Steel Ingot
A bar of steel, ready to be put to some sort of use. Until then it does a nice job of having a lot of mass.
Skills: Metallurgy of 4
Average-Food
Skills: Butchering of 10
Bronze Axe
A large two handed war axe, ready for chopping trees, or skulls.
Skills: Blades of 2 and Smithing of 1
Clockwork
A handful of gears, springs, and other small things that would probably make a working clock.
Skills: Precision of 1 and Mechanics of 2
Cloth
Simple raw fibres, ready to be made into string and cloth.
Skills: Tailor of 2
Ether Potion
Made from exotic spices and some strange chemicals, the ether super charges the soul of the user, replenishing their MP supply. When drank, it will restore 2/6/10 MP. Pioneered by Valenoa Skye in 1012AH.
Skills: Chemistry of 6 and Magic of 2
imp bones
Taken from an already dead imp and extracted. The bones can be used for necromantic processes. Handy.
Skills: Necromancy of 1
Instant Repair
Just place the desired object down in a fancy pattern you draw on the ground, and hold up the crystal, soon, the object is completely restored! Some especially complicated, damaged, aged, or just plain old things will be unaffected by this technique. Armor and Weapons may be repaired with this technique, but as much damage as its taken must be rolled as damage on this battle alchemy or the effort fails. This is an all or nothing technique.
Skills: Mechanics of 8
Iron Ingot
A bar of Iron, ready to be put to work in some object. On its own it's only useful as a doorstop or paperweight.
Skills: Metallurgy of 5
Lumber
Refined Wood, turned into a plank for easy use.
Skills: Wood of 3
Mining Pick
A basic mining pick, good for gathering stones, metals, or caving in the random skull.
Skills: Smithing of 2 and Blades of 1
Sea Food
Skills: Cooking of 2
Steel Ingot
A bar of steel, ready to be put to some sort of use. Until then it does a nice job of having a lot of mass.
Skills: Metallurgy of 4
.36 Navy
The latest and greatest in current firearms technology approved by the church. A smooth bore, single action, cap and ball, repeating pistol. And actual firearm you can fire more then once, and isn't likely to blow up on. The Navy was meant to be somthing sailors could weild during ship to ship combat and is lighter and more mangable. It can fire 6 shots, one shot per attack, without being reloaded, requiring to trash 1 unit of lead and 1 unit of firing gunpowder to reload fully. Though it takes a full 3 rounds to reload complete due to the complicated nature of the reload. Or it could be done one round at a time, taking 1 round to load two shots, and then fired. Because using an early pistol with black powder is fairly obvious, loud, smoky, and the smell of gunpowder sticks to clothing after usage the user is -1 success to all attempts at stealth.
Skills: Firearms of 10 and Precision of 5 and Metallurgy of 5 and Assembly of 2
.44 Bullets
6 .44 Caliber bullets in copper cartridge jackets. Making them easier to transport than powder and bullets seperately. One unit can reload 6 rounds in a .44 Caliber firearm with the standard loading time. Note : Not compatable with Cap & Ball design firearms.
Skills: Explosives of 2 and Firearms of 1 and Ammunition of 1
.44 Dragoon
The latest and greatest in current firearms technology approved by the church. A smooth bore, single action, cap and ball, repeating pistol. And actual firearm you can fire more then once, and isn't likely to blow up on. The Dragoon is a big and heavy weapon, almost unwieldy, it can fire 6 shots, one shot per attack, without being reloaded, requiring to trash 1 unit of lead and 1 unit of firing gunpowder to reload fully. Though it takes a full 5 rounds to reload complete due to the complicated nature of the reload. Or it could be done one round at a time, taking 1 round to load one shot, and then fired. Because using an early pistol with black powder is fairly obvious, loud, smoky, and the smell of gunpowder sticks to clothing after usage the user is -1 success to all attempts at stealth.
Skills: Firearms of 10 and Precision of 5 and Metallurgy of 5 and Assembly of 3
.44 Quickloader
This item is a premade package of 6 .44-projectiles. Simply pop them into the chambers, twist the handle off and your gun is ready to go boom again. This items alows any .44-gun to be loaded fully in 1/2, 1/3, 1/4 the time needed normaly aswell as forgoing the spending of lead and firing gunpowder. Once used the item gets trashed.
Skills: Mechanics of 2 and Metallurgy of 3 and Engineering of 2 and Explosives of 3
10' Rope
Ten feet of pure rope action! Made out of rough cloth, it's reasonably strong if a little heavy when you start carrying a significant amount of it. Masterpeice rope presents a +1 difficulty to cutting or breaking it. Poor quality rope can only support 150 Lbs.
Skills: Grass of 2 and Tailor of 1
Abacus
A mathematical device made of wood and glass beads. One can move the beads around to make calculations. The possession of an abacus can speed along technical projects by 5/10/15%. Only one abacus can lend its assistance, use the best abacus the user has to determine benefit.
Skills: Glass of 1 and Mechanics of 1
Accordion
This terrible heretic device makes noises that only an engineer could love for music. The complicated, newfangled machine... who likes these things, anyway? When played as part of a performance, add -4/0/+2 to the performance check.
Skills: Intricate of 7 and Precision of 5 and Assembly of 5 and Music of 3
Acidgas Grenade
Once thrown and activated, this grenade emits a spherical cloud of highly acidic gas with a radius of 1/2/3 +move/range (or 10/15/20 feet for non-combat usage). Everyone caught inside this cloud suffers 15/25/35 poison-element damage per round for 2/4/6 rounds. Additionally, each damaged character must make a +resist/stamina each round with a target of 3/5/7 or suffer [Mute] status as they inhale the acidic vapors, receiving damage to their vocal cords (unless otherwise noted by a possessed special or +gear item). Created by Celidar on the 15th of Leviathan, 1028AH.
Skills: Explosives of 3 and Chemistry of 5
Acquire Target
For every three points of damage inflicted, the target(s) (1 per activation, must be within 30 feet of one another and in line of sight), suffer +1 difficulty to all attempts to dodge the user of this battle alchemy as he unlocks their pattern of defense and movement. A maximum of one target per 5 perception can be aquired like this at any one time. The aquisition fades at the end of the scene.
Skills: Precision of 5
Adamant Awl Pike
A long length of wood, usually 12 feet or more, with a piercing blade secured to the end of the shaft. Awl Pikes are naturally armor piercing, and ignore 5% of the defender's soak for every +1 on the attacker's attack roll.
Skills: Spears of 21 and Assembly of 8
Adamant Battle Axe
A large two handed war axe. Noted for its crushing attacks, Battle Axes negate the +10% from shield blocking. +2 difficulty to Parry checks, and -1 difficulty to Break rolls
Skills: Blades of 14 and Smithing of 14
Adamant Breastplate
A simply curved bit of metal, made to protect the body from head to groin, two parts, with no complexity, it is however, still a solid chunk of metal.
Skills: torso of 13 and smithing of 7
Adamant brick
A small pile of bricks made of adamant, quite suitable to structures. Dwelligns may not benefit largely by it, but it sure is durable. Pioneered by Blusa in 1025 AH.
Skills: Engineering of 10 and Smithing of 4
Adamant Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction.
Skills: Flexible of 14 and Smithing of 11
Adamant Chain Mail
A long heavy shirt made of linked rings. The rings have been expertly laced together to form a long chain tunic that is the most flexible of pure metal protection.
Skills: torso of 10 and smithing of 5 and Assembly of 10
Adamant Claws
Adamant claws that can be worn over hands and/or strapped to boots. They add 5d2 x 5 damage to Brawl attacks. Poor quality add 1 difficulty to Brawl attacks. Masterpiece quality reduces a targets soak by 5%.
Skills: Smithing of 12 and Brawling of 12 and Leather of 4
Adamant Compound Bow
Assisted with gears and pulleys, this bow is a marvel of semi-heretic ideals. Far easier to draw than a long or compound bow, though not as hard hitting. Has a range of Long/Long/Long
Skills: Fletching of 20 and Wood of 6 and Smithing of 6
Adamant Dagger
A short length of metal. Fast and accurate.
Skills: Blades of 11 and Smithing of 7
Adamant Falcata
The Falcata has a one edged blade that pitches forward towards the point, the edge being concave on the lower part of the sword, but convex on top. This shape distributes the weight in such a way that the falcata is capable of delivering a blow with the momentum of an axe, while maintaining the cutting edge of a sword. As such, while it doens't have the power of the axe, it will still slice through armor, negating 5% of physical soak and offering +5 to Break Checks.
Skills: blades of 17 and Smithing of 15
Adamant Fishing Rod
It's a huge and heavy fishing rod, but it'll catch even the strongest of fish! Unfortunately, it's massive anchor-like hook will turn away even moderate sized fish.
Skills: Fishery of 15 and Smithing of 7 and Intricate of 3
Adamant Flail
A short length of wood with a chain that leads to a heavy blunt weight. Flails take advantage of momentum and flexibility to harm their opponent. Against a flail, block confers 10% less bonus soak. Attempts to parry that fail cause the parryer to +resist/dex against the succs of the attack or be forced to unwield their weapon.
Skills: Blunts of 13 and Wood of 7 and Smithing of 8
Adamant Full Helm
An all encompassing helm made of Adamant.
Skills: Smithing of 10 and Head of 15
Adamant Full Plate
The ultimate of armor protection, the full plate offers a full heavy set of plate mail, covering the chest, up to the forearms, and down all the way to the knees, along with a heavy neck guard. It is nearly impossible to penetrate the protection offered.
Skills: torso of 17 and smithing of 12
Adamant Gear
The gear has always been part of the high style of armor, a cloth cloat, backed with hide, and then with metal layed over top. A heavy coat made for protection and style.
Skills: Torso of 14 and Leather of 7 and Tailor of 7 and Smithing of 7 and Assembly of 14
Adamant Great Sword
Huge swords, these blades are obviously Two handed, and are massivly powerful. Though heavy and unwieldy.
Skills: blades of 17 and smithing of 14
Adamant Halberd
A long length of wood capped An axe with a hook on the opposing end. Halberds can be used to trip, dealing half damage but forcing the victim to +resist/dex to avoid being thrown prone. Victims on mounts are also removed from the mount as a consequence.
Skills: Spears of 21 and Assembly of 8
Adamant Hammer
A one handed blunt weapon that also happens to be just as useful for constructive purposes. Repair checks are at -1/-1/-2 difficulty while a hammer is wielded.
Skills: Blunts of 11 and Wood of 8
Adamant Hand Axe
A smaller version then the battle axe, still a deadly weapon, but typically used one handed. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 13 and Smithing of 11
Adamant Hatchet
An even smaller version of the axe, more of a tool then a weapon, though still a deadly. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 11 and smithing of 8
Adamant Heavy Crossbow
A large crossbow with frightening power. The crossbow requires a half round to reload, +atb/charge 500, untill ti is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 10 percent of physical soak, 20 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 20 and wood of 14 and Mechanics of 13 and assembly of 11
Adamant Ingot
A bar of Adamant, ready to be put to work in some object. On its own it's only useful as a doorstop or paperweight.
Skills: Metallurgy of 7
Adamant Light Crossbow
A regular sized crossbow with good power. The crossbow requires time to reload, +atb/charge 300, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 7 percent of physical soak, 15 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 17 and Wood of 13 and Mechanics of 10 and Assembly of 8
Adamant Light Helm
An open faced helm made of adamant.
Skills: Smithing of 10 and Head of 13
Adamant Links
Quite a handful of small steel rings that are all interlocked in various ways. It's unsure what use they could have by themselves, but maybe they could be assembled into some sort of armor, or at least a curtain of some sort.
Skills: Metallurgy of 10 and intricate of 15
Adamant Mace
A short length of wood with a metal blunt tip. Those struck with a mace must +resist/stamina vs 5 or lose 1d(WP of weapon) X 100 ATB from being stunned.
