Most of the items listed in the equipment table need no explanation. Some are sufficiently unusual to merit further definition. In this section, descriptions for unusual items are provided. Firearms are discussed in a separate chapter so that all the information on firearms could be consolidated. While it is based on the
Price List presented in the original Guide to Gothic Earth some items have been added and some prices have been changed due to the results of new research.
Binoculars: These optical devices are popular among explorers and adventurers for their ability to magnify distant objects. Binoculars are invaluable in surveillance situations and for observing dangerous persons or creatures. The binoculars listed on the equipment table provide a magnification factor of 10. This means that an object 100 feet away from the viewer would appear to be only 10 feet away. Binoculars are extremely fragile.
Blacksmith's Kit: This large, heavy kit contains a wide assortment of metalworking tools including hammers, chisels, and tongs. For practical reasons, the kit does not include items such as a forge or anvil. In order to use these tools safely and effectively, a character must make a Blacksmith or Artisan skill check.
Blessed (Holy) Water: In Gothic Earth, there is a difference between “holy water” found in most churches and magically blessed water (effective against undead). Most churches are led by Parson class clerics (not mystics) and they cannot cast the first level mystic spell Bless Water, making their sacred water magical. (In Gothic Earth, there is no divine effect.) A hero may use the Hierarchical Contact skill to locate a church that does have the "more effective"
sacred water and purchase 1d4 vials once per adventure at the start. Heroes without this skill have at best only a 25% chance of actually finding Blessed Water (1d4 vials) and must pay book price ($25.00 per vial). (Heroes who have the ability to cast Blessed Water may choose to do so before the start of the adventure. A casting check and a Dark Powers check must be done for each vial attempted.)
Buttonhook: This small object is used for lacing the fashionably high-top boots of the period. It is simply a small, curved metal hook about 1/4 inch in diameter on a handle about four inches long. It is also useful for retrieving small items in tight spaces.
Cabinet Bag: This bag resembles the stereotypical "doctor's bag." It has stiff leather sides and soft leather, hinged top which opens wide to provide easy access to the objects within.
Calling Cards: A convention of Victorian etiquette, a calling call bears an individual's name, name and title, or name, title, and address.
Women's cards typically bear only her name.
The card is handed to a butler, parlor maid, or secretary so that the individual may properly announce the caller. In the absence of the object of one's call, the card may be left as a reminder of the call.
Camera, Box: Perhaps the most commonly used camera of the period for landscape and studio photography, this item is bulky, cumbersome and fragile. To take a picture, a photographic plate or film must be inserted into the camera. Once exposed, the plate or film must be developed later by a person with skill in photography. A different back of camera is used for a plate holder and a film roll holder. (Film for 12 and 24 exposures is available in urban settings.)
Camera, Folding: Similar in operation to the box camera, a folding camera has a soft body with accordion folds that can be collapsed for easy storage and transport. new folding cameras may offer a choice of a plate holder or film holder backs.
Camera, Stereo: The stereo camera is similar to a box camera in size and appearance. It produces two images of the subject, each slightly different in perspective from the other. When such photographs are developed and viewed with a stereoscope (described later), they create a three-dimensional imager. Stereo cameras are very delicate.
Carpentry Kit: This assortment of woodworking tools may enable a character to make repairs to wooden objects or fashion new items. In order to use these tools safely and effectively, a character must make Carpentry skill checks.
Club Bag: This bag is a cross between the modern duffel bag and the briefcase. It is fashioned of canvas, leather, or alligator hide and has soft sides, a metal frame, and a metal clasp.
Cobbler's Tools: These tools, including knives, punches, and awls, are used for the care and repair of items made of leather. Shoes, boots, gloves, leather backpacks, suitcases, bags, and more may be mended with this equipment. The
and effectively, the character must make Cobbling or Tanning skill checks.
Gunsmith's Kit: In addition to the items needed to clean and properly maintain firearms, this kit includes the tools and parts that allow for minor repairs to damaged weapons. In order to use these tools safely and effectively, a character may need to make a Gunsmith skill check.
Handcuffs: The price given in the equipment list is for steel handcuffs with double locks. Each cuff can be locked and unlocked independently of the other.
Locksmith’s Kit: This kit includes a variety of skeleton keys, key blanks, a couple of files, screwdriver, keyhole saw, hammer, and lock picks. A tradesman (locksmith) uses it to install, replace, repair or open locks. Others may purchase the kit for less legal purposes. An Open Locks skill check is needed to open locks.
