Frontier (Call of Cthulhu)

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Справочная информация по игре "Фронтир: Дикие земли"

  • Система: Call Of Cthulhu, 7 ed
  • Формат: One-shot
  • Жанр: pulp horror
  • Сетинг: Дикий Запад США, 1868 г.


Информация по Игре

Историческая справка

  • 1783 - Версальский мир. Окончание войны за независимость США.
  • 1803 - Луизианская покупка - сделка по приобретению Соединёнными Штатами французских владений в Северной Америке. Размер приобретённой территории, по приблизительным оценкам составил 2 100 000 км² или порядка 23 % территории современных Соединённых Штатов Америки.
  • 1825 - Верховный суд США формулирует Доктрину открытия, согласно которой право на земли принадлежит первооткрывателям, а не коренному индейскому населению, которое проживает на этой территории.
  • 1830 - Принят Закон о переселении индейцев
  • 1834 - Принят Закон об отношениях с индейцами. Формирование Индейской территории.
  • 1831-1842 - Переселение пяти южных племён по Дороге слёз.
  • 1836 - Война за независимость Техаса
  • 1843 - Первый эшелон смог добраться до Орегона по Орегонской тропе - старейшей из дорог, связывавших Великие Равнины с западом США длиной около 3200 км.
  • 1844 - Первое использование телеграфа
  • 1846 - Изобретение нитроглицерина
  • 1848 - В Калифорнии обнаружено золото.
  • 1851 - Законодательное собрание Калифорнии выделило 1,1 млн. долларов на вооружение и содержание отрядов милиции для «подавления враждебно настроенных индейцев».
  • 1855 - Выплачено первое государственное вознаграждение за скальп убитого индейца.
  • 1859 - Обнаружены залежи серебра в Неваде
  • 1861 - Начало Гражданской войны в США
  • 1860 - На территории Дакоты обнаружено золото. Начало Золотой лихорадки. Взрывной рост потока переселенцев.
  • 1862 - Принят Акт о собственности на землю, который позволял получать в собственность землю на незаселённых территориях.
  • 1865 - Конец Гражданской войны. Убийство президента Линкольна.
  • 1866 - Изобретение динамита.
  • 1867 - Закон о переселении индейцев в резервации.
  • 1868 - Возле канзасской железнодорожной станции Абилин введён в эксплуатацию скотопригонный двор на три тысячи голов. Абилин стаёт крупнейшим центром торговли скотом и первым из так называемых ковбойских городов.
  • 1869 - Торжественно введена в эксплуатацию Первая трансконтинентальная железная дорога США. Новая железнодорожная линия прошла по территории штатов Небраска, Вайоминг, Юта, Невада и Калифорния и связала между собой центральные и западные штаты страны с калифорнийским побережьем Тихого океана, отвоёванным у Мексики в 1845—1848 годах.
  • 1870 - Темпы истребления американских бизонов достигли 2 500 000 голов в год.
  • 1871 - Великий чикагский пожар.
  • 1874 - Запатентована колючая проволока.
  • 1889 - Популяция американских бизонов едва насчитывает тысячю особей из более чем 30 миллионов на момент 1880 года.
  • 1889 - Освобождённая от индейцев территория Оклахомы объявляется свободной для заселения.
  • 1896 - Обнаружено золото в Клондайке. Начало золотой лихорадки в Аляске.

Карты

Дикий Запад Железные дороги Индейцы
Old West.jpg
Rails.jpg
Indians.jpg
Территория Колорадо Kansas Pacific Railway
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Kansas Pacific Railway.jpg

Правила и опции

Рулбуки и заполняемый лист персонажа брать тут.

Генерация Персонажа

1. Decide Occupation and Characteristics

It is assumed the player has some conception of what kind of character he or she wants to create, so the dice rolls are made and distributed as the player wishes. Regardless of whether the player knows exactly what type of character he or she wishes to create, they can either choose an occupation and then distribute the rolls, or distribute the rolls and then choose an occupation.

