Difference between revisions of "Otherworld:Equipment"

From NsdWiki
Jump to: navigation, search
(Cars)
Line 645: Line 645:
 
* Soma - Rumored to be made from concentrated prayer and worship of the old gods, this liquor is combined with the milk of Kirin and rosewater, making it sweet, thick, and smooth.  (Doubles overnight healing, but induces deep sleep and vivid dreams)       
 
* Soma - Rumored to be made from concentrated prayer and worship of the old gods, this liquor is combined with the milk of Kirin and rosewater, making it sweet, thick, and smooth.  (Doubles overnight healing, but induces deep sleep and vivid dreams)       
 
* Teikal - A robust, smoky-tasting liquor, pale yellow to amber in color.  Teikal affects the parts of the brain which control basic fight-or-flight responses and fear, numbing these urges and as a result, is greatly preferred by soldiers.  (+2 Courage)
 
* Teikal - A robust, smoky-tasting liquor, pale yellow to amber in color.  Teikal affects the parts of the brain which control basic fight-or-flight responses and fear, numbing these urges and as a result, is greatly preferred by soldiers.  (+2 Courage)
 
==Materials==
 
* Cloudstuff
 
* Tenebran Steel
 
* Tombwood
 
* Krakentooth Ink
 
  
 
==Mechanical Augmentation==
 
==Mechanical Augmentation==
Line 694: Line 688:
  
  
*Aether Cell – A power source for devices, but second to Mana cells in terms of efficiency and potency.
+
* Aether Cell – A power source for devices, but second to Mana cells in terms of efficiency and potency.
*Arc Collar – Packmasters attach these collars to the necks, or rarely wrists/ankles, of prisoners, laborers, slaves, or enemies.  The packmaster can remotely activate the collar, which sends a shock into the body of the host.  Arc collars are often used to "train" captives and are sometimes used in conjunction with Mana Inhibitor Collars (M.I.C.).  
+
* Arc Collar – Packmasters attach these collars to the necks, or rarely wrists/ankles, of prisoners, laborers, slaves, or enemies.  The packmaster can remotely activate the collar, which sends a shock into the body of the host.  Arc collars are often used to "train" captives and are sometimes used in conjunction with Mana Inhibitor Collars (M.I.C.).  
*Bloodbook – Relics of the Old Ways, a set of bloodbooks were a way of communicating over long distances.  What was written in blood in one book could be read in either all the books or in a single master tome, depending on how the books were enchanted.  Since the advent of radio communications, bloodbooks have slightly decreased in value, but due to their easily-disguised nature, they are still utilized.
+
* Bloodbook – Relics of the Old Ways, a set of bloodbooks were a way of communicating over long distances.  What was written in blood in one book could be read in either all the books or in a single master tome, depending on how the books were enchanted.  Since the advent of radio communications, bloodbooks have slightly decreased in value, but due to their easily-disguised nature, they are still utilized.
*Combustion Collar – Barbaric devises still in use by ruthless cultures and slavers, these collars attach to their hosts and remain there until removed by a trained packmaster.  The packmaster may activate the collar, at which time it explodes, obviously killing the host and killing or wounding anyone nearby.  Any attempt to remove the collar through force results in immediate activation.
+
* Cloudstuff
*Focus Magnet – A Focus Magnet is a pucklike stone which can be used to push (diamagnetism) or pull (paramagnetism) metal objects through the expenditure of MP.
+
* Combustion Collar – Barbaric devises still in use by ruthless cultures and slavers, these collars attach to their hosts and remain there until removed by a trained packmaster.  The packmaster may activate the collar, at which time it explodes, obviously killing the host and killing or wounding anyone nearby.  Any attempt to remove the collar through force results in immediate activation.
 +
* Focus Magnet – A Focus Magnet is a pucklike stone which can be used to push (diamagnetism) or pull (paramagnetism) metal objects through the expenditure of MP.
 
* Gun Oil – A character can trade one use of gun oil to assure a "Miss" (6-10) outcome on the firearm crit-fail chart.  
 