( the locksmiths kit substitutes for thieves tools.) Microscope: This tabletop optical device is used to examine minute objects and is useful in many scientific pursuits. It is fragile and can be easily damaged. The materials required to make slides for viewing under the microscope accompanies the device when purchased.
Opera Glasses: These optical devices are ornate, less powerful versions of common binoculars.
Opera glasses generally magnify at a power of 2 or 3 times, limiting their usefulness outdoors.
They are intended for use at the theater. They are very fragile.
Photographic Plate: Early photography is a challenging pursuit. Photographers on Gothic Earth must use heavy, fragile glass plates treated with chemicals in order to take photographs. The chemicals for developing the plate after a picture is taken are included in the photographic kit.
Photographic Kit: This kit contains all the chemicals needed to produce good quality photographs, including flash powder and the various chemicals used in developing and printing pictures. Developing photographs requires a Photography skill check.
Physician's Bag: This collection includes bandages, gauze, cotton, carbolic acid, ether, silk
Chapter Six: Equipment 64 period. It is intended to serve a physician for
diagnosis and treatment in emergencies. A physician attempting to practice his art without this or equivalent supplies suffers a -4 penalty to his Medicine skill check. Using the drugs in this kit without the Medicine skill is illegal.
Sewing Kit: This handy kit includes a thimble, small scissors, emery bag, needles, thread, buttons, patches, hooks and eyes, tailor's chalk,
and other useful things to keep clothing and other fabric items in good repair. These supplies may be sufficient to manufacture new items. A character with the Tailor skill uses it most successfully.
Stereoscope: This optical device is a hand-held device used for viewing photographs taken with a stereo camera. It is made of thin wood and fragile metal parts and is therefore fairly delicate.
Table 6:3 Equipment Price List
Clothing Cost Bugle $2.50 Umbrella $1.25
Ballgown $80-$250 Burner, Bunsen $.75 Violin $6.00
Belt, plain leather $.30 Button hook $.40 Wallet $.50
Blouse $1.25 Cabinet bag $3.50 Watch, pocket $2.50
Bonnet $2.25 Calling cards, 50 $.10 Watch, chain $6.00
Boots, Riding $4.00 Camera, box $8.00 Watch, fob $.75
Boots, soft felt $1.00 Camera, folding $20.00 Whistle, police $.75
Boots, rubber $2.00 Camera, stereo $15.00 Zither $3.00
Cap $.50 Candle, wax $.01 Firearms Cost
Cape, Opera $1.00 Canteen $.10 Carbine, breech loading $9.00
Dress, Common $4.00 Chalk $.01 Carbine, lever action $11.00
Dress, woman’s fancy $7.50 Cigar (cheap to Havana) $.01-$.25 Pistol, army $16.00
Gloves, kid $1.00 Clock, alarm $1.50 Pistol, navy $12.00
Hat, Bowler $1.50 Club bag $1.50 Pistol, derringer $5.00
Hat, Deerstalker $1.00 Compass, magnetic $1.00 Rifle, breech loading $10.00
Hat, Ten Gallon $3.00 Crowbar $.50 Rifle, lever action $12.00
Hat, Silk Tophat $4.00 Fishing pole, reel, hooks, line $1.00 Rifle, Big Game $35.00
Overalls $2.50 Gramophone cylinder $.50 Shotgun $15.00
Overcoat $5.00 Gramophone, player only $25.00 Scattergun $20.00
Pants $1.75 Gramophone, recorder $45.00 Ammunition Cost
Petticoat $1.00 Grease, Axle (lb.) $.05 Pistol, army (box of 25 rnds.) $.42
Raincoat (oil slicker) $4.00 Goggles $.75 Pistol, Derringer (box of 25 rnds.) $.20
Shirt $.75 Guitar $9.00 Pistol, navy (box of 25 rnds) $.25
Shoes $2.00 Hammer $.50 Rifle (box of 25 rnds.) $.70
Skirt, dress $3.50 Handbag $1.25 Carbine (box of 25 rnds.) $.45
Skirt, walking $2.50 Handcuffs, double lock $3.50 Rifle, Big Game (box of 25 rnds.) $1.00
Suit, ladies’ dress $12.00 Handkerchief $.05 Shotgun (box of 25 rnds.) $.55
