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Grayell
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 The Greater Merchant Market.
« Thread Started on Aug 21, 2011, 2:34pm »

[image]


THE MERCHANT'S MARKET


A large building where the many merchant's in and out of Wistvale can gather to sell their wares. The council has had all main trade moved into this large building to keep things both organized and convenient for both those selling and those purchasing. More exotic wares and merchant's the reside solely in Wistvale may still be found in this part of town.


Potions.
Adventuring Items.
Magic Bombs.
Ranged Weaponry.
Melee Weaponry.
Shields.
Clothing.
Light Armor.
Medium Armor.
Heavy Armor.
Additional Items.
Helmets.
Gloves.
Boots.
Belts.
Accessories.

« Last Edit: Mar 29, 2013, 4:14am by Grayell »Link to Post - Back to Top  IP: Logged
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 Re: The Greater Merchant Market.
« Reply #1 on Aug 21, 2011, 2:36pm »

POTIONS.

Potions come in all manner of colors and flavors, but importantly; they can be quaffed to help with many things. They aren't necessarily the complete solution to what ails you, but they certainly should help until you can see a healer to fix you up.


[image]
Rejuvenation Potion.
- Rejuvenation potions are made from a specific herbal brew and help reduce weariness. They taste terrible.
- Will invigorate the user for three rounds.
- This allows the user to temporarily counter the effects of physical and mental fatigue and/or stress.
- Such weariness will take full effect on the fourth round.
- Using another rejuvenation potion within 6 rounds will cause violent nausea.
- $30.


[image]
Lesser Antidote
- Only works to counteract lesser poisons.
- Does not heal any damage suffered due to poison.
- Does not work immediately, but takes time dependent on the complexity of the poison.
- May be used to slow the effects of more complex poison.
- $40.


[image]
Lesser Antivenom
- Only works to counteract lesser envenomation.
- Does not heal any damage suffered due to venom.
- Does not work immediately, but takes time dependent on the complexity of the poison.
- May be used to slow the effects of more complex venom.
- $40.

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 Re: The Greater Merchant Market.
« Reply #2 on Aug 21, 2011, 6:07pm »

ADVENTURE KITS.


Adventure Kits are (generally) pouches, designed to be both compact and versatile. Each kit is designed with purpose in mind and can be carried by strapping to your belt or in any other suitable fashion. You cannot alter the content of a kit and any loose items you may pick up when adventuring will be have to be carried separately, or in an empty kit.

Keep in mind that adding kits will gradually increase your burden and reduce both maneuverability and other things, such as being stealthy.

Kits cost 50 gold each.

Custom kits? If you would like to order a kit with more specific contents, the cost is still 50 gold. You can fit a maximum of six items in your custom kit, but cannot add any 'sleeping system' or 'overnight shelter' components as these kits are quite large.


Thief's Kit
- Common tools of the dark trade.
- Basic sleeping poison. When entered in the blood stream or ingested, the target will fall asleep in 6 minutes, for no more than 12 minutes.
- A set of 5 basic iron lockpicks. These lockpicks will break if abused.
- A small code book. The book gives the general location of sewers, bolt holes, hidden spots in town via coded symbols familiar to every thief.
- A set of smudge paints. These paints will darken your skin to allow for easier hiding in shadows.


Healer's Aide
- Supplies to aid the injured.
- A generous portion of cotton bandages.
- A set of needles in varied sizes.
- A roll of sinew.
- A small notebook and charcoal. Notebook includes the most basic information on splints, unguents, tourniquets, and herbs.
- A mortar and pestle.


Warrior's Toolkit.
- Necessary for upkeep of equipment.
- A whetstone.
- Weapon oil.
- A soft, cotton cloth.
- A rasp.
- A small file.
- 10 feet of leather thong.
- Brass wire.
- A small hammer.


Mage's Bookbag
- For the learned, eager to learn more.
- A leather bound book, containing general information on creatures; animal, monster or otherwise.
- A handful of charcoal.
- Loose parchment.
- Flint and tinder.
- A set of beeswax candles, along with the molds to create more if needed.
- A wax stamp.


Craftsman's Toolkit.
- Much quicker than crafting the tools to craft...-
- A fine wood knife.
- A small hatchet.
- A collapsible saw.
- A small camp shovel.


Basic Climbing Gear
- When falling is not an option.
- A climber's pick.
- A grappling hook.
- One climbing harness.
- Tarred rope. (200 ft.)
- A small hammer.
- A set of six pitons.


Survivor's Oilskin Sack
- A collection of tools hard to fabricate in the wild.
- A small camp knife.
- A waterproof fire kit containing flint, firesteel and packed cotton soaked in pitch.
- A torch.
- A needle.
- 100 feet of tarred bank line.
- A small steel canteen. (32 oz)


Hunter's Pack
- Tools useful for both catching and cleaning.
- 6 snare wires.
- 2 broad heads.
- 2 small game arrow heads.
- A collection of feathers appropriate for fletching.
- A small roll of fine cotton.
- A fine skinning knife.
- 50 feet of tarred bank line..


Dungeron Crawler's Hipkit.
- Items useful when underground.
- A flint.
- 3 torches, oiled. Duration 1 hour each.
- A map book.
- A handful of charcoal.
- A water flask.
- A handful of chalk.
- A small pick.


Fisherman's Friend
- No more excuses for the one that got away.
- A small hand reel, complete with 100 feet of line.
- An assortment of twelve hooks and simple tackle.
- A small bell.
- A half dozen, cork floats.
- Some feathers and cotton for crafting flies.
- A finely woven, compact cast net.
- A fine fishing knife.


Assassin's Pouch.
- Implements used to deliver death.
- A small reed blowgun.
- 6 small darts, limited range.
- A vial of poison, delivering slow and agonizing death.
- A simple garotte.
- A thick needle, some 8 inches long.


Priest's Carrybag.
- Necessary to spread the word, whatever it is.
- A book of religious significance, containing the base principles of the priest's denomination.
- One item of religious importance, such as a crucifix or pentacle.
- 3 vials of holy water.
- Dried aromatic herbs.
- A handful of chalk.
- A pouch of salt.


Overnight shelter.
- Because sleeping on the ground is terrible.
- A square sheet of oiled canvas, 12 feet across.
- 4 iron stakes.
- 100 feet of cordage.


Sleeping system.
- For those cold nights.
- A woolen blanket.
- A blanket pin.
- A thick pair of socks.
- This pouch can be stuffed to make a suitable pillow.


Rations Bag.
- Hungry adventurers have no luck.
- Three days worth of dry goods. This includes jerky, fruit and nuts.
- A brew kit, containing tea, coffee, soup base and hot chocolate mixes.
- Three pieces hardtack.
- A small block of chocolate.
- A large water bladder.


POUCHES.


Pouches function as kits do, but come with no contents.

Potion Pouch.
- A simple pouch, comes with no contents. Structured to hold delicate glass vials of any variety.
- This pouch holds up to three potions.
- $25.


Bomb Pouch.
- Does not include bombs, but keeps them tucked away and less likely to detonate accidentally.
- This pouch holds up to three bombs.
- $25.


Empty Pouch.
- Just an open pouch, useful for tossing random bric-a-brac into.
- Must be of suitable size, check with your GM.
- Can contain up to six, appropriately sized items.
- Not suitable for potions or bombs, as these items are volatile.
- $15.
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 Re: The Greater Merchant Market.
« Reply #3 on Aug 21, 2011, 6:24pm »

MAGIC BOMBS.

Not every adventurer is well versed in the use of magic, but carrying these substitutes can be the difference between life and death.



Level 1 Bombs.
- Choose your element at the time of purchase.
- Bomb is thrown and detonates on impact.
- Causes an elemental explosion equivalent in power to a lvl 1 magic attack.
- Area of effect is 3 feet.
- $15.


Level 2 Bombs.
- Choose your element at the time of purchase.
- Bomb is thrown and detonates on impact.
- Causes an elemental explosion equivalent in power to a lvl 2 magic attack.
- Area of effect is 6 feet.
- $30.


Level 3 Bombs.
- Choose your element at the time of purchase.
- Bomb is thrown and detonates on impact.
- Causes an elemental explosion equivalent in power to a lvl 3 magic attack.
- Area of effect is 12 feet.
- $60.


Level 4 Bombs.
- Choose your element at the time of purchase.
- Bomb is thrown and detonates on impact.
- Causes an elemental explosion equivalent in power to a lvl 4 magic attack.
- Area of effect is 24 feet.
- $120.


Level 5 Bombs.
- Choose your element at the time of purchase.
- Bomb is thrown and detonates on impact.
- Causes an elemental explosion equivalent in power to a lvl 5 magic attack.
- Area of effect is 48 feet.
- $240.


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Smoke Bomb!
- The simplest and most popular bomb in store!
- Bomb is thrown and detonates on impact.
- Causes an a suddenly spreading cloud of thick smoke.
- Area of effect is 6 feet.
- Dissipates quickly, no ill effect.
- $25.
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 Re: The Greater Merchant Market.
« Reply #4 on Aug 26, 2011, 12:24am »

RANGED WEAPONRY


[image]
The Bull-leg
- The Bull-leg is quite bulky for a bow but is therefore very sturdy and almost unbreakable.
- Longbow.
Bashing
- The user may use this weapon in melee combat, damage dependent on their brawn level.
- $50


[image]
Silvered Throwing Dagger
- Infused with silver, this dagger is the bane of lesser undead and werekin.
- Throwing knife, set.
Silver
- This damage does minor bonus damage to lesser undead and were-creatures.
- $50.


[image]
Seido Stars
- Once found only in the Far East, these throwing blades are the product of a smith known for his steady hands.
- Shuriken, set.
Precise
- Has minor increased accuracy.
- $50.


[image]
The Nail
- A favorite with rogue types, it is easily concealed.
- Throwing knife, one only.
Hidden
- This weapon can be entirely concealed and will not be found with a THOROUGH search.
Pinning
- This weapon will "nail" the target in place once per adventure.
- $60.


[image]
The Pipper
- Lightweight, compact and accurate enough to shoot a gnat off a Yakow's tail.
- Shortbow.
Steady Aim
- The user can spend one round aiming, taking no other action.
- Next round, the user can take a shot with moderately increased accuracy.
- $75.


[image]
Ironshot
- Only the strongest archer can draw an Ironshot bow it's lack of speed is compensated by it's power.
- Longbow.
Powershot
- Ironshot suffers reduced speed, meaning one shot per turn.
- Ironshot delivers moderate bonus damage to any target it hits.
- $125.


[image]
Cleave Edge
- A monstrous throwing weapon of alarming power. Hard to use effectively - but harder yet to dodge or block.
- One-handed ranged.
- Glaives cannot be dual wielded.
Keen
- Does minor bonus damage to non or light armored targets.
- $150.


[image]
Hushed Kiss
- Whisper silent and doubly dangerous, these throwing knives are the perfect assassin's tool.
- Throwing knife, set.
Silenced
- This weapon makes no noise in flight.
Piercing
- This weapon can pierce lesser armor types with ease.
- $150.


[image]
Sureshot Crossbow
- The Sureshot has been a favourite with competitive shooters for as long as crossbows have been around - which isn't terribly long.
- Crossbow.
Weapon Plus
- This crossbow has slightly increased accuracy.
- This crossbow has slightly increased range.
- This crossbow has a slightly increased firing rate.
- $175.


[image]
The Three Kestrels
- Tiny and fierce; these matched throwing blades have no peer when it comes flying straight and true. Purely Elven in design, they can target even the smallest vital spot on your prey with incredible precision.
- Throwing knife, set of three only.
- Takes up glove slot.
Precise
- These throwing knives cane be thrown with moderately increased accuracy.
Returning
- These blades will always return to the wielder when commanded, so long as the glove is equipped.
- These blades are stored in the glove.
-$175.


[image]
The Tracker's Mark
- You can run, but you can't hide
- Shortbow.
Tracker
- The wielder will instinctively know the location of any enemy struck with an arrow fired from this bow.
- This effect will last as many rounds as the user's skill in survival.
- $175.


[image]
Brymbow
- Ever popular among archers, the Brymbow was originally a ceremonial weapon, used in splendid displays of fireworks.
- Longbow.
Flameedge
- Each arrow drawn in this bow is magically ignited.
- This weapon deals fire damage.
- These arrows will not ignite a normal fire, nor can the fire be manipulated.
- $200.


[image]
The Arbalest
- I'm not sure what's scarier, the normal mode, or the net...
- Crossbow.
Burst Fire
- Can fire 4 bolts in rapid succession.
Netgun
- Once per adventure, a net can be rigged between the bolts. This takes one round.
- The next shot from Arbalest will then have a high chance to ensnare the target.
- $300.


[image]
Asps
- These knives were considered just plain, poisonous blades of the assassin trade until one famed assassin (name unknown if that makes any sense) hollered 'Kiss my asps!' before ending the life of the highly regarded duelist, Sir Montoya Everind.
- Throwing knife, set.
Poison
- An enemy hit with this weapon will be poisoned.
- This poison will cause reduce the target's Agility, Brawn and Endurance talents and will immediately impair their actions appropriately.
- Reduction equal to half the user's Thievery talent.
- Effect lasts 3 rounds, severity of effect cannot be stacked.
- $325.


[image]
Render
- Whilst Render deals massive damage on impact, it's enchanted metal can also cut down magic...
- One-handed ranged.
- Glaives cannot be dual wielded.
Sunder Magic
- Once per day, the user may throw this weapon to counter a magic attack.
- Is successful, the magic attack will lose 3 levels of power.
- $350.


[image]
Rumblefoot
- The Rumblefoot bow is hardly for stealthy use but is still sought after by archers and exotic weapon collectors.
- Longbow.
Tremor
- Three times per adventure, the user can shoot into natural earth and will trigger a minor shock wave some 10 feet in diameter.
- Enemies within this radius must have the equivalent of 3 in Agility or will be stopped this round.
- Cumbersome enemies will fall down for this duration.
- $400.


[image]
Fryst
- The Fryst knives are a rarity away from the icy climes that are their place of creation. They are highly sought after in other reaches of the world of course, making them quite expensive.
- Throwing knife, one only.
Waterblade
- Fryst deals water damage.
- Fryst leaves a trail of snowflakes when thrown.
- The snow cannot be manipulated.
Freeze
- Three times per adventure, the user can freeze a target upon hitting them center mass.
- That target will be frozen in place for two rounds only.
- $450.


