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equipment_and_wealth [2015/05/14 21:08]
127.0.0.1 external edit
equipment_and_wealth [2017/09/25 12:10] (current)
toml [Other Adventuring Equipment]
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 ^Item^Price^ ^Item^Price^
-|D Class Potion|Riel|+|D Class Potion|Riel|
 |C Class Potion|9 Riel| |C Class Potion|9 Riel|
 |B Class Potion|18 Riel| |B Class Potion|18 Riel|
-|A Class Potion|46 Riel|+|A Class Potion|27 Riel|
 |Mana Crystal|27 Riel| |Mana Crystal|27 Riel|
 |A finely crafted lock|9 Riel| |A finely crafted lock|9 Riel|
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 The examples below are exactly that, if there is a resource that your character would like to buy which is not listed then contact the larpo who will provide a cost and rules for that resource. The examples below are exactly that, if there is a resource that your character would like to buy which is not listed then contact the larpo who will provide a cost and rules for that resource.
  
-=== Builders === 
-Some builders or engineers might be able to produce a resource at a reduced rate. This will be listed under type as Simple, Complex, or NA. 
  
 === Upgrading === === Upgrading ===
Line 140: Line 138:
 === Selling === === Selling ===
 If for some reason you choose to sell your resource it will provide you with one quarter of the money you invested in it. If for some reason you choose to sell your resource it will provide you with one quarter of the money you invested in it.
-==== Examples ​==== +==== Level 1 resources ​==== 
-^ Name ^ Level ^ Upgraded from ^ Cost  ^ Rules ^ + 
-|Share in a caravan|1|NA|46R|Additional 5R an adventure| +=== Share in a caravan ​===  
-|Small trade route|2|Share ​in caravan|90R|Additional 9R an adventure, and you will find travelling along your trade route easier| +  * Cost: 46R 
-|Medium trade route|3|Small trade route|180R|Additional 14R an adventure, ​and you will find travelling along your trade route easier15% discount ​on one item type| +  * Rules: ​Additional 5R an adventure 
-|Large ​trade route|4|Medium Trade route|360R|Additional ​18R an adventure, and you will find travelling along your trade route easier, 25% discount on one item type.| + 
-|Small fishing boat|1|NA|46R|You can be assumed to be experienced in sailing| +=== Small fishing boat ===  
-|Medium fishing boat|2|Small fishing boat|90R|Additional 14R an adventure, plus you have access to a boat and crew capable of making coastal voyages| +  * Cost: 46R 
-|Large fishing boat|3|Medium fishing boat|180R|Additional 27R an adventure, plus you have access to a boat and crew that would have been capable of trans-ocean journeys prior to the upheaval| +  * Rules: You can be assumed to be experienced ​in sailing 
-|Fishing Fleet|4|Medium fishing boat or Large fishing boat|540R|Additional 54R an adventure, plus you have access to a boats and crew capable of coastal journeys| + 
-|Corvette|3|Medium fishing boat|270R|You operate a small well armed ship which alternates between patrolling Acryn'​s port and protecting other ships engaged in coastal tradeYou have access ​to a well armed ship and crew capable of making coastal voyages| +=== Market Stall ===  
-|Destroyer|4|Corvette|720R|You operate an extremely well armed ship which alternates between patrolling Acryn'​s port and protecting other ships engaged in coastal trade. You have access ​to an extremely well armed ship and crew that would have been capable of making trans-oceanic voyages prior to the upheaval| +  * Cost: 90R 
-|Small Estate|2|NA|270R|You have a small, reasonably well staffed, estate in a patch of consensus away from Acryn. This comes with a single Heirloom item, which mechanically means that you can count one item you own as one level of quality higher than it is.| +  * Rules: ​Additional 9R an adventure. In additionyou can sell one item of value up to 27R for its market value between adventures 
