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Smith & Robards Catalog
The following items are those most commonly ordered from the factories of Smith & Robards.
Auto-Gyro
Cost: $8,000
For those interested more in speed of travel than comfort, S&R engineered the incredible auto-gyro. This vehicle is propelled by a
steam-powered air screw. As the auto-gyro moves forward, the air washing over it spins the blades of the upper lift fan and elevates the vehicle off the ground. The auto-gyro has room enough for two people.
Acc/Top Speed: 15/30; Toughness: 8 (2); Crew: 2;
Cost: $8,000
Notes: –2 Piloting in rough conditions; travels approximately 50 miles on one pound of ghost rock.
Malfunction: On a roll of a 1 on the Piloting die, (regardless of the result of any Wild Die), the ghost rock boiler explodes, causing 3d10 damage to everyone in a Large Burst Template (including those aboard and the vehicle itself).
Bullet Proof Vest
Cost: $1,800
Smith & Robards makes an armored vest that not only deflects most small arms fire, but is light enough to wear in the heat of the West. The vest is infused with ghost steel shavings that provide +2 protection to all who wear it. This weighs only 10 pounds. A heavier vest is also available that provides +4 protection, but it weighs 20 pounds. Both vests protect only the torso. Donning or removing the vest requires an action.
Malfunction: Of all the devices S&R produce, the vest is among the safest. Occasional accidents have been reported, however. If the wearer ever rolls snake eyes on a soak roll, the damage ignites the ghost steel shavings in the vest causing 2d10 damage to the wearer immediately and a further 2d6 damage each round until he takes it off.
Epitaph Camera
Cost: $1,600
The Tombstone Epitaph publishes weekly reports of bizarre creatures and events, few of which are taken seriously by sensible folk. A picture, however, would be worth a thousand words, but any sort of movement ruins pictures taken by most cameras.
Smith & Robards overcame this limitation by mixing powdered ghost rock with the emulsifier that coats photographic plates. These plates are incompatible with standard cameras, and require an “Epitaph” camera to properly record an image. The camera is so named because upon its availability, the Epitaph immediately adopted it for all photographic images published in the paper. Unfortunately, the very success of these cameras causes skeptics to believe the images are faked. Characters use Smarts to take photographs. Plates for these cameras are more expensive than ordinary photographic plates, at $5 a pop.
Malfunction: On a roll of a 1 on the Smarts die, (regardless of the result of any Wild Die), the camera’s ghost rock plates explode, causing 2d4 damage in a Small Burst Template.
Flamethrower
Cost: $2,000
Smith & Robards’ flamethrowers use the standard rules for such weapons in the Savage Worlds rules. They have 30 shots. In a clever marketing move, S&R only recommend their proprietary incendiary mix, meaning that to refuel the flamethrower, a cowpoke has to find an S&R stockist, or risk a substitute fuel. The real mix costs $90 per tankful.
Malfunction: On a roll of a 1 on the Shooting die, (regardless of the result of any Wild Die), the device explodes, causing 3d10 damage to everyone in a Medium Burst Template and likely setting the victims alight as well (see the rules for fire in the
Savage Worlds rules)!
Gatling Weapons (Personal)
Cost: Varies
Personal Gatling weapons are becoming more common in the Weird West. The Agency is widely known to issue these weapons to their operatives. See the table on page 54 for details of these devices.
Malfunction: On a roll of a 1 on the Shooting die, (regardless of the result of any Wild Die), the user spins about wildly, spraying bullets everywhere. Treat this as a Suppressive Fire attack against everyone in a Large Burst Template centered on the user. The weapon can’t injure more victims than it has bullets remaining.
Ghost Rock Detector
Cost: $2500
Highly complex and incredibly expensive, the ghost rock detector is an ingenious machine that analyses the atmosphere for ghost rock vapor. A successful Weird Science roll detects the presence of ghost rock in a 100 yard radius. A Notice roll (–4) once per day detects the seam of ghost rock, which can then be mined. A raise on the Weird Science roll narrows the distance down to 50 yards and reduces the Notice roll penalty to –2 .
