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"They say that an armed society is a polite society, and China is a very polite society."
~Lord Captain Walter Blackthorne, "On the Peoples of the Orient"

Section One: Equipment Overview

Wealth: Characters have a number of silver taels worth of equipment equal to 5x Resources. One silver tael is worth 1,000 copper cash. Adjusted for inflation, one tael is worth roughly one hundred modern US dollars.

Making Equipment: Characters with the appropriate craft skill ranks can make their own equipment. Characters must meet the minimum craft skill in order to manufacture an item; for every total point in the relevant skill, reduce the items cost by 5%. For example, a character with two ranks of the Craftsmanship skill and a total Craftsmanship of 8 would be able to make a saber at 40% off the normal price of 3 taels, for a total of one tael and 800 cash. If the same character wanted to make a straightsword (a more sophisticated blade), they would be unable to, and would have to buy one for the full price or invest more points in their craftsmanship skill.

Items are created via four skills, listed below:

Craftsmanship: The manufacture of weapons, armor, and other simple items. Primarily refers to metalworking, but also includes leatherworking, sewing, carpentry, and general handiness.

Engineering: The manufacture of firearms, motor vehicles, electrical devices, and most high-tech gadgets.

Medicine: The manufacture of poisons, drugs, and other substances that affect the human body.

Alchemistry: The manufacture of explosives, corrosives, adhesives, and other such perishable items.

Section One: Martial Arts Styles

Though not technically weapons, styles of unarmed combat (Acquired via the Boxing Style talent) are mechanically similar to weapons, and thus are listed in this chapter.

Table Explanation:
Boxing styles have four attributes: Offense, Defense, Damage, and Grappling.

Offense Rating: This is the level of offensive accuracy of a style, and this number of coins is added to your Attack rolls when attacking with Hand to Hand. Wing Chun, with it's rapid fire punches, is an example of a high attack style.

Defense Rating: This is the level of parrying and defensive ability of a style, and this number of coins is added to your Parry rolls when defending with Hand to Hand. Taijiquan, with it's famous ability to redirect a foe's energy, is an example of a high defense style.

Damge Rating: This is the destructive power of the style, and this number of coins is added to your Damage rolls when you land an attack with Hand to Hand. Shaolin Fist, with it's sweeping strikes and rigorous athleticism, is an example of a high damage style.

Grappling Rating: This is the level of grappling skill in a style, and this number of coins is added when trying to pin, throw, strangle, or otherwise execute grappling maneuvers on a target. Qin Na, with it's library of joint manipulations, is an example of a grappling intensive style.

Style

Offense

Defense

Grappling

Damage

Shaolin

2

1

0

3

Long Fist

2

2

0

2

Bagua

1

2

1

2

Xing Yi

3

0

0

3

Taiji

0

3

3

0

Shuai Jiao

0

0

3

3

Qin Na

1

2

3

0

Praying Mantis

2

2

2

0

Pi Gua

3

0

0

3

Bajiquan

0

3

0

3

Tiger Claw

2

1

1

2

Wing Chun

3

2

1

0


Creating your own Style: When creating your own Boxing Style, you have a total of six points to distribute between your Offense, Defense, Grappling, and Damage ratings, with a maximum of three points in any given rating. For example, someone wanting a highly aggressive style might put three points into Offense and three into Damage; someone wanted a high finesse style might put two in Grappling, two in Offense, and two in Defense.

The above table is only a list of examples, and is by no means binding. If a character wants to practice a certain style of martial arts, but has a different mechanical needs, then they are free to modify them. Perhaps you study the more aggressive Chen style of Taijiquan instead of the softer Yang style, and invest more of your points in Offense and Damage and fewer in Defense and Grappling.

Section Two: Melee Weaponry


Melee Weaponry is at the heart of wuxia. Even in the steampunk era of S3, swords and chains are still just as popular of weapons as guns and bombs.

Table Explanations:
Weaponry has seven attributes: Offense, Defense, Damage, Concealment, Hands, Cost, and Craft Skill.

Offense: This is the level of offensive accuracy of the weapon, and this number of coins is added to your attack rolls. Hook swords, with their many blades and trapping abilities, are an example of a high offense weapon.

Defense: This is the level of parrying and defensive accuracy of the weapon, and this number of coins is added to your Parry rolls. Tonfa, which can act as a shield as well as a club, are an example of a high defense weapon.

Damage: This is the destructive power of the weapon, and this number of coins is added to your damage rolls. Sabers, with their ability to leave vicious bloody wounds, are an example of a high damage weapon.

Concealment: This measures whether or not the weapon can be easily concealed in your clothing without being seen. Generally speaking, weapons that are no larger than your forearm are considered concealable. Hands: Whether the weapon is one or two handed. Two-handed weapons tend to have higher damage ratings, but can suffer penalties; if a character loses use of one hand and still wants to use a two-handed weapon, then they suffer a -2 penalty to their Offense, Defense, and Damage ratings. Cost: The cost of purchasing such a weapon.

Craft Skill: The necessary skill level to make such a weapon.


Weapon Configurations:
Given that most people have two hands, this allows for a variety of configurations – a sword in each hand, a a sword and a shield, and so on. The rules for various configurations are explained below.

Paired Weapons: Many characters will use weapons in sets; weapons like hook swords and deerhorn knives are almost exclusively used in matched pairs. When wielding a weapon in each hand, offensive abilities are increased, granting +1 coin to attack rolls. Mismatched Weapons: If a character wishes to use two weapons with different statistics (such as dagger and a hatchet), he must choose which weapon he is using each round; he cannot use the attack value of one weapon and the parry value of the other. He does not gain the paired weapons bonus above, though exceptions may be made in some cases (such as a Westerner using a rapier and dagger). Weapon and Shield: Shields are not terribly popular in China, but collapsing shields have started showing up in the urban jianghu. A shield increases defense at the cost of offense; using one with a weapon grants a +2 Defense bonus while parrying, but inflicts a -1 Penalty to Offense.

Single Weapon: Some warriors will forgo all this nonsense and simply fight with one weapon in one hand, leaving the other one free. Doing so makes it easier to focus and control distance in melee, granting a +1 bonus to Defense while parrying.


