Dream Park


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Historical Equipment
RANGE: H=Hand, C=Close, M=Medium, L=Long, E=Extreme (second value if thrown)
ACCURACY: Bonus/penalty to Basic Skill
DAMAGE: VL=Very Light, L=Light, S=Serious, C=Critical, D=Deadly, VD=Very Deadly, ED=Extremely Deadly, SD=Super Deadly, COS=Cosmic, VLpsn=Very Light Poisoned, ASE=Small Area Effect
ARMOR: VL=Very Light (1W), L=Light (3W), M=Medium (5W), H=Heavy (7W), D=Very Heavy (9W), SH=Super Heavy (11W), MH=Mega Heavy (15W), COS=Cosmic (20W)
All reloads cost 1 point for a complete refill.
Rations cost 1 per day. Money costs 1 per 10 crowns.

TL 4

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Bayonet
L
+0
C
2
Backpack
1
Cudgel
VL
+0
H
1
Books
1
Iron Whip
S
+0
C
5
Camera Obscura
1
Main Gauche
L
+0
H
3
Candles (4)
1
Persian Battle Axe
D
+0
H
12
Canteen
1
Scimitar
S
+0
H
5
Compass
1
Steel Garrote
L
+0
H
2
First Aid Kit
5
Stiletto
VL
+0
H
2
Holy Symbol
1
RANGED WEAPONS Lantern
1
Arquebus
D
-2
M
16
Lock Picks
5
Flintlock Pistol
S
-2
C
5
Logarithmic Scale
1
Matchlock Musket
C
-1
L
6
Matches
1
Wheel-lock Carbine
C
+0
L
7
Musical Instrument
1
Zulu Javelin
S
+1
H/C
6
Petard
3
ARMOR
CLASS
COST
Pocketknife
1
Brigandine
M
16
Rope (hemp)
1
Full Plate
H
25
Shovel
1
Lacquered Plate
M
14
Telescope
1
Moorish Chain Mail
L
3
Tent (canvas)
1
Moorish Leather
VL
2
Napoleonic Cuirass
L
4
Small Iron Shield
(VL)
L
3

TL 5

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Bowie Knife
L
+0
H
2
Anti-Vampire Kit
3
Bullwhip
L
+0
C
3
Cinematograph
1
Scottish Dirk
S
+0
H
4
Daguerotype Camera
1
Two-Handed Claymore
D
+0
H
12
Dynamite Stick
5
RANGED WEAPONS Handcuffs
1
Derringer
S
-2
C
5
Ice Skates
1
Heavy Revolver
D
-1
M
16
Pocket Watch
1
Heavy Rifle
VD
-2
L
30
Sliderule
1
Light Revolver
S
+1
M
6
Spurs (cowboy)
1
Light Rifle
C
+0
L
4
Telegraph Key
1
Medium Revolver
C
+0
M
7
Medium Rifle
D
-1
L
18
Two-Barrel Shotgun
D/VD
+0/+1
BLAST 
30
ARMOR
CLASS
COST
Body Padding
L
3
Civil War Breastplate
L
2

