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Pilgrims of Rao - Alpha 4 Shop

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      The following document lists all available items divided by item type.  It does not designate the seller.  Items found while exploring or earned from a quest cannot be purchased, but they can be sold.

     You have multiple options when it comes to shopping in Alpha 4.  The shops you can visit are The Adventurer’s Arms, run by Otto, Jenna’s General Goods, run by Jenna, and the Slightly Used Wares Store, run by the Greasy Old Man.  The first two are located in Alpha City and the latter is located somewhere out in the Fields of Tranquility.  It will be up to you to find him, if you dare.  He smells.

      Values listed in parentheses indicate Gold cost.  SP cost is also listed in parentheses for weapons.  Power appears in brackets on weapons and DEF rolls appear in brackets on shields.

You start with 20g.

Upon clearing a room and obtaining victory you roll 1(d6) and 2(d4).  The 1(d6) determines what elixir you win as a prize.  The 2(d4) determines how much gold you win in increments of 5g, so rolling a total of 2 gets you 10g and rolling a 8 gets you 40g.



--- WEAPONS ---

MELEE
(Range 1)

Iron Longsword = (10g, 1)  [1/2 STR+1(d4)]
ATK 1 = 1+1(d2)
ATK 2 = 0+1(d2)
One hand.

Lycan Fang Longsword = (110g, 1)  [1/1 STR+2(d4)]
ATK 1 = 2+1(d2)
ATK 2 = 1+1(d2)
One hand.
      Critical hits with this weapon heal the character holding it by up to 2 HP.  Attacks with this weapon ignore 2 points of Armor.

Iron Greatsword = (30g, 2)  [3/2 STR+1(d2)]
ATK 1 = 1+1(d4)
ATK 2 = 0+1(d2)
Two hands.

Iron Hammer = (20g, 2)  [3/4 STR+1(d2)]
ATK 1 = 3+1(d2)
ATK 2 = 0+1(d2)
One hand.
      Attacks with this weapon ignore 1 point of armor.

Iron Halberd = (30g, 3)  [1/1 STR+1(d4)]
ATK 1 = 1+1(d2)
ATK 2 = 1(d2)-1
Two hands.
      Attacks by this weapon cannot be parried.  This weapon attacks in an arc.

Militia Combat Halberd = (60g, 3)  [3/2 STR+1(d4)]
ATK 1 = 1+1(d4)
ATK 2 = 1(d2)-1
Two hands.
      Attacks by this weapon cannot be parried.  This weapon attacks in an arc.

Iron Dagger = (10g, 1)  [1(d4)-1]
ATK 1 = 1(d2)-1
ATK 2 = 2+1(d4)
One hand.
    Roll an additional 1(d4) for power for every 7 DEX you have.

Darksteel Dagger = (80g, 1)  [0 +1(d4)]
ATK 1 = 1(d2)-1
ATK 2 = 3+1(d4)
One hand.
      Roll an additional 1(d4) for power for every 6 DEX you have.  Increase rolled power by 1 any time you roll for a backstab with this weapon.

RANGED
(Range 3, unless stated otherwise)

Simple Short Bow = (10g, 1)  [1/4 DEX+2(d2)]
ATK 1 = 4+1(d2)
ATK 2 = 0+1(d4)
Two hands.
      This weapon’s ATK 1 is reduced by 1/2 if the target receives the shield bonus.

Raider’s Short Bow = (70g, 1)  [1/4 DEX+3(d2)]
ATK 1 = 4+1(d2)
ATK 2 = 1+1(d4)
Two hands.
      This weapon’s ATK 1 is reduced by 1/2 if the target receives the shield bonus.  Power is increased by 1 if you are attacking from a different tile than you began the turn in.

Simple Long Bow = (30g, 2)  [1/2 DEX+2(d2)]
ATK 1 = 5+1(d2)
ATK 2 = 0+1(d4)
Two hands.
      This weapon’s ATK 1 is reduced by 1/2 if the target receives the shield bonus.

Arakai Weavebow = (130g, 2)  [1/2 DEX+4(d4)]
ATK 1 = 5+1(d2)
ATK 2 = 1+1(d4)
Two hands.
      This weapon’s ATK 1 is reduced by 1/2 if the target receives the shield bonus.  Critical hits with this weapon root the target until the end of the turn.  Rooted targets are unable to use the Walk action or perform any action that would cause them to leave their current tile.

