Title

"Heresy is an engine. I am the tuning-fork thrust into the cogs of eternity."

WEAPONS, COMMODITIES & LIFESTYLE


Weapons, Commodities and Lifestyle

The upheaval in the established monetary system was not rectified for some time until a central banking system was established some years after the Treaty of New Tide. As cities established stable economies and forms of credit, formal procedures and good faith practices soon followed. Cities and organizations could loan money, goods and resources to others, backed by a bank or wealthy financier for a percentage of the profits on an annual basis. Shorter term yields were more risky, but could be highly profitable. These investments could be sold to others or bought out by larger investors. The underwriters of such loans saw potential in expansion and growth. Many failed, but the ones that endured have only strengthened the world.

But not everyone has a purse of gold or silver to make such savvy investments. Often, goods or resources are traded in exchange for equal goods. Trade posts take raw materials, pelts, crops and minerals in exchange for coin or other goods. In more civilized parts of the the world letters of credit, checks or tabs are used to conduct business, allowing people to get the goods and then settle up at the end of an appropriate period. You can literally take it to the bank and settle the debt with the bank. Many people in the middle and upper classes use these lines of credit to conduct business and speculate on promising ventures.

Many regions or cities mint their own coin and are universally recognized. Older monies can be even more valuable to the right person, so keeping your eye out for these relics can be a most profitable hobby. Standards for minting money have made coinage relatively universal as weight, size and shape ensure you don’t get cheated.

Instead of counting your pennies and tracking the exact amount of money you have, your wealth is treated as a resource. It is generally assumed that a person of low class will be living on a meager sum, while a wealthy elite can afford many luxuries and comforts. If you purchased a Lower, Middle or Upper Income Asset, you gain a certain number of wealth points per adventure as shown on the table below. Likewise, if you choose the Independent Income, Scrapyard or Shop Assets you gain a number of wealth points every adventure.

If you would like to get a higher quality item or goods above your means, you can get such an item in exchange for a complication chosen by the GM. Complications may be that the item is worn or has had repairs. It might mean you accrue some debt in order to afford it. It should be noted that purchasing lower class items does not mean that they are poorly constructed or shabby in design. It is assumed that you wear and use items befitting your station. Lower class items just means they are more common and easily constructed. However, if you want to purchase a lower class item but make it befitting a higher station in life, you may ask the GM to grant a bonus or some benefit, denoting its superlative quality and craftsmanship.

If you choose to save your income, you can carry over unspent wealth points and add it to your total Wealth per Adventure. A lower class individual can save what few pennies they can scrape together and over the course of several months be able to improve their quality of life, purchase a magnificent weapon or gain some asset usually reserved for the upper crust.



Lower Class Income 2, 5, or 10 build points = 1, 3, or 6 wealth points
Middle Class Income 2, 5, or 10 build points = 12, 16, or 20 wealth points
Upper Class Income 2, 5, or 10 build points = 21, 26, or 30 wealth point
Independant Income 5 = 10 wealth points
Scrapyard Income = number of wealth points equal to your Wits or Resolve.
Shop Income = number of wealth points x2 + Wits or Presence.

Clothing

Amulet 10pt+Bowler hat      14pt
Boots, common      2pt
Boots, riding      18pt
Compartments: usually sewn into the outfit (componant pouch, gear pouch, extra pocket, secret purse, sack,satchel, a bag to hold small animals) 6pt per compartment
Cloak, common      3pt
Cloak, embroidered 12pt
Cloth hat      6pt
Corset (cloth)      1pt
Corset (whalebone) (AV: 1)      40pt
Concealed Holster      15pt
Crinoline frame      15pt
Deerstalker hat      12pt
Dress, wool      7pt
Exquisite boots      30pt
Fashionable evening dress      60pt+
Fashionable morning suit      30pt+
Greatcoat      25pt
Gloves, dress      10pt+
Gloves, travel      5pt+
Gloves, work      2pt
Jewelry; arm bands, bracelets, rings, necklaces, etc      10pt+
Leather working's coat, simple      7pt
Leather belt, simple      1pt
Money belt      5pt
Pair of belt braces      2pt
Purse      5pt+
Shirt, simple      1pt
Shirt, fine      5pt+
Shoes, fine      10pt
Signet ring      14+
Silk cravat      10+
Silk stockings      13pt+
Skirt, travel or riding      8pt+
Soldier’s coat (AV: 2)      20pt+
Suit, wool      16pt+
Suit, three-piece      38pt+
Top hat      8pt+
Trousers      5pt+
Uniforms, laborer      5pt
Uniform, military      10pt
Uniform, school      10pt+
Winter coat      10pt
Woolen cap      3pt

Lodging and Dining

Flat, rent per month      4pt
Modest house, monthly rent      5pt
Slums lodging house, per night      4pt
Simple meal      1pt
Respectable hotel, per night      50pt+
Restaurant lunch      20pt
Restaurant dinner      23pt

