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Pistols

Pistols are the smallest type of firearm available and are often referred to as small arms. These weapons can be wielded efficiently in one or both hands (or dual wielded with training). The pistol's portability and reputation makes it a favored weapon for law enforcement and civilians seeking a self-defense solution.
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Cryocaster

Scarce Pistol worth 700 Materia
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Weighs 2 Blocks
Deals Elemental damage
Wielded in one hand
Combat +
DpB
Range
+1
1
20/200 m

Features

Freezing: Each time this weapon hits, it Slows the target (Save ends). If the target is already Slowed, they become Staggered (Save ends). If they are already Slowed and Staggered, they are frozen in a block of ice and Stunned (Save ends).
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Disintegrator

Rare Pistol worth 900 Materia
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Weighs 1 Blocks
Deals Elemental damage
Wielded in one hand
Combat +
DpB
Range
+2
2
20/200 m

Features

Burst Fire: When you make an attack with this weapon, you can spend up to 4 extra AP; each AP you spend in this manner increases your total damage by 1d8.
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Cooldown (1): After firing 1 shot, this weapon requires a Minor Action to cool down before firing again.
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Field Pistol

Common Pistol worth 200 Materia
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Weighs 1 Block
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+0
1
30/300 m

Features

-

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Capacitor
Axiomatic Charger (150 Materia)
DpB +1

Gamma Booster (300 Materia)
DpB +2

Particle Accelerator (450 Materia)
DpB +3
Barrel
Jet Head (50 Materia)
Range +10/100 meters.

Spike Head (50 Materia)
Delivers the payload of freezing matter in a pointed crystal of ice. DpB +1, Range -10/100 meters.
Accessories
Power Cycler (300 Materia)
Combat +1, DpB +1, but the weapon also needs a Minor Action to cool down after firing 3 shots.

​
Silencer (250 Materia)
If you fire this weapon while Hidden, you may make a Save to remain Hidden after firing.

Tac Light (100 Materia)
A small but powerful light attached to the barrel that provides a beam of bright light up to 20 meters in front of the weapon.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Capacitor
Axiomatic Charger (150 Materia)
DpB +1

Gamma Booster (300 Materia)
DpB +2

Particle Accelerator (450 Materia)
DpB +3
Emitter
Gamma Emitter (250 Materia)
Extra damage from Burst Fire increases to d10s instead of d8s.


Tuned Emitter (450 Materia)
You can spend up to 6 AP with Burst Fire.
Accessories
​Beryllium Lens (600 Materia)
Increase the weapon's Range by 20/200 meters. Combat +2.

​Cooling Coils (200 Materia)
This weapon can fire one additional shot before requiring a Minor Action to cool down.

Tacronite Lens (300 Materia)
Increase the weapon's Range by 10/100 meters. Combat +1.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3
Barrel
Long Barrel (100 Materia)
Range +10/100 meters.

Stub Barrel (150 Materia)
Range -10/100 meters. Combat +1.
Accessories
Silencer (250 Materia)
If you fire this weapon while Hidden, you may make a Save to remain Hidden after firing.

Tac Light (100 Materia)
A small but powerful light attached to the barrel that provides a beam of bright light up to 20 meters in front of the weapon.
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Gemini

Common Pistol worth 200 Materia
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Weighs 1 Block
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+0
1
20/200 m

Features

Balanced: While this weapon is equipped in the off-hand, you may make a basic attack with it as a Free Action once during your turn each round.

Cooldown (3): After firing 3 shots, this weapon requires a Minor Action to cool down before firing again.
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Glaive

Uncommon Pistol worth 500 Materia
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Weighs 2 Blocks
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+1
1
20/200 m

Features

Spread: Attacks with this weapon made from within 10 meters of the target have Advantage and deal an additional 1 DpB.
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Hornet

Common Pistol worth 250 Materia
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Weighs 1 Block
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+0
1
20/200 m

Features

Burst Fire: When you make an attack with this weapon, you can spend up to 3 extra AP; each AP you spend in this manner increases your total damage by 1d6.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3
Barrel
Long Barrel (100 Materia)
Range +10/100 meters.

Ported Barrel (150 Materia)
Range -10/100 meters. Combat +1.
Accessories
Silencer (250 Materia)
If you fire this weapon while Hidden, you may make a Save to remain Hidden after firing.