TL 5+1

MELEE WEAPONS
DAM.
ACC.
RANGE
COST
GEAR
COST
Defensive Brolly
L
+0
C
5
Charcoal Pills
2
Snaring Scarf
-
+1
C
3
Coal Suit
2
Trick Stick
S
+0
H
6
Compressor Mask
2
RANGED WEAPONS Condenser
1
Carbide Rifle
D
+0
L
18
Electrolabe
1
Chlorine Grenade
S
+0
S.AREA
7
Electropathic Belt
3
Chloroform Grenade
-
+0
S.AREA
5
Expansion Tent
1
Clockwork Carbide
S
+0
M
8
Fish Beacon
1
Dynamite Gun
VD
+0
C
35
Induction Coil Lamp
2
Flare Grenade
-
+0
S.AREA
4
Luminous Cane
1
Incendiary Grenade
C
+0
S.AREA
9
Mesmeric Wand
5
Magnetic Needler
C
+0
C
8
N-Ray Animal Detector
2
Peroxide Pistol
VLpsn
+0
M
6
Oxygen Pills
2
Pocket Lightning Projector
L
+1
C
5
Paraboloscope
2
Saber Gun
C
+0
H/M
8
Pedal-Powered Skates
1
Voltaic Gun
D
+1
M
20
Photographic Gun
1
Vulcan Gun
S
+1
M
6
Photographic Occluder
1
ARMOR
CLASS
COST
Phrenological Character Evaluator
2
Antigarotte Collar
L
2
Phrenological Modifier
4
Articulated Armor
H
25
Pneumatic Suit
2
Magnetic Antibullet Vest
M
12
Portable Fire Escape
2
Spiritial Inhalent
5
Sportsman's Watch
2
Thalassonautic Casque
1
Thalassonautic Scaphander Suit
2
Truth Serum
5
Universal Tool Kit
2
Wireless Field Telephone
1
X-Ray Goggles
5

EQUIPMENT  DESCRIPTIONS

TL 4
MELEE WEAPONS (TL4)
Bayonet............................................2
Blade designed to be added to any Rifle or Musket, turning it into a Melee Weapon. It could be used like a knife without the gun, but at -1 to skill. Light damage.

Cudgel............................................1
Historical policeman's baton. Very Light damage.

Iron Whip............................................5
Chinese whip also called a Kau Sin Ke. It has a metal tip. Serious damage.

Main Gauche............................................3
Short dagger with a hand guard. A Character with Fencing may use this weapon in their off-hand for an extra attack or parry each turn. Light damage.

Persian Battle Axe............................................12
Persian-style 2-bladed short axe. Deadly damage.

Scimitar............................................5
Scurved sword favored by the Moors in Northern Africa. Serious damage.

Steel Garrote............................................2
Small length of wire designed to choke a victim by the neck, usually from the back. Light damage.

Stiletto............................................2
Long, wavy dagger favored by assassins. It may be poisoned. It may cause damage twice - if used in a stabbing motion, a second time when it is pulled out (victim gets no Dodge unless Character needs to regrip the weapon). Very Light damage.

RANGED WEAPONS (TL4)
Arquebus............................................16
Primitive hand cannon. Comes with 6 lead bullets, but must be reloaded after each shot (takes 3 turns to do so). Deadly damage.

Flintlock Pistol............................................5
Early archaic pistol form using a flint/striker combination and muzzle loading. Comes with 6 lead bullets, but must be reloaded after each shot (takes 2 turns to do so). Serious damage.

Matchlock Musket............................................6
Muzzle-loading shoulder arm. Though unrifled, they were the most accurate of the period's unrifled weapons. Must be reloaded after each shot (takes 2 turns to do so). Critical damage.

Wheel-lock Rifle............................................7
Muzzle-loading shoulder arm. Since it is rifled, it's even more accurate than the Musket. Comes with 6 lead bullets, but must be reloaded after each shot (takes 1 turn to do so). Critical damage.

Zulu Javelin............................................6
Javelin favored by African and Indonesian tribes during the early European expansion. Could still run a white man through, no problem. Can be used as a Melee Weapon as well. Serious damage.

ARMOR (TL4)
Brigandine............................................16
Medium Armor not unlike chain mail, but ornate like real clothing. Wearing Brigandine does not attract attention unless a Character makes an Awareness roll to notice.

Full Plate............................................25
Heavy Armor worn by knights, armored from head to toe. It is impossible to swim, climb or run with this armor unless the Character has some form of super-strength.

Lacquered Plate............................................14
Medium Armor specific to Japan. Made up of metal and bamboo plates, heavily lacquered and layered. It is very light, but will draw the attention of any non-Oriental Character seeing it.

Moorish Chain Mail............................................3
Light Armor favored by the Moors. It will draw the attention of any Christian Character seeing it.

