|
Gear
Jul 1, 2012 20:38:52 GMT -5
Post by gamedave on Jul 1, 2012 20:38:52 GMT -5
Clockwork Device Notes
What is "Clockpunk?" Swashbuckling & Sorcery has as one of its main themes, along with the titular two, "clockpunk." To paraphrase the Source of All Knowledge (Wikipedia), "clockpunk" is extrapolating spring and clockwork technology to a fantastical or anachronistic, retro-futuristic level. Clockpunk takes what was the ultra-advanced, cutting edge technology of the 17th century, clockwork gears and springs, and uses it as a base to imagine all sorts of fantastical devices.
Note that this is not steampunk, a related genre with which players may be more familiar. Steam power simply does not exist in Circa 1646 Europe, any more than it did in the real Europe of 1646. Clockpunk gizmos rely on the stored mechanical powers of springs and the leverage advantage of complex gearing, not coal-fired boilers supplying steam power.
Also, keep in mind the general technological level of Circa 1646 Europe. The standard infantry arm is the smooth-bore, muzzle-loaded, black powder musket. Rifling the barrel pushes the limits of the material engineering of the time, and in the real world was only used for specialist weapons or partially successful experiments like the turn-out pistol (in the real world, probably invented c. 1640). From the perspective of 1646, a compact, multi-shot weapon using a single barrel would be similar to a weapon firing electrothermal caseless smart rounds in 2012.
Malfunctions Clockwork devices are extremely complex and fragile, depending on precisely aligned springs, levers, and gears. They are prone to malfunctions due to direct damage, extreme changes in temperature and humidity, excessive jostling, or simple mechanical fatigue.
Anytime a character uses a clockwork device and the result of the Trait die is a 1 (regardless of the Wild Die), the device malfunctions in some way, typically jamming. It cannot be used until it is repaired.
If a character tries to repair a clockwork device in combat or a similar "critical" situation, she must make a Repair roll at -2. This takes a full action, and she cannot take another action or even move during the same turn. If she has the Tinkerer Edge, she may move her Pace, but may not run or take any other action. On a success, the device is repaired. On a failure, she makes no progress, but may try again. If the skill die is a 1 AND the result is a failure (the Wild Die also fails, for Wild Cards), the device flies apart, and must be repaired outside of combat as with the Knowledge (clockwork) skill.
Outside of combat, repairing a malfunctioning clockwork device takes a successful Repair roll (no penalty) and at least 10 minutes of work, possibly several hours, depending on how complex the device is. A 1 on the skill die and an overall failure still causes the device to fly apart. A Tinkerer can automatically repair a simple malfunction, given sufficient time and favorable conditions. For a device that has flown apart, a trained character must make a Knowledge (clockwork) roll to repair it. On a failure, the character has wasted time but may continue to try as long as time and conditions permit. On a critical failure, the device is well and truly busted, and must be rebuilt by an Inventor (a generous GM may allow the Inventor to "purchase" such a device at 1/4 rather than 1/2 cost to reflect a partial rebuild rather than a build from scratch).
Automated Skill Checks Some clockwork devices substitute their own skill for the user's skill. In this case, roll the device's skill, along with a Wild Die if the user is a Wild Card. A 1 on the device's skill roll still indicates a malfunction. A GM may allow a character with the Tinkerer Edge to use his own skill to assist the device in some circumstances, but the user's skill is generally irrelevant. The device usually does all the work - that's the whole point.
