Seablight Antilles Equipment
This Seablight Antilles equipment page is divided into the following sections:
- Starting Equipment
- Bartering and Trading
- Trade Goods and Supplies
- Weapons
- Gadgets
- Animals
STARTING EQUIPMENT
Seablight Antilles uses the equipment rules presented in pages 157-190 of the BRP rule book.
Players typically begin Seablight Antilles with the wealth background, cultural arms, armour, and items suggested within each Cultures section.
This starting equipment can be negotiated with the Game Msaster (GM).
Alternatively, players that originate from one of the four major Antilles Archipelago cultural backgrounds can begin with the following items:
Hopesail Confederacy (Average Wealth)
50 Nor-Tek Credits or 100 NuPAC Platinnum Points.
Two handheld radios
Utility jumpsuit and steel-capped boots
Automatic pistol, 12 bullets
First aid kit.
Pyrate Republic (Poor Wealth)
Pyrate mariner clothes
Map of Tainos Supremo
Revolver and six bullets
Spyglass
Compass
Two explosive grenades
Masqued Guildas (Affluent Wealth)
Hood, cloak, boots, and fine clothes
2 bauxite soldo, 6 nickel dinheiros
Azora Guilda Letter of Trade
High-quality dagger or Crab Sword
Medium-quality face mask
Blighted Tribes (Destitute Wealth)
Low-quality hemp clothes
Fetish (skull, bones, bauble etc.)
Medium-quality steel armour
Rusted sword or heavy maul
Random Ancestor gadget
BARTERING AND CURRENCY
The majority of people inhabiting the Antilles Archipelago barter to gain or exchange goods. Food, skrap metals, hard liquor, medical supplies, and Ancestor gadgets are always in high demand.
Long-term connections and Free Trade Zones have formed between the archipelago enclaves of the Hopesail Confederacy, Tainos Supremo pyrate ports, The Rock, Empresario, Windward Islands Empresa, and the Yucatán Peninsula.
Traders rely on large convoys, fast sloops, and air travel to evade and deter pyrates, Blighters, and Seablight Entities.
There are several air and trade routes maintained by the Kontore League Atlantica and Masqued Guildas that connect the Antilles Archipelago with the mainland United Constitutional Concordant (UCC), Republic of Rio Grande, Mexico Eternex, Nova Portugal, Nuropa Authority, ìmpireachd na h-Alba (Scottish Empire), and Iwọ̀ Oòrùn Alkebulan (West Africa).
Seehändlers bring specialised tools, textiles, grain, precious metals, books, medicine, and animals to the Antilles Archipelago in exchange for bauxite, oil and gas, alcoholic ingredients, cassava, raw sugar, coffee beans, Ancestor gadgets, and slaves.
These connections have strengthened as distances are crossed for knowledge and commercial gain.
Currencies
The Masqued Guildas has a minted metal currency accepted across the Antilles Archipelago and beyond.
The nickel dinheiro coin forms the basis for trade. 12 nickel dinheiros equal 1 bauxite soldos coin. 20 soldos coins equal 1 silver libra coin.
The Hopesail Confederacy has two major currencies: Nor-Tek Credits and NuPAC Plattinum Points. 1 Nor-Tek Credit is worth around 2 Plattinum Points and 5 soldos. Credits and Points are valued by the Antilles Archipelago elite and traders, but are worthless to the less privileged as well as non-Antilleans.
Members of the Pyrate Republic are flexible, favouring pure gold, silver, copper, material objects, firearms, alcohol, and Ancestor gadgets for trade.
The Blighted Tribes have not established currencies. They rely entirely on raw materials as a form of exchange – including meat and bones!
TRADE GOODS AND SUPPLIES
This following table indicates ports of call, goods and supplies for sale, their average prices, and port’s with contraband laws.
The blue column represents the location’s buying price (dinheiro/soldos/libra).
The gold column indicates the average sell price. Up to 2D6 cargo of each good can be bought or sold per location per week.
Prices can be further influenced by the GM based on wealth, supply, Status and Negotiation skills.
WEAPONS OF THE ANTILLES ARCHIPELAGO
The post-apocalyptic Blighdark Epoch includes a wide range of primitive, medieval, industrial, modern, and futuristic weapons. Weapon design and industrial manufacturing is slowly returning to the world, but the majority of weapons are still made from scavenged skrap metals and well maintained Ancestor technology. This mishmash of eras can lead to situations such as a lone explorer armed with a powerful energy firearm being assaulted by a gang of cutlass-wielding pyrates, or a scientist armed with a psychic-powered gadget fighting a pack of Blighters with clawed hands.
Seablight Antilles uses the full Weapons list presented on pages 163-190 of the BRP rule book. This means the following weapons, armours, shields, artillery, and explosives may be considered and used by players and GMs:
- Primitive, historic, modern, and advanced melee and missile weapons.
