Coral Stock Harpoon Launcher 724

From: Lineage 913 of the Tideglass Artificers

This ranged weapon is a marvel of Aegean magical-steam engineering. It is a heavy crossbow with a stock carved from a single, massive piece of magically hardened Sun-Coral, intricately decorated with wave motifs. The prod (bow) is made of laminated Luminwood and Mithral, providing immense tensile strength. Instead of a simple string, it uses a miniaturized steam-piston system for its draw, requiring the user to spend a moment turning a small valve to build pressure before loading a bolt. It is designed to fire heavy, tethered harpoons with enough force to pierce the thick hides of sea monsters. Its unique property is that the enchanted silk rope tethered to its harpoons is magically buoyant and will always float to the surface if the weapon is dropped or the line is severed, making it nearly impossible to lose at sea.

Lore

This weapon is a product of the renowned Iron-Tide Whaler’s Armory, a powerful guild of engineers and enchanters in the industrial heart of Aegean. The “724” designation refers to a specific, highly successful model known for its reliability and power, a favorite among professional sea-monster hunters and the security crews on high-value merchant vessels. It is a perfect example of Iron-Tide’s pragmatic fusion of magical materials and steam-powered mechanics.

The stock is carved from a single piece of Sun-Coral, harvested from the Sunstone Shallows where the coral is exposed to intense sunlight and powerful ley line currents, making it incredibly dense. In the armory, it is steam-forged—a process where it is super-heated with magical steam and then rapidly cooled in enchanted water—hardening it to the tensile strength of steel. The prod, combining the magical flexibility of Luminwood with the unyielding strength of Mithral, is a closely guarded secret of the armory. However, the true marvel is the miniaturized steam-piston system. Each one is hand-built by a master Steam-Mage, calibrated to provide the immense, instantaneous force needed to pierce the near-impenetrable hides of oceanic leviathans. Caelia would have purchased this weapon in Port Aqua-Vel, a pragmatic choice for a dangerous journey on the open seas.


Item Values

  • Tier One Stat Modifiers:
    • Weapon Type: Martial Ranged Weapon (Heavy Crossbow)
    • Damage: 1d10 Piercing
    • Properties: Heavy, Two-Handed, Range (100/400), Loading. (The Loading property represents the time it takes to turn the valve, build steam pressure, and load the heavy harpoon bolt, requiring an action).
  • Skills Gained:
    • Tinker’s Tools: The wielder gains proficiency with these tools. The weapon’s complex steam mechanism requires regular maintenance and calibration, which the user must learn to perform.
  • Passive Magical Effects:
    • Unlosable Tether: The enchanted silk rope that can be attached to the harpoons is magically buoyant and has a faint glow, causing it to always float to the surface if severed or dropped in water. The rope itself is as strong as an iron chain.
    • Armor Piercing: The incredible force of the steam-piston launch is designed to puncture thick hides. The weapon’s attacks ignore 2 points of Armor Class from an opponent’s natural armor.
    • Stable Platform: The weapon is designed to be braced against a solid form. An Apsaran wielder does not suffer any disadvantage on attack rolls for being on an unstable surface, such as a pitching ship deck.
  • Activatable Magical Effects:
    • Barbed Harpoon (At Will): The user can choose to fire a magically barbed harpoon head. On a successful hit, the harpoon lodges in the target. The target’s movement speed is halved until it or another creature uses an action to make a difficult Strength check to rip the harpoon free, dealing additional damage to the target in the process.
    • Steam Vent (Once per Short Rest): As an action, the wielder can choose not to fire a loaded bolt but instead vent the piston’s full pressure. This unleashes a 15-foot cone of scalding steam and a deafening hiss. Any creature in the cone must make a Dexterity saving throw or take 2d6 fire damage.
  • Specific Slot:
    • Two-Handed
  • Tags:
    • Heavy Crossbow, Ranged Weapon, Piercing, Steam-Powered, Magical Engineering, Sun-Coral, Luminwood, Mithral, Tier 1, Anti-Monster, Loading, Iron-Tide City Made, Whaler’s Armory, Model 724, Crowd Control, Area of Effect (AoE), Close-Quarters Defense, Slow Firing, Armor Bypass (Natural), Tethered, Harpoon Gun, Hybrid Technology

The Coral-Stock Harpoon Launcher 724 is a piece of high-grade military and hunting hardware. While not a unique artifact, it’s a specialized and expensive weapon that would only be sold through official armories or licensed dealers who handle powerful equipment.


1. The Armory Showroom in Iron-Tide City

  • Type of Shop: This is the official showroom at the Iron-Tide Whaler’s Armory guild hall. It’s a professional, secure, and impressive space, displaying the guild’s finest steam-powered and magical-engineered weaponry. The atmosphere is less like a shop and more like a corporate sales floor for military-grade hardware.
  • How it is Bought/Sold: A potential buyer, who must have either a writ of credit from a major trading house or a monster-hunting license, would deal directly with a guild sales representative. The transaction is formal and technical. The representative would demonstrate the weapon’s features, explain the maintenance of the steam-piston, and offer optional upgrades or specialized ammunition (like the barbed harpoons). The price is fixed and non-negotiable.
  • Cost: This is the manufacturer’s baseline price.
    • Cost to Purchase: 65 Platinum.

