2241 lines
94 KiB
Plaintext
2241 lines
94 KiB
Plaintext
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THE COMPLETE GUIDE TO RPG TECHNOLOGY
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FOR FANTASY ROLE PLAYING GAMES
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COPYRIGHT (C) 1996
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All trademarks of products, company names, logos, phrases, service
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names, and/or slogans are trademarks of the respective companies,
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artists, and/or individuals, where applicable.
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The following guide is the property of its author, who hereby
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states that he retains the copyright except for where noted. You may
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distribute it at will, provided that nothing in the guide, this notice,
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or any of the credits are altered in any way; and that you do not make
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a profit from it.
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This document is not for sale and is made available for private
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game use only.
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*** DISCLAIMER ***
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All contents of this guide are presented for game purposes only.
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Advice oriented information is not to be taken as legal consultation or
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legal service, but as suggestions and examples of real-world or
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hypothetical models. Always consult a lawyer for legal and lawful
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guidance. The opinions and views contained in this guide reflect those
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of the individual authors. The opinions, content, and organization of
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this document are in no way connected with the faculty and staff of any
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educational institute where this guide was found.
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TABLE OF CONTENTS
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Initial Reactions To The Guide
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Preface
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Figuring Out Techno-Items
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Cimarron Six-Shooter
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Schnell & Wilkes Products
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A Story of Fyre and Smoak
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Sixguns & Sorcery
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Weaponry - Past & Present
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High Technology Items
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The Carlson System to Firearms
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16 Arcane Answers To Gunpowder
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Non-Weapon Proficiencies
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Rogue Kit: Technologist
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Magic-Items
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Albus Ater Ante Magicus Metallum
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Suggested Reading
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Special Thanks
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INITIAL REACTIONS TO THE GUIDE
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"An excellent job. It's thorough, interesting, and definitely useful."
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-- A.R.
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PREFACE
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This informative guide is to give a GM some rules for introducing
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technology into a fantasy role-playing game. The consequences of doing
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so is not discussed in this guide because it is discussed thoroughly in
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the articles that are listed in the "Suggested Readings" section.
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Since players shouldn't automatically know how a highly technical
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item works immediately, "Figuring Out Techno-Items" gives a few systems
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to allow characters to analyze any technical item.
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This guide will take you through various new weapons starting with
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a modified hand crossbow to a laser gun.
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"Cimarron Six-Shooter" gives you the gun feel without having to
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introduce gunpowder or worse things. Now a character can be a cowboy.
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The arquebus is typically the only firearm used in fantasy RPGs
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unfortunately. "A Story of Fyre and Smoak" will correct and make
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realistic. This information can be used as a replacement of the
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arquebus or in an adventure to Earth when firearms were introduced to
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the medieval era.
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Some GMs may want characters to enter Earth's old west. If the GM
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has the Boot Hill RPG, he can convert Boot Hill characters to
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characters using "Sixguns & Sorcery".
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"Weaponry - Past & Present" provides information for guns from the
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old west to modern day Earth. Jumping into the future, a GM can sling
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characters into a high tech adventure using the information in "High
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Technology Items".
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"Non-Weapon Proficiencies" offers some things that may be of use
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to gun-slingers and their ilk.
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"Rogue Kit: Technologist" gives a kit for players of a character
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who hates magic. This definitely goes against the grain, so it should
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be very fun to play.
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No guide would be complete without a few "Magic-Items". And for
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fun, "Albus Ater Ante Magicus Metallum" provides something interesting
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for GMs.
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For the most part, the information enclosed will have been play-
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tested and in a workable form. In others, you may have to make further
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adjustments to fit the ideas into your campaign. All rules are optional
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and whatever is needed by the GM should be used. It is suggested that
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you at least try to use everything and see how it goes. If it works
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well then use it, if not get rid of it. In any case, I would be
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interested in knowing the results and any changes you've made.
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This material is the fruit of my labor with special assistance
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from a few people who are acknowledged in the "Special Thanks" section.
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I would appreciate that my name as well as those in the Special
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Thanks section are not removed, changed, or altered since we are the
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ones who deserve credit our names should remain with the guide. Of
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course I can't really stop anybody from doing what they want. I just
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ask that you respect those who made this guide possible because I'm
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sure that they will continue to make great material.
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FIGURING OUT TECHNO-ITEMS
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Dragon Technique
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In the absence of someone to instruct the character in a techno-
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item's use, a character may attempt to puzzle out it out on their own.
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To do so, a player rolls on the appropriate Investigation Tables given
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herein. Then he rolls a 1d10 for each round the character spends
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puzzling out the item. Following the directions in the Table and
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starting at Start. The following modifiers apply to each roll (all
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modifiers are cumulative):
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Intelligence less than 10.................................... +1
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Intelligence greater than 14................................. -1
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Similar object seen in use................................... -1
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Object has been explained by someone familiar with it........ -2
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Operated similar object previously........................... -2
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INVESTIGATION TABLE: Weapons
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Start
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1-6 go to B
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7-8 go to C
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9-0 go to A
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A
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1-4 go to B
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5-7 go to Start
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8-0 DISCHARGE!
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B
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1-5 Finish
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6 go to Start
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7-8 go to A
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9-0 DISCHARGE!
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C
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1-5 go to B
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6-0 go to Start
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Discharge - weapon goes off, injuring the user or some nearby person.
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(If both results are possible, then 50% chance of each.)
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INVESTIGATION TABLE: Simple Non-Deadly Items
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Start
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1-5 go to C
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6-8 go to A
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9-0 go to E
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A
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1-4 go to B
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5-0 go to Start
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B
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1-5 go to C
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6-0 go to A
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C
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1-4 go to D
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5 go to A
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6 go to Start
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7-8 go to B
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9-0 go to F
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D
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1-3 Finish
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4-5 go to B
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6-7 go to F
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8 go to C
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9-0 Item Destroyed
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E
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1-4 go to Start
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5-8 go to C
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9-0 go to F
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F
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1-4 go to C
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5-8 go to E
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9-0 Item Destroyed
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INVESTIGATION TABLE: Complex Non-Deadly Items
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Start
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1-6 go to C
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7-8 go to A
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9-0 go to F
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A
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1-3 go to C
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4-6 go to B
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7-0 go to Start
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B
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1-4 go to D
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5 go to C
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6-0 go to A
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C
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1-5 go to D
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6-7 go to B
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8-9 go to A
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0 go to Start
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D
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1-4 go to E
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5-6 go to C
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7 go to B
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8-0 go to I
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E
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1-3 Finish
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4-5 go to D
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6-8 go to J
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9-0 Item Broken or Destroyed
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F
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1-3 go to C
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4-6 go to Start
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7-8 go to G
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9-0 go to H
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G
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1-4 go to D
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5-6 go to C
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7 go to F
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8-0 go to I
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H
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1-4 go to G
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5-8 go to F
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9-0 go to I
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I
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1-4 go to D
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5-6 go to G
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7 go to H
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8-0 go to J
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J
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1-5 go to E
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6-7 go to I
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8-0 Item Broken or Destroyed
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Weapons consist of all death-dealing devices. Simple non-deadly
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items consist of motorcycles, radios, televisions, flashlights, etc..
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Complex non-deadly items consists of automobiles, computers,
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audio/visual systems, electronic equipment, etc..
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Gamma Technique
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Unless a character acquires a techno-item from someone willing and
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able to explain how it works, or the character has previously used or
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seen in use a techno-item just like it, the character won't know how to
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use a newly-acquired techno-item... let alone its purpose. The
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character may try to figure out what the techno-item is and how it
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works by using the following procedure. Each attempt at figuring out a
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techno-item takes 1d4 turn. There is no limit to the number of tries a
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character can make, but only one character at a time can try to figure
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out a techno-item. One character's progress (or lack of) in this
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regard, doesn't affect another character's chances figuring out the
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techno-item.
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The GM should follow these steps when a character is figuring out
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an item;
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1) Get the techno-item's complexity (given as a letter).
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2) Using the item's complexity, find the Start Number, Die Roll,
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and Damage on the Techno-Item Complexity Table. Do not give
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players any of this information.
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3) The GM rolls one die for the item and one for the character
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trying to figure it out. The GM uses the type of die listed in the
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Die Roll column for the item's die. The character's die is 1d12
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for humans and demi-human characters, and 1d10 for humanoid
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characters. For every intelligence point above 15, modify the die
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roll by +1. For every intelligence point below 6, modify the die
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roll by -1.
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4) The die roll result for the item's die is added to the number
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listed in the Start Number column. The die roll result for the
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character's die is subtracted from this number. This total result
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will be a new Start Number for use in future attempts (if any and
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if possible) for this character to figure out the item.
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5) If the total result is less than or equal to 0, the character
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has figured out what the item does and how to operate it. If the
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total result is equal to or greater than the start number plus the
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first number in the Damage column, then the item breaks (unless it
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discharges). If the total result is equal to or greater than the
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start number plus the second number in the Damage column, then the
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item discharges if possible, doing an amount of damage equal to
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the second number in the Damage column (doesn't break however). A
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character can keep trying to figure out an item until he succeeds
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or it breaks.
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TABLE: Techno-Item Complexity
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Complexity Start Number Die Roll Damage
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A 5 1d4 3/*
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B 10 1d6 3/*
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C 15 1d8 3/7
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D 10 1d8 2/3
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E 20 1d10 3/9
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F 5 1d6 1/2
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G 25 1d12 4/9
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H 30 1d20 6/*
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* an item of this complexity cannot do any damage to the characters
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CIMARRON SIX-SHOOTER
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The six-shooter is a weapon. This little wonder was originally
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created by Smithy, a clever watchmaker, and Westron, a crossbow expert.
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They came up with the idea of a very light crossbow that could shoot
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darts. The true innovation lay, however, in the use of a spring
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mechanism that rearmed the weapon after each shot. A S&W hand crossbow
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can hold up to six small darts. Recocking the crossbow required only a
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quick motion of the hand, which could be done in the same round the
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weapon is fired. It takes a full turn to load another six darts into
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the weapon's handle.
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Unfortunately, the six-shooter has always been a fragile weapon
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that easily jams. A to-hit roll of 1 or lower, after modifiers are
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applied, causes the dart to jam inside the weapon, requiring one round
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to clear and rearm the device.
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Nowadays, a six-shooter costs 800 silver pieces (including a
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leather holster, the hand-crossbow itself, and 18 darts). The hand
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crossbow has encumbrance of 25 cn. An extra supply of 18 darts cost 50
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silver pieces. Some notorious sharpshooters use depleted cinnabryl
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darts, which add a flat 10' to all ranges and cause an extra hit point
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of damage. These special darts cost 200 silver pieces each.
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Normal proficiency and specialization rules do not apply to the
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six-shooter so disregard them. If a character isn't proficient in the
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six-shooter, he suffers a -5 to hit penalty. If the player devotes a
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weapon proficiency to this weapon the character earns a basic mastery
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of the weapon. For each additional slot, the player moves up to the
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next mastery. Note mastering a six-shooter isn't limited to the fighter
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class and any class can continue
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to devote proficiency slots to the six-shooter. The following table
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shows the advantages to mastering the six-shooter:
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TABLE: Cimarron Six-Shooter Table
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Mastery Ranges To Hit Bonus Damage
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Basic 50/100/150 +0 1d4
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Skilled 60/100/150 +1 1d6
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Expert 70/110/150 +2 2d4
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Master 80/110/150 +3 2d6
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Grand Master 80/110/150 +4 3d6
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Two six-shooters can fired at the same time, one in each hand,
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provided they are both armed at the end of the previous round. Apply a
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-2 penalty to hit on both sides.
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At the Skilled mastery or better, the user may acquire non-weapon
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proficiencies related to the six-shooter's use. Each proficiency
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requires 1 non-weapon proficiency slot. They are as followed:
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GC COMMENT: The six-shooter weapon is a great way to give a campaign a
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western feel without worrying about the dangers of putting gunpowder or
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firearms into your campaign. A character could be influenced by a
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western book from another dimension and thus become obsessed with
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molding a life around it. It isn't as far fetched as it seems. A Star
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Trek episode dealt with a world that was based on a gangster book. Most
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of our own civilized world is based on the bible as other civilizations
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have there own key books. So a character if not a civilization with an
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obsession to mimic the old west would be great. The "The Voyage of the
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Princess Ark" story is great for combining fantasy RPG with the Old
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West and if your hesitant to consider doing this then I suggest you
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read this wonderful article. Just look how this statement flows: The
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fighter finds in the strongbox a dusty collection... Time Life Books:
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The Old West. Possibly better would be a magic cube that displays old
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western shows and movies. A character that thinks he's John Wayne, a
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character who lives the life of Bonanza, or worse he's the last ranger
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the Lone Ranger... give it a chance it might be fun.
