常見的機關裝置
發表於 : 2017年 4月 26日, 21:13
Acid Gun 酸民專用噴酸槍
Description: In the ever-constant search to find what else they can fire from a gun,
tinkers have created the acid gun. The acid is contained in specially treated wax pellets that
serve as bullets. When fired, the heat from the gunpowder melts the wax and expels the acid
in a wide spray.
After people began getting acid burns after firing the weapon, tinkers decided that such a
ridiculously dangerous weapon should be made safer by being sold with safety gloves. So with
every acid gun, the buyer receives free a pair of thick gloves, and must sign an affidavit saying
he does not blame the creator if he fires the gun and gets acid on his hands.
Operation: The acid gun sprays acid in a 10-foot-long cone. Each creature caught in
the acid takes 3d6 points of acid damage (DC 15 Reflex half). It requires no attack roll to use
and thus no proficiency; however, firing an acid gun requires a DC 17 Use Technological Device
check.
It takes one round to load the acid gun with enough care to avoid burns.
Ammunition: Wax-encased acid pellets sell for 100 gp for 10 pellets.
HR 1; 3 hp; Size Diminutive (weapon category: special, two-handed); Weight 2 lb.; MR 3; TS 3;
Craft DC 23; Price 500 gp.
Dragon Gun 射彈珠的BB槍,只不過彈珠是會爆炸的鍊金術之火
Description: Dragon guns are tinker-created weapons inspired by the deadly breath
weapons of dragons. Alchemist’s fire is projected by steam pressure from the tip of a blunderbuss-like
rifle to cast sheets of flame across a battlefield. Through dragon guns are terrifying and destructive
weapons, the backpack tanks that store the liquid ammunition are notoriously fragile.
Operation: The weapon has a 20-foot range increment and deals 2d6 points of fire damage
on a successful hit. On the round following a hit, the target takes an additional 1d6 points of fire
damage as the sticky alchemist’s fire continues to burn. The target can take a full-round action to
attempt to extinguish the flames before taking this additional damage. A successful DC 15 Reflex
save is needed to extinguish the flames. Dropping prone and rolling on the ground gives the target
a +2 bonus on this saving throw. Leaping into a body of water or magically extinguishing the flames
automatically causes the fire to die.
Reloading the tanks takes 1 minute. A dragon gun deals double damage on a critical hit.
Ammunition: A fully-loaded dragon gun carries 15 charges of alchemist’s fire. Each charge
allows one shot.
HR 3; 5 hp; Size Tiny (weapon category: exotic (firearm), ranged, two-handed); Weight 20 lb.;
MR 5; TS 6; Craft DC 24; Price 1100 gp.
Glue Mine 黏膠地雷
Description: Glue mines are bladders of sticky adhesive. Glue mines are typically sold
in units of 6, packed in boxes filled with straw to prevent them from exploding prematurely.
Operation: When thrown or stepped upon, glue mines burst and spread glue over a
10-foot square area. Anyone in the area when a bladder explodes must attempt a DC 15 Reflex
save. If this save succeeds, the creature is entangled, but not prevented from moving, though
moving is more difficult than normal while entangled (see below). If the save fails, the creature
is entangled and cannot move from its space, but can break loose by taking a full-round action
to make a DC 15 Strength check. Once loose the creature remains entangled but may move
across the glue slowly. Each round devoted
to moving allows the creature to make a new Strength check. The creature moves 5 feet for
every full 5 points by which the check result exceeds 10.
HR 0; 1 hp; Size Fine; Weight 1/2 lb.; MR 1; TS 7; Craft DC 15; Price 180 gp (contains 6).
Glue Rifle 你濃我濃黏膠槍
Description: Designed less for damage and more for hindering — or even capturing —
an opponent, this wide-barreled firearm uses glue mines as ammunition. Some of the more
talented wardens can use it to stick quarry to trees and walls.
Operation: The rifle fires glue mines (see above). The rifle is not completely nonlethal,
though, as it fires the adhesive-filled bladders at such a velocity that they deal 2d4 points of
bludgeoning damage before exploding and coating the area in glue. The glue rifle deals double
damage on a critical hit.
