S&R Catalogue

Prices and availability subject to change without notice:

 

 

Item Number

Item

Availability

Price

Notes

 

 

 

 

 

MR100

Maze Runner

Available

$15,000.00

This is a steamboat for use in the Great Maze. Uses Boating skill; see description. All MR items are upgrades.

 

 

 

 

 

MR101

Armored Hull

Available

$3,000.00

For Maze Runner

 

 

 

 

 

MR102

Bow Cannon Mount

Available

$1,000.00

For Maze Runner

 

 

 

 

 

MR103

Gatling Mount

Available

$50.00

For Maze Runner

 

 

 

 

 

MR104

Steam Gatling Mount

Available

$100.00

For Maze Runner

 

 

 

 

 

MR105

Mine Racks

Available

$500.00

For Maze Runner

 

 

 

 

 

MR106

Screws

Available

$2,000.00

For Maze Runner

 

 

 

 

 

MR107

Torpedo Tube

Available

$2,000.00

For Maze Runner

 

 

 

 

 

RA100

Rail Runner

Available

$5,500.00

Steam Powered vehicle for use on railroads. Can also go off-rail. See description

 

 

 

 

 

CA100

Steam Cart

Available

$1,200.00

Vehicle which only travels on rails.

 

 

 

 

 

CA101

Armor Plating

Available

$500.00

For the Steam Cart

 

 

 

 

 

CA102

Weapon Mount

Available

$50.00

For the Steam Cart

 

 

 

 

 

SL100

Steam Sled

Available

$3,000.00

Aquatic vehicle

 

 

 

 

 

SW100

Open-Topped Steam Wagon

Available

$1,500.00

Does not travel on rails

 

 

 

 

 

SW101

Enclosed Steam Wagon

Available

$3,500.00

Does not travel on rails

 

 

 

 

 

SW102

Gatling Mount

Available

$50.00

Mounts on either type of steam wagon

 

 

 

 

 

SW103

Steam Gatling Mount

Available

$100.00

Mounts on either type of steam wagon

 

 

 

 

 

SW104

Cannon Mount

Available

$500.00

Mounts on either type of steam wagon

 

 

 

 

 

SW105

Armor Plating

Available

$2,000.00

Enclosed wagon only

 

 

 

 

 

SW106

Armored Wheels

Available

$800.00

-2 to Driving rolls

 

 

 

 

 

AM100

Anchored Mine

Available

$100.00

Weapon for water only

 

 

 

 

 

DM100

Depth Mine

Available

$200.00

Weapon for water only

 

 

 

 

 

LM100

Limpet Mine

Available

$150.00

Complex weapon for water only

 

 

 

 

 

RR100

RR Armor Plating

Available

$2,500.00

For Normal Railroad Cars

 

 

 

 

 

RR201

RR Mechanical Turret

Available

$2,000.00

For Normal Railroad Cars

 

 

 

 

 

RR202

RR Steam Turret

Available

$3,500.00

For Normal Railroad Cars

 

 

 

 

 

BG100

Light Armored Hat

Available

$500.00

Armor 1 to head; all hats only cover 50% of the head for purposes of called shots.

 

 

 

 

 

BG101

Heavy Armored Hat

Available

$800.00

Armor 2

 

 

 

 

 

BG102

Bulletproof Vest

Available

$1,800.00

Armor 2 to torso

 

 

 

 

 

BG103

Heavy Bulletproof Vest

Available

$2,800.00

Armor 4 to torso

 

 

 

 

 

BG104

Light Armored Leggings

Available

$1,200.00

Armor 1 to legs but not feet

 

 

 

 

 

BG105

Heavy Armored Leggings

Available

$1,900.00

Armor 2 to legs but not feet

 

 

 

 

 

BG106

Light Armored Duster

Available

$3,500.00

Armor 2 covering all but head and feet

 

 

 

 

 

BG107

Heavy Armored Duster

Available

$5,500.00

Armor 4 covering all but head and feet

 

 

 

 

 

FW100

Grounding Boots

Available

$500.00

Armor 3 vs Electricity but +1 for Electrical Attacks to Hit

 

 

 

 

 

FW110

Noiseless Shoes

Available

$500.00

+2 Stealth, +1 Climbing

 

 

 

 

 

FW130

Spring Boots

Available

$400.00

Yeah; boosts jumping

 

 

 

 

 

FW140

Suction Boots

Available

$500.00

Smooth surfaces only allows grip on walls & ceilings

 

 

 

 

 

HG100

Hat Gun

Available

$250.00

Use with great caution. Has a door in the front but is fired by pulling on the string around your neck

 

 

 

 

 

HP100

Hat Periscope

Available

$200.00

Clever but -4 when using to aim a weapon. Periscope extends from panels in hat.

