New Wormwood -- New Weapons, Armor & Equipment
Posted: Thu Jun 17, 2004 7:50 pm
Unfortunately, some entries are incomplete but can easily be finished by anyone using other items as benchmarks.
Cannon, Mortar, Catapult, and Ballista Strike Adjustments
Obviously, using a catapult to hit a single man is more difficult than it is to hit a large wall, near targets are more easily hit than distant ones, etc. In order to represent this, found below are some common modifiers to hit a target that should be used when firing either a cannon, catapult or ballista.
Target Size:
Smaller than man-size: -8 to -3
Man-size: -2
Up to 20 feet (6.1 m): -1
20-50 feet (6.1 to 15.2 m): 0
50-75 feet (15.2 to 22.9 m): +1
75-100 feet (22.9 to 30.5 m): +2
+1 for every additional 50 feet (15.2 m)
Target Distance:
50 feet (15.2 m) or less: +3
50-100 feet (15.2 to 30.5 m): +2
100-300 feet (30.5 to 91.44 m): +1
300-800 feet (91.44 to 243.8 m): 0
800-1,300 feet (243.8 to 396.2 m): -1
-1 for every additional 500 feet (152.4 m)
Speed: -1 for every 10 mph (16 km) of the target’s movement and/or that of the weapon.
Lacks Proper W.P.: Siege weapon are difficult tools to master and so lacking the proper W.P. will greatly hamper any attempt to successfully strike a target. Using a catapult or trebuchet without the proper W.P. confers a penalty of -4 to strike, ballista are -2, and mortars and cannons are -3.
The Mathematics:- Advanced Skill (Optional): This skill grants an advanced understanding of principles of ballistics such as trajectories, distances, velocity, etc., conferring a +2 bonus to strike.
The Wormwood Barter System
The Living Planet is a world that has no monetary system of its own. In fact, its only experience with cash or credit is when dealing with alien dimensions. Instead, the humans of Wormwood use barter and influence to get what they want and need.
Of course, the value of an item or service is completely dependant upon the supply needs at the time, so the GM should feel free to vary the Barter Rank of an item as he sees fit, though altering it up or down by more than 3 or 4 levels should only be done in extreme and rare cases.
Following is the common range of Barter Ranks and the relative value of some equipment and services.
Barter Rank and Example Values
1 - The item is of little value; A patch of cloth, a few food scraps, a small amount of resin.
2 - The item is of little value; A small roll of cloth, a small piece of wood, a jar of resin.
3 - The item is of little value; A suit of worn clothes, a small amount of food, a bucket of resin, a night's lodging in a shabby inn.
4 - The item is of some value; A suit of new though simple clothes, a plank of wood, a simple meal, a nights lodging in an average inn.
5 - The item is of some value; A suit of well made clothing, a hearty meal, several planks of wood, a half pound of metal, a night's lodging in a good inn, a liter of water (where it is rare), a day's worth of good labor.
6 - The item is of some value; A fine meal for two, many planks of wood (enough to build a one-man shelter), a pound of metal, a week's lodging in a good inn.
7 - The item is valuable; A fine suit of clothes, five pounds of metal, a month's rent, a simple riding beast.
8 - The item is valuable; Other-worldly clothes or material, a one man home, a good riding beast.
9 - The item is valuable; A very light suit of body armor (20 to 40 M.D.C.), an Earth-made .357 revolver, a book made of paper.
10 - The item is valuable; A light suit of body armor (60 M.D.C.), a small wooden family home, a book of blank paper and pens.
11 - The item is valuable; A medium suit of body armor (75 M.D.C.), a gallon of gasoline.
12 - The item is of much value; A minor blood stone, a flying riding beast, a gasoline motorcycle, a small bag of crop seeds.
13 - The item is of much value; A heavy suit of body armor (100 M.D.C.), a small stone building.
14 - The item is of much value; A M.D.C. motorcycle, a lesser blood stone, a flock of geese or chickens.
15 - The item is of much value; A small family home of stone, a magical pole arm, an energy pistol.
16 - The item is of much value; A large wooden manor home, a lesser magic crystal, an energy rifle.
17 - The item is of great value; A greater blood stone, a non-magical hovercycle.
18 - The item is of great value; A TW motorcycle, a fusion block, a gasoline car.
19 - The item is of great value; A herd of cattle, a mini-missile launcher with missiles.
20 - The item is of great value; A greater magic crystal, a rail gun, a gasoline powered van, a minor rune weapon.
21 and higher - These items are of extreme worth and many people would do almost anything to possess such a rare or precious article of equipment or weapon.
Common Services and Barter Rank
On a world without money, sometimes all that a person has to sell is himself. The greater one’s skills and innate attributes, the better their chance of being able to get a reasonable amount of goods in return. Bare in mind though that Wormwood is a place where the peasant majority is unfairly ruled by the minority noble and religious castes. Such an unjust distribution of goods and power means that most commoners must work very hard to gain very little in return.
Waiting tables, per day: 1 or 2 though a night’s lodging is also commonly included
Working in the fields, per day: 3
Other menial labor jobs, per day: 3 to 5
Healing: 3 to 6, depending upon the extent of the wounds. As high as 10 for being near death.
Exorcism: 7 to 10
House priest, per day: 5 to 8, typically. Food and lodgings are included.
Priest, per day: 4 to 6, typically. Food and lodgings are included.
Reverend or Abbot, per day: 7 to 9, typically. Food and lodgings are included.
High Priests, per day: 10 and up. These men and women are at the top of the social ladder and so may draw upon the vast resources of the Cathedral. Food and lodgings are included.
Caravan escort, per day: 5 to 10, depending upon the areas to be traveled through.
Personal bodyguard, per day: 6 to 12, depending upon the risk and the person to be guarded.
Common soldier, per day: 2 or 3. Food and lodgings are included.
Elite soldier, per day: 5 or 6. Food and lodgings are included. Hospitallers and Templars may draw slightly more than this but the bulk of their wealth comes from their family holdings and influence.
Common Wormwood Items and Equipment
Here is a list of some commonly available items and their Barter Rank. This is based on common quality and so items of greater of lesser construction will have different prices.
Containers:
Quiver (12 arrows): 2
Quiver (24 arrows): 2 or 3
Quiver (36 arrows): 3
Canteen (2 pints): 2
Canteen (Half gallon): 2 or 3
Wineskin (3 pints): 2
Wineskin (1 gallon): 2
Saddlebags (1 ft x 1 ft x 6 in): 3 or 4
Saddlebags (2 ft x 2 ft x 1 ft): 4
Belt Purse/Small Drawstring Bag: 1 or 2
Gas Can (1 gal./3.8 l): 3
Gas Can (5 gal./18.9 l): 4
Belt Pouch (small): 2
Belt Pouch (large): 2
Backpack/Knapsack: 4 or 5
Small Sack: 1 or 2
Large Sack: 1 or 2
Glass Vial (2 ounces): 4
Small Wooden Trunk: 5
Large Wooden Trunk: 5 or 6
Metal Pot: 5 or 6
Metal Kettle: 5 or 6
Glass Bottle (1 pint): 4 or 5
Glass Flask (2 pints): 5
Leather Scroll Case: 3
Pistol Hip Holster: 3
Pistol Bandoleer: 2 for two pistols, 3 for four pistols
Saddle Musket Holster: 3
Clothing:
Utility Belt: 3
Bandoleer: 3
Baldric: 3
Light Robe (hooded): 4 or 5
Heavy Robe (hooded): 5 or 6
Tabard/Overcoat: 4
Common Pants: 4
Dress Pants: 6
Leather Pants: 5 or 6
Breeches: 4 to 6
Common Shirt: 4
Dress Shirt: 6
Common Dress: 4
Fine Gown: 7
Sword Sheath: 3
Knife Sheath: 2 or 3
Common Boots: 4
Knee High Boots: 4
Hip High Boots: 4
Soft Leather Boots: 5
Hard Leather Boots: 5 or 6
Motorcycle Boots: 6 or 7
Light Jacket: 4
Heavy Jacket: 4 or 5
Leather Jacket: 6
Leather Motorcycle Jacket: 8
Bomber Jacket: 8 or 9
Skirt: 4
Socks: 2
Shoes: 4
Sandals: 2
Sports Shoes: 7
Short Brim Hat: 4
Large Brim Hat: 4
Leather Skullcap: 4
Resin Skullcap: 3
Short Cape: 4
Long Cape: 4 or 5
Hooded Long Cape: 5
Sunglasses: 8
Eyeglasses: 8
Flight or Driver’s Goggles: 8
Field Equipment:
Rope (angel hair; per 50 feet): 3
Rope (nylon; per 50 feet): 5
Rope (silk; per 50 feet): 8
Block & Tackle: 9 to 11
Light Resin Chain (per 10 feet): 4
Heavy Resin Chain (per 10 feet): 5
Key Lock: 5
Combination Lock: 7
Tumbler Lock 6
Sleeping Bag: 5
Light Blanket: 3
Heavy Blanket: 4
One Man Tent: 4
Two Man Tent: 4 or 5
Four Man Tent: 5
Ten Man Tent: 5 or 6
Campaign Tent (20 people; flaps divide interior into rooms): 9
Tarpaulin (per 4 square feet): 4
Hammock: 4
Flint & Steel: 5
Tinder Box: 6
Treated Wooden Torch: 3
Candle (fast burning; 45 minutes): 2
Candle (long burning; 3 hours): 2 or 3
Oil Burning Lantern (6 hours; holds 1 pint): 6
Oil Burning Lantern (12 hours; holds 2 pints): 7
Oil, Lantern (1 pint): 5
Oil, Refined Engine (1 pint): 7
Gasoline (1 gallon): 11
Charcoal (1 pound): 3
Horse Saddle: 6
Large Mount Saddle: 7
Parasite Saddle: 8
Saddle Weapon’s Mount: 2. A towered cradle that sits in front of the rider and can be used to support a rifle while riding.
Saddle Heavy Weapon’s Mount: 3. A reinforced version that is meant to hold a 1-pounder cannon or similar light support weapon. This can only be used on large, strong mounts that can support the weight and recoil of firing the weapon.
Silver or Crystal Cross: 9
Banner or Standard: 5 to 10, depending upon the quality and materials
Resin Cross: 5
Binoculars: 10 or 11
Spyglass: 10 or 11
Mounted Telescope: 11 or 12
Smoking Tobacco (per ounce): 8
Chewing Tobacco (per ounce): 8
Resin Spike: 3
Resin Grappling Hook: 3
Musket Sling: 2
Vial of Holy Oil: 7
High-Tech Weapons and Equipment
Though rare, the technological items of other worlds, such as robots, weapons, computers, body armor, etc, have made it onto Wormwood through sources such as Worldgate, with weapons being the most numerous. Such items are very expensive, not only because of their capabilities, relative to Wormwood standards, but also because of the difficulty of empowering them on the magic-oriented Living Planet. Suggested Barter Ranks for some of the more common items are as follows:
Energy Pistol: 15 (standard e-clip: 12)
Energy Rifle: 16 (standard e-clip: 12 or 13)
Loaded Mini-Missile Launcher: 19 (14 per missile)
Portable Computer: 18
Suit of Light, Modern Body Armor: 15
Suit of Medium, Modern Body Armor: 17
Suit of Heavy, Modern Body Armor: 19
Minor Explosives (e.g.: light fusion block or fragmentation grenade): 15
Powerful Explosives (e.g.: heavy fusion block): 18
Light Power Armor: 40
Heavy Power Armor: 50
Light Robot Suit: 50
Heavy Robot Suit: 70
Armor, Shields and Headgear
The “metal” armors of Wormwood are crafted from formed resin whereas the “cloth” and “leather” types are made from angel hair and/or cured animal hides. Because the body armors of Wormwood are fashioned in the same manner of the ancient armors of Earth they do not protect the entire body, incurring an Armor Rating (A.R.) despite being of M.D.C. construction. A roll to strike less than or equal to the armor's A.R. will result in the armor taking the damage whereas a roll to strike that is higher than the A.R. means that the attack has found an exposed area and causes damage to the wearer.
Instead of having an A.R. as does a suit of armor, helmets offer a penalty to strike on the "called shot" that is normally required to successfully strike someone in the head. The greater the penalty to the attacker’s called shot, the greater the amount of protection offered by the helm. If an attack roll against the head is successful before the headgear's penalty is applied but falls below afterwards then the attack hits the helmet and causes it damage but fails to penetrate to the wearer. If the roll to strike is sufficient even after the headgear's penalty is taken into account then the attack hits the wearer.
It should be noted that perception penalties from headgear are cumulative if a warrior wears more than one type of headgear - a coif beneath a heavy heaume, for instance. None of these suits of armor or helmets are environmental as they are the Wormwood equivalent of the armors worn in Earth's past and as such will not keep out gases or toxic liquids.