Name

Offense

Damage

Defense

Concealment

Hands

Cost

Swords and Knives

Dagger

2C

2C

1C

Yes

One-handed

1 tael

Butterfly Knife

1C

3C

1C

Deerhorn Knives (lujiedao)

2C

1C

2C

Yes

One-handed

1 tael

Sword (Jian)

2C

2C

2C

No

One-handed

4 taels

Saber (Dao)

2C

3C

1C

No

One-handed

2 taels

Longsword (Changjian)

2C

3C

2C

No

Two-handed

6 taels

Great Saber (Da Dao)

2C

4C

1C

No

Two-handed

5 taels

Hook Sword (Hu Tou Gou)

3C

1C

2C

No

One-handed

2 taels

Polearms

Spear (Qiang)

3

2

2

No

One-handed

1 tael

Halberd

3

3

1

No

Two-handed

2 taels

Glaive (pudao)

1

4

2

No

Two-handed

3 taels

Wolf-Tooth Mace

2

4

1

No

Two-handed

Irregular Weapons

Nunchaku

3C

2C

0C

Yes

One-handed

200 cash

Tonfa

2

0C

3C

Yes

One-Handed

200 cash

Sai

1C

1C

3C

Yes

One-Handed

200 cash

Kama

3C

2C

0C

Yes

One-Handed

Hatchet

2C

3C

0C

Yes

One-Handed

Shield

0C

2C

4C

No

One-Handed

Clubs and Staves

Light Rod

2C

2C

2C

No

One-handed

100 cash

Hammer

2C

3C

1C

No

One-handed

100 Cash

Heavy Rod

2C

4C

1C

No

Two-handed

1 tael

Staff

2C

3C

2C

No

Two-handed

500 cash

Three Section Staff

3C

1C

3C

No

Two-handed

500 cash

Whips and Chains

Chain Whip

1C

2C

2C

Yes

One-handed

1 tael

Flying Dagger

2C

1C

2C

Yes

One-handed

Rope Dart

3C

CC

2C

Yes

Two-handed

1 tael

Chain

2C

2C

2C

Yes

two-handed

1 tael

Meteor Hammer

2C

3C

1C

Yes

Two-handed

1 tael


Dagger: This refers to all manner of knives, daggers, and small edged weapons, ranging from kitchen tools to short swords. Butterfly Knife: These are short machetes, often used in pairs. In the hands of an expert, they can wreak incredible damage. Sword (Jian): Also known as the straightsword. Considered to be a more elegant and gentlemanly weapon than the saber. Concealed and collapsing straightswords are common amongst discreet fighters, and paired straightswords that share a single sheath are also fairly common. Western rapiers and epees and fall under the category of straightswords.

Saber (Dao): Also known as the broadsword or cutlass. A curved sword favored by the military. There are many regional varieties of the saber, with some being almost straight and others have severe curves. They are traditionally used by horseback riders, and have become popular with autocycle gangs for the same reasons. Like the straightsword, it is not uncommon to have a matching pair of sabers which are carried in a single sheath. Indian tulwars, western cavalry sabers, and Japanese katana all also fall under the category of sabers.

Long Sword (Chang Jian): Two-handed straightswords are rare, but have been known in China. They have slightly longer blades and substantially longer hilts than one-handed straightswords, allowing them to be used with both hands.

Great Saber(Da Dao): These sabers have longer handles and substantially longer or heavier blades, allowing them to strike with devastating power. Like their one-handed counterpart, great sabers come in a number of varieties, including the shorter, thicker Eight Trigram Sabers and the long-bladed Horse Cutting Sabers.

Deerhorn Knives (Lujiao Dao): Deerhorn knives consist of overlapping pairs of crescent-shaped blades, used for binding and trapping opponent's weapons. They are almost always used in pairs.

Tiger Hooks (Hu Tou Gou): Also known as the hook sword, this is a weapon made popular by flashy martial artists. Consisting of a hooked blade and a multi-bladed crossguard, the Tiger Hooks seem unintuitive, but are deadly in the hands of one who knows how to use them. These weapons are almost always used in pairs.

Spear (Qiang): Spears fell out of popularity until the rise of collapsing melee weaponry. Telescoping spears are popular both amongst the military and civilians.

Hatchet (Fu): Hatchets are a popular tool-turned melee weapon, particularly amongst street thugs and poorer gangsters.

Glaive (Pudao): More unwieldy and old-fashioned than the spears, glaives with telescoping hafts have made something of a resurgence in recent years amongst triads and gangsters looking to make a big impression.

Rod (Bian): Sword-length fighting rods are a common weapon, particularly amongst those who wish to fight without killing their opponent. They're particularly popular with crafty inventors, and collapsing rods, rods that break apart into chain whips, and electrified rods are all popular options.

Tonfa: The tonfa is a side-handled baton, shaped vaguely like a crutch. They offer a high degree of protection, and are popular amongst law enforcement. Sai, Jitte, and similar truncheons also would fall under this category.

Hammer: This refers to everything from warhammers to construction tools re-purposed for combat. Like axes, they are powerful but inelegant.

Heavy Rod (Dabian): Heavy Rods are more akin to their medieval ancestors – massive two-handed iron bars used to crush armor and bone. They are often made as six- or eight-sided polygons, or ridged like bamboo in order to add to to crushing power.

Staff (Gun): Like the spear, staves are most commonly seen in collapsing and telescoping varieties.

Three Section Staff (San Jie Gun): A popular weapon for it's flashiness and versatility. The three section staff can be used as a flail, a whip, a set of conjoined fighting rods, or for various grappling maneuvers.

Nunchaku (Shuang Jie Gun): A weapon imported from the Ryukyu island, the nunchaku has recently shown up as a popular weapon amongst street thugs in Chinese coast cities. Due to it's concealability when out of use and flashiness when in use, it's become particularly popular amongst youth gangs. Nunchaku may not be used to parry.

Chain whip (Jie Jie Bian): A five foot chain whip can easily be wrapped around the waist or folded and tucked into a sleeve, making it very popular as a hold-out weapon. Chain whips cannot be used to parry.

