The Armory









Gazroid Weapons
    The powerful technological terror's the Gazroids of Kikai use to fight against each other with.
Some can be used by humans like the Laser Saber.  Players who want a specialty Gazroid can talk with the GM about the weapon they may start with, the player is allowed to make his own weapon but must consult it with the GM.

Laser Saber,  Duh watch Star wars.  Dif 6 Dam 7A, can cut through the toughest of walls,
even magnetically sealed ones.  There are two kinds of Laser Sabers:  The standard kind is powered by a separate battery and focused through a crystal, it can be activated for as long as it is charged.
The second kind is usually attached to the arm but can be separated, if attached it runs on the Gazroids energy and the Laser Blade only comes out when it is swung, you need at least a strength of 4 to use it successfully, it will remain out when parrying another Laser Sword though.  Cost: 5,000 Zenny

G-Blaster,  Standard blaster weapon worn on the arm, when in use the Gazroids hand retracts into the cannon and he may commence firing. Dif 5 Dam 6.  Any other race then Gazroids cannot have this weapon or purchase it.
Cost: 8,000 Zenny


UPGRADES

Gazroid weapons are special because they can receive upgrades from other specialty Gazroids (Gazroids who limit themselves to one kind of attack but excel in it so well that it really doesn't matter.)  If an upgrade is bought or found you may place the chip into your  G-Blaster or Laser Saber for differing effects, Like an Ice upgrade in and G-Blaster would let you shoot ice balls, but in the Laser Saber the swords energy would change and the blade would become a huge jagged icicle.

Charger,  you can power up your weapon for a short charge which will change it's effect and damage, the G-Blaster will shoot one huge beam or four medium ones in rapid succession.  +2 to damage, adds aggravated.  +1 to Difficulty.  Cost:  1,000 Z

Absorbing Armor,  this armor allows you to absorb as much aggravated Damage as you have points in stamina.  (Must roll it)  After you have your fill of damage you wont be able to soak anymore until you discharge it in a Giga attack.  Roll Stamina Dif 4, the attack hits everything in a ten foot radius.  Can hold up to 10 points of damage, aggravated or not.
Cost:  3,400 Z

Super Boots, these let you jump twice your Dex in height and then dash in the air for one turn.
Spend an AP to jump and another if you want to dash in midair.  Cost:  2,360 Z

Visor,  This is like a scanner, with it you can track powerful people and objects, find hidden walls and tell you what powers a person or thing has.  Spend an AP for a reading.  Cost:  5,000 Z.



Weapons

Swords


Weapon Difficulty Damage Conceal Notes
Katana 6 Strength+2 Trench coat  Useful light 4 foot long sword. 
A favorite of the
Sherani and humans of
Sheran.  Cost:  300 Zenny
Kurki 7 Strength+5 Trench coat  Huge power weapon,          very heavy.  Cost:350 Zenny
Nodaichi 8 Strength+6 None  Two Handed large weapon, about seven feet long.  Cost:560 Zenny
Short Sword 5 Strength Jacket  A two and a half foot sword, light and agile, easily hidden.
Cost: 450 Zenny
Long Sword 6 Strength+3 Trench coat  4 and a half foot sword.  Heavier but causes more damage.           Cost:500 Zenny
Bastard Sword 7 Strength+4 Trench coat  Huge Two handed
 blade, also known
 as the hand an a half sword. 
Cost: 650 Zenny
Broad Sword 7 Strength+3 Trench coat 3 1/2 foot sword useful for cutting, has a basket hilt to protect the hand.
Cost: 550 Zenny
Claymore 8 Strength+5 None Huge sword, very heavy, has the power to smash the pate out of any mundane foe. 
Cost: 700 Zenny
Cutlass 6 Strength+1 Jacket About the size of a short sword with a heavier blade and a basket hilt.
Cost: 500 Zenny 
Falchion 7 Strength+3 Trench coat A single edged heavy blade with a slight curve at the tip. 
Cost: 650 Zenny
Gladius 5 Strength+2 Jacket An improved version of the short sword.
Cost: 650 Zenny
Khopesh 7 Strength+2 None A huge sickle like sword that is the only sword usable by Magister Wyld.
Cost: 700 Zenny
Scimitar 8 Strength+4 None A long curved blade that is favored by Dark Elves, very difficult to use.
Cost: 750 Zenny
Sabre 6 Strength+3 Trench coat A beautiful basket handle weapon good for slashing.
Cost: 500 Zenny
Rapier 5 Strength+2 Trench coat Another basket hilted sword, it is used for thrusting.
Cost: 450 Zenny