2. The Licensed Arms Dealer in Port Aqua-Vel

  • Type of Shop: A high-end, heavily secured weapons dealer in the merchant or military quarter of the port city. A shop like “The Gilded Barrel” would be an officially licensed reseller of Iron-Tide Armory products. They cater to ship captains, mercenaries, and wealthy adventurers.
  • How it is Bought/Sold: This is a high-end retail transaction. The weapon would be displayed securely behind a reinforced glass or magically warded case. The merchant would be a knowledgeable arms dealer who can speak to the weapon’s reputation and compare it to other heavy ranged weapons. The price has a significant retail markup. Purchasing such a powerful weapon would require the buyer to register the sale with the city guard.
  • Cost:
    • Cost to Purchase: 80 Platinum.
    • Value if Selling: A dealer would offer around 40 Platinum for a used, registered model.

3. A Whaling Captain (Second-Hand)

  • Type of Shop: This isn’t a shop, but a direct transaction with the captain of a monster-hunting or whaling vessel. These captains often have a small arsenal of these weapons for their crew.
  • How it is Bought/Sold: The transaction would be an informal negotiation on the docks or in the captain’s cabin. The weapon would likely be well-used but expertly maintained. A captain might be willing to sell a spare launcher if they’re in need of coin for repairs or supplies, or as part of a trade for a rare item or a future service (like helping them on a hunt). This is a good way to get a reliable weapon with a history, but the quality depends on its prior use.
  • Cost: The price is negotiable and often a bargain compared to retail.
    • Cost to Purchase: Between 45 and 55 Platinum, depending on the captain’s desperation and the weapon’s condition.

4. The Black Market Arms Dealer

  • Type of Shop: A clandestine operation run out of an unmarked warehouse in the underbelly of Port Aqua-Vel. This dealer acquires military-grade hardware that has “fallen off of cargo ships” or been “liberated” from armories.
  • How it is Bought/Sold: The transaction is illegal, fast, and dangerous. The buyer would meet the dealer through a trusted intermediary. The weapon’s provenance is unknown; it could be stolen or have a damaged or poorly maintained steam-piston. The price is lower than legitimate sources, but the risks are high. The weapon would likely have its guild serial numbers filed off.
  • Cost: The price reflects a discount for the risk and lack of guarantees.
    • Cost to Purchase: Approximately 50 Platinum.

The Coral-Stock Harpoon Launcher 724 is a specialist’s weapon. Its role in combat isn’t about rapid shots, but about delivering a single, decisive, and often debilitating blow. Its roleplay revolves around the slow, deliberate process of firing a miniature cannon.


Offensive Roleplay (The Leviathan’s Bane)

Offensively, the launcher is used to cripple or eliminate high-value targets, whether they be massive beasts or key enemy personnel.

The Sea Monster Hunt

This is the weapon’s intended purpose. The roleplay is one of a patient, focused hunter. You wouldn’t be firing every round. Instead, you’d narrate the tense preparation: “I brace the heavy coral stock against my shoulder, my hooves planted firmly on the deck. I spend a crucial moment turning the valve, listening to the hiss of the steam-piston building to a high-pitched whine. This shot has to count.”

When you fire, you’d specify your target and intent. “I’m not aiming for its armored head; I’m aiming for the joint in its flipper. I release the piston. The harpoon launches with a concussive boom, trailing its enchanted line, designed to bury itself deep and cripple the beast’s ability to dive.” Using the Barbed Harpoon transforms your attack from mere damage into a tactical maneuver, hobbling the monster for your allies.

Ship-to-Ship Combat

Against other crews, the launcher is a terrifying anti-personnel sniper rifle. Its slow reload speed means you need to make each shot count by targeting the most important enemy.

  • Roleplay Example: “I ignore the pirates swinging ropes and focus on the enemy captain shouting orders from the helm. I take a moment to lead the target, letting the steam piston build to full pressure. My shot isn’t just to injure him; it’s to shatter the morale of his entire crew.” You can also use the tether offensively, describing how you fire the harpoon into the enemy ship’s rigging or rudder to disable their vessel.

Defensive Roleplay (The Unlikely Guard)

Defensively, the weapon’s secondary features and intimidating presence are its greatest assets, used to repel boarders and control the battlefield.

Repelling Boarders

In a close-quarters melee, the launcher is too slow to reload. This is where the Steam Vent becomes your primary defense.

  • Roleplay Example: As enemies swarm over the railing, they see you with a large, unloaded weapon and charge. You’d narrate the surprise: “They think I’m defenseless. I aim the body of the launcher at the approaching group and vent the entire piston. A deafening hiss erupts as a cone of scalding steam blasts across the deck, forcing them to recoil in pain and confusion, giving my allies an opening to strike.”

Obstructing and Controlling

The strong, magically buoyant tether is a powerful tool for controlling enemy movement. You can use it defensively to alter the battlefield.

  • Roleplay Example: If your ship is being pursued by a faster vessel, you could describe your shot: “I’m not aiming for the crew; I’m aiming for their mast. I fire the tethered harpoon deep into the wood. Now their ship is leashed to ours. They can’t escape, and they can’t easily maneuver to ram us. We control the engagement now.”

The Intimidation Factor

Even on land, the launcher has a defensive use through sheer intimidation. The process of loading it is loud and deliberate, drawing attention and causing hesitation.

  • Roleplay Example: Facing down a group of bandits, you’d slowly begin the loading process. “I plant the launcher’s stock on the ground and begin turning the pressure valve. The loud hiss of steam and the deliberate clank as I lock the heavy harpoon in place makes it clear I am preparing something far more powerful than a simple crossbow. I’m not just reloading; I’m daring them to charge.”