 

 

 

 

 

OG100

Owl-eye Goggles

Available

$1,000.00

Night vision; see description

 

 

 

 

 

OG110

Owl-eye Stalk

Available

$250.00

See around corners.

 

 

 

 

 

RC100

Rifle Cane

Available

$150.00

Single shot; 24/48/96 damage 2d8

 

 

 

 

 

RC101

Rifle Parasol

Available

$200.00

Single shot; 24/48/96 damage 2d8

 

 

 

 

 

VM100

Vapor Mask

Available

$100.00

+4 to Vi rolls from gas, including ghost rock fumes

 

 

 

 

 

VM101

Replacement Filter for mask

Available

$25.00

Filters should be replaced twice per month.

 

 

 

 

 

AH100

Auto-Regulating Heater

Available

$75.00

Not extremely useful….

 

 

 

 

 

DI100

Dust Ionizer

Available

$250.00

Keeps environments clean and dust-free

 

 

 

 

 

EF100

Electro-Magnetic Focusing Device

Available

$1,800.00

Powerful electromagnet. Can disarm friends as well as foes.

 

 

 

 

 

EF101

Replacement Capacitor

Available

$450.00

For Electro-Magnetic Focusing Device

 

 

 

 

 

EC100

Epitaph Camera

Available

$1,600.00

As in Players Guide

 

 

 

 

 

EC101

Epitaph Plate

Available

$5.00

This is per photograph

 

 

 

 

 

EC102

Developing Solution

Available

$20.00

For Epitaph Plates; amount good for 20 shots

 

 

 

 

 

GD100

Ghost Rock Detector

Available

$3,000.00

Also useful for monitoring ghost rock vapor

 

 

 

 

 

GW100

Ghost Rock Watch

Available

$100.00

Glows in the dark. Wrist and pocket models available

 

 

 

 

 

PI100

Player Instruments

Available

$25-$75

Price varies by specific instrument

 

 

 

 

 

RD100

Rattler Detector

Available

$100.00

Useful where Rattlers live

 

 

 

 

 

RD101

Rattler Detector Headset

Available

$100.00

Aimed at those who hunt the Rattlers

 

 

 

 

 

PH100

Self-Developing Photographic Plates

Available

$25 or 5/$100

Movement renders the photograph useless

 

 

 

 

 

CS100

Chain Saw

Available

$800.00

Minimum St d10; 2d6+4 damage if used in melee

 

 

 

 

 

CS101

Spare blade

Available

$20.00

For Chain Saw

 

 

 

 

 

FM100

Flapjack Machine

Available

$1,000.00

Flour not included

 

 

 

 

 

HM100

Hydraulic Miner

Available

$1,400.00

Can also be used as a weapon but see description

 

 

 

 

 

IF100

Insta-Freeze

Available

$450.00

Does not operate continuously

 

 

 

 

 

MM100

Mechanical Mule

Available

$1,500.00

Pace 10; carries up to 1,000 pounds

 

 

 

 

 

MM101

Padded Seat

Available

$50.00

For Mechanical Mule, if you want to ride it

 

 

 

 

 

TS100

Trail Stove

Available

$500.00

See description; not super-useful

 

 

 

 

 

AB100

Adrenal Booster

Available

$200.00

One dose; elixir. 10 minute duration — boots St & Vi by 1 die type and Pace by 2. Fatigue afterward likely; see description.

 

 

 

 

 

CV100

Caustic Vapors

Available

$125.00

One shot; weapon. LBT; 2d4 on contact; 2d6 if inhaled.

 

 

 

 

 

CG100

Choking Gas

Available

$90.00

One shot; weapon. LBT; Vi -4 or Fatigue, continued until either success or Incap, but not fatal.