The rifle has a range increment of 50 feet. Reloading it is a full-round action that provokes
an attack of opportunity.
Ammunition: The glue rifle fires glue mines.
Fuel: Each shot consumes 1 ounce of gunpowder.
HR 3; 5 hp; Size Tiny (weapon category: exotic (firearm), ranged, two-handed); Weight 20 lb.;
MR 1; TS 3; Craft DC 15; Price 1080 gp.
Shredder Steamsaw 蒸汽動力鋸
Description: These large, circular blades are good at cutting down trees. They are also
effective weapons.
Operation: DC 10 Use Technological Device check to start. Starting or stopping a steamsaw
takes 2 rounds. The steamsaw deals 4d6 points of slashing damage and bypasses up to 20 points of
hardness of wooden objects.
Fuel: One vial of phlogiston fuels 20 rounds.
HR 5; shares shredder’s hp; Size Small (weapon category: exotic (steamsaw), melee); Weight 25 lb.;
MR 3; TS 12; Craft DC 22; Price 1150 gp.
Dart Grenade 毒藥手榴彈
Description: A weapon of troll manufacture, the dart grenade employs explosive swamp gas
to propel poison-tipped darts outward at high speeds.
Operation: A dart grenade is thrown like any similar splash weapon. Activating the grenade
before throwing it is a free action that requires a DC 10 Use Technological Device check. (Note that
the device can malfunction on both this check and on the attack roll.) When the bomb lands, it bursts
apart, dealing 1d6 points of piercing damage to all creatures within 20 feet; a DC 15 Reflex save negates
the damage. The darts’ poison affects anyone who takes at least 1 point of damage; they are permitted
a save versus poison as specified in that poison’s rules.
Dart grenades must be prepared with poison in advance. Virtually any type of contact or injected poison
can be used. Applying this poison to all the darts uses up 4 doses and takes 10 minutes.
Malfunction: The grenade explodes in the wielder’s hand. She automatically fails the Reflex save
against damage, but is permitted a save against whatever poison is on the darts.
Hardness 3; 5 hp; Size Tiny; Weight 2 lb.; MR 1; TS 6; Craft DC 16; Price 160 gp plus 4 doses of poison.
Bomb, Flash 閃光彈
Description: Developed by dwarven law enforcement as a safe way to stun and disorient thieves
for easy apprehension, the flash bomb looks much like a standard grenade except for its compact, oval
shape. When thrown, it explodes with a bright flash and loud bang.
Operation: A flash bomb is exactly like a standard grenade, except that it deals no damage. Instead,
all targets inside the blast radius are dazzled for 1 round and must make a DC 14 Fortitude save or be
dazed for 1 round. Creatures that are both blind and deaf (such as most oozes) are immune to the flash
bomb’s effects.
Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 1; TS 4; Craft DC 14; Price 90 gp.
Net-O-Matic Projector 捕網發射器
Description: Nets can be an effective means of immobilizing an opponent, but their short range and size
category limitations make them impractical for many users. The crafty gnomes, never satisfied with artificial
limits like these, found artificial ways around them with this useful device. A net-o-matic projector looks like
a fat-barreled shotgun with a huge handle that requires two hands to operate.
Operation: When fired, the net-o-matic launches a carefully folded net. It has a range increment of 10 feet.
The net has small weights on the corners, so after unfolding it wraps itself around the unfortunate target,
which can be of Tiny to Large size. The standard rules for nets apply for purposes of breaking out (see the
WoW RPG, Chapter 9: Weapons, “Weapon Descriptions”).
Fuel: A net-o-matic projector uses 1 vial of phlogiston for up to 10 shots.
Ammunition: A net-o-matic projector holds up to 5 pre-folded nets. Folding a net in the proper manner
requires 2 full rounds, and loading one into the gun is a standard action.
Malfunction: The net has lots of hooks, and gets caught on the user’s clothing. She is entangled in her own net.