STR, CON, POW, DEX, and APP are all rolled using 3D6 × 5
INT, EDU, and SIZ are all rolled using 2D6+6 × 5
Luck is rolled using 3D6 × 5
2. Determine Age
15 to 19: deduct 5 points amongst STR and SIZ. Deduct 5 points from EDU. Roll twice to generate a Luck score (see Luck, above) and use the higher value.
20s or 30s: make an improvement check for EDU.
40s: make 2 improvement checks for EDU and deduct 5 points among STR, CON, or DEX, and reduce APP by 5.
50s: make 3 improvement checks for EDU and deduct 10 points among STR, CON, or DEX, and reduce APP by 10.
60s: make 4 improvement checks for EDU and deduct 20 points among STR, CON, or DEX, and reduce APP by 15.
70s: make 4 improvement checks for EDU and deduct 40 points among STR, CON, or DEX, and reduce APP by 20.
80s: make 4 improvement checks for EDU and deduct 80 points among STR, CON, or DEX, and reduce APP by 25.

To make an EDU improvement check, simply roll percentage dice. If the result is greater than your present EDU, add 1D10 percentage points to your EDU characteristic (note that EDU cannot go above 99).

3. Determine Other Attributes
Sanity Points (SAN): equal to POW.
Hit Points (HP): add CON and SIZ together then divide the total by 10 (round down).
Magic Points (MP): equal to one-ffth of POW.
Damage Bonus (DB) and Build: add STR to SIZ and look up the total on table.
Movement Rate (MOV): compare DEX, STR, and SIZ as per table.
STR+SIZ Damage Bonus Build
2-64 -2 -2
65-84 -1 -1
85-124 None
125-164 +1D4 +1
165-204 +1D6 +2
205-284 +2D6 +3
285-364 +3D6 +4
365-444 +4D6 +5
445-524 +5D6 +6
STR and DEX MOV Rate
If both DEX and STR are each less than SIZ MOV 7
If either STR or DEX is equal to or greater than SIZ, or if all three are equal MOV 8
If both STR and DEX are each greater than SIZ MOV 9
4. Determine Skill Points
Allocate the resulting total as percentage points amongst those skills listed for the chosen occupation—your character’s professional skills. Points must also be allocated to Credit Rating (see following); each occupation has a suggested range for Credit Rating.
Calculate your personal interest skill points by multiplying INT × 2 and allot the result as points to any skills (which can include adding further points to occupation skills). Note that points cannot be allocated to the Cthulhu Mythos skill unless otherwise agreed with the Keeper
Note that each skill has a number in brackets next to it on the investigator sheet - this is the base chance of success in that skill, and any points allocated to that skill are added to this base number.
5. Decide Upon a Backstory
6. Finalize the Investigator
Write down cash, assets and current items at your disposal