[image]
Shatter
- Dwarven bow created to stand against heavily armored enemies.
- Longbow.
Penetrating Shot
- Three times per adventure, the user of this bow can shoot arrows that pierce even the heaviest of armor.
- The user must spend a turn declaring their intention, drawing and aiming.
- If the shots are successful, the arrows ignore any and all defense bonuses that come from armor, shields or other equip-able items.
- This does not include items that state that they 'deflect' ranged weapons.
- Upon impact, the arrow heads shatter, causing minor bonus damage.
- $475.


[image]
Fusion Bolter
- The internals of this complex crossbow are something of a mystery, but certainly don't help the weapon's affordability.
- Crossbow.
Fusion
- Three times per day, the user or friendly mage may cast a lvl 1 spell upon this weapon.
- The next shot from the weapon will then deal damage per a lvl 3 spell of the same element.
- $500.


[image]
Rodrin's Recurve
- Rodrin was a famed Ranger who later became a fabled general but failed as a leader. He died as a warrior though, having slain many enemies with his bow.
- Recurve.
Passive Enchantment
- Rodrin's Recurve is passively enchanted by the user's strongest magic element and will deal that type of damage.
- If the user is without magic, a friendly mage may activate this enchantment. Doing so will cause one time fatigue equivalent to a lvl 2 spell.
- This effect will last 1 day.
- Available one time only.
- $500.


[image]
Tearar.
- Owned by the (not so) undying Ogre Warlord Ugrak, this weapon has killed countless foes; most of them whilst running for their lives.
- Glaive, cannot be dual wielded.
- User must have 3 or more Brawn to wield.
Keen
- This weapon does moderate bonus damage.
Unstoppable
- This cleaver ignores all minor impedance, cutting through lesser trees, rocks, walls and the like.
- Unique item, one time only.
- $600.


[image]
Leech Bow
- Leech Bows are common enough but are often branded as illegal in many countries. This explains their expensive retail price.
- Shortbow.
Leech
- Any enemy dealt a killing blow by the Leech Bow will restore moderate health to the user.
- If the bow kills a ghost, phantom or undead, the user gains nothing.
- $700.


[image]
The Separatist
- A strange name, it is said the craftsman of this weapon was lacking in imagination. It's name fails to indicate the magnificence of this weapon.
- Longbow.
Arcane Arrows
- This weapon requires no ammunition for ranged combat but instead fires arcane energy, dealing raw elemental damage.
- The user may amplify their potential damage.
- The user takes magic fatigue on scale with the bonus damage, triple damage being equivalent to casting a lvl 5 spell.
- Available one time only.
- $1100.
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 Re: The Greater Merchant Market.
« Reply #5 on Aug 26, 2011, 12:33am »

MELEE WEAPONRY


[image]
Strongarm Axe
- A heavy but effective weapon with a nasty surprise.
- Two-handed melee.
Hidden blade
- The lower haft of this weapon unscrews and slides out, producing an internally concealed 6 inch blade.
- $50.


[image]
Straight Stick Blade
- What seems like a harmless item is actually a razor honed blade...
- One-handed melee. (Medium)
Hidden Blade
- A straight edge with no frills, it looks like a plain walking stick until drawn.
- $50.


[image]
Ironwood Staff
- Non-magical, but the properties of the Ironwood tree make this staff extraordinary.
- Staff.
Ironwood
- This staff is nigh unbreakable, withstanding tremendous force.
- $50.


[image]
Silver Weapons
- Silver weapons are a great place to start for budding adventurers.
- Take your pick of type!
Silver
- Inflicts minor bonus damage to undead and were creatures.
- $75.


[image]
Nut Cracker
- A very simple weapon, the nut used for the weight is actually off an enchanted tree.
- Flail. (Medium)
- Cannot be dual wielded.
Animal Bane
- Causes minor bonus damage to any non-magical, mundane animal.
- $75.


[image]
Katar.
- Cruel but ever effective, they make the unarmed expert an enemy to be feared.
- Dagger.
Martial Weapon
- Proficiency with this weapon is based on the user's Martial Prowess skill.
Piercing
- The user's hand attacks now inflict piercing damage and can ignore lesser armors.
- $100.


[image]
Winged Axe
- There are no wings upon this axe but it is so named for it's ability to be thrown accurately.
- Two-handed melee.
Winged
- This weapon can be used as a thrown weapon with alarming accuracy.
- The user must retrieve this axe after throwing it.
- $150.


[image]
The Kopii
- The Kopii is usually wielded in pairs. These blades were forged from iron sand more commonly used to create slashing blades like the katana and wakizashi.
- One-handed melee. (Medium)
Piercing
- This blade is extremely sharp and will punch through light armor as easily as cloth.
Throwing
- These blades can be thrown as projectiles but must be retrieved.
- $175.


[image]
Ograk's Warclub
- Ograk might have been one smelly Orc, but he was a sneaky devil.
- One-handed melee. (Medium)
Orckin Bane
- Deals moderate to major bonus damage to Orcs and goblin kin, Ogres and Trolls.
- $200.


[image]
Edlritch Staff
- Altogether common and quite popular among mages.
- Staff.
Glow
- This weapon glows softly in low light.
- The user may focus to increase the intensity of this light a little, incurring minor Fatigue to do so.
Arcane Boost
- Once per adventure at the user's command, one of the user's magic techniques can be increased in power by one level.
- $200.


[image]
Emberance
- Pulled from a burning temple, or rescued from a burning temple, no one seems to know....
- Lance.
Fire Breath
- The user can blast a cone of fire once per day.
- Cone range is 12 feet, 4 feet across.
- Power equal to level 2 fire spell.
- $200.
- Unique item, one time only.


[image]
The Stranger
- This weapon was first seen worn at the hip of a stranger to a king's court. It was later seen in the king's throat.
- One-handed melee. (Medium)
Fencer
- This weapon deals minor bonus damage when wielded alone.
- This weapon has a minor boost to striking speed when wielded alone.
- Wielded alone = no off hand weapon or shield.
- $225.


[image]
Crush Hammer
- Whilst hammers are usually dragged into battle against well armored foes, this hammer is purpose built for them.
- One-handed melee. (Medium)
Penetrating
- Causes moderate bonus damage to any heavily armored foe.
- $225.


[image]
Constriction Flail
- Just when flail's were scary enough...
- Flail. (Large)
Ensnare
- Once per day, the user may swing the flail and extend the chain some 12 feet.
- If successfully hitting their target, the user may ensnare their target but inflicts no damage.
- The target is then bound by the chain for one round.
- $225.


[image]
Chokeblade
- Most commonly found in the hands of Eastern assassins, it's hidden skill can be the deciding factor in combat.
- One-handed melee.
Noxious Powder
- Twice per day, the target may release a choking powder when drawing the blade.
- This powder is dispersed as a green, fine dust that spreads as expected across the arc of the draw.
- Targets must be within 10 feet to be affected.
- Any affected target will start coughing, reducing their ability to attack or defend this round.
- $250.


[image]
Thunderfang
- Thunderfang was once a grand blade but has since lost it's allure with the creation of better blades.
- One-handed melee. (Large)
Electric
- Once per adventure, the user can activate this ability.
- When activated, Thunderfang deals electric damage potentially stunning any weaker targets.
- This effect lasts 3 rounds.
- $250.


[image]
Fryststave
- Stolen from frost giants. By ninjas. I mean ninja. Ninja ninja ninja!
- Spear.
Freeze
- The user can freeze their target upon landing a successful hit.
- The target is frozen for one round.
- This ability can be used once per day.
- $250.


[image]
Drow Vanishing Dagger
- When the Drow are not being entirely ruthless, they are being unpredictable.
- Dagger.
Vanish
- The user can vanish entirely until next round.
- The user cannot move or they will cancel the effect.
- This ability can be used once per day.
- $250.


[image]
Overwood Bloodblade
- A sadistic, ruthless weapon used to great effectiveness in Overwood skirmishes.
- Dagger.
Leech
- The user can heal themselves upon killing an enemy with this blade.
- The amount of health gained is comparative to the health of the victim.
- This ability can be used once per day.
- $250.


[image]
The Whispered Wind
- A simple looking mace that can create quite the stir...
- One-handed melee. (Medium)
Windstorm
- Once per day, the user can summon a lvl 3 windstorm.
- This windstorm lasts 2 rounds.
- $275.


[image]
Oni Tetsubo
- A weapon said to be of demonic origin, it's power is but a sample of what it used to be.
- Two-handed melee.
Penetrating
- This weapon strikes any shield very hard, potentially causing weaker opponents to fall back or stumble.
Batter Up!
- On a clean hit to the mid section, the user can knock the target back some 15 feet.
- This ability can be used once per day.
- $275.
- Unique item, one time only.


[image]
The Windswept Grass
- An eastern sword, it's balance is impeccable.
- One or two-handed melee. (Large)
Quickdraw
- When striking from a drawn position, this blade is very fast and hard to detect.
Enhanced Edge
- Windswept grass has incredible cutting power and will sustain less damage when used against hard objects.
- $275.


[image]
Gaze Edge
- The Gaze Edge was once a sign of hope, liberty and enlightenment. It is now a weapon like any other.
- Dagger.
Lightblade
- Gaze Edge inflicts light damage instead of physical damage.
- Gaze Edge inflicts major bonus damage on dark or truly evil enemies.
Glow
- Gaze Edge glows when drawn, emitting light within a 30 foot radius.
- Available one time only.
- $300.


[image]
Thornstrike
- Thornstrike is of Elven origin, though the blade is not as delicate or as elegant as common Elven weaponry.
- Halberd.
Airblade
- Thornstrike inflicts air damage.
- When wielded for battle, this blade hums gently.
Brambles
- Once per day, the user may draw a line in the dirt.
- A thick and largely impassable wall of brambles will erupt for the line and last three rounds.
- This wall can be no wider than 10 feet across.
- This wall is 8 feet high.
- Available one time only.
- $300.


[image]
Flamewaker
- The Flamewaker blade is renowned, purely because well, the dang thing is on fire.
- One-handed melee. (Large)
Flameblade
- The blade of this weapon bursts into flames when drawn.
- This fire is magical and cannot be manipulated.
- This weapon deals fire damage.
Firebolt
- Three times per adventure, the user may shoot a firebolt from the blade.
- This bolt deals damage equal to a level 2 fire technique.
- Unique, one time only.
- $300


[image]
Airbender
- This staff lacks the ornamentation of other magical weaponry, appearing as a simple monks weapon. It's power is also simple, but quite effective it utilized well.
- Staff.
Windscythes
- The user's strike can launch a blade of air.
- This blade will travel accordingly, given the strike.
- This blade will dissipate after 24 feet or upon hitting a target or object.
- Power of this blade is equal to a lvl 2 air technique.
- The user can do this 12 times per adventure.
- $300.


[image]
Quake Edge.
- Quake Edge looks like a normal blade, though it appears as though it has been neglected and covered in dirt.
- Two-handed melee.
Earthblade
- The blade of this weapon leave traces of dust when swung.
- This weapon deals earth damage.
Sandstorm
- Twice per day, the user may summon a small sandstorm.
- This sandstorm may target one enemy and will blind and hamper their abilities for one round.
- The power of this sandstorm is lvl 2.
- Unique, one time only.
- $325


[image]
Split Tongue
- A dangerous blade, it's wielder had best be competent with such weaponry or potentially fall victim to the blade.
- One-handed melee. (Medium)
Poison
- Three times per adventure, the user may make a poison strike.
- If successful, this slow poison will wear down the target, sapping them of strength and potentially killing weaker targets.
- $325.


[image]
Windtouched Falchion
- The Windtouched Falchion weighs virtually nothing, a feature that throws off many swordsmen when intially using the blade.
- One-handed melee. (Medium)
Windtouched
- Every time this weapon strikes an enemy, it instantly emits a sudden but short lvl 1 gust of wind.
- This gust may push the enemy back and slow their response.
- $350.


[image]
Aelfgar
- Gifted to somebody from some elven clan for saving some elven child. Who might have been royal. Why do you ask these questions?
- Spear.
Hasted Weapon
- This weapon moves with moderately increased speed when wielded.
- $350


[image]
Surge
- Surge seems a simple enough trident, but has caught many opponent entirely off guard with it's ability to wash them away.
- Spear.
Waterblade
- This spear splashes upon striking a target.
- This water dissipates quickly and cannot be manipulated.
- This weapon deals water damage.
Geyser
- Three times per day, the user may blast a jet of water from the end of the spear.
- This jet hits with the force of a level 2 water technique.
Greater Geyser
- If Geyser has not been used, the wielder may blast a greater jet of water from the end of the spear.
- The force of this water is level 4.
- Using Greater Geyser cancels the ability to use Geyser in that same day.
- Unique item, one time only.
- $375


[image]
Nightjar Dagger
- Nightjar Steel comes only from the Overwood, making it incredibly rare and valuable.
- Dagger.
Light Drinker
- The steel of this knife absorbs light, completely preventing it from reflecting or shining.
Backstabber
- This knife is exceptionally sharp and will deal severe bonus damage to unaware or back-stabbed targets.
- Available one time only.
- $400.


[image]
Bloodied Waraxe
- A morbid weapon, stained with the gore of it's countless victims.
- Two-handed melee.
Keen
- Inflicts minor bonus damage.
Leech
- Once per day, the user may heal themselves upon delivering the killing blow to an enemy.
- This will also cure the user of any status effect.
- This will not work on undead and the like.
- $400.


[image]
Granard's Foundry
- Granard is considered one of the three elder dwarves, his tales still sung by drunken bards.
- Halberd.
Tremor
- The user can knock all enemies within a 12 foot diameter to the ground.
- Enemies will spend one round getting to their feet.
- Enemies with high agility will be immobilized for the round.
- Enemies with exceptionally high agility will be slowed.
- Can be used once per day.
Blunt defense
- The user is granted a moderate bonus to defense vs blunt weaponry.
- $425.


