
Post by NPC on Jan 10, 2018 2:17:57 GMT 6
The Heavy Hammer The Heavy Hammer has a very serious air about it. The building is made of sturdy cobblestone, and the sign outside is made of simple wood, burned with the name of the shop. There are no windows looking into the shop from the street. The door is thick and heavy, made of dark wood with a sturdy old iron handle. Inside, there are tons of weapons along the walls, all held for display on either in wooden racks or held against the walls with steel pegs. There are stout barrels filled with different varieties of ammo sitting next to the weapons which fire them. A fire crackles in a fireplace in the far wall, next to it a huge study and scuffed anvil. There is no 'counter' where one brings their goods, instead there are signs posted throughout the shop. "Don't touch anything without assistance." Note: The Heavy Hammer accepts gemstones in exchange for weapons and armor. Credits are accepted for miscellaneous services only. Pets: Pets are not allowed in The Heavy Hammer.



Post by NPC on Jan 10, 2018 2:18:15 GMT 6
Blunt Weapons Maul (Steel or Iron) Hands Used: Two Distance: Melee Damage: 1d10 (blunt) Dice Effect: 6 to "chance to hit" or "chance to defend" Cost: 325 Mallet (Dark Wood or Light Wood) Hands Used: Two Distance: Melee Damage: 1d8 (blunt) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 150 JoHands Used: One Distance: Melee Damage: 1d4 (blunt) Dice Effect: None Cost: 50 Garnled StaffHands Used: Two Distance: Melee Damage: 1d4 (blunt) Dice Effect: None Cost: 50 MaceHands Used: One Distance: Melee Damage: 1d4 (blunt or piercing) Dice Effect: None Cost: 50 ClubHands Used: One Distance: Melee Damage: 1d6 (blunt) Dice Effect: None Cost: 50 TonfaHands Used: One Distance: Melee Damage: 1d6 (blunt) Dice Effect: +4 to “chance of hit” or “chance to defend” Cost: 60 CrowbarHands Used: One Distance: Melee Damage: 1d6 (blunt) Dice Effect: None Cost: 50



Post by NPC on Jan 10, 2018 2:18:43 GMT 6
Bladed Weapons WhetstoneKeeps blades sharp with a little bit of work.Cost: 10 DaggerHands Used: One Distance: Melee Damage: 1d4 (bladed or piercing) Dice Effect: None Cost: 50 DirkHands Used: One Distance: Melee Damage: 1d4 (piercing) Dice Effect: None Cost: 50 KnifeHands Used: One Distance: Melee Damage: 1d4 (bladed or piercing) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 50 BladeHands Used: One Distance: Melee Damage: 1d4 (bladed) Dice Effect: None Cost: 50 HatchetHands Used: One Distance: Melee Damage: 1d6 (bladed) Dice Effect: None Cost: 50 Short SwordHands Used: One Distance: Melee Damage: 1d6 (bladed) Dice Effect: +2 to “chance to hit” or “chance to defend” Cost: 50 Broad SwordHands Used: Two Distance: Melee Damage: 1d8 (bladed) Dice Effect: None Cost: 100 KatanaHands Used: Two Distance: Melee Damage: 1d8 (bladed) Dice Effect: +2 to “chance to hit” or “chance to defend” Cost: 200 Needle Hands Used: One Distance: Melee Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 100 RapierHands Used: One Distance: Melee Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 100 LongswordHands Used: One Distance: Melee Damage: 1d8 (bladed) Dice Effect: None Cost: 100 Stiletto (Black, Blue, Maroon, or Green) Hands Used: One Distance: Melee Damage: 1d4 (piercing) Dice Effect: None Cost: 25 SickleHands Used: One Distance: Melee Damage: 1d6 (piercing or bladed) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 100 Scythe (Iron or Steel) Hands Used: Two Distance: Melee Damage: 1d8 (bladed) Dice Effect: 6 to "chance to hit" or "chance to defend" Cost: 75 NaginataHands Used: Two Distance: Melee Damage: 1d8 (bladed) Dice Effect: None Cost: 400 KamaHands Used: One Distance: Melee Damage: 1d6 (piercing) Dice Effect: None Cost: 200 Flesh RenderHands Used: Two Distance: Melee Damage: 1d10 Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 350 Jambiya (Blue, Green, Obsidian, Red, or Silver) Hands Used: One Distance: Melee Damage: 1d6 (piercing) Dice Effect: None Cost: 100 Bladed Tonfa Hands Used: One Distance: Melee Damage: 1d4 Dice Effect: None Cost: 75 Strange Carving Knife (Gold, Nephrite) Hands Used: One Distance: Melee Damage: 1d4 Dice Effect: None Cost: 50 ClawHands Used: One Distance: Melee Damage: 1d6 (piercing) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 50 KrisHands Used: One Distance: Melee Damage: 1d6 (bladed) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 100 FalchionHands Used: One Distance: Melee Damage: 1d6 (bladed) Dice Effect: None Cost: 100 ScimitarHands Used: One Distance: Melee Damage: 1d6 (bladed) Dice Effect: None Cost: 100 BattleaxeHands Used: Two Distance: Melee Damage: 1d10 (bladed) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 150 TwinBladed AxeHands Used: Two Distance: Melee Damage: 1d8 (bladed) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 175 Dagger ScabbardHelpful for keeping your weapon (and you!) safe. Fits most small daggers and other very small blades. Cost: 25 Small ScabbardHelpful for keeping your weapon (and you!) safe. Fits most short swords and other small blades. Cost: 25 Large ScabbardHelpful for keeping your weapon (and you!) safe. Fits most long swords and other larger blades. Cost: 25