Transportation

Airship, city-to-city, first class      30pt+
Airship, city-to-city, steerage      25pt+
Bicycle      5pt
Cab fare, per mile      3pt
Cart (seats 3 people and cargo)      3pt
Cart horse      5pt
Channel ferry passage      5pt+
Camel      15pt
Coach (6 seat carriage)      20pt
Donkey or mule      4pt
Elephant      70pt+
Fine race horse      100pt+
Horse saddle & tack      5pt
Inflatable Boat      25pt
Keelboat      80pt
Longship      100pt
Mastiff, or large dog      20pt
Open top trap (2 seat carriage)      18pt
Postage, letter      1pt
Postage, parcel      2pt
Racing wyvern      200pt+
Riding horse      10pt
Rowboat      10pt
Sea voyage, first class     12pt+
Sea voyage, steerage      5pt+
Sea voyage, long voyage, first class      35pt+
Sea voyage, long voyage, steerage      7pt+
Telegram, 12 words      2pt
Train journey, local, per district      4pt
Train journey, region passed     6pt
Wyvern saddle & tack      10pt+

Entertainment

Ale      1pt
Beer, mug of      3pt
Fine wine, bottle      6pt
Gin, bottle      3pt
Music Hall show      4pt
Opium (1 Pipe)      6pt
West End opera, box subscription, per year      40pt
West End theatre show, seated      10pt
West End theatre show, box      4pt
Wine, cheap      4pt
Whiskey, bottle      4pt

Furniture

Barrel      3pt
Bed      5pt
Bedroll      2pt
Casket or other burial item      25pt+
Chair      4pt
Chest      4pt
Crate      3pt
Dishes      2pt
Dinnerware (fine set)      8pt+
Table      4pt

Instruments

Bass      15pt
Bassoons      17pt
Cello      12pt
Clarinets      8pt
Drum      5pt
Flute      5pt
Finger (French) horn      12pt
Harp      18pt
Koto      16pt
Lute      15pt
Lyre      16pt
Oboes      12pt
Pan flute      10pt
Piano      100pt+
Pip organs      90pt+
Shawm      10pt
Trumpets      8pt
Trombones      15pt
Tubas      18pt
Viol      12pt
Violin      16pt

Medical Provisions

Bandages (12)      1pt
Carbolic acid, quart      4pt
Chloroform, quart     2pt
Cocaine (1 dose)      10pt
Doctor’s bag (empty)      4pt
Medical valise (diagnosis kit)      8pt
Plauge/radiation/filtration mask      8pt
Pure alcohol, quart      4pt
Splint      2pt
Surgeon’s knife & saw set      8pt+

Tools

Alchemist's supplies      50pt
Brewer's supplies      20pt
Calligrapher's supplies      10pt
Carpenter's tools      8pt
Cartographer's tools      15pt
Chain, 4 foot      5pt
Climber's kit 10pt
Clockwork mechanism repair kit      12pt
Cobbler's tools      5pt
Cook's utensils      1pt
Common artisan’s tools      10pt
Crowbar      1pt
Disguise kit      25pt
Forgery kit      15pt
Glass cutter      2pt
Glassblower's tools      30pt
Hand drill      5pt
Herbalism kit      5pt
Jeweler's tools      25pt
Leatherworker's tools      5pt
Mason's tools      10pt
Navigator's tools      25pt
Padlock      3pt
Painter's supplies      10pt
Potter's tools      10pt
Rope, 4 foot      1pt
Smith's tools      20pt
Spade      2pt
Thieves' tools      25pt
Tinker's tools      50pt
Tool kit (basic tools)      2pt
Weaver's tools      1pt
Woodcarver's tools      1pt

Miscellaneous Equipment

Acid      3pt
Backpack      4pt
Basket      2pt
Bottle of ink      3pt
Box camera      30pt
Books      4pt
Books, rare      8pt+
Books, aetheric      50pt+
Bucket      1pt
Case, map or scroll      5pt
Cheap gold ring      10pt
Cigarettes (20)      1pt
Crystal      6pt
Dark lantern      2pt
Dice set      5pt
Emblem, patch or trinket      3pt+
Fake moustache & beard      2pt
Fountain pen      2pt
Grease paints, box      3pt
Hides and furs      10pt+
Ladder, 5ft     5pt
Lantern fuel, quart      1pt
Magnifying glass      5pt
Make-up compact      5pt+
Microscope      3pt+
Musical pocket watch      2pt
Officer’s camping kit     3pt
Oil (cooking), quart     2pt
Opera glasses      3pt
Orb      8pt
Packet of camera slates      4pt
Pet Frendal lizard      80pt+
Perfume      10pt+
Poison      5pt
Photo developing kit      15pt
Pipe      2pt
Playing cards      3pt
Reliquary      18pt
Rod, 3 ft      5pt
Silver crucifix / pendant     5pt
Silver pocket watch      10pt
Small animal trap      3pt
Soap      1pt
Spy glass      7pt
String      1pt
Tent. 7x7x7 feet      4pt
Tin of tobacco      2pt+
Umbrella/parasol      5pt+
Walking cane      5pt+
Wheelbarrow      2pt
Wooden matches, box      1pt


Armor

It is a tough world out there, and you may need some protection. However, anyone who walks into their local in full armour is obviously looking for a fight and someone is likely to oblige them. Even lined coats look like armour due to their bulk. Fine quality armour might have a +1 bonus to its Armour Value (AV). However, poor quality armour halves its Armour Value (round down).

