billy bones his book of nautical nonpareils and mechanical marvels

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Billy Bones His Book of Nautical Nonpareils and Mechanical Marvels

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Page 1: Billy Bones His Book of Nautical Nonpareils and Mechanical Marvels

Nikola Tristani (order #7645743)

Page 2: Billy Bones His Book of Nautical Nonpareils and Mechanical Marvels

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Nautical Nonpareils

Express Mail Bottle

Why? Because there are places where the Kings Mail Service simply won’t go. And those are exactly the places that are interesting, worthwhile visiting, and where one will probably get marooned with absolutely no hope of surviving, or at least of contacting your loved ones.

When you send a message in this magical rum bottle by throwing it in the sea, it will invariably reach the addressee in 3d6 days, provided that the addressee is by the ocean.

Mermaid’s spit

A tiny crystal bottle with a single blob of spit from a heartbroken mermaid. 5 uses.

It is told that Captain Jack Rackham was the first mortal man to ever seduce a mermaid. When he broke her heart (as all mortal men will) she spat in his face... It gave him the ability to breathe under water.

When you apply mermaid’s spit to your moustache so you can breathe under water, roll+Con

On 10+ hold 3, on 7-9 hold 1

While under water, spend your hold to•  Swim from here to there.

Billy BonesHis Book of Nautical Nonpareils and Mechanical Marvels.

Being a collection of 50 Seafaring Magical Items and Clockpunk Gad-gets for your Dungeon World Pirates! and Clockpunk Campaign.

Have a look at these titles also:

Pirates! A Dungeon World Sourcebook

The Clockpunk

A Dungeon World

Playbook

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•  Trigger a move.•  Do anything strenuous. The GM will decide when something costs a hold.

If you don’t have a moustache, you need to make some-thing out of coconut hair or old rags.

Cod Liver CologneYou may think cod liver cologne stinks, but who can account for the weird taste of mermaids? They are half fish, after all.

When you apply enchanted cod liver cologne in order to make a mermaid magically fall in love with you so you can survive a mermaid attack, the follow-ing items may help:

•  Soap. Mermaids won’t be impressed by dirty swabs.•  Jellyfish gel for your hair.•  A fancy hat. Mermaids love fancy feathered hats.•  A musical instrument, and a fair ability to play it.•  A good voice.•  A dashing demeanor.•  A plate of sushi.•  A tall tale to tell.

If you have at least four of these, take +1

Describe how you impress the mermaid and roll+Cha.

On 10+, the mermaid falls in love with you and per-suades her sisters to let your crew live. She is, however, pragmatic and understands that the relationship will not work.

On 7-9, As above, but she follows your ship around and becomes jealous. When she thinks that you are cheating on her, she will take her revenge.

Mad Dog #5 Rum

1 weight – depending on how many bottles you carry!

When you have drunk Mad Dog #5 Rum and you Defy Danger, describe why you have more courage

than usual and take +1 to your Defy Danger roll. Also take -1 to all Wis rolls.

The effect lasts untill you are sober again.

If you have an old rag to stick in the mouth of the bottle, a bottle of #5 makes a good fire bomb. It does 1d6 damage to everyone in the close range of ists blast.

Shark saddle

5 weight

Who hasn’t heard of the great Captain Jack Rackham who rode sharks bare backed?

The magical shark saddle was crafted for those not quite as manly as the Captain.

It is an ornate saddle made of turtle-back leather that will magically attach itself to a shark and subdue it, if you can get close enough.

When you saddle a shark, roll+Dex.

On 10+, the shark will take you from here to there in style. When you arrive, take +1 to any Cha roll.

On 7-9, the shark will take you from here to there, but the GM chooses one

•  It dives. You arrive out of breath, spluttering and stunned. It takes a while for you to recover.•  It’s shark friends try to invite you to lunch. Take 1d6 damage.

On a fail the shark will try to eat you.

Selkie skin

2 Weight.

Selkies are skin-shedders. When at sea, they are seals. When they come on land, they shed their seal skins and turn into humans.

It is told of a fisherman who stole a selkie’s skin and hid it. She was inconsolable when she could not find it and return to her beloved sea. The fisherman was kind and

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caring, so she married him. They had a family, and they were happy. But she always had this deep longing... Then one day she found her skin in the tool shed - and disap-peared in the waves.

It is also told that when a selkie dies in her human form, her skin may be worn by humans.

This is the seal skin of a selkie.

When you wrap yourself in the selkie skin, you turn into a seal for as long as you stay in salt water.