Skills: Blunts of 11 and Wood of 7 and Smithing of 7
Adamant Maul
A huge two handed hammer used to deliver incredible crushing force. Armor is of little use before it. Ignore first 5% of soak.
Skills: Blunts of 14 and Wood of 10
Adamant Musket
The most basic type of firearms currenly available, the musket has been around for a long time, and has been well accepted by the general public. A long metal tube with a wooden stock. A flint hammer and pan for powder as well as rudimentary sights. The musket is one shot and requires a full atb action to reload with one unit of Gunpowder and Lead. Muskets have a range of Short/Short/Long. Long shots are at +1 Difficulty
Skills: Firearms of 17 and Precision of 6 and Wood of 3
Adamant Plate
A set of plate male, providing perfect protection around the chest and at the belly, with a neck guard.
Skills: torso of 14 and smithing of 10
Adamant Plate Shield
The last part of a plate armor, is the plate shield, made from heavy metal plates and offer a full tower protection at the cost of a good deal of weight, and the loss of a hand.
Skills: Arms of 16 and Smithing of 12
Adamant Protection Ring
The mighty Protection Ring's magic has finally been broken down, and the imbument may actually be applied to lesser rings. The better the material, the stronger the enchantment. It provides no protection against magical forms of damage, but it will protect against elementally tinted physical attacks (A fire Sword). This item counts as a magic acessory and only two such accessories can be worn at once
Skills: Magic of 14
Adamant Rapier
A lightweight sword made more for thrusting than for slashing, though some styles do have an edge to cut with.
Skills: Blades of 15 and Smithing of 15
Adamant Revolver
A small firearm designed to hold six bullets and fire them sequentially. Reloading the weapon is a 800 ATB action. Revolvers with a WP under 4 have a (amount under 4) X 10% chance of exploding per shot, inflicting 100 fire damage on the user and destroying the gun. The gun has a range of Short/Short/Long(+3 difficulty for shots at long).
Skills: Firearms of 14 and Precision of 7
Adamant ring
A solid band of Adamant, lacking in enhancment.
Skills: Jewelry of 16 and Intricate of 8 and Metallurgy of 5
Adamant Safe
A solid adamant safe. Breaking into this bad boy is almost impossible unless you know the combintion or have the patience to find it. It has 300 HP effectively, requiring that much damage to create any hole of any kind in its nigh impervious hide. It is very non-portable for anyone save a titan.
Skills: Smithing of 5 and Locks of 4
Adamant Scale Mail
A tunic with banded scales of metal laced in and out. The most simple of metal armors, a hide tunic with metal scales. It is a good Jerkin, and its relativly light given it has metal.
Skills: Torso of 7 and Smithing of 3 and Assembly of 7
Adamant Scales
Small little bits of Adamant, perhaps useful for making scale armor, or maybe sharpened? Hmmm....
Skills: Metallurgy of 6 and Smithing of 10
Adamant Scimitar
A length of Metal that is curved along the way for enhanced cutting ability. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the blade finds a soft spot.
Skills: Blades of 15 and Smithing of 11
Adamant Scythe
A scythe is a agricultural hand tool, which also doubles as weapon. The handle at the end of the pole could be omitted but the handle in the middle of the it is a must, as it is used to control the position of the blade. A long blade with a slight curve perpendicular to the pole is mounted at the other end. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the curved blade finds a soft spot.
Skills: Assembly of 10 and Spears of 20
Adamant Sectioned Stave
An import from Wutai, this is a very heavy stave that has been combined with a length of chain. Combining the weight of a stave with the flexability of a chain, though sacrificing some of the abilities of both, you come up with an entirely new weapon.
Skills: Wood of 14 and Flexible of 15 and Blunts of 14 and Smithing of 13
Adamant Sheet
A flat sheet of the powerful metal, adamant.
Skills: Metallurgy of 10 and Smithing of 4
Adamant Shell Ring
The mighty Shell Ring's magic has finally been broken down an the imbument may actually apply to lesser rings. The better the material the stronger the encantment. Additionally, if the magic calls for a +resist the shell ring allows for a second +resist check if the first one fails. It counts as a magic accessory and only two such accessories can be worn at once.
Skills: Magic of 14
Adamant Shield
A full metal sheild, it can either be round, or square, but it smaller then a full plate shield, and a little bit lighter.
Skills: arms of 12 and smithing of 7
Adamant Short Sword
A short-bladed sword, also sometimes called a Gladius.
Skills: Blades of 14 and Smithing of 14
Adamant Small Crossbow
A small sized crossbow with average power. The crossbow requires time to reload, +atb/charge 200, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 5 percent of physical soak, 10 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 14 and Wood of 10 and Mechanics of 7 and Assembly of 6
Adamant Spear
A long length of wood with a sharpened metal point that allows one to strike from a distance. Enemies within one square away of range can be attacked.
Skills: Assembly of 7 and Spears of 17
Adamant Spiked Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction as well as a 50% chance of a return attack being allowed for 200 ATB. Due to the spikes that run along its length, this weapon can, aside of its additional damage capacity, can also be used as a grappling hook when needed.
Skills: Flexible of 15 and Smithing of 14
Adamant Spiked Flail
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction. Due to the spikes that run along its length, this weapon can, aside of its additional damage capacity, can also be used as a grappling hook when needed. To sweeten the deal, the huge Adamant spiked orb at the end of this chain delivers crushing blows, even when blocked. Decrease the target's physical soak by 5/10/15% for the purpose of resisting any assault made by this weapon.
Skills: Flexible of 8 and Smithing of 5
Adamant Splint Mail
A set of Hide armor that has had long strips of metal riveted over across it. The Armor provides more protection then regular hide, yet is more flexible then metal.
Skills: Torso of 10 and smithing of 5 and Assembly of 7
Adamant Staff
A thick metal staff, pretty much just a giant hunk of the metal elongated into a staff with hand gripes.
Skills: blunts of 14 and smithing of 14
Adamant Stiletto
A thin blade, used only for stabbing. It is easy to conceal(+2 successes to conceal the weapon from searches) and easy to use. Its narrow nature allows it to puncture armor more readily. Ignore the first 10% of soak.
Skills: Blades of 11 and Smithing of 8
Adamant Sword
The most standard of weapons. With no clear weakness or strength, they remain quite reliable.
Skills: Blades of 14 and Smithing of 14
Adamant Throwing Daggers
These daggers are weighted for throwing. If used for stabbing, they are at +1 difficulty. They have a range of Short, but can be hurled into long range at +3 difficulty. At the end of combat, this weapon should be trashed.
Skills: Thrown of 11 and Smithing of 7
Adamant Trident
A heavy type of polearm from under the seas of Gaia. The stave is heavy, thick and relatively short for a polearm, made for quick fast thrusting not the long attacks of the other spears. The tip of the spear has anywhere from 3 to 5 prongs, and in civilian hands is used for spear fishing. This is a martial version and is quite deadly. The multitudes of points generate a heavy armor piercing affect. Ignore 5% of the defender's soak for every +1 on the attacker's attack roll. Though to get its heavy power it does not have the reach, and this spear can only hit targets within Melee Range.
Skills: Spears of 21 and Assembly of 7
Adamant Tube
A tube, made from that most dense metal Adamant! Quite expensive, but this is a tube that you can count on! Wrought by Kismi in 1027
Skills: smithing of 8 and precision of 5
adamant wall
A complete wall made of bricks. This wall can cover a length of 50 yards or less. Perfect for fixing a hole or making a new wall. Health: 4700. 45% soak Earth. 55% soak from all other types of damage.
Skills: Engineering of 15 and Smithing of 6
Adamant Wall Ring
The mighty Wall Ring's magic has finally been broken down, and the imbuement may actually apply to lesser rings. The better the material the strong the enchantment. All wall rings will allow for a second +resist check if the first one fails. All Wall Rings count as a magic Accessory, and only two such accessories can be worn at once.
Skills: Magic of 19
Adamant Wall, Piece
A few piles of bricks that have been made into part of a length of wall.
Skills: Engineering of 12 and Smithing of 5
Advanced Fur Suit
This enchanted suit of fur and fluff allows its user to assume the appearance of any fur bearing species. Unfortunately, the suit does have a fatal flaw of always being obvious to being a worn suit. Outside of this, it's perfect.
Skills: Tailor of 20 and Magic of 10
Air Flute
This powerful air-enchanted flute seems to sing with all the winds of the earth, small puffs of cloud escaping it as it is played. When played (requires both hands, and a +check charisma+performing+performing/flutes of 3 successes) it increases the ferocity of an air-element spell or summon, increasing the effect or damage by 10/20/30 percent.
Skills: Music of 7 and Magic of 5
Air Marbles
These marbles were once normal until someone did something to them. Now they are a clear and can be seen through. While they are nice to play with, these marbles should be handled with care as they will deal 5/10/15 air damage if used as a thrown weapon on top of the physical damage from how they were projected, AKA With-Weapon, Throw-Rock.
Skills: Magic of 5
Ale
A slightly stronger form of beer, better tasting too!
Skills: Brewing of 2 and Cooking of 1
Aloe
A 'succulant' plant. It's smooth, rubbery stem baring vary little difference in look to its leaves. Its flowers are also just a little rubbery to touch, hanging in upright clusters of drooping pink teardrops. If the poison status is inflicted with less than 5 successes and this plant is used within 3 rounds, Aloe can act as a cure for it.
Skills: Herbalism of 5
Amulet of Null
A jeweled mythril amulet worn about the neck. If an accessory is concentrated on and it has a quality equal or less than the amulet, the wearer of this amulet may spend an action to tear the amulet from their throat and smash it on the ground (+remove it, and +gear/trash it). Doing so causes a 50/75/90% chance of also destroying the targeted accessory (requiring the targeted user to +remove and trash it.) A poor quality Amulet of Null will destroy a random accessory on the target if successfully triggered; a Masterpiece quality has an additional 10% chance of destroying *another* accessory on the target when triggered. This item counts as a magic accessory. Only two such accessories can be worn at once.
Skills: Magic of 7
Angel Harness
A harness that grants the ability to fly if worn by someone without the Fly special. +acc this harness, and spend 10 MP. The user is considered to have 5 points in the Fly special, as white feathered wings sprout from the harness. The user must pay 10 MP per hour of flight out of combat, or 3 MP per round in-combat, to maintain this flight. On the downside, the user must still purchase Athletics/Flying for any kind of *skill* while flying. On the upside, flying this way is basically tireless, range and duration limited only by the user's mana and wakefulness.
Skills: Tailor of 5 and Magic of 10
Animate Statue
If there is a suitable statue in the area, this recipe will make it move for you, performing any task you instruct it to, including fighting. It should be created as a Metal Soldier with a rating of 1 per 10 damage, +2 per activation past the first. If not destroyed, the statue will return to its original position at the end of the scene and return to normal if not commanded to do so earlier.
Skills: Geomancy of 1 and Magic of 3
Anti-Monster Blood
This Thick, blood looking like potion is used to revert normal people whom have been changed into monsters for a short time, this could also be used to make monsters more Docile. At poor, it reverts for 3 hours(and makes monsters docile for one round), at Average, half a day(two rounds) and at masterpeice a full day(5 rounds), also, though it is in liquid form while within the bottle, when it is poured out, it comes out in a cloud form, Roll Stamina Vs. 16 to resist.
Skills: Chemistry of 8 and Magic of 5
Antidote
A simple blue fluid ina vial that can be quaffed or broken over a target's head to cure them of poison. Poor quality will cure poison up to 5 succs, average will cure up to 10 succ venoms, and masterpeice antidotes will cure any strength poison.