        Item                                                                  Cost
  • Aetherweave (AV 2 or 4)                               80pt+
  • Chain armour (AV: 6)                                    160pt+
  • Corset (AV: 1)                                                20pt+ 
  • Cuirass armour (AV: 8)                                  200pt+ 
  • Greatcoat (AV: 1)                                           12pt
  • Leather Breastplate (AV: 3)                            20pt
  • Lined cloak (AV: 4)                                       12pt 
  • Lined coat (AV: 4)                                         10pt 
  • Lined corset (AV: 2)                                       40pt
  • Lined jacket (AV: 3)                                       8pt 
  • Lined soldier’s coat (AV: 5)                           12pt 
  • Lined waistcoat (AV: 2)                                  6pt 
  • Plate steel armour (AV: 12)                      See description 
  • Soft leather (AV: 1)                                         1pt 
  • Soldier’s coat (AV: 2)                                     20pt
Aetherweave 
Not armour per se, aetherweave is a magical thread that can be woven through regular cloth. When active, aetherweave adds 2 AV which may stack with any other type of armour. The wearer may activate it with a single quintessence point (any magician can also provide this quintessence) and the bonus lasts for a number of rounds equal to the activator’s Resolve. A stronger version that provides 4 AV is available, but this requires 2 quintessence per activation. 

Chain Armour 
A holdover from an earlier time, chain armour is quite good protection against slashing and many stabbing weapons, but is typically useless again bullets. Chainmail typically covers the shoulder down to the groin region with 6 armour points. Recently, a new form of chainmail has hit the market through Guild-approved merchants that has been ensorcelled to resist puncture damage – like that of a bullet or rapier – and to have lighter weight (about the same encumbrance as a greatcoat). These provide 8 armour points for all attacks to the areas covered, but are quite expensive. 

Corset 
Sometimes an object of fashion can also grant protection. The layers of whalebone or even steel in this ladies’ garment make it excellent protection as well as further enhancing a lady’s figure and posture. A fine quality corset provides 2 armour points from its superior materials. Lined corsets are constructed in leather or lined to protect where there is no boning, and also improves the overall protection. 

Cuirass Armour 
These breastplates are more ornamental than functional, usually for elite cavalry regiments. Two body-moulded steel plates cover the torso, front and back. Additional steel guards defend the forearms and shins. The helmet is always of padded steel. A cuirass is extremely heavy and not something that anyone would want to spend more time in than necessary. Most pistols and rifles can punch right through a cuirass, and they provide coverage mostly for slashing and stabbing weapons. They are usually steel, with brass or gold designs. 

Greatcoat 
The same as noted in the clothing section. Not actually armour, but thick enough to provide protection. The civilian version of a soldier’s coat, not intended as armour, but made of thick cloth and falling to the shins, offering some protection. 

Leather Breastplate 
This hardened leather breastplates provide more protection than a leather jerkin or lined waistcoat. 

Lined Coat 
The lined coat is protective and very expensive. Made of soft leather and light metal mesh enclosed in woollen coat cloth, it is favoured by middle and upper class gentlemen who don’t like to take a chance with ruffians, while at the same time not looking out of place. The sweeping lines of the coat usually fall to a gentleman’s shins; the high collar reaches the hat brim. Lined coats are also available for ladies, and have been made in a ‘heavy evening cloak’ for both genders. Both jackets and waistcoats can also be lined, granting additional protection when worn together, although this creates a very, very bulky and obvious look. 

Lined Soldiers Coat
This soldier’s coat is enhanced with several layers of thick padded cloth, and reinforced with leather to resist wear and stress. Some may have thin metal plates stitched into the layers. Like any other soldier’s coat it is always vividly coloured to suit the regiment (or officer) the coat was made for. This version is simply made with a view to granting armour protection as well. They are effectively well made lined coats, made in the regimental style. 

Plate Steel Armour 
A few industrious criminals throughout Faerun have come up with similar ideas on how to protect themselves from the law: armoured suits made from thick plate steel – usually from steam boilers – and padded against shock, fashioned into a suit with helmet. They have so far proved ineffective at eluding capture – while the armour undoubtedly stops many types of bullets fired at them, they have proven too heavy and hot to move effectively, and the wearer’s ability to hear or see is badly compromised (add +4 black dice to any tests made in the suit). They do provide 12 points of armour and have to be fashioned to the user. If one can find a blacksmith to do the job, it will easily cost 20pt+ to custom fit and make.

Soft Leather 
This leather is usually a jerkin covering the arms and torso, or an apron covering the torso and legs. Regardless, it is made from soft hide as thick as belt leather and may be padded at points with even more layers.


Weapons

It is amazing how many ways sapients have invented to kill people. The power of the age of invention has had a profound effect on weapons technology. There are all manner of new and exciting armaments to choose from and quite a few don’t blow up in your face very often either! Some creations utilise modifications or a quality of design that makes them more dangerous; these have an ‘accuracy bonus’ which is applied to the combat dice pool. So when using a rifle with +2 accuracy, the adventurer can add 2 dice to his combat dice pool. Accuracy ratings can be negative for shoddy or unreliable weapons, or ones that pack such a punch they are hard to fire. The Gamesmaster may generally apply -1 accuracy to any poor quality weapon, and +1 accuracy to any fine quality one. For weapons costs, please refer to the relevant tables (found at the end of this section)

Antique Greatsword 
Occasionally to be found in private collections, on the walls of upmarket drawing-rooms, or in the hands of suits of armour in stately homes, this weapon may be hundreds of years old but it can still cut a fellow in half with ease. A relic of the era of fully armoured knights, the antique greatsword is devastating against unarmoured persons or even those in lined coats and the like. 