Half-Suit Angel Hair Cloth: Made of Angel Hair fibers, this woven half-suit of armor fits over the warrior's upper body, neck and arms, and provides a bare minimum of protection. This suit is often used by simple conscripted peasants and militia due to the ease of making and repairing it. A.R.: 6, M.D.C.: Main body - 5, arms (2) - 2 each, Weight: 1.5 lbs (0.68 kg), Prowl Penalty: None, Barter Rank: 4
Half-Suit Padded or Quilt: Made of padded or quilted cloth attached to layers of hard, resin or wood strips. The suit protects the torso, neck, arms and wrists. A.R.: 9, M.D.C.: Main body - 10, arms (2) - 5 each, Weight: 3.5 lbs (1.57 kg), Prowl Penalty: None, Barter Rank: 5
Light Leather: Made from imported, hardened, yet flexible leather or the prepared skins of creatures found on Wormwood, this armor is commonly used by militiamen that are able to afford such a suit. The suit protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 11, M.D.C.: Main body - 20, arms (2) - 10 each, legs (2) - 15 each, Weight: 8 lbs (3.6 kg), Prowl Penalty: None, Barter Rank: 6
Half-Suit Light Leather: The suit protects the torso, neck, arms and wrists. A.R.: 8, M.D.C.: Main body - 20, arms (2) - 10 each, Weight: 5 lbs (2.25 kg), Prowl Penalty: None, Barter Rank: 5 or 6
Heavy Leather: Crafted in much the same manner as the light leather armor, this suit has been prepared so that it is harder and thicker. The suit protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 12, M.D.C.: Main body - 25, arms (2) - 15 each, legs (2) - 20 each, Weight: 11 lbs (4.95 kg), Prowl Penalty: -2%, Barter Rank: 6
Half-Suit Heavy Leather: Protects the wearer's torso, neck, arms and wrists. A.R.: 9, M.D.C.: Main body - 25, arms (2) - 15 each, Weight: 8 lbs (3.6 kg), Prowl Penalty: None, Barter Rank: 6
Studded Leather: The leather suit is covered with evenly spaced resin rivets that help to deflect attacks. Studded leather is commonly worn by infantry units who prefer its light weight yet respectable protection to some of the heavier armors. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 13, M.D.C.: Main body - 30, arms (2) - 20 each, legs (2) - 25 each, Weight: 20 lbs (9 kg), Prowl Penalty: None, Barter Rank: 7
Half-Suit Studded Leather: Only protects the wearer's torso, neck, arms and wrists. A.R.: 11, M.D.C.: Main body - 30, arms (2) - 20 each, Weight: 12 lbs (5.4 kg), Prowl Penalty: None, Barter Rank: 6 or 7
Chain Mail: Made from interlocking rings of resin that are then sewn onto a padded under suit so as to prevent pinching and chafing, chain mail is a favorite among cavalry (including airborne) and light infantry. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower) with either leggings or a skirt. A.R.: 15, M.D.C.: Main body - 40, arms (2) - 25 each, legs (2) - 30 each, Weight: 30 lbs (13.5 kg), Prowl Penalty: -2%, Barter Rank: 9
Half-Suit of Chain Mail: Only protects the wearer's torso, neck, upper legs, arms and wrists. This type of armor is often worn by scouts and archers. A.R.: 10, M.D.C.: Main body - 40, arms (2) - 25 each, Weight: 18 lbs (8.1 kg), Prowl Penalty: -1%, Barter Rank: 8
Double Mail: This armor is constructed in the same manner as is chain mail except that the rings are linked more closely and are heavier and thicker. Double mail is the armor of preference for those infantrymen who can afford it. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 50, arms (2) - 35 each, legs (2) - 40 each, Weight: 37 lbs (16.65 kg), Prowl Penalty: -5%, Barter Rank: 9 or 10
Half-Suit of Double Mail: Only protects the wearer's torso, neck, hips, arms and wrists, as opposed to most of his body. A.R.: 11, M.D.C.: Main body - 50, arms (2) - 35 each, Weight: 23 lbs (10.35 kg), Prowl Penalty: -3%, Barter Rank: 8 or 9
Scale Mail: Made from a full suit of soft leather with resin scales sewn upon it, scale mail is the armor of choice for the truly wealthy infantryman. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 55, arms (2) - 37 each, legs (2) - 45 each, Weight: 35 lbs (15.75 kg), Prowl Penalty: -10%, Barter Rank: 10
Half-Suit of Scale Mail: Only protects the torso, neck, hips, arms and wrists. A.R.: 12, M.D.C.: Main body - 55, arms (2) - 37 each, Weight: 19 lbs (8.55 kg), Prowl Penalty: -6%, Barter Rank: 9
Light Plate: Made from resin plates riveted to leather or angel hair cloth with chain mail protecting the joints, light plate armor is preferred by the Hospitallers knights and many cavalry units. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 60, arms (2) - 40 each, legs (2) - 50 each, Weight: 38 lbs (17.1 kg), Prowl Penalty: -10%, Barter Rank: 10
Half-Suit of Light Plate with Padding: Only protects the torso, neck, hips, arms and wrists, but is favored by those knights who rarely leave their motorcycles, even while in battle. A.R.: 13, M.D.C.: main body - 60, arms (2) - 40 each, Weight: 19 lbs (8.55 kg), Prowl Penalty: -8%, Barter Rank: 9
Splint/Banded Mail: This armor consists of many overlapping, resin strips that are sewn or bolted to a leather suit beneath. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 17, M.D.C.: Main body - 70, arms (2) - 45 each, legs (2) - 55 each, Weight: 42 lbs (18.9 kg), Prowl Penalty: -15%, Barter Rank: 10 or 11
Half-Suit of Splint/Banded: Only protects the torso, neck, hips, arms and wrists. A.R.: 13, M.D.C.: main body - 70, arms (2) - 45 each, Weight: 24 lbs (10.8 kg), Prowl Penalty: -10%, Barter Rank: 9 or 10
Medium Plate: Built of thicker plates than is light plate armor, this suit also uses armored joints instead of chain mail to protect areas of mobility. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 17, M.D.C.: Main body - 75, arms (2) - 50 each, legs (2) - 60 each, Weight: 44 lbs (19.8 kg), Prowl Penalty: -15%, Barter Rank: 11
Half-Suit of Medium Plate with Padding: Only protects the torso, neck, hips, arms and wrists. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 50 each, Weight: 20 lbs (9 kg), Prowl Penalty: -12%, Barter Rank: 10 or 11
Heavy Plate: Made from interconnected plates and layers of resin that have been riveted to a chain mail and leather suit beneath, heavy plate is preferred by the Knights of the Temple and similar heavy cavalry units. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 18, M.D.C.: Main body - 100, arms (2) - 60 each, legs (2) - 75 each, Weight: 50 lbs (22.5 kg), Prowl Penalty: -20%, Barter Rank: 13
Half-Suit of Heavy Plate with Padding: Some heavy cavalry units prefer the half-suit version of heavy plate because of its greater freedom of movement. Protects the torso, neck, hips, arms and wrists. A.R.: 15, M.D.C.: Main body - 100, arms (2) - 60 each, Weight: 26 lbs (11.7 kg), Prowl Penalty: -17%, Barter Rank: 11 or 12
Demon Hound Rider Plate: Built to be highly mobile and yet impressively durable, the sectional plate armor of the br’talb is a highly prized trophy among warriors of the Light. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 35 each, legs (2) - 40 each, Weight: 32 lbs (14.4 kg), Prowl Penalty: -, Barter Rank: 14. Note: The helmet is the equivalent of a light visored helm.
Ram-Rat Piecemeal Armor: Fit together from a motley of padding, plates and stretches of chain, this armor is fairly durable if not as practical as most other armors. Protects portions of the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 12, M.D.C.: Main body - 75, arms (2) - 25 each, legs (2) - 30 each, Weight: 25 lbs (11.25 kg), Prowl Penalty: -5%, Barter Rank: 8
Shade Plate Mail: Made from tightly fitted plates and overlapping, horizontal bands, this armor can withstand a good deal of punishment.. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 40 each, legs (2) - 50 each, Weight: 36 lbs (16.2 kg), Prowl Penalty: -7%, Barter Rank: 13. Note: The helmet is the equivalent of a nasal helm.
Leather Cap: A simple cap made of leather/animal hide that is kept on by a chin strap The leather cap is the simplest of headgear and is meant mostly to deflect errant blows or falling debris and is not intended to be of much use in a real fight. Penalty to "Called Shot": None, M.D.C.: 5, Weight: 0.25 lbs (0.11 kg), Barter Rank: 4
Chain Mail Coif: A single-piece, chain mail headgear that covers the entire head except for the face which remains exposed. It is tied together beneath the chin and to one side of the neck, offering protection to most of the head, neck and upper shoulders. The coif is often worn as added protection beneath larger headgear (heaumes, nasal helms, and visored helms only). Penalty to "Called Shot": -2, M.D.C.: 12, Hearing Perception: -1, Weight: 0.75 lbs (0.34 kg), Barter Rank: 6
Bascinet with attached Camail: A helmet made of resin that falls down beneath the ears and back of the head, rises across the brow (leaving the face exposed), and then tapers towards the peak of the head. A partial chain mail coif, known as the camail, is attached to the lower, inner edges of the bascinet so as to run down the neck and upper shoulders. Penalty to "Called Shot": -2, M.D.C.: 18, Hearing Perception: -1, Weight: 2 lbs (0.9 kg), Barter Rank: 7
Nasal Helm: This is a simple, faceless helm made from resin that sits atop the head but offers the wearer's ears and the back of the neck no protection. The nasal helm earns its name from the large protrusion that extends downwards to cover the nose from the lip of the helm running across the brow. Nasal helms are often combined with coifs. Penalty to "Called Shot": -1, M.D.C.: 15, Hearing Perception: –, Weight: 1.5 lbs (0.68 kg), Barter Rank: 7
Light Heaume: Made from hardened resin, the light heaume can best be described as a bucket with long, narrow eye slits. The heaume also has tiny holes near the mouth and nose for ease of breathing and ventilation. Heaumes are often worn by heavy infantry and cavalry. It is practically unheard of to wear a heaume without the addition of a coif beneath. Penalty to "Called Shot": -3, M.D.C.: 30, Hearing Perception: -2, Sight Perception: -2, Weight: 12 lbs (5.4 kg), Barter Rank: 9
Heavy Heaume: This is a heavier and more cumbersome version of the light heaume and is a favorite among the Knights of the Temple. A heavy heaume is so immense that it must be bolted to the wearer's torso armor, restricting its use to warriors wearing medium or full plate armor. This restricts the mobility of the wearer's head, forcing him pivot his entire upper body to alter his line of vision. Penalty to "Called Shot": -4, M.D.C.: 50, Hearing Perception: -3, Sight Perception: -3, Weight: 18 lbs (8.1 kg), Barter Rank: 11
Light Visored Helm: Made from resin, the visored helm protect the entire head and neck while allowing for full mobility and the ability to raise the visor to survey one's surroundings unimpeded. Much like the heaume, the visored helm is rarely worn without a coif. Visored helms, both of the light and heavy variety, are commonly worn by knights who refuse to give up the need for mobility in exchange for protection. Penalty to "Called Shot": -3, M.D.C.: 25, Hearing Perception: -1, Sight Perception (visor down): -1, Weight: 7 lbs (3.15 kg), Barter Rank: 10
Heavy Visored Helm: A heavier version of the light visored helm, this headgear is a compromise of the immense protection of the heavy heaume and the sight and mobility offered by the visor. Instead of being bolted to the wearer's chest armor, the heavy visored helm has a separate neck guard (known as a gorget) that hangs from its front and protects the collar bone and forward base of the neck. Like the light visored helm, a coif is also often worn. Penalty to "Called Shot": -3, M.D.C.: 35, Hearing Perception: -2, Sight Perception (visor down): -1, Weight: 10 lbs (4.5 kg), Barter Rank: 12
Open-Faced Motorcycle Helmet: This helmet, built mainly to protect the skull in case of an accidental crash, covers the wearer's ears, skull, and back of the neck, leaving only the face exposed. Penalty to "Called Shot": -2, M.D.C.: 10, Hearing Perception: -1, Weight: 1 lb (0.45 kg), Barter Rank: 9
Plexiglass, Visored Motorcycle Helmet: Essentially the same as the open-faced motorcycle helmet except for the addition of a plexiglass visor (tinted or not), this helmet offers slightly better protection to the wearer. Penalty to "Called Shot": -3, M.D.C.: 17, Hearing Perception: -1, Sight Perception (visor down): -1, Weight: 1.5 lbs (0.68 kg), Barter Rank: 10
Buckler Shield
M.D.C.: 10
Prowl Penalty: -
Weight: 2 lbs (0.9 kg)
Barter Rank: 5 or 6
Small Shield
M.D.C.: 20
Prowl Penalty: -
Weight: 6.5 lbs (2.93 kg)
Barter Rank: 7
Medium Shield
M.D.C.: 35
Prowl Penalty: -5%
Weight: 10 lbs (4.5 kg)
Barter Rank: 8
Large "Kite" Shield
M.D.C.: 55
Prowl Penalty: -10%
Weight: 16 lbs (7.2 kg)
Barter Rank: 9
Bonus: +1 bonus to parry missile weapons
Large “Tower” Shield
M.D.C.: 80
Prowl Penalty: -15%
Weight: 20 lbs (9 kg)
Barter Rank: 10
Bonus: +2 bonus to parry missile weapons. Is often used in interlocked formations.
Armor & Tack for Mounts
Common equipment, such as saddles, horseshoes, etc., aside, below is some equipment that might be considered useful for anyone owning a mount. The armor is available in versions for horses as well as some of the more common, exotic, mount types (+10% to 25% to M.D.C. and Weight, plus one or two Barter Ranks in the case of larger mounts (such as parasites).
Barding Armor
This armor is designed to fit on a horse or similarly sized beast; armor for riding animals or larger or smaller sizes and shapes will cost less or more, depending upon the size, and have a greater or lesser amount of M.D.C. Costs will also vary depending upon the size and any special tailoring that may be required to suit odd appendages such as wings or an extra pair of legs.
Full barding covers the mounts head, neck (top, sides and in some cases, the front/underside), flanks, chest, sides, shoulders, and hindquarters. Partial/half barding only covers the forward sides and shoulders, chest, neck, and usually the face (lower the A.R. by 2 against rear attacks).
Leather Barding
A.R.: 11, M.D.C.: Main body - 60, neck and head - 25, Weight: 55 lbs (24.75 kg), Barter Rank: 11 or 12
Half Leather Barding
A.R.: 8, M.D.C.: Main body - 40, neck and head - 20, Weight: 32 lbs (14.4 kg), Barter Rank: 11
Chain Mail Barding
A.R.: 13, M.D.C.: Main body - 80, neck and head - 35, Weight: 60 lbs (27 kg), Barter Rank: 14
Half Chain Mail Barding
A.R.: 10, M.D.C.: Main body - 60, neck and head - 25, Weight: 40 lbs (18 kg), Barter Rank: 13
Double Mail Barding
A.R.: 14, M.D.C.: Main body - 100, neck and head - 45, Weight: 70 lbs (31.5 kg), Barter Rank: 14 or 15
Half Double Mail Barding
A.R.: 11, M.D.C.: Main body - 80, neck and head - 35, Weight: 45 lbs (20.25 kg), Barter Rank: 13 or 14
Scale Mail Barding
A.R.: 15, M.D.C.: Main body - 110, neck and head - 45, Weight: 85 lbs (38.25 kg), Barter Rank: 15
Half Scale Mail Barding
A.R.: 12, M.D.C.: Main body - 90, neck and head - 35, Weight: 60 lbs (27 kg), Barter Rank: 14
Light Plate Barding
A.R.: 16, M.D.C.: Main body - 130, neck and head - 55, Weight: 90 lbs (40.5 kg), Barter Rank: 16
Half Light Plate Barding
A.R.: 13, M.D.C.: Main body - 105, neck and head - 40, Weight: 65 lbs (29.25 kg), Barter Rank: 15
Medium Plate Barding
A.R.: 17, M.D.C.: Main body - 145, neck and head - 60, Weight: 100 lbs (45 kg), Barter Rank: 16 or 17
Half Medium Plate Barding
A.R.: 14, M.D.C.: Main body - 125, neck and head - 50, Weight: 75 lbs (33.75 kg), Barter Rank: 15
Heavy Plate Barding
A.R.: 18, M.D.C.: Main body - 170, neck and head - 80, Weight: 115 lbs (51.75 kg), Barter Rank: 17
Half Heavy Plate Barding
A.R.: 15, M.D.C.: Main body - 140, neck and head - 60, Weight: 80 lbs (36 kg), Barter Rank: 16
M.D.C. Horseshoes: Just like the horses of Earth, those on Wormwood also require shoeing if they are to be ridden or used as beasts of burden. However, because the shoes are made of resin, any horse with these shoes on does M.D. with a kick or foot attack instead of S.D.