Hardness 3; 5 hp; Size Tiny (weapon category: exotic (firearm), two-handed, ranged); Weight 10 lb.; MR 2;
TS 5; Craft DC 25; Price 1650 gp
Pulley Gun 滑輪鉤爪槍
Description: Grappling hooks are fine for simple climbing, but sometimes you need to move heavy loads
over walls or across chasms. The pulley gun makes this job a breeze. A blast of steam propels a thick metal
spike up to 50 feet through the air and deep into any surface up to hardness 8. (The spike penetrates stone
but not iron.) The force of impact compresses the spike, causing four tines to dig into the surface and secure it.
An instant after the spike fires, a second blast of steam shoots a pulley-and-rope attachment from a second
barrel. This barrel is sighted so that the pulley hits and locks onto the spike. Once the pulley is secure, the 100
feet of attached spidersilk rope can be used to move up to 800 pounds.
Operation: The pulley gun requires a ranged attack roll to hit its target. It has a range increment of 5 feet and
deals 3d6 points of piercing damage if used as a weapon. Most characters using a pulley gun take a –4 nonproficiency
penalty on their attack rolls, though a character with 5 or more ranks in Use Technological Device does not take
this penalty.
Resetting the pulley gun after it has been fired takes 3 rounds, but detaching the rope and pulley system from
the spike takes 3 minutes. Removing a spike from a wall is nigh impossible, so tinkers usually carry backup spikes.
Fuel: One vial of phlogiston fuels four shots.
Hardness 3; 5 hp; Size Tiny; Weight 6 lb.; MR 1; TS 4, Craft DC 14; Price 350 gp.
Battle Boots 戰鬥多功能靴
Description: Battle boots are made from sturdy leather and are strapped up to the knee. The thick heels
add 6 inches to the height of anyone wearing a pair. Contained within the heel are several devices that aid
in moving through thick brush and diffi cult terrain.
This multipurpose footwear is watertight and adjustable with several straps to fi t the wearer’s feet snugly.
The laces can be used as 50 feet of strong spidersilk line.
Operation: The wearer can direct the boot’s many functions by manipulating a series of toe triggers with
a DC 15 Use Technological Device check; failure means the desired function is not triggered. It takes 3 rounds
to switch the boots from one mode to the next.
The soles of the boots contain several options for negotiating terrain, not to mention sticky situations.
Tightly coiled springs release from the heel, giving the wearer a +5 circumstance bonus on Jump checks as
well as increasing his base land speed by 10 feet. Another mechanism allows stilts to unfold accordionlike
from the heel, giving an additional 2 feet of height, although a DC 10 Balance check is required to stay upright
each round. Using bellows at the heel, air bladders in each boot infl ate to allow a wearer of Small or Medium
size to cross a body of water without getting wet, provided they succeed on a DC 15 Balance check each
round to stabilize and stay upright while walking on water.
The boots even aid in combat situations: a dagger blade can extend from the toe of each boot to provide
stopgap weapons. Using these blades, the wearer’s kick attack deals an additional +1d4 points of damage.
Although incredibly useful, the boots are heavy, each weighing 10 pounds. They reduce the speed of the
wearer by –10 feet (negated if the springs are active).
Malfunction: The wrong function is activated, forcing the user to wait 3 rounds to reset the boots.
HR 3; 5 hp; Size Tiny; Weight 20 lb.; MR 3; TS 4; Craft DC 13; Price 550 gp.
Tinker’s Arms 巧匠義肢
Description: The Tinker’s Guild in Ratchet created the first tinker’s arm for Samuel Wrenchwright, a popular
member who had lost an arm in an accident. When others saw that he had not only gained a useful limb but
had increased his strength, they asked the tinkers to develop a version that might be used without the loss
of a living arm.
Operation: The resulting apparatus straps to the wearer’s arms, and when activated grants a +2 enhancement
bonus to her Strength score. Tinker’s arms designed for creatures of one size category may not be used by a
creature of another size category.
Activating the phlogiston boiler that powers the tinker’s arms takes 2 rounds and a DC 20 Use Technological
Device check.
Fuel: The tinker’s arms uses 1 vial of liquid phlogiston every hour.
HR 3; 5 hp; Size Tiny; Weight 20 lb.; MR 2; TS 6; Craft DC 21; Price 700 gp.
