Rustgate Living
As Part of my new campaign of HMS Apollyon exploration I've decided to modify my price lists and downtime actions. Below are housing options and a list of equipment. It is worth noting that each of the Factions in Sterntown can provide their adherents with better equipment at a lesser price, as well as specialty items.
Life
is cheap in the Rustgates, both in the sense that there is little protection
for those without patrons or money to buy protection, and in that an individual
can survive relatively cheaply eating from the various food vendors and gin
shops while buying space in one of the many flophouses. This sort of lifestyle, revolving around
substance abuse, bad food and the constant threat of casual violence is not
especially healthy, but its worst elements can be mitigated by spending
gold.
Each
Expense Below has two categories Residence/Dining a character may spend money
on each category, in addition to an actual carousing. The categories are
cumulative, thus a session where the character runs out of money and lives like
a hobo during the downtime means that next session they will have -2 HP per Hit
Die. Conversely a week of the high life
might cost 1,000 GP but it allows the character to reroll twice in the next session.
Many
factions provide their members with at least the basic level of sustenance
during downtime. For example, any member
of the Scavenger’s Union may sleep in its barracks (a flophouse) for free
between sessions, but their food expenses are not covered, while Vory members
are often asked to pay a vig of 10% - 25%
of their earnings for housing and food up to the Boarding House level.
Downtime Expense
|
Cost
|
Effect
|
Sleeping
Rough/Dumpster Diving
|
None
|
- 1 HP/per HD (minimum
1 HP)
|
Bar Floor/ Booze and
Snacks
|
5
GP
|
None
|
Flophouse/Noodle
Shops
|
15
GP
|
+ 1 HP
|
Boarding House/
Hearty Food
|
50
GP
|
+ 1 to Saving Throws
|
Private Room /Fine
Dining
|
100
GP
|
+1 HP/per HD
|
Sybaritic
Luxury/Strange Drugs
|
500
GP
|
+1 Reroll
|
Equipment
Equipment
may be purchased in the Rust Gates or the other bazaars of Sterntown, but this
is simple, frequently worn out, often shoddy and generally overpriced. The same craftsmen generally supply their
finer equipment to the armories and stockpiles of the various factions aboard
the Apollyon who provide it or sell it to their partisans. General adventuring equipment is also readily
available, but tend to be priced higher, as when vendors see scavengers
(generally deemed to be both spendthrift and moderately wealthy) the prices for
even mundane items go up. Most
scavengers try to find patronage with local organizations (criminal, civic,
religious or financial) fairly quickly to cut their downtime costs.
R
Melee
Weapons
|
Modifiers
|
Cost
|
Cudgel
|
|
5
|
Dagger
|
Close
|
10
|
Whip
|
Light/Entangling
|
10
|
Cestus/spiked
knuckles
|
Close
|
10
|
War crowbar/military
pick
|
Piercing
|
20
|
Spear/trident
|
Reach
|
20
|
Ball and Chain
|
Entangling
|
20
|
Boarding axe
|
Cleaving
|
20
|
Mace
|
Piercing
|
25
|
Cleaver/Falchion/Cutlass
|
Cleaving
|
25
|
Maul
|
Great/Piercing
|
25
|
Rapier/Smallsword
|
Finesse
|
50
|
Executioner’s Sword
|
Great/Cleaving
|
100
|
Missile
Weapons
|
Modifiers
|
Cost
|
Hatchet/Tomahawk/Chakram
(3)
|
Preemptive
|
10
|
Javelin (3)
|
Ranged
|
10
|
Throwing Knives (3)
|
Preemptive
|
15
|
Light Crossbow
|
Ranged
|
55
|
Heavy Crossbow
|
Ranged/Piercing/Slow
(1)
|
150
|
Gonne (Pistol)
|
Explosive/Preemptive/Slow
(3)
|
100
|
Gonne (Musket)
|
Ranged/Explosive/Slow
(3)
|
150
|
Blunderbuss
|
Preemptive/Explosive/Slow/Burst
(4)
|
125
|
Ammunition
|
Serves
|
Cost
|
Bolts (20)
|
Crossbow
|
20
|
Ball (20)
|
Gonne
|
5
|
Shot (10)
|
Blunderbuss
|
5
|
Powder (30)
|
Gonne/Blunderbuss
|
30
|
Munitions
|
Effect
|
Cost
|
Whale Oil/Alcohol
Bomb*
|
Splash (2)
Light/Burns
|
10
|
Grenado
|
Splash (4) Heavy
|
50
|
Pyrotechnic Rocket*
|
Premptive/Light
|
5
|
U
Scavenger’s
Equipment
|
Effects
|
Cost
|
Torch (x3)
|
Light for 3/(30’)
Duration (1)
|
5
|
Lantern
|
Light for 4/(40’) Duration
(2)
|
30
|
Flask of Whale Oil*
|
Refills lantern
|
5
|
Glow Kelp Bulb*
|
Light for 1/(5’) Duration
(4)
|
15
|
Rope
|
50’ of heavy rope
|
10
|
Grapple
|
Entangling/Light
|
15
|
Net
|
Entangling/Preemptive
|
10
|
Rations
|
1 Week
Dehydrated/canned Rations
|
10
|
Dried Meat
|
1 Week, usually
Dried Fish
|
15
|
Skin or bottle of
alcohol
|
Kelp arrack or
mushroom wine
|
10
|
Lard/Fat/Grease
|
A 1 lb block for
lubrication or food
|
5
|
Iron Spikes and
Mallet (6)
|
Jams doors and
devices
|
5
|
Hand Mirror
|
Can reflect gaze
attacks
|
5
|
1 Lb chalk/charcoal/flour
|
Dust, may help
detect invisible
|
5
|
10’ Pole (with hook)
|
Light/Reach
|
5
|
Shovel/Pick
|
Light
|
10
|
Hex cage*
|
Suppresses Magic
|
50
|
Devil Shells*
|
Delay Devils
|
150
|
Door Charge*
|
Blows open locked
doors
|
150
|
Specialist’s Tools*
|
A professional’s
tools
|
100
|
Oil or Alcohol Bomb Specially manufactured incendiary
devices designed for ease of use. Most
are little more than glazed ceramic orbs stoppered with wax and trailing a wick
(at 10 GP), but they can be more complex, up to the point where they involve
“self-shattering glass” tubes containing “binary accelerants” triggered by a
“phosphoric devil” (100 GP apiece). Most
adventurers opt for the cheaper variety, though others prefer to make their own
bombs from flasks of lamp oil. The only
advantage to a prepared incendiary bomb is that it takes a round to shove an
oily cloth into a normal flask of oil to prepare it.
