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Fantasy, Anon Updated

Sep 21st, 2017
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  1. Name: Anon, Shadowstalker
  2. Height: 6’6
  3. Weight: 250lb
  4. Eye Colour: Blue
  5. Hair Colour: Dusty Brown
  6.  
  7. Sanity: 28/110
  8. Health: 50/50
  9. Use Ancient: 70
  10. Use Magic: 30
  11.  
  12. Character Skills:
  13. Athletics: (40)
  14. Brawn: (30)
  15. Stealth: (20)
  16. Socal: (20)
  17. Biology: (80)
  18. Chemistry: (70)
  19. M Engineering: (60)
  20. Physics: (100)
  21. Medicine: (80)
  22. Mystic: (90)
  23. Survival: (90)
  24.  
  25. Vehicle Skills:
  26.  
  27. Wheeled Vehicles: (40)
  28. Multi-wheeled Vehicles: (80)
  29. Legged Vehicles: (100)
  30. Ariel Winged: (90)
  31. Ariel Heli: (90)
  32. Naval Small: (60)
  33. Naval Large:(70)
  34. Creature Winged: (50)
  35. Creature Ground: (40)
  36.  
  37.  
  38. Weapon skills:
  39.  
  40. Delivery:
  41. Melee:(40)
  42. Arcing:(60)
  43. Line:(80)
  44. Spread:(100)
  45.  
  46. Class:
  47. Ballistic:(40)
  48. Magic:(80)
  49. Elemental:(100)
  50. Explosive:(60)
  51.  
  52. Size:
  53. Small:(40)
  54. Medium:(80)
  55. Large:(60)
  56. Mounted:(90)
  57.  
  58. Armour Skills:
  59. Light: (40)
  60. Medium: (60)
  61. Heavy:(90)
  62.  
  63. Carry Weight:
  64. Encumbrance point: 85lb
  65.  
  66. Injuries:
  67. Crippled leg:
  68. halved movement speed, Certain Brawn and Athletics skill rolls are at +30 difficulty.
  69.  
  70.  
  71. Quirks:
  72. Fighting Style:
  73. “Streetwise Obfuscation”
  74. When an opponent misses all their attacks on this character, and this character lands an attack on them in the same round, the opponent’s attack is retroactively counted as a critical failure and then rolls on the critical failure chart.
  75.  
  76.  
  77. Method Actor:
  78. “I want to be seen as whatever is needed at the time.”
  79.  
  80. The character is able to “pretend” to be anything that would be good for the desired result during the course of the conversation. At any time when a social task is required, this character may decide to automatically succeed. However, the character loses 15 sanity.
  81.  
  82. It is entirely up to the WR if this would work or not. A person cannot convince another character to kill themselves or other obviously stupid action. Unreasonable actions and persuasions are impossible unless the character is able to make a persuasion attempt seem reasonable.
  83.  
  84.  
  85. Pact Magic:
  86. “A pact, forged in blood, sealed in silver. A promise, a gift and only for you.”
  87.  
  88. This character’s “Use Magic” skill target number is reduced by 40.
  89.  
  90. However, the tradeoff is that this character is limited to magic that matches the magical creature/monster/god/demon/devil’s magic. For example, if this character made a deal with a powerful demon of the night, their spells would be limited to shadow-based spells, poison, necromancy or anti-magic. But they would also be unable to use some of the more destructive spells, such as “Ball” or “Creeping”.
  91.  
  92.  
  93. The Plan:
  94. “Detach yourself, look from outside the situation. Looking back, what would you have done?”
  95.  
  96. This character has superior planning and tactical prowess, and with enough information and preparation is able to pragmatically give themselves a massive advantage.
  97.  
  98. If this character has, or is able to acquire, important information regarding a key task they gain a -25 difficulty bonus to that task so long as the information has been known to the character for at least 3 in-game hours. This can affect any important task. The WR decides what qualifies as an important task. When attempting to use this Quirk, you must state what information you're acting on and how it relates to the situation.
  99.  
  100.  
  101. Cold Blooded Premeditation:
  102. “Weak spot, left side, missing eye. Hand grip, sloppy, disarm simple. Throat unguarded, avenue of pacification?”
  103.  
  104. This character is a master of ambush and distraction tactics, easily able to take advantage of their opponents through clever planning.
  105.  
