New Wormwood -- New Weapons, Armor & Equipment

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Steve Conan Trustrum
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New Wormwood -- New Weapons, Armor & Equipment

Unread post by Steve Conan Trustrum »

Unfortunately, some entries are incomplete but can easily be finished by anyone using other items as benchmarks.

Cannon, Mortar, Catapult, and Ballista Strike Adjustments
Obviously, using a catapult to hit a single man is more difficult than it is to hit a large wall, near targets are more easily hit than distant ones, etc. In order to represent this, found below are some common modifiers to hit a target that should be used when firing either a cannon, catapult or ballista.

Target Size:
Smaller than man-size: -8 to -3
Man-size: -2
Up to 20 feet (6.1 m): -1
20-50 feet (6.1 to 15.2 m): 0
50-75 feet (15.2 to 22.9 m): +1
75-100 feet (22.9 to 30.5 m): +2
+1 for every additional 50 feet (15.2 m)

Target Distance:
50 feet (15.2 m) or less: +3
50-100 feet (15.2 to 30.5 m): +2
100-300 feet (30.5 to 91.44 m): +1
300-800 feet (91.44 to 243.8 m): 0
800-1,300 feet (243.8 to 396.2 m): -1
-1 for every additional 500 feet (152.4 m)

Speed: -1 for every 10 mph (16 km) of the target’s movement and/or that of the weapon.
Lacks Proper W.P.: Siege weapon are difficult tools to master and so lacking the proper W.P. will greatly hamper any attempt to successfully strike a target. Using a catapult or trebuchet without the proper W.P. confers a penalty of -4 to strike, ballista are -2, and mortars and cannons are -3.
The Mathematics:- Advanced Skill (Optional): This skill grants an advanced understanding of principles of ballistics such as trajectories, distances, velocity, etc., conferring a +2 bonus to strike.

The Wormwood Barter System
The Living Planet is a world that has no monetary system of its own. In fact, its only experience with cash or credit is when dealing with alien dimensions. Instead, the humans of Wormwood use barter and influence to get what they want and need.
Of course, the value of an item or service is completely dependant upon the supply needs at the time, so the GM should feel free to vary the Barter Rank of an item as he sees fit, though altering it up or down by more than 3 or 4 levels should only be done in extreme and rare cases.
Following is the common range of Barter Ranks and the relative value of some equipment and services.

Barter Rank and Example Values


1 - The item is of little value; A patch of cloth, a few food scraps, a small amount of resin.
2 - The item is of little value; A small roll of cloth, a small piece of wood, a jar of resin.
3 - The item is of little value; A suit of worn clothes, a small amount of food, a bucket of resin, a night's lodging in a shabby inn.
4 - The item is of some value; A suit of new though simple clothes, a plank of wood, a simple meal, a nights lodging in an average inn.
5 - The item is of some value; A suit of well made clothing, a hearty meal, several planks of wood, a half pound of metal, a night's lodging in a good inn, a liter of water (where it is rare), a day's worth of good labor.
6 - The item is of some value; A fine meal for two, many planks of wood (enough to build a one-man shelter), a pound of metal, a week's lodging in a good inn.
7 - The item is valuable; A fine suit of clothes, five pounds of metal, a month's rent, a simple riding beast.
8 - The item is valuable; Other-worldly clothes or material, a one man home, a good riding beast.
9 - The item is valuable; A very light suit of body armor (20 to 40 M.D.C.), an Earth-made .357 revolver, a book made of paper.
10 - The item is valuable; A light suit of body armor (60 M.D.C.), a small wooden family home, a book of blank paper and pens.
11 - The item is valuable; A medium suit of body armor (75 M.D.C.), a gallon of gasoline.
12 - The item is of much value; A minor blood stone, a flying riding beast, a gasoline motorcycle, a small bag of crop seeds.
13 - The item is of much value; A heavy suit of body armor (100 M.D.C.), a small stone building.
14 - The item is of much value; A M.D.C. motorcycle, a lesser blood stone, a flock of geese or chickens.
15 - The item is of much value; A small family home of stone, a magical pole arm, an energy pistol.
16 - The item is of much value; A large wooden manor home, a lesser magic crystal, an energy rifle.
17 - The item is of great value; A greater blood stone, a non-magical hovercycle.
18 - The item is of great value; A TW motorcycle, a fusion block, a gasoline car.
19 - The item is of great value; A herd of cattle, a mini-missile launcher with missiles.
20 - The item is of great value; A greater magic crystal, a rail gun, a gasoline powered van, a minor rune weapon.
21 and higher - These items are of extreme worth and many people would do almost anything to possess such a rare or precious article of equipment or weapon.

Common Services and Barter Rank
On a world without money, sometimes all that a person has to sell is himself. The greater one’s skills and innate attributes, the better their chance of being able to get a reasonable amount of goods in return. Bare in mind though that Wormwood is a place where the peasant majority is unfairly ruled by the minority noble and religious castes. Such an unjust distribution of goods and power means that most commoners must work very hard to gain very little in return.

Waiting tables, per day: 1 or 2 though a night’s lodging is also commonly included
Working in the fields, per day: 3
Other menial labor jobs, per day: 3 to 5
Healing: 3 to 6, depending upon the extent of the wounds. As high as 10 for being near death.
Exorcism: 7 to 10
House priest, per day: 5 to 8, typically. Food and lodgings are included.
Priest, per day: 4 to 6, typically. Food and lodgings are included.
Reverend or Abbot, per day: 7 to 9, typically. Food and lodgings are included.
High Priests, per day: 10 and up. These men and women are at the top of the social ladder and so may draw upon the vast resources of the Cathedral. Food and lodgings are included.
Caravan escort, per day: 5 to 10, depending upon the areas to be traveled through.
Personal bodyguard, per day: 6 to 12, depending upon the risk and the person to be guarded.
Common soldier, per day: 2 or 3. Food and lodgings are included.
Elite soldier, per day: 5 or 6. Food and lodgings are included. Hospitallers and Templars may draw slightly more than this but the bulk of their wealth comes from their family holdings and influence.

Common Wormwood Items and Equipment
Here is a list of some commonly available items and their Barter Rank. This is based on common quality and so items of greater of lesser construction will have different prices.

Containers:
Quiver (12 arrows): 2
Quiver (24 arrows): 2 or 3
Quiver (36 arrows): 3
Canteen (2 pints): 2
Canteen (Half gallon): 2 or 3
Wineskin (3 pints): 2
Wineskin (1 gallon): 2
Saddlebags (1 ft x 1 ft x 6 in): 3 or 4
Saddlebags (2 ft x 2 ft x 1 ft): 4
Belt Purse/Small Drawstring Bag: 1 or 2
Gas Can (1 gal./3.8 l): 3
Gas Can (5 gal./18.9 l): 4
Belt Pouch (small): 2
Belt Pouch (large): 2
Backpack/Knapsack: 4 or 5
Small Sack: 1 or 2
Large Sack: 1 or 2
Glass Vial (2 ounces): 4
Small Wooden Trunk: 5
Large Wooden Trunk: 5 or 6
Metal Pot: 5 or 6
Metal Kettle: 5 or 6
Glass Bottle (1 pint): 4 or 5
Glass Flask (2 pints): 5
Leather Scroll Case: 3
Pistol Hip Holster: 3
Pistol Bandoleer: 2 for two pistols, 3 for four pistols
Saddle Musket Holster: 3

Clothing:
Utility Belt: 3
Bandoleer: 3
Baldric: 3
Light Robe (hooded): 4 or 5
Heavy Robe (hooded): 5 or 6
Tabard/Overcoat: 4
Common Pants: 4
Dress Pants: 6
Leather Pants: 5 or 6
Breeches: 4 to 6
Common Shirt: 4
Dress Shirt: 6
Common Dress: 4
Fine Gown: 7
Sword Sheath: 3
Knife Sheath: 2 or 3
Common Boots: 4
Knee High Boots: 4
Hip High Boots: 4
Soft Leather Boots: 5
Hard Leather Boots: 5 or 6
Motorcycle Boots: 6 or 7
Light Jacket: 4
Heavy Jacket: 4 or 5
Leather Jacket: 6
Leather Motorcycle Jacket: 8
Bomber Jacket: 8 or 9
Skirt: 4
Socks: 2
Shoes: 4
Sandals: 2
Sports Shoes: 7
Short Brim Hat: 4
Large Brim Hat: 4
Leather Skullcap: 4
Resin Skullcap: 3
Short Cape: 4
Long Cape: 4 or 5
Hooded Long Cape: 5
Sunglasses: 8
Eyeglasses: 8
Flight or Driver’s Goggles: 8

Field Equipment:
Rope (angel hair; per 50 feet): 3
Rope (nylon; per 50 feet): 5
Rope (silk; per 50 feet): 8
Block & Tackle: 9 to 11
Light Resin Chain (per 10 feet): 4
Heavy Resin Chain (per 10 feet): 5
Key Lock: 5
Combination Lock: 7
Tumbler Lock 6
Sleeping Bag: 5
Light Blanket: 3
Heavy Blanket: 4
One Man Tent: 4
Two Man Tent: 4 or 5
Four Man Tent: 5
Ten Man Tent: 5 or 6
Campaign Tent (20 people; flaps divide interior into rooms): 9
Tarpaulin (per 4 square feet): 4
Hammock: 4
Flint & Steel: 5
Tinder Box: 6
Treated Wooden Torch: 3
Candle (fast burning; 45 minutes): 2
Candle (long burning; 3 hours): 2 or 3
Oil Burning Lantern (6 hours; holds 1 pint): 6
Oil Burning Lantern (12 hours; holds 2 pints): 7
Oil, Lantern (1 pint): 5
Oil, Refined Engine (1 pint): 7
Gasoline (1 gallon): 11
Charcoal (1 pound): 3
Horse Saddle: 6
Large Mount Saddle: 7
Parasite Saddle: 8
Saddle Weapon’s Mount: 2. A towered cradle that sits in front of the rider and can be used to support a rifle while riding.
Saddle Heavy Weapon’s Mount: 3. A reinforced version that is meant to hold a 1-pounder cannon or similar light support weapon. This can only be used on large, strong mounts that can support the weight and recoil of firing the weapon.
Silver or Crystal Cross: 9
Banner or Standard: 5 to 10, depending upon the quality and materials
Resin Cross: 5
Binoculars: 10 or 11
Spyglass: 10 or 11
Mounted Telescope: 11 or 12
Smoking Tobacco (per ounce): 8
Chewing Tobacco (per ounce): 8
Resin Spike: 3
Resin Grappling Hook: 3
Musket Sling: 2
Vial of Holy Oil: 7

High-Tech Weapons and Equipment
Though rare, the technological items of other worlds, such as robots, weapons, computers, body armor, etc, have made it onto Wormwood through sources such as Worldgate, with weapons being the most numerous. Such items are very expensive, not only because of their capabilities, relative to Wormwood standards, but also because of the difficulty of empowering them on the magic-oriented Living Planet. Suggested Barter Ranks for some of the more common items are as follows:
Energy Pistol: 15 (standard e-clip: 12)
Energy Rifle: 16 (standard e-clip: 12 or 13)
Loaded Mini-Missile Launcher: 19 (14 per missile)
Portable Computer: 18
Suit of Light, Modern Body Armor: 15
Suit of Medium, Modern Body Armor: 17
Suit of Heavy, Modern Body Armor: 19
Minor Explosives (e.g.: light fusion block or fragmentation grenade): 15
Powerful Explosives (e.g.: heavy fusion block): 18
Light Power Armor: 40
Heavy Power Armor: 50
Light Robot Suit: 50
Heavy Robot Suit: 70

Armor, Shields and Headgear
The “metal” armors of Wormwood are crafted from formed resin whereas the “cloth” and “leather” types are made from angel hair and/or cured animal hides. Because the body armors of Wormwood are fashioned in the same manner of the ancient armors of Earth they do not protect the entire body, incurring an Armor Rating (A.R.) despite being of M.D.C. construction. A roll to strike less than or equal to the armor's A.R. will result in the armor taking the damage whereas a roll to strike that is higher than the A.R. means that the attack has found an exposed area and causes damage to the wearer.
Instead of having an A.R. as does a suit of armor, helmets offer a penalty to strike on the "called shot" that is normally required to successfully strike someone in the head. The greater the penalty to the attacker’s called shot, the greater the amount of protection offered by the helm. If an attack roll against the head is successful before the headgear's penalty is applied but falls below afterwards then the attack hits the helmet and causes it damage but fails to penetrate to the wearer. If the roll to strike is sufficient even after the headgear's penalty is taken into account then the attack hits the wearer.
It should be noted that perception penalties from headgear are cumulative if a warrior wears more than one type of headgear - a coif beneath a heavy heaume, for instance. None of these suits of armor or helmets are environmental as they are the Wormwood equivalent of the armors worn in Earth's past and as such will not keep out gases or toxic liquids.