Above two different models of this item are shown.

Perception of Activation:

When the Steam Vent ability of the Coral-Stock Harpoon Launcher 724 is activated, the perception is a sudden, violent, and chaotic release of pressure, a stark contrast to the focused power of a fired harpoon.


User’s Perspective

For you, the activation is a deliberate, jarring act. Instead of the satisfying clink of the trigger mechanism, you manually release the primary pressure valve. The immediate sensation is a violent, shuddering vibration that rattles up from the coral stock and into your shoulder and teeth. The weapon feels like it’s trying to tear itself apart for a split second.

The sound is a deafening, high-pressure HISS that erupts directly in front of you, overwhelming all other sounds. You’re instantly engulfed in a wave of blinding, scaldingly hot steam that smells of ozone and hot metal. Your extra-sensory Wave-Sight perceives this not as a focused bolt of energy, but as a chaotic, explosive cloud of fiery orange and white auras, a raw and undirected blast of elemental power. You feel the weapon go limp in your hands as its internal pressure drops to zero.


Observer’s Perspective

An observer witnesses a sudden and shocking event. The wielder, who appears to be struggling with the slow reloading process of their weapon, suddenly aims it at a group of nearby foes. Instead of a projectile, a massive, opaque cloud of white, boiling steam erupts from the front of the launcher with the force of an explosion.

The visual is accompanied by a painfully loud, piercing SHRIEK, the sound of a boiler valve failing catastrophically. The blast of steam is so forceful that it kicks up dust and debris from the ground and visibly shoves the wielder back a step. Anyone standing nearby is hit by a wave of intense, moist heat. For several moments after the blast, the area is completely obscured by a thick, swirling cloud of steam.


Positives

The primary positive is its function as a powerful tool of surprise and crowd control. Enemies closing in on what they perceive to be a vulnerable ranged combatant are caught completely off guard by a close-range, area-of-effect attack. It is an excellent defensive measure to clear space, giving you the breathing room needed to reload, retreat, or allow your allies to engage. It can also be used tactically to create a dense cloud of vapor, blocking line of sight and enabling a strategic escape.


Negatives

The greatest drawback is that the activation completely discharges the weapon. Using the Steam Vent means you have lost the powerful harpoon shot you had prepared, leaving you with an inert weapon that must be completely reloaded. The blast is indiscriminate and will harm any allies who are caught in the cone of effect. The activation is also extremely loud and visually obvious, announcing your exact position to everyone in the area and eliminating any possibility of stealth. Finally, the lingering cloud of steam can obscure your own vision, making it difficult to assess the situation or take a follow-up action.

Iron-Tide Armory Blueprint: Model 724 Leviathan Launcher

This document outlines the masterwork-level process for constructing a Model 724 Coral-Stock Harpoon Launcher. This is a complex, multi-disciplinary craft, requiring expertise in magical engineering, steam-craft, and the handling of rare, magically resonant materials.


Materials Needed

  • One Prime Block of Raw Sun-Coral: Must be at least four feet in length and sourced from the Sunstone Shallows. The coral must be free of significant cracks or bio-luminescent parasites.
  • One Bough of Gifted Luminwood: A straight, dense piece at least three feet long, respectfully acquired from the Whispering Woods.
  • One Ingot of Star-Forged Mithral: For its unparalleled strength and flexibility, required for the prod’s core.
  • One Guild-Certified Miniaturized Steam Piston Kit: A set of precisely calibrated components including a micro-boiler, high-pressure valves, and a piston housing forged from tempered bronze.
  • One Spool of Giant Sea Spider Silk: The raw material for the enchanted tether.
  • One Vial of Powdered Aura Pearl: A crucial catalyst for the tether’s buoyancy enchantment.
  • Five Heavy Harpoon Bolt Blanks: Forged from Iron-Tide steel.
  • Alchemical Tempering Solution: A volatile mixture of elemental water, sea salt, and volcanic ash used in the steam-forging process.

Tools Required

  • Steam-Forge: A specialized forge that uses super-heated, magically charged steam to harden materials like coral.
  • Master Tinker’s & Steam-Mage’s Tool Kit: A comprehensive set of wrenches, pressure gauges, calibrators, and diagnostic tools for working on steam mechanisms.
  • Master Woodworker’s Kit (with Mithral Files): For the delicate task of shaping and laminating the Luminwood and Mithral prod.
  • Runic Engraving Stylus: For inscribing the control and safety runes onto the weapon’s stock and mechanism.
  • Enchanter’s Loom: A small, specialized loom for weaving the powdered pearl into the silk tether.
  • Heavy-Duty Vise and Clamps: For securing the components during the high-pressure assembly phase.

Skill Requirements

  • Primary Skill: Master Magical Engineering (Steam-Craft). The crafter must be an expert in the design, construction, and maintenance of magical steam-powered devices.
  • Secondary Skill: Master Weaponsmithing (Ranged). Proficiency is required for the lamination of the prod and the final weapon calibration.
  • Required Knowledge: Enchanting and Runic Theory. The crafter must be able to inscribe functional runes and perform the tether’s buoyancy enchantment.