-|Medium Estate|3|Small Estate|540R|You have a moderate sized,well staffed, and well armed estate in a patch of consensus away from Acryn. You now have personal craftsmen on staff, and all your personal equipment purchased as at least standard quality counts as superior quality.| + 
-|Large Estate|4|Medium Estate|810R|You have a large,well staffed, and well armed estate in a patch of consensus away from Acryn. At this level, your estate is sufficiently expansive and notable that anyone in the city will have heard your name. You can probably get in personal touch with almost any notable individual in Acryn, the respect and notability you've accumulated being sufficient to get you an audience.| +=== Pony (or equivalent small business) ===  
-|Castle|5|Large Estate|1350R|You have a very small army stationed in a castle in a patch of consensus away from Acryn. Once per adventure, as long as you're somewhere on the main continent of the setting and not lost in some sort of metaphysical wormhole or whatever, you can have your forces set up prior to an encounter. During this encounter you will have access to the following calls (these are ranged calls which simulate archery from off-stage forces)one use of MASS DOUBLE STRIKEDOWN MONSTERS and three uses of DISARM or WEAKEN.| +  * Cost: 90R 
-|Tavern|2|NA|180R|Additional 18R an adventure| +  * Rules: You have a business which procures you a small additional income between adventures. You gain 9R per an adventure. 
-|Market Stall|1|NA|90R|Additional 9R an adventure. In addition, you can sell one item of value up to 27R for its market value between adventures| + 
-|Shop|2|Market Stall|180R|Additional 18R an adventure. In addition, you can sell one item of value up to 90R for its market value between adventures.| +=== Training School ===  
-|Small Farm|2|NA|180R|Additional 27R an adventure| +  * Cost: 81R 
-|Medium Farm|3|Small Farm|405R|Additional 45R an adventure. You eat better than most, granting you +1 hit.| +  * Rules: You are involved in the training of some of the cities up and coming combatants. Either through your own knowledge or that picked up from other instructors, ​you have basic tactical knowledge. You can understand a battle map, have knowledge of basic tactics, and great experience of leading small units 
-|Large Farm|4|Medium Farm|720R|Additional 63R an adventure. You eat vastly better than the common adventurer, and have +2 hits.| + 
-|Flux Farm|5|Large Farm|900R|Additional 63R an adventure, plus good relations with the Wayfinders guild such that they will tend to waive their additional charges and skip much of the bureaucracy that usually delays hiring wayfinders. You still receive the additional hits as with a large farm.| +=== Gang of Hoodlums ===  
-|Small Mine|2|NA|180R|An additional 27R an adventure ((Mines can no longer be built, and your investment money is assumed to be investing in re-establishing an existing mine))| +  * Cost: 46R 
-|Medium Mine|4|NA|540R|An additional 63R an adventure. In addition, your miners find 1 mana crystal per adventure. ((Mines can no longer be built, and your investment money is assumed to be investing in re-establishing an existing mine))| +  * Rules: You have the loyalty of a small group of individuals capable of leveraging physical force (or intimidation) on your behalf. This could represent a quasi-legal group of enforcers, a straight up criminal fraternity or anything in between. Once per adventure, you can call on your gang to achieve a small appropriate task off-screen, such as tailing a suspect or distracting a unit of guards. If you don'​t use this, you instead gain 4R at the end of the adventure from your share of their takings. 