Repairing Armor
Patches may be sown, rings and plates replaced or realigned to repair damage at a cost of 10% to 25% of the suit’s original cost, depending upon the armor smith’s resources and location and the customer’s needs. Armor that has been reduced to below 33% of its usual M.D.C. is most likely beyond repair (-70% to any repair skill rolls) and it would probably be easier and cheaper to just replace it.
Flintlock TW Firearms - Pistols and Muskets
Created by the smiths of the Forces of Light and by those of Darkness, these comparatively simple items are often the deciding factor between life and death in the pitched battles that race across the Living Planet like an unceasing storm. Unlike the techno-wizard weapons of most other worlds, the flintlock weapons of Wormwood use magic to create and propel a single shot made of hardened resin instead of directing pure mystical force. The shot is formed and summoned within the weapon itself and need not be made separately by a craftsman and can remain within a wound, requiring it to be removed by surgery or other healing arts; it will be reabsorbed by the Living Planet if left in contact with the surface for more than an hour. Miraculously, these weapons still work in other dimensions, even though they are far removed from the Living Planet, and are designed so that they may be used by non-spell casters.
Flintlock TW firearms are most commonly made in foundries from resin that is poured into molds for their separate and then finely tooled using precision equipment. Once these pieces have dried they gain the strength of steel and at this time they may be joined together before the final step of enchantment by a techno-wizard and priest. Flintlock TW firearms made from imported steel and wood cost +100% to +500% above the listed price.
Much like the flintlock guns of Earth's past, the TW firearms of Wormwood are noisy, smoky affairs that thunder and flare when fired and can fill a battlefield with the black, nauseous clouds of created by their firing. Although the techno-wizards profess that these bothersome results of firing their creations are unavoidable side effects of the combinations of magical properties that are necessary to create and fire the resin ball, many warriors feel that the weapons were purposefully designed their weapons to function this way out of a sense of nostalgia for the past of distant Earth.
Reload Time: The time that must pass before the weapon is ready to fire again. Two things happen during this time. First, the user must replenish the weapon with the necessary P.P.E., and second, the weapon must manifest a new round of ammunition to be fired. Normally, flintlock TW firearms only store a single shot per barrel (if it has more than one).
Initial P.P.E. Cost: The amount of P.P.E. that the crafting techno-wizard must expend when creating the weapon. The necessary spells are Telekinesis, Cloud of Smoke, Blinding Flash and a Summon Resin prayer, typically performed as a blessing, for the final touch.
P.P.E. to Reload: The amount of P.P.E. that the user must expend in order to mystically recharge an empty weapon for another shot. Any character with sufficient P.P.E. and the appropriate TW Black Powder weapon proficiency or who is a spell caster may reload a TW firearm. Note: the amount of I.S.P. required to recharge a TW firearm is typically 50%-100% more than the required P.P.E. amount.
Ley Line Note: A TW cannon or firearm that is fired upon a ley line or nexus (two phenomenon that are not to be found on Wormwood) will have its range and/or P.P.E. payload increased by 50%. Similar effects to this may be garnered when deep within the food caves or similar caverns of the Living Planet.
.38 Pocket Pistol: Tiny and compact, this pistol can be hidden in a pocket or sleeve with relative ease. It looks like a small, stubby, Earth-made flintlock pistol.
Creation Stats:
Initial P.P.E. Cost: 12
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 0.75 lbs (0.34 kg)
Overall Length: 4.5 inches (11.43 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 3
Effective Range: 40 feet (12.2 m)
Reload Time: 1 melee attack/action.
Payload: 1 shot.
Mega-Damage: 2D6
Barter Rank: 7
.2 “Demon-Duster”: An unorthodox weapon that is avoided by the Templars, most Hospitallers and all other warriors of an “honorable” bent, the Demon-Duster’s grip is a set of resin knuckle-dusters to enhance punch damage. As if this weren’t enough, a small, needle-like blade is concealed between the small pistol’s dual barrels, springing forth when needed. The Demon-Duster is perfect for bandits, ruffians and your average, underhanded barroom brawler.
Creation Stats:
Initial P.P.E. Cost: 10
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 1 lb (0.45 kg)
Overall Length: 5 inches (12.7 cm), plus 2 inches (5.08 cm) with the blade extended
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P. per barrel.
M.D.C.: 3
Effective Range: 40 feet (12.2 m)
Reload Time: 1 melee attack/action.
Payload: 2; 1 shot per barrel
Mega-Damage: 2D4 per shot; 4D4 if both barrels fired at once. 1D4 from the blade and +2 damage from a knuckle-duster assisted punch.
Barter Rank: 8 or even 9
.68 Thunder Pistol: It may look like an ancient, Earth-made flintlock pistol, but the Thunder is a high-quality firearm and is preferred by the warrior in the know. The Thunder has both a respectable range and causes an equally respectable amount of damage.
Creation Stats:
Initial P.P.E. Cost: 20
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.8 lbs (1.26 kg)
Overall Length: 15 inches (38.1 cm)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 10
Effective Range: 160 feet (48.8 m)
Reload Time: 1 melee attack/action
Payload: 1 shot
Mega-Damage: 5D6
Barter Rank: 10
.54 Harper Pistol: Similar to the .68, this slightly smaller pistol is more common due to its lower quality and inferior durability.
Creation Stats:
Initial P.P.E. Cost: 18
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.43 lbs (1.1 kg)
Overall Length: 14 inches (35.56 cm)
P.P.E. to Reload: 2 P.P.E. or 3 I.S.P.
M.D.C.: 8
Effective Range: 200 feet (61 m)
Reload Time: 1 melee attack./action
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 9
.50 Smythe Pistol: Longer and heavier than the .68., the .50 is crude and far more common as a result. Its odd weight makes it harder to aim and it takes longer than most other pistols to load, making it wildly perceived to be a "poor man's" gun. The Smythe also has an extremely short range when compared to other pistols.
Creation Stats:
Initial P.P.E. Cost: 20
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 3 lbs (1.36 kg)
Overall Length: 17 inches (43.18 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 14
Effective Range: 120 feet (36.5 m)
Penalty: -1 to strike.
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 8
.50 Officer’s Pistol: As the name implies, this is a popular pistol among officers who get as dirty as their soldiers. Mounting one barrel above the other and two locks, one for each barrel, this stubby weapon gives that extra shot when it is needed most: in the thick of battle.
Creation Stats:
Initial P.P.E. Cost: 23
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.8 lbs (1.26 kg)
Overall Length: 13 inches (33.02 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P. per barrel.
M.D.C.: 10
Effective Range: 90 feet (27.4 m)
Reload Time: 2 melee attacks/actions
Payload: 2; 1 shot per barrel
Mega-Damage: 4D6 for a single shot, 8D6 for both barrels at once
Barter Rank: 11
.67 Eagle Pistol: A precision pistol, the Eagle is the weapon of choice for both the experienced warrior and members of the upper classes who prefer elegant appearances over increased damage. This weapon is also popular in illegal duels among the nobility. The Eagle's most distinguishing feature is the addition of a second, “set” trigger for greater accuracy. When the set trigger is depressed, the other, primary trigger, requires only the lightest of touches to fire the pistol.
Creation Stats:
Initial P.P.E. Cost: 25
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.65 lbs (1.19 kg)
Overall Length: 16 inches (40.64 cm)
P.P.E. to Reload: 2 P.P.E. or 3 I.S.P.
M.D.C.: 10
Effective Range: 325 feet (99.13 m)
Bonus: +1 to strike aimed with the set trigger
Reload Time: 1 melee attack/action
Payload: 1 shot
Mega-Damage: 3D6
Barter Rank: 12
.44 Smythe II Pistol: This is a common, well-rounded weapon that neither falls short nor excels in any respect.
Creation Stats:
Initial P.P.E. Cost: 15
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.56 lbs (1.15 kg)
Overall Length: 16 inches (40.64 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 15
Effective Range: 200 feet (61 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 3D6
Barter Rank: 8 or 9
.75 Widowmaker Pistol: This immense pistol could almost be considered a short carbine due to its large bore and comparatively impressive length. It packs such a wallop and is so heavy and ungainly that unless the user has a P.S. of 24 (Supernatural P.S. of 17) or higher he will be an additional -2 to strike.
Creation Stats:
Initial P.P.E. Cost: 30
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 5 lbs (2.25 kg)
Overall Length: 24 inches (61 cm)
P.P.E. to Reload: 4 P.P.E. or 8 I.S.P.
M.D.C.: 20
Effective Range: 175 feet (53.34 m)
Penalty: -1 to strike plus see above
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 1D4x10+5
Barter Rank: 14 or 15
.32 “Sneejee Hunter” Musket: A lightweight weapon, the Sneejee Hunter is favored by scouts and for hunting because of its respectable range and lack of encumbrance. The .32 is also used extensively by the cavalry because of its relatively short length and manageable weight, meaning that it can be fired with one hand with very little problem.
Creation Stats:
Initial P.P.E. Cost: 25
Weapon Stats:
Weight: 5.5 lbs (2.49 kg)
Overall Length: 42 inches (1.06 m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 20
Effective Range: 700 feet (213.5 m)
Penalty: Half the usual bonuses to strike if firing one-handed
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 11
.44 Cavalry Carbine: A shortened version of the Howler, the carbine is meant to be fired one-handed with little in the way of ill-effect but it is most effective when it is balanced over one arm that rests forward to hold the mount’s reins while riding. Unfortunately, the trade-off for such a mobile weapon is a shorter range.
Creation Stats:
Initial P.P.E. Cost: 27
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 6.5 lbs (2.92 kg)
Overall Length: 39 inches ( m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 24
Effective Range: 400 feet (121.9 m)
Penalty: Half the usual bonuses to strike if firing one-handed
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 11
.44 Wilderman Musket: Designed for use by scouts and solo operatives working in the wilderness and barrens for extended periods of time, the Wilderman is fitted with survival equipment in its oversized hollow stock. Included is a 3 day’s worth of dehydrated grubs, 4 water crystals and a space for a 20 P.P.E. TW powder horn. This equipment is initially included in the musket’s cost but once used it may be replenished at the owner’s
Creation Stats:
Initial P.P.E. Cost: 30 plus 10 for the powder horn.
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7.25 lbs (3.26 kg)
Overall Length: 50 inches (1.27 m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 28
Effective Range: 650 feet (198.12 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D6
Barter Rank: 14 (11 without the survival gear)
.50 Anvil Musket: A rugged weapon favored by civilians or warriors of little means, the Anvil musket is a good balance between weight, size and firepower. The Anvil is easily the most common musket around and is the mainstay of the Forces of Light.
Creation Stats:
Initial P.P.E. Cost: 35
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7.5 lbs (3.5 kg)
Overall Length: 48 inches (1.22 m)
P.P.E. to Reload: 3 P.P.E. or 5 I.S.P.
M.D.C.: 30
Effective Range: 700 feet (213.6 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 12
.50 Imperator Musket: The Imperator is a favorite among the Hospitallers and the nobility. It is identical to a typical .50 except that it has two barrels, one mounted below the other, and two hammers: one for each barrel. The Imperator can fire both barrels at once if desired thanks to a multi-holed flashpan, using a single roll to strike for both shots. Unfortunately, the extra barrel makes the weapon more difficult to handle and aim.
Creation Stats:
Initial P.P.E. Cost: 40
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.5 lbs (3.83 kg)
Overall Length: 48 inches (1.22 m)
P.P.E. to Reload: 3 P.P.E. or 5 I.S.P. per barrel
M.D.C.: 30
Effective Range: 700 feet (213.6 m)
Penalty: -1 to strike
Reload Time: 2 melee attacks/actions for one barrel, 3 attacks/actions for both.
Payload: 2; 1 shot per barrel
Mega-Damage: 6D6 for one barrel, 1D6x10 for both
Barter Rank: 14
.69 Browndidge & Browndidge “Long”Muskets: The Browndidge is favored by warriors who prefer the distant kill of the sniper but cannot afford to acquire the extended range of the Browndridge "Long". The .69 is the weapon of preference for many musketeers.
The Browndidge “Long” is identical to the regular .69 except that it has a longer barrel and provides greater range, making it a favored weapon among skilled marksmen. Both come equipped with a “set” trigger.
Creation Stats:
Initial P.P.E. Cost: 45, 50 for the Long
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.5 lbs (3.83 kg). Long: 9 lbs (4.05 kg)
Overall Length: 50 inches (1.27 m). Long: 64 inches (1.63 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P.
M.D.C.: 30. Long: 33
Effective Range: 800 feet (244 m). Long: 1,150 feet (350.75 m)
Bonus: +1 to strike aimed with the set trigger
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 12 to 13. Long: 13 to 14
.75 Wordlen Sniper Musket: An incredibly heavy and long weapon, the Wordlen is used by any marksman who values his craft and can afford the very best. The Wordlen became famous when its designer, a techno-wizard/sniper with the Forces of Light, shot the head clear off of a Shade general at over 800 yards. Since that legendary shot marksmen on both sides of the war have been clambering to get their hands (or claws) on one of these weapons.