[image]
Murdock
- Created by a blind man with high ambition, terrible fashion sense and a very thick skull.
- Staff.
Extending
- This staff can extend anywhere up to a full 12 feet in length when striking, making it's potential range quite deceptive.
Adaptive
- This staff can be split into two separate hand batons.
- These two halves may also have a chain attaching them to use this weapon as a flail.
Grappling
- This weapon is extremely durable and can assist in climbing and other acrobatic feats.
Penetrating
- This weapon deals moderate damage against unarmored opponents.
- Available one time only.
- $450.


[image]
Pilatos
- Pilatos battled two snakes and forged them together, or something to do with snakes. Apparently.
- Staff.
Gaseous Cloud
- This weapon may emit a noxious gas, forming a cloud some 15 feet in diameter.
- All beings within the cloud, other than the user may be nauseated for three rounds.
- Beings with a high endurance may not be effected.
- This skill can be used once per day.
Poison/Disease Immunity
- User is immune to poisons and disease.
- $500.


[image]
Dewdrop
- Dewdrop is somewhere between a short sword and a full longsword it is easily recognizable by it's brilliant, blue blade.
- One-handed melee. (Medium)
Waterborne
- This weapon can be manipulated by water magic, making the blade malleable. The rest of the weapon is unaffected.
- Fatigue based on duration of manipulation.
Water Based
- Dewdrop deals moderate bonus damage to fire and earth based targets.
Dowsing
- Dewdrop can be used at any time to lead the user to the nearest water source.
- $600.


[image]
Vilis
- The trademark weapon for the infamous clerics of the Panish Sinquisition.
- Staff.
Extreme Illumination
- This weapon will emit an intense light upon command, 60 feet in diameter.
- The user can dispel this effect upon command.
Truesight
- The user can see through illusions.
- The user can see through any physical barrier no more than 10 feet thick, three times per adventure.
- $600.


[image]
Savard Dagger
- Savard was thought to be a hero - until it was discovered that he was only killing mages to further his own ambitions with the arcane arts.
- Dagger.
Magebane
- The effects of this dagger will work on any target that has used magic in the last three rounds.
- This weapon deals moderate bonus damage to an applicable target.
- Each round this weapon strikes an applicable target, it will cause fatigue in that target equivalent to a lvl 3 spell.
- $600.


[image]
Mimnar's Crook
- The dead witch king's power is undeniable and this staff is but a small portion of his power.
- Staff.
Light Resistance
- Any light based attack against the user will suffer a minor reduction in power.
Terror
- Twice per day, the user may choose to cause fear in his opposition.
- Any target with a lower Talent than the user's own highest magic Talent will be affected.
- This affect lasts rounds equal to the difference in Talents.
- Any target suffering the fear effect will run, hide, cower and be very inept act in a terrified manner during this effect.
- Available one time only.
- $650.


[image]
Torn Winds
- Torn Winds is a blade with a fierce reputation making it something of an artifact.
- Two-handed melee.
Killing Haste
- Each time this weapon injures it's target, the user is blessed with a short boost of speed.
- This haste effect lasts three seconds.
- This effect cannot stack but can be used to chain attacks.
- $700.


[image]
Darkthorne
- A wicked blade, dark and mysterious. Considered to be an angel killer and loathed by those of the cloth.
- Two-handed melee.
Dark Power
- This blade deals moderate bonus damage when used in the dark or low light.
- This blade deals massive bonus damage vs any light or holy target.
- The wielder of this blade cannot use any magic other than Dark.
- Available one time only.
- $850.


[image]
The Foe Sealer
- Crafted in order to defeat a raging demon, this weapon has instead created many a demon of war
- Two-handed melee.
Battle Lust
- This weapon gains a moderate boost to power each time it kills a target.
- This effect lasts as long as battle persists.
- Available one time only.
- $850.


[image]
Silvertalon
- A gift from the Grandmaster of the Lorne Dragoons the blade of this dagger was crafter from a silver dragon scale.
- Dagger
Firedge
- This blade is a fire based weapon.
- This blade bursts into flame when drawn.
Warmth
- The wielder of this weapon is immune to the cold and any ice effects.
Aura
- On command, the wielder is surrounded in a aura of flame.
- Any enemy coming within melee range of the wielder will take damage each round equal to a level 2 magic technique.
- This effect lasts 3 rounds.
- Usable 3 times per adventure.
- Unique item, one time only.
- $925.


[image]
Sonadeil
- This staff is cherished by the Wood Elves and is considered a lost cultural artifact.
- Staff.
Swampglow
- Sonadeil glows eternally with a gentle, green light.
- Sonadeil seems to always attract moths, the creatures drawn to it's light.
- This light can quell and repulse any mundane animal or lesser creature intending the user harm
Charm Animal
- Three times per day, the user may charm an animal to do their bidding.
- This animal must be in the user's immediate vicinity.
- This effect will last three rounds.
- Any animal treated poorly or harmed cannot be charmed a second time.
- Available one time only.
- $1250.


[image]
Aegis Halberd
Once known as a fanatical order bent on spreading the word of their god of light, the warriors of Highever's House Aegis are still renowned demon and witch slayers. The halberd is blessed with light magic that cuts through darkness and the creatures it spawns.
- Halberd.
Resilient Light
- Emits a light aura at all times equal to a lvl 2 Light spell.
- Weakens the resolve of demons, blood mages, and dark mages.
Weaken
- Once per day, the user can halve the power of any dark magic spell targeting the user.
Holy Beam
- Once per day, can shoot a piercing ray equal to a lvl. 3 Light spell.
- Available one time only.
- $1200.


[image]
Moonsong.
- The scimitar known as Moonsong predates the modern elven races and instead, was borne when all such people were as one.
- One-handed melee.
Arcane Edge
- This blade ignores any immunity to blade or physical damage and overrules any such magical effect upon it's target.
- This blade is capable of hitting all beings, corporeal, ethereal or otherwise.
- This blade can be blocked, of course.
Luna Aura
- Moonsong glows with a silver aura, the strength of which is dependent upon the phase of the moon.
- This blade will deal bonus damage, based on the intensity of its glow.
- Unique item.
- $1300.
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Grayell
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 Re: The Greater Merchant Market.
« Reply #6 on Aug 26, 2011, 12:34am »

SHIELDS


[image]
Off Hander.
-A simple shield with a useful modification.
-Shield, increases defense
Hidden Blade
-The back of this shield is modified to allow the user to store an extra, small reserve weapon there.
- Weapon can be no larger than a short sword.
- $50.


[image]
Silvered Kite
-This shield is lined in a coat of purest silver.
-Shield, increases defense
Silver
-If using the shield to strike a were-creature or undead it deals minor additional damage.
- $75.


[image]
Blessed Shield
- A larger kite style shield, useful when dealing with the undying.
- Shield.
Undead Ward
- This shield will glow gently in the presence of lesser undead.
- The user will take minorly reduced damage from lesser undead.
- $75.


[image]
Shockshard Shield
- A simple wooden shield constructed with a broken wind shield within.
- Shield.
Blinding Shock
- Once per day, the user may cause an instantaneous lightning burst.
- This burst does not cause any damage, but instead may stuns any enemies within 30 feet.
- This stun lasts this round only, the enemy will be free to act again on their next turn.
- $200.


[image]
Old Glory
- What looks like a very plain shield actually has something of a history.
- Shield, increases defense.
Throwing
- This shield can be thrown as a missile.
Hammering
- The shield will not only cause appropriate damage, but can knock lesser enemies down.
Returning
- The shield will automatically return to the user's hand on the next round, unless stuck or captured.
- $250.


[image]
Kerak's Hammer
- Kerik's 'Hammer' is quite the misnomer, in that Kerik much preferred an axe and the reputation of what is actually a shield confounded his enemies to no end.
- Shield, increases defense.
Stun
- Three times per day, the user can trigger this shield's ability by striking the enemy with the shield.
- A successfully hit enemy will be stunned for one round.
- A stunned enemy will not attack and will defend and move with reduced capacity.
- Using this ability makes a rather loud 'CLANG'.
- Available one time only.
- $300.


[image]
Byrning's Blessing
- A solid shield, capable of both protecting it's wielder and healing them.
- Shield.
Heal
- Once per day, the wielder of Byrning's Blessing can moderately heal each friendly target within 10 feet.
- This action takes one dedicated round.
- Available one time only.
- $350.


[image]
Embrandt
- The Embrandt shield has saved many lives, but not as many as it has taken.
- Shield.
Fireshield
- Once per day, the user may activate a wall of flame.
- This flame will surround the user in a 6 foot radial diameter of fire.
- This flame deals lvl 3 fire damage to everyone inside this area but the user.
- Available one time only.
- $400.


[image]
Spelleater.
- The Spelleater Shield once adorned the arm of Gertritude Gallavant, the famed female Paladin. Her friends called her 'Hurtful Gerty', as she always mocked her enemies upon defeating them.
- Shield, increases defense.
Diffusion
- Any magic attack blocked with this shield, is treated as being one level lower in power.
- Available one time only.
- $600.


[image]
Viola
- Once used by a superior warrior and named after his true love, this shield inherited her trait of wishing to help.
- Shield, raises defense.
Magic Boost
- Once per adventure, the user can activate this shield's ability.
- All friendly adventurers gain a moderate bonus to any effect caused by magic which they cast.
- This effect lasts 3 rounds.
- Available one time only.
- $750.


[image]
Harmgrim..
- A legendary shield said to be long lost in the depths of Undermountain, it is a treasured artifact to those of our proud and noble Dwarven heritage. It was wielded to bring the great hero Grimrubble victory, when facing the Drow hordes at the battle of the Vale of Sullen Shade.
- Shield, raises defense.
Defiant.
- This shield negates all damage from mundane weaponry or mundane unarmed attacks.
Aura.
- Twice per adventure, the wielder may activate an empowering aura.
- The wielder and any ally within a 20 foot radius will have a gentle, golden glow.
- Allies passing in and out of this range will activate/deactivate the effect upon themselves.
- The wielder and any effected ally will be granted a moderate bonus to physical damage dealt.
- The wielder and any effected ally will be granted a major bonus to stamina.
- The wielder and any effected ally will be granted a major bonus to morale, nullifying any lower to moderate, negative mental effects.
- This effect lasts 5 rounds.
Glow.
- Twice per adventure, the user may activate the shield’s glow.
- The shield will radiate a brilliant, golden light.
- Any enemy creature within a 40 foot radius will be repelled by this light.
- Effects include anything from discomfort, to retreating, based upon the relative power of the creature.
- This effect lasts three rounds.
- Unique item, one only.
- $2000.


[image]
Spellbinder.
- The shield Spellbinder is perhaps the most famous shield ever crafted. Stories of it’s origin often credit the gods themselves with it’s birth, but it is known to have once belonged to the elder sage, Elmkainen. It is recognizable by both hero an villain, as it is quite unlike any other shield in existence.
- Shield, raises defense.
Defiant.
- This shield negates all damage from both level 1 and 2 magic techniques.
- This does not include magic that has been sundered, as per below.
Bind.
- Activated any time the wielder intercepts a magic technique with this shield.
- The shield will then ‘bind’ both the element and the level of that technique to itself.
Sunder.
- Any further magic attack of that same element will be reduced in power by the bound level, if intercepted by the shield.
- This effect lasts 3 rounds and cannot be stacked during to increase power of the effect.
- Unique item, one only.
- $2500.

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member is offline

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Posts: 5,601
 Re: The Greater Merchant Market.
« Reply #7 on Aug 26, 2011, 12:44am »

CLOTHING


Clothing, whilst generally a requirement in civilized company; is the least amount of armor an adventurer can wear. All listed bonuses or drawbacks are considered after the following attributes:

    - Clothing grants a slight bonus to defense.
    - Using magic when wearing clothing will cause a slight increase in Fatigue.
    - Clothing can cause slight impairment to maneuverability.
    - Clothing can cause slight drawbacks to other things, such as stealth.


[image]
Silverweave
- Silverweave clothing is made from exceptional cloth, weaved with magically infused silk.
- Clothing, no defensive value.
Refreshing
- Slightly reduces fatigue from magic use.
- $50.


[image]
Cloth of the Acolyte
- A recognized piece which held some ceremonious value in times past.
- Clothing, no defensive value.
Packrat
- Allows the user to separately carry 3 potions.
- $70.


[image]
Mossbrand Robes
- Mossbrand Robes are cool, comfortable and all the rage with outdoorsy types for it's use birdwatching.
- Clothing, no defensive value.
Eavesdrop
- The user's sense of hearing is increased slightly.
- $75.


[image]
Duelist Garb
- The Duelist Garb is both attractive and practical, often being worn by nobility who fancy themselves something of a swordsman.
- Clothing, no defensive value.
- Duelist set.
Quick
- The user may wield a sword with a minor increase in striking speed.
- Only applies to wielding a single handed sword, alone.
Duelist
- Applies if both pieces of the Duelist set are equipped.
- The user gains enhanced initiative in combat.
- $75.


[image]
Shrew Robe
- The Shrew Robe certainly has it's uses - none that anyone can think of in a hurry mind you.
- Clothing, no defensive value.
Attraction
- The user's Physical Appeal may affect all intelligent species.
- $75.


[image]
Indigo Robe
- A simple robe that appears entirely normal but has a nifty enchantment upon it.
- Clothing, no defensive value.
Intuition
- The user becomes moderately more sensitive to Kinship effects.
- Passive energy from others becomes clearer to the user, making them more intuitive in regards to how others truly feel.
- $100.


[image]
Underunes
- Surplus from a late night market scheme that fell apart.
- Clothing, no defensive value.
Enhance
- Allows the user to enhance their physical ability for 3 rounds.
- Options are Agility, Brawn or Endurance.
- Activating this effect requires one full round to power up.
- This will increase their chosen Talent by one point.
- This can be used twice per adventure.
- $150.


[image]
Vestments of the Nimble
- Made for those more inclined to run than fight.
- Clothing, no defensive value.
Flee!
- In a pinch, allows the wearer to escape from battle.
- This can be used once per adventure.
- $150.


[image]
Appartif
- Such plain clothing and yet it has such a unique enchantment.
- Clothing, no defensive value.
Genderbender
- The wearer of this outfit changes gender.
- The wearer's physical appearance in their changed gender is still based on their Physical Appeal talent, but all features are now shifted to what is considered trademark of that gender.
- $200.


