Post by Gravedust on Jun 17, 2010 14:06:29 GMT -8
((ALL ENTRIES IN THIS WRITEUP ARE SUBJECT TO CHANGE PENDING TESTING))
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Modifications
Modifications are can be added to gear when it's being created to add a little extra functionality. Each Modification added uses 1 Socket on the gear it's being added to.
Pocket/Bag
Adds Storage to an item.
Slots: Chest, Back, Belt, Pants,
Cost: +10 Cost per Point of Storage
Difficulty: -
Size: +1 Size per 2 Points of Storage
Max 5 Storage per item
-----------------------------------
Hidden Pocket
A small pocket for storing contraband or anything you may not want found. Only Size 1 objects may be hidden.
Slots: Hands, Chest, Legs, Feet
Anything stored inside will require a successful Spot check to discover if the item or person wearing the item is searched.
Cost and Difficulty are determined by how well Hidden the pocket is. Spot checks will be made aginst a difficulty equal to the Hidden Stat
Cost: = Hidden x 1
Rarity: = Hidden x 1
Size: -
Max 1 hidden pocket per item.
---------------------------------
Pressure Tank:
A small tank that stores compressed air. Used to generate power for small devices.
Belt, Back
Pressure: Can be from 10-100
Cost: 40 + [Pressure x 2]
Size: [Pressure/20]
Difficulty: [Pressure /2]
----------------------------------
Light:
Adds a small light that can illuminate dark areas.
Gadget, Head, Hands, Guns.
Cost: 20,
Rarity: 5
Size: -
Requires 1 Pressure per round to run.
Adds +5 Spot while active
---------------------------------
Parachute Rig:
Adds a small, steam-deployed parachute that can arrest falls.
Back, Chest
Successful operation requires a roll of [D100+Mechanical] Vs. [Difficulty 10]
Cost: 120
Difficulty: 40
Size: 3
Requires 10 Pressure to activate
After use, parachute must be repacked before being used again. This takes a full round.
---------------------------------
Personal Wireless Telegraph
Adds a Small transmitter/reciever that can can be used to communicate with other personal wireless sets or with an Airship's wireless.
Belt, Head
+160 Cost
+20 Difficulty
Requires 2 Pressure per round to run, 1 extra to transmit.
-----------------------------------
Jetpack:
A steam-powered propulsion unit, powerful enough to launch it's user.
Back
Cost: 200
Size: 4
Difficulty: 40
Requires [10+Total Size Of Operator] Pressure to use.
Launching requires a successfull roll of [D100+Mechanical] Vs. [Difficulty 10] Otherwise the attempt fizzles.
Landing safely requires a successful roll of [D100 + Agility] Vs. [ # Compartments travelled x 10], otherwise the character takes damage equal to the number of compartments travelled.
Jumping between adjacent Airships counts as a 5 Compartment distance.
-------------------------------
Speedloader:
Gun
Cost: [Calibre x 20]
Size -
Difficulty: [Calibre x 2]
If successful allows a gun to be reloaded and fired in 1 Action.
Speedloading requires a successful roll of [D100+Musketeering] Vs. [Calibre of weapon x 5]
If successful the gun is reloaded with ammo and a shot is fired as normal
If unsuccessful, the reload fails and the shot does not fire.
--------------------------------
Grappling Hook
Hands, Belt, Gun
A steam-launched personal grapple that can be used to scale walls or other high obstacles and grab objects.
Cost: 40
Size: 1
Difficulty: 30
Requires 4 pressure to Launch, and has a range of 2 compartments.
The Grapple can be used to reel it's user up 1 compartment per round, at a cost of [4 + [Total Size of character] Pressure.
The Grapple can be used to Grab distant objects and reel them in at a cost of [4 + [Item Size]] Pressure.
Grabbing an item successfully requires a roll of [D100+ Musketeering] Vs. [100 - ]
The Grapple can also be fired as a musketeering attack, with a Calibre of 2.
-----------------------------
D-Clamp
Belt, Pants, Chest
A small climbing piton that can be attached to guidelines on an airship while on deck, preventing the user from falling the hell off.
Cost: 5
Size -
Difficulty 5
Can only be used while on the deck of an airship.
