Acangapema: a traditional umok weapon. A great club with an oar-like head, decorated with feathers and cowryshells, also used for rowing.
Arquebus: forerunner of the musket. Adventurers hardly use this gun, for a single arquebus seldom is worth the trouble. However, many militias and armouries of the Northern Empire value it for being cheaper and lighter than a musket: even a troll can be brought down by the sheer amount of lead fired by a hundred barely trained peasants. It uses cartridges.
Bardiche: a great axe valued by the shardokan dwarfs, often used as a support for firearms. A weapon brought from Kurskgrad by the great explorer Natarzov Yaroslav, founder of the dwarf shardokan ethnicity.
Bolas: made of two or three wooden, metal or stone balls wrapped in cloth or leather and united by long ropes. Kavajans use it to entangle the legs or arms of people and animals, capturing them alive or paralyzing them for a lethal attack. In the War of Kavajan Independence, hundreds of northern knights were captured for ransom, making it an infamous weapon among northerners. A large or smaller creature hit by a bolas becomes prone.
Buckler: this shield is light and handheld instead of wrapped in the arm. At the start of every one of his turns, the user may decide if he shall use the buckler as a shield, giving him +1 for his AC, or like a weapon until the start of his next turn. There are versions with spikes which cause piercing damage instead of bludgeoning.
Bullet-shooting crossbow: it shoots stones and bullets instead of bolts.
Invented by goblins. Alternate munitions include clay bullets, grenades
and hollow projectiles with gas, poison, feces, acid etc. Uses sling
bullets.
Calimera: a common weapon in dwarf militias and imperial armouries. The name means "hello!" in thorakitai.
Cartridge: a tube of paper, leather or wood which contains a defined amount of gunpowder and a single bullet.
Cartridge (grapeshot) like the one above, except it contains several pellets or metal fragments instead of a single bullet.
Chakram: a sharp metallic ring common among the feidarashi. Viellvier courtesans juggle them during their dances, but also know how to shoot them with their arms and legs very well.
Cog
mace: the cogs which make up the head seem symbolic, but they have a
practical reason. Upon hitting a button, the cogs rotate their sharpened
teeth which rip a target apart, be it a zombie's arm or a wooden door.
When rolling damage, a 6 result gives you a new d6 of damage, added upon
the same turn's total. This repeats until a 5 or less is rolled. There
are two-handed variants and added to mechanical arms on Scarnost. A
single pneumatic battery makes the weapon work for one hour.
Ectoplasmic flame-thrower: a technogestaltic device. The black-striped flames make one think that the fuel contains fel. This allows for the weapon to ignore fire resistance. A creature which takes damage from the flame-thrower takes 1d6 non-cumulative fire damage in the beginning of its turns. To stop it, one must spend an action to do a dexterity check with DC 15. It uses scarnostian oil as fuel.
Estoc: sword with a piercing blade. Created an elven countess to pierce the thick bark of ents. Some nobles like to use it to hunt boars and orcs.
Falcata: a goblinoid sword descended from the sickles they used used as slaves of the Amaranthine Empire. The curved blade is convex on top and concave below, distributing the weight in such a way that a blow has the power of an axe. The handle is usually shaped as a wolf's head.
Carnificius, god of death. |
Falx: a two-handed goblinoid sword derived from scythes. It is so feared among northerners that Carnificius has it as a personal weapon and symbol. It is almost sacred among goblinoids, for it is likely to pierce any skull and therefore will free the soul that goblinoids believe lays in the head.
Grenade: it has many shapes in sizes, all combining a container, gunpowder and shrapnel. There are versions which exchange the shrapnel for flaming materials or use inflammable and toxic substances to create poisonous smoke.
Grenade
launcher: as the name implies, it fires grenades beyond a simple throw.
Also called "hand mortar". If the DM agrees, it is possible to fire
other objects and projectiles, such as hooks, hollow shells filled with
alchemical substances etc. In this case, the range becomes 60/160.
Katar: a khejali dagger with a H-shaped handle. Nobles and warriors occasionally hunt tigers with a pair of katars to prove their skill and courage. It is a prestige weapon and therefore forbidden to the inferior castes.
Komatai bow: a composite bow which uses sinew and horn from dinosaurs on
its making. These materials store more energy than the ones used in
normal composite bows, giving more power to the arrow in exchange of
range.
Kosinbian flame-thrower: a weapon valued as much for its damage as for the terror it provokes. It is possible to fire the fuel without igniting it. This weapon is rare even in the land it was created, Kosinbia. Acquiring one usually demands more than money. A creature which takes damage from the flame-thrower takes 1d6 non-cumulative fire damage in the beginning of its turns. To stop it, one must spend an action to do a dexterity check with DC 15. It uses red oil as fuel.
Magnecurium: a two-handed sword developed in Feltros. It is designed to hack a troll apart faster than it can regenerate. The fact that the current emperor uses a magnecurium has made the weapon popular.
Mayal: a stone or metal ball a bit larger than a fist, at the end of a rope. It may be used like a flail or thrown against the target, but it won't entangle like a bolas. A common weapon in the Kavaja Republic.
Musket: the northerner models are heavier, use a support and are mostly matchlocks. Kosinbian muskets are often flintlocks, slimmer and weight about 8 pounds, but have to be imported from Kosinbia. Uses cartridges.
