a number of Credit Dice (d8s) up to your maximum Credit. Whenever you roll the maximum 2 numbers on a Credit Die (7-8 on d8, 5-6 on d6, etc.), gain 1 Debt and learn what Service your patron requires of you to pay it off. Step down the size of your Credit Dice once for each Debt you have. Performing a service for your patron removes 1 Debt. When your Debt decreases your Credit Dice below a d2, you can't cast spells until you pay off your Debt.

Beseech: Ask your patron for help. They'll give it in some form, though if you have more debt it'll be less useful - and patrons have odd concepts of what may be helpful. Always accumulates 1 Debt.

Patron's Gift: Your patron marks you for good as their servant, giving you a permanent powerful beneficial mutation (specified in the patron's entry). They can't take this away.

Some Patrons
Old Scratch, the devil at the crossroads
The Baleful Star, which hates and fears
The esteemed law firm of Semiramis-Nebuchadnezzar-Shamsi
Tawantinsuyu Imperial Armories (for Sun and Emperor!)
A small spider that lives in your brain and is very excited to explore

Patron: Cancer
by Bogdan Rezunenko
Your closest friend, so near and dear to your heart. Literally.

Something grows inside you. It made its intentions known when it first pushed on your organs and distended your skin. It would devour you, slay you in its feverish thirst for unchecked riotous growth. Life, the ultimate killer.

You spoke to it that night. Promised it life, promised it growth, promised it food, promised it everything - if only it spared your life. You are your cancer's weapon, its pawn to do what it will with a world it can only see in terms of Self and Not Yet Self, But Soon.

It gives you frenetic power, vast biological energies unleashed through cellular esoteries. It runs rampant through your veins and tissues, replicating furiously, creating more You-And-It every second. Your skin hangs loose, growing new lumps of meat. You're always just too warm to the touch, as the cancer burns calorie after calorie in its relentless quest.

Even if you-the-mind die, you-the-cancer will live on, growing and growing, in a thousand shapes in a thousand bodies. Immortality, of a sort, is in your grasp, if only you give yourself over to its power and its will. Others will call you deranged. You call yourself pragmatic. Your cancer calls you friend.

Starting Equipment: Random mutation, scalpel, jar with one of your many tumors
Boon: You always roll hit dice with advantage, as the cancer grows without mercy or restraint.

Favors
1. You can bud off 2 HP as a ration. HP spent this way cannot be restored until you take a daily rest.
2. Your cancer fights other diseases for you, to protect both you and itself. You're immune to mundane disease, and save with advantage against others.
3. At the beginning of each day, you may roll a d6. Up to (templates) times, you may subtract 2 points from that ability score to gain +1 to another of your choice.

Obligations
1. Feed Debt HD of creatures to your cancer.
2. Let Debt HP of your blood over the dying.
3. Save Debt lives from grievous injuries.
4. Seed your cancerous cells over Debt new living beings.
5. Give over your body to the cancer for Debt nights, where it will run rampant and consume.
6. Integrate something with Debt new, unique properties into your cancer so it can adapt and mutate.
7. Destroy Debt HD of undead.
8. Gain a new mutation.

Patron's Gift: Your cancer overtakes you, and you become a mass of undifferentiated cells, writhing and mutable. At any time, you may sacrifice HP equal to the number of mutations you have to roll on the mutation table. These mutations reset after a daily rest.

Spells
1. Apoptose: A (sum)' diameter sphere of living material you touch dies off and sloughs away. An unwilling target instead takes (sum) necrotic damage (CON save for half).

2. Alter Self: Take on up to (sum) physical characteristics of a creature you touch. If (dice) >= the creature's HD, you may become a copy of that creature. Lasts for (sum) minutes/hours/days/weeks (1/2/3/4 dice)

3. Autoharuspicy: Disembowel yourself to tell the future. Sacrifice up to (sum) HP. You may ask the GM a question, and (sum) follow-up clarification questions, about the consequences of a potential action you may take. The GM is not obligated to answer fully, but must answer truthfully.

4. Cancerous Healing: Touch a living creature. They regain (sum) hit points. Unless you give them a random mutation as well, this can’t heal them above ¼/⅓/½/full (1/2/3/4 dice).