The Wordlen comes equipped with a “set” trigger for improved accuracy and is characterized by its hexagonal barrel. Trying to fire this weapon without cradling it on some kind of support suffers a -4 penalty to strike unless the wielder has a P.S. of 26 (Supernatural P.S. of 18) or higher.
Creation Stats:
Initial P.P.E. Cost: 60
Additional Spell Requirements: Energize Spell (Federation of Magic™, page 139)
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 22 lbs (9.9 kg)
Overall Length: 72 inches (1.83 m)
P.P.E. to Reload: 5 P.P.E. or 10 I.S.P.
M.D.C.: 40
Effective Range: An amazing 2,000 feet (610 m) typically, but up to 4,000 feet (1,219 m) at a penalty of -3 to strike.
Bonus: +1 to strike aimed with the set trigger
Penalty: See above
Reload Time: 4 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D10
Barter Rank: 16 or 17
.75 Besieger Musket: A frightening weapon, the Besieger is used by warriors who enjoy power and damage over range and accuracy. Requires a P.S. of 24 (Supernatural P.S. of 17) or higher to use properly or else the penalty to strike becomes -3.
Creation Stats:
Initial P.P.E. Cost: 55
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 9.5 lbs (4.28 kg)
Overall Length: 59 inches (1.49 m)
P.P.E. to Reload: 4 P.P.E. or 8 I.S.P.
M.D.C.: 40
Effective Range: 500 feet (152.5 m)
Penalty: See above
Reload Time: 3 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D10+5
Barter Rank: 12 to 13
Blunderbuss: The blunderbuss is cheaply made, cheaply reloaded and may even fire small, physical objects such as resin shavings, coins, nails, etc. to cut down on the amount of P.P.E. needed to reload. In such instances the P.P.E. is only needed to provide the “oomph” and not the resin shot ammunition.
On the downside, a blunderbuss causes less damage and has a much shorter range than the more expensive shotgun. The blunderbuss’ short range is also a major drawback, resulting in very few warriors using it on the front lines as anything other than a backup weapon.
Creation Stats:
Initial P.P.E. Cost: 15
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 5.75 lbs (2.59 kg)
Overall Length: 42 inches (1.07 m)
Caliber: 2 in (5.08 cm) at the flaring muzzle
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.; 1 P.P.E. or 2 I.S.P. if manually loaded with physical objects.
M.D.C.: 16
Effective Range: 75 feet (22.86 m)
Blast Area: 2 feet (61 cm)
Reload Time: 2 melee attacks/actions; 3 to 4 attacks/actions if loaded manually.
Payload: 1 shot
Mega-Damage: 4D6+2; 2D6 to 4D6-2 (GM’s discretion) if loaded manually with physical objects.
Barter Rank: 8
.2 Volley Gun: A stubby weapon comprised of 7 barrels, all of which are fired at once, this weapon will wreak havoc amongst an enemy skirmish line or charging cavalry. Costly to reload all of its barrels, these powerful weapons has quite a kick and requires a minimum P.S. of 22 (Supernatural P.S. of 16) to wield properly otherwise there is a -2 penalty to strike.
Creation Stats:
Initial P.P.E. Cost: 35
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 17 lbs (7.65 kg)
Overall Length: 34 inches (86.36 cm)
P.P.E. to Reload: 8 P.P.E. or 16 I.S.P.
M.D.C.: 24
Effective Range: 350 feet (106.68 m)
Penalty: See above
Reload Time: 4 melee attacks/actions
Payload: 7; 1 shot per barrel
Mega-Damage: 1D6x10+10 to a 3 foot (91 cm) area
Barter Rank: 14
12 Gauge Shotgun: Built for close-quarters damage or for those moments where accuracy is not an issue, the shotgun is nicknamed the "sweeper".
Creation Stats:
Initial P.P.E. Cost: 27
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7 lbs (3.15 kg)
Overall Length: 58 inches (1.47 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P.
M.D.C.: 18
Effective Range: 200 feet (61 m)
Blast Area: 5 feet (1.5 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 1D4x10
Barter Rank: 11
Note: Sawing down the barrel adds 1 foot (30 cm) to the blast area but cuts the range down to 100 feet (30.5 m)
12 Gauge Double Barrel Shotgun: Essentially the same as the single-barreled version, save it has twinned barrels and thus two shots.
Creation Stats:
Initial P.P.E. Cost: 33
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.4 lbs (3.78 kg)
Overall Length: 58 inches (1.47 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P. per barrel
M.D.C.: 20
Effective Range: 200 feet (61 m)
Blast Area: 5 feet (1.5 m) for single shot, 7.5 feet (2.29 m) for double shot.
Reload Time: 2 melee attacks/actions for one barrel, 3 attacks/actions for both.
Payload: 2; 1 shot per barrel
Mega-Damage: 1D4x10 for a single blast, 1D6x10+10 for a double blast.
Barter Rank: 12
Note: Sawing down the barrels adds 1 foot (30 cm) to the blast area but cuts the range down to 100 feet (30.5 m)
Firearm Accessories
Bayonets: A long, resin blade that is fixed to the end of a musket, this is used mainly for infantry charges and close-quarters combat. Many soldiers of the Host and even some of the soldiers of the Forces of Light have taken to carving notched teeth into their bayonets in order to cause more harm; honorable warriors and the Orders of Knights will not use serrated blades! Damage: 2D4 to 2D6; +4 if serrated, Blade Length: Typically 6 to 18 inches (15.2 to 45.72 cm), Barter Rank: 4 or 5; +1 if the bayonet may be folded back to rest along the barrel when not needed.
Sniping Scope: A thin tube that stretches the entire length of most muskets, this simple affair provides X5 magnification. The scope’s glass lenses are coated with a special, transparent film that prevents them from becoming smeared with the weapon’s smoke. An enchanted variety has been created to allow for perfect vision in nighttime conditions, see the invisible and to see through smoke. Bonus: +1 to strike aimed, Range: 5,000 feet (1,524 m), M.D.C.: 2 (fragile), Barter Rank: 9; 12 for enchanted. The enchanted version requires the spells See the Invisible, Nightvision, and 18 P.P.E. to create.
TW Powder Horn
Resembling the frontiersman’s powder horn of old, this TW item is inflated with magical energy instead of black gun powder. When placed against the open mouth of a TW black powder firearm’s barrel this item will transfer an amount of P.P.E., as specified by the user, into the weapon. In this way the character can reload his weapon's P.P.E. reservoirs without expending his own personal P.P.E.
Using the powder horn requires a single attack/action, no matter the amount transferred, and is characterized by a slight blue glow that surrounds the muzzle of the weapon and the mouth of the horn. The TW powder horn will not recharge any other techno-wizardry items or weapons (including cannons and mortars) and is itself replenished in the usual manner that most TW items are recharged. Likewise, P.P.E. may not be transferred from the firearm into the powder horn.
Creation Stats:
P.P.E. Cost to Create: 0.5 P.P.E. per 1 P.P.E. that the horn is meant to store.
Spells Needed:
Physical Requirements:
Item Stats:
Weight: 2.25 lbs (1.01 kg)
P.P.E. Stored Within: 10, 16, 20, 30, 40 or 50.
Barter Rank: 8, 9, 9, 10, 11 or 12, respectively.
Note: There is no limit to the amount of P.P.E. that can be transferred into a firearm in a single action, up to the total remaining amount (of course).
Wormwood TW Cannons & Mortars
The cannons and mortars of Wormwood, much like its flintlock firearms, are wonders of techno-wizardry and yet are a dated throwback to Earth's past. All such artillery pieces are of the smoothbore type, meaning that their "bore", the hollow from which the ammunition is fired, is completely smooth and is not rifled. However, unlike the TW firearms of Wormwood these artillery pieces must have their ammunition fed into them externally as the magical process within the weapon is not sufficient to both create the ammunition and then propel it. While it is possible to make a TW cannon or mortar that will do both, the cost of creating such weapons and the P.P.E. needed to fuel them is so great as to make them far from practical. Thankfully, Wormwood’s cannons are faster to load than those of Earth's past because there is no need to measure or ram powder, light a fuse or any other such nonsense. Instead, the ammunition is merely dropped into the bore and then the gunner pulls the lanyard, firing it.
TW mortars work in much the same manner as do the cannons except that they are incapable of direct fire and therefor cannot use the “skippnig” maneuver. Mortars are primarily used to shoot over walls, attack enemy positions to the rear of an opposing force, and so on. As a result of their need to fire at a target indirectly, a mortar has a minimum range and anything closer to the weapon than this may not be fired upon. Mortars use the same ammunition types as do cannons.
TW cannons and mortars boom thunderously and belch forth a black smoke when fired. Again, their techno-wizard creators claim that such effects are the unavoidable results of the spells involved in creating the cannons and not a nostalgic whim.
Common Creation Statistics:
Spells Needed: Cloud of Smoke, Blinding Flash, Telekinesis, Thunderclap.
Physical Requirements: The resin must be poured into the proper mold, a blank spell gem, and the wood or resin necessary to build a wagon, artillery carriage or similar mounting, be it fixed or mobile.
Cannon & Mortar Reload Times
Depending upon how much the cannon or mortar must be pivoted, elevated or lowered in order to shoot at a target, how high the bore is from the ground, how heavy the ammunition is, etc., anywhere from 2 to 6 melee actions must pass between shots, taking into consideration the weapon’s type and whether or not it has a full crew, as the weapon is reloaded and the P.P.E. recharged. For every person that the crew is short the reload time is increased by +1 melee attacks/actions but adding extra crew members usually won’t have any benefit (unless the ammunition must be hauled a distance), because another person will probably get in the way more than help.
Misfiring
Compared to most other TW devices, never mind the much smaller flintlock TW firearms, the TW cannons and harness and utilize a vast amount of mystical potential and energy. As a consequence of this dangerous level of shackled power these weapons are prone to misfires. Each weapon has a misfire percentage - a representation of how likely that particular weapon is to not work properly when fired. Every time that the weapon is fired percentile must also be rolled with a number equal to or less than the chance of misfire requiring a roll on the Misfire table.
Misfire Table
01-35% Minor misfire. The weapon does not fire but the P.P.E. remains unused and so may still be utilized for the next attempt to fire the weapon.
36-70% Dud misfire. The weapon does not fire and the P.P.E. is wasted.
71-85% Fizzle or Sputter. The weapon goes off but not at full strength; fires at half range (01-50%) or causes half damage (51-00%).
86-97% Fizzle and Sputter. The weapon goes off but not at full strength; fires at half range and causes half damage.
98-00% Detonation. The weapon explodes in a burst of shards and deadly, magic energy. The explosion causes damage equal to a cannister shot of that particular cannon or mortar type to everything in a 4D6 foot radius (1.22 to 7.3 m).
Cannon/Mortar Ammunition
Cannons can fire several different types of ammunition, each of which has its own characteristics, purpose, advantages and disadvantages.
Canister: These are hollowed out cannonballs that are then filled with many, tiny cannonballs. Upon exiting the cannon's bore when fired the outer cannonball (the canister) breaks off and releases its contents, peppering the area directly in front of the cannon, much like a shotgun. The downside to using canister is the regrettable need to allow an enemy to get close enough to be fired upon. It is most effective against massed units of infantry or to break cavalry charges.
Case Shot: A hollow resin cannonball, case shot is filled with sharp, needle-like fragments of resin that shower down upon the enemy once the mystically timed outer case explodes above the enemy.. A case shot is best used against hordes of infantry or masses of cavalry but is equally effective when fired over enemy fortifications. The problem with case shot is the difficulty of getting them to explode at the desired height (-3 to strike) and not having them crash to the ground where they will explode and only shower their fragments across an area only 25% of usual area. A case shot that does impact with something prematurely will cause damage before exploding equal to half that of a solid shell meant for the same cannon.
Grape Shot: Grape shot is essentially another version of canister but it contains fewer balls of a larger size. Grape shot is most often used against small groups of heavily armed opponents or to sweep the walls of nearby enemy fortifications thanks to its greater range.
Shell: A round projectile made of hardened resin, the shell stores its own P.P.E. and so it may be fired without using the P.P.E. within the cannon itself. This grants a greater range and has the distinct advantage of leaving the cannon's P.P.E. to be used for other ammunition types. Shells are more difficult and costly to manufacture than other ammunition types.
Solid Shot: This is the traditional "cannonball" - a spherical ball of resin that fits into the cannon and is projected forth by the release of the weapon's stored P.P.E. Solid shot cannonballs are by far the most common form of cannon ammunition on Wormwood because of the relative ease of making them and their blunt simplicity. Solid shot does not explode upon impact but can still cause damage to the immediate area by the sheer force of its impact.
Skipping: Solid shot fired along a shallow arc will hit the ground and continue to “skip” along, bouncing through the enemy before finally rolling to a stop. Even a slowly moving cannonball can maim and wound. Mortars may not “skip” shot. Damage: Because the cannonball does not hit with all of its potential force it causes only half damage with each impact, Range: The initial arc can be no further than 25% of the maximum range and the cannonball will continue to bounce and roll for another 10% of the maximum range. Penalty to Strike: Skipping is a tricky endeavor and is attempted with a called shot with a -3 penalty to strike. A successful strike skips the cannonball along, causing damage to the first target in its path and then continues to bounce it in a straight line to the next; failure results in a “dead impact” - the cannonball hits and bounces no further. Dodging: It is difficult to judge whether a skipping cannonball will hit you or bounce overhead but it may be dodged after the initial impact with a -5 penalty.
1-Pounder “Tickler” Swivel Cannon: The 1-pounder is a light weapon that is highly mobile and may be mounted on a barricade, wall, wagon, or railing of a landship. A typical mount is a resin swivel that allows a single person to load, turn, aim and then fire the weapon.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew: 1
Weight: lbs. ( kg), lbs. ( kg.) with mount.
Cannon Length: inches ( m)
Bore Diameter: inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: None
Reload Time: 2 melee attacks/actions
Misfire Chance: 5%
Payload: 1 shot.
Ammunition:
Canister: M.D.: 1D4x10, Maximum Range and Area of Effect: Hits everything within an area 3 ft (91 cm) wide and 125 ft ( m) long beyond the mouth of the cannon, Weight: 1 lb (0.45 kg), Barter Rank:
Case Shot: Not available.
Grape Shot: Not available.