Description: In the ever-constant search to find what else they can fire from a gun,
tinkers have created the acid gun. The acid is contained in specially treated wax pellets that
serve as bullets. When fired, the heat from the gunpowder melts the wax and expels the acid
in a wide spray.
After people began getting acid burns after firing the weapon, tinkers decided that such a
ridiculously dangerous weapon should be made safer by being sold with safety gloves. So with
every acid gun, the buyer receives free a pair of thick gloves, and must sign an affidavit saying
he does not blame the creator if he fires the gun and gets acid on his hands.
Operation: The acid gun sprays acid in a 10-foot-long cone. Each creature caught in
the acid takes 3d6 points of acid damage (DC 15 Reflex half). It requires no attack roll to use
and thus no proficiency; however, firing an acid gun requires a DC 17 Use Technological Device
check.
It takes one round to load the acid gun with enough care to avoid burns.
Ammunition: Wax-encased acid pellets sell for 100 gp for 10 pellets.
HR 1; 3 hp; Size Diminutive (weapon category: special, two-handed); Weight 2 lb.; MR 3; TS 3;
Craft DC 23; Price 500 gp.
Dragon Gun 射彈珠的BB槍,只不過彈珠是會爆炸的鍊金術之火
Description: Dragon guns are tinker-created weapons inspired by the deadly breath
weapons of dragons. Alchemist’s fire is projected by steam pressure from the tip of a blunderbuss-like
rifle to cast sheets of flame across a battlefield. Through dragon guns are terrifying and destructive
weapons, the backpack tanks that store the liquid ammunition are notoriously fragile.
Operation: The weapon has a 20-foot range increment and deals 2d6 points of fire damage
on a successful hit. On the round following a hit, the target takes an additional 1d6 points of fire
damage as the sticky alchemist’s fire continues to burn. The target can take a full-round action to
attempt to extinguish the flames before taking this additional damage. A successful DC 15 Reflex
save is needed to extinguish the flames. Dropping prone and rolling on the ground gives the target
a +2 bonus on this saving throw. Leaping into a body of water or magically extinguishing the flames
automatically causes the fire to die.
Reloading the tanks takes 1 minute. A dragon gun deals double damage on a critical hit.
Ammunition: A fully-loaded dragon gun carries 15 charges of alchemist’s fire. Each charge
allows one shot.
HR 3; 5 hp; Size Tiny (weapon category: exotic (firearm), ranged, two-handed); Weight 20 lb.;
MR 5; TS 6; Craft DC 24; Price 1100 gp.
Glue Mine 黏膠地雷
Description: Glue mines are bladders of sticky adhesive. Glue mines are typically sold
in units of 6, packed in boxes filled with straw to prevent them from exploding prematurely.
Operation: When thrown or stepped upon, glue mines burst and spread glue over a
10-foot square area. Anyone in the area when a bladder explodes must attempt a DC 15 Reflex
save. If this save succeeds, the creature is entangled, but not prevented from moving, though
moving is more difficult than normal while entangled (see below). If the save fails, the creature
is entangled and cannot move from its space, but can break loose by taking a full-round action
to make a DC 15 Strength check. Once loose the creature remains entangled but may move
across the glue slowly. Each round devoted
to moving allows the creature to make a new Strength check. The creature moves 5 feet for
every full 5 points by which the check result exceeds 10.
HR 0; 1 hp; Size Fine; Weight 1/2 lb.; MR 1; TS 7; Craft DC 15; Price 180 gp (contains 6).
Glue Rifle 你濃我濃黏膠槍
Description: Designed less for damage and more for hindering — or even capturing —
an opponent, this wide-barreled firearm uses glue mines as ammunition. Some of the more
talented wardens can use it to stick quarry to trees and walls.
Operation: The rifle fires glue mines (see above). The rifle is not completely nonlethal,
though, as it fires the adhesive-filled bladders at such a velocity that they deal 2d4 points of
bludgeoning damage before exploding and coating the area in glue. The glue rifle deals double
damage on a critical hit.
The rifle has a range increment of 50 feet. Reloading it is a full-round action that provokes
an attack of opportunity.