Профессии на Диком западе

Occupation Occupation Skill Points Credit Rating Skills
Artist EDU × 2 + (DEX × 2 or POW × 2) 6-60 Art/Craft (any), History, Library Use, Psychology, Spot Hidden, Sleight of Hand, any two other skills as personal or era specialties.
Confidence Trickster EDU × 2 + APP × 2 10-80 Disguise, Dodge, Listen, Psychology, Sleight of Hand, Spot Hidden, and two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade).
Cowboy/Cowgirl EDU × 2 + (STR × 2 or DEX × 2) 9-20 Dodge, Firearms (Handgun or Rifle/Shotgun), First Aid, Jump, Natural World, Ride, Rope Use, Track.
Craftsperson EDU × 2 + DEX × 2 10-70 Accounting, Art/Craft (any), Drive (Wagon), Mechanical Repair, Persuade, any three other skills as personal or era specialties.
Dilettante/Greenhorn EDU × 2 + (APP × 2 or CON × 2) 50–99 Art/Craft (any), Listen, Other Language, Ride, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), any three other skills as personal or era specialties.
Doctor EDU × 4 30–80 Accounting, First Aid, Medicine, Other Language (Latin), Psychology, Science (Biology and Pharmacy), any one other skill as a personal or era specialty.
Special: limited Sanity loss immunity (loses minimum possible for seeing blood and gore, or only half in the most extreme cases).
Entertainer EDU × 2 + APP × 2 9–60 Art/Craft (e.g. Actor, Singer, Comedian, etc.), Disguise, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Listen, Psychology, any two other skills as personal or era specialties.
Expressman/Expresswoman EDU × 2 + (CON × 2 or DEX × 2) 20-60 Accounting, Drive (Wagon or Stagecoach), Fast Talk, Firearms (any), Mechanical Repair, Natural World, Navigate, Ride.
Farmer EDU × 2 + (STR × 2 or CON × 2) 9-50 Art/Craft (Farming), Firearms (Rifle/Shotgun), Drive (Wagon), First Aid, Jump, Mechanical Repair, Natural World, Ride.
Gambler EDU × 2 + (POW × 2 or DEX × 2) 10-60 Accounting, Gambling, Listen, Psychology, Sleight of Hand, Spot Hidden, one interpersonal skill (Charm, Fast Talk, or Persuade), and one other skill as a personal or era specialty.
Gunfighter EDU × 2 + DEX × 2 9-70 Fighting (Brawl), Firearms (any two), Ride, Stealth, Spot Hidden, Track, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade).
Special: limited Sanity loss immunity (loses minimum possible for seeing blood and gore, or only half in the most extreme cases).
Hobo/Drifter EDU × 2 + (APP × 2 or DEX × 2 or STR × 2) 0-6 Climb, Fast Talk, Jump, Listen, Natural World, Navigate, Stealth, any one other skill as a personal or era specialty.
Journalist/Author EDU × 2 + INT × 2 9–30 (10–60 for author) Art/Craft (e.g. Writing, Photography, etc.), one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), History, Library Use, Psychology, Spot Hidden, any two other skills as personal or era specialties.
Lawman EDU × 2 + (STR × 2 or DEX × 2) 20-70 Fighting (Brawl), Firearms (any), Law, one interpersonal skill (Intimidate or Persuade), Psychology, Ride, Spot Hidden, Track.
Special: limited Sanity loss immunity (loses minimum possible for seeing blood and gore, or only half in the most extreme cases).
Lawyer/Judge EDU x 4 20-80 Accounting, Law, Library Use, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any two other skills as personal or era specialties.
Man or Woman of God EDU × 2 + APP × 2 9-60 History, Library Use, Listen, Occult, Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any one other skill as a personal or era specialty.
Merchant EDU × 2 + (APP × 2 or INT × 2) 20-60 Accounting, Appraise, Psychology, Spot Hidden, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), any two other skills as personal or era specialties.
Miner/Prospector EDU × 2 + (STR × 2 or DEX × 2) 5-60 Climb, First Aid, Mechanical Repair, Natural World, Navigate, Science (Geology), Spot Hidden, any one other skill as a personal or era specialty.
Outlaw EDU × 2 + (APP × 2 or DEX × 2 or INT × 2) 6–70 Fighting (any), Firearms (any), Ride, Stealth, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Locksmith or Mechanical Repair, Psychology or Sleight of Hand, Spot Hidden.
Special: limited Sanity loss immunity (loses minimum possible for seeing blood and gore, or only half in the most extreme cases).
Politician EDU × 2 + (APP × 2 or INT × 2) 10–99 History, Law, Listen, Psychology, Charm, Persuade, any two other skills as personal or era specialties.
Rancher EDU × 2 + (STR × 2 or INT × 2) 50–99 Accounting, Law, Natural World, Persuade, Ride, Rope Use, Spot Hidden, any one other skill as a personal or era specialty.
Scholar/Teacher EDU × 4 10–50 Library Use, Other Language, Persuade or Intimidate, Psychology, Science (any), any three other skills as professional or era specialties.
Scientist/Engineer EDU × 4 20–80 History, Law, Library Use, Mechanical Repair, Operate Heavy Machinery, any three other skills as professional specialties.
Scout/Mountain Man or Woman EDU × 2 + (STR × 2 or DEX × 2 or CON × 2) 0–20 Firearms (any), First Aid, Natural World, Navigate, Ride, Stealth, Track, Trap.
Soldier/Warrior EDU × 2 + (STR × 2 or DEX × 2) 10-70 Climb, Fighting (any), Firearms (Rifle), First Aid, Mechanical Repair or Natural World, Stealth, Throw, any one other skill as a personal or era specialty.
Special: limited Sanity loss immunity (loses minimum possible for seeing blood and gore, or only half in the most extreme cases).
Unskilled Laborer EDU × 2 + STR × 2 5–20 Climb, Fighting (Brawl), Jump, Natural World, Stealth, Throw, one interpersonal skill (Charm, Fast Talk, Intimidate or Persuade), any one other skill as a personal or era specialty.