Pole Arms


Weapon Difficulty Damage Conceal Notes
Dragoon Trident 7 Strength+4 None The favored
weapon of the         Dragoons, an 8 foot spear constructed          of dragon scales and teeth. 
Cost: If you can    find someone to sell you one then your   lucky, it was obviously          picked from the corpse of a dead Dragoon.           The price is up to the GM.
War Spear 8 Strength+3 None  A large Spear. 
Cost: 600 Zenny
Can be thrown Range: Strength in yards.
Lance 7 Strength+2 None  Smaller then the War Spear and easier to handle, thinner as well.
Cannot be thrown.
Cost: 575 Zenny
Harpoon 7 Strength+1 None Harpoons are usually fishing tools but can be
used as a weapon, it is a 6-7 foot long piece of wood fitted with a barbed spear head which causes little damage          when inserted but will pull out globs of flesh and organs when extricated.
Cost: 450 Zenny 
Javelin 6 Strength+1 None A pole arm that is favored by Dark Elves, the Javelin can be used as a missile or melee weapon. 
Flight: Strength x 2
Cost: 300-500 Zenny depending on type.
Quarter Staff 7 Strength+2 None/Jacket A traditional pole arm, the quarter staff can be used by all classes and races.  Some are collapsible.
Cost: 500 Zenny
Glaive 7 Strength+2 None Basically a spear that takes a normal sword blade and gives it incredible reach.
Cost: 600 Zenny
Halberd 7 Strength+3 None The oldest pole arm in existence the halberd consists of an axe head placed on a quarter staff.
Cost: 650 Zenny
Awl Pike 7 Strength+2 None An infantry spear ranging from 16-22 feet in length.  This weapon is clumsy an mainly used to stop cavalry charges, its mediocre damage isn't worth it.
Cost: 675 Zenny
Bardiche 7 Strength+2 None Bardiche is a corruption of the word Berdysh, the berdysh is an elongated battle axe with a large narrow curved axe head.  This weapon requires lots of room for maneuvering.
Cost: 700 Zenny
Partisan 8 Strength+4 None The partisan is a staff weapon consisting of a long tapering, double edged spear blade with two diagonally set flukes at its base.  The shaft is about eight feet long.
Cost: 800 Zenny
Ranseur 8 Strength+3 None Similar to the partisan save that the flukes are longer, the partisan is a much sturdier weapon, but the Ranseur also offers a longer reach.
Cost: 850 Zenny
Septum 8 Strength+3 None An eight foot long shaft with four small prongs on each side usually angled outward, when the shaft is pulled out of a person they suffer an extra Die of damage.
Cost: 900 Zenny
Mancatcher 8 None None The mancatcher is a pole arm with a special function; to catch a man without killing him.
The weapon is a long shaft with a spring loaded, two pronged end, which will wrap about the man minusing all rolls to a two.
Cost: 1,000 Zenny

