Rileys Forge
Revision as of 14:26, 1 November 2021 by 86.168.184.84 (talk) (→Weapon Bundles: Mis-calculated crossbow. Damn crossbows are expensive.)
Riley's Forge is a meagre affair, more of a workshop than a forge. Channelling the raw heat of the Sun into the items, he has no need of a raging fire, but the clanging of a hammer as he reworks metal is still found here.
Riley will happily make any weapon or armour upgrade for any member of the vigil.
OC : Please let me know if you would like something made, so that I can put it in my downtime for the refs.
Blacksmithing
Weapon Bundles
Weapons | ||
---|---|---|
Weapon Description | Bundle cost | |
Slaying Sword (Longsword, T4)
|
12 Shillings 5 Pence | |
Grand Crossbow (Crossbow, T4)
|
18 Shillings 6 Pence |
Custom Builds
Weapons | ||
---|---|---|
Weapon Type | Tier 1 weapon cost | Upgrade cost per tier |
Short Weapon (Cudgel, Dagger, Short Sword, Hand Axe) | 3 Shillings 8 Pence | 1 Shilling 9 Pence |
Long Weapon (Longsword, Mace, Battle Axe, Scimitar) | 5 Shillings | 2 Shillings 5 Pence |
Two-Handed Weapon (Greatsword, Warhammer, Greataxe) | 7 Shillings 5 Pence | 3 Shillings 7 Pence |
Hafted Weapon (Staff, Polearm) | 6 Shillings 3 Pence | 3 Shillings 2 Pence |
Bow | 6 Shillings 3 Pence | 3 Shillings 2 Pence |
Crossbow | 7 Shillings 5 Pence | 3 Shillings 7 Pence |
A set of Thrown Weapons | 3 Shillings 8 Pence | 1 Shilling 9 Pence |
Shields | ||
Shield Type | Tier 1 shield cost | Upgrade cost per tier |
Buckler | 3 Shillings 8 Pence | 1 Shilling 9 Pence |
Shield | 5 Shillings | 2 Shillings 5 Pence |
Greatshield | 6 Shillings 3 Pence | 3 Shillings 2 Pence |
Armour | ||
Armour Type | Tier 1 armour cost | Upgrade cost per tier |
Light Armour | 5 Shillings | 2 Shillings 5 Pence |
Medium Armour | 6 Shillings 3 Pence | 3 Shillings 2 Pence |
Heavy Armour | 7 Shillings 5 Pence | 3 Shillings 7 Pence |
Alchemy
Empowerment | |||
---|---|---|---|
Potion Name | Effect | Side Effect | Cost |
Diagnosis powder | A light sparkling powder that changes to a red colour near wounds, blue in the presence of mental unease, or green in the presence of physical disease. When sprinkled over a target, the target glows lightly, revealing any missing hp (but not out of how many), SP drain, Res drain, or Disease. | Target is glowing, making stealth more difficult | 2 pence |
Lilium Dianthus Extract | A spicy tonic which restores to normal one stat which has been Drained | excitability/euphoria | 5 pence |
Might Powder | A potent powder which is eaten or inhaled to push the body just beyond its usual limits, granting one use of a Strength Feat in the same encounter | heightened aggression | 5 pence |
Ursine Berries (SP2) | This foul-tasting ruddy effervescent mixture re-invigorates the body, restoring [SP] hits prioritized (minimum 2). | a feeling of lightness, as if the floor is only barely within reach | 1 shilling |
Tears of St Avaline (SP2) | This crystal clear concoction enlivens the spirit, allowing clarity of thought in hectic times. Imbibers SP is raised by 1 to a maximum of 5 for [SP] encounters (minimum 2). | distracting hallucinations of Saints and Angels. | 1 shilling
|
Sun | |||
Potion Name | Effect | Side Effect | Cost |
Flame oil | A warm, thick oil that if left unattended, bursts into flame. Can be thrown or spat to create a distracting, but non-damaging, gout of flame. | It's completely normal flame. Can happily burn the user unless they are careful. | 2 pence |
Sunrise Flask (SP1) | A glowing liquid that resembles condensed sunlight, when drunk it Heals [SP/2] hits prioritised to the target. Use SP of potion or user, whichever is higher. | Hyperactivity | 5 pence |
Righteous Passage of St Ludolf | After drinking this dark orange syrup, the user is filled with the conviction of St Ludolf, and compelled to leap at least 5 and up to 10 paces to an enemy. User can Fast & (Knockback or Strikedown) on melee contact. | Desire to seek the most direct route to a solution | 5 pence |
Sunrise Flask (SP2) | A glowing liquid that resembles condensed sunlight, when drunk it Heals [SP/2] hits (round up) prioritised to the target (minimum 1). | Hyperactivity. | 1 shilling |
Ludolf's folly | After rubbing down a weapon with this firm wax block, the weapon glows with righteous fervor. The weapon gains +1 damage (max 5) for encounter, the damage type of the weapon becomes Solar, and the user gains proficiency in the weapon (if they don't have it already). | Weapon is irresistibly wrecked at the end of the encounter. | 1 shilling |
Ceressus' warm fields | Grains of corn cast about the encounter crackle and pop as a warming fire. All within the encounter feel a warm breeze and the gentle heat of a cornfield in summer, reminding them that there is more to live for. All grace periods are reset to (or begin at) 60 seconds remaining. | All recipients are likely to bask in the warmth if given the chance. | 1 shilling |