Attaching to a guideline takes 1 Action. If the Character fails an acrobatic roll that would ordinarily cause them to fall off the ship, instead they are suspended by the clamp. Climbing back up requires a full round, and the Character is vulnerable to Checkmate while suspended.
----------------------------
Mag Clamps
Hands, Feet
Electromagnetic pads that stick firmly to metal surfaces, such as the outside of an airship.
Cost: 60
Size: 1
Difficulty: 30
Requires 3 Pressure per round to run.
Adds +20 to rolls involving climbing on an airship or other metal surfaces while active.
----------------
Bayonet:
A sharp blade attached to the barrel of a gun
Long Guns only
Cost: 30
Size -
Difficulty: 5
Adds a +5 bonus to Swashbuckling
--------------------
Gyrostabilizer:
A gyroscopic device that helps to steady firearms, Adding an additional Accuracy bonus to a ranged shot.
Guns
Cost: [Accuracy bonus x 20]
Size: -
Accuracy Bonus can be from 2 to 10
Difficulty: [1/2 Accuracy Bonus]
Requires: [1/2 Accuracy Bonus] Pressure to use.
------------
Supressor:
Allows for ranged attacks to be made from stealth without breaking stealth, though damage is reduced somewhat.
Guns
Cost:[Calibre of gun x 10]
Size: -
Difficulty:[Calibre of gun]
When shots are fired from stealth, the target and anyone else in the target's Compartment may make a spot check of [D100+Spot] Vs. [Calibre of gun x 10] to determine the whereabouts of the shooter. Spot rolls receive a +10 bonus for every shot fired after the first.
All damage from the suppressed gun is reduced by 1, this should be indicated as: (Calibre 4 gun used as example)
Calibre: 3 (Supressed 4)
--------------
Collapsible:
Guns
This weapon is specially designed to fold down, reducing it's size by 1 for purposes of equipping,storage and Total Size calculations.
-
Size 2 Handguns with collapsible may be placed in Hidden pockets. Long Guns with Collapsible may be hung from the Belt slot. Note that the size reduction goes into effect AFTER Rarity has been calculated. For example: If adding Collapsible to a size 2 gun increases the difficulty enough to make it Size 3, the result is a Size 2 gun.
The Size of a Collapsible gun should be marked as the lower Size. Also indicate the gun is collapsible.
Ex: "Size: 1(Collapsible)"
-
Cost: [Calibre]+[Ammo] x 10 ]
Size: -
Difficulty: [Calibre] + [Ammo]
-------------------------------
Spikes:
Adds +2 Intimidate
Head, Hands, Chest, Legs, Boots, Gun, Melee
Cost: 10
Size -
Difficulty: 5
---------------------------------
Ornamentation:
Adds +2 Impress
Head, Hands, Chest, Legs, Boots,
Cost: 15
Size -
Difficulty: 5
-------------------------------
Flair:
Adds +2 Charm
Head, Hands, Chest, Legs, Boots
Cost: 10
Size -
Difficulty: 5
------------------------------
Power-tool:
A pressure-powered that automates simple processes such as turning, cranking or hammering.
Adds a mechanical/Repair bonus when activated
Belt, Hands
Cost: [Bonus x 10]
Size: 1
Mechanical Bonus can be from 1 to 10
Difficulty: [Bonus x 3]
Requires: [Bonus] Pressure to use.
-------------------------------
Crafting Kit:
Allows a character to craft items with a difficulty higher than 20. 1 kind of Crafting per Kit added.
(Medical, Pharmacopia, Sapping, Tinkering, Tailoring, Weaponsmithing, Ammo)
Belt, back
Cost : 150
Size: 2
Difficulty 20
-------------------------------------
Engraved Weapon:
Adds some decorative ornamentation to a sword or gun to enhance it's looks, adding a bonus to Impress Stat (To a maximum bonus of 10) May only be applied once per weapon.
Swords
Cost: [Bonus x 20]
Size: -
Difficulty: [Bonus x 6]
-----------------------------------
Lanyard:
Adds a small chain or cord to a weapon or item. In the character holding a weapon or item with a Lanyard is disarmed or otherwise drops it, the item cannot be immediately grabbed by another party. Though in the case of a Disarm, the disarmed character must still spend an Action getting their weapon back in hand before they can use it again.