Crafting Steps

  1. Stock Shaping and Steam-Forging (Duration: 2 Days): The raw Sun-Coral block is painstakingly carved into the final shape of the launcher’s stock, complete with intricate wave-motif decorations. The finished stock is then placed within the Steam-Forge. It is blasted with super-heated steam and simultaneously quenched with the Alchemical Tempering Solution. This process, repeated over several hours, hardens the porous coral to the strength of steel while retaining its light weight.
  2. Prod Lamination (Duration: 1 Day): This is a task of extreme precision. The Luminwood bough is split and planed into thin layers. The Mithral Ingot is forged into a thin, flexible core. The Luminwood layers are then laminated around the Mithral core using a high-pressure clamp and alchemical resin, creating a composite prod of immense tensile strength.
  3. Piston Assembly and Calibration (Duration: 8 Hours): The artisan assembles the miniaturized steam piston kit within the coral stock. This is the most complex step, requiring the calibration of the pressure valves to ensure the piston delivers the maximum force without rupturing. Safety and control runes are inscribed onto the housing with the Runic Engraving Stylus.
  4. Final Assembly (Duration: 4 Hours): The laminated prod is mounted to the front of the stock. The steam piston is connected to the prod’s draw mechanism. The trigger assembly and valve controls are installed and tested.
  5. Tether Enchantment and Spooling (Duration: 2 Hours): The Giant Sea Spider Silk is woven on the Enchanter’s Loom. During the weaving process, the powdered Aura Pearl is carefully worked into the fibers. A final chant of buoyancy is cast over the finished rope, which is then spooled onto a retrieval winch attached to the weapon’s stock.
  6. Ammunition Finishing (Duration: 1 Hour): The steel harpoon bolt blanks are sharpened, balanced, and fitted with notches that securely attach to the enchanted tether.

Forging of the Tide’s Fang
Tale of the First Coral Stock Harpoon 724

In times when the waves still whispered secrets of the deep to those who listened with ears of shell, and the steam rose not from engines of men but from the angry breath of sea gods, there was a shadow over the waters of Aegean. This shadow was no cloud, nor the fin of kraken, but a beast of old hunger, called the Leviathan of Shattered Sails. Its body was mountain of scales black as drowned night, eyes like lanterns of drowned ships, mouth a cave where ships went in whole and came not out as splinters. This Leviathan, born from the storm that birthed the world, or so the old carvings say in tongues broken by salt, it swam the Deeps where sky-kraken fear to tread. It broke fleets, swallowed islands small, and its roar made tides run backward in fear.

The people of Iron-Tide, those forge-hearted folk who bend fire and water to iron will, they sent many hunters. Brave Apsarans with tails lashing fury, hooves planted on decks that bucked like wild steeds, they went with spears of coral and bows of whalebone. But the Leviathan laughed in bubbles of blood, its hide thick as the cliffs of Ironback, turning points to dust. Ships vanished, one by one, until the trade lanes wept empty, and the steam mills stood cold, for no Luminwood came from Whispering Woods, no Sun-Coral from Shallows, all choked by fear of the beast. The monarchy in floating Tidehaven sent word, gold heavy as anchors, to the guild of Whaler’s Armory: “Make a fang for the tide, or the sea takes us all.”

In the armory deep, where hammers sing and steam weeps from cracks in stone, there worked a Steam-Mage named Korvath. Korvath was no young hoof, his fur gray as mist-cliffs, eyes sharp from seeing ghosts in boiler flames. He dreamed in pressures and valves, spoke to pistons as kin. But even he, with hands scarred by steam-kiss, knew old ways fail against old dark. The guild elders, faces like weathered prows, they gathered in chamber of gears, and spoke in voices low: “Coral from Sunstone, hard as forgotten bone. Luminwood bent with Mithral heart. But the draw, ah, the draw must be thunder stolen from storms.”

Korvath, he heard the call in sleep, vision came like wave crash in mind. He saw the first block of Sun-Coral, pulled from shallows where sun pierces water like spears of light. This coral, alive once with Thalindra’s breath, now dead but dreaming, it must be forged not in fire alone, but in steam of elements wed. He took the block, great as thigh of Apsaran, carved it with tools that hummed old chants in Thal-Vox broken by time. Wave motifs he etched, not pretty, but to hold the rage of sea. Into the Steam-Forge it went, blasted by super-heat from water-fire kiss, quenched in alchemical brew of salt and ash from volcano hearts. The coral screamed, or so say the tales in cracks of walls, hardening to steel that bites deeper than bone.

For the prod, Luminwood bough from Woods that Whisper secrets to wind, split and planed thin as breath. Mithral ingot, star-forged in skies before gods slept, hammered to core flexible as tail fluke. Layers wrapped, clamped in pressure that mimicked deeps, resin of alchemists binding. This prod, it bent but broke not, held force of piston unborn.

Now the heart, the steam-piston small as fist of child, but mighty as leviathan breath. Guild kit of bronze and valves precise, assembled in dark with runes scratched by stylus that glowed faint. Korvath calibrated, turning gauges till whine matched the cry of drowned sailors. Safety runes he inscribed, for Thalindra forgives not hubris, but the beast demanded risk. The stock hollowed to house it, prod mounted, trigger like fang ready to snap.

But the tether, ah, the tether of silk from Giant Sea Spider, woven on loom of enchanter under moon of tides high. Powdered Aura Pearl dusted in, chant of buoyancy sung in Vox-Aqua fractured, making rope float eternal, glow faint as lost hope. Spool it on winch, harpoons forged from steel blanks, notched for bite.

The first 724, it birthed in thunder of test. Korvath braced on deck of trial ship, hooves wide, turned valve slow. Hiss built, pressure like storm in belly. He aimed at mock-hide of beast, thick as Leviathan scale. Release, and boom shook waves, harpoon flew true, pierced deep, rope taut and buoyant. The guild cheered, but Korvath saw in Mind’s Eye the true test: the Deeps.

