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Dice Shop

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Index

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Zer0

Haiku Hitman
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- Leor Markets -


THINGS TO KNOW:
  • Upkeep
    Please write a summary of your sold and purchased goods in the OOC thread.
  • Repairing items yourself
    Requires 1/4th of crafting cost + tools needed to craft + 1/4th of crafting time. Requires a certain Artisan skill level if mentioned in crafting requirements.
  • Selling
    You gain = crafting cost, unless the item is damaged wherein you gain less, or if you cheat or haggle you gain more.
  • Yes, you can steal.

- WEAPONS -

Cost: 10 Alchemical
Craft: (Artisan 4): 3 days + toolbox + forge + 50 Metal
  1. Heavy
    "Cleave". Once per turn, you can make an area attack with -2 to hit, to damage a number of foes = Combat Skill that are clustered around you.
    Two-handed

  2. Light
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.
    +1 crit | One-handed

  3. Mage
    Your afflictions penalize targets by an additional -1 and last 1 round longer.
    Attack range: 3 | Spell Casting Range: +2 | One-handed

  4. Range
    You may use a minor action to "Aim", giving you -1 Toughness, but +2 to hit on your next attack. You have -2 to attack rolls when melee attackers are engaged with you.
    Attack range: 4 | Two handed
WEAPON UPGRADES:
*Weapon upgrades are permanent.
  1. +1 combat
    Custom tweaks to give your weapon a better fit to your body and fighting style.
    Max +2 | Cost: 40 Alchemical | Craft (Artisan 4): 2 days + toolbox + forge + 200 metal

  2. +1 Critical strike
    Lethal changes to your weapon such as: whirring chain blades, maiming explosion propelled hammer swings, or revolvers cursed with Blood Maledict that allow you to amplify your magical destructive power at the sacrifice of your blood.
    Max +2 | Cost: 60 Alchemical | Craft (Knowledge 6): 2 days + toolbox + forge + 1 ragnite crystal + 300 Metal

  3. +1 Spell Success
    Materia augmentation. These marble shaped crystals helps you overcome the magical defenses of your foe. You may see changes such as being able to see the flow of magic in the form of strings, allowing you to weave your polymorph spell to better turn that bandit into a slug.
    Max +2 | Cost: Cost: 100 Alchemical | Craft (Knowledge 4): 2 days + toolbox + forge + 1 ragnite crystal + 50 Alchemical

  4. +1 Weapon Type
    Combines a second weapon type turning your weapon into a hybrid. Once per turn in combat, as a free action, you can switch between weapon types. When switching to a two-handed weapon, whatever is in your off-hand is automatically unequipped, and requires a minor action to equip again.
    Max +1 | Cost: 100 Alchemical | Craft (Artisan 6) 1 week + toolbox + forge + 500 Metal

  5. +1 Attachment Slot
    Allows you to add more customization to your weapon.
    Max +1 | Cost: 60 Alchemical |Craft (Artisan 2 ): 2 Days + Forge + Toolbox + 300 Metal
WEAPON ATTACHMENTS:
*Each weapon has 2 attachment slots. Attachments are not permanent and can be switched by spending 10 minutes on each slot to install the mechanical or attune the magical attachment.
  1. Bomb Launcher
    You can fire bombs and potions from your ranged or mage weapon.
    Cost: 50 Alchemical | Craft (Artisan 4): 1 day + toolbox + forge + 1 ragnite crystal + 200 Metal | Range and Mage only.

  2. Combustion Tip
    A forward directional bomb explosion. Please make a DC 12 Survival roll to not get caught in the blast. Re-armed by spending 10 minutes attaching 1 bomb to it.
    x1 Use | Range: 1 Area cone
    Cost: 30 Alchemical + Bomb Cost | Craft (Artisan 2): 4 hours + toolbox + forge + 1 ragnite crystal + 100 Metal + Bomb | Heavy, Light, Mage only

  3. Drill
    Damage armor or weapon instead, reducing one of their attributes by 1, or disabling it until repaired if it cannot be reduced. Cannot reduce damage.
    Cost: 60 Alchemical | Craft (Artisan 4): 2 days + toolbox + forge + 1 ragnite crystal + 300 Metal | Heavy or Mage only

  4. Materia: Spell
    +1 Spell. Allows you to cast a spell from your weapon.
    Number of uses:
    Tier I Spells: 6 uses
    Tier II Spells: 4 uses
    Tier III Spells: 2 uses
    Tier IV Spells: 1 use

    *Number of uses recharged by 1 ragnite crystal after 1 day.
    Cost: 100 Alchemical x Spell tier | Craft (Knowledge 6): 4 days + toolbox + forge + 1 ragnite crystal + (50 Alchemical × Spell tier) + Spell learned + Appropriate Knowledge skill level

  5. Materia: Training
    Weapon cannot kill targets, only knock them out.
    Cost: 10 Alchemical

  6. Siege
    You have advantage and +2 to rolls to breaking down doors, locks, chests, and smashing through structures.
    Cost: 20 Alchemical | Craft (Artisan 2): 4 hours + toolbox + forge + 100 Metal | Heavy or Mage only

  7. Retractable Chain
    You have gear works attached to your light weapon through a chain that allows it to be quietly and immediately pulled back after being thrown. It can be used to pull a lighter target towards you, or pull yourself towards a heavier target.
    Cost: 30 Alchemical | Craft (Artisan 2): 4 hours + toolbox + forge + 1 ragnite crystal + 100 Metal | Light only

  8. Burst Trigger
    Clockwork mechanism that causes your weapon to automatically fire another ammunition on a critical hit.
    Cost: 30 Alchemical | Craft (Knowledge 4): 1 day + toolbox + forge + 1 ragnite crystal + 100 Metal | Range or Mage only
*Ordinary weapon too expensive? Buy cheaper and less reliable ones!