Flying Dagger: A close cousin to the rope dart, the flying dagger is a shorter version modified for one handed use. Consisting of a blade or weight on the end of a rope, the Flying Dagger is frequently hidden in the sleeves until deployed. Modern variants frequently use a mechanical spring to retract the weapon. Flying daggers cannot be used to parry.

Rope Dart: Similar to the chain whip, the rope dart is favored for it's extreme ease of concealability and reach. Consisting of either a weight or small blade on the end of a long silk rope, the Rope Dart can easily be concealed underneath clothing. Rope Darts cannot be used to parry.

Chain (Gusari): A popular weapon amongst rogues in Japan, the Gusari is a weighted chain, occasionally with a sickle on one end. They've become popular in China as well. Chains cannot be used to parry.

Meteor Hammer: The meteor hammer is the big brother of the Rope Dart, consisting of a chain with a large weight on one or both ends. Like the rope dart, it may be used for binding and grappling maneuvers, but cannot be used to parry.

Designing Your Own Weapons:

Our weapon list is fairly exhaustive, but players with unique ideas should be encouraged to pursue them. In most cases, when assigning stats for a weapon not listed in the above table, there should be a fairly clear equivalent entry: a Spanish rapier would function the same as a Chinese straightsword, a Japanese katana the same as a saber, and so on.

When creating a custom melee weapon, you have a total of six points to spend, as follows:

Offense: Maximum 3.

Defense: Maximum 3.

Damage: Maximum 3.

Concealment: Making a weapon concealable costs one point. Hands: Making a weapon two-handed increases it's damage by one.

A player may wish to have a weapon that is aesthetically similar to an entry while functionally different. Perhaps your swordsman using an exceptionally light and graceful straightsword with a higher parry value and lower damage value, or a massive weighted chain that deals more damage at the cost of losing concealability.

Table 3: Weaponry Augmentations

Name

Effect

Penalty

Cost

Creation Skill

Incendiary

Burning

-1 Damage

+5 tael

Craftsmanship

Electrified

Shocking

-1 accuracy

+5 taels

Craftsmanship

Mechanical

Wounding

-1 accuracy

+5 taels

Craftsmanship

Thermal

Armor Penetration

-1 accuracy

+5 taels

Craftsmanship

Sword-Pistol

Combined Pistol

-1 accuracy

+5 taels

Craftsmanship

Multi-Weapon

Multiple forms

None

+5 taels

Craftsmanship

Collapsible

Adds concealment

-1 Damage

+3 tael

Craftsmanship



Melee Weapon Technical Augmentations:

Given the prevalence of both violence and technology in China, there is no short of mad and ingenious ways that heroes have sought to combine them. Generally, high tech weapons come in two parts: the base weapon, and the augmentation. Thus, one may choose to make an electrified straightsword, or a collapsing spear, or an incendiary chain whip (all popular choices in the streets of Shanghai and Beijing).

Unless the creator has the Ingenious Deadly Blades talent, only one augmentation can be added to a given weapon. The Collapsible Weapon and Multi-Weapon modifications are the exception to this rule, as they effect the structure rather than the damage effect of the weapon.

Incendiary: Inside the haft or pommel of these weapons there lies a hidden reservoir of flammable gas or liquid; with the flick of a switch, the blade ignites in a blaze of fire. When ignited, the blade deals fire damage, and anyone struck by the weapon is set on fire (see fire damage in Mechanics). The extra drag of the flame makes the weapon slower, inflicting a -1 penalty to attack rolls.

Electrical: Inside the pommel of the weapon lies a hidden battery, which, with the flick of a switch, can send the sword surging with electrical power. The weapon deals the electric Shock effect, upgrading the stun category of any blow by one rank. The extra weight of the electronics makes the weapon slower, inflicting a -1 penalty to attack rolls.

Mechanical: The blade of this weapon has been converted into something akin to a chainsaw, with blades that spin and gnash. Such weapons are hard to wield, but deal ferocious blows. They gain the Wounding property, increasing the damage rate against unarmored foes.

Thermal: The blade of the weapon heats up to extreme temperatures, letting it slice through the heaviest of armor. Typically, the blade will be forged from a high-density metal such as tungsten or osmium, with a built in thermocoil that superheats it well beyond the melting points of lighter metals. The weapon suffers a -1 penalty to precision, but ignores armor.

Sword Pistol: Sword pistols are personal firearms built into melee weapons, including spears and daggers as well as swords. Said pistol can be fired as a ranged weapon as per normal, or can be used to augment the strength of a blow, shooting targets as they are being stabbed. Whenever your attack is at least twice the defense roll when attacking with a Sword Pistol, you add the pistol's base damage (4 coins) to the total melee damage. The extra weight of the weapon slows it down, giving a -1 penalty to attack rolls.

Collapsing: These weapons having spring-loaded telescoping shafts, or otherwise fold down into a smaller size. Any non-concealable weapon can be made concealable by adding this modification. It makes the weapon slightly lighter and weaker, giving a -1 penalty to damage rolls.

Multi-weapon: Multi-weapons can be configured into multiple forms. Examples include staves that break apart into three section staves, glaives who's handles fold down such that the blade can be used as a saber, and swords that break apart into bladed chain whips. Changing a weapon between it's forms is a free action. A weapon can have more than two forms, so long as the mechanics of it can be justified; an outlaw may wield a staff that breaks into a three section staff, which in turn breaks into a nine-section whip, and so on and so forth.

The price of a Multi-Weapon is the sum of all of it's component weapons, plus an additional 5 taels. If a multi-weapon has another Tech augment applied to it (such as being Thermal or Electrical), that augmentation applies to all of it's forms. If one form of the weapon is concealable, then all forms of it are considered to have the Collapsing augmentation, and suffer a -1 penalty to damage; a sword that can be turned into a whip is ultimately another type of collapsing sword.

Section Three: Firearms and Ranged WeaponsEdit

Ranged weapons come in three broad categories – throwing weapons, one-handed pistols, and two-handed longarms. Throwing weapons tend to be small and concealable, but less damaging. Pistols are favored by outlaws, gangsters, and knight errants, given their ease of concealability. Longarms are primarily used by the military, with a good many of them ending up in criminal hands as well.