* Gun Oil – A character can trade one use of gun oil to assure a "Miss" (6-10) outcome on the firearm crit-fail chart.  
*Dreamstones
+
* Dreamstones
*Mana Inhibitor Collar – Less gruesome than the combustion collar, the M.I.C. continually drains the Mana energy inherent to the host, stopping it from activating any powers, preventing it from casting spells, and keeping it in a state of mild exhaustion.  These collars keep a host at a constant state of 0 MP and Stage One on the Knockout Track.  
+
* Krakentooth Ink
*Mana Cell – a highly efficient, productive energy source for devices and vehicles.
+
* Mana Inhibitor Collar – Less gruesome than the combustion collar, the M.I.C. continually drains the Mana energy inherent to the host, stopping it from activating any powers, preventing it from casting spells, and keeping it in a state of mild exhaustion.  These collars keep a host at a constant state of 0 MP and Stage One on the Knockout Track.  
*Memory Stones – Small precious gems which contain memories.  The gems are worth a good deal of money on the black market, depending on the memory.
+
* Mana Cell – a highly efficient, productive energy source for devices and vehicles.
*Night-vision goggles –
+
* Memory Stones – Small precious gems which contain memories.  The gems are worth a good deal of money on the black market, depending on the memory.
*Rocketpack –
+
* Night-vision goggles –
*Soulstones –
+
* Rocketpack –
*Spellcard –
+
* Soulstones –
*Spidercord –
+
* Spellcard –
 +
* Spidercord –
  
 
==Clothing==
 
==Clothing==

Revision as of 18:17, 14 January 2011

Weapons

Action Points
This details the number of Action Points necessary to use the weapon.
Parry
The bonus or penalty the weapon grants the character on a Defense Roll when the weapon is used to parry an attack.
Hurt
The amount of damage the weapon does on its own, which is factored into the Attack Roll.
Capacity
In the case of weapons which require ammunition, this is the typical number of shots which can be fired before a reload is necessary.
Type
The type of Hurt the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Hurt. Bludgeoning weapons can be used to knock targets unconscious instead of killing them when they reach 0 HP.
Notes
Any relevant notes about the weapon.
Cost
The cost in crowns/sovereigns(𝕤) to buy the weapon in new condition crowns/sovereigns(𝕤). When selling a used weapon, a character can expect to get half this value in return.


Weapons marked with a (†) are fast weapons. These weapons are small or light and easy to conceal and grant a character a +2 bonus on Thievery/Disguise checks to conceal them.

Weapons marked with a (‡) are two-handed weapons. They must be held with both hands. Two handed weapons give a character a −4 penalty to Thievery/Disguise checks to conceal them.

Weapon Properties

Arcing
On a critical success when using this weapon, the energy jumps in an arc to a another target. Choose a second target and roll another Attack Roll.
Incendiary
On a successful attack, this weapon lights its targets on fire. On a critical failure, the weapon explodes, dealing damage to its wielder. Roll a Grunt Save (DL 25) and take the result as damage.
Knockdown
Due to heavy stopping power, these weapons knock targets down. On a critical success when using this weapon, the target is knocked prone. Frequently seen on shotguns.
Reliable
This weapon never malfunctions as a result of rolling a critical failure. Revolver-style pistols are famous for their reliability.
Stun
Targets hit by the weapon will act last in Reaction order in the next round.

Melee

Older Stuff

Name AP Parry Hurt Type Notes Cost
Fast blade (Ace) † 3 −2 2 P, S 25𝕤
One-handed blade (Strongblade) 4 −1 5 P, S 𝕤
Two-handed blade (Big Mother) 5 8 P, S 𝕤
Fast bludgeon (Blackjack) † 3 −2 2 B 𝕤
One-handed bludgeon (Queensrod) 4 −1 5 B 𝕤
Two-handed bludgeon (Gatecrasher) 5 8 B 𝕤
Spear (Pigsticker) 4 P 𝕤
  • Ace – An ace is another term for dagger. Daggers and knives are the most inexpensive and prevalent weapon among the common people: most people have them in their kitchens, if nowhere else. Ace can also refer to a bayonet (see below).
  • Strongblade – Swords are a bit antiquated, but there are still some cultures trained in the arts of using them. Strongblades run the gamut from longswords to rapiers, broadswords to battle-axes, katana to cutlasses.
  • Big Chopper – When it comes to bringing a knife to a gunfight, you had better make sure it's a really big knife. Big choppers require two hands to use and are often 6–7 feet in length.
  • Blackjack – A common term for any small, blunt object that is used to club an opponent. Blackjacks are cheap, easy to obtain, and easy to conceal. The weapon of choice for street muggers and kidnappers.
  • Queensrod – Anything from a baseball bat to a mace, a broom-handle to a hammer. Light enough to use with one hand, but with length and mass enough to knock someone's block off.
  • Gatecrasher – Gatecrashers are weighted bludgeons which are heavy enough to require two hands to swing around effectively, like sledgehammers, fenceposts, and stout chairs.
  • Pigsticker – A long, bladed polearm used to keep animals and people at a good distance.

