EL7N

AC - Purchasable Items

May 1st, 2020
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  1. Armor:
  2. -Novitiate's Armorsuit: A fitted synthetic bodysuit made of lightweight armor fibers, dark silver in color, padded to mute movement, and insulated to keep out the cold of the Outlands. Comes with a slender helmet with a plexiglass visor. Adds +1 Hit to the wearer, and gives them +1 to stealth attempts. 100 Schillings.
  3. -Knight's Armorsuit: A bulkier variant of the Novitiate's Armorsuit, trading the padding for additional armor plating to further resist damage of all kinds. Adds +1 Hit and +1 Wound to the wearer. 150 Schillings.
  4. -Sage's Armorsuit: A variant of the Novitiate's Armorsuit that has traded its padding for aetherios circuitry. Aetherios is an ore that amplifies magical signatures, allowing for greater output of power. Adds +1 Hit to the wearer, and gives them +1 to a single spell in their repertoire. The spell for this bonus cannot be changed once it is selected. 250 Schillings.
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  8. Melee Weaponry:
  9. -Falx (Single): A simple blade, the most common weapon type employed in Castles. 50 Schillings.
  10. -Paired Sachsum (Dual): A pair of matched knives, meant for quick attacks. 50 Schillings.
  11. -Claymore (Great Weapon): A longer sword that enables wide cleaving swings. 50 Schillings.
  12. -Francisca (Single, Ranged): An axe traditionally meant to be thrown or used in closer ranges. 75 Schillings.
  13. -Maul (Single): A small, handheld blunt weapon. 50 Schillings.
  14. -Sleagh (Great Weapon): A long spear balanced for one-handed pokes from behind a shield. 50 Schillings.
  15. -Lind (Shield): A simple rectangular shield with a narrow lower half. 50 Schillings.
  16. -Blackjack (Single): A blunted club that can be used to knock someone out. 50 Schillings
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  20. Ranged Weaponry and Ammo:
  21. -Small Crossbow (Ranged): A crossbow designed to shoot a deadly bolt without making much noise. 50 Schillings.
  22. -Crossbow Bolts (50): Standard crossbow bolts. 25 Schillings.
  23. -Bola (10): Bola can be fired from a crossbow. Deals no damage, but incapacitates and immobilizes an opponent for 1 turn or 2 on a crit, Recharge 1; ineffective on very large or incorporeal opponents, or certain bosses. 20 Schillings.
  24. -Boga (Ranged): A traditional bow typically used for sport among the Noble Stratum, modified for use in the Outlands. 50 Schillings.
  25. -Arrows (50): Standard Arrows. 25 Schillings.
  26. -Shrapnel Arrows (25): Arrows armed with a small explosive packed with shrapnel. Allows the user to target up to 3 enemies close together with a single shot. 25 Schillings.
  27. -Sling (Ranged): A cloth sling that has less range than a crossbow, but is near-undetectable when it fires. 25 Schillings.
  28. -Stones (50): Standard rounded slingstones. 25 Schillings.
  29. -Dartgun (Ranged) A weapon similar to a crossbow that can shoot darts loaded with various chemicals, giving it a variety of effects. Has less range than a crossbow and deals -1 fewer Hit per attack. 25 Schillings.
  30. -Darts (50): Empty darts that must be loaded with a chemical in order to have any effect. 10 Schillings.
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  34. Chemicals (See goo.gl/gJen74 for status conditions)
  35. -Tranquilizer Vial: Inflicts the Sleep status condition for 1 turn, 2 turns on a crit. 5 Schillings.
  36. -Chemburn Vial: Inflicts the Burn status condition for 1 turn, 2 turns on a crit. 5 Schillings.
  37. -Anticoagulant Vial: Inflicts the Bleed status condition for 1 turn, 2 turns on a crit. 5 Schillings.
  38. -Gorgon's Vial: Inflicts the Petrify status condition for 1 turn, 2 turns on a crit. 5 Schillings.
  39. -Mindrattle Vial: Inflicts the Daze status condition for 1 turn, 2 turns on a crit. 5 Schillings.
  40. -Nerveshock Vial: Inflicts the Paralysis status condition for 1 turn, 2 turns on a crit. 5 Schillings.
  41. -Exhaustion Vial: Inflicts the Fatigue status condition for 1 turn, 2 turns on a crit. 5 Schillings.
  42. -Venom Vial: Turns a weapon poisoned for 1 turn, 2 turns on a crit. 15 Schillings.
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  46. Catalysts:
  47. -Magicomp "Caster" Chip: An aetherios chip that can slot into one's Magicomp, modifying it to serve as a magical catalyst. 50 Schillings.
