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Weapons that have a ‘folk’ part of their title are generally only available or used by these folk. If a Dwarf wants to use an Orcish Handcannon, they should come up with a good reason and back story.
 
Weapons that have a ‘folk’ part of their title are generally only available or used by these folk. If a Dwarf wants to use an Orcish Handcannon, they should come up with a good reason and back story.
  
<u>'''FIREARM'''</u>
+
'''FIREARM'''
 
:'''Derringer''': This is a light, 2-shot pistol that is loaded through the break-swing 2-shot chamber. Also called a Lady’s or Dandy’s Pistol. It has the Holdout quality granted a +2 to Stealth to hide on self.
 
:'''Derringer''': This is a light, 2-shot pistol that is loaded through the break-swing 2-shot chamber. Also called a Lady’s or Dandy’s Pistol. It has the Holdout quality granted a +2 to Stealth to hide on self.
 
:Range: 8/16/32, Damage: 2d4, AP: 1, ROF: 1 or 2, Shots: 2, STR Min: d4, Wt.: 1, Cost: 100 ($10)
 
:Range: 8/16/32, Damage: 2d4, AP: 1, ROF: 1 or 2, Shots: 2, STR Min: d4, Wt.: 1, Cost: 100 ($10)
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Derringer, Revolves and Gnomish Crack Pistols count as Small bullets, Army Revolvers, Spencers, Winchester, Elf Long Rifles and Gatling Guns count as Medium bullets, Orchish Hand Cannons, Sharps and Buffalo Rifles cost 40 ($4) and weigh 4lbs for 50 rounds. All shotguns use the Shotgun slugs and shot costs.
 
Derringer, Revolves and Gnomish Crack Pistols count as Small bullets, Army Revolvers, Spencers, Winchester, Elf Long Rifles and Gatling Guns count as Medium bullets, Orchish Hand Cannons, Sharps and Buffalo Rifles cost 40 ($4) and weigh 4lbs for 50 rounds. All shotguns use the Shotgun slugs and shot costs.
  
For reloading any firearm but the Gnome Hand Crank Pistol and Gatling Gun (which use primitive metal clips to hold ammo) if the character does not move (Pace 0) can reload ½ their Agility die as a free move. Can move up to their Pace as an Action to also reload this amount. If they run they must make an Agility -2 check or drop as 1d6 + a number of rounds equal to they failed their check by.
 
  
 
+
'''EXPLOSIVE'''
<u>'''EXPLOSIVE'''</u>
 
 
:'''Dynamite''' (each stick cost $5 and weighs ½lbs. Range 4/8/16, Damage 2d6 in one square. Two sticks does 3d6 damage in a SBT. Four sticks deals 4d6 damage in a MBT. 8 sticks deals 5d6 in a LBT and counts as a Heavy Weapon. The thrown range is only 3/6/12. Every 4 more sticks adds +1d6 damage but generally cannot be thrown).
 
:'''Dynamite''' (each stick cost $5 and weighs ½lbs. Range 4/8/16, Damage 2d6 in one square. Two sticks does 3d6 damage in a SBT. Four sticks deals 4d6 damage in a MBT. 8 sticks deals 5d6 in a LBT and counts as a Heavy Weapon. The thrown range is only 3/6/12. Every 4 more sticks adds +1d6 damage but generally cannot be thrown).
 
:'''Nitro''' (8oz bottle, Range 4/8/16, Damage 3d6 in a LBT. Cost $5 and ½lb)
 
:'''Nitro''' (8oz bottle, Range 4/8/16, Damage 3d6 in a LBT. Cost $5 and ½lb)
  
  
<u>'''EXTRA GEAR'''</u>
+
'''EXTRA GEAR'''
 
:'''Revolver Hostler & Belt''' (holds one revolver and 18 revolver rounds on the belt in open loops), Cost 25 ($2.50), Wt. 3lbs
 
:'''Revolver Hostler & Belt''' (holds one revolver and 18 revolver rounds on the belt in open loops), Cost 25 ($2.50), Wt. 3lbs
 
:'''Ammo Bandoleer'''r (holds 30 rounds, worn across the chest), Cost 25 ($2.50), Wt. 2lbs
 
:'''Ammo Bandoleer'''r (holds 30 rounds, worn across the chest), Cost 25 ($2.50), Wt. 2lbs
:'''Rifle Sling''' (good for carrying a rifle long term over one’s shoulder), Cost 5 ($0.50), Wt. ½lb.
+
:'''Rifle Sling''' (good for carrying a rifle long term over one’s shoulder), Cost 5 ($0.50), Wt. ½lb
:'''Extra Clip for Gnome's Hand Crank Pistol''' (empty, takes reload time as listed above to load an empty clip), Cost 10 ($0.50), Wt. ¼lb.
 
:'''Extra Clip for Gatling Gun''' (empty, takes reload time as listed above to load an empty clip), Cost 25 ($2.50), Wt. ½lb.
 
 
:'''Saddle Boots and Spurs''' (worn by most cowboys, adds +1 to Riding skill), Cost 30 ($3), Wt. 4lbs
 
:'''Saddle Boots and Spurs''' (worn by most cowboys, adds +1 to Riding skill), Cost 30 ($3), Wt. 4lbs
 
:'''Walking Boots''' (soft footwear worn mostly by mountain men and back-to-earthers, adds +1 Vigor to resist Fatigue while travelling by foot), Cost 25 ($2.50), Wt. 3lbs
 
:'''Walking Boots''' (soft footwear worn mostly by mountain men and back-to-earthers, adds +1 Vigor to resist Fatigue while travelling by foot), Cost 25 ($2.50), Wt. 3lbs
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<u>'''Transportation Cost'''</u>
+
'''Transportation Cost'''
 
:'''Stage Coach''' (60/$6 per 100 miles, generally make on average 75 miles day)
 
:'''Stage Coach''' (60/$6 per 100 miles, generally make on average 75 miles day)
 
:'''Train Ticket''' (20/$2 per 100 miles, generally make on average 250 miles a day)
 
:'''Train Ticket''' (20/$2 per 100 miles, generally make on average 250 miles a day)

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