Daggers & Other small arms


Weapon Difficulty Damage Conceal Notes
Gaff 6 Strength Pocket Small, easily concealed hook type weapon, mostly used to clean fish, press gangs and sailors who've lost limbs are quite adept at using these.
Cost: 100 Zenny
Shurken 7 3 Pocket  Usually used to blind or make your opponent  raise his arms and block his face distorting
his own vision, tips are also poisoned most of the time.  Cost: 200 Zenny
for a ten pack.
Throw Blade 7 4 Pocket Sometimes used for the same purpose as shurken are. 
Can also be used to put someone's eyes out.
Cost: 350 Zenny for ten.
Bola's 8 3/5 Jacket  Can be thrown Range: Strength x 3 yards; tangles opponent's feet   with three success or more. 
Cost:120 Zenny
Blow Gun 7 2 Jacket Often Poisoned; worthless during windy conditions, 
Range:Strength+3.  Cost: 50 Zenny for 20.
Dagger 4 4 Pocket Small and useful    weapon, favored by most thieves because of it's      quickness 
(Also useful for cutting purses).
Cost: 130 Zenny
Hunting Knife 5 5 Pocket  Larger than the standard dagger, can put holes in most chain mail with little trouble.
Cost: 250 Zenny
Throwing Knife 6 Strength Pocket Small throwing daggers that can be worn in a sleeve or an arm sheath.  Cost: 150 Zenny 
Main Gauche 5 Strength+2 Jacket Huge knife with   protective hand basket.
Used with the left hand.
Cost: 300 Zenny
Cestus Same as punching on brawling chart. Strength+3 Pocket Gloves of metal or  spikes that are worn on the hands.
The spikes can be poisoned. 
Cost: 620 Zenny
Cat Claws Same as clawing on brawling chart. Strength+2 Aggravated Pocket Tiny claws that fit on the hands or the feet.  Can give climbing bonus's, and can be          poisoned.
Cost: 600 Zenny
Laser Claws Same as clawing on brawling chart. Strength+4 Aggravated Pocket As the Cat Claws weapon save that these can be shut on and off and therefore can be worn in public without much notice.
Cost: 800 Zenny
Battery lasts for 36 hours of straight use before it needs recharging.
Vibro Knife 6 6 Aggravated Pocket A hi-tech knife that vibrates at high speeds letting it slice through most tough metals like a hot knife through butter.
Cost: 700 Zenny, only available through black market or on Kikai.
Stiletto 6/7 Strength Pocket The stiletto is a steel made dagger with an extremely thin point, used for puncturing armor and chain mail rings.
Most cities outlaw this weapon.
Cost: Whatever the black market salesman feel's like.
Parrying Dagger 6 Strength+2 Pocket Also illegal the parrying dagger is the most nutorious weapon breaker on Realm.  It has long straight or curved quillons and touch a side ring that extends perpendicular to the blade in order to protect the users fingers.  It is usually a spring loaded weapon with blades that break into three smaller ones, effectively breaking the weapon.
Cost: 500 Zenny
Dirk 6 Strength+1 Pocket A mixture of the knife and the dagger, the Dirk is like the Bastard Sword in that it contains aspects of two other weapons.
Cost: 550 Zenny
Flail 7 Strength+4 Jacket/Trench coat The flail is a long wooden rod with a metal piece attached, like a ball or stone, the metal is connected to the wood via a hinge or a thick chain.
Cost: 650/800 Zenny
Mace 7/8 Strength+5 Trench coat A descendant of the basic club the mace is a more sophisticated barbarian weapon.
Priest or Paladins and even a smattering of knights enjoy using the mace.
Cost: 800/1,000
Zenny
Morning Star 8 Strength+6 Trench coat A morning star is a four foot long shaft of wood with a spiked metal head.
It is similar to the mace.
Cost: 900/1,200
Zenny
Net Special Special Jacket The net is a strange choice for a weapon but can be used as one, it is useful when planing traps and Dark Elves favor this kind of weapon.
Nets usually don't do damage but in some cases nets with thorns anointed with poison can cause some damage, basically a net is for capturing someone or something, to escape the victim must roll strength difficulty 9 and receive 3 successes.
Cost: 400 Zenny,
nets that cause damage are rare and hard to find, much less by, don't count on it.
Whip 8 5 Jacket A whip is a long, heavy, plaited lash made of leather or rawhide.
It's hard to use and the damage is not spectacular, there are chain versions, and thorn versions that can add another one or two to the damage rating but otherwise this is not the weapon of choice for the adventurer.
Cost: 700/ 900 Zenny
Scourge/ Cat 'O' Nine tails 7 6/7 Jacket Shorter versions of the whip with several thongs.
Cost: 600/ 700 Zenny
Sickle 6 Strength+2 Jacket The sickle is a farming tool with a crescent moon shape to it.  It is used in combat primarily by peasants or adventurers who have no weapon and are forced to make do,  Druids and Magister Wyld favor this weapon.
Cost: 450 Zenny
Sling/Staff Sling 7/6 4/ Strength+2 Pocket/ Jacket A stick with a rubber strap used to launch rocks at the enemy.  The staff sling is a staff with a sling on top and can be used as both weapons.
Cost: 350/ 700 Zenny
Sap 5 Strength Pocket Also known as a blackjack, it is a small leather bag with something heavy like sand or rocks inside, thieves favor it and use it to knock out any guard they sneak up on, it has no effect on a helmeted target save getting him/her angry.
Cost: 350 Zenny
Eskrima (Arniese Sticks) 5 Strength+2 Jacket A pair of two foot long sticks made of extremely hard wood.  They are considered deadly in the hands of an Arniese master.
Cost: 400 Zenny

Dwarf Weapons
The only reason I named this section Dwarf weapons was because Gimli Screwfastener held a war hammer to my head,
otherwise I would have just put them all under miscellaneous.