Damage: This is the damage value of the weapon. Damage for ranged weapons is calculated as Weapon Damage + Sharpshooting Rank.

Accuracy: The level of accuracy and precision of the weapon. This added to the wielder's Sharpshooting total when making an attack roll.

Range: There are three ranges of weapons – short, medium, and long.

Short: Short-ranged weapons have very limited effective range – maybe thirty feet or so. They can only be fired at targets in the same Region (ie, people in the same room at you), or when on the edge between two Regions (firing out of the door and into the corridor). Medium: Medium range weapons have an effective range of a couple hundred feet. They can fire across one Region of combat (such as from the deck of one ship onto the deck of another).

Long: Long range weapons can fire for hunreds or thousands of feet with accuracy; they can fire as far as the eye can see.

Type: Ranged weapons come in a variety of types, as detailed here: Pistols: Pistols are concealable guns that can be used in one hand.

Longarms: Longarms, conversely require two hands and cannot be concealed.

Mechanical: Mechanical weapons fire via springs, compressed air, or other mechanical forces. They are less powerful than ballistic weapons, but are silent, allowing the wielder to fire without giving away his position. Ballistic: Ballistic weapons, conversely, fire projectiles via chemical explosions. They are more powerful, but extremely loud and prone to produce flashes of light and plumes of smoke. Anyone attempting to hide or take cover while using a a Ballistic weapon immediately gives away their presence.

Throwing: Throwing weapons include knives, Shuriken, and chakrams; they are considered one-handed and concealable.

Automatic: Automatic weapons can be used to deal damage to groups of targets, filling a region with bullets. All targets must be in the same Zone. When targeting multiple foes, the attacker incurs a -1 penalty to Accuracy and Damage per target. (-2 for two targets, -3 for three, etc.)

Cost: The cost of the weapon, in taels.

Creation: Guns, crossbows, and mechanical projectiles are created via the Engineering skill; Bows and throwing weapons are created via the Craftsmanship skill.


Weapon

Accuracy

Damage

Range

Form

Type

Firing

Shuriken

3

2

Short

Throwing

Mechanical

Single

Chakram

2

3

Short

Throwing

Mechanical

Single

Dart Launcher

3

1

Medium

Pistol

Mechanical

Single

Pistol

2

3

Medium

Pistol

Ballistic

Single

Autopistol

1

3

Medium

Pistol

Ballistic

Automatic

Hand Cannon

2

4

Short

Pistol

Ballistic

Single

Bow

2

3

Long

Longarm

Mechanical

Single

Crossbow

3

3

Medium

Longarm

Mechanical

Single

Autocrossbow

2

2

Medium

Longarm

Mechanical

Automatic

Rifle

2

4

Long

Longarm

Ballistic

Single

Autorifle

1

4

Long

Longarm

Ballistic

Automatic

Scattergun

3

5

Short

Longarm

Ballistic

Single

Cannon

2

5

Medium

Longarm

Ballistic

Single

Gatling Gun

1

5

Long

Longarm

Ballistic

Automatic

Firearms come in two categories: pistols, which are small one-handed weapons, and longarms, which are large two-handed weapons. Longarms tend to be more powerful and have greater range, but are much more difficult to conceal and carry.

Shuriken: Imported from Japan, Shuriken are tiny, accurate throwing blades.

Chakram: Imported from India, Chakram are large, powerful throwing blades.

Dart Launchers: Dart launchers fire steel darts, often launched via pneumatics or other mechancial rather than chemical means, allowing them to be fired silently. They are frequently mounted on the wrists or hidden in the sleeves, though hand-held Dart Launcher pistols are not uncommon. Dart launchers are frequently loaded with with Injector Rounds, and are one of the most popular means of delivering poisons.

Pistol: Pistols include everything from small, light holdout pistols to massive revolvers.

Sword Pistol: Sword pistols are personal firearms built into melee weapons, including spears and daggers as well as swords. Said pistol can be fired as a ranged weapon as per normal, or can be used to augment the strength of a blow, shooting targets as they are being stabbed. Whenever you score a Critical Hit (attack is at least twice the defense roll) with a Sword Pistol, you add the pistol's base damage (4 coins) to the total melee damage.

Autopistol: Autopistols are fully automatic hand guns, firing bursts of bullets with every shot. They tend to fire smaller caliber ammunition than standard pistols, but make up for it in quantity.

Hand Cannon: These are massive smoothbore handguns, essentially shortbarreled blunderbusses. Hand cannons typically only have barrel and must be reloaded with a fresh cartridge between shots, though multi-barrel hand cannons are common. They are typically loaded with scattershot, firing clouds of shrapnel with every shot.

Repeater crossbow: This ancient Chinese weapon has improved with time, and repeater crossbows are almost as common as firearms in the modern day. Most contemporary repeater crossbows are pump or lever action to reload. Though they lack the stopping power of a firearms, crossbows are silent and can be loaded with trick arrows, and unlike firearms, to not need to be modified for specialty ammunition.

Autocrossbow: The autocrossbow is the next logical evolution of the repeating crossbow. They use spring-loaded flywheels to hurl volleys small bolts, essentially acting as the hybrid of a machine gun and a crossbow.

Compound bow: Though something of antiquity, the compound bow is still favored amongst Mongolian and Manchu Bannermen, who hold a long history of archery. Like the crossbow, contemporary compound bows can make use of a great number of specialty arrows.

Rifle: A long-barreled firearm, intending for precision and accuracy at a distance. Some rifles use internal magazines to store ammunition, while others have rotating chambers that align with the barrels.

Autorifle: Automatic rifles fire bursts of ammunition, riddling targets with bullets. They are less accurate than single shot rifles and fire smaller caliber rounds, but fire a lot more of them a lot faster.

Scattergun: A massive smoothbore firearm, the scattergun is essentially a modern blunderbuss. It fires a hail of shrapnel, as deadly as it is inaccurate.