-|Large Mine|5|NA|900R|An additional 90R an adventure and a mana crystal per adventure. In addition, you always count as meeting the requirement for unusual materials when trying to forge magic items. ((Mines can no longer be built, and your investment money is assumed to be investing in re-establishing an existing mine))| + 
-|Small Library|2|NA|90R|You are well read, this functions exactly like [[:​journeyman#​Journeyman_knowledge|Journeyman Knowledge]]| +=== Schoolroom ===  
-|Medium Library|3|Small Library|225R|You are extremely well read, this functions exactly like [[:​journeyman#​Jack_of_all_trades|Jack of All Trades]] (as well as still being well read)| +  * Cost: 46R 
-|Arcane Library|4|Medium Library|450R|You have poured over the arcane tomes found in your library, and when needing to perform a ritual have probably studied a similar ritual giving you greater insight. This works in one of two waysIf you have minor ritualist or higher then any ritual you perform behaves as if it had 1 additional mana crystal used in its casting, otherwise you gain Minor Ritualist for a rite which you must select when you purchase the Arcane Library. You also count as being well read and extremely well read.| +  * Rules: You operate ​an institute of academic learning. At this level, it's probably a few tutors teaching some students in rented rooms. Once during (or between) each adventure, you can call on your students/​teachers to look into a minor research matter for you (i.e. finding a map of that sewer, good techniques for breeding really awesome cows). You should receive the results within an appropriate amount of time depending ​on the adventure setup. If you don'​t use this for an adventure, you instead gain 4R at the end of the adventure as payments from students. 
-|Pony (or equivalent small business)|1|NA|90R|You have a business which procures you a small additional income between adventures. You gain 9R per an adventure.| + 
-|Franchise|2|Pony|140R|Your business has been successful, and have franchises in a number of towns and cities. For the most part, you can be confident of finding either an employee, franchisee, or at least someone who knows of your business and is well disposed to you in any civilised location you find yourself. Additionally,​ you gain 12R per an adventure.| +==== Level 2 resources ==== 
-|Organisational Supplier|3|Franchise|209R|Your business has been highly successful, and is now a supplier of some of the more powerful organisations in the city. Choose two groups from the factions list (other than the council). Your business has acquired a contract to deliver (whatever it is you do) to these organisations. You will be able to find people well disposed to you in those organisations. Additionally,​ you gain the benefits of Franchise.| + 
-|Council Contractor|4|Organisational Supplier|275R|Your business has been highly successful, and is now a supplier to the council. You will be able to find people within the civil service well disposed to you and your business. This can open door and smooth over legal matters, so long as they are not too serious. Additionally,​ you gain the benefits of Organisational Supplier.| +=== Small trade route ===  
-|Training ​School|1|NA|81R|You are involved in the training of some of the cities up and coming combatants. Either through your own knowledge or that picked up from other instructors,​ you have basic tactical knowledge. You can understand a battle map, have knowledge of basic tactics, and great experience of leading small units| +  * Upgraded from: Share in caravan 
-|Training Academy|3|Training School|143R|Your training school is established and provides recruits directly to one of the organisations in the city. You might even be the official trainers of their armed forces and/or an official part of their organisation providing internal training. Pick a single group from the faction list (other than the council). You provide trained combatants to this group and will have a number of people who think well of you in the organisation (both in the leadership and among their fighting forces). Additionally,​ you gain the benefits of Training School.| +  * Cost: 90R 
-|Elite Academy|5|Training Academy|650R|Your training academy is well established,​ and has a number of graduates who would gladly pick up their swords for you. Once per an adventure, so long as you have had an opportunity to arrange their help, you may have the aid of some of your graduates for an encounter. During this encounter you will have access to the following calls (these are ranged calls which simulate archery from off-stage forces): one use of MASS DOUBLE STRIKEDOWN MONSTERS and three uses of DISARM or WEAKEN. Additionally you gain the benefits of Training Academy.| +  * Rules: ​Additional ​9R an adventure, and you will find travelling along your trade route easier 