5. Cancerous Regeneration: Touch a creature. Heal (dice)*2 ability score damage. Can’t restore points above (sum)+6 (so a sum of 6 couldn’t heal a score to above 12), unless you give them a random mutation as well. At 4 or more dice, can heal fatal wounds if you have >50% of the corpse and regenerated within 3 rounds of death.

6. Cancer-Twin: Create clones of (dice) of your organs. They can be internal or external, and in any location on your body. At 2+ dice, you can make it an autonomous creature, and at 3+ dice you can create a clone of your entire body. It lasts for (sum) minutes.

7. Consume: A chunk of you opens up into a toothy, jagged maw. Bite attacks deal d4 slashing damage (step up once for each die past the first) and the target saves vs. you swallowing a random Cut from them (as Butcher). Lasts for (sum) minutes.

8. Debone: Steal up to (sum) bones from someone you touch on bare skin. Starts with whichever bone is closest to where you touch them. They get a CON save to reduce this to just one bone. The bones end up in your hand, and this leaves no open wounds.

9. Emergency Transplant: You touch 2 bodies and select 2 organs within them. The organs flow through you, swapping hosts. Each target body may make a CON save to resist this effect. They must be the same organ, unless (sum) is greater than 10. (credit to T AKW)

10. Evolve: Inflict (dice) mutations from a mutation table of your choice on a creature you touch (or yourself). Roll at random, but you may pick a mutation of your choice from +/-(sum) results on the table (so a sum of 3 and a roll of 12 on the table would let you pick a mutation between 9 and 15). If (sum) is 20 or higher, you may instead give them a random Organ from an Adulterated Lineage of the Primordial Flesh (+2 to an ability score of your choice, roll lineage randomly).

11. Meld: Take two living things smaller than a head (1D)/a person (2D)/a wagon (3D)/a house (4D) with HD <= and combine them into a new whole, with the abilities and weaknesses of each. Unwilling creatures get an INT save on cast and each time interval, and fused creatures must either share the new body or fight with each other for it (roll INT or WIS or CHA (mind's choice), high roller takes control each time interval). Lasts for (sum) minutes/hours/days/weeks (1/2/3/4 dice)

12. Raise Dead: Touch a corpse, or an object that was once living. It returns to a facsimile of its living form, and becomes (dice) HD divided between up to (dice) separate creatures. Each undead created this way has abilities based on its form. You can break up corpses this way, like into a flesh blob and a skeleton, or a skinwraith and nerve-jellyfish. You can control up to (level)*2 HD of undead at once. They re-die after (sum) minutes (1D)/hours (2D)/days (3D)/months (4D).

Monday, October 7, 2019

Having Mechs on the First Date

Humans skyrocketed to dominance through tool use. As we ascended, our tools became more complex. The bag and the word have their proponents, but here, at Chicxulub Heavy Industries, we're talking about weapons. The rock became the stone axe became the longsword became the flintlock became the machine gun. We've gotten better and better at killing - our predators, then each other, then the world we live in. Mechs are merely the latest, greatest, final word in weaponry. Their pilots are rock stars. Their enemies are not long for this world.

Our competitors at Of Slugs and Silver LLC, Nuclear Haruspex Zaibatsu, Words for Yellow Boutique Combat Implements, Oblidisideryptch Incorporated, and Octarine Tinted Security Systems will all offer you tools. We offer you weapons.

Mechwarrior
25 tons of awesome.

Level 1: Mech, Weapon, System, 1 Eschaton Die
Level 2: +1 Weapon or System, +1 Eschaton Die
Level 3: +1 Weapon or System, +1 Eschaton Die
Level 4: +1 Weapon, +1 System, +1 Eschaton Die

Hit Die: d4
Skills: 1. Brawling, 2. Conviction, 3. Engineering, 4. Gambling, 5. Gladiation, 6. Tinkering
Starting Equipment: Coveralls, crowbar, toolbox, mech, greasy manual



(1000+ name list credit to the OSR discord, and inspiration credit to EXTREME MEATPUNKS FOREVER)

Mech: You have a mech. It's about the size of a bear, has a cockpit-torso where you pilot it, two arms, two stubby legs, and is powered by d6: 1. Steam, 2. Magic, 3. God, 4. Blood, 5. Passion, 6. Life. Its power is represented by Eschaton Dice (d6s).

