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! FP
 
! FP
 
! Consequences
 
! Consequences
! High Concept
+
! Corruption
! Trouble
+
! Sorcerous Spheres
 
|-
 
|-
|Tobias
+
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]
|M. Louis-Alexandre de Launay, Viscomte d’Antraigues
+
|[[Lanz Lowborn]]
 +
|OOOOOO
 +
|OOOO
 +
|2/2
 +
|OO-OOOO-OOOOOO
 +
|[ ] [ ] [ ] [ ]
 +
|None
 +
|-
 +
|[https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
 +
|[https://wiki.rpg.net/index.php/Sophia_Petrillo Sophia Petrillo]
 
|OOO
 
|OOO
 
|OOOOOO
 
|OOOOOO
 +
|2/2
 +
|OO-OOOO-OOOOOO
 +
|[ ] [ ] [ ] [ ]
 +
|Demonology, Ghosts & Spirits
 +
|-
 +
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]
 +
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Malkin_Coinfound Malkin Coinfound]
 +
|OOOO
 +
|OOOO
 +
|2/2
 +
|OO-OOOO-OOOOOO
 +
|[ ] [ ] [ ] [ ]
 +
|None
 +
|-
 +
|-
 +
|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]
 +
|[[Waldgren]]
 +
|OOOO
 +
|OOO
 
|3/3
 
|3/3
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
|Philosophe
+
|[ ] [ ] [ ] [ ]
|Freethinker & Atheist
+
|None
 +
|-
 +
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]
 +
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Anto_Scritti Anto Scritti]
 +
|OOOO
 +
|OOOOOO
 +
|2/2
 +
|OO-OOOO-OOOOOO
 +
|[ ] [ ] [ ] [ ]
 +
|Decay/Entropy, Memory, Secrets, Ghosts & Spirits
 
|-
 
|-
|Soph
+
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]
|Julia Maria Assumpta Salerna, Contessa di Volcanello
+
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Nick_Buonastella Nick "Lucky Bastard" Buonastella]
 +
|OOOO
 
|OOO
 
|OOO
|OOOO
 
 
|3/3
 
|3/3
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
|Nefarious aristocratic plotter and saloniere
+
|[ ] [ ] [ ] [ ]
|Island occupied by Murat
+
|Luck, TBD, TBD
 
|-
 
|-
 
|}
 
|}
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=Helpful Resources=
 
=Helpful Resources=
  
*[https://fate-srd.com/fate-condensed/ Fate Condensed rules]
+
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901205/ In Character Thread]
 +
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901206/ Out of Character Thread]
 +
*[https://forum.rpg.net/index.php?threads/interest-recruitment-fate-of-the-serpentine-fate-condensed.901040/ Recruitment Thread]
 +
*[https://www.enworld.org/media/eversink-map-screenshot-jpg.85270/full/ Large scale map of Eversink]
 +
*[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine]
  
=Magic=
+
=Factions and Allegiances=
  
The five schools of magic are: Alchemy, Astrology, Sorcery, Theurgy, and Witchcraft. All essentially channel and direct the same magical forces through different means. Alchemy combines substances to release their magical potency. Astrology directs the powers of the stars and planets. Sorcery directs the power of human (and sometimes angelic or demonic) will. Theurgy employs divine miracles. Witchcraft channels the powers of the earth.  
+
The following are the twelve dominant factions and allegiances within Eversink, and their own allies and enemies. Starting characters declare their own membership of one as part of their High Concept, and usually take on that faction's own alliances and rivalries.  
  
==Powering Magic==
 
  
Magic is powered by the Lore skill, and in many cases, consists of straight Lore-based attacks against physical or mental Stress - mediated according to the particular school. The caster rolls their Attack roll based on their Lore skill level plus any modifiers, and the target rolls their Defend roll - if any. (GM decides what skill is appropriate for Defend rolls, if any - default is Physique for physical Stress, and Will for mental Stress.) Ingenious magicians may be able to devise a spell form that gets around a particular defence.
+
'''Ancient Nobility''' - the original aristocracy of Eversink, some dating back to the signing of the Golden Contract nearly a thousand years ago, frequently impoverished, always prideful. Allies: Church of Denari, Triskadane; Enemies: Mercanti.
 +
 
 +
'''Church of Denari''' - the church of the Mother Goddess of Eversink, including Marketpriests, Trade Missionaries, holy prophets and oracles, Church Militant agents and Inquisitors, and others devoted to the spiritual and material well-being of the city. Allies: Ancient Nobility, Mercanti; Enemies: Sorcerous Cabals.
 +
 