Skills: Chemistry of 3 and Venoms of 3 and Medicinal of 3
Aphrodite Touch
This is the formula for an aphrodisiac. Those affected will need to make a +resist/stamina against 3/5/7. If they fail they will need to make a +resist/willpower and at least 5 successes. If they succeed they are immune to this aphrodisiac for the rest of the scene, but should they fail they fall victim to their own lusts. They will get extremely amorous and will strive to sate their lusts on whoever may be close by. They will go for their preferred targets first, but should they not be readily available they will turn to less favorable mates. The effects last for 1/2/3 hours. There is some risk in using this aphrodisiac, though. It is effective if it even so much as touches a victim and the one applying the potion might fall victim to the effects as well. Anyone handling this potion (Opening it, applying it to an object or trap, etc) most +dice 1d100 and add his/her score in alchemy to the result. If the result is under 31 then the user will fall victim him/herself. A poor quality synth will provide the potion in a very unattractive vial and the only way to make a decent present out of it will be to pour it into another container (Forcing the 1d100 roll, of course). This is an illegal drug. Pioneered By Seilderhang Langsly Around 1000 AH.
Skills: Drugs of 3 and Chemistry of 4
Apple
Its an apple! They come in both Red and Green varieties. They are excellant at repelling doctors and other trained medical personel, but are not particularly good weapons. Consuming one before a combat scene grants the user +1 success to resist the [Fester] and [Death-Sentence] statuses.
Skills: Farming of 2
Apple Pie
A warm an quite delicious treat, this is a pie made with sweet apples and a flakey, oh so good crust. When eaten, it restores 15/20/25hp, and promotes good cheer, removing the [Sadness] status. Discovered by Zakarias in 1013AH.
Skills: Cooking of 3
Arcane Gauntlets
A pair of leather gauntlets charged with magical energy, aiding in the weaving and controlling of spells. When the wearer casts magic, they add +2/+4/+8 to the check.
Skills: Leather of 3 and Arms of 4 and Magic of 4
Arctic Cube
A small ice cube from the look of it. When dropped into fluid(Water, Lava, Quicksand), it will freeze up to 20 cubic feet of it. The dropper may designate the height, width, and depth of the area, up to 20 cu. feet. If the dropped does not designate while dropping, it becomes a square of ice 2 feet wide and long, and 5 feet deep. The iced area cannot exceed the area of fluid.
Skills: Magic of 2 and Ice of 1
Arctic Gloves
These moonsilk gloves have a layer of fur and are infused with the essence of the north. When worn, all brawling attacks become ice aligned. Equipped with an Arctic Orb, all ice effects gain +20% potency(reduce resistance by 20%, even if under 0%)
Skills: Tailor of 6 and Moonsilk of 3 and Arms of 3 and Magic of 7 and Fur of 5
Arctic Orb
This orb of spirit infused crystal has been enshrouded in ensorcled furs and it has gained an aura of the winter chill. Readied as an accessory, it allows ice magics to ignore the first 10/15/20% of ice resistance of the target.
Skills: Magic of 5 and Crystal of 2 and Fur of 5
Arctic Survival Axe
A mainland take on the more primitave Northerner tools, the Arctic Survival Axe is meant to be used as an aid for dealing with the harsh climate more than it is a weapon. The mythril head sports an axe head that is small and short but very sharp and is used for hacking holes in thick ice for the purposes of fishing or for making handholds for use in climbing. On the other side of the head it curves out into a jagged curved blade that can dig into ice to aid in climbing or used to latch onto objects for other purposes. A steel loop at the end of the handle allows a rope or chain to be attached. Adds +3/4/5 to any survial or Athletics check involving climbing or digging through Ice.
Skills: Blades of 3 and Smithing of 4
Articulated Plate
This plate armor of adamant has been fitted with strange mechanisms allowing amazing flexibility and instant reaction to danger. The result is that dodge checks made in this are at -1 difficulty and the armor is easier to wear than standard adamant plate.
Skills: Mechanics of 10 and Torso of 15 and Smithing of 10
Ash Lumber
Ash Wood is a very hard wood to work with, but is very, very durable. Its name comes from its dark gray color, like Ash. Dispite difficulty in working it, you can get very intricate details in the grain.
Skills: Wood of 12
Ash Lumber Cane
A stout cane, good for supporting the elderly, or hitting the insolent in the head. Canes are especially viable for enchanting. Increase enchanted effects by 25%.
Skills: Wood of 10 and Blunts of 5
Ash Lumber Club
The most basic of blunt weapons. Take a branch, whittle it into shape, and there you have it. A club.
Skills: Wood of 8 and Blunts of 10
Ash Lumber Composite Long Bow
The Long bow, only better, Composite bows are a step above in power, using an extra curve and lamination of woods, also known as a compound bow, it is a way to "reach out and touch someone". If the weapon is reported as being used two handedly, all attacks with it are at +2 difficulty. Has a range of Long/Long/Far
Skills: Fletching of 13 and Wood of 8
Ash Lumber Long Bow
A bow as long as many men are tall. This longbow carries a lot of strength in its string. While it is capable of amazing range, it has a steep requirement of physical strength. If the weapon cannot be wielded one handedly, all attacks with it are at +2 difficulty. Has a range of Long/Long/Far
Skills: Fletching of 11 and Wood of 5
Ash Lumber Nunchaku
An innocent farming tool for threshing rice, turned to a far less benign intent. Two short rods, usually no more than two feet long, attached to each other by a short length of chain. They're a fast, agile weapon. Nunchaku have a 10% chance per attack of striking a target twice for 50% more pre-soak damage, and offer +1 successes to all Parry checks. On the downside, any unsuccessful attack (either parried, blocked, dodged, or just plain missed), has a 20% chance of coming back to strike the wielder instead, with Dodge being the only applicable defense to this self-hit.
Skills: Wood of 5 and Assembly of 5
Ash Lumber Short Bow
This bow is about half the height of an average man. Easier to draw and fire than a longbow, it can be fired by a wider range of people and with less training. If the weapon cannot be wielded one handedly, all attacks with it are at +2 difficulty. Has a range of Short/Long/Long
Skills: Fletching of 10 and Wood of 5
Ash Lumber Stave
A quarterstaff, made from a thick heavy piece of wood, as tall as a normal man, it is definetly a weapon, not a walking stick. And a formidable weapon in the hands of a skilled user.
Skills: blunts of 9 and wood of 6
AutoCrossbow
Unleash a torrent of bolts upon your enemy! This device allows you to attack more than one person with the same ranged attack. Poor allows one extra target, average allows two, and masterpiece allows four extra targets. No target can be selected more than once.
Skills: Mechanics of 3 and Precision of 2
Automated Glasses
These glasses are designed to be able to zoom in on targets automatically as the situation calls for it. As a result, all perception based tasks that include sight(including ranged attacks) are at -1 difficulty if at least average. Masterpiece automated glasses also provide +5 physical AC as per metal armor. Automated glasses count as a magic accessory. Only two such accessories can be worn at once.
Skills: Mechanics of 3 and Precision of 2
Automaton, Decoy
This dancing spiderling will distract attention away from you in dangerous situations. Any monster that can sense the decoy has a 10/30/50% chance of targeting it any particular round instead of its original target. Unfortunately, this counts for 'friendly' monsters as well. The spiderling counts as a rating 1/2/3 Tough Metal Monk, but only for HP and soaking purposes, it cannot attack or perform any action besides being distracting. Up to 3 spiderlings may be active at once, and only one type of automaton can be active at once. A decoy weights 15 lbs.
Skills: Mechanics of 3 and Assembly of 1
Automaton, Dragonfly
A happy little dragonfly robot no larger than a housecat. The robot, when active, will follow its user and take offensive action against anything that threatens its user. Besides this function, the dragonfly can be instructed to go to places and do things as limited by its form. The flyer lacks much in the way of senses and must remain in the heretic's line of sight to be effectively controlled. Up to 3 dragonflys may be active at once, and only one type of automaton may be active at once. When activated, +beast up a rating 5/7/10 Metal Monk with rating of fly and athletics/flying of 10/15/25. The robot weighs 10 pounds when unactive and retracts into a tight ball. Destroyed robots cannot be repaired but damaged ones can be(assumed). Developed in 1014 by an anonomous genius! Patented later that year by Mia Aerias Del Ranessa, approved for use in war and battle outside city borders.
Skills: Mechanics of 7 and Electricity of 3
Automaton, Medical Spiderling
A spiderling that has been enhanced with a spike like projection and a healthy tank of restorative fluids. The spiderling will, when active, follow its owner and administer the healing drugs when it senses its owner or anyone else the owner specifies, falls below 60% maximum HP. The medical spiderling has much better senses than the basic model and can see clearly. As an action, the medical spiderling may make a +check 40 attack against anyone and deal WP 4 damage. This damage is calculated as any physical strike, but the hitpoints are added to instead of taken away from the victim's total. The spiderling counts as a rating 2/4/6 Metal Monk in all other respects. Up to 3 spiderlings may be active at once, and only one type of automaton may be active at once. A medical spiderling weighs 25 pounds.
Skills: Mechanics of 5 and Medicinal of 1
Automaton, Minor
A bipedal robot of impressive power. The robot can be activated or de-activated with an action by its owner if standing close to it. The automaton counts as a rating 4/8/12 Metal Monk. It will fight for its owner, or perform other tasks if properly instructed. It weighs about 100 lbs. Having this automaton active precludes having any other automaton active. Used with a Heimdall, two of this automaton may be used with average/masterpeice heimdalls.
Skills: Mechanics of 7
Automaton, Spider Bomb
This spider drone is larger than normal, and covered in a thick adamantium shell. Like the Mk. 1, it lacks much in the way of senses and must be directed directly by the heretic that owns it. It counts as a spiderling. Up to 3 spiderlings may be controlled at once. Different kinds of automatons may not be used at once. When activated, the spider becomes a rating 2/4/6 Durable Metal Monk. The robot weighs 40 pounds when unactive. The average person can only carry one at a time with any ease. The robot cannot be repaired if destroyed. The robot can be commanded to self detonate with a delay between instant and a minute, working as a bomb(+rpinfo bomb) of the same quality. Invented in 1009 AH by Pyre Cogswell.
Skills: Mechanics of 7 and Explosives of 4 and Smithing of 2
Automaton, Spider Mk. 1
A happy little spider robot no larger than a housecat. The robot, when active, will follow its user and take offensive action against anything that threatens its user. Besides this function, the spider can be instructed to go to places and do things as limited by its form. The spider lacks much in the way of senses and must remain in the heretic's line of sight to be effectively controlled. Up to 3 spiderlings may be active at once, and only one type of automaton may be active at once. When activated, +beast up a rating 2/4/6 Metal Monk. The robot weighs 20 pounds when unactive and retracts into a tight ball. Destroyed robots cannot be repaired but damaged ones can be(assumed).
Skills: Mechanics of 5
Autonomous Engine
The heart of any good automaton. Any robot that a heretic would have in mind to build will require an engine to power it. Some say that any golem is only as good as its heart.
Skills: Mechanics of 4
Average-Food
Skills: Cooking of 5
Azalea
Its soft, sweet smelling petals laid out in a spiral explosion of bright pink, the Azalea is quite a simple, medium sized flower, but is still extremely pretty despit its lack of complexity.
Skills: Herbalism of 5
Bagpipes
This northerner instrument is said to call out to the very spirit of the land when played. Besides making for interesting music, it also enhances vocal abilities by 20/30/50% when equipped as an accessory and played during the use of the ability.
Skills: Fur of 7 and Tailor of 3 and Music of 6 and Assembly of 4 and Intricate of 4
Baked Crab
A wonderfully baked crab. It's shell protecting it's juicy meat. Great for most places that serve sea foods. Those species that require a unit of Sea Food for various racial bonuses/penalties may consume a Baked Crab to enjoy a further -1 difficulty to all actions for the first 1/2/3 Rounds.
