Bomb Pouch. - Does not include bombs, but keeps them tucked away and less likely to detonate accidentally. - This pouch holds up to three bombs. - $25.
Empty Pouch. - Just an open pouch, useful for tossing random bric-a-brac into. - Must be of suitable size, check with your GM. - Can contain up to six, appropriately sized items. - Not suitable for potions or bombs, as these items are volatile. - $25.
Warrior's Toolkit. - Necessary for upkeep of equipment. - A whetstone - Weapon oil. - A soft, cotton cloth. - A rasp. - A small file. - 10 feet of leather thong. - Brass wire. - A small hammer.
Survivor's Oilskin Sack. - A collection of tools hard to fabricate in the wild. - A small camp knife. - A waterproof fire kit containing flint, firesteel and packed cotton soaked in pitch. - A torch. - A needle. - 100 feet of tarred bank line. - A small steel canteen. (32 oz)[/i]
Dungeon Crawler's Hipkit. - Items useful when underground. - A flint. - 3 torches, oiled. Duration 1 hour each. - A map book. - A handful of charcoal. - A water flask. - A handful of chalk. - A small pick.[/i]
Overnight shelter. - Because sleeping on the ground is terrible. - A square sheet of oiled canvas, 12 feet across. - 4 iron stakes. - 100 feet of cordage.[/i]
Sleeping system. - For those cold nights. - A woolen blanket. - A blanket pin. - A thick pair of socks. - This pouch can be stuffed to make a suitable pillow.[/i]
Garments of the Flippant Knife - The Flippant Knife were a gang of mercenaries that made quite a name for themselves - before they disbanded over an argument regarding their name. - Light armour. - Increases the range of any thrown weapon. - Allows the user to carry an additional reserve weapon, this must be a throwing knife type weapon.[/i]
Longshadow Robes. - Trademark robes of an as yet unidentified cult. - Clothing, no defensive value. - The user may make their form ethereal for one round. This makes their form visually hazy and harder to follow with the naked eye. - Doing so induces fatigue equivalent to using a level 3 magic technique. - Repeating this process within the next five rounds will increase fatigue incurred by one level, each time. - This ability can be used three times per adventure only. - These robes cannot be worn in daylight, or they will be destroyed.
Lightdrinker Dagger. -A simple enough dagger, favored by assassins for it's simple enchantment. - One handed melee. - If wielded in the dark or complete shadow, this dagger is very hard to see. - This dagger reflects no light in these conditions. - When used in such conditions, this leads to a minor increased chance to hit your target.
I now have three of these each and an additional 40 gold.
Eternity
“Put some clothes on, you weird, yellow-eyed, table-dancing, werewolf-training, cryptic, stare-me-right-in-the-eyes-and-don't-even-blink wench.”
Packmother Hood - Specifically crafted for the Vanguard member, Kiko. It symbolizes her rank and achievements within the Vanguard and is a sign of grattitude from it's members. This hood is purpose built to not only enforce the admiration and utmost respect Grayell has for Kiko, but also compliments her ability to always shadow him, being a silent protector that forever keeps him safe. - Helm. - This item is entirely unique. Presence. - Three times per adventure, Kiko can consciously amplify her Kinship talent. - This pushes her Kinship past the norm and asserts her presence and dominance on those of lesser mental fortitude than her own. - This can lead to compliance, intimidation or sheer terror. Elusion - Three times per adventure, Kiko can consciously mute her Kinship talent. - This can allow her to remove herself from the awareness of others who are not actively focussing on her. - This can obviously compliment any stealth application. Vanguard - Users wearing a Vanguard hood can communicate mentally within the same thread.
Eternity
“Put some clothes on, you weird, yellow-eyed, table-dancing, werewolf-training, cryptic, stare-me-right-in-the-eyes-and-don't-even-blink wench.”