[image]
Lee-Gi
- Discovered in the ruins of a temple to an unrecognized god, these simple wrap around & drawstring robes require little in the way of care beyond cleaning.
Quick
- The robes impart an attack bonus to the unarmed wearer allowing for more strikes in a combat round.
- This bonus lasts for two combat rounds.
- This can be used three times per adventure.
- $200.


[image]
Greenskins
- Commonly worn by forest folk and hunters in warmer seasons.
- Clothing, no defensive value.
Farsight
- The user gains a minor boost to their eyesight range.
Precise
- The wearer is moderately more accurate with ranged weaponry.
- $250.


[image]
The Rogue's Kiss
- A beautiful set of clothing for women only, the effect would certainly be lost if worn by a man.
- Clothing, no defensive value.
Poison
- The wearer of this dress may poison their kiss...
- This is a slow to kill poison, but ill effects are quick to manifest.
- The user's kiss may also cure the victim.
- This poison may be cured via Healing Magic or Medicine of a higher or equal to level than the wearer's Thieving skill.
- $300.


[image]
Alrich Vestments
- These clothes look quite stylish but there is no ignoring the morbid design and gothic colors.
- Clothing, no defensive value.
Heal
- The user can heal themselves when wearing this item.
- Rate of healing is equivalent to level 3 Healing Magic.
- Causes Fatigue at the same rate.
- User requires no Healing Magic to use this ability.
- The user can perform no other action when using this skill.
- The effect will be canceled if the user is interrupted in any way.
- $400.


[image]
Wyrmleathers
- Made from the tanned and treated hide of juvenile Wyrms.
- Clothing, no defensive value.
Resistant
- The user becomes heavily resistant to climate and environmental exposure.
Hardskin
- Wearing this item will magically harden the user's skin, giving them a natural medium armor defense.
- This effect is dispelled upon removal of this item.
- $400.


[image]
Awlvine Tunic
- Known as the most uncomfortable looking apparel known.
- Clothing, no defensive value.
Appendages
- This robe has two, six foot, thorny vines hanging from the shoulders.
- These vines can be used as the primary melee weapon.
- The user's highest magic talent determines their skill with these vines.
- Using the vines as weaponry will cause fatigue per as magic use.
- $400.


[image]
Divine Rites
- The Divine Rites were granted to priests of utmost purity and compassion for their fellow men. They got on the market when those fellow men killed those priests...
- Clothing, no defensive value.
Empower
- Applies to Healing magic use only.
- The user suffers less Fatigue for each level they have in the Medicine talent.
- Maximum reduction is half, for a full five points in Medicine.
- $450.


[image]
Damistress' Dress
- The very dress (of many) that belonged to Damistress, famed woman who charmed her way into wealth and power many years ago.
- Clothing, no defensive value.
Persuasion
- In situations where the Physical Appeal, Kinship and Liaison of the wearer are considered effective, their effect is amplified.
- This means the effected target is highly susceptible to suggestion from the wearer.
- $450.


[image]
Tempest Garb
- These robes whisper the secrets of the western winds.
- Clothing, no defensive value.
Lightning Magic
- Allows a wind mage to also summon lightning.
- Power is dependent on the power of the mage.
- Summoning lightning is extremely stressing for the mage and leads to fatigue much faster.
- $500.


[image]
Pung Gao Garb
- The warrior Pung Gao was considered a great warrior and scholar, though tales of his youth speak of his impetuous nature.
- Clothing, no defensive value.
Quick
- When fighting unarmed (or with glove weaponry) the user has both increased initiative and chance to counter.
Healing
- The user's Medicine and/or Healing Magic has slightly increased effectiveness when no weapon (other than glove) is equipped.
Refreshing
- Fatigue is slightly reduced for the user when no weapon (other than glove) is equipped.
- $500.


[image]
The Forgotten Magi's Cloak
- This cloak came to prominence when it was worn by an ancient and powerful mage, who placed enchantments and spells on it to increase his power
- Clothing, no defensive value.
Empower
- Adds moderately increased power to all magical spells and effects.
- Does not increase fatigue incurred.
- Available one time only.
- $600.


[image]
Carotid Blouse
- A beautiful item that has a dark secret.
- Clothing, no defensive value.
Blood Nulling
- Wearing this garment makes all blood magic within a 50 foot radius entirely ineffective.
- Any attempt to use blood magic within this radius will result immediately in minor harm to the user.
- Available one time only.
- $650.


[image]
Absolution Robe
- The robes themselves are quite lovely, but the value is truly within it's empowering gift.
- Male and female available.
- Clothing, no defensive value.
Arcane Alteration
- The user can alternate any points in one type of magic to a different type.
- May only be done once per adventure.
- This effect is permanent until the adventure ends entirely.
- $750.


[image]
Holy Battlegarb
- These sets or armor are considered holy relics and are rarely worn unless for ceremony.
- Clothing, no defensive value.
Lightedge
- The wearer of this armor will deal moderately increased damage to all creatures defined as evil, dark, malevolent or chaotic by their design.
Searing Light
- Once per day, the user can summon a ball of light, which casts a brilliant aura in a 30 foot radius.
- This light will last five rounds.
- Enemies who rely on eyesight will suffer moderately reduced combat ability when this light is active.
- Any inherently evil, dark or chaotic creatures will take minor, constant damage from this light every round.
- Available one time only.
- $1100.
« Last Edit: Mar 24, 2013, 12:00pm by Kiko »Link to Post - Back to Top  IP: Logged
Grayell
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Posts: 5,601
 Re: The Greater Merchant Market.
« Reply #8 on Aug 26, 2011, 2:34am »

LIGHT ARMOUR


Light armour is typically made of leather, hide or other lightweight substitutes and is suitable for light skirmishes and adventurers who depend on mobility, rather than the ability to take damage. All listed bonuses or drawbacks are considered after the following attributes:

    - Light Armour grants a minor bonus to defense.
    - Using magic when wearing Light Armour will cause a minor increase in Fatigue.
    - Light Armour can cause minor impairment to maneuverability.
    - Light Armour can cause minor drawbacks to other things, such as stealth.


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Bareknuckle Armour
- Built from lightweight materials, this armor grants some resistance when fist fighting.
- Light Armour.
- Bareknuckle set item.
Edged Defense
- Slightly increases the users defense against mundane bladed weapons.
Bareknuckle Bonus
- Granted if all 6 set items are equipped.
- User's unarmed attacks can now do either blunt or piercing damage, as chosen by them with each strike.
- $50.


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Unspoken Armour
- The history of this sought after armor is considered more fallacy than fact.
- Light Armour.
Camouflage
- Slightly increases the users ability to hide in a wilderness setting.
- $75.


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Pack Rites
- Originally a uniform given to the leader's of a youth organization, they are well made though.
- Light Armour.
Packrat
- The user can carry 1 extra kit or pouch.
Hidden Blade
- Conceals any knife weapons the user may carry.
- $150.


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Garments of the Flippant Knife
- The Flippant Knife were a gang of mercenaries that made quite a name for themselves - before they disbanded over an argument regarding their name.
- Light Armour.
Precise
- Slightly increases the range of any thrown weapon.
- Slightly increases user's accuracy with a throwing weapon.
Packrat
- Allows the user to carry an additional reserve weapon, this must be a throwing knife or shuriken type weapon.
- $250.


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Overwood Silkskins
- Said to be weaved from the silk of Overwood spiders, this armor is incredibly strong for it's light weight.
- Light Armour.
- Silkskin set.
Spider Silk
- The back of this armor contains 50 feet of high tensile, silk line.
- This line is drawn out from this hidden panel and retracted with ease.
- This line can hold the wearer's weight.
Infravision
- User can now see in the dark with moderate effectiveness.
Silkskin Bonus
- Applies if all three pieces of this set are equipped.
- The wearer is now immune to poison and envenomation.
- The user has a minor increase to their resistance vs mental affects.
- $250.


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The Long Road
- The Long Road was the name given to these sets of armour, crafted for the wandering band of vigilantes known as The Highway Band.
- Light Armour.
Hushed
- This armour reduces noise associated with such armor types.
Sturdy
- Provides defense equal to medium armor.
Direction
- The user intuitively knows where North is when outdoors.
- $250.


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Drakescale
- Drakescale is made from the scale of drakes of course. Whilst more refined sets of armour exist, none or as light and few are as effective.
- Light Armour.
Resistance
- User is highly resistant to fire, water, earth and wind attacks.
Friend
- User has heightened Kinship with animals.
Foe
- User has drastically reduced Kinship with any reptile or dragonkin.
- $350.


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Windfall Vestments
- Windfall Vestments are highly prized among wood elves but they are not made by those same people. Their origins are something of a mystery.
- Light Armour.
Windarmor
- This is a wind based armour.
Nimble
- This armour slightly increases the user's acrobatic ability.
Wind Quicken
- User's attack speed can be amplified by the user's level in air magic.
- Buffing attack speed will cause moderately reduced magic fatigue.
- $450.


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Scraps of the Ogre Lord
- This armour stinks of rotten Yakow but bestows great power on the wearer.
- Light Armour.
Bashing
- User deals moderate more damage with blunt type weapons, includes unarmed.
Brute
- User gains moderate bonus to application of Brawn talent.
Friend
- The user gains a moderate increase to Kinship and Liaison when interacting with Ogres, Orcs or Goblins.
Foe
- User suffers moderately decreased Kinship with Elves, Fae, or anyone of nobility.
- $500.


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The Vestments of Alynne
- The warrior saint Alynne was said to be an unwavering feminist - and a talented lover.
- Light Armour.
Attractive Empowerment
- Once per day per point in Physical Appeal, the user can boost an attack.
- This attack will gain a moderate bonus to damage.
- $500.


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Lady Devinter's Vestments
- Lady Devinter was as beautiful as she was dangerous. Her exceptional knife skills kept her at range and removed the need for heavy armour.
- Light Armour.
Packrat
- The user can carry two more knife weapons.
Gender Quick
- The user gains increased initiative versus any male target.
Chameleon
- This armor may change color when the user wills it.
- $600.


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Hunter's Companion
- A seemingly basic armour, it is often disregarded by adventurers concerned with their appearance.
- Light Armour.
Snipe
- The user deals moderate bonus damage with a bow when shooting from a concealed position.
Camouflage
- This armor will adopt a camouflage pattern in a woodland setting, making the wearer harder to spot.
Nimble
- The user can climb with moderately increased ease.
- $600.


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Drizurden
- Designed for a group of elite Rangers who protected the common folk and travelers through the wilds.
- Light Armour.
Quickdraw
- The user can bring their primary weapon to bare with increased speed.
- This effect is amplified with each point in that weapon talent.
Tracking
- The user can 'see' lingering heat signatures from tracks.
- The duration of this heat signature is amplified with each point in the Survival talent.
- $600.


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Darkhawk Armour
- Wicked armour that makes the user a true terror in combat.
- Light armour.
Superior Darkedge
- Passively enhances the user's weapons with dark magic.
- The user's attacks now deal moderate bonus dark damage.
Refreshing
- The user has a minor reduction in Fatigue when using dark magic.
- $800.


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Deathgrip
- The Deathgrip is an insidious piece of armour and truly terrifying in power.
- Light Armour.
Summon Skeleton
- Once per adventure, the user may summon a lesser skeleton warrior.
- The skeleton will attack and threat to the wearer.
- The skeleton will respond to very basic commands.
- The skeleton will last one round, plus one round for each point in the user's Dark Magic talent.
- $900.


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The Brute's Leathers
- These armours are something of a paradox, they are created in the east but their appearance is not of that region. They are terrifyingly powerful though....
- Light Armour.
Elemental
- The armour will adopt an element by being directly exposed to that element ie: touching a flame to it.
- Unarmed melee attacks now do elemental damage of that type.
- The armour adopts that element for it's defense type.
- $1000.


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Salvation
- Magically created for an unknown thief that just could not stay out of trouble.
- Light armour.
Quick
- When worn by a thief with a thieving talent of 5, this armour increases the wearer's initiative.
Contortion
- This armour gives its wearer the ability to twist and contort his body in virtually any direction. So much so that jail cells and barred windows are no deterrent.
Hushed
- This armour is constructed to dampen sound around it and is magically oiled; it needs no other care.
Salvation
- This armour will pull the character out of harm’s way. This could be as much as ten feet to as little as one inch. This may occur once or up to the total amount of the wearer's survival skill per adventure.
- Available one time only.
- $1000


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Griffon's Chain
- The Griffon's chain is a beautiful set of armour, gifted to the High Elves for their saving of the Griffon species.
- Light Armour.
Quicker
- The wearer of this armour can engage in combat with alarming speed often throwing the enemy off guard.
Scream
- Once per day the wearer of this armour may yell and stun opponents within a fifty foot radius.
Glide
- The wearer of this armour can glide a distance of a 100 feet horizontally or downward once per day.
- Available one time only.
- $1100.


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Wild's Call
- The Wild's Call is not much to look at and offers little in the way of protection, but more than makes up for it's shortcomings.
- Light Armour.
- User cannot wear gloves with this armour.
Animal Tongue
- The user can now speak the tongue of any normal animal, their fluency dependent on their Kinship skill.
Animal Feature
- The user can adopt one of the following, once per day:
-- The eyesight of an eagle.
-- The sense of smell of a wolf.
-- The hearing of great cat.
Talons
- The user's own hands can now be used like claws, dealing moderate bonus unarmed damage.
- Available one time only.
- $1200.


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The Slip
- The Slip is something of a legend among thieves and few have ever seen it and known it's true potential. Those who do tend to keep that information to themselves.
- Light Armour.
Smoke Bomb
- User may detonate a smoke bomb that can be used to hide, escape, or startle an opponent. This ability may be used once per point in thieving in each adventure.
Dark Hush
- User is completely silent if moving in shadow or darkness.
Disguise
- The user may assume the face of any slain enemy for three rounds. This requires one round to complete.
Infravision
- The user can see in the dark with no impairment.
- Available one time only.
- $1300.