Post by NPC on Jan 10, 2018 2:19:04 GMT 6
Piercing Weapons War ForkHands Used: Two Distance: Melee Damage: 1d6 (piercing) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 150 PikeHands Used: Two Distance: Melee, Close Damage: 1d10 (piercing) Dice Effect: 6 to "chance to hit" or "chance to defend" Cost: 150 Long SpearHands Used: Two Distance: Melee, Close Damage: 1d8 (piercing) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 100 JavelinHands Used: One Distance: Melee, Close Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 100 GlaiveHands Used: Two Distance: Melee, Close Damage: 1d8 (bladed) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 150 HarpoonHands Used: Two Distance: Melee, Close Damage: 1d8 (piercing) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 400



Post by NPC on Jan 10, 2018 2:19:26 GMT 6
Archery Short BowHands Used: Two Distance: Close, Medium Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 100 Long BowHands Used: Two Distance: Long, Extreme Damage: 1d10 (piercing) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 150 Composite BowHands Used: Two Distance: Medium, Long Damage: 1d8 (piercing) Dice Effect: None Cost: 200 Battle BowHands Used: Two Distance: Close, Medium Damage: 1d8 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 200 CrossbowHands Used: Two Distance: Medium, Long Damage: 1d8 (piercing) Dice Effect: None Cost: 350 Hand CrossbowHands Used: One Distance: Close, Medium Damage: 1d4 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 40 Arrows (each) Gives no bonus to damage, required for use of any "bow"Cost: 10 Bolts (each) Gives no bonus to damage, required for use of "crossbow"Cost: 10 Razor Arrows (each) +1 bonus to damage, bow onlyCost: 25 Poison Arrows (each) Gives no bonus to damage, but target is poisoned and takes an additional 1 point of damage for the next 3 turns.Cost: 50 Arrow Quiver Required for carrying multiple arrowsCost: 50 Credits Bolt Quiver Required for carrying multiple boltsCost: 50 Credits



Post by NPC on Jan 10, 2018 2:19:46 GMT 6
Firearms RifleHands Used: Two Distance: Medium, Long Damage: 1d8 (piercing) Dice Effect: None Cost: 1600 PistolHands Used: One Distance: Close, Medium Damage: 1d6 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 1000 RevolverHands Used: One Distance: Close, Medium Damage: 1d6 (piercing) Dice Effect: None Cost: 400 ShotgunHands Used: Two Distance: Melee, Close Damage: 1d10 (piercing) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 1500 Sniper RifleHands Used: Two Distance: Long, Extreme Damage: 1d12 (piercing) Dice Effect: +6 to "chance to hit" or "chance to defend" Cost: 2000 Pistol Bullets (12) Gives no bonus to damage, required for use of PistolCost: 100 Revolver Bullets (6) Gives no bonus to damage, required for use of RevolverCost: 100 Rifle Bullets (10) Gives no bonus to damage, required for use of RifleCost: 100 Shotgun Bullets (6) Gives no bonus to damage, required for use of ShotgunCost: 100 Holster  Light Leather Handy for carrying onehanded guns.Cost: 50 Credits Holster  Dark Leather Handy for carrying onehanded guns.Cost: 50 Credits