|
|
|
Gear
Jul 22, 2012 17:35:27 GMT -5
Post by gamedave on Jul 22, 2012 17:35:27 GMT -5
Clockwork Devices ClockpickThis ingenious mechanism resembles a pocket pistol, with a pick-and-lever set in place of a barrel, and a clockwork mechanism in place of a lock. It can be used to automatically pick normal (but not clockwork) locks, using the clockpick's Lockpicking skill of d6+2. Weight: 5. Cost: 500. Advanced ClockpickA more sophisticated version of the clockpick, this device has a Lockpicking skill of d10+2. Weight: 6. Cost: 2000. Clockwork FirearmsThese firearms uses a complex system of gears and levers with a rotating drum to enable a user to fire multiple shots from a single barrel before needing to reload. Since they are breech-loading, they also normally have rifled barrels, and enhanced range and penetration. Due to the delicate clockwork mechanisms, they have a smaller powder load than similarly sized blackpowder weapons. Overcharging them is technically possible, but blows apart the clockwork mechanism (treat as rolling a 1 on the Repair skill die, with an additional -2 to the Knowledge (clockwork) roll to put it back together). Type | Range | Damage | Cost | Weight | Shots | Min Str | Notes | Clockwork Pistol | 10/20/40 | 2d6 | 1000 | 6 | 6 | - | AP 3, 1 action to reload per chamber | Clockwork Rifle-Musket | 15/30/60 | 2d8 | 2000 | 12 | 6 | d6 | AP 4, 1 action to reload per chamber |
Clockwork GunsightThis device uses an adjustable group of lenses and reticles, with dials to adust for windage, elevation, and speed. It requires a Knowledge (clockwork) roll to properly mount and calibrate it. Using it requires a full action, during which the character may not move, and a successful Smarts roll. The character must then take the Aim maneuver. A character may also attempt to sight in his target as part of the Aim maneuver with a -2 multiaction penalty. On a success, the gunsight reduces range penalties by 2 (to 0 for medium range and -2 for long range). Weight: 3. Cost: 500 Clockwork Grapple GunThis device is similar to an ordinary grapple gun. It has a rifled barrel and can be fitted with either a spike or a standard grapple. It has a spool and ratchet mechanism attached to it, allowing it be used like a clockwork harness (see below) as long as the character can hold on to the gun. Doing so requires a Strength check every round to hang on. The spike or grapple can also be attached to the cable from an actual clockwork harness, which gives it a longer line and a safer ascent (no Strength check to hang on). Weight: 20. Cost: 1000. Clockwork HarnessThis device consists of a spool of steel wire cable (50"/100 yards) on a spool and a clockwork ratchet mechanism, mounted on the back of a harness. It is usually used as an automated descender. The character takes an action to emplace steel spikes attached to one end of the wire cable in the ground, on a wall, etc., of an elevated location. He then jumps off the edge, and the clockwork in the harness regulates the speed of his descent, using its Climb skill of d6+2. It can also be used as an automated ascender, if the user has a method of emplacing the steel spikes from a distance. In either case, it is good for only one use, after which the wire cable and spring mechanisms must be manually re-wound. The clockwork harness can easily support 200 pounds of weight - more may strain it, or cause the line to snap, as the GM finds dramatically appropriate. The harness can be worn hidden under bulky clothing with a Stealth roll at -2 (using normal Stealth rules for active and passive guards). Weight: 20. Cost: 1000. Clockwork LoaderThis small device holds six complete rounds of shot, charge, and wadding, and may be used to quickly reload a clockwork firearm. With a successful Repair roll, all six chambers of a clockwork firearm may be reloaded with a single full action. The clockwork loader must be pre-loaded with either pistol or musket charges - a musket loaded with pistol charges only inflicts 2d6 damage, while a pistol loaded with musket charges explodes! Loading a clockwork loader takes two full actions per shot. Weight: 2 (3 when fully loaded). Cost: 250 (plus the cost of shot and powder). Mariner's LanternThis remarkable item is not actually a clockwork device (and so does not suffer from Malfunctions), but counts as such for purposes of the Inventor Edge. Despite looking like a normal bullseye lantern, this lantern is of incredible construction. It is watertight, and so cannot be blown out, even in a storm and continues to work when underwater. The lantern can shine for just half an hour beneath the waves and uses a pint of oil in this time. Penalties due to poor lighting are reduced by 1 underwater due to the light shed by the