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Monsoon Leathers
- This armour was said to be the same used by the elemental warriors of the tempest clan.
- Light Armour.
Immunity
- The user is immune to water based attacks.
Gilled
- The user can breathe underwater.
Firebane
- The user deals major bonus damage to any fire based enemy
- Available one time only.
- $1500.
« Last Edit: Mar 24, 2013, 12:09pm by Kiko »Link to Post - Back to Top  IP: Logged
Grayell
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[image] [M:945:3807:][D3v:http://rpgmenagerie.com/index.cgi?action=display&board=cs&thread=372&page=1#226]
member is offline

[avatar]

[b]"I've got your white wolf right here..."[/b][0:Baying at the moon...][1:Running with the pack...]


[homepage]

Joined: Aug 2011
Gender: Male
Posts: 5,601
 Re: The Greater Merchant Market.
« Reply #9 on Aug 26, 2011, 2:41am »

MEDIUM ARMOUR


Medium Armour is for adventurers who can expect to take damage in a battle. Usually consisting of chain or even scale, medium armour provides adequate protection without completely eliminating mobility for the sake of survivability in combat. All listed bonuses or drawbacks are considered after the following attributes:

    - Medium Armour grants a moderate bonus to defense.
    - Using magic when wearing Medium Armour will cause a moderate increase in Fatigue.
    - Medium Armour can cause moderate impairment to maneuverability.
    - Medium Armour can cause moderate drawbacks to other things, such as stealth.


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High Elven Battle Gear
- No expense is spared in the making of these fine sets of armour. Standard issue among the High Elven military.
- Medium armour.
Refreshing
- This armor slightly reduces the amount of fatigue on the user when using magic.
- $100.


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Silver Chain
- Crafted for the sole purpose of battling all manner of were beings and undead.
- Medium armour.
Silver
- Magical creatures, weres and werekin deal minor less damage to the wearer.
- $150.


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Superior Hide
- Made by the undermountain dwarves for all friendly races, this armor is almost as tough as heavier types.
- Medium armour.
Resistance
- The user is slightly more resistant to Earth Magic.
Sturdy
- This armour affords the protection of heavy armour without the additional weight.
- $200.


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Fogbrand
- This unusual armor was utilized to great effect in the invasion of the Eastern hill lands.
- Medium armour.
Fogbank
- Once per adventure, the user can summon a thick fog cloud which obscured vision.
- This cloud is 30 feet in diameter, with the user at it's center.
- This effect lasts two rounds.
- $200.


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Reflective Armour
- This armor looks quite plain but can have devastating effects in combat.
- Medium armour.
Sapping
- Any magic user targeting the wearer of this armor will incur double fatigue effects.
- $250.


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Vagabond Armour
- Vagabond armour is common among mercenaries and sellswords due to it's practical design.
- Medium armour.
Resistance
- The user gains a moderate boost to their Endurance when coping with harsh weather.
Packrat
- This armour allows the user to carry an extra kit.
- This armour allows the user to carry another reserve weapon.
- $275.


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Droll
- This chest piece is virtually unknown, no wonder with such a boring name.
- Medium armour.
Mental Suppression
- The wearer's Kinship is completely nullified.
- The wearer emits NO feeling about them, making it entirely impossible to deduce anything about them from their 'energy'.
Mental Immunity
- The user is immune to any mental affects such as sleep, charm etc.
- $300.


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Grand Banded Armour
- This armour is frequently used by Paladin's and other religious types to show their allegiance and devout beliefs in the protection of their deity.
- Medium armour.
Dark Resistance
- The user of this armour takes only half damage from any dark magic attack.
- The wearer gains a moderate bonus to defense vs dark or chaotic creatures.
- $400.


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Flamebrand Plate
- Flamebrand Plate is said to have been a gift from the fire giants for man's aid at the dawn of creation.
- Medium armour.
Flameedge
- The user's weapon now deals fire damage.
Lesser Fireball
- The user can can cast a lesser fireball three times per day.
- This fireball deals damage equivalent to a level 2 fire spell.
- This fireball has a 30 foot range and causes damage in a 10 foot radial area.
- $550.


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Aversion Armour
- Made strictly for the members of the Order of the Dawn Wyrm.
- Medium armour.
Dawn and Dusk
- The user's attacks deal dark damage during the day.
- The user's attacks deal light damage during the night.
- If the user has light or dark magic, their magic is changed to dark during the day and light during the night.
- Unique item, one only.
- $600.


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Brambleweed
- Named after the noxious plant, this armour holds a nasty surprise for those within it's reach.
- Medium armour.
Bramblewhip
- Brambleweed has an in-built whip weapon that can be summoned instantly.
- The whip must be wielded as a one-handed weapon.
- Range of the whip is 12 feet.
Ensnare
- Upon contact the whip can ensnare weaker enemies.
- Snaring an enemy means the user is now tied to the enemy unless the enemy is released.
- Any weaker enemy grappling or grabbing the user may be ensnared automatically.
- Unique item, one only.
- $650.


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Starswept Armour
- The Starswept armour was said to be a gift from a lesser deity to it's devoted cult leader.
- Medium armour.
Rapidfire
- Moderately increases the speed of ranged weapon use.
Precise
- Grants a minor bonus to the accuracy of ranged weapon use.
Keen
- Ranged weapons now deal minor bonus damage.
Glow
- Ranged weapons/projectiles now glow brilliantly.
- These projectiles can be used as a minor light source.
- Unique, one only.
- $675.


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Inkplate
- Inkplate is named for it's ability to completely vanish in dark surroundings.
- Medium armour.
Vanish
- Three times per adventure, the user may vanish in darkness or shadow.
- This effect will be dispelled after one round, or if the user attacks a target in any way.
Friend
- All inherently evil, dark, chaotic, nightmare of demonic creatures will not have ill will toward the wearer without due reason.
Dread
- Any target wounded by the wearer of this armour will feel dread, slightly slowing their reaction time that round.
- $725.


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Murder Plate
- Whilst the name is hardly endearing, this armour is not quite as sinister as the name implies.
- Medium armour.
Dark Enchantment
- The user deals moderate bonus damage when in dark or low light.
- The user takes moderate less damage when in dark or low light.
Susceptible
- Light attacks deal full damage to the wearer.
Infravision
- The user can see in the dark.
- $825.


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Pugilist's Plate
- This armor was designed purely to cover upper body mass, leaving the waist region and arms free to move without hindrance.
- Medium armour.
Bashing
- The user gets a moderate damage bonus to all unarmed attacks.
Sturdy
- This armour has the defensive qualities of heavy armor without the weight.
Focus
- Once per day, the user may instantly focus and increase their battle awareness.
- In that round, the user will have complete awareness of all attacks coming toward them, greatly increasing their ability to dodge, defend and counter.
- Counter attacks in this round will have a moderate increase in their chance to hit.
- $900.


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Moonswish
- The dark counterpart to Sunkiss, Moonwish was used by Divinea's rival, Lord Artriak.
- Medium armour.
Lightweight
- This armour is treated as medium for fatigue purposes and as light armor for all other purposes.
Hushed
- The user makes reduced noise when moving in darkness or shadow.
Shadow Walk
- Triggered by stepping into shadow or darkness.
- They may then immediately teleport to another shadow or dark area within 100 feet and within sight of the original location.
- Shadow Walk or Shadow Clone can only be used three times per adventure combined.
Shadow Clone
- The user can now make a shadow clone of themselves.
- This shadow clone will be a silhouette copy of the wearer and lasts three rounds only.
- The shadow clone can be willed to move or act.
- Touching or attacking the shadow clone will dispel it immediately.
- Shadow Walk or Shadow Clone can only be used three times per adventure combined.
- $1250.- Available one time only.


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Havengrant
- Havengrant armor is exceptionally rare and worn by only the most achieved sages into battle. It is considered to have divine origin.
- Medium armour.
Offensive Healing
- The user's healing magic now deals damage to all inherently dark, chaotic, evil or nightmare creatures.
Empower
- The user's healing magic is now moderately more effective when healing.
Glow
- This armor emits a feint golden aura which glows brighter when
inherently dark, chaotic, evil or nightmare creatures are within 40 feet of the wearer.
- Available one time only.
- $1600.


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Frostrhyme
- Frostrhyme belonged at one time to the fabled Bard Undrien, resulting in many grand songs about this armor's adventures.
- Medium armour.
Waterarmour
- This is a water based armour.
Summoned Iceedge
- The user may encase their weapon in ice.
- Their weapon will then deal ice damage.
- This effect lasts until the user dispels it.
Ice Shield
- Once per day, the user can now summon an ice shield.
- They must have a free hand to do so.
- This shield grants them major bonus defense when used and lasts three rounds.
Chill
- Once per day, the user may slow an opponent by almost freezing them.
- To do so, they must hit their target directly and inflict damage.
- The target will then suffer moderately reduced mobility for three rounds.
- Available one time only.- $1900.


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Firelance
- The name has been mistaken to belong to a weapon - which this mythical suit of armour almost is in it's own right.
- Medium armour.
Firearmor
- This is a fire based armour.
Resistance
- The user takes half damage from all fire attacks.
Summon Firelance
- Twice per day, the user can summon a fire lance.
- This weapon is considered a pole arm and deals fire damage.
- The fire lance deals moderate bonus damage.
- The fire lance will dispel after battle.
Throw Firelance
- The fire lance may also be thrown as a ranged weapon.
- The fire lance can be thrown 100 feet.
- On impact, the fire lance will burn all things within a 12 foot radius.
- This impact deals damage equivalent to a level 3 fire spell.
- Throwing the lance will dispel it upon impact.
- Available one time only.
- $2250.
« Last Edit: Mar 25, 2013, 7:43am by Kiko »Link to Post - Back to Top  IP: Logged
Grayell
Administrator
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member is offline

[avatar]

[b]"I've got your white wolf right here..."[/b][0:Baying at the moon...][1:Running with the pack...]


[homepage]

Joined: Aug 2011
Gender: Male
Posts: 5,601
 Re: The Greater Merchant Market.
« Reply #10 on Aug 26, 2011, 2:50am »

HEAVY ARMOUR


Heavy armor is simply the best armor for defense. Generally made of plate or some other heavy variant, no other armor is as resilient, or able to prevent damage to the person wearing it in combat. It does, however; slow the wearer down and is purpose built for the warrior who intends to be knee deep in combat. All listed bonuses or drawbacks are considered after the following attributes:

    - Heavy Armour grants a major bonus to defense.
    - Using magic when wearing Heavy Armour will cause a major increase in Fatigue.
    - Heavy Armour can cause major impairment to maneuverability.
    - Heavy Armour can cause major drawbacks to other things, such as stealth.


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Forlorn Infantry
- It is unknown is this armour is crafted for it's strange effect or it has a more sinister origin.
- Heavy armour.
Defiant
- User has minor bonus defense versus all lesser monsters.
- $150.


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Guard Elite Armour
- Recognizable in many of the greater cities, the strongest and most senior of the guard often wear this armour as a sign of their status.
- Heavy armour.
Quick
- User has a major bonus initiative if ambushed or surprise attacked.
- $150.


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The Logical Prince
- This extremely well built and strong armour was worn by a prince who knew the power of a good set of armour.
- Heavy armour.
Resilient
- The user has a moderate bonus defense versus blunt attacks.
- $150.


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Casteless Armour
- Crafted for the master warriors of the Casteless Rebellion, which ended tyranny in the southern reaches of Wistvale.
- Heavy armour.
Packrat
- This armuor allows the concealment of an additional two, single handed blade weapons, no longer than 3 feet long.
- $250.


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Foot Soldier's Friend
- These plates, made for the soldiers of a long-forgotten kingdom, were loved by the soldiers, and even more loved when they fell into the hands of ne'er-do-wells.
- Heavy armour.
Lightweight
- This armour has the weight value of light armour, reducing effects to endurance and fatigue.
- $300


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Bronzed Plate
- Bronzed Plate is quite common but is attractive to many warriors with a little loose gold to throw around.
- Heavy armour.
Packrat
- The user may carry an additional reserve two-handed weapon.
- The user has no penalties accessing this weapon at any time.
- $300.


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Empyrean Chest Plate
- Empyrean Plate was crafted to combat enemy mages and worked quite well.
- Heavy armour.
Adaptive
- Empyrean Plate adapts the defensive qualities of the element the user is last attacked with.
- Further attacks from that element will be reduced in effectiveness by one level.
- Lasts 3 rounds.
- $350.


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Fogplate
- Heavy armour that not only affords great protection, but can potentially obscure the wearer.
- Heavy armour.
Fogbank
- Once per day, the user may summon a small fog.
- This fog will silence all noise within a 15 foot radius around the user.
- This fog bank will not move with the user.
- Lasts three rounds.
- $400.


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Cruel Guard
- This half plate has been used by gladiators and warlords for many years, staining it in a rich history of bloodshed.
- Heavy armour.
Warlord
- Once per day, the user may drop all points from their primary weapon talent into any other weapon talent.
- This transition will remain permanent until the points are moved back or the adventure ends.
- This will not increase talent points beyond 5.
- $400.


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Plate of the Pride
- Made for a group of warriors known for their bestial fighting style and general behavior.
- Heavy armour.
- Pride set piece.
Intimidate
- Once per adventure, character can 'roar' at a group of enemies, potentially causing them to cower in fear.
Rally
- Once per adventure, the user can roar to bolster the spirits of their party.
- Bolstered allies will deal moderate bonus damage for three rounds.
Pride Bonus
- Active if both pieces of the Pride set are worn.
- The user has a moderate increase in resistance to any fear or intimidation effects.
- $450


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Bear's Brawn Armour
- Said to be made from the hide of a ritually killed werebear.
- Heavy armour.
- Must have 5 Brawn to wear this armor.
Bear Spirit
- Once per day, the user may invoke the bear spirit.
- The user then gains a major bonus to their endurance and melee damage.
- This effect lasts until the user is injured or battle concludes.
- If used outside of battle, this effect lasts 3 rounds.
- $500.


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Dragoon Plate
- The Dragoon's were famous for their mastery of Polearms, a weapon considered exotic nowadays.
- Heavy armour.
Warlord
- The user may now wield both a shield and a polearm.
- $500.


