Getting Startedddddddddames: It's really up to you, but if you need advice, I'd say the first priority is to keep it appropriate to the weapon at hand (i.e., a dagger could be named DragonTooth, while a halberd could be named Dragon's Toothpick).
Secondly, try to keep a theme in mind, consistent with your campaign, or at least with the designer of the weapon. A silly name would not be appropriate for a Holy Avenger Sword, and a long and dramatic name would not be appropriate for a +2 Jester's Weasel.
GP Value/EXP Value: These fields are for the monetary (Gold Pieces) and experience (EXP) value. GP value being what it would cost to replace it (market value), and EXP value being its importance as a treasure. EXP value is optional (some people think it's stupid).
Legend/History: The legend is the story and the myths surrounding the history of the weapon. The history is the actual facts about the weapon's creation and travels, and notable exploits of those who weilded it. Any weapon, even a non-magical dagger, can have a very interesting history. So use your imagination!
Appearance: How big is it? What materials were used in its construction, and how? What is the guard made of, and in what configuration? What are the handle and pommel made of? What shapes and patterns are present on the weapon? What writing, if any, is evident, and in what language? Is the weapon usually found in a sheath, box, or other type of container?
Combat Bonuses: These can be either magical in nature or simply the effect of excellent swordmaking techniques and exotic materials. A razor-edged adamantium sword might gain +1 to damage in combat, while a normal iron magical sword might have the same effect for different reasons.
Magical Abilities: Special abilities of a magical nature, i.e. the ability to detect secret doors or gems, the ability to converse with animals, or the ability to travel between planes of existence.
Intelligence: The intelligence of the weapon, if it has a personality (most weapons don't).
Ego: How far a weapon will go to get it's own way. If it is powerful enough, it may even be able to control its "owner."
Alignment: The same as character alignment, how the weapon behaves, what views of morality it holds, and what kind of behavior it approves and disapproves of. Usually, a weapon will refuse anyone with differing alignments, or at least those with opposing alignments.
Communication: How a weapon communicates, i.e. by speech, telepathy, empathy, or whatever.
Personality: Details on the personality of the weapon, if any. Includes attitudes, locquacity, mannerisms, etc.
Other: Other stuff.
Materials
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Materials
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Materials
Materials and Construction
(Double-Click this field to dispel it)
Herein are detailed various materials and methods used in the construction of
weapons and their various parts, with a concentration on swords. Most of the
ideas are usable for other weapons as well, and sections for other weapons are
included after the Swords section.
Swords:
Blade Materials:
Steel-Alloyed Blade Materials:
Mithril: Elven steel, light in color and weight, slight bluish tinge.
Adamantite: Extremely hard, somewhat light, slight bluish tinge absolutely will
not corrode, very heat resistant, holds an edge well.
Stainless: Will not corrode, highly reflective, holds an edge well.
High Carbon: Very hard, greyish tinge, holds an edge well.
Damascus: Folded steel, does not corrode easily, holds an edge well, swirled
pattern on surface.
Folded High Carbon (Katana): Does not corrode, high strength, holds an edge
well, some surface lines on back edge of blade, sharpening pattern often evident.
Other Blade Materials (magically strengthened):
Bronze: Copper and Tin alloy, like dark gold if polished, will not spark.
Crystal or glass (Glassteeled): Clear, sometimes colored, rarely precious stone
or gemstone, rarely perfect (i.e. usually has fracture patterns).
Obsidian: Opaque black or pale green, sharp but uneven-edged, rarely smooth-edged.
Ceramic: Highly heat resistant, variety of colors but usually white, always
opaque.
Bone: Uneven blade composition, white, tan, or other, porous.
Wood: Usu. highly polished, may be attuned to natural phenomena, Interesting
grain patterns.
Hand-Guard (Crosspiece) Materials:
Brass: Dark reddish/yellowish, more yellowish and reflective if polished,
relatively soft.
Bronze: Darker than Brass, more reddish, otherwise similar. Will not spark, low
friction.
Gold: Bright reflective metal, will not corrode, very soft.
Nickel: Bright, hard, and reflective. Very pure reflection, like a mirror.
Silver: Bright and reflective, like a mirror. Very soft, conducts electricity well.
Steel: Bright and hard, very strong.
Other of the aforementioned materials.
Handle Materials:
Ivory: Bright white, often inlaid.
Fossilized Ivory: Yellowish, like old bone.
Granite: Speckled gray and black stone, usu. polished.
Antler: Yellowish and irregular.
Horn: White or grey and even, dense and hard.
Human or Monster Bone: White and disgusting.
Dragon Teeth: Curved and pointed, usu. with edges removed.
Ebony: Deep polished black, smooth and hard.
Exotic Wood: Great variety, use your imagination.
Marble: White and black with patterns like twisting smoke.
Jade: Pale green, variety of hues, polished.
Leather-Wrapped Metal: Variety of patterns.
Wire-Wrapped: Usu. wrapped spirally with two wires wrapped around each
other.
Wood Laminate: Often different kinds of wood make up one piece. Layered.
Rubber: Black, soft, and cushioning.
Cloth-Wrapped: Any kind or texture.
Polished Coral: White or pink, rough texture.
Engravings, etchings, and inlays may decorate any aspect of the weapon.
Polearms, Axes, Hammers, Maces, Morning Stars, Flails, etc.
These weapons mainly consist of a shaft with a weapon head at the end. The
shaft is usually wood or one of the lighter metals, but could be almost anything.
The head is usually steel, but, again, anything could be used. One possibility
(included among the examples) is a Hammer Of Ice, whose head is literally made
of ever-frozen ice of a magical nature.
Bows, Crossbows:
These weapons are usually made of wood, although the riser (handle) section
of many composite bows is made of one of the lighter metals (magnesium and
Mithral come to mind). Magnesium is not listed under the above categories
because it is too brittle to be used in a striking weapon.
The limbs could be made of any type of wood that is not too stiff or fragile, or
could be made of thin strips of materials similar to Spring Steel, or of other
materials if they are magically enhanced. One could imagine a set of magical
limbs for a composite bow that will fit in any composite bows' riser section. (They
change shape, just like magical boots or armor). (Included as a sample).
Most crossbows have metal limbs, or a single metal bow across the front. The
same variety is possible with crossbows as is bows.
Most enchantments will be accuracy-oriented.
Other Weapons:
Whips, bolas, nets and suchlike can be made of a variety of flexible materials
and have a variety of properties. Weights or other objects could be odd materials.
Clubs, staves, and suchlike are almost always wood, but again, variation is
always possible with magical weapons............
Weapons
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Weapons
7n7 Weapon Types and Descriptions
(Double-Click on this field to dispel it.)