Roll your Eschaton Dice each combat round. You can add them to any mech rolls you want. You must allocate them before you make the roll. You may also spend or burn Eschaton Dice to activate special abilities of your mech. Burnt Eschaton Dice only return when you repair your mech (1 per repair). Outside of combat, you must take a rest to roll ED. Mechs crave battle, and their cores run cold in peacetime.

Mechs move at the same speed as a human, deal d8 bludgeoning damage with their fists/stomps, and have 6+2d6 STR, 2d6 DEX, and 6+2d6 CON. Their HP = CON, and base armor is 4. Whenever dealt damage that reduces it to or below 0 HP, roll on the mech Breach table, and when reduced to -max HP, it's rendered unusable. You can repair your mech whenever you would heal during a rest for the same number of HP you would otherwise recover.

Breach!
1. Leg Snapped. Knocked down.
2. Hull Breach. You take damage from breaching effect as well (CON save halves)
3. Weapon Jammed. Can't fire random weapon until repaired.
4. System Shocked. Random system shuts off until repaired.
5. Core Breached. Mech takes d6 fire damage, and loses 1 ED until repaired.
6. Controls Scrambled. Save or act at random until you pass that save.

Anyone else who wants to pilot your mech is going to be bad at it (unless they too are a Mechwarrior). They can't do much beyond sluggishly, stumblingly move it around and aimlessly trigger weapons systems. Every time someone untrained tries to do something in your mech, they have a 2-in-6 chance of doing something different and entirely unwanted instead as they pull the wrong lever.