Special Melee

Name AP Parry Hurt Type Notes Cost
Aether Torch 4 10 F +4 to Smash checks, incendiary 𝕤
Fast arcblade (Tickler) † 3 4 S, E arcing, stun, shorts on a crit fail 𝕤
Arcblade 4 7 P arcing, stun, shorts on a crit fail 90𝕤
Two-handed arcblade (Daddy Zappa) 5 10 S, E arcing, stun, shorts on a crit fail 𝕤
Arcgloves † 3 3 B, E cannot be disarmed, arcing, stun, shorts on a crit fail 𝕤
Ki-blade 4 S, P 𝕤
Sawbracers † 3 +1 3 S Cannot be disarmed 𝕤
Shiversword (small) † 3 3 S, P Jams on a crit fail 𝕤
Shiversword 4 6 S, P Jams on a crit fail, requires power cell 𝕤
Shiversword (large) 5 9 S, P Jams on a crit fail, 2 handed, requires power cell 𝕤
Springstaff 4 5 B knockdown, easy conceal 𝕤
  • Aether Torch – A short handle which is capable of producing a super-heated column of flame from one or both ends which is hot enough to melt through steel. The flame may be shortened or lengthened, but has a maximum length approaching six feet. Dangerous to use, even by proficient handlers, aether torches have been known to explode. Aether torches require cells of compressed Aether gas.
  • Arcblade – A sword or other bladed weapon which is imbued with electrical energy in the same way as an Arcglove. Requires arcgloves to handle safely. Powered by a mana cell.
  • Arcglove – A gauntlet which generates a flow of electricity along and around it, which can be discharged during hand-to-hand fighting, shocking the opponent. When not generating the normal field of electricity, arcgloves give off a "tingle" to those in contact with them. Powered by a mana cell.
  • Ki-blade – Weapons of legend, rumored to hold within them the soul of a dead kensai. When held by a Kensai, a ki-blade allows the wielder to charge it with "ki," or spirit energy, which greatly increases the weapon's deadliness. Ki-blades are also sought after as antiques/museus pieces, and so some of them are not in service, but still very functional.
  • Sawbracers – Leather bracers reinforced with metal which conceal several small, serrated blades which tear at an opponent in hand-to-hand combat.
  • Shiversword – A weapon consisting of a pair of thin blades which move back and forth at very high speeds, causing the weapon to "shiver." This movement of the blades means the cutting edge is extremely sharp. Friction or debris causes the weapon to seize up, or "jam," on a critical failure. Shiverswords come in all sizes and are commonly used in cooking or as work tools, in the form of small knives.
  • Springstaff – A springstaff resembles a short, thick metal rod in appearance, measuring 12" long at most. By pressing a button, the springs inside the handle eject lengths hidden one inside the other, turning the weapon into a full-length staff of up to seven feet. The new length of the weapon is fixed until the button is pressed again, which allows the shaft to collapse.

Special Melee Weapons and Critical Failures

Because of the advanced and imperfect technology used to create and operate advanced melee weapons, on critical failures, these weapons behave oddly. If the result is a 6-10, the attack misses, but no other malfunction is incurred. On a 1-5, the weapon malfunctions as described below, as per its individual qualities.

  • Blade Jam - Shiverswords which malfunction have their mechanisms or blades jam or fuse together. It takes 4AP to get the weapon working again, which usually involves just smacking the thing until it works.
  • Blowback - A Springstaff which malfunctions hits its wielder with a force pulse, knocking them prone.
  • Incendiary Explosion - A malfunction with an Aether Torch means that the dangerous aether and plasma gases which power the torch explode, destroying the weapon and injuring the wielder (Grunt Save DL 25).
  • Shorting - Arcblades and arcgloves will short-circuit on a malfunction. The electrical energy breaks the circuit and will not flow through the weapon. The device must be repaired with an on-the-spot Machinery check (5 AP, DL 15). Until they are repaired, arcblades function like swords of their respective size and arcgloves function as if the wearer was bare-fisted (a little warmer, though). If the Machinery check to repair a shorted weapon crit-fails, the wielder is struck by an arc of electrical energy (Grunt Save DL 20), regardless of any arc diffusers worn.


Modding Special Melee Weapons

  • Aether Wither – A small device which is synced with an Aether Torch to cause it to shut off the moment it leaves its wielder's hands, preventing any collateral damage it might incur such as lighting nearby objects or persons on fire.
  • Auto-Fuse – Prevents the first short of any combat with an arcing weapon.
  • Sickstick – A springstaff outfitted with sickstick technology will make a target nauseous and dizzy on a successful attack. Weapon becomes a stun weapon.
  • Soulstone – Adding additional soulstones to a ki-blade greatly enhance their destructive capabilities. Each additional soulstone doubles the effects of channeling ki into the weapon.
  • Tenebran Steel Blades – Any sword (including shiverswords and arcblades) made with Tenebran Steel adds +1 to the Hurt score of the weapon.
  • Tetron Coating – Tetron coating is applied to items which incorporate moving parts which may cause friction, heat, and heavy wear-and-tear. The Tetron prevents friction and assures less malfunctions and longer life for the item. Shiverswords coated with Tetron never jam.
  • Weapon Oil – Prevents the first blade jam of any combat with a shiversword.

