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Armory.

Posted by GMFor group 0
GM
GM, 55 posts
Kind and Benevolent
Fri 26 Jul 2013
at 19:05
  • msg #1

Armory

Standard Weapons

In general, use the standard 'medieval' armory from Savage Worlds.

Knife          STR+d4 Range 3/6/12 (when thrown), Cost 25
Sword/Axe      STR+d6, Cost 50
Rapier         STR+d4, +1 Parry, Cost 150
Great Axe      STR+d8, 2 hands, AP 1, -1 Parry, min STR d10, Cost 250
Great Sword    STR+d8, 2 hands, min STR d10, Cost 250
Spear          STR+d6, 2 hands, +1 Parry, Range 2, min STR d6, Cost 25

Bow            2d6, Range 12/24/48, min STR d6, 1 Action to 'reload' Cost 200
Crossbow       2d6, Range 15/30/60, min STR d6, AP 2, 2 Actions to 'reload', Cost 300
Longbow        2d8, Range 15/30/60,min STR d8 and shoot d8, AP 1, 1 Action to 'reload', Cost 1000
This message was last edited by the GM at 12:41, Mon 05 Aug 2013.
GM
GM, 2 posts
Fri 17 May 2013
at 12:45
  • msg #4

Re: Armory

Armor and Gear

Leather Armor (torso, arms legs) +1 Toughness, Cost 50

Chain Armor (covers torso, arms, legs) +2 Toughness, Cost 300

Dragon Scale +2 Toughness, weightless, ignores AP, Cost -N/A-

Pot Helm (head) +3 Toughness, 50% chance to protect against head shot, Cost 75

Buckler +1 Parry, Cost 25

Default armor on a sub would be leather.
This message was last edited by the GM at 12:47, Mon 05 Aug 2013.
GM
GM, 78 posts
Kind and Benevolent
Mon 5 Aug 2013
at 12:38
  • msg #5

Gnomish Gear

In reply to GM (msg # 4):

Gnomish Grog
It's like rum, Gatoraid, coffee and a ham sandwich all in one bottle!  Drinking provides (for a limited duration):
+1 to fatigue checks and checks vs. environmental
+1 to Spirit check vs. fear
+1 to melee damage and Strength or Vigor checks
-1 to Spirits checks to remove Shaken
-1 to hit and on Agility checks
+Nutrition

Aqualung
Gnomish device which allows one to breathe underwater for a limited amount of time. Consists of large helm, tank, belt, boots and straps. The helmet counts as armor (shown below).

Gnomish HAZMAT Suit
-whole body, +2 Toughness, -2 Parry, -2 Pace, -1 to all Agility based skill-checks and to attack rolls.  Has small internal air supply and protective layers granting immunity to poison, acid, radiation, fire, etc. Cost -N/A-

Diving Helm
-head, +2 Toughness, lowers visibility, Cost (part of Aqualung).

Compression Jumper
A large backpack which allows compressed gas to be directed for long or high jumping.  Although it can technically be used for 'flight' or to 'hoover', the available compressed gas is insufficient for this to work for long.

Note: not recommended for use in enclosed areas.

Gnomish Special Ops Armor
(torso, thighs, upper arms) Armor +2, ignores 1 AP
This specialized suit of armor contains an integral holster/belt for repeater cartridges, axe, flashlight, knife etc.  Back has sling for medical kit and 1 grenade (so teammate can access them from behind).
Also has straps so that you can quickly attach/detatch from climbing harness/grappeling hook or so a teammate can easily drag you from battle when injured.
This message was last edited by the GM at 11:44, Thu 11 Sept 2014.
GM
GM, 79 posts
Kind and Benevolent
Mon 5 Aug 2013
at 12:39
  • msg #6

Gnomish Weapons

In reply to GM (msg # 5):

Gnomish Portable Assault Gun
The "G-PAG" is an experimental system for heavy ground assault.  It looks like a heavy-duty hybred of a Gnomish repeater mounted onto a gatling frame.  When broken down it is portable by two Gnomes.  Assembled, it has a heavy stand which braces against recoil as well as a small shield to protect the gun crew.