  106. When in combat, or immediately just before initiating combat, this character can “store” actions to use later in the fight, actions are stored by not using all of your actions in a turn. When being used the round before combat is initiated by this character (or most likely will be initiated by another group member on their side) the only actions sacrificed are the ones in the round before combat. Actions stored must be tracked and declared what they will be ahead of time. Actions stored can be used during any of this character’s turns for the rest of combat. Actions that are sectioned off are lost at the end of combat.
  107.  
  108. Attack actions stored do not ignore the 1 attack action per turn limit. Stored attack actions do not ignore the 2 attack actions per turn limit when dual wielding. However stored actions declared as “Grapple” or “Trip” do ignore the 1 attack action per turn limit, as well as dual wielding limits.
  109.  
  110. For example, in combat a character with this quirk declares that they will store an action this round. They state that the action is an “Attack” action. The following round they may use their normal 2 actions to move towards an enemy then used the stored attack action immediately. Without the stored action they would have had to wait until next round to attack!
  111.  
  112.  
  113. Knowledge is Power:
  114. “I know just who to talk to.”
  115. This character is able to gather information efficiently and quickly, and is always able to find out who to talk to. This work even in the strangest of civilizations.
  116.  
  117.  
  118. Magic:
  119. Much of Anon’s magic relies on his Warlock’s Flame. It is a constant all consuming flame that burns within him, gifted and grafted into his skin by his demonic patron. These flames are unique to warlocks, and are each different depending on the patron bestowing them. The Shadowflame is weak if raw force is primarily taken into consideration. Its uses lie in consuming light and dark, heat and cold, sound and silence. In addition, it may be easier to raise the dead as monstrosities under your command, bend light to make illusions, to hide yourself from prying eyes or to move through the shadows as one, or to bend them to your will, making them all too real. However, as a dark flame, it can act as a virulent poison or plague upon your enemies. Many of these things need to be learned over time, below is what Anon is currently capable of.
  120.  
  121. To The Dreamscape/ Azure Properties:
  122. Anon has deepened his contract. He can phase out of existence in the material world and enter the Azure Dreamscape, so long as it's nighttime in the material world. He can exit the dreamscape at any time he desires. You may re-appear in any place where you own the property or where you entered.
  123. As of now Anon can re-appear in the following places:
  124. His room in the Mage Tower
  125. His home in Lost Man's Hang, his secret (renovated)wine cellar hidden in the remaind of a shattered manor in a lot he owns.
  126.  
  127.  
  128. Possess object:
  129. 2 Actions
  130. Cost: 4 Health
  131. "No door can hide you from me."
  132.  
  133. On a successful "Use Magic" task this spell is able to take control of a magical object within the caster's line of sight. Objects are under the caster's control until either the caster releases it, it leaves the caster's line of sight, it is destroyed or the catser uses this spell again. The caster know all functions of the magical item possessed and can at any time use 1 action for force the object to perform a specific action of their choice. This does not affect golems.
  134.  
  135. Illusions:
  136. 1 Action
  137. Cost: A Shard of Quartz
  138. “Shimmering gold, shiny baubles, poisoned thorns.”
  139.  
  140. On a successful “Use Magic” task, this spell creates an illusion. Illusion mimics smell, taste, touch, sight, reacts to light and in all aspects appears real to a person. Any illusion is able to be perceived by a perception check at +50 difficulty. However, an illusion made by a caster that has not experienced, seen, or touched is drastically easier to see through, and imposes no difficulty penalty.
  141.  
  142. Each invocation of this spell must be bought individually. One invocation is free upon buying this spell.
  143.  
  144. Glamour:
  145. 1 Action
  146. “A winged fan in hand
  147. In truth an evil blade most vile
  148. Death in a single stroke.”
  149.  
  150. This invocation disguises an object no larger than half of a Meter/Yard in all directions. This spell can disguise or obscure a person’s features, masquerade a weapon as a fashion statement or "turn" a pebble into solid gold.
  151.  
  152. Glamoured items and illusions do not fool inanimate tools. Scales would show “Gold” bars as fake, ammunition as the wrong weight etc. But, when held by human hands they are indistinguishable from the real thing, assuming the caster is familiar with the type of object the targeted object is being disguised as.
  153.  
  154. When disguising people, this spell requires 2 hours to complete and performing it when not in front of a mirror or similar reflective surface removes the +50 difficulty penalty to opponent’s perception tasks.