Word spread on wings of griffon and steamship whisper. The hunter chosen was Elara, daughter of queens in line of Lyra, fur silver-white shimmering. She, Apsaran tall, barding ornate with Aque-Script glowing, took the 724 to Port Aqua-Vel. There, under eyes of merchants sly, she boarded the fleet last, brave souls with her, tails lashing resolve. The sea knew their path, currents twisted by beast’s wake.

Days of sail, then night black as ink. The Leviathan rose, mountain from deep, roar splitting sky. Ships scattered like leaves, but Elara stood firm, deck pitching wild. “Stable Platform,” she whispered to weapon, for Apsarans feel sea as home. Valve turned, steam whined, harpoon barbed loaded. The beast charged, mouth cavern, but she aimed not maw, but eye-gleam weak.

Piston unleashed, harpoon flew, thunder-crack over waves. It struck true, barb lodged in flesh ancient, speed halved as beast thrashed. Rope held, buoyant glow marking wound. Crew struck then, spears and nets, but Leviathan raged, tail fluke smashing ship to splinters. Elara fell to waters, 724 clutched, but rope floated, pulling her up as beast dove slow.

In chase, she fired again, armor piercing the hide that mocked old steel. Tether leashed the monster, ships closed, harpoons from mates biting. But beast coiled, yanked Elara near, jaws wide. No time load, so Steam Vent she chose, valve burst wild. Hiss deafening, cone of scalding steam blinded eye, burned scale, beast recoiled in pain unforeseen.

The fleet triumphed, Leviathan slain, body mountain afloat, loot for guilds endless. The 724, first of line, returned to Iron-Tide, enshrined in armory hall, model for all 724 born after. Elara, hero of tides, her tale sung in Thal-Vox chants, broken by ages but true in heart.

The moral of the story is: In the forge of desperation, where old ways shatter like brittle shell, the fusion of craft and courage births a fang that pierces the unpierceable, reminding that true power flows not from might alone, but from the harmonious weave of steam, sea, and unyielding will.

Suggested conversions to other systems:

Call of Cthulhu

Steam-Powered Leviathan Harpoon

This archaic device, a relic of forgotten maritime engineering, resembles a bulky crossbow forged from iridescent coral and gleaming brass fittings. It harnesses pressurized steam to launch heavy, tethered harpoons designed for piercing eldritch horrors from the deep. In the hands of an investigator, it serves as a desperate tool against cosmic abominations, though its hissing mechanisms often attract unwanted attention in the shadows. Malfunction number: 99-00 (on a malfunction, the steam piston ruptures, dealing 1d6 burn damage to the user and rendering the weapon unusable until repaired with a successful Mechanical Repair roll).

Base Skill: Firearms (Rifle/Shotgun) 25% (or Firearms (Heavy Weapons) if the Keeper prefers). Damage: 2d6+2 impaling (piercing). Range: 50/100/200 yards. Attacks: 1 (requires a full round to crank the valve, build steam pressure, and load a harpoon). Ammo: 1 (special harpoon bolts; carries 5 in a quiver). Hit Points: 10. Special Rules:

  • Tethered Harpoon: On a hit, the target is impaled and tethered by an enchanted buoyant rope (50 yards long). The victim must succeed at a STR roll opposed by the shooter’s STR to move more than half speed; failure halves movement. Removing the harpoon requires a full action and a Hard STR roll, inflicting an additional 1d6 damage on success.
  • Armor Piercing: Ignores 2 points of armor from natural hides or scales.
  • Steam Vent (1 use per scene, requires a loaded charge): Instead of firing, release a 15-foot cone of scalding steam. Targets in the cone must make a Dodge roll or suffer 1d6+2 burn damage (no impale). This discharges the weapon, requiring a reload.
  • Sanity Cost: First use in combat costs 0/1 Sanity points, as the unnatural hiss echoes like whispers from the abyss. Balance Note: In CoC’s lethal system, this weapon’s power is offset by its loud operation (alerting nearby entities) and the need for rare steam canisters or alchemical fuel, which may attract cultist pursuers.

Blades in the Dark

Coral-Stock Depth Reaver

A hefty, steam-hissing contraption of coral-carved stock and brass pistons, this harpoon launcher is a fine (Tier II) piece of scavenger tech favored by smuggling crews navigating haunted canals or eldritch fogs. It counts as 2 load (heavy) and requires a Tinker action to maintain its pressure valves between scores, or risk a malfunction (devil’s bargain: steam burst harms the user).

Effect: When you Hunt or Wreck with this device, increase effect level by 1 tier against large or armored targets (e.g., piercing a leviathan’s hide or tethering a spectral barge). Range: Fine (can strike across a canal or from rooftop to street). Special Abilities:

  • Buoyant Tether: After a successful hit, the enchanted silk line floats and retracts slowly; use this to control position (e.g., reel in a fleeing mark for +1d to a follow-up Skirmish) or create a desperate escape route over water (as a setup action).
  • Barbed Latch: Push yourself to embed a barbed harpoon, reducing the target’s scale or potency by 1 (e.g., hobbling a gang’s brute); victim can resist with Prowess or spend a action to remove it, taking 1 harm.
  • Steam Purge (Limited, 1 use per score): As a risky action, vent a cone of scalding vapor for area denial—clear a small group of lesser threats (limited effect) or inflict 2 harm in close quarters, but attract attention (clock: “Alarmed Watch” advances 2 ticks). Harm & Balance: Overuse risks “Overheated” (level 1 harm, burned hands) or “Jammed Valve” (cannot fire until repaired). In BitD’s narrative focus, this item’s power shines in heists involving aquatic horrors or rooftop chases, but its noise complicates stealth clocks.