Pistol:
a firearm which can be used with one hand. Available in many shapes and
styles. Some carry up to five or six pistols in a belt, firing one,
discarding it and then picking up another. Some rare versions have two
barrels, a single barrel with several superimposed loads or even a
revolving cylinder. Uses cartridges.
Pneumatic
battery: a steel cylinder which can store gas under great pressure. No
one outside Scarnost can create something with such precise and
resistant specifications. This item has the same conditions described in
the "scarnostian" propriety.
Pneumatic musket: a scarnostian gun which uses pneumatic batteries to fire metallic darts. To watch it firing several shots with no flash, bang, smoke or stopping to reload makes most think that it is magical in nature. Kosinbians appreciate the fire and smoke generated by gunpowder, and get somewhat disturbed upon seeing a pneumatic musket in action. A single pneumatic battery is enough to power a hundred shots.
Pneumatic pistol: it uses the same mechanism as the pneumatic musket.
Repeater musket: a kosinbian mechanism
allows for this weapon to fire several shots before it has to be
reloaded. This gun is seldom found even at the capital of the Northern
Empire, where one can find a few kosinbian gunsmiths with enough skill
to manufacture such a precise and complex system. Uses cartridges.
Repeater pistol: it uses the same mechanism as the repeater musket.
Rocket: it resembles an arrow, carefully balanced so that the small gunpowder container on the side doesn't impair the trajectory. There are other versions in Drakhazin: smaller or bigger; made to release normal or poisonous smoke; armor-piercing.
Rocket launcher basket: another weapon invented by the zitai, it can
fire a volley of flaming projectiles. It resembles a basket decorated
with drawings of dragons breathing fire, which once open reveals itself
to be a pod for twenty rockets.
At Drakhazin, there are many other versions, loaded with one, three,
thirty and even a hundred rockets; disguised as barrels; hidden behind
shields and walls; fixed to war wagons, ships and fortresses. Called
"huo-long-jian" at Drakhazin.
Staff sling: similar to the sling, but using a staff for a more powerful shooting.
Sling:
a cheap weapon, easy to use, but hard to master. Who underestimates a
slinger soon learns that a sling is basically a whip shooting a rock or
lead bullet. Physicians of the imperial army have clamps made
specifically to remove sling bullets embed into the flesh. A sling can be used together with a shield.
Steam armor: a plate armor made of steel, aluminum and brass manufactured in Technogestalt. Called Dampfkabelbaum by the scarnostians. A single arm has dozens of steel cables moved by pulleys on its outside. A boiler in the back provides power using coal and water with a fel additive, the dark gel which maximizes scarnostian technology. Filters in the helmet protect against necromantic miasmas and the ghost called "death cloud". Superimposed plates and rubber protect the joints. Advantages: this armor doubles your lifting and carrying capabilities; you have advantage in strength checks. Disadvantages: this armor requires four pounds of coal for each hour of operation, each two pounds costing a silver piece; the difficulties and restrictions applied to weapons with the "scarnostian" propriety also apply to this armor.
Sword breaker: the toothed side is used to lock or break the enemy's
blade. If a creature uses an attack against you that would cause
slashing damage, you can use your reaction to make a grapple test. While
grappled this way, neither you or the creature may use the respective
weapons. A creature may free itself by releasing the weapon is making a
new resisted test on its turn.
War
shovel: a mixture of shovel and axe of dwarf origin, made to fight
in closed spaces, like a petropolis's tunnels. Also called
"sapper-shovel".
Zitai crossbow: the original drakhazian repeater crossbow, made entirely
of wood and rope. created by the zitai, this weapon is designed to
quickly fire ten small bolts (usually poisoned), ensuring a hit without
much skill or targeting. Called "zhuge-nu" by the drakhazians. There are
versions which fire bullets. Uses a box with ten bolts.
EQUIPMENT
Blessed nails - forged by artisans of Ourgos' cult, these objects reflect the divine ideals of the god of work and craftsmanship: items with which others may build something greater. When an object, be it a wheel or a ship, uses blessed nails on its structure, it becomes more resistant than normal equivalents. The maximum and current hit points of an object which has been build or repaired with the nails increases in 50%. This doubles the costs to build or repair the respective item. Constructs can consume a handful of blessed nails, which turn into dust, like if they were a healing potion of equal value.
Ourgos'
oil - an ointment created by a mix of alchemy and divine magic, it
prevents weapons from failing, be it swords, spears or muskets. A single
application allows for the next "1" result in an attack roll to do not
be an automatic fail. A pot has ten applications. An application loses its
effect after 24 hours. It costs 50 gp.
Universalkompressor - an universal air pump which reloads the scarnostian pneumatic batteries, It weights twenty pounds and can be carried as a backpack. The piston must be moved by a person, animal or another power source (like a watermill) for an uninterrupted hour, to reload up to six batteries at once. Stopping the process undoes the progress. The conditions of the "scarnostian" propriety apply to this item.
PROPERTIES
Scarnostian - weapons, armor and equipment originally from Scarnost, the continent upon which lies the nation called Technogestalt. In the Northern Empire, it's possible to acquire such objects by becoming an agent of the scarnostian ambassador Kreesestein. If you have acquired these items in any other way, I'm sorry to tell you that one or more scarnostian dirigibles are currently hunting you. The crew certainly will be better equipped than you. Good luck.
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