Suit, men’s business $5.00 Harmonica $.30 Explosives Cost
Suit, men’s dress $9.00 Hip flask (empty) $.50 Dynamite (per stick) $1.50
Union suit, wool $2.00 House paint, gallon $1.00 Gunpowder (per keg) $2.50
Services Cost Ink, 1 pint bottle $.15 Nitroglycerine (per vial) $2.00
Oceanliner (per 100 miles) $2.50 Inkstand $.30 Gunpowder Fuse (50 feet) $5.00
Railroad (per 50 miles) $1.50 Jars, Mason Fruit (8 doz.) $6.00 Detonator, Plunger $10.00
Riverboat (per 50 miles) $1.00 Lantern $2.00 Wire (50 foot coil) $2.50
Horse drawn cab (per mile) $.10 Umbrella $1.50 Melee Weapons Cost
Telegram (per word) $.05 Lunchbox $.25 Baton $.75
Telegram, international $.25 Kerosene (gallon) $.10 Blackjack/sap $.25
Hospital stay per night $4.00 Machine Oil (quart) $.25 Brass Knuckles $1.50
Tools & Kits Cost Magic Lantern $4.00 Club Free
Blacksmith’s kit $12.50 Magic Lantern slides (10) $1.00 Cutlass $12.00
Carpentry kit $15.00 Magnifying glass $1.75 Dagger (Hunting Knife) $1.25
Watchmaker’s tools $30.00 Marbles (50) $1.00 Hand axe $1.00
Cobbler’s tools $3.00 Matches (25/box) $.05 Knife, pocket $.75
Gunsmith's kit $5.00 Match box, silver $1.15 Machete $2.50
Locksmith’s kit $15.00 Measuring tape (6 feet) $1.25 Rapier/Foil $15.00
Photographic kit $25.00 Microscope $18.00 Saber $17.00
Physician’s bag $12.50 Mirror, small glass $.12 Sword Cane $25.00
Sewing kit $2.50 Monocle $1.25 Whip $.25
Thespian kit (wig &makeup) $30.00 Music box $4.50 Leather goods4 Cost
4 Additional items are from the Unabridged Facsimile Catalogue No. 57, Montgomery Ward & Co. Spring and
Transportation, equip. Cost Notebook, pocket $.10 Rifle cover, waterproof with sling strap $7.50
Bicycle $35.00 Notebook, tablet $.25 Shoulder holster, navy pistol $.60
Bicycle tire $4.25 Oil can, small $.15 Shoulder holster, army pistol $.85
Tire pump, foot $.30 Opera glasses $2.50 Pistol holster with belt, army $.95
Boat, folding canvass $20.00 Padlock – avg./good $.40/$.60 Pistol, holster with belt, navy $.70
Rowboat $20.00 Pen, writing $1.00 Combine cartridge & money belt $.80
Wagon, farm $45.00 Pencil $.01 Gun Case $6.50
Buggy, open (holds 2) $30.00 Perfume, common, 2 oz $.50 Animals Cost
Surrey, open (holds 4) $45 Photographic film (24 exp.) $4.00 Donkey $10.00
Hansom, closed (2 + driver) $100 Photographic plate $1.00 Mule $15.00
Carriage, open (6 + driver) $350 Pipe, Meerschaum $2.50 Pony $20.00
Coach, closed (6 + driver) $600 Pocketbook $.75 Horse, Riding $40 - $80
Sleigh, open $22.50 Rope, 50 feet $2.50 Horse, Draft $60.00
Saddle, plain (western) $6.50 Scale, counter $2.00 Chicken $.75
Saddle, fancy (western) $9 - $35 Scissors $.75 Food stuffs Cost
Saddlebags (pair) $5.00 Shovel $.80 Milk, glass $.02
Bit & Bridle $3.00 Sleeping Bag $5.00 Beer, glass $.05
General Equipment Cost Soap, bar $.03 Meal, plain $.25
Acid, common (pint) $2.00 Spectacles $2.75 Meal, good $.50
Alcohol (fuel) $.10 Spyglass $7.00 Meal, fine $2.00
Backpack $2.00 Stepladder, 5 feet $1.00 Canned/dried meat (lb.) $.10
Banjo $9.00 Stereoscope $.50 Canned fruit (lb.) $.15
Baseball mitt $2.00 Suitcase $2.00 Canned vegetables (lb.) $.10
Blacking, shoe $.03 Tambourine $1.50 Tea leaves, lb. $.50
Blanket, wool $1.10 Telescope $12.50 Coffee beans, lb. $.25
Blessed (Holy) Water* $25.00 Tripod, wooden $1.50 Cocoa beans, lb. $.30
Binoculars $10.00 Trunk $2.50 Spices, lb. $.25
Book, cloth cover $1.00 Tent (2 person) $4.00 Juice (quart) $.38
Book, leather cover $1.50 Traveling Desk $7.50 Sublime Olive Oil (1/2 gallon) $1.75
Book, paper cover $.50 Typewriter $25.00 Wine (bottle) $.50 - $10
Explosives
Characters may use explosives to intentionally cause structural damage to buildings, bridges, walls, and other structures, for mining, or to cause cave-ins.