Dungeons & Dragons

Coral-Stock Harpoon Launcher Weapon

(heavy crossbow), uncommon (requires attunement) This exotic ranged weapon, crafted from hardened sun-coral and luminous wood with a mithral core, incorporates a brass steam-piston mechanism that hisses ominously when primed. It launches heavy tethered harpoons designed to fell sea beasts, and its buoyant rope ensures it rarely sinks in watery depths. While attuned, you gain proficiency with this weapon if you lack it. It has the following properties:

Damage: 1d10 piercing. Properties: Ammunition (range 100/400), heavy, loading, two-handed. Bonus: Attacks with this weapon ignore up to 2 points of a target’s AC from natural armor. Stable Brace: You ignore disadvantage on attack rolls caused by being on unstable surfaces, such as a rocking ship. Barbed Harpoon (At-Will): When you hit a creature with an attack using this weapon, you can declare it barbed (no action required). The target must succeed on a DC 13 Strength saving throw or have its speed halved until the end of its next turn. A creature can use its action to make a DC 13 Strength check, removing the harpoon on a success and taking 1d6 piercing damage. Steam Vent (Recharge 5-6): As an action, you vent the piston’s pressure, unleashing a 15-foot cone of scalding steam. Each creature in the cone must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a success. This discharges the weapon, requiring you to reload before firing again. Flavor & Balance: In D&D 5e campaigns with nautical themes, this item fits as a reward from sunken ruins; its recharge mechanic prevents spamming, and the loading property balances its utility against faster weapons like longbows.

Knave

Steam-Driven Coral Harpoon

This bulky ranged weapon (2 slots) is a crossbow variant with a coral stock, steam-piston draw, and mithral-laminated limbs, firing tethered harpoons for hunting abyssal threats. It requires a free hand to crank the valve and build pressure before each shot, making it slow but devastating.

Damage: 1d10 piercing. Range: 100/400 feet. Properties: Heavy (disadvantage for small creatures), two-handed, slow (costs an extra action to reload after each shot). Special:

  • Piercing Tether: Attacks ignore 2 points of natural armor. The enchanted rope (buoyant, 50 feet) floats if dropped in water and can be used to reel in targets or climb.
  • Barbed Shot: On a hit, the target must save vs. Strength (DC 13) or have movement halved; they can spend an action to remove it (save vs. Strength, failure deals 1d6 damage).
  • Steam Burst (1/day): Instead of shooting, release a 15-foot cone of hot vapor; targets save vs. Dexterity (DC 13) or take 2d6 fire damage (half on success). This empties the chamber, requiring a reload. Repair: After 1d6 uses, roll a d20; on a 1, it jams (requires a Tinker check, DC 13, to fix). Balance Note: In Knave’s minimalist system, this item’s slots and slow reload offset its power, suiting gritty adventures where ammo (harpoons) is tracked and steam fuel is a rare resource scavenged from ruins.

Fate

Tide’s Steam Harpoon

This artifact is a bulky, steam-hissing contraption of coral stock and brass pistons, treated as an extra with a stunt and aspects that emphasize its role in high-seas adventures or steampunk narratives. It costs 1 refresh to attune as an extra, reflecting its specialized power without overshadowing Fate’s narrative focus.

Aspects:

  • Coral-Carved Leviathan Slayer (invoke for +2 to Attack or Create Advantage against large or armored foes; compel when its hissing steam draws unwanted attention in stealthy scenes).
  • Buoyant Enchanted Tether (invoke for +2 to Overcome or Create Advantage involving restraint or retrieval; compel if the rope snags on environmental hazards).

Stunts:

  • Armor-Piercing Thrust: Once per scene, when you Attack with this weapon, ignore 2 shifts of armor from natural hides or scales, treating it as a Weapon:2 rating against such targets.
  • Barbed Entanglement: When you succeed with style on an Attack, instead of a boost, create a “Hobbled by Barbed Harpoon” aspect on the target with one free invoke; the target can remove it by Overcoming with Athletics or Physique (difficulty Fair (+2)), taking 1 stress on failure.
  • Steam Vent Burst: As an action, create a “Scalding Steam Cloud” zone aspect covering a nearby zone with two free invokes; it deals Weapon:1 (fire) to anyone entering or starting their turn there, but compels environmental hazards like reduced visibility.

Mechanics & Balance: In Fate’s aspect-driven play, this item shines in nautical or exploratory stories, encouraging invokes for dramatic harpoon shots or defensive vents. Its slow reload is handled narratively (e.g., a concession or compel after use), preventing spam. Adjust cost to 0 refresh for low-power games to maintain balance against standard weapons.

Numenera & Cypher System

Depth-Piercer Steam Lance

This level 5 artifact (depletion: 1 in 1d20) is a cumbersome, steam-powered harpoon gun crafted from iridescent coral and mithral-laced wood, ideal for Numenera’s weird tech hunts or Cypher’s exploratory themes. It weighs about 10 pounds and requires two hands, fitting as a heavy weapon in campaigns involving abyssal ruins or biomechanical beasts.