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SCHNELL & WILKES PRODUCTS
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S&W REPEATER
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The availability of the S&W Repeater is relevant to where the
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characters are located. Most organized countries have "outlawed" the
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use of Schnell & Wilkes products except for their military usefulness.
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In the unclaimed territories and such, they are common place.
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The ability a character has with a S&W Repeater is relevant to the
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number of weapon proficiency slots allocated towards it. Table 1 gives
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range, damage, to hit, and the skill slots based on proficiency slots.
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TABLE 1: Proficiency Slots
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Prof. Slots Ranges Damage To hit Skill slots*
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0 8"/16"/24 1d6 -1 0
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1 9"/16"/24 2d4 0 1
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2 10"/17"/24 2d6 +1 1
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3 11"/17"/24 3d4 +2 1
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4 12"/18"/24 4d4 +3 2
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* All special skills offered for the "six-shooter" are available at the
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same cost for the Repeater (except Fast Draw).
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Other pertinent stats for the S&W Repeater are:
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ROF: 1/round with max of 6/round
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Reload Time: 10 rounds
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Capacity: 5 in 'box', 1 on rail
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Considered a heavy x-bow.
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S&W SPAS SCATTERGUN
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As time went by, many store and bar owners were complaining about
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the holes in walls and materials being busted by the many shoot outs
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which occured in or near their establishments. As often as not, the
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shots fired were done by the owner themselves, trying to "keep the
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place servicable".
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With this in mind, Schnell and Wilkes went back to the drawing
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board, and designed a weapon which had the capability to kill a man at
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close range, but wouldn't throw its projectiles as far or with as much
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potential for damage to walls, windows, etc.. Their new weapon was
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dubbed the SPAS Scattergun (Short Power Area Spraying). It is available
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in side-by-side double barrel, or auto-loading. The "shells" consist of
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25 needle thin shards wrapped in a paper casing to hold them together.
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A firm leather strap runs around the back and this is what the
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string of the x-bow pushes against as it propells the pack of shards
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down its "tubular" barrel. As the "shell" reaches the end of the tube,
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the shards are "shot" out and spread apart. Due to each shards small
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mass, they only carry enough inertia to be damage effective at 9" max.
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However, they are very potent at close range, and with their
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"scattering" pattern, accurracy is less important. Some pioneers have
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reportedly used this weapon to kill waterfowl and upland game.
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TABLE 2: Proficiency Slots
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Prof. Slots Ranges Damage To hit
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0 1"/4"/9" 3d4/2d4/1d4 +1/ 0 /-1
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1 3"/6"/9" 3d6/2d6/1d6 +3/+1/ 0
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Other pertinent stats are:
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ROF: 1/round upto 3/round auto-loader
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2/round double barrel
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Reload Time: 10 rounds auto-loader
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4 rounds double barrel
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Capacity: 3 "shells" auto-loader
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2 "shells" double barrel
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The only special skills availble are Fast (Fan) Shooting and
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Repair. These require the shooter to spend 1 Weapon proficiency per to
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aquire.
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S&W RATTLIN GUN
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Sooner or later a government was bound to get their hands on this
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new technology and put it to work for military purposes. Hence the
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invention of the S&W Rattlin Gun. So named from the nose its gears
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make when it is fired. The Rattlin Gun consists of 4 heavy x-bows
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mounted on a rotating cylinder. The cylinder rotates when the Gunner
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turns a crank attached to a gear box mechanism. This whole system is
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mounted on an overturned wagon wheel axle which gives it 360 degree
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radius of fire. As the bows rotate, two metal rails bend the bow
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portion and an Assistant gunner cocks x-bow #2, at the same time the
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2nd Assistant gunner is loading a bolt into x-bow #4, and
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simultaneously, x-bow #1 is firing. The Gunner sights by looking down
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the central cylinder and controls the rate of fire by the speed at
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which he runs the crank. View from gunners Position:
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1
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x
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Here the 2nd A. --> 4x o \x/2 <-- Slots which bend bow and
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allow loades the bolts x Ass. Gunner to lock
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string back.
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3
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|
Due to all the moving parts, the weapons accuracy is considered
|
|
terrible, unless a skilled Gunner is behind the crank. Then with its
|
|
incredible rate of fire, it can be very deadly weapon. It is most
|
|
commonly used on battlements for defensive purposes. Some trade
|
|
caravans have purchased licenses from "ruling powers" which allows them
|
|
the utilize "wagon" mounted Rattlin Guns in protecting their goods on
|
|
the way to market.
|
|
|
|
Pertinent stats are:
|
|
|
|
Range: 8"/16"/24"
|
|
Damage: 1d6/shot
|
|
ROF: 8 shots per round sustained
|
|
16 shots per round cyclic (max of 4 rounds before tiring)
|
|
|
|
For each proficiency the gunner has, he adds +1 to hit. To hit
|
|
adjustments are 1 or 2 mansized (-5), Group of mansized or 1-2 giant
|
|
sized (-3), and Group of giant sized (-1).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
A STORY OF FYRE AND SMOAK:
|
|
|
|
NOTES TOWARDS ACCEPTABLE FIREARMS
|
|
|
|
Copyright 1992 Bryan J. Maloney
|
|
|
|
|
|
History
|
|
|
|
The arquebus proper was NOT, by any stretch of the imagination a
|
|
"primitive" firearm. It actually requires a great deal of technological
|
|
sophistication and centuries of experience with gunpowder-ish weaponry
|
|
to come up with such a device. Real-world history, without magic to
|
|
impede the progress of gunpowder weaponry, took nearly 200 years from
|
|
the introduction of gunpowder in Europe to the production of something
|
|
that could be called an "arquebus".
|
|
Furthermore, TSR decided that they had no need to actually look
|
|
into realistic ranges, rates of fire, etc.. Instead, the "arquebus"
|
|
they present was obviously invented out of whole cloth, with no
|
|
rational relationship to any other weapons, etc.. Therefore, presented
|
|
here is some compiled data on firearms more appropriate for most
|
|
campaigns.
|
|
What is an appropriate "first generation" firearm? The earliest
|
|
European use of gunpowder historically was not for personal weaponry.
|
|
Instead, gunpowder was used to power siege devices known as "bombards".
|
|
They took a full day to place and could only be fired two or three
|
|
times a day safely. However, they could hurl stones which were borders
|
|
of magnitude larger than most mechanical siege engines. Plus, they made
|
|
a terrifying noise. These bombards were also called (in English)
|
|
"gonnes" (pronounced "gon-ess"; the singular was spelled "gonne" and
|
|
was pronounced "gon-eh"). Eventually, someone came up with the idea of
|
|
miniaturizing things, thus producing the "hand-gonne". This was the
|
|
primary form of personal gunpowder weaponry for at least the first
|
|
generation of widespread gunpowder use in Europe.
|
|
The hand-gonne was nothing more than a miniature cannon, with a rod
|
|
on the rear to hold it. Larger versions had a sort of "mounting" stick,
|
|
which one stuck into the ground and used as a swivel to steady. They
|
|
were unreliable, inaccurate, and dangerous, but they produced a
|
|
terrifying noise, and were MUCH easier to learn to use than either bows
|
|
or crossbows. Furthermore, they scared horses, which meant that a
|
|
non-noble army could really wipe up the field with knights.
|
|
Kings liked them because gonne-men were cheaper to train and
|
|
supply than were either long-bowmen or cross-bowmen. They could then
|
|
outfit an army with pike and gonne-men and let their damned knights go
|
|
whistle.
|
|
Anyway, the hand-gonne was the personal firearm of earth's Middle
|
|
Ages. If one is to introduce firearms into a pseudo-medieval setting,
|
|
it is far more appropriate than later, more advanced forms.
|
|
Before we get into the descriptions of the gonnes, I should point
|
|
out that the gonne was a MILITARY weapon paramount. It was most
|
|
effective in a massed volley. It was not until the invention of the
|
|
wheel-lock or the flintlock centuries later that firearms even began to
|
|
challenge sharp steel for one-on-one fights. This doesn't mean that it
|
|
would be useless, just that a gonne is not the all-powerful weapon that
|
|
a modern firearm is today.
|
|
|
|
Game Conversion
|
|
|
|
The first thing to consider when dealing with firearms is just how
|
|
to classify them as weapon proficiencies. They are easier to use than
|
|
any other missile weapon (except thrown), but they are rather nasty to
|
|
deal with, smelly, dirty, etc.. The GM is advised to make them
|
|
available to Warriors and Rogues (but not to any sort of nobly,
|
|
knightly or extremely "honorable" package/character class because
|
|
gonnes are a COMMONER'S weapon) as standard weapon proficiencies. The
|
|
proficiency includes knowledge of loading, cleaning, unjamming, care,
|
|
etc..
|
|
After this the GM needs to consider the ammunition. At the time of
|
|
hand-gonne use, it was more common for a shooter to cast his own
|
|
bullets from ingot lead as to purchase them. One would buy loose
|
|
powder, but it would be stored separately, since each shot would have
|
|
to be loaded separately. Furthermore, it is easier to partition metals
|
|
by weight than by any other means, so primitive firearms were usually
|
|
built around calibers which corresponded to X balls per pound of lead.
|
|
This is how these gonnes were designed.
|
|
This will also make ammunition costs and other information easier
|
|
to handle, since one merely needs to set a price per pound of lead and
|
|
price per ounce of powder, then allow the players to keep track of
|
|
usage.
|
|
Anyway, the calibers of ammunition, their weights, and loads are
|
|
as followed:
|
|
|
|
|
|
Lead Balls Powder Loads
|
|
Caliber Per Pound Per Ounce
|
|
.39 80 42
|
|
.42 64 33
|
|
.46 50 26
|
|
.49 40 21
|
|
.53 32 16
|
|
.59 24 12
|
|
.62 20 10
|
|
.67 16 8
|
|
.74 12 6
|
|
.78 10 5
|
|
.84 8 4
|
|
.93 6 3
|
|
1.06 4 2
|
|
|
|
|
|
The hand-gonne is quite a weapon. It will misfire at least 15% of
|
|
the time. On a "to hit" roll of 2 or less means that it just went
|
|
fizzle. On a natural 1, the gonne blows up -- the weapon's damage is
|
|
inflicted on the wielder.
|
|
A gonne has to be held with one hand, preferably steadied on
|
|
something, while the other hand applies a slow match to the open
|
|
touchhole. If it rains, forget it. If it is foggy, forget it. If a
|
|
handgonne is not steadied upon something, the character should have a
|
|
-2 "to hit" for a light handgonne and a -5 for a heavy handgonne.
|
|
Handgonne range characteristics are pretty even, and are
|
|
summarized below:
|
|
|
|
|
|
Point
|
|
Type Blank Short Med Long Very Long
|
|
Light handgonnes 0-10 11-30 31-40 41-70 71-100
|
|
Heavy handgonnes 0-20 21-60 61-110 111-160 161-220
|
|
|
|
|
|
Ranges are in yards. Point Blank range gives a +5 bonus "to hit".
|
|
Short Range has a 0 modifier. Medium range is -2, long is -5, and the
|
|
Very Long range is -10. Beyond Very Long, the modifier "to hit" is -20.
|
|
(The half-damage and maximum damage ranges of a gonne depend more on
|
|
its ammunition than on its general size, so they are listed with the
|
|
individual weapons.)
|
|
The first list is of light handgonnes, which correspond to modern
|
|
pistols. They are designed for one-handed use, and might have a higher
|
|
rate of fire. In any case, they are lighter and smaller than heavy
|
|
handgonnes.
|
|
Rate of fire presents a particular problem, since a completely
|
|
unskilled person can clean, load, and VERY CAREFULLY aim one of these
|
|
things every two minutes. Heavy hand-gonnes can be fired every three
|
|
minutes WITH EXCRUCIATINGLY CAREFUL AIMING TAKEN INTO ACCOUNT.