 +
'''City Watch''' - Eversink's nominal police force, home equally to upright and keen-eyed Sentinels, and corrupt and venal Watch Houses. Allies: Mercanti; Enemies: Mercenaries, Thieves' Guilds.
 +
 
 +
'''Commoners''' - the labouring poor, toiling masses, petty crafters and tradespeople; nominally the bedrock of Eversink, but despised and downtrodden by other factions. Allies: Thieves' Guilds; Enemies: Ancient Nobility, Mercanti.
 +
 
 +
'''Guild of Architects and Canal-Watchers''' - the secretive and select guild that keeps Eversink's buildings from sinking too quickly, its canals clean, and its passageways and cellars well mapped; rumoured to have a sorcerous heart where Corrupted senior members cast grave spells to keep the city intact. Allies: Triskadane; Enemies: Mercanti.
 +
 +
'''Mercanti''' - the upstart nouveau-riche winning ever-increasing power and wealth in Eversink, pushing to depose the Ancient Nobility from leadership in the city. Allies: Church of Denari; Enemies: Ancient Nobility.
 +
 
 +
'''Mercenaries''' - paid soldiery employed by nobles and merchants alike to guard their properties and defend their interests. Allies: Ancient Nobility, Mercanti; Enemies: City Watch.
 +
 
 +
'''Monstrosities''' - secretive and often semi-legendary communities of monstrous creatures and denizens of the city, barely tolerated by its human inhabitants. Allies: Outlanders, Sorcerous Cabals; Enemies: City Watch, Mercenaries.
 +
 
 +
'''Outlanders''' - barbarians, foreign merchants, emissaries, scholars, and other groups visiting, drawn to, or spying on Eversink. Allies: Monstrosities; Enemies: City Watch.
 +
 
 +
'''Sorcerous Cabals''' - small covens and cults of Sorcerers bound together by mutual interest and fear of persecution; frequently loyal to forces outside Eversink - or the entire mortal plane. Allies: Monstrosities; Enemies: Church of Denari, Triskadane.
 +
 
 +
'''Thieves’ Guilds''' - fragmented and feuding coteries and guilds of pickpockets, smugglers, robbers, beggars, blackmailers, assassins, pirates, and every other kind of villain. Allies: Outlanders; Enemies: City Watch.
 +
 
 +
'''Triskadane''' - the Secret Thirteen who rule Eversink from the shadows, selected by the Goddess Herself through granting of a coin - as well as the vast bureaucracy and governmental machinery responsible for executing their decrees. Allies: the Ancient Nobility, Church of Denari; Enemies: Outlanders, Sorcerous Cabals.
 +
 
 +
=System Details and Special Rules=
 +
 
 +
 
 +
==Sorcery==
 +
 
 +
The sorcery system works as follows. Sorcery is powered by the Lore skill, and in most cases, consists of straight Lore-based attacks against physical or mental Stress. The Sorcerer rolls their Attack roll based on their Lore skill level plus any modifiers, and the target rolls their Defend roll - if any. (GM decides what skill is appropriate for Defend rolls, if any - default is Physique for physical Stress, and Will for mental Stress.) Ingenious Sorcerers may be able to devise a spell form that gets around a particular defence.
  
 
For spell-casting where there is no specific target or harm intended, the action is an Overcome against a Difficulty set by the GM. Create Advantage can be used to boost chances of success. The GM will also balance the Difficulty against the power of the intended effect - greater power means greater Difficulty.  
 
For spell-casting where there is no specific target or harm intended, the action is an Overcome against a Difficulty set by the GM. Create Advantage can be used to boost chances of success. The GM will also balance the Difficulty against the power of the intended effect - greater power means greater Difficulty.  
  
