Post by gamedave on Jun 24, 2012 22:51:08 GMT -5
Gear
Currency
Circa 1646 Europe has a number of different currencies in circulation, including English pounds, Venetian ducats, Dutch guilders, French livres, Papal States Scudos, Spanish gold escudos, German thalers, and Eastern European zloties. However, this is Swashbucking & Sorcery, not Papers & Paychecks, and calculating exchange rates is not Fast! Fun! Furious! For convenience, all prices are listed in "$", which is an abstract measure of value. Assume that your character is paying (or being paid in) the appropriate local currency of equivalent value.
Selected Gear Notes
Weapon Properties
Awkward Size: This is not a listed property, but a GM interpretation based on conditions. Some weapons are particularly awkward to use in certain situations, such as swinging a broadsword in the cramped confines below decks of a sailing ship, or firing a full-sized musket from horseback or the front seat of a coach. In such situations, the GM may impose a -2 penalty on the attack roll. Shorter weapons (such as a musketoon rather than a musket) will avoid this awkward size penalty in many situations.
Parry +X: The weapon adds the listed bonus to the character's Parry score when used. A character using two weapons with a Parry bonus only gains a benefit from the highest value.
Armor Notes
Black powder weapons have made armor all but obsolete. Fighting leathers are sometimes still worn by street fighters, but heavier armors are becoming rare, and are only worn by soldiers on active duty. The same is true for shields other than bucklers. Characters who wear chain or plate armor, if they can even acquire it, can expect to be stopped and questioned by local authorities on a frequent basis.
Blackpowder Weapons
Moisture: Water is the worst enemy of gunpowder. Any time powder gets wet, roll 1d6 per shot. ON a roll of 4-6 for damp conditions (drizzling rain, wading through a deep stream), the shot is ruined. If the powder was soaked (heavy rain, swimming), each shot is ruined on a d6 roll of 2-6.
Overcharging: Both muskets and pistols may be “overcharged,” meaning the user puts an extra charge of powder in the shot. This adds an extra die of the same type to the weapon’s damage, but risks bursting the barrel. A roll of 1 on the character’s attack die (regardless of the Wild Die for Wild Cards) means it has burst the barrel of the weapon and ruined it permanently.
In addition to ruining the weapon, the blast causes 3d6 damage to the user.
Reloading: Reloading a blackpowder weapon is a time-consuming process, involving pouring powder down the barrel, then ramming down a ball and wadding. Unless the character has the Musketeer Edge or some other special ability, reloading a blackpowder weapon takes at least two full actions. The character may not take any other actions during that turn, and if he tries to move while reloading he must make an Agility roll or fumble the powder and shot.
Blunderbuss
These heavy guns have trumpet-shaped barrels that scatter shots in a deadly cone.
A blunderbuss must be loaded with three shots at once to gain its full effect—otherwise its statistics are the same as a pistol. When fully loaded, the blunderbuss fires a spread of shot, and so does more damage at close range where the spread is less and more of the shot hits the target. Farther away, the shot spreads more and causes less damage. Because of the increased chance of hitting someone due to the spread, the blunderbuss adds +2 to its user’s Shooting roll.
A blunderbuss does 1d6 damage at Long range, 2d6 at Medium range, and 3d6 at Short range. However, the weapon cannot be overcharged—they rely more on the spread of their shot than the power of the blast.
Grenade
Grenades comprise a charge of gunpowder encased in a metal shell, which fragments on detonation. They cause damage to everything
within a Medium Burst Template.
Horse Pistol
A horse pistol is a particularly large and heavy pistol designed to give cavalry the heaviest possible weapon that can be fired while leaving a hand free for the reins. Most cavalry carry a brace of these weapons.
Musketoon
A musketoon is a short-barreled musket. Less accurate than its full-length cousin, it was designed for close range fighting, such
as during boarding actions. The musketoon requires two hands to use, is fired like a musket, and cannot be used in close combat (except as a club).
Pocket Pistols
Pocket pistols, and the slightly larger overcoat pistols, are small, easily concealed firearms. The lock mechanism is located centrally to allow them to be drawn quickly but prevents accurate sighting along the barrel (and makes them more expensive to
produce).
A character using a pocket pistol cannot use the Aim maneuver—even those with the Marksman Edge receive no bonus.
