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EL7N

AC - Illegal Goods

Jul 21st, 2020
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  1. Overview:
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  3. There exists a vast and thriving black market in Anno Castra's world, though only the richest and most well-connected usually have access to it. If you come across a black market merchant, or have a Level 3 Supplier in your Contacts, you and your allies can make purchases from this inventory list.
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  6. Armor:
  7. -Counterattack Circuitry: An upgrade available to any armorsuit. Circuitry used by Castle guards during riot situations. When you are struck by a melee attack when the attacker is still within arm's distance of you, make a free unmodified 1d10 roll. On failure, nothing happens. On success, the attacker takes damage, using the normal damage calculation formula. On a crit, the attacker takes damage equal to that which they inflicted on you, or the normal damage calculation formula's result, whichever would be higher. Can be given any Damage Attribute type. 100 Schillings.
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  9. (See: https://pastebin.com/hvVEnzZR for Damage Attributes)
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  11. -Shadedrinker Circuitry: An upgrade available to any armorsuit. Using forbidden material stolen from a clandestine Dreaded One research facility, you can become invisible as an Automatic action, once per scene (a "scene" is a combat situation, an encounter with an NPC or group of NPCs, or any significant period of travel, or the encounter of a puzzle). You are also rendered undetectable to all but the highest caliber of scanning systems. 100 Schillings.
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  15. Melee Weaponry:
  16. -Fist of Dread: The forearm and seven-fingered hand of a Dreaded One, which shifts and transmutes itself into an ordinary-looking mace when observed by one who does not know of its existence. As an instant action, you can roll to have it grab onto an enemy, holding them in place (failure does nothing). The victim of this attack takes damage during the duration of this grab until they are released. The damage decreases by 1 each turn, and they are released automatically when the damage reaches 0. The user of this weapon can release the target at will. During this time, the target cannot roll to dodge attacks or move away from you while the Fist is in your possession. While the grab is in effect, you cannot make standard attacks with this weapon, but you can roll to tighten the grab, extending the duration. Critical failure on an extension roll results in the target being freed. 100 Schillings.
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  20. Ranged Weaponry and Ammo:
  21. -Mirror of Dread: A strange plate recovered from the corpse of a Dreaded One, with a perfectly reflective, glass-like surface, despite being quite hard. When used against an enemy, it mimics their most recently used action, even if that action was a melee attack. 100 Schillings.
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  25. Chemicals:
  26. -Berserker Serum: Sends the target into a frenzy, increasing the damage on their basic attacks by 2, but preventing them from making any skill rolls during the duration. Lasts for 2 turns, or 3 turns on a crit. 10 Schillings.
  27. -Mind Control Serum: Inflicts 10 points of Psychic Damage against a target, or 15 on a crit. A character's Psychic HP is equal to their (Hits * Wounds) / 2. When a character reaches 0 Psychic HP, they surrender or fall unconscious. While this is in their system, they can be given orders once they hit 0 Psychic HP. A skill that restores HP or otherwise removes status conditions removes the effect of this serum. 25 Schillings.
  28. -Dreaded Corruption Serum: A serum that deals no damage, but gradually transforms the victim's body and mind into that of a Dreaded One over the course of one hour (one round of combat = 3-5 seconds). Extremely difficult to remove once it is within the system, requiring 9 successful uses of any healing skill, 5 of which must be Crits. Its use is punishable with summary execution, and almost all living souls would consider it unthinkable and unforgivable. 150 Schillings.
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  32. Catalysts:
  33. -Unorthodox Psalter: Catalyst; A psalter originating with the heretical schismatics who still call themselves Abbeans -- the Charismatics, who eschew the flesh and armor, instead boasting of the powers of their spirits as sufficient weapons against the darkness. Whether or not that is true, this psalter seems to carry with it particular powers. Only one is available at the start, but more may reveal themselves with proper devotion. 100 Schillings. Grants the use of the following spell:
  34. Overshadowing of the Flame: Ranged; Instant; Two possible effects; Recharge 4 after effect ends; When used upon self or on an ally, the recipient of this attack may make two basic attacks as an instant action for the next 2 turns, or 3 on a crit. Those attacks do not suffer counterattack damage, and may apply the Fire element. When used upon an enemy, all counterattack damage that they suffer as a result of failed attacks is doubled, and treated as having the Fire element, for the next 2 turns, or 3 on a crit.
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  38. Field Gear:
  39. -False Pocket: Rather than being a tangible item, a False Pocket is an upgrade one can take to any container, such as a crate, bag, pouch, coat pocket, and so on. The inside of the container is woven with aetherios circuitry programmed to produce lifelike illusions, disguising all of the container's contents while they are inside. Said contents will appear (and feel, smell and sound) to be ordinary, mundane objects of little note. The contents only lose this illusion when they are taken out of the container. This can be used to smuggle goods of all kinds past guards and security scanners of all but the highest caliber. 100 Schillings.
  40. -Wandering Bones: An unconventional take on a compass, consisting of a set of knuckle-bones of dubious origin sealed in a circular case. When the user whispers their desire to the bones, the bones will shuffle in the direction of the desire, suggesting a possible path. May be helpful to those lost, but the bones do make a small amount of noise when used, carrying with them a risk of signaling to potential enemies. 50 Schillings.
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  44. Combat Utilities:
  45. -Tear Gas Canister: Floods the immediate area with a spew of noxious and piping hot tear gas, preventing all except those with air filtration systems from acting for 1 turn. 25 Schillings
  46. -Nerve Gas Canister: Floods the immediate area with a spew of fast-acting nerve gas, immediately ending combat if all enemies are afflicted. Affects all in the area, except those with air filtration systems. 50 Schillings.
  47. -High-Grade Explosives: Deceptively small bombs that vastly exceed approved Castle regulations for both construction and combat purposes. Affects all nearby targets, who must roll DC 8 to dodge. On failure, victim takes 2 additional Wounds of damage on top of normal damage, or 3 on critfail. Recharge 2. 100 Schillings.
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  51. Alcohol:
  52. -Royal Iron Vintage: The finest wine known to the Royal Lineage of Iron. They say that is blessed with the very favor of the five gods themselves. It is only a legend, but the Iron Kings have drunk it before battle for a reason... 2000 Schillings.
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  55. Clothing:
  56. -Counterfeiter's Knife: A small and unassuming knife for a weaver of clothing, at first glance. But, if it cuts off a portion of any clothing, that portion will grow over time to be an exact replica of that cut article. Time requirement varies by amount cut off versus the original garment's size. 50 Schillings.
  57. -Off-brand Clothing: Knockoff clothing of various Strata, enabling one to pass themselves off as a member of any Stratum. 10 Schillings for Commoner, 20 for Warrior, 20 for Sage, 50 for Noble.
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