 

 

 

 

 

CC100

Cohesion Coating

Available

$80.00

One dose; unguent. Armor +1. See description

 

 

 

 

 

DA100

Dehydrated Air Tablets

Available

$30.00

One dose. Lasts 3d6 minutes

 

 

 

 

 

DT100

De-Inebriating Tonic

Available

$10.00

One dose; elixir. Roll Vi; on a success character hurls and takes a level of Fatigue, but all effects of alcohol and even other poisons are removed.

 

 

 

 

 

DP100

De-Pigmentative Paint

Available

$1,000.00

One gallon; paint. Makes surfaces invisible. Not for direct application on humans or animals.

 

 

 

 

 

EF100

Ex-balming Fluid

Available

$100.00

One dose; SBT for 1-6 rounds doing 2d8 damage per round to any dead or undead; harmless against the living.

 

 

 

 

 

EP100

Enfeebling Powder

Available

$40.00

One dose. Vi -6 or drop 1 die type in St and Vi for 4 hours.

 

 

 

 

 

EO100

Exfoliant Oil

Available

$40.00

One dose. LBT killing all normal plants and doing 4d8 to any unnatural ones.

 

 

 

 

 

GL100

Greased Lightning Pills

Available

$75.00

One dose. Character makes a Vi roll (snake eyes is a malfunction) but otherwise gets to re-draw any action card below 9 until (s)he gets a Joker or combat ends.

 

 

 

 

 

GF100

Greek Fire

Available

$100.00

One shot; weapon. MBT for 1-6 rounds doing 2d10 fire damage. Water will not put the fire out.

 

 

 

 

 

HU100

Healing Unguent

Available

$80.00

One dose. Roll Vi to heal 1 wound or 2 with a raise

 

 

 

 

 

LC100

Liquid Courage

Available

$30.00

One dose. Roll Vi to get +2 to Guts rolls for 30 minutes, but see description for side effect.

 

 

 

 

 

ME100

Metabolic Elevation Tonic

Available

$50.00

One dose. Roll Vi to get the Quick Edge for 5 minutes, but then eat a full meal to avoid a point of Fatigue.

 

 

 

 

 

OO100

Oxidizing Oil

Available

$50.00

Roll Sm to destroy a metal object.

 

 

 

 

 

PB100

Palliative Balm

Available

$25.00

One dose. Roll Sm to get +2 to Healing rolls (even unskilled) for one wound only.

 

 

 

 

 

RE100

Restoration Elixir

Available

$150.00

One dose. Recover all Fatigue and roll Vi as per natural healing to recover one wound.

 

 

 

 

 

RT100

Revitalizing Tonic

Available

$10.00

One dose. Roll Vi to recover one level of Fatigue.

 

 

 

 

 

SM100

Samson’s Elixir

Available

$60.00

One dose; Roll Vi to increase St 2 die types.

 

 

 

 

 

SU100

Slumber Gas

Available

$30.00

One dose. LBT for 1d6 rounds causing Vi -2 or fall asleep.

 

 

 

 

 

SU101

Slumber Liquid

Available

$25.00

One dose for slipping into food; same effect as gas on target that consumes it.

 

 

 

 

 

PE100

Smoke Pellet

Available

$5.00

Roll Ag for MBT of smoke causing -6 to attacks into, out of, or through it. Duration 1 minute.

 

 

 

 

 

SS100

Sure Shot Elixir

Available

$75.00

One dose. +2 to all Ag related rolls for 30 minutes

 

 

 

 

 

TD100

Tactile Desensitizer

Available

$30.00

Roll Vi to ignore 2 levels of wound penalties for 10 minutes, but with a -2 on any Ag-related roll for fine manipulation.

 

 

 

 

 

TB100

Tourniquet in a Bottle

Available

$10.00

Either drink (Vi roll) or apply to someone (Sm roll) to ignore 1 level of wound penalties. Will also stabilize an incapacitated character about to die.

 

 

 

 

 

UL100

Universal Lubricant

Available

$150.00

Duration 1 minute. Enough to cover 20 sq ft. Reduces chance of mechanical failures to snake-eyes; on the ground anyone stepping into it slips.

 

 

 

 

 

GH100

Ghost Rock (one pound)

Available

$100.00

Measured lump

 

 

 

 

 

GH101

Ghost Rock Fuel Core (1 pound)

Available

$120.00

For S&R Boilers

 

 

 

 

 

GH102

Processed & Powdered Ghost Rock (1 pound)

Available

$150.00

Mostly for experimentation

 

 

 

 

 

GB100

Mini-Boiler

Available

$250.00

Backpack-sized unit. Ghost rock only.