Unlike handheld repeaters, the G-PAG is braced against recoil, and thus there is no penalty.  Like the standard repeater, each 'cartridge' of 4 rounds is fired off at once, though different targets may be chosen for each shot.  The gun holds 4 such cartridges, which are rotated into position by the gunner's hand crank.  Each round, the gunner may fire off one of these cartridges.  A second Gnome may stand by to load, allowing the G-PAG to continually fire off one cartridge (4 shots) each round.  As the gun is air-cooled, this will eventually result in overheating.

The gun takes several rounds of work by a 2-Gnome team to set up, but once set up it can fire in any direction they swivel to.  The mounted shield protects the gunner with a -2 ranged to hit cover penalty.

2d8 damage Range 20/40/80
Required skill: Shoot (Advanced weapons)


Harpoon gun
Cost 500
Damage 2d6    AP 2
Range 6/12/24
ROF 1
Shots 1
Weight 12
Notes:
Reload 1. Attached line allows dragging/tripping target (opposed Strength rolls). 2 hands

Flamethrower
A terrifying Gnomish weapon consisting of a backpack full of Dragon's Spit, a terribly flamable substance created by Gnomish alchemists.

2d10 damage, min strength d6, ignores worn armor, ammo 2.  Range (cone).  Required skill: Shoot (Advanced weapons).


Compression Repeater
A curious handheld weapon which looks much like a pepperbox-style pistol.  These have 4-8 barrels which, when the pressurized tank is opened by trigger, will all fire in rapid succession.

2d6 damage, ammo 4-8.  Range 5/10/20.  Required skill: Shoot (Advanced weapons)

Since all barrels will fire in succession, the weapon kicks like a mule!  All shots must be fired at once, though multiple targets can be chosen, and each roll is at -2 to hit.  Additionally, if an aim action is taken, it applies only to the first shot.  The gun is slow and complicated to reload, so it cannot be done in combat.

Note: The Edge, "Rock & Roll" will negate the normal -2 per shot if the shooter did not move.  However, the Aim action still only applies to the first shot.

Compression Carbine
A larger version of the repeater, but operating on the same principle.  Normally they have 6 barrels and a stock to allow two-handed use and aiming.

Special rules for the repeater (above) apply also for the carbine, except that aiming with the carbine will apply to all shots fired instead of just the first.

2d8 damage, ammo 6.  Range 10/20/40
Required strength: d6.  Required skill: Shoot (Advanced weapons)

Spider Grenade
This is a grenade (about the size of a coffee pot with a handle used to carry/throw) which uses compressed gas to expel a terribly sticky compound made from refining the silk glands of giant spiders.  It does no damage but will bind anything in its explosive radius (3).  Escape requires spending an action wrestling free which requires a strength check (difficulty 5).

Range 5/10/20
Required skill: Shoot (Advanced weapons)

Slumbercap Grenade
Similar in appearance to the Spider Grenade, this is filled with concentrated slumbercap mushroom extract in aerosol form.  It does no damage but functions much like the "sleep" spell.

Range 5/10/20
Required skill: Shoot (Advanced weapons)

Power Axe
A long handle attached to a combination axehead/chainsaw.  It incorporates both rotating teeth powered by clockworks and a compression-powered swing assist.

The weapon can be used in the 'off' mode, which gives it a damage of STR+d6.

At any time, the user may activate the clockwork blades.  For 2 rounds, the Power Axe gains AP 1, +1 damage and -1 Parry.  This 'uses up' the spring requiring 3 rounds of 'rewind' actions to use again.
Once per combat, the user may activate the compression-pack for swing assist.  This grants +1 to hit and +2 damage for a single attack.  This uses up the compression tank, which is too complicated to replace in combat.
If the user chooses, he may activate BOTH functions at once, putting the weapon into overdrive.  In overdrive, the weapon does STR+d8 damage, ignores armor, and counts as an attack against every target in range (one roll is made, any valid targets having lower Parry are hit) for a single attack.  After this attack, both the spring and compression tank are spent.

Two-handed.  Required strength d8.  Required skills: Shoot (Advanced weapons) or Engineering.  Damage STR+d6*.
This message was last edited by the GM at 14:08, Thu 06 Feb 2014.
GM
GM, 573 posts
Kind and Benevolent
Tue 28 Jan 2014
at 12:20
  • msg #7

Artifacts and Oddities

AutoGnome
A large brass automoton.  It is fashioned in the shape of a Gnome (complete with beard and imperial crest on the belt buckle) but stands much taller, being nearly as tall as a Human or Fey.  Has a large wind-up in the back for motion which requires constant re-winding, and a slot to accept cylinders that dictate behavior and skills.  It appears to be made mostly of brass and steel, though its eyes are glowing gems.