- Primitive, ancient, medieval, modern, and advanced armours and shields.
- Ancient, historical, modern, and advanced artillery weapons.
- Modern and advanced explosives.
Unique Weapons Types
The following pages provide additional unique weapons that can be found in the Antilles Archipelago. In addition, the following new weapon types are introduced:
- Saviour Flame: A Chlorine Trifluoride-based compound that harms Seablight biomass, chitin, and tendrils. Expensive, highly flammable, and difficult to prepare.
- Psychic Dampener: An electromagnetic radiation dampener pulse attuned to the psychic waveforms generated by the Madre Hyve network. The dampener also interferes with energy-based Ancestor weapons, gadgets, and telecommunications.
Energy Types
Weapons in Seablight Antilles use the following energy types listed on page 95 of the BRP rule book:
- Cold: Freezing temperatures, from radiant cold to snow, hail, or ice. The opposite is heat.
- Electric: Any galvanic current, whether lightning or regular household current. Most energy storage devices (batteries) store electricity.
- Gravity: Both the force and the ability to manipulate it. This can be an alteration of normal gravity or generating it where it barely exists, such as in deep space. The Lampshade Accelerator drive is an effective anti-gravity propulsion system.
- Heat: Radiant heat up to intense fire that becomes plasma. The Chlorine Trifluoride-based Saviour Flame compound produces an intense heat effective at neutralising Seablight, but is highly flammable. Heat and cold are opposites.
- Kinetic: Any physical force, from a punch, gunshot, sword-blow, to the impact of a fall. Kinetic energy is the most common, as it is the easiest to generate.
- Light: Whether ambient or laser, this covers all light and extends into ultraviolet and infrared spectrums. Light and darkness are opposites.
- Magnetic: The force that attracts or repulses metallic objects or substances.
- Radiation: A general term for any atomic, nuclear, fusion, beta, gamma, microwave, cosmic, or other type of radiation. Seablight clusters generate their own unique form of radiation.
- Sound: Sound waves, from inaudible to deafening. Though the Silence power cancels sound, it is not a distinct energy type.
- Wind: Focused air currents strong enough to hinder or harm a target.
UNIQUE SEABLIGHT ANTILLES WEAPONS
Detonator, Psychic Dampener: This device emits an electromagnetic dampener blast designed to stun Seablight psychic connections. Seablight psychic entities caught in its projection lose their psychic powers for 1D6 hours. Electronic technologies caught in the projection are shut down for 1D6 hours.
Flamethrower, Saviour Flame: A tank full of highly combustible Chlorine Trifluoride-based compound attached to a projector/igniter that sprays jets of flaming liquid. Effective at destroying Seablight biomass, chitin, tendrils, and Entities. Flamethrowers may blow up when the tank is struck, causing triple rolled damage to everyone within five meters of the user. Make a Luck roll to avoid this.
Grenade, Psychic Dampener: A grenade designed to disrupt the Seablight psychic network temporarily. Seablight creatures, Blightspeakers, and Entities caught in the blast lose their psychic powers for 2D6 minutes.Electronic technologies caught in the projection are shut down for 2D6 minutes.
UNIQUE SEABLIGHT ANTILLES ARMOURY
Rifle, Psychic Dampener: A rifle that fires a focused blast of electromagnetic radiation attuned to the psychic waveforms generated by the Madre Hyve network. Seablight creatures, Blightspeakers, and Entities caught in its projection lose their psychic powers for 2D6 minutes. Electronic technologies caught in the projection are shut down for 2D6 minutes.
Turret, Saviour Flame: A turret-mounted Saviour Flame flamethrower, usually with additional armor protecting the user. Designed to burn Seablight biomass effectively.
Turret, Psychic Dampener: A turret capable of projecting electromagnetic radiation dampener pulses attuned to the psychic waveforms generated by the Madre Hyve network. Seablight pschic entities caught in its projection are disrupted for 2D6 hours. Electronic technologies caught in the projection are shut down for 1D6 hours.
GADGETS OF THE ANTILLES ARCHIPELAGO
The post-apocalyptic Blighdark Epoch includes a wide range of advanced Ancestor gadgets created before the Seablight Deluge (and a few that were created afterwards).
Some gadgets provide the user with a performance boost, while others have a specific and limited purpose.
These unique gadgets include (numbered 1-20 for D20 randomisation):
- Automated Sextant
- Cerebrosynth Solution
- Chrominium Armour
- Exomarco Power Suit
- Hydrofoil Transporter
- LA Pellet
- Modular Aerial Drone
- Nano-Particle Neural Interface
- Portable HopeNet Terminal
- Portable Scanner
- Quantum Wafer
- SkinHeal Kit
- Shroud of the Masque
- Sliver Drone
- Tranq-Touch
- ToolKit 3000
- Unity Data Diving Helmet
- Vault Pack
- Velocity Flight Pack
- Water Purifier
1. Automated Sextant
Value: Expensive
A handheld device that can quickly determine the angle between the hoizon and celestial bodies, as well as other measurements such as wind speed, humidity, and visible distances. Provides the user with Super Vision 5 and +15 bonus to Navigate skill checks.