Moorish Leather............................................2
Very Light Armor favored by the Moors. Made of studded leather, it will draw the attention of any Christian Character seeing it on an Awareness roll.

Napoleonic Cuirass............................................4
Light Armor worn by Napoelon's soldiers.

Small Iron Shield............................................3
Small shield made of, you guessed it, iron. It provides Light Armor. With the Shield Skill, it may be used to cause Very Light damage.

GEAR (TL4)
Backpack............................................1
Leather. Holds up to 40 lbs. of stuff.

Books............................................1
Book containing a Magic-User's spells (for use with Spellcraft) or other lore (+1 to any skill with "Lore" in the title). It is more reasonably sized than the Ancient version.

Camera Obscura............................................1
Primitive camera. The Photography skill is required to use it. Basically a box with a hole in it and a sensitive plate inside it.

Candles (4)............................................1
Wax candles. Come in bundles of 4.

Canteen............................................1
Container capable of holding about a quart of water or other liquid.

Compass............................................1
Magnetic compass with a magnetized needle floating in water. Gives +1 to any Navigation attempt..

First Aid Kit............................................5
Bandages, scalpels, needles. Required for any First Aid attempt in a Historical period.

Holy Symbol...........................................1
A crucifix. Might be useful against vampires, you never know.

Lantern............................................1
Runs on oil for 6 hours. Casts light over a Large area.

Lock Picks............................................5
Simple lock picking tools. Adds +1 to any Pick Locks attempt,

Logarythmic Scale............................................1
Table of mathematical operations. Gives +1 to any roll requiring mathematics (including many Engineering skills).

Matches...........................................1
Two dozen. For faster fires (it takes about 5 minutes to light a fire by this method). Can be used to light the area when a Character is standing, but not beyond.

Musical Instrument............................................1
Any carryable instrument available in the period.

Petard............................................3
A brave engineer's way of opening a gate, it consists of a powder charge attached to a heavy spike. Using Demolitions skill, the Character plants the spike, lights the fuse and runs like hell. Causes Serious damage in a Small Area.

Pocketknife............................................1
For cutting things. Does Very Light damage only (-1 to Melee Weapon skill).

Rope (hemp)............................................1
100 feet. Can carry up to 200 lbs.

Shovel............................................1
Digging tool.

Telescope............................................1
For long distance observation.

Tent (canvas)............................................1
Holds four. Takes 10 minutes to set up.



TL 5
MELEE WEAPONS (TL5)
Bowie Knife............................................2
Lightweight, drop-point knife about a foot long. Can be thrown at a -2 penalty. Light damage.

Bullwhip............................................3
Metal-tipped leather whip. Can be used to entangle or disarm at only -1 penalty. Light damage.

Scottish Dirk............................................4
Strong sword used by Highlanders. Close to a fencing blade, any character with Fencing has +1 Accuracy. Serious damage.

Two-Handed Claymore............................................12
Large 2-edged broadsword with a basket-hilt used by Scottish Highlanders. Requires Athletics 5 or more to use. Deadly damage.

RANGED WEAPONS (TL5)
Derringer............................................5
Small, two-shot hideout pistol, easily concealed in a pocket or purse. It is +2 to your Holdout skill. Serious damage.

Heavy Revolver............................................16
Any one of a number of small, cartridge-firing hand weapons from around 1850 to the present. Revolvers have 5 shots. Deadly damage.

Heavy Rifle............................................30
Any one of a number of breach loading, cartridge firing, rifled shoulder arms of the period between 1800 and 1900. Grooves cut into the inner barrel give it reliable accuracy and range. 10 rounds. Very Deadly damage.

Light Revolver............................................6
Any one of a number of small, cartridge-firing hand weapons from around 1850 to the present. Revolvers have 7 shots. Serious damage.

Light Rifle............................................4
Any one of a number of breach loading, cartridge firing, rifled shoulder arms of the period between 1800 and 1900. Grooves cut into the inner barrel give it reliable accuracy and range. 10 rounds. Critical damage.