Axes & Hatchets 
Very common in rural areas and more a tool than a weapon, these come in a variety of shapes and sizes. Great two-handed versions are used to fell trees, smaller hatchets for chopping wood. Few cultures now make axes specifically as weapons, but it has been known. 

Bayonets & Knives 
Bayonets have only recently been employed as weapons affixed to the muzzles of rifles. Many are akin to short swords. The muzzle grip is shaped to allow use as a knife. Though there are some militaries which have begun issuing thinner blades primarily used for stabbing and not slashing. 

Brass knuckles 
A knuckle-duster can be fitted to any hilted sword for an extra 2 wealth points. 

Catapult 
The children’s favourite, but nevertheless deadly in the right hands.

Clockwork Chainsaw
Invented by famed artificer Draco and surgeon Bertrand Dulternith in order to saw cleanly through bone, this aether-powered clockwork tool has also proven to be a deadly weapon. When not operational, the saw does damage as a club (2 dice), but 4 quintessence channelled into the weapon (7 for conjurers) makes it operational. The power lasts for 3 rounds. If used to parry, the clockwork chainsaw does damage to the weapon used. Steam-powered versions of the clockwork chainsaw do exist, but as they require a steam engine they are of little use to the average gutter runner who isn’t fortunate enough to be attacked while trimming his hedges. ‘Portable’ clockwork chainsaws must be mounted on a harness or vehicle.

Collapsible Baton 
Created for the Metropolitan police (but not authorised due to the less-costly truncheon), the collapsible baton is a small weapon that becomes a club with a flick of the wrist. It can be easily concealed, making it an attractive option for ladies and the smaller subspecies.

Crossbow 
More sophisticated than the bow, the crossbow is somewhat akin to the rifle, though the crossbow is considered a barbaric and unsporting weapon.

Flick Knife 
A small pocket knife. The blade is concealed within the hilt until flicked open, making a much smaller weapon to conceal until used. If grants a +2 dice bonus to Conceal attempts and offsets the Initiative penalty for not having a ready weapon by +1

Foil 
 A shorter, more delicate form of rapier, a foil has practically no cutting edge and a much sharper point. The foil is not a combat weapon, but is a sporting weapon for competition sparring. It does the same damage as a smallsword, but suffers a +3 black dice penalty on all combat rolls (unless used for sport) as only the tip is dangerous. 

Garrotte 
A garrotte can be a weighted or knotted scarf/stocking, cheese-cutter, or piano wire. The garrotte is swung across the throat and pulled to constrict the airway, causing suffocation. A victim may attempt to fight back but such a task is always Difficult at best.

Heavy Military Sword 
A few elite troops are issued with heavier than normal swords, particularly the best and most prestigious cavalry regiments, though a few infantry regiments also expect their officers to wield heavy swords. 

Lance 
A stabbing weapon 8 to 9ft long, the lance is used by wyvern riders and cavalry forces. It can only be used in a mounted charge, although the butt can be used as a large club. Few cavalrymen use the lance any more, preferring the sword for its greater versatility, although a small number of elite cavalry regiments favour it. They find that what it might lose in handiness in close combat after the charge, it gains in sheer intimidation value.

Large Club 
Any large, two handed wooden object such as a cricket bat or table leg, this weapon covers a wide range of improvised attacks. They can be bought as a shaped weapon for 2 wealth points, but picking up a solid bit of wood costs nothing. 

Life Preserver 
Favourite of footpads, the life preserver is approximately 18” of either sand or gravel-filled leather. Although commonly used to perform knockout attacks, the life preserver may be quite deadly if applied with the necessary force. 

Light Military Sword 
Most military swords fall into this category, whether cavalry sabres or infantry weapons issued to soldiers as a backup for their long arms (a long arm is a long gun, e.g. rifle, musket etc.). They’re still heavy by civilian standards, but are a lot easier to wield for the untrained trooper than the heavy military sword. 

Mace Cane
The mace cane has a bit more heft than most and is a bit thicker than an average cane. It is weighted for combat, but is a bit more dangerous than a regular cane. The cane is segmented one-third of the way down. When the cane is twisted, sharp spikes pop out from the bulbous handle, turning the cane into a mace. While certainly considered ungentlemanly, the mace cane is popular with the lower classes. 

Meat Cleaver 
Axe-like implement used by butchers, or by less delicate thugs for splitting heads. 

Small Club 
This covers any small wooden hand-weapon such as a billy club, walking cane or part of a chair. Like any other club, you can find a solid bit or an improvised item that will suit. A policeman’s truncheon is essentially a well-made small club (but more expensive). 

Smallsword 
Though somewhat antiquated in this age, when all a gentleman needs is a walking-cane and perhaps a pocket-sized revolver, the smallsword (a Victorian version of the rapier) is still occasionally found as a civilian weapon among the very old-fashioned or fencing enthusiasts. It’s surprisingly deadly for its light weight, being purely a thrusting weapon and so capable of penetrating deeply into the body. 

Spear 
A spear is 5 to 6 feet of metal-tipped wood. It is usually used by or looted from barbarians or ancient sites. 