WEAPON COST REDUCTIONS:
  1. Jams
    Ranged weapon types only. On a die roll of 6 or below, attack fails and weapon becomes useless. A minor action can be spent to un-jam it.
    Cost reduction: 25%

  2. Weak Components
    Melee weapon types only. On a die roll of 6 or below, and if your enemy's armor or shield quality is equal or higher than your weapon's, your weapon is "Sundered", it breaks, reducing its durability by 1. A weapon's durability is determined by their quality. Crude Durability = 1, Common Durability = 2, Masterwork Durability = 3. At Durability 0, your weapon is useless until repaired.
    Cost reduction: 25%

  3. Second-hand parts
    -1 to combat.
    Cost reduction: 50%, Crafting and repair time reduction: 50%.

  4. Reduced Range
    -1 small area.
    Cost reduction: 10%

  5. Smelly
    -2 to Stealth rolls. Can be removed by repairing the armor with a toolbox and a number of alchemical components = 10% cost reduction.
    Cost reduction: 10%

  6. Ugly
    -2 Charm. It's a pretty good weapon, it just doesn't look right. Can be removed by repairing the armor with a toolbox and a number of alchemical components = 10% cost reduction.
    Cost reduction: 10%

AMMUNITION:
  1. x1 Ammunition
    Enough for 1 encounter. Ammunition stacks up to x6 times in the inventory.
    Cost: 2 Alchemical | Craft: 1 hour + toolbox + 10 Metal
- ARMOR -
"Can be made for pets"

ARMOR TYPE:
  1. Heavy
    +4 Toughness. Disadvantage to stealth
    Cost: 20 Alchemical | Craft ( Artisan 4): 3 days + toolbox + forge + 100 Metal

  2. Light
    +2 Toughness
    Cost: 10 Alchemical | Craft (Artisan 2): 2 days + toolbox + 50 Metal

  3. Mage
    +1 Toughness. +1 Spell Power
    Cost: 10 Alchemical | Craft (Knowledge 2): 1 day + toolbox + 50 Metal

  4. Shield
    +1 Toughness. You can share "Guard" with another ally close to you, and stops "Charge" upon a successful "Guard" . Made of wood, sometimes ringed with iron with a handle of padded leather.
    Cost: 5 Alchemical | Craft: 1 hour + toolbox + 20 Metal
ARMOR UPGRADES:
*These are permanent.
  1. Toughness +1
    Max +4 for Heavy, Light, and Mage armor. Max +1 for Shields.
    Cost: 40 Alchemical | Craft (Artisan 2 Light Armor, Artisan 4 Heavy Armor): 1 Day + Toolbox + Forge + 100 Metal

  2. +1 Attachment Slot
    Max +1 for Heavy, Light, and Mage armor only.
    Cost: 60 Alchemical | Craft (Artisan 2 Light Armor, Artisan 4 Heavy Armor): 2 Days + Toolbox + Forge + 300 Metal

  3. +1 Spell Power
    Materia augmentation. These marble shaped crystals set into the hilt of blades or stocks of rifles, sometimes with decorative inlays and encrusted silver and gold, makes your spells much harder to resist, and you much more difficult to affect with magic. You may see changes in such as thorns on thicker summoned vines, or a halo of protection suddenly flaring from your weapon as a spell hurtles towards you, blocking it.
    Max +2 for Light and Mage armor. Max +1 for Heavy Armor
    Cost: 100 Alchemical | Craft (Knowledge 4): 2 days + Toolbox + Forge + 1 ragnite crystal + 50 Alchemical
ARMOR ATTACHMENTS:
*Each armor has 2 attachment slots, while shields have 1. Attachments can be switched by spending 10 minutes per slot.
  1. Ghillie Netting
    +6 to Stealth checks in 1 specific terrain. Please choose 1 upon purchase: Greenery, Rocky, Autumn-snow, Desert, Ruins, Wet.
    Cost: 10 Alchemical | Craft: 1 hour + toolbox + 5 Alchemical | Light, or Mage Armor only

  2. Hang glide
    Folding, retractable wyvern-wing membrane that pops from the side of your shield or armor like a kite, allowing you to glide safely down.
    Cost: 20 Alchemical | Craft (Artisan 2): 2 Days +Toolbox + Forge + 1 ragnite crystal + 5 Alchemical | Shield, Light, or Mage Armor only

  3. Materia: Depth Strider
    You can breathe and talk normally underwater. And when your Hp = 0 underwater, you automatically float to the surface
    Cost: 160 Alchemical

  4. Cloak of Grace
    After every long rest, you can cast "Feather fall" for free a number of times a day = Knowledge, allowing you to glide down safely until you land. Billows majestically at all other times.
    Cost: 160 Alchemical

  5. Hiking Gear
    +2 to climbing, traveling safely across the wilderness, and surviving noxious gases. Comes with a pair of crampons, pitons, hooks, ice axe, a hooded winter coat that's waterproof, and a firestorm shroud.
    Cost: 10 Alchemical | Craft: 2 days + Toolbox + Forge + 50 Metal

  6. Mage Robes
    Manna cost of spells reduced by -1 Mp, but cannot be reduced to 0 Mp, unless they are ritual spells. Only one can be equipped at a time.
    Cost: 100 Alchemical | Mage armor only

  7. Mask of Many Faces
    After every long rest, you can cast "Disguise Self" for free a number of times a day = Knowledge.
    Cost: 160 Alchemical

  8. Skull Helm
    +1 Intimidation
    Cost: 2 Alchemical | Craft: 1 Alchemical or Free if you have a monster skull + toolbox + 1 hour.