Firearms

Things that go bang.

Name AP Parry Hurt Capacity Type Notes Cost
Fast Pistol 3 −2 6 5 P 𝕤
Pistol 4 −2 9 5 P 𝕤
Heavy Pistol 5 −2 12 5 𝕤
Fast Rifle ‡ 3 0 9 5 𝕤
Rifle ‡ 4 0 12 5 𝕤
Heavy Rifle ‡ 5 0 15 5 𝕤
  • Pistols - A pistol is a firearm which can be used in one hand.
  • Rifles - For our purposes, a rifle is any gun which normally requires two-hands to shoot. Most rifles are best fired from the shoulder and have a buttstock.

Modding Firearms

Firearms and their ammunition can be modified in a number of ways.

  • Barrel Upgrade - Can be taken up to three times. Increases the Hurt of the weapon by one.
  • Bayonet - A blade which is attached to rifles, turning them into formidable melee weapons.
  • Capacity Upgrade - Increases the magazine capacity by one. Can be taken to a maximum capacity of 10.
  • Cheap - Weapon is available at half-price. On a crit-fail, the weapon always explodes.
  • Collapsible - While every firearm can be dismantled for the purposes of maintenance and repair, a collapsible weapon is one which allows the main components to be easily taken apart for ease of concealment/smuggling, in order to be put together later. Available only on rifles.
  • Grenade Launcher - An under-mounted launcher available on rifles which has its own trigger system and must be reloaded after every shot (4 AP).
  • Laser-sight - Called shots can be made at no penalty.
  • Scope - Weapon may be fired at max range at no penalty.
  • Suppressor - Mutes the sound and dims the flash of gunfire. Perception checks to notice suppressed gunfire is DL 25 (non-suppressed is usually DL 10). Pistol suppressors limit effective range to 30 feet.
  • Tenebran Steel - Firearms made from this extremely resilient and expensive alloy are never destroyed as a result of a crit-fail. A firearm cannot be made of Tenebran Steel and also be Cheap.

Ammunition

  • Flashy Ammo - Blinds foes adjacent to wielder (Grunt Save DL 12).
  • Hydrostatic Ammo - Stuns target after a successful hit (Grunt Save DL 15).
  • Loud Ammo - Deafens foes adjacent to wielder (Grunt Save DL 12).
  • Non-lethal Ammo - Will not kill targets, but instead renders them unconscious.
  • Tainted Ammo - Deals Tainted Damage, which is harder to heal.

Available Models

Fast Pistols

  • Cobra MP-38 Machine Pistol

Common Pistols

  • Falke C-96 semi-auto - A semi-automatic pistol with a unique box-magazine in front of the trigger. Has a large capacity of 10 shots.
  • Speakeasy semi-auto - A well rounded semi-auto pistol with a 7 shot capacity and upgraded barrel (+2).

Heavy Pistols

  • Avenger Revolver - The Avenger is a popular, revolver-style pistol with an 8 shot capacity. Avenger revolvers are Reliable.
  • Thundermaker Revolver - Dosigned by Trowls with a Trowl's brawn and grip in mind, the Thundermaker is a bulky, revolver-style pistol with a 5 shot capacity and upgraded barrel (+3 Hurt).
  • Magpie Pocket Pistol - The Magpie has a very low capacity of 4 shots, and may not be fitted with a suppressor, but are very inexpensive. Most often used for personal safety reasons. Magpie's are Easy Conceal, and Reliable.

Fast Rifles

  • Swarzdag Assault Rifle


Common Rifles

  • 1900

Heavy Rifles

  • C&G Shotgun
  • Lupo Shotgun
  • Pallbearer Sniper Rifle

Special Firearms

These weapons rely on different methods than fired bullet-projectiles. Some require the use of a Manacell, an electro-chemical battery of sorts, or an Aethercell, a small can of highly condensed, pressurized gas.