The Lanyarded item may be removed from the person it's attached to by a roll of: [D100+Combat Tactics] Vs. [D100+Combat Tactics + 20] If the Character is willing to give up the item to another Character and is capable of doing so no roll is needed.
The Lanyard effect only applies to weapons or items that are equipped in the Belt slot.
Swords, Guns, Gadgets.
Cost: 10
Size: -
Difficulty: 5
----------------------------------
Weaponized:
Since many pieces of tinkering equipment or tools already have the capability of causing harm, a little extra fiddling with them can turn them into improvised weapons, which add a bonus to Swashbuckling skill. (Maximum of +10 Swashbuckling skill)
Gadgets
Cost: [Swashbuckling bonus x 16]
Size: -
Difficulty: [Swashbuckling Bonus x 8]
--------------------------------
Throwing Balance:
Some weapons can be specially balanced in order to make them easier and more accurate to throw. Weapons with Throwing Balance gain an Accuracy bonus to their Throw Melee Weapon roll.. This Balance Bonus can be anywhere between 1 and 20.
Swords
Cost: [Balance bonus x 2]
Size: -
Difficulty: [Balance bonus x 2]
--------------------------------------
Aerosolizer
Belt
A small, grenade-like device meant to disperse Chemicals into the air. Aerosolizers are reuseable and may be thrown into a target compartment in a similar manner to an explosive. When being thrown, Aerosolizers are assumed to have a Handling Difficulty of 10. When an aerosolizer is thrown, Characters in the effected compartments can make a roll of [D100+Agility-Total Size] Vs. [Dispersal] to avoid being effected by the chemical. Before throwing, the Aerosozlier must be loaded with the desired Chemical, which takes 1 Action. Aerosolizer's are only effective when trying to disperse chemicals with Negative effects. An Aerosolizer's Dispersal can be anywhere from 10-80. Note that if an Aerosolizer modification is on an item that has other modifications, the entire item must be thrown in order for the Aerosolizer's effect to take place. After they have been expended, Aerosolizers can be picked up and reused.
Size: 1
Cost: [Dispersal x 3]
Difficulty: [Dispersal]
--------------------------------------
Aerospray Nozzle
Belt, Back, Guns
A small device designed to use pressurized air to fire a burst of aerosolized chemicals. Aerospray nozzles can be targeted in the user's compartment or an adjacent compartment, and will effect anyone in the targeted compartment, including the user. Characters in the effected compartments can make a roll of [D100+Agility-Total Size] Vs. [Dispersal] to avoid being effected by the chemical. Only chemicals with Negative effects can be used. An Aerosolizer's Dispersal can be anywhere from 10-80. Before use, the Nozzle must be loaded with the desired Chemical, which takes 1 Action. The Chemical is used up completely when the Nozzle is activated. The Nozzle requires Steam Pressure to use.
Size: 1
Cost: 20+ [Dispersal]
Difficulty: 10 + [Dispersal]
Pressure: [Dispersal / 5]
-------------------------------------
Dart Injector
Belt, Gun, Hands
A small device designed to use compressed air to fire small darts. While the darts themselves are too small to cause actual damage, they can be filled with a variety of pharmacological chemicals. Firing the Dart Injector is treated as a normal ranged attack, (Using musketry) however the range is limited to 2 compartments. The Accuracy of the shot is determined by the Dart Injector. Accuracy can be anywhere between 1 and 20.
Size: 1
Cost: 100 + [Accuracy]
Difficulty: 20 + [Accuracy]
Pressure: 1 + [Accuracy/3]
--------------------------------------
Respirator
Head, Belt
A device for filtering air to remove impurities, poisons or other toxic chemicals. Among other effects, wearing a respirator renders the person immune from the effects of aerosolized Chemicals.
Size 1
Cost: 60
Difficulty 15
--------------------------------------
Regulator:
Head, Belt, Back
A simple mouthpiece and flexible hose through which breathable air is pumped from a bottled source, allowing the user to breathe, even underwater or in other inclement environments. Among other effects, using a Respirator renders the person immune from the effects of aerosolized Chemicals.