  9. Smuggler's Boots
    You can cast "Trickfoot" for free a number of times a day = Knowledge. Allows the user to disguise their scent and tracks with that of any monster they've smelled or seen (at most ogre sized), and jump three times higher.
    Cost: 160 Alchemical
Ordinary weapon too expensive? Buy cheaper and less reliable ones! Or craft your own at the Communal Forge!

ARMOR COST REDUCTIONS:
  1. Crude: -1 Toughness.
    Cost reduction: 25%

  2. Second-hand: -1 to combat. Too tight or too loose it gets in the way.
    Cost reduction: 25%

  3. Smelly: -2 to Stealth rolls. Can be removed by repairing the armor with a toolbox and a number of alchemical components = 10% cost reduction.
    Cost reduction: 10%

  4. Ugly: -2 Charm. It's pretty good armor, it just doesn't look right. Can be removed by repairing the armor with a toolbox and a number of alchemical components = 10% cost reduction.
    Cost reduction: 10%
- SPELLS -

SCROLLS:
*The manna cost to use each spell is = Tier level. Mechromancers can inscribe the spell in their spellbooks without using up a scroll, allowing them to cast the spell without the need of a scroll after. Diviners can use the scrolls like an ordinary item, destroying 1 scroll upon 1 use. All scrolls stack up to x6 times in your inventory and doesn't have to be the same type.

  1. x1 Vellum Paper and Enchanter's Ink
    Water proof, high quality paper made of animal membrane used for inscribing spells in spellbooks, making spell scrolls, or drawing magical tattoos.
    Cost: 5 Alchemical

  2. x1 Spell Scroll: Starting Spell
    See Spells list over at the CS thread here. Pick one spell from under the spoilers, except for "Elvish Chant" and "Sacred Flames".
    Cost: 10 Alchemical | Craft (Knowledge ?): 1 hour + 1 Vellum paper and enchanter's Ink + Spell learned or Copy of spell present

BOOKS:
*Spell books do not get destroyed upon use. All books can stack up to x6 times in your inventory and doesn't have to be the same type.

  1. Cookbook+1 to Cooking rolls. Cooking roll bonus does not stack with other cookbooks.
    Cost: 2 Alchemical

  2. Enchanter's Book
    +2 Enchanting and disenchanting, lifting curses, and crafting magical objects that require the Knowledge skill to create.
    Cost: 60 Alchemical

  3. Field Medic Guide
    +1 to medical procedures when performing them with this book open.
    Cost: 20 Alchemical

  4. Leisure Books
    Stacks up to 6 with other books. Make up a collection of book titles. +1 to Condition after a one hour read. A collection of amusing, fascinating, horrifying, suspenseful, or relaxing pieces of literature.
    Cost: 10 Alchemical

  5. Mechromancy Book
    +1 to Artisan rolls with this book open. Available in non-Templar controlled lands and black markets.
    Cost: 10 Alchemical

  6. Potions Book
    +2 Medicine making and potion brewing.
    Cost: 60 Alchemical

  7. Spell Book: Starting Spell
    See Spells list over at the CS thread here. Pick one group of spells, except for "Elvish Chant" and "Sacred Flames". With the book, you can cast all the spells under that group according to your Knowledge skill level.
    Cost: 200 Alchemical | Craft (Knowledge ?): 1 month + 20 Velum paper and enchanter's Ink + Spells learned or Copy of spells present
- POTIONS & BOMBS-

POTIONS:
*These have a throw range of 2 areas. All potions stack up to x6 in your inventory. When brewing potions with a "crockpot" instead of a campfire, brewing time is reduced by half.
  1. Acid Vial
    Throw and make a combat roll against 1 target. When hit target is dealt 1 damage and 1 equipped item of your choice has 1 of its properties reduced by -1 or disabled. Melts down locks and small objects in 10 minutes.
    Target: 1 creature | Duration (equipment damage): Lasts until repaired.
    Cost: 20 Alchemical | Craft (Knowledge 3): 1 hour + crockpot + campfire + 10 Alchemical

  2. Cyanide
    Throw and make a combat roll against 1 target. When hit target is "Confused" on the next round. If consumed, additionally deals 1 damage at the end of each the round until "Bloody". A confused target speaks gibberish and rolls a 1d4 to determine what it does: 1 = Use all its actions to sprint to a random direction; 2 = don't move and take no action; 3 = attack nearest random creature; 4 = act normally.
    Target: 1 creature | Duration: Lasts until cured with a Trauma Kit, short rest | Resist: DC 16 Survival, DC 20 Survival if consumed.
    Cost: 15 Alchemical | Craft (Knowledge 3): 1 hour + campfire+ 7 Alchemical

  3. Nightshade Powder
    Consumed only. A sachet of toxin that can be mixed with beverages, where drinking 1 cup is enough to drain -1 manna per hour and prevent manna regeneration.
    Target: 1 creature | Duration: 24 hours | Resist (once a day): DC 16 Survival, DC 18 Survival if dosage is doubled
    Cost: 2 Alchemical | Craft (Knowledge 3): 2 days + campfire+ 1 Alchemical

  4. Poison Vial
    Throw and make a combat roll against 1 target. When hit target is "Poisoned" on the next round, preventing them from healing. If consumed, additionally deals 1 damage at the end of each the round until "Bloody".
    Target: 1 creature | Duration: Lasts until cured with a Trauma Kit, short rest | Resist: DC 16 Survival, DC 20 Survival if consumed.
    Cost: 15 Alchemical | Craft (Knowledge 3): 1 hour + campfire+ 7 Alchemical

  5. Sleeping Potion
    Throw and make a combat roll against 1 target. When hit target is "Asleep" on the next round. The moment they are awakened, they are immediately granted a turn if they did not take a turn this round.
    Target: 1 creature | Duration: 8 hours, takes damage, shaken, or slapped | Resist: DC 16 Survival, DC 20 Survival if consumed.
    Cost: 15 Alchemical | Craft (Knowledge 3): 1 hour + crockpot + campfire+ 7 Alchemical