Systems: Pick a system to install in your mech, or upgrade an existing mech system.
1. Bastion
    ✧: +4 HP, can project 10' tall by 10' wide shield that gives +1 Armor to everyone behind it, shield bash deals d10 bludgeoning damage and forces save vs. knockdown
    ✧✧: +4 HP, 2 shields at +2 armor each, can place as terrain with 4 HP, can throw shield as ranged weapon (boomerangs back)
    ✧✧✧: +4 HP, 3 shields, can project/dismiss them within 100'
2. Berzerker
    ✧: Enter rage state when reduced below half HP. Roll ED with advantage, must spend all ED each round, must move towards nearest creature and fight it, lose 1 HP whenever you spend an ED, rage ends on successful voluntary WIS save or when nothing in sight lives
    ✧✧: Extra attack while raging
    ✧✧✧: +ED armor and STR while raging
3. Bioform
    ✧: Eat 1 HD of meat in combat to restore 1 HP
    ✧✧: Spend an ED to get +3 to a stat of choice, must give up the bonus to get the die back
    ✧✧✧: Spend ED with combined sum 10 or greater to mutate and replace this System with another system of your choice for a round
4. Blitz Core
    ✧: +2 DEX, double max speed, if you move full speed you can go first in initiative next round
    ✧✧: +2 DEX, +2 Armor if you moved full speed this round
    ✧✧✧: +2 DEX, extra attack if you've moved full speed this round
5. Brawler
    ✧: +2 STR, double the values of ED spent on melee attack damage, gain a melee weapon
    ✧✧: +2 STR, melee attacks ignore armor
    ✧✧✧: +2 STR, extra melee attack each round
6. Carrier
    ✧: Gain 2 drones, each with a d4-damage mech weapon. Drones are cat-sized (3 HP), and can do one of the following: fly, have arms and hands, or have +2 armor. You can see through your drones' eyes. Spend ED to issue (sum) orders to the drones (max 3 per drone). Repair as mech.
    ✧✧: +2 drones
    ✧✧✧: +2 drones
7. Excavator
    ✧: +2 STR, spend ED to excavate/construct (dice*5)' cube as turn
    ✧✧: +2 STR, spend ED to excavate/construct (dice*5)' cube as action
    ✧✧✧: +2 STR, spend ED to excavate/construct (sum)' cube as action
8. Giant Robot
    ✧: Size of a house. +6 HP. Requires pilot to succeed on WIS test to control it each round (may spend ED on WIS test).
    ✧✧: Size of a tower. +6 HP, +3 STR. Requires 2 pilots to each succeed on WIS test to control it each round.
    ✧✧✧: Size of a dragon. +6 HP, step up damage dice.
9. Hazard Suit
    ✧: +2 CON, advantage on saves vs. temperature/pressure/radiation extremes
    ✧✧: +2 CON, advantage on saves vs. magic
    ✧✧✧: +2 CON, +2 Armor, immune to temperature/pressure/radiation extremes
10. Jaeger
    ✧: +2 STR, max damage attacks always wound/breach mech-sized enemies
    ✧✧: +2 STR, +2 Armor when fighting mech-sized enemies
    ✧✧✧: +2 STR, roll damage against mech-sized enemies with advantage
11. Juggernaut
    ✧: Can't be knocked down or moved against will, +2 CON
    ✧✧: +2 Armor, +2 CON
    ✧✧✧: Double ED spent on saves, +2 CON
12. Magewrought
    ✧: Mech core knows a random spell. Can spend ED as MD to cast it (burn on 5 or 6).
    ✧✧: Learn another random spell, +1 ED (spend only on spells)
    ✧✧✧: Learn another random spell, +1 ED (spend only on spells)
13. Mobile Frame
    ✧: Double movement speed, can climb vertical surfaces, +2 DEX
    ✧✧: Triple speed, jump jets (can fly, but must land on ground at end of turn), +2 DEX
    ✧✧✧: Flight (no longer need to land), +2 DEX
14. Morphic
    ✧: Your mech can spend an ED to turn into a vehicle (POW = STR, HAN = DEX, DUR = CON) with a vehicle trait of your choice. Still has ED in vehicle mode, but can't use mech systems
    ✧✧: Extra vehicle trait and +2 to an attribute of choice in vehicle mode
    ✧✧✧: Extra vehicle trait and additional mode of locomotion in vehicle mode (flight, submarine, etc.)
15. Overdriver
    ✧: +1 ED, step up an ED
    ✧✧: step up an ED, may reroll 1 ED per turn for free
    ✧✧✧: step up an ED, may spend any number of ED to vent core and deal (sum) damage to everyone in melee range (save negates)
16. Spirit Machine
    ✧: It has its own INT/WIS/CHA scores (3d6 down the line for each), is (d6. 1. snarky and jaded, 2. ruthlessly efficient, 3. naive and happy-go-lucky, 4. caring and parental, 5. enthusiastically helpful, 6. bloodthirsty and angry), and can act independently for (sum) minutes by burning an ED
    ✧✧: act independently for (sum) hours
    ✧✧✧: is fully autonomous
17. Stealth Frame
    ✧: +1 DEX, +1 CON, camouflage into environment when stationary (won't be noticed unless someone's looking for it, or runs into it)
    ✧✧: +1 DEX, +1 CON, burn ED to turn invisible for (sum) rounds until firing weapons
    ✧✧✧: +1 DEX, +1 CON, invisibility lasts for (sum) minutes, firing weapons doesn't break invisibility
18. Telefrag
    ✧: Gain a throwable teleport beacon. Can teleport to beacon if within 100'.
    ✧✧: Can teleport to beacon from anywhere
    ✧✧✧: Stored in a pocket dimension, summoned with teleport beacon, can be dismissed back into pocket dimension.
19. Voltron Module
    ✧: Combine with another mech to form one big mech! The new mech has the highest of each mech's STR/DEX/CON and Armor, all weapons/systems, and all Eschaton Dice. The other mech must also have a Voltron Module
    ✧✧: Can combine with mechs without Voltron Modules
    ✧✧✧: Can combine with any machine (figure it out)
20. War Crime Machine
    ✧: Gain an extra special weapons system with 2 combined Ammo types. Understandably banned in all jurisdictions.
    ✧✧: Step up damage die for special weapons system and add another Property
    ✧✧✧: Gain an additional copy of your special weapons system