Pyrotechnic Rocket
Less a weapon then a signaling device or distraction, these hefty
rockets are usually paper tubes filled with various chemics and combustibles
that will burn quickly and brightly to create a variety of rosette, cascade, flare, and globe effects in
many different colors. Each rocket comes
with enough fuse to delay launch up to a turn.
As an improvised weapon, pyrotechnic rockets are useless at all but the
shortest ranges, as the explode with limited force, have no accuracy and burn
fairly coolly.
Flask of Whale Oil Cheap, portable lamps aboard the
Apollyon use whale oil or other, more foul smelling oils extracted from a
variety of sea life. The oil is highly
volatile and a glass or ceramic flask of the stuff can be converted into a
firebomb with a shred of torn cloth and a round of preparation. Oil lamps are popular amongst scavengers for
this dual use, as even the lamp can be hurled as a last ditch defense, its
internal glass reservoir often exploding on impact. More expensive oil-free lamps: phosphor jars,
luminescent grubs, lime wands and even voltaic orbs are available to wealthier
patrons, but in the markets of the Rustgate oil lamps predominate.
Glow Kelp Bulb The bladder of a bioluminescent kelp bulb, pickled in chemics. When agitated these bulbs glow, providing
heatless, colorful light for a longer period of time. While not much brighter than a candle, glow
kelp has an advantage in that it can be used underwater. Glow kelp bulbs come in a variety of colors,
though green is most common, and in a stable environment glow kelp can last up
to a month. The constant jostling of
carrying them as a light source tends either puncture glow kelp’s thin membrane
or burn the bioluminescent chemicals inside within a day or less.
Hex Cage Protective
fetishes commonly made by Frogtown shaman, Ship Spirit practitioners and the Queen’s Priests these items take a
variety of forms from the traditional cage of tiny bones to brass filigree
icons. Imbued with magical proscriptions and wards when affixed to a point a
Hex Cage will render an area of 10’ in diameter uncomfortable to magical
creatures such as outsiders and elementals as well as suppress magic (giving a
-1 to any roll involving magic and a +1 to any save against it). Once affixed a Hex Cage cannot be removed
without destroying its effect.
Devil Shells Traditionally sold in velvet satchels inscribed with
the pitchfork glyph of the nine hells, these strange objects are very useful
when dealing with Devils. The shells
themselves are small spiraled shells, like those of a nautilus but colored with
fierce red and black stripes and possessing strange geometries that are unwise
to contemplate for more than a few moments.
When the shells are strewn before an outsider originating in the Hells
the creature’s obsessive orderliness will often compel it to stop and count the
shells, giving time to flee. More
intelligent Devils will often be able to ignore the compulsion for a while and
even the most unintelligent will not stop fighting to count shells, however, eventually
all devils will be compelled to return and count the shells. Devils do not like being annoyed, and forcing
them to catalogue and pick up shells will infuriate them.
Door Charge A solid iron cone with a wick coming from its narrow
end and spikes on its wide end. The
charge is a device to blast open doors, and rather than relying on pure force
it depends on the iron cone directing its blast against the locking mechanism
of the door. The charge is likely to
blast a fist sized hole through even a reinforced door up to an inch thick, but
is rarely strong enough to spring one of the Apollyon’s locking hatches or
security doors. The spikes are designed
to affix the charge to wooden doors, while a large lump of tar acts as a
secondary adhesive for doors that the spikes cannot get a purchase in. A door charge takes a turn to set properly,
and ignite, opening doors on a 5 in 6 chance.
Specialist’s Tools A bundle of tools that a Specialist
or other individual with an specific aptitude or career finds useful and
necessary for pursuing their skills. The
lockpicks of a thief are the most iconic, but an assassin or alchemists tools
for the storing and collection of poison or a bag of surgeon’s tools are also
included in the category. Specialist’s
Tools do not represent the full kit necessary for setting up a shop or library,
only the basic equipment necessary to practice a specific art while traveling or exploring.
Anything involving ASE always delivers! Do you have any plans to publish this as a full book?
ReplyDeleteThis Player manual is unrelated to ASE, but to my own setting. I currently have no publication plans.
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