BOMBS:
*These have a throw range of 2 areas. All potions stack up to x6 in your inventory.
  1. x1 Molotov
    Throw and make a combat roll against 1 target. On a hit, target is dealt 1 damage and afflicted with "Burn", preventing them from healing. At the end of their next turn, if they are still Burning, -1 Hp.
    Target: 1 creature | Duration: Lasts until put out | Resist: Spend minor action to jump into water, or stop, drop and roll.
    Cost: 15 Alchemical | Craft (Knowledge 3): [1 hour + crockpot (30 minutes)/campfire] or [1 pint of oil or booze]+ 7 Alchemical

  2. x1 Flashbang
    Throw and make a combat roll against everyone in an area. On a hit, targets are blinded and defeaned, giving them -4 to all combat and perception rolls.
    Target: 1 small area | Duration: 1 round | Resist: DC16 Survival, Minor action: Take Cover, Major action: Guard
    Cost: 15 Alchemical | Craft (Knowledge 3): 1 hour + crockpot (30 minutes)/campfire+ 7 Alchemical

  3. Decoy Detonator
    Black horn type object that will run out of sight, and make a noise of your choice as loud as a lion's roar, giving the user a good distraction for a brief time.
    Duration: 10 minutes or until found and turned off | Resist: DC 16 Knowledge to perceive it's a trick.
    Cost: 15 Alchemical | Craft (Artisan 3): 1 hour + toolbox + 7 Alchemical

  4. x1 Dynamite
    Throw and make a combat roll against everyone in an area. Those who are caught in the explosion are dealt 1 damage. Damage stacks up to 3 the more dynamite you pack together. Comes with a long fuse that can be extended up to 3 areas.
    Target: 1 Area
    Cost: 60 Alchemical | Craft (Knowledge 3): 1 hour + crockpot (30 minutes)/campfire+ 7 Alchemical

  5. x1 Wild-fire Whiz-Bangs
    Enchanted fireworks that do not generate any amount of heat, light, or noise that could be harmful, but still have overly spectacular and remarkable effects such as: Appear as a flying fireworks dragon, spinning sparkle wheel, or an exploding flying pig.
    Duration: random
    Cost: 5 Alchemical | Craft (Knowledge 3): 1 hour + crockpot (30 minutes)/campfire+ 2 Alchemical
- TOOLS -

*All x1 items stack up to x6 times in your inventory.
  1. Artist's Case
    +4 to Art, forgery, and cosmetics. Comes with a spyglass and a long water-proof scroll case made of carved wood with an interior of lead.
    Cost: 10 Alchemical | Craft (Artisan 4): 1 week + forge+ toolbox + 5 Alchemical

  2. Explorer's Tools
    +2 to forensics, hunting, and spotting hidden things. Advantage to navigation rolls and allows you to create maps that grant +1 Traveling speed, and +4 to Exploration rolls such as: not getting lost, or finding the best hunting grounds. Comes with a spyglass and a long water-proof scroll case made of carved wood with an interior of lead.
    Cost: 10 Alchemical | Craft (Artisan 4): 1 week + forge+ toolbox + 50 metal.

  3. Crockpot
    +2 to Cooking and alchemy rolls. Comes with a mess kit, skinning knife, and a collection of containers for monster parts, unknown liquids, and acid.
    Cost: 10 Alchemical | Craft (Artisan 4): 1 week + forge+ toolbox + 50 metal.

  4. Fishing Rod
    +1 to foraging rolls in bodies of water. +1 Condition after an hour.
    Cost: 5 Metal | Craft : 1 hour+ toolbox + 2 Metal.

  5. x1 Map
    When inside the mapped region, +4 to Exploration rolls such as: not getting lost, or finding the best hunting grounds.
    Cost: 5 Metal | Craft: Actively map making as you pass through an area + Navigation tools + 1 metal.

  6. x1 Trap
    These can be quickly set up as a trap in 6 seconds, or thrown as a bolas afflicting "Don't Move". If set up as a trap, when triggered by an unaware target, the trap inflicts an affliction. "Don't Move" traps can be reused. DC to Disable your trap = 10+ Artisan
    Cost: 3 Alchemical | Craft: 2 hours + forge + toolbox + 15 metal

  7. Toolbox
    +2 to Crafting, lock-picking, and disable machine rolls. During hunting and foraging, you gather more resources = Dexterity.
    Cost: 10 Alchemical | Craft (Artisan 4): 1 week + forge+ toolbox + 50 metal
- HEALING -

*All healing items stack up to x6 times in your inventory.
  1. x1 Trauma Kit
    +2 to Healing rolls. DC 10 Knowledge roll removes 1 affliction or improves health by 1. DC 12 stabilizes dying character. Every extra 1 hour performing the medical operation gives +1 to Trauma Kit rolls.
    Cost: 15 Alchemical | Craft (Knowledge 2): 2 hours + crockpot + 10 Alchemical

  2. x1 Phoenix Down
    Used by healers who know the Resurrect Spell to revive a dead character.
    Cost: 200 Alchemical
- CONDITION -

*These Grant condition points during a long rest. Using the same item twice doesn't stack.

  1. Bathroom Kit, 1 week
    +1 to Condition. Also comes with cosmetics and all kinds of bubble bath bombs.
    Cost: 2 Alchemical | Craft: 1 hour + crockpot + 1 Alchemical

  2. Gaming Set
    Pick one type of game, such as a deck of artistic cards that may or may not blow up, or a rolled-up chess board with magically moving pieces, horse shoes and pike, a ball, or a magical puzzle. +1 Condition to everyone who plays a one hour game. The one who wins gets +2 Condition instead.
    Cost: 10 Alchemical | Craft: 1 week + toolbox + artist's case + 50 metal.