-|Printing Press|3|150R|NA|Each Adventure, you may blanket a section of society with propaganda, and gain the contacts skill for that group for the duration of it.| + 
-|Gang of Hoodlums|1|46R|NA|You have the loyalty of a small group of individuals capable of leveraging physical force (or intimidation) on your behalf. This could represent a quasi-legal group of enforcers, a straight up criminal fraternity or anything in between. Once per adventure, you can call on your gang to achieve a small appropriate task off-screen, such as tailing a suspect or distracting a unit of guards. If you **don'​t** use this, you instead gain 4R at the end of the adventure from your share of their takings.| +=== Medium fishing boat ===  
-|Armed Associates|3|180R|Gang of Hoodlums|You have a considerably larger and more effective group of enforcers. You can call on them twice per adventure to achieve reasonable off-screen tasks (rumbling with another gang, starting a small riot). For each use you don't use, you instead gain 6R at the end of the adventure.| +  * Upgraded from: Small fishing boat 
-|Shadowy Network|4|400R|Armed Associates|Your underhand associates form a network capable of leveraging significant influence within the city. Your name is known among the city's underhand elements, and you have the effects of Contacts:​Underworld. Once per adventure, you can call upon your network (when you could reasonably contact them) to ask the GM of the larp for more information about current goings on in the city if relevant. In addition, your retain all the effects of Armed Associates.| +  * Cost: 90R 
-|Schoolroom|1|46R|NA|You operate an institute of academic learning. At this level, it's probably a few tutors teaching some students in rented rooms. Once during (or between) each adventure, you can call on your students/​teachers to look into a minor research matter for you (i.e. finding a map of that sewer, good techniques for breeding really awesome cows). You should receive the results within an appropriate amount of time depending on the adventure setup. If you **don'​t** use this for an adventure, you instead gain 4R at the end of the adventure as payments ​from students.| +  * Rules: ​Additional 14R an adventure, plus you have access to a boat and crew capable of making coastal voyages 
-|School|3|180R|Schoolroom|You operate an institute of academic learning out of permanent premises. Those you train could include skilled individuals in demand by guilds and colleges, or could be aimed at promoting wider literacy and numeracy among the people. You can use the ability of "Schoolroom" ​twice per adventure, and can set more challenging queries. ​For **one** of these per adventure, you can use contacts in one of the city's organisations to include in the research information that would normally be privileged to them. For each use of this you don't use, you gain 7R at the end of the adventure.| + 
-|College|4|400R|School|You operate one of the largest institutes of learning in the city outside of the People'​s College and the College of the stars. Choose one college to have a closer working relationship with. You count as having the "Contacts" ​skill for that college. You keep all benefits of a School, and can assume that your research always have access to the full resources of the college with which you have contacts.| +=== Apothecary === 
-|||||| +  * Cost: 120R 
-|||||| +  * Rules: A few student Alchemists who work under your supervisionEither produces 2 class C potions that you know how to mix yourself, or 5 class D potions (which you do not have to know how to mix yourself) 
-||||||+ 
 +=== Small Estate ​===  
 +  * Cost: 270R 
 +  * Rules: ​You have a small, reasonably well staffed, estate in a patch of consensus away from Acryn. This comes with a single Heirloom item, which mechanically means that you can count one item you own as one level of quality higher than it is. 
 + 
 +=== Tavern ===  
 +  * Cost180R 
 +  * Rules: ​Additional 18R an adventure 
 + 
 +=== Shop ===  
 +  * Upgraded from: Market Stall 
 +  * Cost: 180R 
 +  * Rules: ​Additional 18R an adventure. In addition, you can sell one item of value up to 90R for its market value between adventures. 
 + 
 +=== Small Farm ===  
 +  * Cost: 180R 
 +  * Rules: ​Additional 27R an adventure 
 + 
 +=== Small Mine ===  
 +  * Cost: 180R 
 +  * Rules: ​An additional 27R an adventure 3
 + 
 +=== Small Library ​===  
 +  * Cost: 90R 
 +  * Rules: ​You are well read, this functions exactly like [[:​journeyman#​other_skills|Journeyman Knowledge]] 
 + 
 +=== Franchise ===  
 +  * Upgraded from: Pony 
 +  * Cost: 140R 
 +  * Rules: ​Your business has been successful, and have franchises in a number of towns and cities. For the most part, you can be confident of finding either an employee, franchisee, or at least someone who knows of your business and is well disposed to you in any civilised location you find yourself. Additionally,​ you gain 12R per an adventure. 