Weapon Difficulty Damage Conceal Notes
Battle Axe 7 Strength+5 None Huge powerful     Dwarfish weapon that can smash the paté out of any foe.
Cost: 650/850 Zenny 
Throwing/Hand Axe 6/8 Strength+3 Trench coat A smaller version of the Battle Axe, the throwing, or hand, axe
has a sharp steel tip, counterbalanced by a pointed fluke.  The short handle has a point on the bottom and may have a spike on the top.
Cost: 500 Zenny
War Hammer 8 Strength+6 Trench coat Ah Gimli old buddy, you had better appreciate this!  The War Hammer is of course a Dwarf made weapon, but it can be used by other races, Knights on horseback in particular favor this weapon, it symbolizes the Dwarven race, short, tough, and blunt.
Cost: 1,000 Zenny
Pick 7 Strength+3 None Mainly used for digging, a powerful weapon in skilled hands.
Cost: 500 Zenny
Lochaber 7 Strength+5 None This is more of a Pole Arm and most Dwarves can't handle it since it has a 5 foot handle topped by a huge double edged axe.  Its a rather nasty weapon that is the direct cause of many accident in people pants.
Cost: 600 Zenny

Bows, Cross Bows, Arrows

Weapon Difficulty Damage Conceal Notes
Bow 7 Depends On Arrow Trench coat Bows have been used since the early days of man, it also brought with it much boasting and ego inflation, the first hotshots.
"Uhgg, me great hunter!"
"Ahh bear droppings!"
Cost: Bows have varying costs depending on quality and location, usually though they range in 600-700 Zenny a piece.
Range: 70-80 Feet.
Short Bow 6 Depends On Arrow Trench coat About 51/2 feet average, the short bow is the favored weapon of orcs, and centaurs.
Range: About 60- 70 feet.
Cost: 650 Zenny
Long Bow 8 Depends On Arrow None 6-61/2 Feet tall and has a longer range then the bow or short bow.
Range: 120-250 Feet in good weather conditions.
Cost: 900-1,200 Zenny
Composite Bows 6/7 Depends On Arrow Trench coat/ None Composite bows are bows that adapt to the strength of the user, thus if the user has a strength of four and above then he may add two more automatic damage to the total.  (So long as he hits.)
Range: As a long or short bow, composite bows are just upgrades of the others.
Cost: 1,000-1,300
Zenny
Collapsing Bow 7 Depends On Arrow Pocket A special short bow that can collapse into
several pieces of wood and be hidden in a          pocket. 
These are considered illegal on all of Realm, DO NOT be          caught with one.
Range: As short bow.
Cost: Depends on merchant, it's illegal.
Cross Bow 6 Depends On Arrow Jacket A small device that shoot's a bolt from a loaded spring.
A goblins favorite. Range: 30-50 Feet.
Cost: 500 Zenny
Arrow None 4 Jacket Range from 20-40 inches long, the fletching consists of two or more feathers set axially to the shaft.
Cost: 100 Zenny for a pack of thirty.
Flight Arrow -1 4 Jacket Built for range.
Plus 40 feet to flight.
Cost: 120 Zenny for pack of thirty.
Incendiary Arrow +1 6 Aggravated Jacket An arrow with a wad of hemp soaked in a bituminous substance placed just beneath the head.
Cost: 200 Zenny for a pack of thirty.
Sheaf Arrow +1 7 Jacket Heavier than most arrows, sheaf or war arrows can only be fired from a long bow and receive a minus 20 from range ability.
Cost: 300 Zenny for a pack of thirty.

Firearms
All guns are considered lethal damage to those races without Anger to soak it.