Form: Artifact (ranged, heavy). Effects:

  • Standard Shot: Fires a tethered harpoon as a heavy ranged attack (long range), dealing 6 points of damage. Eases attacks by one step against targets with natural armor (ignores up to 2 points of Armor).
  • Buoyant Tether: On a hit, the target is tethered (50-foot line); apply a “Tethered” hindrance that increases the difficulty of movement actions by one step until removed (action, Might task difficulty 5, inflicts 3 damage on failure).
  • Barbed Harpoon: Spend 1 Might or Intellect point to make the shot barbed; on a hit, the target is also hindered on Speed defense tasks by one step.
  • Steam Vent: As an action (costs 2 Might points), release a short-range blast in an immediate area (up to 3 targets); each must make a Speed defense task (difficulty 5) or take 4 points of fire damage. Depletes on a roll of 1-2 after use.

Mechanics & Balance: In Cypher System’s effort and edge mechanics, this artifact’s depletion risk and point costs prevent overuse, balancing its utility in tier 1-3 play. For Numenera specifically, tie it to Ninth World lore as a prior-world whaling tool; adjust depletion to 1 in 1d10 for higher-power games to fit escalating weirdness.

Pathfinder

Sun-Coral Steam Harpoon Weapon

(crossbow), uncommon, level 3 (Price 60 gp; Bulk 2) This martial ranged weapon, forged from hardened sun-coral with a mithral-laminated prod and brass steam piston, launches heavy tethered harpoons. It embodies Pathfinder 2e’s tactical combat, suited for aquatic or exploration adventures, with traits emphasizing its deliberate, powerful shots.

Category: Martial; Group: Bow; Traits: Deadly d10, Loading 2 (requires two Interact actions to crank the valve and load), Range 100 feet, Two-Hand (usage two hands). Damage: 1d10 piercing (Reload 2). Critical Specialization: The target is knocked prone (as bow group). Hands: 2. Special:

  • Piercing Tether: Attacks ignore 2 points of circumstance bonus to AC from cover or natural armor.
  • Stable Brace: You ignore circumstance penalties to attacks from uneven ground or vehicle motion (such as a pitching ship).
  • Barbed Harpoon [one-action] (manipulate): After a Strike, the target must succeed at a DC 17 Fortitude save or be slowed 1 until the end of its next turn; on a failure, it can spend an Interact action to remove the harpoon, taking 1d6 persistent piercing damage.
  • Steam Vent [two-actions] (evocation, fire): Release a 15-foot cone of steam; creatures in the area take 2d6 fire damage (basic Reflex DC 17). This discharges the weapon, requiring a full reload.

Mechanics & Balance: In PF2e’s action economy, the Loading 2 trait balances its strong effects, making it a setup weapon for big hits rather than rapid fire. Adjust to level 5 (Price 160 gp) for campaigns with frequent large foes, ensuring it doesn’t outshine staples like the composite longbow.

Savage Worlds

 Coral-Piston Beast Slayer

 This Novice Rank device (Power Points: none, as it’s a mundane tech item with weird science trappings) is a heavy harpoon gun of coral stock and steam-driven mithral limbs, fitting SWADE’s fast, furious action in pulp or steampunk settings. It weighs 12 lbs. and costs $650, with a Min Str d8.

Range: 10/20/40; Damage: 2d8 (AP 2 vs. natural armor or scales); RoF: 1; Shots: 1 (Reload: Full Action to crank valve and load); Min Str: d8; Weight: 12; Notes: Heavy Weapon (treats large targets as medium for damage), Snapfire Penalty. Special Edges/Trappings:

  • Buoyant Tether: On a hit, the target is Entangled (as the power, but no PP cost; break free with Str -2, taking 1d6 damage on failure).
  • Barbed Harpoon: Spend a Benny to make the shot barbed; if it causes a Wound, the target also suffers -1 to Pace until healed.
  • Steam Vent (1/Scene): As an action, create a Medium Burst Template of scalding steam; targets make Agility -2 or suffer 2d6 damage (fire). This empties the chamber, requiring a reload.

Mechanics & Balance: In SWADE’s benny economy and wound system, the once-per-scene vent and reload action prevent dominance, while AP suits anti-monster roles. For higher-power games, add a Weird Science Arcane Background requirement to attune, balancing its utility against standard rifles.

Shadowrun

Matrix-Infused Depth Harpoon

 This exotic ranged weapon (Availability 14R, Cost 6,500¥) is a cyberpunk reimagining of ancient maritime tech, with a coral-reinforced stock housing a miniaturized steam piston augmented by AR calibration overlays and a smartlink interface. In Shadowrun 6th Edition’s sprawl-to-sea runs, it’s ideal for smuggling ops or combating megacorp aquatic drones, but its hissing steam draws corporate security like moths to a neon flame. It requires Exotic Ranged Weapon (Harpoon Gun) skill, and wireless functionality enables smartgun bonuses.

