Oben-Unten Model T15

Weapon

Very Rare

Properties

Double Barrel Shotgun Weapon Properties
Weapon Class & Sub-Type Tags, with Their Explanation

Versatile, Scaling Range1, Ballistics2, Loading3, Ammunition3.
Quality Level: 2
Scaling Range1: This Weapon deals increasing amounts of Damage, depending on how close it is to it's target when used.
Ballistics2: This is a Ballistics Weapon, as such it follows the rules of all Balistics Weapons. Said rules will be repeated here.
Loading & Ammunition3: This weapon holds a Specific amount of Ammo (2), which depletes when used. It can be Reloaded as an Action, restoring the Ammunition Pool.


 
Unique Properties
Those exclusive to this weapon, not it's Class/Sub-Type.

This Shotgun, can hold a maximum of 2 rounds within it's Ammunition Pool at any point.

You cannot enter combat with the Oben-Unten Model T15 drawn. It can be drawn as a Bonus Action.

This Weapon can be drawn as a free action in combat when Dashing towards an Enemy.

Both Barrels in the Firearm can be fired at the same time or separately. Firing both Barrels deals 4 Points of Condition Stage Damage.

 

Gun Condition and Maintenance.

Condition

The Oben-Unten Model T15 has 5 Condition Stages

Each stage of Condition influences rolls on the Malfunctions table.
Further detail is included in the Malfunctions Table

Maintenance

To maintain the weapon in top Condition you must spend a total of 2 hours mimimum per week shining, examining and repairing the Gun. The Weapon can be maintained with the help of a Gun Cleaning Kit, Gun Grease, Gun Pollish or Firearms Repair Kit.

If Maintinence falls to the wayside for an extended period of time, all low roll effects (Except for the Nat 1) will increase by a single number. (Example: If roll hits 13 on low maintenance, the effect of rolling a 12 would occur.)


Malfunctions:

Show spoiler

Stitches Firearms Malfunction Table

This table consists of the Various Malfunctions that Stitches firearms may experience when rolling to Attack. This table is rolled alongside rolling to attack, with the same D20 that is used to roll to attack. Any Advantage, Disadvantage and Proficiency Bonus are included in this roll aswell. Stat Modifiers do not effect this table.


Please remember that the 4 stages of Condition effect this table. For more information on Condition, see the Condition Page & Table.

Condition 1: +1 to rolls applied to this table (not attack rolls).
Condition 2: No altered stats.

Condition 3: -1 to rolls applied to this table (not attack rolls).

Condition 4: -2 to rolls applied to this table (not attack rolls).

Condition 5: The Gun is inoperable and Attacks cannot be made with it.

Condition +(No.) and -(No.) are not added to attack rolls, only to Malfunction rolls.


Stitches Firearms are infamous for thier Malfuctions and Price, the pair are considered a major factor as to why they have been mostly ignored by other powers. Some few wild spirits still decide to live with the risk however.


Rolled No.ResultDescription
20The Gun Fires as NormalN/A
19The Gun Fires as NormalN/A
18The Gun Fires as NormalN/A
17The Gun Fires as NormalN/A
16The Gun Fires as NormalN/A
15The Gun Fires as NormalN/A
14The Gun Fires as NormalN/A
13The Gun Fires as NormalN/A
12The Gun Fires as NormalN/A
11The Gun Fires as NormalN/A
10MisfireThe Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed.
9MisfireThe Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed.
8MisfireThe Ammunition within the Firearm fails to fire. Ammo is not spent. Damage is not Dealt. Your turn is consumed.
7JamYour Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing.
6JamYour Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing.
5JamYour Firearm has become Jammed and is unable to fire. Your Firearm will remain Jammed until it is cleared. You cannot fire your Firearm until it is cleared. Clearing your firearm takes 1 Action to perform. Clearing the Firearm will damage it by 1 Condition. 1 piece of Ammunition is consumed from Clearing.
4Wild ShotA Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling.
3Wild ShotA Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling.
2Wild ShotA Creature within Line of Sight is shot by accident. This creature must make a Dex Save of 16 or Higher, if Failed; The Creature takes full damage from the Shot. The Creature shot is determined by a count of the amount of creatures within Line of Sight being matched to the closest size of Dice. If there is one too many or one too few, A Nat 1 hits the floor/celling. Example: 1 Ranger PC & 2 Orcs = A D4 with a 1 being the floor/celling.
1DetonationThe Firearm explodes. It immediately takes 3 points of Condition Damage (reducing it to Condition 5). All creatures within 10ft (or 3 Meters) take (Firearm Quality)D6+2 Damage.
 

Damage & Range

Shotguns deal different damage at different ranges, based on closeness.
This is a Quality 2 Firearm. As such it receives an Additional 2

Far (More than 10m away): 2D4 Piercing Dmg.

Mid (Between 10 and 4m away): 3D4 Piercing Dmg.

Close (Between 4 and 1m away): 4D4 Piercing Dmg.

Point Blank (Bellow 1m away): 5D4 Piercing Dmg and the weapon receives 1 point of Condition damage.

Both Rounds (if 2 rounds are loaded) can be fired in Oben-Unten T15 at the same time but, this will Jam the Gun.

Description


A double barrel shotgun 'Over-Under' style with break action in short configuration.


The barrels are 40cm long and made of a dark grey steel alloy.


The Stock has been cut down a significant amount (A frankly rediculious amount) and is made of pollished wood.


The Frame of the Gun is mostly featurless and is made of a lighter grey steel.


The Gun has a small clip on the underside of the barrel and bottom of the stock. It can be put along the keepers back with any material of thier chosing that they have on hand.


Notably, the safety has been removed from the weapon.

Type Damage Damage Range
Martial Ranged Scales on Range. Piercing 15 ft



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