  3. Hobby Goods, 1 week
    +1 to Condition. Do you knit? Do you carve? What is your hobby?
    Cost: 2 Alchemical | Craft: 1 hour + toolbox + 5 metal.

  4. Plush Sleeping Bag
    +1 to Condition.
    Cost: 10 Alchemical | Craft: 1 week + toolbox + 50 metal.
- FOOD -
1 week of food with all its additional options fits in one inventory slot, x1 items stack up to 6 times.

  1. Food, 1 week
    Enough for 1 person. Contains rations that restore +1 Mp when eaten during a short rest. When used on pets: +1 Pet Condition, +1 Animal handling. Smoked meats, honey cakes stored in jars, dried fish, pickled fruits and vegetables, cans of coffee, tea, and dried chopped fruits.
    Cost: 4 Alchemical
    Booze
    A bottle of common ale or a small keg of mead good for a week. When drunk you have -2 to rolls and are immune to fear. Drenching objects in booze makes things more flammable, adding +1 to the Spell Power of flaming attacks. Barrels of booze and fine bottles of wine are available at a higher price.
    Cost, Bottle: 2 Metal | Cost, Keg: 1 Alchemical

    Cheer Food, 1 week
    Cooked meals made using these ingredients give +1 Condition. Bacon, cocoa powder, noodles for ramen or carbonara, wedges of various cheese, the good stuff.
    Additional cost: +4 Alchemical

    Trick Snacks
    Comes in a box of a dozen pieces, or a package of six boxes of assorted snacks. Feel free to make up your own trick snack.
    Cost, box: 2 Metal | Cost, package: 1 Alchemical
    Skiving Snackboxes
    Sweets that are designed to make the eater temporarily ill. Each variety of Snackboxes causes a different effect, such as vomiting, fainting or developing nosebleeds. One end of the sweet causes the malady, while the other end subsequently cures it. The snackboxes include: Nosebleed Nougat, Fever Fudge, Fainting Fancies, Blood Blisterpods and Puking Pastilles.

    Ton-Tongue Toffee
    Makes the eater's tongue temporarily grow to an alarmingly large size.

    Canary Cream
    Eater briefly sprouts a thick full plumage of feathers; when the effect wears off, the person molts and returns to normal.

    O-Poo!
    Causes the consumer to have constipation.

    Pimpler
    Temporarily covers eater's face in ugly, horrifying, pimples. Comes with the option of: warts, boils, swollen-face, or magically imprinted shining words on the forehead.

    Dragon's Breath
    A type of mint that makes your nose smoke and allows you to breath a loud illusory cone of fire, frost, acid, or lightning depending on the flavor.

  2. x1 Local Delicacy
    +2 to Condition, restores +2 Manna during a short rest. Unique snacks, magical sweets, and weird food that the place you are currently staying in is well known for. This can be anything from sought after coffee blend, tea and dried fruit mix, hopping chocolate frogs, bag of every flavored beans, smoked bacon seasoned with a rare herb, or booze that actually make you belch fire~ feel free to world build.
    Cost: 4 Metal

  3. x1 Meal
    Modest
    +1 Condition. +2 Pet Condition. Fresh for a day.
    Cost: 3 Metal
    Craft (DC 12 Artisan): Food + crockpot or campfire + 30 minutes.

    Delicious
    +2 Condition. +2 Pet Condition. Fresh for a day.
    Cost: 6 Metal
    Craft (DC 14 Artisan): Food + crockpot or campfire + 30 minutes

    Exquisite
    +3 Condition. +2 Pet Condition. Fresh for a day.
    Cost: 1 Alchemical
    Craft (DC 16 Artisan): Food + crockpot or campfire + 30 minutes.

  4. x1 Seeds
    A handful of seeds. After planting and a month of care, yields 4 weeks worth of food for 1 person.
    Cost: 1 Alchemical
- MISCELLANEOUS -

*All x1 items stack up to x6 in your inventory.
  1. x1 Alarm String
    Wards off an area the string is encircling, giving off a mental or loud audio alarm of your choice when creatures you didn't allow within the warded area enter it. You may also choose to tie objects to a spot, or lids together, giving off the alarm when it is being stolen or opened without your permission. The moment it is set up it becomes invisible and ethereal, and burns away when triggered. A spool of silver string 1 km. in length.
    Cost: 6 Alchemical

  2. Backpack
    +6 Carrying Capacity. The inside is waterproof. Characters can equip 1 backpack at a time.
    Cost: 1 Alchemical

  3. x1 Ball Bearings
    Use a "bonus action" to cover a 10 ft. area with 100 tiny metal balls. Those chasing you, or those moving in the area must make a DC14 Survival roll or else slip and be afflicted with "Don't Move". Those moving at half-speed ignore the ball bearings.
    Cost: 1 Alchemical

  4. Camera
    Pops out a developed magical black and white photograph with moving pictures right after taking a picture.
    Cost: 100 Alchemical

  5. x1 Camera Film
    A set of 20 films
    Cost: 10 Alchemical

  6. Chest
    10 Carrying Capacity. Toughness 16. Sturdier chests available at a higher price.
    Cost: 2 Alchemical

  7. ECHO
    A radio-like device that works only in places covered by an ECHO tower. It can also record messages. Runs on 1 ragnite crystal for 1 month.
    Cost: 30 Alchemical

  8. Extendable Ears
    50 ft. Long flesh-coloured string, one end of which is inserted into a user's ear and the other end placed further away towards a conversation or sound. Much like a listening device, the user will be able to hear the sounds as if they were much closer to the source.
    Cost: 30 Alchemical

  9. x1 Fancy clothes
    +2 to Charm when making a good impression through a performance, social events, or just negotiating. Worn on the armor slot.
    Cost: 20 Alchemical

  10. Fox Bell
    Spins and rings when it detects magical concealment and hidden magical items in a 5 ft. radius. A spinning top with a crystallized fox eye turned into a bell, that rings louder the closer it is to the source. Cannot detect magic through a thin sheet of lead, 1 inch of metal, or 1 foot of dirt, stone, or wood. When tied to an "Alarm String" it's 5 ft. detection radius flows across the entire string.
    Cost: 10 Alchemical

  11. x1 Goods, common
    A set of recycled things, old loot, leather or cotton garments, crafted baubles and woodwork, journals, popular second-hand books, etc.
    Cost: 2 Metal
    Bag of Chalks
    Also has drawing charcoal inside.

