Weapons Locker for
Ghost Rock Reckoning
Combat Primer
Action Clarification
MELEE COMBAT: The target number to strike with HTH weapons is the opponent's Parry score.
RANGED COMBAT: The target number to strike with ranged weapons is 4 before adding penalties for range and movement.
Area of Effect
Since this gaming group is used to 1" map grids, converting areas of effect works as follows:
Small Template: 15-foot x 15-foot area
Medium Template: 25-foot x 25-foot area
Large Template: 40-foot x 40-foot area
Cone Template: 50-foot long ending with a 20-foot x 20-foot area
Stream Template: 75-foot long x 5-foot wide area
S&W .44 Russian single-action, top-break revolver
Requisite Skill: Shooting
Weight: 2.9 lbs.
Overall Length: 12 in. (6.5 in.)
Effective Range: 12/24/48
Damage: 2D6+1 per single shot.
Payload: 6 round cylinder
Cost: $15
AKA Smith & Wesson Model 3
Speirs .45 Cattleman single-action revolver, satin finish
Requisite Skill: Shooting
Weight: 2.3 lbs.
Overall Length: 11 in. (5.5 in.)
Effective Range: 12/24/48
Damage: 2D6+1 per single shot.
Payload: 6 round cylinder
Cost: $10
Based off of Colt Peacemaker
Abbot-Downing Company Concord Coach
Requisite Skill: Riding
Crew: One plus eighteen passengers (nine inside, nine on top); 4,000 lbs. total passengers/cargo
Weight: 2,500 lbs.
Length: 12.7 feet
Width: 6.5 feet
Height: 9.6 feet
Maximum Speed: 10 mph (average horse speed is 5 mph)
Maximum Range: 70 miles (four horses); 160 miles (six horses)
Size: 5 (Large)
Handling: −1
Toughness: 8 (0)
Cost: $1,500
laudanum
A cure for numerous minor aliments, and is dissolvable in wine or injected intravenously via hypodermic syringe for more direct effect.
Reddish-brown in color and extremely bitter, laudanum contains several opium alkaloids, including morphine and codeine.
Medically referred to as tincture of opium (a mixture of opium and alcohol) that was used as early as the 1600s as an analgesic, then later as a pain medication and cough suppressant.
Until the early 20th century, laudanum was sold without a prescription.
Ingested recreationally by those who like to lose themselves for hours.
Characters imbibing in a vial of laudanum must succeed on an immediate Vigor check or gain 2 Fatigue levels for four hours. Making the Vigor roll gains the drinker the equivalent of an eight-hour rest in just four hours, but with only a vague recollection of events in that interim.
All forms of this drug are addictive, and regular users gain the Habit (Major) Hindrance."
Items Some Consider To Be Unnatural
Eloy's starlight spectacles
These dark goggles are made of tempered ghost steel with lenses are made of a deep black glass that seems to absorb all light that falls upon it.
When worn, the goggles grant the wearer the ability to see in darkness as if it were day, but in Pitch Darkness, vision is good for only up to 60 feet.
The goggles also allow the wearer to see through magical darkness, up to 30 feet.
Any Notice rolls over 60 feet are made at –2, regardless of the illumination.
When using the goggles for the first time, the wearer must spend about 30 minutes in darkened conditions getting used to this new olfactory stimulus.
The goggles are powered by a small, magical crystal that is hidden within the frame. The crystal is slowly depleted as the goggles are used and must be recharged every three days by 8 hours of direct sunlight; adverse weather conditions can prolong the recharge process. If the crystal that powers the goggles is destroyed, the goggles become nonmagical and useless.
Individuals who wear glasses cannot wear their eyewear with the goggles; consult with Mr. Eloy for prescriptive lenses.
Continuous use of the goggles may lead to the bad eyes Hinderance.
Cost: $1200
ghost rock
Ghost Rock is a black-gray, coal like, substance with whiteish traces visible throughout its composition.
Ghost Rock is both highly porous and highly reactive giving it a number of unusual properties making it well suited for many industrial and chemical processes. It is incredibly BTU dense as a fuel, it burns much hotter and longer than coal, and since its discovery, it has led to a number of scientific discoveries. When burned, Ghost Rock produces flame of varying colors depending on temperature and secondary reactive products.
When burned vapors escape from the rock, often displaying unusual patterns, the chemical reaction produces the moaning/shrieking noise of which some people find unsettling.
Ghost rock weighs 50 pounds per cubic foot. A transportation bin is 2 ft. x 2 ft. x 3 ft., and theoretically could hold 480 pounds of ghost rock. However, because of interior studs, only 400 pounds is usually shipped.
Cost: $6.25 per ounce (but commonly sold at $100 per pound).
Oculus Arcane
Powerful mages seeking to enhance their sight and magical prowess or arcane explorers venturing into the unknown, needing to navigate magical dangers, the arcane oculus is a strong magical tool with vast complexities.
The oculus arcane appears as a single eyeball with a dark-hued sclera and multiple distinct optic nerves that seem to move on their own. The iris shimmers with an otherworldly inner light.
A skilled doctor or mad scientist can carefully implant the oculus arcane directly into an empty eye socket. Once bonded with the recipient's biology and essence, the eye becomes a permanent part of the user.