Skills: Cooking of 3
Bandana
A square of cloth that's been painted and designed to be worn on the head. This piece of equipment prevents any armor from being used that covers the head(With notable exception to the tunic). However, it increases the user's battle prowess just slightly. Add 1 success to any melee/brawl attack. Getting Moogle fur can be a challenge. Most moogles don't part with it easilly.
Skills: Magic of 2 and Tailor of 2 and Cotton of 2
Basic Hunting Knife
For the brave or the especially stealthy, this knife is designed for sneaking up on prey and making a quick decisive assault. Compared to other weapons, it is harder to use due to limited range, but more often deals fatal damage and is most often retrievable compared to a javelin or arrow.
Skills: Smithing of 2 and Blades of 3
Basic Window
A small window made of basic glass. It's not perfect, and it's not entirely see-through, but it does allow light in.
Skills: Glass of 2
Baton
The next step up from a club, a finely tooled bit of oak lumber, typically used by authority figures to get their point across, and raise some welts as well. Heavier and easier to use then your run of the mill club.
Skills: wood of 5
Battle Alchemist Gloves
These gloves appear to be normal silk gloves that go up 3/4ths of the way up the forearm to anyone looking at them under normal conditions and are indistinguisable from normal silk gloves. These gloves possess small concealed pockets which will allow items up to vial size to be hidden inside them without problems (1 for each glove). Despite their suprisingly light construction they do not seem to be any less durable than their heavier cousins. The interior of the gloves are lined with moonsilk providing superior protection against any dangerous chemicals, drugs or herbs that the person might come into contact with as well as any magical effects tossed their way. The only clue that these gloves are anything special is when the person performs battle alchemy using the mix technique these gloves suddenly start glowing exposing transmutation circles most commonly used for Instant Repair (which allows the user to perform Instant Repair on any object smaller than a cart) and various other runes which augment battle alchemy synths granting a bonus of +2%/+5%/+7% successes without the corresponding drain one would expect from a chamber.
Skills: Tailor of 7 and Moonsilk of 4 and Arms of 4 and Magic of 4
Bed
With room for 1 or 2 rather close human-sized figures, this bed is more comfortable then most. It also stays completely off of the floor, making it much harder for rodents or insects to find you while you sleep. Most beds come standard with a stuffed mattress, although firmer ones with stray are also an option. Pillows not included. Discovered by Zakarias in 1013AH.
Skills: Wood of 5 and Intricate of 2 and Cotton of 3
Beef Jerky
Tasty dried jerky. Eating the jerky, which requires one round or one minute, restores 1/3/5 HP or 2/6/10 HP depending on quality and time taken to savor the salty juicy meaty goodness.
Skills: Cooking of 3
Beef Stew
Its a large bowl of yummy beef stew, piping hot! It provides +1 to any strength feat related roll for 5 rounds after eating, as it invigorates the primal beast within! It also instantly restores 5/8/10 HP.
Skills: Cooking of 4
Beer
Skills: Brewing of 2
Behemoth Zombie
A huge and horrifying behemoth in undead variety. It stinks terribly and anyone within 10 feet of it is at +1 difficulty to actions. Like other undead, a magic user can only have up to their tier in active undead at once, and they can be summoned or dismissed in any number with an action. This undead is a rating 10 'Dark Undead Behemoth' at poor, Rating 20 at average and 30 at masterpiece. Once destroyed, this item must be trashed.
Skills: Necromancy of 20
Behemoth's Blood
A drug, named after it's consistancy to the beast's blood. It comes in small vials that can be easilly popped open and swallowed in a hurry. The blood itself is a very dark and thick red sludge that tastes as appetizing as raw sewage. It grants the user a sudden boost of strength for a minute, but taxes the body, leaving them tired for the rest of the day. For the duration of a scene add +1/3/5 strength but after the affects wear off the user is -10/-7/-5 to stamina for 1 IC day.
Skills: drugs of 6 and chemistry of 2
Bellflower
A relatively small, lilac coloured flower with a gentle scent, its petals following the stem for a few centimeters before curving out to form the bell shape that gives the flower its name.
Skills: Herbalism of 5
Bipennis Axe
A large two-handed double-bladed war axe. Chops twice as many necks!
Skills: Blades of 3 and Smithing of 2
Black Bagpipes
This set of mournful black bagpipes lets off a terrible, dirge-like sound, as the powerful black magics contained in the cursed instrument sound out to the world. When this set of bagpipes is played (requires both hands, and a +check charisma+performing+performing/bagpipes of 3 successes) it increases the evil of a black-element spell or summon, increasing the effect or damage by 10/20/30 percent.
Skills: Music of 7 and Magic of 6
Black Lotus
A beautiful black flower, said to be the hardest plant to grow on Gaia. Some whisper it needs lifestream to thrive, others whisper that they only grow upon the soil of one who's been murdered, their soul trapped in the very flower. True herbalists say neither; simply that the flower in insanely fiendish to grow successfully. When its petals are eaten, it restores 3 MP.
Skills: Herbalism of 15 and Farming of 10
Black Roses
A bunch of pitch black roses. They smell sweet, but their thorns have a very dangerous poison(Stamina resist vs 3/5/7 or suffer [Sleep] status, fail to get 2 and instantly lapse into critically injured. Rumor says that a little love will brighten them.
Skills: Farming of 4
Black Tea
A moderate blend of different tea leaves that when used with hot water, creates a spicy black tea. Rare to find low quality batchs of this blend, it's just as rare to find high quality versions. If time is spent drinking this brew before an adventure, a person gains 1d4-1/1d4+1/1d4+3 soak to all magical damage. If this brew is drank during battle, subtract 2 from the total number. If the person serving it has Etiquette/Teas of at least 10, add 1 to the soak, and if Etiquette/Teas is at 25, add a total of 3 to the soak bonus. A person may only be under the effects of one tea at a time. Etiquette boni do not apply if used during combat. Additionally, drinking poor tea during battle has the negative of the listed effect. Hot! First brought to highwind point by Casey.
Skills: Cooking of 4 and Brewing of 3
Blended Tea
A simple blend of green tea and black tea, often found in stores and considered to be of low quality, but easily made and mass produced. The general taste of the tea is questionable, as it just as often turns out to be a bad batch as good. If time is spent drinking this brew before an adventure, a person gains 1d2/1d3/1d4 to all physical and magical damage soaks. If drank in battle as a standard action, subtract 1 from the number. If served by someone with Etiquette/Teas of at least 10, add 1, and if at 25, add a total of 2. First brought to Highwind point by Casey.
Skills: cooking of 2 and brewing of 2
Board with a nail
The most devious of weapons! Taking an ordinary, innocent piece of lumber and putting and iron nail through the end of it! By Gaia, who would do such a thing! Obviously the person with the weapon, and though it is rather odd, it would smart to get hit in the head with the nail.
Skills: wood of 2 and blunts of 2
Bola
The favored weapon for hunting chocobo, the bola has long been used by the chocobo men to ensnare the feet of the fast running birds. For combat a similar affect is noted, the Bola does not do enough damage, but a successful hit means that the victim must +resist/dexterity and beat 4/7/10 or be tangled up by the bola, and fall down, losing their action and flat footed until they spend a round to untangle themselves
Skills: thrown of 15
Bolt
A fastener usually put in hot, and hammered home. Used in metal constructions, very often.
Skills: Engineering of 1 and Smithing of 3
Bone
A staple of life in the north, useful for making tools, and also useful for giving your body form and structure.
Skills: Butchering of 2
Bone Armor
The biggest and heaviest set of hide, Hide Armor provides a wrapping of natural armor, laced tightly together, it is rather heavy, but totally natural.
Skills: Torso of 4 and Leather of 4 and Assembly of 3
Bone Awl Pike
A long length of wood, usually 12 feet or more, with a piercing blade secured to the end of the shaft. Awl Pikes are naturally armor piercing, and ignore 5% of the defender's soak for every +1 on the attacker's attack roll.
Skills: Spears of 2 and Assembly of 1
Bone Battle Axe
A large two handed war axe. Noted for its crushing attacks, Battle Axes negate the +10% from shield blocking. +2 difficulty to Parry checks, and -1 difficulty to Break rolls
Skills: Blades of 2 and Bone Carving of 2
Bone Buckler
A hide buckler, smaller, made to be worn riht at the wrist and used more for parrying then for blocking, but still offers another layer of protection.
Skills: Arms of 4 and Leather of 3 and wood of 2
Bone Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction.
Skills: Flexible of 2 and Bone Carving of 1
Bone Compound Bow
Assisted with gears and pulleys, this bow is a marvel of semi-heretic ideals. Far easier to draw than a long or compound bow, though not as hard hitting. Has a range of Long/Long/Long
Skills: Fletching of 2 and Wood of 1 and Bone Carving of 1
Bone Dagger
A short length of metal. Fast and accurate.
Skills: Blades of 1 and Bone Carving of 1
Bone Falcata
The Falcata has a one edged blade that pitches forward towards the point, the edge being concave on the lower part of the sword, but convex on top. This shape distributes the weight in such a way that the falcata is capable of delivering a blow with the momentum of an axe, while maintaining the cutting edge of a sword. As such, while it doens't have the power of the axe, it will still slice through armor, negating 5% of physical soak and offering +5 to Break Checks.
Skills: blades of 2 and Bone Carving of 2
Bone Flail
A short length of wood with a chain that leads to a heavy blunt weight. Flails take advantage of momentum and flexibility to harm their opponent. Against a flail, block confers 10% less bonus soak. Attempts to parry that fail cause the parryer to +resist/dex against the succs of the attack or be forced to unwield their weapon.
Skills: Blunts of 1 and Wood of 1 and Bone Carving of 1
Bone Great Sword
Huge swords, these blades are obviously Two handed, and are massivly powerful. Though heavy and unwieldy.
Skills: blades of 2 and smithing of 2
Bone Halberd
A long length of wood capped An axe with a hook on the opposing end. Halberds can be used to trip, dealing half damage but forcing the victim to +resist/dex to avoid being thrown prone. Victims on mounts are also removed from the mount as a consequence.
Skills: Spears of 2 and Assembly of 1
Bone Hammer
A one handed blunt weapon that also happens to be just as useful for constructive purposes. Repair checks are at -1/-1/-2 difficulty while a hammer is wielded.
Skills: Blunts of 1 and Wood of 1
Bone Hand Axe
A smaller version then the battle axe, still a deadly weapon, but typically used one handed. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 1 and Bone Carving of 1
Bone Hatchet
An even smaller version of the axe, more of a tool then a weapon, though still a deadly. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 1 and smithing of 1
Bone Heavy Crossbow
A large crossbow with frightening power. The crossbow requires a half round to reload, +atb/charge 500, untill ti is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 10 percent of physical soak, 20 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 2 and wood of 2 and Mechanics of 1 and assembly of 1
bone ingot
A bone shaped into a vaguely ingot shape, useful for certain carving applications.
Skills: Bone Carving of 2
Bone Jerkin
The most simple of hides, a simple jerkin made from the hide squares and laced together to form a basic armor jerkin.
Skills: torso of 3 and Leather of 3 and Assembly of 1
Bone Lacquer
An import from Wutai, simple, thin, hide armor plates coated with a layer of lacquer to grant hardness and stiffness. Very Simple, though time consumming to make. The Lacquer can be in any color, and matte or gloss.
Skills: Torso of 3 and Leather of 3 and Assembly of 1 and Artistry of 3
Bone Light Crossbow
A regular sized crossbow with good power. The crossbow requires time to reload, +atb/charge 300, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 7 percent of physical soak, 15 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 2 and Wood of 1 and Mechanics of 1 and Assembly of 1
Bone Mace
A short length of wood with a metal blunt tip. Those struck with a mace must +resist/stamina vs 5 or lose 1d(WP of weapon) X 100 ATB from being stunned.
Skills: Blunts of 1 and Wood of 1 and Bone Carving of 1
Bone Maul
A huge two handed hammer used to deliver incredible crushing force. Armor is of little use before it. Ignore first 5% of soak.