    Bag of Crushed Glass and Sand
    You can spread these around and hear whoever enters the area, or know if someone entered your room while you were away.

    Bell
    Each craftsman and settlement has unique handsome bell designs mostly based on culture. The bell can be made from brass, porcelain, glass, metal, crystal, bone, etc.

    Ladder, 10 ft.

    Nails

    Pole, 10 ft.

    Second-hand Clothes

    String

    Wooden Whistle

    Handsomely carved. You can choose to buy a pet whistle that sounds silent to people, but is heard by dogs and other animals with sensitive hearing from far away.
  12. x1 Goods, expensive
    A set of jewelry, wine, dashing clothes, finely crafted gifts, rare books, etc.
    Cost: 1 Alchemical
    Battle horn

    Block and Tackle

    A wooden pulley that when set up with rope allows you to haul up to four times the weight you can normally lift.

    Box of Candles

    5ft. radius light. Lasts 8 hours.

    Celadon Dish

    Changes color when poisoned food or toxins are placed on it.

    Drunkard’s Hat
    Accessory. A fine straw or town hat, that allows the user to know the location of the nearest alcoholic beverage within 1 kilometer.

    Mirror
    Small hand-held mirror. Bigger mirrors are available at a higher price.

    Parchment & Ink
    Ordinary paper that usually comes in scrolls, a bottle of squid ink, and a feather quill.

    Pocket Watch
    Has beautiful engravings and space on one side of the locket for a small photo or painting. Runs on 1 ragnite crystal for 1 year.

    Sealing Wax
    Useful for forgery and knowing if someone opened doors or lids you've dripped this on.

  13. x1 Howler
    One foot of water-proof parchment scroll that allows you to speak and instantly send a 30-word audio message to a willing creature you have met anywhere in the same realm as you. Or, you may write as much as you can fit on the scroll and send it as a paper airplane with a flying travel speed = 10 hexes (may get lost in bad weather). When angry, you may speak your reprimands and choose to send the paper airplane as a red "Howler". Upon arrival, when opened or not opened immediately, a "Howler" begins to smoke, and then floats, folding itself into origami lips, before shouting in a magnified booming voice your reprimands, after which it burns itself up.
    Cost: 15 Alchemical

  14. Instrument
    Pick one type. If you choose to weaponize the instrument, please pick one weapon type.
    Cost: 10 Alchemical

  15. x1 Lashings
    Advantage to Overcoming Difficult Terrain when set up. Rope or similar that's 50 ft. in length.
    Cost: 5 Metal

  16. Levi
    A small folding levitating square carrier that hovers 1 ft. off the ground. It is 4x4 ft. wide when unfolded. It has straps to secure cargo and can be strapped to you, allowing you to easily tug it around. It has a carrying capacity of 20, and can be used like a hovering skateboard. Runs on 1 Ragnite Power crystal a month.
    Cost: 10 Alchemical

  17. Light Source, 1 week
    Candles, coal, lamp oil, tinder, torches, matches or a lighter.
    Oil
    A day's worth or 1 pint can be used in combination with fire attacks, giving advantage to the attack roll, and increasing the DC of "Burn" by +2.

    Torches
    Equipped in your off-hand or main hand. Casts light in a 30 ft. radius. Burns for an hour with a chance of being blown out in bad weather. A successful attack inflicts "Burn" and puts out the torch after 3 attacks.
    Craft (1 torch): 5 minutes + 1 Metal

    *Characters already have flint and steel as a fire starter as long as they have metal, only they take longer to make fire in the pressures of battle and will require a roll, unlike quick fire starters such as matches or lighters.
    Cost: 2 Alchemical

  18. x1 Lock
    DC 16 lockpick. Toughness 18. Better locks are available for a higher price.
    Cost: 1 Alchemical

  19. x1 Magic Detection Dust
    Can be thrown to cover a 5 ft. area and reveals magical traces for all to see as a faint glow. The glow has patterns unique to each individual caster, allowing you to identify who cast the spell if you have a pattern to compare, or what was the general nature of the spells that have been cast in the area for the last 24 hours.
    Cost: 1 Alchemical

  20. x1 Magical Toy
    Cost: 1 Alchemical
    Belch Powder
    Burp! Sneezing, Laughing, Crying, Hiccups, and Farting powder also available.

    Bigger Knife
    A large very realistic looking wooden knife that provides +1 to intimidation. Knife will grow to be slightly larger than anyone else's dagger in the room. On a failed intimidation check, the knife will turn into a spoon till dawn.

    Daydream Charm
    A kit that puts the user into a realistic 30-minute daydream which they imagine.

    Dung Bomb
    Explodes and releases an awful smelling brown gas.

    Headless Hat
    Creates a limited field of invisibility that covers the wearer's head, giving him or her the appearance of not having a head.

    Trick Item
    Magical fake wands, or everyday items that turn into a silly item (rubber chickens, tin parrots, etc.) when someone tries to use them. More expensive varieties beat the unwary user about the head and neck.