Weapon Difficulty Damage Conceal Notes Rate of fire
Lite Revolver 6 4 Pocket Six shot traditional handgun.  (Yeehaw cowboy)
Cost: 900 Zenny
3
Heavy Revolver 7 6 Jacket Six shot's, longer range and higher damage.
Cost: 1,000 Zenny
2
Lite Pistol 6 4 Pocket Holds 17 bullets plus one in the clip.
Cost: 940 Zenny
4
Heavy Pistol 7 5 Jacket Holds 7 plus one bullets.  Slightly better damage but not worth the trouble.
Cost: 1,200 Zenny
3
Rifle 7 8 None Big gun that packs
quite a punch! 
Not much armor can stand up to
the punishment this gun dishes out.
Holds 5+1 bullets.
Cost: 1,400 Zenny
1
Mac-10 6 4 Jacket A small automatic with a hair trigger, if you sneeze it will probably go off.
Holds 30+1 bullets.
Cost: 1,400
5
Uzi 6 5 Trench coat Larger version of the Mac-10, the uzi has better control and does more damage.
Holds 32+1 bullets.
Cost: 1,550 Zenny
5
Assault Rifle 7 7 None Powerful weapon meant for combat, easy to carry and reload.
Holds 42+1 bullets.
Cost: 1,700 Zenny
3
Shotgun 7 8 Trench coat The weapon of choice, only the most powerful armor can stand up to the 12 gauge bullets this gun fires.
Holds 5+1 bullets.
Cost: 2,000 Zenny
1
Semi-auto Shotgun 7 8 Trench coat As the above weapon save it can fire up to 3 rounds per turn.
Holds 8+1 bullets.
Cost: 2,500 Zenny
3
Barreta 6 6 Pocket Also known as the 9mm, the Barreta is the favored handgun in Kikai.
Holds 15+1 bullets.
Cost: 1,000 Zenny
3
Colt Anaconda 6 7 Pocket The most powerful handgun known to man, or any other race on Realm.
Holds 5+1 bullets.
Also the bullets for this gun are hard to come by, they usually cost just as much as the gun, therefore you must forge your own.
Cost: 2,300
Zenny
1
Blaster 6 6 Aggravated Jacket Found commonly
in Kikai and in some parts of Sheran that are close to Kikai.  It shoots a blast of energy that can rip through most
mundane armors and 
the toughest of skins.
One Charge Has 25 shots.
Cost: 3,000 Zenny
3
Blaster Rifle 7 8 Aggravated Jacket A powerful, heavy blaster capable of downing a tank (Without blast proof shielding.)
One Charge has 45 shots.
Cost: 3,900
Zenny
2
Grenades 6 (If thrown) 6 Aggravated Pocket A small bomb that can
be thrown.  There are          two types, 
Anti personnel
which blow shrapnel
every which way cutting people up. 
The other type will explode and destroy everything in its 4 foot radius.
Cost: 1,500 for a case of 20.
None
Thermite 7 (If thrown) 8 Aggravated Pocket Also known as Airin 666's.
The thermite bomb is best placed then thrown, it emits a powerful controlled burst that takes up a radius of five feet.  It literally incinerates anything in the radius and gives third degree burns
for about another 3 feet.
Cost: 1,000 for a case of ten.
None
Grenade Launcher 6 Depends on Grenade Trench coat A gun specially made for launching grenades.
The damage depends on the type of grenade used.  The standard is listed above.
Cost: 4,000 Zenny
1
Acid Grenade Plus 1 7 Aggravated Jacket Acid Rounds burn through skin, bone, metal, armor.
Cost: 1,000 Zenny for a case of 10
None
Pyro Grenade Plus 1 8 Aggravated Jacket Cause incredible fires.
Anything flammable with immediately catch fire.
Cost: 1,200
Zenny for a case of 10.
None
Tear Gas Grenade No Modifier 3 Jacket Will release a white mist that irritates the skin and eye's distracting an enemy for their dots in perception turns.
Cost; 1,350 Zenny for a case of ten.
None
Taser 5 1 Aggravated per turn caught in it's line of fire. Pocket A small but deadly weapon, the taser shoots two small electrodes on a thin wire, when they come in contact with the skin they send 3,000 volts of electricity through the victim.
The victim can make a dex save each turn caught in it to escape.  The save is Dif 9 and you need at least two success.
Cost: 3,000 Zenny.
You may only find this weapon in Kikai or the black market.
1
Rocket launcher 8 10 Aggravated None Shoots a huge missile, very hard to handle and the backlash could brake someone's arm, must roll strength after firing Dif 8 or you might brake your arm or collar bone.
Holds one rocket at a time, they can be bought at the same place for 500 each.
Cost: 4,000 Zenny.
1



Armor
Armor is used to protect the adventurer from certain types of attack.
But it wont always hold up, you must take care of armor, just as you should take care of your weapons.
An armors soak rating is how much damage it automatically soaks before you start taking damage, if an armor takes over double the damage it can soak then it has a chance of breaking, roll the soak against the damage dif 7, if it doesn't brake but the roll wasn't quite good then it is damaged and can only soak half of it's original soak rating.  To soak aggravated damage you must roll the armor's soak rating, and only certain armors give a defense against magick.  When one wears armor with a soak level above 5, then one forfit all rights to an additional stamina roll.
The GM hath spoken.