Turn-Out Pistols
These pistols are an early form of breechloading firearms. Rather than shoving powder, wadding, and shot down the barrel, the firer unscrews the barrel and inserts the shot and powder directly into the firing chamber. This allows him to dispense with wadding and ramrod. In addition, the barrel is rifled for accuracy without affecting loading time.
Because of their unique method of loading, turn-out pistols do not benefit from the reduced reloading time granted by the Musketeer Edge.
Two-Barreled Pistol
The two-barreled pistol has two barrels and locks but only a single trigger. Pulling the trigger back halfway discharges the first barrel—further pressure fires the second.
Although this weapon doubles the wielder’s firepower it takes twice as long to reload compared with a single barreled pistol.
Both barrels may be discharged as a single action simply by squeezing the trigger hard. When double-fired both barrels must be aimed at the same target—roll two Shooting dice but only a single Wild Die.
Volley Gun
Volley guns are firearms with several barrels strapped together and rigged to fire all at once. Volley gun technology is in its infancy, but these weapons are still deadly. With six barrels set at different angles to help spread the shot, and a single trigger, this version of the volley gun is an all-or-nothing weapon. It takes so long to reload that, once fired, it is usually discarded until after the combat.
The firer places a Cone Template and makes a single Shooting roll. Every aware opponent beneath the template must beat the Shooting total with an Agility test or suffer 2d8 damage.
Hand Weapons
Broadsword
This long, heavy blade is clearly a military weapon, and carrying one is likely to cause the authorities to stop and question a character, even in areas where it isn't technically illegal for civilians to carry them. It has almost entirely been replaced by the rapier and the smallsword among civilians and the nobility, although cavalry still often use them.
Longsword
Also known as the hand-and-a-half sword or bastard sword, this weapon has a heavy blade four feet long or more, with a handle a foot long or more. It is designed to be used in various grips, either one or two handed. When wielded two-handed, a character may choose (as a free action at the start of his turn) to use it in an offensive or defensive grip. In an offensive grip, it grants +1 to damage. In a defensive grip, it grants +1 to parry. It is now widely considered obsolete, but some conservative soldiers and nobles still carry it.
Main Gauche
Many fighters use a secondary weapon to distract and parry. A main gauche is a short blade used for this purpose. When used in a character's off-hand, increase the Parry bonus of the primary melee weapon by +1.
Rapier
This sword has a long, thin blade, primarily designed for thrusting, although some rapiers also have a cutting edge. It is an elegant weapon, and has become the dominant side arm among the nobility of Circa 1646 Europe. It is almost universally considered a "civilian" weapon, and carrying one will attract the attention of the authorities only in the most repressive areas, unless the character otherwise appears shady, disreputable or suspicious.
Smallsword
This is a short, stiff thrusting blade. It has only recently been developed from the longer rapier form, and has become particularly popular in France. Its proponents consider it, and the fighting styles developed for it, to the pinnacle of the evolution of the sword. As with the rapier, it is considered a gentleman's weapon, and carrying one will usually not attract undue attention from the authorities.
Miscellaneous Goods
Certain goods are listed with a “+” after their price. For these items, quality improves the more a character spends. For instance, a standard $5 cutlery set is wooden. If he wants pewter or silver, the character can pay more. How much more is up to the GM.
Candle: A candle provides clear light in a Medium Burst Template for two hours. A candle blows out if the character holding it runs or is exposed to a strong wind.
Carriage: Every noble needs a carriage to avoid having to walk though the filthy streets. Acc/Top Speed: Acc. is half animal’s Pace. Top Speed is animal’s Pace + running; Toughness: 10(2); Crew: 1+6
Climbing Gear: This consists of a small pick, a small hammer, and spikes to drive into rock. It does not include rope.
Clocks: Clocks have been in use for some centuries, but at present, only pendulum clocks are available. These are designed to sit on mantlepieces, not be carried by gentleman. Pocket watches do exist, have only an hour hand, and are notoriously poor at keeping accurate time. They cost the same as a pendulum clock but weigh just 1 pound.
Clockworking Tools: This is a set of specialized pliars, tweezers, picks, hooks, and other precision tools. It is required to build and repair clockwork devices.
Dice, Weighted: This seemingly ordinary pair of dice is weighted. The user gets an additional +1 Gambling whenever he cheats at dice games.
Flask: A flask holds one pint of liquid. It has a waterproof cork stopper.
Grapple Gun: These are blunderbusses modified to fire a grappling hook and line to a distance of around 25” (50 yards).