The oculus arcane can be mounted atop a sturdy staff, transforming it into a powerful magical implement. When used as a staff, the eye acts as a conduit, allowing the wielder to channel their magical energies.
The oculus arcane provides the following abilities for the user without requiring Power Points: perfect 20/20 vision, darksight (600 feet/183 m), detect (not conceal) arcana, farsight (1 mile/1600 m), and magnification to the 300th power. The constant influx of magical sights and energies can be overwhelming for some users, leading to headaches, fatigue, and even visions.
Cost: unknown
Scourge Jar
The scourge jar is a small and heavy device, easily carried in a pouch or by hand despite its weight. The item is stopped with a metal stopper, engraved, and embossed with sigils, glyphs, and runes of power to contain the entity within.
The possessor needs to know 3 phrases to have the scourge jar function properly: the phrase OPEN SEAL, the phrase COMMAND [name of creature inside], and the phrase CLOSE AND SEAL. When any of these phrases are used to control the scourge jar, the temperature within a 30-foot radius is lowered 20-50 degrees Fahrenheit for 2-12 rounds; this effect moves with the item.
However, when the device does contain a creature, the possess is immune to cold. This specific scourge jar has been modified to allow the creature contained to emit a gas causing illness to those in the area. With proper planning, the scourge jar can contain a single minor extradimensional being up to the power level of a greater manitou.
Possessing the device does not control entities that have not been captured by other means (i.e., summoning) and planted in the jar, nor can the device capture a being that is under its own volition. Trait: the possessor gains the Habit (minor) Hinderance, with the device as the focus of the habit [the PC's discretion].
Cost: Unknown
Sewer's Smile
Though ordinary to the touch, the Sewer’s Smile weaves magic with each stitch. Tears mend invisible, rips transform into intricate embroidery, and frays are coaxed back to life. It's a needle that remembers a garment's history, whispering stories with every thread, breathing new life into well-loved clothes. With a prickle of wonder and a flick of the wrist, the magic needle binds more than just fabric - it rewinds time, restoring a cherished piece to its former glory.
When held by the user, the Sewer’s Smile hums with a gentle energy. The user need only trace the tear in the fabric, visualizing its wholeness. As the needle follows the path, a shimmering thread will appear in its wake. Unlike any earthly thread, it weaves not just through the fabric, but through the very essence of the garment.
The mends made with the Sewer’s Smile were more than functional. They are stronger than the original weave and imbued with a subtle warmth. A favorite sweater, patched countless times with the needle’s magic, carried the love and memories of years worn. A child's torn blanket, stitched with the magic thread, became a shield against nightmares.
There were whispers, of course, of the Sewer’s Smile’s other abilities. Some claimed it could mend not just fabric, but the skin of the living. When using the needle for purposes other than clothing and textiles, the Sewer’s Smile can return amputated limbs to life and even decapitated heads to bodies. However, the use of this magic does not come without a cost. Using the needle on human bodies sours the mending effect creating animated hands and patchwork men.
Cost: unknown
Shadow Cloak
Woven from moonless nights and whispered secrets, the shadow cloak shimmers with a faint, inky sheen in the light. Running fingers across its surface, the wearer feels the cool caress of twilight, a promise of the cloak's power. Crafted from unknown weaves, this arcane cloak allows the wearer to gather shadows around herself to create fear, to hide, and to distract. Weight is 1 lb.
While the shadow cloak offers no physical protection, it grants a sense of security in the darkness. When activated, the shadow cloak grants the fear and invisibility powers for one hour per sunrise each day, which are activated on the user at base effectiveness; no raise effect.
The invisibility effect only works while traveling in darkness and shadow. Step into a darkened corner, and the cloak seems to devour the wearer. The form blurs, and features become indistinct, as if the wearer become one with the very shadows themselves. So long as darkness persists, the wearer can move with surprising ease. Stepping into bright light will cause the cloak's magic to recede, revealing the wearer once more.
Any user who has access to Power Points can continue the fear and invisibility effects at the cost of three Power Points per hour for each ability.
Cost: $300,000
Speirs .45 Eastwood single-action, top-break revolver
Requisite Skill: Shooting
Weight: 2.5 lbs.
Overall Length: 12 inches (6.5 in.)
Effective Range: 12/24/48
Damage: 2D6+1 per single shot.
Payload: 6 round cylinder
Made from refined "menachanite" with ebony grips.
Immune to technology penalties when within the Sioux Nations borders.
Cost: $90
"Abbot-Downing Company Concord Coach" by George Bezrukov, "Eloy's starlight spectacles" by RPG Dynamite, "ghost rock" by RPG Dynamite, "laudanum" by RPG Dynamite, "Oculus Arcane" by RPG Dynamite, "S&W .44 Russian single-action, top-break revolver" by Urizel Rennes, "scourge jar" by RPG Dynamite, "sewer's smile" by RPG Dynamite, "shadow cloak" by Parker Russell, "Speirs .45 Cattleman single-action revolver" by Abe Vos, "Speirs .45 Eastwood single-action, top-break revolver" by Howard Benedict
All artwork on this page falls under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.