Contained herein are descriptions and names of a great variety of antiquarian weapons for use in fantasy RPGs. Not really a complete list, but agreat deal of variety is available. Also not included are makeshift weapons, or weapons that aren't usually used as weapons.
Aklys: A weighted, shortish club with a stout thong attached to the butt. It is usually used as a missile, thrown at at opponent and then retrieved by the thong. It can also entangle.
Arquebus: A large, heavy, cumbersome single-shot rifle. Does a grat deal of damage if it doesn't explode. Most mages won't touch them.
Arrow: A shaft of wood or other material fored from a bow at great speeds to stick into things.
Arrow, Flight and Stone: The same, except more fragile.
Arrow, Sheaf: The same, only nastier.
Atlatl and Javelin: The Atlatl is simply a throwing stick for a short javelin. Its leverage and track provide greater range and accuracy. Usually, a leather thong attached to the atlatl is wrapped around the javelin to impart spin when it is launched.
Axe, Battle: An axe especially designed for lopping off body parts. Comes in many varied styles, sizes and weights.
Axe, Hand: A small axe, only a few pounds in weight, typically thrown if used in combat.
Axe, Lochaber: A 6 to 8 foot long polearm with a cleaverlike blade at the end and a hook on the backside of the blade or the tip. Essentially the same as a Guisarme-Voulge.
Bardiche: A polearm some five feet in length, with a single large, axe-like blade at the end, which can be swung in comabt to great effect by a competent wielder.
Bec de Corbin: A 7-foot-long polearm with a triple blade consisting of an armor-piercing beak on one side, a hammer or claw on the other, and a short, wide blade at the top.
Belaying Pin: A short rod of wood or metal with a doweled end. It was used to tie ropes to on ships, where the doweled end was stuck in a hole. It can also be used as a club.
Bill: An 8-foot-long polearm with a straight or curved knifelike blade at the tip.
Bill-Hook: An 8-foot-long polearm with a curved, hook-like blade at the end. The inside of the hook was sharpened, and an angular spike projected from the back side of the blade.
Bill-Guisarme: An 8-foot-long polearm with a sharp spear or awl point, a large hook formed from the body of the weapon, a back spike for armor penetration, and several sharpened edges.
Blowgun and needle: A blowgun is simply a narrow tube used to fire a needle or dart by powerfully exhaled breath.
Bolas: Three metal balls attached to ropes or cords about a yard in length, which are ties together in a knot. The wielder grasps the knot and twirls the assembly, then releases it toward an enemy, hoping to entangle and cause damage.
Bo stick: Simply a quarterstaff without weighted ends, about 5 to 6 feet long, a straight, round piece of wood some 1/2" to 1" in diameter.
Bow, Long: A long (6' to 8') bow, favored by archers for its long range and penetrating power. Most often recurved (The tips bend back forward).
Bow, Long, Composite: A longbow made with recurve limbs fitted to a riser (Handle and sight window). Can be diassembled and re-assembled, and fitted with a variety of limbs (including shortbow limbs).
Bow, Short: A short (4') bow, used by smaller humanoids, thieves, hunters, etc.
Bow, Short, Composite: A shortbow made with recurve limbs fitted to a riser. Can be disassembled and re-assembled, and fitted with a variety of limbs (including longbow limbs).
Caltrop: A small, sharp object used to slow pursuers. Whichever way it lands, at least one pointy side is up.
Cestus: A glovelike weapon, studded with sharp spikes and edges on the back and across the knuckles. Usually also has a blade extending from the back of the hand forward.
Chain: A length of chain with weighted ends, which can be swung at opponents.
Club: A stick to hit someone with.
Dagger: A short knife with a relatively wide blade. There is a great deal of variation within this category, so use your imagination. Smaller than a knife, wider than a stiletto.
Daikyu: A samurai longbow. 7' long with the handle offset to the lower section. Often curlicued or decorated.
Dart: A small object with a pointy end that is thrown or fired at an opponent.
Escrima stick: A 2 to 3 foot long stick, usually employed in pairs, in a unique fighting style.
Fauchard: A 7 to 8 foot long polearm with a scythe- or sickle-like end.
Fauchard-Fork: A development of the Fauchard, with an extra spike at the tip, a blade extending from the back, and a thicker body.
Flail, Footman's: A stout stick with two to eight small ball-and-chain arrangements attached to one end.
Flail, Horsemans's: A smaller version of the Footman's Flail, intended for use from horseback.
Fork, Military: A 7 foot long polearm with a U-shaped blade which consisted of a pair or sharp tines, often with a third, smaller, inbetween or another facing back.
Gaff/hook: A metal hook with a wooden or metal crossbar at the base, normally used to land fish.
Garrot: A piece of wire or twine with handles at either end, used to strangle from behind.
Glaive: An 8-foot-long polearm, a knife-bladed spear that has the thrusting function of a spear and the cutting function of the convex blade of the knife. Sometimes baroqued.
Glaive-Guisarme: An 8-foot long polearm with a long, straing blade and a bladed hook on the back side.
Guisarme: An 8-foot long polearm that is actiually a flat-bladed pruning hook, a pear-shaped blade with a backward hook at the tip.
Guisarme-Voulge: A 6 to 8 foot long polearm with a cleaverlike blade at the end and a hook on the backside of the blade or the tip. Essentially the same as a Lochaber Axe.
Halberd: A 7 to 8 foot long polearm with a convex axe blade angled toward the wielder, a spiked or bladed tip, and a hook on the reverse side.
Harpoon: A spear-like shaft with a barbed tip, used to catch large fish and small whales.
Hammer, Lucern: a 6 to 7 foot long polearm with a spike on the end, a forked, clawed hammer/blade, and a curved spike on the back side.
Hammer: A smallish but heavyish weapon designed to cause impact damage by hitting things with a small, heavy object at the end of a stick.
Hammer, War: A larger, somewhat sledge-hammerish weapon, usually about three feet in length, with a heavy, broad head.
Hook Fauchard: A 7 foot long polearm with a sickle at the end.
Javelin: A short spear, often all-wood.
Javelin, Stone: A short stone-tipped spear, prone to breakage.
Knife: A weapon like a short-sword, but smaller and often sharpened only on one edge. Larger than a dagger.
Lance (light horse): A long spear carried by a mounted man. Ususally about 12' in length, it had a handguard built into the body and a great variety of bladed tips.
Lance (medium horse): A larger and heavier lance, usu. 13'-14' in length.
Lance (heavy horse): An even heavier lance, 14'+ in length.
Lasso: A rope with a loop at the end, used to grab enemies by dropping the loop over them and pulling, tightening the loop.
Mace, Footman's: A stout shaft of wood with a heavy metal head, daimond-shaped or in the form of a blunt- or sharply-spiked ball.