Name Description Soak Dex Modifier Cost
Leather Armor Strong and stiff, this armor gives more of a mental edge then any real protection.  1 None 300 Zenny
Studded Leather Leather armor with studs of pebbles or nail, the better crafted versions have metal spikes protruding from it.
Offers a slightly better defense then leather armor and weighs less then metal armor.
2 None 450 Zenny
Scale Mail A coat of soft leather covered with overlapping pieces of metal or scales. 3 1 500 Zenny
Dragon Scale Mail A powerful set of armor, much like the scale mail save it is made from actual dragons scales, the recommended armor for a Dragoon, Ryu-Jin find this armor distasteful, since it feels like wearing your best friends skin. 5 2 1,000 Zenny
Brigandine Armor A variant of scale mail used by thieves and cutthroats.  An undercoat of soft leather with small metal plates covering it. 3 1 600 Zenny
Chain Mail Is made of interlocking metal rings.  It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows.
Very heavy.
4 2 750 Zenny
Banded Mail Armor made of overlapping horizontal strips of metal sewn over a backing of normal chain mail and soft leather backing. 5 3 1,200 Zenny
Bronze Plate Mail The softest of the true plate mail armors, bronze plate mail is made of heavy metal plates attached to a layer of brigandine or composite layers of metal scales and leather or padded armor. 5 3 2,400 Zenny
Plate Mail As bronze mail save that it is tougher. 6 4 3,700 Zenny
Field Plate Armor Field plate is made of shaped and fitted metal plates
riveted over the entire body, it includes gauntlets, boots and a visored helm.
7 5 5000 Zenny
Full Plate Armor The best armor a warrior can buy, both in appearance and protection.  The perfectly-fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. 8 6 10,000 Zenny
(Very Rare as well)
Elven Chain Mail Elven chain mail is made of Mithril, a powerful and light alloy that practically exudes magickal power. 5 None So rare that if you found a store selling it then be prepared for an outrageous price.
Magickal Elven chain mail As above but with a spell cast over it, the mail never brakes, doesn't need maintenance, and is lighter than a doves feather. 6 +1 to Dexterity Very unlikely you'll find one and they aren't sold in stores.
Drow Chain Mail As the magickal Elven chain mail save that if it is not subjected to the radiation of the Dark Elf homeland under the earth, then it will rot away. 6 +1 to Dexterity Not likely.
Dwarven Plate Mail The forged black iron plate mail made by Dwarves for their people only, though Wood Sprites can wear it some trouble and lots of complaining, Wood Sprites hate heavy things, especially since they are hard to steal. 6 3 2,000 for Dwarves(Price escalates insanely for anyone other then a Dwarf.)
Magickal Dwarven Plate Mail As above, only lighter and tougher. 8 2 9,000 for a Dwarf and a truly outrageous price for anyone else.
Shiku Armor A tough armor that is light and durable. It stretches to fit the Shiku's body, wich is quite helpfu, so if they gain a few pounds they don't have to buy new armor.
Other people can wear Shiku armor but it is very hard to find, the only place on Realm that has good quality Shiku armor is the Isle of Shiku. 
6 2 Found only on Shiku in good condition, you might be able to get a suit on the black market but it will be exspensive and probably not good quality.
Spike Armor Full plate armor covered in 3-5 inch long spikes that prevent large snakes from constricting the wearer. 8 5 11,000 Zenny, very rare.

Shields
Shields are used to parry blows from hand held weapons and arrows, they add to the soak level of the armor you are wearing.

