Xaositects
"Chaosmen" or "Anarchists" who believe that the only truth is revealed in chaos. The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Their headquarters is the Hive, the most disorganized part of the Sigil ward of the same name.
-David "Zeb" Cook (1994). "A Player's Guide to the Planes".
This marvelous, and often times dangerous, weapon is believed to have been forged by the chaosmen of the Hive, a ward in the fabled City of Doors, Sigil.
The Anarchy Pistol was infused with anarchic energies born of the planes of Elemental Chaos, and these seething energies fuel the entropic nature of its attacks.
- On an attack role resulting in a Natural 1 or 2, the weapon misfires, and if the attack roll is a Natural 20, the attack's damage/effect is doubled.
- After the attack roll is made, roll 1d12 and consult the table below for the type of damage the Anarchy Pistol manifests.
Roll 1d12 | Type of shot manifested. Misfire result. |
1 | Fire shot: The weapon shoots a small fiery missile that strikes the target and explodes on impact, dealing 3d6 points of fire damage. Misfire: the fiery missile explodes before it clears the chamber, resulting in a blowback that deals 1d6 points of fire damage to the wielder. |
2 | Regular shot: The weapon fires a lead projectile at the target, dealing 1d10 points of piercing damage. Misfire: The pistol jams, but no additional adverse effects. |
3 | Earth shot: a small pebble like missile hurls toward the target, enlarging to the size of a small boulder (1 foot diameter), as it nears its mark. The boulder deals 2d10 bludgeoning damage and the target must make a strength check or be knocked prone. Misfire: the earthen projectile grows prematurely and jams the weapon's barrel. It takes a full turn as well as a smith's tools or tinker's tools check (DC 10) to unclog the debris. |
4 | Regular shot: The weapon fires a lead projectile at the target, dealing 1d10 points of piercing damage. Misfire: The pistol jams, but no additional adverse effects. |
5 | Water shot: the weapon "squirts" a stream of water at the target, which quickly freezes and grows into a jagged ice shard, shattering violently on impact. The ice shard deals 1d10 points of piercing damage to the target and the ensuing explosion deals an additional 2d6 points piercing damage to the target as well as anyone in a 5 foot radius of the target. Misfire: the watery projectile hardens prematurely and icy shards strike out, dealing 1d6 piercing damage to anyone within 5 ft. of the weapon, and jamming it. An action as well as a smith's tools or tinker's tools check (DC 10) is needed to unclog the debris from the weapon's barrel. |
6 | Regular shot: The weapon fires a lead projectile at the target, dealing 1d10 points of piercing damage. Misfire: The pistol jams, but no additional adverse effects. |
7 | Air shot: the weapon fires a nearly invisible projectile composed of highly compressed air. Upon impact the compressed air projectile expands violently, causing the target and everyone within 5 feet to be flung outwards for a distance of 20 feet. A successful strength check halves the distance. If anyone affected strikes a solid surface as they are shoved away, they receive 2d6 points of bludgeoning damage upon impact. Misfire: the air projectile expands prematurely shoving the wielder, as well as anyone within 5 feet, away for a distance of 20 feet. |
8 | Regular shot: The weapon fires a lead projectile at the target, dealing 1d10 points of piercing damage. Misfire: The pistol jams, but no additional adverse effects. |
9 | Lightning shot: with a clap of thunder the weapon fires forth a blazing bolt of lightning in a 90 foot line. Anyone in the path of the bolt suffers 3d8 points of lightning damage and may attempt a Dexterity save to reduce the damage to half. Misfire: Damage is still dealt to the target(s) but some of the lightning energy also backfires to the wielder, dealing 1d8 points of lightning damage. No Dexterity save applies as the wielder is holding the weapon. |
10 | Regular shot: The weapon fires a lead projectile at the target, dealing 1d10 points of piercing damage. Misfire: The pistol jams, but no additional adverse effects. |
11 | Magma shot: the weapon fires a projectile composed of hot semi liquid magma, and the blistering projectile splatters all over the target upon impact. The initial collision deals 1d8 points of bludgeoning damage. The magma, however, immediately begins to burn through the target as well as the target's belongings, dealing a continuous 3d8 points of fire/burn damage per round (for up to 1 minute/10 rounds), unless the target takes a full turn to quickly remove all affected worn articles. This can include item saving throws, as well as cutting the straps off of armor to quickly remove it. Furthermore, this may render said armor and items useless until appropriate repairs can be made. Misfire: the magma projectile jams inside the weapon barrel. The splash-back deals 1d8 points of fire damage every round, for up to 5 rounds, and the weapon cannot be used until it cools off (1 minute/10 rounds), and can be cleaned out by spending an action and successful dexterity check to unclog the debris. |
12 | Channeling Anarchy: the wielder's will is momentarily aligned with the weapon and is able to influence the chaos within the Anarchy Pistol. The wielder may chose the type of damage manifested. Misfire: No adverse effects. |
Furthermore, this marvelous weapon holds three (3) special charges, which can be used in the following manners:
- Expend one (1) charge to clear the weapons chamber when a backfire effect jams the weapon.
- Expend two (2) charges to protect the wielder from damage incurred from a shot's misfire effect.
- Expend three (3) charges to double the damage of a successful shot (if the shot is a Natural 20 the damage quadruples).
Every morning roll 1d20. If the result is a prime number (2, 3, 5, 7, 11, 13, 17 or 19) the weapon regains all expended charges.