Name AP Parry Hurt Capacity Type Notes Cost
Arc-gun 4 −2 12 5 E stun, requires Manacell 𝕤
Arc-lash 4 –2 6 N/A S, E stun, requires Manacell 𝕤
DR-153 Drachenrot Flamethrower 5 0 15 5 F 𝕤
Grappling Gun 4 −2 9 1 B requires Aethercell 𝕤
Thumpgun 4 −2 8 10 B knockdown, requires Manacell 𝕤
  • Arc-gun – A gun which shoots arcs of condensed electricity at short ranges. Powered by a mana cell.
  • Arc-lash – An arc-lash is a weapon reminiscent of a bullwhip: lightning fast and flexible. An arc-lash functions in most ways like a ranged weapon: it can't be parried by anything other than a shield, but an arc-lash's capacity is infinite. An arclash can also entangle an opponent (see the rules for Entanglement in the Combat chapter). A character attacking with an arc-lash may add their Muscle score to the Attack Roll.
  • Flamethrower – A large rifle which shoots flames via the muzzle. The flames are fueled by a cannister of highly-flammable, ultra-condensed Aether gas attached to the gun like a magazine.
  • Grappling Gun – A pistol which shoots small, barbed metal hooks, called "grapplers," attached to a length of cord. The hooks penetrate or grip stone, earth, steel and most other substances besides Tenebran Steel. The wielder can then use the attached cord to climb. The gun features a self-locking winch which aids in ascension, but the winch and grappler can only hold one non-Obese character without detaching.
  • Thumpgun – These guns, which can be handled with one hand or two, are larger than a pistol, but smaller than a rifle. When fired, Thumpguns produce a single sonic pulse which is barely audible to humanoid ears, but has concussive force enough to knock targets off their feet and hurt them. Thumpguns are commonly used by bounty hunters, and law enforcement, as well as those who wish to trade lethal effect for discretion or live quarry. Thumpguns also have large capacities, making reloading a minimal hassle.

Firearms and Critical Failures

Because of the complexity of a firearm's internal workings and the fact that most cartridges contain explosives, propellants, chemicals, or other volatile materials, malfunctioning firearms can be more disastrous than having a bad day with a sword. Whenever a player rolls a crit-fail for an Attack which uses a firearm, consult the table below.

  • (6-10) Miss - Automatic miss, loss of ammo.
  • (5) Oops - The character drops the firearm. Requires 2 AP to retrieve.
  • (4) Jam - The ammunition does not load properly into the chamber as the magazine or cell is clogged with dirt. Requires a reload.
  • (3) Dud - The ammunition loads into the chamber, but does not fire. The cartridge must be carefully removed with a Machinery check (5 AP, DL 15).
  • (2) Hangfire - There is a short lag between pulling the trigger and ejection of the projectile. The weapon targets the closest ally as the firearm fires at an inopportune time.
  • (1) Explosion - A squib, a cartridge which is improperly prepared, or a gun with a faulty barrel will cause the gun to be blown apart, destroying the gun and injuring the wielder (Grunt Save DL 20).

Other Ranged Weapons

These ranged weapons don't fall under the category of firearms.

Name AP Parry Hurt Capacity Type Notes Cost
Crossbow 5 −1 16 1 P hard conceal 600𝕤
Hunting Bow 5 −1 14 N/A P hard conceal, reliable 650𝕤
Shuriken 3 −2 2 N/A S, P easy conceal, thrown 10𝕤


  • Crossbow – Or pistol-crossbow, is a more modern version of the crossbow of antiquity. Crossbows are weapons used most often in specialized instances and have the advantage of being usable underwater, and of firing grappling hooks.
  • Hunting Bow – A traditional bow suitable for game-hunting or combat. Arrows shot by bows can be tipped with different materials, allowing for a wider range of functions than a pistol or rifle.
  • Shuriken – A generalized term for any small, sharp item which can be thrown at a target. Shuriken include throwing knives, ninja stars, darts, rocks, etc. Since Shuriken are thrown, the character's Muscle is added to the Attack Roll.


Modding Other Ranged Weapons

  • Bloodwood and Horn - Hunting bows reinforced with Bloodwood and Negoromi Horn are extremely flexible, enabling greater resilience without reducing the draw of the bowstring (becomes AP 4 weapon).
  • Spidercord - Bows and crossbows modified with Spidercord will never have a bowstring snap, and so crit-fails with Spidercord bows simply miss. Spidercord used in climbing can support the weight of as many people as needed and is nearly impossible to cut through.
  • Tombwood and Horn - Hunting bows reinforced with this hard, sturdy wood and the horn of Ushi-oni stand up well to strong draws (+1 Hurt).

Other Ammunition

  • Incendiary Arrows - Light a target on fire on a hit.
  • Explosive Arrows - These arrows explode on impact, dealing damage to nearby targets.
  • Poisons - These projectiles have been dipped in poison of some sort (see the entries on Poisons for more details). Because of the complexity of firearms and the fact that bullets are encased in a cartridge, firearm ammunition cannot be poisoned. Neither can weapons which rely on a Manacell or Aethercell. However, arrows, bolts, and shuriken can.
  • Netcaster - On a successful hit, the target is ensnared in a net. Usable with crossbows only.
  • Bolacaster - A pair of small metal orbs connected with a wire, which is fired at the legs of a target. On a successful hit, the target is knocked prone and is considered entangled. Usable with crossbows only.