 + 
 +==== Level 3 resources ==== 
 + 
 +=== Medium trade route ===  
 +  * Upgraded from: Small trade route 
 +  * Cost: 180R 
 +  * Rules: Additional 14R an adventure, and you will find travelling along your trade route easier. 15% discount on one item type (e.g. "​bastard sword",​ "mana crystals",​ "​revenant potions"​). 
 + 
 +=== Large fishing boat ===  
 +  * Upgraded from: Medium fishing boat 
 +  * Cost: 180R 
 +  * Rules: Additional 27R an adventure, plus you have access to a boat and crew that would have been capable of trans-ocean journeys prior to the upheaval 
 + 
 +=== Pharmacopoeia === 
 +  * Upgraded from: Apothecary 
 +  * Cost: 240R 
 +  * Rules: A few competent Alchemists who work under your supervision. Either produces 2 class B potions that you know how to mix yourself, or 5 class C potions (which you do not have to know how to mix yourself) 
 +=== Corvette ===  
 +  * Upgraded from: Medium fishing boat 
 +  * Cost: 270R 
 +  * Rules: You operate a small well armed ship which alternates between patrolling Acryn'​s port and protecting other ships engaged in coastal trade. You have access to a well armed ship and crew capable of making coastal voyages 
 + 
 +=== Medium Estate ===  
 +  * Upgraded from: Small Estate 
 +  * Cost: 540R 
 +  * Rules: You have a moderate sized,well staffed, and well armed estate in a patch of consensus away from Acryn. You now have personal craftsmen on staff, and all your personal equipment purchased as at least standard quality counts as superior quality. 
 + 
 +=== Medium Farm ===  
 +  * Upgraded from: Small Farm 
 +  * Cost: 405R 
 +  * Rules: Additional 45R an adventure. You eat better than most, granting you +1 hit. 
 + 
 +=== Medium Library ===  
 +  * Upgraded from: Small Library 
 +  * Cost: 225R 
 +  * Rules: You are extremely well read, this functions exactly like [[:​journeyman#​other_skills|Jack of all Trades]] (as well as still being well read) 
 + 
 +=== Organisational Supplier ​===  
 +  * Upgraded from: Franchise 
 +  * Cost: 209R 
 +  * Rules: ​Your business has been highly successful, and is now a supplier of some of the more powerful organisations in the city. Choose two groups from the factions list (other than the council). Your business has acquired a contract to deliver (whatever it is you do) to these organisations. You will be able to find people well disposed to you in those organisations. Additionally,​ you gain the benefits of Franchise. 
 + 
 +=== Training ​Academy ===  
 +  * Upgraded from: Training School 
 +  * Cost: 143R 
 +  * Rules: ​Your training school is established and provides recruits directly to one of the organisations in the city. You might even be the official trainers of their armed forces and/or an official part of their organisation providing internal training. Pick a single group from the faction list (other than the council). You provide trained combatants to this group and will have a number of people who think well of you in the organisation (both in the leadership and among their fighting forces). Additionally,​ you gain the benefits of Training School. 
 + 
 +=== Printing Press ===  
 +  * Cost: 150R 
 +  * Rules: ​Each Adventure, you may blanket a section of society with propaganda, and gain the contacts skill for that group for the duration of it. 
 + 
 +=== Armed Associates ​===  
 +  * Upgraded from: Gang of Hoodlums 
 +  * Cost: 180R 
 +  * Rules: ​You have a considerably larger and more effective group of enforcers. You can call on them twice per adventure to achieve reasonable off-screen tasks (rumbling with another gang, starting a small riot). For each use you don't use, you instead gain 6R at the end of the adventure. 