Creating your Own:

Obviously, there are many other possibilities for ranged weapons. When creating custom ranged weapons, consult the following table: Total Points: 8 points for longarms, 6 points for pistols
Maximum Accuracy: 3 points.

Maximum Damage: 5 points

Short Range: 0 points

Medium Range: 1 point
Long Range: 2 points
Mechanical: Making a weapon mechanical rather than ballistic, and thus silent, costs 1 point.
Automatic Fire: Making a weapon automatic costs 1 point.



Example: Lei Fong is building a fully automatic electrified shuriken launcher. He designates his weapon as a medium-ranged mechanical automatic longarm, and puts two points into accuracy and three into damage. Lastly, he upgrades it with capacitor rounds, bringing the accuracy down to two, but adding the Shocking effect to his ammunition.


Firearm Upgrades and Speciality Ammunition:

Firearm technology has improved greatly since the days of the pole gun and the musket. Just as outlaws favor electrified and flaming swords and whips, so to do they enjoy shooting electrified and flaming bullets.

Most of these upgrades require modifications to both the ammunition and the gun itself. Thus, to shoot electrified Capacitor Rounds, one needs a rifle that has been modified to charge them. Similarly, a gun modified for Capacitor

Rounds couldn't be loaded with Incendiary Rounds. The Multiple Ammunitions upgrade circumvents this.

Unless one has the Ingenious Deadly Machines talent, a weapon can only have one ammunition upgrade; a gun could shoot thermal rounds or capacitor rounds, but not thermal capacitor rounds.

Bows and crossbows, in lieu of specialized ammunition, can be fire trick arrows with the same effects. The primary advantage of the these more archaic weapons is that they do not be fitted for specialty rounds. The same compound bow can fire incendiary arrows, electrical arrows, and so on.

In S3, we feel like keeping track of individual rounds of ammunition is an unnecessary level of book-keeping. Thus, when purchasing specialty ammunition and the relevant firearm modifications, assume that the cost covers a “lifetime's supply” of ammunition or trick arrows.

Firearm Upgrades:

Upgrade

Bonus

Penalty

Cost

Craft Skill

Capacitor Rounds

Shock Damage

-1 Accuracy

5 taels

Engineering 3

Incendiary Rounds

Fire Damage

-1 Accuracy

5 taels

Engineering 3

Shredder Rounds

Wounding Damage

-1 Accuracy

5 taels

Engineering 2

Thermal Rounds

Ignores Armor

-1 Accuracy

5 taels

Engineering 3

Injector Rounds

Poison Delivery

No damage

2 taels

Engineering 2

Grappling

Grappling Hook

-1 Damage

Engineering 2

Multiple Ammo Type

Can switch between different ammo types

None

2 taels

Engineering 2

Collapsible

Gains concealment

-1 Damage

2 taels

Craftsmanship 2

Thermal Rounds: Firearms outfitted for ballistic thermal rounds fire super-heated armor-piercing rounds, capable of punching through thick armor. They have a -1 penalty to overall damage, but ignores armor bonuses equal to the wielder's Engineering Rank (minimum 2).
Mechanical thermal rounds tend to simply be shaped thermal charges that blast through targets on impact.

Incendiary Rounds: These rounds are coated in phosphorous that ignites as they fly through the air, turning the bullets into flaming missiles. They add a fire effect, and targets shot by them risk being lit on fire (see fire damage). Flaming bullets have a more air resistance than regular bullets, causing a -1 penalty to Precision.
Mechanical incendiary rounds are usually crossbow bolts hollowed out and filled with explosive gas or fluids.

Capacitor Rounds: These bullets are actually tiny, highly charged capacitors, and they deliver an electrical shock the target's nervous system after making contact. Typically, the gun will contain a spinning dynamo that charges the rounds before firing them. The weapon suffers a -1 penalty to overall damage, but gain a number of bonus coins to stunning damage equal to the wielder's Engineering Rank (minimum 2).

Shredder Rounds: Ballistic shredder rounds are clouds of flachette packed into casings, turning each bullet into a cloud of tiny knives.

Mechanical shredder rounds tend to be substantially more ostentatious; all kinds of blade throwers, chakram launchers, and fully automatic shuriken guns have been cooked up by mad inventors throughout China.

Injector Rounds: These weapons have been modified to fire hypodermic needles capable of rapidly delivering drugs and poisons. Instead of dealing normal damage, injector rounds deal damage by the poison they have been loaded with. Poisons delivered via Injector Rounds take effect immediately, as opposed to the normal one round delay. Note that regular bullets and arrows can easily be coated with poisons, just like any other weapons. Poison delivered via regular armaments takes one full combat round to work it's way into the target's system before it takes effect.

Grappling: Firearms can be modified to shoot grappling hooks instead of bullets. Grappling hook guns and grappling hook arrows are popular accessories amongst rogues, and are typically used for getting around. They can also be handy in combat for a variety of creative stunts.

Multiple Ammunition: These guns have been modified with -several- different types of specialty ammunition, typically with a separate barrel for each one or some other easy mechanism for switching between them. Note that this only allows a weapon to switch between ammo types, not stack them; one fitted with electrical and shredder rounds would gain either the Wounding or Shocking Effect on any attack, but not both. All penalties for any given ammo type still apply when using that ammo type.

Multiple Firing Modes: This weapon can switch between single shot and scattershot, or single shot and automatic fire. Many automatic weapons can be switched down to fire single shots for greater precision, and many mufti-barreled weapons can fire each barrel one at a time, or all of them together.
It is possible to take this upgrade twice, to have a weapon that can switch between single, automatic, and scatter shot. Though I'm honestly not sure how that would work.

Collapsible: The gun has a a collapsible stock and barrel, allowing it to be broken down and easily hidden. This upgrade makes long arms and non-concealable firearms concealable.

Bayonet: This simple blade may be affixed to any long-arm, allowing it to double as a crude spear. It deals damage as a knife in melee. Whenever you score a Critical Hit (attack is at least twice the defense roll) with a bayonet in melee, you add the firearm's base damage to the total melee damage, just like a sword pistol.

Section Four: Explosives

Explosives are both and art and a science. Namely, setting them off is an art and making them is a science.