Mace, Horseman's: A lighter but longer version of the Footman's Mace.
Man Catcher: A weapon with a relatively sghort polearm-like handle and a huge U-shaped blade with baward tines at the tip. Often used in combination with a net.
Main-gauche: A knife or short-sword with a narrow blade, sharpened on one edge and flat on the other, and a basket hilt. Used in combination with a Rapier to catch and deflect blows.
Morning Star: A stout shaft of wood with a ball and chain attached to one end. The ball is often spiked.
Net: A small (8' to 10' diameter) circular net with weights around the edges. Usually has a trailing rope and is folded in such a way that it will twirl open when thrown.
Nunchaku: Two sticks tied together and swung dangerously about at high speed.
Naginata: A 7 foot long polearm with a curved, knifelike blade.
Partisan: A spear to which a pair of small axe blades have been attached, usu. just below the spear blade.
Pick, Military, Footman's: A shaft of wood with two spikes protruding from the end in opposite directions.
Pick, Military, Horseman's: A lighter but longer version of the Footman's Pick.
Pike, Awl: A very long (15'+) polearm, with a piercing blade at the end. Sometimes sheathed in metal for 2' to 3' behind the blade to protect the blade from being lopped off.
Quarrel (or Bolt), hand: A small arrow (6" in length) made of wood or metal for use in a hand crossbow.
Quarrel (or Bolt), light: A small arrow (14" in length) made of wood or metal for use in a light crossbow.
Quarrel (or Bolt), heavy: A small arrow (18" in length) made of wood or metal for use in a heavy crossbow.
Ranseur: A spear-like polearm with backward projections below the blade for trapping weapons.
Sai: Round-bladed daggers with upward-curving hilts, can be used for parrying, stabbing, or catching weapons.
Sap: A small leather bag containing lead or other metal, used to strike, usually from behind, usu. on the back of the head.
Shuriken: A small bladed disc or square (the shapes vary considerably) thrown at the opponent.
Sling: A leather thong with a pad that holds a stone. The thong is swung hard, then one end is released and the stone floes loose.
Sling Bullet: A stone or metal ball thrown from a staff-sling
Sling Stone: A stone or metal ball thrown from a sling
Spear: A dagger set atop a pole, 6' to 12'+ in length.
Spear, long: A 12' or longer spear, often called an Ash Spear.
Spetum: An 8' polearm with a sharp, tapering point. Behind the tip, two small blades, angled 45 degrees forward, have been added to allow blocking and catching of weapons.
Spiked Buckler: A buckler (small forearm shield) with one of a variety of spikes or blades that can be added.
Staff, Quarter: A 6'- 8' wooden staff 1" in diameter, often with banded and/or weighted ends.
Staff Sling: A sling on the end of a staff.
Staff Sling Bullet: A small piece of rock or metal flung from a sling on the end of a staff. Heavier than a sling bullet.
Staff Sling Stone: A small piece of stone flung from a sling on the end of a staff. Heavier than a sling stone.
Stiletto: A very thin dagger, mainly used for puncturing. Often dainty in appearance.
Sword, Bastard: A long, heavy sword with a wide blade, often with grooves. Typically has a metal sheath around the blade for several inches above the hilt. Can be wielded one-handed or two-handed. Handle length usu. 10", crosspiece width 5"
Sword, Broad: A long sword with a narrow (1") blade of equal width along its length, typically with a crosspiece 3" to 6" across, and a handle of 8" (Hand-and-a-half).
Sword, Cutlass: A short, heavy sword, sharp along only one edge, with a heavy basket hilt.
Sword, Drusus: A Gladius of Exceptional quality, with a finely wrought and honed blade, conferring a non-magical +1 to hit and damage. The blade must be sharpened after any day of use by someone with the Armorer, WeaponSmith, or Blacksmithing skill.
Sword, Falchion: A slightly curved, sickle-like sword, heavier and less curved than a scimitar, and the point may be used for thrusting. Classified as a broadsword.
Sword, Gladius: Roman short sword, typically with a broad blade and narrow crosspiece. The blade is often slightly broader 3/4 of the way down the blade than at the hilt.
Sword, Katana: A medium length, slightly curved sword, sharpened on only one edge, with no crosspiece, only a small circular guard 2" across. Hilt about 9". blade usu. Exceptional quality. (+1 h/d)
Sword, Khopesh: A broadsword with an end curved around backwards, making it heavy and unwieldy. However, it is very easy to snag an opponent or weapon with this weapon, classified as a scimitar.
Sword, Long: A long sword with a tapering blade and a wide crosspiece. Wide variation, handly usually one-handed only (4" to 5"), crosspiece 7" or so.
Sword, Rapier: A long sword with a narrow (1/2") blade, useful mostly for parrying and thrusting attacks. About half have some sort of basket hilt, most have a handguard. One-handed hilt (4" to 5"), crosspiece 6".
Sword, Sabre: Similar to a Rapier, with a wider (3/4") and heavier blade. Most often does not have a basket hilt.
Sword, Scimitar: A medium-length sword with a curved blade, often heavier at the tip. Often swing like an axe. Usu. one-handed (4" to 5" hilt), with short (5") crosspiece, if any.
Sword, Short: A short sword, often with a wide, slowly tapering blade, used mostly as a stabbing and parrying weapon.
Sword, Two-handed: Includes Zweihanders and Claymores. Vary large, heavy swords with slightly tapering blades and long handles (12" to 16"). Often have wide crosspieces (8" to 10") and protrusions on the blade several inches above the hilt.
Sword, Wakazashi: A short, slightly curved sword, sharpened only along one edge, with no crosspiece, only a small circular guard (1.5" across). Often of Exceptional quality.
Tetsubo: A long walking staff, shod at one end with iron strips. The polearm equivalent of a mace.
Trident: A short spear with a three-pronged end, much like a heavy-tined pitchfork. Often decorative.
Voulge: This 7' to 8' long polearm is essentially a hefty cleaver attached to the end of a pole.
Wheel-Lock Weapons: Gunpowder weapons only slightly more reliable than Arquebuses, they come in pistol and rifle sizes. Mages usually won't touch them.
Whip: A long (8' to 24') braided leather cord, which can be snapped for damage or wrapped around limbs or objects (the end of the whip tends to knot itself on the main body if whipped quickly around an object). Can have metal objects braided into the ends for extra effect.
Appearance
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Appearance
Appearances are Everything
(Double-Click on this field to dispel it.)
A precise description of the weapon should be given, andwering questions like;
How big is it?
Typical sizes of various weapons are given in the Weapon Types section.
What materials were used in it's construction, and how?
The Materials section contains many examples.
