Lasers & Masers

Setting⌗
A notional idea I have in the setting of Be Not Afraid is that it is a “modern setting,” which is to say from a technological and societal standpoint, it’s not much different from our own world.
The exception of course is made for the supernatural, and while I personally do believe in supernatural things, the element is greatly exaggerated for the sake of a gameable and interesting setting.
To that end, advanced weaponry in the setting is rare, typically only bleeding edge prototypes. They are not common weapons in this world because they are still very much in the R&D phase of testing, much like our own world. They suffer real hard limitations compared to their Hollywood depictions and counterparts, which are often shown as objectively better or more common than their projectile counterparts. These are the kinds of weapons that come out when crap has really hit the fan, when the player characters have pissed off one of the larger powers in the setting and are engaging in a gross breach of one of the many masquerades of the setting.
Design Notes⌗
As mentioned before, these are the weapons often fielded by state-level actors or megacorporations; as such, they are rare, potent, and bulky, often used as a single support weapon in a squad or unit. As such, I designed them to be fairly lethal within their limited roles.
I took a bit of inspiration from a game I’ve been recently enjoying called Quasimorph. In that game, laser weapons are very dangerous, but really only to unarmored organics; cyborgs and robots tend to be very resistant to them. As such, projectile weapons tended to be the “jack-of-all-trades” weapons while lasers were specialized at cooking organics.
As for masers, my core inspiration for that was “A Mote In God’s Eye.” In that story, a maser weapon was used to great effect on a subway train carrying a small army of enemy troops, as the beam was able to be fired through thin surfaces, is invisible, and like lasers, very good at cooking organics. Even better, it can do a number on solid metal and armor, causing them to heat and arc. That said, microwaves have some strong weaknesses, mainly range and power; they are pretty short range. The other big weakness they have is that thin metal conductive mesh totally reflects microwaves, so it’s quite easy to design armor that counters this weapon.
Laser Weapon Qualities⌗
To Hit: All laser weapons automatically get +2 to hit due to having no recoil.
Laser Damage: When a laser weapon strikes a target, it deals its die damage plus additional damage equal to 20 - target’s AC. This represents the laser’s ability superheat the target, flash frying them. the more armor the more material needs to be heated.
Battery Cells: Each laser weapon draws power from energy cells with limited charges. Once depleted, these cells must be replaced or recharged. Smaller weapons contain fewer charges while larger, military-grade weapons can sustain prolonged firefights.
Heat Capacity: The intense energy channeled through laser weapons generates significant heat. Each weapon can only fire consecutively up to its heat capacity (equal to its damage die) before risking overheating. After reaching capacity, the weapon must be vented before firing again.
Every shot taken once the weapon is overheating deals a cumlative +1 damage to the shooter per round, and has a chance of the weapon metling on a 2-6 chance on a d6.
Thermal Bloom: Lasers naturally diffuse when traveling through air or other mediums, causing them to lose focus and effectiveness at longer ranges. Each weapon has an effective range beyond which its damage is negated entirely.
Lasers being fired through light fog or light smoke or vapors suffers a -2 to hit, Lasers being fired through heavy smoke, fog or heavy airborne particulates suffers a -4 penality.
Laser Weapon Types⌗
Weapon Type | Damage | Range | Charges | Properties |
---|---|---|---|---|
Concealed Weapons | ||||
Laser Ring | 1d4 | 30 ft | 2 | Concealable, One-handed |
Laser Spectacles | 1d4 | 40 ft | 2 | Concealable, Hands-free |
Wrist Emitter | 1d4 | 50 ft | 3 | Concealable, One-handed |
Sidearms | ||||
Laser Derringer | 1d6 | 60 ft | 6 | Concealable, One-handed |
Standard Laser Pistol | 1d6 | 100 ft | 10 | One-handed |
Heavy Laser Pistol | 1d8 | 120 ft | 10 | One-handed, Heavy |
Rifles | ||||
Laser Carbine | 1d8 | 200 ft | 15 | Two-handed |
Standard Laser Rifle | 1d8 | 300 ft | 20 | Two-handed |
Heavy Laser Rifle | 1d10 | 400 ft | 25 | Two-handed |
Precision Weapons | ||||
Laser Marksman Rifle | 2d6 | 800 ft | 12 | Two-handed |
Laser Sniper System | 2d6 | 1,200 ft | 10 | Two-handed |
Heavy Weapons | ||||
Laser Cannon | 3d10 | 600 ft | 30 | Two-handed, Heavy |
Mounted Laser Array | 4d10 | 1,000 ft | 40 | Fixed Position, Requires Crew |
Reflection & Armor Vs. Lasers⌗
Semi-Reflective Armor: Reduces laser damage by 4 points per attack, 25% chance to deflect laser beam.