Tac Light (100 Materia)
A small but powerful light attached to the barrel that provides a beam of bright light up to 20 meters in front of the weapon.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3
Barrel
Long Barrel (100 Materia)
Range +10/100 meters.

Muzzle Brake (100 Materia)
Attacks with this weapon made from within 10 meters of the target also gain Combat +1.
Accessories
Silencer (250 Materia)
If you fire this weapon while Hidden, you may make a Save to remain Hidden after firing.

Tac Light (100 Materia)
A small but powerful light attached to the barrel that provides a beam of bright light up to 20 meters in front of the weapon.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3
Chamber
Automatic Chamber (300 Materia)
When you use Burst Fire, you can spend up to 5 AP and the bonus damage of each AP spent in this manner increases to 1d8.

Spread Chamber (200 Materia)
Gain the Spread Feature (attacks with this weapon made from within 10 meters of the target have Advantage and deal an additional 1 DpB).
Accessories
Name (X Materia)
Description
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Magnum

Common Pistol worth 350 Materia
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Weighs 1 Block
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+0
3
20/200 m

Features

Cooldown (6): After firing 6 shots, this weapon requires a Minor Action to cool down before firing again.
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Photon Accelerator

Rare Pistol worth 900 Materia
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Weighs 0 Blocks
Deals Elemental damage
Wielded in one hand
Combat +
DpB
Range
+3
1
20/200 m

Features

Cooldown (2): After firing 2 shots, this weapon requires a Minor Action to cool down before firing again.
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Pneumatic Pistol

Common Pistol worth 100 Materia
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Weighs 0 Blocks
Deals Physical damage
Wielded in one hand
Combat +
DpB
Range
+1
X
20/200 m

Features

Dart Gun: Instead of bullets, this weapon fires multi-purpose darts. See the Gear section for a list of darts that can be purchased for this weapon. A Minor Action is required to load a clip of darts and a clip must be reloaded when empty.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3

Veritech Receiver (600 Materia)
DpB +4
Barrel
Long Barrel (100 Materia)
Range +10/100 meters.

Stub Barrel (150 Materia)
Range -10/100 meters. Combat +1.
Accessories
Silencer (250 Materia)
If you fire this weapon while Hidden, you may make a Save to remain Hidden after firing.

Tac Light (100 Materia)
A small but powerful light attached to the barrel that provides a beam of bright light up to 20 meters in front of the weapon.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Capacitor
Axiomatic Charger (150 Materia)
DpB +1

Gamma Booster (300 Materia)
DpB +2

Particle Accelerator (450 Materia)
DpB +3
Refractor
​Arclight Refractor (600 Materia)
Change the weapon's damage type to Mystic. DpB increased by 2.

Thorium Refractor (250 Materia)
Change the weapon's damage type to Chaos. DpB increased by 1.
Accessories
​Beryllium Lens (600 Materia)
Increase the weapon's Range by 20/200 meters. Combat +2.

​Cooling Coils (200 Materia)
This weapon can fire one additional shot before requiring a Minor Action to cool down.

Tacronite Lens (300 Materia)
Increase the weapon's Range by 10/100 meters. Combat +1.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Function
Grapnel Gun (300 Materia)
Instead of firing darts, this weapon fires a grappling hook and carbon filament line attached to the gun. This can be used to pull lighter objects towards the gun's wielder or pull the wielder towards heavier objects as a Minor Action. The weapon gains Cooldown (1) (after firing 1 shot, this weapon requires a Minor Action to cool down before firing again).

Tracker (100 Materia)
Instead of firing darts, this weapon fires a small irradiated pellet that does no harm to the target, but sticks to them and allows a tracking computer in the gun to pinpoint their location while they are within a 100 kilometer radius of the gun.
Barrel
Long Barrel (50 Materia)
Range +10/100 meters

Rifle Barrel (100 Materia)
Range +20/200 meters. The weapon becomes two-handed and its weight increases by 1 Block.
Accessories
Silencer (250 Materia)
If you fire this weapon while Hidden, you may make a Save to remain Hidden after firing.

Tac Light (100 Materia)
A small but powerful light attached to the barrel that provides a beam of bright light up to 20 meters in front of the weapon.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C