Kraken’s Claw

1 Weight. Hand. Pierce 1

When you wield the enchanted kraken’s tentacle hook as a melee weapon, your face sprouts massive squid tentacles and arms the moment the hook draws first blood. The effect ends immediately when you take any damage during combat. You have to rest a while before you can activate it again.

When you grapple an opponent with your tentacles roll+Str.

On 10+ you restrain your opponent, do 1d4 damage with your tentacles and take +1 and +1d4 damage for-ward to hack and slash with the claw.

On 7-9 you hit your opponent with your tentacles for 1d4 damage but fail to grapple him.

Talking skull

1 Weight

When you find this skull, answer the following ques-tions: Who did this skull belong to? How did you know him/her? How did he die and why does he still talk so much? Why is the skull right here? Why won’t you be able to just get rid of it?

When you fail a Spout Lore roll, explain why your dead friend may know the answer, and ask him the same question (Spout Lore roll, the skull has Int of +3).

Map of where the hell are we?

According to legend, this map was drawn by Black Hearted Jenny, the most vicious pirate that ever sailed the seven seas. It is rumored that she made ink out of the crushed pancreas of her first mate, and drew the map under a foul moon. With unspeakable curses and other vaguely interesting stuff.

When you stare at Black Hearted Jenny’s map and ask “Where the hell are we?”, roll + Int, close your eyes and poke your finger randomly at the map

On 10+ you put your finger more or less where you are. A cross appears magically on that point.

On 7-9 you put your finger on some place relatively close.

Compass of paranoia

A battered old compass with the following engraved around the side of the copper casing:

Scio te inimicus tuus!

and

Numquid vere pisces digitum?

This compass always points north. Except when you ask, “Where is my enemy?” it will point to your near-est enemy.

If you ask, “Do fish really have fingers?” nothing hap-pens.

Ship bottler

1 Weight

How do you get a ship in a bottle? Do you put it in when it is still a baby? Actually you need a ship bottler.

The ship bottler is a silver funnel with instructions en-graved around the side.

To bottle a ship ye needs. This here funnel. An empty rum bottle. A cork stopper. A bucket o’ shark guts. A keg o’ black powder. Mince the shark guts. Mix it wit’ the black powder. Paint a stripe around the ship above the water line. Let it dry. Under a full moon place the bottle with this here funnel in, in a longboat under the ship’s prow. Light the black powder paint. The moment it has burnt right around the ship, shout Yo Ho Ho ‘n a bottle o’ Rum! to invoke the dread powers. When the ship be in the bottle, cork it immediately.

When you do the ritual and call on dread powers to bottle a ship, roll+Wis.

On 12+ you succeed.

On 10-11 you succeed, but there are some unforeseen side effects to your own size or shape.

On 7-9 you succeed, but you cause a rift in reality.

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Dread powers may come through. They will be angry. Very angry. At you.

Note: Any living things on the ship will be shrunk with the ship and imprisoned in the bottle. They will be in a state of suspended reality until they are freed.

Bottled ship

1 Weight

An old rum bottle with “Danger, do not open” scrib-bled on the label and a miniature ship inside.

Uncork the bottle. The ship will immediately blow out the mouth and expand to its original size. Any living creatures imprisoned with the ship in the bottle will be restored to their normal state.

If the bottle should break, the ship will return to its normal size immediately. Don’t let it happen indoors.

Clockwork parrot

1 Weight. (But it flies, so who cares?)

This clockwork automaton acts in all respects like a normal parrot, except for eating, sleeping and pooping. It does need winding on a daily basis, though.

It was designed to detect murderous emotions against its owner. When it does, it starts insulting the person projecting those emotions in a mechanical voice. Many a swab has been saved from conniving enemies by such a parrot. But be warned: Send children out of the room when it starts swearing.

It will never insult its rightful owner. Unless he is sui-cidal, of course.

Dead Albatross

2 Weight

A dried dead albatross.

Nail the dead albatross to a ship’s hull. As long as it re-mains there the ship takes -2 to maneuver, boarding and loyalty rolls. Ships attacking it take +1 to maneuvering and boarding.

The GM may start a mutiny or a disease outbreak on board if he is so inclined.

Spying Spyglass

1 Weight, 180 coins

Good for looking through the sides of a ship or build-ing to see what’s going on inside. Its gaze van penetrate one wall.

Guilluame Lafarge was keel hauled and then executed by his king for possession of one of these in the vicinity of the Royal Barge.

