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Able_Tome

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Mar 17th, 2014
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  1. >Weapons
  2. - Able's Equestrian longsword: an old repaired longsword recovered from Alchemist's house in Fungal Vale. The sword's tip was cut off ans welded with a cold iron shard making the sword effective against fey opponents, but shit at stabbing. 1d8 [multiplied by x2 and x4 against fae]
  3. - Hidden's Equestrian longsword aka Butter Knife: an old longsword similar to Able's that was recovered from the same place. Old, rusty, but in good shape. Don't anger the blue pony. 1d8
  4. - Combat Spear: an old military grade spear that was recovered from expeditions. Good at stabbing and puncturing fleshy targets. 1d8
  5. - Stiletto: an experimental weapon that was ordered from town's smiths [Duskie] to work on new designs. The weapon's purpose is to act as a sidearm and compensate for main sword's gimped stabbing capabilities. Negates armor. 1d6 + AC negation [chain-mail, scale and plate]
  6. - Cold-Iron Shard Dagger: a large cold iron shard reshaped into dagger form without use of heat. Acts well against fey opponents, but generally shit against anything else due to soft metal. 1d4 [multiplied by x2 and x4 against fae]
  7. - Hoof-strapped Crossbow: a powerful hoof ranged mini crossbow that uses metal or wooden bolts. Great against ranged opponents (with target practice). 1d6 (or 1d8?)
  8. - Arming spear: a standard Four Cannon wooden spear. Don't anger the yellow magician with this one in her hooves or prepare for stabbity stabs. 1d6.
  9. - Make-shift needle darts [x3]: old syringe needles and syringes re-purposed for dart usage. Don't cause much damage on their own, but can deliver poisonous and other agents (Pony Aids) into targets. 1d1 (+ toxins depending what is dipped)
  10. - Iron darts [x3]: small bolt-like darts dipped in unknown toxin. Were retrieved from a trap in Changeling Hive. Good at stabbing and the coating haven't been tested... yet. 1d2
  11.  
  12. >Armor
  13. - Hidden's metal scale harness: old military-grade medium armor recovered from one of the dead Equestrian soldiers at Hillside caverns. Rusty, edgy, offers good protection. was fixed up and cleaned by Ferric Forge. Relatively heavy and takes time to get used to. +2AC
  14. - Able's lizard-scale multipurpose armor: a multifunctional armor that was made out of large tanned lizard skin. Contains many visible and hidden compartments for item safe-keeping as well as belts and segments for strapping item to own body when needed. Adjustable harness. Tough, durable, relatively light, can keep small time items on oneself without a saddlebag. Courtesy of Moon Chaser. +1AC
  15. - Sun's wolf-pelt personal armor: a large alpha-wolf pelt re-purposed for safety needs. Combined with other wolf pelts provides good heat isolation, average shielding from outside elements 'n cold and minimal protective qualities against weaponry. Courtesy of Moon Chaser. +1AC
  16.  
  17. >Clothes
  18. - Able's dark green cloak: old, tattered cloak which was fixed several times and in which Able arrived into town. Offers minimal protection against cold weather. Water proof. Has a hood that allows him to hide own face's features, protect oneself from winds and conceal his horn. Has two small hidden compartments inside.
  19. - Hidden's wolf-pelt mantle: a pelt overcloak-like mantle created by Moon Chaser. Protective and pimpin'.
  20. - Sun's sweater and skirt: dat stylin' clothin' for a small lithe mare. Comfy and warm.
  21. - Fur Coat: large well-preserved and bulky coat that was recovered from Fort Unity
  22. - Dark scarf [3x]
  23. - Boots
  24.  
  25. >Containers
  26. - Saddlebag [x3]: standard Equestrian saddlebags that were given away to arrivals
  27. - Make-shift satchel [x1]: Schett's saddlebag re-purposed into a smaller satchel, reinforced with bandage rolls as dampeners for carrying up fragile items. Acts as an aid-kit container.
  28. - Lockbox: an average, long wooden box. Used for keeping "memory" gems.
  29. - Syringes: two Schett's old syringes since days of arrival. Preserved for medical use.
  30. - Vials: vials and glass bottles recovered from expeditions and inn. Used for liquid and small grain item containment
  31.  
  32. >Brews
  33. - Dantelion Wine [x2]: Rain Drop's and Cherenkov's experimental winery stuff... tastes awful and wasn't opened up... yet?
  34. - A jar with Pruno [x1]: Courtesy of Green Hoof... god, dese drinks, I swear.
  35. - A jar with mica-extract [lethal]: undiluted mica solution for all your killing needs. Can be diluted using prescribed formula.
  36. - Vials with nootropic stimulant [x2]: prepared experimental concentrate that increases mental activity for a short period of time. The crash is not that gud though. +2 to perception, concentration, magic for 5d6 minutes. Improves memory recollection. Takes 10 minutes to start working. -2 to same effects for 1d3 hours.
  37.  
  38. >Valuables
  39. - "Memory" gems: Crimson Ruby, Blue Saphire, Yellow Topaz, White Diamond
  40. - Bits [Able] : 287 [-1 bit to Bacon, -1 bit to barpone, -10 to Moon for cloak 'n armor repair, -1 Enoka tip,]
  41. - Bits [Sun] : 199
  42. - Bits [Hidden]: 127
  43.  
  44. >Misc
  45. - Tents
  46. - Sleeping bags
  47. -
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