Sword-bayonet 
Some regiments use sword-bayonets rather than regular bayonets. A sword-bayonet is almost as long as a sword, making for a highly effective weapon whether fixed to the longarm or wielded separately.


Firearms

It is indeed an experimental time for firearms. The use of smokepowder exploded (pun intended) since the Great Devestation and become as reliable as one's own hand. The dawn of personal firearms has been largely limited to muzzle loaded weapons and flintlocks. There have been stories of magically infused weapons but these are largely outlawed or so rare as to make them more valuable as antiquities. The need to outfit large armies has pushed aetheric weapons out of the equation. Alchemists and artificers have been driven to make the firearm efficient and with a larger ammunition capacity.

Though many rifles and personal pistols have smoothbore, rifling has greatly increased the range and lethality of many newer weapons. "Pepperboxes" and revolvers have greatly increased the rate of fire before the firearm must be reloaded. Other multiple shot firearms have begun to reach the market. The harmonica gun uses a metal slide cartridge that holds bullets; the slide is pulled past the barrel with each shot. Another interesting variation is the Volcanic gun, which uses a lever below the trigger
to slide the next bullet, housed in a tube below the barrel, into position. The Volcanic gun is also notable for using a ‘rocket ball,’ or self-contained metal bullet that also houses the powder.

Blunderbuss
A monstrous, bell-mouthed shotgun rifle favoured by coachmen. Can fire anything; a typical load would be a handful of nails and bolts. When fired, all targets in a 5 degree cone from the muzzle may suffer damage. Blunderbusses have +2 Accuracy.

Breech-loading Rifle
The breechloader is replacing the flintlock and muzzleloading rifle on the battlefield. The Enfield and Baker rifles use a paper-wrapped cartridge that is loaded from the breech, with a cap placed on the pan of the breech to fire the round. Newer rifles have the cap in the cartridge. The calibre is usually 11mm or .45.

Centaur Colt
It is said that the creature of legend was "reclusive wanderers, avoiding conflict but fighting fiercely when pressed." The Centaur Colt series of weapons embodies this legend perfectly in three beautifully designed, six-shot revolvers. They come in a concealable pocket pistol, two side swingers, and a carbine which can be converted into a pistol grip and extensively accessorized.

Derringer
Two barrelled fight finisher. Fits easily into pockets, up sleeves, into stocking garters, etc. Calibres range from .22 up to .50. The smaller calibres are more popular due to the surprisingly stout recoil of the weapon. Some Derringers come in three and four shots (you fire two, then rotate the barrel to fire the next two.)

Elephant Gun
This massive weapon resembles a high calibre shotgun (usually rifled, firing a .50 or .75 calibre shell) with either one or two barrels. Weapons as heavy as 6-bore or even 4-bore are necessary to ensure that the round would penetrate the thickly armoured skull of a bull elephant. The elephant gun is an impractical weapon due to recoil unless your game is elephants, tigers, or wyverns.

Flintlock Pistol
The gentleman’s pistol is available with rifled barrel (+1 accuracy), but these are considered unsporting if used in a duel. Flintlock weapons are still widely used, and so this is the ‘standard’ pistol. Calibre is usually .78. Many flintlocks have been converted to cap-fire (you still have to muzzle-load the charge and bullet, but fit the cap, instead of using flint).

Flintlock Rifle
Slowly being replaced among the ranks of militaries across Faerun, it is still an accurate, long range gun. However, its rifled barrel (which is what makes it far more accurate) means that it is particular about its ammunition, whereas a smoothbore musket can fire anything put in it (wooden stakes, etc.). Calibre is usually .45 or .78. (As with the flintlock pistol, many have been converted to cap).

Harmonica Gun
Available as pistols and rifles, the harmonica gun uses a steel slide that the shooter must manually move in order to fire the next bullet. Somewhat unwieldy (2 black dice to use), the harmonica gun requires 1 round to load before the first shot is fired. Because of the slide mechanism, the harmonica gun often carries more bullets than a comparable pepperbox or revolver.

Howdah Pistol
Used by a few big-game hunters, the howdah pistol is somewhere between a very heavy calibre double-barrelled flintlock pistol and a cut-down shotgun. It’s designed to be fired one-handed at very close range, so that one can hold onto one’s howdah with the other hand when the tiger one has been attempting to hunt has spooked or attacked one’s riding elephant. Occasionally howdah pistols are also
pressed into service against sapient foes, in which case the horrendous damage they inflict can be helpful.

Needle Rifle
This hard-wearing breech-loading rifle is the first design to use the hammer & needle principle instead of a flintlock mechanism. It is the basis for all other hammer action weapons.

Penny Rifle
A mass produced weapon during the Great Devastation. What it might lack in elegance it makes up for in its sturdy construction and simple design. Cheaper modals have been made more recently, but it remains a reliable rifle in almost any environment.

Pepperbox
Alternative to the revolver; instead of a revolving chamber the pepperbox has revolving barrels. This design is cheaper to build but is more fragile. Pepperboxes can be designed to fire all six barrels at once (volley fire).

Revolver
Unlike pepperboxes, revolvers maintain the single barrel of their predecessors by pairing it with a multi-round chamber. Typically found in 5 and 6 round capacities, the lighter revolver is only outclassed by the pepperbox in its rate of fire (except in Adams models).