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Golden Sunset
- Created by a fire and light mage working together to save a city or something. This armour was created. They were lovers too, apparently, making this armor all warm and fuzzy.
- Heavy armour.
Arcane Access
- Any fire or light mage in the wearer's party may use the other element for their spells at full effect.
Firesphere
- Once per adventure the user may summon a floating sphere of brilliant fire that will illuminate a 30 foot radius.
- This sphere can be used to fuel magic.
- This sphere will last three rounds, unless used prior.
- $550.


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Lord Greaysteel's Battlegarb
- Lord Greaysteel was an accomplished warrior and a very capable leader. One of few such conqueror's to have died of old age.
- Heavy armour.
Keen
- The user is granted a moderate bonus to damage with two-handed weaponry.
Resilient
- The user is granted a moderate bonus to melee defense when when wielding two handed weaponry.
- The user takes moderate less damage from ranged physical attacks.
- $600.


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Mauler's Plate
- Very heavy armour worn by the great bear clans of the Northern wastes.
- Heavy armour.
- User must have 5 Brawn.
Grow
- Once per day, the user may grow in size.
- The user will gain 3 feet in height and fifty percent more body mass.
- The user will gain a major bonus to melee damage.
Intimidate
- In this form, the user will have an intimidation aura.
- This will heighten the chance of lesser opponent's fleeing from the user like ninnies.
- This effect will last 3 rounds.
- $725.


[image]
The Frozen Sister
- The Frozen Sister was worn by a champion of the same name who, alongside her brother, fought and defeated many challengers and won many honors.
- Heavy armour.
Frozen Sister
- Once per day the user may summon an Aura of Frost, which chills the area around them, and grants increased focus and control to those nearby.
- All friendly magic will then gain a moderate bonus to effect.
- All friendly magic will have a moderate fatigue reduction.
Siblings
- Effects increase in power when near somebody wearing The Burning Brother.
- $750.


[image]
The Burning Brother
- The Burning Brother was worn by a champion of the same name who, alongside his sister, fought and defeated many challengers and won many honors.
- Heavy armour.
Burning Brother
- Once per day the user may summon an Aura of Flame, which heats the area around them, and grants increased ferocity and passion to those nearby.
- All friendly physical damage will gain a moderate bonus.
- All friendly defense will now gain a moderate bonus.
Siblings
- Effects increase in power when near somebody wearing The Frozen Sister.
- $750.


[image]
Morphplate
- Morphplate came into being when the magic bomb industry took off. It is quite strong from a defensive standpoint and can change the user's offensive ability drastically.
- Heavy armour.
Adaptive
- Three times per adventure, the user may activate this armor's ability.
- The user must then choose an element and will then receive a moderate defense bonus vs that element.
- The user must then choose an element and will then deal damage of that element type.
- $800.


[image]
Dwarven Savage Plate
- Forged by the Undermountain Dwarves, this plate is rarely large enough for races of taller stature. This makes larger sets very rare and expensive.
- Heavy armour.
Suppression
- All successful magic effects upon the user are halved in effectiveness.
Bane
- The wearer will deal major bonus damage against any target who has used magic in the last three rounds.
Keen
- The user gains a moderate damage bonus when wielding an axe or hammer.
- Available one time only.
- $900.


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Magma Plate
- Magma Plate was forged on a secluded island with a large amount of volcanic activity, and allowed them to brave the heat in order to sacrifice more virgins.
- Heavy armour.
Immunity
- The user is immune to any and all fire based attacks.
Ultrabane
- The user deals moderate bonus damage against enemies of other element types.
- $900.


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The Nocturne's Sigh
- Worn by the leader of an ancient and powerful sect, this armour shreds through it's enemies like a knife through a throat.
- Heavy armour.
Extremely Keen
- The wearer's melee attacks deal aggravated damage, causing increased blood loss and gore.
Bloodkiss
- The wearer is invigorated by blood and gore in battle, causing them to regenerate health at a moderate rate.
- $950.


[image]
The Golden Guardian
- This armour was long used by the Kingsguard of an ancient and powerful line of kings, and helped to save many a life.
- Heavy armour.
Shield Bonus
- The user gains a slight bonus to attack and defense if wielding a shield and melee weapon.
Alliance
- The user gains a slight bonus to magic defense, physical defense and attack damage when an ally is injured.
Improved Heal
- Any friendly healing effects used upon the wearer receive a slight bonus.
Shield Throw
- The user may throw their shield as projectile with skill comparable to level 3 ranged.
- $1000.


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Sunkiss
- A gorgeous piece with a questionable origin, but it is widely accepted that it was crafted for the female paladin, Divinea.
- Heavy armour.
Immunity
- This user is immune to all dark magic below level 4.
Resistance
- Any dark magic spell of level 4 or 5 is drastically reduced in it's effect.
Sunkiss
- The user slowly regenerates health when in direct sunlight.
Empower Light
- All friendly light magic used in the party receives a minor bonus to it's effectiveness.
- Available one time only.
- $2000.


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King's Plate Armour
- There has rarely been a greater set of armour. The cost alone makes it fit only for kings.
- Heavy armour.
Resistance
- Reduces damage from all magic by half.
Immunity
- This armor negates all slight and minor attacks.
Counter
- The user gains a major bonus to damage when immediately counter-attacking an enemy in melee combat.
- Available one time only.
- $2300.


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Ongrar's Might
- Ongrar slayed countless enemy generals and rules his bloody lands with an iron fist. He died without his armour.
- Heavy armour.
- User must have 5 in Brawn.
Dual Strength
- Allows the use to dual wield 2, two-handed melee weapons.
Intimidate
- The wearer causes a major fear effect in lesser enemies, potentially causing them to flee or worse, be paralyzed in place.
Soul Drinker
- Once per adventure, the user may consume the soul of a slain enemy. This will grant the user additional power.
- The user will then gain major bonus melee damage for three rounds.
- Available one time only.
- $2600.
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 Re: The Greater Merchant Market.
« Reply #11 on Aug 26, 2011, 9:55am »

ADDITIONAL ITEMS


[image]
Flutterby Cape
- A common cape, popular with couriers and travelers.
- Additional Item.
Quick
- The user can run or walk at a slightly increased pace.
- Only effective when weapons are not drawn.
- $40.


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Shady Dealings
- These cowls are popular among thieves and with good reason.
- Additional Item.
Stealth
- Adds a minimal bonus to any thieving related stealing in the dark or shadows.
- $50.


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Bareknuckle Pauldron
- This minimalist shoulder armor is quite liked by those who wield their body as a weapon.
- Additional Item.
- Bareknuckle set item.
Resilience
- Slightly enhances the user's defense against mundane ranged attacks.
- $50.


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Warden's Cloak
- The Warden's Cloak is carefully crafted for outdoor use.
- Additional Item.
Tent
- The Warden's Cloak can be unfolded and pitched as a shelter for 2 people.
Camouflage
- The Warden's Cloak moderately increases the users camouflage in wooded areas.
- $75.


[image]
Knight's Pauldrons
- A symbol of rank, prestige and battle prowess.
- Additional Item.
Shield Bonus
- The user is granted a minor defense bonus when a shield is equipped.
- $125.


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Absorption Cloak
- Whilst not the grandest of magical items, the absorption cloak has saved many an unwary adventurer's life time and time again.
- Additional Item.
Suppression
- Once per day, this cloak will reduce a magic attack's damage to the wearer by half.
- This happens automatically on the first spell against the wearer.
- $175.


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The Elder Cloak
- Oh fhtagn.
- Additional Item.
Apendages
- The wearer gains two prehensile tentacles sprouting from somewhere inside the cloak.
- Cannot be used for combat, but can hold items or perform very simple tasks.
- Unique item, one time only.
- $200.


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Darkness' Embrace
- This cloak swims in shadows and puts off quite an eerie aura...
- Additional Item.
Cloak
- Once per day, the user may spend one round performing no action but announcing their intent to cloak.
- On the next round, the user will be entirely covered in shadow and will not be recognized as anything but a lump of shadow.
- Doing this in an obvious place might not work so well.
- $250.


[image]
Solar Flair
- So. Many. Sparkles.
- Additional Item.
Flare
- Once per adventure, this cloak can emit a burst of light, temporarily blinding anyone silly enough to be looking toward the wearer.
- This effects both enemies and allies and lasts one full round.
- $250.


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Wings of the Fey
- It's best not to ask on what terms the Fey parted with their wings. Mostly because it probably didn't end well for the human.
- Additional Item.
Glide
- Allows the wearer to glide after jumping. This fatigues the wearer as much as prolonged lvl3 magic use.
- Unique item, one time only.
- $300.


[image]
Druidic Shawl
- Of somewhat ceremonious origins, the Druids who wore this robe were considered great healers and spiritual guardians.
- Additional Item.
Druidic Lore
- The user may apply their Survival Talent to the application of their Medicine Talent.
- This allows the user to utilize herbal and natural healing methods with greater success.
- This will not increase potential past level 5, but will increase the efficiency, speed of recovery and the amount of afflictions that can be cured.
- $250.


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Cape of the Crown
- Made originally for King Francis Alcott, the pattern has since been duplicated countless times. These particular copies are woven of a rich emerald cloth, with golden stitching.
- Additional Item.
Dodge
- Moderately enhances the wearer's ability to dodge incoming missiles.
- $300.


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Thrushguard
- The Thrushguard was made for mages to experiment with the fun and frivolous world of fire magic!
- Additional Item.
Arcane Access
- The user's first level of any magic talent is now converted to fire magic.
- $300.


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Cape of the Fae Elves
- The pride of the first Elves whom lived in harmony with nature and the wildlife around them.
- Additional Item.
Speech
- The user may now speak fluently to intelligent animals.
- $400.


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Rookery Robe
- Gifted to the Kings of Ages from the great Eagle.
- Additional Item.
Glide
- Once per day, the user of this cloak may leap forward or upward no more than 50 feet.
- Once per day, the user may slowly fall up to 100 feet without being harmed.
- $400.


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Spectral Cloak
- The escape artist will love the expression on the mob's face as he leads them to a dead end.
- Additional item.
Phantasm
- Once per adventure, the user may turn 'phantasmal' for thirty seconds to walk through solid objects.
- Any user not through that object before that time will be subject to suddenly being very solid inside another very solid object.
- $475


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Natesh's Garb
- One of many nasty tricks employed by Natesh, his was one of very few males to become overseer of a Drow Sect.
- Additional item & Helm.
Poison
- The user may poison their target on a successful melee attack.
- This poison will chill the target, causing them to slow and reduce their dexterity.
Poison
- The user may spit a poison mist at a target within 6 feet.
- The target will have severely blurred vision, impairing both their ability to strike and defend successfully.
- Each ability can be used once per day.
- Unique item, one only.
- $575


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Blood Swallow
- The Blood Swallow has adorned many a corrupted Blood Mage, though their state was not the doing of this cloak.
- Additional Item.
Invigorate
- Upon killing any target, the user gains minor invigoration next round.
- This grants them a minor increase in attack speed and attack damage.
- This applies to any and all forms of attack.
- Available one time only.
- $650.


[image]
Vampyr's Cloak
- Originally designed by the Elder of a clan of vampires, this cloak seems to exude darkness.
- Additional Item
Immunity
- Makes the wearer impervious to all forms of blood and darkness magic.
Susceptible
- Direct Sunlight will weaken the user per normal Fatigue.
- Offensive light magic causes very aggravated damage against the user.
- Unique item, one time only.
- $700.


[image]
Cloak of Arcane Aura
- An cloak of wonder and much use, sure to help the wearer's popularity.
- Additional Item.
Enchant
- All party member's weapons are now passively enchanted by the wearer's primary magic element.
- All such weapons now do slight bonus damage of that type.
- If the wearer is equal in proficiency in more than one element, they may choose which element at the beginning of an adventure.
- This causes no fatigue to the wearer.
- Available one time only.
- $800.
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 Re: The Greater Merchant Market.
« Reply #12 on Aug 26, 2011, 10:25am »

HELMETS


[image]
Luminous Cap
- Crafted by the shaman of the mole-people and made of enchanted glow worms.
- Helm, no defensive value.
Glow
- Provides a dim light visible only to the wearer.
- Light radius is 6 feet.
- $25.


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The Devil's Own
- This helmet lends the user a more intimidating look - to those easily intimidated.
- Helm, no defensive value.
Intimidate
- The user's eyes glow brilliant red at all times.
- May influence coercion of weak minded individuals.
- $50.


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Bareknuckle Helm
- A defensive helmet with jagged barbs to not only deter blows to the face, but to increase any damage done when headbutting.
- Helm, no defensive value.
- Bareknuckle set item.
Resilience
- Grants the user a slight bonus to defense vs mundane blunt weapons.
- $50.


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Duelist Hat
- A stylish, if flamboyant hat worn by many noble swordsmen of late.
- Helm, no defensive value.
- Duelist set item.
Speed
- Grants the user a slight bonus to their movement in combat
- $75.


[image]
Hawkeyes Helm
- The Hawkeyes Helm has been used by rampart guards to great success in the past.
- Helm, no defensive value.
Farsight
- Allows the user to double their range of eyesight for one round.
- Usable 3 times per day.
- $100.


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Inspired Might
- Whilst this helm is said to be very effective, it is also said it changes you - permanently.
- Helm, no defensive value.
Alliance
- Should an ally fall in combat in the presence of the user, the user's attacks will now inflict minor bonus damage.
- $100.


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Pixie Helm
- This helm is not only comfortable but endows the user with incredible hearing.
- Helm, no defensive value.
Eavesdrop
- The user's hearing receives a minor passive bonus.
- The user may focus and eavesdrop with increased effectiveness, success dependent on other noise.
- $100.


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Band of the Night-Light
- You can't hide from me...
- Helm, no defensive value.
Infravision
- Allows the user to see in the dark.
- $200


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Helm of Might
- The Helm of Might was said to adorn the head of the mighty Gladiator, Asterix Obelix Dogmatix Getafix. His fans called him Bob.
- Helm, no defensive value.
Invigorate
- Upon consumption of any potion, the user gets the side effect of moderately increased power and Brawn for 3 rounds.
- $225.


[image]
Helm of the Pride
- Lends the wearer a ferocious look.
- Helm, no defensive value.
- Pride set piece.
Disorient
- Once per adventure, the user can 'roar'.
- This roar can effect lesser enemies, causing them to stagger and reel due to the ringing in their ears.
- $225.