Ammunition: The glue rifle fires glue mines.
Fuel: Each shot consumes 1 ounce of gunpowder.
HR 3; 5 hp; Size Tiny (weapon category: exotic (firearm), ranged, two-handed); Weight 20 lb.;
MR 1; TS 3; Craft DC 15; Price 1080 gp.
Shredder Steamsaw 蒸汽動力鋸
Description: These large, circular blades are good at cutting down trees. They are also
effective weapons.
Operation: DC 10 Use Technological Device check to start. Starting or stopping a steamsaw
takes 2 rounds. The steamsaw deals 4d6 points of slashing damage and bypasses up to 20 points of
hardness of wooden objects.
Fuel: One vial of phlogiston fuels 20 rounds.
HR 5; shares shredder’s hp; Size Small (weapon category: exotic (steamsaw), melee); Weight 25 lb.;
MR 3; TS 12; Craft DC 22; Price 1150 gp.
Dart Grenade 毒藥手榴彈
Description: A weapon of troll manufacture, the dart grenade employs explosive swamp gas
to propel poison-tipped darts outward at high speeds.
Operation: A dart grenade is thrown like any similar splash weapon. Activating the grenade
before throwing it is a free action that requires a DC 10 Use Technological Device check. (Note that
the device can malfunction on both this check and on the attack roll.) When the bomb lands, it bursts
apart, dealing 1d6 points of piercing damage to all creatures within 20 feet; a DC 15 Reflex save negates
the damage. The darts’ poison affects anyone who takes at least 1 point of damage; they are permitted
a save versus poison as specified in that poison’s rules.
Dart grenades must be prepared with poison in advance. Virtually any type of contact or injected poison
can be used. Applying this poison to all the darts uses up 4 doses and takes 10 minutes.
Malfunction: The grenade explodes in the wielder’s hand. She automatically fails the Reflex save
against damage, but is permitted a save against whatever poison is on the darts.
Hardness 3; 5 hp; Size Tiny; Weight 2 lb.; MR 1; TS 6; Craft DC 16; Price 160 gp plus 4 doses of poison.
Bomb, Flash 閃光彈
Description: Developed by dwarven law enforcement as a safe way to stun and disorient thieves
for easy apprehension, the flash bomb looks much like a standard grenade except for its compact, oval
shape. When thrown, it explodes with a bright flash and loud bang.
Operation: A flash bomb is exactly like a standard grenade, except that it deals no damage. Instead,
all targets inside the blast radius are dazzled for 1 round and must make a DC 14 Fortitude save or be
dazed for 1 round. Creatures that are both blind and deaf (such as most oozes) are immune to the flash
bomb’s effects.
Hardness 1; 3 hp; Size Diminutive; Weight 1 lb.; MR 1; TS 4; Craft DC 14; Price 90 gp.
Net-O-Matic Projector 捕網發射器
Description: Nets can be an effective means of immobilizing an opponent, but their short range and size
category limitations make them impractical for many users. The crafty gnomes, never satisfied with artificial
limits like these, found artificial ways around them with this useful device. A net-o-matic projector looks like
a fat-barreled shotgun with a huge handle that requires two hands to operate.
Operation: When fired, the net-o-matic launches a carefully folded net. It has a range increment of 10 feet.
The net has small weights on the corners, so after unfolding it wraps itself around the unfortunate target,
which can be of Tiny to Large size. The standard rules for nets apply for purposes of breaking out (see the
WoW RPG, Chapter 9: Weapons, “Weapon Descriptions”).
Fuel: A net-o-matic projector uses 1 vial of phlogiston for up to 10 shots.
Ammunition: A net-o-matic projector holds up to 5 pre-folded nets. Folding a net in the proper manner
requires 2 full rounds, and loading one into the gun is a standard action.
Malfunction: The net has lots of hooks, and gets caught on the user’s clothing. She is entangled in her own net.