 + 
 +=== School ===  
 +  ​Upgraded ​from: Schoolroom 
 +  * Cost: 180R 
 +  * Rules: ​You operate an institute of academic learning out of permanent premises. Those you train could include skilled individuals in demand by guilds and colleges, or could be aimed at promoting wider literacy and numeracy among the people. You can use the ability of Schoolroom” twice per adventure, and can set more challenging queries. ​For one of ​these per adventure, you can use contacts in one of the city's organisations to include in the research information that would normally be privileged to them. For each use of this you don't use, you gain 7R at the end of the adventure. 
 + 
 +=== Emporium === 
 +  * Upgraded from: Shop 
 +  * Cost: 360R 
 +  * Rules: Additional 27R per adventure. ​ In addition, between adventures you can sell one set of trade goods for their full market value, or up to 2 items for a combined value up to 90R. 
 +==== Level resources ==== 
 + 
 +=== Large trade route ===  
 +  * Upgraded from: Medium Trade route 
 +  * Cost: 360R 
 +  * Rules: Additional 18R an adventure, and you will find travelling along your trade route easier, 25% discount on one item type (e.g. "​bastard sword",​ "mana crystals",​ "​revenant potions"​). 
 + 
 +=== Fishing Fleet ===  
 +  * Upgraded from: Medium fishing boat or Large fishing boat 
 +  * Cost: 540R 
 +  * Rules: Additional 54R an adventure, plus you have access to a boats and crew capable of coastal journeys 
 + 
 + 
 +=== Alchemical Lab === 
 +  * Upgraded from: Pharmacopoeia 
 +  * Cost: 500R 
 +  * Rules: A few talented Alchemists who work under your supervision. Either produces 1 class A potion that you know how to mix yourself, or 3 class B potions (which you do not have to know how to mix yourself) 
 +=== Destroyer ===  
 +  * Upgraded from: Corvette 
 +  * Cost: 720R 
 +  * Rules: You operate an extremely well armed ship which alternates between patrolling Acryn'​s port and protecting other ships engaged in coastal trade. You have access to an extremely well armed ship and crew that would have been capable of making trans-oceanic voyages prior to the upheaval 
 + 
 +=== Large Estate ===  
 +  * Upgraded from: Medium Estate 
 +  * Cost: 810R 
 +  * Rules: You have a large,well staffed, and well armed estate in a patch of consensus away from Acryn. At this level, your estate is sufficiently expansive and notable that anyone in the city will have heard your name. You can probably get in personal touch with almost any notable individual in Acryn, the respect and notability you've accumulated being sufficient to get you an audience. 
 + 
 +=== Large Farm ===  
 +  * Upgraded from: Medium Farm 
 +  * Cost: 720R 
 +  * Rules: Additional 63R an adventure. You eat vastly better than the common adventurer, and have +2 hits. 
 + 
 +=== Medium Mine ===  
 +  * Upgraded from: Small Mine 
 +  * Cost: 540R 
 +  * Rules: An additional 63R an adventure. In addition, your miners find 1 mana crystal per adventure. 4) 
 + 
 +=== Arcane Library ===  
 +  * Upgraded from: Medium Library 
 +  * Cost: 450R 
 +  * Rules: You have poured over the arcane tomes found in your library, and when needing to perform a ritual have probably studied a similar ritual giving you greater insight. This works in one of two ways: If you have minor ritualist or higher then any ritual you perform behaves as if it had 1 additional mana crystal used in its casting, otherwise you gain Minor Ritualist for a rite which you must select when you purchase the Arcane Library. You also count as being well read and extremely well read. 
 + 
 +=== Observatory ===  
 +  * Upgraded from: Medium Library 
 +  * Cost: 300R 
 +  * Rules: You have studied the night sky extensively,​ and learnt what you can from the motion of the stars. Twice per an adventure you may ask the GM for clues, hints, and information relating to a question that you ask. You also count as being well read and extremely well read. 
 +=== Council Contractor ===  
 +  * Upgraded from: Organisational Supplier 
 +  * Cost: 275R 
 +  * Rules: Your business has been highly successful, and is now a supplier to the council. You will be able to find people within the civil service well disposed to you and your business. This can open door and smooth over legal matters, so long as they are not too serious. Additionally,​ you gain the benefits of Organisational Supplier. 