Shotguns
Shotguns fire a cartridge of tiny lead pellets which spray from the barrel in a cone that increases in size away from the muzzle. Like a blunderbuss, shotguns may affect all targets in a 5 degree cone from the muzzle when fired. Shotguns have +2 Accuracy.

Volcanic Gun
Volcanic Repeating Arms Company was the first company to us something called rocketball ammunition, which places the powder within the metallic cartridge. When fired, the entire cartridge is blown out, making this an example of case-less ammunition. Secondly, the weapons use a lever-action; the lever beneath the trigger is used to reload the weapon from a tube magazine beneath the barrel. Due to the limitations of the rocketball the damage done by a Volcanic gun is less than comparable pistols and rifles.

Whitworth Firearms
Whitworth firearms use hexagonal bullets; this combined with a better engineered barrel means that the Whitworths have a much longer range than comparable firearms. Unfortunately, their high cost keeps them from dominating the market.

Unusual Firearms

Brick Gun
A modification of the harmonica pistol, the brick gun is double-barrelled (over and under) and is loaded by sliding a thick glide (the ‘brick’) that loads both barrels at the same time. This gives the Brick gun two-shot volley fire (it can fire a single bullet simply by only loading one row of the glide). It is very unwieldy; in addition to the usual 2 black dice penalty assessed for harmonica guns, and the 3 black
dice for volley fire, the Brick Gun also suffers an additional 3 black dice penalty for every point of Strength below 3. As such, Brick guns are only popular amongst the very strong.

Cunning Man’s Net Gun
Mysterious adventuress Lady Noir wanted a non-lethal means of keeping ruffians at bay and found her solution in the old ways. For centuries, cunning men and women have helped capture creatures without killing them (largely because the cursed creatures had relatives in the villages) using a special net. Lady Noir adapted the net into a pistol design. When fired, the net spreads out until it hits a victim, upon which the enchanted weights on the edges of the net activate and come together, entangling the victim in a web.
While the net has a relatively short range, it cannot be parried (indeed, parrying merely activates the weights) and envelops the victim in a net. Breaking free by separating the weights requires a Very Difficult (4 black dice) Strength + Might roll. It is easier to cut oneself free; this is treated as a Difficult (2 black dice) extended test. Once 6 successes have been achieved, the victim is freed from the net. Such an attempt requires a bladed weapon, and if the victim isn’t holding one then she can only draw it by making a Difficult (2 black dice) Dexterity + Swordplay check. The magic in the weights is good for 1 hour, after which it loses 1 black die for every 10 minutes thereafter. The net gun only holds one net at a time. The cost of the net includes the enchantment.

Eldritch Pepperbox Pistol
Hermeticists have long favoured the eldritch flintlock, but the pepperbox pistol grants far more firepower. These weapons also allow the user to channel raw aether (no ammunition) at a target, or can use all of the barrels to volley fire. The weapon draws 2 quintessence per barrel from the magician using it. The magician can also ‘load’ the weapon with quintessence to allow anyone to fire it. A magician may only ‘load’ one barrel per round.
While there are outrageously large pepperboxes (at least one model had 24 barrels), eldritch pepperbox pistols tend to use 4 or 6 barrels. This is because each additional barrel, when fired at once, adds a black die to the roll. When the shooter suffers a Foul Failure then the weapon explodes in a magical burst, causing the volley damage to the shooter instead (a 6-shot eldritch pepperbox pistol costs 1200).

LeMat “Grapeshot Revolver”
This 9-barreled revolver also has a 16-gauge smoothbore barrel in the centre, allowing the shooter to choose whether to fire a .42 ball or a 16-gauge shot. Only one shotgun shell may be loaded at a time, but it makes for a great surprise! Tinkerers have created a pepperbox model, but it is too heavy to be practicable for any but the largest sapients (such as Ogres).

Rifle Cane
These gentlemen’s canes have a barrel running the length of the cane with a breech at the base of the handle, which accepts a single round. They are notoriously difficult to aim, the concealed trigger is easy to lose track of, reloading is time consuming, and misfires can be caused by dirt blocking the open end of the barrel.

Tricolour Derringer
This home-modified Derringer is a favourite of revolutionaries, the Tricolour is a concealable pepperbox with a small knife and brass knuckles attached. The tricolour can only volley two shots
at a time.

Explosives and Thrown Weapons

Smoke Bomb
While hand-held bombs have been around for a long time, little has really changed about them. These highly unreliable devices are rarely used but are available to those who want to risk blowing themselves up. To improvise, you put a fuse in a ball or bottle filled with explosives, and hope it doesn’t explode before you throw it.

Keg of Smokepowder
Smokepowder is used in the operation of all firearms and military artillery, and often in the construction of bombs. Just be careful with it. This barrel has a length of fuse wire leading directly to its contents; a keg of smokepowder has an area of effect and causes incendiary damage.

Stick of Blasting Powder
Blasting powder is a stick of nitro-glycerine kept stable through Guild thaumaturgy. Unfortunately, the cost involved makes blasting powder something of a ‘luxury explosive.’ Blasting powder has an area of effect.