Medium Revolver............................................7
Any one of a number of small, cartridge-firing hand weapons from around 1850 to the present. Revolvers have 6 shots. Critical damage.

Medium Rifle............................................18
Any one of a number of breach loading, cartridge firing, rifled shoulder arms of the period between 1800 and 1900. Grooves cut into the inner barrel give it reliable accuracy and range. 10 rounds. Deadly damage.

Two-Barrel Shotgun............................................12
A shoulder arm firing many small projectiles in a burst. May fire two Blasts at a time and takes 1 turn to reload. Shotguns do Deadly damage (1 barrel) or Very Deadly damage (both barrels).

ARMOR (TL5)
Body Padding............................................3
Light Armor. Leather and metal surcoat, designed to allow movement while stopping bullets and sword cuts.

Civil War Breastplate............................................2
Light Armor worn by Civil War soldiers. It only protects the torso, not the limbs or head.

GEAR (TL5)
Anti-Vampier Kit............................................3
A garlic necklace, 4 silver bullets, 3 stakes and a wooden hammer. You bring your own Holy Symbol. The stakes do Critical damage to vampires, Deadly if run through the heart with the hammer (disregard Armor). The bullets disregard a vampire's Armor as well, and cause damage appropriate to the weapon firing it.

Cinematograph............................................1
Historical ancestor of the movie camera, it must be cranked continuously while filming and thus makes a lot of noise (Stealth -5 to film without someone's knowledge). It does not record sound.

Deguerotype Camera............................................1
Historical ancestor of the camera. The Photography skill is required to use it. The pictures are printed on metal plates, which must be replaced after every shot.

Dynamite Stick............................................5
The Demolitions skill is required to use these explosives. Each stick has a fuse which must be lit. Causes Very Deadly damage in a Small Area.

Handcuffs............................................1
For binding others. Can take up to 6 Wounds before breaking, but considered to be made of Heavy armor.

Ice Skates............................................1
For rapid travel on ice (reduces terrain type from Very Rough to Normal).

Pocket Watch............................................1
For telling time. Usually accurate (1-5 on one die roll).

Sliderule...........................................1
Measuring instrument used to make rapid calculations especially when it comes to engineering tasks. All Engineering and Tech skills are +1.

Spurs (cowboy)............................................1
On boots, spurs give a +2 to any die roll involving the Animal Riding Skill.

Telegraph Key............................................1
Card with Morse Code written on it. Characters with this card may signal each other as if they had the Cryptography skill, and understand any Morse Code they intercept.



TL 5+1
MELEE WEAPONS (TL5+1)
Defensive Brolly............................................5
Umbrella with hidden spear blade at the tip. It also acts as a Shield with Medium Armor. Light damage.

Snaring Scarf............................................3
Tough scarf made of artificial silk. Takes one turn to unwound from one's neck (Fast-Draw skill may be used to do it faster). Once deployed, it acts as a melee net used for entangling attacks. It takes 5 minutes to turn it back into a scarf.

Trick Stick............................................6
Cane with a trick sword snapping out of it at the touch of a button. Serious damage.

RANGED WEAPONS (TL5+1)
Carbide Rifle............................................18
.45 caliber pump action repeating rifle that fires lead slugs propelled at high speeds  by an acetyline/air mixture. 14 shots. Deadly damage.

Chlorine Grenade............................................7
Grenade that releases over a Small Area a heavier-than-air green gas. It disperses after 5 rounds. To not take damage, a character would have to hold his or her breath (increasingly difficult Athletics rolls each turn). Serious damage.

Chloroform Grenade............................................5
Grenade that floods a Small Area with anesthezine gas requiring a Willpower roll at 8 not to fall asleep for 2-12 turns. Disperses after 5 rounds.

Clockwork Carbide............................................8
Steampunk submachine gun. Uses an external clockwork mechanism to load the bullets, so it's a very large weapon. Fires 20 shots or Bursts. Serious damage.

