Production Guild Catalog- new products!

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Production Guild Catalog- new products!

Postby Arradon Annor » Thu Jan 18, 2018 5:07 pm

All,

Hope you're staying warm this wretched winter. Wolfrunners is pleased to present a preview of the production guild's upcoming products. When the snow thaws and the star Terres once again blesses us with its presence, these will be available at Crossroads. Plan ahead! There are some brilliant new designs at affordable prices.

PRODUCTION GUILD OF CROSSROADS CATALOGUE Winter 67 – 68 AR

Contact Guildmaster Taiah Annor, or Arradon Annor of Wolfrunners Trading Post to place an order.
Prices are fixed upon order until delivery, unless in extraordinary circumstances. Catalogue prices are subject to change between Rises. Inventory availability subject to change.


Defensive

Acid protection salve - 75 *
Side note, I ran into an acid kridik, saw it melt a guy. Just saying.
Reduces damage to one's self via acid. Allows character to
reduce attacks with Acid damage type 1 damage for five minutes.

Anti-Choking Salve - 20
Protect your neck and breathe easy with this salve.
When spread on the throat this salve prevents the user from being
choked for the next 30 minutes. Call "Resist" to any Choke
effect during that timeframe.

Fire Absorption Salve - 40
Feel the burn. Or don't. We suggest you don't.
Absorbs fire in all forms without damaging the subject.

Fire Prevention Salve - 20
Hug that fire elemental like you mean it.
Once spread onto a person or creature they may reduce the next
fire damage which hits them by 5 points (salve is used regardless
of total damage i.e. 3 damage would still use up the salve).

Improve Resistance Tincture - 10 *
For the frugal elementalist.
When ingested the drinker may resist one additional elemental
attack when an elemental shield is cast on them. Effect lasts until
the end of the current reset.

Improve Toxin Resistance Tincture - 15 *
If you're running a bit low on constitution.
Tincture to cause the next use of Resist Toxin to cost 1 AP less
than normal to a minmum of 1 AP.

Lightning Protection Salve - 20 *
Ground yourself with this easy to apply salve.
This salve protects the user against one point of lightning damage
from the next lightning attack to strike them call "Reduced" and
take 1 less damage to a minumum of 0.

Magic Deflecting Paste - 20
Stock up! Shield charge those mages.
When applied to a shield the wielder calls "Resist" against the next
"Magic" effect that hits the shield. This paste cannot be stacked
(with itself or another paste); the paste lasts until the end of the
next reset after application.

Magic Shielding Salve - 35 *
Nope, and nope.
This salve grants the recipient 2 magic shields, these must be
used on the next two "Magic" effects which hit them. Lasts until
the end of the current reset.

Potion of Avoidance - 35 *
A little agility can be a virtue. Drink and dodge attempts to hurt you.
The imbiber of this potion calls "Avoid" on the next weapon or
packet attack which hits them which is not delivered from behind.
This potion does not stack.

Protective Salve - 25 *
This salve protects the user against one point of damage from
the next weapon to strike them call "Reduced" and take 1 less
damage to a minumum of 0.

Reinforcing Paste - 15 *
Resiliency in an easy to apply paste.
When applied to a weapon or shield the wielder calls "Resist" to
the next Shatter which strikes the item. The wielder instead
suffers the disarm effect. This paste cannot be stacked (with
itself or another paste); the paste lasts until the end of the next
reset after application.

Resist maim bracelet - 25
Brace for impact.
Bracelet that allows its wearer to resist one strike that would
otherwise Maim a limb.

Salve of Magical Protection - 40 *
Fireball, Shmireball.
This salve grants the recipient a magic shield. The recipient may
choose when to activate the shield. Lasts until the end of the
current reset.

General utility

Basic Battery - 30 *
Portable power for the people.
Energy storage device can hold up to three Charges, contains one
charge when created. Can be charged five times total.

Basic Battery Charger - 30 *
Energy generation device can charge a Battery up to three
charges in one day in timeblocks or one charge per reset during
event. Occasionally break.

Mechanic's Torch - 20 *
Science has been scientifically proven to be better than magic.
A Mechanic’s Torch is a mechanical light source that used energy
from a Battery to provide light. A Mechanic’s Torch requires one
Charge per reset, and can be turned on and off during that time.
The Mechanic’s Torch can be represented by an electric lamp or
heavily tinted flashlight, either must be cosmetically altered to
appear tinkered.

Healing

Agile Regeneration Tincture - 35 *
Walk it off.
The imbiber regenerates 1 body point per minute for 5 minutes.
The effect ends if the user stops moving within those 5 minutes.
No other skills can be used during this time.

Body Stabilization Potion - 60
Avoid death when no one can hear you fall. Dante approved!
The imbiber gains the ability to use the Body Stabilization skill
once, for one day.

Cleansing Salve - 20 *
Faster than mom's chicken soup- but she doesn't have to know.
This salve when applied to a diseased target will cure a level 1
disease after 5 minutes "Cure Disease".