|
|
|
|
|
|
Light Handgonnes
|
|
|
|
Caliber Damage 1/2D Max Wt. Cost
|
|
.39 1d6/1d8 220 1600 1 300
|
|
.39 1d6/2d4 220 1600 3 320
|
|
.39 1d8/1d10 220 1600 3 340
|
|
.42 1d8/1d12 220 1600 4 350
|
|
.46 1d8/1d12 220 1600 3 350
|
|
.46 1d8/2d6 220 1600 4 370
|
|
.49 2d4/3d4 220 1600 5 380
|
|
.53 2d4/2d8 220 1600 5 400
|
|
.59 1d10/4d4 220 1600 6 430
|
|
.62 1d10/3d6 220 1600 7 450
|
|
.67 1d10/2d10 220 1600 8 480
|
|
.74 1d10/3d8-1 440 3800 9 520
|
|
|
|
|
|
Heavy Handgonnes
|
|
|
|
Caliber Damage 1/2D Max Wt. Cost
|
|
.53 1d10/4d4 220 1600 7 300
|
|
.53 1d10/3d6 220 1600 10 310
|
|
.59 1d10/2d10 220 1600 9 330
|
|
.62 1d12/2d12 220 1600 13 380
|
|
.67 1d12/4d6 220 1600 15 410
|
|
.74 1d12/3d8 440 3800 12 390
|
|
.74 1d12/3d10-1 440 3800 17 450
|
|
.78 1d12/4d6+1 440 3800 13 430
|
|
.78 1d12/3d10 440 3800 19 490
|
|
.84 2d6/4d8 440 3800 21 530
|
|
.93 1d12/4d8 440 3800 18 510
|
|
.93 2d6/3d12 440 3800 25 600
|
|
.93 2d6/3d12+1 440 3800 32 620
|
|
1.06 2d6/4d10+1 880 7000 31 700
|
|
1.06 2d6/5d6 880 7000 40 750
|
|
|
|
|
|
Caliber is in inches. Damage is for small & medium creatures and
|
|
then for large creatures. 1/2D and Max are ranges in yards. Note that
|
|
the half damage ranges are longer than the effective accuracy of the
|
|
weapons. This is common with large-bore firearms. The ball can keep
|
|
velocity, but the weapon is hard to aim properly. Weight is in pounds,
|
|
cost is in silver pieces.
|
|
|
|
|
|
(Acknowledgment goes to Greg Porter and his work 3G3, which helped
|
|
immeasurably in converting mundane measurements to gameable terms.)
|
|
|
|
|
|
|
|
GC COMMENT: If you allow gunpowder and primitive firearms in your
|
|
campaign then this is the way to go. Presently, a character has a wide
|
|
selection of swords, pole arms, and bows but can only take the arquebus
|
|
as a firearm AND it isn't to spectacular. If your going to let a
|
|
campaign go in this direction, then use the rules presented here. They
|
|
are much clearer and historically accurate and allow more freedom for
|
|
the players.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SIXGUNS & SORCERY
|
|
|
|
|
|
Introduction
|
|
|
|
In the 1st edition Dungeon Masters Guide (p. 112-113), there are
|
|
rules for converting Boot Hill to Advanced Dungeons & Dragons and visa
|
|
verse. Unfortunately, a D&D character transported to Boot Hill must
|
|
follow the Boot Hill rules, which could be very deadly (and difficult
|
|
for the players to understand). Therefore, these rules allow easy
|
|
conversion of Boot Hill NPCs without converting the D&D player
|
|
characters. Also, the rules use D&D combat rules for ease of use. This
|
|
allows a GM to expand adventures to locales other than Boot Hill. One
|
|
excellent example of this would be THE CITY BEYOND THE GATE adventure
|
|
in DRAGON #100.
|
|
These rules are a modification of rules found in the 1st Edition
|
|
Dungeon Masters Guide, Dragon #100, the Boot Hill Game Book.
|
|
|
|
Boot Hill Shooters
|
|
|
|
Converting a Boot Hill character is handled as follows:
|
|
|
|
Strength - as shown, except 19 = 18/50 and 20 = 18/75
|
|
Intelligence - use 3d6 to determine
|
|
Wisdom - use 3d4 to determine
|
|
Dexterity - 6 base +1 per 10% speed rating (max. 16)
|
|
Constitution - use 3d6 to determine
|
|
Charisma - use d8+4 to determine
|
|
|
|
Each Boot Hill character is a fighter. His level is equal to his
|
|
gun fight experience. hit dice, hit points, saving throws, THAC0, and
|
|
such are determined by his level like normal D&D characters. Thus,
|
|
Jesse James would be a 12th level fighter and benefit as one.
|
|
|
|
Armor Class for the American Man
|
|
|
|
Armor class is 10 for Boot Hill characters before dexterity bonus,
|
|
etc.. However in modern times, D&D characters could come in contact
|
|
with S.W.A.T. teams or terrorists who wear modern day body armor which
|
|
could yield a low armor class.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
WEAPONRY - PAST & PRESENT
|
|
|
|
|
|
There was/is a multitude of weapons in the past and present. Table
|
|
1 lists a nice span of weaponry without getting out of control. GMs
|
|
should make changes or additions as he feels will best suit his
|
|
campaign.
|
|
Fire Rate is how many shots the weapon can fire per round. Numbers
|
|
in parentheses represents double barrels. Supply is how many bullets
|
|
can be fired from the gun before it needs reloaded. Reload Time is the
|
|
time needed to load the weapon before the weapon can be fired. Weapon
|
|
Speed Modifier is the number that is added to initiative.
|
|
Table 2 shows range and the range modifiers to THAC0. Table 3
|
|
lists a description of Weapon speed.
|
|
|
|
|
|
TABLE 1
|
|
|
|
Damage Fire Reload
|
|
Weapon S-M / L Rate Supply Time W.S.M.
|
|
.38 revolver 1d8 / 1d6 4 6 1 rd. +2
|
|
9mm pistol 1d8 / 1d6 4 8 5 seg. +2
|
|
Derringer 1d4 / 1d4 1(2) 6 1 rd. +4
|
|
Fast draw revolver 1d8 / 1d6 3 8 1 rd. +2
|
|
Rifle 2d6 / 1d10 2 2 7 seg. +4
|
|
Sawed-off shotgun 1d12 / 1d6 1(2) 1(2) 2 rd. +6
|
|
Scatter gun 1d8 / 1d6 1(2) 1(2) 2 rd. +5
|
|
Shotgun 1d10 / 1d8 1(2) 1(2) 2 rd. +6
|
|
Submachine gun 2d4 / 2d4 20 20-50 5 seg. +1
|
|
|
|
Other hand guns 1d8 / 1d6 3 6-8 1 rd. +4
|
|
Other shoulder arms 2d4 / 1d6 3 2-4 1 rd. +4
|
|
|
|
|
|
TABLE 2
|
|
|
|
Range Range Modifier
|
|
Weapon S M L S M L
|
|
.38 revolver 6 12 18 +3 +1 0
|
|
9mm pistol 6 12 18 +3 +1 0
|
|
Derringer 1 3 6 +2 +1 0
|
|
Fast draw revolver 3 7 15 +3 +1 0
|
|
Rifle 11 20 35 +3 +2 0
|
|
Sawed-off shotgun 2 6 9 +5 0 -2
|
|
Scatter gun 2 4 8 +1 0 -1
|
|
Shotgun 4 8 13 +2 0 -3
|
|
Submachine gun 7 15 20 +5 +1 -1 *
|
|
|
|
Other hand guns 5 10 15 +3 +1 0
|
|
Other shoulder arms 10 20 35 +2 +1 0
|
|
|
|
* Increase range modifiers to +8 (S), +4 (M), and 0 (L) if
|
|
fire is traversed across target.
|
|
|
|
|
|
TABLE 3: Weapon Speed Modifiers
|
|
|
|
1 - Whoosh!
|
|
2 - very fast
|
|
3 - fast
|
|
4 - average
|
|
5 - below average
|
|
6 - slow
|
|
7 - very slow
|
|
|
|
|
|
OTHER WEAPONS
|
|
|
|
Flame Thrower - Range: A line 10'-60' long. Does 8d8 points of damage
|
|
(save for half). Jellied gasoline burns for 1d6 rounds.
|
|
|
|
|
|
GRENADES, ETC.
|
|
|
|
Dynamite 4d10 pts. damage
|
|
Vial of Nitro. 6d10 pts. damage
|
|
(Civil War) Percussion Grenade 6d10 pts. damage (+1d10 Fragmentation)
|
|
WWII Hand Grenade 8d10 pts. damage (+1d20 Fragmentation)
|
|
Modern Hand Grenade 6d6 pts. damage
|
|
|
|
|
|
MINES
|
|
|
|
Land Mine - Range: 0. Does 1d10+10 points of damage upon contact.
|
|
Anybody within 3 feet suffer 1d6 fragmentation damage.
|
|
|
|
|
|
|
|
GC COMMENT: Letting these more elaborate weapons in a campaign can be
|
|
dangerous. I suggest that a GM put the players in another dimension or
|
|
time where he experience these things. This way the campaign world
|
|
doesn't get greatly effected. Of course, these weapons wouldn't kill a
|
|
world because most will run out of ammunition thus the weapons become
|
|
useless and lose their novelty. The GM just has to make sure that
|
|
characters don't get access to a great supply of ammunition or allow
|
|
the characters to manufacture their own.
|
|
I suggest you read the articles listed in the "Suggested Readings"
|
|
section for much input on the advantages, disadvantages, dangers, whys,
|
|
and hows of technology in a campaign.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
HIGH TECHNOLOGY ITEMS
|
|
|
|
|
|
SECTIONS: Energy Sources
|
|
Weapons
|
|
Phaser
|
|
Medical Supplies and Equipment
|
|
Miscellaneous Items
|
|
Control Transmitters
|
|
|
|
----------
|
|
|
|
Energy Sources
|
|
|
|
|
|
Techno-items usually require an energy cell to function as in the
|
|
case of hi-tech weapons. Below is a list of the various energy cells.
|
|
|
|
Atomic Energy Cells (A) - These are bulky, heavily-shield nuclear
|
|
batteries weighing 12 kilograms. they will hold a charge for 1000 years
|
|
if unused. Once dead, they may be recharged by replacing their Fuel
|
|
Cylinder. Replacement cylinders may be found in military supply depots
|
|
or a few nuclear power plants and factories.
|
|
|
|
Chemical Energy Cells (C) - These rechargeable batteries come in many
|
|
shapes and sizes. They lose their charge after 1 to 6 years of disuse.
|
|
|
|
Hydrogen Energy Cells (H) - Similar to Chemical Energy Cells, but are
|
|
less common. They don't lose their charge from disuse.
|
|
|
|
Solar Energy Cells (S) - These are Chemical Energy Cells fixed to a
|
|
Solar Panel so they recharge in sunlight.
|
|
|
|
Energy Cell Charger - When connected to a power source (line or
|
|
broadcast), this will recharge and Chemical or Hydrogen Energy Cell.