A Shooting roll is required to accurately place the grapple. It has a range of 10/20/-. If it "hits", the hook has set and can hold up to 200 pounds of weight.
Grappling Hook and Line: A grappling hook is attached to a light line of variable length but usually no more than 15 yards in length. The user throws the hook just as if he were attacking a target. It has a range of 3/6/12. If it “hits,” the hook has set and can hold up to 200 pounds of weight.
Hammer, Pick, or Shovel: Very handy for mending things and burying treasure. Hammers can be used in combat as a small improvised weapons. Picks and shovels are medium improvised weapons.
Lantern: A lantern provides light in a Large Burst Template for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets combustibles alight.
Lantern, Bullseye: A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. There is a 50% chance the lantern breaks if dropped, as above.
Leather Satchel: Satchels are large enough to hold two large books (or anything else of similar size).
Lockpicks: A hero trying to pick a lock without these tools suffers a –2 penalty to his roll. Picking a clockwork lock requires clockwork tools.
Manacles: Prisoners can be shackled at the wrists or ankles (or both). Leg shackles reduce the prisoner’s Pace to 2, while wrist manacles prevent him using his hands. Both have Toughness 12.
Oil (1 pint): Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil alight. Lighting a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it’s best to light the fuse before a fight starts (a fuse stays alight for 10 minutes).
When thrown, the flask’s range is 3/6/12. Anything it hits is set alight on a d6 roll of 5-6, causing 1d10 damage per round.
Rope (10 yards): The rope can safely handle a weight of up to 300 pounds without worry. For every 50 pounds over that, roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain.
Scroll Case: Used to carry maps and other important documents, scroll cases are made of leather and can be made watertight by sealing the ends with pitch.
Torch (1 hour): A torch provides clear light in a Large Burst Template. Properly prepared torches last for one hour. Temporary torches can be made with some wood, rags, and 1 pint of oil for every 10 torches. These last half as long, however.
Waterskin: A waterskin holds 2 quarts of liquid and weighs 5 pounds when full.
Writing Equipment: The basic price covers a quill and a pot of ink. At higher costs, one gets multiple quills of better quality, several pots of ink (including different colors), and sticks of sealing wax.
Currency
Circa 1646 Europe has a number of different currencies in circulation, including English pounds, Venetian ducats, Dutch guilders, French livres, Papal States Scudos, Spanish gold escudos, German thalers, and Eastern European zloties. However, this is Swashbucking & Sorcery, not Papers & Paychecks, and calculating exchange rates is not Fast! Fun! Furious! For convenience, all prices are listed in "$", which is an abstract measure of value. Assume that your character is paying (or being paid in) the appropriate local currency of equivalent value.
Selected Gear Notes
Weapon Properties
Awkward Size: This is not a listed property, but a GM interpretation based on conditions. Some weapons are particularly awkward to use in certain situations, such as swinging a broadsword in the cramped confines below decks of a sailing ship, or firing a full-sized musket from horseback or the front seat of a coach. In such situations, the GM may impose a -2 penalty on the attack roll. Shorter weapons (such as a musketoon rather than a musket) will avoid this awkward size penalty in many situations.
Parry +X: The weapon adds the listed bonus to the character's Parry score when used. A character using two weapons with a Parry bonus only gains a benefit from the highest value.
Armor Notes
Black powder weapons have made armor all but obsolete. Fighting leathers are sometimes still worn by street fighters, but heavier armors are becoming rare, and are only worn by soldiers on active duty. The same is true for shields other than bucklers. Characters who wear chain or plate armor, if they can even acquire it, can expect to be stopped and questioned by local authorities on a frequent basis.
Blackpowder Weapons
Moisture: Water is the worst enemy of gunpowder. Any time powder gets wet, roll 1d6 per shot. ON a roll of 4-6 for damp conditions (drizzling rain, wading through a deep stream), the shot is ruined. If the powder was soaked (heavy rain, swimming), each shot is ruined on a d6 roll of 2-6.
Overcharging: Both muskets and pistols may be “overcharged,” meaning the user puts an extra charge of powder in the shot. This adds an extra die of the same type to the weapon’s damage, but risks bursting the barrel. A roll of 1 on the character’s attack die (regardless of the Wild Die for Wild Cards) means it has burst the barrel of the weapon and ruined it permanently.