Dynamite Gun............................................35
Uses compressed air to launche a 45mm dynamite shell, which causes Very Deadly damage in a Small Area. Holds only one shot at a time.

Flare Grenade............................................4
Grenade that only has its full effect if thrown into the air, where it briefly releases intense light over a Small Area before falling back to the ground after 2 seconds. At night, an Athletics roll of 8 should be made not to be blinded for 2-12 rounds if not looking away.

Incendiary Grenade............................................9
Grenade that scatters powdered white phosphorus over a Small Are, which spontaneously ignites when in contact with air. Disperses after 2 rounds. Critical damage.

Magnetic Needler............................................8
Applies electromagnetic technology to fire steel needles. 25 shots. Critical damage.

Peroxide Pistol............................................6
Mechanical repeating pistol made of glass. It uses a chemical reaction turning peroxide into steam to fire darts. These darts may be laced with poison with the Poisons skill. 10 shots. Very Light damage.

Pocket Lightning Projector............................................5
Large and bulky stungun. When touching a target, a trigger can be pressed to release an electrical pulse. Unless target rolls Athletics 8, they are stunned for 1-6 rounds. Battery has 20 charges. Light damage.

Saber Gun............................................8
Heavy cavalry saber combined with a 6-shot double-action rimfire revolver. It may be used for Ranged or Melee attacks. Critical damage.

Voltaic Gun............................................20
Rifle with circular power plant underneath and forked eletrical discharge unit at its end. Fires an electrical beam. Battery has 5 charges. Deadly damage (only Critical in wet environments).

Vulcan Gun............................................6
Rifle with a short heavy barrel that fires vulcanized rubber bullets. Characters losing half their Wounds from this weapon are knocked out. Serious damage.

ARMOR (TL5+1)
Anti-Garotte Collar............................................2
Light Armor around the neck. Only protects from garotte and choking attacks.

Articulated Armor............................................25
Heavy Armor based on medieval designs, but using far better materials. Half the weight of comparable plate armor.

Magnetic Antibullet Vest............................................12
Medium Armor only covering the torso. Any bullet or metal missile coming close will automatically hit it (no Dodge roll for character, but hopefully the armor stops all damage).

GEAR (TL5+1)
Charcoal Pills............................................2
Counter poisons by absorbing the toxin into the carbon pellets. Pills must be taken within first hour of having been poisoned. Charcoal pills may reduce the effect of alcohol as well. 3 pills.

Coal Suit............................................2
Ultimate cold weather gear. A one-piece helmeted suit with metal backpack containing a boiler, fan and heating element. Twin exhaust pipes around the head release the smoke out of the suit. It protects against the cold totally. Even magical cold attacks are 2 Damage levels less.

Compressor Mask............................................2
Mask designed to keep humans alive in thin atmospheres (like that of Mars). Protects against airborne poisons as well.

Condenser............................................1
Device that stores energy in an electric field. May be used to recharge any battery, taking X minutes, where X equals charges replaced. It looks like a Mason jar with chemicals inside and a wire coming out the top.

Electrolabe............................................1
Device that uses the Earth's magnetic field to find the user's position. +3 to Navigation skill, and eliminates penalties for bad weather, etc.

Electropathic Belt............................................3
Large belt worn against the skin that continuously conducts electricity through the wearer's body. Wearer is +1 Athletics and +1 Wound. If immersed in water, short-circuits, becoming useless and giving the wearer a nast shock (Very Light damage).

Expansion Tent............................................1
Luxurious tent that unfolds easily from backpack, no fuss, no muss, by releasing compressed air into its frameworl tubing (bottle included).

Fish Beacon............................................1
Beacon that sends out electromagnetic pulses that attract fish and reptiles. Gives +4 to Survival when fishing or hunting for such animals. Battery has 10 charges.

