Equipment primitive enough or common enough to be available for purchase among the general populace of Sterntown.
Melee Weapons
Boarding Axe. A tool of the ancients made of imperishable steel. Axe head with back spike, crowbar base. 40gp. 1d12, 20/x3. Two-handed, +2 bonus to break or unstick doors. 12 lb.
Fire Axe. A greataxe with a flat back on the head, usable as a sledge. 20 gp. 1d12, 20/x3. Two-handed, +2 bonus to break or force doors. 12 lb.
Ranged Weapons
Pistol, flintlock. 100 gp. A muzzle-loading pistol. 1d8, 20/x2. Range 30ft. Reload as full action. 4 lb.
Carbine, flintlock. 150 gp. A short, smooth-bored, muzzle-loading firearm. 1d10, 20/x2. Range 40ft. Two handed. Reload as full action. 6 lb.
Musket. 200 gp. A long, smooth-bored, muzzle-loading firearm. 2d6, 20/x2. Range 60ft. Two handed. Reload as full action. 10 lb.
Rifle, flintlock. 500 gp. A long, rifled, muzzle-loading firearm. 2d6, 20/x2. Range 200 ft. Two handed. Five full actions to reload. 10 lb.
Ammunition
Flintlock cartridges, 10. 10 gp. 1lb.
Black powder. 10 gp. 1lb.
Bullets, silver. 10. 20gp. 1lb.
Grenade-like Weapons
Grenade, black powder. 30 gp. Your classic cartoon bomb. 2d6 in 10’ radius. Standard action to light, standard action to throw. Explodes at start of the user’s second turn after lighting. Dex check to pick up quickly. 3 lb.
Armor and shields
Powered
Boilermail. A steam-powered armored exoskeleton, too heavy to be effectively worn without assistance. 4000 gp. +10 AC, 45% ASF, +40lb carrying capacity. 50lb. Consumes 5lb coal per hour. When unpowered, 80% ASF and -8 dex.
Cargo Exoskeleton. A steam powered exoskeleton designed to maximize carrying capacity. 2000 gp. +4 AC, 35% ASF, +100lb carrying capacity. 20 lb. Consumes 5lb coal per hour. When unpowered, 70% ASF and -8 dex
Food and Drink
Ancient
Meal, Ready-to-Eat (1 day). 2 gp. The imperishable food of the ancients. 1lb, reduces fatigue.
Cola, Can. 1 gp. The effervescent drink of the ancients. 2/3 lb, reduces fatigue.
Mermaid’s Milk, Bottle. 10 gp. A brownish, milky liquid with a bittersweet taste. 2/3 lb, reduces fatigue.
Modern
Produce, Fresh. 1d10 gp/lb, rolled weekly (on a 10, reroll and multiply). A limited supply of fresh fruits and vegetables is available in Sterntown, either grown in recovered hydroponic racks or found at great risk in the hull and on deck.
Nori. 1cp. Dried seaweed. 1lb.
Fish Flakes. 1sp. 1lb.
Fish, Fresh. 3sp. 1lb.
Mushrooms, Edible. 5cp, 1lb.
Rice. 2cp. 1lb.
Rice Wine, Cup. 2cp.
Adventuring Gear
Power, Light, and Heat
Battery, Disposable. 2 gp. 10 units of charge. 0.1 lb.
Coal. 5 cp. An efficient heat source for steam power. 1 lb. Chemlight. 2 sp. Disposable light source, powered by chemical reaction. Once snapped, provides light as lantern for 10 minutes, then light as torch for 50 minutes. Can be safely tossed or dropped without breaking.
Tools
Multitool. 20gp. A common tool of the ancients. 1d3, 20/x2. +2 bonus to basic repairs and dismantling. 1/2lb.
Engineer’s toolkit. 40 gp. Wrenches, pliers, cutters, files, screwdrivers, hammer, grease, oil. 10lb.
Roll of Duck Tape. 5 sp. The adhesive fabric that holds society together. 1/4 lb.
Halligan Bar. 40gp. A steel bar with a combination adze/spike head on one end and a forked prying head on the other. +5 to force doors and break locks, +10 if used in combination with a sledge or fire axe. When used as a weapon, 1d6 damage, piercing or bludgeoning. 12lb.
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