A caster can choose to pull their punch, and use less than their full rating of Lore, if they want to exert a more controllable, less destablizing, volume of magic. This should make the subsequent roll to resist mental Stress easier.  
+
A Sorcerer can choose to pull their punch, and use less than their full rating of Lore, if they want to exert a more controllable, less Corrupting, volume of Sorcery. This should make the subsequent roll to resist Corruption easier.  
 +
 
 +
The detail comes in the different Spheres of magic which govern the description and nature of the magic, as well as the sorts of magic the Sorcerer could perform outside straight Attack spells. For instance, a Sorcerer whose Sphere is Water could fill opponents' lungs with liquid - or drain a canal to allow allies to walk across it. A Sorcerer whose Sphere is Plants could ensnare and strangle foes in creeping vines - or grow strange and reviving fruit to heal injured characters. A character gets one Sphere for each level of the Lore skill they have.
 +
 
 +
'''Sorcerous Spheres
 +
'''
 +
 
 +
<table>
 +
<tr valign="top">
 +
<td>
  
The detail comes in the different schools of magic which govern the description and nature of the magic.
+
Aging
  
Unfortunately, using magic isn't a free ride. Many types of magic induce mental Stress - or worse.
+
Air
  
==Magical Stress==
+
Animal
  
For many types of magic, when the caster casts the spell, they have to roll their Will against the final amount of Lore in the spell - including any Lore from third parties or external sources, but excluding any Advantages and other non-Lore bonuses. If their Will roll falls below the amount of Lore, they take the difference as mental Stress. If they use up their mental Stress and start to take Consequences, they will suffer Consequences related to the type of magic they used.
+
Blades
  
If they are Taken Out by the mental Stress of using the magic, they have to rewrite one aspect to reflect this - with the Trouble aspect and the High Concept the second last and last to be rewritten. Each aspect has been corrupted or distorted in some obvious and disabling or repellent way. Once all five aspects have been rewritten, the character ceases to be playable.
+
Blood
  
==Alchemy==
+
Chaos
  
Alchemy works with the natural properties of the four classical elements and four humours. An alchemist prepares their spells in advance through alchemical combination. This means they do not have to take mental Stress tests when casting spells (though they do when preparing them). However, they have to already have prepared the spell - as a potion, philtre, powder, etc. - ahead of time and be carrying it in order to use it. Each preparation can be used once only, although alchemists can of course brew more than one dose of the same preparation, given enough time.
+
Curses
  
An Alchemist can only put as much Lore into a preparation as they have - unless they find some other magical way to augment it. Each point of Lore takes one week of preparation. Each preparation is governed by one element and/or one humour, and its effects have to be commensurate with these.
+
Death
  
{| class="wikitable"
+
Decay/Entropy
! Element
+
 
! Humour
+
Demonology
! Nature
+
 
! Temperament
+
</td><td>
|-
+
 
|Earth
+
Disease
|Black bile
+
 
|Cold, dry
+
Earth  
|Melancholic: analytical, sensitive, reserved, anxious
+
 
|-
+
Fear
|Air
+
 
|Blood
+
Fire
|Hot, wet
+
 
|Sanguine: energetic, optimistic, impulsive
+
Flesh
|-
+
 
|Water
+
Ghosts & Spirits
|Phlegm
+
 
|Cold, wet
+
Ice
|Phlegmatic: steady, patient, flexible, indecisive
+
 
|-
+
Illusion
|Fire
+
 
|Yellow bile
+
Lightning
|Hot, dry
+
 
|Choleric: goal-oriented, decisive, ambitious, overconfident
+
Love
|-
+
 
|}
+
</td><td>
 +
 
 +
Luck
 +
 
 +
Memory
 +
 
 +
Music
  
==Astrology==
+
Necromancy
  
Astrology directs the forces of the planets and the constellations. In classical astrology, there are six planets, plus the sun:
+
Plants
  
☉ The Sun – determines the basic personality, the star sign of the person.
+
Possession
  
☽ The Moon – covers moods, emotions, and feelings.
+
Secrets
  
☿ Mercury – rules over communication, wit, and intellect
+
Serpents
  
♀︎ Venus – governs fertility, beauty, romance, passion
+
Shadow
  
♂︎ Mars – influences strength, aggression, war, sports
+
Statuary
  
♃ Jupiter – presides over good luck, growth, wisdom
+
</td><td>
  
♄ Saturn – causes misfortune, evil, bad luck
+
Swamp
  
 +
Transformation (Physical)
  
There are also 12 signs of the Zodiac, with the 12 Houses that the sun may occupy at any time.
+
Transmutation
  
Aries - Brave, adventurous, passionate, energetic, impatient, headstrong and naïve.
+
Transportation
  
Taurus - Dependable, down to earth, great physical lovers, persistent, strong, stubborn, hard to convince, unimaginative.
+
Trickery
  
Gemini - Charming, witty, mercurial, versatile, clever, two faced, unreliable and unable to commit.
+
Water
  
Cancer - Intuitive, dreamers and visionaries, very imaginative, persuasive, empathic, moody, manipulative and insecure.
+
Worship
  
Leo - Proud, boastful, egotistical, leader, cheerful, generous, warm-hearted, courageous and stubborn.
+
</td><td></table>
  
Virgo - Intellectual, analytical, dependable, perfectionist, neat and tidy, obsessive, careful, cautious, hardworking and shy.
+
Unfortunately, using Sorcery isn't a free ride. Each use of Sorcery exposes the Sorcerer to Corruption.
  
