This sort of thing is not available in Rustgate |
ARMOR
Anyone can wear armor of any kind that they have the Strength for. Armor Skill gets rid of Penalties as detailed in the appropriate skills post. Wizards should consider the Weapons Training skill-set if they would like to wear armor.AC | Description | Price | Min STR | Penalty |
8 | Piecemail armor, woven fiber armor, Padded Armor,Soft Leather (Light) | 15 GP | 5 | None |
7 | Hard Leather Armor, Studded Armor, Ring-mail (Light) | 30 GP | 6 | -1 hit / AC 8 |
6 | Shell/Chitin Armor, Scale (leather/light), Half Cuirass( Light) | 40 GP | 9 | -1 hit / AC 7 |
5 | Chainmail, Heavy Scale, Plate Cuirass, Brigandine (Heavy) | 80 GP | 11 | -1 hit /AC 6 |
4 | Splint, Banded, Heavy/Reinforced Chain or Mirror Armor (Heavy) | 150 GP | 13 | -2 hit /AC 5 |
3 | ½ Plate, Plate and Heavy Scale, Plate-Mail (Heavy) | 1200 GP | 13 | -3 hit/ AC 4 |
-1 | Shield – Light metal, Leather, Chitin, Wood or Woven shield | 10GP | 5 | N/A |
-1* | Heavy Shield – Metal, Hardwood | 30 GP | 11 | N/A |
N/A | Helmet – Various metal or leather helmets** | 15 GP | N/A | N/A |
* -2 vs. Missles
** Grants an additional saving throw
when something smacks you in the head or you fall.
Min STR – If you lack the Strength to
use the armor all rolls are at -4 and AC is two levels lower. For
flailsnails PC's these rules and the Penalties will apply if you're
buying armor aboard the Apollyon or it seems appropriate (i.e. you've
played several sessions, have leveled up etc).
Penalty – (See this post for detailson Fighter Skills) For native PC's without the appropriate armor
skill there are penalties associated with wearing armor one lacks
training in. Generally this means wearing armor you can use is more
effective than wearing armor you can't but which is heavier.
Note on Weapons and armor: Bronze
weapons are favored and cost 1.5 times as much as they do not corrode
or rust in the awful damp environment of the Apollyon. Silver
Weapons cost 10 x normal and take a session to forge. Magic armor is
assumed to have no strength requirements or use penalties.
MELEE WEAPONS
Description | Price | Min STR | 1 or 2 HD? | DMG |
Sword, Scimitar, Morningstar, Large Axe | 25 GP | 11 | 1 HD | 1D8 |
Mace, Hammer, War-Crowbar, Short Sword, Short Spear, Bayonet | 15 GP | 7 | 1 HD | 1D6 |
Dagger, Brass Knuckles, club, blackjack | 5GP | 5 | 1 HD | 1D4 |
Rapier, Small Sword, Katana (fine sword) | 100GP | 7 | 1 HD | 1D8 |
Battle Axe, Two Handed Sword, Maul* | 55 GP | 13 | 2 HD | 1D10 |
Polearm, Pike * + | 25 GP | 9 | 2 HD | 1D10 |
+ May attack from 2nd Rank.
MISSILE WEAPONS
Description | Price | Min STR | Range S/M/L |
DMG |
Throwing Knife, Throwing Steel | 5 GP | N/A | 10'/20'/30' | 1D4 |
Light Crossbow/Spear Gun (pneumatic)* | 35 GP | 11 | 30'/50'/80' | 1D6 |
Heavy Crossbow/Spear Gun (torsion)* | 80 GP | 16 | 45'/60'/100' |
1D8 |
Shortbow | 50 GP | 8 | 30'/50'/80' | 1D6 |
Longbow/Compound Bow | 100 GP | 14 | 45'/80'/150' |
1D8 |
Javelin, Throwing Axe, Harpoon, Spear | 10 GP | 8 | 15'/25'/35' |
1D6 |
Arrows or Bolts x 30 | 10 GP | N/A | N/A | |
Quiver ** | 5 GP | N/A | N/A |
* May be used is below minimum strength
but will require a Goatsfoot or Cranequin to reload, and this takes a
round.
** Without a quiver reloading takes an
extra round unless the player spends a round sticking arrows into the
ground and doesn't move from their firing position.
Guns
Guns are in loud,
smells and tend to do no more damage than other missile weapons,
except they are very handy in close quarters, have almost no strength
requirements and hit for exploding damage. That is if a gun rolls
maximum damage an additional damage dice may be rolled. This is why
certain highly penetrating weapons such as bolt action rifles do
multiples of D4 damage rather than a single die, the wound is almost
guaranteed to be nasty.
Firearms come in
three varieties Low Technology, Medium Technology and High
Technology. Low technology weapons are the most easily available and
are almost universally muzzle loading requiring extra time to load.
Medium Technology Weapons are harder to find and are cartridge
firing. High Technology Weapons cannot be made by the current
engineers of Sterntown and begin at clip fed automatic weapons.