 

 

 

 

 

GB101

Small Boiler

Available

$500.00

For mechanical skeleton. Ghost rock only.

 

 

 

 

 

GB102

Medium Boiler

Available

$1,000.00

For steam wagon. Ghost rock only.

 

 

 

 

 

GB103

Large Boiler

Available

$2,000.00

For locomotives. Ghost rock only.

 

 

 

 

 

GB104

Giant Boiler

Available

$5,000.00

For industrial applications. Ghost rock only.

 

 

 

 

 

GB105

Steam Pipe

Available

$10.00

20 feet

 

 

 

 

 

GB106

Steam Fittings

Available

$20.00

To attach the pipes

 

 

 

 

 

GB107

Auto-feed Firebox

Available

10% of Boiler

For any size boiler

 

 

 

 

 

SZ100

Acid Rounds — Pistol

Available

$1.00

Per round. Does normal damage + acid (damage to equipment)

 

 

 

 

 

SZ101

Acid Rounds — Rifle

Available

$2.00

Per round. Does normal damage + 1d6 and acid damage to equipment

 

 

 

 

 

ER100

Explosive Rounds — Pistol

Available

$25.00

Per round. Normal damage, + 1d6 in an SBT around wherever it hit.

 

 

 

 

 

ER101

Explosive Rounds — Rifle

Available

$30.00

Per round. Normal damage + 1d8 in an SBT around wherever it hit.

 

 

 

 

 

ER102

Explosive Rounds — Shotgun

Available

$35.00

Per round. Slugs only. Normal damage + 1d6 in an SBT around wherever it hit.

 

 

 

 

 

MG100

Magnum Rounds — Pistol

Available

$5.00

Per round. Requires modified weapon; adds 1d4 damage.

 

 

 

 

 

MG101

Magnum Rounds — Rifle

Available

$10.00

Per round. Requires modified weapon; adds 1d4 damage.

 

 

 

 

 

MG102

Magnum Rounds — Shotgun

Available

$10.00

Per round. Requires modified weapon; adds 1d4 damage. Slugs only.

 

 

 

 

 

MG103

Magnum Reinforcement Process

Available

$100.00

Applied to any weapon of your choice. It can then fire either normal or magnum rounds.

 

 

 

 

 

SH100

Shotshell Rounds — Pistol

Available

$2.00

Per round. Like a shotgun shell for pistols. Range 6/12/- damage 2d6 at short and 1d6 at medium range, +2 to hit.

 

 

 

 

 

SH101

Shotshell Rounds — Rifle

Available

$4.00

Per round. Like a shotgun shell for rifles. Range 12/24 damage 2d8 at short and 1d8 at medium, +2 to hit.

 

 

 

 

 

LT100

Splat Rounds — Pistol

Available

$10.00

Per round. Nonlethal normal damage

 

 

 

 

 

LT101

Splat Rounds — Rifle

Available

$20.00

Per round. Nonlethal normal damage

 

 

 

 

 

AP100

Armor-piercing rounds — Pistol

Available

$2.00

Per round. +1 to AP

 

 

 

 

 

AP101

Armor-piercing rounds — Rifle

Available

$3.00

Per round. +2 to AP

 

 

 

 

 

CR100

Cutter Rounds — Pistol

Available

$1.00

Per round. +4 on called shots due to small or tiny targets; normal damage per weapon

 

 

 

 

 

CR101

Cutter Rounds — Rifle

Available

$2.00

Per round. As above, but also +1 to Shooting

 

 

 

 

 

FR100

Flash Rounds — Pistol

Available

$3.00

Per round. Damage 2d4; target must roll Ag or be blinded for 1-6 rounds. Range drops to 1/2.

 

 

 

 

 

FR101

Flash Rounds — Rifle

Available

$5.00

Per round. Damage 2d6; otherwise as above.

 

 

 

 

 

AMO150

Glow-Dust Rounds — Pistol

Available

$3.00

Per round. Damage 2d4; target gets -4 on Stealth.

 

 

 

 

 

AMO151

Glow-Dust Rounds — Rifle

Available

$5.00

Per round. Damage 2d6; target gets -4 on Stealth.