Skills: Blunts of 2 and Wood of 1
Bone Musket
The most basic type of firearms currenly available, the musket has been around for a long time, and has been well accepted by the general public. A long metal tube with a wooden stock. A flint hammer and pan for powder as well as rudimentary sights. The musket is one shot and requires a full atb action to reload with one unit of Gunpowder and Lead. Muskets have a range of Short/Short/Long. Long shots are at +1 Difficulty
Skills: Firearms of 2 and Precision of 1 and Wood of 0
Bone Rapier
A lightweight sword made more for thrusting than for slashing, though some styles do have an edge to cut with.
Skills: Blades of 2 and Bone Carving of 2
Bone Revolver
A small firearm designed to hold six bullets and fire them sequentially. Reloading the weapon is a 800 ATB action. Revolvers with a WP under 4 have a (amount under 4) X 10% chance of exploding per shot, inflicting 100 fire damage on the user and destroying the gun. The gun has a range of Short/Short/Long(+3 difficulty for shots at long).
Skills: Firearms of 2 and Precision of 1
Bone Scales
An imported idea from wutai, taking hardened hide and forming the overlapping scales of mail with just simple leather. Creating a strong, highly flexible suit.
Skills: torso of 4 and Leather of 4 and Assembly of 2
Bone Scimitar
A length of Metal that is curved along the way for enhanced cutting ability. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the blade finds a soft spot.
Skills: Blades of 2 and Bone Carving of 1
Bone Scythe
A scythe is a agricultural hand tool, which also doubles as weapon. The handle at the end of the pole could be omitted but the handle in the middle of the it is a must, as it is used to control the position of the blade. A long blade with a slight curve perpendicular to the pole is mounted at the other end. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the curved blade finds a soft spot.
Skills: Assembly of 1 and Spears of 2
Bone Sectioned Stave
An import from Wutai, this is a very heavy stave that has been combined with a length of chain. Combining the weight of a stave with the flexability of a chain, though sacrificing some of the abilities of both, you come up with an entirely new weapon.
Skills: Wood of 2 and Flexible of 2 and Blunts of 2 and Bone Carving of 1
Bone Short Sword
A short-bladed sword, also sometimes called a Gladius.
Skills: Blades of 2 and Bone Carving of 2
Bone Small Crossbow
A small sized crossbow with average power. The crossbow requires time to reload, +atb/charge 200, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 5 percent of physical soak, 10 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 2 and Wood of 1 and Mechanics of 1 and Assembly of 1
Bone Spear
A long length of wood with a sharpened metal point that allows one to strike from a distance. Enemies within one square away of range can be attacked.
Skills: Assembly of 1 and Spears of 2
Bone Spiked Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction as well as a 50% chance of a return attack being allowed for 200 ATB. Due to the spikes that run along its length, this weapon can, aside of its additional damage capacity, can also be used as a grappling hook when needed.
Skills: Flexible of 2 and Bone Carving of 2
Bone Square
A square of prepared material, stitched and ready to be put together into a hide armor.
Skills: Leather of 3 and Tailor of 2
Bone Staff
A thick metal staff, pretty much just a giant hunk of the metal elongated into a staff with hand gripes.
Skills: blunts of 2 and smithing of 2
Bone Stiletto
A thin blade, used only for stabbing. It is easy to conceal(+2 successes to conceal the weapon from searches) and easy to use. Its narrow nature allows it to puncture armor more readily. Ignore the first 10% of soak.
Skills: Blades of 1 and Bone Carving of 1
Bone Sword
The most standard of weapons. With no clear weakness or strength, they remain quite reliable.
Skills: Blades of 2 and Bone Carving of 2
Bone Throwing Daggers
These daggers are weighted for throwing. If used for stabbing, they are at +1 difficulty. They have a range of Short, but can be hurled into long range at +3 difficulty. At the end of combat, this weapon should be trashed.
Skills: Thrown of 1 and Bone Carving of 1
Bone Trident
A heavy type of polearm from under the seas of Gaia. The stave is heavy, thick and relatively short for a polearm, made for quick fast thrusting not the long attacks of the other spears. The tip of the spear has anywhere from 3 to 5 prongs, and in civilian hands is used for spear fishing. This is a martial version and is quite deadly. The multitudes of points generate a heavy armor piercing affect. Ignore 5% of the defender's soak for every +1 on the attacker's attack roll. Though to get its heavy power it does not have the reach, and this spear can only hit targets within Melee Range.
Skills: Spears of 2 and Assembly of 1
Bone Tube
It's a tube of bone, usually a hollowed-out femur.
Skills: Butchering of 2
Book
It's information gathered about something and writen down so it will not be forgoten after the one who gathered it is long dead.(You need linguistics/writing to understand the book).
Skills: Writing of 1 and Intricate of 1
Boomerang
An odd sort of weapon from the southern half of the West, a well honed and shaped piece of wood, it has the unique affect of being highly accurate, and very stealthful, once tossed it arcs up, and slams down upon the opponent. This varity is the "War Boomerang" and is not designed to come back to you, but it's still a flying club. Boomerang has a range of Long.
Skills: thrown of 15
Boots of the Sea
Constructed of sea-touched footwear clad in scales, these boots are a boon to any sailor. While worn, they prevent the user from slipping or sliding against his will due to water-slicked surfaces, allowing them to remain stable on storm drenched decks with ease. For 2 MP a round, the user can move across water as if it were solid earth. This item does NOT count as an accessory and is free to wear so long as the user isn't using any other boot/shoe/footwear type item.
Skills: Fishery of 2 and Magic of 3 and Geomancy of 3
Brass Awl Pike
A long length of wood, usually 12 feet or more, with a piercing blade secured to the end of the shaft. Awl Pikes are naturally armor piercing, and ignore 5% of the defender's soak for every +1 on the attacker's attack roll.
Skills: Spears of 8 and Assembly of 3
Brass Battle Axe
A large two handed war axe. Noted for its crushing attacks, Battle Axes negate the +10% from shield blocking. +2 difficulty to Parry checks, and -1 difficulty to Break rolls
Skills: Blades of 5 and Smithing of 5
Brass Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction.
Skills: Flexible of 5 and Smithing of 4
Brass Claws
Brass claws that can be worn over hands and/or strapped to boots. They add 1d2 x 5 damage to Brawl attacks. Poor quality add 1 difficulty to Brawl attacks. Masterpiece quality reduces a targets soak by 5%.
Skills: Smithing of 2 and Brawling of 2
Brass Compound Bow
Assisted with gears and pulleys, this bow is a marvel of semi-heretic ideals. Far easier to draw than a long or compound bow, though not as hard hitting. Has a range of Long/Long/Long
Skills: Fletching of 7 and Wood of 2 and Smithing of 2
Brass Dagger
A short length of metal. Fast and accurate.
Skills: Blades of 4 and Smithing of 3
Brass Falcata
The Falcata has a one edged blade that pitches forward towards the point, the edge being concave on the lower part of the sword, but convex on top. This shape distributes the weight in such a way that the falcata is capable of delivering a blow with the momentum of an axe, while maintaining the cutting edge of a sword. As such, while it doens't have the power of the axe, it will still slice through armor, negating 5% of physical soak and offering +5 to Break Checks.
Skills: blades of 6 and Smithing of 6
Brass Flail
A short length of wood with a chain that leads to a heavy blunt weight. Flails take advantage of momentum and flexibility to harm their opponent. Against a flail, block confers 10% less bonus soak. Attempts to parry that fail cause the parryer to +resist/dex against the succs of the attack or be forced to unwield their weapon.
Skills: Blunts of 5 and Wood of 3 and Smithing of 3
Brass Great Sword
Huge swords, these blades are obviously Two handed, and are massivly powerful. Though heavy and unwieldy.
Skills: blades of 6 and smithing of 5
Brass Halberd
A long length of wood capped An axe with a hook on the opposing end. Halberds can be used to trip, dealing half damage but forcing the victim to +resist/dex to avoid being thrown prone. Victims on mounts are also removed from the mount as a consequence.
Skills: Spears of 8 and Assembly of 3
Brass Hammer
A one handed blunt weapon that also happens to be just as useful for constructive purposes. Repair checks are at -1/-1/-2 difficulty while a hammer is wielded.
Skills: Blunts of 4 and Wood of 3
Brass Hand Axe
A smaller version then the battle axe, still a deadly weapon, but typically used one handed. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 5 and Smithing of 4
Brass Hatchet
An even smaller version of the axe, more of a tool then a weapon, though still a deadly. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 4 and smithing of 3
Brass Heavy Crossbow
A large crossbow with frightening power. The crossbow requires a half round to reload, +atb/charge 500, untill ti is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 10 percent of physical soak, 20 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 7 and wood of 5 and Mechanics of 5 and assembly of 4
Brass Ingot
A solid bar of brass, looks heavy.
Skills: Metallurgy of 4
Brass Light Crossbow
A regular sized crossbow with good power. The crossbow requires time to reload, +atb/charge 300, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 7 percent of physical soak, 15 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 6 and Wood of 5 and Mechanics of 4 and Assembly of 3
Brass Mace
A short length of wood with a metal blunt tip. Those struck with a mace must +resist/stamina vs 5 or lose 1d(WP of weapon) X 100 ATB from being stunned.
Skills: Blunts of 4 and Wood of 3 and Smithing of 3
Brass Maul
A huge two handed hammer used to deliver incredible crushing force. Armor is of little use before it. Ignore first 5% of soak.
Skills: Blunts of 5 and Wood of 4
Brass Musket
The most basic type of firearms currenly available, the musket has been around for a long time, and has been well accepted by the general public. A long metal tube with a wooden stock. A flint hammer and pan for powder as well as rudimentary sights. The musket is one shot and requires a full atb action to reload with one unit of Gunpowder and Lead. Muskets have a range of Short/Short/Long. Long shots are at +1 Difficulty
Skills: Firearms of 6 and Precision of 2 and Wood of 1
Brass Rapier
A lightweight sword made more for thrusting than for slashing, though some styles do have an edge to cut with.
Skills: Blades of 6 and Smithing of 6
Brass Revolver
A small firearm designed to hold six bullets and fire them sequentially. Reloading the weapon is a 800 ATB action. Revolvers with a WP under 4 have a (amount under 4) X 10% chance of exploding per shot, inflicting 100 fire damage on the user and destroying the gun. The gun has a range of Short/Short/Long(+3 difficulty for shots at long).
Skills: Firearms of 5 and Precision of 3
Brass Scimitar
A length of Metal that is curved along the way for enhanced cutting ability. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the blade finds a soft spot.
Skills: Blades of 6 and Smithing of 4
Brass Scythe
A scythe is a agricultural hand tool, which also doubles as weapon. The handle at the end of the pole could be omitted but the handle in the middle of the it is a must, as it is used to control the position of the blade. A long blade with a slight curve perpendicular to the pole is mounted at the other end. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the curved blade finds a soft spot.
Skills: Assembly of 4 and Spears of 7
Brass Sectioned Stave
An import from Wutai, this is a very heavy stave that has been combined with a length of chain. Combining the weight of a stave with the flexability of a chain, though sacrificing some of the abilities of both, you come up with an entirely new weapon.
Skills: Wood of 5 and Flexible of 6 and Blunts of 5 and Smithing of 5
Brass Short Sword
A short-bladed sword, also sometimes called a Gladius.
Skills: Blades of 5 and Smithing of 5
Brass Small Crossbow
A small sized crossbow with average power. The crossbow requires time to reload, +atb/charge 200, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 5 percent of physical soak, 10 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 5 and Wood of 4 and Mechanics of 3 and Assembly of 2
Brass Spear
A long length of wood with a sharpened metal point that allows one to strike from a distance. Enemies within one square away of range can be attacked.