Навыки

Accounting (05%)

Animal Handling (05%)

Anthropology (01%)

Appraise (05%)

Archaeology (01%)

Art and Craft (05%) [Specializations]

Charm (15%)

Climb (20%)

Credit Rating (00%)

Cthulhu Mythos (00%)

Demolitions (01%) [Uncommon]

Disguise (05%)

Diving (01%) [Uncommon]

Dodge (half DEX)

Drive Auto (00%) [Uncommon]

Drive Wagon/Coach (20%)

Electrical Repair (00%)

Fast Talk (05%)

Fighting (varies) [Specializations]

Firearms (varies) [Specializations]

First Aid (30%)

Gambling (10%)

History (05%)

Hypnosis (01%) [Uncommon]

Intimidate (15%)

Jump (20%)

Language (Other) (01%) [Specializations]

Language (Indian) (01%) [Specializations]

Language (Own) (EDU)

Law (05%)

Library Use (20%)

Listen (20%)

Locksmith (01%)

Mechanical Repair (10%)

Medicine (01%)

Natural World (20%)

Navigate (10%)

Occult (05%)

Operate Heavy Machinery (01%)

Persuade (10%)

Pilot (01%) [Specializations]

Psychology (10%)

Ride (15%)

Rope Use (05%)

Science (01%) [Specializations]

Sleight of Hand (10%)

Spot Hidden (25%)

Stealth (20%)

Survival (10%) [Specializations]

Swim (20%)

Trow (20%)

Track (10%)

Trap (10%)  

Навык: Credit Rating

An investigator’s starting Credit Rating is determined during character creation, based upon the chosen occupation. In play, Credit Rating determines the amount of money a character has available on hand, as well as their assets and general living conditions. An investigator’s Credit Rating skill begins at zero. The range of starting levels for each occupation can be broad, and the level chosen should reflect the investigator ’s rank in that occupation. For example, a hobo is likely to be poor (Credit Rating 9 or less), while a gang boss could be very wealthy (Credit Rating 90). Any number of skill points can be invested in Credit Rating within the recommended limits for that occupation.

Credit Rating Cash Assets Spending Level Description Accomodation Travel
Penniless (CR 0 or less) $0.25 None $0.25 A person that cannot even afford the level of ‘poor’ is considered penniless. Such a person would be living rough. Walking, or stowing away on a train or ship.
Poor (CR 1-9) CR × 1/2 ($0.50 - $4.50) CR × 5 ($5 - $45) $1 Able to afford the bare minimum of a roof over their head and at least one meager meal each day restricted to the cheapest rental housing or fleabag hotel. Limited to public transport of the cheapest sort.
Average (CR 10-49) CR × 1 ($10 - $49) CR × 25 ($250 - $1225) $5 A reasonable level of comfort, three meals a day and an occasional treat. An average home, either rented or privately owned. Expect to stay in moderately priced hotels. Standard forms of travel can be used, but not first class. Able to afford a horse, and perhaps a wagon of some kind.
Wealthy (CR 50-89) CR × 3 ($150 - $267) CR × 250 ($12500 - $22250) $25 This level of wealth affords luxury and comfort. A substantial residence, perhaps with some domestic help (housekeeper, cleaner, gardener, etc.) Possibly a second home or a ranch. Able to stay in expensive hotels. First class.
Rich (CR 90-98) CR × 10 ($900 - $980) CR × 1000 ($90000 - $98000) $125 This level of wealth affords great luxury and comfort. A plush residence or estate with abundant domestic help (servants, cleaners, gardener,etc.). Second homes in other states. Stay in top hotels. First class.
Super Rich (CR 99) $25000 $2.5M+ $2500 As Rich, but money is really no object. Individuals in this category are among the richest in the world.

Приложение

Цены

Одежда

Belt 75¢
Boots $3.00 to $20.00
Boots, custom-made “cowboy” $15.00 to $25.00
Buffalo robe $10.00
Cartridge belt $1.00+
Cloth overcoat $8.00+
Cloth vest $1.00+
Dress $2.00+
Fur overcoat $15.00+
Hat $2.00 to $15.00
Leather vest $3.00
Linen duster $2.00
Shirt 50¢ to $2.00
Stetson hat, “boss” $5.00
Suit $12.50 to $25.00+
Suspenders 50¢
Spurs 15¢ to $10.00
Shoes $2.50+
Trousers $1.50+

Развлечение

Banjo $7.00
Beer, glass
Beer, keg $2.00
Book, hardback 50¢
British ale, cask $20.00
Cigar 1¢+
Cigarette papers (100) 50¢
Dice (pair) 10¢
Dice (loaded pair) $5.00
Guitar $5.00
Harmonica 25¢
Newspaper subscription, per year $3.00
Paperback novel 10¢
Playing cards 25¢
Playing cards, marked deck $1.25
Tobacco, tin, plug, or twist 50¢
Violin/fddle $9.00
Whiskey, shot 10¢+
Whiskey, bottle $2.00