 

 

 

 

 

EW100

Blowpipe

Available

$100.00

Range 5/10/20 damage 1d6+1 along with any other effects from ammunition. Weapon is telescoping and easily concealable.

 

 

 

 

 

EW101

Blowpipe Dart

Available

$5.00

Ammunition for blowpipe; one use only; can be filled with any appropriate substance.

 

 

 

 

 

EW110

Boomerang

Available

$25.00

Range 10/20/40 Damage St + d6. On miss roll Ag -2 to catch the return.

 

 

 

 

 

EW120

Brassclaw Bracer

Available

$100.00

Think Wolverine…Damage St + d8, min. St d8; Parry +1

 

 

 

 

 

EW140

Fighting Fan

Available

$4.00

Design from China, implementation from S&R; Damage St + d4; on Defense maneuvers +1 Parry

 

 

 

 

 

EW150

Flying Claw

Available

$30.00

Damage St + d4; Parry -1; Reach 2; on Raise target receives -2 Parry.

 

 

 

 

 

EW155

Naginata

Available

$30.00

Damage St + d8; Parry +1; Reach 2

 

 

 

 

 

EW160

Nunchaku

Available

$30.00

Damage St + d4;  min Ag d8

 

 

 

 

 

EW170

Sai

Available

$6.00

Damage St + d4; Parry +1

 

 

 

 

 

EW180

Shuriken

Available

$3.00

Range 4/8/12; Damage St + 1

 

 

 

 

 

EW200

Three-Section Staff

Available

$45.00

Damage St + d4; Parry +1; Reach 1; min Ag d10; requires 2 hands

 

 

 

 

 

EW210

Twin Hooks

Available

$30.00

Damage St + d6; Reach 1 when hooked together; min Ag d8

 

 

 

 

 

GP100

Gatling Pistol

Available

$800.00

Range 12/24/48; Damage 2d6+1; Must use full ROF

 

 

 

 

 

GP101

Speedy-Change Barrel

Available

$150.00

For Quick Reloads of Gatling Pistol. Reload as though character has Speed Load edge.

 

 

 

 

 

GR100

Gatling Rifle

Available

$1,200.00

Range 24/48/96; Damage 2d8; Must use full ROF.

 

 

 

 

 

GR101

Clockwork Magazine

Available

$200.00

With Ag roll, reload as though having Speed Load edge.

 

 

 

 

 

GS100

Gatling Shotgun

Available

$1,500.00

Belt-fed. Range 12/24/48. Damage as shotgun. Must use full ROF and does NOT grant +2 to Shooting rolls.

 

 

 

 

 

GS101

Cartridge Belt

Available

$100.00

For Quick Reloads of Gatling Shotgun. Holds 12 shells.

 

 

 

 

 

GG100

Grapple Gun

Available

$150.00

Think Batman…. Steam powered; range 5/10/20. Uses ghost rock for power; damage 2d6 if used as a weapon; 3 rounds between shots.

 

 

 

 

 

SP110

Air Gun — Pistol

Available

$300.00

For silence. Range 10/20/40; Damage 2d4.

 

 

 

 

 

SP111

Air Gun — Rifle

Available

$600.00

For silence. Range 20/40/80; Damage 2d6.

 

 

 

 

 

SP112

Air Pellets

Available

$10.00

Bag of 1000 (these are .22)

 

 

 

 

 

SP113

Syringe Dart

Available

$5.00

For air guns. Fillings sold separately.

 

 

 

 

 

FA100

Force Amplification Mace

Available

$75.00

Damage St + d8; min St d6

 

 

 

 

 

SP150

Ghost Rock Dynamite

Available

$20.00

Per stick. Damage = normal dynamite, but it can affect supernatural entities.

 

 

 

 

 

NG100

Net Gun

Available

$350.00

Range 10/20/40; hit puts -2 to Pace and all St and Ag linked skills; a raise immobilizes and skills cannot be used at all.

 

 

 

 

 

BA100

Spring-Bayonet

Available

$50.00

See description

 

 

 

 

 

SP160

Waterproofed Dynamite

Available

$10.00

Per stick. As normal dynamite; works underwater but must be lit above water.

 

 

 

 

 

AF100

Auto-Fanner

Available

$75.00

See description. Drops -4 penalty for fanning but adds -2 penalty for automatic fire. Hip-shooting edges not applicable.