Skills: Assembly of 3 and Spears of 6
Brass Spiked Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction as well as a 50% chance of a return attack being allowed for 200 ATB. Due to the spikes that run along its length, this weapon can, aside of its additional damage capacity, can also be used as a grappling hook when needed.
Skills: Flexible of 6 and Smithing of 5
Brass Staff
A thick metal staff, pretty much just a giant hunk of the metal elongated into a staff with hand gripes.
Skills: blunts of 5 and smithing of 5
Brass Statue
It's a wonderful statue that's been cast in bronze, a bit simpler then carving it out of marble, but just as impressive.
Skills: artistry of 2 and sculpting of 1
Brass Stiletto
A thin blade, used only for stabbing. It is easy to conceal(+2 successes to conceal the weapon from searches) and easy to use. Its narrow nature allows it to puncture armor more readily. Ignore the first 10% of soak.
Skills: Blades of 4 and Smithing of 3
Brass Sword
The most standard of weapons. With no clear weakness or strength, they remain quite reliable.
Skills: Blades of 5 and Smithing of 5
Brass Throwing Daggers
These daggers are weighted for throwing. If used for stabbing, they are at +1 difficulty. They have a range of Short, but can be hurled into long range at +3 difficulty. At the end of combat, this weapon should be trashed.
Skills: Thrown of 4 and Smithing of 3
Brass Trident
A heavy type of polearm from under the seas of Gaia. The stave is heavy, thick and relatively short for a polearm, made for quick fast thrusting not the long attacks of the other spears. The tip of the spear has anywhere from 3 to 5 prongs, and in civilian hands is used for spear fishing. This is a martial version and is quite deadly. The multitudes of points generate a heavy armor piercing affect. Ignore 5% of the defender's soak for every +1 on the attacker's attack roll. Though to get its heavy power it does not have the reach, and this spear can only hit targets within Melee Range.
Skills: Spears of 8 and Assembly of 3
Brass Tube
It's a nice and straight brass tube. Just imagine the possibilities.
Skills: Smithing of 4 and Precision of 1
Brick Plushie
This is a small stuffed animal, made of silk and stuffed to softness. Well.. kinda soft. Except for the fact that it happens to have a head containing a solid granite brick! If you grab a hold of this stuffed animal's legs, they make a somewhat unusual and quite worrisome weapon. Afterall, being attacked by cuteness has never been this literal. Designed by Claire in 1014AH.
Skills: Plush of 3 and Engineering of 2
Bronze Awl Pike
A long length of wood, usually 12 feet or more, with a piercing blade secured to the end of the shaft. Awl Pikes are naturally armor piercing, and ignore 5% of the defender's soak for every +1 on the attacker's attack roll.
Skills: Spears of 5 and Assembly of 2
Bronze Axe
A large two handed war axe, ready for chopping trees, or skulls.
Skills: Blades of 2 and Smithing of 1
Bronze Battle Axe
A large two handed war axe. Noted for its crushing attacks, Battle Axes negate the +10% from shield blocking. +2 difficulty to Parry checks, and -1 difficulty to Break rolls
Skills: Blades of 3 and Smithing of 3
Bronze Breastplate
A simply curved bit of metal, made to protect the body from head to groin, two parts, with no complexity, it is however, still a solid chunk of metal.
Skills: torso of 3 and smithing of 2
Bronze Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction.
Skills: Flexible of 3 and Smithing of 2
Bronze Chain Mail
A long heavy shirt made of linked rings. The rings have been expertly laced together to form a long chain tunic that is the most flexible of pure metal protection.
Skills: torso of 3 and smithing of 1 and Assembly of 3
Bronze Compound Bow
Assisted with gears and pulleys, this bow is a marvel of semi-heretic ideals. Far easier to draw than a long or compound bow, though not as hard hitting. Has a range of Long/Long/Long
Skills: Fletching of 4 and Wood of 1 and Smithing of 1
Bronze Dagger
A short length of metal. Fast and accurate.
Skills: Blades of 2 and Smithing of 2
Bronze Falcata
The Falcata has a one edged blade that pitches forward towards the point, the edge being concave on the lower part of the sword, but convex on top. This shape distributes the weight in such a way that the falcata is capable of delivering a blow with the momentum of an axe, while maintaining the cutting edge of a sword. As such, while it doens't have the power of the axe, it will still slice through armor, negating 5% of physical soak and offering +5 to Break Checks.
Skills: blades of 4 and Smithing of 3
Bronze Flail
A short length of wood with a chain that leads to a heavy blunt weight. Flails take advantage of momentum and flexibility to harm their opponent. Against a flail, block confers 10% less bonus soak. Attempts to parry that fail cause the parryer to +resist/dex against the succs of the attack or be forced to unwield their weapon.
Skills: Blunts of 3 and Wood of 2 and Smithing of 2
Bronze Full Plate
The ultimate of armor protection, the full plate offers a full heavy set of plate mail, covering the chest, up to the forearms, and down all the way to the knees, along with a heavy neck guard. It is nearly impossible to penetrate the protection offered.
Skills: torso of 4 and smithing of 3
Bronze Gear
The gear has always been part of the high style of armor, a cloth cloat, backed with hide, and then with metal layed over top. A heavy coat made for protection and style.
Skills: Torso of 3 and Leather of 2 and Tailor of 2 and Smithing of 2 and Assembly of 3
Bronze Great Sword
Huge swords, these blades are obviously Two handed, and are massivly powerful. Though heavy and unwieldy.
Skills: blades of 4 and smithing of 3
Bronze Halberd
A long length of wood capped An axe with a hook on the opposing end. Halberds can be used to trip, dealing half damage but forcing the victim to +resist/dex to avoid being thrown prone. Victims on mounts are also removed from the mount as a consequence.
Skills: Spears of 5 and Assembly of 2
Bronze Hammer
A one handed blunt weapon that also happens to be just as useful for constructive purposes. Repair checks are at -1/-1/-2 difficulty while a hammer is wielded.
Skills: Blunts of 2 and Wood of 2
Bronze Hand Axe
A smaller version then the battle axe, still a deadly weapon, but typically used one handed. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 3 and Smithing of 2
Bronze Hatchet
An even smaller version of the axe, more of a tool then a weapon, though still a deadly. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 2 and smithing of 2
Bronze Heavy Crossbow
A large crossbow with frightening power. The crossbow requires a half round to reload, +atb/charge 500, untill ti is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 10 percent of physical soak, 20 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 4 and wood of 3 and Mechanics of 3 and assembly of 2
Bronze Ingot
A bar of Bronze, ready to be put to work in some object. On its own it's only useful as a doorstop or paperweight.
Skills: Metallurgy of 3
Bronze Light Crossbow
A regular sized crossbow with good power. The crossbow requires time to reload, +atb/charge 300, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 7 percent of physical soak, 15 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 4 and Wood of 3 and Mechanics of 2 and Assembly of 2
Bronze Links
Quite a handful of small steel rings that are all interlocked in various ways. It's unsure what use they could have by themselves, but maybe they could be assembled into some sort of armor, or at least a curtain of some sort.
Skills: metallurgy of 1 and intricate of 5
Bronze Mace
A short length of wood with a metal blunt tip. Those struck with a mace must +resist/stamina vs 5 or lose 1d(WP of weapon) X 100 ATB from being stunned.
Skills: Blunts of 2 and Wood of 2 and Smithing of 2
Bronze Maul
A huge two handed hammer used to deliver incredible crushing force. Armor is of little use before it. Ignore first 5% of soak.
Skills: Blunts of 3 and Wood of 2
Bronze Musket
The most basic type of firearms currenly available, the musket has been around for a long time, and has been well accepted by the general public. A long metal tube with a wooden stock. A flint hammer and pan for powder as well as rudimentary sights. The musket is one shot and requires a full atb action to reload with one unit of Gunpowder and Lead. Muskets have a range of Short/Short/Long. Long shots are at +1 Difficulty
Skills: Firearms of 4 and Precision of 1 and Wood of 1
Bronze Plate
A set of plate male, providing perfect protection around the chest and at the belly, with a neck guard.
Skills: torso of 3 and smithing of 3
Bronze Plate Shield
The last part of a plate armor, is the plate shield, made from heavy metal plates and offer a full tower protection at the cost of a good deal of weight, and the loss of a hand.
Skills: Arms of 4 and Smithing of 3
Bronze Protection Ring
The mighty Protection Ring's magic has finally been broken down, and the imbument may actually be applied to lesser rings. The better the material, the stronger the enchantment. It provides no protection against magical forms of damage, but it will protect against elementally tinted physical attacks (A fire Sword). This item counts as a magic acessory and only two such accessories can be worn at once
Skills: Magic of 3
Bronze Rapier
A lightweight sword made more for thrusting than for slashing, though some styles do have an edge to cut with.
Skills: Blades of 3 and Smithing of 3
Bronze Revolver
A small firearm designed to hold six bullets and fire them sequentially. Reloading the weapon is a 800 ATB action. Revolvers with a WP under 4 have a (amount under 4) X 10% chance of exploding per shot, inflicting 100 fire damage on the user and destroying the gun. The gun has a range of Short/Short/Long(+3 difficulty for shots at long).
Skills: Firearms of 3 and Precision of 2
Bronze Ring
A solid band of Bronze, lacking in enhancment.
Skills: Jewelry of 3 and Intricate of 1 and Metallurgy of 1
Bronze Scale Mail
A tunic with banded scales of metal laced in and out. The most simple of metal armors, a hide tunic with metal scales. It is a good Jerkin, and its relativly light given it has metal.
Skills: Torso of 2 and Smithing of 1 and Assembly of 2
Bronze Scales
Small little bits of Bronze, perhaps useful for making scale armor, or maybe sharpened? Hmmm....
Skills: metallurgy of 1 and smithing of 5
Bronze Scimitar
A length of Metal that is curved along the way for enhanced cutting ability. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the blade finds a soft spot.
Skills: Blades of 3 and Smithing of 2
Bronze Scythe
A scythe is a agricultural hand tool, which also doubles as weapon. The handle at the end of the pole could be omitted but the handle in the middle of the it is a must, as it is used to control the position of the blade. A long blade with a slight curve perpendicular to the pole is mounted at the other end. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the curved blade finds a soft spot.
Skills: Assembly of 2 and Spears of 4
Bronze Sectioned Stave
An import from Wutai, this is a very heavy stave that has been combined with a length of chain. Combining the weight of a stave with the flexability of a chain, though sacrificing some of the abilities of both, you come up with an entirely new weapon.
Skills: Wood of 3 and Flexible of 3 and Blunts of 3 and Smithing of 3
Bronze Sheet
A Flat sheet of Bronze
Skills: Metallurgy of 1
Bronze Shell Ring
The mighty Shell Ring's magic has finally been broken down an the imbument may actually apply to lesser rings. The better the material the stronger the encantment. Additionally, if the magic calls for a +resist the shell ring allows for a second +resist check if the first one fails. It counts as a magic accessory and only two such accessories can be worn at once.
Skills: Magic of 3
Bronze Shield
A full metal sheild, it can either be round, or square, but it smaller then a full plate shield, and a little bit lighter.
Skills: arms of 3 and smithing of 2
Bronze Short Sword
A short-bladed sword, also sometimes called a Gladius.
Skills: Blades of 3 and Smithing of 3
Bronze Small Crossbow
A small sized crossbow with average power. The crossbow requires time to reload, +atb/charge 200, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 5 percent of physical soak, 10 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 3 and Wood of 2 and Mechanics of 2 and Assembly of 1
Bronze Spear
A long length of wood with a sharpened metal point that allows one to strike from a distance. Enemies within one square away of range can be attacked.
Skills: Assembly of 2 and Spears of 4
Bronze Spiked Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction as well as a 50% chance of a return attack being allowed for 200 ATB. Due to the spikes that run along its length, this weapon can, aside of its additional damage capacity, can also be used as a grappling hook when needed.