In addition to ruining the weapon, the blast causes 3d6 damage to the user.
Reloading: Reloading a blackpowder weapon is a time-consuming process, involving pouring powder down the barrel, then ramming down a ball and wadding. Unless the character has the Musketeer Edge or some other special ability, reloading a blackpowder weapon takes at least two full actions. The character may not take any other actions during that turn, and if he tries to move while reloading he must make an Agility roll or fumble the powder and shot.
Blunderbuss
These heavy guns have trumpet-shaped barrels that scatter shots in a deadly cone.
A blunderbuss must be loaded with three shots at once to gain its full effect—otherwise its statistics are the same as a pistol. When fully loaded, the blunderbuss fires a spread of shot, and so does more damage at close range where the spread is less and more of the shot hits the target. Farther away, the shot spreads more and causes less damage. Because of the increased chance of hitting someone due to the spread, the blunderbuss adds +2 to its user’s Shooting roll.
A blunderbuss does 1d6 damage at Long range, 2d6 at Medium range, and 3d6 at Short range. However, the weapon cannot be overcharged—they rely more on the spread of their shot than the power of the blast.
Grenade
Grenades comprise a charge of gunpowder encased in a metal shell, which fragments on detonation. They cause damage to everything
within a Medium Burst Template.
Horse Pistol
A horse pistol is a particularly large and heavy pistol designed to give cavalry the heaviest possible weapon that can be fired while leaving a hand free for the reins. Most cavalry carry a brace of these weapons.
Musketoon
A musketoon is a short-barreled musket. Less accurate than its full-length cousin, it was designed for close range fighting, such
as during boarding actions. The musketoon requires two hands to use, is fired like a musket, and cannot be used in close combat (except as a club).
Pocket Pistols
Pocket pistols, and the slightly larger overcoat pistols, are small, easily concealed firearms. The lock mechanism is located centrally to allow them to be drawn quickly but prevents accurate sighting along the barrel (and makes them more expensive to
produce).
A character using a pocket pistol cannot use the Aim maneuver—even those with the Marksman Edge receive no bonus.
Turn-Out Pistols
These pistols are an early form of breechloading firearms. Rather than shoving powder, wadding, and shot down the barrel, the firer unscrews the barrel and inserts the shot and powder directly into the firing chamber. This allows him to dispense with wadding and ramrod. In addition, the barrel is rifled for accuracy without affecting loading time.
Because of their unique method of loading, turn-out pistols do not benefit from the reduced reloading time granted by the Musketeer Edge.
Two-Barreled Pistol
The two-barreled pistol has two barrels and locks but only a single trigger. Pulling the trigger back halfway discharges the first barrel—further pressure fires the second.
Although this weapon doubles the wielder’s firepower it takes twice as long to reload compared with a single barreled pistol.
Both barrels may be discharged as a single action simply by squeezing the trigger hard. When double-fired both barrels must be aimed at the same target—roll two Shooting dice but only a single Wild Die.
Volley Gun
Volley guns are firearms with several barrels strapped together and rigged to fire all at once. Volley gun technology is in its infancy, but these weapons are still deadly. With six barrels set at different angles to help spread the shot, and a single trigger, this version of the volley gun is an all-or-nothing weapon. It takes so long to reload that, once fired, it is usually discarded until after the combat.
The firer places a Cone Template and makes a single Shooting roll. Every aware opponent beneath the template must beat the Shooting total with an Agility test or suffer 2d8 damage.
Hand Weapons
Broadsword
This long, heavy blade is clearly a military weapon, and carrying one is likely to cause the authorities to stop and question a character, even in areas where it isn't technically illegal for civilians to carry them. It has almost entirely been replaced by the rapier and the smallsword among civilians and the nobility, although cavalry still often use them.
Longsword
Also known as the hand-and-a-half sword or bastard sword, this weapon has a heavy blade four feet long or more, with a handle a foot long or more. It is designed to be used in various grips, either one or two handed. When wielded two-handed, a character may choose (as a free action at the start of his turn) to use it in an offensive or defensive grip. In an offensive grip, it grants +1 to damage. In a defensive grip, it grants +1 to parry. It is now widely considered obsolete, but some conservative soldiers and nobles still carry it.
Main Gauche
Many fighters use a secondary weapon to distract and parry. A main gauche is a short blade used for this purpose. When used in a character's off-hand, increase the Parry bonus of the primary melee weapon by +1.