Melee Weapons


Weapon                                                    Skill Required                        Damage Dice                   Cost

Antique greatsword (two-handed)                                                 Swordplay                                               10                                      100+ 
Axe (two-handed, felling axe)                        Improvised Weapon or Specialist Weapon (Axe)                    8                                           1 
Axe (Small, one-handed, hatchet)                  Improvised Weapon or Specialist Weapon (Axe)                    6                                           2
Brass knuckles                                                                                Fisticuffs                                                  2                                           2 
Clockwork chainsaw                                         Specialist Weapon (Clockwork Chainsaw)                         10                                        20+
Club – small (or improvised 
cudgel – hammer, frying pan, 
stool, mug, etc.)                                                            Improvised Weapon                                                   2                                  1 or Free 
Club – large (two-handed; 
may be cricket bat, mattock, 
quarterstaff, etc.)                                                  Blunt Weapons or Improvised Weapons                            6                                 2 or Free 
Club –cosh or policeman’s 
truncheon                                                                               Blunt Weapons                                                  4                                           3 
Collapsible baton                                                                   Blunt Weapons                                                  2                                           2
Tricolour Derringer, brass knuckles                                           Fisticuffs                                                       2                                           3
Tricolour Derringer, knife                                                         Swordplay                                                      4                                           4 
Garrotte                                                                       Specialist Weapon(Garrotte)                              2 + Choking                                  3
Knife – small/concealable 
(flick knife, pen-knife)                                                              Swordplay                                                      4                                        1
Knife - large (Bowie knife, naval dirk)                                     Swordplay                                                      6                                           5
Lance                                                                                Specialist Weapon (Lance)                                    14                                         18 
Life preserver                                                                       Blunt Weapons                                                    3                                           2
Long spear (two-handed)                                                         Swordplay                                                       8                                           7 
Mace cane                                                                            Blunt Weapons                                                    4                                            3 
   -Spikes out                                                                         Blunt Weapons                                                    6                                            -
Meat cleaver                                                      Improvised Weapon or Specialist Weapon (Axe)                  5                                            4 
Military sword (heavy)                                                             Swordplay                                                       8                                          20 
Military sword (light)                                                               Swordplay                                                       7                                          10 
Rifle butt (two-handed)                                                        Blunt Weapons                                                    5                                          n/a 
Rifle with bayonet (two-handed)                                             Swordplay                                                        6                                          n/a 
Rifle with sword-bayonet (two-handed)                                  Swordplay                                                        7                                          n/a 
Smallsword                                                                              Swordplay                                                        6                                          20
Spear, tribal                                                                              Swordplay                                                        6                                            4
Sword-bayonet                                                                         Swordplay                                                        6                                            
Sword-cane/parasol                                                                  Swordplay                                                       5                                           20 
Walking-cane                                                                         Blunt Weapons                                                   2                                           12 
Whip                                                                               Specialist weapon (Whip)                                         4                                             

Ranged Weapon

Archery, Thrown Weapons, and Curiosities

                                                                       Damage     
Weapon                Skill Required                Dice ROF Shots Reload          Range       Special Attacks     Cost
Bow, tribal                                     Archery                               6       1         1         1                    100 yds                      n/a                              1
Bow, yew longbow                        Archery                               8       1         1         1                    200 yds                      n/a                             2
Catapult                            Improvised Weapon or                     4       1         1         1                    20 yds                       n/a                               1
                                          Specialist Weapon
                                                 (Catapult)
Crossbow, hunting                        Archery                               7       1          1        4                     150 yds                     n/a                              3
Crossbow, repeating                      Archery                               5       2          6        6                     100 yds                    n/a                            2
Sling                                 Improvised Weapon or                     5       1          1        0
                                         Specialist Weapon (Sling)                5       1          1        0                      40 yds                    n/a                            1
Thrown rock                                 Throwing                             2       2          1         0                     10 yds                 Throw                           n/a
Thrown knife                                Throwing                             4       2          1         0                     12 yds                 Throw                            6
Thrown hatchet                             Throwing                             5       1          1         0                     10 yds                 Throw                           1

Muzzle-loading Weapons

                                                                                   Damage
Weapon             Skill Required                Dice ROF Shots Reload      Range      Special Attacks          Cost
Baker rifle                         Firearms                                     10     1         1         6           250 yds                     n/a                                  40
Blunderbuss                      Firearms                                      8     1         1         4           20 yds                    Spread                               10
Blunderbuss pistol            Firearms                                      6     1         1         4           15 yds                    Spread                                 4
Brown Bess musket          Firearms                                      8     1         1         4           150 yds                     n/a                                   10
Crocket rifle                      Firearms                                      6     1         1         6           300 yds                     n/a                                   30
Enfield rifled musket        Firearms                                     12    1         1         6            275yds                     n/a                                   30
Flintlock pistol                  Firearms                                      5     1         1         6             20 yds                     n/a                                    2
Howdah pistol                   Firearms                                      9     2         2         6             15 yds              Volley Fire                             60
Penny Rifle                        Firearms                                      8    1          1        6             225 yds                  n/a                                   12