|
|
|
|
----------
|
|
|
|
Weapons
|
|
|
|
|
|
Type Range Damage Value Supply Power Code
|
|
Laser Pistol 3/ 6/ 9 5d6 30000 10 H D
|
|
Laser Rifle 10/20/30 6d6 36000 6 H D
|
|
Mark I Blaster 5/10/15 1d6 6000 8 H D
|
|
Mark II Blaster 5/10/15 2d6 12000 8 H D
|
|
Mark III Blaster 7/14/21 3d6 18000 8 H D
|
|
Mark IV Blaster 5/10/15 4d6 24000 8 H D
|
|
Mark V Blaster 7/14/21 5d6 30000 6 2H D
|
|
Mark VI Blaster 7/14/21 6d6 36000 6 2H D
|
|
Mark VII Blaster 7/14/21 7d6 42000 6 2H D
|
|
Mark VIII Blaster 7/14/21 8d6 48000 6 2H D
|
|
MKI Disruptor 5/10/15 1d20 20000 20 H D
|
|
MKI Disrup. Rifle 10/20/30 2d20 45000 30 H D
|
|
MKII Disruptor 10/20/30 2d20 40000 30 H D
|
|
MKII Disr. Rifle 20/40/60 4d20 85000 40 H D
|
|
MKIII Disruptor 20/40/60 4d20 80000 40 H D
|
|
MKIII Disr. Rifle 40/80/120 6d20 125000 50 H D
|
|
MKIV Disruptor 40/80/120 6d20 120000 50 H D
|
|
MKIV Disr. Rifle 80/120/240 8d20 165000 60 H D
|
|
Needler 2/ 4/ 6 * 4000 10 C D
|
|
Stun Ray Pistol 1/ 2/ 3 * 5000 10 S D
|
|
Stun Ray Rifle 3/ 6/ 9 * 7500 6 S D
|
|
|
|
|
|
Electroflail - 2d6 12000 - S D
|
|
Energy Mace - 10d6 60000 - C B
|
|
Paralysis Rod - * 3500 - CSH D
|
|
Stun Whip - * 4000 - C D
|
|
Light Saber - 8d6 48000 - H C
|
|
Vibro Dagger - 3d6 18000 - H C
|
|
|
|
Chemex Grenade - 10d6 4000 - - F
|
|
Energy Grenade - 12d6 4500 - - F
|
|
Fragment Grenade - 5d6 2500 - - F
|
|
Poison Gas Grenade - * 2500 - - F
|
|
Stun Grenade - * 3000 - - F
|
|
Tear Gas Grenade - * 2000 - - F
|
|
|
|
CDP A - 10d6 6000 - - F
|
|
CDP B - 12d6 7000 - - F
|
|
Concussion Bomb - * 7500 - - F
|
|
Fission Bomb (C) - 40d10 17000 - - F
|
|
Fission Bomb (D) - 60d10 17000 - - F
|
|
Fusion Bomb - 15d10 10000 - - F
|
|
Matter Bomb (Alpha) - 15d6 8000 - - F
|
|
Matter Bomb (Beta) - 30d6 20000 - - F
|
|
Matter Bomb (Delta) - 60d6 50000 - - F
|
|
Micro-Missile 10/30/50 7d6 30000 - - F
|
|
Mini-Missile 30/60/90 20d10 40000 - - F
|
|
Neutron Bomb - 20d10 15000 - - F
|
|
SDP - 6d6 3000 - - F
|
|
Surface Missile 1000/2000/4000 * 70000 - - F
|
|
|
|
|
|
Notes:
|
|
|
|
Range is in tens of yards. Each range category (Short, Medium, or
|
|
Long) includes attacks from distances equal to or less than the
|
|
given range. The modifiers for range are -2 for medium range and
|
|
-5 for long range. * means that the item has special effects that
|
|
are outlined in the equipment descriptions. Value is in gold
|
|
pieces. Supply is the number of shots the power cell is good for
|
|
before becoming useless. Power is the number and type of power
|
|
cell the weapon is powered by. Code is the complexity used in the
|
|
Gamma Technique.
|
|
|
|
|
|
Missile Weapons
|
|
|
|
These include a variety of weapons. All are designed to project a
|
|
beam, missile, or ray of some sort at a target in range. All need power
|
|
and ammunition to function. Hi-Tech missile weapons can be fired twice
|
|
per round and a normal attack roll is made.
|
|
|
|
Laser Weapons - Each shot sends a laser beam at the target.
|
|
|
|
Mark Blaster Weapons - Each shot sends a sonic blast at the target.
|
|
Mark I-IV are pistols and Mark V-VIII are rifles. The wielder of sonic
|
|
missile weapon doesn't make a normal "to hit" roll. Instead, the target
|
|
makes a saving throw vs. paralyzation to avoid being hit. This saving
|
|
throw is made at a bonus of +2 if the weapon is used at medium range,
|
|
or +5 if the target is at long range.
|
|
|
|
Disruptors - Each shot sends a disruption beam at its target. A
|
|
disruption beam disrupts cells in living matter causing damage to
|
|
creatures eternally. All disruptors have two settings: Standard, High
|
|
Power. Standard is as in the table. High Power allows a rate of fire of
|
|
2 shots per round, a +1d10 damage, and drains double the amount of
|
|
power (i.e. two charges).
|
|
|
|
Needler - A clip for a needler contains 10 small needles coated with a
|
|
paralysis drug (save vs. poison or become paralyzed for 5d4 rounds).
|
|
The energy cell will be used up after 30 shots. This weapon is
|
|
completely soundless.
|
|
|
|
Stun Ray Weapons - A successful shot does no damage, but knocks the
|
|
victim out for 1d20 rounds.
|
|
|
|
|
|
Energy Weapons
|
|
|
|
Some weapons combine elements of melee and missile weapons. All
|
|
are close combat weapons that can't be thrown and need power.
|
|
|
|
Electroflail - A flail made of mithril and charged with electricity.
|
|
The slightest touch cause a severe shock. The Solar Energy Cell is good
|
|
for 40 minutes.
|
|
|
|
Energy Mace - This energized club is powered by a Chemical Energy Cell
|
|
good for 20 minutes.
|
|
|
|
Paralysis Rod - This 1 yard long rod may be powered by a Chemical
|
|
Energy Cell (good for 4 hours), a Solar Energy Cell (good for 8 hours),
|
|
or a Hydrogen Energy Cell (good for 12 hours). When brought into
|
|
contact with exposed flesh (not protected by clothing, armor, etc.), it
|
|
overloads the victim's synapses, causing unconsciousness and paralysis
|
|
lasting 4d4 hours. The victim can't be awakened prematurely.
|
|
|
|
Stun Whip - The Chemical Energy Cell in this item is good for 30
|
|
minutes. A target hit by one of these 3 yard wire whips becomes
|
|
unconscious for 5d4 minutes.
|
|
|
|
Light Saber (Vibro Blade) - The handle of this device houses a the
|
|
energy cell good for 20 minutes. When in use, a blue-etched force field
|
|
forms a 1 foot blade that will cut through almost anything (GMs
|
|
discretion).
|
|
|
|
Vibro Dagger - Similar to the vibro blade, but with a blade of only
|
|
6 inches long, the vibro dagger's cell is good for 30 minutes.
|
|
|
|
|
|
Grenades
|
|
|
|
These are exploding devices usually delivered by hand. A character
|
|
should use the standard grenade-like missile combat rules. Before
|
|
throwing the grenade, the character activates it by "pulling the pin"
|
|
on it. Once the pin is pulled, the grenade automatically explodes the
|
|
next round. All characters within 9 yards of an exploding grenade are
|
|
suffer the effects of the grenade. Damage is halved if save vs.
|
|
paralyzation is made by victims.
|
|
|
|
Chemex Grenade - Creates a chemical explosion (complete with lung-
|
|
searing flame) within the area.
|
|
|
|
Energy Grenade - Releases blast of energy within the area.
|
|
|
|
Fragment Grenade - Covers the area with jagged metal chards.
|
|
|
|
Poison Gas Grenade - Spews poison gas throughout the area that hangs in
|
|
the air for 1d6 rounds (-2 if area is windy). Characters must save vs.
|
|
poison or suffer 3d6 points of damage for each round exposed to the
|
|
gas.
|
|
|
|
Stun Grenade - Spews paralysis gas that acts like poison gas, but hangs
|
|
in the air for only 1d4 rounds. also, characters are knocked
|
|
unconscious by the gas for 5d4 rounds taking no damage if a save vs
|
|
poison is failed.
|
|
|
|
Tear Gas Grenade - Spews tear gas that hangs in the air for 1d6 rounds
|
|
(-2 if area is windy). Characters make a save vs poison. Failure
|
|
indicates that the character suffers a -2 "to hit" and suffers a -1
|
|
penalty to armor class. The effects last for 3 rounds.
|
|
|
|
|
|
Bombs & Missiles
|
|
|
|
This category includes demolition charges, small warheads, and
|
|
sophisticated missiles. These items have any type of fusing device the
|
|
GM wishes (proximity, impact, heat, time delay, etc.). Most lack
|
|
delivery and guidance systems and have to be carried to the desired
|
|
spot and detonated. All characters within area of effect suffer damage.
|
|
Damage is halved if save vs. paralyzation is made by victims.
|
|
|
|
CDP A (Concentrated Damage Pack Type A) & CDP B (Concentrated Damage
|
|
Pack Type B) - A canvas backpack full of plastic explosives designed to
|
|
be placed by the bearer against a structure to be destroyed. Blast
|
|
radius is 30 yards for type A and 60 yards for type B.
|
|
|
|
Concussion bomb - A canister 10 inches long and 3 in diameter with
|
|
small "hooks" that fit various delivery systems. Has the effect of a
|
|
stun grenade, but has a 60-yard blast radius and a cloud duration of
|
|
2d6 minutes.
|
|
|
|
Fission Bomb - A black steel sphere 15 inches in diameter. Has a 1-mile
|
|
blast radius. Come in 2 versions: Clean and Dirty. The dirty bomb
|
|
causes radiation (GM decides the effects of radiation).
|
|
|
|
Fusion Bomb - A 50-inch diameter black steel disc. The blast radius is
|
|
60 feet.
|
|
|
|
Matter Bomb - A disc similar in appearance to a fusion bomb. Comes in
|
|
alpha, beta, and delta types. The alpha has a blast radius of 9 yards;
|
|
the beta has a blast radius of 30 yards; and the delta has a blast
|
|
radius of 60 yards.
|
|
|
|
Micro-Missile - A 3-inch long missile that comes complete with its own
|
|
plastic handgrip/launcher. It does a blast radius of 15 yards.
|
|
|
|
Mini-Missile - A 15-inch long missile in its own disposable, shoulder-
|
|
held launcher. It has a blast radius of 30 yards.
|
|
|
|
Neutron Bomb - A 18-inch in diameter duralloy sphere. This bomb has a
|
|
blast radius of 300 yards. The bomb only damages living beings; it
|
|
doesn't harm equipment, vehicles, or buildings.
|
|
|
|
SDP (Small Damage Pack) - A canvas bag of plastic explosives. The blast
|
|
radius is 12 yards.
|
|
|
|
Surface Missile - A slender 3 yards long cylinder, usually fixed to a
|
|
military installation, or vehicle, and directed by computers and radar
|
|
at the launch site. There are 3 types of surface missiles: neutron,
|
|
fission, an concussion. The first two are simple bomb of the
|
|
appropriate type attached to a surface missile. The latter type will do
|
|
30d10 points of damage to anyone in a 100-yard blast radius.
|
|
|
|
----------
|
|
|
|
Phaser
|
|
|
|
|
|
There are two types of phasers: Phaser I and Phaser II. Phaser I
|
|
does not have a handle and can fit easily in the palm of the hand. The
|
|
hydrogen energy cell in a Phaser I holds 50 charges. Phaser II is
|
|
larger and has a handle. The two hydrogen energy cells in a Phaser II
|
|
holds a total of 100 charges.
|
|
|
|
Type Range Charges
|
|
Phaser I 5/10/15 50 Range is given in
|
|
Phaser II 10/20/30 100 tens of yards.
|
|
|
|
|
|
A phaser is different than other weapons in that it has a setting
|
|
controls that allows various forms of damage.
|
|
|
|
|
|
SPREAD:
|
|
|
|
Normal - The wielder makes a normal "to hit" roll.
|
|
|
|
Wide - The wielder doesn't make a normal "to hit" roll. Instead, the
|
|
target makes a saving throw vs. paralyzation to avoid being hit. This
|
|
saving throw is made at a bonus of +2 if the weapon is used at medium
|
|
range, or +5 if the target is at long range.
|
|
|
|
|
|
SETTING:
|
|
|
|
The number following the setting is the number of charges that
|
|
will be drained from the battery per hit. Wide-spread attacks will
|
|
drain twice the number of charges per person affected. The setting are
|
|
as followed:
|
|
|
|
Stun (1) - Target must make a successful saving throw vs. wands or be
|
|
rendered rigidly immobile for 5d4 rounds. A save indicates that the
|
|
stun didn't affect the character this time. The ray from this setting
|
|
is blue.
|
|
|
|
1 (2) - Target suffer 1d10 points of damage, save vs. wands for half
|
|
damage. The ray color from settings 1 through 10 are various shades of
|
|
red (1 being light red, and 10 being dark red).
|
|
|
|
2 (3) - Target suffer 2d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
3 (4) - Target suffer 3d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
4 (5) - Target suffer 4d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
5 (6) - Target suffer 5d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
6 (7) - Target suffer 6d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
7 (8) - Target suffer 7d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
8 (9) - Target suffer 8d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
9 (10) - Target suffer 9d10 points of damage, save vs. wands for half
|
|
damage.
|
|
|
|
10 (12) - Target must save vs. death magic or die.
|
|
|
|
Maximum (14) - This setting causes matter to vanish. It affects even
|
|
matter (or energy) of a magical nature. Disintegration is
|
|
instantaneous, and its effects are permanent. Anything within the 10' X
|
|
10' X 10' cube is obliterated. A thin, green ray (no wide-spread
|
|
attack) causes physical material affected to glow and vanish leaving no
|
|
trace.