Skills: Flexible of 3 and Smithing of 3
Bronze Splint Mail
A set of Hide armor that has had long strips of metal riveted over across it. The Armor provides more protection then regular hide, yet is more flexible then metal.
Skills: Torso of 3 and smithing of 1 and Assembly of 2
Bronze Staff
A thick metal staff, pretty much just a giant hunk of the metal elongated into a staff with hand gripes.
Skills: blunts of 3 and smithing of 3
Bronze Statue
A bronze statue! A nice step up from clay, but still a good starter material to work with.
Skills: Artistry of 1 and Sculpting of 1
Bronze Stiletto
A thin blade, used only for stabbing. It is easy to conceal(+2 successes to conceal the weapon from searches) and easy to use. Its narrow nature allows it to puncture armor more readily. Ignore the first 10% of soak.
Skills: Blades of 2 and Smithing of 2
Bronze Sword
The most standard of weapons. With no clear weakness or strength, they remain quite reliable.
Skills: Blades of 3 and Smithing of 3
Bronze Throwing Daggers
These daggers are weighted for throwing. If used for stabbing, they are at +1 difficulty. They have a range of Short, but can be hurled into long range at +3 difficulty. At the end of combat, this weapon should be trashed.
Skills: Thrown of 2 and Smithing of 2
Bronze Trident
A heavy type of polearm from under the seas of Gaia. The stave is heavy, thick and relatively short for a polearm, made for quick fast thrusting not the long attacks of the other spears. The tip of the spear has anywhere from 3 to 5 prongs, and in civilian hands is used for spear fishing. This is a martial version and is quite deadly. The multitudes of points generate a heavy armor piercing affect. Ignore 5% of the defender's soak for every +1 on the attacker's attack roll. Though to get its heavy power it does not have the reach, and this spear can only hit targets within Melee Range.
Skills: Spears of 5 and Assembly of 2
bronze Tube
It's a bronze tube! Tubular!
Skills: Smithing of 3 and Precision of 1
Bronze Wall Ring
The mighty Wall Ring's magic has finally been broken down, and the imbuement may actually apply to lesser rings. The better the material the strong the enchantment. All wall rings will allow for a second +resist check if the first one fails. All Wall Rings count as a magic Accessory, and only two such accessories can be worn at once.
Skills: Magic of 4
Broom
A functional broom, with straw at one end and a wooden handle at the other. Quite useful for tidying up a room.
Skills: Wood of 1 and Straw of 1 and Assembly of 1
Bubblegum
Nice little bit of candy, it's tasty and chewy and you can blow bubbles with it! So have fun, just don't leave it under the seats.
Skills: cooking of 6
Buckshot
A hefty sack of buckshot. If used to fire a gun, it turns the Musket into a shotgun, providing 50% MORE damage if in melee range, 50% LESS damage at Short, and 75% less at Long.
Skills: Firearms of 2
Cabin
A strange magical construct. When inactive, it rests as a small wooden block about the size of a baseball, easily toted in a pouch or backpack. When tossed out to the ground with a bit of magic(Less than a single point of MP, but it must be willed), the cube unfolds into a cabin! The cabin lasts for about ten hours and can house 2/4/8 people inside comfortably, providing food and water and a nice place to sleep, as well as warding away hungry monsters in the area. After the ten hours, the cabin decomposes instantly, destroyed. The cabin cannot be refolded once activated. Those resting in the cabin for at least six hours regain all HP and MP as well as curing all non-permanent statuses.
Skills: Engineering of 3 and Assembly of 1
Cactus
A relatively small, lilac coloured flower with a gentle scent, its petals following the stem for a few centimeters before curving out to form the bell shape that gives the flower its name.
Skills: Herbalism of 5
Caduceus-staff
This is a staff crafted from massive iron ingots in the likeness of the healers sign, the Caduceus. Two bronze snakes entwine around the staff, and at the top two bronze wings spread around an elemental crystal of white alignment. Besides being an impressive-looking weapon, it also grants a +3/+6/+9 to all white-aligned spells. Created by Torin in 1027 AH.
Skills: magic of 10 and assembly of 2 and blunts of 4 and intricate of 4
Calamari Rings
Breaded tasties of the sea. Calamari Rings are a new food that can be found on the dockside taverns served with warm, flat ale. A little chewy, but oh so good.
Skills: Cooking of 3
Caltrops
Sharpened bits of steel that can be thrown out hastily in the path of pursuers or anyone else really. They can be thrown while moving or running without slowing down. Whenever someone attempts to move through the area that has been caltropped, they must make a Dexterity+Athletics check vs 10/13/18 and score 3 succs to avoid injury. 1 or 2 succs causes 2d5 damage on the way through, soakable only by half worn torso armor. 0 or less succs immediately stops them in place, deals 3d5 damage, and halves their movement until a curing effect or medicine check is used on them to properly care for their injured foot/feet. Caltrops are a one use item, trash after dispersing.
Skills: Smithing of 1 and Traps of 1
Candy
A sweet confectionary, generally hard and made to suck on. Inflicts the [Hyper] status in combat for 1/2/3 rounds if self-used, or +resist against 3/5/7 if used on another.
Skills: Cooking of 6
Canvas
It's a square of canvas. You could probably paint on it, or maybe use it for something else, like a tent? It's made of a rough sort of cloth.
Skills: Grass of 4 and Tailor of 1
Capacitor
A strange device capable of storing electrical charge. By itself it's nothing but an obscure heretical device with no apparent use. If held up before being struck with an electrical attack, the capacitor will soak the first 20/35/50 points. If the capacitor is touched to something within a minute(10 rounds), those soaked points will discharge into the touched object.
Skills: Electricity of 2 and Smithing of 1
Carob Nut
A tasty brown nut similar to a hazelnut. When eaten by a chocobo, it will ensure that the chocobo will bear young when bred with another chocobo. Should a human eat this, they will find it tastes rather pleasant. Many chocobo breeders swear by this little nut.
Skills: Farming of 5 and Herbalism of 3
Carrier Swans
Small yellowish paper that can be scrawled on. Once written on, it will fold itself into an oragami swan and take to the air with a great buzzing sound, flying at 3 times normal walking pace. It cannot hover and will move forward ten feet before it becomes airborne. The note will fly to whomever is mentioned on the note. If no names are mentioned, it will fly in circles around the writer for a few minutes. Once it has finished flying and found its target, it will launch itself at them and return to a peice of paper, sticking to their chest. It can be removed easilly, possessing 3/5/8 strength. The swan can only remain in flight 30/60/90 minutes at most.
Skills: Mechanics of 3 and Intricate of 1
Carrot Bait
A hunting trap. This carrot has been sweetened and set out in a fashion that should attract herbivores from miles around to get at it. An excellent choice for beginners who don't want to lure dangerous carnivores, who are usualy uninterested in a carrot.
Skills: Cooking of 3
Carved Bone
A bone shaped into an easily used form for other more complicated designs.
Skills: Bone Carving of 2
Cement
A simple construction element, it is goopey, wet, sloppy and hardens into a rocklike formation. Discovered by Klink in 1015AH.
Skills: Engineering of 1 and Chemistry of 1 and Precision of 1
Cena
Precursor to the modern day pizza, many peasants are known for inventing foods that are easy to prepare, enter the Cena. Like a pie, but with various meats chopped up and baked inside the bread, this tasty treat is sure to satisfy any appetite. It counts as a food object and only Stamina/5 food objects can be used in any plot(Or day if not in a plot) with any effect. The consumption of a cena can either take an action or a minute, depending on if the user is rushing or not. If eaten hastilly, it cures 3/5/10% of the user's HP(1/3/5 at least), if time is taken, it restores twice as much, but with the same minimums. Brought to the empire by Alynna Trypotnyk in Bahamut, 1009 AH.
Skills: Cooking of 2
Cerebral Juice
They say sea food is brain food. They were almost right. Apparently it's the crayfish that done it. Drinking this interesting tasting stuff down as an action grants the [Stimulated] status with a potency of 1/3/5 succs. Stimulated grants +1 to intelligence rolls per potency, and +0.5 to magery rolls per potency. This item is +use'able.
Skills: Chemistry of 3
Cerebus
A strange heretical device that must be mounted or at least secured to the floor to function properly. Whenever something enters its range(10/30/60 feet) that either matches or does NOT match what was described to it, by its user's choice, it fires at it once a round. The to-hit of this attack is 30/50/70, level adjusted as per the user. If it hits, it inflicts the remaining succs + 4/6/8 fire damage. The round after striking, the target will take this damage again, the round after that, the napalm like substance explodes violently, inflicting the damage one last time. Multiple hits will burn at the same time. Every time the gun fires, there is a 1% chance of it jamming, this chance builds(2, 3, 4..) every time it fires within the same scene. If the gun jams, it will explodes in 1d10 rounds if not repaired. Poor quality cerebus makes a loud noise as it scans for intruders, making it easy to notice. It has 20/30/40 HP, level adjusted for the user. Pioneered by Seilderhang Langsley around 1000 AH
Skills: Mechanics of 6 and Explosives of 2
Chain mail Bikini
The most alluring set of armor out there. The chain mail bikini is the standard fare for the adventuring beachgoer. Barely covering the top, the chain mail will cling and move like a second skin. Complete with a long dangling chain mail loincloth held together by only two small links of chain, it is guaranteed to be the hottest thing on the sand outside of dragon's breath.
Skills: torso of 5 and smithing of 4
Chain Shirt
Very light but efficient metal armoring.
Skills: Torso of 2
Charcoal
A nice charcoal briquette.
Skills: Wood of 1
cheese
It's cheese! Tasty stuff made from milk, it adds flavor to food, especially popular in Valente dishes. It restores 5/10/15 HP and, if masterpiece, dispells the [Berserk] status.
Skills: cooking of 7
Chemicals
Skills: Chemistry of 3 and Herbalism of 2
Chimes
A nice pair of musically tuned chimes, that when played, adds a nice effect to any story-telling or musical piece. It offers +0/+1/+2 to performing checks when used.
Skills: Music of 2 and Precision of 2 and Assembly of 2
Chocobo Feather
It's common knowledge that if one takes the time to find the single white feather on a yellow chocobo, it brings good luck! If this item is worn visibly(Must be in the desc), it will allow the wearer one reroll on a purely chance situation. Once the feather does this, it turns yellow and the gear item should be destroyed. Only one reroll per scene is allowed, no matter how many feathers one may have. Poor quality feathers have a 25% chance of not working and turning yellow anyway. Masterpiece feathers have a 25% chance of working and not turning yellow.
Skills: Magic of 1
Chocobo Saddle
Constructed of raw goods and assembled into sublime functionality, the saddle helps keep a rider on the back of the bird, and keeps the bird comfortable too. Using a saddle gives a +3/5/10 to ride checks depending on quality.
Skills: Leather of 2
Chocolate
Yummy chocolate, a rare an wonderful delicacy that can come in many forms. Its flavor can range from sweet to a little bitter.
Skills: Cooking of 3
Chocolate Cake
A tasty looking cake made entirely of chocolate, mmmmm. If only had some frosting on it, then it might be very festive indeed. Despite this lack, it still looks more than tasty enough. Masterpiece cakes dispel the [Sad] status when eaten. It's rumored that really fat chocobo go crazy for chocolate cake.
Skills: Cooking of 5
Chocolate Chip Cookies
A fresh plate of piping hot cookies! Chunks of chocolate, half melted when fresh, have been baked into these delicious treats. Masterpiece Cookies cures the [Sad] status when eaten. Now, if you can only find a glass of milk to go with them. Concocted 1026 AH, by Sunstreak.
Skills: Cooking of 5
Chocolate Syrup
Melted down chocolate, and with a few trace additives, it retains its thick fluid like nature even while stored away in a jar somewhere.