Smart Spyglass

1 Weight, 180 coins

When you discern realities while looking at people or ships through this looking glass, you may also ask one of the following questions:

•  Who has money? •  Who is in charge?•  Who should I watch more closely?

They will glow with a faint red aura.

A Flag of a Different Color

Good for flying on your ship for purposes of deception.

This flag changes in an instant to whatever colors you command it to change to, even the dreaded Jolly Roger.

Letter of Marque

A magical Letter of Marque that always has the correct names, signatures and seals to get you out of trouble when charged with piracy.

It will only work if you attacked ships of a different nationality than that of your accusers.

Absolutely Authentic Customs Docu-ments

A ream of “official” customs documents. These docu-ments magically contain all the right information, signa-tures and seals to clear any cargo in any port.

Rum Leg

Good for a good time

This wooden leg conceals a magical bottomless flask of rum.

Gun Leg

This wooden leg conceals a built in black powder mus-ket.

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Voodoo doll

When you attach a personal item of an enemy to this doll and stick a needle in the doll, roll + Wis

On 10+ the enemy experiences severe pain and takes your class damage.

On 7-9 the enemy experiences severe pain but is not injured.

Voodoo Bones

When you discern realities and roll the bones, you may ask:

•  What will the weather be like in the next 24 hours?•  Where is the thing I’m looking for?•  Any other question the GM will allow according to the fiction.

Anti Voodoo Doll Voodoo Doll

Good for deflecting the effects of any curse back on the curser, as long as you wear it around your neck.

When you are being cursed, roll + Wis

On 10+ both.

On 7-9 choose one.•  You are freed of the curse.•  The curse rebounds on the curser.

Whistle of Whale Summoning

When you blow this silver boatswain’s whistle to summon a whale roll + Cha.

On a success a large sperm whale appears and does 2d8 damage to a sea monster or another ship. It leaves im-mediately.

On 7-9 it will do half the damage it did to the other ship to your ship also (rounded down).

It only works once a day, because the whales hate to be summoned, and only do it because of an ancient oath. If your ship makes any aggressive moves towards the whale, the oath will be nullified and the whistle will lose its power.

Whistle of Wind Control

When you blow this silver boatswain’s whistle to control the wind, roll+Cha

On 10+ you may change the wind 4 points on the Beau-fort Scale. The effect lasts for a decent amount of time.

On 7-9 you may change the wind 2 points on the Beau-fort Scale, for a short while.

On a fail the results may be very dangerous and unpre-dictable.

The Beaufort Scale

0: Calm

1: Light Air

2: Light Breeze

3: Gentle Breeze

4: Moderate Breeze

5: Fresh Breeze

6: Strong Breeze

7: High Wind

8: Gale

9: Strong Gale

10: Storm

11: Violent storm

12: Hurricane

Leviathan’s scale

2 Weight

Is the leviathan a fish, a whale or a wyrm? No one is sure, since few have survived an encounter with the greatest sea monster of legend.

But there is this legendary scale of a giant sea monster. When you wear it as a breastplate instead of other armor, your skin magically changes to scales. Take +3 armor, but -2 ongoing to Cha rolls.

Unbreakable fishing line

Made with enchanted sea-spider silk. It is good for catching fish, but since it is unbreakable it is also good for towing ships with, and any other use you can dream up. But be warned: Some things you catch you really don’t want to catch. You want some things to get away. So the unbreakable fishing line may be dangerous.

Irresistable bait

No underwater creature, regardless of species, can resist this “delicacy”. Use it with your unbreakable fishing line, if you dare. You may catch something you did not foresee!

Box of Tacky Curios

4 Weight

These magical but completely useless trinkets were spe-cifically designed to enable negotiations with the noble

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savages that live on remote islands. Use them as lever-age for parley and take +1 to parley rolls against such people.

Fancy hat of hiding stuff

It is rumored that Bunglewort Smith lost his brain in one of these. But some dispute this, claiming that Bunglewort never had a brain to begin with.

This Fancy Hat creates a fold in three dimensional space, so it has room for hiding even big things up to a load level of 15. It can even hold small animals or monsters.

(If you find an old rotten brain inside, please return to B Smith, poste restante, Snodsburgh.)

Crab Spawner

1 Weight

Obadiah Grump was the first person to craft a magi-cal crab spawner. Unfortunately he did not know how to make it stop, so the crabs overran his home town of Mork and destroyed everything in sight. Obadiah was caught by a mob of angry townsfolk and burnt at the stake as an evil sorcerer. A few days later, someone noted that the crabs may be edible. They were actu-ally very good. Within a year the town had become the world hub for crab stick export, had more millionaires than any other town in the region and had changed its name to Grumpsburgh.