Shell: M.D.: , Maximum Range: , Blast Radius: ft ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: 1D6x10, Maximum Range: 1,220 ft ( m), Blast Radius: 3 in ( cm), Weight: 1 lb (0.45 kg), Barter Rank:
Cannon Barter Rank:
Cannon, Mortar, Catapult, and Ballista Strike Adjustments
Obviously, using a catapult to hit a single man is more difficult than it is to hit a large wall, near targets are more easily hit than distant ones, etc. In order to represent this, found below are some common modifiers to hit a target that should be used when firing either a cannon, catapult or ballista.
Target Size:
Smaller than man-size: -8 to -3
Man-size: -2
Up to 20 feet (6.1 m): -1
20-50 feet (6.1 to 15.2 m): 0
50-75 feet (15.2 to 22.9 m): +1
75-100 feet (22.9 to 30.5 m): +2
+1 for every additional 50 feet (15.2 m)
Target Distance:
50 feet (15.2 m) or less: +3
50-100 feet (15.2 to 30.5 m): +2
100-300 feet (30.5 to 91.44 m): +1
300-800 feet (91.44 to 243.8 m): 0
800-1,300 feet (243.8 to 396.2 m): -1
-1 for every additional 500 feet (152.4 m)
Speed: -1 for every 10 mph (16 km) of the target’s movement and/or that of the weapon.
Lacks Proper W.P.: Siege weapon are difficult tools to master and so lacking the proper W.P. will greatly hamper any attempt to successfully strike a target. Using a catapult or trebuchet without the proper W.P. confers a penalty of -4 to strike, ballista are -2, and mortars and cannons are -3.
The Mathematics:- Advanced Skill (Optional): This skill grants an advanced understanding of principles of ballistics such as trajectories, distances, velocity, etc., conferring a +2 bonus to strike.
The Wormwood Barter System
The Living Planet is a world that has no monetary system of its own. In fact, its only experience with cash or credit is when dealing with alien dimensions. Instead, the humans of Wormwood use barter and influence to get what they want and need.
Of course, the value of an item or service is completely dependant upon the supply needs at the time, so the GM should feel free to vary the Barter Rank of an item as he sees fit, though altering it up or down by more than 3 or 4 levels should only be done in extreme and rare cases.
Following is the common range of Barter Ranks and the relative value of some equipment and services.
Barter Rank and Example Values
1 - The item is of little value; A patch of cloth, a few food scraps, a small amount of resin.
2 - The item is of little value; A small roll of cloth, a small piece of wood, a jar of resin.
3 - The item is of little value; A suit of worn clothes, a small amount of food, a bucket of resin, a night's lodging in a shabby inn.
4 - The item is of some value; A suit of new though simple clothes, a plank of wood, a simple meal, a nights lodging in an average inn.
5 - The item is of some value; A suit of well made clothing, a hearty meal, several planks of wood, a half pound of metal, a night's lodging in a good inn, a liter of water (where it is rare), a day's worth of good labor.
6 - The item is of some value; A fine meal for two, many planks of wood (enough to build a one-man shelter), a pound of metal, a week's lodging in a good inn.
7 - The item is valuable; A fine suit of clothes, five pounds of metal, a month's rent, a simple riding beast.
8 - The item is valuable; Other-worldly clothes or material, a one man home, a good riding beast.
9 - The item is valuable; A very light suit of body armor (20 to 40 M.D.C.), an Earth-made .357 revolver, a book made of paper.
10 - The item is valuable; A light suit of body armor (60 M.D.C.), a small wooden family home, a book of blank paper and pens.
11 - The item is valuable; A medium suit of body armor (75 M.D.C.), a gallon of gasoline.
12 - The item is of much value; A minor blood stone, a flying riding beast, a gasoline motorcycle, a small bag of crop seeds.
13 - The item is of much value; A heavy suit of body armor (100 M.D.C.), a small stone building.
14 - The item is of much value; A M.D.C. motorcycle, a lesser blood stone, a flock of geese or chickens.
15 - The item is of much value; A small family home of stone, a magical pole arm, an energy pistol.
16 - The item is of much value; A large wooden manor home, a lesser magic crystal, an energy rifle.
17 - The item is of great value; A greater blood stone, a non-magical hovercycle.
18 - The item is of great value; A TW motorcycle, a fusion block, a gasoline car.
19 - The item is of great value; A herd of cattle, a mini-missile launcher with missiles.
20 - The item is of great value; A greater magic crystal, a rail gun, a gasoline powered van, a minor rune weapon.
21 and higher - These items are of extreme worth and many people would do almost anything to possess such a rare or precious article of equipment or weapon.
Common Services and Barter Rank
On a world without money, sometimes all that a person has to sell is himself. The greater one’s skills and innate attributes, the better their chance of being able to get a reasonable amount of goods in return. Bare in mind though that Wormwood is a place where the peasant majority is unfairly ruled by the minority noble and religious castes. Such an unjust distribution of goods and power means that most commoners must work very hard to gain very little in return.
Waiting tables, per day: 1 or 2 though a night’s lodging is also commonly included
Working in the fields, per day: 3
Other menial labor jobs, per day: 3 to 5
Healing: 3 to 6, depending upon the extent of the wounds. As high as 10 for being near death.
Exorcism: 7 to 10
House priest, per day: 5 to 8, typically. Food and lodgings are included.
Priest, per day: 4 to 6, typically. Food and lodgings are included.
Reverend or Abbot, per day: 7 to 9, typically. Food and lodgings are included.
High Priests, per day: 10 and up. These men and women are at the top of the social ladder and so may draw upon the vast resources of the Cathedral. Food and lodgings are included.
Caravan escort, per day: 5 to 10, depending upon the areas to be traveled through.
Personal bodyguard, per day: 6 to 12, depending upon the risk and the person to be guarded.
Common soldier, per day: 2 or 3. Food and lodgings are included.
Elite soldier, per day: 5 or 6. Food and lodgings are included. Hospitallers and Templars may draw slightly more than this but the bulk of their wealth comes from their family holdings and influence.
Common Wormwood Items and Equipment
Here is a list of some commonly available items and their Barter Rank. This is based on common quality and so items of greater of lesser construction will have different prices.
Containers:
Quiver (12 arrows): 2
Quiver (24 arrows): 2 or 3
Quiver (36 arrows): 3
Canteen (2 pints): 2
Canteen (Half gallon): 2 or 3
Wineskin (3 pints): 2
Wineskin (1 gallon): 2
Saddlebags (1 ft x 1 ft x 6 in): 3 or 4
Saddlebags (2 ft x 2 ft x 1 ft): 4
Belt Purse/Small Drawstring Bag: 1 or 2
Gas Can (1 gal./3.8 l): 3
Gas Can (5 gal./18.9 l): 4
Belt Pouch (small): 2
Belt Pouch (large): 2
Backpack/Knapsack: 4 or 5
Small Sack: 1 or 2
Large Sack: 1 or 2
Glass Vial (2 ounces): 4
Small Wooden Trunk: 5
Large Wooden Trunk: 5 or 6
Metal Pot: 5 or 6
Metal Kettle: 5 or 6
Glass Bottle (1 pint): 4 or 5
Glass Flask (2 pints): 5
Leather Scroll Case: 3
Pistol Hip Holster: 3
Pistol Bandoleer: 2 for two pistols, 3 for four pistols
Saddle Musket Holster: 3
Clothing:
Utility Belt: 3
Bandoleer: 3
Baldric: 3
Light Robe (hooded): 4 or 5
Heavy Robe (hooded): 5 or 6
Tabard/Overcoat: 4
Common Pants: 4
Dress Pants: 6
Leather Pants: 5 or 6
Breeches: 4 to 6
Common Shirt: 4
Dress Shirt: 6
Common Dress: 4
Fine Gown: 7
Sword Sheath: 3
Knife Sheath: 2 or 3
Common Boots: 4
Knee High Boots: 4
Hip High Boots: 4
Soft Leather Boots: 5
Hard Leather Boots: 5 or 6
Motorcycle Boots: 6 or 7
Light Jacket: 4
Heavy Jacket: 4 or 5
Leather Jacket: 6
Leather Motorcycle Jacket: 8
Bomber Jacket: 8 or 9
Skirt: 4
Socks: 2
Shoes: 4
Sandals: 2
Sports Shoes: 7
Short Brim Hat: 4
Large Brim Hat: 4
Leather Skullcap: 4
Resin Skullcap: 3
Short Cape: 4
Long Cape: 4 or 5
Hooded Long Cape: 5
Sunglasses: 8
Eyeglasses: 8
Flight or Driver’s Goggles: 8
Field Equipment:
Rope (angel hair; per 50 feet): 3
Rope (nylon; per 50 feet): 5
Rope (silk; per 50 feet): 8
Block & Tackle: 9 to 11
Light Resin Chain (per 10 feet): 4
Heavy Resin Chain (per 10 feet): 5
Key Lock: 5
Combination Lock: 7
Tumbler Lock 6
Sleeping Bag: 5
Light Blanket: 3
Heavy Blanket: 4
One Man Tent: 4
Two Man Tent: 4 or 5
Four Man Tent: 5
Ten Man Tent: 5 or 6
Campaign Tent (20 people; flaps divide interior into rooms): 9
Tarpaulin (per 4 square feet): 4
Hammock: 4
Flint & Steel: 5
Tinder Box: 6
Treated Wooden Torch: 3
Candle (fast burning; 45 minutes): 2
Candle (long burning; 3 hours): 2 or 3
Oil Burning Lantern (6 hours; holds 1 pint): 6
Oil Burning Lantern (12 hours; holds 2 pints): 7
Oil, Lantern (1 pint): 5
Oil, Refined Engine (1 pint): 7
Gasoline (1 gallon): 11
Charcoal (1 pound): 3
Horse Saddle: 6
Large Mount Saddle: 7
Parasite Saddle: 8
Saddle Weapon’s Mount: 2. A towered cradle that sits in front of the rider and can be used to support a rifle while riding.
Saddle Heavy Weapon’s Mount: 3. A reinforced version that is meant to hold a 1-pounder cannon or similar light support weapon. This can only be used on large, strong mounts that can support the weight and recoil of firing the weapon.
Silver or Crystal Cross: 9
Banner or Standard: 5 to 10, depending upon the quality and materials
Resin Cross: 5
Binoculars: 10 or 11
Spyglass: 10 or 11
Mounted Telescope: 11 or 12
Smoking Tobacco (per ounce): 8
Chewing Tobacco (per ounce): 8
Resin Spike: 3
Resin Grappling Hook: 3
Musket Sling: 2
Vial of Holy Oil: 7
High-Tech Weapons and Equipment
Though rare, the technological items of other worlds, such as robots, weapons, computers, body armor, etc, have made it onto Wormwood through sources such as Worldgate, with weapons being the most numerous. Such items are very expensive, not only because of their capabilities, relative to Wormwood standards, but also because of the difficulty of empowering them on the magic-oriented Living Planet. Suggested Barter Ranks for some of the more common items are as follows:
Energy Pistol: 15 (standard e-clip: 12)
Energy Rifle: 16 (standard e-clip: 12 or 13)
Loaded Mini-Missile Launcher: 19 (14 per missile)
Portable Computer: 18
Suit of Light, Modern Body Armor: 15
Suit of Medium, Modern Body Armor: 17
Suit of Heavy, Modern Body Armor: 19
Minor Explosives (e.g.: light fusion block or fragmentation grenade): 15
Powerful Explosives (e.g.: heavy fusion block): 18
Light Power Armor: 40
Heavy Power Armor: 50
Light Robot Suit: 50
Heavy Robot Suit: 70
Armor, Shields and Headgear
The “metal” armors of Wormwood are crafted from formed resin whereas the “cloth” and “leather” types are made from angel hair and/or cured animal hides. Because the body armors of Wormwood are fashioned in the same manner of the ancient armors of Earth they do not protect the entire body, incurring an Armor Rating (A.R.) despite being of M.D.C. construction. A roll to strike less than or equal to the armor's A.R. will result in the armor taking the damage whereas a roll to strike that is higher than the A.R. means that the attack has found an exposed area and causes damage to the wearer.
Instead of having an A.R. as does a suit of armor, helmets offer a penalty to strike on the "called shot" that is normally required to successfully strike someone in the head. The greater the penalty to the attacker’s called shot, the greater the amount of protection offered by the helm. If an attack roll against the head is successful before the headgear's penalty is applied but falls below afterwards then the attack hits the helmet and causes it damage but fails to penetrate to the wearer. If the roll to strike is sufficient even after the headgear's penalty is taken into account then the attack hits the wearer.
It should be noted that perception penalties from headgear are cumulative if a warrior wears more than one type of headgear - a coif beneath a heavy heaume, for instance. None of these suits of armor or helmets are environmental as they are the Wormwood equivalent of the armors worn in Earth's past and as such will not keep out gases or toxic liquids.