Head, Belt
Size: -
Cost: 25
Difficulty: 10
Requires 1 Pressure per round to use.
----------------------------
Modifications
Modifications are can be added to gear when it's being created to add a little extra functionality. Each Modification added uses 1 Socket on the gear it's being added to.
Pocket/Bag
Adds Storage to an item.
Slots: Chest, Back, Belt, Pants,
Cost: +10 Cost per Point of Storage
Difficulty: -
Size: +1 Size per 2 Points of Storage
Max 5 Storage per item
-----------------------------------
Hidden Pocket
A small pocket for storing contraband or anything you may not want found. Only Size 1 objects may be hidden.
Slots: Hands, Chest, Legs, Feet
Anything stored inside will require a successful Spot check to discover if the item or person wearing the item is searched.
Cost and Difficulty are determined by how well Hidden the pocket is. Spot checks will be made aginst a difficulty equal to the Hidden Stat
Cost: = Hidden x 1
Rarity: = Hidden x 1
Size: -
Max 1 hidden pocket per item.
---------------------------------
Pressure Tank:
A small tank that stores compressed air. Used to generate power for small devices.
Belt, Back
Pressure: Can be from 10-100
Cost: 40 + [Pressure x 2]
Size: [Pressure/20]
Difficulty: [Pressure /2]
----------------------------------
Light:
Adds a small light that can illuminate dark areas.
Gadget, Head, Hands, Guns.
Cost: 20,
Rarity: 5
Size: -
Requires 1 Pressure per round to run.
Adds +5 Spot while active
---------------------------------
Parachute Rig:
Adds a small, steam-deployed parachute that can arrest falls.
Back, Chest
Successful operation requires a roll of [D100+Mechanical] Vs. [Difficulty 10]
Cost: 120
Difficulty: 40
Size: 3
Requires 10 Pressure to activate
After use, parachute must be repacked before being used again. This takes a full round.
---------------------------------
Personal Wireless Telegraph
Adds a Small transmitter/reciever that can can be used to communicate with other personal wireless sets or with an Airship's wireless.
Belt, Head
+160 Cost
+20 Difficulty
Requires 2 Pressure per round to run, 1 extra to transmit.
-----------------------------------
Jetpack:
A steam-powered propulsion unit, powerful enough to launch it's user.
Back
Cost: 200
Size: 4
Difficulty: 40
Requires [10+Total Size Of Operator] Pressure to use.
Launching requires a successfull roll of [D100+Mechanical] Vs. [Difficulty 10] Otherwise the attempt fizzles.
Landing safely requires a successful roll of [D100 + Agility] Vs. [ # Compartments travelled x 10], otherwise the character takes damage equal to the number of compartments travelled.
Jumping between adjacent Airships counts as a 5 Compartment distance.
-------------------------------
Speedloader:
Gun
Cost: [Calibre x 20]
Size -
Difficulty: [Calibre x 2]
If successful allows a gun to be reloaded and fired in 1 Action.
Speedloading requires a successful roll of [D100+Musketeering] Vs. [Calibre of weapon x 5]
If successful the gun is reloaded with ammo and a shot is fired as normal
If unsuccessful, the reload fails and the shot does not fire.
--------------------------------
Grappling Hook
Hands, Belt, Gun
A steam-launched personal grapple that can be used to scale walls or other high obstacles and grab objects.
Cost: 40
Size: 1
Difficulty: 30
Requires 4 pressure to Launch, and has a range of 2 compartments.
The Grapple can be used to reel it's user up 1 compartment per round, at a cost of [4 + [Total Size of character] Pressure.
The Grapple can be used to Grab distant objects and reel them in at a cost of [4 + [Item Size]] Pressure.
Grabbing an item successfully requires a roll of [D100+ Musketeering] Vs. [100 - ]
The Grapple can also be fired as a musketeering attack, with a Calibre of 2.
-----------------------------
D-Clamp
Belt, Pants, Chest
A small climbing piton that can be attached to guidelines on an airship while on deck, preventing the user from falling the hell off.
Cost: 5
Size -
Difficulty 5
Can only be used while on the deck of an airship.