 + 
 +=== Shadowy Network ===  
 +  * Upgraded from: Armed Associates 
 +  * Cost: 400R 
 +  * Rules: Your underhand associates form a network capable of leveraging significant influence within the city. Your name is known among the city's underhand elements, and you have the effects of Contacts:​Underworld. Once per adventure, you can call upon your network (when you could reasonably contact them) to ask the GM of the larp for more information about current goings on in the city if relevant. In addition, your retain all the effects of Armed Associates. 
 + 
 +=== College ===  
 +  * Upgraded from: School 
 +  * Cost: 400R 
 +  * Rules: ​You operate one of the largest institutes of learning in the city outside of the People'​s College and the College of the stars. Choose one college to have a closer working relationship with. You count as having the Contacts” skill for that college. You keep all benefits of a School, and can assume that your research always have access to the full resources of the college with which you have contacts. 
 + 
 +==== Level 5 resources ==== 
 + 
 +=== Castle ===  
 +  * Upgraded from: Large Estate 
 +  * Cost: 1350R 
 +  * Rules: You have a very small army stationed in a castle in a patch of consensus away from Acryn. Once per adventure, as long as you're somewhere on the main continent of the setting and not lost in some sort of metaphysical wormhole or whatever, you can have your forces set up prior to an encounter. During this encounter you will have access to the following calls (these are ranged calls which simulate archery from off-stage forces): one use of MASS DOUBLE STRIKEDOWN MONSTERS and three uses of DISARM or WEAKEN. 
 + 
 +=== Flux Farm ===  
 +  * Upgraded from: Large Farm 
 +  * Cost: 900R 
 +  * Rules: Additional 63R an adventure, plus good relations with the Wayfinders guild such that they will tend to waive their additional charges and skip much of the bureaucracy that usually delays hiring wayfinders. You still receive the additional hits as with a large farm. 
 + 
 +=== Large Mine ===  
 +  * Upgraded from: Medium Mine 
 +  * Cost: 900R 
 +  * Rules: An additional 90R an adventure and a mana crystal per adventure. In addition, you always count as meeting the requirement for unusual materials when trying to forge magic items. 5) 
 + 
 +=== Experimental Alchemical Lab === 
 +  * Upgraded from: Alchemical Lab 
 +  * Cost: 900R 
 +  * Rules: Produces 1 experimental potion each adventure. This potion will not last beyond the end of the adventure. The GM will decide what it does. You will have only an approximate idea of what it will do. It should be at least as powerful as a class A potion. This potion can be used in Alchemical manipulation but it is risky. It cannot be made Potent. 
 +=== Elite Academy ===  
 +  * Upgraded from: Training Academy 
 +  * Cost: 650R 
 +  * Rules: Your training academy is well established,​ and has a number of graduates who would gladly pick up their swords for you. Once per an adventure, so long as you have had an opportunity to arrange their help, you may have the aid of some of your graduates for an encounter. During this encounter you will have access to the following calls (these are ranged calls which simulate archery from off-stage forces): one use of MASS DOUBLE STRIKEDOWN MONSTERS and three uses of DISARM or WEAKEN. Additionally you gain the benefits of Training Academy. 
 + 
 +=== Trade Network === 
 +  * Upgraded from: Large Trade Route 
 +  * Cost: 900R 
 +  * Rules: Additional 27R per adventure, 10% discount on one additional item type (e.g. "​bastard sword",​ "mana crystals",​ "​revenant potions"​),​ and can once per adventure call on your network to assist in sourcing a rare but mundane item.  You may form connections to new locations by making meaningful deals during adventures and will find travelling along these routes easier. You also find travel between Acryn, Margush and Caul easier. 
 + 
 + 
equipment_and_wealth.1431637689.txt.gz · Last modified: 2015/12/24 22:59 (external edit)