Malfunction: On a roll of a 1 on the Weird Science die, (regardless of the result of any Wild Die), the device starts to give false readings, detecting ghost rock everywhere the posse travels.
Greased Lightning Pills
Cost: $75/dose
Concocted for gunslingers looking for an edge in a fight, these pills stimulate the nervous system, speeding nerve impulses dramatically, and granting the pistolero preternatural reflexes. Whenever a character affected by these pills is dealt an 8 or less in combat, he may discard that card and draw again, keeping the best of his draws. This effect lasts until the user is dealt a Joker, or the end of a combat.
Malfunction: A bad patch of pills slows the reflexes. For each dose taken, the recipient must make a Vigor roll. On a 1 (regardless of the result of any Wild Die), he does not gain the usual benefit, but instead is dealt two cards each round, and acts on the lower of the two. Further, if the user has any Edges that modify initiative cards, they are nullified. This effect lasts until the user is dealt a Joker, or the end of a combat.
Restoration Elixir
Cost: $150/dose
A good long plug of S&R’s patented Restoration Elixir cures what ails you. After taking a draught, a cowpoke immediately regains any lost Fatigue levels and may make an immediate Vigor roll to recover wounds as if healing naturally, regardless of whether he suffered the wounds within the last hour. He ignores wound penalties for this roll.
Malfunction: For each dose taken, the recipient must make a Vigor roll. On a 1 (regardless of the result of any Wild Die), the elixir burns going down, and lights a fire in the cowpoke’s belly as well. He immediately suffers 2d6 damage.
Rocket Pack
Cost: $2,100
The buffalo soldiers stationed at Fort Apache, New Mexico, were the constant targets of Apache ambushes. Their commander was browsing through the latest S&R catalog when he spotted this brand new device and used his own personal fortune to order five. He assigned them to the best men of his regiment, an elite squad that soon became known as the “Flying Buffaloes.” The rocket pack can lift up to 300 pounds (plus the weight of the pack) for 20 minutes per one pound chunk of ghost rock. When the fuse atop it is lit, a ghost rock rod at the center of the pack ignites, heating the water inside the boiler. The steam pushes
the wearer into the air, and he can control the thrust by venting extra steam from large panels on either side. The rocket’s Pace is 20, and moving vertically costs 2” per 1” climbed. The user can safely descend at his normal Pace.
Malfunction: If a 1 is rolled on the pilot’s Piloting die while making a maneuver (regardless of the result of any Wild Die), the pack explodes, causing 3d10 damage to everyone in a Medium Burst Template.
Steam Wagon
Cost: $1,500
When Mormons first settled Salt Lake City, they found the surrounding Salt Flats alive with Utah rattlers. Crossing this dangerous terrain was one of their most perilous trials. In 1870, Professor Darius Hellstromme arrived and offered them the secret to a new invention: the steam wagon. This steam-powered horseless carriage can dash across the Salt Flats in no time. They don’t work well in uneven terrain and can’t enter rocky areas at all, but on the wide open plain, they outpace a horse over long distances. The vehicles gained such notoriety that bandits in Nevada and other relatively flat areas began using them to hold up trains. Some of these desperadoes even mount Gatling guns on their steam wagons. Steam wagons have the following stats:
Acc/Top Speed: 5/15; Toughness: 10 (3); Crew: 4;
Cost: $1,500 Notes: –2 Driving in rough terrain; Travels approximately 60 miles on one pound of ghost rock.
Malfunction: The ghost rock boiler explodes, causing 3d10 damage to everyone in a Large Burst Template (including those aboard and the vehicle itself).
Vocal Unction Elixir
Cost: $50/dose
This soothing throat syrup tightens (or relaxes) the vocal cords, bringing them to the perfect pitch for pleasing speech. It’s a favorite among singers and thespians, as well as politicians—who like the sound of their own voices to begin with! Upon imbibing this elixir, the drinker gains +2 Charisma for the next hour.
Malfunction: If the user rolls a 1 on his Persuasion skill die while benefiting from this elixir (regardless of the result of any Wild Die), his voice becomes hard and hoarse for the next 24 hours, giving him –2 Charisma.
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