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Keen Vision Helm
- Common among High Elven archers, perhaps it is the reason for their acclaimed accuracy in battle.
- Helm, no defensive value.
Precise
- Grants the wearer a moderate bonus to accuracy when using bows, crossbows or wristbows.
- $250.


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Morrigan's Eye
- The headpiece of the dread priestess Morrigan, it is said her dark rituals fueled her magic power.
- Helm, no defensive value.
Invigorate
- Excessive bloodshed will invigorate the magic user, allowing them to ignore fatigue for one round and each round such bloodshed continues.
- Once done, the user will crash, all fatigue hitting the user at once.
- $300.


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Dreadmore
- As black as night, this dreadful helmet often adorns those with an equally black soul.
- Helm, no defensive value.
Immunity
- The user is immune to any negative mental affects induced by dark magic.
Refreshing
- The user incurs moderately reduced magic fatigue when utilizing magic in the dark.
- $300.


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Elemental Resist
- When it comes to defending against magic, use your head!
- Helm, no defensive value.
- Choose a Magic Element upon purchase.
- Your choice will be permanent for this item and should be clearly indicated when added to your Inventory.
Suppression
- If the wearer suffers an attack by that Element, the strength of that attack is reduced by the equivalent of 1 level.
- $325.


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Bronzeguard Helmet.
- A very solid helm, enchanted with strong, dwarven magics that may render the user impervious.
- Helm, no defensive value.
Fortify
- The user can buff their defense three times per adventure.
- Doing so will give them a moderate bonus defense against all physical attacks.
- This does not include magical or chemical attacks.
- Lasts two rounds.
- $350.


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Burned Earth
- Burned Earth is a bastard helm, made from a trio of mages in a bid for more power over the masses.
- Helm, no defensive value.
Radial Blast
- The user can summon a blast of either earth, fire or dark magic.
- The radius of this blast is 20 feet surrounding the user.
- Damage is equivalent to a lvl 2 spell.
- This can be done once per day.
- $375.


[image]
Swift Helm of Herne
- A famous helm, often warn by a famous warrior of much fame.
- Helm, no defensive value.
Haste.
- The user can summon a haste spell, doubling their movement speed.
- This effect lasts 3 rounds.
- This can be done three times per adventure.
Group Haste.
- The user can cast Haste on the entire party.
- This effect lasts 3 rounds.
- This can be done once per adventure.
- Unique item, one only.
- $500.


[image]
Kundalin Krown
- Crafted from the slain dragon Kunadlin, it still holds a great deal of the giant beast's power.
- Helm, no defensive value.
Truesight
- The user can 'see' magical effects not visible to the normal eye in the form of a colored aura.
Dragon's Breath
- Three times per adventure, the user can use a breath weapon.
- The user must choose the element of this attack, fire, earth, wind or water.
- This attack covers a cone area some 20 feet long and 6 feet across at it's end.
- The damage of this breath attack is equal to a lvl 3 spell.
- Available one time only.
- $950.
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 Re: The Greater Merchant Market.
« Reply #13 on Aug 26, 2011, 10:55am »

GLOVES


Note: Many gloves have offensive bonuses that specify they only apply when making unarmed attacks. These bonuses will not apply to the use of other weaponry.

Note: Wristbows cannot be reloaded without the opposing hand being free. Wristbows are not sold in pairs but are a single weapon, leaving the other hand ungloved for the purpose of reloading and operation. Each wristbows specified how many shots it can make before requiring reload.


[image]
Bareknuckles
- Whilst the gloves are armored to protect the wrist and forearm, it leaves the user's knuckles exposed.
- Glove.
- Bareknuckle set item.
Hammering
- The user gets a slight bonus to damage dealt when punching.
- $50.


[image]
Kindred Touch
- Delicate gloves, made of the smoothest silk. Hardly feels like you're wearing them.
- Gloves.
Friend
- The User can more effectively use their Kinship through physical contact with another.
- $50.


[image]
Gloves of the Trickster
-Made for either the comically, or cynically inclined.
- Gloves.
Knock
- Allows the wearer to open a normal locked door or normal chest without the need of a lock-pick. (Usable only once per adventure.)
- $75.


[image]
Elo'kwents
- Very fine gloves, made by a master haberdasher and salesman. Many of these have been sold.
- Gloves.
Perform
- If the user's hands are free they may get a moderate bonus to Liaison through the use of hand gestures.
- $75.


[image]
Slipshot Wristbow
- The Slipshot is a very simple design, but great effort has gone into it's low profile and minimal weight, making it a valuable assassination tool.
- Wristbow, single shot.
- Wristbow accuracy dependent on 1 handed ranged talent.
Hidden
- This weapon can easily be worn and concealed under any clothing.
Hushed
- This weapon makes no noise when fired.
- $100.


[image]
The Palm Pocket
- A very useful glove, crafted by an expert thief who was smart enough to not have his name known.
- Gloves.
Dexterous
- Any act of thieving requiring deftness of hands receives a minor bonus.
- $150.


[image]
Gloves of Immediate Exertion
- Very sturdy gloves and well worn, they have seen many days hard labor.
- Gloves.
Exertion
- Once per day, the user may trigger a moderate increase to their Brawn Talent.
- This bonus lasts but one round.
- $150.


[image]
Medicinus Widikiwus
- These gloves offer little protection but are popular among doctors and others with an interest in the field of bloody messes.
- Gloves.
Heal
- The effectiveness of user's medicine talent receives a moderate bonus.
- $175.


[image]
Gloves of Ventriloquism
- A fantastic hit at both parties and corporate conventions, many a witty rogue has used these gloves with wonderous results.
- Gloves.
Ventriloquism
- Once per day, the user may cast their voice by cupping their mouth with these gloves.
- The user can have their voice sound from anywhere within a 50 foot perimeter.
- The user does not have to see the location at the time of use, but has to have seen it prior.
- $200.


[image]
Brute's Tenderizers
-Used by a very large butcher to tenderize his meat. Will also tenderize your face.
- Gloves.
Bashing
-Boosts the damage dealt by an unarmed attack based on Brawn talent.
- 2 Brawn = slight increase to damage.
- 3 Brawn = minor increase to damage.
- 4 Brawn = moderate increase to damage.
- $200.


[image]
Gloves of Retrieval
- These gloves don't look all particularly eloquent or amoured, but they may just come in quite useful.
- Gloves.
Retrieve
- When equipping the gloves, the user must indicate one item (also equipped) that is then marked for retrieval.
- Once per day, the user may simply extend their hand and have the marked item drawn to it.
- This item must be visible and will travel in a straight line from it's resting place, to the user's hand.
- $200.


[image]
Ilustrious Jubilee Gloves
- A grand name for a simple, if amusing pair of gloves.
- Gloves.
Spark
- Once per day, the user may wave their hand to cause a short burst of sparkling lights to erupt in the air about their hand.
- The resulting light is brilliant and will potentially blind lesser enemies.
- This effect is immediate and symptoms last but one round.
- $210.


[image]
Fingerflares
- A clever invention, sometimes utilized by sewer workers and night watchmen.
- Gloves.
Glow
- Once per day, the user may trigger this glove's ability.
- Upon doing so, the index finger on the glove will spark and then burn like a flare.
- This does not harm the user and will not ignite other items, but gives ample light in a 30 foot radius.
- This effects lasts 3 hours.
- $225.


[image]
Hun Garg Gauntlets
- Dangerous looking gloves that are actually quite dangerous. Fancy that.
- Gloves.
Sapping
- By spending 1 round in focus, the user can alter the glove to cause fatigue on the target rather than harm them physically.
- Fatigue from damage is on par with physical damage and can drain a mage very quickly.
- Applies to unarmed attacks only.
- $250.


[image]
Nimbledraw
- Commonly used by both elite and showman archers.
- Gloves.
Rapidfire
- The user can draw and knock arrows/bolts at a moderately increased pace, allowing more shots.
- $250.


[image]
Gloves of Ambush
- Many misunderstand the enchantment placed on these gloves, but also underestimate it's usefulness.
- Gloves.
Seismic Sensitivity
- Once per day, the user may place both hands flat upon the ground to activate this ability.
- The user will then have an extremely heightened sense of touch in regards to any movement upon the ground in their surrounding area.
- Range of this ability is dependent on the amount and strength of the disturbance ie: a single person walking could be felt perhaps some 100 feet away. A legion of heavily armed soldiers on the march could be felt a mile away.
- $275.


[image]
Defiant Gauntlets
- Whilst the enchantment takes a long time to charge, it's value could be considered to be immeasurable.
- Gloves.
Nullify
- Once per adventure, the user may completely block any non-magical attack, taking no damage.
- $300.


[image]
Fingerflame
- They say fight fire with fire, but just how much fire can one fight?
- Glove.
Flame on!
- When entering combat, the whole glove ignites with magical flame.
Flameegde
- When ignited, the gloves are considered fire based weapons.
- This applies to unarmed attacks only.
Fuel
- A fire mage wearing the gloves may power one spell up to level 2 with the glove fire.
- Doing so extinguishes the gloves for the remainder of combat.
- $300.


[image]
Cat's Claws
- Very simple climbing apparatus that is useful in an otherwise unarmed fight.
- Glove weapon.
Nimble
- The wearer will be moderately more adept at climbing.
Talons
- The user's unarmed strikes are now capable of cutting, like a regular blade.
- $300.


[image]
Gloves of Granite
- Makes the user's hands both a deadly bludgeoning weapon and impervious to damage.
- Glove weapon.
Encase
- Once per day, the user may encase their hands and forearms in granite.
- This grants a moderate bonus to damage done with unarmed, hand attacks.
- This grants the user a major reduction to any damage otherwise taken when blocking with their hands or forearms.
- This effect lasts 2 rounds.
- $300.


[image]
The Fist of The Dark
- You shouldn't be afraid of the dark, you should be afraid of me.
- Glove.
Ghostly
- Once per day, the wearer can have their unarmed attacks take on a ghostly appearance.
- This effect lasts two rounds.
- This causes a major reduction in their target's ability to block these attacks.
- $325.


[image]
Sword's Saint
- Worn only by consummate sword master's of the Far East.
- Only effects sword use.
- Gloves.
Energy Blade
- Each strike with a sword will cause a slash of raw energy, effectively extending it's reach.
- This energy will travel 1 foot for each point in the users chosen weapon melee talent.
- $350.


[image]
Overwood Silkskin Gauntlets
- Their design as cruel as the Drow themselves, these gauntlets are capable of stopping a dangerous mage in his tracks.
- Gloves.
- Silkskin set item.
Suppression
- The user can nullify up to three levels of light magic each adventure.
- They may do this against one magic technique, or over multiples eg: 3 uses for 1 level reduction, 1 use for 3 levels reduction.
- The user must have an empty hand to do this each time.
- $350.


[image]
Gloves of Cyclonic Empowerment
- Whilst not weaponry themselves, these gloves make the any wielded weapon far more dangerous.
- Gloves.
Dervish
- Once per day, the user may have the glove immediately cause stir a rapidly spinning vortex of air about the lower arm.
- The user's next attack will then carry this enchantment, delivering the blow with the additional force of a lvl 2 Air magic technique.
- This attack is also moderately harder to block or stand against.
- This will only effect normal attacks and will not stack on top of other triggered abilities.
- $350.


[image]
Gloves of the Swift Wind
- Lightweight and comfortable, these gloves do not hamper movement or dexterity in any manner.
- Glove weapon.
Quick
- The wearer gains a minor speed bonus to any unarmed hand attacks.
Haste
- Twice per adventure, the user may activate the haste ability.
- For two rounds, their movement and attack speed will be doubled.
- $400.


[image]
Firecracker Wristbow
- When you want someone to go out with a BANG!
- Wristbow, single shot.
- Wristbow accuracy dependent on one-handed ranged talent.
BOOM!
- Each shot from this Wristbow explodes on impact.
- This explosion is very small, but deals minor bonus damage.
Overclock
- This weapon will double the size of the blast on the next successful hit if the user spends one round over-winding the wristbow. With the additional possibility of affected targets stumbling back or falling down.
- This cannot be used in a stealth application as over winding the complex mechanics of the bow is quite noisy.
- $425.


[image]
Urnzen's Gloves of Shadow Puppetry
- Whilst Urnzen was not considered a malicious person, his penchant for cruel and twisted magics left him quite unpopular among fellow scholars.
- Gloves.
Pupperty
- Once per day, the user may assert physical domination upon a lesser, simple being.
- The target must be touched by a shadow that also touches the wearer.
- The wearer will be able to manipulate the target's movements for a time.
- This effect fails when the target is sufficiently panicked or in immediate danger.
- Unique item, one only.
- $475.


[image]
Strong Arm
- Thick armor, the Strong Arm is the very secret behind many great warriors of lesser stature.
- Gloves.
Warlord
- Allows the user to wear a shield on one arm and wield a two handed weapon (not a polearm) with the other.
- $500.


[image]
Gloves of Arcane Entrance
- You'll never be frustrated trying to find a door again.
- Gloves.
Evoke Door
- Three times per adventure, the user may summon a door in an applicable wall or like surface.
- This wall may be no thicker than one stride for the wearer.
- This door will last for three rounds, or until dismissed by the wearer, whichever comes first.
- The door is dismissed by closing it.
- $515.


[image]
Ereland's Electric Wristbow
- Part complex clockworks, part magical enchantment, there's no mistaking this wirstbow once it is fired.
- Wristbow, six shots.
- Wristbow accuracy dependent on one-handed ranged talent.
Airedge
- This is an Air based weapon.
Electric
- When striking a target, the bolts fired from this wristbow send a small, electric charge through the target.
- Any target with low Endurance can be slowed and stunned by this effect.
- Potential to slow and stun stacked with more hits from this weapon.
- Unique item, one only.
- $525.


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ThunderClap Gaunlets
- These gloves shine an indigo blue and tingle with energy.
- Gloves.
Thunder
- Once per day, the user may slap their palms together, causing an immense, thunderous roar.
- All beings within a fifty foot radius will suffer symptoms from impaired hearing to disorientation.
- This effects all beings (except the user) within the radius. Covering one's ears may reduce the severity of this effect.
- Unique item, one only.
- $550.