Half-Suit Angel Hair Cloth: Made of Angel Hair fibers, this woven half-suit of armor fits over the warrior's upper body, neck and arms, and provides a bare minimum of protection. This suit is often used by simple conscripted peasants and militia due to the ease of making and repairing it. A.R.: 6, M.D.C.: Main body - 5, arms (2) - 2 each, Weight: 1.5 lbs (0.68 kg), Prowl Penalty: None, Barter Rank: 4
Half-Suit Padded or Quilt: Made of padded or quilted cloth attached to layers of hard, resin or wood strips. The suit protects the torso, neck, arms and wrists. A.R.: 9, M.D.C.: Main body - 10, arms (2) - 5 each, Weight: 3.5 lbs (1.57 kg), Prowl Penalty: None, Barter Rank: 5
Light Leather: Made from imported, hardened, yet flexible leather or the prepared skins of creatures found on Wormwood, this armor is commonly used by militiamen that are able to afford such a suit. The suit protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 11, M.D.C.: Main body - 20, arms (2) - 10 each, legs (2) - 15 each, Weight: 8 lbs (3.6 kg), Prowl Penalty: None, Barter Rank: 6
Half-Suit Light Leather: The suit protects the torso, neck, arms and wrists. A.R.: 8, M.D.C.: Main body - 20, arms (2) - 10 each, Weight: 5 lbs (2.25 kg), Prowl Penalty: None, Barter Rank: 5 or 6
Heavy Leather: Crafted in much the same manner as the light leather armor, this suit has been prepared so that it is harder and thicker. The suit protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 12, M.D.C.: Main body - 25, arms (2) - 15 each, legs (2) - 20 each, Weight: 11 lbs (4.95 kg), Prowl Penalty: -2%, Barter Rank: 6
Half-Suit Heavy Leather: Protects the wearer's torso, neck, arms and wrists. A.R.: 9, M.D.C.: Main body - 25, arms (2) - 15 each, Weight: 8 lbs (3.6 kg), Prowl Penalty: None, Barter Rank: 6
Studded Leather: The leather suit is covered with evenly spaced resin rivets that help to deflect attacks. Studded leather is commonly worn by infantry units who prefer its light weight yet respectable protection to some of the heavier armors. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 13, M.D.C.: Main body - 30, arms (2) - 20 each, legs (2) - 25 each, Weight: 20 lbs (9 kg), Prowl Penalty: None, Barter Rank: 7
Half-Suit Studded Leather: Only protects the wearer's torso, neck, arms and wrists. A.R.: 11, M.D.C.: Main body - 30, arms (2) - 20 each, Weight: 12 lbs (5.4 kg), Prowl Penalty: None, Barter Rank: 6 or 7
Chain Mail: Made from interlocking rings of resin that are then sewn onto a padded under suit so as to prevent pinching and chafing, chain mail is a favorite among cavalry (including airborne) and light infantry. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower) with either leggings or a skirt. A.R.: 15, M.D.C.: Main body - 40, arms (2) - 25 each, legs (2) - 30 each, Weight: 30 lbs (13.5 kg), Prowl Penalty: -2%, Barter Rank: 9
Half-Suit of Chain Mail: Only protects the wearer's torso, neck, upper legs, arms and wrists. This type of armor is often worn by scouts and archers. A.R.: 10, M.D.C.: Main body - 40, arms (2) - 25 each, Weight: 18 lbs (8.1 kg), Prowl Penalty: -1%, Barter Rank: 8
Double Mail: This armor is constructed in the same manner as is chain mail except that the rings are linked more closely and are heavier and thicker. Double mail is the armor of preference for those infantrymen who can afford it. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 50, arms (2) - 35 each, legs (2) - 40 each, Weight: 37 lbs (16.65 kg), Prowl Penalty: -5%, Barter Rank: 9 or 10
Half-Suit of Double Mail: Only protects the wearer's torso, neck, hips, arms and wrists, as opposed to most of his body. A.R.: 11, M.D.C.: Main body - 50, arms (2) - 35 each, Weight: 23 lbs (10.35 kg), Prowl Penalty: -3%, Barter Rank: 8 or 9
Scale Mail: Made from a full suit of soft leather with resin scales sewn upon it, scale mail is the armor of choice for the truly wealthy infantryman. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 55, arms (2) - 37 each, legs (2) - 45 each, Weight: 35 lbs (15.75 kg), Prowl Penalty: -10%, Barter Rank: 10
Half-Suit of Scale Mail: Only protects the torso, neck, hips, arms and wrists. A.R.: 12, M.D.C.: Main body - 55, arms (2) - 37 each, Weight: 19 lbs (8.55 kg), Prowl Penalty: -6%, Barter Rank: 9
Light Plate: Made from resin plates riveted to leather or angel hair cloth with chain mail protecting the joints, light plate armor is preferred by the Hospitallers knights and many cavalry units. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 60, arms (2) - 40 each, legs (2) - 50 each, Weight: 38 lbs (17.1 kg), Prowl Penalty: -10%, Barter Rank: 10
Half-Suit of Light Plate with Padding: Only protects the torso, neck, hips, arms and wrists, but is favored by those knights who rarely leave their motorcycles, even while in battle. A.R.: 13, M.D.C.: main body - 60, arms (2) - 40 each, Weight: 19 lbs (8.55 kg), Prowl Penalty: -8%, Barter Rank: 9
Splint/Banded Mail: This armor consists of many overlapping, resin strips that are sewn or bolted to a leather suit beneath. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 17, M.D.C.: Main body - 70, arms (2) - 45 each, legs (2) - 55 each, Weight: 42 lbs (18.9 kg), Prowl Penalty: -15%, Barter Rank: 10 or 11
Half-Suit of Splint/Banded: Only protects the torso, neck, hips, arms and wrists. A.R.: 13, M.D.C.: main body - 70, arms (2) - 45 each, Weight: 24 lbs (10.8 kg), Prowl Penalty: -10%, Barter Rank: 9 or 10
Medium Plate: Built of thicker plates than is light plate armor, this suit also uses armored joints instead of chain mail to protect areas of mobility. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 17, M.D.C.: Main body - 75, arms (2) - 50 each, legs (2) - 60 each, Weight: 44 lbs (19.8 kg), Prowl Penalty: -15%, Barter Rank: 11
Half-Suit of Medium Plate with Padding: Only protects the torso, neck, hips, arms and wrists. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 50 each, Weight: 20 lbs (9 kg), Prowl Penalty: -12%, Barter Rank: 10 or 11
Heavy Plate: Made from interconnected plates and layers of resin that have been riveted to a chain mail and leather suit beneath, heavy plate is preferred by the Knights of the Temple and similar heavy cavalry units. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 18, M.D.C.: Main body - 100, arms (2) - 60 each, legs (2) - 75 each, Weight: 50 lbs (22.5 kg), Prowl Penalty: -20%, Barter Rank: 13
Half-Suit of Heavy Plate with Padding: Some heavy cavalry units prefer the half-suit version of heavy plate because of its greater freedom of movement. Protects the torso, neck, hips, arms and wrists. A.R.: 15, M.D.C.: Main body - 100, arms (2) - 60 each, Weight: 26 lbs (11.7 kg), Prowl Penalty: -17%, Barter Rank: 11 or 12
Demon Hound Rider Plate: Built to be highly mobile and yet impressively durable, the sectional plate armor of the br’talb is a highly prized trophy among warriors of the Light. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 35 each, legs (2) - 40 each, Weight: 32 lbs (14.4 kg), Prowl Penalty: -, Barter Rank: 14. Note: The helmet is the equivalent of a light visored helm.
Ram-Rat Piecemeal Armor: Fit together from a motley of padding, plates and stretches of chain, this armor is fairly durable if not as practical as most other armors. Protects portions of the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 12, M.D.C.: Main body - 75, arms (2) - 25 each, legs (2) - 30 each, Weight: 25 lbs (11.25 kg), Prowl Penalty: -5%, Barter Rank: 8
Shade Plate Mail: Made from tightly fitted plates and overlapping, horizontal bands, this armor can withstand a good deal of punishment.. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 40 each, legs (2) - 50 each, Weight: 36 lbs (16.2 kg), Prowl Penalty: -7%, Barter Rank: 13. Note: The helmet is the equivalent of a nasal helm.
Leather Cap: A simple cap made of leather/animal hide that is kept on by a chin strap The leather cap is the simplest of headgear and is meant mostly to deflect errant blows or falling debris and is not intended to be of much use in a real fight. Penalty to "Called Shot": None, M.D.C.: 5, Weight: 0.25 lbs (0.11 kg), Barter Rank: 4
Chain Mail Coif: A single-piece, chain mail headgear that covers the entire head except for the face which remains exposed. It is tied together beneath the chin and to one side of the neck, offering protection to most of the head, neck and upper shoulders. The coif is often worn as added protection beneath larger headgear (heaumes, nasal helms, and visored helms only). Penalty to "Called Shot": -2, M.D.C.: 12, Hearing Perception: -1, Weight: 0.75 lbs (0.34 kg), Barter Rank: 6
Bascinet with attached Camail: A helmet made of resin that falls down beneath the ears and back of the head, rises across the brow (leaving the face exposed), and then tapers towards the peak of the head. A partial chain mail coif, known as the camail, is attached to the lower, inner edges of the bascinet so as to run down the neck and upper shoulders. Penalty to "Called Shot": -2, M.D.C.: 18, Hearing Perception: -1, Weight: 2 lbs (0.9 kg), Barter Rank: 7
Nasal Helm: This is a simple, faceless helm made from resin that sits atop the head but offers the wearer's ears and the back of the neck no protection. The nasal helm earns its name from the large protrusion that extends downwards to cover the nose from the lip of the helm running across the brow. Nasal helms are often combined with coifs. Penalty to "Called Shot": -1, M.D.C.: 15, Hearing Perception: –, Weight: 1.5 lbs (0.68 kg), Barter Rank: 7
Light Heaume: Made from hardened resin, the light heaume can best be described as a bucket with long, narrow eye slits. The heaume also has tiny holes near the mouth and nose for ease of breathing and ventilation. Heaumes are often worn by heavy infantry and cavalry. It is practically unheard of to wear a heaume without the addition of a coif beneath. Penalty to "Called Shot": -3, M.D.C.: 30, Hearing Perception: -2, Sight Perception: -2, Weight: 12 lbs (5.4 kg), Barter Rank: 9
Heavy Heaume: This is a heavier and more cumbersome version of the light heaume and is a favorite among the Knights of the Temple. A heavy heaume is so immense that it must be bolted to the wearer's torso armor, restricting its use to warriors wearing medium or full plate armor. This restricts the mobility of the wearer's head, forcing him pivot his entire upper body to alter his line of vision. Penalty to "Called Shot": -4, M.D.C.: 50, Hearing Perception: -3, Sight Perception: -3, Weight: 18 lbs (8.1 kg), Barter Rank: 11
Light Visored Helm: Made from resin, the visored helm protect the entire head and neck while allowing for full mobility and the ability to raise the visor to survey one's surroundings unimpeded. Much like the heaume, the visored helm is rarely worn without a coif. Visored helms, both of the light and heavy variety, are commonly worn by knights who refuse to give up the need for mobility in exchange for protection. Penalty to "Called Shot": -3, M.D.C.: 25, Hearing Perception: -1, Sight Perception (visor down): -1, Weight: 7 lbs (3.15 kg), Barter Rank: 10
Heavy Visored Helm: A heavier version of the light visored helm, this headgear is a compromise of the immense protection of the heavy heaume and the sight and mobility offered by the visor. Instead of being bolted to the wearer's chest armor, the heavy visored helm has a separate neck guard (known as a gorget) that hangs from its front and protects the collar bone and forward base of the neck. Like the light visored helm, a coif is also often worn. Penalty to "Called Shot": -3, M.D.C.: 35, Hearing Perception: -2, Sight Perception (visor down): -1, Weight: 10 lbs (4.5 kg), Barter Rank: 12
Open-Faced Motorcycle Helmet: This helmet, built mainly to protect the skull in case of an accidental crash, covers the wearer's ears, skull, and back of the neck, leaving only the face exposed. Penalty to "Called Shot": -2, M.D.C.: 10, Hearing Perception: -1, Weight: 1 lb (0.45 kg), Barter Rank: 9
Plexiglass, Visored Motorcycle Helmet: Essentially the same as the open-faced motorcycle helmet except for the addition of a plexiglass visor (tinted or not), this helmet offers slightly better protection to the wearer. Penalty to "Called Shot": -3, M.D.C.: 17, Hearing Perception: -1, Sight Perception (visor down): -1, Weight: 1.5 lbs (0.68 kg), Barter Rank: 10
Buckler Shield
M.D.C.: 10
Prowl Penalty: -
Weight: 2 lbs (0.9 kg)
Barter Rank: 5 or 6
Small Shield
M.D.C.: 20
Prowl Penalty: -
Weight: 6.5 lbs (2.93 kg)
Barter Rank: 7
Medium Shield
M.D.C.: 35
Prowl Penalty: -5%
Weight: 10 lbs (4.5 kg)
Barter Rank: 8
Large "Kite" Shield
M.D.C.: 55
Prowl Penalty: -10%
Weight: 16 lbs (7.2 kg)
Barter Rank: 9
Bonus: +1 bonus to parry missile weapons
Large “Tower” Shield
M.D.C.: 80
Prowl Penalty: -15%
Weight: 20 lbs (9 kg)
Barter Rank: 10
Bonus: +2 bonus to parry missile weapons. Is often used in interlocked formations.
Armor & Tack for Mounts
Common equipment, such as saddles, horseshoes, etc., aside, below is some equipment that might be considered useful for anyone owning a mount. The armor is available in versions for horses as well as some of the more common, exotic, mount types (+10% to 25% to M.D.C. and Weight, plus one or two Barter Ranks in the case of larger mounts (such as parasites).
Barding Armor
This armor is designed to fit on a horse or similarly sized beast; armor for riding animals or larger or smaller sizes and shapes will cost less or more, depending upon the size, and have a greater or lesser amount of M.D.C. Costs will also vary depending upon the size and any special tailoring that may be required to suit odd appendages such as wings or an extra pair of legs.
Full barding covers the mounts head, neck (top, sides and in some cases, the front/underside), flanks, chest, sides, shoulders, and hindquarters. Partial/half barding only covers the forward sides and shoulders, chest, neck, and usually the face (lower the A.R. by 2 against rear attacks).
Leather Barding
A.R.: 11, M.D.C.: Main body - 60, neck and head - 25, Weight: 55 lbs (24.75 kg), Barter Rank: 11 or 12
Half Leather Barding
A.R.: 8, M.D.C.: Main body - 40, neck and head - 20, Weight: 32 lbs (14.4 kg), Barter Rank: 11
Chain Mail Barding
A.R.: 13, M.D.C.: Main body - 80, neck and head - 35, Weight: 60 lbs (27 kg), Barter Rank: 14
Half Chain Mail Barding
A.R.: 10, M.D.C.: Main body - 60, neck and head - 25, Weight: 40 lbs (18 kg), Barter Rank: 13
Double Mail Barding
A.R.: 14, M.D.C.: Main body - 100, neck and head - 45, Weight: 70 lbs (31.5 kg), Barter Rank: 14 or 15
Half Double Mail Barding
A.R.: 11, M.D.C.: Main body - 80, neck and head - 35, Weight: 45 lbs (20.25 kg), Barter Rank: 13 or 14
Scale Mail Barding
A.R.: 15, M.D.C.: Main body - 110, neck and head - 45, Weight: 85 lbs (38.25 kg), Barter Rank: 15
Half Scale Mail Barding
A.R.: 12, M.D.C.: Main body - 90, neck and head - 35, Weight: 60 lbs (27 kg), Barter Rank: 14
Light Plate Barding
A.R.: 16, M.D.C.: Main body - 130, neck and head - 55, Weight: 90 lbs (40.5 kg), Barter Rank: 16
Half Light Plate Barding
A.R.: 13, M.D.C.: Main body - 105, neck and head - 40, Weight: 65 lbs (29.25 kg), Barter Rank: 15
Medium Plate Barding
A.R.: 17, M.D.C.: Main body - 145, neck and head - 60, Weight: 100 lbs (45 kg), Barter Rank: 16 or 17
Half Medium Plate Barding
A.R.: 14, M.D.C.: Main body - 125, neck and head - 50, Weight: 75 lbs (33.75 kg), Barter Rank: 15
Heavy Plate Barding
A.R.: 18, M.D.C.: Main body - 170, neck and head - 80, Weight: 115 lbs (51.75 kg), Barter Rank: 17
Half Heavy Plate Barding
A.R.: 15, M.D.C.: Main body - 140, neck and head - 60, Weight: 80 lbs (36 kg), Barter Rank: 16
M.D.C. Horseshoes: Just like the horses of Earth, those on Wormwood also require shoeing if they are to be ridden or used as beasts of burden. However, because the shoes are made of resin, any horse with these shoes on does M.D. with a kick or foot attack instead of S.D.