 

 

 

 

 

BE100

Barrel Extender Kit

Available

$100.00

Telescoping. When extended, pistol ranges go to 18/36/72

 

 

 

 

 

WA100

Silencer Glove

Available

$250.00

-2 (or more) to Notice rolls to detect a shot.

 

 

 

 

 

WA101

Silencer Glove Replacement Baffle

Available

$20.00

Needs to be replaced from time to time.

 

 

 

 

 

WA110

Telescopic Sights

Available

Varies

2x $150; 4x $250; 8x $500. 2x halves range penalties; 4x increases ranges by 50%; 8x doubles ranges.

 

 

 

 

 

WA111

Telescopic Replacement Lenses

Available

Varies

2x $15; 4x $25; 8x $50. Replacements

 

 

 

 

 

WA112

Telescopic Lens Cleaning Kit

Available

$25.00

Lenses need to be cleaned from time to time.

 

 

 

 

 

WA113

Owl-eye Sights

Available

Varies

2x $450; 4x $750; 8x $1,500. As telescopic sights but eliminate penalties for all but total darkness. Cannot be used in bright conditions.

 

 

 

 

 

DO100

Chemical Dowser

Available

$600.00

+2 to Survival or Notice rolls to find a substance as long as a sample is provided.

 

 

 

 

 

MT100

Trail Pack (M.T. Rations)

Available

$3.50

One day supply. At end make a Vi roll to have enough for the following day as well.

 

 

 

 

 

MT101

Self-Heating Foodstuffs (M.T. Rations)

Available

$5.00

One day supply. Add water and make a Sm roll.

 

 

 

 

 

MT102

Sprinkle Cure

Available

$2.00

Food preservative good for 50 pounds.

 

 

 

 

 

MT103

Wild Awesome Sauce

Available

$10.00

Dangerous hot sauce. Half a bottle does 2d6 damage.

 

 

 

 

 

TM100

Trans-Magnetic Locator

Available

$250.00

Points to other paired unit. Range is 100 miles; requires Sm roll.

 

 

 

 

 

TM101

Locator Compass

Available

$25.00

Paired with Trans-Magnetic Locator. Extra compass.

 

 

 

 

 

UR100

Ultrasonic Repeller

Available

$750.00

Repels normal animals. Used in one direction range is 75 ft; used omnidirectional range is 30 ft. Normal animals must roll Guts -2 to enter.

 

 

 

 

 

WG100

Wong Wei’s Guide to the Great Maze

Available

$2.00

There are a number of Wong Wei guides; see description. Read guide and make Sm roll. If successful, Common Knowledge rolls for the region are at no penalty.

 

 

 

 

 

WG101

Wong Wei's Guide to Indian Country

Available

$2.00

There are a number of Wong Wei guides; see description. Read guide and make Sm roll. If successful, Common Knowledge rolls for the region are at no penalty.

 

 

 

 

 

WG102

Wong Wei's Guide to No Man’s Land

Available

$2.00

There are a number of Wong Wei guides; see description. Read guide and make Sm roll. If successful, Common Knowledge rolls for the region are at no penalty.

 

 

 

 

 

WG103

Wong Wei's Guide to the Wild Southwest

Available

$2.00

There are a number of Wong Wei guides; see description. Read guide and make Sm roll. If successful, Common Knowledge rolls for the region are at no penalty.

 

 

 

 

 

WG104

Wong Wei's Guide to the Great Northwest

Available

$2.00

There are a number of Wong Wei guides; see description. Read guide and make Sm roll. If successful, Common Knowledge rolls for the region are at no penalty.

 

 

 

 

 

WG105

Wong Wei's Guide to the Union

Available

$2.00

There are a number of Wong Wei guides; see description. Read guide and make Sm roll. If successful, Common Knowledge rolls for the region are at no penalty.

 

 

 

 

 

WG106

Wong Wei's Guide to the Confederacy

Available

$2.00

There are a number of Wong Wei guides; see description. Read guide and make Sm roll. If successful, Common Knowledge rolls for the region are at no penalty.

 

 

 

 

 

 

New Science Magazine

From April, 1870, Quarterly

$10 per Issue

At major cities and sometimes Mad Scientist locales. If the subject of the magazine is related to a WS roll, the reader can (only one time ever) get +2 on that WS roll.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

S&R Catalogue

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