Rapier
This sword has a long, thin blade, primarily designed for thrusting, although some rapiers also have a cutting edge. It is an elegant weapon, and has become the dominant side arm among the nobility of Circa 1646 Europe. It is almost universally considered a "civilian" weapon, and carrying one will attract the attention of the authorities only in the most repressive areas, unless the character otherwise appears shady, disreputable or suspicious.
Smallsword
This is a short, stiff thrusting blade. It has only recently been developed from the longer rapier form, and has become particularly popular in France. Its proponents consider it, and the fighting styles developed for it, to the pinnacle of the evolution of the sword. As with the rapier, it is considered a gentleman's weapon, and carrying one will usually not attract undue attention from the authorities.
Miscellaneous Goods
Certain goods are listed with a “+” after their price. For these items, quality improves the more a character spends. For instance, a standard $5 cutlery set is wooden. If he wants pewter or silver, the character can pay more. How much more is up to the GM.
Candle: A candle provides clear light in a Medium Burst Template for two hours. A candle blows out if the character holding it runs or is exposed to a strong wind.
Carriage: Every noble needs a carriage to avoid having to walk though the filthy streets. Acc/Top Speed: Acc. is half animal’s Pace. Top Speed is animal’s Pace + running; Toughness: 10(2); Crew: 1+6
Climbing Gear: This consists of a small pick, a small hammer, and spikes to drive into rock. It does not include rope.
Clocks: Clocks have been in use for some centuries, but at present, only pendulum clocks are available. These are designed to sit on mantlepieces, not be carried by gentleman. Pocket watches do exist, have only an hour hand, and are notoriously poor at keeping accurate time. They cost the same as a pendulum clock but weigh just 1 pound.
Clockworking Tools: This is a set of specialized pliars, tweezers, picks, hooks, and other precision tools. It is required to build and repair clockwork devices.
Dice, Weighted: This seemingly ordinary pair of dice is weighted. The user gets an additional +1 Gambling whenever he cheats at dice games.
Flask: A flask holds one pint of liquid. It has a waterproof cork stopper.
Grapple Gun: These are blunderbusses modified to fire a grappling hook and line to a distance of around 25” (50 yards).
A Shooting roll is required to accurately place the grapple. It has a range of 10/20/-. If it "hits", the hook has set and can hold up to 200 pounds of weight.
Grappling Hook and Line: A grappling hook is attached to a light line of variable length but usually no more than 15 yards in length. The user throws the hook just as if he were attacking a target. It has a range of 3/6/12. If it “hits,” the hook has set and can hold up to 200 pounds of weight.
Hammer, Pick, or Shovel: Very handy for mending things and burying treasure. Hammers can be used in combat as a small improvised weapons. Picks and shovels are medium improvised weapons.
Lantern: A lantern provides light in a Large Burst Template for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets combustibles alight.
Lantern, Bullseye: A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. There is a 50% chance the lantern breaks if dropped, as above.
Leather Satchel: Satchels are large enough to hold two large books (or anything else of similar size).
Lockpicks: A hero trying to pick a lock without these tools suffers a –2 penalty to his roll. Picking a clockwork lock requires clockwork tools.
Manacles: Prisoners can be shackled at the wrists or ankles (or both). Leg shackles reduce the prisoner’s Pace to 2, while wrist manacles prevent him using his hands. Both have Toughness 12.
Oil (1 pint): Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil alight. Lighting a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it’s best to light the fuse before a fight starts (a fuse stays alight for 10 minutes).
When thrown, the flask’s range is 3/6/12. Anything it hits is set alight on a d6 roll of 5-6, causing 1d10 damage per round.
Rope (10 yards): The rope can safely handle a weight of up to 300 pounds without worry. For every 50 pounds over that, roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain.
Scroll Case: Used to carry maps and other important documents, scroll cases are made of leather and can be made watertight by sealing the ends with pitch.
Torch (1 hour): A torch provides clear light in a Large Burst Template. Properly prepared torches last for one hour. Temporary torches can be made with some wood, rags, and 1 pint of oil for every 10 torches. These last half as long, however.
Waterskin: A waterskin holds 2 quarts of liquid and weighs 5 pounds when full.
Writing Equipment: The basic price covers a quill and a pot of ink. At higher costs, one gets multiple quills of better quality, several pots of ink (including different colors), and sticks of sealing wax.