Attack accuracy with grenades is equal to the attacker's Explosives Total. Unlike other weapons, grenades do not have Precision ratings.
For those warriors who do not cook up homemade explosives in their garages, “over the counter” grenades are available. Such weapons assume a base Alchemistry of 2C. If you want the good stuff, you have to make it yourself.

Name

Damage

Range

Effect

Cost

Creation

Delivery Modes

Alchemistry 3

Thrown Grenade

Short

Grenade Launcher

Medium

Rocket Pistol

Medium

Rocket Launcher

Long

Explosive Effects

High Explosive

+4C

-

-

Alchemistry 2

Concussion

+3C

-

Shocking

Incendiary

+2C

-

Burning

Alchemistry 2

Fragmentation

+4C

-

Wounding

Alchemistry 2

Thermal Charge

3C

Piercing

Extinguisher

See text

-

See text

Alchemistry 3

Chemical Effects

Obscuring Smoke

See text

-

-

100 cash

Alchemistry 1

Blinding Smoke

+4C

-

-

500 cash

Alchemistry 3

Burning Smoke

+4C

-

-

1500 cash

Alchemistry 4

Poison Gas

Per Poison Type

Per Poison Type

Medicine 3

Explosives have three main parameters: Explosive Effect, Chemical Effect, and Delivery method. The delivery method determines how far and wide the explosion can reach, and the Effects determine what kind of damage the explosion deals. An explosive must have both a Delivery Method and an Effect.

Delivery Methods:

Grenades can be delivered by a variety of means: set off in traps, fired from grenade launchers, or fitted into rockets and fired from rocket launchers.

Hand Grenade: The basic delivery method of grenades – throwing it. Grenades are short ranged and concealable thrown weapons.

Grenade Launcher: To add reach to grenades, sometimes a grenade launcher will be employed. The launcher itself is a non-concealable mechanical weapon, and it upgrades the range on the grenade to Medium.

Rocket Launcher: For truly long-range explosive demolition, grenades can be fitted into rockets. Rocket launchers are a non-concealable ballistic longarm, and upgrade the grenades range to Long.

Rocket Pistol: Increasingly popular amongst outlaws and street gangs, the Rocket Pistol is a miniature one-handed rocket launcher. It is considered a one-handed ballistic pistol, and upgrades the grenades range to Medium.


Explosive Effects:

Fragmentation: This is your traditional explosive, which hurls bits of shrapnel at high speeds. They deal lethal damage.

Concussion: A concussion grenade releases a potent shockwave, but no shrapnel, battering foes without killing. They deal nonlethal damage.

Stun: Stun grenades create a thunderous sound and flash of light, disorienting all who are effected. They deal stunning damage, but no wounds.

Incendiary: These grenades are filled with a highly flammable phosphorous gas. Anyone damaged by them is lit on fire, and takes damage on subsequent rounds as per the fire damage rules.

Extinguisher Grenade: A handy device to have in a bomb-fight; an extinguisher grenade deploys a cloud of chemical foam that puts out fires. Anyone who is on fire and is hit by one of these grenades is automatically extinguished.

Chemical Effects:

Smoke Bomb:

These grenades deal no damage, but fill the air with thick smoke, requiring an Awareness check to identify anything or anyone more than 5' away, and imposing a -4 penalty on Awareness checks and any ranged attack rolls. Smoke can come in varying degrees of lethality, as shown below.

Blinding Smoke:

These grenades are similar to smoke bombs, except that the smoke burns the eyes. It conceals as per Concealing Smoke above, but also inflicts blindness. Anyone who fails their fortitude save is blinded; anyone who fails by double is blinded and stunned for their next round. They remain blinded until they are removed from the cloud, after which they can take a new Fortitude save against the original damage each round to clear their eyes.

Burning Smoke:

These explosives release a cloud of deadly acidic vapor that burns the skin, such as chlorine or mustard gas. It both blinds and conceals likes Blinding Smoke, but also delivers a light wound every round that a character is within the cloud.

Poison Gas: The smoke from these explosives has been mixed with a drug or poison, administering it to all who fall within the explosives radius. For poison effects, see below.

Section Six: High Tech Weaponry

Some weapons just don't fit in with the rest. The following are some of the most scientifically intricate weapons available in S3, tied directly to technological rather than combat skills.

Name

Damage

Accuracy

Range

Concealment

Cost

Skill

Flame thrower

(Alchemistry)

(Explosive)

Medium

No

7 taels

Alchemistry

Arc Projector

(Engineering)

(Engineering)

Medium

No

10 taels

Engineering

Flamethrower: A flamethrower fires a jet of compressed phosphorous gas, capable of filling a room with hellfire. Flamethrowers are notoriously finicky to maintain, and use the wielder's Alchemistry for attack rolls.

Arc Projector: Almost strictly the domain of mad scientists, Arc Projectors hurl bolts of lightning through the air. They deal nonlethal electrical damage, and ignore armor. Arc Projector's are notoriously complicated weapons, and use the wielder's Engineering Total for both attack and damage.

Most of Arc Projectors look like large Capacitor Rifles, complete with spinning dynamos, though wrist-mounted Arc Projector's with back-mounted dynamos have are also possible.

Section Six: Drugs and Poisons

Poisons come in many forms, but can be sorted accorded to two variables: delivery method and effect. Poisons can be administered through four methods: Ingested: The poison is mixed into food or drink. Typically, it takes a few minutes (or about one combat round) for the poison to take effect.

Injected: The poison is delivered to the blood, either through a syringe or being coated on the edge of a weapon. Injected poisons being delivered through a syringe take effect immediately; those delivered via edged weapons take effect after one round.

Inhaled: The poison are mixed into a gas or smoke and inhaled. Poison gases effect everyone in the zone they are applied, and take effect immediately.

Contact: The poison is absorbed through the skin. Contact poisons take effect after one round. Damage from Poison: Damage from Poison is equal to the attacker's Medicine Total. When using “over the counter” drugs and poisons not brewed by the attacker, they default to 8C of damage.