lantern. Refilling the device underwater is not possible. Weight: 3. Cost: 300. OrnithopterBased on the designs of the legendary Leonardo da Vinci, this incredible device is a set of wings which enable the wearer to fly! Or at least glide. Or possibly crash. But try to be positive. You can fly! A character strapped into an ornithopter normally has to use both hands (and arms) to control and power it. He may attempt to simply glide 1d4" in a random direction while taking an action (and remember Unstable Platform penalties!). This requires an Agility roll as a free action. Failure results are the same as a failed flight attempt (see below). As an action, a character in an ornithopter can make an Agility roll each round to fly at a Pace of 6" with a Climb of -2. On a failure, he goes Out of Control (SWD 100-101) and loses 1d6" of altitude. On a critical failure, he plunges straight into the ground! That's in addition to the Malfunction. Good luck and Godspeed! Weight: 100 (does not count as Encumbrance while actually in flight). Cost: 2000. Spring HolsterIn Circa 1646 Europe, few people bother with holsters for their pistols, preferring to simply stick them in their belts. This device may cause many to rethink that preference - or reinforce it. A character with a Spring Holster may make an Agility check as a free action to trigger it. On a success, the pistol springs into the character's hand, who may fire it without penalty. On a failure, the pistol springs past the butter-fingers grip of the user, and lands 1d4" away in a random direction. Weight: 3. Cost: 500. Spring-Loaded Sleeve HolderThis ingenious clockwork device incorporates a spring and slide assembly that instantly pops a pocket pistol, dagger, or other small item into a character's hand. It requires an Agility roll as free action to trigger. A failure indicates the spring fails to deploy, but can be re-tried next turn (unless the failure was also a Malfunction). It's still obvious that the character was trying to do something odd and possibly hostile. A spring-loaded sleeve holder can be concealed up a loose sleeve with a successful Stealth roll (use the normal Stealth rules for Active and Passive guards to see if anyone spots it). Weight: 2. Cost: 1000.
|
|
|
Gear
Aug 14, 2012 8:53:05 GMT -5
Post by gamedave on Aug 14, 2012 8:53:05 GMT -5
ALCHEMICAL ITEMS
The alchemists of Circa 1646 Europe concoct a number of marvelous compounds. A few of these compounds are detailed below. Any character with the Alchemist Arcane Background may “purchase” these items at half cost; this usually indicates the cost of materials for the alchemist to concoct the item himself, but may also reflect using his contacts among fellow alchemists to obtain a professional discount. Since these items all require the efforts of a skilled alchemist and rare alchemical reagents, prices may vary wildly, and many items may simply be unavailable. Any non-alchemist must check with the GM before purchasing any of these items.
“Unbreakable” Rope: Despite claims to be woven from the hair of virgins or angels, this rope is alchemically treated and is simply sturdier than most rope on the market. It can hold 1500 pounds with ease, instead of 300. Weight: 15. Cost: $40.
Extra-Fine Gunpowder: Gunpowder must be ground to a specific coarseness to be effective. Too fine, and the powder explodes in the weapon. Too coarse, and it merely fizzles. This spe¬cially blended gunpowder increases the range brackets of blackpowder weapons and cannons by 50%. Weight: -. Cost: +$5 per shot.
Herbal Remedy: Some who were given this brew are unsure whether it is a miracle or witchcraft. In fact, it’s just a herbal potion using natural ingredients. When drunk by someone suffering from disease, it allows him to make an immediate Vigor roll. If successful, he is cured. Only one dose may be drunk each day—subsequent doses having no effect. Weight: 1. Cost: $50
Tonic Drink: Another alchemical remedy, drinking a dose of tonic immediately removes one Fatigue level. Only one dose an hour can be drunk—subsequent doses having no effect. Weight: 1. Cost: $80
Healing Salve: Healing salve isn’t a miracle cure, but it does stop infection and aid recovery from wounds. Used every day for 5 days, the salve grants a patient +2 to natural Healing rolls. If used within the “golden hour”, it enables a character to make an immediate natural Healing roll, with no bonuses (or penalties, other than from wound modifiers). Only one healing salve per day may be used for immediate effect, and only one per five days for long term healing—subsequent doses having no effect. A character may use one dose for immediate healing and another for long term healing for the same wounds, however. Weight: 1. Cost: $300.