What are the specific parts made of?
Also the Materials section.
What is the blade/head/point made of, and in what configuration?
Materials section and Weapon Types section.
What shapes, patterns, or writing are present, and in what language?
This one's up to you.
Whare might the weapon be found, and in what kind of case or rack, if
any?
This one too.
For swords, is a sheath included?
And does the sheath have it's own powers? You might want to include them in the "powers" section, or you might want to make it a separate item.
Etcetera etcetera, ad infinitum ad nauseum.
Full descriptions of handguards, handles, blades, heads, shafts, and various parts may be included, as well as any other special features.
I'm not even going to go into the available variations, it's just too wild. See weapon descriptions and materials information provided for ideas...
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"Acceleration"
"Handling"
"Braking"
"Protection"
"Passengers"
"Range"
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Page 106
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(Dispel this field by double-clicking it)
Name: The name and make of the car.
Cost: The price in U.S. Dollars.
Max Speed: The Maximum Potential Velocity. (mph)
Acceleration: 60
((0-60 time)
2), round up to nearest .5.
Handling: A relative measure. See examples. and table as follows:
Better than 1g roadholding: 40
.90g to .99g 35
.85g to .89g 30
.80g to .84g 25
.70g to .79g 20
.60g to .69g 10
.50g to .59g 0
.40g to .49g -10
.30g to .39g -15
Below .30 g roadholding: Stationary
Braking: A relative measure. See examples and table as follows:
70-0 distance, 120-139 feet: 50
140-159 feet: 45
160-179 feet: 40
180-199 feet: 35
200-219 feet: 30
220-239 feet: 25
240-259 feet: 20
260-279 feet: 15
280-299 feet: 10
300-350 feet: 5
Over 300 feet: No Brakes!!
Protection: How much protection the car provides to its inhabitants. Some general values are, (-45) for full-size sedans, (-30) for compacts, (-20) for sports cars, (-55) for limos, (-40) for trucks, (-90) for Armored Vehicles.
Passengers: Number of passengers.
Range: How far it can go on a tank of gas (or whatever it runs on).on will refuse anyone with differing alignments, or at least those with opposing alignments.
Communication: How a weapon communicates, i.e. by speech, telepathy, empathy, or whatever.
Personality: Details on the personality of the weapon, if any. Includes attitudes, locquacity, mannerisms, etc.
Other: Other stuff.
of morality it holds, and what kind of behavior it approves and disapproves of. Usually, a weapon will refuse anyone with differing alignments, or at least those with opposing alignments.
Communication: How a weapon communicates, i.e. by speech, telepathy, empathy, or whatever.
Personality: Details on the personality of the weapon, if any. Includes attitudes, locquacity, mannerisms, etc.
Other: Other stuff.
tudes, locquacity, mannerisms, etc.
Other: Other stuff.
r stuff.
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Top Secret Automobiles v.1.0
Designed and Written by Chad Reichle in ToolBook 1.53
Copyright 1992 by Chad Reichle
Now, the Help.
(Double-Click this field to dispel it.)
This program was written late at night in a soda haze for the purpose of providing a place to put a reference to a variety of modern automobiles for use with TSR's* defunct but still excellent Top Secret S.I. system. (If you're reading this, TSR people, bring it back!)
A first note, the Acceleration rating is rather subjective, but a formula is supplied as follows that approximates TSR's system from real-world values:
60
2), round up to nearest .5.
where T= 0-60 acceleration time.
Thus, with the 1992 Ford Probe GT having a 0-60 time of 7.0 seconds;
60
2) = 17.143 round to 17.5.
A quick note about Toolbook: Fields are those white spaces where you enter data. Buttons are those things on the right and bottom that you click to do things. Pages are all of this together, the equivalent database term is record.
You can enter data by clicking on the appropriate field and typing in the data. You can also move between fields with the typical Windows Tab/Shift-Tab key combination (Tab to move forward (down), Shift-Tab to move back).
The labeled buttons are easier. First Page takes you to the first page, Sort sorts the pages alphabetically, Find lets you search for a particular car or feature, New page creates a new, blank page, Copy Page creates an identical copy of the current page, and Delete Page deletes the current page after asking for confirmation. Help brings up this field, Next and Previous take you to the next and previous pages, repsectively, and the Back button takes you to the last page you were on (great for returning after a search).
And now, the Easter Egg. Double-Click on the box that holds the current page number, and you will see a history of the pages you've been to in the current session. Double-click on one and you'll go to it.
This program is freeware, which means that there is no charge for using or distributing the program as-is. Feel free to distribute copies with added vehicles to friends as well. You may not modify the program in any way other than adding entries. You may not reverse-engineer it wither (and why would you? Everything here is in the manuals).
But most of all, enjoy!
And keep an eye out for these soon-to-be-released titles:
Shadowrun Guns
Magical Mythical Martial Aids
Magical Mythical Item Catalogue
Magical Mythical Spell Catalogue
Ye Olde and Ancient Bookestore
*TSR, Top Secret, and Top Secret S.I. are trademarks of TSR, Inc.ed trademark of TSR, Inc. (And well-earned!)
Isuzu Trooper LS
$27,000
+20(+30)
Nissan NX2000
$15,000
Ford Escort GT
$13,000
Mazda MX-3 GS
$15,000
Volkswagon GTI 16V
$15,000
Maserati Shamal
$95,000
Bugatti EB110
$450,000
TSICARS
Honda CRX (1993)
$16,000
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Braking::::::::
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("Practice Safe Sex!"
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Practice Safe Sex!
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Acceleration
Handling
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Protection
Passengers:::
Passengers
Range::cation:
Range
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J"Name"
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GettingStarted
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GettingStarted
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GettingStarted
Getting Startedddddddddames: It's really up to you, but if you need advice, I'd say the first priority is to keep it appropriate to the weapon at hand (i.e., a dagger could be named DragonTooth, while a halberd could be named Dragon's Toothpick).
Secondly, try to keep a theme in mind, consistent with your campaign, or at least with the designer of the weapon. A silly name would not be appropriate for a Holy Avenger Sword, and a long and dramatic name would not be appropriate for a +2 Jester's Weasel.
GP Value/EXP Value: These fields are for the monetary (Gold Pieces) and experience (EXP) value. GP value being what it would cost to replace it (market value), and EXP value being its importance as a treasure. EXP value is optional (some people think it's stupid).
Legend/History: The legend is the story and the myths surrounding the history of the weapon. The history is the actual facts about the weapon's creation and travels, and notable exploits of those who weilded it. Any weapon, even a non-magical dagger, can have a very interesting history. So use your imagination!