Heal Living Potion - 20
Liven up.
Instantly heals three points of damage (3 Heal Living).

Heal Living Tincture - 10 *
Feel a bit more alive.
Instantly heals one point of damage (1 Heal Living).

Heal Undead Tincture - 30
Feel more...uh...unalive?
Instantly heals one point of damage (1 Heal Undead).

Improved Healing Tincture - 10
It can't hurt.
Cause the imbiber to heal 1 additional point the next time they are
healed by any means.

Offensive

Acid Gas - 70
Extremely exfoliating, not doctor recommended.
Packet attack that deals three points of Acid Gas damage to the
target. Must be used within one minute of opening.

Battle Oil - 12
Make sure your arguments have impact.
When applied to a weapon the next strike deals 1 additional point
of damage. Takes 1 minute to apply. You may not apply more than
one dose of this oil to the same weapon before the original is
used.

Blade Oil - 25 *
Let your arguments sink in a little deeper.
Adds two points of Toxin damage to the next strike of a weapon.

Corrupting Tincture - 15 *
Gets 'em sick- real quick.
When imbibed the drinker immediately suffers the disease toxin
effect for 5 minutes.

Foot Trap - 15 *
Just the thing for trapping feet.
Thrown packet attack that Binds target's foot to the ground.

Minor Harming Oil - 20 *
For getting at those hard to reach vital organs.
When applied to a blade it causes the next strike to cut through
any armor. Takes one minute to apply.

Shatter Oil - 50
Nice armor you have there...
Shatter Oil is a highly corrosive gel that when carefully applied to
a weapon it causes the next strike to call for the Shatter Toxin
effect. Requires one minute to apply.

Other

Adhesive remover - 25
Persistent problem or a sticky situation? Remove it with this!
Substance which removes adhesives.

Awaken Potion - 35
Much more intense than a morning coffee.
Immediately awakens the target from any sleep or coma effect.

Imitation Undeath Extract - 50 *
All the perks of undeath, without the hassle of dying.
When imbibed the drinker is treated as though they were undead
for all healing and harm effects until the end of the current reset,
and if the drinker is living, they are no longer affected by
heal/harm living.

Irritation Salve - 7 *
And you though morning Karo-ya were irritating.
Salve which will cause target to RP itchiness for 1 minute.

Metal Weakening Salve - 60
Definitely probably doesn't work on Locke. Great for honor duels.
Salve which when applied to metal makes it incredibly easy to
break with a hammer or probably even a sword.

Multiplication Salve - 15 *
Apply and amplify any leveled effect.
Find out the effect next rise!

Nauseating Tincture - 10
About as effective as your cooking.
The imbiber of this tincture immediately suffers "RP Nausea
Toxin 1 minute".

Putrifying Salve - 20 *
A dirty tactic.
This salve when applied to a living target will cause a level 1
disease after 5 minutes "Disease Toxin".

Sleeping TIncture - 25
Good for a quick nap.
Instantly causes the imbiber to be affected by a Level 1 Sleep
Toxin effect for five minutes.

Slowing Salve - 15 *
Make the moment last.
When applied to living creature this causes the Slow effect for
one minute, takes one minute to apply.

Smelling Salt - 20 *
Wake up and smell the burning nostrils.
Smelling Salts allow the user to rouse a sleeping or unconscious
person, removing the Sleep effect.

Toxic Tincture - 10 *
All the results of a bender, with none of the fun.
When imbibed the drinker immediately suffers the nausea toxin
effect for 1 minute.

Wayfinding Potion - 15 *
Find your way to where you shouldnt be.
Gain one use of the Troubleshooting Skill to be used by the end of
the reset.

Weakening Oil - 20 *
For the forward thinking rogue.
When spread onto metal object this oil weakens the metal. After
5 minutes the next blow that strikes the object is treated as a
“Shatter”.

Adaptive Tincture - 25 *
Be the elf you always wanted to be.
When imbibed the drinker of this tincture loses 1 BP and
immediately gains 1 resettable AP until the end of the next reset.
The drinker's MAX BP is also reduced by 1 until the end of the
next reset.

Armor Repair Kit I - 10 *
For the impatient and well prepared.
Allows a Craftsman to repair one point of armor plus one per
rank of Armorsmith. Takes two minutes to apply.

Armor Repair Kit I (alternate) - 10
Allows a Craftsman to repair one point of armor plus one per
rank of Armorsmith. Takes two minutes to apply.

Dendera Jar - 15 *
Shockingly useful!
Battery that stores one Charge, cannot be recharged.

Mend Armor Glue - 50
Fix your own damn armor for once!
Appllying this glue to broken armor will mend the armor to offer
full protection. Requires five minutes to apply.

Whetstone - 10 *
A whetstone allows a Craftsman to sharpen weapons more
efficiently, reducing the cost by 1 AP. A whetstone is destroyed
once used.
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Arradon Annor
 
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