Repairing Armor
Patches may be sown, rings and plates replaced or realigned to repair damage at a cost of 10% to 25% of the suit’s original cost, depending upon the armor smith’s resources and location and the customer’s needs. Armor that has been reduced to below 33% of its usual M.D.C. is most likely beyond repair (-70% to any repair skill rolls) and it would probably be easier and cheaper to just replace it.
Flintlock TW Firearms - Pistols and Muskets
Created by the smiths of the Forces of Light and by those of Darkness, these comparatively simple items are often the deciding factor between life and death in the pitched battles that race across the Living Planet like an unceasing storm. Unlike the techno-wizard weapons of most other worlds, the flintlock weapons of Wormwood use magic to create and propel a single shot made of hardened resin instead of directing pure mystical force. The shot is formed and summoned within the weapon itself and need not be made separately by a craftsman and can remain within a wound, requiring it to be removed by surgery or other healing arts; it will be reabsorbed by the Living Planet if left in contact with the surface for more than an hour. Miraculously, these weapons still work in other dimensions, even though they are far removed from the Living Planet, and are designed so that they may be used by non-spell casters.
Flintlock TW firearms are most commonly made in foundries from resin that is poured into molds for their separate and then finely tooled using precision equipment. Once these pieces have dried they gain the strength of steel and at this time they may be joined together before the final step of enchantment by a techno-wizard and priest. Flintlock TW firearms made from imported steel and wood cost +100% to +500% above the listed price.
Much like the flintlock guns of Earth's past, the TW firearms of Wormwood are noisy, smoky affairs that thunder and flare when fired and can fill a battlefield with the black, nauseous clouds of created by their firing. Although the techno-wizards profess that these bothersome results of firing their creations are unavoidable side effects of the combinations of magical properties that are necessary to create and fire the resin ball, many warriors feel that the weapons were purposefully designed their weapons to function this way out of a sense of nostalgia for the past of distant Earth.
Reload Time: The time that must pass before the weapon is ready to fire again. Two things happen during this time. First, the user must replenish the weapon with the necessary P.P.E., and second, the weapon must manifest a new round of ammunition to be fired. Normally, flintlock TW firearms only store a single shot per barrel (if it has more than one).
Initial P.P.E. Cost: The amount of P.P.E. that the crafting techno-wizard must expend when creating the weapon. The necessary spells are Telekinesis, Cloud of Smoke, Blinding Flash and a Summon Resin prayer, typically performed as a blessing, for the final touch.
P.P.E. to Reload: The amount of P.P.E. that the user must expend in order to mystically recharge an empty weapon for another shot. Any character with sufficient P.P.E. and the appropriate TW Black Powder weapon proficiency or who is a spell caster may reload a TW firearm. Note: the amount of I.S.P. required to recharge a TW firearm is typically 50%-100% more than the required P.P.E. amount.
Ley Line Note: A TW cannon or firearm that is fired upon a ley line or nexus (two phenomenon that are not to be found on Wormwood) will have its range and/or P.P.E. payload increased by 50%. Similar effects to this may be garnered when deep within the food caves or similar caverns of the Living Planet.
.38 Pocket Pistol: Tiny and compact, this pistol can be hidden in a pocket or sleeve with relative ease. It looks like a small, stubby, Earth-made flintlock pistol.
Creation Stats:
Initial P.P.E. Cost: 12
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 0.75 lbs (0.34 kg)
Overall Length: 4.5 inches (11.43 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 3
Effective Range: 40 feet (12.2 m)
Reload Time: 1 melee attack/action.
Payload: 1 shot.
Mega-Damage: 2D6
Barter Rank: 7
.2 “Demon-Duster”: An unorthodox weapon that is avoided by the Templars, most Hospitallers and all other warriors of an “honorable” bent, the Demon-Duster’s grip is a set of resin knuckle-dusters to enhance punch damage. As if this weren’t enough, a small, needle-like blade is concealed between the small pistol’s dual barrels, springing forth when needed. The Demon-Duster is perfect for bandits, ruffians and your average, underhanded barroom brawler.
Creation Stats:
Initial P.P.E. Cost: 10
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 1 lb (0.45 kg)
Overall Length: 5 inches (12.7 cm), plus 2 inches (5.08 cm) with the blade extended
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P. per barrel.
M.D.C.: 3
Effective Range: 40 feet (12.2 m)
Reload Time: 1 melee attack/action.
Payload: 2; 1 shot per barrel
Mega-Damage: 2D4 per shot; 4D4 if both barrels fired at once. 1D4 from the blade and +2 damage from a knuckle-duster assisted punch.
Barter Rank: 8 or even 9
.68 Thunder Pistol: It may look like an ancient, Earth-made flintlock pistol, but the Thunder is a high-quality firearm and is preferred by the warrior in the know. The Thunder has both a respectable range and causes an equally respectable amount of damage.
Creation Stats:
Initial P.P.E. Cost: 20
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.8 lbs (1.26 kg)
Overall Length: 15 inches (38.1 cm)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 10
Effective Range: 160 feet (48.8 m)
Reload Time: 1 melee attack/action
Payload: 1 shot
Mega-Damage: 5D6
Barter Rank: 10
.54 Harper Pistol: Similar to the .68, this slightly smaller pistol is more common due to its lower quality and inferior durability.
Creation Stats:
Initial P.P.E. Cost: 18
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.43 lbs (1.1 kg)
Overall Length: 14 inches (35.56 cm)
P.P.E. to Reload: 2 P.P.E. or 3 I.S.P.
M.D.C.: 8
Effective Range: 200 feet (61 m)
Reload Time: 1 melee attack./action
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 9
.50 Smythe Pistol: Longer and heavier than the .68., the .50 is crude and far more common as a result. Its odd weight makes it harder to aim and it takes longer than most other pistols to load, making it wildly perceived to be a "poor man's" gun. The Smythe also has an extremely short range when compared to other pistols.
Creation Stats:
Initial P.P.E. Cost: 20
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 3 lbs (1.36 kg)
Overall Length: 17 inches (43.18 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 14
Effective Range: 120 feet (36.5 m)
Penalty: -1 to strike.
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 8
.50 Officer’s Pistol: As the name implies, this is a popular pistol among officers who get as dirty as their soldiers. Mounting one barrel above the other and two locks, one for each barrel, this stubby weapon gives that extra shot when it is needed most: in the thick of battle.
Creation Stats:
Initial P.P.E. Cost: 23
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.8 lbs (1.26 kg)
Overall Length: 13 inches (33.02 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P. per barrel.
M.D.C.: 10
Effective Range: 90 feet (27.4 m)
Reload Time: 2 melee attacks/actions
Payload: 2; 1 shot per barrel
Mega-Damage: 4D6 for a single shot, 8D6 for both barrels at once
Barter Rank: 11
.67 Eagle Pistol: A precision pistol, the Eagle is the weapon of choice for both the experienced warrior and members of the upper classes who prefer elegant appearances over increased damage. This weapon is also popular in illegal duels among the nobility. The Eagle's most distinguishing feature is the addition of a second, “set” trigger for greater accuracy. When the set trigger is depressed, the other, primary trigger, requires only the lightest of touches to fire the pistol.
Creation Stats:
Initial P.P.E. Cost: 25
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.65 lbs (1.19 kg)
Overall Length: 16 inches (40.64 cm)
P.P.E. to Reload: 2 P.P.E. or 3 I.S.P.
M.D.C.: 10
Effective Range: 325 feet (99.13 m)
Bonus: +1 to strike aimed with the set trigger
Reload Time: 1 melee attack/action
Payload: 1 shot
Mega-Damage: 3D6
Barter Rank: 12
.44 Smythe II Pistol: This is a common, well-rounded weapon that neither falls short nor excels in any respect.
Creation Stats:
Initial P.P.E. Cost: 15
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.56 lbs (1.15 kg)
Overall Length: 16 inches (40.64 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 15
Effective Range: 200 feet (61 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 3D6
Barter Rank: 8 or 9
.75 Widowmaker Pistol: This immense pistol could almost be considered a short carbine due to its large bore and comparatively impressive length. It packs such a wallop and is so heavy and ungainly that unless the user has a P.S. of 24 (Supernatural P.S. of 17) or higher he will be an additional -2 to strike.
Creation Stats:
Initial P.P.E. Cost: 30
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 5 lbs (2.25 kg)
Overall Length: 24 inches (61 cm)
P.P.E. to Reload: 4 P.P.E. or 8 I.S.P.
M.D.C.: 20
Effective Range: 175 feet (53.34 m)
Penalty: -1 to strike plus see above
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 1D4x10+5
Barter Rank: 14 or 15
.32 “Sneejee Hunter” Musket: A lightweight weapon, the Sneejee Hunter is favored by scouts and for hunting because of its respectable range and lack of encumbrance. The .32 is also used extensively by the cavalry because of its relatively short length and manageable weight, meaning that it can be fired with one hand with very little problem.
Creation Stats:
Initial P.P.E. Cost: 25
Weapon Stats:
Weight: 5.5 lbs (2.49 kg)
Overall Length: 42 inches (1.06 m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 20
Effective Range: 700 feet (213.5 m)
Penalty: Half the usual bonuses to strike if firing one-handed
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 11
.44 Cavalry Carbine: A shortened version of the Howler, the carbine is meant to be fired one-handed with little in the way of ill-effect but it is most effective when it is balanced over one arm that rests forward to hold the mount’s reins while riding. Unfortunately, the trade-off for such a mobile weapon is a shorter range.
Creation Stats:
Initial P.P.E. Cost: 27
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 6.5 lbs (2.92 kg)
Overall Length: 39 inches ( m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 24
Effective Range: 400 feet (121.9 m)
Penalty: Half the usual bonuses to strike if firing one-handed
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 11
.44 Wilderman Musket: Designed for use by scouts and solo operatives working in the wilderness and barrens for extended periods of time, the Wilderman is fitted with survival equipment in its oversized hollow stock. Included is a 3 day’s worth of dehydrated grubs, 4 water crystals and a space for a 20 P.P.E. TW powder horn. This equipment is initially included in the musket’s cost but once used it may be replenished at the owner’s
Creation Stats:
Initial P.P.E. Cost: 30 plus 10 for the powder horn.
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7.25 lbs (3.26 kg)
Overall Length: 50 inches (1.27 m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 28
Effective Range: 650 feet (198.12 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D6
Barter Rank: 14 (11 without the survival gear)
.50 Anvil Musket: A rugged weapon favored by civilians or warriors of little means, the Anvil musket is a good balance between weight, size and firepower. The Anvil is easily the most common musket around and is the mainstay of the Forces of Light.
Creation Stats:
Initial P.P.E. Cost: 35
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7.5 lbs (3.5 kg)
Overall Length: 48 inches (1.22 m)
P.P.E. to Reload: 3 P.P.E. or 5 I.S.P.
M.D.C.: 30
Effective Range: 700 feet (213.6 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 12
.50 Imperator Musket: The Imperator is a favorite among the Hospitallers and the nobility. It is identical to a typical .50 except that it has two barrels, one mounted below the other, and two hammers: one for each barrel. The Imperator can fire both barrels at once if desired thanks to a multi-holed flashpan, using a single roll to strike for both shots. Unfortunately, the extra barrel makes the weapon more difficult to handle and aim.
Creation Stats:
Initial P.P.E. Cost: 40
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.5 lbs (3.83 kg)
Overall Length: 48 inches (1.22 m)
P.P.E. to Reload: 3 P.P.E. or 5 I.S.P. per barrel
M.D.C.: 30
Effective Range: 700 feet (213.6 m)
Penalty: -1 to strike
Reload Time: 2 melee attacks/actions for one barrel, 3 attacks/actions for both.
Payload: 2; 1 shot per barrel
Mega-Damage: 6D6 for one barrel, 1D6x10 for both
Barter Rank: 14
.69 Browndidge & Browndidge “Long”Muskets: The Browndidge is favored by warriors who prefer the distant kill of the sniper but cannot afford to acquire the extended range of the Browndridge "Long". The .69 is the weapon of preference for many musketeers.
The Browndidge “Long” is identical to the regular .69 except that it has a longer barrel and provides greater range, making it a favored weapon among skilled marksmen. Both come equipped with a “set” trigger.
Creation Stats:
Initial P.P.E. Cost: 45, 50 for the Long
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.5 lbs (3.83 kg). Long: 9 lbs (4.05 kg)
Overall Length: 50 inches (1.27 m). Long: 64 inches (1.63 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P.
M.D.C.: 30. Long: 33
Effective Range: 800 feet (244 m). Long: 1,150 feet (350.75 m)
Bonus: +1 to strike aimed with the set trigger
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 12 to 13. Long: 13 to 14
.75 Wordlen Sniper Musket: An incredibly heavy and long weapon, the Wordlen is used by any marksman who values his craft and can afford the very best. The Wordlen became famous when its designer, a techno-wizard/sniper with the Forces of Light, shot the head clear off of a Shade general at over 800 yards. Since that legendary shot marksmen on both sides of the war have been clambering to get their hands (or claws) on one of these weapons.
The Wordlen comes equipped with a “set” trigger for improved accuracy and is characterized by its hexagonal barrel. Trying to fire this weapon without cradling it on some kind of support suffers a -4 penalty to strike unless the wielder has a P.S. of 26 (Supernatural P.S. of 18) or higher.