Explosives may also be thrown as a form of ranged touch attack with the grenade scatter rules. Explosions inside of structures (referred to as confined) are generally more damaging than explosions in the open or very large chambers (referred to as unconfined).
Damage from explosions depends greatly upon the proximity of the person (particularly their head and torso) to the point of the explosion as well as the amount of the explosive. These game rules represent a compromise between accuracy and ease of play.
Superior results generally are achieved if the character has the Demolition skill.
In the Masque of the Red Death, three types of explosives are commonly available: dynamite, nitroglycerin, and gunpowder. All have specific uses, advantages, and hazards. Only a character with the Demolition skill should attempt to handle explosives, especially in a crisis.
Alfred B. Nobel invented dynamite in 1867. He soaked
nitroglycerin oil into diatomaceous earth, which absorbed three times its weight of oil, to form a much more stable and safe explosive than straight nitroglycerin. Dynamite comes in cylindrical sticks, 8 inches in length, 1 1/4 inches in diameter and weighing 1/2 pound each. Dynamite is fairly stable - if thrown, it does not explode upon hitting the ground or an object. If put into a fire, it burns but does not explode.
Immersion in water for long periods will ruin the dynamite. Storage for long periods in warm conditions will cause the dynamite to become unstable (the oil comes to the surface). Dynamite explodes due to the shock from a detonator (blasting) cap, due to the shock of a bullet hitting a stick, or nearby explosion.
Dynamite within close proximity to an explosion (as defined below) will detonate.
Nitroglycerin was discovered in 1846 by Ascanio Sobrero. Nitroglycerin is an oil that is kept in small (1-ounce) vials. Nitroglycerin is extremely unstable and hence dangerous to use or carry. Any shock can set it off (dropping to floor, rapping it with a metal object).
Nitroglycerin within medium proximity (defined below) to an explosion will detonate. High temperatures also make it unstable and flame ignites it.
At temperatures above 85 degrees F, nitroglycerin has a 1% chance of exploding randomly each day. Below
Chapter Six: Equipment 66 55 degrees F, it is sluggish and difficult to detonate. A
successful demolition check is required to detonate nitroglycerin below 55 F (DC of 15).
Gunpowder (black powder) is a "low" explosive rather than a high explosive. The Chinese invented it centuries ago. Gunpowder can be set off by flame, electricity, or external shock (by explosion, detonator cap, or bullet impact) but not by simply being dropped.
Loose gunpowder flares but does not explode;
gunpowder must be confined to explode. Gunpowder is normally kept in 5-pound wooden kegs.
An explosive device is generally detonated with a blasting cap connected to either a lighted fuse or electrical wires. Blasting caps (detonator caps) use black powder as the charge, much like a large firecracker, in a cylinder around 1 1/2" in length and 1/4" in diameter. Electrical caps have two wires coming out that are connected to a plunge detonator or a battery and switch. In this era, electrical caps are instantaneous. (Electrical delay caps are not yet available.) Fuse caps have a burnable fuse that appears to be a stiff, slick surface cord. Blasting caps can be bought in boxes and are generally stored separate from explosives. Characters with demolition skill may attempt to make blasting caps with a DC of 25. Failure with a 1 or 2 result in an explosion with a loss of a finger. Inserting a blasting cap into the explosive is a full round action. A blasting cap (of either type) is sensitive to shock so carrying dynamite with blasting caps attached is dangerous. A shock such as fall on a hard surface could set off the blasting cap and indirectly the dynamite.
Fuses are lengths of flammable cord that is connected to a fuse (blasting) cap. When the cord burns down to the cap, the cap ignites and sets off the explosive device. The length of the fuse can be varied to produce a delay in the time of the explosion. Use of fuses is still fairly common. Because such fuses burn unevenly and at differing rates (and are tricky to light reliably), precision timing of an explosion is difficult. As a general rule, a one-yard length of fuse burns in 1 minute. A deviation of plus or minus 10% is considered average. A careful demolitionist will plan for this variance.