Attaching to a guideline takes 1 Action. If the Character fails an acrobatic roll that would ordinarily cause them to fall off the ship, instead they are suspended by the clamp. Climbing back up requires a full round, and the Character is vulnerable to Checkmate while suspended.
----------------------------
Mag Clamps
Hands, Feet
Electromagnetic pads that stick firmly to metal surfaces, such as the outside of an airship.
Cost: 60
Size: 1
Difficulty: 30
Requires 3 Pressure per round to run.
Adds +20 to rolls involving climbing on an airship or other metal surfaces while active.
----------------
Bayonet:
A sharp blade attached to the barrel of a gun
Long Guns only
Cost: 30
Size -
Difficulty: 5
Adds a +5 bonus to Swashbuckling
--------------------
Gyrostabilizer:
A gyroscopic device that helps to steady firearms, Adding an additional Accuracy bonus to a ranged shot.
Guns
Cost: [Accuracy bonus x 20]
Size: -
Accuracy Bonus can be from 2 to 10
Difficulty: [1/2 Accuracy Bonus]
Requires: [1/2 Accuracy Bonus] Pressure to use.
------------
Supressor:
Allows for ranged attacks to be made from stealth without breaking stealth, though damage is reduced somewhat.
Guns
Cost:[Calibre of gun x 10]
Size: -
Difficulty:[Calibre of gun]
When shots are fired from stealth, the target and anyone else in the target's Compartment may make a spot check of [D100+Spot] Vs. [Calibre of gun x 10] to determine the whereabouts of the shooter. Spot rolls receive a +10 bonus for every shot fired after the first.
All damage from the suppressed gun is reduced by 1, this should be indicated as: (Calibre 4 gun used as example)
Calibre: 3 (Supressed 4)
--------------
Collapsible:
Guns
This weapon is specially designed to fold down, reducing it's size by 1 for purposes of equipping,storage and Total Size calculations.
-
Size 2 Handguns with collapsible may be placed in Hidden pockets. Long Guns with Collapsible may be hung from the Belt slot. Note that the size reduction goes into effect AFTER Rarity has been calculated. For example: If adding Collapsible to a size 2 gun increases the difficulty enough to make it Size 3, the result is a Size 2 gun.
The Size of a Collapsible gun should be marked as the lower Size. Also indicate the gun is collapsible.
Ex: "Size: 1(Collapsible)"
-
Cost: [Calibre]+[Ammo] x 10 ]
Size: -
Difficulty: [Calibre] + [Ammo]
-------------------------------
Spikes:
Adds +2 Intimidate
Head, Hands, Chest, Legs, Boots, Gun, Melee
Cost: 10
Size -
Difficulty: 5
---------------------------------
Ornamentation:
Adds +2 Impress
Head, Hands, Chest, Legs, Boots,
Cost: 15
Size -
Difficulty: 5
-------------------------------
Flair:
Adds +2 Charm
Head, Hands, Chest, Legs, Boots
Cost: 10
Size -
Difficulty: 5
------------------------------
Power-tool:
A pressure-powered that automates simple processes such as turning, cranking or hammering.
Adds a mechanical/Repair bonus when activated
Belt, Hands
Cost: [Bonus x 10]
Size: 1
Mechanical Bonus can be from 1 to 10
Difficulty: [Bonus x 3]
Requires: [Bonus] Pressure to use.
-------------------------------
Crafting Kit:
Allows a character to craft items with a difficulty higher than 20. 1 kind of Crafting per Kit added.
(Medical, Pharmacopia, Sapping, Tinkering, Tailoring, Weaponsmithing, Ammo)
Belt, back
Cost : 150
Size: 2
Difficulty 20
-------------------------------------
Engraved Weapon:
Adds some decorative ornamentation to a sword or gun to enhance it's looks, adding a bonus to Impress Stat (To a maximum bonus of 10) May only be applied once per weapon.
Swords
Cost: [Bonus x 20]
Size: -
Difficulty: [Bonus x 6]
-----------------------------------
Lanyard:
Adds a small chain or cord to a weapon or item. In the character holding a weapon or item with a Lanyard is disarmed or otherwise drops it, the item cannot be immediately grabbed by another party. Though in the case of a Disarm, the disarmed character must still spend an Action getting their weapon back in hand before they can use it again.