|
|
|
|
Overload (all) - This setting causes the phaser to build up energy that
|
|
surpasses safety parameters until it explodes destroying the phaser.
|
|
Phaser I has a blast radius of 25 yards and does 5d10 points of damage
|
|
to living things in the blast radius. Phaser II has a blast radius of
|
|
50 yards and does 5d20 points of damage to living things in the blast
|
|
radius.
|
|
|
|
|
|
----------
|
|
|
|
Powered Armor
|
|
|
|
|
|
Type AC Value Power Code
|
|
Energized Armor 2 75000 A E
|
|
Inertia Armor 2 110000 2A E
|
|
Powered Alloyed Plate 2 120000 A E
|
|
Powered Plate Armor 3 100000 A E
|
|
Powered Assault Armor 1 150000 3A E
|
|
Powered Attack Armor 1 150000 2A E
|
|
Powered Battle Armor 2 150000 2A E
|
|
Powered Scout Armor 2 150000 2A E
|
|
|
|
|
|
All powered armor consists of a sealed suit with a power source
|
|
that makes it function like a "second skin" when worn. Energized Armor
|
|
and Inertia Armor may function without a power source (but it will be
|
|
impossible to make jet-assisted jumps). Other types won't function
|
|
properly without a power source. They will still protect the wearer in
|
|
most cases, but their force fields (if any) won't work and the
|
|
character won't be able to move while in them. Gas doesn't penetrate
|
|
functioning powered armor since there is a 72-hour oxygen supply inside
|
|
that works independently of the armor's power system. All suits have a
|
|
2-way radio, a Medi-kit, ultraviolet and infrared sensors, and an audio
|
|
system that automatically dampens loud noises and amplifies soft noises
|
|
(wearer can make out individual sounds at 4 times the normal distance).
|
|
|
|
Energized Armor - The suit's jet-pack lets the wearer make jumps of 180
|
|
yards. It is powered by a single Atomic Energy Cell good for 40 hours.
|
|
|
|
Inertia Armor - Suit has a partial force field that can absorb up to
|
|
half of the damage (25 points of damage per round) inflicted on the
|
|
wearer. It also has a jet-pack for use in making jumps of up to 180
|
|
yards. It is powered by two Atomic Energy Cells good for 60 hours.
|
|
|
|
Powered Alloyed Plate - The single Atomic Energy Cell (good for 44
|
|
hours) gives this armor the ability to move under its own power while
|
|
worn. The wearer moves as if unburdened while carrying an additional 30
|
|
pounds and as if burden when carrying 60 pounds over his normal amount.
|
|
Powered Plate Armor is an improved version using a single Atomic Energy
|
|
Cell good for 52 hours.
|
|
|
|
Powered Assault Armor - The three Atomic Energy Cells in this suit are
|
|
good for 48 hours. While in operation, the suit provides a force field
|
|
that absorbs all damage inflicted on the wearer (50 points per round
|
|
maximum). In addition, the wearer moves as if unburdened while carrying
|
|
an additional 90 pounds and as if burden when carrying 180 pounds over
|
|
his normal amount. The wearer moves at quadruple speed and can make 30
|
|
yard jumps. Built in the finger of each hand is an independently-
|
|
powered laser pistol and built into the helmet is a micro-missile
|
|
launcher with a 20-missile clip. Built in the back of the suit is a
|
|
grenade launcher (90 meter range) with a 15 grenade clip containing
|
|
assorted grenades. The suit's powered fists do 9d6 damage.
|
|
|
|
Powered Attack Armor - The two Atomic Energy Cells in this suit are
|
|
good for 40 hours. This type is the same as the Powered Assault Armor,
|
|
but its force field absorbs 40 hit points maximum per round and the
|
|
wearer moves at triple normal speed.
|
|
|
|
Powered Battle Armor - The two Atomic Energy Cells in this suit are
|
|
good for 48 hours. This type of armor contains a force field that
|
|
absorbs all damage inflicted on the wearer (maximum of 30 hit points).
|
|
The wearer moves as if unburdened while carrying an additional 60
|
|
pounds and as if burden when carrying 120 pounds over his normal
|
|
amount. He may move at double his normal speed and make 15 yard jumps.
|
|
|
|
Powered Scout Armor - The single Atomic Energy Cell (good for 56 hours)
|
|
gives this armor the ability to move under its own power while worn.
|
|
The wearer moves as if unburdened while carrying an additional 30
|
|
pounds and as if burden when carrying 60 pounds over his normal amount.
|
|
This type of armor contains a force field that absorbs all damage
|
|
inflicted on the wearer (maximum of 20 hit points). The wearer moves at
|
|
quadruple speed and can make 30 yard jumps.
|
|
|
|
----------
|
|
|
|
Medical Supplies and Equipment
|
|
|
|
|
|
These items are labelled with a universal symbol and include
|
|
instructions for use (that will be indecipherable to most characters).
|
|
The labelling system will let characters easily recognize all types of
|
|
medical equipment and supplies once they encounter any example of that
|
|
of equipment or material.
|
|
|
|
Accelera Dose - A 6-inch long disposable jet spray tube of a compound
|
|
developed to accelerate healing. Characters who spray the compound
|
|
under their skin immediately heal 1d10 points of damage.
|
|
|
|
Cur-In Dose - A 6-inch long disposable jet spray tube of a substance
|
|
that breaks down most chemicals not normally found in the human body.
|
|
If taken within 30 seconds of exposure to a drug or poison, the user
|
|
experiences no effect from the drug or poison.
|
|
|
|
Interra Shot - A 6-inch long disposable jet spray tube containing a
|
|
sort of "truth serum" that opens the subconscious to direct
|
|
interrogation. If affected, the character answers all questions
|
|
truthfully for 10 minutes and then forgets the interrogation.
|
|
|
|
Medi-Kit - A 3X6X12-inch metal and plastic box that can be hung on a
|
|
belt for transportation. A micro-computer in the unit controls sensors
|
|
that analyze medical problems in any subject it scans. The unit is held
|
|
next to the skin when a scan is desired. If a character wants the kit
|
|
to heal a wound, he holds it over the trauma area. The kit
|
|
automatically sutures wounds, injects anti-toxins and antibiotics
|
|
(where needed) and even gives simple instructions on how to perform
|
|
operations. It will also spray antiseptic dressings on treated wounds.
|
|
Kits are powered by a Chemical Energy Cell and keep functioning as long
|
|
as their drug banks are full. There are about 4 treatments per drug
|
|
bank for each type of problem the kit is designed to handle.
|
|
Replacement banks (with built-in power cells) will be found in military
|
|
depots and chemical plants. Medi-kits will never inject anyone with a
|
|
substance (Accelera Dose, for example) poisonous to the patient. They
|
|
heal 1d10+20 points of damage. The average Medi-kit heals 2d20+200
|
|
points of damage before exhausting its drugs banks.
|
|
|
|
Mind Booster - A 6-inch long disposable jet spray tube containing a
|
|
compound that enhances metal functioning. The user's intelligence is
|
|
increased by 3 for one hour after taking the compound. However, he must
|
|
rest for four hours immediately after the drug wears off or he will
|
|
permanently lose 3 points from his intelligence.
|
|
|
|
Poison Antidote - A 6-inch long disposable jet spray tube containing an
|
|
antidote for each type of poison. If used on someone within 30 seconds
|
|
of exposure to poison, the antidote may save him from damage or death.
|
|
Each type of antidote always work for each type of poison. If an
|
|
antidote is for another type of poison, it has a 50% chance of working
|
|
on the poison the user was exposed to. The chance is modified by +10%
|
|
for each level the antidote is above the poison and -10% for each level
|
|
below it is below the poison.
|
|
|
|
Stim Dose - A 6-inch long disposable jet spray tube containing a
|
|
special stimulant that doubles the user's speed, increases his
|
|
dexterity by 1 and increases strength by 3 for a period of one hour.
|
|
The user must rest for eight hours immediately after the dose wears
|
|
off.
|
|
|
|
Suggestion Change Drug - A 6-inch long disposable jet spray tube
|
|
containing a hypnotic drug that puts the user in a trance for 10
|
|
minutes. While hypnotized, the user may be given instructions that he
|
|
will follow literally for the next four hours, including instructions
|
|
to take orders from another character. Once out of the drug's trance,
|
|
the user will only subconsciously remember his instructions.
|
|
|
|
----------
|
|
|
|
Miscellaneous Items
|
|
|
|
|
|
Auto-analyzer/Tricorder - This hand computer/scanner/data transfer
|
|
mechanism is most often used to analyze life forms and natural
|
|
phenomenon. The character using it must make an intelligence check for
|
|
each use to obtain the information he desires, although the GM may
|
|
determine that the intelligence check is only needed when seeking a
|
|
particularly complex piece of information. If the check is successful,
|
|
the player may ask the GM 1-6 simple or yes/no questions.
|
|
The analyzer can also be set up to act as an alarm, with 100 yard
|
|
range. The analyzer can work via a computer link-up or with a variety
|
|
of data chips that can be inserted.
|
|
The analyzer runs on a Hydrogen Energy Cell that will allow it to
|
|
function continuously for 18 hours.
|
|
|
|
Universal Translator - This small computer translates a multitude of
|
|
languages. It comes in a variety of forms, sometimes as an item of
|
|
jewelry, a small rod, an ear plug, an ear implant transmitting to a
|
|
computer elsewhere, etc.. When in use, the device is generally
|
|
undetectable (with the exception that the speaker's lips move like he
|
|
was in a Japanese martial-arts movie).
|
|
The device works best when languages are preprogramed into it. In
|
|
order to use a language not programed into it, the translator must
|
|
"derive the language matrix". To derive a basic matrix, the translator
|
|
needs to be exposed to the language for several minutes, then as time
|
|
progresses the language base will improve.
|
|
|
|
Communications Sender - This is a short range communications device. It
|
|
resembles a 20 by 10 by 5 inch black box with a small tv screen in one
|
|
side. The Chemical Energy Cell powering the device is good for 40
|
|
hours. Messages can be sent or received at a 100-mile range.
|
|
|
|
Communicators - These palm-sized plastic boxes fold out to display a
|
|
dial used to direct a signal in any direction. They allow users to
|
|
communicate over a 4-mile range. In some cases, communicators will only
|
|
respond to signals from other units tied into a particular network.
|
|
Each has a Chemical Energy Cell good for 200 hours.
|
|
|
|
----------
|
|
|
|
Control Transmitters
|
|
|
|
|
|
A control transmitter appears to be a small speaker, with a jack
|
|
that connects it to a sonic generator. The device allows commands to be
|
|
given to a specific type of creature of animal or less intelligence.
|
|
Each time a command is given to a particular type of creature, a 6-
|
|
sided die is rolled. If a 6 isn't rolled, the creature obeys its
|
|
command. If a 6 is rolled, the creature goes mad and will attack the
|
|
users of the device if possible. After the device has backfired, it
|
|
cannot be used with the same species again, but functions normally with
|
|
other species. Below is a listing of the various transmitters:
|
|
|
|
Type Color
|
|
Mammal red
|
|
Fish blue
|
|
Insect yellow
|
|
Reptile white
|
|
Plant green
|
|
Robot/Android black
|
|
|
|
----------
|
|
|
|
GC COMMENT: See the comment in "Weaponry - Past & Present".