Mech Weapon Generator
Property (d10)
1. Anti-material: punches through cover, halve defender's armor
2. Anti-personnel: reroll 1s and 2s for damage to smaller targets
3. Automatic: reroll 1s to hit and for damage
4. Dual: can attack two different targets at once (split damage between two equally)
5. Heavy: step up damage die
6. High-explosive: deals damage to all targets in 5' diameter area
7. Light: can always fire this before enemies
8. Rapid-fire: can spend an Eschaton Die to make two attacks against target
9. Semi-autonomous: can detach and run around on its own (1 HP)
10. Spinal-mounted: step up damage die twice, can't do anything else on a round you fire this

Ammo (d20)
1. Bore: slashing damage, pierces through targets to whoever's behind them
2. Charge: electric damage, may deal max damage once by run out of charge for 10 min
3. Chem: acid damage, melts through mundane substances
4. Cryo: cold damage and freezes target on failed STR save
5. Flak: slashing damage, max damage against aerial/fast moving targets
6. Force: bludgeoning damage, throw target in direction of choice
7. Fusion: fire damage, melts target to surface (save negates)
8. Gas: leaves burning cloud in 5' radius around target (save vs. on fire)
9. Grav: bludgeoning damage, attracts everything within 10' to target (save negates)
10. Hunter: slashing damage, if you can miss you can attack a different target near the first
11. Incendiary: fire damage and sets target on fire
12. Kinetic: bludgeoning damage, push target 10' away
13. Memetic: psychic damage, attack chains to anyone target talks to (save ends)
14. Mono-molecular: slashing damage, step up damage die, leaves perfectly clean cuts
15. Phase: piercing damage, phases through obstructions to target, step down damage die
16. Pulse: bludgeoning damage and target saves vs. knockdown
17. Shredder: slashing damage, damage can't be healed for a week
18. Sonic: bludgeoning damage, save vs. deafness (1 hr), can play music
19. Swarm: piercing damage, swarm of microbots flies around and deals that damage divided between things near target (max 4 points per round), can tell bots to move, dissipate when all damage dealt
20. Zap: electric damage and charges target (they attract other charged things)

Gun
1. Accelerator: d6 damage in line of sight, hits targets without attack roll if immobile
2. Beam: d8 damage in 100' line
3. Blade: d10 damage, melee
4. Blaster: 2d6 damage within 30'
5. Coil: d6 damage within 100', anyone who moves into or out of range saves vs. getting hit
6. Drill: 2d4 damage, melee, max damage to terrain
7. Impactor: d8 damage, melee, push target 10'
8. Launcher: d8 damage arcing, bouncy projectile within 100'
9. Missiles: 4d4 damage within 100', split dice among targets of choice, expend damage dice on 3+ (reload when repaired)
10. Mortar: d10 damage arcing projectile, disadvantage to hit within 100', accurate with setup time out to 5km
11. Projector: 2d4 damage in 30' cone
12. Rifle: d8 damage within 100', d10 damage within 10'

Paint Jobs
1. A meaty dark red, with bone-white porcelain fringes and innards.
2. All gold, all the time. Ludicrously extravagant. Bejeweled.
3. Bare metal, raw, rusting at the edges. Purely functional.
4. Black, with a glow-in-the-dark skeleton painted on.
5. Bright red, with gold and black accents. Ruthlessly fast-looking.
6. Caked with dirt and grime. Moss grows in patches.
7. Copper and mahogany, with decorative piping and vents. Aristocratic.
8. Dazzle camo. Alternating zig-zag stripes of white and black.
9. Desert camo. Sandy tans and oranges.
10. Draconic. Scale patterns and a metallic d6. 1. red, 2. black, 3. blue, 4. white, 5. green, 6. purple. Decorative horns and wings.
11. Gunmetal gray, graffiti'd with slogans and dirty pictures.
12. Hot pink, with decorative bunny ears and cotton-tail.
13. Jungle camo. Browns, lush greens, greys.
14. Night-black, flecked with clusters of glowing stars.
15. Patriotic. In colors of your homeland, emblazoned with your lord or nation's banner.
16. Purple with emerald green highlights. A sickly, too-wide grin marks the cockpit.
17. Purple, with silvered arcane luck-sigils that rotate and twist on auspicious plating.
18. Silver polished to a mirror-finish.
19. Sky blue, sulfur yellow, crimson. Unmistakable, fearless primary colors.
20. So covered in rust and patches that you can't tell what color it originally was.