Grenades

Name AP Parry Hurt Type Notes Cost
Concussion Grenades 5 −2 16 B knockdown 𝕤
Chillcube Grenades 5 −2 14 C stun, 𝕤
Dessication Grenades 5 −2 14 H 𝕤
Flare Grenades 5 −2 0 N/A blinding 𝕤
Fragmentation Grenades 5 −2 20 S, P 𝕤
Incendiary Grenades 5 −2 16 F, B incendiary 𝕤
Smoke Grenades 5 −2 0 N/A grants large cover 𝕤
  • Concussion Grenades –
  • Chillcubes – Grenades which discharge a chemical gas which freezes water and chills the air, causing damage to anyone caught in its path.
  • Dessication Grenades – Grenades which radiate micro-waves, stealing the moisture from the bodies of those nearby and causing internal organ damage.
  • Flare Grenades –
  • Fragmentation Grenades –
  • Incendiary Grenades –
  • Smoke Grenades –

Shields

Characters who use shields don't actually receive any sort of armor bonus from using one. Instead, they use the shield for parrying during their Defense Roll. Shields are usually the only weapons which can be used be parry ranged projectiles like bullets, arrows, grenades, etc.

Name AP Parry Hurt Type Notes Cost
Light infantry shield 4 +2 3 B 200𝕤
Heavy infantry shield 5 +4 5 B +1 to Trip 450𝕤
Arc shield 2 +2 4 B, E stun 1000𝕤
  • Light infantry shield – A simple shield with metal rivets and reinforcements, commonly strapped to the arm. Useful in melee combat as a bludgeoning weapon.
  • Heavy infantry shield – A large shield — large enough to cover nearly from the shoulders to the knees. Often rectangular, made of metal, polycarbonate, or other resistant material. Its weight makes it particularly effective as a bludgeoning weapon, and shields can be used to knock an opponent backwards or prone.
  • Arc Shield – An arc shield is a light shield that has been modified to carry an electrical current across the face of it. When attacking with an arc shield, the field can be discharged into an opponent, shocking them. When defending, the shield's energy will arc at the attacker on a critically-successful parry roll, where the attacker takes the damage, not the defender. Arcshields require arcgloves to use without self-harm.

Armor

Good armor is hard to come by and many don't bother with it unless they know they are headed for trouble. Armor is most commonly seen in the hands of soldiers, law enforcement, and persons of political import. However, as it often means the difference between life and death, all of those who do wear it are eventually thankful for having it.

Bonus
This is the number you add to Defense Rolls and record in the "Armor" box on the character sheet
Hindrance
The penalty imposed to certain rolls
Don AP
The amount of time in AP that it takes to put on this armor with assistance. Without assistance, it's double this number.
Remove AP
The amount of time in AP that it takes to remove this armor with assistance. Without assistance, it's double this number.
Cost
The cost in crowns/sovereigns(𝕤) to buy the weapon in new condition crowns/sovereigns(𝕤). When selling a used weapon, a character can expect to get half this value in return.
Name Bonus Hindrance Don AP Remove AP Cost
Simple 2 0 𝕤
Good 4 0 𝕤
Great 6 0 𝕤
Superior 8 0 𝕤


  • Arc Diffuser
  • Infantry Light Armor
  • Mariner Light Armor
  • Night-guard Light Armor
  • Night-guard Heavy Armor
  • Spellgloves
  • Stealthsuit
  • Symbiont Armor

Gear

  • Aether Cell
  • Bloodbook
  • Combustion Collar
  • Dreamstones
  • Focus Magnet
  • Mana Inhibitor Collar
  • Mana Cell
  • Memory Stones
  • Night-vision goggles
  • Propolis
  • Rocketpack
  • Soulstones
  • Spellcard
  • Spidercord
  • UCA (Underwater Conversion Aparatus)
  • Comlink