The crab spawner is a large sea shell

When you activate the crab spawner, roll + Int

On 10+ hundreds of crabs spawn in a moment from the shell. They attack everything within the “near” range from the crab spawner for 1d10 damage. Then they move on to find the nearest water. They may cause fur-ther damage on their way to the water.

On 7-9, the collateral damage is more than you bar-gained for.

As a built-in safety feature, the crab spawner can only be activated once every day or so.

Jack Sharkchum’s Excellent Chewing Tobacco

5 coins.

Good for making friends with.

This is seriously good chewing tobacco. When you

offer some to someone in conversation the recipient will be more positively disposed to you.

Jacob Sharkchum’s Excellent Chewing Tobacco

5 coins.

Good for ruining friendships with.

This is seriously good chewing tobacco. When you chew it, you are cursed and cannot stop chewing it. You will go on chewing even when you are asleep. It is everlasting. You need to spit constantly, so take a -1 Cha debility until the curse is broken in some way.

(Jacob was Jack’s evil twin)

Dead man’s chest

10-20 Weight, depending on what’s inside.

The battered old sea chest of a pirate. When its owner is dead, the lock will open to the famous pirate song. If you can open it, you may take it.

What’s inside? Maybe a valuable magic item or two. Maybe a treasure map. A bottle of rum. Some gold.

When you store gold in this chest it will definitely still be there when you return, since it will only open to its current (living) master. When you die, it will go to somebody else.

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The key to Davy Jones’ locker

When Mr David Jones Esq. comes to take you down with him and you have this key around your neck, you may re-roll one die of a failed Last Breath move. You must take the second result.

When you use the key successfully, Mr Jones will advise you to get rid of it, since if you keep it your next Last Breath roll will be an autofail. Give it to a friend.

Bottomless salted pork barrel

This large barrel was enchanted to keep on providing a ship’s crew with protein rations. It is regarded as so valu-able, it has been the cause of at least one war. Admiral Septimus Croak lost his commission because of it.

Reduce the monthly cost of your ship’s rations by 25%. It negates a bad cook’s penalty to crew loyalty.

Scuzzballs

1 Weight. +xd4 damage.

A small box with three scuzzballs.

Scuzzballs are hairy little magical creatures the size and shape of musket balls. They are always asleep, except when they are woken by exposure to very high tempera-tures. Then they go into a feeding frenzy, ripping and tearing everything around them apart with their razor sharp teeth before falling asleep again. Scuzzballs have been known to tear holes in concrete walls.

When you shoot a scuzzball from your pistol or

musket, on a hit apply your class damage and any weapon bonuses. Then roll 1d4 for the scuzzball feed-ing and add it to the damage. On a 4, roll 1d4 again and add it to the damage again. Continue rolling and add-ing the result to the damage as long as you roll a 4. The scuzzball continues to feed until you roll a 1, 2 or 3. You add this result to the damage but do not roll again as it falls asleep.

If you have time later, you may retrieve your scuzzballs.(It does not follow the normal ammo rules, so you can-not choose to mark off one ammo when you volley.)

Even though their stomachs are para dimensionally 50 times larger than their actual bodies, scuzzballs will usu-ally not feed more than once a day.

Invisible dagger / Invisible cutlass / Invisible flintlock pistol

1 Weight. 100-200 coin.

This weapon was enchanted with a permanent invis-ibility spell. It is the ultimate concealed weapon and is favoured by assassins.

When you attack an unsuspecting target with an invisible weapon, you deal your damage.

Be careful: It is easily lost!

Bucket of infinite chum

5 Weight.

A metal bucket filled with chum (oily ground fish guts used to lure sharks.) It is bottomless and will magically produce an infinite amount.

When this chum bucket is thrown into shallow wa-ter, it will produce chum indefinitely, creating a perpetu-al school of hunger crazed sharks in the area.

Pirates have used it to protect their treasure.

Portable porthole

5 Weight.

This is the brass frame of a porthole.

When you place it on a wooden wall (like the hull of a ship), it will magically attach itself to it and create a magical portal through it. It is big enough for a thin humanoid to fit through.

Beware, do not place it in your ship’s hull below the waterline!

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Mechanical Marvels

Mechanical eye

The mechanical eye is usually not for sale. If you find one on a dead body, good for you. You will still have to pay the following: Clock maker’s fee: 300 coins. Healer’s fee: 300 coins

When you have lost an eye in battle (or otherwise), the next time you level up you may install (with the help of healing magic to splice gears to nerves) a mechanical eye in your eye socket.