Half-Suit Angel Hair Cloth: Made of Angel Hair fibers, this woven half-suit of armor fits over the warrior's upper body, neck and arms, and provides a bare minimum of protection. This suit is often used by simple conscripted peasants and militia due to the ease of making and repairing it. A.R.: 6, M.D.C.: Main body - 5, arms (2) - 2 each, Weight: 1.5 lbs (0.68 kg), Prowl Penalty: None, Barter Rank: 4

Half-Suit Padded or Quilt: Made of padded or quilted cloth attached to layers of hard, resin or wood strips. The suit protects the torso, neck, arms and wrists. A.R.: 9, M.D.C.: Main body - 10, arms (2) - 5 each, Weight: 3.5 lbs (1.57 kg), Prowl Penalty: None, Barter Rank: 5

Light Leather: Made from imported, hardened, yet flexible leather or the prepared skins of creatures found on Wormwood, this armor is commonly used by militiamen that are able to afford such a suit. The suit protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 11, M.D.C.: Main body - 20, arms (2) - 10 each, legs (2) - 15 each, Weight: 8 lbs (3.6 kg), Prowl Penalty: None, Barter Rank: 6

Half-Suit Light Leather: The suit protects the torso, neck, arms and wrists. A.R.: 8, M.D.C.: Main body - 20, arms (2) - 10 each, Weight: 5 lbs (2.25 kg), Prowl Penalty: None, Barter Rank: 5 or 6

Heavy Leather: Crafted in much the same manner as the light leather armor, this suit has been prepared so that it is harder and thicker. The suit protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 12, M.D.C.: Main body - 25, arms (2) - 15 each, legs (2) - 20 each, Weight: 11 lbs (4.95 kg), Prowl Penalty: -2%, Barter Rank: 6

Half-Suit Heavy Leather: Protects the wearer's torso, neck, arms and wrists. A.R.: 9, M.D.C.: Main body - 25, arms (2) - 15 each, Weight: 8 lbs (3.6 kg), Prowl Penalty: None, Barter Rank: 6

Studded Leather: The leather suit is covered with evenly spaced resin rivets that help to deflect attacks. Studded leather is commonly worn by infantry units who prefer its light weight yet respectable protection to some of the heavier armors. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 13, M.D.C.: Main body - 30, arms (2) - 20 each, legs (2) - 25 each, Weight: 20 lbs (9 kg), Prowl Penalty: None, Barter Rank: 7

Half-Suit Studded Leather: Only protects the wearer's torso, neck, arms and wrists. A.R.: 11, M.D.C.: Main body - 30, arms (2) - 20 each, Weight: 12 lbs (5.4 kg), Prowl Penalty: None, Barter Rank: 6 or 7

Chain Mail: Made from interlocking rings of resin that are then sewn onto a padded under suit so as to prevent pinching and chafing, chain mail is a favorite among cavalry (including airborne) and light infantry. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower) with either leggings or a skirt. A.R.: 15, M.D.C.: Main body - 40, arms (2) - 25 each, legs (2) - 30 each, Weight: 30 lbs (13.5 kg), Prowl Penalty: -2%, Barter Rank: 9

Half-Suit of Chain Mail: Only protects the wearer's torso, neck, upper legs, arms and wrists. This type of armor is often worn by scouts and archers. A.R.: 10, M.D.C.: Main body - 40, arms (2) - 25 each, Weight: 18 lbs (8.1 kg), Prowl Penalty: -1%, Barter Rank: 8

Double Mail: This armor is constructed in the same manner as is chain mail except that the rings are linked more closely and are heavier and thicker. Double mail is the armor of preference for those infantrymen who can afford it. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 50, arms (2) - 35 each, legs (2) - 40 each, Weight: 37 lbs (16.65 kg), Prowl Penalty: -5%, Barter Rank: 9 or 10

Half-Suit of Double Mail: Only protects the wearer's torso, neck, hips, arms and wrists, as opposed to most of his body. A.R.: 11, M.D.C.: Main body - 50, arms (2) - 35 each, Weight: 23 lbs (10.35 kg), Prowl Penalty: -3%, Barter Rank: 8 or 9

Scale Mail: Made from a full suit of soft leather with resin scales sewn upon it, scale mail is the armor of choice for the truly wealthy infantryman. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 55, arms (2) - 37 each, legs (2) - 45 each, Weight: 35 lbs (15.75 kg), Prowl Penalty: -10%, Barter Rank: 10

Half-Suit of Scale Mail: Only protects the torso, neck, hips, arms and wrists. A.R.: 12, M.D.C.: Main body - 55, arms (2) - 37 each, Weight: 19 lbs (8.55 kg), Prowl Penalty: -6%, Barter Rank: 9

Light Plate: Made from resin plates riveted to leather or angel hair cloth with chain mail protecting the joints, light plate armor is preferred by the Hospitallers knights and many cavalry units. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 16, M.D.C.: Main body - 60, arms (2) - 40 each, legs (2) - 50 each, Weight: 38 lbs (17.1 kg), Prowl Penalty: -10%, Barter Rank: 10

Half-Suit of Light Plate with Padding: Only protects the torso, neck, hips, arms and wrists, but is favored by those knights who rarely leave their motorcycles, even while in battle. A.R.: 13, M.D.C.: main body - 60, arms (2) - 40 each, Weight: 19 lbs (8.55 kg), Prowl Penalty: -8%, Barter Rank: 9

Splint/Banded Mail: This armor consists of many overlapping, resin strips that are sewn or bolted to a leather suit beneath. Protects the torso, neck, arms, wrists and hands (gloves), and legs (upper and lower). A.R.: 17, M.D.C.: Main body - 70, arms (2) - 45 each, legs (2) - 55 each, Weight: 42 lbs (18.9 kg), Prowl Penalty: -15%, Barter Rank: 10 or 11

Half-Suit of Splint/Banded: Only protects the torso, neck, hips, arms and wrists. A.R.: 13, M.D.C.: main body - 70, arms (2) - 45 each, Weight: 24 lbs (10.8 kg), Prowl Penalty: -10%, Barter Rank: 9 or 10

Medium Plate: Built of thicker plates than is light plate armor, this suit also uses armored joints instead of chain mail to protect areas of mobility. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 17, M.D.C.: Main body - 75, arms (2) - 50 each, legs (2) - 60 each, Weight: 44 lbs (19.8 kg), Prowl Penalty: -15%, Barter Rank: 11

Half-Suit of Medium Plate with Padding: Only protects the torso, neck, hips, arms and wrists. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 50 each, Weight: 20 lbs (9 kg), Prowl Penalty: -12%, Barter Rank: 10 or 11

Heavy Plate: Made from interconnected plates and layers of resin that have been riveted to a chain mail and leather suit beneath, heavy plate is preferred by the Knights of the Temple and similar heavy cavalry units. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 18, M.D.C.: Main body - 100, arms (2) - 60 each, legs (2) - 75 each, Weight: 50 lbs (22.5 kg), Prowl Penalty: -20%, Barter Rank: 13

Half-Suit of Heavy Plate with Padding: Some heavy cavalry units prefer the half-suit version of heavy plate because of its greater freedom of movement. Protects the torso, neck, hips, arms and wrists. A.R.: 15, M.D.C.: Main body - 100, arms (2) - 60 each, Weight: 26 lbs (11.7 kg), Prowl Penalty: -17%, Barter Rank: 11 or 12

Demon Hound Rider Plate: Built to be highly mobile and yet impressively durable, the sectional plate armor of the br’talb is a highly prized trophy among warriors of the Light. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 35 each, legs (2) - 40 each, Weight: 32 lbs (14.4 kg), Prowl Penalty: -, Barter Rank: 14. Note: The helmet is the equivalent of a light visored helm.

Ram-Rat Piecemeal Armor: Fit together from a motley of padding, plates and stretches of chain, this armor is fairly durable if not as practical as most other armors. Protects portions of the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 12, M.D.C.: Main body - 75, arms (2) - 25 each, legs (2) - 30 each, Weight: 25 lbs (11.25 kg), Prowl Penalty: -5%, Barter Rank: 8

Shade Plate Mail: Made from tightly fitted plates and overlapping, horizontal bands, this armor can withstand a good deal of punishment.. Protects the torso, neck, arms, wrists and hands (gloves), legs (upper and lower), and feet. A.R.: 14, M.D.C.: Main body - 75, arms (2) - 40 each, legs (2) - 50 each, Weight: 36 lbs (16.2 kg), Prowl Penalty: -7%, Barter Rank: 13. Note: The helmet is the equivalent of a nasal helm.

Leather Cap: A simple cap made of leather/animal hide that is kept on by a chin strap The leather cap is the simplest of headgear and is meant mostly to deflect errant blows or falling debris and is not intended to be of much use in a real fight. Penalty to "Called Shot": None, M.D.C.: 5, Weight: 0.25 lbs (0.11 kg), Barter Rank: 4

Chain Mail Coif: A single-piece, chain mail headgear that covers the entire head except for the face which remains exposed. It is tied together beneath the chin and to one side of the neck, offering protection to most of the head, neck and upper shoulders. The coif is often worn as added protection beneath larger headgear (heaumes, nasal helms, and visored helms only). Penalty to "Called Shot": -2, M.D.C.: 12, Hearing Perception: -1, Weight: 0.75 lbs (0.34 kg), Barter Rank: 6

Bascinet with attached Camail: A helmet made of resin that falls down beneath the ears and back of the head, rises across the brow (leaving the face exposed), and then tapers towards the peak of the head. A partial chain mail coif, known as the camail, is attached to the lower, inner edges of the bascinet so as to run down the neck and upper shoulders. Penalty to "Called Shot": -2, M.D.C.: 18, Hearing Perception: -1, Weight: 2 lbs (0.9 kg), Barter Rank: 7

Nasal Helm: This is a simple, faceless helm made from resin that sits atop the head but offers the wearer's ears and the back of the neck no protection. The nasal helm earns its name from the large protrusion that extends downwards to cover the nose from the lip of the helm running across the brow. Nasal helms are often combined with coifs. Penalty to "Called Shot": -1, M.D.C.: 15, Hearing Perception: –, Weight: 1.5 lbs (0.68 kg), Barter Rank: 7

Light Heaume: Made from hardened resin, the light heaume can best be described as a bucket with long, narrow eye slits. The heaume also has tiny holes near the mouth and nose for ease of breathing and ventilation. Heaumes are often worn by heavy infantry and cavalry. It is practically unheard of to wear a heaume without the addition of a coif beneath. Penalty to "Called Shot": -3, M.D.C.: 30, Hearing Perception: -2, Sight Perception: -2, Weight: 12 lbs (5.4 kg), Barter Rank: 9

Heavy Heaume: This is a heavier and more cumbersome version of the light heaume and is a favorite among the Knights of the Temple. A heavy heaume is so immense that it must be bolted to the wearer's torso armor, restricting its use to warriors wearing medium or full plate armor. This restricts the mobility of the wearer's head, forcing him pivot his entire upper body to alter his line of vision. Penalty to "Called Shot": -4, M.D.C.: 50, Hearing Perception: -3, Sight Perception: -3, Weight: 18 lbs (8.1 kg), Barter Rank: 11

Light Visored Helm: Made from resin, the visored helm protect the entire head and neck while allowing for full mobility and the ability to raise the visor to survey one's surroundings unimpeded. Much like the heaume, the visored helm is rarely worn without a coif. Visored helms, both of the light and heavy variety, are commonly worn by knights who refuse to give up the need for mobility in exchange for protection. Penalty to "Called Shot": -3, M.D.C.: 25, Hearing Perception: -1, Sight Perception (visor down): -1, Weight: 7 lbs (3.15 kg), Barter Rank: 10

Heavy Visored Helm: A heavier version of the light visored helm, this headgear is a compromise of the immense protection of the heavy heaume and the sight and mobility offered by the visor. Instead of being bolted to the wearer's chest armor, the heavy visored helm has a separate neck guard (known as a gorget) that hangs from its front and protects the collar bone and forward base of the neck. Like the light visored helm, a coif is also often worn. Penalty to "Called Shot": -3, M.D.C.: 35, Hearing Perception: -2, Sight Perception (visor down): -1, Weight: 10 lbs (4.5 kg), Barter Rank: 12

Open-Faced Motorcycle Helmet: This helmet, built mainly to protect the skull in case of an accidental crash, covers the wearer's ears, skull, and back of the neck, leaving only the face exposed. Penalty to "Called Shot": -2, M.D.C.: 10, Hearing Perception: -1, Weight: 1 lb (0.45 kg), Barter Rank: 9

Plexiglass, Visored Motorcycle Helmet: Essentially the same as the open-faced motorcycle helmet except for the addition of a plexiglass visor (tinted or not), this helmet offers slightly better protection to the wearer. Penalty to "Called Shot": -3, M.D.C.: 17, Hearing Perception: -1, Sight Perception (visor down): -1, Weight: 1.5 lbs (0.68 kg), Barter Rank: 10

Buckler Shield
M.D.C.: 10
Prowl Penalty: -
Weight: 2 lbs (0.9 kg)
Barter Rank: 5 or 6

Small Shield
M.D.C.: 20
Prowl Penalty: -
Weight: 6.5 lbs (2.93 kg)
Barter Rank: 7

Medium Shield
M.D.C.: 35
Prowl Penalty: -5%
Weight: 10 lbs (4.5 kg)
Barter Rank: 8

Large "Kite" Shield
M.D.C.: 55
Prowl Penalty: -10%
Weight: 16 lbs (7.2 kg)
Barter Rank: 9
Bonus: +1 bonus to parry missile weapons

Large “Tower” Shield
M.D.C.: 80
Prowl Penalty: -15%
Weight: 20 lbs (9 kg)
Barter Rank: 10
Bonus: +2 bonus to parry missile weapons. Is often used in interlocked formations.