Post by NPC on Jan 10, 2018 2:20:04 GMT 6
Thrown Weapons Hunting SpearHands Used: Two Distance: Melee, Close Damage: 1d8 (piercing) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 50 BoomerangHands Used: One Distance: Melee, Close (Thrown, returns if a miss) Damage: 1d6 (blunt) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 78 ShurikenHands Used: One Distance: Melee, Close Damage: 1d4 (bladed) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 25 Bola (regular or fruit) Hands Used: One Distance: Melee, Close (Thrown) Damage: 1d6 (blunt) Dice Effect: None Cost: 50 Sling (dark or light) Hands Used: One Distance: Close, Medium Damage: 1d4 (blunt) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 25 Sling Pebbles (15) Gives no bonus to damage, required for sling.Cost: 25 Sling Stones (10) +1 bonus to damage, sling only.Cost: 25 Throwing Axe (West Sky, West Sand, North Storm, or North Sea) Hands Used: One Distance: Close, Medium Damage: 1d6 (bladed) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 25 Balanced Knife (Steel, Black) Hands Used: One Distance: Melee, Close Damage: 1d4 (bladed or piercing) Cost: 25 Throwing DaggerHands Used: One Distance: Melee, Close Damage: 1d4 (piercing) Cost: 25 DartHands Used: One Distance: Close, Medium Damage: 1d4 (piercing) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 15 Poison DartHands Used: One Distance: Ranged Damage: 1d6 Cost: 75



Post by NPC on Jan 10, 2018 2:20:26 GMT 6
Exotic Weapons DoubleBladed SwordHands Used: Two Distance: Melee Damage: 1d8 (bladed) Dice Effect: +4 to "chance to hit" or "chance to defend" Cost: 200 Sai (Regular, Morning, Night) Hands Used: One Distance: Melee, Close (Thrown) Damage: 1d6 (pierce) Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 62 WhipHands Used: One Distance: Melee, Close (Reach) Damage: 1d8 (blunt) Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 31 Katar (Alabaster, Rune, Brass, Gold, or Ice) Hands Used: One Distance: Melee Damage: 1d6 (bladed or pierce) Dice Effect: None Cost: 62 Vine WhipHands Used: One Distance: Ranged Damage: (blunt damage), 1d4 Dice Effect: None Cost: 52 Star Blade (Crime, Forest) Hands Used: One Distance: Ranged Damage: 1d4 Dice Effect: 2 to "chance to hit" or "chance to defend" Cost: 52 ChainBladeHands Used: Two Distance: Melee, Close (Reach) Damage: 1d8 (bladed) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 78 Sacred Spork of DoomHands Used: One Distance: Melee Damage: 1 Dice Effect: None Cost: 16 Pistol Sword (Pistol) Hands Used: One Distance: Ranged Damage: (piercing damage) 2d8 Dice Effect: +2 to "chance to hit" or "chance to defend" Cost: 1100 *Buying a Pistol Sword gives the option of using it as a pistol, or as a sword. Pistol Sword (Sword) Hands Used: One Distance: Melee Damage: (bladed damage) 1d8 Dice Effect: None Cost: 1100 *Buying a Pistol Sword gives the option of using it as a pistol, or as a sword. ChainHands Used: Two Distance: Melee, Close (Reach) Damage: Melee, Close (Reach) Dice Effect: 4 to "chance to hit" or "chance to defend" Cost: 25 BlowgunHands Used: Two Distance: Ranged Damage: (piercing damage) 1 Dice Effect: None Cost: 25 Bagh NakhHands Used: One Distance: Melee Damage: 1d4 (pierce) Dice Effect: None Cost: 150