  155.  
  156.  
  157. Magical Darkness:
  158. 1 Action
  159. Cost: 1 Sanity Per round maintained
  160. “The eclipse begins now.”
  161.  
  162. On a successful “Use Magic” task, this spell may erase the light in up to a 20x20x20 area. The total darkness prevents and breaks line of sight, characters inside of a totally dark area are blind unless they can see in total darkness. This character may instead attach the area of effect to an object, including those worn on a person. The area would follow the creature or object as it moves.
  163.  
  164.  
  165. Nullify Heat:
  166. 1 Action per use:
  167. Cost: A nugget of Quartz per round maintained
  168.  
  169. On a successful “Use Magic” task, this spell dissipates heat. heat is drained at a rate of 5 Degrees Celsius per action (1.8
  170. Degrees Fahrenheit). The target may be an object within 20 Meters/ 22 Yards, drawn from the ambient temperature or even bodies of water. The temperatures can drop as low as -20 Celsius (-4 Fahrenheit)
  171.  
  172. It is much more difficult to nullify the heat of a living creature, and the rate of head being drained is reduced. Focusing this spell’s effects onto a living being slowly starts to affect them with hypothermia. After 3 uses, stage 1 of hypothermia begins. After this, every use increases the stage of hypothermia by 1. If the target does not die by hypothermia by the time “Stage 8” would take place, their heart stops and they freeze solid.
  173.  
  174. Large creatures take twice as long to be affected by any stage. For example, a large creature would take 6 uses to start stage 1, then 2 uses per stage after that. Hypothermia only affects mortal creatures. Demons, Daemons, angels, fae and most supernatural creatures are unaffected by this. however, fire based supernatural creatures are venerable, taking only half as long to be affected and they're affected like any normal creature.
  175.  
  176. Creatures wearing armour that is resistant to cold take twice as long to be affected by any stage, this includes large creatures and is compiled with their normal bonus.
  177.  
  178.  
  179. Shadowmancy:
  180. Cost: 2 Health
  181. Time: Varies
  182. “Every shadow is real in its own world.”
  183.  
  184. Each invocation of this spell must be bought individually. One invocation is free upon buying this spell.
  185. On a successful “Use Magic” task, this spell is able to bend shadows or make them real. When casting this spell, choose which invocation to use. You may only use invocations that you currently possess.
  186.  
  187. Anything created by this spell appears to be entirely black, and lacks any texture.
  188.  
  189. Skulking Dark:
  190. “The walls have ears.”
  191.  
  192. This invocation may stretch an existing shadow (including this character’s) up to 20 Meters/22 Yards. The stretch may be in any shape or form. For example, a shadow may be stretched into a long zig-zag or a specific shape to fold under a spread out group or characters. The shadow does provide a -20 Difficulty bonus to stealth when moving in the affected area, but the bonus only applies against sight based perception. The shadow remains in its warped position until the caster desires it to return to its normal form.
  193.  
  194. Black Moulding:
  195. “In the realm of shadows everything is simultaneously real and not.”
  196.  
  197. This invocation brings a shadow into reality. The shadows may be shaped into beautiful works of art, vivid images of glory and all too real artistry. The shadows may also be shaped into crude structures, instruments of violence and bloodshed or even a simple ladder.
  198.  
  199. Choose a shadow, up to 20 Meters/22 Yards of space within that shadow becomes shaped into the desired structure. This counts space extended vertically as well as horizontally, moulded shapes will raise from the ground to meet the desires of the caster. Areas within 2 Meters/Yards beside created structures are considered to be shadows. The structure acts as if it were made of the same substance that the structure would normally be made of. For example, a wall would be counted as stone or metal. The only exception is that the structure is never reactive, combustible or conductive. This means that nothing shy of brute force will break down the created structure. The created structure lasts 10 minutes.
  200.  
  201. Knife In The Dark:
  202. Time: 1 Action
  203. “Even the most powerful can be easily dispatched by the unseen hand.”
  204.  
  205. This invocation brings spines, spikes, thorns or other lethal surprises into being.
  206.  
  207. This spell is an attack and must target a character inside of or within 2 Meters/Yards of a selected shadow within line of sight. Each of this spells 2 attacks may target a separate enemy or both on the same one. Use the caster’s “Use Magic” as a target number for an attack on each target, rolling for each. There is 0 attack difficulty and the attack deals 15 Damage with a Minimum of 2.