Food/Drink

  • Amrita - A liquor made from honey, rare spices and herbs, and Mana. The true recipe is ancient, dating back thousands of years, and some cultures propose their recipe has not changed in all that time. (+4 MP)
  • Ambrosia - Because of its status as an anti-toxin, it is the preferred drink to consume among dangerous or mixed company or in strange countries. (+2 Saves vs. Poison)
  • Edge - Most people prefer to smoke their Edge, as the commonly held assumption is that the alcohol interferes with the heightened senses Edge provides, but some have been known to drink it. In this form Edge tastes of bitter almonds, and is slightly less potent than its other forms. (+1 Perception, +1 Focus)
  • Harma - (+2 SP)
  • Ichor - A thick, dark liquor which has a taste reminiscent of licorice or molasses. Ichor is made with small amounts of Ushioni blood, which lead some to abstain from consuming it on moral grounds. Ichor is proven to be a great preventative to many diseases. (+4 to resisting disease)
  • Lucy - With a strong taste which is almost sour, Lucy is notorious for making drinkers loud and hostile, and contributing to many hangovers and next-day apologies. Lucy contains several analgesics, which relieve pain. (+2 Endurance)
  • Poitine - (+
  • Soma - Rumored to be made from concentrated prayer and worship of the old gods, this liquor is combined with the milk of Kirin and rosewater, making it sweet, thick, and smooth. (Doubles overnight healing, but induces deep sleep and vivid dreams)
  • Teikal - A robust, smoky-tasting liquor, pale yellow to amber in color. Teikal affects the parts of the brain which control basic fight-or-flight responses and fear, numbing these urges and as a result, is greatly preferred by soldiers. (+2 Courage)

Mechanical Augmentation

Tin Limbs and Clockwork Organs

  • Tin Limb - A mechanical arm or leg used as a highly-effective prosthesis. Some tin limbs are crude in nature, with gears exposed, others are more refined, housed in a resistant casing, and still others employ synthetic flesh and musculature to imitate a real limb. A tin limb isn't actually made of tin; that's just the name. A single tin limb adds +1 to the character's natural armor score and enables the use of a missing limb. Some people opt to have healthy, working limbs amputated and replaced by tin limbs in order to benefit from the limb's increased durability.
  • Tin Plates -
  • Tin Lungs - Allows the character to breathe normally underwater or in environments with noxious gases/fumes.
  • Tin Liver - Makes the character immune to poison.
  • Tin Heart - Allows a character killed during combat to continue acting as normal until the end of combat.
  • Tin Stomach - Doubles the effectiveness of augmentative food and drink.
  • Tin Hands - Gives a character +1 H2H Hurt
  • Tin Legs - Gives a character +2 to skill checks which involve running or jumping.
  • Eyeshine - Many animals have a layer of tissue in their eyes called Tapetum Lucidum, which reflects visible light and greatly increases the quality of low-light and night-vision of these animals. Called "eyeshine" because of the eerie, greenish reflections the eyes give off (most noticeably at night), a tapetum lucidum can be applied to humanoid eyes by a trained ocular surgeon. Eyeshine negates the penalties to Perception and other sight-based checks at night and in areas of low-light and enables the character to see in what others would describe as "complete darkness."
  • Handcannon - A handcannon is a large firearm which is constructed to fit inside of a tin arm. The barrel of the gun exits in the palm. The handcannon is linked to the muscle and complex internal mechanisms of the tin arm and requires training in order to operate safely and effectively. When the fingers of the hand are curled into a fist, the gun is considered to be on "safety" and will not fire.

Transportation

Cars

Sports Car Sedan Wagon Small Truck Large Truck Huge Truck Light Utility Vehicle


  • Red Sky Aegis
  • Red Sky Magnus
  • Sphinx Sentry
  • Sphinx Andro
  • Kugel

Planes

Boats

Tanks

Other

  • AT board



  • Aether Cell – A power source for devices, but second to Mana cells in terms of efficiency and potency.
  • Arc Collar – Packmasters attach these collars to the necks, or rarely wrists/ankles, of prisoners, laborers, slaves, or enemies. The packmaster can remotely activate the collar, which sends a shock into the body of the host. Arc collars are often used to "train" captives and are sometimes used in conjunction with Mana Inhibitor Collars (M.I.C.).
  • Bloodbook – Relics of the Old Ways, a set of bloodbooks were a way of communicating over long distances. What was written in blood in one book could be read in either all the books or in a single master tome, depending on how the books were enchanted. Since the advent of radio communications, bloodbooks have slightly decreased in value, but due to their easily-disguised nature, they are still utilized.
  • Cloudstuff
  • Combustion Collar – Barbaric devises still in use by ruthless cultures and slavers, these collars attach to their hosts and remain there until removed by a trained packmaster. The packmaster may activate the collar, at which time it explodes, obviously killing the host and killing or wounding anyone nearby. Any attempt to remove the collar through force results in immediate activation.
  • Focus Magnet – A Focus Magnet is a pucklike stone which can be used to push (diamagnetism) or pull (paramagnetism) metal objects through the expenditure of MP.
  • Gun Oil – A character can trade one use of gun oil to assure a "Miss" (6-10) outcome on the firearm crit-fail chart.
  • Dreamstones
  • Krakentooth Ink
  • Mana Inhibitor Collar – Less gruesome than the combustion collar, the M.I.C. continually drains the Mana energy inherent to the host, stopping it from activating any powers, preventing it from casting spells, and keeping it in a state of mild exhaustion. These collars keep a host at a constant state of 0 MP and Stage One on the Knockout Track.
  • Mana Cell – a highly efficient, productive energy source for devices and vehicles.
  • Memory Stones – Small precious gems which contain memories. The gems are worth a good deal of money on the black market, depending on the memory.
  • Night-vision goggles –
  • Rocketpack –
  • Soulstones –
  • Spellcard –
  • Spidercord –