Poisons come in many forms, but can be sorted accorded to two variables: means and administration and effect. Poisons can be administered either through ingestion, injection, or inhalation. Ingested poisons are usually concealed in food or wine. Injected poisons are usually administered by way of weapons, and one dose is enough for a single blow. Inhaled poisons are dispersed into poisonous smokes, and those who inhale them suffer their damage each round they are exposed.

Damage from Poison: Damage from Poison is equal to the attacker's Medicine Total. When using “over the counter” drugs and poisons not brewed by the attacker, they default to 7C of damage. Ingested poisons usually take a few minutes to take effect. Injected poisons applied via regular weapons have a one round delay before they take effect; those applies via hypodermic needles take effect immediately.

Common Poisons by desired effect:

Type

Effect

Cost (per dosage)

Creation

Neurotoxin

Damage

250 cash

Medicine

Sedative

Unconsciousness

250 cash

Medicine

Necrotoxin

Continuous Damage

500 cash

Medicine

Nauseant

Nausea

250 cash

Energy Blocker

Stop Expenditure of Breath

250 cash

Medicine

Blinding Agent

Blindness

100 cash

Medicine

Hallucinogenic

Hallucinations

500 cash

Medicine

Hypnotic

Suggestibility

500 cash

Medicine

Nerve Toxin: These neurotoxins are often distilled from insect and animal venoms. They shut down motor functions, making movement difficult, and eventually inducing paralysis. They deal damage as per normal weaponry, and are the most common type of poison used in combat.

Sedative: These drugs cause the target to lose consciousness. Typically administered in food or drink, the target must pass Fortitude check or fall unconscious. Such drugs are naturally counteracted by adrenaline, and as such, cannot be used in combat.

Necrotoxin: These are insidious poisons that burn or rot away the vital organs from within. Each round the target has the necrotoxin in their system, they take a light wound. The necrotoxin will continue to damage the victim until they are either treated or fall comatose.

Nauseant: These poisons are often distilled from poisonous plants, and induce severe nausea, vertigo, or pain. The afflicted target must make a Fortitude check each round in order to act until the poison is purged.

Energy Blocker. These poisons inhibit the natural flow of vital energy through the body. When struck, the target must make a Fortitude save; if they fail, they lose the ability spend Breath until until healed.

Blinding. These poisons temporarily deprive one of sight. The target must pass Fortitude check or lose use of their sight for the rest of the scene. These toxins are usually deployed as a gas or powder thrown in the eyes.

Hallucinogenic: These drugs cause the target to hallucinate and behave erratically, sometimes causing fear, anxiety, or giddiness. Each round, the target must a Fortitude check in order to act rationally; a player who fails this save will be placed under the control of the Narrator for that round.

Hypnotic: Truth Serums and other such drugs render the brain loose and suggestible. A target who fails their fortitude save when afflicted with a hypnotic is incapable of making deception checks or empathy checks, rendering them easily manipulated incapable of not telling the truth.

Section Seven: Armor

In age dominated by firearms, chemical weapons, and covert assassinations, armor is not terribly common in the Two Kingdoms. That said, armor has evolved along with weaponry, and most forms are composites of high strength steel alloys and chemically treated antiballistic silk. Such armor is heavy and restrictive of mobility, but offers protection against blades and bullets. The most common type of armor is brigandine, wherein metal plates are sandwiched between layers of cloth. Brigandine vests and coats offer protection while staying covert and low-profile. Others may choose showier forms of armor, with interlaced steel plates gleaming on top of silk backings, but the basic construction and materials remains the same.

Armor is a mixed bag; on the one hand, it protects the wearer, reducing damage. On the other hand, it reduced mobility, making the wearer slower and an easier target to to hit. Protection Level: This is the amount damage the armor prevents. For every point, subtract one success from every damage roll made against the wearer. Flamethrowers, lightning bolts, and poisons are immune to this effect.

Movement Penalty: This penalty is added on to all movement checks, including: running via Athletics, sneaking via Stealth, climbing or tumbling via Acrobatics, and so on. Checks that do not involve movement – such as lifting a heavy object via Athletics or hiding still via Stealth – are not effected. Defense Penalty: This penalty is subtracted from all Dodge and Parry rolls.


Armor Type

Protection Level

Movement Penalty

Defense Penalty

Cost

Clothing

0

0

0

--

Light

1

-1

-1

2 Taels

Medium

2

-2

-2

5 Taels

Heavy

3

-3

-3

10 Taels

Powered

4

-4

-4

15 Taels

Augmentations

Gasmask

Poison Immunity

-1

3 Taels

Fireproof

Fire Immunity

-1

5 Taels

Shockproof

Shock Immunity

-1

5 Taels

Burning

Fire Damage

-1

5 Taels

Shocking

Electric Damage

-1

5 Taels

Bladed

Wounding Damge

-1

5 Taels


Custom Armor Enhancements:

Light Armor: Light armor usually consists of a brigandine vest, along with sturdy boots, bracers, and goggles. Light armor can be worn without drawing much attention to oneself.

Medium Armor: Medium armor typically involves a full coat of brigandine that protects the body and limbs, along with some kind of head and eye protection.

Heavy Armor: Heavy armor involves military-style full suits of layered silk and steel plates, covering most of the wearer's body.

Mechanical Armor: Also called power armor, mechanical power is a new sight of the battlefield: suits of armor bearing miniature steam engines in their back, connected to a series of pneumatic pistons that augment the wearer's strength. Mechanical armor grants a +1 bonus to Hand to Hand and Melee damage, and a +2 bonus to Athletics checks that involve lifting and carrying.

Augmentations: Augmentations are extra effects that can make armor either more protective or more dangerous to those who attack. Augmentations can be added to clothing, even without any armor rating; a person can wear a gasmask and a fireproof uniform without any armor plating.

Defensive Upgrades:

Fireproof: This armor contains a full body suit of fire-resistant materials; the wearer is immune to fire damage.

Shockproof: This armor contains a series of grounding wires laced through it, creating a Faraday cage for the wearer. The wearer is immune to electric damage.

Gasmask: A mask fitted over the face that filters out toxins or connects to an alternate air supply. It renders the wearer Immune to poison gases.