The Lanyarded item may be removed from the person it's attached to by a roll of: [D100+Combat Tactics] Vs. [D100+Combat Tactics + 20] If the Character is willing to give up the item to another Character and is capable of doing so no roll is needed.
The Lanyard effect only applies to weapons or items that are equipped in the Belt slot.
Swords, Guns, Gadgets.
Cost: 10
Size: -
Difficulty: 5
----------------------------------
Weaponized:
Since many pieces of tinkering equipment or tools already have the capability of causing harm, a little extra fiddling with them can turn them into improvised weapons, which add a bonus to Swashbuckling skill. (Maximum of +10 Swashbuckling skill)
Gadgets
Cost: [Swashbuckling bonus x 16]
Size: -
Difficulty: [Swashbuckling Bonus x 8]
--------------------------------
Throwing Balance:
Some weapons can be specially balanced in order to make them easier and more accurate to throw. Weapons with Throwing Balance gain an Accuracy bonus to their Throw Melee Weapon roll.. This Balance Bonus can be anywhere between 1 and 20.
Swords
Cost: [Balance bonus x 2]
Size: -
Difficulty: [Balance bonus x 2]
--------------------------------------
Aerosolizer
Belt
A small, grenade-like device meant to disperse Chemicals into the air. Aerosolizers are reuseable and may be thrown into a target compartment in a similar manner to an explosive. When being thrown, Aerosolizers are assumed to have a Handling Difficulty of 10. When an aerosolizer is thrown, Characters in the effected compartments can make a roll of [D100+Agility-Total Size] Vs. [Dispersal] to avoid being effected by the chemical. Before throwing, the Aerosozlier must be loaded with the desired Chemical, which takes 1 Action. Aerosolizer's are only effective when trying to disperse chemicals with Negative effects. An Aerosolizer's Dispersal can be anywhere from 10-80. Note that if an Aerosolizer modification is on an item that has other modifications, the entire item must be thrown in order for the Aerosolizer's effect to take place. After they have been expended, Aerosolizers can be picked up and reused.
Size: 1
Cost: [Dispersal x 3]
Difficulty: [Dispersal]
--------------------------------------
Aerospray Nozzle
Belt, Back, Guns
A small device designed to use pressurized air to fire a burst of aerosolized chemicals. Aerospray nozzles can be targeted in the user's compartment or an adjacent compartment, and will effect anyone in the targeted compartment, including the user. Characters in the effected compartments can make a roll of [D100+Agility-Total Size] Vs. [Dispersal] to avoid being effected by the chemical. Only chemicals with Negative effects can be used. An Aerosolizer's Dispersal can be anywhere from 10-80. Before use, the Nozzle must be loaded with the desired Chemical, which takes 1 Action. The Chemical is used up completely when the Nozzle is activated. The Nozzle requires Steam Pressure to use.
Size: 1
Cost: 20+ [Dispersal]
Difficulty: 10 + [Dispersal]
Pressure: [Dispersal / 5]
-------------------------------------
Dart Injector
Belt, Gun, Hands
A small device designed to use compressed air to fire small darts. While the darts themselves are too small to cause actual damage, they can be filled with a variety of pharmacological chemicals. Firing the Dart Injector is treated as a normal ranged attack, (Using musketry) however the range is limited to 2 compartments. The Accuracy of the shot is determined by the Dart Injector. Accuracy can be anywhere between 1 and 20.
Size: 1
Cost: 100 + [Accuracy]
Difficulty: 20 + [Accuracy]
Pressure: 1 + [Accuracy/3]
--------------------------------------
Respirator
Head, Belt
A device for filtering air to remove impurities, poisons or other toxic chemicals. Among other effects, wearing a respirator renders the person immune from the effects of aerosolized Chemicals.
Size 1
Cost: 60
Difficulty 15
--------------------------------------
Regulator:
Head, Belt, Back
A simple mouthpiece and flexible hose through which breathable air is pumped from a bottled source, allowing the user to breathe, even underwater or in other inclement environments. Among other effects, using a Respirator renders the person immune from the effects of aerosolized Chemicals.
Head, Belt
Size: -
Cost: 25
Difficulty: 10
Requires 1 Pressure per round to use.