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE CARLSON SYSTEM TO FIREARMS
|
|
|
|
BY MARC CARLSON
|
|
|
|
|
|
MISCELLANEOUS HOUSE RULES
|
|
|
|
|
|
1) 10 attacks per round is the maximum allowed, except where Fighter
|
|
Level/Attack bonus is used. The character may well be able to perform
|
|
200 attacks per round, but for playability purposes only 10 per round
|
|
is allowed.
|
|
|
|
2) Two handed attacks double the number of attacks per round, but still
|
|
may not exceed 10 attacks per round (see rule #1).
|
|
|
|
3) Spells, items, and technological effects that are "Instantaneous"
|
|
engage in the segment AFTER they are cast or used.
|
|
|
|
4) Spells, items, and technological effects that are NOT
|
|
"Instantaneous" engage in the first segment of the next round after
|
|
they are cast or used.
|
|
|
|
5) Called shots must be made on a natural +5 or better than the number
|
|
needed to hit. Called shots must be announced before they are
|
|
attempted. A called shot that strikes as a "20", or a critical hit,
|
|
will be counted as a called shot only.
|
|
|
|
6) The "Automatic Called Shot" proficiency means that the character
|
|
must make a "called shot" type roll if they intend on hitting anywhere
|
|
else but the agreed upon Called shot location. For example, a gunman
|
|
with "auto-called shot" for the gun hand, will automatically hit his
|
|
opponent's gun hand regardless, unless they are actively trying to hit
|
|
somewhere else (as a called shot).
|
|
|
|
7) Reloading a magazine requires 1 round per magazine. The actual
|
|
changing out of a full magazine for an empty one only takes a fraction
|
|
of a segment and may incur no penalty if the character has prepared to
|
|
do so, in advance. Weapons that do not have easily reloaded magazines
|
|
include Mausers, Bold Action Rifles, Revolvers, etc.. An additional
|
|
round may be required to reload.
|
|
|
|
8) If a character is struck by a bullet, they must make a save vs.
|
|
petrifaction or be stunned for a number of rounds equal to the number
|
|
by which they missed the roll.
|
|
|
|
9) If firing on a target that is quickly acquired while the weapon is
|
|
out, and the character is prepared to fire - roll a perception roll
|
|
(Wisdom check, whatever) to determine if the target is actually
|
|
"acquired" or "locked on to." If target is acquired the attack is made
|
|
at a -0, if not the attack is made as per "Unprepared shot" (i.e., -5
|
|
to hit).
|
|
|
|
|
|
HIT CHART
|
|
|
|
|
|
TABLE: Gun Exact Hit Chart
|
|
|
|
Roll Location
|
|
01-03 Head -- Mortal Wound.
|
|
04 Head -- Save vs Shock at a -10.
|
|
05 Neck -- Mortal Wound.
|
|
06-10 Right Arm
|
|
11 Right Arm -- Mortal Wound.
|
|
12-13 Right Hand
|
|
14-19 Left Arm
|
|
20 Left Arm -- Mortal Wound.
|
|
21-22 Left Hand
|
|
23-34 Chest
|
|
35-44 Chest -- Internal Damage. Double Damage. *
|
|
45-54 Chest -- Serious Internal Damage. Triple Damage. *
|
|
55-56 Chest -- Mortal Wound.
|
|
57-59 Abdomen
|
|
60-64 Abdomen -- Internal Damage. Double Damage. *
|
|
65-70 Abdomen -- Serious Internal Damage. Triple Damage. *
|
|
71-72 Abdomen -- Mortal Wound.
|
|
73-84 Right Leg
|
|
85 Right Leg -- Mortal Wound.
|
|
86 Right Foot
|
|
87-98 Left Leg
|
|
99 Left Leg -- Mortal Wound.
|
|
00 Left Foot
|
|
|
|
* Chances are good for a gory, lingering death with these wounds.
|
|
|
|
|
|
PROFICIENCIES
|
|
|
|
|
|
Characters may "spend" experience points already earned to "buy"
|
|
new proficiencies and maneuvers. This may not be enough to send them
|
|
below the amount needed to maintain t heir current level.
|
|
|
|
|
|
TABLE: Proficiencies
|
|
Proficiency
|
|
Proficiency XP Cost Slots
|
|
Martial Arts proficiency 20,000 1
|
|
Martial Arts specialization (See Weapons Specialization)
|
|
A Martial Arts Style 20,000 1
|
|
Each new special maneuver 20,000 1
|
|
Each new weapon proficiency 20,000 1
|
|
Each New Skill (to 20% minimum) 20,000 1
|
|
Tight Weapons Group 40,000 2
|
|
Broad weapons Group 60,000 3
|
|
Weapons specialization +1 (40%) 120,000 2
|
|
+2 (60%) 320,000 3
|
|
+3 (80%) 500,000 4
|
|
Ranged Weapons special. +1 (40%) 120,000 3
|
|
+2 (60%) 320,000 4
|
|
+3 (80%) 500,000 5
|
|
Fighting Style Specialization
|
|
Single Weapon 20,000 1
|
|
Two Hand Weapon 20,000 1
|
|
Weapon/Shield 20,000 1
|
|
Two Weapons 20,000 1
|
|
Take only half damage from wounds 500,000 -
|
|
Special Maneuvers 20,000 1
|
|
|
|
|
|
SPECIAL MANUEVERS
|
|
|
|
- Attacking a Moving target - 1/2 penalty
|
|
- Attacking while Moving - 1/2 penalty
|
|
- Automatic, specific "Called Shot" - no penalty
|
|
- Claw Weapons
|
|
- Double length of Medium Range for proficient weapons
|
|
- Draw Second - Role the attack as per Fast Draw, but there is no
|
|
penalty for allowing an opponant to draw first. At worst,
|
|
simultaneous attack occurs. Must have Hipshoot, and Fastdraw.
|
|
- Drawing a specific weapon/attacking - no penalty
|
|
- Hipshooting
|
|
- Sleeve Draw
|
|
- Sword Draw
|
|
- Fanning - Revolver multiple fire per round. 1/2 penalty.
|
|
- "Fast Draw" - Must have "Hipshoot" first. Roll 1d10 to determine
|
|
segment attack occurs in (+dexterity adjustment for missle, etc.).
|
|
Nothing may occur earlier than first segment. If both occur
|
|
simultaneously, roll separate inititatives for each.)
|
|
"Fast Draw" Modifiers - 20,000 or 1 prof. slot for each +1.
|
|
- "Off Hand" Weapon use (Single weapon style) - no penalty
|
|
- Shoulder Arms at +1 speed factor.
|
|
- "Snapshot" - Fire a missle weapon, then move up to 1/10th movement
|
|
rate during the same combat segment. May also be used to move
|
|
(1/20th), fire, then move (1/20th) again in the segment. The only
|
|
penalty for Snapshot is "Unprepared shot".
|
|
- Speed loading (a specific missle weapons) - 3 segments, no penalty
|
|
|
|
|
|
COMBAT
|
|
|
|
|
|
All modifiers are cumulative for hit determination. Armor class of
|
|
the target is determined as per normal combat. Silencers half range.
|
|
|
|
RANGE: Pont Blank +1
|
|
Short +0
|
|
Medium -2
|
|
Long -5
|
|
Extra-Long -7
|
|
|
|
Steadied Shot (1 handed weapon held two handed) +1
|
|
Braced Shot (Weapon is at rest on an object) +2
|
|
Handedness, 1 hand (for a weapon needing 2) -2
|
|
Wrong Hand -2
|
|
Wound in Gun Arm -5
|
|
Serious Wound in Gun Arm -10
|
|
Firing two weapons simultaneously -6
|
|
Aiming/Prepared Shot (takes full round of inaction) +1
|
|
Unprepared shot (i.e. Snapshot, Hipshooting, etc.) -5
|
|
Shot on an "Acquired Target" 0
|
|
Shooter has lost HP less than 50% of total -1
|
|
Shooter has lost HP greater than 50% of total -4
|
|
|
|
|
|
TABLE: To Hit
|
|
|
|
Weapon Speed Max Same Changing
|
|
Speed Factor ROF/R Target Target Initiative
|
|
VS 8-13 1/2 -10 -15 +10
|
|
S 6-7 1 -5 -10 +5
|
|
BA 5 2 -3 -5 +3
|
|
A 4 3 -2 -3 +0
|
|
F 2-3 3 -1 -2 -5
|
|
VF 1 3 -0 -1 -10
|
|
|
|
|
|
"First Shot Determination and Initiative"
|
|
|
|
Drawing From Holster (Draw and Fire proficiency needed)
|
|
Coat pocket, same side +3
|
|
Coat pocket, wrong side +6
|
|
Cross Draw, Hip +2
|
|
Cross Draw, Shoulder Holster +2
|
|
Hip Holster, Open +1
|
|
Hip Holster, Open, Worn High +3
|
|
Hip Holster, Closed +4
|
|
Waistband, Front +2
|
|
Waistband, Back +3
|
|
Wrist Flip Holster +1
|
|
Attached to Belt (Phaser) +2
|
|
Gun in hand, Prepared +0
|
|
Gun in hand, Unprepared +2
|
|
Surprise
|
|
Opponent given 1st move +2
|
|
Character is surprised +10
|
|
|
|
|
|
SELECTED WEAPONS
|
|
|
|
|
|
Based in part on work using the 3D system. Assumed Average HP is 30,
|
|
based on a statistical study of 250 characters from a variety of
|
|
sources.
|
|
|
|
Range in Yards
|
|
Cal Name Type PB S M L VL WSM ROF AMMO DV
|
|
.39 Handcannon ss-m 2 3 8 33 128 vs 1 1 10
|
|
.45 Smoothbore Musket ss-f 2 3 8 33 666 s 1 1 10
|
|
.47 Handcannon ss-m 2 3 8 33 128 vs 1 1 10
|
|
.50 "Snaphaunce" ss-f 2 3 8 33 666 s 1 1 10 c.1550
|
|
.54 Arquebus ss-m 2 16 67 210 833 vs 1 1 10 c.1350
|
|
.54 Matchlock ss-m 2 3 8 33 128 s 1 1 10 c.1450
|
|
.54 Wheelock ss-w 2 3 8 33 128 s 1 1 10 c.1520
|
|
.69 Matchlock ss-m 2 3 8 33 666 s 1 1 16 c.1415
|
|
.69 "Tannenburg" ss-m 2 16 67 210 833 vs 1 1 16 c.1399
|
|
|
|
19th Century Weapons
|
|
.22 "Derringer" ss-c 1 3 8 10 15 a 1 1,2,4 9
|
|
.22 Revolver rv 3 8 50 115 1500 a 1 6 8
|
|
.25 Early Auto sa/c 3 8 50 115 1500 f 1 5 12
|
|
.30 Revolver rv 3 8 50 115 1500 a 1 6 9
|
|
.30 Early Auto sa/c 3 8 50 115 1500 f 1 5 16*
|
|
.32 Revolver 6 10
|
|
.35 Early Auto 8 12
|
|
.36 Revolver 6 12
|
|
.38 Revolver 6 15
|
|
.38 "Derringer" 1 20
|
|
.44 Revolver 6 20-24
|
|
.45 Revolver 6 18-20
|
|
|
|
* .30 cal Early Automatics include Mausers etc, that used a
|
|
variety of Rifle Round.
|
|
|
|
Rifles
|
|
.303 Bolt Action ba 3 8 100 200 3000 a 1 5 28
|
|
.44 Lever Action m 2 10 34
|
|
.45 Single Shot 1 1 42
|
|
.50 Single Shot 1 1 50
|
|
|
|
Early 20th Century
|
|
.22 Automatic 6 9
|
|
.22 Revolver 6 7
|
|
.30 Automatic 6 13
|
|
.30 Revolver 6 10
|
|
.32 Automatic 6 13
|
|
.32 Revolver 6 10
|
|
.35 Automatic 6 13-18
|
|
.38 Automatic 6 13
|
|
.38 Revolver 6 10
|
|
.44 Revolver 6 12
|
|
.45 Automatic 6 14
|
|
.45 Revolver 6 12
|
|
|
|
Late 20th Century
|
|
.15 "Golden Gun" ss 3 8 50 115 1500 f 1 1 12
|
|
.22 Automatic 6 13
|
|
.22 Revolver 6 11
|
|
.30 Automatic 6 17
|
|
.30 Revolver 6 15
|
|
.32 Automatic 6 13
|
|
.32 Revolver 6 15
|
|
.35 Automatic 6 13-18
|
|
.357 Revolver 6 24
|
|
.38 Automatic 6 17
|
|
.38 Revolver 6 15
|
|
.44 Revolver 6 13
|
|
.44 Automagnum 7 36
|
|
.45 Automatic 6 18
|
|
.45 Revolver 6 16
|
|
|
|
Rifles
|
|
.22 Lever Action 8 21
|
|
.22 M-16 ab/c 10 16 233 666 6666 F 10 20,30 49
|
|
.30 AK-47 10 30 54
|
|
.303 Bolt Action 1 5 28
|
|
.465 H&H Royal Double 1 2 80
|
|
.60 H&H Nitro Double Express 1 2 100
|
|
|
|
Shot Guns
|
|
These are considered area of effect attacks. They do not need a
|
|
proficiency to use, and the only "to hit" needed is to make certain the
|
|
gundoes not jam.