Offensive Upgrades:

Electrified: This armor has a series of exposed wires hooked up to a steam dynamo or series of batteries, causing an electric shock to anyone who touches. Anyone who makes direct physical contact or strikes the target with a metal weapon is stunned, and loses a half action.

Bladed: Armor is covered in knives, possibly spinning knives. Anyone who makes physical contact suffers a light wound, unless also armored.

Burning: Armor is either super-heated or straight up on fire. Anyone who makes contact suffers one level of being lit on fire. This upgrade requires the Fireproof upgrade first, lest it injure it's wearer.

Section Eight: VehiclesEdit

Vehicles:

The vehicles listed here are all personal vehicles, suited for a single pilot and perhaps a handful of passengers. Large scale vehicles – trains, ships, airships – are best considered as set pieces, rather than as equipment.

Vehicles, much like weapons, have two key attributes: Speed and Handling. Both are added to piloting checks, under different circumstances.

Speed: Speed represents how fast your vehicle is. Speed is rolled for attempting to catch up to a target in front of you, create distance with a foe behind you, dodge attacks, and any other circumstances where raw speed and acceleration are most important.

Handling: How stable and maneuverable the vehicle is. Add handling checks to land jumps, make u-turns, prevent crashes, and other tricky maneuvers.

Passengers: The number of people beside the rider who can safely be on the vehicle. Typically, one extra passenger over the limit can be carried (clinging onto the back of the rider, or riding on the roof of a cab), but imposes a -1 penalty on both Speed and Handling. Armor: How much protection an enclosed vehicle offers. Like with regular armor, every point reduces the number of successes scored on a damage roll to the occupants by one. Type: Whether the vehicle moves on ground, on water, or in the air.

Vehicle

Handling

Speed

Passengers

Armor

Type

Cost

Autocycle

Rocket Bike

1

3

0

0

Ground

City Bike

2

2

0

0

Ground

Off Road Bike

3

1

0

0

Ground

Closed Vehicles

Luxury Sedan

1

1

2

1

Ground

Cargo Truck

0

0

4

2

Ground

Tank

0

0

0

4

Ground

Watercraft

Water Ski

2

2

0

0

Water

Motorboat

0

0

4

2

Water

Minisub

0

0

0

2

Underwater

Aircraft

Ornithopter

2

0

0

0

Air

Aeroplane

0

2

0

0

Air

Personal

Motorskates

1

1

0

0

Ground

Glider

0

0

0

0

Air

Dive Gear

0

0

0

0

Water

Autocycles: Essentially a steam-powered motorcycle, the autocycle is by far and a way the preferred means of personal transport in China. Autocycles are used by everyone from gangsters to couriers to commuters. We have presented three variants of Autocycles herein: Rocket Bike: Fancied by couriers and gangsters, these bikes have literal actual rockets strapped to the back of them, given them incredible incredible and dangerous levels of acceleration. City Bike: City Bikes are the most common types of autocycles, and have a balance between speed and handling. Off-Roader: These bikes have heavy frames and wide tires, often using two wheels in the back and three in the front. They are more stable than conventional bikes, but substantially slower. Closed Vehicles: Closed vehicles are driven in, rather than rode on. Typically, they allow a certain number of passengers to be carried, and provide a level of protection that an autocycle does not. However, they tend to be much slower and less agile than bikes, and are less suited to the knight-errant lifestyle.

Sedan: Sedan's are a go-to luxury vehicle for the rich and powerful – an enclosed cab in a steam-powered car, typically with it's own driver. Cargo Truck: Throughout the cities of China, three-wheeled cargo trucks can be seen delivering all manner of supplies. Nicknamed “bread trucks” for their narrow, tall profiles, trucks tend to be both slow and top-heavy.

Tanks: Heavily armored vehicles, often with treads instead of wheels. Though slow and hard to pilot, they are very, very sturdy.

Aircraft: The aircraft listed here are all personal piloted vehicles. Large-scale airships are not included here; they are best considered set pieces, rather than vehicles.

Aeroplanes: Aeroplanes are high-speed fixed wing aircraft, powered by a miniature steam engine. They are incredibly fast, but difficult to maneuver.

Ornithopter: An an ornipthoper is a one-man personal aircraft that moves via flapping a set of bird-like wings. They are substantially slower than aeroplanes, but also more maneuverable. Watercraft: The listings here are for small, personal watercraft, rather than large ships and sailing vessels. Water Ski: The autocycles of the sea, water skis use a small engine to propel a single rider along the water's surface. Minisub: A miniature, one-man submarine.

Motorboat: Motor boats, conversely, are intended to carry a number of passengers.

Personal: These items aren't so much vehicles, as equipment that transform the wearer into a vehicle. They tend to be light and concealable, though fairly dangerous to use. Armor penalties for movement apply to all Piloting rolls when using a personal vehicle. Unlike other vehicles, the passenger limit cannot be exceeded for Personal vehicles.

Motorskates: Motorskates consist of a pair of wheeled boots, each containing a miniaturized motor. Though not as fast and definitely not as stable as an autocycle, they can be used where an autocycle cannot. Motorskates are frequently combined with mechanical armor, where they can tap into the armor's power supply and the user is protected from the inevitable crash. Glider: A glider is set of silken wings collapsed into a backpack or sewn into the the wearers clothing. They are sometimes combined with a set of back-mounted rockets to provide lift, allowing the wearer to fly freely though the air.

Dive Gear: A tiny underwater engine combined with a compressed air tank, this back-mounted device allows the wearer to propel himself underwater.

Creating your own Vehicles: Vehicles have four points to be spent between speed, handling, passengers, and armor. For every point into passengers, two extra passengers can be safely carried.

Speed: Maxium 4.

Handling: Maximum 4. Passengers: Maximum eight. Every point spent allows for two more passengers.

Armor: Maximum 4.
Type: Making ground and water craft costs no points. Making an air or underwater craft costs 2 points. Making a personal craft costs 2 points. For an additional point on top of the normal costs, a vehicle can have an additional Type; thus, making a boat that can drive on land would cost one point; a flying submarine would cost 5 points.


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