  208.  
  209. Falsehood:
  210. Time: 1 Action
  211.  
  212. This invocation can create a weapon, piece of armour or simple item to be used by the caster.
  213.  
  214. This invocation summons an item from the “Items and Gear” codex, copying only its Damage Resistance, Damage Tolerance, and Resistances for armour. Copying all statistics for weapons, however the only weapons that can be made are Melee weapons, throwing weapons, bows and crossbows. The item conjured into existence lasts for 10 minutes and is counted as magical.
  215.  
  216. Armour is always counted as light armour. Magical effects, poisons or other such enhancements (Excluding weapon attachments) cannot be conjured onto a weapon. Items conjured into existence must have had a real item examined closely by the caster at some point previously.
  217.  
  218. Other items may be created, so long as they’re simple in nature. For example, crossbow bolts are easily replicated, as are stones or rocks.
  219.  
  220. Theives Guild:
  221. Time: 2 actions
  222. "Strength in numbers, power in deception."
  223.  
  224. This invocation creates shadowy duplicates that follow the caster around, in additon this spell also coats the caster in shadow making them indistinguishable from the duplicates.
  225.  
  226. When this spell is cast 2 duplicates are summoned beside the caster. When an opponent attempts to attack the caster with a non Area Of Effect weapon, it has a chance to hit a duplicate instead, negating the damage entirely but destroying the duplicate. for each duplicate under the caster's control, target numbers for attacks, social tasks involving intimidation, and contest tasks are reduced by 4.
  227.  
  228.  
  229. Other:
  230. The Mark:
  231. “A ring, for the body”
  232. The mark is hidden under a guise spell and can only be seen with true sight, something that is rather rare. Other demons can see the symbols, but only to reveal you as taken and does not outright reveal you as a warlock. After all, succubi and other demons have a tendency to mark their prey. It is a sigil of marking and an actual love letter written to you by your patron, The Lady Of Midnight. While some warlock mark flare up when used, this one will only flare up should you desire it to.
  233.  
  234. It seems that a portion of the warding is reserved for effect on your body. A couple are blank and seem to be open for something to fill them, but two notably have a strange rune each. One stands for "Vigor" but the other seems to be an enigma.
  235.  
  236. All warlocks have their own mark, as it shows the favor of their patron.
  237.  
  238. Demonic creatures react positively to those with a mark, so long as they’re not hostile.
  239.  
  240.  
  241.  
  242. Negatives:
  243.  
  244. Channeler:
  245. Grit: 4
  246. “Power, with a price.”
  247.  
  248. This character’s magic uses their own body as a catalyst. Normally, a catalyst, such as a staff, takes the brunt of the magical energy created when casting. However, with this method, the user's body takes the strain. This character can only cast a limited number of spells without resting without penalty. Every 10 this character’s Athletics skill is below 50 increase the number of spells by 1. The same is true for Brawn.
  249.  
  250. Casting more than the limited number of spells without any rest increases the Brawn and Athletics target numbers by 30 per extra spell cast. This effect lasts 3 days.
  251.  
  252. The Grit granted by this negative MUST be spent on spells or improving the “Use Magic” stat.
  253.  
  254.  
  255. Irrational Hatred (Dragon Sickness):
  256. Grit Gained: 3
  257. Pick a creature type: Dragons
  258.  
  259. This character hates these things to an unreasonable degree.
  260.  
  261. At grit 1, they have a severe penalty to interacting with the chosen group. +80 difficulty to the social skill. It is clear that this character is not okay with these things being within their sight. Nearly everyone around them notices unless they succeed at a Social roll at +30 difficulty. This level should only be taken against races of humans (Mutant, bandits, specific races…) rather than things that are nearly always hostile, like many monsters.
  262.  
  263. At grit 2 it is the same as grit 1 but the character is unable to quell violent urges, attacking the chosen targets as soon as the targets are within range. Unless engaging in deception leading to their death.
  264.  
  265. At grit 3 this character is considered to be in blackout while this is happening. They cannot retreat from combat with the chosen foe and must take the attack action once every turn. Unless engaging in deception leading to their death.
  266.  
  267. A character with either Grit 2 or 3 of this negative is entirely unable to “let go” or “get over” their hatred for the chosen creatures. And believe than hunting down these things is their solemn duty. In their eyes, these creatures are not “People” they’re animals to be put down. This character would be entirely irrational when faced with them, desiring only their absolute destruction.
