{ "label": "Infernal Devices", "mapping": { "description": "system.description", "skill": { "path": "system.actions.skill", "converter": "gear_skill" }, "range": { "path": "system.range", "converter": "gear_range" }, "ammo": { "path": "system.ammo", "converter": "gear_ammo" } }, "entries": { "Adrenal booster": { "name": "Adrenal booster", "description": "
Increases @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Strength} and @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Vigor} a die type, @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Pace} +2 for 10 minutes.
\nBallistic Protection: This item reduces the damage from bullets by 2. (Ballistic Protection in this era is 2 rather than the 4 of more modern equipment, such as that listed in Savage Worlds.) Apply any @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} values after subtracting 2 from the bullet’s damage. All are made from ghost steel, and subject to @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{Malfunction}.
\nBallistic Protection: This item reduces the damage from bullets by 2. (Ballistic Protection in this era is 2 rather than the 4 of more modern equipment, such as that listed in Savage Worlds.) Apply any @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} values after subtracting 2 from the bullet’s damage. All are made from ghost steel, and subject to @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{Malfunction}.
\nBallistic Protection: This item reduces the damage from bullets by 2. (Ballistic Protection in this era is 2 rather than the 4 of more modern equipment, such as that listed in Savage Worlds.) Apply any @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} values after subtracting 2 from the bullet’s damage. All are made from ghost steel, and subject to @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{Malfunction}.
\nBallistic Protection: This item reduces the damage from bullets by 2. (Ballistic Protection in this era is 2 rather than the 4 of more modern equipment, such as that listed in Savage Worlds.) Apply any @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} values after subtracting 2 from the bullet’s damage. All are made from ghost steel, and subject to @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{Malfunction}.
\nProvides 10 minutes’ air when placed in the mouth, protecting the user from @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04drowning000000]{drowning}, poison gas, smoke, etc.
\nThis amazing suit and metal helmet allows a user to walk on the bottom of large bodies of water at half her @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Pace} (she can’t @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{run}). Breathable air is provided via a hand-cranked pump and hose that can extend up to 100 yards. For an extra $500, the suit comes with a brand-new device perfected by Smith & Robards (and quickly stolen by everyone else) called a “Rebreathable Oxygenated Filter Backpack” that pulls oxygen out of the water! The process isn’t particularly efficient, but it allows the user to breathe underwater without an air hose for up to one hour before it must be recharged (by simply leaving it in the open air for four hours).
\nWhen activated via a @Compendium[swade-core-rules.swade-skills.Weird Science]{Weird Science} or @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll, this belt creates an electromagnetic field attuned to repel fast-moving metal objects—like bullets. Anyone shooting at the wearer with metal bullets subtracts 1 from his roll. It’s coated with specially treated ghost rock powder that charges via static electricity! The device runs for five rounds per ounce of ghost rock expended. It remains on until deactivated or the ghost rock is exhausted.
Powdered ghost rock mixed with emulsifier coats the photographic plates so this camera can clearly photograph objects in motion. Roll @Compendium[swade-core-rules.swade-skills.Repair]{Repair} to take photographs. Additional plates are $5 each, and weigh 2 lbs.
The mad science version of the @Compendium[swade-core-rules.swade-equipment.Flamethrower]{flamethrower} spews super-heated ghost rock vapor! Its fuel is a single, one pound chunk of @UUID[Compendium.deadlands-core-rules.deadlands-rules.dlwwcore04lifein.JournalEntryPage.04ghostrock00000]{ghost rock}, keeping the weight down for those scientists who spend more time exercising their minds instead of their bodies. The attack is a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, may be @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03evasion0000000]{Evaded}, and flammable targets may catch @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04fire0000000000]{fire}.
\nGrants the user the @Compendium[swade-core-rules.swade-edges.Quick]{Quick} Edge for five rounds. If she already has it, her minimum card is now an Eight rather than a Five.