Plunger Detonators are wooden boxes (usually painted red), with a T-shaped handle on the top, two brass or iron terminals on a side, and a gear-driven dynamo inside. These devices provide an electrical charge that can be used to detonate electrical (blasting) caps and the attached explosive device at a precise instant. After the charge is laid, a pair of electrical wires is run between the charge and the plunge detonator (or a
battery). At the desired moment, the demolitionist pushes the T-shaped handle down rapidly (it takes some effort) and sends an electrical charge down the wire to set off the explosives. If the wire is cut prior to this action, then no explosion will occur. When purchased, the plunger detonator comes with 50' of paired wire, but additional cable may be purchased.
The plunge detonator is limited to about 500 yards, as the electrical resistance of the wire becomes too great at longer distances.
Batteries are mostly wet-cell devices in this era and cumbersome to transport in functional status. The liquid is an acid, which will burn flesh if spilled on it.
Batteries used for this purpose are about a cubic foot in size. An Electricity skill check (DC 10) is required to properly set up a battery-powered system.
Explosive (Blast) Damage (not set for demolition) Unlike firearms, explosives have a blast radius that can potentially injure or kill several people (in addition to damaging structures). To reflect this variable area-of-effect, four radial proximity zones (called blast zones) of explosive damage are defined: point blank, close, medium, and far. The radial blast zones of the explosion are defined in Table 6:4. One stick of dynamite (or equivalent explosive charge) causes 4d6 hp within point blank, 3d6 hp within close, 2d6 hp within medium, and 1d6 hp within far zones. For each additional stick of dynamite in a bundle, add 3 hp per d6 of damage to the result. If the target is a person (sentient being) who is able to move (meaning not helpless), then they get a Reflex saving throw for half damage. This damage is shock (pressure wave and thrown debris), not fire, so magical protections against fire do not protect against blast damage. Sonic protections do protect against damage from explosions.
• Example One: 5 sticks of dynamite would cause 3d6 hp plus (4 sticks x 3 (# of dice) x 3 hp/stick/dice = 36 hp of damage), or 3d6 + 36 hp at close proximity to a person.
• Example Two: 12 sticks of dynamite would cause 2d6 hp plus (11 sticks x 2 (# of dice) x 3 hp/stick/dice = 66), or 2d6 plus 66 hp of damage in the medium blast zone to a person.
• Example Three: If a person was in the far blast zone to those same 12 sticks of dynamite, the damage would be 1d6 + 33 hp.
If the explosion occurs inside of a room or cave where the volume of the room is less than the far zone of the explosion, then the damage is intensified. Treat any rolled 1's as 2's for such cases. (Explosions do not get the re-rolling of 6's as do bullets, except as cited for
demolition.) Each vial of nitroglycerin or each 5-pound
keg of gunpowder is treated as equivalent explosive damage (and blast zones) as a stick of dynamite.
Table 6:4: Blast Zones
Zones (radius from explosion point in feet)
# Charges Point Blank Close Medium Far
1-7 1' 3' 10' 15'
8-16 2' 5' 15' 30'
17+ 3' 10' 30' 45'
One of the side effects of an explosion is damage to the hearing of individuals close to the blast. For game reasons, we have simplified this effect to a temporary hearing loss of 1d6 minutes if an individual is inside of the point blank or close blast zones and failed their Reflex saving throw (as above). Individuals inside of the point blank blast zone who failed their saving throw will also be stunned for one minute.
Throwing Explosives
Either dynamite or nitroglycerin may be thrown as a grenade at a target. Gunpowder, generally found in kegs, is too bulky to be thrown. Throwing dynamite or nitroglycerin is treated as a ranged touch attack with the thrown weapon misses rules (PHB p. 158);
however, there are some nuances to dynamite and nitroglycerin that are treated differently than say a flask of burning oil or a vial of holy water.
The range increments for throwing bundles of dynamite are 12' for 1-7 sticks per bundle, 8' for 8-12 sticks per bundle, and 4' for bundles of dynamite greater than 12 sticks (but less than 25 sticks).
Bundles larger than 25 sticks cannot be thrown. Even if the ranged touch attack is successful, the dynamite may not explode upon contact.
Dynamite requires preparation of a fuse cap and a lit fuse prior to being thrown as a grenade (unless another character is attempting to shoot the stick(s) with her
Dynamite requires preparation of a fuse cap and a lit fuse prior to being thrown as a grenade (unless another character is attempting to shoot the stick(s) with her