Description | Price | Min STR | Range S/M/L |
DMG |
Wheelock or Flintlock Pistol + | 50 GP | N/A | 15'/30'/50' |
1D8 |
Matchlock or Musket * + | 150 GP | N/A | 45'/100'/150' |
1D10 |
Blunderbuss/Shotgun(muzzle loading) + | 150 GP | N/A | 10'/20'/30' |
1D10 |
Shot and powder for 10 shots | 15 GP | N/A | 1D6 | |
Powder Horn, Cartridge case, bullet kit ** | 100 GP | N/A | 1D8 |
* This is a long gun and may have a
bayonet attached. Seating a bayonet takes 1 round, but firing while
it is attached gives a -1 to hit. Bayonets effectively turn the rifle
into a short spear.
+ Muzzle Loading Weapons are slow to
fire and lower velocity, they take 2 rounds to reload (can be reduced
by gun skill).
Description | Cost |
Light Sources | |
Torch – Burns for an hour x4, 40' Light | 1GP |
Lamp – Burns of 4 Hours, directional, 60' Light with Shutters | 15 GP |
Glow Kelp – Glows when crushed for 2 Days, 20' Light (Green) | 6 GP |
Flask of Lamp Oil – fills lamps - Range 20'/30'/50' (M), burns 1D6/1d6 | 1 GP |
Oil Bomb, fused, highly combustible – Range 30' | 5 GP |
Tools | |
Pick, Shovel or Crowbar (-1 Hit Damage 1D6) | 2 GP |
10' Pole | 1 GP |
10' Rope | 5 GP |
Grappling Hook | 15 GP |
Pitons, climbing gear, and harness (1 person) | 25 GP |
Iron Spikes x 5 | 1 GP |
Mallet and Stake | 1 GP |
Camouflage or Bug Netting (10' x 10') | 10 GP |
Thieves Tools (Picks, glass cutter, blackening, 10' wire) | 30 GP |
Fishing Kit (line, hooks, pole, hand net, lures, flies) | 5 GP |
Containers | |
Canvas Backpack
|
5 GP |
Leather Backpack
|
15 GP |
Small Sack
|
1 GP |
Large Sack
|
1 GP |
Waterproof Backpack
|
30 GP |
Waterproof Small Sack
|
5 GP |
Steel or Glass jar (Waterproof –
1 Gallon)
|
3 GP |
“Potion” bottle/test tube
|
1 GP |
Bug Spray | |
Moon Bane herbs (rumored to help
with lycanthropes)
|
15 GP |
Infernal Shells (rumored to delay
outsiders – mildly magic)
|
60 GP |
Holy Water (Holy to Ship Spirits -
effects crawling death)
|
25 GP |
Holy Water (Holy to the Queen –
effects undead)
|
30 GP |
Holy Symbol (appropriate material)
|
30 GP |
Mirror, Glass
|
5 GP |
Mirror, Metal (Silver)
|
30 GP |
Sick Lichen (Mild Ingested Poison –
1D6 damage or save)
|
15 GP |
Garlic
|
10 GP |
Food and Drink | |
Wineskin+
|
2 GP |
Hard Liqour – Bottle+
|
5 GP |
Beer – Growler (bring own
bottle)+
|
1 GP |
Iron Rations (Dog Jerky, Kelp Loaf,
Sea Nuts) 1 week supplies
|
15 GP |
Rations (Sea Frond, Fungus Flour,
Rat) 1 week supplies (need fire to prepare).
|
5 GP |
Fine Rations (Mushrooms steaks,
Giant Pigeon, Meat/seaweed Tarts, Chocolate) 1 week supplies (Need
fire to prepare)
|
40 GP |
Mad Kelp (Mild Smoked
Drug/anesthetic/stimulant - addictive) 3 doses*
|
15 GP |
Laudanum (Intense Ingested
drug/anesthetic - highly addictive) 3 doses**
|
100 GP |
+ A belt of alcohol will rejuvenate
some HP (mostly the insubstantial kind) at a rate of 1D4 per drink (1
times max a session and can be had during battle – takes 1 round).
Bandaging also has this effect after battle or when someone spends
time working on a fallen ally.
*Mad Kelp will stop shock and stabilize
a dying person 25% of the time for 1D10 turns per dose.
**Laudanum is an effective painkiller
for surgery and to prevent shock 75% of the time. It is effective
for 4D6 turns per dose, but more than 3 doses in a 24hr period are
likely to be leathal.
Note: Upkeep in Rustgate is cheap –
A space in a shack rents at 1 GP a week and food tends to run about a
GP 1 Day – figure 10 GP a week total for food, shelter and
sundries.
There is once nice inn in the
Rustgates – The Gilded Exile (Sign appears to be a mummy previously
dipped in brass) where a night of food, drink and a private room run
80 GP, the owners can also arrange contact with dealers in
unwholesome pleasures.
no harpoon gun?
ReplyDeleteHarpoon guns are as Heavy Crossbow - thanks for reminding me.
Delete