|
|
|
|
A line 100 yards long:
|
|
|
|
DV: 0' - 40 DV
|
|
3y 40
|
|
6y 20
|
|
12y 10
|
|
24y 5
|
|
48y 3
|
|
96y 1
|
|
|
|
(Sawed off) A cone 10 yards long:
|
|
|
|
DV: 0' - 40 DV
|
|
1y 40
|
|
2y 10
|
|
4y 5
|
|
8y 3
|
|
10y 1
|
|
|
|
Heavy Arms
|
|
|
|
Burst Fire
|
|
Short x2 damage (of 1 round) +1 to hit
|
|
Extended x10 damage (of 1 round) +2 to hit.
|
|
Spray Fire x2 damage -5 (Save versus shot gun).
|
|
|
|
.303 Maxim at/c 10 16 233 666 6666 A 600 250Belt 30
|
|
.45 Gatling 600 50 42
|
|
.30 M60 LMG 250Belt 60
|
|
.50 M2 Browning 250Belt 100
|
|
|
|
|
|
Flame Thrower
|
|
AOF/Range: A line 10-60' long
|
|
DV: 64 Save for half.
|
|
Jellied gasoline burns for 1d6 r.
|
|
Land Mine
|
|
Range: 0
|
|
DV: 20 at 0', -1/1' away from the blast. No save.
|
|
Claymore Mine
|
|
AOF/Range: 2 cones; 1 - 60 degr in front x 6'high
|
|
2 - 30 degr behind, half range
|
|
DV: 0' - 500 DV
|
|
10' 500
|
|
20' 300
|
|
40' 150
|
|
80' 75
|
|
160' 40
|
|
320' 20
|
|
640' 10
|
|
Stick of dynamite
|
|
DV: 40
|
|
Vial Nitro
|
|
DV: 60
|
|
WWII Handgrenade
|
|
DV: 80 (+ 1d20 Fragmentation)
|
|
Modern Handgrenade
|
|
DV: 60
|
|
(Civil War) Haynes "Excelsior" Percussion Grenade
|
|
DV: 60 (+ 1d10 Fragmentation)
|
|
|
|
|
|
Futuristic Weaponry
|
|
Max Pow/Ammo
|
|
Range ROF Stor DV Notes
|
|
9mm Advanced Combat Rifle 6666 1 20 36
|
|
9mm AdvCombat Rifle SABOT 6666 1 20 24
|
|
Barsoomian Radium Pistol 6666 2 12 40 Exploding Bullets
|
|
"Electric Rifle" 1667 1 40 28 (Space 1889 Gauss Rifle)
|
|
Gause Rifle 16667 1 40 30
|
|
"Klingon Plasma Cannon" 6666 1 5 120 with energy pack
|
|
"Hand Beamer" - Laser 1667 1 5 20
|
|
Laser Pistol (Early Fed.) 833 1 20 40/10 (DV 40, save for 10)
|
|
"Blaster pistol" 833 1 10 16
|
|
"Blaster" (Apokolips) Std. 833 1 10 25
|
|
"Blaster", Hvy 833 1 10 64
|
|
"Blaster", XHvy 833 1 10 144
|
|
Dalembert Blaster 833 1 25 38 + 1d6 rad.
|
|
Athenacorp Gazi Blaster 833 1 20 38 + 1d6 rad.
|
|
Svortza Blaster 833 1 20 38 + 1d6 rad.
|
|
MKI Klingon Disruptor 1667 1 25 38/12
|
|
MKI Disruptor Rifle 1667 1 25 38/12
|
|
MKII Disruptor (STTOS) 20
|
|
Standard Setting 6666 1 38/12
|
|
High Power 1667 2 D/25 Disintegrate 250 lbs
|
|
MKIII Hand Disruptor (STTNG) 25
|
|
Standard Setting 6666 1 38/12
|
|
High Power 1667 2 D/25 Disintegrate 250 lbs
|
|
MKIV Disruptor Rifle (STTNG) 55
|
|
Standard Setting 6666 1 38/12
|
|
High Power 1667 2 D/25 Disintegrate 250 lbs
|
|
MKI Phaser/Phaser I (TOS) 20
|
|
1. Stun, Lt. 833 1 38*/12* Paralysed for d10 rd
|
|
2. Stun. 833 2 38*/12* Unconscious, 2d10+10 rd
|
|
3. Stun. 833 3 38*/12* Unconscious, 3d10+20 rd
|
|
4. Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd
|
|
5. Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours,
|
|
Save vs. Death or receive
|
|
permanent nerve damage
|
|
6. Heat 3 2 40/20 (7000 F)
|
|
7. Weld/Cut 1 1 50/25
|
|
8. Disrupt/Kill 833 2 75/20
|
|
9. Dematerialize 333 4 D/25 Disintegrate 250 lbs
|
|
0. Overload 50y blast radius DV 10,000 in blast radius
|
|
MKI Phaser/Phaser I/Civilian Model 20
|
|
1. Stun, Lt. 833 1 38*/12* Paralysed for d10 min.
|
|
2. Stun. 833 2 38*/12* Unconscious, 2d10+10 rd
|
|
3. Stun. 833 3 38*/12* Unconscious, 3d10+20 rd
|
|
4. Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd
|
|
5. Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours, Save
|
|
vs. Death or receive permanent
|
|
nerve damage
|
|
6. Heat 3 2 40/20 (7000 F)
|
|
7. Weld/Cut 1 1 50/25
|
|
MKII Phaser/Phaser II (TOS) 35
|
|
1. Stun, Lt. 833 1 38*/12* Paralysed for d10 min.
|
|
2. Stun. 833 2 38*/12* Unconscious, 2d10+10 rd
|
|
3. Stun. 833 3 38*/12* Unconscious, 3d10+20 rd
|
|
4. Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd
|
|
5. Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours, Save
|
|
vs. Death or receive permanent
|
|
nerve damage
|
|
6. Heat 3 2 40/20 (7000 F)
|
|
7. Weld/Cut 1 1 50/25
|
|
8. Disrupt/Kill 833 2 75/20
|
|
9. Dematerialize 333 4 D/25 Disintegrate 300 lbs)
|
|
0. Overload 150y blast radius DV 1,000,000 in blast radius
|
|
MKIII Phaser/Phaser Rifle (TOS) 50
|
|
Stun. 833 2 38*/12* Unconscious, 2d10+10 rd
|
|
Stun, Wide Angle 833 4 38*/12* Unconscious, 2d10+10 rd
|
|
Stun, Heavy 833 2 60*/20* Uncons. 6d6 hours, Save
|
|
vs. Death or receive permanent
|
|
nerve damage
|
|
Heat 3 2 40/20 (7000 F)
|
|
Disrupt/Kill 833 2 75/20
|
|
Dematerialize 333 4 D/50 Disintegrate 500 lbs
|
|
Overload 150y blast radius DV 1,000,000 in blast radius
|
|
MKI Phaser/Phaser 1B (Movies) 20
|
|
Stun. 833 2 40*/15* Unconscious, 2d10+10 rd
|
|
Stun, Wide Angle 833 4 40*/15* Unconscious, 2d10+10 rd
|
|
Stun, Heavy 833 2 65*/25* Uncons. 6d6 hours, Save
|
|
vs. Death or receive permanent
|
|
nerve damage
|
|
Heat 3 2 60/30 (7000 F)
|
|
Disrupt/Kill 833 2 80/30
|
|
Dematerialize 333 4 D/30 Disintegrate 300 lbs
|
|
Overload 50y blast radius DV 10,000 in blast radius
|
|
MKII Phaser/Phaser 2B (Movies) 40
|
|
Stun. 833 2 40*/15* Unconscious, 2d10+10 rd
|
|
Stun, Wide Angle 833 4 40*/15* Unconscious, 2d10+10 rd
|
|
Stun, Heavy 833 2 65*/25* Uncons. 6d6 hours, Save
|
|
vs. Death or receive permanent
|
|
nerve damage
|
|
Heat 3 2 60/30 (7000 F)
|
|
Disrupt/Kill 833 2 80/30
|
|
Dematerialize 333 4 D/50 Disintegrate 500 lbs
|
|
Overload 150y blast radius DV 1,000,000 in blast radius
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
16 ARCANE ANSWERS TO GUNPOWDER
|
|
|
|
|
|
1) Shield (1st Wiz): provides x armor class to all projectiles and/or
|
|
+n to ac/save.
|
|
|
|
2) Affect Normal Fires (1st Wiz): would either make the powder fizzle
|
|
and smoke or flash and explode the weapon (as well as give quite an
|
|
extra oomph to the projectile.
|
|
|
|
3) Fire Trap (4th Wiz, 2nd Pr): arcane equivalent to black powder (you
|
|
can't say a charge of black powder in any muzzle loading infantry
|
|
personal/squad weapon actually causes more of a blast than 1d4+7 with a
|
|
5' radius (minimum damage for a mage of level enough to cast the
|
|
spell).
|
|
|
|
4) Web (2nd Wiz): no missile attacks at individuals completely caught
|
|
in web and no missile attacks through web.
|
|
|
|
5) Produce Flame (2nd Pr): throw a palm full of fire, flammable
|
|
objects, powder kegs, primers, loaded guns, unmixed sulfur, saltpeter,
|
|
charcoal, powder horns, body, clothes, hair of gunners, etc..
|
|
|
|
6) Fireball (3rd Wiz): PHOOOOOOOOOOOM!
|
|
|
|
7) Wall Of Fire (4th Wiz): see Fireball.
|
|
|
|
8) Lightening Bolt (3rd Wiz): see Fireball.
|
|
|
|
9) Dancing Lights (1st Wiz): cast it at the powder store house and see
|
|
them run (it can look like a group with torches).
|
|
|
|
10) Mirror Image (2nd Wiz): go ahead... hit me (doesn't work to well
|
|
against shotgun or especially chain or volley fire for that matter).
|
|
|
|
11) Grease (1st Wiz): flammable coating all over those peasants (low
|
|
save) with firearms.
|
|
|
|
12) Wall Of Fog (1st Wiz): go ahead-shoot your mud!
|
|
|
|
13) Flaming Sphere (2nd Wiz): see Fireball.
|
|
|
|
14) Melf's Acid Arrow (2nd Wiz): for spiking a canon.
|
|
|
|
15) Gust Of Wind (3rd Wiz): bad for long distance targeting.
|
|
|
|
16) Protection From Normal Missiles (3rd Wiz): protects from siege
|
|
weapons.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
NON-WEAPON PROFICIENCIES
|
|
|
|
|
|
# of Slots Relevant Check
|
|
Proficiency Required Ability Modifier
|
|
Cowboy Cool 1 Charisma 0
|
|
Fan Shooting 1 Dexterity 0
|
|
Fast Draw 1 Dexterity 0
|
|
Hip Shooting 1 Dexterity 0
|
|
Repair Cimarron Six-Shooter 1 Intelligence 0
|
|
Speed Loading 1 Dexterity 0
|
|
Sharpshooting 1 Dexterity 0
|
|
|
|
|
|
Cowboy Cool - This allows the user to stare down an opponent in a duel
|
|
and gain a psychological advantage. On a successful Charisma check by
|
|
the user, the opponent suffers a -2 penalty to his next to-hit roll
|
|
(and to his next Dexterity check if using the Fast Draw proficiency
|
|
below). This proficiency requires two rounds of concentration to take
|
|
effect. Cowboy Cool can also be used to negate someone else's attempt
|
|
to use Cowboy Cool or to spin one or two six-shooters on one's fingers
|
|
without dropping them.
|
|
|
|
Fan Shooting - The user attempts to shoot as many missiles (i.e.
|
|
darts, bullets, beams, etc.) as possible within one round. The extent
|
|
of success on the user's Dexterity check indicates the number of darts
|
|
that can be fired at a given combat round. A successful Dexterity check
|
|
allows at least two shots during the same round; if the Dexterity score
|
|
was beaten by 3-5 points, at least three shots in a round; 6-8, up to
|
|
four shots; 9-11. five shots; and 12 or more, all six shots. Each
|
|
successive shot suffers a cumulative -1 penalty to hit (-1 for the
|
|
first shot, -2 for the second,, etc.). Of course, this assumes that the
|
|
weapon holds six missiles.
|
|
The first shot occurs when the user should normally be allowed to
|
|
fire during the combat round (i.e. initiative). Each successive shot
|
|
will then happen in each successive segment. Fast Draw and Fan shooting
|
|
proficiencies can be used simultaneously.