Poison Antidote: As with the herbal remedy, this is a natural concoction brewed by alchemists of Circa 1646 Europe. When drunk by someone suffering from the effects of poison, it allows him to make an immediate Vigor roll. If successful, he is cured. Only one dose may be ingested each day—subsequent doses having no effect. Weight: 1. Cost: $100.
Waterproof Clothes: This seemingly normal set of clothes has been treated by alchemists with a special wax and is completely waterproof. The wearer gains +1 to Swimming rolls because the clothes don’t become waterlogged and the wax allow effortless swimming. Weight: -. Cost: +$80.
Flashpowder Bombs: These glass spheres are about the size of a tennis ball. They contain a yellow liquid which flares brightly on contact with air. Flashpowder bombs have a range of 3/6/12 and are treated as a thrown Area-Effect weapon. On impact, they fill a Medium Burst Template with blinding light. Everyone under the template must make an Agility roll (–2) to shield their eyes or be Shaken. Weight: 1. Cost: $30.
|
|
|
Gear
Aug 14, 2012 9:29:11 GMT -5
Post by gamedave on Aug 14, 2012 9:29:11 GMT -5
Rules Clarification Use of Firearms as Hand Weapons
Firearms are primarily designed for use as firearms, not as weapons in hand to hand combat. However, they may be put to such a use in a pinch.
Muskets (including rifle-muskets) are fairly robust items, and large enough to be quite effective at parrying actual hand weapons. A character carrying a musket is considered armed, and may use it to make attacks with the butt of the musket for Str+d4 damage. When a bayonet is attached to a musket, it becomes a more formidable weapon, and gains +1 Reach and Parry +1. In either case, it requires two hands to use effectively.
Blunderbusses, musketoons, and volley guns are too short or unwieldy to make very effective hand weapons. They count as improvised weapons, inflict Str+d4 damage with the butt, have -1 to attack and Parry, and require two hands to use.
Pistols (including horse pistols, turn-out pistols, and two barrel pistols, but not pocket pistols) are too small and unwieldy to be of much use. A character armed only with a pistol is considered unarmed against hand weapons. A character may "pistol-whip" an opponent for Str+1 damage, but this is an improvised weapon attack, and has a -1 to the attack roll.
If a character reverses his grip (a free action that can be executed once per turn on his action) to hold the pistol by the barrel and wield it as a club, it becomes an improvised weapon, inflicting Str+d4 damage, with a -1 to attack and Parry.
The butt of a pistol handle may be reinforced with a metal cap to produce a marginally effective hand weapon. Such a reinforcement costs $50, does not add appreciable weight to the weapon, and makes a pistol held by the barrel into an effective club, inflicting Str+d4 damage.
A pocket pistol is simply too small to be of any use as a hand weapon.
Clockwork firearms are too fragile to be effectively used as hand weapons. If a character decides to use such a delicate and expensive piece of precision equipment as a crude club, use the rules above, but the weapon automatically becomes broken, as if the character had rolled a 1 on her Shooting die.
NOTE: The above rules are actually fairly cinematic. In real life, someone armed only with a musket is at a massive disadvantage against a sword-wielding opponent in close combat, and would be concentrating on just fending off his attacker, without being able to effectively counter-attack. Pistol-whipping is probably actually more effective in real-life, but only if targeting vulnerable areas. Pistol-whipping the skull can induce potentially fatal skull fractures, but it's virtually impossible to get enough leverage to inflict much damage with a blow to the torso. The reverse pistol grip was actually used historically, and many blackpowder pistols were specifically designed to be used as clubs, but doing so often damaged the flintlock mechanism or even warped the barrel. The same was true when using a musket as a club. Long story short: firearms are great at range, but there's a reason why bayonets exist, and why swords were considered practical military weapons as late as World War I.
|
|