[image]
Korvak's Anvil
- Most certainly not an anvil but rather, a pair of highly enchanted gloves.
- Gloves.
Earthblade
- Any weapon wielded by the wearer of this gloves will then deal bonus, minor earth damage.
Tremor
- By slamming their first into the ground, the user may target any one being or object within 30 feet.
- A brilliant wake of energy will then travel to the target and then erupt beneath them with the force of a level 3 magic technique.
- Unique item, one only.
- $600.


[image]
Galena's Touch
- The deity Galena's benevolence is said to be felt through these delicate gloves.
- Gloves.
Heal
- Three times per day, the user may heal themselves or an ally.
- To do so, they must touch the target.
- This will heal a moderate amount of damage in one round.
- $600.


[image]
Gloves of the Sleeping Sands
- Indisputably originating in Mirakesh, these gloves whisper undecipherable secrets to the unsuspecting.
- Gloves.
Sleep
- Once per day, the user may cup their hands and blow through them; causing a sparkling sand to float upon the breeze.
- Any target within 20 feet that inhales this dust will suffer effects from being groggy to falling fast asleep.
- Resistance is based on the target's Endurance and current Fatigue level.
- Effects will last 1 to 3 rounds, based on how susceptible the target is.
- Unique item, one only.
- $700.


[image]
Gloves of Silustra's Blessing
- These fine gloves are said to be blessed by the rain maiden herself.
- Gloves.
Heal
- Three times per adventure, the user may summon a light rain that covers all combatants.
- All combatants will then be granted moderate health restoration this round.
- This effects enemies and allies alike.
- Unique item, one only.
- $900.


[image]
Eldritch Mitts
- These gloves shimmer with a brilliant blue energy.
- User must have lvl 5 magic in one element.
- Gloves.
Arcane Access
- Once per adventure, the user may choose another element.
- Their level in their primary magic and this new element is now 3.
- This effect lasts until the completion of the adventure.
- Available one time only.
- $1000.


[image]
Grimtouch Gauntlets of Gremizron
- Said to belong to the Lich King.
- Gloves.
Leech
- Once per day, the user may drain life from any touched, living target.
- The user will gain minor health for each round their hand remains on their target.
Sapping
- Once per day, the user may cause Fatigue in any touched, living target.
- The user will drain minor Fatigue for each round their hand remains on their target.
- $1000.


[image]
Hades Claws
- The Hades Claw gauntlets are savagely sharp and their enchantment is no laughing matter.
- Glove.
Keen
- The user now deals moderate bonus damage with unarmed attacks.
Talons
- The user's unarmed attacks are now treated like any edged weapon, capable of cutting and piercing.
Return
- Once per day, the user may catch an incoming magic attack that is targeting the wearer- and then send it back at the enemy spell caster.
- Available one time only.
$1500.

« Last Edit: Jun 2, 2013, 8:03am by Kiko »Link to Post - Back to Top  IP: Logged
Grayell
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Posts: 5,601
 Re: The Greater Merchant Market.
« Reply #14 on Aug 26, 2011, 11:29am »

BOOTS


[image]
Bareknuckle Boots
- This minimalist leg armor is quite liked by those who wield their body as a weapon.
- Boots.
- Bareknuckle set item.
Quick
- Slightly enhances the user's initiative in combat.
- $50.


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Rogue Boots
- Simple boots designed for carrying an extra blade or two.
- Boots, no defensive value.
Packrat
- The user can carry two extra knives, throwing knives or shuriken - one in each boot.
- $50.


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Pathless Boots
- No Path boots have been used to save many a thief's hide.
- Boots, no defensive value.
Treadless
- These boots eliminate all footprints left by the wearer.
- $65.


[image]
Knife Boots
- Unmagical in every way, but their simplicity does not render them impractical.
- Boots.
Hidden Blade
- The right boot has a hidden knife blade, some 4 inches long.
- This blade can be extended from the toe of the boot by twisting the heel.
- $75.


[image]
Foof Falls
- The Foof Fall line started out as comfortable slippers but recently moved into outdoor footwear.
- Boots, no defensive value.
Hushed
- The user's footstep's make no noise whether walking or sprinting.
- $100.


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Plated Groundsures
- When standing your ground means REALLY standing your ground.
- Boots.
Stubborn
- The wearer is much harder to knock down, or back in combat.
- The wearer gains a minor increase to their physical defense.
- $150.


[image]
Boots of the Tireless Soul
- Comfortable and sturdy, these boots have been well worn and much loved.
- Boots, no defensive value.
Enduring
- These boots grant the wearer a moderate bonus to their Endurance in regards to travelling.
- The user may carry an extra kit with them whilst these boots are equipped.
-$150.


[image]
Greasetrap Boots
- It must be noted that whilst these boots are endlessly useful when wanting to escape pursuers, common law states strict fines apply to anyone using these in a public causeway.
- Boots.
Grease
- Once per day, the user can expel a grease slick behind them as they walk/run.
- This slick is some six feet across and roughly round.
- Anyone moving onto the grease slick is subject to slipping or losing balance.
- Effects range from slowed or impaired movement, to falling down entirely; based on the effected person’s Agility talent.
- Grease trap lasts 3 rounds.
- $175.


[image]
Pack Boots
- Tough, rugged and adapted to the demands of the outdoors.
- Boots, no defensive value.
Quick
- The user's Survival skill is enhanced in terms of navigating difficult terrain.
- The user can move more swiftly in the wilds over such terrain.
Friend
- The user gains moderately increased Kinship when communicating with animals.
- $200.


[image]
Shining Greaves
- Whilst their name is somewhat misleading, they have commonly been utilized when scouting ahead of an armed force. They also make for some interesting pranks.
- Boots.
Glow
- Once per day, the user can leave a trail of gently glowing footprints in their wake.
- This trail will be left with each footprint within the next hour, but may be cancelled at any time.
- The glowing footprints will last an hour after they have been left.
- $225.


[image]
Airwalkers
- Incredibly comfortable, some say wearing a pair of these it's like walking on air itself.
- Boots, no defensive value.
Nimble
- The user can jump double their usual height/length.
- $225.


[image]
Nimbletoes
- Nimbletoes are the extreme in outdoor gear, get yours today!
- Boots, no defensive value.
Nimble
- The wearer is granted a moderate bonus to their ability to balance.
- The wearer is granted a moderate bonus to their ability to climb.
- The wearer gains a slight increase in their ability to dodge ranged attacks.
- $250.


[image]
Boots of False Trail
- Whist boots that leave no trail behind are commonplace, these boots are perhaps for those with a more refined sense of mischief.
- Boots.
False Trail.
- Once per day, the user can leave a false trail of normal footprints.
- The user must pause for one round and focus on the direction they want the footprints to travel in.
- They cannot send the footprints somewhere they cannot see, unless they have visual knowledge of the layout.
- These prints will apply to anything in their path, for example: on top of a table should the user not focus on them walking around it.
- The footprints can travel no further than 200 feet.
- The footprints last as long as any regular footprint, but will appear dirty regardless of the ground covered.
- $250.


[image]
Burning Eye Boots
- These boots are considered a ‘low blow’ on the battlefield, but have been used to much greater affect when fighting in enclosed spaces.
- Boots.
Gas
- Once per day, the user can expel a cloud of smoke which irritates the eyes.
- This cloud is some 10 feet across with the user at the centre.
- All targets within this cloud will have their vision impaired.
- Effects vary from soreness of the eyes, to blurred vision, to acute pain and blindness, depending on exposure.
- The user is immune to the effects of the boots.
- The cloud lasts some three rounds, but is easily effected by the wind and other like conditions.
- $275.


[image]
Fleetfoot Boots
- Simple and yet always effective, the Fleetboot boots allow any adventurer to double their speed.
- Boots, no defensive value.
Haste
- Three times per adventure, the user may summon a Haste effect on themself.
- The user's movement and attack speeds will both be doubled for three rounds.
- $300.


[image]
Silent Paw Boots
- Lined with an unidentified, mottled fur, these boots are enchanted in the oddest manner.
- Boots, no defensive value.
Friend
- The user will have greater kinship with all species of cat.
- Domestic cats will be attracted to the wearer.
Charm
- Once per day, the user may charm any normal species of cat.
- The user will be able to issue simple commands to the cat.
- The cat may act in combat, but will flee in the face of imminent demise.
- $325.


[image]
Tabi of Hovering
- These boots in the Eastern tradition are designed to allow the wearer greater mobility. Their enchantment serves to deal with anything that greater human mobility may not account for.
- Boots.
Glide.
- Once per day, the user can hover some 40 feet in any direction.
- The user will be slow to move and any quick or sudden movement on their part may compromise their balance and impair their control.
- $325.


[image]
Warlan's Greaves of Orlune
- These boots were created as part of set of armor for a famous paladin of Orlune.
- Boots, no defensive value.
Stun
- Three times per adventure, the wearer may choose to stun any enemies within a five foot radius.
- Upon doing so, a brilliant flash of white light will burst from the wearer, lasting but a brief moment.
- Any effected person with less Brawn than the wearer will be stunned.
- Any effected person with equal Brawn to the wearer will be blinded.
- Effects last one round.
- Unique item, one only.
- $350.


[image]
Shadow Steppers
- These boots have left many a pursuer entirely baffled.
- Boots, no defensive value.
Resistant
- User gains a minor bonus to defense vs dark attacks.
Vanish
- Once per day, the user may step into a shadow and completely vanish.
- The shadow must be large enough to cover the wearer's whole form.
- This effect lasts one round only.
- $400.


[image]
Dervish Greaves
- These armored boots are of a foreign, exotic design and smell of the strangest incense.
- Boots, no defensive value.
Dervish
- Once per day, the wearer may trigger this effect.
- The wearer will immediately become a small whirlwind, spinning in place.
- The wearer will only be able to move at walking pace in this form.
- The user will gain three times as many attacks per round in this form.
- Lasts one round only.
- $400.


[image]
Boots of the Treant
- Gifted to the long legendary Wood Elves of Unisel, these boots grant the ability to vanish into the thickest forest.
- Boots, no defensive value.
Vanish
- In thick wooded areas, the user may simply walk into any foliage and vanish. This includes all manner solid trees, shrubbery or brambles.
- The user will be undetectable and leave no trace.
- The user can move for as many rounds as they have points in Kinship.
- The user can trigger or benefit from no other passive enchantment during this time.
- This effect will dispel after said rounds, returning the user to their natural state in whatever location they end up.
- $500.


[image]
Ghost Legion Greaves
- Heavily armored boots that were made infamous by the false Ghost Legion that overthrew the grand city of Insinail a mere 150 years ago.
- Boots.
Ethereal
- Once per day, the user can turn 'ethereal' for some 3 rounds.
- This does not allow the user to walk through objects as they are still physically present.
- The user will appear in a ghostly manner, making them harder to follow and aim for with the naked eye.
- This will grant a moderate bonus to the wearer's chance to avoid being hit by physical means.
- Any successful hit on the wearer will dispel this effect immediately.
- $550.


[image]
Greater Boots of Bahamut
- These boots are crafted from ancient dragon hide, making them somewhat cumbersome, but ingrained with the purest magic.
- Boots, no defensive value.
Resistance
- The user is granted a major bonus to defense vs any chemical attack.
Friend
- Dragonkin will either consciously or innately recognize the magic upon the wearer and be less likely to treat them negatively.
- The level of awareness to this effect will depend on the intellect of the Dragonkin effected.
- Unique item, one only.
- $600.


[image]
Snakeskins of Ssindar
- The hide used to craft these boots is endlessly endurable and the enchantment is quite unique.
- Boots, no defensive value.
Metabolism
- These boots slow the user's metabolism.
- The user will require less rest and food, increasing their endurance in an applicable manner.
- The user will bleed less from any wound which would cause as much, reducing the threat from damage somewhat.
Speech
- The user will be able to speak with all intelligent reptilians.
- This does not effect higher dragonkin.
- Unique item, one only.
- $700.


[image]
Eldritch Boots of Arcane Mastery
- Finely made and heavily enchanted, these boots are highly sought after by those who practice the arcane arts.
- Boots, no defensive value.
Reflect
- Three times per adventure, the mage can redirect an incoming magic attack.
- The mage must focus on the attack as though casting their own technique.
- The mage requires no Talent in the incoming element type.
- The mage will incur Fatigue equal to half the power of the incoming attack.
- The mage will not succeed should the Fatigue prove too much.
- Unique item, one only.
- $725.


[image]
Boots of the Lich King, Gremizron
- Pulsing with terribly power, it is said that the Lich King still seeks to snatch back his lost foot wear...
- Boots, no defensive value.
Necromancy
- The user may assert control over lesser undead.
- The Fatigue paid to do so is higher, the stronger the undead targetted.
- Fatigue must be paid each round the user maintains control of the undead.
- Multiple undead may be controlled in this manner.
- Unique item, one only.
- $800
« Last Edit: Jun 16, 2013, 5:10am by Kiko »Link to Post - Back to Top  IP: Logged
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Welcome to The Menagerie. We are a free role playing game with less rules and more freedom. After many years, a couple of hosts and a few different game systems, we feel that less is more. Players get to be truly creative, which in turn leads to more enjoyment in game.

We invite you to join us in crafting our world and look forward to making friends. Should you have any questions, feel free to post in our chat box or ask any of our members or staff.

May you enjoy your stay.

It must be said that this game is the product of continued dedication and friendship.

Grayell: Game inventor and closet basement geek.
Yukiko: Admin and dream-weaver.
Marlena: Admin and promoter extraordinaire.

The Menagerie has enjoyed many incarnations, revamps, reimaginings and renovations and none of it would have been possible without the ongoing support of my friends, the players. Their unwavering loyalty and endless dedication to this project has been stellar.

I would like to thank all admin and staff past and present, in particular Tiberius.

I would like to thank friends and staff no longer with us, and to the few I hold most dear: John, Roland, Alex, Azriel and Jenkins.

Thank you all.

All images are the property of their creator.



Our 2nd site archive with: Total posts 70665, Total topics 1819 & Total Members 86.
...or our first site archive with: Total posts 69401, Total topics 1325 & Total members 145 ...OR the very humble start of our game at our friends, www.Heroscapers.com.
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