The Red Mantle
A helm of reddish metal and integrated coif of similar material.  Covered in Ancienttongue and brokenspeak symbols.

Abilities - ?


Ancient Scimitar
Once belonged to Thennin... whoever that was.  A scimitar of dull metal with a simple leather handle in a simple leather sheathe.  The blade has no edge, but instead has runes of AncientTongue where a blade should be.

Damage: STR+d6
1-handed (2-handed for Gnomes)

Abilities - Cuts through metal.  Ignores metal armor and, if the opponent's weapon is metal, he counts as unarmed.

Withered Hand
A dessacated and blackened human hand with long fingernails.  At the stump is a plate of Mithril with Gnomish writing stamped on it.

Abilities:
+2 Parry, +2 Armor vs Ranged attacks, Successful hit causes Stun effect.

Needle Gun
More or less a gnomish spud-gun designed to fire hypodermic syringes.  It has a four-foot barrel with a pressure tank at one end and a small shoulder pad beside that.  The device is rested on the shoulder to sight down the barrel and a simple trigger releases the pressure tank.  The barrel breaks partway down on a hinge to allow for reloading.  The pressure tank accepts cartridges from a Gnomish repeater.

Having no handle or proper aiming mechanism, it doesn't really have much in the way of accuracy.  It's kludge-tastic but is, however, simple enough that even a Fey can use it.

Range: 10/20/40      Shots: 1
Damage: 1d4 (empty needle)
Reload Time: 2 rounds

Cold Iron Dagger

A rather dull-looking dagger made of a single piece of metal.  Cold Iron is banned in the Fey Court and heavily regulated in the Empire.

Damage: STR+d4

Abilities - As it disrupts magic, it has horrible effects on innately-magical creatures (including RedCaps, Fey, Gnomes...).  Additionally, any magical creature holding the weapon will suffer 1 level of Fatigue.  This wears off shortly after losing contact with the weapon.

Crystal Goblet
A Goblet of blue crystal.  It is large and fairly solid.  It is empty and inside the bowl portion are more runes.  As soon as you pick it up it fills with shimmering liquid.

Abilities - Once per day it will fill with shimmering liquid.  When consumed, it will remove all fatigue levels and grant one Benny.

Water Spirit Globe
Contains the essence of a water spirit.  A large glass globe filled with blue-green liquid.  When you look closely, you notice that it is not actually solid, but made of an incredibly fine mesh, yet somehow the liquid does not seep out.  Within the globe you can make out a faint object, nearly transparent.  There is a band running along the equator covered in runes and slight but clear depressions in the surface of the sphere where fingers are meant to go on either side.

Abilities - Can be activated to create a watery force-field bubble around the user.  The bubble has toughness 5 and is 'destroyed' if hit by an attack meeting or exceeding such.  While the bubble is active the user may move and act normally, as long as he keeps both hands on the globe.  In water, the bubble allows the user to walk along the ground as if in open air, ascend or descent slowly and will allow the user to breathe normally.

Bag of Powder
A simple leather sack which is filled with some sort of very fine powder that twinkles in the light with all the colors of the rainbow.

Abilities - ?

Jar of Unlife
A dark black clay jar with lid and inscribed with runes.  The runes make no sense to you but if you pick it up, on the bottom something has been painted over the runes in Common:

No questions asked, no chance appeal,
Three tasks per day, that's the deal.
Open the lid and I'll come forth,
but you'll be damned if you demand a fourth.


Abilities - Can be opened to summon Xerxes.  Once summoned he will have one hour before the jar recalls him.  If Xerxes is killed or destroyed, he merely returns to the jar.

Bundle of Scrolls
An awkwalrdly shaped bundle of scroll cases all lashed together.  The bundle and cases are made of toughened leather and have waterproof caps.

AutoMedallion

A large medallion on a string.  It is roughly a cube, the sides appearing to be made up of interlocking gears and springs.  Sticking out of one side is a softly glowing marble that looks exactly like the eyes of the AutoGnome.
This message was last edited by the GM at 11:21, Mon 22 Sept 2014.
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