Еда и услуги

Bath 50¢
Bath, clean water $1.00
Bunk, floor, or flophouse, per night $1.00
Hotel, per night 25¢ to $5.00
Hotel meals, best quality $2.00 to $5.00
Meal, poor to average quality 25¢ to $1.00
Room, per week $2.00
Room & board, per week $3.50
Shave & haircut 25¢
Stable fees, per night 25¢

Медицина

Doctor’s bag w/instruments $25.00
Laudanum (4 oz.) 35¢

Снаряжение

Bacon (10 lbs.) 60¢
Bedroll $4.00
Binoculars $10.00 to $25.00
Blanket $3.00
Box of matches 10¢
Canteen 50¢
Coffee (2 lbs.) 50¢
Coffee pot $1.00
Compass $2.00
Flour (50 lb. sack) $4.00
Gentleman’s toilet set $1.00
Kettle, brass (4 gallon) $3.00
Oil lamp $1.50
Parasol, silk $1.00
Sugar, (1 lb.) 10¢
Tent, 1-man $5.00
Tent, 3-man $9.00
Trail rations, 1 week $1.50
Trap, wolf $2.00
Trap, bear $10.00
Trunk, traveling (small-medium) $4.00 to $10.00
Trunk, traveling (large) $10.00 to $25.00

Инструменты

Axe $1.00
Blacksmith’s tools $15.00
Blasting caps, dozen $1.00
Dynamite, stick 25¢
Electronic detonator $5.00
Fuse, per yard
Hammer 50¢
Hatchet 75¢
Kerosene (1 gallon) $3.00
Lantern 80¢+
Nitroglycerine (1 oz.) 50¢
Pick 75¢
Pocketknife 50¢
Rope, per yard
Spyglass $10.00
Shovel 50¢

Транспорт

Burro $30.00
Horse, draft $60.00
Horse, saddle $30.00 to $200.00+
Mule $80.00
Ox $75.00
Pony $50.00
Saddlebags $3.00
Saddle, bridle, and blanket $30.00 to $70.00
Buggy, 2-person $30.00 to $60.00
Surrey, 4-person $50.00 to $175.00
Single harness $10.00
Double harness $25.00
Heavy wagon, 4,000 lbs. $40.00
Light wagon, 1,500 lbs. $35.00
Ship fare, New York to San Francisco $200.00
Stagecoach (6 horses, not included) $1,200.00
Stagecoach, local travel 15¢ per mile
Stagecoach, travel $3.00 per 50 miles
Stagecoach, St. Louis to San Francisco $200.00
Train fare, Omaha to Sacramento $75.00 to $100.00

Прочее

Eyeglasses $2.00
Gold (1 oz.), Black Hills price $20.00
Gold (1 oz.), New York price $17.50
Gold bar $3,000.00
Gun holster $1.00 to $5.00
Land patent from US Government $1,000.00
Lockable cashbox $1.35
Pocket watch & chain $1.00 to $10.00+
Safe $13.00 to $85.00
Small printing press $45.00
Typewriter $34.00
Underground mine, (small), sale price $4,000.00 to $25,000.00
Underground mine, (major), sale price $100,000.00 to $400,000.00
Sheep $5.00
Cattle, at stockyard $30.00
Cattle, calf $2.00 to $4.00
Cattle, steer $7.00 to $12.00

Оружие

Револьверы

Gun Damage Base Range Uses per Round Bullets Malf. Cost Availability
.31 Colt Pocket 1D8 10 1 (3) 5 99 $9 U
.44 Colt Dragoon 1D10+2 15 1 (3) 6 99 $6 U
.42/20 gauge LeMat Pistol† (20-g shot) 1D10+1 (2D6/1D6/1D3) 15 (10/20/50) 1 (3) 9 (1) 99 $17 VR
.22 Smith & Wesson Model 1 1D6 15 1 (3) 7 99 $6 U
.44 Colt Army 1D10+2 15 1 (3) 6 99 $14 C
.36 Colt Navy 1D8 15 1 (3) 6 99 $6 C
.36 Colt Police 1D8 15 1 (3) 5 99 $10 U
.32 Smith & Wesson Model 2 1D6+1 15 1 (3) 6 99 $10 U
.45 Colt Peacemaker 1D10+2 15 1 (3) 6 99 $10 C
.44–40 Remington 1D10+2 15 1 (3) 6 99 $15 C
.45 Smith & Wesson Schofeld 1D10+2 15 1 (3) 6 99 $13 U