Hardness 3; 5 hp; Size Tiny (weapon category: exotic (firearm), two-handed, ranged); Weight 10 lb.; MR 2;
TS 5; Craft DC 25; Price 1650 gp
Pulley Gun 滑輪鉤爪槍
Description: Grappling hooks are fine for simple climbing, but sometimes you need to move heavy loads
over walls or across chasms. The pulley gun makes this job a breeze. A blast of steam propels a thick metal
spike up to 50 feet through the air and deep into any surface up to hardness 8. (The spike penetrates stone
but not iron.) The force of impact compresses the spike, causing four tines to dig into the surface and secure it.
An instant after the spike fires, a second blast of steam shoots a pulley-and-rope attachment from a second
barrel. This barrel is sighted so that the pulley hits and locks onto the spike. Once the pulley is secure, the 100
feet of attached spidersilk rope can be used to move up to 800 pounds.
Operation: The pulley gun requires a ranged attack roll to hit its target. It has a range increment of 5 feet and
deals 3d6 points of piercing damage if used as a weapon. Most characters using a pulley gun take a –4 nonproficiency
penalty on their attack rolls, though a character with 5 or more ranks in Use Technological Device does not take
this penalty.
Resetting the pulley gun after it has been fired takes 3 rounds, but detaching the rope and pulley system from
the spike takes 3 minutes. Removing a spike from a wall is nigh impossible, so tinkers usually carry backup spikes.
Fuel: One vial of phlogiston fuels four shots.
Hardness 3; 5 hp; Size Tiny; Weight 6 lb.; MR 1; TS 4, Craft DC 14; Price 350 gp.
Battle Boots 戰鬥多功能靴
Description: Battle boots are made from sturdy leather and are strapped up to the knee. The thick heels
add 6 inches to the height of anyone wearing a pair. Contained within the heel are several devices that aid
in moving through thick brush and diffi cult terrain.
This multipurpose footwear is watertight and adjustable with several straps to fi t the wearer’s feet snugly.
The laces can be used as 50 feet of strong spidersilk line.
Operation: The wearer can direct the boot’s many functions by manipulating a series of toe triggers with
a DC 15 Use Technological Device check; failure means the desired function is not triggered. It takes 3 rounds
to switch the boots from one mode to the next.
The soles of the boots contain several options for negotiating terrain, not to mention sticky situations.
Tightly coiled springs release from the heel, giving the wearer a +5 circumstance bonus on Jump checks as
well as increasing his base land speed by 10 feet. Another mechanism allows stilts to unfold accordionlike
from the heel, giving an additional 2 feet of height, although a DC 10 Balance check is required to stay upright
each round. Using bellows at the heel, air bladders in each boot infl ate to allow a wearer of Small or Medium
size to cross a body of water without getting wet, provided they succeed on a DC 15 Balance check each
round to stabilize and stay upright while walking on water.
The boots even aid in combat situations: a dagger blade can extend from the toe of each boot to provide
stopgap weapons. Using these blades, the wearer’s kick attack deals an additional +1d4 points of damage.
Although incredibly useful, the boots are heavy, each weighing 10 pounds. They reduce the speed of the
wearer by –10 feet (negated if the springs are active).
Malfunction: The wrong function is activated, forcing the user to wait 3 rounds to reset the boots.
HR 3; 5 hp; Size Tiny; Weight 20 lb.; MR 3; TS 4; Craft DC 13; Price 550 gp.
Tinker’s Arms 巧匠義肢
Description: The Tinker’s Guild in Ratchet created the first tinker’s arm for Samuel Wrenchwright, a popular
member who had lost an arm in an accident. When others saw that he had not only gained a useful limb but
had increased his strength, they asked the tinkers to develop a version that might be used without the loss
of a living arm.
Operation: The resulting apparatus straps to the wearer’s arms, and when activated grants a +2 enhancement
bonus to her Strength score. Tinker’s arms designed for creatures of one size category may not be used by a
creature of another size category.
Activating the phlogiston boiler that powers the tinker’s arms takes 2 rounds and a DC 20 Use Technological
Device check.
Fuel: The tinker’s arms uses 1 vial of liquid phlogiston every hour.
HR 3; 5 hp; Size Tiny; Weight 20 lb.; MR 2; TS 6; Craft DC 21; Price 700 gp.