Libra - Just, fair-minded, peaceful, diplomatic, cooperative, gentle, avoids confrontation, self-pitying and holds grudges.
+
==Corruption==
  
Scorpio - Resourceful, independent, secretive, loyal, psychic, passionate, lustful, violent, vengeful and perverted.
+
Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien.
  
Sagittarius - A free spirit, idealistic, funny, and likeable, generous, often forgets a promise, tactless, impatient and easily annoyed by waffle.
+
Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. After each time that a spell is cast - or that certain special Corruption stunts are used, or as a result of certain curses and magical attacks - the character makes a roll of their Will skill against the total value of the Lore put into the Sorcery action, from both the character's own Lore and any other sources, such as potions, etc. If the Will roll is higher, there's no Corruption; if it's lower, the character fills one segment of their Corruption clock. (Essentially, the character either succeeds or fails in resisting the insidious appeal of Sorcerous Corruption.) Once all four segments are filled, the character has to rewrite one aspect into a Corrupted aspect, a twisted version of what came before, and then clears their Corruption clock. The process continues until all five aspects are Corrupted, finishing with the Trouble aspect and finally the High Concept. Once all a character's aspects are corrupted and they have used up their last empty Corruption segment, they cease to be a playable character and become an NPC monster.
  
Capricorn - Optimistic, responsible, self-disciplined, organised, family orientated, judgmental, critical, and a condescending know it all.
+
If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender.
  
Aquarius - Eccentric, individualist, humanitarian, idealistic, calm, forward thinking, quiet, aloof, fights for a cause, rebellious and disobedient.
+
For some magical effects, including range, damage, etc., in Attack spells, a Sorcerer can boost the effect by adding one more segment on their Corruption clock per extra instance of effect: 2x, 3x, etc.
  
Pisces - Compassionate, mystic, musical, wise, artistic, romantic, impractical, daydreamers, overly trusting, prone to anxiety.
 
  
 +
'''Internalized and Externalized Corruption
 +
'''
  
When an astrologer casts a spell, they roll 1d6 to see which planet is dominant, and 1d12 to see which star sign is involved. The effect of the spell has to be interpreted (described) in these terms. Usually the planet is the major influence, with the star sign a minor influence.
+
When a character Corrupts an aspect, they can try to conceal the effect, or even project it onto another member of their bloodline. This is called internalizing Corruption. Externalizing it is blasting either their immediate allies and neighbours, or the immediate vicinity.
  
==Sorcery==
+
Every time a character Corrupts an aspect, they have to roll their Physique against a Difficulty equal to their current Lore. If they succeed, they contain the Corruption in their body, and some small unobtrusive physical change happens - a wart, a new patch of discoloured skin, etc. If they fail, the change is far more obvious - a plain offensive blemish.
  
A sorcerer manipulates the elements, humours, temperaments and planets through direct force of will. They learn their magic through spells and incantations. Each spell evokes one of those basic characteristics of the universe.  
+
With certain rites that may be learned in the course of play, Sorcerers can transfer Corruption to their bloodline, and remain scot free themselves. This is a capital offence if discovered.  
  
A sorcerer can have ready at any one time a number of spells equal to their Lore - unless they carry them in other forms, such as amulets or scrolls. Each spell must be defined in advance according to one element, humour, temperament or planet. They can cast each spell as many times as they want - until they replace it with another spell.  
+
When externalizing Corruption, a Sorcerer rolls an Attack equal in power to their current Lore against the mental Stress of everyone in the immediate vicinity - friends, allies, etc. Meanwhile, the vicinity is also Corrupted, with an intensity equal to the current Lore of the Sorcerer, and a highest level of 6.
  