Armor & Tack for Mounts
Common equipment, such as saddles, horseshoes, etc., aside, below is some equipment that might be considered useful for anyone owning a mount. The armor is available in versions for horses as well as some of the more common, exotic, mount types (+10% to 25% to M.D.C. and Weight, plus one or two Barter Ranks in the case of larger mounts (such as parasites).

Barding Armor
This armor is designed to fit on a horse or similarly sized beast; armor for riding animals or larger or smaller sizes and shapes will cost less or more, depending upon the size, and have a greater or lesser amount of M.D.C. Costs will also vary depending upon the size and any special tailoring that may be required to suit odd appendages such as wings or an extra pair of legs.
Full barding covers the mounts head, neck (top, sides and in some cases, the front/underside), flanks, chest, sides, shoulders, and hindquarters. Partial/half barding only covers the forward sides and shoulders, chest, neck, and usually the face (lower the A.R. by 2 against rear attacks).

Leather Barding
A.R.: 11, M.D.C.: Main body - 60, neck and head - 25, Weight: 55 lbs (24.75 kg), Barter Rank: 11 or 12

Half Leather Barding
A.R.: 8, M.D.C.: Main body - 40, neck and head - 20, Weight: 32 lbs (14.4 kg), Barter Rank: 11

Chain Mail Barding
A.R.: 13, M.D.C.: Main body - 80, neck and head - 35, Weight: 60 lbs (27 kg), Barter Rank: 14

Half Chain Mail Barding
A.R.: 10, M.D.C.: Main body - 60, neck and head - 25, Weight: 40 lbs (18 kg), Barter Rank: 13

Double Mail Barding
A.R.: 14, M.D.C.: Main body - 100, neck and head - 45, Weight: 70 lbs (31.5 kg), Barter Rank: 14 or 15

Half Double Mail Barding
A.R.: 11, M.D.C.: Main body - 80, neck and head - 35, Weight: 45 lbs (20.25 kg), Barter Rank: 13 or 14

Scale Mail Barding
A.R.: 15, M.D.C.: Main body - 110, neck and head - 45, Weight: 85 lbs (38.25 kg), Barter Rank: 15

Half Scale Mail Barding
A.R.: 12, M.D.C.: Main body - 90, neck and head - 35, Weight: 60 lbs (27 kg), Barter Rank: 14

Light Plate Barding
A.R.: 16, M.D.C.: Main body - 130, neck and head - 55, Weight: 90 lbs (40.5 kg), Barter Rank: 16

Half Light Plate Barding
A.R.: 13, M.D.C.: Main body - 105, neck and head - 40, Weight: 65 lbs (29.25 kg), Barter Rank: 15

Medium Plate Barding
A.R.: 17, M.D.C.: Main body - 145, neck and head - 60, Weight: 100 lbs (45 kg), Barter Rank: 16 or 17

Half Medium Plate Barding
A.R.: 14, M.D.C.: Main body - 125, neck and head - 50, Weight: 75 lbs (33.75 kg), Barter Rank: 15

Heavy Plate Barding
A.R.: 18, M.D.C.: Main body - 170, neck and head - 80, Weight: 115 lbs (51.75 kg), Barter Rank: 17

Half Heavy Plate Barding
A.R.: 15, M.D.C.: Main body - 140, neck and head - 60, Weight: 80 lbs (36 kg), Barter Rank: 16

M.D.C. Horseshoes: Just like the horses of Earth, those on Wormwood also require shoeing if they are to be ridden or used as beasts of burden. However, because the shoes are made of resin, any horse with these shoes on does M.D. with a kick or foot attack instead of S.D.

Repairing Armor
Patches may be sown, rings and plates replaced or realigned to repair damage at a cost of 10% to 25% of the suit’s original cost, depending upon the armor smith’s resources and location and the customer’s needs. Armor that has been reduced to below 33% of its usual M.D.C. is most likely beyond repair (-70% to any repair skill rolls) and it would probably be easier and cheaper to just replace it.

Flintlock TW Firearms - Pistols and Muskets
Created by the smiths of the Forces of Light and by those of Darkness, these comparatively simple items are often the deciding factor between life and death in the pitched battles that race across the Living Planet like an unceasing storm. Unlike the techno-wizard weapons of most other worlds, the flintlock weapons of Wormwood use magic to create and propel a single shot made of hardened resin instead of directing pure mystical force. The shot is formed and summoned within the weapon itself and need not be made separately by a craftsman and can remain within a wound, requiring it to be removed by surgery or other healing arts; it will be reabsorbed by the Living Planet if left in contact with the surface for more than an hour. Miraculously, these weapons still work in other dimensions, even though they are far removed from the Living Planet, and are designed so that they may be used by non-spell casters.
Flintlock TW firearms are most commonly made in foundries from resin that is poured into molds for their separate and then finely tooled using precision equipment. Once these pieces have dried they gain the strength of steel and at this time they may be joined together before the final step of enchantment by a techno-wizard and priest. Flintlock TW firearms made from imported steel and wood cost +100% to +500% above the listed price.
Much like the flintlock guns of Earth's past, the TW firearms of Wormwood are noisy, smoky affairs that thunder and flare when fired and can fill a battlefield with the black, nauseous clouds of created by their firing. Although the techno-wizards profess that these bothersome results of firing their creations are unavoidable side effects of the combinations of magical properties that are necessary to create and fire the resin ball, many warriors feel that the weapons were purposefully designed their weapons to function this way out of a sense of nostalgia for the past of distant Earth.

Reload Time: The time that must pass before the weapon is ready to fire again. Two things happen during this time. First, the user must replenish the weapon with the necessary P.P.E., and second, the weapon must manifest a new round of ammunition to be fired. Normally, flintlock TW firearms only store a single shot per barrel (if it has more than one).
Initial P.P.E. Cost: The amount of P.P.E. that the crafting techno-wizard must expend when creating the weapon. The necessary spells are Telekinesis, Cloud of Smoke, Blinding Flash and a Summon Resin prayer, typically performed as a blessing, for the final touch.
P.P.E. to Reload: The amount of P.P.E. that the user must expend in order to mystically recharge an empty weapon for another shot. Any character with sufficient P.P.E. and the appropriate TW Black Powder weapon proficiency or who is a spell caster may reload a TW firearm. Note: the amount of I.S.P. required to recharge a TW firearm is typically 50%-100% more than the required P.P.E. amount.
Ley Line Note: A TW cannon or firearm that is fired upon a ley line or nexus (two phenomenon that are not to be found on Wormwood) will have its range and/or P.P.E. payload increased by 50%. Similar effects to this may be garnered when deep within the food caves or similar caverns of the Living Planet.

.38 Pocket Pistol: Tiny and compact, this pistol can be hidden in a pocket or sleeve with relative ease. It looks like a small, stubby, Earth-made flintlock pistol.
Creation Stats:
Initial P.P.E. Cost: 12
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 0.75 lbs (0.34 kg)
Overall Length: 4.5 inches (11.43 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 3
Effective Range: 40 feet (12.2 m)
Reload Time: 1 melee attack/action.
Payload: 1 shot.
Mega-Damage: 2D6
Barter Rank: 7

.2 “Demon-Duster”: An unorthodox weapon that is avoided by the Templars, most Hospitallers and all other warriors of an “honorable” bent, the Demon-Duster’s grip is a set of resin knuckle-dusters to enhance punch damage. As if this weren’t enough, a small, needle-like blade is concealed between the small pistol’s dual barrels, springing forth when needed. The Demon-Duster is perfect for bandits, ruffians and your average, underhanded barroom brawler.
Creation Stats:
Initial P.P.E. Cost: 10
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 1 lb (0.45 kg)
Overall Length: 5 inches (12.7 cm), plus 2 inches (5.08 cm) with the blade extended
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P. per barrel.
M.D.C.: 3
Effective Range: 40 feet (12.2 m)
Reload Time: 1 melee attack/action.
Payload: 2; 1 shot per barrel
Mega-Damage: 2D4 per shot; 4D4 if both barrels fired at once. 1D4 from the blade and +2 damage from a knuckle-duster assisted punch.
Barter Rank: 8 or even 9

.68 Thunder Pistol: It may look like an ancient, Earth-made flintlock pistol, but the Thunder is a high-quality firearm and is preferred by the warrior in the know. The Thunder has both a respectable range and causes an equally respectable amount of damage.
Creation Stats:
Initial P.P.E. Cost: 20
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.8 lbs (1.26 kg)
Overall Length: 15 inches (38.1 cm)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 10
Effective Range: 160 feet (48.8 m)
Reload Time: 1 melee attack/action
Payload: 1 shot
Mega-Damage: 5D6
Barter Rank: 10

.54 Harper Pistol: Similar to the .68, this slightly smaller pistol is more common due to its lower quality and inferior durability.
Creation Stats:
Initial P.P.E. Cost: 18
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.43 lbs (1.1 kg)
Overall Length: 14 inches (35.56 cm)
P.P.E. to Reload: 2 P.P.E. or 3 I.S.P.
M.D.C.: 8
Effective Range: 200 feet (61 m)
Reload Time: 1 melee attack./action
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 9

.50 Smythe Pistol: Longer and heavier than the .68., the .50 is crude and far more common as a result. Its odd weight makes it harder to aim and it takes longer than most other pistols to load, making it wildly perceived to be a "poor man's" gun. The Smythe also has an extremely short range when compared to other pistols.
Creation Stats:
Initial P.P.E. Cost: 20
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 3 lbs (1.36 kg)
Overall Length: 17 inches (43.18 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 14
Effective Range: 120 feet (36.5 m)
Penalty: -1 to strike.
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 8

.50 Officer’s Pistol: As the name implies, this is a popular pistol among officers who get as dirty as their soldiers. Mounting one barrel above the other and two locks, one for each barrel, this stubby weapon gives that extra shot when it is needed most: in the thick of battle.
Creation Stats:
Initial P.P.E. Cost: 23
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.8 lbs (1.26 kg)
Overall Length: 13 inches (33.02 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P. per barrel.
M.D.C.: 10
Effective Range: 90 feet (27.4 m)
Reload Time: 2 melee attacks/actions
Payload: 2; 1 shot per barrel
Mega-Damage: 4D6 for a single shot, 8D6 for both barrels at once
Barter Rank: 11

.67 Eagle Pistol: A precision pistol, the Eagle is the weapon of choice for both the experienced warrior and members of the upper classes who prefer elegant appearances over increased damage. This weapon is also popular in illegal duels among the nobility. The Eagle's most distinguishing feature is the addition of a second, “set” trigger for greater accuracy. When the set trigger is depressed, the other, primary trigger, requires only the lightest of touches to fire the pistol.
Creation Stats:
Initial P.P.E. Cost: 25
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.65 lbs (1.19 kg)
Overall Length: 16 inches (40.64 cm)
P.P.E. to Reload: 2 P.P.E. or 3 I.S.P.
M.D.C.: 10
Effective Range: 325 feet (99.13 m)
Bonus: +1 to strike aimed with the set trigger
Reload Time: 1 melee attack/action
Payload: 1 shot
Mega-Damage: 3D6
Barter Rank: 12

.44 Smythe II Pistol: This is a common, well-rounded weapon that neither falls short nor excels in any respect.
Creation Stats:
Initial P.P.E. Cost: 15
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 2.56 lbs (1.15 kg)
Overall Length: 16 inches (40.64 cm)
P.P.E. to Reload: 1 P.P.E. or 2 I.S.P.
M.D.C.: 15
Effective Range: 200 feet (61 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 3D6
Barter Rank: 8 or 9

.75 Widowmaker Pistol: This immense pistol could almost be considered a short carbine due to its large bore and comparatively impressive length. It packs such a wallop and is so heavy and ungainly that unless the user has a P.S. of 24 (Supernatural P.S. of 17) or higher he will be an additional -2 to strike.
Creation Stats:
Initial P.P.E. Cost: 30
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 5 lbs (2.25 kg)
Overall Length: 24 inches (61 cm)
P.P.E. to Reload: 4 P.P.E. or 8 I.S.P.
M.D.C.: 20
Effective Range: 175 feet (53.34 m)
Penalty: -1 to strike plus see above
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 1D4x10+5
Barter Rank: 14 or 15

.32 “Sneejee Hunter” Musket: A lightweight weapon, the Sneejee Hunter is favored by scouts and for hunting because of its respectable range and lack of encumbrance. The .32 is also used extensively by the cavalry because of its relatively short length and manageable weight, meaning that it can be fired with one hand with very little problem.
Creation Stats:
Initial P.P.E. Cost: 25
Weapon Stats:
Weight: 5.5 lbs (2.49 kg)
Overall Length: 42 inches (1.06 m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 20
Effective Range: 700 feet (213.5 m)
Penalty: Half the usual bonuses to strike if firing one-handed
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 4D6
Barter Rank: 11