Pepperboxes

                                                                 Damage
Weapon                Skill Required           Dice ROF Shots Reload         Range        Special Attacks      Cost
Cogswell 0.47                         Firearms                              10      2         6         5                 25 yds                         n/a                            60
Colt Merlin                             Firearms                                8       2         6         5                 30 yds                         n/a                            80
Darling                                    Firearms                               8       2         6         5                 20 yds                         n/a                            40
Lafeen, Co                               Firearms                               6       2         3         3                 20 yds                         n/a                            20
Mariette, 0.36                          Firearms                                8       2         4         3                 20 yds                         n/a                             21
Pell & Syms 0.32                    Firearms                                7       2         6         5                 20 yds                         n/a                             21
Robbins & Lawrence 0.28      Firearms                                7       2         5         5                 20 yds                         n/a                             22
Switch & Thurber, 0.36          Firearms                                8       2         6         5                 20 yds                         n/a                              30
Tula Rifle                                Firearms                              12      2         4         3                 150 yds                       n/a                              60

Revolvers

                                                        Damage
Weapon         Skill Required         Dice ROF Shots Reload         Range        Special Attacks         Cost
Adams 1854                 Firearms                             10     2         5         4                 20 yds                         n/a                                120
Adams revolving 
rifle                               Firearms                             12     2         5         4                 120 yds                       n/a                                  90
Centaur #1849 
pocket pistol                 Firearms                                6     1         5         5                 30 yds                         n/a                                 40
Centaur #1851, 
0.36 cal.                        Firearms                                8     1         6         5                 30 yds                         n/a                                 50
Centaur #1851, 
0.44 cal.                        Firearms                               10    1         6         5                 30 yds                         n/a                                 60
Centaur Dragoon 
carbine                          Firearms                               12    1         6         5                 150 yds                       n/a                                 70
Tranter, 0.44 cal.           Firearms                               10    1         5         5                   30 yds                       n/a                                 82
Whitworth                     Firearms                               11    1         6         5                    80 yds                      n/a                                120

Breach, Break, and Magazine-Loading

                                                        Damage
Weapon         Skill Required         Dice ROF Shots         Reload         Range         Special Attacks    Cost
Derringer, Sharps             Firearms                         4       2       2                     4                    15 yds                     Volley Fire                   41
Derringer, Tricolour          Firearms                         4       2       4                                        15 yds                     Volley Fire                  45
Derringer, Vest                 Firearms                         4       1       1                     4                    15 yds                             n/a                       30
Dreyse needle gun           Firearms                         13     1       1                     1                   250 yds                             n/a                      70
Elephant gun,
8-bore                               Firearms                         14     2     2                       5                   150 yds                     Volley Fire                180
Elephant gun,
6-bore                               Firearms                         15     1     1                       5                   150 yds                             n/a                      120
Elephant gun,
4-bore                               Firearms                         16     1     1                       5                    150 yds                            n/a                      150
Gatling gun                       Firearms                         15    20  200                     1                    150 yds              Suppressive Fire              800
Harmonica Pistol              Firearms                         10     1    10                     11                     20 yds                             n/a                         4
Harmonica Rifle                Firearms                        12     1    10                     11                    150 yds                            n/a                       60
Mitrailleuse                       Firearms                        14     5     50                                               60 yds             Suppressive Fire              600
Needle rifle                       Firearms                         13     1     1                       1                     150 yds                            n/a                       60
Sharps 0.50 cal.                Firearms                         13     1     1                        2                     225 yds                            n/a                     60
Shotgun, 26-bore              Firearms                         10     1     1                        5                        50 yds                       Spread                    40
Shotgun, 12-bore              Firearms                         12     2     2                        5                        50 yds             Volley Fire, Spread          60
Shotgun, 10-bore              Firearms                         13     2     2                         5                       50 yds             Volley Fire, Spread          80
Volcanic Pistol                  Firearms                           7     2    10                       8                        30 yds                            n/a                    50
Volcanic Carbine               Firearms                          7     2     30                     24                      150 yds                           n/a                    70
Whitworth Rifle                 Firearms                         13    1     1                        1                       500 yds                          n/a                    140

Unusual Firearms

                                                        Damage
Weapon         Skill Required         Dice ROF Shots         Reload         Range         Special Attacks    Cost
Brick Gun                         Firearms                        10     1         4                     5                     20 yds                     Volley Fire                     60
Cunning Man’s 
Net Gun                             Firearms                    Special 1         1                     2                     20 yds                             n/a                        500
Eldritch 4-barrel
pepperbox pistol                Firearms                         8     1         4                 Special                 80 yds                         Volley Fire            1000
LeMat ‘Grapeshot
Revolver                            Firearms                      8/11   1/1     9/1                   7/1               50 yds/10yds                   n/a /spread              100
Rifle cane                          Firearms                         8     1         1                       1                     30 yds                             n/a                         22
Tri-Colour                         Firearms                         4     2         2                       2                     15 yds                         Volley Fire                31

Explosives

                                                                 Damage                                                                                   
Explosive               Skill Required         Dice ROF Shots    Reload      Range     Special Attacks       Cost
Alchemists Fire                                Throwing                   2      1         1             n/a             10 yds,                Area Effect                          13 
                                                                                                                                               Thrown              
Keg of smokepowder                     Demolitions                16     1         1             n/a                n/a                     Area Effect                       240
Smoke bomb                                     Throwing,            Fire       1        1              n/a              10 yrds                Area Effect
                                                                                 Intensity: 8                                                                 Area Effect, fire damage              5

Pyroglycerine Tube                          Throwing                 12      1         1             n/a             10 yds,                Area Effect                           50
                                                                                                                                               (thrown)





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