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Throughout its long history the Chamber Arcanick has collected all sorts of odd and eccentric prototypes. This section details some of the more interesting exhibits on display. Most of these exhibits have been analysed and modern versions of such equipment is now available to those who can afford it.

The Active Point and Real Point costs have been included for all equipment on this page so that as a GM, you can easily apply the equipment rules in play in your own campaign to the devices on this page.

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Exceedingly Harmful Contraptions

Weaponry
RC APDeviceEffect Notes Edition
1344Nailbow Killing Attack - Ranged (2d6+1); Armor Piercing (+1/4); OAF Durable Expendable (Easy to obtain new Focus; -1), 6 Charges (-3/4), Beam (-1/4), Reduced By Range (-1/4)The standard issue weapon of all Sanctuary's armed forces; the nailbow uses compressed air to propel bolts towards the enemy and is deadly at close range.6e






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Accouterments for the Thrill-Seeker

Armour & protective gear

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Indispensable Tools of Malfeasance

Criminal Gear

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Conveyances for the Eminent Sluggard

Vehicles

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Appliances to Espouse Prominent Erudition

Things that help magic-users


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Enjinns & Automatons

Any sort of spirit-powered automaton

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Apparatus for the Discerning Gentleman



Miscellaneous Devices
RC APDeviceEffect Notes Edition
1332Tween Goggles +4 with Navigation (Tween); OAF Durable Expendable (Easy to obtain new Focus; -1), Unified Power (-1/4); (10 AP; 4 RC) AND +7 versus Range Modifier for Sight Group; OAF Durable Expendable (Easy to obtain new Focus; -1), Unified Power (-1/4); (12 AP; 5 RC) AND Analyze; OAF Durable Expendable (Easy to obtain new Focus; -1), Limited to Tween-related phenomena (-1/4); (10AP; 4 RC)This leather navigators cap has all sorts of lenses and scopes that can be flipped down over the wearer’s eyes6e

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