    Ghost-in-the-Box
    Comes in the form of small or medium ordinary looking containers. When triggered, releases a brief scary illusory specter that can roam within 1 area of the box. Box contains specter options that can be set beforehand: patrol, chase, stay, disappear and appear randomly.

    Wand of Smiles
    Make a knowledge roll against the Spell Power of a creature you can see within one area. If successful, forces the target to smile for a brief period of time.

    Frog Spawn Soap
    Temporarily summons slimy frogs upon use.

    Nose-Biting Teacup
    Looks like an innocent teacup.

    Snitch
    A very fast small winged ball that darts out of reach and hides around the area it has been released. A popular game among kids who like to see who can catch it first.

  21. x1 Manacles
    DC 16 lockpick. Toughness 18. Better manacles are available for a higher price.
    Cost: 2 Alchemical

  22. x1 Manacles, Sealing
    DC 16 lockpick. Toughness 18. Prevents shackled target from casting spells, and constantly reduces their manna to 0. Better Sealing Manacles are available for a higher price.
    Cost: 10 Alchemical

  23. Net
    After making a successful attack with a net against 2 bear-sized creatures or smaller that are close to each other, afflicts "Don't Move". DC 14 Combat roll with a sharp weapon to destroy the net or DC 16 Survival roll to get out of it.
    Cost: 2 Alchemical

  24. x1 Oil Lamp
    Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Stays lit for 8 hours on 1 pint of oil. Can be hung on belt.
    Cost: 2 Alchemical

  25. Pensive
    A rune engraved stone bowl that allows you to pull out wispy silver memory strings from your head and view them in the pensive, or re-live them in the pensive, as though you were a third person ghost watching your memory self. The Pensive also stores memory strings, in the form of wispy silver water air inside the bowl.
    Cost: 20 Alchemical

  26. x1 Ragnite Lantern
    Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Runs on 1 ragnite power crystal for 1 year. Can change color of light. Can be hung on belt.
    Cost: 20 Alchemical

  27. Ragnite Power Crystal
    Small. Refined ragnite ore that powers small Arcana devices and relics.
    Cost: 10 Alchemical | Craft (Artisan 4): 2 days+ forge + toolbox + 5 Alchemical

  28. Seeking Rings
    A pair of enchanted simple looking golden rings. Wearing one ring allows you to know the general direction of the other ring. A popular choice for wedding rings. Beautiful gem encrusted designs are available at higher prices. Enchantment fades after one year, but can be recharged by 1 ragnite power crystal after 1 day.
    Cost: 10 Alchemical.

  29. Tent, 2 people
    Protects against bad weather. Can be turned into a hanging tent.
    Cost: 2 Alchemical | Craft ( Artisan 2): 2 days+ toolbox + 10 Metal

  30. Tent, 4 people
    Protects against bad weather. Can be turned into a hanging tent.
    Cost: 3 Alchemical | Craft ( Artisan 2): 2 days+ toolbox + 15 Metal
- TRANSPORT -

MOUNTS:
*Mounts have 1 Hp, 14 Toughness, 3 Travel speed, 3 Battle speed, and can carry 2 people with an extra carrying capacity of 40 when saddled. Already comes with a saddle. In the roleplay, I won't be hurting nor killing your mounts quickly, especially if you love them.
Mounts have been trained beforehand to accept any rider and will come when you whistle. They must be trained to perform advanced commands such as: going to a specific person, taking a specific item. But know basic orders such as: flee, come, and fetch.

They do not have their own turn in battle, nor can they attack except for roleplay flavor.
  1. Chocobo
    A hardy intelligent birb.
    Cost: 50 Alchemical

  2. Giant Ram
    A giant intelligent mountain sheep that's very fluffy.
    Cost: 50 Alchemical

  3. Polar Bear Dog
    Giant huggable pupper.
    Cost: 50 Alchemical

VEHICLES:
  1. Caravan
    Can be drawn by up to 2 mounts or 1 motorcycle. Has 1 Hex speed when drawn by one mount or one motorcycle in difficult terrain, 2 Hex speed if two mounts or one motorcycle. Can carry 8 people with their items and an extra carrying capacity = 10 chests. Comes with a canvass cover built to withstand harsh Leor weather.
    Cost: 20 Alchemical | Craft (Artisan 2): 4 days + forge+ toolbox +100 metal + Lumber

  2. Canoe
    4 hex speed in water. Can carry 2 people with their items and an extra carrying capacity = 2 chests.
    Cost: 20 Alchemical | Craft ( Artisan 2): 2 days + toolbox + 100 Metal + Lumber | Weight 15

  3. Raft
    Bigger but slower than the canoe. 2 hex speed in water. Can carry 4 people with their items and an extra carrying capacity = 4 chests.
    Cost: 10 Alchemical | Craft: 4 hours + lumber + 50 Metal/2 rope | Weight 20