|
|
|
|
Fast Draw - Upon making a successful Dexterity check, a user can shoot
|
|
before anyone else during a combat round, regardless of the original
|
|
Initiative result. If two opponents fight a duel and both use the Fast
|
|
Draw proficiency, the one who beats his Dexterity score by the highest
|
|
amount gains the initiative.
|
|
|
|
Hip Shooting - The user has the ability to shoot from the hip. The
|
|
proficiency allows the user to shoot faster, adding a +2 bonus to
|
|
Dexterity checks made for Fast Draw or Fan Shooting attempts.
|
|
Unfortunately, it is less accurate and causes a -2 penalty to hit in
|
|
both cases.
|
|
|
|
Repair Cimarron Six-Shooter - On a successful Intelligence check, the
|
|
user can repair a jammed Cimarron Six-Shooter. Each attempt takes a
|
|
full hour. He may try as many times as needed to repair the weapon. An
|
|
unmodified score of 20 causes the weapon to break permanently.
|
|
|
|
Speed Loading - For a specific missile weapon, character cuts reloading
|
|
time of weapon in half with no penalties.
|
|
|
|
Sharpshooting - On any to-hit roll of 20 or better after modifications,
|
|
the user may make an extra Dexterity check. If successful, the user
|
|
designates a a particular spot on a target to be hit by the dart. This
|
|
can be used to automatically disarm an opponent or inflict maximum
|
|
damage. Sharpshooting cannot be used with the Hip Shooting or Fan
|
|
Shooting proficiencies.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
ROGUE KIT: TECHNOLOGIST
|
|
|
|
|
|
Description: The technologist is either the fore-runner of a new
|
|
technological age or a researcher into a technology long forgotten
|
|
(dependant on the GM's campaign world). In any case, he loathes magic
|
|
and wants to rid the world of it and bring the world into a
|
|
technological age. For this reason, he is considered a rogue in
|
|
society, going against the norm (magic).
|
|
He is basically an scientist/engineer with great knowledge in a
|
|
specific field (i.e. architecture, mechanical design, smithing, etc.),
|
|
but will dabble in anything to help the advancement of technology.
|
|
Technologists must have an intelligence above 15, a wisdom above
|
|
13, strength above 12, and dexterity above 12. Although not required,
|
|
high dexterity and strength are also useful. They do not get any
|
|
experience point bonuses due to high ability scores.
|
|
|
|
Role: A technologist has a great knowledge on numerous, practical
|
|
topics that tend to be more valuable than the arcane knowledge of mages
|
|
and clerics. He will always insist that technology is the solution to
|
|
all problems and will use technology to solve problems.
|
|
A technologist will, of course, try to do a service to everyone by
|
|
attempting to get them to use his devices more often thus making
|
|
progress towards technological advancement. However, most people will
|
|
be distrustful of this technology, and won't use it. The GM should not
|
|
allow the technologist to totally reshape the world! Only in extreme
|
|
circumstances should his devices be accepted and used for any length of
|
|
time (even the scientist gets to save the day!). An example would be
|
|
where he saves a starving village by inventing a steel-bottom plow and
|
|
new irrigation procedures, that when combined with his new pumping
|
|
system, saves the people from slow, painful death.
|
|
|
|
Weapon Proficiencies: Technologists are allowed any weapon used by
|
|
thief (except under specific circumstances, see below) and prefer those
|
|
that have some degree of complexity in their use or manufacture such as
|
|
an arquebus, bow (any), crossbow (any), mancatcher, etc..
|
|
|
|
Nonweapon Proficiencies: Bonus: Engineering, Appraising, Alchemy,
|
|
Architecture, Reading/Writing. Recommended: Artistic Ability,
|
|
Blacksmithing, Brewing, Carpentry, Gem Cutting, Leather-Working,
|
|
Mining, Stonemasonry, Weaponsmithing.
|
|
|
|
Skill Progression: A technologist doesn't have the thieving skills of
|
|
Move Silently, Hide in Shadows, Detect Noise, Climb Walls, and Read
|
|
Languages. Pick Pockets, Open Locks, and Find/Remove Traps are usually
|
|
distributed evenly.
|
|
|
|
Equipment: A technologist is limited to weapons and armor of the thief
|
|
class unless they make some technical wonder of their own that is out
|
|
of these bounds. For example, they can use any armor of a type that
|
|
they have proficiently made (in the time of the campaign, things made
|
|
before don't count) because they've spent enough time with that type to
|
|
know it fairly well.
|
|
Starting funds are 10d10 x 10 gold pieces.
|
|
|
|
Special Benefits: A technologist has the abilities of a sage. His
|
|
knowledge is in a field of study; preferably something pertaining to
|
|
science. Note, that the technologist must maintain the resources that
|
|
normal sages have.
|
|
A technologist can detect the following information when within 10
|
|
feet of the particular phenomenon.
|
|
|
|
Detect secret/concealed doors 1-2 on 1d8
|
|
Detect grade or slope in passage 1-5 on 1d6
|
|
Detect new tunnel/passage construction 1-5 on 1d6
|
|
Detect unsafe walls, ceiling, and floors 1-7 on 1d10
|
|
Detect sliding/shifting walls or rooms 1-4 on 1d6
|
|
Detect stonework traps, pits, and deadfalls 1-3 on 1d6
|
|
|
|
Note that the technologist must deliberately try to make these
|
|
determinations; the information doesn't not simply spring to mind
|
|
unbidden.
|
|
A technologist gains an immunity to illusions as he progresses in
|
|
levels. As well as a saving throw, a technologist gets a 5% chance for
|
|
each level (no greater than 95%) minus the level of the illusionist to
|
|
resist the illusion. Racial adjustments are as followed: Dwarf +10,
|
|
Halfling +7, Elf +5, Half-elf 0, Human -5, Gnome -10.
|
|
The greatest and most important ability of a technologist is to
|
|
build items of the next time period (i.e. Ancient, Dark Ages, Middle
|
|
Ages, Renaissance, etc.). The GM must be aware of what time period the
|
|
current campaign is in and what the next one will be. To build an item,
|
|
the character must have the proper plans and resources to do it. The
|
|
player must submit the idea for approval to the GM. Mainly, the GM must
|
|
be sure that the technical item will not influence the campaign world
|
|
enough to throw it out of balance. If the GM rejects it, then his
|
|
decision is final and the item can't be made. If the GM accepts the
|
|
proposal, the character has the knowledge to make the item. Now, the
|
|
player must gather all pertinent information on the item (for copyright
|
|
purposes of course), if tinker gnomes have to do it then so do
|
|
technologists. Then given the proper campaign time and resources, the
|
|
item is created by the technologist.
|
|
|
|
Special Hindrances: Obviously, technologists despise magic of any kind
|
|
and will never willingly use or partake in anything magical. In fact,
|
|
they will attempt to destroy everything magical that they find.
|
|
|
|
Races: Dwarves, with their affinity for the mechanical and lack for the
|
|
magical can be technologists. Gnomes also prone to be technologists,
|
|
although most gnomes are less capable of rising above being tinker
|
|
gnomes. Elves can be technologists, but few are interested. Of course,
|
|
humans (half-elves) were born to be technologists (some sages claim
|
|
that they will master technology and eventually rule the world after
|
|
the demise of all magic).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
MAGIC-ITEMS
|
|
|
|
|
|
Leyden Jar
|
|
|
|
Leyden Jar - A nice technological weapon that is easy to make is a
|
|
Leyden jar charged full of static electricity. The character throws it
|
|
and it breaks (it's glass) on contact, doing 1d4+level damage to
|
|
everyone within 5 feet.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
ALBUS ATER ANTE MAGICUS METALLUM
|
|
|
|
|
|
A portal to the Positive Material Plane and a portal to the
|
|
Negative Material Plane come in contact with one another on The Prime
|
|
Material Plane for an a minute instant. This confrontation causes a
|
|
massive explosion which will harm every living thing within 100 feet
|
|
(100 - 1d20 for every 10 feet away from the center of the explosion Hit
|
|
Points of Damage). Furthermore, anybody within 200 feet of the
|
|
explosion and not properly shielded will be permanently blinded by the
|
|
strange mixture of intense light and intense darkness.
|
|
The residue from this strange occurrence is a bizarre metal. The
|
|
sages and scholarly mages refer to this metal as Albus Ater Ante
|
|
Magicus Metallum. Common folk prefer the terms A.M. or Threatom. The
|
|
metal has only been found deep within the earth. The portal collisions
|
|
may take place elsewhere but all evidence (i.e. residue) so far shows
|
|
that it is limited to the earth (possibly some strange link to the
|
|
Elemental Plane of Earth, but there is no evidence of this). The amount
|
|
of the metal found is usually around one ton.
|
|
The metal is unique in that it is the only metal known to change
|
|
colors naturally (if it is accepted that the metal is created
|
|
naturally). At completely random intervals it will change from pure
|
|
white to pure black immediately. Note that each separate piece of the
|
|
metal will act independently on its color transformation.
|
|
The best (or worst) quality of the metal is its uncanny ability of
|
|
anti-magic; in essence it totally neutralizes and negates magic it
|
|
comes in contact with. First, it removes spells and spell-like effects
|
|
(including device effects, innate abilities, and mages' memorized
|
|
spells) from creatures or objects comes in direct contact with the
|
|
metal (i.e. not through clothing, armor, etc.). Second, it disrupts the
|
|
casting or use of these magical abilities if in direct contact with the
|
|
person attempting to use the abilities (i.e. mages' and clerics' spells
|
|
that are being cast would fail). Third, it destroys all magical items
|
|
that don't make a saving throw vs. disintegration for each round it is
|
|
in contact with the ability. When an item is destroyed, everybody
|
|
within a 50 feet radius must make a saving throw vs. paralyzation or
|
|
become blind for 1d6 turns. As anybody could see, this could be a very
|
|
dangerous substance indeed.
|
|
The metal can be forged into items by an extremely good blacksmith
|
|
or weaponsmith (must have a minimum of 2 slots in the proper non-weapon
|
|
proficiency). The metal's melting point is at 2000 degrees Fahrenheit,
|
|
but in other aspects it is very similar to iron. The time to forge
|
|
items from this metal is quadruple the amount for normal metals.
|
|
(GMs should be careful in introducing such a substance in his/her
|
|
campaign. Some players may take advantage of such an item and overlook
|
|
the dangers of using it.)
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SUGGESTED READING
|
|
|
|
|
|
Modern Monsters - DRAGON #57, BEST OF DRAGON VOL. V - The legendary Ed
|
|
Greenwood takes a look at technology in AD&D.
|
|
|
|
The City Beyond The Gate - DRAGON #100 - An adventure set in modern day
|
|
London where characters experience current technology.
|
|
|
|
High-Tech Hijinks - DRAGON #114 - Advice on using technology in your
|
|
campaign.
|
|
|
|
The Voyage of the Princess Ark Part 23 Shootout at South Gulch - DRAGON
|
|
#176 - A story that is an excellent example of a western setting in a
|
|
D&D world, but without the intervention of technology.
|
|
|
|
Sturmgeshutz and Sorcery - BEST OF THE DRAGON VOL. 1 - Gary Gygax takes
|
|
a look at AD&D and WWII.
|
|
|
|
Expedition To The Barrier Peaks - AD&D Module S3 - An adventure that
|
|
incorporates hi-tech weaponry to make adventurers' lives miserable.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SPECIAL THANKS
|
|
|
|
|
|
Scott Brogley for his 16 Arcane Answers To Gunpowder section.
|
|
|
|
Marc Carlson who sent high points of his rules he uses for gun (and
|
|
non-gun combat), which were used to make the disruptors and other
|
|
various weapons. Finally, he sent a multitude of high-tech items that
|
|
were used in the guide. Also, he gave his own house system.
|
|
|
|
Bryan J. Maloney for his great article "A Story of Fyre and Smoak:
|
|
Notes towards acceptable firearms" which was located on the network.
|
|
|
|
Darkheart Soulreaver aka Steven R. Hamby for his artificier kit that
|
|
was transformed into the Technologist Rogue Kit. Also, an unknown
|
|
person made a technologist kit that was also used in developing the one
|
|
that is presented here and the Leyden Jar item with it.
|
|
|
|
TRAIN, GM Sol Sukut for all the information in the "Schnell & Wilkes
|
|
Products". The Repeater, SPAS Scatter Gun, and ESPECIALLY the Rattlin
|
|
Gun are products of his imagination. He changed the inventors' names
|
|
and the description some.
|