Creation Stats:
Initial P.P.E. Cost: 60
Additional Spell Requirements: Energize Spell (Federation of Magic™, page 139)
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 22 lbs (9.9 kg)
Overall Length: 72 inches (1.83 m)
P.P.E. to Reload: 5 P.P.E. or 10 I.S.P.
M.D.C.: 40
Effective Range: An amazing 2,000 feet (610 m) typically, but up to 4,000 feet (1,219 m) at a penalty of -3 to strike.
Bonus: +1 to strike aimed with the set trigger
Penalty: See above
Reload Time: 4 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D10
Barter Rank: 16 or 17
.75 Besieger Musket: A frightening weapon, the Besieger is used by warriors who enjoy power and damage over range and accuracy. Requires a P.S. of 24 (Supernatural P.S. of 17) or higher to use properly or else the penalty to strike becomes -3.
Creation Stats:
Initial P.P.E. Cost: 55
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 9.5 lbs (4.28 kg)
Overall Length: 59 inches (1.49 m)
P.P.E. to Reload: 4 P.P.E. or 8 I.S.P.
M.D.C.: 40
Effective Range: 500 feet (152.5 m)
Penalty: See above
Reload Time: 3 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D10+5
Barter Rank: 12 to 13
Blunderbuss: The blunderbuss is cheaply made, cheaply reloaded and may even fire small, physical objects such as resin shavings, coins, nails, etc. to cut down on the amount of P.P.E. needed to reload. In such instances the P.P.E. is only needed to provide the “oomph” and not the resin shot ammunition.
On the downside, a blunderbuss causes less damage and has a much shorter range than the more expensive shotgun. The blunderbuss’ short range is also a major drawback, resulting in very few warriors using it on the front lines as anything other than a backup weapon.
Creation Stats:
Initial P.P.E. Cost: 15
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 5.75 lbs (2.59 kg)
Overall Length: 42 inches (1.07 m)
Caliber: 2 in (5.08 cm) at the flaring muzzle
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.; 1 P.P.E. or 2 I.S.P. if manually loaded with physical objects.
M.D.C.: 16
Effective Range: 75 feet (22.86 m)
Blast Area: 2 feet (61 cm)
Reload Time: 2 melee attacks/actions; 3 to 4 attacks/actions if loaded manually.
Payload: 1 shot
Mega-Damage: 4D6+2; 2D6 to 4D6-2 (GM’s discretion) if loaded manually with physical objects.
Barter Rank: 8
.2 Volley Gun: A stubby weapon comprised of 7 barrels, all of which are fired at once, this weapon will wreak havoc amongst an enemy skirmish line or charging cavalry. Costly to reload all of its barrels, these powerful weapons has quite a kick and requires a minimum P.S. of 22 (Supernatural P.S. of 16) to wield properly otherwise there is a -2 penalty to strike.
Creation Stats:
Initial P.P.E. Cost: 35
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 17 lbs (7.65 kg)
Overall Length: 34 inches (86.36 cm)
P.P.E. to Reload: 8 P.P.E. or 16 I.S.P.
M.D.C.: 24
Effective Range: 350 feet (106.68 m)
Penalty: See above
Reload Time: 4 melee attacks/actions
Payload: 7; 1 shot per barrel
Mega-Damage: 1D6x10+10 to a 3 foot (91 cm) area
Barter Rank: 14
12 Gauge Shotgun: Built for close-quarters damage or for those moments where accuracy is not an issue, the shotgun is nicknamed the "sweeper".
Creation Stats:
Initial P.P.E. Cost: 27
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7 lbs (3.15 kg)
Overall Length: 58 inches (1.47 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P.
M.D.C.: 18
Effective Range: 200 feet (61 m)
Blast Area: 5 feet (1.5 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 1D4x10
Barter Rank: 11
Note: Sawing down the barrel adds 1 foot (30 cm) to the blast area but cuts the range down to 100 feet (30.5 m)
12 Gauge Double Barrel Shotgun: Essentially the same as the single-barreled version, save it has twinned barrels and thus two shots.
Creation Stats:
Initial P.P.E. Cost: 33
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.4 lbs (3.78 kg)
Overall Length: 58 inches (1.47 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P. per barrel
M.D.C.: 20
Effective Range: 200 feet (61 m)
Blast Area: 5 feet (1.5 m) for single shot, 7.5 feet (2.29 m) for double shot.
Reload Time: 2 melee attacks/actions for one barrel, 3 attacks/actions for both.
Payload: 2; 1 shot per barrel
Mega-Damage: 1D4x10 for a single blast, 1D6x10+10 for a double blast.
Barter Rank: 12
Note: Sawing down the barrels adds 1 foot (30 cm) to the blast area but cuts the range down to 100 feet (30.5 m)
Firearm Accessories
Bayonets: A long, resin blade that is fixed to the end of a musket, this is used mainly for infantry charges and close-quarters combat. Many soldiers of the Host and even some of the soldiers of the Forces of Light have taken to carving notched teeth into their bayonets in order to cause more harm; honorable warriors and the Orders of Knights will not use serrated blades! Damage: 2D4 to 2D6; +4 if serrated, Blade Length: Typically 6 to 18 inches (15.2 to 45.72 cm), Barter Rank: 4 or 5; +1 if the bayonet may be folded back to rest along the barrel when not needed.
Sniping Scope: A thin tube that stretches the entire length of most muskets, this simple affair provides X5 magnification. The scope’s glass lenses are coated with a special, transparent film that prevents them from becoming smeared with the weapon’s smoke. An enchanted variety has been created to allow for perfect vision in nighttime conditions, see the invisible and to see through smoke. Bonus: +1 to strike aimed, Range: 5,000 feet (1,524 m), M.D.C.: 2 (fragile), Barter Rank: 9; 12 for enchanted. The enchanted version requires the spells See the Invisible, Nightvision, and 18 P.P.E. to create.
TW Powder Horn
Resembling the frontiersman’s powder horn of old, this TW item is inflated with magical energy instead of black gun powder. When placed against the open mouth of a TW black powder firearm’s barrel this item will transfer an amount of P.P.E., as specified by the user, into the weapon. In this way the character can reload his weapon's P.P.E. reservoirs without expending his own personal P.P.E.
Using the powder horn requires a single attack/action, no matter the amount transferred, and is characterized by a slight blue glow that surrounds the muzzle of the weapon and the mouth of the horn. The TW powder horn will not recharge any other techno-wizardry items or weapons (including cannons and mortars) and is itself replenished in the usual manner that most TW items are recharged. Likewise, P.P.E. may not be transferred from the firearm into the powder horn.
Creation Stats:
P.P.E. Cost to Create: 0.5 P.P.E. per 1 P.P.E. that the horn is meant to store.
Spells Needed:
Physical Requirements:
Item Stats:
Weight: 2.25 lbs (1.01 kg)
P.P.E. Stored Within: 10, 16, 20, 30, 40 or 50.
Barter Rank: 8, 9, 9, 10, 11 or 12, respectively.
Note: There is no limit to the amount of P.P.E. that can be transferred into a firearm in a single action, up to the total remaining amount (of course).
Wormwood TW Cannons & Mortars
The cannons and mortars of Wormwood, much like its flintlock firearms, are wonders of techno-wizardry and yet are a dated throwback to Earth's past. All such artillery pieces are of the smoothbore type, meaning that their "bore", the hollow from which the ammunition is fired, is completely smooth and is not rifled. However, unlike the TW firearms of Wormwood these artillery pieces must have their ammunition fed into them externally as the magical process within the weapon is not sufficient to both create the ammunition and then propel it. While it is possible to make a TW cannon or mortar that will do both, the cost of creating such weapons and the P.P.E. needed to fuel them is so great as to make them far from practical. Thankfully, Wormwood’s cannons are faster to load than those of Earth's past because there is no need to measure or ram powder, light a fuse or any other such nonsense. Instead, the ammunition is merely dropped into the bore and then the gunner pulls the lanyard, firing it.
TW mortars work in much the same manner as do the cannons except that they are incapable of direct fire and therefor cannot use the “skippnig” maneuver. Mortars are primarily used to shoot over walls, attack enemy positions to the rear of an opposing force, and so on. As a result of their need to fire at a target indirectly, a mortar has a minimum range and anything closer to the weapon than this may not be fired upon. Mortars use the same ammunition types as do cannons.
TW cannons and mortars boom thunderously and belch forth a black smoke when fired. Again, their techno-wizard creators claim that such effects are the unavoidable results of the spells involved in creating the cannons and not a nostalgic whim.
Common Creation Statistics:
Spells Needed: Cloud of Smoke, Blinding Flash, Telekinesis, Thunderclap.
Physical Requirements: The resin must be poured into the proper mold, a blank spell gem, and the wood or resin necessary to build a wagon, artillery carriage or similar mounting, be it fixed or mobile.
Cannon & Mortar Reload Times
Depending upon how much the cannon or mortar must be pivoted, elevated or lowered in order to shoot at a target, how high the bore is from the ground, how heavy the ammunition is, etc., anywhere from 2 to 6 melee actions must pass between shots, taking into consideration the weapon’s type and whether or not it has a full crew, as the weapon is reloaded and the P.P.E. recharged. For every person that the crew is short the reload time is increased by +1 melee attacks/actions but adding extra crew members usually won’t have any benefit (unless the ammunition must be hauled a distance), because another person will probably get in the way more than help.
Misfiring
Compared to most other TW devices, never mind the much smaller flintlock TW firearms, the TW cannons and harness and utilize a vast amount of mystical potential and energy. As a consequence of this dangerous level of shackled power these weapons are prone to misfires. Each weapon has a misfire percentage - a representation of how likely that particular weapon is to not work properly when fired. Every time that the weapon is fired percentile must also be rolled with a number equal to or less than the chance of misfire requiring a roll on the Misfire table.
Misfire Table
01-35% Minor misfire. The weapon does not fire but the P.P.E. remains unused and so may still be utilized for the next attempt to fire the weapon.
36-70% Dud misfire. The weapon does not fire and the P.P.E. is wasted.
71-85% Fizzle or Sputter. The weapon goes off but not at full strength; fires at half range (01-50%) or causes half damage (51-00%).
86-97% Fizzle and Sputter. The weapon goes off but not at full strength; fires at half range and causes half damage.
98-00% Detonation. The weapon explodes in a burst of shards and deadly, magic energy. The explosion causes damage equal to a cannister shot of that particular cannon or mortar type to everything in a 4D6 foot radius (1.22 to 7.3 m).
Cannon/Mortar Ammunition
Cannons can fire several different types of ammunition, each of which has its own characteristics, purpose, advantages and disadvantages.
Canister: These are hollowed out cannonballs that are then filled with many, tiny cannonballs. Upon exiting the cannon's bore when fired the outer cannonball (the canister) breaks off and releases its contents, peppering the area directly in front of the cannon, much like a shotgun. The downside to using canister is the regrettable need to allow an enemy to get close enough to be fired upon. It is most effective against massed units of infantry or to break cavalry charges.
Case Shot: A hollow resin cannonball, case shot is filled with sharp, needle-like fragments of resin that shower down upon the enemy once the mystically timed outer case explodes above the enemy.. A case shot is best used against hordes of infantry or masses of cavalry but is equally effective when fired over enemy fortifications. The problem with case shot is the difficulty of getting them to explode at the desired height (-3 to strike) and not having them crash to the ground where they will explode and only shower their fragments across an area only 25% of usual area. A case shot that does impact with something prematurely will cause damage before exploding equal to half that of a solid shell meant for the same cannon.
Grape Shot: Grape shot is essentially another version of canister but it contains fewer balls of a larger size. Grape shot is most often used against small groups of heavily armed opponents or to sweep the walls of nearby enemy fortifications thanks to its greater range.
Shell: A round projectile made of hardened resin, the shell stores its own P.P.E. and so it may be fired without using the P.P.E. within the cannon itself. This grants a greater range and has the distinct advantage of leaving the cannon's P.P.E. to be used for other ammunition types. Shells are more difficult and costly to manufacture than other ammunition types.
Solid Shot: This is the traditional "cannonball" - a spherical ball of resin that fits into the cannon and is projected forth by the release of the weapon's stored P.P.E. Solid shot cannonballs are by far the most common form of cannon ammunition on Wormwood because of the relative ease of making them and their blunt simplicity. Solid shot does not explode upon impact but can still cause damage to the immediate area by the sheer force of its impact.
Skipping: Solid shot fired along a shallow arc will hit the ground and continue to “skip” along, bouncing through the enemy before finally rolling to a stop. Even a slowly moving cannonball can maim and wound. Mortars may not “skip” shot. Damage: Because the cannonball does not hit with all of its potential force it causes only half damage with each impact, Range: The initial arc can be no further than 25% of the maximum range and the cannonball will continue to bounce and roll for another 10% of the maximum range. Penalty to Strike: Skipping is a tricky endeavor and is attempted with a called shot with a -3 penalty to strike. A successful strike skips the cannonball along, causing damage to the first target in its path and then continues to bounce it in a straight line to the next; failure results in a “dead impact” - the cannonball hits and bounces no further. Dodging: It is difficult to judge whether a skipping cannonball will hit you or bounce overhead but it may be dodged after the initial impact with a -5 penalty.
1-Pounder “Tickler” Swivel Cannon: The 1-pounder is a light weapon that is highly mobile and may be mounted on a barricade, wall, wagon, or railing of a landship. A typical mount is a resin swivel that allows a single person to load, turn, aim and then fire the weapon.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew: 1
Weight: lbs. ( kg), lbs. ( kg.) with mount.
Cannon Length: inches ( m)
Bore Diameter: inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: None
Reload Time: 2 melee attacks/actions
Misfire Chance: 5%
Payload: 1 shot.
Ammunition:
Canister: M.D.: 1D4x10, Maximum Range and Area of Effect: Hits everything within an area 3 ft (91 cm) wide and 125 ft ( m) long beyond the mouth of the cannon, Weight: 1 lb (0.45 kg), Barter Rank:
Case Shot: Not available.
Grape Shot: Not available.
Shell: M.D.: , Maximum Range: , Blast Radius: ft ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: 1D6x10, Maximum Range: 1,220 ft ( m), Blast Radius: 3 in ( cm), Weight: 1 lb (0.45 kg), Barter Rank:
Cannon Barter Rank: