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What type of weapon proficiency does your character have? (pick your primary)
  Arcing Weapons
  Bows
  Brawling Aids
  Firearms
  Flails
  Knives
  Pole Arms
  Swords
  Thrown Weapons
  Wands
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Mercurius James
Captain

PostPosted: Thu Apr 03, 2008 11:31 am


Armor Proficiencies
Light (Cloth, Leather, Carapace, Chain Mail)
Heavy (Ring Mail, Scale Mail, Plate, Gilded Plate)

Weapon Proficiencies
Arcing Weapons
Bows
Brawling Aids
Firearms
Flails
Knives
Pole Arms
Swords
Thrown Weapons
Wands

All characters have 10 gold with which to purchase starting equipment. Whatever is not spent becomes on-hand cash when the game begins.

Characters also have 10 item slots in their packs to fill with weapons, armor, and items. Whatever weapons and armor the character is currently equipped with do not take up item slots (though who wants to carry a sword in their hand all the time or wear their armor constantly?)
PostPosted: Mon Jun 30, 2008 10:10 pm


A vast many wonders exist on the many worlds of The Sphere, not the least of them being some of the equipment characters can find on their journeys or purchase from shopkeepers, traveling merchants, and gifted blacksmiths. While acquiring such items might cost a pretty copper, the good news is that most civilized economies recognize and accept the Gold Standard of Lyonesse as standard currency. While some may want favors instead of gold or they may simply wish to trade one item for another, most reputable merchants are members of an inter-world economic society called SCAM (Society of Craftsmen And Merchants). Under the Gold Standard, there are 5 coins of value: Copper, Silver, Gold, Platinum, and Mythril coins.
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With the wealth and notoriety characters accrue during their adventures, many wonderful toys can be purchased. The following section details as many of these items as can be thought of (and thought of as remotely useful). Keep in mind that no shop will stock all these items; the more exotic or powerful the piece of equipment, the less likely one is to find it in a small mountain hamlet. Also, the prices listed are nothing more than the suggested retail value for such items.

You’ll find shops that will sell for more and shops that will sell for less…and even those who will be willing to bargain with you over price. A character with a moderate skill for business (a combination of Knowledge and Guile) will be aware of the market value of many items, which affords him a certain edge when buying and selling.

Characters have 10 slots to fill with items (not counting whatever weapons and armor they are currently equipped with) and each item has a Size rating that describes both how large and how heavy it is. The amount of slots an item consumes is equal to its size rating. Judges are free to assign Size ratings to items which do not currently have one, taking the general size and weight of the object into consideration.

When attempting to resell items they have found, vendors will typically pay 1/4 of the item's purchase price (or half of half - round down) if they're interested in purchasing it at all. Typically, vendors will not buy used weapons and armor unless they possess some magical quality; the time it takes to repair the items or smelt them into raw materials makes the profit margins too thin for most vendors to consider such an option.

All characters start with 10 Gold with which to purchase equipment during character creation. Money that is not spent is transferred to the character’s pockets when the game starts. It’s important to remember that newly created characters are butt naked with nothing but 10 Gold to their name. They will need to buy everything themselves. Judges are advised not to give freebies. Players have 10 Gold to purchase starting equipment for their characters. This should be more than enough for basic equipment and provisions. Good luck and happy shopping!

S.C.A.M.
Few organizations are as powerful and wealthy as the Society of Craftsmen and Merchants whose name has commonly become abbreviated S.C.A.M. by the people to which they are so endeared. The organization is responsible for the Gold Standard; a commonness of currency across The Sphere. Though other forms of currency still exist, none are as prevalent or widely accepted as Gold coins minted at The Society’s center of operations (The Gilded Tower) on the mystic isle of Avalon in Lyonesse. Though this step towards Sphere-wide unity was widely praised by most governments, there was a great deal of violent dissent from the people of some Discs as the value of their currency dropped significantly when placed on an inter-world market. This led S.C.A.M. to create an elite group of soldiers called the Gold Legion. The Gold Legion was (and still is) comprised of top shelf mercenaries, all paid top shelf prices to join. These soldiers bolstered the forces of governments beset by angry revolters and soon order was restored…but S.C.A.M.’s reputation as a heartless group of cutthroats remained.
The Society of Craftsmen and Merchants is essentially a powerful league of which the most profitable companies on the Sphere are all charter members. With their influence, they swallow up lesser businesses, such as forges, taverns, and shops and sell everything from magic scrolls to human lives. The Society acts not only as an umbrella that offers monetary support by investing in smaller businesses (for a share of the business, of course) but as a distributor. Certain unique goods that are only found in one shop or on one Disc are sold Sphere-wide at ten times the price. Additionally, the Society sells contraband; that which is illegal on one world may not be illegal elsewhere and so S.C.A.M. is a powerful force on the black market of may Discs.
S.C.A.M. is run by the CEOs of its founding companies. The twelve men sit on a council twice yearly to discuss important matters that concern their organization. The actual management of the Society is left to appointed managers, all highly capable businessmen. While many see S.C.A.M. as an evil institution, they are a necessary and stabilizing force in virtually every economy. They stimulate growth and help the spread of ideas and cultures across The Void…on the other side of the coin, they stymie free enterprise and engage in immoral business practices that ruin lives. But that’s the nature of a coin…heads or tails, it’s still money.

The Gold Standard
Copper (C): Basic coin of the realm
Silver (S): 1 Silver = 100 Copper
Gold (G): 1 Gold = 100 Silver
Platinum (P): 1 Platinum = 100 Gold
Mythril (M): 1 Mythril = 100 Platinum
Alternate Currency
Each world had its own economy before the possibility of inter-Disc commerce. Though S.C.A.M.'s Gold Standard is very widespread, some places still prefer to trade using their own country’s currency. The Society of Craftsmen and Merchants (SCAM) is currently working hard to move the majority of commerce across The Sphere to a single currency; the Gold standard. Listed here are the most widely accepted currencies of each Disc, though each country and people is likely to have their own system of money.
Arcadia: Roe
Helios: Primitive barter system
Ishtar: Zeni
Lockheed: Bits
Lyonesse: Gold
Marabolous: Varies by city/state
Midgard: Miters
Moribund: Lucre
Nod: Obi
Tortuga: Dukes
Shoukai: Woolongs
Zu: Credits
Exchange ratios from these alternate currencies to gold vary widely as the economy of the various nations and worlds are constantly changing.

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Tue Jul 01, 2008 4:53 pm


Weapon Name
Purchase: The typical cost (in copper, silver, or gold coins) to purchase. Though some shops may sell items for higher or lower, this is the price character's will typically pay for such an item.
Pre-Requisite: Any skill or stat requirements which one must meet before equipping a certain weapon are listed here.
Size: The number of item slots this weapon consumes when equipped. A sheathe will effectively reduce the item's size by up to 3 (depending on the size of the sheathe).
Wield: The number of hands required to wield this weapon. Ligher, faster weapons require only one hand to use effectively. Though they cause less damage, the character's other hand is free to wear a shield, use items, or wield another one-handed weapon. Two-handed weapons require both hands to use well and typically cause a great deal more damage than lighter weapons.
Craft/Repair: If a character wishes to repair or create his own weapon, the Craft skill requirement associated with both feats is listed here. The creation requirement is listed first (to the left of the slash) and the repair requirement is listed second (to the right of the slash).
Materials: The material components required to create this item are listed here. In cases of exceptional wear and tear, one may require some of the elements listed here to repair this piece of equipment as well.
Damage: The amount of damage this weapon inflicts upon hitting its target.
Description: A brief bit of trivia about the weaopn's appearance, use, and miscellany.


ARCING WEAPONS
Arcing weapons are those impliments of destruction which use the kinetic force of an arc to wreak maximum havoc. Many are blunt instruments which crush bone and smash through armor - even those which utilize blades don't require the weapon to be particularly sharp as the weapon relies primarily and brute strength and centrifugal force to dole out killing blows. It takes some talent to use such weapons and while they may be more powerful than other (even bigger) weapons, their lack of cutting action makes them less flexible in the heat of combat. Many holy warriors prefer to use these weapons as the tenants of their moral codes prevent them from shedding blood and a blunt weapon can kill without much bloodshed.
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Bardiche
Purchase: 53 gold, 30 silver
Pre-Requisite: Armed Combat > 7, Strength > 4
Size: 3
Wield: 2 handed
Craft/Repair: 10/5
Materials: 4 wood (sturdy), 47 ingots
Damage: Strength + 1d12+18 (13-30) Physical
Description: A long pole with a head that bears a massive, powerful blade

Battle Axe
Purchase: 11 gold
Pre-Requisite: Armed Combat > 4
Size: 2
Wield: 2 handed
Craft/Repair: 5/2
Materials: 2 wood (sturdy), 7 ingots
Damage: Strength + 1d10+10(11-20) Physical
Description: This axe has a larger handle and a heavier head which adds more power to strikes

Club
Purchase: 50 silver
Pre-Requisite: None
Size: 1
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1 wood (sturdy)
Damage: Strength + 1d6+2 (3-8 ) Physical
Description: A primitive weapon shaped to be top heavy and capable of smashing

Crowbill
Purchase: 16 gold
Pre-Requisite: Armed Combat > 5
Size: 2
Wield: 1 handed
Craft/Repair: 7/4
Materials: 1 wood (sturdy), 20 ingots
Damage: Strength + 1d8+10 (9-18 ) Physical
Description: A long pole with a small hammer on one side of the head and a spike on the other

Cudgel
Purchase: 1 gold
Pre-Requisite: Armed Combat > 1
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 2 wood (sturdy)
Damage: Strength + 1d6+4 (5-10) Physical
Description: A more shapely club with studs added for extra punch.

Double Axe
Purchase: 24 gold
Pre-Requisite: Armed Combat > 6, Strength > 3
Size: 2
Wield: 2 handed
Craft/Repair: 7/4
Materials: 2 wood (sturdy), 14 ingots
Damage: Strength + 1d10+14(15-24) Physical
Description: A blade appears on both sides of this axe to add to its weight and flexibility

Flanged Mace
Purchase: 10 gold
Pre-Requisite: Armed Combat > 5
Size: 2
Wield: 1 handed
Craft/Repair: 6/3
Materials: 1 wood (sturdy), 8 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: This mace is outfitted with sharp, curved flanges instead of spikes or studs that allow it to deal more damage

Glaive
Purchase: 62 gold
Pre-Requisite: Armed Combat > 8, Strength > 5
Size: 3
Wield: 2 handed
Craft/Repair: 10/5
Materials: 4 wood (sturdy), 51 ingots
Damage: Strength + 1d12+24 (25-36) Physical
Description: The head of this long pole-arm combines elements of both a spear and axe

Hand Axe
Purchase: 5 gold, 8 silver
Pre-Requisite: Armed Combat > 3
Size: 1
Wield: 1 handed
Craft/Repair: 3/2
Materials: 2 wood (sturdy), 3 ingots
Damage: Strength + 1d10+6 (7-16)
Description: An axe powerful enough for combat but small enough to fit in one hand

Macana
Purchase: 2 gold
Pre-Requisite: Armed Combat > 2
Size: 3
Wield: 2 handed
Craft/Repair: 3/2
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+6 (7-11) Physical
Description: An exotic club with 6 square blades distributed across two sides of the club for cutting down foes

Mace
Purchase: 3 gold, 20 silver
Pre-Requisite: Armed Combat > 3
Size: 2
Wield: 1 handed
Craft/Repair: 4/2
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+8 (9-14) Physical
Description: A metal ball at the end of a pole outfitted with dull, heavy studs or sharp spikes

Mallet
Purchase: 5 gold
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 5/3
Materials: 1 wood (sturdy), 5 ingots
Damage: Strength + 1d6+10 (11-16) Physical
Description: A one-handed hammer with a thick head, much larger than those typically used in contruction

Melon Hammer
Purchase: 42 gold
Pre-Requisite: Armed Combat > 7
Size: 3
Wield: 2 handed
Craft/Repair: 9/5
Materials: 3 wood (sturdy), 35 ingots
Damage: Strength + 1d8+16 (17-24) Physical
Description: This gigantic hammer sports a huge, round, metal ball for a head

Pick Axe
Purchase: 30 silver
Pre-Requisite: None
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 1 wood (sturdy), 1 ingot
Damage: Strength + 1d6+1 (2-7) Physical
Description: A miner’s tool for liberating precious minerals from rock

Scythe
Purchase: 1 gold, 40 silver
Pre-Requisite: Armed Combat > 5
Size: 2
Wield: 2 handed
Craft/Repair: 3/2
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+10 (11-16) Physical
Description: A large, curved blade on the end of a pole typically used for threshing grain

Sickle
Purchase: 1 gold
Pre-Requisite: Armed Combat > 3
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 1 wood (sturdy), 1 ingot
Damage: Strength + 1d4+5 (6-9) Physical
Description: Farmer’s tool for threshing grain converted to military use

Sledgehammer
Purchase: 20 gold
Pre-Requisite: Armed Combat > 6
Size: 3
Wield: 2 handed
Craft/Repair: 8/4
Materials: 2 wood (sturdy), 16 ingots
Damage: Strength + 1d8+14 (15-22) Physical
Description: A heavy metal head at the end of a long pole

War Hammer
Purchase: 53 gold
Pre-Requisite: Armed Combat > 8, Strength > 4
Size: 3
Wield: 2 handed
Craft/Repair: 10/5
Materials: 4 wood (sturdy), 38 ingots
Damage: Strength + 1d8+20 (21-28 ) Physical
Description: A giant, dual-headed hammer that crushes everything it is swung at


BOWS
Bows are long range weapons that use tension created along the bow’s length by a drawn bowstring to fire an arrow. They are generally accurate and moderately powerful weapons. Their real strength is in their speed and range. In fact, it is these two factors that make them one of the most dominant weapons on the modern battlefield and a vital strategic element in nearly every tactical scenario. Some notes about bows:
• All bows and crossbows (with the exception of the Hand Bow) are two handed weapons. Therefore, Wield has been replaced with Range; a measurement of how far the weapon can fire a projectile accurately.
• The range listed is the bow’s practical range; an arrow can actually travel up to 2-4x the listed range (depending on the quality of the bow). However, outside of the weapon’s practical range, accuracy is next to impossible.
• Damage done by a bow is completely dependant upon the tension of the bow itself; therefore, the shooter's Strength is not added to the damage total.
• Those attempting to evade an arrow can only do so if their Agility is greater than 5 or if they have sufficient cover...but even then, feats are made at +3 difficulty.
• Bows can be fired quickly. Crossbows, however, take a full action to reload.
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Arbalest
Purchase: 38 gold, 70 silver
Pre-Requisite: Ranged Combat > 7, Strength > 4
Size: 2
Range: 40 yards
Craft/Repair: 8/4
Materials: 20 wood (flexible), 10 fletching, 15 ingots
Damage: 1d8+24 (25-32) Physical
Description: A larger version of the crossbow, reloaded by winding.

Ballista
Purchase: 1 platinum, 20 gold
Pre-Requisite: Ranged Combat > 9, Strength > 5
Size: 3
Range: 40 yards
Craft/Repair: 10/4
Materials: 30 wood (flexible), 10 fletching, 25 ingots
Damage: 1d8+35 (36-43) Physical
Description: A gigantic crossbow used by the very strong.

Composite Bow
Purchase: 2 gold, 10 silver
Pre-Requisite: Ranged Combat > 2
Size: 1
Range: 30 yards
Craft/Repair: 3/2
Materials: 1 wood (flexible), 2 fletching
Damage: 1d8+2 (3-10) Physical
Description: This bow is made from horn, sinew, and bone which gives it a slightly stronger tension

Compound Bow
Purchase: 70 gold
Pre-Requisite: Ranged Combat > 8, Strength > 3
Size: 2
Range: 80 yards
Craft/Repair: 9/6
Materials: 24 wood (flexible), 12 fletching, 17 ingots
Damage: 1d4+26 (27-30) Physical
Description: A complex system of pullies enhances the strength of this intricate weapon

Cored Bow
Purchase: 26 gold
Pre-Requisite: Ranged Combat > 6, Strength > 3
Size: 1
Range: 60 yards
Craft/Repair: 7/5
Materials: 12 wood (flexible), 6 fletching, 5 ingots
Damage: 1d6+14 (15-20) Physical
Description: A metal core lies at the center of this bow’s construction from more tension

Crossbow
Purchase: 10 gold
Pre-Requisite: Ranged Combat > 4
Size: 1
Range: 50 yards
Craft/Repair: 5/3
Materials: 3 wood (flexible), 5 fletching
Damage: 1d8+13 (14-21) Physical
Description: A powerful weapon that uses a spring system to turn the bow on its side.

Hand Bow
Purchase: 2 gold
Pre-Requisite: Ranged Combat > 1
Size: 1
Range: 30 yards
Craft/Repair: 3/2
Materials: 1 wood (flexible), 4 fletching
Damage: 1d8
Description: A small crossbow that can be held in one hand; this is the only 1-handed Bow

Long Bow
Purchase: 8 gold
Pre-Requisite: Ranged Combat > 4
Size: 1
Range: 40 yards
Craft/Repair: 4/3
Materials: 2 wood (flexible), 3 fletching
Damage: 1d8+8 (9-16) Physical
Description: The length of the bow greatly increases its strength and range

Recurve Bow
Purchase: 4 gold, 40 silver
Pre-Requisite: Ranged Combat > 3
Size: 1
Range: 35 yards
Craft/Repair: 4/2
Materials: 1 wood (flexible), 3 fletching
Damage: 1d8+5 (6-13) Physical
Description: The hook which the bow line is set into curves upward for added tension

Self Bow
Purchase: 75 silver
Pre-Requisite: Ranged Combat > 1
Size: 1
Range: 25 yards
Craft/Repair: 2/1
Materials: 1 wood (flexible), 1 fletching
Damage: 1d8 (1-8 ) Physical
Description: A small bow commonly used by private hunters and woodsmen

Tension Bow
Purchase: 17.3
Pre-Requisite: Ranged Combat > 5
Size: 1
Range: 50 yards
Craft/Repair: 5/3
Materials: 4 wood (flexible), 5 fletching
Damage: 1d6+11 (12-17) Physical
Description: This long bow is made from high tension materials for added power


BRAWLING AIDS
Brawling Aids are weapons worn on or around the hands, knuckles, knees, elbows, and even feet to provide a melee fighter with an advantage in hand-to-hand combat. Even purist proponents of the martial arts see nothing wrong with using brawling aids when engaging in melee combat. In fact, many schools base their entire martial philosophy and training regiment around the use of such weapons. Brawling aids are fast and dead, tending to be more reliable than other types of weapons due to the fact that martial artists and brawlers wield them like an extension of their own body. Note that any brawling aid can be (and usually is) modified to fit any part of the body; just because a Cestus is traditionally a glove doesn't mean that versions for the knees or elbows dont' exist.
• Attacks made with Brawling Aids count as Unarmed Attacks since the same motions and techniques as are used in hand-to-hand combat are utlized when wielding a brawling aid.
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Blade Arm
Purchase: 10 gold
Pre-Requisite: Unarmed Combat > 6
Size: 1
Wield: 1 handed
Craft/Repair: 6/5
Materials: 8 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: A 12-20 inch blade that attaches at the wrist and runs along the forearm and off the elbow

Cestus
Purchase: 75 silver
Pre-Requisite: Unarmed Combat > 1
Size: 0
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 Ingot, 1/2 leather strip
Damage: Strength + 1d4+1 (2-5) Physical
Description: This glove has a studded leather patch over the knuckles to add to the pain

Duster
Purchase: 1 gold, 20 silver
Pre-Requisite: Unarmed Combat > 2
Size: 0
Wield: 1 handed
Craft/Repair: 2/2
Materials: 1 ingot
Damage: Strength + 1d4+3 (4-7) Physical
Description: Heavy rings are worn on the knuckles to make punches much more deadly

Hand Weight
Purchase: 30 silver
Pre-Requisite: None
Size: 0
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 Ingot
Damage: Strength + 1 Physical
Description: This small, cylindrical weight, when held in the closed fist, increases the power of punches

Hooded Katar
Purchase: 4 gold, 50 silver
Pre-Requisite: Unarmed Combat > 3
Size: 1
Wield: 1 handed
Craft/Repair: 5/3
Materials: 4 ingots
Damage: Strength + 1d6+7 (8-13) Physical
Description: Katar with a small Buckler built into the design

Katar
Purchase: 3 gold, 80 silver
Pre-Requisite: Unarmed Combat > 3
Size: 1
Wield: 1 handed
Craft/Repair: 4/2
Materials: 3 ingots
Damage: Strength + 1d6+7 (8-13) Physical
Description: A blade attached to a handle where the blade comes out from the knuckles

Razorpaw
Purchase: 2 gold
Pre-Requisite: Unarmed Combat > 2
Size: 0
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1 ingot, 1 leather strip
Damage: Strength + 1d4+5 (6-9) Physical
Description: Razors are attached to the inside palm, fingers, and backhand of this glove for painful and deadly slap attacks.

Rock Fist
Purchase: 14 gold
Pre-Requisite: Unarmed Combat > 7
Size: 2
Wield: 1 handed
Craft/Repair: 6/4
Materials: 12 ingots
Damage: Strength + 1d8+14 (15-22) Physical
Description: Instead of articulated fingers, the end of this gauntlet is a solid metal ball

Talons
Purchase: 6 gold, 10 silver
Pre-Requisite: Unarmed Combat > 5
Size: 0
Wield: 1 handed
Craft/Repair: 5/4
Materials: 5 ingots
Damage: Strength + 1d6+10 (11-16) Physical
Description: 4-6 inch claws that attach to the knuckles of a glove

Tiger Claws
Purchase: 20 gold
Pre-Requisite: Unarmed Combat > 8
Size: 2
Wield: 1 handed
Craft/Repair:
Materials: 15 ingots
Damage: Strength + 1d6+18 (19-24) Physical
Description: Long 6-10 inch claws attached to the end of each finger on a heavy metal gauntlet

Tonfa Baton
Purchase: 4 gold
Pre-Requisite: Unarmed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 3/2
Materials: 2 wood (sturdy) or 2 ingots
Damage: Strength + 1d4+9 (10-13) Physical
Description: Club of Shoukain design with the handle on the side, forcing wielding to be done from the forearm

FIREARMS
Firearms are long-range weapons from a bygone era that use an explosive charge to fire a shot through the air at high speeds. Most firearms are wildly inaccurate, however, and they may either mortally wound or barely graze an opponent due to the weapon’s imprecision. As scientists and archeologists have uncovered more about the weapon's functionality, its usefulness and practicality on the battlefield have grown from a novelty to an essential element in many scenarios. Still, these weapons are not nearly as popular or powerful as some other long-range weapons.
• Those attempting to dodge a bullet must have cover and even then, Defense feats are at +5 Difficulty
• Damage done by a gun is completely dependant upon the power of the firearm itself; therefore, the shooter's Strength is not added to the damage total.
• The range listed is the gun’s practical range; the bullet can actually travel up to 10x the listed range. However, outside of the weapon’s practical range, accuracy is incredibly difficult without the use of a scope.
• Clip describes the number of bullets the weapon can hold at one time. Once the clip is empty, it must be reloaded.
• Loading a fresh clip in a gun takes a full action.
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Autogun
Purchase: 48 gold, 30 silver
Pre-Requisite: Ranged Combat > 5
Size: 1
Wield: 1 handed for single & 3-round burst modes, 2 handed for full-auto.
Range: 40 yards
Clip: 30
Craft/Repair: 7/6
Materials: 2 Molded Casing, 1 Regulating Organ, 2 Ratchet Wheel, 14 Screws, 4 Mainsprings, 1 Gun Barrel, 1 Gun Hammer, 1 Gun Trigger
Damage: 1d6 per bullet. Fires in 3 modes; single shot, 3-round burst, or full-auto (6 per turn, Strength feet required to keep steady).
Description: A weapon that fires bullets in rapid succession towards enemy targets.

Blunderbuss
Purchase: 12 gold, 65 silver
Pre-Requisite: Ranged Combat > 4
Size: 2
Wield: 2 handed
Range: 30 yards
Clip: 1
Craft/Repair: 7/5
Materials: 1 Clutch Bell, 30 Screws, 2 Gun Barrels, 1 Gun Hammer, 1 Gun Trigger
Damage: 2d12 (2-24) Physical
Description: A somewhat antiquated long barreled musket that fires a single powerful slug

Bowgun
Purchase: 60 silver
Pre-Requisite: Ranged Combat > 1
Size: 1
Wield: 1 handed
Range: 15 yards
Clip: 1
Craft/Repair: 3/2
Materials: 1 firing cylinder, 1 gun trigger, 4 screws
Damage: 2d4 (2-8 ) Physical
Description: Uses a spring mechanism similar to a bow to fire bullets without a loud, explosive charge.

Chain Gun
Purchase: 1 platinum, 12 gold
Pre-Requisite: Ranged Combat > 6
Size: 5
Wield: 2 handed (but only those with a Strength of 8 or more can carry it)
Range: 50 yards
Clip: 1,000+ (fires from a box)
Craft/Repair: 9/8
Materials: 4 Molded Casings, 6 Regulating Organs, 4 Ratchet Wheels, 14 Screws, 8 Mainsprings, 2 Gun Barrels, 4 Gun Hammers, 1 Gun Trigger
Damage: 1d8 per bullet. Fires 10 bullets each round. A strength feat is required at the beginning of each round to keep the gun steady and on target.
Description: A brutal piece of hardware that fires from a belt with no need to ever reload. However, the gun is too heavy for anyone with a Strength less than 8 to carry. Therefore, it is conventionally fired from a mounted position.

Elephant Gun
Purchase: 68 gold
Pre-Requisite: Ranged Combat > 6
Size: 2
Wield: 2 handed
Range: 40 yards
Clip: 6 (but fires 2 bullets at once, so really 3)
Craft/Repair: 8/7
Materials: 20 Screws, 2 Tap Mounts, 2 Gears, 3 Gun Barrels, 1 Gun Hammer, 3 Gun Cylinders, 1 Gun Trigger
Damage: 2d20 (2-40) Physical
Description: A more powerful version of the blunderbuss that has two barrels for firing 2 bullets at once

Long Gun
Purchase: 15 gold, 40 silver
Pre-Requisite: Ranged Combat > 4
Size: 2
Wield: 2 handed
Range: 100 yards
Clip: 12
Craft/Repair: 7/6
Materials: 21 Screws, 4 Gears, 1 Mainspring, 1 Regulating Organ, 2 Gun Barrels, 1 Gun Hammer, 1 Gun Trigger
Damage: 2d10 (2-20) Physical
Description: This gun has a very long barrel for more accurate shooting at longer distance

Magicannon
Purchase: 50 gold
Pre-Requisite: Ranged Combat > 3
Size: 1
Wield: 1 handed
Range: 50 yards
Clip: 1
Craft/Repair: 10/10
Materials: 4 Casters, 2 Vector Coils, 1 Wave Amplifier, 15 screws, 1 Regulating Organ, 1 Gun Barrel, 1 Gun Hammer, 1 Gun Trigger
Damage: Varies by ammo
Description: A semi-magical artifact that only fires special bullets with magical effects called Relic Shells.

Musket
Purchase: 1 gold, 20 silver
Pre-Requisite: Ranged Combat > 2
Size: 1
Wield: 1 handed
Range: 25 yards
Clip: 1
Craft/Repair: 4/3
Materials: 4 screws, 1 gun barrel, 1 gun hammer, 1 trigger
Damage: 2d6 (2-12) Physical
Description: A hand-held firearm that propels a single bullet through the air

Pistol
Purchase: 3 gold
Pre-Requisite: Ranged Combat > 3
Size: 1
Wield: 1 handed
Range: 50 yards
Clip: 8
Craft/Repair: 5/4
Materials: 6 screws, 1 gear, 1 gun barrel, 1 gun hammer, 1 gun cylinder, 1 gun trigger
Damage: 2d8 (2-16) Physical
Description: Powerful sidearm that fires from a high-capacity clip

Revolver
Purchase: 8 gold, 10 silver
Pre-Requisite: Ranged Combat > 4
Size: 1
Wield: 1 handed
Range: 50 yards
Clip: 6
Craft/Repair: 6/5
Materials: 16 screws, 1 mainspring, 2 sprockets, 1 gun barrel, 1 gun hammer, 1 gun cylinder, 1 gun trigger
Damage: 2d10 (2-20) Physical
Description: A gun that fires bullets through a six-chambered rotating cylinder

Shotgun
Purchase: 21 gold
Pre-Requisite: Ranged Combat > 2
Size: 2
Wield: 2 handed
Range: Up to 30 yards
Clip: 4
Craft/Repair: 6/5
Materials: 10 Screws, 1 Molded Casing, 1 Caster, 2 Limiter Rings, 1 Gun Barrel, 1 Gun Hammer, 1 Gun Trigger
Damage: Damages multiple enemies at once. Damage varies by range:
• 2d12 to those within 10 yards
• 2d10 to those within 15 yards
• 2d8 to those within 20 yards
• 2d6 to those within 25 yards
• 2d4 to those within 30 yards
Description: Fires a shell full of small shots into a conical radius; best at short range


FLAILS
Flails are rope-like weapons or weights tied to rods and chains. In either case, the strength of the weapon is in the finesses of the user and the right snap of the wrist can be deadly effective as force is transferred and amplified across the length and arc of the weapon. Obviously, it takes a great deal of skill to use these weapons. But those with the capacity to master them are counted as some of the deadliest fighters alive.
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Bandalore
Purchase: 2 gold, 20 silver
Pre-Requisite: Armed Combat > 5
Size: 1
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1 leather strip, 1 ingot
Damage: Strength + 1d6+5 (6-11) Physical
Description: A deadly weight that retracts up and down a length of cord. In some cultures, modified versions are used as toys

Bull Whip
Purchase: 1 gold
Pre-Requisite: Armed Combat > 3
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 3 leather strips
Damage: Strength + 1d4+4 (5-8 ) Physical
Description: A length of intertwined and treated leather that snaps as sharply as any sword

Chain
Purchase: 3 gold, 80 silver
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 2/1
Materials: 3 ingots
Damage: Strength + 1d8+7 (8-15) Physical
Description: A crude weapon that is simply a length of heavy, metal chain

Flying Weight
Purchase: 21 gold
Pre-Requisite: Armed Combat > 7
Size: 1
Wield: 2 handed
Craft/Repair: 3/2
Materials: 2 leather strips, 5 ingots
Damage: Strength + 1d8+17 (18-25) Physical
Description: A blunt or spiked weight tied to the end of a long cord that takes great skill to use with precision

Jackblade
Purchase: 70 silver
Pre-Requisite: Armed Combat > 2
Size: 1
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 ingot, 1/2 leather strip
Damage: Strength + 3 Physical
Description: A bladed metal weight fastened to a length of fabric which is snapped at a target

Meteor Hammer
Purchase: 43 gold
Pre-Requisite: Armed Combat > 7
Size: 2
Wield: 2 handed
Craft/Repair: 6/4
Materials: 1 wood (sturdy), 30 ingots
Damage: Strength + 1d12+18 (19-30) Physical
Description: This gigantic version of the morning star smashes through everything in its path

Morning Star
Purchase: 7 gold
Pre-Requisite: Armed Combat > 5
Size: 1
Wield: 1 handed
Craft/Repair: 4/3
Materials: 1 wood (sturdy), 5 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: A flanged mace tied to the end of a short length of chain connected to a rod

Nunchaku
Purchase: 15 gold, 50 silver
Pre-Requisite: Armed Combat > 6
Size: 1
Wield: 2 handed (but can be used 1 handed at +2 Difficulty)
Craft/Repair: 5/4
Materials: 2 wood (sturdy), 1 ingot
Damage: Strength + 1d6+14 (15-20) Physical
Description: Two heavy metal or wooden rods attached by a short chain in this Shoukain design

Scourge
Purchase: 85 silver
Pre-Requisite: Armed Combat > 2
Size: 1
Wield: 1 handed
Craft/Repair: 3/1
Materials: 2 leather strips
Damage: Strength + 5 Physical
Description: A short whip with several strips of leather tied with bits of shrapnel, most often used in torture

Six Sectioned Staff
Purchase: 40 gold
Pre-Requisite: Armed Combat > 8
Size: 2
Wield: 2 handed
Craft/Repair: 7/6
Materials: 12 ingots
Damage: Strength + 1d12+20 (21-32) Physical
Description: 6 short rods connected by small length of chain


KNIVES
Knives are small, fast blades used in very close combat. Though weaker than traditional edged weapons such as swords, they are much more accurate. Many rogues prefer them due to their size, speed, precision, and the ease with which they can be concealed. In fact, when attempting to conceal any Knife, character's gain a +5 bonus to the required Guile feat.
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Dagger
Purchase: 80 silver
Pre-Requisite: Armed Combat > 2
Size: 0
Wield: 1 handed
Craft/Repair: 2/1
Materials: 1 ingot
Damage: Strength + 2
Description: The standard side-arm of the well-equipped adventurer is a 5-10 inch blade good as a tool both in and out of battle

Dirk
Purchase: 2 gold
Pre-Requisite: Armed Combat > 3
Size: 0
Wield: 1 handed
Craft/Repair: 4/2
Materials: 2 ingots
Damage: Strength + 5
Description: A sturdy knife, slightly larger than a dagger, used in both hunting and melee combat

Great Knife
Purchase: 15 gold
Pre-Requisite: Armed Combat > 5
Size: 1
Wield: 1 handed
Craft/Repair: 7/5
Materials: 7 ingots
Damage: Strength + 10
Description: That’s not a knife…now this is a knife

Hook Knife
Purchase: 1 gold, 40 silver
Pre-Requisite: Armed Combat > 3
Size: 0
Wield: 1 handed
Craft/Repair: 3/1
Materials: 1 ingot
Damage: Strength + 4
Description: The point of this knife curves into a fierce hook for ripping as it exits a wound

Kukri
Purchase: 5 gold
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 4/3
Materials: 3 ingots
Damage: Strength + 7
Description: The keen edge of this exotic blade curves forward from the handle

Kunai
Purchase: 1 gold
Pre-Requisite: Armed Combat > 3
Size: 0
Wield: 1 handed
Craft/Repair: 3/1
Materials: 1 ingot
Damage: Strength + 3
Description: A favorite of assassins, the Kunai is a small, guardless utility spike used for throwing, cutting, piercing, and even digging.

Sai
Purchase: 3 gold, 55 silver
Pre-Requisite: Armed Combat > 4
Size: 0
Wield: 1 handed
Craft/Repair: 5/3
Materials: 2 ingots
Damage: Strength + 5, grants a +1 Defense bonus when blocking melee attacks.
Description: A Shoukain weapon originally used as a farming tool, it is a spike with a forked handle used to parry swords

Stiletto
Purchase: 30 silver
Pre-Requisite: Armed Combat > 1
Size: 0
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 ingot
Damage: Strength + 1
Description: A small, thin knife used purely for stabbing purposes

Swordbreaker
Purchase: 12 gold
Pre-Requisite: Armed Combat > 6
Size: 1
Wield: 1 handed
Craft/Repair: 6/4
Materials: 6 ingots
Damage: Strength + 9
Description: The back of the blade is notched to catch swords and break them with a successful Defense/Dare roll.

Tessen
Purchase: 5 gold, 80 silver
Pre-Requisite: Armed Combat > 5
Size: 0
Wield: 1 handed
Craft/Repair: 6/6
Materials: 2 ingots
Damage: Strength + 6, grants a +1 bonus when blocking ranged attacks.
Description: Also known as the “iron fan”, the Shoukain Tessen is a thin blade that can fold and unfold like a paper fan

Tonto
Purchase: 8 gold
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 5/4
Materials: 5 ingots
Damage: Strength + 8
Description: This diminutive blade shares many characteristics with its fellow Shoukain blade, the Katana and the two are often used in tandem.


POLE-ARMS
Pole Arms are essentially weapons which utilize force amplified along the length of a long pole to inflict damage. There are two types of pole arms; spears and staffs. Spears are long poles with pointed ends and most have a metal tip which aids greatly in their durability and capacity for piercing armor. Though not quite as powerful as some other weapons, they have greater reach which allows the fighter to attack without placing themselves in harm’s way. Staffs are long sticks adapted for combat use. While not particularly heavy or powerful, most are innocuous enough to prevent suspicion and are favored by those who do not wish to kill or maim their enemies.
• All Pole Arms have a maximum range of 10 feet, allowing their users to engage foes at a greater distance than other weapons are able to fight at
• Spears may be thrown with a Ranged attack feat, dealing normal damage up to (Strength+Athletics)x2 yards away.
• If all the damage done against a target comes purely from a staff or unarmed attacks, the target will not die at 0 Life, but will instead be knocked unconscious.
• No sheathes exist for pole arms.
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Capture Staff
Purchase: 2 gold, 50 silver
Pre-Requisite: Armed Combat > 4
Size: 2
Wield: 2 handed
Craft/Repair: 4/3
Materials: 4 Wood (Sturdy), 4 Leather Strips, 1 Ingot (any)
Damage: None
Description: This staff has a lasso mechanism attached to the end and can grab and hold a target's limbs or neck with a successful attack

Halberd
Purchase: 24 gold
Pre-Requisite: Armed Combat > 5
Size: 3
Wield: 2 handed
Craft/Repair: 6/4
Materials: 4 wood (sturdy), 15 ingots
Damage: Strength + 1d6+15 (16-21) Physical
Description: A long, heavy spear with an ornate head designed to puncture and rip flesh as it exits

Partisan
Purchase: 5 gold, 50 silver
Pre-Requisite: Armed Combat > 3
Size: 2
Wield: 2 handed
Craft/Repair: 4/2
Materials: 2 wood (sturdy), 3 ingots
Damage: Strength + 1d6+9 (10-15) Physical
Description: This spear is around 6 feet long and has a heavy, broad, metal spike on the end

Pike
Purchase: 50 silver
Pre-Requisite: Armed Combat > 1
Size: 1
Wield: 2 handed
Craft/Repair: 1/1
Materials: 2 wood (sturdy)
Damage: Strength + 1d4+4 (5-9) Physical
Description: This spear is little more than a stick with a sharpened point

Pitchfork
Purchase: 75 silver
Pre-Requisite: None
Size: 1
Wield: 2 handed
Craft/Repair: 2/1
Materials: 1 wood (sturdy), 1 ingot
Damage: Strength + 1d6+3 (4-9) Physical
Description: A farming implement used to bale hay. It has a head with three spiked prongs

Pole
Purchase: 2 gold, 10 silver
Pre-Requisite: Armed Combat > 2
Size: 2
Wield: 2 handed
Craft/Repair: 3/2
Materials: 3 ingots
Damage: Strength + 1d6+5 (6-11) Physical
Description: A metal staff used for close combat; it is durable but heavier than a quarterstaff

Pole Cleaver
Purchase: 68 gold, 40 silver
Pre-Requisite: Armed Combat > 7
Size: 3
Wield: 2 handed
Craft/Repair: 8/6
Materials: 6 wood (sturdy), 48 ingots
Damage: Strength + 1d8+24 (25-32) Physical
Description: The largest known spear design has a heavy, powerful head that’s bigger than most enemies

Quarterstaff
Purchase: 60 silver
Pre-Requisite: Armed Combat > 1
Size: 2
Wield: 2 handed
Craft/Repair: 1/1
Materials: 2 wood (sturdy)
Damage: Strength + 1d6+1 (2-7) Physical
Description: A sturdy wooden pole used for close combat

Short Spear
Purchase: 2 gold
Pre-Requisite: Armed Combat > 2
Size: 1
Wield: 2 handed
Craft/Repair: 3/1
Materials: 2 wood (sturdy), 1 ingot
Damage: Strength + 1d6+6 (7-12) Physical
Description: A spear that is roughly 5 feet long and has a metal point

Swordstaff
Purchase: 40 gold, 15 silver
Pre-Requisite: Armed Combat > 6
Size: 3
Wield: 2 handed
Craft/Repair: 7/5
Materials: 5 wood (sturdy), 30 ingots
Damage: Strength + 1d6+20 (21-26) Physical
Description: This weapon sports a head that resembles the blade of a falchion

Trident
Purchase: 10 gold, 70 silver
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 2 handed
Craft/Repair: 5/3
Materials: 2 wood (sturdy), 7 ingots
Damage: Strength + 1d6+12 (13-18 ) Physical
Description: The more militarized version of the fork is 5 feet long, sturdy and reliable with spiked prongs on the head

Walking Stick
Purchase: 25 silver
Pre-Requisite:None
Size: 1
Wield: 2 handed
Craft/Repair: 0/0
Materials: 1/2 wood (sturdy)
Damage: Strength + 1d4 (1-4) Physical
Description: Gnarled staff used to help with balance when walking
PostPosted: Tue Jul 08, 2008 1:24 pm


SWORDS
The standard weapon of most warriors, the sword is the reliable and deadly weapon to which others are measured. They come in a variety of shapes and sizes and though most differences between swords are cosmetic, some truly alter the blade’s capabilities. A list of significantly remarkable sword designs is given below.
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Broad Sword
Purchase: 1 gold, 20 silver
Pre-Requisite: Armed Combat > 2
Size: 1
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1 wood (sturdy), 1 ingot
Damage: Strength + 1d4+6 (7-10) Physical
Description: Widely used weapon that is versatile and reliable

Claymore
Purchase: 10 gold, 80 silver
Pre-Requisite: Armed Combat > 5, Strength > 3
Size: 2
Wield: 2 handed
Craft/Repair: 6/4
Materials: 1 wood (sturdy), 9 ingots
Damage: Strength + 1d6+13 (10-15) Physical
Description: An exceptionally long, heavy, and deadly weapon

Cutlass
Purchase: 75 silver
Pre-Requisite: Armed Combat > 2
Size: 1
Wield: 1 handed
Craft/Repair: 2/2
Materials: 1/2 wood (sturdy), 1 ingot
Damage: Strength + 1d6+3 (4-9) Physical
Description: A curved sword with a hilt guard and menacing appearance

Falchion
Purchase: 23 gold, 20 silver
Pre-Requisite: Armed Combat > 7, Strength > 4
Size: 2
Wield: 2 handed
Craft/Repair: 8/6
Materials: 1 wood (sturdy), 19 ingots
Damage: Strength + 1d12+16 (17-28 ) Physical
Description: This gigantic, curved blade is a combination of the scimitar and the klaive

Flamberge
Purchase: 20 gold, 35 silver
Pre-Requisite: Armed Combat > 7, Strength > 4
Size: 2
Wield: 2 handed
Craft/Repair: 7/6
Materials: 1 wood (sturdy), 15 ingots
Damage: Strength + 1d6+16 (17-22) Physical
Description: A heavier version of the claymore with a wavy edge and deadly spikes at the blade’s base

Gladius
Purchase: 3 gold, 50 silver
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 4/3
Materials: 1 wood (sturdy), 2 ingots
Damage: Strength + 1d6+6 (7-12) Physical
Description: A short, thick, solid military sword ideal for cutting and chopping

Grand Klaive
Purchase: 65 gold
Pre-Requisite: Armed Combat > 10, Strength > 6
Size: 4
Wield: 2 handed
Craft/Repair: 10/8
Materials: 2 wood (sturdy), 43 ingots
Damage: Strength + 1d8+32 (33-40) Physical
Description: Just when you thought they couldn’t get any bigger…

Great Sword
Purchase: 24 gold
Pre-Requisite: Armed Combat > 8, Strength > 5
Size: 3
Wield: 2 handed
Craft/Repair: 8/7
Materials: 1 wood (sturdy), 23 ingots
Damage: Strength + 1d8+18 (19-26) physical
Description: This massive sword is used only by the greatest of warriors

Katana
Purchase: 17 gold
Pre-Requisite: Armed Combat > 6
Size: 1
Wield: 2 handed
Craft/Repair: 7/5
Materials: 1 wood (sturdy), 14 ingots
Damage: Strength + 1d6+15 (16-21) Physical
Description: This curved blade is made from a special forging process native to Shoukai

Klaive
Purchase: 40 gold
Pre-Requisite: Armed Combat > 9, Strength > 5
Size: 3
Wield: 2 handed
Craft/Repair: 9/8
Materials: 1 wood (sturdy), 32 ingots
Damage: Strength + 1d8+24 (25-32) Physical
Description: A massive war blade that leaves no survivors behind

Long Sword
Purchase: 2 gold
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 4/2
Materials: 1 wood (sturdy), 1 and 1/2 ingots
Damage: Strength + 1d8+4 (5-12) Physical
Description: Standard issue sword with a long blade and a keen edge

No-Dachi
Purchase: 31 gold
Pre-Requisite: Armed Combat > 8, Strength > 3
Size: 2
Wield: 2 handed
Craft/Repair: 9/7
Materials: 1 wood (sturdy), 30 ingots
Damage: Strength + 1d8+20 (21-28 ) Physical
Description: The longest version of the katana has a long, deadly reach but is more difficult to wield

Reaver
Purchase: 13 gold, 60 silver
Pre-Requisite: Armed Combat > 6, Strength > 3
Size: 2
Wield: 2 handed
Craft/Repair: 6/5
Materials: 1 wood (sturdy), 8 ingots
Damage: Strength + 1d8+12 (13-20) Physical
Description: This larger version of the scimitar is comparable in size to a claymore

Saber
Purchase: 5 gold
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 1 handed
Craft/Repair: 5/3
Materials: 1 wood (sturdy), 2 and 1/2 ingots
Damage: Strength + 1d6+8 (9-14) Physical
Description: This fearsome, curved blade is a favorite among bandits

Scimitar
Purchase: 8 gold, 50 silver
Pre-Requisite: Armed Combat > 5
Size: 1
Wield: 1 handed
Craft/Repair: 5/4
Materials: 1 wood (sturdy), 7 ingots
Damage: Strength + 1d8+8 (9-16) Physical
Description: The wide, curving, single-bladed scimitar is light and deadly

Short Sword
Purchase: 50 silver
Pre-Requisite: Armed Combat > 1
Size: 1
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1/2 wood (sturdy), 1/2 ingot
Damage: Strength + 1d4+3 (4-7) Physical
Description: A short, sturdy blade a little over 18 inches long

Wakazashi
Purchase: 6 gold
Pre-Requisite: Armed Combat > 4
Size: 1
Wield: 2 handed
Craft/Repair: 6/5
Materials: 1 wood (sturdy), 5 ingots
Damage: Strength + 1d4+10 (11-14) Physical
Description: This light, slightly curved blade from Shoukai is small enough for indoor sword fighting


THROWN WEAPONS
Thrown weapons are shaped to cut through the air and accurately hit a target from a distance. Though much weaker and slower than bows or firearms, thrown weapons are cheaper, require no reloading, and can be concealed easily.
• A thrown weapon’s range is equal to the thrower’s (Strength + Athletics)x5 feet.
• Thrown weapons can be easily retrieved after they have been thrown; some even return after a successful attack feat.
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Bola
Purchase: 50 silver
Pre-Requisite: Ranged Combat > 4
Size: 1 for 3 items
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1/2 ingot, 1 leather strip
Damage: None; immobilizes a target, binding whatever part it wraps around.
Description: Two weights tied to the ends of a length of rope that wrap around a target’s appendages to immobilize them

Boomerang
Purchase: 60 silver
Pre-Requisite: Ranged Combat > 5
Size: 1
Wield: 1 handed
Craft/Repair: 3/3
Materials: 1/2 wood (flexible)
Damage: Strength + 4 Physical; a successful attack with the boomerang sees it automatically returned to the user's hand
Description: Curved piece of lightweight wood that returns when thrown correctly

Chakram
Purchase: 3 gold
Pre-Requisite: Ranged Combat > 6
Size: 1
Wield: 1 handed
Craft/Repair: 4/4
Materials: 2 ingots
Damage: Strength + 7 Physical; a successful attack with the chakram sees it automatically returned to the user's hand
Description: This bladed discus is a powerful weapon, preferred by many throwing weapon experts

Dart
Purchase: 50 copper
Pre-Requisite: Ranged Combat > 1
Size: 1 for 10 items
Wield: 1 handed
Craft/Repair: 1/1
Materials: 1 Ingot makes 10
Damage: Strength + 2 Physical
Description: A small, spiked dart that pierces an enemy’s skin

Delta Wing Boomerang
Purchase: 16 gold, 30 silver
Pre-Requisite: Ranged Combat > 8
Size: 3
Wield: 1 handed
Craft/Repair: 7/6
Materials: 15 ingots
Damage: Strength + 18 Physical; a successful attack with the Delta Wing Boomerang sees it automatically returned to the user's hand
Description: Giant boomerang which is about 5 ½ feet tall and weighs over 50 lbs

Fuuma Shuriken
Purchase: 11 gold
Pre-Requisite: Ranged Combat > 7
Size: 2
Wield: 1 handed
Craft/Repair: 6/5
Materials: 10 ingots
Damage: Strength + 14 Physical
Description: A much larger version of the shuriken; one of the largest throwing weapons

Javelin
Purchase: 6 gold, 80 silver
Pre-Requisite: Ranged Combat > 5
Size: 2
Wield: 1 handed
Craft/Repair: 5/4
Materials: 4 ingots, 1 wood (sturdy)
Damage: Strength + 10 Physical, if used for melee strikes, the javelin deals Strength + 1d10 damage.
Description: This spear can be used in melee fighting but finds its true purpose in throwing

Kunai
Purchase: 20 silver
Pre-Requisite: Ranged Combat > 3
Size: 1 for 5 items
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1 ingot makes 5
Damage: Strength + 4 Physical, if used for melee strikes, the kunai deals Strength + 1d4+2 damage.
Description: These light, guardless knives are also used for close quarters fighting

Net
Purchase: 1 gold, 25 silver
Pre-Requisite: Ranged Combat > 4
Size: 1
Wield: 2 handed
Craft/Repair: 3/2
Materials: 5 leather strips
Damage: None; completely immobilizes a target it ensnares.
Description: An arrangement of cords that are weighted at their base to ensnare a target when thrown

Shuriken
Purchase: 2 silver, 50 copper
Pre-Requisite: Ranged Combat > 2
Size: 1 for 10 items
Wield: 1 handed
Craft/Repair: 2/2
Materials: 1 ingot makes 10
Damage: Strength + 3 Physical
Description: Also known as the throwing star, the shuriken has blades on all sides of the disc

Smooth Stone
Purchase: 10 copper
Pre-Requisite: None
Size: 1 for 10 items
Wield: 1 handed
Craft/Repair: 0/0
Materials: None (made from scrap materials)
Damage: Strength + 1 Physical
Description: It’s a rock, sanded and smoothed for style and aerodynamics

Throwing Axe
Purchase: 1 gold, 40 silver
Pre-Requisite: Ranged Combat > 4
Size: 1 for 2 items
Wield: 1 handed
Craft/Repair: 3/2
Materials: 1 ingot, 1/2 wood (sturdy)
Damage: Strength + 6 Physical, if used for melee strikes, the throwing axe deals Strength + 1d6 damage.
Description: This small hatchet is best used for throwing

Throwing Knife
Purchase: 12 silver, 50 copper
Pre-Requisite: Ranged Combat > 3
Size: 1 for 5 items
Wield: 1 handed
Craft/Repair: 2/2
Materials: 1 ingot makes 5
Damage: Strength + 4 Physical, if used for melee strikes, the knife deals Strength + 1d4 damage.
Description: This small knife is balanced best for throwing


WANDS
Wands are magical items commonly used by mages to focus their spells. Through a wand, spells are much easier to cast and can add other special qualities to a mage’s arsenal depending on the type of wood used to make the wand and the magical essence at the wand’s core.
• All wands are 1-handed weapons and have a size of ¼ (4 wands = 1 item slot)
• No ordinary blacksmith can create or mend a broken wand. It takes a special trade skill known as Enchanting to create a wand. More on trade skills later.
• A wand’s durability is directly tied with how attuned to the magical flow of its core element it is. Wands that are made from materials that resonate with their cores are more durable than those that are not; therefore, only a handful of magical materials and woods resonate together well enough to create an effective wand.
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Oak Wand with Angel Hair Core
Purchase: 15 gold
Pre-requisite: Any magic skill rank > 1
Effect: Increases the range of applicable spells by 1/5 of their total range

Oak Wand with Fairy Dust Core
Purchase: 5 gold
Pre-requisite: Any magic skill rank > 1
Effect: Provides a +1 bonus to feats for casting spells with the wand

Oak Wand with Phoenix Plume Core
Purchase: 20 gold
Pre-requisite: Any magic skill rank > 1
Effect: Increases applicable spell's rank by 1 for the purpose of determining effect

Oak Wand with Unicorn Mane Core
Purchase: 10 gold
Pre-requisite: Any magic skill rank > 1
Effect: Decreases the Mana cost of spells by 1

Balsa Wand with Angel Hair Core
Purchase: 30 gold
Pre-requisite: Any magic skill rank > 2
Effect: Increases the range of applicable spells by 1/4 of their total range

Balsa Wand with Fairy Dust Core
Purchase: 10 gold
Pre-requisite: Any magic skill rank > 2
Effect: Provides a +2 bonus to feats for casting spells with the wand

Balsa Wand with Phoenix Plume Core
Purchase: 40 gold
Pre-requisite: Any magic skill rank > 2
Effect: Increases applicable spell's rank by 2 for the purpose of determining effect

Balsa Wand with Unicorn Mane Core
Purchase: 20 gold
Pre-requisite: Any magic skill rank > 2
Effect: Decreases the Mana cost of spells by 2

Cherry Wand with Angel Hair Core
Purchase: 60 gold
Pre-requisite: Any magic skill rank > 3
Effect: Increases the range of applicable spells by 1/3 of their total range

Cherry Wand with Fairy Dust Core
Purchase: 20 gold
Pre-requisite: Any magic skill rank > 3
Effect: Provides a +3 bonus to feats for casting spells with the wand

Cherry Wand with Phoenix Plume Core
Purchase: 80 gold
Pre-requisite: Any magic skill rank > 3
Effect: Increases applicable spell's rank by 3 for the purpose of determining effect

Cherry Wand with Unicorn Mane Core
Purchase: 40 gold
Pre-requisite: Any magic skill rank > 3
Effect: Decreases the Mana cost of spells by 3

Holly Wand with Angel Hair Core
Purchase: 1 platinum, 20 gold
Pre-requisite: Any magic skill rank > 4
Effect: Increases the range of applicable spells by 1/2 of their total range

Holly Wand with Fairy Dust Core
Purchase: 40 gold
Pre-requisite: Any magic skill rank > 4
Effect: Provides a +4 bonus to feats for casting spells with the wand

Holly Wand with Phoenix Plume Core
Purchase: 1 platinum, 60 gold
Pre-requisite: Any magic skill rank > 4
Effect: Increases applicable spell's rank by 4 for the purpose of determining effect

Holly Wand with Unicorn Mane Core
Purchase: 80 gold
Pre-requisite: Any magic skill rank > 4
Effect: Decreases the Mana cost of spells by 4

Whitewood Wand with Angel Hair Core
Purchase: 2 platinum, 40 gold
Pre-requisite: Any magic skill rank > 5
Effect: Doubles the range of applicable spells

Whitewood Wand with Fairy Dust Core
Purchase: 80 gold
Pre-requisite: Any magic skill rank > 5
Effect: Provides a +5 bonus to feats for casting spells with the wand

Whitewood Wand with Phoenix Plume Core
Purchase: 3 platinum, 20 gold
Pre-requisite: Any magic skill rank > 5
Effect: Increases applicable spell's rank by 5 for the purpose of determining effect

Whitewood Wand with Unicorn Mane Core
Purchase: 1 platinum, 60 gold
Pre-requisite: Any magic skill rank > 5
Effect: Decreases the Mana cost of spells by 5

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Jul 10, 2008 11:02 pm


ARMOR
Protective gear worn over the body to shield it from harm is called armor. The armor listed here may take on any appearance according to the player's particular wishes (within reason - a suit of leather couldn't look like a suit of chain mail).
Each suit of armor consists of 4 individual pieces. A complete suit of armor consists of cover for the head, torso, arms, and legs. Individual pieces provide no Armor bonus on their own (what little protection they provide is completely negligible) because they cover such a small area, leaving an open weak point.
In order to receive full protection, characters must assemble a complete suit of armor. Once all four elements are present, the character may wear the suit of armor and receive the bonuses he is entitled to.
Purchases listed here are for the full suit of armor. However, characters may divide the cost by 4 if they wish to purchase but a single piece of the suit. Pieces of different armor suits cannot be mixed and matched.
User Image
Item Name
Purchase: The typical cost (in copper, silver, gold, platinum, or even mythril coins) to purchase. Though some shops may sell items for higher or lower, this is the price character's will typically pay for such an item.
Designation: Whether the armor is classifed as Light or Heavy armor.
Pre-Requisite: Any skill or stat requirements which one must meet before equipping a certain piece of armor are listed here.
Craft/Repair: If a character wishes to repair or create his own armor, the Craft skill requirement associated with both feats is listed here. The creation requirement is listed first (to the left of the slash) and the repair requirement is listed second (to the right of the slash).
Description: A brief description of the item's appearance and effects.
Materials: The material components required to create this item are listed here. In cases of exceptional wear and tear, one may require some of the elements listed here to repair this piece of equipment as well.
Armor Bonus: The numerical value and type of armor this piece of equipment provides.
Notes: Any special notes, bonuses, or penalties associated with wearing the armor.


CLOTH
Cloth armor is fabric padded with extra layers of material to add to its defensive capabilities. Though serious warriors prefer to use something a bit more protective, magic users who need to chant spells and sneaky sorts who can’t go clunking around in heavy armor would be wise to consider its use.
• Suits of cloth armor have a size of 2 when unequipped. When equipped, cloth armor fills 0 item slots.
• It should be noted that what is presented here is cloth armor; actual clothing offers no defensive bonus. The clothing here is relatively thick, coarse, and uncomfortable. Though it shares some of the same fashion designs as regular clothing, cloth armor is a military tool that definitely looks and feels like armor.
• Cloth armor presents no penalties to Wait, Agility, or stealth
• It is possible to chant spells through cloth armor
• It is possible to meditate and regain Mana through cloth armor
• Spirit is unaffected by Cloth armor

Traveler's Suit
Purchase: 1 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 2/1
Materials: 5 bolts of cloth
Description: Thick, heavy, durable clothes made for defense against both the elements and ambush.
Armor Bonus: +4 Physical
Notes: -

Footman's Armor
Purchase: 8 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 3/2
Materials: 12 bolts of cloth
Description: Thick, padded clothing for military use. Though far from the best armor, it gives adequate protection without sacrificing mobility.
Armor Bonus: +6 Physical
Notes: -

Mageweave Cloth
Purchase: 14 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 4/3
Materials: 6 bolts of cloth (Gray Mary)
Description: Cloth spun from the flax of Gray Mary, an herb with mild magical properties.
Armor Bonus: +3 Physical
Notes: Increases Spirit by 1


LEATHER
Leather armor is slightly heavier and more durable than cloth. It is made from tanned and treated hide and often studded with bolts of metal or wood for extra protection. The more militant mages and rogues who plan on darting in and out of the thick of combat often sport leather garb.
• Suits of leather armor have a size of 2 when unequipped. When equipped, leather armor fills 0 item slots.
• Leather armor presents no penalties to Wait, Agility, or stealth
• It is possible to chant spells through leather armor, but chant requirements increase by 1
• Mana regained through meditation is reduced by 2 when wearing Leather armor
• Spirit is unaffected by Leather armor

Boiled Hide
Purchase: 4 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 3/2
Materials: 5 bolts of leather
Description: A weather treated and tear resistant suit of leather armor ideal for light infantry.
Armor Bonus: +6 Physical
Notes: -

Studded Armor
Purchase: 20 gold
Designation: Light Armor
Pre-Requisite: Strength > 3
Craft/Repair: 4/3
Materials: 10 bolts of leather, 4 ingots
Description: This suit of leather is dotted with hundreds of metal studs to increase protection.
Armor Bonus: +8 Physical
Notes: -

Gladiator's Panoply
Purchase: 50 gold
Designation: Light Armor
Pre-Requisite: Strength > 4
Craft/Repair: 5/4
Materials: 18 bolts of leather, 2 ingots
Description: Often worn by arena fighters, this suit offers both speed and protection
Armor Bonus: +10 Physical
Notes: -

Stealth Leather
Purchase: 32 gold
Designation: Light Armor
Pre-Requisite: Agility > 3
Craft/Repair: 6/5
Materials: 8 bolts of leather, dyed black
Description: A dark suit of leather armor which grants quick, fluid movement through the shadows as well as protection from harm.
Armor Bonus: +5 Physical
Notes: Guile rolls related to stealth and sneaking receive a +2 bonus


CARAPACE
Carapace is a heavier form of light armor made not from metal or leather, but from the shells and bones of various armored creatures. By affixing these durable organic plates to leather, a tough kind of armor is born that fuses durability and speed with the capacity for Mana use.
• Suits of carapace armor have a size of 3 when unequipped. When equipped, carapace armor fills 1 item slot.
• Carapace armor presents no penalties to Wait or stealth
• Those wearing carapace armor suffer an Agility penalty of -1
• It is possible to chant spells through carapace armor, but chant requirements increase by 2
• Mana regained through meditation is reduced by 4 when wearing Carapace armor
• Spirit is unaffected by Carapace armor

Shale Armor
Purchase: 30 gold
Designation: Light Armor
Pre-Requisite: Strength > 3
Craft/Repair: 5/4
Materials: 8 blocks of carapace, 1 ingot
Description: A composite light armor made from shells and minerals found near the coast.
Armor Bonus: +10 Physical
Notes: -

Chitin Suit
Purchase: 1 platinum, 80 gold
Designation: Light Armor
Pre-Requisite: Strength > 3
Craft/Repair: 6/5
Materials: 18 blocks of carapace, 2 ingots
Description: Made from the shell of a large crustacean, the chitin suit provides strong, organic protection.
Armor Bonus: +13 Physical
Notes: -

Exoskeleton
Purchase: 3 platinum, 50 gold
Designation: Light Armor
Pre-Requisite: Strength > 4
Craft/Repair: 7/6
Materials: 30 blocks of carapace, 3 ingots
Description: A tight-fitting and sleek suit of armor that resembles the exoskeleton of an insect
Armor Bonus: +16 Physical
Notes: -

Rainbow Shell
Purchase: 10 platinum
Designation: Light Armor
Pre-Requisite: Strength > 3
Craft/Repair: 8/7
Materials: 8 blocks of crystal carapace, 4 ingots
Description: Composed of rare and valuable shells, this armor has a magical quality that quickly restores the Mana of those who wear it.
Armor Bonus: +12 Physical
Notes: Increases Spirit by 3


CHAIN MAIL
Chain mail is comprised of small links of interwoven chain that provide a measurable degree of protection while keeping the wearer’s mobility intact. Agile fighters, infantry, and rogues unconcerned with stealth are the groups who primarily use chain mail.
• Suits of chain mail armor have a size of 3 when unequipped. When equipped, chain mail fills 1 item slot.
• Chain mail armor presents no penalty to Wait
• Those wearing chain mail armor suffer an Agility penalty of -1
• Chain mail armor increases the Difficulty of Guile feats related to Stealth by 2
• It is impossible to meditate or chant spells while wearing chain mail
• Spirit is reduced by 1 when wearing chain mail armor

Mesh Suit
Purchase: 1 platinum
Designation: Light armor
Pre-Requisite: None
Craft/Repair: 7/6
Materials: 25 ingots
Description: A suit of armor made from interwoven chains.
Armor Bonus: +16 Physical
Notes: -

Soldier's Armor
Purchase: 5 platinum
Designation: Light armor
Pre-Requisite: None
Craft/Repair: 8/7
Materials: 75 ingots
Description: The armor of the typical soldier in a well-fitted army.
Armor Bonus: +19 Physical
Notes: -

Heavy Chain
Purchase: 10 platinum
Designation: Light armor
Pre-Requisite: Strength > 3
Craft/Repair: 9/8
Materials: 125 ingots
Description: Made from exceptionally durable and heavy chains, this mesh suit provides light and superior protection.
Armor Bonus: +22 Physical
Notes: -


RING MAIL
Ring mail differs from chain mail in that the rings are larger and more numerous. This grants it additional durability, as larger, thicker chains are less likely to break apart than smaller ones. Not only that, but the armor, though more expensive and time consuming to create, is more resistant to attack than conventional chain mail.
• Suits of ring mail armor have a size of 4 when unequipped. When equipped, ring mail fills 2 item slots.
• Ring mail presents no penalty to Wait
• Those wearing ring mail armor suffer an Agility penalty of -2
• Ring mail armor increases the Difficulty of Guile feats related to Stealth by 4
• It is impossible to meditate or chant spells while wearing ring mail
• Spirit is reduced by 2 (to a minimum of 0) when wearing ring mail armor

Warrior's Mantle
Purchase: 2 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 2
Craft/Repair: 2/1
Materials: 4 ingots
Description: Adequate and affordable defense worn by most serious warriors.
Armor Bonus: +6 Physical
Notes: -

Reinforced Ring Mail
Purchase: 8 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 3
Craft/Repair: 3/2
Materials: 5 bolts of leather, 12 ingots
Description: Heavy ring mail reinforced by a thick layer of treated leather hide.
Armor Bonus: +9 Physical
Notes: -

Ringed Aegis
Purchase: 18 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 3
Craft/Repair: 4/3
Materials: 30 ingots
Description: Highest quality ring mail forged with the greatest care from the purest metals.
Armor Bonus: +12 Physical
Notes: -

Amazon Armor
Purchase: 6 gold
Designation: Heavy Armor
Pre-Requisite: Character must be female
Craft/Repair: 4/3
Materials: 3 bolts of leather, 8 ingots
Description: Sexy ringmail which leaves little to the imagination...so how does it provide such great armor?
Armor Bonus: +10 Physical
Notes: Can only be worn by female characters


SCALE MAIL
Scale mail is the next step up from ring mail. Instead of interwoven links, scale mail consists of interwoven metal plates. This armor is much more protective than chain mail and lighter than full-on plate. Many serious warriors and knights wear scale mail as an alternative to heavy plate.
• Suits of scale mail armor have a size of 4 when unequipped. When equipped, scale mail fills 2 item slots.
• Scale mail increases Wait by 1
• Those wearing scale mail armor suffer an Agility penalty of -2
• Scale mail armor increases the Difficulty of Guile feats related to Stealth by 6
• It is impossible to meditate or chant spells while wearing scale mail
• Spirit is reduced by 3 (to a minimum of 0) when wearing scale mail armor

Scale Battlesuit
Purchase: 14 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 2
Craft/Repair: 4/3
Materials: 50 ingots
Description: Powerful armor made from solid, seperate plates of metal
Armor Bonus: +12 Physical
Notes: -

Captain's Armor
Purchase: 42 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 3
Craft/Repair: 5/4
Materials: 80 ingots
Description: Incredibly durable and mobile armor often reserved for the captains of warring squadrons.
Armor Bonus: +15 Physical
Notes: -

Dragon Scale Armor
Purchase: 1 platinum
Designation: Heavy Armor
Pre-Requisite: Strength > 3
Craft/Repair: 6/5
Materials: 110 ingots
Description: Utlizes a thick, smaller layer of scales resembling the patterns found on dragon's hide.
Armor Bonus: +18 Physical
Notes: -

Lamellar Suit
Purchase: 80 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 2
Craft/Repair: 7/5
Materials: 30 wood (sturdy), 20 bolts of leather, 10 ingots
Description: Instead of metal, lacquered wood and leather is used in the contruction of this amazingly light armor
Armor Bonus: +14 Physical
Notes: It is possible to chant (+2 to chant requirements) and meditate while wearing Lamellar armor and spirit is only reduced by 1


PLATE
Plate mail is just that; solid plates of metal worn to protect the body from damage. Though it fares well against almost all forms of attack, plate mail is so heavy that it seriously prohibits the mobility of those who wear it. Warriors who serve as their party’s tanks often wear plate mail.
• Suits of plate armor have a size of 5 when unequipped. When equipped, cloth plate mail fills 3 item slots.
• Plate mail increases Wait by 1
• Those wearing plate armor suffer an Agility penalty of -3
• Plate mail armor increases the Difficulty of Guile feats related to Stealth by 8
• It is impossible to meditate or chant spells while wearing plate mail
• Spirit is reduced by 4 (to a minimum of 0) when wearing plate armor

Hardsuit
Purchase: 2 platinum
Designation: Heavy Armor
Pre-Requisite: Strength > 4
Craft/Repair: 6/5
Materials: 165 ingots
Description: The prototypical suit of plate armor, heavy, inflexible, and highly protective.
Armor Bonus: +20 Physical
Notes: -

Knight's Armor
Purchase: 7 platinum, 35 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 4
Craft/Repair: 7/6
Materials: 230 ingots
Description: Those in shining armor, riding upon noble steeds often brandish this impressive armor.
Armor Bonus: +25 Physical
Notes: -

Guardian
Purchase: 18 platinum
Designation: Heavy Armor
Pre-Requisite: Strength > 4
Craft/Repair: 8/7
Materials: 300 ingots
Description: Widely considered the ultimate in protection, the Guardian suit is as invulnerable as it is impressive.
Armor Bonus: +30 Physical
Notes: -


GILDED PLATE
Gilded Plate mail is the most durable and bulky of all the armor types. It is doubly reinforced and designed in such a way as to use corners and flourishes in its design to help absorb impact. A knight in gilded plate is truly a sight to behold and only the most powerful warriors can even attempt to wear this amazing armor.
• Suits of gilded plate armor have a size of 5 when unequipped. When equipped, gilded plate fills 3 item slots.
• Gilded plate mail increases Wait by 2
• Those wearing gilded plate armor suffer an Agility penalty of -3
• Gilded plate mail armor increases the Difficulty of Guile feats related to Stealth by 10
• It is impossible to meditate or chant spells while wearing gilded plate mail
• Spirit is reduced by 5 (to a minimum of 0) when wearing gilded plate armor

Titan's Armor
Purchase: 32 platinum
Designation: Heavy Armor
Pre-Requisite: Strength > 5
Craft/Repair: 8/7
Materials: 450 ingots
Description: A massive suit of armor which looks like it belongs on the form of a titan.
Armor Bonus: +30 Physical
Notes: -

Colossus
Purchase: 65 platinum, 10 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 5
Craft/Repair: 9/8
Materials: 650 ingots
Description: Thick sheets of steel crafted masterfully form the elaborate cornices and flourishes of this incredible armor.
Armor Bonus: +40 Physical
Notes: -

Dreadnought
Purchase: 1 mythril, 20 platinum
Designation: Heavy Armor
Pre-Requisite: Strength > 5
Craft/Repair: 10/9
Materials: 1000 ingots
Description: No better protection can be made by no better hands; Dreadnought is the absolute best non-magical protection available.
Armor Bonus: +50 Physical
Notes: -


SHIELDS
Shields are metal plates held in the hand and/or strapped to the forearm and used to block oncoming damage. As a shield's size increases, so does the area which it can protect, which makes blocking easier. Those warriors who do not use two-handed weapons often sport a shield in their off-hand.
• Shields are all one-handed items
• Shields take up 0 item slots when equipped and a number of item slots equal to their block bonus when unequipped.
• If used as a bashing weapon, the shield deals 1d4 + its Block bonus as Physical damage
• Some shields have spikes on their front – in this case, the shield deals 1d6 + its Block bonus as Physical damage when used as a weapon against enemies.
• Just like armor, shields are divided into two classes; light and heavy. Those capable of wearing light armor can equip light shields. Those who can wear heavy armor may wield heavy shields.

Buckler
Purchase: 3 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 2/1
Materials: 5 ingots
Description: A small, round shield that is worn over the forearm.
Armor Bonus: +1 Physical
Notes: Defense +1

Targe
Purchase: 12 gold
Designation: Light Armor
Pre-Requisite: None
Craft/Repair: 3/2
Materials: 10 ingots
Description: A much larger version of the buckler.
Armor Bonus: +2 Physical
Notes: Defense +2

Tear Shield
Purchase: 60 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 2
Craft/Repair: 4/3
Materials: 14 ingots, 1 bolt of leather
Description: Body shield that is in the shape of a reverse tear.
Armor Bonus: +2 Physical
Notes: Defense +3

Kite Shield
Purchase: 3 platinum, 60 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 3
Craft/Repair: 5/4
Materials: 20 ingots
Description: Popular design that covers most of the body in a kite-shaped design.
Armor Bonus: +3 Physical
Notes: Defense +4

Tower Shield
Purchase: 25 platinum, 20 gold
Designation: Heavy Armor
Pre-Requisite: Strength > 4
Craft/Repair: 6/5
Materials: 25 ingots
Description: A giant shield by any measure – the tower shield provides ample protection and then some.
Armor Bonus: +3 Physical
Notes: Defense +5
PostPosted: Fri Jul 11, 2008 4:10 pm


GEAR
Miscellaneous items which provide necessary utility or superfluous comforts to adventurers are listed in this section. Every character should at least purchase a basic adventuring kit as it contains all the items most commonly used by those who explore the dark places of the world. There are variety of other items necessary for the use of some skills (such as a hammer & tongs for crafting or bandages for medicine) listed here as well. It's a good idea to take the boy scout approach to this section and make sure your character is prepared for any situation that may arise with the proper tools to handle it.

Item Name
Purchase: The cost in copper, silver, or gold coins to purchase the item.
Size: How many item slots (out of 10) the item takes up in the character's pack.
• 0 Slots: Small enough to fit inside a character’s pocket; insignificant on its own, but several combined can count as a 1 slot item.
• 1 Slot: Can be held in one hand, but is slightly large nonetheless
• 2 Slots: Must be carried in two hands normally; pretty big
• 3 Slots: Very big, heavy, and generally unwieldy, though it can still be carried in two hands and some packs
• Anything larger than 3 slots cannot fit inside a pack
Description: A brief description of the item's use and any informative trivia can be found here.
Notes: Special notes about the item's use or effect.


BASIC GEAR
All those character planning on venturing out from the safety of their local town would be wise to consider investing in some of the gear listed below.

Adventurer's Kit
Purchase: 80 silver
Size: 4
Description: A pack of various useful tools that most adventurers find some need of in their travels
Notes: Includes a bedroll, canteen, flint & tinder, 100 feet of rope, tent (small), and 10 days provisions

Bedroll
Purchase: 20 silver
Size: 1
Description: A sleeping bag that unrolls to provide warmth and comfort during sleep
Notes: -

Box of Matches
Purchase: 50 silver
Size: 0
Description: A box containing 100 sulphurous matches that, when struck, produce a small fire.
Notes: -

Canteen
Purchase: 20 silver
Size: 0
Description: Container that can hold amost a gallon of liquid (4 pints)
Notes: -

Fishing Rod & Tackle
Purchase: 50 silver
Size: 1
Description: A retractible rod, reel, and small tacklebox for catching fish in bodies of water.
Notes: Requires a Wilderness+Luck feat to use.

Flint & Tinder
Purchase: 5 silver
Size: 1
Description: A box of flint and tinder used for starting camp fires
Notes: Requires a Wilderness feat to use

Grappling Hook
Purchase: 25 silver
Size: 1 (if unattached to rope)
Description: Tied to the end of a rope to latch onto any snags and provide a means to climb with the rope.
Notes: -

Hammer & Pitons
Purchase: 50 silver
Size: 1
Description: Tools for extended climbing; drive the pitons into the face of what you want to climb and go from there.
Notes: Comes with 10 pitons

Lantern
Purchase: 25 silver
Size: 1
Description: A hand-held light-source that slowly burns oil to provide luminescence.
Notes: Provides up to 40 feet of light in all directions for up to 72 hours.

Pots & Pans
Purchase: 40 silver
Size: 1
Description: Various assorted collapsible pots and pans for cooking on the go
Notes: Requires a Craft feat to cook

Provisions
Purchase: 5 silver
Size: 0
Description: A day's worth (2½ meals) of dried food for traveling. Not the best food, but it keeps the body going.
Notes: -

Rope, 100 feet
Purchase: 10 silver
Size: 1
Description: 100 feet of durable rope
Notes: -

Sheathe
Purchase: 50 silver
Size: 0
Description: A sturdy scabbard, sheath, strap, or band to help carry around heavy weapons with little effort.
Notes: Reduces a weapon's size by 3 (to a minimum of 0) for the purposes of carrying it around.

Solar Stick
Purchase: 40 silver
Size: 0
Description: Contains two chemicals that, when mixed, produce light. The stick is twisted and pops loudly when the chemicals are mixed.
Notes: Provides up to 50 feet of light in all directions for up to 6 hours.

Tent (small)
Purchase: 60 silver
Size: 1
Description: A tent large enough for only one person
Notes: Requires a Wilderness feat to set up.

Tent (large)
Purchase: 1 gold
Size: 2
Description: A tent large enough for 2-3 people
Notes: Requires a Wilderness feat to set up.

Torch
Purchase: 50 copper
Size: 1
Description: A wooden stick, doused with oil and tinder on one end to burn brightly
Notes: Provides up to 25 feet of light in all directions for up to 1 hour.


MEDICAL
The items listed below can be used by a character trained in Medicine to save another's life. Such healers should purchase at least a First Aid kit when starting out to ensure the well-being of their combat-prone allies.

Adrenaline Shot
Purchase: 50 silver
Size: 0
Description: Shot of a natural enzyme to keep a fallen target alive.
Notes: Erases one strike against a fallen character. May be used up to 2 rounds after the target has acquired his third strike. Requires a medicine feat to use.

Antibiotics
Purchase: 75 silver for a capsule of 12.
Size: 0
Description: Tasteless pills which help to cure disease.
Notes: Reduces a disease's Level by 1. Requires a medicine feat to use.

Anti-Venom
Purchase: 30 silver
Size: 0
Description: A complex elixer of enzymes and drugs serves as a miracle cure for nearly any known poison.
Notes: Reduces a poison's Level by 1d4. Target makes a Stamina feat; if successful, the poison is neutralized. Requires a medicine feat to use.

Bandages
Purchase: 5 silver
Size: 0
Description: Sterile gauze used to bind wounds.
Notes: Allows a character to recover Life at twice his Constitution score. Can also stop bleeding and trauma. Requires a medicine to use.

First Aid Kit
Purchase: 2 gold
Size: 1
Description: A kit containing various medical tools
Notes: Contains a scalpel, forceps, a splint, a capsule of 12 painkillers, a capsule of Antibiotics, 2 shots of Anti-Venom, 2 shots of Adrenaline, and 10 strips of Bandages.


TOOLS
The various tools listed below are necessary for plying any Trade Skills one might have. Also listed are a few kits that rogues will find useful

Blacksmith's Tools
Purchase: 3 gold
Size: 2
Description: Tools used for working with metal.
Notes: Includes hammer, tongs, pliers, mini-clamp, and other tools necessary for the Blacksmithing Trade Skill.

Carpenter's Tools
Purchase: 3 gold
Size: 2
Description: Tools used for making things out of wood.
Notes: Includes hammer, nails, clamp, screwdriver, and other tools necessary for the Carpentry Trade Skill.

Chemistry Set
Purchase: 3 gold
Size: 2
Description: Tools used for mixing up potions.
Notes: Includes burners, alembics, mortar & pestle, and other tools necessary for the Alchemy Trade Skill.

Disguise Kit
Purchase: 1 gold
Size: 2
Description: Useful kit for those wishing to look like someone else.
Notes: Includes a few wigs, hair dye, make-up, and a few miscellaneous costumes.

Kitchenware
Purchase: 3 gold
Size: 2
Description: Domestic tools used for preparing food.
Notes: Includes pots, pans, spatulas, ladles, flatware, and other tools necessary for the Cooking Trade Skill.

Leather Worker's Tools
Purchase: 3 gold
Size: 2
Description: Specific tools necessary for working with leather.
Notes: Includes paddle, knife, razor, brush, scissors, and other tools necessary for the Sewing Trade Skill (leatherwork).

Mason's Tools
Purchase: 3 gold
Size: 2
Description: Precision instruments for the fine art of stonework.
Notes: Includes hammer, chisel, brush, calipers, and other tools necessary for the Stonework Trade Skill.

Security Kit
Purchase: 2 gold
Size: 2
Description: The standard tool kit of any rogue worth his salt.
Notes: Includes lock pick, tension wrench, hacksaw, file, and other tools useful to those looking to break and enter.

Sewing Kit
Purchase: 3 gold
Size: 2
Description: A kit that contains the fine instruments needed for sewing cloth.
Notes: Includes needle, thread, long needle, scissors, and other tools necessary for the Sewing Trade Skill.

Tinker's Tools
Purchase: 3 gold
Size: 2
Description: The tools in this kit are specifically made for working with machines and technology.
Notes: Includes wrench, screwdriver, pliers, grip, and other tools necessary for the Invention Trade Skill.


FOOD & DRINK
All living creatures need food and water to survive. Typically, one can go (Stamina x 10) days without food and (Stamina) days without water. Listed below are just a few of the many types of food available at general and grocery stores. Prices are listed by the package/bottle/bowl/etc.

Bread
Purchase: 20 copper
Size: 0
Description: There’s a reason bread represents life; it's the basis for any healthy diet.
Notes: -

Candy
Purchase: 1 silver
Size: 0
Description: Sweet candies such as fudge, licorice, taffy, hard candies, and pastries.
Notes: -

Cheese
Purchase: 5 silver
Size: 0
Description: Made from milk, cheese spoils easily but tastes great
Notes: -

Eggs
Purchase: 1 silver for 12 (a dozen)
Size: 0
Description: Boiled, scrambled, or prepared in any way, eggs are a great source of protein.
Notes: -

Fresh Fruit
Purchase: 30 copper
Size: 0
Description: Juicy fruit like apples, oranges, strawberries, and peaches fresh from the fields.
Notes: -

Fresh Vegetables
Purchase: 20 copper
Size: 0
Description: Delicious vegetables like carrots, spinach, potatoes, and cabbage fresh from the fields.
Notes: -

Meat (boiled)
Purchase: 50 copper
Size: 0
Description: The cheapest way of cooking meat waters down its taste, but keeps the coin purse happy.
Notes: -

Meat (marinated)
Purchase: 25 silver
Size: 0
Description: Fine meats are left to simmer in their own juices as they slowly cook.
Notes: -

Meat (cured)
Purchase: 10 silver
Size: 0
Description: A long process which involves no cooking, but salts the meat to preserve its flavor.
Notes: Can go months without spoiling.

Meat (smoked)
Purchase: 5 silver
Size: 0
Description: The most common way to prepare meat is to cook it over a fire. The flavor of the wood lingers in the taste of the food.
Notes: -

Noodles
Purchase: 40 copper
Size: 0
Description: Boiled noodles provide the nutrition of bread and are versatile enough to go with nearly anything.
Notes: -

Rice
Purchase: 50 copper for 1 lb
Size: 0
Description: A food common in the orient, rice goes well with just about anything.
Notes: -

Soup
Purchase: 2 silver for 1 liter (3 meals)
Size: 0
Description: There are many kinds of soup, but all provide great nourishment by mixing many different foods together.
Notes: Purchased in a can. Otherwise, must be carried in a container that holds liquids.


Ale
Purchase: 5 silver
Size: 0
Description: This light and bubbly drink is a favorite in many taverns
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Amberwine
Purchase: 1 gold
Size: 0
Description: Drunk among the Elves of Arcadia. Too much causes fantastic hallucinations
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Beer
Purchase: 3 silver
Size: 0
Description: A very popular drink made from grain
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Bloodwyne
Purchase: 1 gold
Size: 0
Description: Imitation blood drunk almost exclusively by Vampiir and the macabre
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Brandy
Purchase: 30 silver
Size: 0
Description: Intellectuals usually enjoy this stout drink
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Champagne
Purchase: 5 gold
Size: 0
Description: A bubbly drink usually saved for special occasions
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Cider
Purchase: 10 silver
Size: 0
Description: Brewed from apples, this drink is sweet and refreshing
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Cola
Purchase: 5 silver
Size: 0
Description: A sweet carbonated syrup that induces burping
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Coffee
Purchase: 6 silver
Size: 0
Description: A strong stimulant that can be prepared may ways but is most often served hot.
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Juice
Purchase: 6 silver
Size: 0
Description: The juice of one or more fruits
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Mead
Purchase: 10 silver
Size: 0
Description: A sweet and strong drink made from fermented honey
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Milk
Purchase: 10 silver
Size: 0
Description: Comes from cows and does a body good
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Moonshine
Purchase: 1 silver
Size: 0
Description: Who cares what it’s made of? It’ll get you drunk!
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Rum
Purchase: 10 silver
Size: 0
Description: Yo, ho, ho and a bottle of…
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Sake
Purchase: 50 silver
Size: 0
Description: The rice wine of the orient is powerful stuff.
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Tea
Purchase: 3 silver
Size: 0
Description: The preferred drink of the nobles and commoners alike.
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Tonic
Purchase: 50 copper
Size: 0
Description: A foul tasting, but cheap alcoholic drink.
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Vodka
Purchase: 14 silver
Size: 0
Description: Bitter drink originally distilled from potatoes in Lockheed.
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Whiskey
Purchase: 45 silver
Size: 0
Description: A powerful drink served in small shots.
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.

Wine
Purchase: 15 silver
Size: 0
Description: Made from fermented grapes, fine, aged wines are often very expensive.
Notes: Purchased in a bottle. Otherwise, must be carried in a container that holds liquids.


MAGICAL
These items have just a small touch of the arcane to them.

Chrono-Stone
Purchase: 1 gold
Size: 0
Description: A small, light copper-colored stone that glows slightly once marked.
Notes: Used in tandem with the Mark/Recall and Mark/Warp abilities to teleport through space and time.

Eternal Torch
Purchase: 2 gold
Size: 1
Description: A metal rod with a magical substance sealed in the head. The torch burns with fire that gives light but no heat.
Notes: Provides up to 25 feet of light in all directions endlessly. Fire gives no heat and cannot ignite anything.

Magic Scroll
Purchase: Varies; typically, Mana cost (total burn, commit, etc) x Spell Rank = Gold
Size: 0
Description: A spell is written in Glyph on this scroll. When read aloud, it will cast the spell without spending any of the character's Mana.
Notes: The scroll burns away after being read. Requires the Read Glyph advantage to use.

Waybread
Purchase: 1 gold
Size: 0
Description: Specially prepared bread that uses near-magical ingredients. Though bland and rather tasteless, it has all the nourishment a body needs and never spoils.
Notes: One loaf of waybread can feed one person for a month. It never spoils.

Writer's Kit
Purchase: 40 silver
Size: 1
Description: Contains items needed for recording thoughts and information down on paper
Notes: Includes a feather quill, ink bottle, and 30 sheets of paper


SERVICES
Goods are not the only thing that can be bought and sold with coin. There are also many services that others will be more than happy to offer for the right price – and prices here are especially negotiable. However, it is important to note that not all services are available in every town – those that are more specialized or modern will be restricted to larger metropolitan areas. Also, many services (such as those offered by the cathouse, the bounty office, and the slave auction) are illegal in many places and may take some digging into the city’s underbelly to find.

General Training
Purchase: 10 gold per day of training
Provider: The Academy
Description: The personal trainers at the academy will instruct the character on the use and nuances of any skill or Stat.
Notes: When learning with a trainer, a character may spend 50 points of Experience each day he spends training.

Power Training
Purchase: 10 gold per day of training
Provider: The Academy
Description: The personal trainers at the academy will teach the character to use almost any Stunt he can imagine.
Notes: When learning with a trainer, a character may spend 50 points of Experience each day he spends training.

Magic Training
Purchase: 1 Platinum per semester
Provider: The Academy
Description: Enrollment in a magical academy can grant the character access to the arcane secrets of the world.
Notes: Only characters with previous knowledge in a branch of magic may spend Experience Points learning Spells. If a character has no knowledge of a particular branch of magic, he will have to enroll at the magic academy for at least 4 semesters before he can begin spending XP on magical abilities.


Appraisal
Purchase: 10 silver
Provider: The Bank
Description: An experienced banker will tell you how much an item is worth on today's market
Notes:

Loan
Purchase: 5-50% of the loan's total value
Provider: The Bank
Description: You’ll get cash now to be paid back later. They may reject you if they don’t think you will pay them back.
Notes: 5-50% interest

Storage
Purchase: 1.5 Gold per month
Provider: The Bank
Description: Keep your possessions safely stored in the vault
Notes: Rate for a 10x10 foot room. Double price for a 20x20 foot space, triple for 30x30, etc.


Accupuncture
Purchase: 1 gold
Provider: The Bathhouse
Description: A technique from the orient that closes off certain veins of Mana while opening up others.
Notes: Lowers disease level by 1, increases Spirit by 1d4 and Constitution by 1d8 for 24 hours.

Bath
Purchase: 20 silver
Provider: The Bathhouse
Description: Warm herbal bath that cleanses body and mind
Notes: -

Massage
Purchase: 40 silver
Provider: The Bathhouse
Description: A soothing, relaxing massage.
Notes: -

Shower
Purchase: 5 silver
Provider: The Bathhouse
Description: Simple rinsing to wash all the blood, sweat, and dirt off
Notes: -

Steam
Purchase: 10 silver
Provider: The Bathhouse
Description: A relaxing sit in the steam room
Notes: -


Assassin
Purchase: Negotiable
Provider: The Bounty Office
Description: This killer will murder a mark for a price you negotiate
Notes: Most often, not a PC-level character but just below

Collect/Place Bounty
Purchase: Varies (increments of 1000 gold)
Provider: The Bounty Office
Description: Collect the bounty on a target's head or place a bounty on someone you want killed or captured.
Notes: Some bounty offices offer freelance job posting in addition to bounty hunting

Fence
Purchase: 10% of item's value
Provider: The Bounty Office
Description: Sells black market goods on your behalf for a cut of the price
Notes: -

Mercenary
Purchase: Negotiable
Provider: The Bounty Office
Description: Hardened veteran who will fight alongside you
Notes: Most often, not a PC-level character but just below


Escort (Ugly)
Purchase: 50 silver per hour
Provider: The Cathouse
Description: Sometimes you have to take what you can get.
Notes: -

Escort (Average)
Purchase: 2 gold per hour
Provider: The Cathouse
Description: She doesn’t move mountains, but she’s alright
Notes: -

Escort (beautiful)
Purchase: 10 gold per hour
Provider: The Cathouse
Description: She’s worth every rusty copper
Notes: -


Customize
Purchase: 10 silver - 10 gold
Provider: The Foundry
Description: Have personal effects and flourishes added to your gear
Notes: -

Polish
Purchase: 1 silver
Provider: The Foundry
Description: Remove stains, rust, and generally make a weapon look nicer
Notes: -

Repair
Purchase: 10 silver x Repair pre-requisite
Provider: The Foundry
Description: The smith will repair a broken item
Notes: -

Smelt
Purchase: 1 Silver
Provider: The Foundry
Description: Will smelt raw ore into ingots or bars for crafting
Notes: -


Healing
Purchase: 50 silver per day
Provider: The Hospital
Description: Treatment at the Hospital heals the character's body
Notes: Recovers all Life & Mana. Provides comfortable environment to speed recovery of broken bones, burns, and other injuries that take time to heal.

Recovery
Purchase: 1 gold
Provider: The Hospital
Description: Cures poison or disease through the miracles of modern magic and medicine
Notes: Removes any poison or disease the character is suffering from

Remove Curse
Purchase: 10 gold per curse (Mysticism) rank
Provider: The Hospital
Description: A curse that has been placed on a character can be removed by the skilled priests and healers.
Notes: Removes a single curse. Some curses (those integral to a plot device) cannot be removed this easily.

Resurrection
Purchase: 1 platinum
Provider: The Hospital
Description: A skilled Cleric can bring the dead back to Life.
Notes: The character cannot have been dead for more than 72 + (Target’s Will x 3) + (Target’s Charisma x 3) hours. The head, heart, and all major organs must be intact and any other serious wounds (missing limbs, burned flesh, etc) must also be treated before attempting this Spell (otherwise, they'll just die again soon after resurrection).


Single Room
Purchase: 5 silver per night
Provider: The Inn
Description: A single bed in a single, dingy room for the lonely adventurer.
Notes: -

King Sized Room
Purchase: 50 silver per night
Provider: The Inn
Description: A larger bed in a nicer room. Can house two to three.
Notes: -

Full Service Room
Purchase: 2 gold per night
Provider: The Inn
Description: A very nice room with a full bath and kitchen.
Notes: -

Luxury Suite
Purchase: 10 gold per night
Provider: The Inn
Description: Luxurious room for those who want to live comfortably.
Notes: -

Empress Suite
Purchase: 1 platinum per night
Provider: The Inn
Description: The absolute nicest, largest room available. It has everything you need and most of what you don't.
Notes: -


Unskilled Slave
Purchase: 5-15 gold
Provider: The Slave Auction
Description: A grunt who can do unskilled manual labor & service
Notes: Most often, not a PC-level character

Skilled Slave
Purchase: 10-20 gold
Provider: The Slave Auction
Description: A slave with 12 skill points
Notes: Most often, not a PC-level character

Trained Slave
Purchase: 15-30 gold
Provider: The Slave Auction
Description: A slave with 20 skill points
Notes: Most often, not a PC-level character

Pleasure Slave
Purchase: 20-50 gold, exceptionally beautiful slaves go for upwards of 10 platinum
Provider: The Slave Auction
Description: A slave used not for labor, but personal pleasure
Notes: Most often, not a PC-level character


Carriage
Purchase: 5 silver per mile
Provider: The Travel Office
Description: A carriage will take you wherever you need to go outside of town
Notes: -

Ferry
Purchase: 1 gold (river), 10 gold (lake), 50 gold (sea)
Provider: The Travel Office
Description: Travel across a body of water
Notes: -

Flight
Purchase: 2 platinum, 50 gold
Provider: The Travel Office
Description: Travel in style aboard an airship to go where you need to
Notes: -

Tour
Purchase: 1 gold
Provider: The Travel Office
Description: A guide will show you around town and give you local history
Notes: -

Translator
Purchase: 25 silver per day
Provider: The Travel Office
Description: They will interpret the local language, culture, and customs for you
Notes: -

Mercurius James
Captain

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