Однозарядное оружие

Gun Damage Base Range Uses per Round Bullets Malf. Cost Availability
.44 Derringer 1D10+2 3 1 1 or 3 99 $2 R
.41 Colt 1-shot 1D10+1 3 1 1 99 $3 C
.41 Remington 2-shot 1D10+1 3 1(2) 2 99 $5 C
.41 Colt Cloverleaf 1D10+1 3 1 4 99 $9 R
.32 or .22 Remington Rifle Cane 1D8 or 1D6 15 1 1 or 3 98 $10 U

Винтовки

Gun Damage Base Range Uses per Round Bullets Malf. Cost Availability
.50 Hawken Plains Rifle 2D6+4 60 1/4 1 98 $5 U
.52 Sharps Rifle 2D6+2 80 1/3 1 98 $12 C
.52 Sharps Carbine 2D6+2 50 1/3 1 98 $11 C
.58 Springfeld Rifle 1D10+4 60 1/4 1 95 $10 C
.44 Henry 2D6+1 80 1 16 98 $17 C
.56 Spencer Carbine 2D6+3 50 1 8 98 $18 C
.50–70 Springfeld Trapdoor 2D6+4 90 1/3 1 99 $12 C
.45–70 Springfeld Trapdoor 2D6+2 100 1/3 1 99 $12 C
.44–40 Winchester ’73 Rifle (or Carbine) 2D6+1 80 or 50 1 18 (7) 98 $20 C
Sharps “Big .50” 3D6 100 1/3 1 99 $17 C
.45 Winchester ’76 Rifle (or Carbine) 2D6+3 80(50) 1 14 (17) 98 $22 C

Ружья и карабины

Gun Damage Base Range Uses per Round Bullets Malf. Cost Availability
10-gauge Shotgun shot (or slug) 4D6+2/2D6+1/1D4 (1D10+7) 10/20/50 (or 50) 1 or 2 2 99 $25 U
12-gauge Shotgun heavy shot (or slug) 4D6/2D6/1D6 (1D10+6) 10/20/50 (or 50) 1 or 2 2 99 $30 C
16-gauge Shotgun heavy shot (or slug) 2D6+2/1D6+1/1D4 (1D10+5) 10/20/50 (or 50) 1 or 2 2 99 $35 C
20-gauge Shotgun heavy shot (or slug) 2D6/1D6/1D3 (1D10+4) 10/20/50(or 50) 1 or 2 2 99 $40 C

Тяжёлое вооружение, взрывчатка

Gun Damage Base Range Uses per Round Bullets Malf. Cost Availability
.58 Gatling Gun 2D6+4 100 Full Auto 200 (mag) 95 $120 VR
Dynamite (per stick) 4D10/ 3 yards STR feet 1/2 1 98 $0.25 R
Incendiary Device 2D6+burn STR feet 1/2 1 95 N/A C

Холодное оружие

Weapon Skill Damage Base Range Uses per Round Malf. Cost Availability
Arkansas Toothpick* (knife w/double-edged blade) Fighting(Brawl) 1D6+DB Touch 1 N/A $2 C
Axe Fighting(Axe) 1D8+2+DB Touch 1 N/A $3 C
Bow and Arrows* Firearms(Bow) 1D6+half DB 30 1 97 - U
Bowie Knife* (single-edged) Fighting(Brawl) 1D4+2+DB Touch 1 N/A $2 C
Burning Torch Fighting(Brawl) 1D6+burn Touch 1 N/A - C
Cavalry Saber* Fighting(Sword) 1D8+1+DB Touch 1 N/A $5 U
Club(large) Fighting(Brawl) 1D8+DB Touch 1 N/A - C
Lasso Rope Use or Throw entangle 5 1 100 - C
Spear/Bayonet* Fighting(Spear/Brawl) or Throw 1D8+1+DB Touch or STR yards 1 N/A $2 R/U
Tomahawk* Fighting(Brawl) or Throw 1D6+1+DB Touch 1 N/A U
Whip Fighting(Whip) 1D3+half DB, or entangle 10 1 100 $5 C