Skills: Cooking of 3
Cigar
The smoking delicacy of the nobility. A cigar is a fine, hand rolled affair of only the finest herbs, and is often flavored in many different ways. You don't inhale the smoke, you pull it into your mouth and taste it, quite the fine thing to be able to afford. Poor Cigars are rather tacky, and probably taste as bad as they smell, while Masterpiece offer +1 to social checks when smoked due to their rich aroma.
Skills: drugs of 2
Cigarettes
A common everyday drug, smoking cigarettes is pretty much socially acceptable, it helps take the edge off, and is a fine way to enjoy yourself. At least there's no evidence to the contrary yet. They come in simple packs, though nonsynthed cigarettes are often hand rolled. Poor cigarettes tend to fall apart, while masterpiece are fine silk cut, that any noble gentleman would be proud to smoke.
Skills: drugs of 1
Citadel Pin
This pin is in the shape of a rook, signifying the holy citadel city of Alexander. This has often been recognized as the symbol for the Merciful Order of the Citadel.
Skills: smithing of 3 and intricate of 3
Clay Pot
A nice clay pot, it can be as plain, or as fanicful as you like with a little artistry, but regardless of how plain or exotic it is, it can still hold somthing inside of it.
Skills: artistry of 2 and intricate of 1
Claymore
A large, long-bladed two-handed sword with wide quillions.
Skills: Blades of 10 and Smithing of 8
Cloak
A long, wide peice of cloth that is attached around the throad, dangling down to the ankles. It comes with a hood that can be hung acrossthe shoulders to enfold someone for warmth. Smaller versions are made that reach down to only lower back and can flap in the breeze. A masterpeice cloak may be sacrificed, if worn, to reduce a single area attack effect in half against the user.(The cloak takes the brunt of the fireball)
Skills: Tailor of 2 and Grass of 2 and Torso of 1
Cloak of Darkness
This cloak is pure black, and never makes noise despite any movement, though it does not conceal the noise of its user. It can be activated or deactivated as an action. It counts as a magic accessory(You can wear two at once). When active, the cloak of darkness shrouds an area of 10/20/40 feet diameter around the user. The user can see in this darkness, even if he normally lacks dark vision. Anyone with day affinity caught in the sphere suffers +1 difficulty to actions.
Skills: Magic of 1 and Tailor of 1
Clockwork
A handful of gears, springs, and other small things that would probably make a working clock.
Skills: Precision of 1 and Mechanics of 2
Cloth
Simple raw fibres, ready to be made into string and cloth.
Skills: Tailor of 2
Coca Leaf
A leaf from the coca plant, when chewed it provides a small buzz, allowing the user to stay awake and have a bit more energy. Used by workers in the west, it's only found in tropical areas, and some plants have survived in Valente fairly well. It is legal, and systemwise it provides +2 to checks to resist sleep when expended.
Skills: drugs of 4 and medicinal of 1
Cocaine
Distillate of the coca leaf. Cocaine is most often a powdery white substance, with varying hues depending on quality. Often used in primitive medicines, and as an energy booster. Addiction symptoms include a lessening of all tactile sensations, and irritability. While under the effects of cocaine, whether in 'pure' form or severely cut form, the user will experience a boost of energy (Heal 'phantom' HP of 15/30/50 that are detracted from health after the drug wears off), and increased reaction times (+5 to Alertness checks). It is legal, but highly addictive, and destructive.
Skills: Drugs of 10 and Chemistry of 4 and Medicinal of 5
Coffee
A bitter, dark, savory brew, made with exotic beans imported from the extreme south. Tastes good, and offers the consumer +1/+2/+3 to alertness checks for the next 2/3/5 IC hours. Additionally, if consumed during a combat scene as an action, increases +Resists against a Sleep-inducing effect by 0/1/2 successes.
Skills: Cooking of 3 and Brewing of 2
Compass
A basic compass. It points to to magnetic north at all times, providing a +3/6/10 to navigation checks, assuming the user has a map to work with or a general idea of what direction their target lies.
Skills: Smithing of 1 and Precision of 1 and Electricity of 1
Concentrated Sleep Venom
A toxin that causes almost instant depressive effects. Anyone strike with a coated weapon or drinking the substance forces the victim to make a stamina +resist, the target being 5 if poor, 8 is average and 12 if masterpiece. Coated weapons lose their 'charge' once they force a save, wether or not the victim succeeds or fails. Victim cannot be awoken for 2d3 rounds, then will be rousable by noise, josting, or physical blows.
Skills: Drugs of 4 and Chemistry of 2 and Medicinal of 2
Concrete
Cement, when combined with aggraget, turns into concrete, a much stronger and less brittle variation. Though it is still goopey, wet, sloppy and hardens into and even stronger rocklike formation. Discovered by Klink in 1015AH.
Skills: Engineering of 3 and Chemistry of 1 and Precision of 1
Concrete Brick
A whole pile of bricks carved from concrete. Perfect for use in building foundations or as paving stone.
Skills: Engineering of 4 and Chemistry of 3
Concrete Wall
A complete wall made of concrete bricks. This wall can cover a length of 50 yards or less. Perfect for fixing a hole or making a new wall. Health: 2700. 25% soak Earth. 35% soak from all other types of damage.
Skills: Engineering of 5 and Chemistry of 2
Concrete Wall, Piece
A few piles of bricks that have been made into part of a length of wall.
Skills: Engineering of 4 and Chemistry of 2
Contract
This is a written contract, normally a sheet or sheets of paper bundled together, and often writen with ink describing a transaction. Legally, each side must furnish it's own written contract to be exchanged with the other party, so that each party may bring it forward in court to prove a situation, instead of relying on rumor and hearsay.
Skills: Writing of 2
Copper Awl Pike
A long length of wood, usually 12 feet or more, with a piercing blade secured to the end of the shaft. Awl Pikes are naturally armor piercing, and ignore 5% of the defender's soak for every +1 on the attacker's attack roll.
Skills: Spears of 3 and Assembly of 1
Copper Battle Axe
A large two handed war axe. Noted for its crushing attacks, Battle Axes negate the +10% from shield blocking. +2 difficulty to Parry checks, and -1 difficulty to Break rolls
Skills: Blades of 2 and Smithing of 2
Copper Chain
A gleaming length of linked chains. The links are large enough to make a nasty bruise if used offensively, but can also be used to parry. In the event of a successful parry, roll the parry again. Success on the second sends the enemy's weapon flying, if possible, 2d10 feet in a random direction.
Skills: Flexible of 2 and Smithing of 2
Copper Claws
Cheap copper claws that can be worn over hands and/or strapped to boots.They add 5 damage to Brawl attacks. Poor quality add 1 difficulty to Brawl attacks. Masterpiece quality reduces a targets soak by 5%.
Skills: Smithing of 1 and Brawling of 1
Copper Compound Bow
Assisted with gears and pulleys, this bow is a marvel of semi-heretic ideals. Far easier to draw than a long or compound bow, though not as hard hitting. Has a range of Long/Long/Long
Skills: Fletching of 3 and Wood of 1 and Smithing of 1
Copper Dagger
A short length of metal. Fast and accurate.
Skills: Blades of 2 and Smithing of 1
Copper Falcata
The Falcata has a one edged blade that pitches forward towards the point, the edge being concave on the lower part of the sword, but convex on top. This shape distributes the weight in such a way that the falcata is capable of delivering a blow with the momentum of an axe, while maintaining the cutting edge of a sword. As such, while it doens't have the power of the axe, it will still slice through armor, negating 5% of physical soak and offering +5 to Break Checks.
Skills: blades of 2 and Smithing of 2
Copper Flail
A short length of wood with a chain that leads to a heavy blunt weight. Flails take advantage of momentum and flexibility to harm their opponent. Against a flail, block confers 10% less bonus soak. Attempts to parry that fail cause the parryer to +resist/dex against the succs of the attack or be forced to unwield their weapon.
Skills: Blunts of 2 and Wood of 1 and Smithing of 1
Copper Great Sword
Huge swords, these blades are obviously Two handed, and are massivly powerful. Though heavy and unwieldy.
Skills: blades of 2 and smithing of 2
Copper Halberd
A long length of wood capped An axe with a hook on the opposing end. Halberds can be used to trip, dealing half damage but forcing the victim to +resist/dex to avoid being thrown prone. Victims on mounts are also removed from the mount as a consequence.
Skills: Spears of 3 and Assembly of 1
Copper Hammer
A one handed blunt weapon that also happens to be just as useful for constructive purposes. Repair checks are at -1/-1/-2 difficulty while a hammer is wielded.
Skills: Blunts of 2 and Wood of 1
Copper Hand Axe
A smaller version then the battle axe, still a deadly weapon, but typically used one handed. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 2 and Smithing of 2
Copper Hatchet
An even smaller version of the axe, more of a tool then a weapon, though still a deadly. Negates 5% of physical soak, +2 diff to parry, -1 diff on Break rolls.
Skills: blades of 2 and smithing of 1
Copper Heavy Crossbow
A large crossbow with frightening power. The crossbow requires a half round to reload, +atb/charge 500, untill ti is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 10 percent of physical soak, 20 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 3 and wood of 2 and Mechanics of 2 and assembly of 2
Copper Hunting Knife
For the brave or the especially stealthy, this crude copper knife is cheap and easy to make, designed for sneaking up on prey and making a quick decisive assault. Compared to other weapons, it is harder to use due to limited range, but more often deals fatal damage and is most often retrievable compared to a javelin or arrow.
Skills: Smithing of 2 and Blades of 2
Copper Ingot
It's just a bar of copper, not much to see here really. Maybe you could use it to hold a door open?
Skills: Metallurgy of 2
Copper Light Crossbow
A regular sized crossbow with good power. The crossbow requires time to reload, +atb/charge 300, untill it is ready to fire again. Crossbows were a weapon of terror to armored opponents, able to be used with a minimum of training, large ammounts of power, and armor piercing potential. A heavy Crossbow can negate 7 percent of physical soak, 15 percent if soaking with metal armor. Range of Long/Long/Far
Skills: Fletching of 2 and Wood of 2 and Mechanics of 1 and Assembly of 1
Copper Mace
A short length of wood with a metal blunt tip. Those struck with a mace must +resist/stamina vs 5 or lose 1d(WP of weapon) X 100 ATB from being stunned.
Skills: Blunts of 2 and Wood of 1 and Smithing of 1
Copper Maul
A huge two handed hammer used to deliver incredible crushing force. Armor is of little use before it. Ignore first 5% of soak.
Skills: Blunts of 2 and Wood of 1
Copper Musket
The most basic type of firearms currenly available, the musket has been around for a long time, and has been well accepted by the general public. A long metal tube with a wooden stock. A flint hammer and pan for powder as well as rudimentary sights. The musket is one shot and requires a full atb action to reload with one unit of Gunpowder and Lead. Muskets have a range of Short/Short/Long. Long shots are at +1 Difficulty
Skills: Firearms of 2 and Precision of 1 and Wood of 0
Copper Rapier
A lightweight sword made more for thrusting than for slashing, though some styles do have an edge to cut with.
Skills: Blades of 2 and Smithing of 2
Copper Revolver
A small firearm designed to hold six bullets and fire them sequentially. Reloading the weapon is a 800 ATB action. Revolvers with a WP under 4 have a (amount under 4) X 10% chance of exploding per shot, inflicting 100 fire damage on the user and destroying the gun. The gun has a range of Short/Short/Long(+3 difficulty for shots at long).
Skills: Firearms of 2 and Precision of 1
Copper Ring
A simple copper ring, a base metal, but still pretty
Skills: jewelry of 2
Copper Scimitar
A length of Metal that is curved along the way for enhanced cutting ability. If 20 is rolled on a d20(done once per hit), the damage is increased by 50% as the blade finds a soft spot.
Skills: Blades of 2 and Smithing of 2
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