Appearance: How big is it? What materials were used in its construction, and how? What is the guard made of, and in what configuration? What are the handle and pommel made of? What shapes and patterns are present on the weapon? What writing, if any, is evident, and in what language? Is the weapon usually found in a sheath, box, or other type of container?
Combat Bonuses: These can be either magical in nature or simply the effect of excellent swordmaking techniques and exotic materials. A razor-edged adamantium sword might gain +1 to damage in combat, while a normal iron magical sword might have the same effect for different reasons.
Magical Abilities: Special abilities of a magical nature, i.e. the ability to detect secret doors or gems, the ability to converse with animals, or the ability to travel between planes of existence.
Intelligence: The intelligence of the weapon, if it has a personality (most weapons don't).
Ego: How far a weapon will go to get it's own way. If it is powerful enough, it may even be able to control its "owner."
Alignment: The same as character alignment, how the weapon behaves, what views of morality it holds, and what kind of behavior it approves and disapproves of. Usually, a weapon will refuse anyone with differing alignments, or at least those with opposing alignments.
Communication: How a weapon communicates, i.e. by speech, telepathy, empathy, or whatever.
Personality: Details on the personality of the weapon, if any. Includes attitudes, locquacity, mannerisms, etc.
Other: Other stuff.
Materials
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Materials
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Materials
Materials and Construction
(Double-Click this field to dispel it)
Herein are detailed various materials and methods used in the construction of
weapons and their various parts, with a concentration on swords. Most of the
ideas are usable for other weapons as well, and sections for other weapons are
included after the Swords section.
Swords:
Blade Materials:
Steel-Alloyed Blade Materials:
Mithril: Elven steel, light in color and weight, slight bluish tinge.
Adamantite: Extremely hard, somewhat light, slight bluish tinge absolutely will
not corrode, very heat resistant, holds an edge well.
Stainless: Will not corrode, highly reflective, holds an edge well.
High Carbon: Very hard, greyish tinge, holds an edge well.
Damascus: Folded steel, does not corrode easily, holds an edge well, swirled
pattern on surface.
Folded High Carbon (Katana): Does not corrode, high strength, holds an edge
well, some surface lines on back edge of blade, sharpening pattern often evident.
Other Blade Materials (magically strengthened):
Bronze: Copper and Tin alloy, like dark gold if polished, will not spark.
Crystal or glass (Glassteeled): Clear, sometimes colored, rarely precious stone
or gemstone, rarely perfect (i.e. usually has fracture patterns).
Obsidian: Opaque black or pale green, sharp but uneven-edged, rarely smooth-edged.
Ceramic: Highly heat resistant, variety of colors but usually white, always
opaque.
Bone: Uneven blade composition, white, tan, or other, porous.
Wood: Usu. highly polished, may be attuned to natural phenomena, Interesting
grain patterns.
Hand-Guard (Crosspiece) Materials:
Brass: Dark reddish/yellowish, more yellowish and reflective if polished,
relatively soft.
Bronze: Darker than Brass, more reddish, otherwise similar. Will not spark, low
friction.
Gold: Bright reflective metal, will not corrode, very soft.
Nickel: Bright, hard, and reflective. Very pure reflection, like a mirror.
Silver: Bright and reflective, like a mirror. Very soft, conducts electricity well.
Steel: Bright and hard, very strong.
Other of the aforementioned materials.
Handle Materials:
Ivory: Bright white, often inlaid.
Fossilized Ivory: Yellowish, like old bone.
Granite: Speckled gray and black stone, usu. polished.
Antler: Yellowish and irregular.
Horn: White or grey and even, dense and hard.
Human or Monster Bone: White and disgusting.
Dragon Teeth: Curved and pointed, usu. with edges removed.
Ebony: Deep polished black, smooth and hard.
Exotic Wood: Great variety, use your imagination.
Marble: White and black with patterns like twisting smoke.
Jade: Pale green, variety of hues, polished.
Leather-Wrapped Metal: Variety of patterns.
Wire-Wrapped: Usu. wrapped spirally with two wires wrapped around each
other.
Wood Laminate: Often different kinds of wood make up one piece. Layered.
Rubber: Black, soft, and cushioning.
Cloth-Wrapped: Any kind or texture.
Polished Coral: White or pink, rough texture.
Engravings, etchings, and inlays may decorate any aspect of the weapon.
Polearms, Axes, Hammers, Maces, Morning Stars, Flails, etc.
These weapons mainly consist of a shaft with a weapon head at the end. The
shaft is usually wood or one of the lighter metals, but could be almost anything.
The head is usually steel, but, again, anything could be used. One possibility
(included among the examples) is a Hammer Of Ice, whose head is literally made
of ever-frozen ice of a magical nature.
Bows, Crossbows:
These weapons are usually made of wood, although the riser (handle) section
of many composite bows is made of one of the lighter metals (magnesium and
Mithral come to mind). Magnesium is not listed under the above categories
because it is too brittle to be used in a striking weapon.
The limbs could be made of any type of wood that is not too stiff or fragile, or
could be made of thin strips of materials similar to Spring Steel, or of other
materials if they are magically enhanced. One could imagine a set of magical
limbs for a composite bow that will fit in any composite bows' riser section. (They
change shape, just like magical boots or armor). (Included as a sample).
Most crossbows have metal limbs, or a single metal bow across the front. The
same variety is possible with crossbows as is bows.
Most enchantments will be accuracy-oriented.
Other Weapons:
Whips, bolas, nets and suchlike can be made of a variety of flexible materials
and have a variety of properties. Weights or other objects could be odd materials.
Clubs, staves, and suchlike are almost always wood, but again, variation is
always possible with magical weapons............
Weapons
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Weapons
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Weapons
7n7 Weapon Types and Descriptions
(Double-Click on this field to dispel it.)
Contained herein are descriptions and names of a great variety of antiquarian weapons for use in fantasy RPGs. Not really a complete list, but agreat deal of variety is available. Also not included are makeshift weapons, or weapons that aren't usually used as weapons.
Aklys: A weighted, shortish club with a stout thong attached to the butt. It is usually used as a missile, thrown at at opponent and then retrieved by the thong. It can also entangle.
Arquebus: A large, heavy, cumbersome single-shot rifle. Does a grat deal of damage if it doesn't explode. Most mages won't touch them.
Arrow: A shaft of wood or other material fored from a bow at great speeds to stick into things.
Arrow, Flight and Stone: The same, except more fragile.
Arrow, Sheaf: The same, only nastier.
Atlatl and Javelin: The Atlatl is simply a throwing stick for a short javelin. Its leverage and track provide greater range and accuracy. Usually, a leather thong attached to the atlatl is wrapped around the javelin to impart spin when it is launched.
Axe, Battle: An axe especially designed for lopping off body parts. Comes in many varied styles, sizes and weights.