.44 Cavalry Carbine: A shortened version of the Howler, the carbine is meant to be fired one-handed with little in the way of ill-effect but it is most effective when it is balanced over one arm that rests forward to hold the mount’s reins while riding. Unfortunately, the trade-off for such a mobile weapon is a shorter range.
Creation Stats:
Initial P.P.E. Cost: 27
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 6.5 lbs (2.92 kg)
Overall Length: 39 inches ( m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 24
Effective Range: 400 feet (121.9 m)
Penalty: Half the usual bonuses to strike if firing one-handed
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 11

.44 Wilderman Musket: Designed for use by scouts and solo operatives working in the wilderness and barrens for extended periods of time, the Wilderman is fitted with survival equipment in its oversized hollow stock. Included is a 3 day’s worth of dehydrated grubs, 4 water crystals and a space for a 20 P.P.E. TW powder horn. This equipment is initially included in the musket’s cost but once used it may be replenished at the owner’s
Creation Stats:
Initial P.P.E. Cost: 30 plus 10 for the powder horn.
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7.25 lbs (3.26 kg)
Overall Length: 50 inches (1.27 m)
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.
M.D.C.: 28
Effective Range: 650 feet (198.12 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D6
Barter Rank: 14 (11 without the survival gear)

.50 Anvil Musket: A rugged weapon favored by civilians or warriors of little means, the Anvil musket is a good balance between weight, size and firepower. The Anvil is easily the most common musket around and is the mainstay of the Forces of Light.
Creation Stats:
Initial P.P.E. Cost: 35
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7.5 lbs (3.5 kg)
Overall Length: 48 inches (1.22 m)
P.P.E. to Reload: 3 P.P.E. or 5 I.S.P.
M.D.C.: 30
Effective Range: 700 feet (213.6 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 12

.50 Imperator Musket: The Imperator is a favorite among the Hospitallers and the nobility. It is identical to a typical .50 except that it has two barrels, one mounted below the other, and two hammers: one for each barrel. The Imperator can fire both barrels at once if desired thanks to a multi-holed flashpan, using a single roll to strike for both shots. Unfortunately, the extra barrel makes the weapon more difficult to handle and aim.
Creation Stats:
Initial P.P.E. Cost: 40
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.5 lbs (3.83 kg)
Overall Length: 48 inches (1.22 m)
P.P.E. to Reload: 3 P.P.E. or 5 I.S.P. per barrel
M.D.C.: 30
Effective Range: 700 feet (213.6 m)
Penalty: -1 to strike
Reload Time: 2 melee attacks/actions for one barrel, 3 attacks/actions for both.
Payload: 2; 1 shot per barrel
Mega-Damage: 6D6 for one barrel, 1D6x10 for both
Barter Rank: 14

.69 Browndidge & Browndidge “Long”Muskets: The Browndidge is favored by warriors who prefer the distant kill of the sniper but cannot afford to acquire the extended range of the Browndridge "Long". The .69 is the weapon of preference for many musketeers.
The Browndidge “Long” is identical to the regular .69 except that it has a longer barrel and provides greater range, making it a favored weapon among skilled marksmen. Both come equipped with a “set” trigger.
Creation Stats:
Initial P.P.E. Cost: 45, 50 for the Long
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.5 lbs (3.83 kg). Long: 9 lbs (4.05 kg)
Overall Length: 50 inches (1.27 m). Long: 64 inches (1.63 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P.
M.D.C.: 30. Long: 33
Effective Range: 800 feet (244 m). Long: 1,150 feet (350.75 m)
Bonus: +1 to strike aimed with the set trigger
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 6D6
Barter Rank: 12 to 13. Long: 13 to 14

.75 Wordlen Sniper Musket: An incredibly heavy and long weapon, the Wordlen is used by any marksman who values his craft and can afford the very best. The Wordlen became famous when its designer, a techno-wizard/sniper with the Forces of Light, shot the head clear off of a Shade general at over 800 yards. Since that legendary shot marksmen on both sides of the war have been clambering to get their hands (or claws) on one of these weapons.
The Wordlen comes equipped with a “set” trigger for improved accuracy and is characterized by its hexagonal barrel. Trying to fire this weapon without cradling it on some kind of support suffers a -4 penalty to strike unless the wielder has a P.S. of 26 (Supernatural P.S. of 18) or higher.
Creation Stats:
Initial P.P.E. Cost: 60
Additional Spell Requirements: Energize Spell (Federation of Magic™, page 139)
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 22 lbs (9.9 kg)
Overall Length: 72 inches (1.83 m)
P.P.E. to Reload: 5 P.P.E. or 10 I.S.P.
M.D.C.: 40
Effective Range: An amazing 2,000 feet (610 m) typically, but up to 4,000 feet (1,219 m) at a penalty of -3 to strike.
Bonus: +1 to strike aimed with the set trigger
Penalty: See above
Reload Time: 4 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D10
Barter Rank: 16 or 17

.75 Besieger Musket: A frightening weapon, the Besieger is used by warriors who enjoy power and damage over range and accuracy. Requires a P.S. of 24 (Supernatural P.S. of 17) or higher to use properly or else the penalty to strike becomes -3.
Creation Stats:
Initial P.P.E. Cost: 55
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 9.5 lbs (4.28 kg)
Overall Length: 59 inches (1.49 m)
P.P.E. to Reload: 4 P.P.E. or 8 I.S.P.
M.D.C.: 40
Effective Range: 500 feet (152.5 m)
Penalty: See above
Reload Time: 3 melee attacks/actions
Payload: 1 shot
Mega-Damage: 5D10+5
Barter Rank: 12 to 13

Blunderbuss: The blunderbuss is cheaply made, cheaply reloaded and may even fire small, physical objects such as resin shavings, coins, nails, etc. to cut down on the amount of P.P.E. needed to reload. In such instances the P.P.E. is only needed to provide the “oomph” and not the resin shot ammunition.
On the downside, a blunderbuss causes less damage and has a much shorter range than the more expensive shotgun. The blunderbuss’ short range is also a major drawback, resulting in very few warriors using it on the front lines as anything other than a backup weapon.
Creation Stats:
Initial P.P.E. Cost: 15
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 5.75 lbs (2.59 kg)
Overall Length: 42 inches (1.07 m)
Caliber: 2 in (5.08 cm) at the flaring muzzle
P.P.E. to Reload: 2 P.P.E. or 4 I.S.P.; 1 P.P.E. or 2 I.S.P. if manually loaded with physical objects.
M.D.C.: 16
Effective Range: 75 feet (22.86 m)
Blast Area: 2 feet (61 cm)
Reload Time: 2 melee attacks/actions; 3 to 4 attacks/actions if loaded manually.
Payload: 1 shot
Mega-Damage: 4D6+2; 2D6 to 4D6-2 (GM’s discretion) if loaded manually with physical objects.
Barter Rank: 8

.2 Volley Gun: A stubby weapon comprised of 7 barrels, all of which are fired at once, this weapon will wreak havoc amongst an enemy skirmish line or charging cavalry. Costly to reload all of its barrels, these powerful weapons has quite a kick and requires a minimum P.S. of 22 (Supernatural P.S. of 16) to wield properly otherwise there is a -2 penalty to strike.
Creation Stats:
Initial P.P.E. Cost: 35
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 17 lbs (7.65 kg)
Overall Length: 34 inches (86.36 cm)
P.P.E. to Reload: 8 P.P.E. or 16 I.S.P.
M.D.C.: 24
Effective Range: 350 feet (106.68 m)
Penalty: See above
Reload Time: 4 melee attacks/actions
Payload: 7; 1 shot per barrel
Mega-Damage: 1D6x10+10 to a 3 foot (91 cm) area
Barter Rank: 14

12 Gauge Shotgun: Built for close-quarters damage or for those moments where accuracy is not an issue, the shotgun is nicknamed the "sweeper".
Creation Stats:
Initial P.P.E. Cost: 27
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 7 lbs (3.15 kg)
Overall Length: 58 inches (1.47 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P.
M.D.C.: 18
Effective Range: 200 feet (61 m)
Blast Area: 5 feet (1.5 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage: 1D4x10
Barter Rank: 11
Note: Sawing down the barrel adds 1 foot (30 cm) to the blast area but cuts the range down to 100 feet (30.5 m)

12 Gauge Double Barrel Shotgun: Essentially the same as the single-barreled version, save it has twinned barrels and thus two shots.
Creation Stats:
Initial P.P.E. Cost: 33
Physical Requirements: Crafted of resin, but often altered to appear to be made from wood and metal, and a blank spell gem. Weapons made of wood and metal cost 50% to 100% more to create.
Weapon Stats:
Weight: 8.4 lbs (3.78 kg)
Overall Length: 58 inches (1.47 m)
P.P.E. to Reload: 3 P.P.E. or 6 I.S.P. per barrel
M.D.C.: 20
Effective Range: 200 feet (61 m)
Blast Area: 5 feet (1.5 m) for single shot, 7.5 feet (2.29 m) for double shot.
Reload Time: 2 melee attacks/actions for one barrel, 3 attacks/actions for both.
Payload: 2; 1 shot per barrel
Mega-Damage: 1D4x10 for a single blast, 1D6x10+10 for a double blast.
Barter Rank: 12
Note: Sawing down the barrels adds 1 foot (30 cm) to the blast area but cuts the range down to 100 feet (30.5 m)

Firearm Accessories

Bayonets: A long, resin blade that is fixed to the end of a musket, this is used mainly for infantry charges and close-quarters combat. Many soldiers of the Host and even some of the soldiers of the Forces of Light have taken to carving notched teeth into their bayonets in order to cause more harm; honorable warriors and the Orders of Knights will not use serrated blades! Damage: 2D4 to 2D6; +4 if serrated, Blade Length: Typically 6 to 18 inches (15.2 to 45.72 cm), Barter Rank: 4 or 5; +1 if the bayonet may be folded back to rest along the barrel when not needed.

Sniping Scope: A thin tube that stretches the entire length of most muskets, this simple affair provides X5 magnification. The scope’s glass lenses are coated with a special, transparent film that prevents them from becoming smeared with the weapon’s smoke. An enchanted variety has been created to allow for perfect vision in nighttime conditions, see the invisible and to see through smoke. Bonus: +1 to strike aimed, Range: 5,000 feet (1,524 m), M.D.C.: 2 (fragile), Barter Rank: 9; 12 for enchanted. The enchanted version requires the spells See the Invisible, Nightvision, and 18 P.P.E. to create.

TW Powder Horn
Resembling the frontiersman’s powder horn of old, this TW item is inflated with magical energy instead of black gun powder. When placed against the open mouth of a TW black powder firearm’s barrel this item will transfer an amount of P.P.E., as specified by the user, into the weapon. In this way the character can reload his weapon's P.P.E. reservoirs without expending his own personal P.P.E.
Using the powder horn requires a single attack/action, no matter the amount transferred, and is characterized by a slight blue glow that surrounds the muzzle of the weapon and the mouth of the horn. The TW powder horn will not recharge any other techno-wizardry items or weapons (including cannons and mortars) and is itself replenished in the usual manner that most TW items are recharged. Likewise, P.P.E. may not be transferred from the firearm into the powder horn.
Creation Stats:
P.P.E. Cost to Create: 0.5 P.P.E. per 1 P.P.E. that the horn is meant to store.
Spells Needed:
Physical Requirements:
Item Stats:
Weight: 2.25 lbs (1.01 kg)
P.P.E. Stored Within: 10, 16, 20, 30, 40 or 50.
Barter Rank: 8, 9, 9, 10, 11 or 12, respectively.
Note: There is no limit to the amount of P.P.E. that can be transferred into a firearm in a single action, up to the total remaining amount (of course).

Wormwood TW Cannons & Mortars
The cannons and mortars of Wormwood, much like its flintlock firearms, are wonders of techno-wizardry and yet are a dated throwback to Earth's past. All such artillery pieces are of the smoothbore type, meaning that their "bore", the hollow from which the ammunition is fired, is completely smooth and is not rifled. However, unlike the TW firearms of Wormwood these artillery pieces must have their ammunition fed into them externally as the magical process within the weapon is not sufficient to both create the ammunition and then propel it. While it is possible to make a TW cannon or mortar that will do both, the cost of creating such weapons and the P.P.E. needed to fuel them is so great as to make them far from practical. Thankfully, Wormwood’s cannons are faster to load than those of Earth's past because there is no need to measure or ram powder, light a fuse or any other such nonsense. Instead, the ammunition is merely dropped into the bore and then the gunner pulls the lanyard, firing it.
TW mortars work in much the same manner as do the cannons except that they are incapable of direct fire and therefor cannot use the “skippnig” maneuver. Mortars are primarily used to shoot over walls, attack enemy positions to the rear of an opposing force, and so on. As a result of their need to fire at a target indirectly, a mortar has a minimum range and anything closer to the weapon than this may not be fired upon. Mortars use the same ammunition types as do cannons.
TW cannons and mortars boom thunderously and belch forth a black smoke when fired. Again, their techno-wizard creators claim that such effects are the unavoidable results of the spells involved in creating the cannons and not a nostalgic whim.
Common Creation Statistics:
Spells Needed: Cloud of Smoke, Blinding Flash, Telekinesis, Thunderclap.
Physical Requirements: The resin must be poured into the proper mold, a blank spell gem, and the wood or resin necessary to build a wagon, artillery carriage or similar mounting, be it fixed or mobile.