Name  Description Soak Dex Modifier Cost
Dragon Shield  A medium sized shield that is made from Dragon Scales and lined with Dragon teeth. +3 -1 Go ask a Dragoon.
Buckler A small round shield that fastens to the forearm.  It is about 1 foot in diameter and therefor may only protect against one attack per round. +1 None 400 Zenny, easily found in any shop in any rundown village.
Small Shield Similar to the buckler save that it is 2 feet in diameter,  It may protect at least two attacks per turn. +2 -1 600-700 Zenny.
Medium Shield A large shield that can vary in shape, from a simple triangle with the point facing downward to round, square, or dragon wings.  This shield is so large that the character wont be able to hold anything else in that hand. +3 -2 1,000-1,300
Zenny.
Body Shield Also known as the tower or kite shield, it is a massive wooden or metal shield reaching from the chin to the toe of the user.
It is normally six feet tall and is very heavy.
+4 -5 3,000
Mirror Shield Can be found in any shield size, has a highly reflective surface useful for deflecting laser blasts.  If this is magickally enhanced if will gain the ability to deflect certain types of magick. Depends on size Depends on size normaly about 5,000 and up.

Helms

Headgear, often makes one look rediculous, but when laying seige to a fortified castle one should be grateful when the arrows bounce off you helmet instead of finding a new home nestled in your skull.

Name  Description Soak Perception Modifier Cost
Cap A padded leather or metal skull cap. +1 None 300 Zenny
Colf A padded chain mail hood usually worn under a great helm. +1 -1 500 Zenny
Open-Face Helm Covers most of the head save the face and neck, some come with protection for the nose, this piece is called a nasal. +2 -1 900 Zenny
Closed Face Helm Identical to the iopend faced helm save that it provides a visor which can be swung up. +2 -2 1,200 Zenny
Great Helm A massive helm that covers the entire head including the neck and face, it has small slits for limited vision and sight, it has no visor and therefore must be pulled off to see more clearly. +3 -3 2,000 Zenny
Dragon Helm Usually a closed faced type helm made from the head of a baby Dragon, Dragoons favor this helm and are usually the only ones to wear them.  (Since they are also the only ones who stand a fair chance of surviving the Frenzy a Ryu-Jin will fly into when he sees that helm.) +3 -1 Ask a Dragoon
Wizard Hat A standard issue conical hat that makes all wizard look ridiculous.
This hat has a nasty habit of falling over its owners eyes, it thinks it's quite funny. May come with decorations.  (Like stars or some other arcane symbols.)
+1 (Against Magick) -1 (Sometimes falls over eyes) 1,000 Zenny (Only worn by magick users.)


Items
What kind of RPG would it be with out special items for healing and casting spells?
There are all types of items to buy, find, sell, or make in the world of Realm.

Restoration Items


Name Description Place of Origin Cost
Herb A small leafy plant that has medicinal properties, it can heal most wounds when it's juice is placed put it and when ingested has the ability to cure sickness and poison.
Restores 3 HP or cures poison.
Can be grown almost anywhere, originally found in area's surrounding the Elven kingdom of Karnish. 100 Zenny
Wisdom Fruit A perfectly round hand sized fruit with a purpleish color to it.  It is known for it's magickal properties and restores power to magi and other magick users.  (Restores 3 AP) Can be found growing about huge Yggdrasil tree's, powerful fire magi can grow these much sought after fruits. 500 Zenny
Potion Created from a mixture of Herb and Wisdom fruits, it can restores 3 Aggravated wounds and 3 AP. Man Made object, squeezed from the juices of an herb and a wisdom fruit.  It's exact mixtures was discovered by a Mana-Jin named Daos who was looking for a drug to strengthen his thin Albino blood. 1,000Zenny
Magick Shard A small finger sized crystal that is basically solidified magick.
Restores all AP.
Usually spring up from the graves of dead magi or, in some cases, in spots where much magickal power was spent. If you can find a store that sells it then the price is up to the shop owner, it is a very rare item.
Saiya Bean A powerful bean that restores all lost health, cures poison, regenerates newly lost limbs and increases strength by two points.  (The latter is only temporary.) Crystal caves that reflect sunlight onto the moist soil of the cave floor.  These are hard to come by and harder to grow. 3,000 Zenny
Amonia A small ugly weed like plant that, when crushed and waved under and incapacitated characters nose will revive him/her. The amonia bush, can be found in any forest. 1,200 Zenny

Special Items
Special items are magickaly enhanced charms or trinket that perform a certain magickaly trick once or as many times as you want.
To actually create a magickal item you must posses the other trait: "Dedicate", and the magick that the item emulates.  These are but a few items, the player may create new types but it is up to the GM about how it should work and how well.