Iron Throwing Knives = (10g, 1)  [1/5 STR+1/5 DEX+2(d2)]
ATK 1 = 3+1(d2)
ATK 2 = 1(d4)-1
One hand.  Range 2.
      This weapon’s ATK 1 is reduced by 1/2 if the target receives the shield bonus.

Old Bolt Cannon = (60g, 3)  [1/5 DEX+4(d2)]
ATK 1 = 2+1(d2)
ATK 2 = 1(d2)-1
Two hands.  Range 2.
      This weapon’s ATK 1 is reduced by 1/2 if the target receives the shield bonus.  This weapon can be deployed on the ground for (1SP); picking the weapon back up costs (1SP).  While deployed this weapon has 5 range, 3 bonus points to rolls for hit, and a 1/4 DEX scaling instead of 1/5.  Any attacks against a character using this weapon while it is deployed will automatically count as backstabs.

MAGIC
(Range 2)

Elm Staff = (10g, 2)  [1/4 INT+1(d2)]
ATK 3 = 1+1(d2)
ATK 2 = 1(d2)-1
Two hands.
      This weapon cannot utilize DEF 1.

Branch of Igneus = (140g, 2)  [1/1 INT+1(d2)]
ATK 3 = 2+1(d4)
ATK 2 = 1(d4)-1
Two hands.
      This weapon cannot utilize DEF 1.  Dealing damage with this weapon afflicts the target with a stack of burning mana.  The affected target will take bonus magic damage equal to their maximum DEF 3 at the end of the turn, with a minimum damage of 1.  This effect can stack up to three times, and all stacks are consumed at the end of the turn.

Simple Battle Staff = (30g, 1)  [1/5 INT+1(d4)]
ATK 3 = 1+1(d2)
ATK 2 = 1+1(d2)
One hand.

Duelist’s Staff = (70g, 1)  [1/4 INT+1(d6)]
ATK 3 = 2+1(d2)
ATK 2 = 1+1(d4)
One hand.
      Add 1 to any rolls for DEF 3 when you are the defender.



--- DEFENSE ---

Hide Buckler = (10g)
Armor = 2
Weave = 0
DEF 1 = 1+1(d2)

Iron Kite Shield = (40g)
Armor = 4
Weave = 0
DEF 1 = 2+1(d2)

Jackson’s Tower = (120g)
Armor = 6
Weave = 2
DEF 1 = 3+1(d4)
DEF 3 = 1+1(d2)
      The character with this item equipped has the movement of the Walk action reduced by 1 tile, down to a minimum of 1.  This shield can be deployed on the ground and treated as an obstruction like a wall for (1SP).  The character that deployed the shield can pick it back up for (1SP).

Simple Magic Shield = (20g)
Armor = 1
Weave = 3
DEF 3 = 1+1(d2)

--- EQUIPMENT ---

HEAD

Initiate Hood = (30g)
Armor = 0
Weave = 1
      Increases INT by 1.

Hawk Circlet = (50g)
Armor = 1
Weave = 1
      Increases damage of critical hits by 3.

Leather Cap = (10g)
Armor = 1
Weave = 0

Iron Helmet = (20g)
Armor = 2
Weave = 0

ARMS

Initiate Gloves = (30g)
Armor = 0
Weave = 1
      Increases INT by 1.

Simple Leather Gloves = (10g)
Armor = 1
Weave = 0

Iron Gauntlets = (20g)
Armor = 2
Weave = 0

Militia Combat Bracers = (30g)
Armor = 1
Weave = 0
      Increases block by 1 against attacks with a range of 1.

TORSO

Initiate Robes = (60g)
Armor = 2
Weave = 3
      Increases INT by 3.

Leather Jerkin = (10g)
Armor = 3
Weave = 0

Quilted Coat = (80g)
Armor = 4
Weave = 1
      Decreases damage taken by 3 from non-magical attacks with a range of 2 or greater.

Iron Breastplate = (40g)
Armor = 5
Weave = 0

FEET

Initiate Shoes = (30g)
Armor = 0
Weave = 1
      Increases INT by 1.

Leather Boots = (10g)
Armor = 1
Weave = 1

Iron Boots = (20g)
Armor = 2
Weave = 0

Militia Combat Boots = (40g)
Armor = 2
Weave = 0
      Increases distance moved with the Walk action by 1 tile.

RING

Spellthief’s Ring = (60g)
      You regain (1MP) whenever you roll the maximum dice value for power.

Eye of Eregoth = (70g)
      Inflict your attacker with fear whenever you achieve a perfect defense.  Feared characters immediately move 1 tile away from and face away from the source of the fear.
      Additionally, increase your Weave by 2.