  4. Ragnite Power Box
    Large refined chunk of ragnite ore that powers machines.
    Cost: 50 Alchemical | Craft ( Artisan 4): 1 week+ forge + toolbox + 25 Alchemical
TRANSPORT UPGRADES:
  1. Glider
    Allows vehicles to safely parachute down.
    Cost: 10 Alchemical | Craft ( Artisan 4): 2 days + forge + toolbox + 50 Metal
  2. Enlargement Charm
    Available in: Barad Eithel
    Tents and Caravans only. Magically doubles the space inside without changing the outside. May require an additional mount to pull caravan if it gets too heavy.
    Cost: 10 Alchemical per "room"
  3. Furnishings, Comfortable
    Weight 10
    Caravan only. +1 condition.
    Cost: 60 Alchemical + 2 days crafting time.
  4. Furnishings, Exquisite
    Weight 10
    Caravan only. +2 condition. Replaces comfortable furnishings.
    Cost: 100 Alchemical + 4 days crafting time.
  5. Mobile Garden
    Weight 10
    Caravan only. Sheltered and protected boxes that allows you to grow small plants. Can plant up to 4 seeds.
    Cost: 1 Alchemical + 4 hours crafting time.
  6. Mobile Kitchen
    Weight 10
    Caravan only. +4 cooking and potion brewing, reduces cooking time by half. Can cook 4 meals at once. Iron stove with a second cooking pit that holds a big cauldron, and a big non-mechanical ice box that has 40 carrying capacity. Bonus does not stack with crockpots.
    Cost: 20 Alchemical + 1 day crafting time.
  7. Mobile Forge
    Weight 60
    Caravan only. Big, heavy smoking forge with a small chimney and 2 toolboxes. -1 hex speed. Caravan can now only carry 4 people. Requires 2 chocobos to pull or 1 motorcycle.
    Cost: 100 Alchemical + 1 week crafting time.
  8. Propeller
    Canoe or raft only. Loud giant fan engine that gives +2 hex speed to boats. Runs on ragnite.
    Cost: 40 Alchemical | Craft ( Artisan 4): 4 days + forge + toolbox + 200 Metal
  9. Smuggler's Illusion
    Caravan only. 15 ft. cube illusion. Makes the back look like its full of supply crates and barrels
    Cost: 100 Alchemical + 1 hour enchanting time.
  10. Canon (WIP)
  11. Ballista (WIP)
  12. Machine Gun (WIP)
- SERVICES -

SPELLS:
  1. Spell, Heal
    Cures 1 Hp or removes 1 affliction.
    Cost: 10 Alchemical
  2. Spell, Ley Message
    Ley messenger sends a 30-word audio message to other ley messengers in another settlement. After which they deliver a hand written letter of your message to your desired recipient.
    Cost: 2 Alchemical
  3. Spell, Resurrection
    Brings a corpse that has been dead for no longer than 6 days back to life.
    Cost: 400 Alchemical
  4. Dust Tattoo
    Magical tattoos infused with gem dust that alter a creature's physical or mental prowess. One tattoo per person. The tattoo design can be as big or as small as you like and takes 8 hours to complete.
    Ruby/Emerald/Sapphire Dust: +1 to a skill. Cost: 2000 Alchemical
    Diamond Dust: +1 Health. Cost: 6,000 Alchemical
    Obsidian Dust: +2 Toughness. Cost: 6,000 Alchemical
    Alexandrite Dust: +3 Spell DC. Cost: 6,000 Alchemical
    Moon Dust: +6 Manna. Cost: 6,000 Alchemical
OTHERS:
  1. Cart: Coaches are available in richer settlements for the same price.
    Cost (within settlement): 1 metal | Cost (1 hex): 5 metal
  2. Communal Forge
    +4 to smithing, carpentry, and tailoring. crafting bonus doesn't stack with toolbox.
    Cost: 2 Metal per day.
  3. Courier, Letter: Delivers messages to a location for you. Messenger owls and hawks flying speed = 8.
    Cost: 1 Alchemical
  4. Courier, Package: Delivers items to a location for you. Courier +2 travel speed. Riding a mount, they have a travel speed = 5.
    Cost: 1 Alchemical per 1 Inventory slot
  5. Fortune Teller: Hear a prediction about the future. May or may not be fake.
    Cost: 1 Metal.
  6. Hireling, untrained: Hired for menial work that doesn't require a particuar skill. Includes porters, maids, laborers, and similar workers.
    Cost: 2 Alchemical per day.
  7. Hireling, skilled: Includes anyone hired to perform a service that requires proficiency.
    Cost: 10 Alchemical per day for every +1 to skill rolls. Maximum if +4 to rolls.
  8. Library: +4 to Research.
    Cost: 1 Metal per day.
  9. Lodgings, Comfortable: +2 condition.
    Cost: 6 Metal per day
  10. Lodgings, Fancy: +3 condition.
    Cost: 1 Alchemical per day
  11. Public Bath: +1 Condition. They also clean your items for you.
    Cost: 2 Metal
  12. Repair Items
    Repair time is cut in half.
    Cost: Crafting cost of item
  13. Ship's Passage
    Cost (1 hex): 1 Alchemical | Cost (1 hex with Lodging): See lodging costs above
  14. Stable
    Cost: 2 Metal
  15. Training, +1 to a Skill
    Train with a master for a number of hours = 100 x Next skill rank. Can come back to resume training if you're going on an adventure, or request for a contract that allows you to go to masters of the same organization in other settlements to continue your training there. Comes with 1 training scroll that allows you to train while traveling. This scroll is given to you after at least 8 hours of training where the master got to know your current abilities and limitations.
    Cost: 1000 Alchemical x Next skill level.
  16. Trade Caravan: Hire a trader that'll go on a journey to another settlement to sell your goods. The trader will give back double the investement you paid them when they come back home after 1 week. The trader will make a Travel roll to see if they make the journey back and forth successfully. The Travel DC will be rolled at random by the GM in the OOC thread and will present the DC to you before you choose to hire the trade caravan. This DC will remain for a week.
    Cost: 20 Alchemical
    Investment:
    0 - 200 Alchemicals

    Additional Security Cost:
    Decent Guards (-1 Travel DC) = 20 Alchemical
    Experienced Guards (-2 Travel DC) = 40 Alchemical

    If the trader's journey wasn't successful, a trading caravan with no guards recovers no investment. If with Decent Guards, recovers a half of your investment. Professional Guards recover all of your investment.
    [*]Weather Prediction: Predict weather 3 days in advance. GM makes DC18 roll.
    Cost: 2 Metal
 
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