Hyper Nano-Firearms Tech D20

The Hyper Nano-Firearms, also known as HNFs are high-quality weapons found only in the most advanced laboratories within the Sixth Sun Era universe. Utilizing special nano-technology, these weapons form into a strict shape and generate a replicated energy source as long as the user has sufficient substances or raw ingredients marked in the instructions of each unique weapon. Considered extremely rare, HNFs are almost impossible to replicate by normal means and requires the most advanced technologies to re-create them which most had been lost in time. Below are the known HNFs. 
====== Verbs ======
* Burn is a verb that occurs when a type of heat causes the person inflicted to catch on fire. The victim must flip a coin, if it lands on tails then they must roll D8 when there's a chance of burning and the number determines the length of the fire will last in turns unless put out early. Every turn they stay on fire, they must reduce their HP by 1.
* Metal shock is a verb that utilizes kinetic energy to rattle a latched target. They will receive 1 damage when experiencing this and their perception drops -2 for their next turn. This stacks if there are multiple ropes.
Item Name 	Owners 	Description 	Perk 1 	Weapon Visual
HNF Four Revolver 	Axel Vuurmakyr	A revolver that has only four shell slots that regenerate overtime. It takes the appearance of a normal looking revolver with each shell slot glowing the colors: red, blue, green, and yellow.	Four in One: With this perk, the user can utilize four special bullets consecutively but cannot switch back to a previous one until the first loop is finished. Once all bullets are used, the user needs to use up four metal scraps, inserting it into the chambers and must wait two turns (or 2 minutes in loose RP) for them to regenerate. They go in order from top to bottom:
* Red Shell: Fire a glowing red ball of goop that if it successfully lands, it becomes a critical spot that explodes when struck by a melee attack within the same round before dissipating. If someone tries to shoot this spot, it will explode but it requires a PER roll of D18 to succeed in hitting it. If the roll is a natural 20, it will be positioned in a critical spot. The bullet alone is non-lethal and does no damage. Explosion damage bonus: +2 to damage. Critical: D4 for additional damage.
* Blue Shell: Fire two twin-bullets that spin together into a wind-like torpedo. This knocks back anyone two steps close to the shot. People knocked back need to roll a D20 MVT above 8 to avoid being stunned. Power armor and users with 3+ STR ignores this. 
* Green Shell: Fire a bullet that engulfs a target in a green foam. Their movement, perception, and strength is lowered by -3 for their next turn only before it dissipates. If they are lit on fire, the user will receive the burn verb guaranteed. 
* Yellow Shell: Fire a bullet that forms a nano-spring trap upon landing on a target. This inflicts the metal shock verb to the target upon hitting one of the four nano stretched metal rope which latch onto the ground. If there is no surface, this fails. This lasts only two rounds. Once one metal rope is struck, it breaks.	
HNF Clocked Sniper Rifle	 	A sniper rifle that can over-clock its generated energy shell into a powerful shot, looking like an average sniper. 	Over-clock Cannon: With this perk, the user charges up their sniper rifle for two turns. Upon firing this special bullet after charging it for a turn previously, their attack roll gains a bonus of +5 on top of any perception bonus the user might have. If it successfully lands, the user can roll a damage roll of D6 to replace the base damage of the sniper rifle shot and does not need to roll past any cut-off for the bonus damage.	
Category:Technology
Category:Dice System
Category:1E - First Edition