Induction Coil Lamp............................................2
Uses a Bunsen cell to activate chemicals in a clear glass chamber. The gases glow inside. Because sealed, may even be used underwater. Emits light in a Small Area.

Luminous Cane............................................1
Cane of ebony with crystal intaglio along its length. The head is a sphere of clear glass that emits light in a Small Area.

Mesmeric Wand............................................5
Amplifies a Hypnotist's will through a magnetic field. All Hypnotism and Psionic Discipline rolls are at +5. 6 charges.

N-Ray Animal Detector............................................2
Simple metal box with various lenses that channel N-Rays to the eye. When aimed at a living animal, its movement can be detected even through foliage and trees, but not walls.

Oxygen Pills............................................2
One 1-once tablet held in the mouth makes enough oxygen for an adult male at rest for 30 minutes, about half that with strenuous activity. Afterwards, the user may experience excessive burping for a half-hour. 4 pills.

Paraboloscope............................................2
Surveillance device composed of a parabolic metal dish and stethoscope mounted in fake attaché case. Can allow user to hear far away sounds and conversations.

Pedal-Powered Skates............................................1
Short skis with one rubber-tired wheel just in front of the foot and the other behind the heel. The ancestor of the rollerblade. Can attain Slow Ground Speeds.

Photographic Gun............................................1
Very early version of movie camera. It takes quick multiple photographs of a scene on a rotating disk. Taken out, the disk can be spun to show the scene in motion. Includes 3 disks.

Photographic Occluder............................................1
Shotgun-shaped aiming apparatus connected to a backpack battery (has 10 charges). When aimed at a camera, shoots x-rays that destroy its film and any pictures already taken.

Phrenological Character Evaluator............................................2
Made from a large bowler hat, analyzes the psychological traits of the wearer from the bumps on their heads.

Phrenological Modifier............................................4
Helmet that can compress the subject's head to change his or her personality according to phrenological theories. Uses various clamps and pins to accomplish this. Takes at least two scenes to take effect. Target's Knowledge OR Awareness OR Tinkering OR Willpower may be increased or decreased by 2.

Pneumatic Suit............................................2
Protective garment for work in hazardous environments. Coated in vulcanized rubber, inflated at high pressure and compartimentalized. Athletics is at -2 in the suit, but it is fully acid, electricity and water-proof, acts as Very Light Armor. It does not have its own air supply.

Portable Fire Escape............................................2
Worn like a backpack, this rig unfolds up to 4 stories down or up. A Climbing roll at +1 is required.

Spiritual Inhalent............................................5
Volatile oil that, when warmed up and breathed in, increases a Psionic's evert Discipline by +1 for 5 turns. 3 doses.

Sportman's Watch............................................2
A slightly larger than normal pocketwatch. Its chain can be unwound to become a 40-foot length of wire with a hook at the end. Winding the watch draws the wire in, lifting up to a grown man from the ground to the hooked end.

Thalassonautic Casque............................................1
Strap-on open helmet with shield extending down the chest and back. Has 30 minutes worth of air in a cylinder at the back. Safe up to 30 feet underwater.

Thalassonautic Scaphander Suit............................................2
Fully developped underwater suit with 2 hours worth of air, safe to 150 feet underwater. Provides Very Light Armor.

Truth Serum............................................5
Drug that places the victim in a trance-like state in which he or she cannot resist giving truthful answers to questions unless a Willpower roll at 12 is made. Lasts 1-6 turns/questions. 1 dose in included seringe.

Universal Tool Kit............................................2
The size and shape of a hardbound book, it contains folded tools for any situation. Any repair or building task is made at +3.

Wireless Field Telephone............................................1
Simple independent wireless telephone whose battery (20 charges) fits in any backpack. It may make and receive calls to any similar telephone (i.e. connected to radio receiver).

X-Ray Goggles............................................5
Large pair of goggles (battery with 10 charges in belt). Allow the wearer to see through clothing, skin or walls. Use Tinkering skill to focus correctly.


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.