Clothing

Sometimes it's not who you know, but how you dress. Here are some examples of outfits available for your character to purchase. If a character is wearing an outfit which is ill-suited for the task at hand (for instance, wearing hobo clothes to a dinner party or Political Dress on the tundra), the character will suffer a penalty to applicable rolls and may be subject to damage.

Name Cost
Political Dress 300𝕤
Fancy Duds 200𝕤
Business Attire 100𝕤
Cold Weather Clothes 100𝕤
Average Joe 50𝕤
Hobo Clothes 5𝕤
Grifter's Clothes 25𝕤
Fashionable Clothes 400𝕤
Fatigues 𝕤

Gear

Name Cost
Standard Kit 30𝕤
Camp Kit 25𝕤
Cooking Kit 25𝕤
Climbing Kit 25𝕤
Digging Kit 30𝕤
Disguise Kit 100𝕤
Healing Kit 80𝕤
Thieves Kit 200𝕤
Skald's Kit 70𝕤
  • Standard Kit – Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease-pencil, map-case, waterskin, torches.
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – Rope, grappling hook, pitons, hammer,
  • Digging Kit – Pick, shovel, hammer, torches, crowbar.
  • Disguise Kit – Prosthetics, glue, make-up, powders, scented oils, wigs, false teeth, hair dyes, fake jewelry.
  • Healing Kit – Herbs, salves, bandages.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, rope, small jar of acid.
  • Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.

Mounts and Animals

Name Cost
Riding Horse 800𝕤
Warhorse 2,000𝕤
Blackbeak 4,000𝕤
Donkey 50𝕤
Bullhound 1,000𝕤
Leather Barding 700𝕤
Steel Barding 2,000𝕤
War Barding 10,000𝕤
  • Riding Horse – Horses serve as excellent transportation and beasts of burden. However, most horses do not fare well in the chaos of combat. Riding horses require their riders to make Personality + Animal Control or Agility + Ride checks (2 AP) against a DL of 12 for each round of combat to keep the horse from throwing its rider and running away. If the check is failed, the rider takes the difference as damage.
  • Warhorse – Warhorses are trained in the arts of warfare and do not require their riders to make checks to avoid being throw simply because they are in combat.
  • Donkey – Donkeys and mules are perfect beasts for hauling heavy gear or awkward tools, or for pulling heavy objects in a harness. Donkeys make poor mounts for combat purposes and will always throw their rider and run away if confronted with hostile forces.
  • Blackbeak – Blackbeaks are stout, bipedal mounts with short vestigial wings and powerful legs, which they use to jump large distances and propel themselves furiously over land. They derive their name from their sharp beaks which are capable of easily rending flesh. Blackbeaks make poor beasts of burden, since their frame is not suited for much cargo, but make great mounts in combat thanks to their aggressive natures and the ease with which they are domesticated. For more information on these creatures, see the Blackbeak entry.
  • Bullhound – Bullhounds are the preferred mounts of Goblyn warriors. Bullhounds also make great guard dogs.

Services

Healing

  • 1𝕤 for each HP healed
  • 5𝕤 for each Tainted HP healed
  • 50𝕤 for curing of most common disease or poisons
  • 200𝕤 for curing of uncommon disease or poisons

Simple Room and Board

  • 1𝕤 per night

Good Room and Board

  • 5𝕤 per night

Elegant Room and Board

  • 10𝕤 per night

Parking

  • 1𝕤 all day

Stabling

  • 1𝕤 per night for horses
  • 3𝕤 per night for exotic animals

Shipping/Passage

  • 5𝕤 per week of travel for each passenger/piece of cargo

Messenger/Postage

  • 5𝕤 per day of travel
  • 1𝕤 local

Personal Security

  • 20𝕤 per day

Translation

  • 2𝕤 per page
  • 5𝕤 per day

Cab Service

  • 1𝕤 per 5 miles

Car Service

  • 1𝕤 per mile