2. Cerebrosynth Solution
Value: Expensive
A 20cm canister containing Cerebrosynth Solution, a thick yellow fluid. Cerebrosynth is used as part of cibernetic augmentation procedures (diffiult Medicine and Science skill checks). If consumed or injected without skilled application, the solution gives the user a random +1 Super Characteristic for 6 months.
3. Chrominium Plate Armour
Value: Priceless
A hyper-lightweight and incredibly strong chest plate armour made of Ancestor-forged Chrominium. Provides the wearer +15 armour.
4. Exomarco Power Suit
Value: Expensive
The Exomarco Support Suit is a heavily-armored power suit used by sappers, dockside workers, and hazardous material handlers.
STR 50. CON 25. SIZ 18. Hit Points: 35. Major Wound: 15. Power Points: 50.
Damage Modifier: +8D6 MOV: 8
Armor: 15 point Chrominium plating.
Weapons
Power Fists (uses pilot’s Brawling skill %), 1D3+6D4 damage
Skills
Fine Manipulation 45%, Jump 35%, Listen 65%, Repair (internal diagnostics and repair) 35%.
Powers
Adaptation 6 (cold, heat, high pressure, radiation, vacuum); Armor 20 (electric 20, kinetic 20, radiation 20); Extra Energy 5 (+50 power points); Super Characteristics 50 (STR, CON, SIZ); Super Sense 5 (Hearing 5, Vision 5, Dark Vision 5, Infrared Vision 5, Sonar Detection 5); Super Skill (Fine Manipulation 2, Jump 2, Listen 2, Repair 2).
5. Hydrofoil Transporter
Value: Average
A solar-powered three-metre wide Delta-shaped lifting surface capable of carrying 200kg. Designed for water surfaces. Favoured by saboteurs, pyrate gangs, and Meridian Dragoons. The Hydrofoil Transporter provides the user with Rated Speed 12 and Move 100.
6.LA Pellet
Value: Restricted
Fist-sized balls of deuterium encased in a Chornomium canister that fuels mini- Lampshade Accellerators. An LA pellet provides advanced Ancester vessels and heavy machines with decades of power with minimal ionised radiation.
7. Modular Aerial Drone
Value: Expensive
The Modular Aerial Drone is a class of unmanned aerial vehicle widely used for surveillance, sensor scouting, utility maintenance, and as a mobile war platform. The drone can be piloted remotely by Tech Operators through a Unity Data Diving Helmet; by using a Portable Terminal; or controlled by a Telemetric Daemon Data. A scout drone is extremely fast (Rated Speed 18, Move 175, Handling +5%). but has a limited range of around 50km and is lightly protected (Armour 5, HP 25).
5. Kaleidoscope Chip
Value: Priceless
This unassuming chip contains a Local Conscious Array Droplet (LCAD) or Daemon Data programme that can be accessed using a powered computer science terminal or portable HopeNet terminal. The Kaleidoscope Chip requires a unique password to access or a difficult Computer Science skill check to hack. The LCAD or Daeman Data is a virtual Super Sidekick and provides the user with +5 Intelligence when active.
Modular Aerial Drone
Value: Expensive
The Modular Aerial Drone is a class of unmanned aerial vehicle widely used for surveillance, sensor scouting, utility maintenance, and as a mobile war platform. The drone can be piloted remotely by Tech Operators through a Unity Data Diving Helmet; by using a Portable Terminal; or controlled by a Telemetric Daemon Data. A scout drone is extremely fast (Rated Speed 18, Move 175, Handling +5%). but has a limited range of around 50km and is lightly protected (Armour 5, HP 25).
The Modular Aerial Drone can be upgraded in size (5-25) with Chrominium armour (+25) and light weapons (machine gun, rail gun, laser). Its ultracapaitor battery lasts 8 hours.
8. Nano-Particle Neural Interface
Value: Restricted
A specialed handheld device used in Androide ‘uplift’ operations.
9. Portable HopeNet Terminal
Value: Expensive
A 20cm tablet that connects to a Local Conscious Array Droplet (LCAD) network, such as the HopeNet Advisor or a High Angel satellite. Operating the terminal requires a unique password or a difficult Computer Science skill check to hack. This device can be used to pilot remote drones. It is used by Meridian Dragoon’s for integrated telecommunications and incendiary mission requests. Its ultracapacitor battery lasts 48 hours.
10. Portable Scanner
Value: Average
A 20cm grip display with sophisticated sensors attached. Provides the user with +20 Sense, Listen, and Spot skill checks. Its ultracapacitor battery lasts 72 hours.
