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Clockwork Weapons


Gunpowder is of great use for gadgets. Advances is mechanics also allow clockwork devices and similar high-precision tools. Historically, this era is approximately 1450 to 1900.

Bomb (Uzume-Bi)

Trenchcoat

The Bomb is a heavy explosive device, requiring a fuse. It is essentially a heavy pot, stuffed with gunpowder. A five kilo bomb does damage 20, each doubling adds 3 damage.

It takes 3 shots to prepare a bomb, lighting the fuse etc. It takes another 3 shots to prepare the fuse, but this can be done in advance. The fuse can be set for any time desired, but long fuses may be duds. Bombs are too heavy and fragile to throw accurately or safely. They may be rolled along the ground a distance equal to a Strength roll.

Flash Grenade (Torinoko)

Pocket

A device which when detonated by fuse, electrical current or impact, will emit a bright flash. Any characters within 4 meters of the explosion who are unprepared for the flash (those whom the user surprised or whose Dodge you exceeded) lose shots equal to the outcome and suffer half Move and -2 on all ranged actions for the rest of the sequence. These grenades may be thrown.

Grenade (Nage-Teppo)

Jacket

Grenades are small explosives designed to be thrown. The effect is the same as a regular hand grenade, but it requires less technology. They may detonate on impact or be equipped with a fuse. If you carry prepared grenades and suitable slow match, it takes no time to light the fuse. Highly dangerous as long as the fuse is lit, or constantly with impact grenades. The damage rating is 10.

When calculating the effect of an area attack, make but a single roll. Consider the initial attack roll to be the effect against the most vulnerable target, and each successive target gets a +1 bonus to their Dodge rating. Targets get to decide which of them is most vulnerable. If targets are densely packed, an attack bonus might be appropriate; +3 per 10 targets is about right.

Gun Blade

Gunpowder Age

A short pistol fitted to the handle of any thrusting sword or dagger. It even works for knuckle-dusters (this is known as the apache pistol). When you impale an opponent, you can also fire the gun for additional damage.

The gun is meant to be used in conjunction with a Martial Arts attack. Just after you hit with Martial Arts, you can elect to fire the weapon (takes no shots). Roll 1d6 and subtract this from your Martial Arts action result, use this as the acting value of the gun attack. The damage is generally 10. It can be fired as a regular gun.

Smoke Grenade (Kemuri-Kona)

Pocket

A device used like a grenade. On explosion, it will generate enough smoke to fill a sphere with a 5 meter radius. Any movement within the smoke is at half rate. Any characters within are treated as if blind (Two points of impairment, -2 to ranged actions). In still air, the smoke will begin to dissipate after 5 minutes, quicker if there is wind.

Spring-Loaded Knife

Pocket Slick

A blade, usually a dagger, that can be fired with a spring mechanism concealed in the handle. While not worn, it should be left unloaded, to avoid taxing the spring. It appears as an ordinary knife. The spring blade is used with Guns, does 8 points of damage, and will often gain surprise when fired against a target who does not know it's nature, as he will expect a melee attack. It takes a minute to reload.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Sun, Jul 25, 1999.