The mechanical eye consists of two parts: One part is fixed to your eye socket. The other part can be removed. You must wind the spring in the removable part of your eye least twice a day. When you remove your me-chanical eye you can still see with it even if it is leagues away.

Mechanical eye upgrade

Clock maker’s fee: 100 coin.

When you have a mechanical eye, the next time you level up you may have this upgrade installed instead of taking an advanced move.

Your mechanical eye can see in the infrared spectrum. You can see the heat signature of living creatures in total darkness.

Prosthetic clockwork arm

The prosthesis is usually not for sale. If you find one on a dead body, good for you. You will still have to pay the following: Clock makers fee: 300 coins. Healer’s fee: 300 coins

When you have lost an arm in battle or otherwise, next time when you level up you may graft a mechanical arm on the stump, using healing magic to splice minute gears to nerve endings. You have to wind your prosthe-sis at least twice a day.

Choose 1 upgrade•  Whirling blades (messy) or spring loaded (force-ful):  Add +1d4 to damage done with this arm. •  Shield: +1 armor •  Built in double mini-crossbow or built in double barreled flintlock pistol: Do two volley moves in the time of  one. Reload. Pierce 1. 

•  Telescopic: Any melee weapon in this hand gains the  “reach” tag. •  Multi tools: You have a whole set of tools attached to your prosthesis. Always have what you need! •  Grappling gun: Your arm shoots a grappling hook on a thin wire that retracts automatically. It can carry your own weight.When you fire the grappling gun, roll+Dex. On 10+ it hooks safely enough so you can use it. On 7-9, you miss once and have to take time to reload it.

Prosthetic clockwork arm upgrade

Clock maker’s fee: 100 coin.

When you have a prosthetic clockwork arm, the next time you level up you may choose one extra upgrade for your arm instead of taking an advanced move. You may take this move only once.

Grenade Spider

1d10 Damage. Dangerous. Loud. Blast range: Close. Pierce 2. 3 Weight

This is a small clockwork automaton the size of a din-ner plate. It has eight legs and carries a grenade with a spring loaded flintlock and a short fuse.

When you send the grenade spider into battle, roll+Int.

On 10+ it detonates exactly where you want it to.

On 7-9, it is close, but there may be some collateral damage.

On a fail, something may pick it up and throw it back at you...

Clockwork mouse

A small clockwork automaton that will run where you want it to. It can be set to make a loud noise at a set time, and can be used as a distraction.

Clockwork Sentry

1d6 Damage. Near. Loud. Pierce 1. 5 Weight

A clockwork sentry. It has a mechanical eye. When it is armed, each time it detects any motion it will discharge one of its 6 flintlock pistol barrels at the moving object for 1d6 damage.

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Automatic reloading crossbow

Near, +1 damage, 150 coins, 3 weight

This crossbow has an intricate clockwork mechanism that reloads it automatically. It therefore does not have the “reload” tag. You need to wind it up every 10 shots or so.

Grappling gun

3 weight. 200 coins.

A black powder powered handgun that shoots a grap-pling hook on a thin, strong cord. It has a self retracting clockwork mechanism. It can carry the weight of one person and his load.

When you fire the grappling gun, roll+Dex

On 10+ it hooks safely enough so you can use it.

On 7-9, you miss once and have to take time to reload it.

Clockwork caltrops

1 weight. 100 coins.

A box full of mechanized clockwork caltrops.

These mechanized little tetrahedral spikes will run

where ever you want them to in the “far” range and spread themselves over an area of floor the size of a dinner table. When someone steps on them he takes 1d4 damage to his feet (even if he wears boots) and is slowed down significantly. The caltrops will return to their box when the signal is given.

Spring loaded boots

75 coins.

Soft leather boots with spring loaded heels.

When you Defy Danger while running or jumping, take +1

Flash Grenade

0 Damage. Near. Loud. Blast range is “reach”. 1 weight. 10 coins.

When you throw a flash grenade, roll+Int

On 10+: Everyone in the “reach” range from the blast is briefly blinded.

On 7-9: Some of the people in the “reach” range from the blast are briefly blinded.

Credits

Based on the game Dungeon World by Sage LaTorra and Adam Koebel

Text: Wynand Louw & his Dungeon World group (Mostly family!)

Layout: Wynand Louw

All artwork in this work are in the public domain, by Howard Pyle.

Special thanks to the Google+ Dungeon World community. You guys rock!

This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.

Street Rat Games

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