Name Description Cost
Ring of Blinking This ring allows the wearer to blink five feet in any direction, even up.  It must be activated by a command word that is usually written on the inside of the ring, the ring will activate even if the word is spoken by someone else as long as the ring is in ten feet of the voice.  The person blinks in whichever direction they are facing. 3,000 Zenny.
Ring of Fire Resistance The wearer of this ring is totally immune to normal fire, magma of any kind.  They may also resist magickal fire at their Sento-Ryoko. 5,500 Zenny
Helm of Invisibility This helmet renders the wearer completely invisible, while invisible they may not attack nor talk.  If they do so they will become visible once again, some Magi have the ability to detect this trick. 7,000 Zenny
Helm of Mind Shielding This beautifully crafted helmet protects the wearer from any sort of mind reading from another person of his Sento-Ryoko.  If someone's Sento-Ryoko is higher then his he and the person attempting to read his mind must roll their Sento-Ryoko Difficulty 8, whoever has the highest number of successes is the victor. 10,000 Zenny
Ring of Regeneration Wearing this ring will restore one un-aggravated health point a turn. 9,000 Zenny
Scales of Protection This is a very special kind of armor that was created by an Elf cleric named Reesh'An.
It has the same protection bonus's as scale armor but whenever you get hit the damage is halved, you receive one half and the enemy who inflicted the damage receives the other half.
This item is so rare that it is not sold in any known store.
Wand of Lightning This wand will release a ball of of concentrated blue lightning that does the same amount of damage as the level four air spell "Bolt". 10,300 Zenny
Ball/Bowl of Scrying The ball or bowl of scrying allows a person to things happening far away, as long as the person is a little familiar with the place or region.
Both take a great toll on the user, after spending on turn per point in stamina the person starts losing HP and AP, but the scrying device wont kill them.
The ball is simple, look into it, the bowl on the other hand is different, you need fresh water from a spring and you must cut yourself and pour you blood into the water to use it.
The ball is 12,000 and the Bowl is 9,000 Zenny
Staff of Smiting This weapon looks like any normal rod, but when in battle it is the bane of many a fighter.  This rod will amplify any attack it is used in, sending the person flying.  The Dif is 6 and the Dam 6, to activate the rod spend an AP, whatever damage you roll will be doubled. 8,000 Zenny
Wand of Fire Contains the spells, fireball, flame shield, pyrotechnics.
They work the same and cost just as much AP to power.
10,300
Wand of Frost Contains the spells, ice wall, icle shower, freezing rain.
They work the same and cost just as much AP to power.
10,300
Wand of Paralyzation This rod will paralyze an enemy for 1d10 turns.  Roll to hit the enemy, if you manage 3 or more damage then he is paralyzed. 11,000 Zenny
Amulet of True Seeing Protects from illusions, most shop keepers have been known to possess one of these.
Roll perception Dif 5 + the illusionist's Sento-Ryoko.
10,000 Zenny
Pouch of Holding It appears to be a common cloth sack, but the truth is on the inside, it has the capacity to hold an infinite amount of small items and trinkets.  Clerics have been known to use these as their medicine bags. 5,000 Zenny
Cloak of Protection Same protection level as  field plate armor. 14,000 Zenny
Suit of Holding Looks like a long flowing Karate Gi with huge sleeves and baggy leggings with tapered legs.  It is known for holding thousands of weapons which can be summoned into the wearers hand immediately. 15,000 Zenny
Cloak of Holding It holds an infinite amount of items and weapons, as the suit. 13,000 Zenny
Ring of Ice resistance As the ring of fire resistance. 5,500 Zenny
Arrows of Direction Will home in on the target the archer tells it to, GM makes a secret roll to see wear it hits. 1,000 For a quiver of 20.
Pegasus Boots Look like normal boots, but when activated (With the expenditure of one AP) you may walk on air for 1d10 turns. 9,000 Zenny
Slippers of Spider Climbing The perfect thief shoes!  Stick to any surface and allow the player to walk on any surface and even up walls. 10,500 Zenny
Endless Quiver Will supply the archer with and endless amount of NORMAL arrows. 12,600 Zenny
Caltrops Not a magickal item but effective nontheless,  a small metal ball bristling with 
metal spike or prongs. 
Used todisway annoying pursuers by punctering their feet. 
The only protection from a Caltrops is an armored boot, they usualy cause
one die of damage but can be 
poisoned.  When stepped upon the charactor may only move at a painfully slow hop until it is removed.
300 Zenny for a bag of ten

 


Hast thou fully equiped thyself?  Good, then we shall return with haste unto the main page.

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