A sorcerer can prepare another spell (to replace one of their current ones) if they have it with them in a grimoire or scroll, or can otherwise learn and prepare it somewhere or somehow. Each new spell requires one round per point of Lore to understand and prepare before it can be cast.
+
1 - Denari’s Blessing is temporarily burned away, detectable by Spirit Sight or Corruption (or poor profit from business transactions). Nearby cows give sour milk, chickens lay stones instead of eggs, and babies cry non-stop. Lasts approximately one month, but can be restored sooner through multiple business transactions.
 +
 +
2 - Causes disquiet in anyone passing through, encouraging people to hurry on their way. Those who deliberately linger in the area take 1 point of mental Stress damage after several hours. This may drive weak-willed NPCs into emotional breakdowns or panic attacks. Lasts approximately one decade.
  
A sorcerer cannot cast a spell greater than their own Lore, unless they somehow acquire the extra Lore (sometimes through sacrifice...) They still have to roll their Will against the full Lore strength of the final spell, although they may find magical ways of mitigating this effect too.
+
3 - Weakens building foundations, softening stone and eroding mortar. Causes fear or temporary obsession in anyone passing through the area, triggering immediate mental Stress of 2 (4 after dark). NPCs are filled with dread, and the area soon becomes known as haunted. The barrier between worlds is weakened; determined ghosts can pass through from the spirit realm. Lasts approximately one generation.
  
==Theurgy==
+
4 - Entering this area automatically causes 4 points of mental Stress, and the area reeks of sadness and terror. Those who live nearby may be driven to paranoia or sly murder. The area might be (but is not always) cloudy and lit from within, and spirits might be seen or felt within this area. This acts like a beacon, subtly drawing the evil and the unnatural to it. Lasts approximately a century.
  
A theurgist invokes the power of divinity to perform miraculous effects. This is done by invoking particular patron saints or angels in order to achieve specific miracles. The exact saints or angels, and their various areas of patronage, are legion, but [https://www.catholic.org/saints/patron.php here] and [https://en.wikipedia.org/wiki/Patron_saint here] and [https://en.wikipedia.org/wiki/Patron_saints_of_ailments,_illness,_and_dangers here] are a few possibilities.  
+
5 - Entering this area, any characters take 6 points of mental Stress or have to resist possession by a ghost, demon, or other spirit drawn to the fell energies. The spirits of those who die nearby are trapped here. This is a sucking, writhing rip in reality that warps physical spaces around it. Unnatural creatures such as demons or something worse might come through, either in mortal or spiritual form. Animals nearby often twist and mutate. Never heals.
  
A theurgist can have patron saints or angels equal to their number of Lore points. Each one must be chosen in advance. The power of the invocation for each can equal up to the theurgist's total number of Lore points. The theurgist must make the usual Will roll after the miraculous intervention.  
+
6+ - This sanity-blasting rift in reality pierces the world and can theoretically corrupt an entire nation if allowed to spread long enough. Effects are as Stage 5, but the
 +
affected area spreads. Never heals, and slowly spreads unless sealed from the other side.
  
A theurgist may be able to access more than their usual number of saints by carrying medals or other blessed objects from particular saints. They may also be able to augment Lore in invocations by praying at particularly holy spots, or other means.
 
  
(Of course, no one wants to talk about the demonologists, who access the power of demons by similar means - but usually at a far greater cost.)
+
'''Corruption Stunts'''
  
==Witchcraft==
+
Once a character has had at least one of their aspects Corrupted, they can start to acquire Corruption stunts - one per Corrupted aspect, and related to that aspect. These come free rather than the usual stunt cost in Refresh, and are roughly twice as powerful as a similar normal stunt - but each use fills a segment of Corruption.
  
Witches gain magic by dealing with powerful spirits. Sometimes those spirits are nature or ancestral spirits. Sometimes they're fairies or other supernatural creatures. Sometimes, unfortunately, they're demons - or at least, called such by the ecclesiastical authorities.
+
==Spirit Sight==
  
A witch binds themself to one particular spirit, with a power equal to their Lore. (A witch who grows more powerful will trade up.) That spirit has powers and provides spells in accord with its nature. The witch will be able to use these within the limits of their patron.
+
Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands.
  
Witches also tend to have familiars. These are lesser spirits that often possess animals to be with the witch. They can provide extra spells and powers, as charms and other instruments provide these for other types of magic user.
+
Spirit Sight acts like typical Sorcery, with rolls of the Lore skill, but no Corruption. However, its effects are far more circumscribed. It usually costs 1 point of mental Stress per point of the final effect, given the wrenching results of seeing the Spirit plane. It can be used to grant you 1 point of spiritual armour per point of the final effect, against attacks on the Spirit plane and magical attacks affecting Mental stress, for the duration of the conflict. It can be used to make insubstantial creatures vulnerable to physical attacks - for you, and for 1 additional person per point of the final effect. It can be used to admit you to the Spirit world in weak places where the Veil is thin - and 1 additional person per point of the final effect. You can use it to heal such spiritual rifts and Corruption in the world - at a cost of 1 point per level of Corruption erased, and a long and dangerous ritual.
  