Axe, Hand: A small axe, only a few pounds in weight, typically thrown if used in combat.
Axe, Lochaber: A 6 to 8 foot long polearm with a cleaverlike blade at the end and a hook on the backside of the blade or the tip. Essentially the same as a Guisarme-Voulge.
Bardiche: A polearm some five feet in length, with a single large, axe-like blade at the end, which can be swung in comabt to great effect by a competent wielder.
Bec de Corbin: A 7-foot-long polearm with a triple blade consisting of an armor-piercing beak on one side, a hammer or claw on the other, and a short, wide blade at the top.
Belaying Pin: A short rod of wood or metal with a doweled end. It was used to tie ropes to on ships, where the doweled end was stuck in a hole. It can also be used as a club.
Bill: An 8-foot-long polearm with a straight or curved knifelike blade at the tip.
Bill-Hook: An 8-foot-long polearm with a curved, hook-like blade at the end. The inside of the hook was sharpened, and an angular spike projected from the back side of the blade.
Bill-Guisarme: An 8-foot-long polearm with a sharp spear or awl point, a large hook formed from the body of the weapon, a back spike for armor penetration, and several sharpened edges.
Blowgun and needle: A blowgun is simply a narrow tube used to fire a needle or dart by powerfully exhaled breath.
Bolas: Three metal balls attached to ropes or cords about a yard in length, which are ties together in a knot. The wielder grasps the knot and twirls the assembly, then releases it toward an enemy, hoping to entangle and cause damage.
Bo stick: Simply a quarterstaff without weighted ends, about 5 to 6 feet long, a straight, round piece of wood some 1/2" to 1" in diameter.
Bow, Long: A long (6' to 8') bow, favored by archers for its long range and penetrating power. Most often recurved (The tips bend back forward).
Bow, Long, Composite: A longbow made with recurve limbs fitted to a riser (Handle and sight window). Can be diassembled and re-assembled, and fitted with a variety of limbs (including shortbow limbs).
Bow, Short: A short (4') bow, used by smaller humanoids, thieves, hunters, etc.
Bow, Short, Composite: A shortbow made with recurve limbs fitted to a riser. Can be disassembled and re-assembled, and fitted with a variety of limbs (including longbow limbs).
Caltrop: A small, sharp object used to slow pursuers. Whichever way it lands, at least one pointy side is up.
Cestus: A glovelike weapon, studded with sharp spikes and edges on the back and across the knuckles. Usually also has a blade extending from the back of the hand forward.
Chain: A length of chain with weighted ends, which can be swung at opponents.
Club: A stick to hit someone with.
Dagger: A short knife with a relatively wide blade. There is a great deal of variation within this category, so use your imagination. Smaller than a knife, wider than a stiletto.
Daikyu: A samurai longbow. 7' long with the handle offset to the lower section. Often curlicued or decorated.
Dart: A small object with a pointy end that is thrown or fired at an opponent.
Escrima stick: A 2 to 3 foot long stick, usually employed in pairs, in a unique fighting style.
Fauchard: A 7 to 8 foot long polearm with a scythe- or sickle-like end.
Fauchard-Fork: A development of the Fauchard, with an extra spike at the tip, a blade extending from the back, and a thicker body.
Flail, Footman's: A stout stick with two to eight small ball-and-chain arrangements attached to one end.
Flail, Horsemans's: A smaller version of the Footman's Flail, intended for use from horseback.
Fork, Military: A 7 foot long polearm with a U-shaped blade which consisted of a pair or sharp tines, often with a third, smaller, inbetween or another facing back.
Gaff/hook: A metal hook with a wooden or metal crossbar at the base, normally used to land fish.
Garrot: A piece of wire or twine with handles at either end, used to strangle from behind.
Glaive: An 8-foot-long polearm, a knife-bladed spear that has the thrusting function of a spear and the cutting function of the convex blade of the knife. Sometimes baroqued.
Glaive-Guisarme: An 8-foot long polearm with a long, straing blade and a bladed hook on the back side.
Guisarme: An 8-foot long polearm that is actiually a flat-bladed pruning hook, a pear-shaped blade with a backward hook at the tip.
Guisarme-Voulge: A 6 to 8 foot long polearm with a cleaverlike blade at the end and a hook on the backside of the blade or the tip. Essentially the same as a Lochaber Axe.
Halberd: A 7 to 8 foot long polearm with a convex axe blade angled toward the wielder, a spiked or bladed tip, and a hook on the reverse side.
Harpoon: A spear-like shaft with a barbed tip, used to catch large fish and small whales.
Hammer, Lucern: a 6 to 7 foot long polearm with a spike on the end, a forked, clawed hammer/blade, and a curved spike on the back side.
Hammer: A smallish but heavyish weapon designed to cause impact damage by hitting things with a small, heavy object at the end of a stick.
Hammer, War: A larger, somewhat sledge-hammerish weapon, usually about three feet in length, with a heavy, broad head.
Hook Fauchard: A 7 foot long polearm with a sickle at the end.
Javelin: A short spear, often all-wood.
Javelin, Stone: A short stone-tipped spear, prone to breakage.
Knife: A weapon like a short-sword, but smaller and often sharpened only on one edge. Larger than a dagger.
Lance (light horse): A long spear carried by a mounted man. Ususally about 12' in length, it had a handguard built into the body and a great variety of bladed tips.
Lance (medium horse): A larger and heavier lance, usu. 13'-14' in length.
Lance (heavy horse): An even heavier lance, 14'+ in length.
Lasso: A rope with a loop at the end, used to grab enemies by dropping the loop over them and pulling, tightening the loop.
Mace, Footman's: A stout shaft of wood with a heavy metal head, daimond-shaped or in the form of a blunt- or sharply-spiked ball.
Mace, Horseman's: A lighter but longer version of the Footman's Mace.
Man Catcher: A weapon with a relatively sghort polearm-like handle and a huge U-shaped blade with baward tines at the tip. Often used in combination with a net.
Main-gauche: A knife or short-sword with a narrow blade, sharpened on one edge and flat on the other, and a basket hilt. Used in combination with a Rapier to catch and deflect blows.
Morning Star: A stout shaft of wood with a ball and chain attached to one end. The ball is often spiked.
Net: A small (8' to 10' diameter) circular net with weights around the edges. Usually has a trailing rope and is folded in such a way that it will twirl open when thrown.
Nunchaku: Two sticks tied together and swung dangerously about at high speed.
Naginata: A 7 foot long polearm with a curved, knifelike blade.
Partisan: A spear to which a pair of small axe blades have been attached, usu. just below the spear blade.
Pick, Military, Footman's: A shaft of wood with two spikes protruding from the end in opposite directions.