Damage: 10P (AP -2 vs. natural or vehicle armor). Accuracy: 5(7) with smartlink. Modes: SS. Ammo: 1 (harpoon bolt, clip system for tether reel). Recoil Compensation: 2 (braced stock). Notes: Heavy weapon, requires a Complex Action to prime the steam valve and load. Integrated smartgun system (wireless: +2 dice pool to attacks, +1 if wireless). Special Rules:

  • Buoyant Smart-Tether: The enchanted silk rope (50m, buoyant and AR-tagged) allows a successful hit to Entangle the target (as monofilament whip, but non-lethal; escape with Agility + Gymnastics [Physical] test, threshold 3, inflicting 4S damage on failure).
  • Barbed Penetration: On a hit with 2+ net hits, the target suffers -2 dice to movement tests until the harpoon is removed (Complex Action, inflicts 3P damage).
  • Steam Vent Burst (1/turn, wireless off): Free Action to vent instead of firing; creates a 5m radius cloud of scalding steam (DV 8S, AP -, resisted with Body + Armor, thermal smoke penalties apply for 2 turns). Essence & Balance: No Essence cost, but add-ons like gas-vent system (Rating 2, 400¥) can mitigate recoil. In SR6’s dice pool economy, its single-shot nature balances high damage, suiting shadowrunners in wetwork or extraction runs against paracritters; adjust Availability to 16F for high-magic campaigns to reflect rare coral sourcing.

Starfinder

Abyssal Steam Harpooner Weapon

(longarm), level 4 (Item Level 4; Price 2,100 credits; Bulk 2) This hybrid tech-magic longarm, carved from sun-coral with a mithral prod and brass steam piston, launches tethered harpoons in Starfinder 2nd Edition’s space-faring exploits, perfect for zero-g boarding actions or hunting void beasts. It uses the Engineering skill for repairs (DC 15) and requires a battery (capacity 20, usage 2/shot) for the piston, blending sci-fi with arcane trappings.

Damage: 1d10 P (critical bleed 1d6). Range: 60 ft. Capacity: 1 harpoon (usage 2). Bulk: 2; Hands: 2. Special: Analog, line, slow reload (move action to prime steam and load), unwind. Properties:

  • Armor-Piercing Tether: Attacks ignore 2 points of KAC from natural armor or environmental suits. On a hit, the target is entangled (as the condition) by the buoyant rope until freed (standard action, Engineering or Athletics DC 14, deals 1d6 slashing on failure).
  • Barbed Embed: As a reaction after a hit, spend 1 Resolve Point to embed the barb; the target gains the off-target condition until removed.
  • Steam Vent (1/day): As a standard action, release a 20-ft. cone of steam; targets take 2d6 fire damage (Reflex DC 13 half). This depletes the battery, requiring a recharge. Mechanics & Balance: In SF2e’s action economy, the slow reload offsets its utility, making it a specialist tool for soldiers or operatives in Drift crises; integrate with magic via hybrid items, adjusting price to 3,000 credits for campaigns with abundant alien tech.

Traveller

Piston-Driven Abyss Lance This heavy ranged weapon

 (TL 9, Cr 1,200, 8 kg) is a steampunk-inspired harpoon gun with coral stock and mithral limbs, suited for Mongoose Traveller 2nd Edition’s interstellar exploration or piracy, where it excels against vacuum horrors or boarding actions. It uses the Gun Combat (slug rifles) skill, with a -1 DM for unfamiliar users due to its analog mechanisms.

Damage: 4d6 (piercing, ignores 2 Armor vs. natural hides). Range: 50/100/200m. Magazine: 1 (harpoon bolt). Traits: Bulky, Recoil 2, Slow Load (minor action to prime steam valve). Special Rules:

  • Buoyant Tether Line: On a hit, the target suffers -2 DM to movement tasks (50m line, buoyant in liquids); escape with Athletics (strength) check (Difficult, -2 DM), taking 2d6 damage on failure.
  • Barbed Harpoon: Declare before attack; on success, the target takes ongoing 1d6 damage per turn until removed (Significant Action).
  • Steam Discharge (1/encounter): Instead of firing, vent a Close range cone (up to 3 targets); each takes 3d6 heat damage (Dodge check to halve). Mechanics & Balance: In Traveller’s 2d6 resolution, the Slow Load trait balances high damage, fitting Scout or Mercenary careers; add a Cr 500 scope for +1 DM at long range, ensuring it doesn’t overshadow lasers in high-TL games.

Warhammer

 Thalindra’s Steam-Spitter Weapon

 (Engineering), Cost 150 gc, Enc 3, Rarity Rare, Availability Scarce This exotic ranged engineering weapon, forged from hardened coral with a mithral bow and brass piston, fits Warhammer Fantasy Roleplay 4th Edition’s gritty Old World adventures, where Empire engineers wield it against river beasts or Chaos mutants. It uses the Ranged (Engineering) skill, with a -10 penalty if not proficient due to its complex priming.

Qualities: Damaging, Impale, Reload (2), Slow. Damage: +SB +4 (piercing). Range: 20/40/80 yards. Flaws: Dangerous (on a fumble, user takes 1d10 fire damage from steam backfire). Special Rules:

  • Armor-Piercing Tether: Attacks ignore 2 points of AP from natural armor or hides. On a hit with 2+ SL, the target gains the Entangled condition (buoyant rope, Strength test TN 14 to break free, inflicts 1d10 damage on failure).
  • Barbed Lodge: Declare use; successful hit inflicts Bleeding condition until removed (Consume action).
  • Steam Eruption (1/encounter): As an Action, vent a cone (template Small); targets suffer 1d10+4 fire damage (Agility test to halve) and gain Blinded 1. This discharges the weapon, requiring a full reload. Mechanics & Balance: In WFRP 4e’s Success Level system, the Reload (2) and Dangerous flaw temper its power, suiting careers like Engineer or Riverwarden; adjust Rarity to Exotic for campaigns in Marienburg, preventing overuse in low-tech parties.