11. Quantum Wafer
Value: Priceless
This thin unassuming chip contains a Local Conscious Array Droplet (LCAD) or Daemon Data programme that can be accessed using a powered computer science terminal or portable HopeNet terminal. The Quantum Wafer requires a unique password to access or a difficult Computer Science skill check to hack. The LCAD or Daeman Data is a virtual Super Sidekick and provides the user with +5 Intelligence when active.
12. SkinHeal Kit
Value: Average
An advanced medical patch that covers and quickly heals wounds.
13. Shroud of the Masque
Value: Priceless
The Shroud of the Masque is the secret behind the Assassinex’s lethal strikes from the shadows. What appears as a simple black cloak and hood is instead an advanced form of cryptic colouration powered by kinetic movement. Provides the user 8 AV, +30 Hide, Super Invisibility 10, and +20% to Perception.
14. Sliver Drone
Value: Expensive
A 2cm long espionage drone favoured by the Masqued Guildas and expert spies. Controlled through a portable terminal or Unity Data Diving Helmet, its microscopic sensors provide a range of data to the user. The sliver drone can operate for up to a week on one charge.
15. TranqTouch
Value: Expensive
A thin palm-sized membrane capable of paralysing an average sized humanoid for up to three hours. Can be administered through skin contact.
16. ToolKit 3000
Value: Average
The multi-purpose ToolKit is greatly valued by engineers and mechanics. Provides +15 to Technical, Repair, and Craft skill checks.
17. Unity Data Diving Helmet
Value: Expensive
An immersive sensorium helmet that allows for advanced engagement with a Local Conscious Array Droplet (LCAD) network or with a Daemon Data virtual programme. Using the helmet requires a difficult Computer Science skill check. This device can be used for remote drone control and Meridian Dragoon incendiary mission requests. Its ultracapacitor battery lasts 6 hours unless connected to a power source.
18. Vault Pack
Value: Average
A tough 5kg backpack with a unique weight dispenser exoframe. Provides the user with +20 personal carry and storage.
19. Velocity Flight Pack
Value: Expensive
This heavy backpack-shaped gadget provides the user with accelerated aerial Super Movement. Three-litres of hydrocarbon fuel provides around 20 minutes of powered aerial movement in all directions. Rated Speed 14, Move 125.
20. Water Purifier
Value: Expensive
A 5L water purification device.
ANIMALS OF THE ANTILLES ARCHIPELAGO
The Antilles Archipelago is lightly populated with mundane natural animals, including crocodiles, eagles, dogs, hawks, horses, insect swarms, rat packs, snakes, squids, and wolves (see page 223 of the BRP rule book).
Horses may be mounted using the Ride skill (see page 50 of the BRP rule book).
In addition, the following four types of Symbiotic Seablight preternatural animals exist:
- heavy work beasts (bestia de gigante);
- travel pack animals (paquete de músculo);
- combat beasts (bestia de combate); and
- supportive sea creatures (bestia submarina).
BESTIA DE GIGANTE (HEAVY WORK BEAST)
STR: 80
CON: 50
SIZ: 45
INT: –
POW: 35
DEX: 10
CHA: –
Move: 7
DM: +2D10
HP: 38
Armor: Seablight chitin 20pts
Attacks
Bite 40%, 3D6+dm (impaling)
Trample 40%, 4D6+dm
Kick 45%, 1D6+dm
Skills
Listen 65%, Search 35%, Sense 55%
PAQUETE DE MÚSCULO (TRAVEL PACK ANIMAL)
STR: 60
CON: 30
SIZ: 30
INT: 7
POW: 40
DEX: 30
CHA: –
Move: 18
DM: +3D10
HP30
Armor: Seablight chitin 15pts
Attacks
Bite 50%, 2D6+dm;
Foreclaw 45%,1D4+½dm;
Kick 45%, 1D6+dm
Skills
Jump 50%, Listen 45%, Sense 35%, Spot 50%, Track 50%
PAQUETE DE MÚSCULO (TRAVEL PACK ANIMAL)
STR: 45
CON: 25
SIZ: 30
INT: 5
POW: 15
DEX:15
CHA: –
Move: 15
DM: +2D8
HP: 25
Armor: Seablight chitin 10pts
Attacks
Kick 30%, 2D8+dm
Bite 20%, 1D6
BESTIA SUBMARINA (SUPPORTIVE SEA CREATURE)
STR: 30
CON: 30
SIZ: 30
INT: 6
POW: 15
DEX: 20
CHA: –
Move: 25
DM: +2D8
HP: 25
Armor: Seablight chitin 12pts
Attacks
Beak 45%, 1D10+½dm + poison (see BRP rule book page 151);
Tendril 45%, 1D6+dm
Skills
Hide 70%, Swim 100%