Pick, Military, Horseman's: A lighter but longer version of the Footman's Pick.
Pike, Awl: A very long (15'+) polearm, with a piercing blade at the end. Sometimes sheathed in metal for 2' to 3' behind the blade to protect the blade from being lopped off.
Quarrel (or Bolt), hand: A small arrow (6" in length) made of wood or metal for use in a hand crossbow.
Quarrel (or Bolt), light: A small arrow (14" in length) made of wood or metal for use in a light crossbow.
Quarrel (or Bolt), heavy: A small arrow (18" in length) made of wood or metal for use in a heavy crossbow.
Ranseur: A spear-like polearm with backward projections below the blade for trapping weapons.
Sai: Round-bladed daggers with upward-curving hilts, can be used for parrying, stabbing, or catching weapons.
Sap: A small leather bag containing lead or other metal, used to strike, usually from behind, usu. on the back of the head.
Shuriken: A small bladed disc or square (the shapes vary considerably) thrown at the opponent.
Sling: A leather thong with a pad that holds a stone. The thong is swung hard, then one end is released and the stone floes loose.
Sling Bullet: A stone or metal ball thrown from a staff-sling
Sling Stone: A stone or metal ball thrown from a sling
Spear: A dagger set atop a pole, 6' to 12'+ in length.
Spear, long: A 12' or longer spear, often called an Ash Spear.
Spetum: An 8' polearm with a sharp, tapering point. Behind the tip, two small blades, angled 45 degrees forward, have been added to allow blocking and catching of weapons.
Spiked Buckler: A buckler (small forearm shield) with one of a variety of spikes or blades that can be added.
Staff, Quarter: A 6'- 8' wooden staff 1" in diameter, often with banded and/or weighted ends.
Staff Sling: A sling on the end of a staff.
Staff Sling Bullet: A small piece of rock or metal flung from a sling on the end of a staff. Heavier than a sling bullet.
Staff Sling Stone: A small piece of stone flung from a sling on the end of a staff. Heavier than a sling stone.
Stiletto: A very thin dagger, mainly used for puncturing. Often dainty in appearance.
Sword, Bastard: A long, heavy sword with a wide blade, often with grooves. Typically has a metal sheath around the blade for several inches above the hilt. Can be wielded one-handed or two-handed. Handle length usu. 10", crosspiece width 5"
Sword, Broad: A long sword with a narrow (1") blade of equal width along its length, typically with a crosspiece 3" to 6" across, and a handle of 8" (Hand-and-a-half).
Sword, Cutlass: A short, heavy sword, sharp along only one edge, with a heavy basket hilt.
Sword, Drusus: A Gladius of Exceptional quality, with a finely wrought and honed blade, conferring a non-magical +1 to hit and damage. The blade must be sharpened after any day of use by someone with the Armorer, WeaponSmith, or Blacksmithing skill.
Sword, Falchion: A slightly curved, sickle-like sword, heavier and less curved than a scimitar, and the point may be used for thrusting. Classified as a broadsword.
Sword, Gladius: Roman short sword, typically with a broad blade and narrow crosspiece. The blade is often slightly broader 3/4 of the way down the blade than at the hilt.
Sword, Katana: A medium length, slightly curved sword, sharpened on only one edge, with no crosspiece, only a small circular guard 2" across. Hilt about 9". blade usu. Exceptional quality. (+1 h/d)
Sword, Khopesh: A broadsword with an end curved around backwards, making it heavy and unwieldy. However, it is very easy to snag an opponent or weapon with this weapon, classified as a scimitar.
Sword, Long: A long sword with a tapering blade and a wide crosspiece. Wide variation, handly usually one-handed only (4" to 5"), crosspiece 7" or so.
Sword, Rapier: A long sword with a narrow (1/2") blade, useful mostly for parrying and thrusting attacks. About half have some sort of basket hilt, most have a handguard. One-handed hilt (4" to 5"), crosspiece 6".
Sword, Sabre: Similar to a Rapier, with a wider (3/4") and heavier blade. Most often does not have a basket hilt.
Sword, Scimitar: A medium-length sword with a curved blade, often heavier at the tip. Often swing like an axe. Usu. one-handed (4" to 5" hilt), with short (5") crosspiece, if any.
Sword, Short: A short sword, often with a wide, slowly tapering blade, used mostly as a stabbing and parrying weapon.
Sword, Two-handed: Includes Zweihanders and Claymores. Vary large, heavy swords with slightly tapering blades and long handles (12" to 16"). Often have wide crosspieces (8" to 10") and protrusions on the blade several inches above the hilt.
Sword, Wakazashi: A short, slightly curved sword, sharpened only along one edge, with no crosspiece, only a small circular guard (1.5" across). Often of Exceptional quality.
Tetsubo: A long walking staff, shod at one end with iron strips. The polearm equivalent of a mace.
Trident: A short spear with a three-pronged end, much like a heavy-tined pitchfork. Often decorative.
Voulge: This 7' to 8' long polearm is essentially a hefty cleaver attached to the end of a pole.
Wheel-Lock Weapons: Gunpowder weapons only slightly more reliable than Arquebuses, they come in pistol and rifle sizes. Mages usually won't touch them.
Whip: A long (8' to 24') braided leather cord, which can be snapped for damage or wrapped around limbs or objects (the end of the whip tends to knot itself on the main body if whipped quickly around an object). Can have metal objects braided into the ends for extra effect.
Appearance
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Appearance
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Appearance
Appearances are Everything
(Double-Click on this field to dispel it.)
A precise description of the weapon should be given, andwering questions like;
How big is it?
Typical sizes of various weapons are given in the Weapon Types section.
What materials were used in it's construction, and how?
The Materials section contains many examples.
What are the specific parts made of?
Also the Materials section.
What is the blade/head/point made of, and in what configuration?
Materials section and Weapon Types section.
What shapes, patterns, or writing are present, and in what language?
This one's up to you.
Whare might the weapon be found, and in what kind of case or rack, if
any?
This one too.
For swords, is a sheath included?
And does the sheath have it's own powers? You might want to include them in the "powers" section, or you might want to make it a separate item.
Etcetera etcetera, ad infinitum ad nauseum.
Full descriptions of handguards, handles, blades, heads, shafts, and various parts may be included, as well as any other special features.
I'm not even going to go into the available variations, it's just too wild. See weapon descriptions and materials information provided for ideas...
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search
New_Page
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New Page
Copy_Page
"Name"
"Cost"
"Max_Speed"
"Acceleration"
"Handling"
"Braking"
"Protection"
"Passengers"
"Range"
default
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Acceleration
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Copy Page
Delete_Page
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f"OK"
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previous
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previous
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Frog
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Page 106
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(Dispel this field by double-clicking it)
Name: The name and make of the car.