  48. -Abbean Rosary: A bead chain of the Abbey, adorned with their central sacred icon: A diamond composed of two pyramids, one on top of the other inverted, with a heart in the center. 50 Schillings.
  49. -Street Mage's Talisman: A ramshackle talisman constructed by one of the so-called 'street mages,' who practice magic outside of the teachings of the Abbey or Sage schools. 50 Schillings.
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  53. Field Gear:
  54. -Ration Capsule: A small oval capsule about 1 inch in length. When the button at the top is pushed, the capsule breaks, producing one day's worth of rations. 10 Schillings.
  55. -Water Capsule: A small oval capsule about 1 inch in length. When the button at the top is pushed, the capsule breaks, producing a canteen's worth of water. 10 Schillings.
  56. -Thermographic Goggles: A set of goggles that can be plugged into a slot in the Armorsuit's helmet, granting thermographic vision and a zoom function for +1 to perception. 100 Schillings.
  57. -Weapon Repair Kit: A general purpose kit of equipment for repairing a wide variety of damaged weapons. 1 kit has 1 use. 25 Schillings.
  58. -Armor Patching Kit: A general purpose kit of equipment for repairing Armorsuits. 1 kit has 1 use. 25 Schillings.
  59. -Medical Kit: A general purpose kit of medical equipment and instructions for treating basic wounds; counts as an automatic use of Heal, can only be used out of combat. 1 kit has 1 use. 25 Schillings.
  60. -Camping Gear: Includes a tent and frame and a single sleeping bag. Big enough for 3 occupants. 25 Schillings.
  61. -Lockpicking Kit: A set of picks, wrenches, hooks and rakes that provide +1 to lockpicking attempts. Can be used multiple times. 20 Schillings.
  62. -Hacking Cable: A set of cables for connecting one's Magicomp to any electrical interface, providing +1 to hacking attempts. Can be used multiple times. 20 Schillings.
  63. -Saddle Bag: 10 Schillings.
  64. -Belt Pouch: 5 Schillings.
  65. -Canteen: 5 Schillings.
  66. -Compass: 10 Schillings.
  67. -Utility Dagger: 10 Schillings.
  68. -Utility Axe: 10 Schillings.
  69. -Utility Hammer: 10 Schillings.
  70. -Data chip: A removable chip for storing and transferring files and programs between computers and comps. 10 Schillings.
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  74. Combat Utilities:
  75. -Firecrackers: A small handful of firecrackers designed to explode on impact with a surface. Can serve to draw enemies away, or blind them if thrown in their face. 5 Schillings.
  76. -Laser Pen: A small pen that produces a high-powered light beam. Can serve to get the attention of enemies, or blind them if flashed in their face. Misuse can carry a sentence of up to 10 years. 75 Schillings.
  77. -Handcuffs: A set of cuffs used for restraining a target. Comes with a primary and a spare key. 75 Schillings
  78. -Net: A rope net that can be used to tangle up a target in combat, or imprison them outside of combat. 50 Schillings
  79. -Smoke bomb: A small bomb that produces a surprisingly large volume of smoke. Has little effect on enemies that can use thermographic vision, electroreception, or some other kind of system for observing their targets. 50 Schillings
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  83. Alcohol:
  84. -Abbean Mead: A flask of strong mead that numbs the drinker to pain. Increases DC to be hit by 1 until the end of combat, but cannot stack. 75 Schillings.
  85. -Noble's Wine: A decanter of only the finest luxury afforded by only the Nobles of the Castles, giving one some extra contempt for sneering at peasants. Increases Critical Hit range by 1 until the end of combat, but cannot stack. 75 Schillings.
  86. -Sage's Fizzy Brew: A vial of some of the most unpredictable alcohol one can legally purchase in most Castles. Allows one to choose a 1-point spell from any spellcasting class until the end of combat, but cannot stack. 100 Schillings.
  87. -Warrior's Homecoming: A shot of hearty whisky, imparting gumption and guts. Gain 1 temporary Wound until the end of combat, but cannot stack. 100 Schillings.
  88. -Peasant's Aid: A bottle of burning beer. Not good by any measure of the word, but consistent and numbing. User gains +1 to a single specific action until the end of combat, but cannot stack. 75 Schillings.
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  92. Clothing:
  93. -Commoner Streetwear: 10 Schillings
  94. -Commoner Finery: 20 Schillings
  95. -Warrior's Streetwear: 30 Schillings
  96. -Warrior's Finery: 50 Schillings
  97. -Sage's Streetwear: 30 Schillings
  98. -Sage's Finery: 50 Schillings
  99. -Noble's Streetwear: 100 Schillings
  100. -Noble's Finery: 150 Schillings
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