WB Equipment
Melee Weapons
Item | Cost | Weight | Damage Die | Damage Type | Properties |
---|---|---|---|---|---|
Short Bayonet | 5gp | 2 lb. | 1d4 | Piercing | Finesse, light, simple |
Standard Bayonet | 10gp | 3 lb. | 1d6 | Piercing | Versatile (1d8), simple |
Long Bayonet | 15gp | 4 lb. | 1d8 | Piercing | Heavy, reach, two-handed, martial |
- Bayonets. These weapons are affixed to a firearm. Short bayonets affix to pistols, standard affix to carbines or shotguns, and long affix to muskets. These hybrid weapons function as two distinct weapons, and each would need to be enchanted separately. Their main benefit is to allow a wielder to switch between ranged and melee attacks without having to draw a new weapon.
- Some firearms integrate a bladed weapon into their designs, such as a dagger with a pistol that fires along the crosspiece. This sort of weapon is treated the same as a firearm with an affixed bayonet, except the blade cannot be removed.
Firearms
Item | Cost | Weight | Damage Die | Damage Type | Properties |
---|---|---|---|---|---|
Pistol | 75 gp | 3 lb. | 1d10 | Piercing | Ammunition (range 20/60), muzzle-loading, simple |
Carbine | 75 gp | 5 lb. | 1d12 | Piercing | Ammunition (range 50/150), muzzle-loading, two-handed, simple |
Grenade | 50 gp | 1 lb. | 3d6* | Bludgeoning | Ammunition (range 50/150), muzzle-loading, two-handed, simple |
Musket | 90 gp | 10 lb. | 2d8 | Piercing | Ammunition (range 60/180), heavy, muzzle-loading, two-handed, simple |
Rifled Carbine | 300 gp | 5 lb. | 1d12 | Piercing | Ammunition (range 80/320), muzzle-loading, two-handed, rifled |
Rifled Musket | 315 gp | 10 lb. | 2d8 | Piercing | Ammunition (range 100/400), heavy, muzzle-loading, two-handed, rifled |
Shotgun | 75 gp | 5 lb. | 1d10 | Piercing | Ammunition (range 30/90), muzzle-loading, two-handed, scatter, simple |
Carbine. Like a pistol, but with a stock and barrel, with a total length of three to four feet.
Grenade. This heavy metal hand-thrown explosive resembles a somewhat rounded dodecahedron. Small percussion caps at its vertices ignite the black powder inside when they are struck with sufficient force, which sends shards of metal in all directions.
Sometimes these caps do not ignite at first impact, so grenades hold the risk of bouncing and exploding somewhere other than their intended target. Grenades are destroyed after use.
Musket. The extended barrel of this firearm, bringing it to a total length of over five and a half feet, is an attempt to grant long range accuracy.
Pistol. A muzzle-loaded one-handed firearm with a percussion cap. Pistols fire lead ball ammunition.
Rifled Carbine. This weapon is a carbine which has had the last few inches of the barrel rifled. These weapons use different ammunition—the Latimer bullet, which is more conical. The bullet’s hollow flared tail expands from the force of the ignited, forcing the edges of the bullet against the spiral grooves of the inside of the barrel, imparting a spin that stabilizes the bullet and enhances accuracy at range.
Rifled Musket. This design is similar to the modern conception of a rifle, with a total length of three and a half to four feet, and a barrel that is fully rifled.
Shotgun. This smoothbore weapon fires pellets that spread out, striking a roughly 5-foot radius at a range of 90 feet. It is not particularly effective at distance, but can be devastating point-blank.
Ammunition and Explosives
New Equipment
Item | Cost | Weight |
---|---|---|
Ammunition, bullets and black powder (20 shots) | 1 gp | 2 lb. |
Black powder cask | 20 gp | 20 lb. |
New Equipment
Item | Cost | Weight | |||
---|---|---|---|---|---|
Gentleman's Outfit | 30 gp | 6 lb. | |||
Goggles | 5 gp | 1 lb. | |||
Lady's Outfit | 30 gp | 12 lb. | |||
Pocket Watch | 25 gp | - | Surgeon's Kit | 50 gp | 2 lb. |
Gentleman's outfit This fine outfit includes tailcoat, vest, cane, top hat, and more. In Rhodania, this might take the form of an ornate toga, with an accentuating mantle. Gentlemen of distinction do not wear goggles.
Goggles. Designed for protecting the wearer’s eyes in factories or laboratories where searing chemicals or embers might be afloat in the air, these goggles are also handy for airship crewmembers who need to keep the wind out of their eyes. While wearing this sturdy, protective eyewear, you have advantage on saving throws to resist effects that would blind you. However, you have disadvantage on Wisdom (Perception) checks that involve sight.
Lady’s Outfit. This ornate dress has an excess of weight composed of frills, whalebone corseting, multiple layers of fabric, and possibly a small hat with a lace veil. Rhodanion fashion includes masks for ladies that are out and about outside of their family circle. Proper ladies wear neither goggles nor mechanical parts of any kind.
Pocket Watch. In addition to telling time, a pocket watch deters the attention of minor fey. Watches will occasionally stop, skip, or run backward in the presence of powerful fey creatures.
Surgeon’s Kit. Whenever you treat an injured ally during a short or long rest, make a Wisdom (Medicine) check (DC 10). If you succeed, the first Hit Die that ally spends restores an additional 5 hit points. If you fail by 5 or more, that first Hit Die is wasted and restores no hit points. At the Narrator’s discretion this item might also aid the treatment of long-term afflictions.
source: Adventures in Zeitgeist p.77