  268.  
  269.  
  270. Arguably Rational Hatred (Paladins):
  271. Grit Gained: 1
  272. Pick a creature type: Paladins
  273.  
  274. This character hates these things to an unreasonable degree.
  275.  
  276. At grit 1, they have a severe penalty to interacting with the chosen group. +80 difficulty to the social skill. It is clear that this character is not okay with these things being within their sight. Nearly everyone around them notices unless they succeed at a Social roll at +30 difficulty. Not only that, but this character will generally act to disadvantage the chosen thing. This level should only be taken against races of humans (Mutant, bandits, specific races…) rather than things that are nearly always hostile, like many monsters.
  277.  
  278.  
  279.  
  280.  
  281.  
  282. The Dragon Sickness:
  283. “Driven half mad, he wandered into the lair of the beast. For three days we heard the sounds of bloodshed, conflict and turmoil. Then, it simply stopped and the dragon flew in the skies once more, battered and worse for wear… but alive. His name was forgotten by time, but he was known forevermore as a failure.”
  284.  
  285. This character is afflicted with a madness that will slowly consume them. Certain items may help slow the progress… but the only way to remove this sickness is said to be killing the dragon that afflicted it. Over time, the sickness will make its presence known and will start to consume the character. If it takes over entirely, the game ends. It is unknown how long it will take for it to take over fully.
  286.  
  287.  
  288.  
  289.  
  290.  
  291. Inventory:
  292.  
  293. Poisoner’s Clothes:
  294. Type: Light
  295. Weight: 2.7kg/6lb
  296. Durability: 100/100
  297. Resistances: Heat,Acid
  298. Damage Resistance: 10
  299. Damage Threshold: 18
  300.  
  301. Silence Footpads:
  302. Perception checks to detect you using sound are at +20 difficulty.
  303.  
  304. Facemask:
  305. Prevents poisoning by gases and also prevents smoke inhalation.
  306.  
  307. Heavy Fur Over-Clothing:
  308. When worn gives the wearer Cold resistance. Generally required in colder enviroments.
  309.  
  310. Arbalest:
  311. Weight: 7.3Kg/16lb
  312. Arcing,Ballistic,Large
  313. Target Number: 53
  314. Ammo type: Bolts
  315. Amount: 19
  316. Capacity: 1
  317. Damage: 24
  318. Minimum: 5
  319. Effective Range:28 Meters/30 Yards
  320. Firing Difficulty: 45
  321. //Special Effects//
  322. Long: +20 Melee penalty
  323. Long Load: takes a total of 6 Actions to load this weapon
  324. Crossbow: This weapon cannot hold ammunition while it is not drawn or in use, it must be loaded using 1 action before being used, so long as the crossbow is pulled and ready to fire otherwise.
  325.  
  326.  
  327. Chimera Bone Knife
  328. “About as large as knives get.”
  329. Weight: 1.8Kg/4lb
  330. Melee,Ballistic,Small
  331. Target Number: 40
  332. Damage: 18(19)
  333. Minimum: 10(11)
  334. Attack Difficulty: 20
  335. Effective Range: Melee
  336. //Special Effects//
  337. Cleave: If this weapon breaks the Damage Threshold, it deals a Severity 2 wound in addition to any other wound applied.
  338. Nigh Indestructible: This item ignores durability.
  339.  
  340.  
  341. Blackjack:
  342. “Not a suitable combat weapon”
  343. The blackjack may be used to attempt a knock out on a creature that can be affected by wounds. Make an attack using Melee,Ballistic,Small at +40 difficulty.
  344.  
  345. Utility Hunting Knife:
  346. “Mostly used for woodland survival, skinning, foraging, chopping, sawing and the like.
  347. Weight: 0.4Kg/1lb
  348. Melee,Ballistic,Small
  349. Target Number: 40
  350. Damage: 10(11)
  351. Minimum: 7(8)
  352. Attack Difficulty: 10
  353. Effective Range: Melee
  354. //Special Effects//
  355. Durable: Only needs to be repaired half as often.
  356. Quickdraw: can be drawn and attacked with in the same action
  357.  
  358. Staff Of The Talon:
  359. “This staff created from a nearly indestructible wood was grown and cultivated into its current shape. It holds great power and may use three spells using its own power.”
  360.  