Cannon & Mortar Reload Times
Depending upon how much the cannon or mortar must be pivoted, elevated or lowered in order to shoot at a target, how high the bore is from the ground, how heavy the ammunition is, etc., anywhere from 2 to 6 melee actions must pass between shots, taking into consideration the weapon’s type and whether or not it has a full crew, as the weapon is reloaded and the P.P.E. recharged. For every person that the crew is short the reload time is increased by +1 melee attacks/actions but adding extra crew members usually won’t have any benefit (unless the ammunition must be hauled a distance), because another person will probably get in the way more than help.

Misfiring
Compared to most other TW devices, never mind the much smaller flintlock TW firearms, the TW cannons and harness and utilize a vast amount of mystical potential and energy. As a consequence of this dangerous level of shackled power these weapons are prone to misfires. Each weapon has a misfire percentage - a representation of how likely that particular weapon is to not work properly when fired. Every time that the weapon is fired percentile must also be rolled with a number equal to or less than the chance of misfire requiring a roll on the Misfire table.

Misfire Table
01-35% Minor misfire. The weapon does not fire but the P.P.E. remains unused and so may still be utilized for the next attempt to fire the weapon.
36-70% Dud misfire. The weapon does not fire and the P.P.E. is wasted.
71-85% Fizzle or Sputter. The weapon goes off but not at full strength; fires at half range (01-50%) or causes half damage (51-00%).
86-97% Fizzle and Sputter. The weapon goes off but not at full strength; fires at half range and causes half damage.
98-00% Detonation. The weapon explodes in a burst of shards and deadly, magic energy. The explosion causes damage equal to a cannister shot of that particular cannon or mortar type to everything in a 4D6 foot radius (1.22 to 7.3 m).

Cannon/Mortar Ammunition
Cannons can fire several different types of ammunition, each of which has its own characteristics, purpose, advantages and disadvantages.

Canister: These are hollowed out cannonballs that are then filled with many, tiny cannonballs. Upon exiting the cannon's bore when fired the outer cannonball (the canister) breaks off and releases its contents, peppering the area directly in front of the cannon, much like a shotgun. The downside to using canister is the regrettable need to allow an enemy to get close enough to be fired upon. It is most effective against massed units of infantry or to break cavalry charges.
Case Shot: A hollow resin cannonball, case shot is filled with sharp, needle-like fragments of resin that shower down upon the enemy once the mystically timed outer case explodes above the enemy.. A case shot is best used against hordes of infantry or masses of cavalry but is equally effective when fired over enemy fortifications. The problem with case shot is the difficulty of getting them to explode at the desired height (-3 to strike) and not having them crash to the ground where they will explode and only shower their fragments across an area only 25% of usual area. A case shot that does impact with something prematurely will cause damage before exploding equal to half that of a solid shell meant for the same cannon.
Grape Shot: Grape shot is essentially another version of canister but it contains fewer balls of a larger size. Grape shot is most often used against small groups of heavily armed opponents or to sweep the walls of nearby enemy fortifications thanks to its greater range.
Shell: A round projectile made of hardened resin, the shell stores its own P.P.E. and so it may be fired without using the P.P.E. within the cannon itself. This grants a greater range and has the distinct advantage of leaving the cannon's P.P.E. to be used for other ammunition types. Shells are more difficult and costly to manufacture than other ammunition types.
Solid Shot: This is the traditional "cannonball" - a spherical ball of resin that fits into the cannon and is projected forth by the release of the weapon's stored P.P.E. Solid shot cannonballs are by far the most common form of cannon ammunition on Wormwood because of the relative ease of making them and their blunt simplicity. Solid shot does not explode upon impact but can still cause damage to the immediate area by the sheer force of its impact.
Skipping: Solid shot fired along a shallow arc will hit the ground and continue to “skip” along, bouncing through the enemy before finally rolling to a stop. Even a slowly moving cannonball can maim and wound. Mortars may not “skip” shot. Damage: Because the cannonball does not hit with all of its potential force it causes only half damage with each impact, Range: The initial arc can be no further than 25% of the maximum range and the cannonball will continue to bounce and roll for another 10% of the maximum range. Penalty to Strike: Skipping is a tricky endeavor and is attempted with a called shot with a -3 penalty to strike. A successful strike skips the cannonball along, causing damage to the first target in its path and then continues to bounce it in a straight line to the next; failure results in a “dead impact” - the cannonball hits and bounces no further. Dodging: It is difficult to judge whether a skipping cannonball will hit you or bounce overhead but it may be dodged after the initial impact with a -5 penalty.

1-Pounder “Tickler” Swivel Cannon: The 1-pounder is a light weapon that is highly mobile and may be mounted on a barricade, wall, wagon, or railing of a landship. A typical mount is a resin swivel that allows a single person to load, turn, aim and then fire the weapon.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew: 1
Weight: lbs. ( kg), lbs. ( kg.) with mount.
Cannon Length: inches ( m)
Bore Diameter: inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: None
Reload Time: 2 melee attacks/actions
Misfire Chance: 5%
Payload: 1 shot.
Ammunition:
Canister: M.D.: 1D4x10, Maximum Range and Area of Effect: Hits everything within an area 3 ft (91 cm) wide and 125 ft ( m) long beyond the mouth of the cannon, Weight: 1 lb (0.45 kg), Barter Rank:
Case Shot: Not available.
Grape Shot: Not available.
Shell: M.D.: , Maximum Range: , Blast Radius: ft ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: 1D6x10, Maximum Range: 1,220 ft ( m), Blast Radius: 3 in ( cm), Weight: 1 lb (0.45 kg), Barter Rank:
Cannon Barter Rank:
Steven "Conan" Trustrum

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Steve Conan Trustrum
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4-Pounder “Gadfly” Cannon: A very light field piece, the Gadfly is commonly used to defend fast moving caravans, to arm lighter-than-air craft, and for precision firing at select targets, such as command elements, in battle. It has also recently been discovered that Gadflies can make an adequate anti-air weapon by mounting it on a platform that elevates the cannon at an angle of 60 degrees or more. The Host in particular has had an unfortunately high degree of success against dirigibles and zeppelins in this way.
Creation Stats:
Initial P.P.E. Cost: 100
Weapon Stats:
Crew: 2
Weight: 884 lbs. ( kg), lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 60 inches ( m)
Caliber: 3.67 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: None
Reload Time: 2 melee attacks/actions
Misfire Chance: 7%
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.: 8D6, Maximum Range and Area of Effect: 30% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank:
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: 2D6x10, Maximum Range: 4,560 feet ( m), Blast Radius: ft. ( m), Weight: 4 lbs (1.8 kg), Barter Rank:
Cannon Barter Rank:

6-Pounder “Kravenville” Cannon:.The Kravenville, named for the city where the first 6-pounder was poured, was the standard cannon of both the Forces of Light and of Darkness for well over 500 years until the arrival of the Rigby and Horstead.
Creation Stats:
Initial P.P.E. Cost: 100
Weapon Stats:
Crew: 3
Weight: 884 lbs. ( kg), lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 60 inches ( m)
Caliber: 3.67 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: None
Reload Time: melee attacks/actions
Misfire Chance: 10%
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.: 8D6, Maximum Range and Area of Effect: 30% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank:
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: 2D6x10, Maximum Range: 4,560 feet ( m), Blast Radius: ft. ( m), Weight: 6 lbs (2.7 kg), Barter Rank:
Cannon Barter Rank:

10-Pounder “Rigby” Cannon: The Rigby is named for the foundry in Hammer Town that first began this cannon’s production nearly 300 years ago. The Rigby is the most common field artillery piece in the Host’s armies.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 1,058 lbs. ( kg) , lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 78 inches ( m)
Caliber: 2.9 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: -1
Reload Time: melee attacks/actions
Misfire Chance: 10%
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.: 5D10, Maximum Range and Area of Effect: 35% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank:
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: 3D4x10, Maximum Range: 6,000 feet (1,828.8 m), Blast Radius: ft. ( m), Weight: 10 lbs (4.5 kg), Barter Rank:
Cannon Barter Rank:

12-Pounder “Horstead” Cannon: Named for the heroic general who became famous some 200 years past who died using a single battery of these pieces to hold off an horde of the Unholy’s as the rest of his crumbling legion retreated, the Horstead is now the most common field piece in the army of the Light.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 1,227 lbs. ( kg) , lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 72.55 inches ( m)
Caliber: 4.62 in ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: -1
Reload Time: melee attacks/actions
Misfire Chance: 7%
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: 11.56 lbs ( kg), Barter Rank:
Grape Shot: M.D.: 1D6x10, Maximum Range and Area of Effect: 45% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank:
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Barter Rank:
Solid Shot: M.D.: 2D6x10, Maximum Range: 4,860 feet (1,481 m), Blast Radius: ft. ( m), Weight: 12 lbs (5.4 kg), Barter Rank:
Cannon Barter Rank:

28-Pounder “Purifier” Cannon: The Purifier is the most common cannon for use in arming a defensive position such as an outpost, fortress or city. They deliver a respectable amount of damage and yet can be turned and aimed or moved to a new location altogether with little extra effort, making them ideal for this role though they remain too cumbersome for extensive use in the field. Among the Host’s armies the 28-pounder is known as the “Wrecker”.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 2,150 lbs. ( kg) , lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 98 inches ( m)
Caliber: 8.24 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: -3
Reload Time: melee attacks/actions
Misfire Chance: 12%
Payload: 1 shot.
Mega-Damage:
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 6,300 feet ( m), Blast Radius: ft. ( m), Weight: 28 lbs ( kg), Barter Rank:
Cannon Barter Rank:

50-Pounder “Righteous Judgement” Cannon: The first of the so-called “heavy” field pieces, the R.J. (as they are commonly referred to) packs enough of a punch that it can devastate a fortified position or tightly packed enemy unit and yet remains (relatively) mobile. The R.J. signaled a new way of thinking in TW artillery, setting the weapon foundries on the path of thought that “bigger is always better”.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 2,150 lbs. ( kg) , lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 98 inches ( m)
Caliber: 8.24 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: -3
Reload Time: melee attacks/actions
Misfire Chance: 15%
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 6,300 feet ( m), Blast Radius: ft. ( m), Weight: 50 lbs ( kg), Barter Rank:
Cannon Barter Rank:

75-Pounder “Avenger” Cannon:
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 2,150 lbs. ( kg) , lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 98 inches ( m)
Caliber: 8.24 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: -3
Reload Time: melee attacks/actions
Misfire Chance: 15%
Payload: 1 shot.
Mega-Damage:
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 6,300 feet ( m), Blast Radius: ft. ( m), Weight: 75 lbs ( kg), Barter Rank:
Cannon Barter Rank:

100-Pounder “Hellmaw” Cannon: Aptly named because to have be under fire from this immense weapon is to walk into hell, the 100-pounder is most commonly used in heavy, long-standing fortifications. The cannon’s incredible weight makes it very difficult to move around and so they are only used to aid sieges that are obviously going to take a long time.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 2,150 lbs. ( kg) , lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 98 inches ( m)
Caliber: 8.24 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: -3
Reload Time: melee attacks/actions
Misfire Chance: 17%
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 6,300 feet ( m), Blast Radius: ft. ( m), Weight: 100 lbs (45 kg), Barter Rank:
Cannon Barter Rank:

150-Pounder “Apocalypse” Cannon: The Apocalypse may take next to forever to load, aim and fire, but once it has thundered forth its deadly cargo, woe to anyone who is its target. The massive 150-pounder is typically rotated on an immobile turntable behind a reinforced position, such as in the grandest of cities or fortresses, and is very rarely moved for any reason once it has been placed.
As far as anyone knows the Host’s warsmiths, the Dyre, have not yet perfected the means to create these massive TW weapons and so the Cathedral protects them with fanatical desperation. Should it seem like one is going to be captured the gun’s crew has standing orders to destroy the cannon.
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 2,150 lbs. ( kg) , lbs. ( kg.) with the base, lbs. ( kg) if on wheels).
Cannon Length: 98 inches ( m)
Caliber: 8.24 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty: -3
Reload Time: melee attacks/actions
Misfire Chance: 23%. The blast radius for a self-detonation misfire is double normal.
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 6,300 feet ( m), Blast Radius: ft. ( m), Weight: 150 lbs (67.5 kg), Barter Rank:
Cannon Barter Rank:

10-Pounder “Little Tom” Mortar:
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 8.5 tons
Mortar Length: inches ( m)
Caliber: inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty:
Reload Time: melee attacks/actions
Misfire Chance: 23%. The blast radius for a self-detonation misfire is double normal.
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 12,900 feet (3,931.9 m), Blast Radius: ft. ( m), Weight: 150 lbs (67.5 kg), Barter Rank:
Mortar Barter Rank:

87-Pounder “Doomsayer” Mortar:
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 1,852 lbs (833.4 kg)
Mortar Length: inches ( m)
Caliber: 10 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty:
Reload Time: melee attacks/actions
Misfire Chance: 23%. The blast radius for a self-detonation misfire is double normal.
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 12,900 feet (3,931.9 m), Blast Radius: ft. ( m), Weight: 150 lbs (67.5 kg), Barter Rank:
Mortar Barter Rank:

220-Pounder “Dictator” Mortar:
Creation Stats:
Initial P.P.E. Cost:
Weapon Stats:
Crew:
Weight: 8.5 tons
Mortar Length: inches ( m)
Caliber: 13 inches ( cm)
P.P.E. per Shot:
M.D.C.:
Additional 'To Strike' Penalty:
Reload Time: melee attacks/actions
Misfire Chance: 23%. The blast radius for a self-detonation misfire is double normal.
Payload: 1 shot.
Ammunition:
Canister: M.D.: , Maximum Range and Area of Effect: hits everything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon, Weight: lbs ( kg), Barter Rank:
Case Shot: M.D. , Maximum Range: , Blast Radius: ft. ( m), Weight: lbs ( kg), Barter Rank:
Grape Shot: M.D.:, Maximum Range and Area of Effect: 60% chance of hitting anything within an area ft. ( m) in diameter and ft. ( m) long beyond the mouth of the cannon (roll separately for each possible target), Weight: lbs ( kg), Barter Rank
Shell: M.D.: , Maximum Range: , Blast Radius: ft. ( m), Initial P.P.E. Cost: , Weight: lbs ( kg), Barter Rank:
Solid Shot: M.D.: D6x10, Maximum Range: 12,900 feet (3,931.9 m), Blast Radius: ft. ( m), Weight: 150 lbs (67.5 kg), Barter Rank:
Mortar Barter Rank:

TW Black Powder Weapon Improvement (Firearms and Cannons)
For an additional charge, these weapons can have one (or more) of the following features:

1) Quick Loading: For +1 Barter Rank and +20% of the P.P.E. to create it, the firearm can be loaded in one less attack (minimum of 1). This can be bought multiple times, but each reduction of 1 attack increases the P.P.E. cost to create the weapon by +20%. This improvement can be applied to cannons and mortars for +3 Barter Ranks.
2) Increased Damage: For +2 Barter Ranks and +25% of the P.P.E. needed to create it, the maximum damage of a firearm can be increased by +1D, up to a maximum of +50% of the original damage. For instance, a weapon that normally does 6D6 damage can be raised as high as 9D6. This cannot be used on cannons or mortars.
3) Increased Range: For +1 Barter Rank and +15% of the P.P.E. needed to create it, the range of the firearm can be increased by +10% with a maximum of double the original range. This cannot be used on cannons or mortars.
4) Increased Accuracy: For +3 Barter Ranks (+6 for cannons and mortars) and +305 of the P.P.E. needed to create it, the firearm gains a +1 bonus to hit (to a maximum increase of +2). Each increase in accuracy raises the P.P.E. cost to create the weapon by 30%.
5) Battle Stone: Adds 10 Barter Ranks to the usual cost of the weapon but doubles the weapon’s damage and M.D.C. Multiple stones do not have any additional effect. Battle stones may also be added to cannons and mortars.

Light Caisson
Medium Caisson

Heavy Caisson

Wormwood Melee Weapons - Mundane, TW and Enchanted

Sword of Twilight
Made of Nightsteel, a pure black metal mined only in Hell, the Swords of Twilight are great weapons of evil. Several of these have been traded by the Demon Lords to the Unholy for use by his most trusted lieutenants. These swords are considered minor rune weapons and only the Demon Lords retain the knowledge of how to make them. Among the Unholy's minions, several Host and loyal humans (mostly Demon Knights) have been given these cruel blades.
Abilities:


• Independent personality: Miscreant or Diabolic with an I.Q. of 10+2D4
• Communicate through limited telepathy.
• Are totally indestructible, the blades never dull or dent.
• Does 6D6 M.D. (S.D. if in a non-M.D.C. environment).
• Can be used to parry energy blasts (though difficult; -6).
• Links to their wielder / owner after four months of constant contact. Both man and weapon can sense each other within a two mile radius.
• Can only be used by someone of the same alignment.
• Does +3D6 damage to principled targets, +2D6 to scrupulous, and +1D6 to unprincipled.
• Summon 1D4 shadow beasts once every week. The monsters will serve the wielder of the sword for 12 hours then return to their home.
• Can cast the following spells twice each per 24 hours: Animate & Control Dead, Turn Dead, Fear and Shadow Meld.



Soul Sword
Another weapon crafted from Nightsteel and traded to the Host by their true demon allies, Soul Swords are weapons of pure malice and dire infamy. Entrusted only to the greatest of warriors, a Soul Sword imparts great advantages to its wielder in combat but its greatest ability is not revealed until it has slain an opponent.
Whenever the sword kills an opponent, the blade temporarily adds half of the victim’s levels of experience to own for the purpose of hand to hand and W.P. ability (rounded down and with a minimum of adding 1 level). This effect will last for 1D4+1 melee rounds. Should a foe of a greater experience level be slain before the previously gained levels have been lost, the new, higher levels will replace them instead of adding to them. For example, a sixth level demon knight kills a fifth level warrior, effectively raising the demon knight’s hand to hand skill and W.P.s to the eighth level of ability for a short while.
Other Abilities:


• +2 to strike and parry
• +1 to initiative
• +10 temporary hit points/M.D.C. per level of experience absorbed
• Summon Hell Fire 3 times per day, costing 2 melee attacks/actions. Range is 25 feet ( m)

TW Energy Lance
A TW weapon favored by the Templars, this enchanted lance is a weapon of practicality and tradition. Though a capable weapon when not activated, the energy lance's true potential is not seen until P.P.E. is channeled into the lance, building up a mystical charge that will cause a focused release of force energy. In addition to the damage caused by the energized strike there is also has a chance of knocking the target from its feet (loses initiative and one melee attack). If the user wishes, the energy can instead be released in a focused, short range blast.
Damage Caused Chance of Knock Down
1-18 M.D. 10%
19-28 M.D. 20%
29-38 M.D. 40%
39-48 M.D. 60%
49-58 M.D. 80%
59-68 M.D. 100%
69+ M.D. *100%

*And is stunned; loses all attacks for that melee round.
Modified by Target’s Size: 7 to 9 feet (2.1 to 2.7 m): -5%, 9 to 12 feet (2.7 to 3.7 m): -10%, 12 to 16 feet (3.7 to 4.9 m): -20%, 16 feet and larger (4.9 m+): -40%.
This charge, once activated, can be held within the weapon until released by an impact and while being held, causes the lance to visibly crackle with blue, mystical energy.
Creation Statistics:
Initial P.P.E. Cost: 110
Spells Needed: Energy Field (10), Energy Bolt (5), Telekinesis (6)
Physical Requirements: A M.D.C. lance capable of causing M.D., an egg size Energy Cell Crystal and a blue sapphire. Takes about 5D6x2 hours of work to build.
Weapons Statistics:
Weight: 7.5 lbs (3.4 kg).
Length: 14 feet (4.27 m).
Damage: 2D8+6 M.D. from the lance +5D6 if the force energy blast is charged. The chance of being knocked down by an energized attack includes any possible bonus from a high P.S. Does 5D6 damage if it fires its energy in a blast; 50 foot (15.2 m) range.
P.P.E. Cost to Recharge: 8 P.P.E. per charge.
Payload: 1 charge.
Bonus Note: The character's usual weapon proficiency and/or O.C.C. bonuses to strike, parry, dodge and damage apply.
Barter Rank: 21 or 22

Resin/Bone Claw
Much like the symbiote combat claw, this weapon is one or more blades which extend from the back of the hand. Consisting of one or more resin or sharpened M.D. bone blades attached to a reinforced leather bracer which is tied about the wrist or placed upon a glove, the “claws” extend past the fingers (when closed in a fist), approximately 4 to 6 inches. This weapon is not magical and thus will not harm those creatures hurt only by magic weapons. Weight: 0.25 lbs (11 g) per blade, Mega-Damage: 1D4 per blade (3 maximum), Barter Rank: 4 for one or two blades or 5 for three.

Jackhammer Blade
The jackhammer blade is the odd weapon pictured on page 72 of the original Wormwood dimension book. This weapon consists of a backpack that acts as power source and the motor unit that houses the blade and causes it to saw back and forth (like a jackhammer) very rapidly when the throttle is used. Though the weapon is at its deadliest when turned on, the blade still causes M.D. if used as a slashing or stabbing weapon while not on.
Available in either the gasoline or TW powered version, the jackhammer blade is a deadly close-quarters weapon. This weapon is not magical and thus will not harm those creatures hurt only by magic weapons.
Creation Statistics:
Initial P.P.E. Cost: 45 for the blade, 70 if the weapon uses a TW power source.
Spells Needed:
Physical Requirements:
Weapons Statistics:
Weight: Blade unit: 45 lbs (20.25 kg), Backpack: 35 lbs (15.75 kg).
Overall Length: The blade is about a 2.5 to 3 feet (76 to 91 cm) long and the unit itself about 2 feet (61 cm).
Recharging: The TW energy pack requires 60 P.P.E. while the gas version requires a gallon ( l) of gasoline.
M.D.C.: 35 for the blade unit, 20 for the backpack.
Payload: The gas tank provides enough power for 10 minutes of constant use, 30 minutes if it is TW powered.
Mega-Damage: 3D6 if the blade is not turned on, 1D4x10+15 if activated and reduces a target’s A.R. by 2.
Barter Rank: 16 for the gas version, 19 for the TW version.
W.P.: Use W.P. Pole Arm
Continuity Note: Although the Phase World™ Dimension Book lists this weapon as a power halberd, the artwork conjures up images of a throttle controlled, sawing weapon whereas the power halberd is merely an energized cutting weapon. To better fulfill the atmosphere created in the artwork, the jackhammer blade now has its own statistics.

Sky Rider Hooks and Line
Appearing much like giant fishing poles, these odd weapons are attached to the saddles of Skelter Bats, Feathered Serpents, Krikton Leapers and other, similar, mounts. These odd weapons, which have spools of several hundred feet of line, use large grappling hooks for snaring opponents. The sharp hooks can also be used for slicing through flesh.
In order to snare an opponent, the user must declare such an intent and the target must have something by which the grappling hook can get a purchase on (flesh, clothing, armor, etc.). The user then makes a pass at the target and rolls to strike with an additional penalty of -3 (this is not an easy maneuver). If the strike is successful, roll on the chart below to see if the hook takes hold (percentages are NOT cumulative), with the maximum chance being 98%.
Target is Wearing Chance of Being Snared
Nothing; soft flesh 45%
Nothing; hard flesh or carapace 40%
Soft Armor (leather/skins) 55%
Hard Armor (plate, chain) 48%
Tight Clothing 50%
Loose Clothing 58%
Has 2-4 appendages that can become snared +8%
Has 5+ appendages that can become snared +15%
Has many loose, durable ornaments +25%

Though favored by Sky Riders, many others among the forces of the Host who ride airborne mounts also choose to use these weapons, though not with the Sky Riders' skill. This weapon is not magical and thus will not harm those creatures hurt only by magic weapons.
Weight: Pole, line and grappling hook are typically 45 lbs (20.25 kg)
Length of Pole: Typically 15 feet (4.5 m)
Length of Line: Typically 350 feet (106.68 m)
Pole M.D.C.: 15
Line M.D.C.: Takes about 12 M.D. of damage to cut the line.
Line Test Strength: Approx. 1,000 lbs (450 kg)
Penalty to Hit: -1
Hook Damage: 2D4 M.D.
Barter Rank: 10