 
=Weapons and Armour=
 
=Weapons and Armour=
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Ranged weapons can reach a number of Zones equal to their range. So, thrown weapons or pistols can reach one Zone outside their own, carbines can reach 2 Zones, muskets can reach 3 Zones, etc.
 
Ranged weapons can reach a number of Zones equal to their range. So, thrown weapons or pistols can reach one Zone outside their own, carbines can reach 2 Zones, muskets can reach 3 Zones, etc.
 +
  
 
'''Reload times
 
'''Reload times
 
'''
 
'''
  
Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For pistols and muskets, this becomes 4 turns. For rifles, it becomes 5 turns. For the Girardoni air rifle, whose air reservoir needed hand pumping for recharging, it becomes 10 turns.
+
Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For muskets, this becomes 3 turns. For rifles, it becomes 5 turns.
 +
 
  
 
'''Ranged weapon types
 
'''Ranged weapon types
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{| class="wikitable"
 
{| class="wikitable"
 
! Weapon
 
! Weapon
! Class
+
! Shots
 
! Damage
 
! Damage
 
! Range
 
! Range
 
! Reload
 
! Reload
! Shots
+
! Consequences
! Cost
+
! Corruption
! Examples
+
! Sorcerous Spheres
 
|-
 
|-
|Pocket pistol
+
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]
|Light
+
|[[Lanz Lowborn]]
|1
+
|OOOOOO
|0
+
|OOOO
|4
+
|2/2
|1
+
|OO-OOOO-OOOOOO
|£2
+
|[ ] [ ] [ ] [ ]
 
|None
 
|None
 
|-
 
|-
|Pistol
+
|[https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
|Light
+
|[https://wiki.rpg.net/index.php/Sophia_Petrillo Sophia Petrillo]
|1
+
|OOO
|1
+
|OOOOOO
|4
+
|2/2
|1
+
|OO-OOOO-OOOOOO
|£1
+
|[ ] [ ] [ ] [ ]
|French .69 pistol
+
|Demonology, Ghosts & Spirits
 
|-
 
|-
|Carbine
+
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]
|Medium
+
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Malkin_Coinfound Malkin Coinfound]
|2
+
|OOOO
|2
+
|OOOO
|4
+
|2/2
|1
+
|OO-OOOO-OOOOOO
|£2 15s
+
|[ ] [ ] [ ] [ ]
|Musketoon, Brown Bess cavalry carbine
+
|None
 
|-
 
|-
|Blunderbuss
 
|Medium
 
|3*
 
|1
 
|4
 
|1
 
|£1
 
|Mail coach blunderbuss
 
 
|-
 
|-
|Musket
+
|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]
|Medium
+
|[[Waldgren]]
|2
+
|OOOO
|3
+
|OOO
|4
+
|3/3
|1
+
|OO-OOOO-OOOOOO
|£3 15s
+
|[ ] [ ] [ ] [ ]
|Brown Bess, .69 Charleville musket
+
|None
 
|-
 
|-
|Rifle
+
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]
|Medium
+
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Anto_Scritti Anto Scritti]
|2
+
|OOOO
|4
+
|OOOOOO
|5
+
|2/2
|1
+
|OO-OOOO-OOOOOO
|£10
+
|[ ] [ ] [ ] [ ]
|Baker Rifle
+
|Decay/Entropy, Memory, Secrets, Ghosts & Spirits
 
|-
 
|-
|Air rifle
+
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]
|Medium
+
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Nick_Buonastella Nick "Lucky Bastard" Buonastella]
|2
+
|OOOO
|3
+
|OOO
|10
+
|3/3
|20
+
|OO-OOOO-OOOOOO
|£30
+
|[ ] [ ] [ ] [ ]
|Girardoni air rifle
+
|Luck, TBD, TBD
 
|-
 
|-
 
|}
 
|}
 
* Blunderbusses and similar grapeshot types can hit two adjacent targets for the same damage with the same shot.
 
  
 
=Interesting Leads and Developments=
 
=Interesting Leads and Developments=

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