Memento = (10g)
      A simple painted ring with a glass jewel.  The words on the inside of the band are worn from use and barely visible.  They read, “Emily, you are my Chosen One.  Love, Dad.”

The Hot Potato = (40g)
      This item can be passed between characters for (1SP) within 2 tiles and line of sight.  The character with this item equipped receives 2 bonus SP at the start of all their active phases.  
      The character with this item equipped receives 1 stack of “burning hands” at the start of their active phase.  Each stack deals 2 damage to this character at the end of their active phase.  Throwing this item to another character removes all stacks immediately.



--- ITEMS ---

(You have 3 items slots to carry 3 different types of items)

Health Poultice = (15g, limit 5)
Restore 5 HP.  Additionally, reduce damage taken by 1 any time damage is taken, until your next active phase.

Mana Potion = (30g, limit 5)
Restore full MP.  Additionally, regenerate 1 bonus MP on your next two active phases.

Endurance Salve = (40g, limit 2)
You can use the Walk action free of cost immediately after using this item.  Additionally, you begin your next active phase with 2 bonus SP.

Seraph’s Feather = (80g, limit 1)
Remove one stack of injury and restore to max HP.  If a character is carrying this item when they receive their fourth injury, this item will be consumed and they will be revived at the end of the turn with 1HP.  Revival can occur once per battle.

ELIXIRS

(These are possible rewards for clearing a room.  Rewards do count against the limit you can carry for that item and they do take an inventory slot if you choose to keep them.  Elixirs can be traded between characters.  In the event that all item slots are full or a character does not wish to keep the Elixir, it may be traded for an additional 10g reward from the room)

[1]
Ninja’s Trump Elixir = (40g, limit 3)
Deal 1 damage to all adjacent enemies and blind them until the end of your active phase.  Dash 2 tiles in any direction.  Blind characters cannot take passing swipes or achieve perfect defense, regardless of dice value rolled.  
Additionally, your attacks against enemies blinded by this item receive the flanking bonus.

[2]
Rock Armor Elixir = (40g, limit 2)
Increase your armor by 5, increase your DEF 1 by 2, and become immune to backstabs until the end of the next turn.  
Additionally, if an enemy attack would deal 5 or more damage while this item is active, you may instead consume this item and remove the bonuses to prevent the damage.

[3]
Dragonscale Elixir = (40g, limit 2)
Increase your weave by 5, deal 2 bonus magic damage to enemies any time you deal magic damage, and increase your DEF 3 by 1 until the end of the next turn.
Alternatively you can consume this item immediately to breathe dragon fire, attacking in a line with a range of 2 tiles.  The dragon breath usage deals 5 damage and cannot be defended against.  Additionally, enemies damaged by the dragon breath usage lose all weave until the end of your active phase.

[4]
Iron Titan Elixir = (40g, limit 2)
Dash up to 4 tiles in any direction.  You must end your movement in an unobstructed tile.  Enemies you pass through take damage equal to the difference between your armor and theirs, as long as your armor value is greater.  Killing an enemy with this action extends the range by 1 and increases damage to enemies passed through by 1, stacking up to 3 times in both cases.

[5]
Net in a Jar Elixir = (30g, limit 2)
Range 2, throw the jar at an enemy.  The target enemy must skip their next active phase unless they roll a 16 or higher on 1(d20) at the start of their active phase.  This effect is removed either once the target enemy’s next active phase has passed or they roll a 16 or higher on 1(d20).  Additionally, the target enemy will be unable to achieve a perfect defense, regardless of dice value rolled, while this effect is in place.

[6]
Magnificent Legacy Elixir = (100g, limit 1)
All rolls during this active phase result in the maximum rolled value.  Additionally, you may use Echo during this active phase free of MP cost.



--- SUPPLIES ---

(These items cost 0EP to use but do still require time; the number listed after gold is required time to use the item, listed with M for minutes and H for hours)

Water Jug = (10g, 15M)
      Using this item restores (1EP).  This item has three charges.  All three charges can be consumed at once to restore (2EP) for no additional time.
      This item can be refilled to max charges at water sources.

Food Ration = (20g, 30M)
      Using this item restores (3EP).

Traveler’s Snack = (20g, 0M)
      Using this item restores (2EP).
       This information is for testing purposes only and is the sole property of the Pilgrims of Rao tabletop role-playing game.
       This document contains a detailed list of all items available in the public alpha 4 test of the game.

       I did not tweak power this round because of all the time it took to balance it last time.  Rebalancing the entire system with each iteration is not an ideal situation.
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