Resin Melee Weapons
Though non-magical, resin weapons are hard enough to cause mega-damage and yet are of a lighter weight than their steel counterparts. Here is a list of the "mundane" resin weapons of Wormwood, meaning that they will not harm supernatural beings/creatures of magic harmed only by magic and enchanted weapons.
Weapon 2- Handed Length Weight Damage Barter Rank
Axes
Battle Axe No 2.75 ft (0.83 m) 4 lbs (1.8 kg) 3D6 9
2-Headed Axe No 2.75 ft (0.83 m) 3 lbs (1.35 kg) 2D6 8
Tomahawk No 1.25 ft (38 cm) 2 lbs (0.9 kg) 2D4 6
Pole Arms
Awl Pike Yes 10 ft (3 m) 5 lbs (2.25 kg) 2D6+2 9
Pike Yes 16 ft (4.88 m) 6.5 lbs (2.93 kg) 2D6+2 9
Glaive Yes 7.5 ft (2.29 m) 4.5 lbs (2 kg) 3D6 10
Halberd Yes 7.25 ft (2.21 m) 4 lbs (1.8 kg) 4D6 11
Saber-Halberd Yes 8 ft (2.44 m) 6 lbs (2.7 kg) 4D6 11
Hippe Yes 7.5 ft (2.29 m) 5.5 lbs (2.5 kg) 4D6 11
Military Fork Yes 7 ft (2.13 m) 4.5 lbs (2 kg) 1D10 7
Scythe Yes 8 ft (2.44 m) 4 lbs (1.8 kg) 1D10 7
Voulge Yes 7 ft (2.13 m) 4 lbs (1.8 kg) 4D6 11
Spears
Short Spear No 4-6 ft (1.22 to 1.8 m) lbs ( kg) 1D8 6
Long Spear Yes 7-10 ft (2.13 to 3 m) 5.5 lbs (2.5 kg) 1D10 7
Javelin No 7 ft (2.13 m) 3 lbs (1.35 kg) 1D8 5
Trident Yes 5 ft (1.5 m) 3 lbs (1.35 kg) 1D10 5
Lance No 13 ft ( m) 6 lbs (2.7 kg) 3D6 10
Knives
Throwing Knife No 6-10 in (15.2 to 25.4 cm) 0.2 lbs (0.09 kg) 1D4 4
Knife No 10-20 in (25.4 to 50.8 cm) 0.25-1 lbs (0.11 to 0.45 kg) 1D6 5
Kukri No 19.6 in (50 cm) 1.33 lbs (0.6 kg) 2D4 6
Katar No 15.7 in (40 cm) 1.11 lbs (0.5 kg) 1D6 5 or 6
Main Gauche
(+1 to parry) No 20 in (50.8 cm) 1.33 lbs (0.6 kg) 1D6 6
Short Swords
Short Sword No 2.5 ft (0.76 m) 2 lbs (0.9 kg) 2D4 6
Sabre No 2 ft (0.61 m) 2.5 lbs (1.13 kg) 2D4 5
Scimitar No 2.5 ft (0.76 m) 2.75 lbs (1.24 kg) 2D4+1 5 or 6
Falchion No 2.75 ft (0.83 m) 3 lbs (1.35 kg) 1D10 7
Large Swords
Bastard Sword Yes 3.75 ft (1.14 m) 3.5 lbs (1.57 kg) 2D6+4 8
Broadsword No 3 ft (0.91 m) 3 lbs (1.35 kg) 1D10 7
Claymore Yes 4 ft (1.22 m) 5 lbs (2.25 kg) 3D6 9
Flamberge Yes 4.25 ft (1.3 m) 6 lbs (2.7 kg) 4D6 10
Long Sword No 3 ft (0.91 m) 2.5 lbs (1.13 kg) 2D6+2 8
Rapier No 3.3 ft (1 m) 1.25 lbs ( kg) 2D4+1 7
Ball and Chain
Ball & Chain No 3 ft (0.91 m) 3 lbs (1.35 kg) 1D10 6
Flail Yes 5.25 ft (1.6 m) 4 lbs (1.8 kg) 3D6 8
Goupillon Flail Yes 2 ft (0.61 m) 3.75 lbs (1.69 kg) 4D6 9
Mace & Chain No 3 ft (0.91 m) 3.5 lbs (1.57 kg) 3D6 8
Blunt Weapons
Mace No 2.5 ft (0.76 m) 3 lbs (1.35 kg) 1D10 6
Cudgel No 2.75 ft (0.83 m) 2 lbs (0.9 kg) 1D10 6
Club No 2.75 ft (0.83 m) 2 lbs (0.9 kg) 1D8 4
Hercules Club Yes 4 ft (1.22 m) 4.5 lbs (2.03 kg) 3D6 9
Horseman Hammer No 2.75 ft (0.83 m) 2.5 lbs (1.13 kg) 2D6 7
Morning Star No 2.75 ft (0.83 m) 1.5 lbs (0.68 kg) 1D10 6
War Hammer No 2.5 ft (0.76 m) 3 lbs (1.35 kg) 1D10 6
Short Staff
Short Staff No 4-6 ft (1.22 to 1.8 m) 2 lbs (0.9 kg) 1D8 5
Long Staff Yes 7-9 ft (2.13 to 2.7 m) 3.75 lbs (1.69 kg) 1D10 6
Bo Staff Yes 9.5 ft (2.9 m) 2 lbs (0.9 kg) 1D10 6
Quarterstaff Yes 6 ft (1.8 m) 2.5 lbs (1.13 kg) 1D10 6
Miscellaneous
Length of Chain Both Varies 1 lb (0.45 kg) per ft (30 cm) 1D4+1 2 to 5
Caltrop No 1 to 2 in (2.54 to 5 cm) 0.5 lbs (0.22 kg) per 20 1 point 3 for 20
Sickle
Scythe
Shuriken
Chakram
Dart


Wormwood Missile & Miscellaneous Weapons

Harpoon Gun: This massive weapon is a favorite among Rathos the Rumblers and appears like an oversized double-barrel shotgun. However, instead of firing balls of resin it fires stubby harpoons that must be manually loaded down the muzzle and into the barrels. Six to twelve extra harpoons are usually carried in a quiver worn from the waist or back.
The kick from an impacting harpoon is sufficient to drive the shaft through most body armor and some Rathos have taken to tying rope to the ends of the harpoons and then to their belts so that they can reel in a target once impaled. There is a -3 penalty to strike if the user has a P.S. lower than (Supernatural P.S. of ).
Creation Stats:
Initial P.P.E. Cost:
Spell Requirements: Blinding Flash, Telekinesis, Energize Spell
Physical Requirements: Crafted of resin, metal, wood, and a blank spell gem.
Weapon Stats:
Weight: 16 lbs (7.2 kg)
Overall Length: inches ( m)
P.P.E. to Reload: P.P.E. or I.S.P.
M.D.C.:
Effective Range: 825 feet (251.5 m)
Penalty: See above
Bonus: Reduce target’s A.R. by 3
Reload Time: 2 melee attacks/actions per barrel
Payload: 2; 1 shot per barrel
Mega-Damage: 1D6x10 per harpoon; both may be fired at once.
W.P.: Use Flintlock W.P. Rifle
Barter Rank:

Explosive Resin a.k.a. “Devil’s Milk”
By boiling liquid resin it can be separated into two components: one a thick, brownish goo that is tossed away and a runny, milk-white fluid that is highly volatile. Using special kilns that combine TW modified energy cell crystals and blank spell gems to funnel and enhance hellfire, the white fluid, known jokingly as “devil’s milk”, will float to the top where it can be poured away from the useless residue. The process is very dangerous as the need to remove the mystical flame as soon as the devil’s milk begins to separate is key or else an explosion will result from the high temperature.
Devil’s milk is extremely unstable and must be carefully stored and transported as rough handling or high temperatures can cause it to detonate prematurely. This explosive is so dangerous and unpredictable that both the Host and the Cathedral have restricted its use and illegal trafficking in it is severely punished.
Chance of Accidental Detonation:
Slight jarring or knock: 5%
Container knocked over: 15%
Knocked off table or dropped: 30%
Smashed purposefully to ground: 70%
Shot by gunfire: 98%
Temperature is 45NC to 70NC (113NF to 158NF): 15% per minute
Temperature is 71NC to 99NC (160NF to 210NF): 55% per minute
Temperature is 100NC to 150NC (212NF to 302NF): 80% per minute
Temperature is higher than 150NC (302NF+): 100%
Damage: 1D6x10+10 to a 5 foot (1.5 m) blast radius per fluid oz
Barter Rank: 8 to 10 per fluid oz (restricted)

Darkheart Guns
Crafted from Nightsteel, a rare metal found only in the dimension of Hell, these TW weapons have recently been traded to the forces of the Host by their demon allies. They look like archaic pistols carved with demonic symbolism and are given to the Unholy's most trusted minions.
Darkheart Guns draw upon the evil of the user's soul and manifest it into a devastating blast of pure black energy. The gun’s malevolence causes damage to any user of good or selfish alignment that tries to use it (1D4x10 M.D. if the user is principled, 1D20 if scrupulous, 1D10 if unprincipled 1D4 if anarchist).
Creation Statistics:
Unknown
Weapons Statistics:
Weight: 3.75 lbs (1.68 kg)
Overall Length: 17.25 inches (43.8 cm)
P.P.E. to Reload: 3 P.P.E. or 5 I.S.P. per single shot
M.D.C.: 35
Effective Range: 850 feet (259 m)
Reload Time: 2 melee attacks/actions
Payload: 1 shot
Mega-Damage (by alignment): Anarchist: 2D6; Aberrant: 2D10+10; Miscreant: 6D6; Diabolic: 1D6x10
Payload: 1 shot
Bonus Note: The character's usual TW Black Powder pistol and/or O.C.C. bonuses to strike apply
Barter Rank: 25

Dyre .75 Barrage Gun
Designed to decimate a compacted infantry unit or break a cavalry charge, the barrage gun consists of a gathering of .75 musket barrels mounted within a small two-wheeled, armored wagon mounting that can be pulled about by an animal. A single pull of the trigger fires all of the barrels simultaneously. Unfortunately, unless more than one gunner is used to reload after firing, this weapon is ponderously slow between uses.
Creation Stats:
Initial P.P.E. Cost:
Spell Requirements: Blinding Flash, Telekinesis, Energize Spell
Physical Requirements: Crafted of resin, metal, wood, and one blank spell gem per barrel
Weapon Stats:
Weight: lbs ( kg), lbs ( kg) with wagon
Overall Length: Approximately feet ( m), feet ( m) with wagon
Maximum Wagon Speed: mph ( km)
P.P.E. to Reload: P.P.E. or I.S.P. per barrel
M.D.C.: per barrel, per wheel (2), for the shield.
Effective Range: feet ( m)
Penalty: Cannot be used to make called shots.
Bonus: Reduce target’s A.R. by 2
Reload Time: 2 melee attacks/actions per barrel
Payload: 15; 1 shot per barrel. All fire simultaneously
Mega-Damage: , -D M.D. per barrel destroyed
Barter Rank:

Pistol Crossbow
This crossbow is roughly the length of a modern pistol. It is a one-handed weapon though the second hand or forearm is often used as a brace while aiming. The crossbow’s bolts are commonly one-third to half the size of those fired by a normal crossbow. Some warriors have taken to mounting these weapons on the back of their gloved hands.
Weight: 3 lbs (1.35 kg)
Effective Range: 120 feet (36.5 m)
S.D.: 1D6 for normal bolts
Barter Rank: 6

Resin Arrows & Bolts
Short Bow: 1D8 M.D. and a Barter Rank of 3 for 1
Long Bow: 2D8 M.D. and a Barter Rank of 3 for 12
Modern Compound Bow: As long bow
Traditional Crossbow: 1D10 M.D. and a Barter Rank of 3 for 12
Modern Crossbow: As long bow
Pistol Crossbow: 1D6 M.D. and a Barter Rank of 3 for 12

Wormwood Siege Engines
The following is based on a mixture of Bill Coffin’s Siege Warfare rules, as presented in Library of Bletherad™, information from Palladium’s Compendium of Weapons, Armour and Castles, and my own research.

Ballista
Each additional man helping in the operation of the weapon lowers the number of attacks needed to reload by one, to a minimum of half the typical Reload Time (rounded down).
Light: Minimum Crew: 2, Effective Range: 1,070 (326 m), Reload Time: 2 attacks/actions, Mega-Damage: 5D6, M.D.C.: 50, Barter Rank: 14 for the ballista, 4 per bolt.
Medium: Minimum Crew: 2, Effective Range: 1,155 feet (378 m), Reload Time: 3 attacks/actions, Mega-Damage: 1D6x10, M.D.C.: 70, Barter Rank: 15 for the ballista, 4 per bolt.
Heavy: Minimum Crew: 3, Effective Range: 1,320 feet (402 m), Reload Time: 4 attacks/actions, Mega-Damage: 2D4x10, M.D.C.: 90, Barter Rank: 16 for the ballista, 5 per bolt.

Catapult
* Each additional man helping in the operation of the weapon lowers the number of attacks needed to reload by one, to a minimum of half the original Reload Time (rounded down).
Resin balls typically have a Barter Rank 2 or 3.

Light: Minimum Crew: 4, Effective Range: 900 feet (275 m) (100 feet/30 m minimum), Reload Time: 3 attacks/actions, Mega-Damage: 1D4x10, Barter Rank: 15.
Medium: Minimum Crew: 6, Effective Range: 1,070 feet (326 m) (100 feet/30 m minimum), Reload Time: 5 attacks/actions, Mega-Damage: 2D4x10, Barter Rank: 16.
Heavy: Minimum Crew: 8, Effective Range: 1,240 feet (378 m) (100 feet/30 m minimum), Reload Time: 6 attacks/actions, Mega-Damage: 2D6x10, Barter Rank: 17.

Alien TW Weapons Popular On Wormwood
Many TW weapons from other dimensions (especially Earth) have found a great demand on Wormwood. These weapons, requiring only P.P.E. to recharge them, as opposed to rare generators or ammunition types needed to replenish high-tech weapons, are slowly seeing more and more use by both sides of the war.
Here is a list of some of the more common (well, as common as these rare items can get) weapons and accessories from other dimensions that are seeing more and more use on Wormwood. Only within the past few years have a rare few Wormwood native techno-wizards managed to actually begin to make some of these magical weapons on their own.