Cost: The price in U.S. Dollars.
Max Speed: The Maximum Potential Velocity. (mph)
Acceleration: 60
((0-60 time)
2), round up to nearest .5.
Handling: A relative measure. See examples. and table as follows:
Better than 1g roadholding: 40
.90g to .99g 35
.85g to .89g 30
.80g to .84g 25
.70g to .79g 20
.60g to .69g 10
.50g to .59g 0
.40g to .49g -10
.30g to .39g -15
Below .30 g roadholding: Stationary
Braking: A relative measure. See examples and table as follows:
70-0 distance, 120-139 feet: 50
140-159 feet: 45
160-179 feet: 40
180-199 feet: 35
200-219 feet: 30
220-239 feet: 25
240-259 feet: 20
260-279 feet: 15
280-299 feet: 10
300-350 feet: 5
Over 300 feet: No Brakes!!
Protection: How much protection the car provides to its inhabitants. Some general values are, (-45) for full-size sedans, (-30) for compacts, (-20) for sports cars, (-55) for limos, (-40) for trucks, (-90) for Armored Vehicles.
Passengers: Number of passengers.
Range: How far it can go on a tank of gas (or whatever it runs on).on will refuse anyone with differing alignments, or at least those with opposing alignments.
Communication: How a weapon communicates, i.e. by speech, telepathy, empathy, or whatever.
Personality: Details on the personality of the weapon, if any. Includes attitudes, locquacity, mannerisms, etc.
Other: Other stuff.
of morality it holds, and what kind of behavior it approves and disapproves of. Usually, a weapon will refuse anyone with differing alignments, or at least those with opposing alignments.
Communication: How a weapon communicates, i.e. by speech, telepathy, empathy, or whatever.
Personality: Details on the personality of the weapon, if any. Includes attitudes, locquacity, mannerisms, etc.
Other: Other stuff.
tudes, locquacity, mannerisms, etc.
Other: Other stuff.
r stuff.
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Frog
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Top Secret Automobiles v.1.0
Designed and Written by Chad Reichle in ToolBook 1.53
Copyright 1992 by Chad Reichle
Now, the Help.
(Double-Click this field to dispel it.)
This program was written late at night in a soda haze for the purpose of providing a place to put a reference to a variety of modern automobiles for use with TSR's* defunct but still excellent Top Secret S.I. system. (If you're reading this, TSR people, bring it back!)
A first note, the Acceleration rating is rather subjective, but a formula is supplied as follows that approximates TSR's system from real-world values:
60
2), round up to nearest .5.
where T= 0-60 acceleration time.
Thus, with the 1992 Ford Probe GT having a 0-60 time of 7.0 seconds;
60
2) = 17.143 round to 17.5.
A quick note about Toolbook: Fields are those white spaces where you enter data. Buttons are those things on the right and bottom that you click to do things. Pages are all of this together, the equivalent database term is record.
You can enter data by clicking on the appropriate field and typing in the data. You can also move between fields with the typical Windows Tab/Shift-Tab key combination (Tab to move forward (down), Shift-Tab to move back).
The labeled buttons are easier. First Page takes you to the first page, Sort sorts the pages alphabetically, Find lets you search for a particular car or feature, New page creates a new, blank page, Copy Page creates an identical copy of the current page, and Delete Page deletes the current page after asking for confirmation. Help brings up this field, Next and Previous take you to the next and previous pages, repsectively, and the Back button takes you to the last page you were on (great for returning after a search).
And now, the Easter Egg. Double-Click on the box that holds the current page number, and you will see a history of the pages you've been to in the current session. Double-click on one and you'll go to it.
This program is freeware, which means that there is no charge for using or distributing the program as-is. Feel free to distribute copies with added vehicles to friends as well. You may not modify the program in any way other than adding entries. You may not reverse-engineer it wither (and why would you? Everything here is in the manuals).
But most of all, enjoy!
And keep an eye out for these soon-to-be-released titles:
Top Secret Weapons
Shadowrun Guns
Magical Mythical Martial Aids
Magical Mythical Item Catalogue
Magical Mythical Spell Catalogue
Ye Olde and Ancient Bookestore
The author can be contacted at:
Chad Reichle
P.O. Box 1
Downieville, CA 95936
or on America Online as vEx1.
*TSR, Top Secret, and Top Secret S.I. are trademarks of TSR, Inc. Shadowrun is a trademark of FASA, Inc.
in their own way.
Every person is the architect of their own fortune.
Every politician has a price, some hold bargain sales.
Every valuable idea offends someone.
Everybody is ignorant, only on different subjects.
Everyone as they loveth, some people kiss cows.
Everyone is a genius at least once a year.
Everyone is entitled to my opinion.
Everyone meets their Waterloo at last.
Everything changes except change itself.
Evil is a hill. We stand on ours, speak about others.
Excess is never enough.
f u cn rd ths, u cn gt a gd jb n cmptr prgmmng
Facts are stubborn things.
Faint hearts never win in love nor sell life insurance.
Fame: Chiefly a matter of dying at the right moment.
Fat heads, lean brains.
Fax me no questions, I'll Fax you no lies!
Feather by feather the goose is plucked.
Few of us can stand prosperity -- someone else's.
Fiction: It can't hold a scandal to biography.
Fiddle: Friction of a horse's tail on a cat's entrails.
Firmness in politics is called obstinacy in a donkey.
First Law of Hacking: leaving is much more difficult than entering.
Fishing is a delusion surrounded by liars in old clothes.
Fishing rod: a hook at one end, a fool at the other.
Flattery: Cologne water, to smell but not swallow.
Flattery is counterfeit money, circulated by vanity.
Forget RTFM - Call The Author At Home! (@ 23:45)
Fourth Law of Hacking: you will find the exit at the entrance.
Freedom is a hard-bought thing - A gift no man can give.
Friend: Anyone who has the same enemies you have.
Friendships are not always preserved in alcohol.
From listening comes wisdom, from speaking, repentance.
Getting a second chance is never a certainty.
Ghosts always empty the fridge.
Gnaw the bone which has fallen to thy lot.
God dislikes money -- look who he gives it to.
Golfer: A person who hits and tells.
Good printers do it without wrinkling the sheets.
Good taste is the flower of good sense.
Gotta run, the cat's caught in the printer.
Graveyards are full of the indispensable.
Greed is good, greed works.
Guns don't kill people, off-line readers do.
Hackers do it with bugs.
Happiness is no laughing matter.
hAS ANYONE SEEN MY cAPSLOCK KEY?
Hasten to laugh at everything lest you be obliged to weep
He is a self-made man, and wors
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