Highly Reflective Armor: Reduces laser damage by 8 points per attack, 50% chance to completely deflect laser beam
d20 Roll | Deflection Result |
---|---|
1-2 | Deflected back at attacker |
3-5 | Hits nearest ally within range |
6-8 | Hits nearest enemy within range |
9-11 | Hits nearest environmental object |
12-14 | Deflected at 45° angle |
15-17 | Passes harmlessly |
18-20 | Hits Weapon, misfires/shorts out |
Maser Weapon Qualities⌗
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Microwave Damage; Maser weapons apply damage based on sustained exposure and time spent in of the beam’s range. The weapon’s size and sustained contact directly influence damage, Each round out of the beam reduces the damage tier by one level. Returning to the beam resumes damage progression from the current tier.
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Battery Cells: Maser draw power either from a grenerator or battery cell source for sustained operations. a typical batter single has about 1 minute of use for handguns, Rifles often use a battery backpack with about 10 minutes of sustained usage, while Heavy Masers require they be stationary or mounted and plugged into a power source.
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Mettalic Targets: Targets wearing or compprised of metal take addtional damage equal to their AC Bonus. e.g someone wearing metal plates in their plate carrier with an AC bonus of +4 takes an addtional 4 damage each round when in a Maser beam.
Weapon Categories⌗
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Handheld Maser: A compact, lightweight microwave emitter designed for officers. Roughly the size of a large revolver, with a bulky power pack and heat-dissipating fins. more of a show-piece or tool for torture or disciplinary action than a proper weapon.
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Maser Rifle: A more substantial weapon designed for paramilitary operations. Resembling a futuristic assault rifle, with a substantial battery backpack powering the weapon, and multiple cooling vents. Preferred by special forces as a support weapon going up against more exotic spooks.
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Heavy Maser: A massive, tripod-mounted or vehicle-integrated microwave weapon system. Resembling a cross between an artillery piece and a scientific instrument, with enormous heat sinks, multiple power generators, and complex targeting mechanisms. Used for siege warfare, fortification suppression, and anti-vehicle/anti-infrastructure operations.
Damage Progression Template⌗
Handheld Maser Damage and Cooling⌗
Beam Exposure | Temperature | Damage |
---|---|---|
1st | Warming | None |
2nd-3rd | Hot | 1d4 |
4th | Burning | 2d4 |
- Range: 5 W, 15 L
Rifle-Class Maser Damage and Cooling⌗
Beam Exposure | Temperature | Damage |
---|---|---|
1st | Warming | 1d4 |
2nd-3rd | Hot | 2d4 |
4th | Burning | 3d4 |
- Range: 10 W, 40 L.
Heavy Maser Damage and Cooling⌗
Beam Exposure | Temperature | Damage |
---|---|---|
1st | Warming | 2d4 |
2nd-3rd | Hot | 3d4 |
4th | Burning | 4d4 |
- Range: 15 W, 60 L
Defenses against Masers⌗
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Saving Throw: Characters near cover (with 5 ft) may make a Reflex Save (Vs. Dragons Breath) to avoid taking damage or going up a damage tier.
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Mesh Defense: Any creature wearing microwave mesh head to toe is immune to microwave damage.