\nWearer can peer over and around obstacles. @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls suffer a –2 penalty, and @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait} rolls for more complex actions performed through the scope suffer a –4 penalty.
\nSuccess on the @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Vigor roll} when applying this salve heals a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}; two with a raise.
\nThe so-called “devil’s apron” covers the front torso and upper legs. It reduces damage from @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04heat0000000000]{fire} or heat-based attacks to the wearer’s front torso and upper legs by 4, including those from most powered @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{infernal devices}.
\nThis shot steels the nerves. Success adds +2 to @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04fear0000000000]{Fear} checks for 30 minutes, but the user must succeed on a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Smarts roll} (–4) to run from life-threatening situations. A @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{Catastrophic Malfunction} makes the hero @Compendium[swade-core-rules.swade-edges.Berserk]{Berserk} (per the Edge) and immune to Fear and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}!
\nA steam-powered, mechanical, four-legged walking device that moves at a steady @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Pace} 4 and can carry up to 1,000 pounds. The operator controls and steers it with a levered control stick. The mule can walk up to eight hours on flat terrain per pound of ghost rock expended. Size 1, Toughness 11 (2).
\n+2 @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth}.
Wearer suffers no @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Illumination} penalties except for Pitch Darkness. Notice at –2 needed to see things beyond 10\". A @UUID[Compendium.deadlands-core-rules.deadlands-rules.dlwwcore03gearan.JournalEntryPage.03infernaldevi00]{Catastrophic Malfunction} blinds the wearer for 1d6 hours.
\nClockwork de-molers developed for lawn care inspired this powered and repurposed device, which is crucial for areas plagued by troublesome and deadly swarms of lesser vermin. The device comes in a metal cylinder with an extendable base. When deployed, four metal whips spin an inch off the floor for up to 10 minutes, causing 2d6 damage in a @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03blasttemplat00]{Small Blast Template} to Normal or larger-@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} beings it contacts. It’s particularly effective against the multitudinous creatures of @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms}, causing 3d6 damage to any non-flying variety. The powered de-moler burns one ounce of ghost rock per 10-minute deployment.
\nWhen its parabolic dish is placed on the earth, the device detects subterranean activity, such as that caused by the giant worms called “@Compendium[deadlands-core-rules.deadlands-actors.Rattler]{rattlers}.” Any rattler attempting to sneak up on prey by tunneling beneath the earth does so at a –6 penalty when one of these devices is within 100 yards. The detector functions for one hour per ounce of ghost rock expended.
The drinker recovers all @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} levels.
\nIncreases drinker’s @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Strength} by two die types for 10 minutes.
\n+2 @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} made to leap or where it affects success (GM’s call), +2\" (4 yards) vertical jump, +4\"(8 yards) horizontal.
This is a standard @Compendium[deadlands-core-rules.deadlands-equipment.Gatling Gun]{Gatling gun} attached to a high-pressure steam boiler. Gatlings must fire their full @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02rateoffire0000]{Rate of Fire}. A @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03traitrolls0000]{Critical Failure} when firing a Gatling means it jams, requiring a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll as an action to get working again.
\nA revolving, steam-powered saw for slicing through trees. Very common in the Great Northwest among “steamjacks.” A @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{Malfunction} on a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} hits the user instead. The steam boiler is usually placed on the ground and connected via a 20-foot hose. It can be worn but weighs 30 pounds and includes a ghost steel backpack to absorb the heat. If the backpack is lost or unavailable, the user must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor roll} every round or take @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue}!
\nThe drinker ignores up to 2 points of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound penalties} for 10 minutes.
\nA rubber respirator that adds +4 to @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigor rolls} made to resist @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poison} gas, vapors, or similar effects. A filter is good for 30 hours’ use and replacements cost $25.
\nGrants a free reroll on @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls for one hour. A @Compendium[deadlands-core-rules.deadlands-rules.09 Infernal Devices]{Catastrophic Malfunction} means she can’t speak for the next 24 hours!
\n