• TW-45, TW Six-Gun, TW-38 Endless Revolver, TW Spitfire Revolver, TW Thundergun (New West™): These pistols are very popular, when they can be found, and usually have a Barter Rank of 17 or 18. To have one of these pistols is seen by other warriors as a sign of status.
• TW Super-Six Carbine, TW Eagle Eye Marksman Rifle, TW Windblaster Rifle, TW Old Lightning Rifle (New West™): Powerful TW rifles, these various weapons are much sought because of their obvious firepower. They usually have a Barter Rank of 19 or 20.
• TW Hellfire Shotgun (New West™): Very popular, this is perhaps one of the most commonly seen of the alien TW weapons, though it is still difficult to get. Normal Barter Rank ranges from 17 to 20.
• TW Sapper (New West™): This useful weapon is very hard to get a hold of but, if one can manage to do so, is a powerful tool in the fight against Darkness. Many priests of Light are trying to get their hands on these items and they have come to be seen as a status item among high society. Normal Barter Rank is 20 to 22.
• TW Snare Gun (New West™): There is not really a high demand for this weapon as most soldiers in the war between Light and Dark tend to be more satisfied with the death of their enemy, not his capture. Usual Barter Rank is 17.
• TW Silencers (New West™): Subtlety is not the norm on Wormwood so the demand for this weapon accessory is small. However, the TW silencer has become popular among spies and insurgents on both sides. Barter Rank is usually around 13 or 14.
• Palladium Fantasy RPG® Magic Items: These useful items and weapons vary so much that it is impossible to place even an estimated Barter Rank on them. It is a good idea, however, not to charge less than a Barter Rank of 10 for even the simplest of magic items.

Wormwood Miscellaneous Techno-Wizard Items

Wormwood Staff of Communion
These extremely rare items grant the wielder the use of several of the Wormwood Communion powers, even if they normally could not use such abilities. Just where these ancient items came from has been lost to the mysteries of time and nobody has yet rediscovered a way to reproduce these staves. It is believed there is less than twenty of these staves across all of Wormwood. If taken off world, the staff becomes little more than a trinket, as most of its abilities are directly related to the Living Planet alone.
Abilities:
• Twice per day it can perform each of the following Communion powers as if a 6th level caster: Create Shelter, Open & Close Dimensional Rifts, Locate Food & Resources, Create Wall, Create Stairs, Hell Fire
• If the user already has the Communion power of the staff he is using then that power's effects (duration, range, damage, etc.) are doubled
• Can cast the spell Exorcism up to 6 times a day
• Can cast the spell Negate Magic twice per day
• 1D10+10 M.D. with a strike and will harm those creatures affected only by magic
• Is indestructible
Barter Rank: Virtually priceless; at least 70

Alien Vehicles on Wormwood
As mentioned in the Wormwood Dimension Book, the denizens of Wormwood are very fond of transportation means from Earth. These means include horses, both real and robotic, motorcycles, hovercycles and similar light vehicles (both mundane and mystically powered).
Here are some notations on some of the more popular vehicles and beasts that can be found on Wormwood (increase Barter Rank by 1 to 3 for each option, such as additional weapons, depending upon type).



• NG-300 "Speedster" Hovercycle (Lone Star): Prefered by scouts and speed addicts. Barter Rank: 18
• MI-3000 "Firefly" Hovercycle (Lone Star): Lightweight, fast and maneuverable, scouts love this vehicle. Barter Rank: 18
• MI-1010 Desert Fox Hovercycle (Lone Star): Small and requiring little maintenance, many freelancers prefer this vehicle. Barter Rank: 17
• NG-220 Rocket Hovercycle (Lone Star): Armed and quick, many warriors like this combination. Barter Rank: 19 or 20
• NG-230 Prowler Hovercycle (Lone Star): Useful to spies, scouts and infiltrators, this hovercycle is favored by those who prefer stealth. Barter Rank: 22
• NG-400 Stinger Hovercycle (Lone Star): Used by those who prefer combat abilities over speed or handling: Barter Rank: 22 or 23
• NG-480 Turbo Hovercycle (Lone Star): An assault cycle with both good combat abilities and maneuverability.Barter Rank: 24
• Appaloosa or Pony Robot Horse (New West): The most common of robot horses on Wormwood, the Appaloosa provides a (relatively) cheap compromise of desired abilities. Barter Rank: 17
• The Mustang or Pinto Robot Horse (New West):Barter Rank: 18
• The Arabian Robot Horse (New West): Seen as a symbol of respectability and status, this powerful robot is much sought after. Barter Rank: 20
• The War Horse (New West): Sought by warriors whose skill is equal to the power of this robot. Barter Rank: 21 or 22
• Bandit K-9 Companion Robot Dog (New West): Sought as a status symbol as well as for the obvious practicality of such a robot. Barter Rank: 15 or 16
• Bronco Scooter (New West): Strangely, this odd vehicle is popular, especially among the young, spoiled nobility. Barter Rank: 16
• Glittermount Magical Horse (New West): Rare and much sought by both warriors and jaunty nobility (who, unfortunately, possess the majority).Barter Rank: 25
• KM-700 Uni-Motorcycle (Atlantis): A rare oddity, this machine just has not really caught on. Barter Rank: 16 or 17.
• Tarantual Combat Jump Bike (Juicer Uprisings): Due to the difficulty of piloting these, it is rare and most often just used as a standard motorcycle. Barter Rank: 16
• Road Boss Combat Chopper (Juicer Uprisings): A powerful combat vehicle, the Road Boss is much sought by warriors. Barter Rank: 19.


• Assault Hover Bike (Juicer Uprisings): A good mix of combat, armor, and speed, but still rare. Barter Rank: 22 or 23.
• Wastelander Motorcycle (Rifts Rulebook): 14
• Highway-Man Motorcycle (Rifts Rulebook): 14
• Typical Light Motorcycle: A.R. 5, S.D.C. 50, Speed: 90 mph., Range: 120 miles. Barter Rank: 12
• Typical Medium Motorcycle: A.R. 5, S.D.C. 100, Speed: 110 mph., Range: 110 miles. Barter Rank: 12 or 13
• Typical Heavy Motorcycle: A.R. 5, S.D.C. 150, Speed: 120 mph., Range: 350 miles. Barter Rank: 13
• Motocycle Sidecar (medium and heavy motorcycles only) A.R. 6, S.D.C. 50, Speed: reduce speed of the motorcycle by 10%, Range: reduce the range of the motorcycle by 10%. Barter Rank: 8



The Barter Ranks given are for standard (most often, gasoline) powered vehicles, electrical and nuclear versions are far rarer (even more so than TW versions) and can result in an increase in Barter Rank of 10 to 50%!
The S.D.C. Motorcycles are usually modified from their original state so that they will be more useful (and durable). The following changes can be made to such vehicles:
• An increase of speed, which increases the Barter Rank by 1 per 10 mph (maximum increase of an extra 80 mph).
• New, M.D.C., armor provides 25 M.D.C. for the main body (20 for a sidecar) for an increase in Barter Rank by 2. The light motorcycle has a maximum M.D.C. of 25, the medium 50 and the heavy 75.
• The S.D.C. tires can be replaced with hard tires (3 M.D.C. each) for an increase in Barter Rank of 1 for the set.
• Fuel Efficiency (gasoline and electric only): increase the range by 20% and increase the Barter Rank by 1.

TW Vehicle Conversion
To convert a vehicle from a mundane power source to a techno-wizard, and thus magically powered, vehicle requires the following of the processes explained on pages 91 - 92 of the Rifts Main Rulebook.
These conversions do not increase any elements of the vehicle other than to change its source of power to a mystical one. Any additional mystical properties which are to be placed on the vehicle must be done separately by the techno-wizard.
It should be noted that all vehicles converted to TW engines by Wormwood techno-wizards have an adapter added to it which allows the use of Wormwood Energy Cell Crystals (Wormwood page 111-112). These crystals, when placed within the adapter, provide the P.P.E. required by the engine instead of the user himself. This even allows non-magic users to ride and use TW vehicles so long as they were adapted by Wormwood techno-wizards. This method of using the Energy Cell Crystals is preferred as not all users of such TW vehicles have the appropriate spells needed or wish to reserve their P.P.E. for other uses.
• Electric Engine Conversion: Barter Rank +5
• Combustion Engine Conversion: Barter Rank +4
• TK Engine Conversion: Barter Rank +7

Animals and Beasts:

“Normal” Animals (Monsters & Animals, 2nd Edition)
For the most part, Wormwood is too hazardous and inhospitable for “normal” animals to survive in the wild. While several species have been imported across dimensions and domesticated, those who care for them have to go to great lengths to support them because Wormwood’s ecosystem as is cannot. Of the rare animal types that manage to exist in the wild, all have either learned to survive purely off of other animals (or humans) or their natural habitat is as uninhabitable as Wormwood's.

Horses and other mounts on Wormwood
Horses are an extremely popular mount on the Living Planet and for some reason it appears that Wormwood provides wild herds with the food and water that they need to survive. Here are some of the horses and other riding beasts that have been brought to Wormwood, by some way or another, and the extent to which they are used. Note: Horse statistics may be found in Monsters and Animals 2nd Edition, pg. 204 to 207.

War Horse: A favored steed, the war horse is used by many warriors (both of Light and Dark). It is most favored by those who prefer frontal combat to speed. Barter Rank: 11 or 12
Jumper Horse: There is not much of a demand for these beasts, but still they appear in wild groups or with the whim of an individual. Barter Rank: 9
Mule: Cheap and most often used as a pack animal by those who have something to barter for it. They are used the most by the workers in the Resin Mountains who find their stability a boon while traversing the uneven ground. Barter Rank: 7 or 8
Ponies: A rare sight, the pony is most often used by diminutive masters who need something their size or by the nobility who get them for their children. Barter Rank: 7 or 8
Race Horse: Much use is gained from these beasts among those who require speed, such as scouts and messengers. It should also be noted that horse racing is indeed a thriving sport on Wormwood as well. Barter Rank: 11 or 12
Riding Horse: Perhaps the most common steed, the riding horse is considered the "everyman's mount" and is the easiest to get. It should also be noted that they are the most well rounded and useful of the steeds, as they are jacks of all trades even if they are masters of none. Barter Rank: 9 or 10
Work Horse: Used mostly for farming on other planets, there is an obvious lack of that purpose on Wormwood. Thus, those work horses that exist on Wormwood are used for such things as the pulling of wagons. Barter Rank: 7 or 8
Ass and Donkey: These cousins of the horse are used mostly as pack animals or by those who cannot afford to trade for more valuable, highly-regarded mounts. Barter Rank: 6 or 7
Wild Horses: Not a breed unto themselves, any of the above can and do exist in wild, as well as controlled and trained, herds. These wild herds roam the open landscape of Wormwood, surviving nobody knows how, as the Living Planet lacks natural grazing pastures and water sources. The commonly accepted theory is that the planet senses their need and provides for them.
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Unread post by Jefffar »

Nice.

Too long though. Should have broken it up into a few posts.
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Unread post by Steve Conan Trustrum »

Jefffar wrote:Too long though. Should have broken it up into a few posts.


I was lazy 8)
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bigwhitehound

One little question??

Unread post by bigwhitehound »

:-o Your Wormwood stuff is great, but it says the tw flintlocks have spell gem blanks in them and that they work off Wormwood. The Wormwood book says if gems, crystals, ect... are removed(from the planet) the turn to dust. So how do these ones work off Woemwood.?
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Re: One little question??

Unread post by Steve Conan Trustrum »

bigwhitehound wrote::-o Your Wormwood stuff is great, but it says the tw flintlocks have spell gem blanks in them and that they work off Wormwood. The Wormwood book says if gems, crystals, ect... are removed(from the planet) the turn to dust. So how do these ones work off Woemwood.?


Keep in mind that for my campaign, for which this was designed, I was had things thought out a lot further than was presented in the original book. For example, the gun stats in the book appear in a few paragraphs buried in the setting description. No info on how to use them, how they were made, etc. Just name, range, and damage. I wanted the TW weapons to be something unique to Wormwood, so I added the crystals. Of the things that can be exported to other dimensions, then, the flintlocks won't be among them (not that they likely would, anyway, considering they are pretty week and slow compared to other MDC weapons.) It was sort of my way of encouraging people not to use Wormwood as nothing more than a plug-in, but to use it as it's own setting, standing on its own two feet. Of course, if you don't like it you can use the guns as they are but remove the crystal requirement.
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Unread post by Steve Conan Trustrum »

KL4 wrote:Whoa...
~~~~~
thats a long list.... :lol:
Nice though, i really like it.
MIght have to look it over and incorporate a bit.
:-D


Check out the other threads I posted if you like this stuff. There's quite a bit of my Wormwood stuff floating around these boards.
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bigwhitehound

wormwood water crystals?

Unread post by bigwhitehound »

Great stuff, but I have a question. The water crystals, what are they? I've been useing the create water spell in a blank spell gem, is that kind of what your driving at?
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Re: wormwood water crystals?

Unread post by Steve Conan Trustrum »

bigwhitehound wrote:Great stuff, but I have a question. The water crystals, what are they? I've been useing the create water spell in a blank spell gem, is that kind of what your driving at?


Yeah, they're something along those lines. Unfortunately, it's one of those items I never got to finish the write-up for before I began to devote more time to freelancing.
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