  361. The staff of the talon holds charges, charging the staff requires a sacrifice of one’s own blood. This is roughly equivalent to 2 Health for one charge. The staff can only hold up to 6 charges at any one time.
  362.  
  363. This staff holds 3 invocations. Each invocation takes 1 action to perform.
  364.  
  365. Staff:
  366. Weight: 5lb
  367. Melee,Ballistic,Large
  368. Target Number: 46
  369. Charges: 1
  370. Damage: 15(18)
  371. Minimum: 8(11)
  372. Attack Difficulty: 30
  373. Effective Range: Melee
  374. //Special Effects//
  375. Reach: This weapon is at -20 difficulty to hit a target that did not start the round within two meters of the user.
  376.  
  377.  
  378. Talon€:
  379. a wave of distorted energy will attempt to bisect an enemy within your line of sight. This deals 15 Damage with a minimum of 6 and consumes 1 charge.
  380.  
  381. Gnarl€:
  382. a melee range attack, a swing with the staff will hit with the force of a massive great hammer, shattering bones. This changes the staff’s base Damage to 20(23) and the Minimum to 14(17) instead of its normal numbers. The user may then attack in the same action and consumes 1 charge.
  383.  
  384. Lone€:
  385. A bolt of electricity storms forth from the staff towards a target the caster desires. Upon a successful “Use Magic” task, a bolt of lightning will streak towards and hit a chosen target within line of sight. This deals 26 Damage with a minimum of 15, is Electrical damage and consumes 4 charges.
  386.  
  387.  
  388. The Boneforge:
  389. (Bonded)
  390. Grants immense power to it's user by disfiguring their body for a time. Puts a great deal of stress on the body and increases food and water consumption, it's possible to cause damage that must be healed. It's limitations are what you are able to withstand. The power and backlash is semi-random, take care when using. It's not a get out of jail free card. Cannot be removed once worn.
  391.  
  392.  
  393. Poisons:
  394. 0 Vial of tranquilizer:
  395. When this poison is injected into a target they must make a brawn task at +10 difficulty. On a failure they become entirely paralyzed for 1-5 Hours
  396.  
  397.  
  398. 1.5 Vials of Intoxicator:
  399. When this poison is injected into a target they must make a brawn task at +40 difficulty. On a failure they become horribly intoxicated, as if they had been binge drinking. All actions for them are at +40 difficulty.
  400.  
  401. In DuffleBag:
  402. 3 Black Coins
  403. "You have been told that these coins can be used to gamble with Ghorne, the lady of greed and wealth. It is just a matter of summoning or contacting her."
  404.  
  405. Truesight Mirror
  406. "Anything reflected in the mirror shows it's true shape."
  407.  
  408. Engraved Silver Tube
  409. "Engraved with the picture of a masked man. It is rather hard to make out due to it seemingly being hidden in the latticework design. It has 4 dials, each labeled 1-9 in a cursive-like script."
  410.  
  411. Demoness' Horn (Powerful)
  412. "A horn of Belkorous, A very powerful demon and one of The Lady of Midnight's hands. It emits a strange aura of power."
  413.  
  414. Mother's Diary+ special ring(???)
  415. Found in the Necromancer's laboratory hidden away under a table in a secret compartment.
  416.  
  417. In Pack:
  418. large tent (insulated) (windproof) (waterproof)
  419. sleeping bag (insulated)
  420. 8 days of Non Perishables
  421. Flint and steel
  422. Tinderbox
  423. 4 Heat stones
  424. 5 Embers
  425.  
  426.  
  427.  
  428. >40ft thin chain
  429. >60ft Rope
  430. >Grappling hook
  431. >Small keg of unstable arcane dust
  432. >Small lantern
  433.  
  434.  
  435.  
  436. Misq:
  437. 12 silver coins
  438. 5 Faces
  439. Tirria's Stamp
  440. Aristocrat's Job Letter
  441. DeadSkies' Silver Scroll (She simply knows where you are when she wants to approach you for the deal you two made)
  442.  
  443. At Home:
  444. Alchemy gear
  445. Basic Identification Kit
  446.  
  447. 1 Large Prisoner Fruit jars(Odd)(Magically Sealed)
  448. 1 Massive Sticky Mushroom Jars (Odd)(Magically Sealed)
  449. 1 Unknown Plant Jar (Odd)(Magically Sealed)(Rare)
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