In the Weird West setting, several technological advancements are present. Steam engines have been created, and thus steam-powered trains and other machines are available. Gunpowder is prevalent, and as such weapons such as pistols, revolvers, rifles, shotguns, and bombs are available. Dynamite is also common, though restricted. All of the standard weapons and adventuring gear found in the Player’s Handbook are also available.

Armor is not commonly worn in the Weird West, since it is particularly hot and uncomfortable. Instead of granting a bonus to armor class, armor instead grants damage reduction equal to its armor bonus. Armor Check Penalty now applies to class defense bonus.

Shields sometimes see use, but they are less common than in medieval settings. Shields follow the standard equipment statistics found in the Player’s Handbook.

Any weapon listed in the Player’s Handbook are found in the Weird West, as are the musket (100 gp), pistol (50 gp), revolver (200 gp), hunting rifle (single bolt action, 200 gp), shotgun (200 gp), bombs (150 gp), smoke bombs (70 gp), and dynamite (250 gp) as found in the Dungeon Master’s Guide (p. 145-146). The prices here have been reduced to reflect their more common availability. Firearms are considered martial weapons. Bullets for the musket and pistol come at a price of 5 for 1 gp, and gunpowder is 15 gp for a 1 pound horn (enough for 10 shots). Revolvers, rifles, and shotguns have bullets with built-in firing caps and don't require gunpowder. Explosives do not require a weapon proficiency to use. Racial weapons for each race can be found in the supplemental sourcebooks containing those races. Other weapons may be approved by the DM.

A cannon, also known as a bombard, is heavy artillery used for sieging or protecting a town. Cannon are bronze cast, smooth bore, muzzleloading weapons. Only the railroad towns have cannons of any sort. They are expensive to create and inaccurate to shoot, but do a lot of damage to a large area. Because they are expensive and rare, many cannons are ornately carved and decorated, and larger ones often have unique names. Bombards can be found in Stormwrack on page 171.

Trains have no game statistics. They travel quickly, are heavy and powerful, and move only along the track. The railway serves more as a plot device than an item. Trains can not be bought, as they are prohibitively expensive for a single person.

Steam Buggy
Some dwarven craftsmen have scaled down the steam engine on trains to create the Steam Buggy, a carriage that runs on steam power rather than horsepower. Steam Buggies are expensive and unwieldy – more a show of wealth than an actual useful conveyance. They travel slightly faster than a horse, but because of their poor breaking ability, wide turning radius, and delicate machinery, they see little use in the wilds. They are used only as a means for the rich to transport themselves around town or to go from town to town on the well-beaten roads. They are practically useless in combat or on difficult terrain.

Magic Items
Essentially, any item for which you can meet spell and caster level requirements by level 6, including capstone feats, are fair game. Anything beyond these requirements is considered an artifact.

Magic items are not readily available, however. Other than a few scrolls and potions, maybe a couple of wands, magic items are not kept on hand - they mostly have to be commissioned, taking time to receive them. This is because they are quite expensive and difficult to make; no merchant is going to invest the time, money, and effort into something that may never get sold.

Wealth and Money
Wealth can come in several forms. Gems, precious metals, and minerals all have designated values by weight and purity. Wealth is also measured in possessions, and bartering is not uncommon. The main form of liquid currency, however, are chips from Spade's Casinos. Everyone on the frontier mainline towns will accept them as cash value, and even among outposts and native races their value is known. However, some more remote villages will not take them, since the chance of visiting the mainline is so small. These places prefer the "real" value of goods.

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