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 14ptBoots, 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
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+
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
Keg of Smokepowder
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 1ptBeer, 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
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
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+
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
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
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 15ptBassoons 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) 1ptCarbolic 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 50ptBrewer'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 3ptBackpack 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.
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 6
Sword-cane/parasol Swordplay 5 20
Walking-cane Blunt Weapons 2 12
Whip Specialist weapon (Whip) 4 8
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 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)
No comments:
Post a Comment