Post by NPC on Jan 10, 2018 2:20:45 GMT 6
Magical Weapons WandHands Used: One Range: Close, Medium Damage: 1d6 (psychic) Dice Effect: +2 to “chance to hit” or “chance to defend” Note: 20 discharges (per day) Cost: 1500 Witch's Spoon Hands Used: One Range: Close, Medium Damage: 1d6 (light) Dice Effect: +2 to "chance to hit" or "chance to defend" Note: 20 discharges (per day) Cost: 1500 Wizard’s StaffHands Used: One Range: Close, Medium Damage: 1d8 (psychic) Dice Effect: None Note: 20 discharges (per day) Cost: 2000 Witchdoctor's BesomHands Used: One Range: Close, Medium Damage: 1d8 (shadow) Dice Effect: None Note: 20 discharges (per day) Cost: 2000 Cerulean Izer StaffHands Used: Two Distance: Melee Damage: 1d6 Dice Effect: None *can cast a single spell once per day, "Create Water". Cost: 400 Pyre Izer StaffHands Used: Two Distance: Melee Damage: 1d6 Dice Effect: None *can cast a single spell once per day, "Flare". Cost: 400 Tainted SickleHands Used: One Distance: Melee Damage: 1d6 (shadow) Dice Effect: None Cost: 400 Pure SickleHands Used: One Distance: Melee Damage: 1d6 (light) Dice Effect: None Cost: 400 TwinDagger (ice half)Hands Used: One Distance: Melee Damage: 1d4 (cold) Dice Effect: None *combine both halfs of the Twindaggers to create the "TwinDagger Staff" Cost: 200 TwinDagger (fire half)Hands Used: One Distance: Melee Damage: 1d4 (fire) Dice Effect: None *combine both halfs of the Twindaggers to create the "TwinDagger Staff" Cost: 200 TwinDagger StaffHands Used: Two Distance: Melee Damage: 1d6 Fire, 1d6 Cold Dice Effect: None *Counts as a magically modified 'Quarterstaff'* Cursed ScytheHands Used: Two Distance: Melee Damage: 1d6 Dice Effect: 2 to "chance to hit" or "chance to defend" *when successfully striking an opponent, places a "Curse" (shadow move) on them. Cost: 300 Staff of the Heartless' FangHands Used: Two Distance: Melee Damage: 1d4 (acid) Dice Effect: None Cost: 200



Post by NPC on Jan 10, 2018 2:21:09 GMT 6
Armor and Shields BucklerHands Used: One Distance: Melee Damage: 1d4 (blunt) Dice Effect: +6 to "chance to hit" or "chance to defend" Resistance: +1 Cost: 50 Small ShieldHands Used: One Distance: Melee Damage: 1d6 (blunt) Dice Effect: +6 to "chance to hit" or "chance to defend" Resistance: +2 Cost: 100 Tower ShieldHands Used: Two Distance: Melee Damage: 1d8 (blunt) Dice Effect: 4 to "chance to hit" or "chance to defend" Resistance: +4 Cost: 200 Armor WaxKeep armor super shiny, and helps protect it from the rain!Cost: 5 Plumed Helmet (black or gold) Resistance 4 Type Plate Slot Head Cost: 200 Helmet (Brass, Silver, Iron, or Ivory) Resistance 4 Type Plate Slot Head Cost: 200 Stoneskin HelmetResistance 4 Type Hide Slot Head Cost: 400 *When combined with the Stoneskin Armor, grants the wearer 'Stone Skin' as per the ability. Stoneskin ArmorResistance 4 Type Hide Slot Body Cost: 400 *When combined with the Stoneskin Helmet, grants the wearer 'Stone Skin' as per the ability. Peasant HelmetResistance 1 Type Leather Slot Head Cost: 45 Peasant ArmorResistance 1 Type Leather Slot Body Cost: 50 Peasant GreavesResistance 1 Type Leather Slot Legs Cost: 40 Peasant VambraceResistance 1 Type Leather Slot Arm Cost: 40



Post by NPC on Jan 10, 2018 2:21:27 GMT 6
Pet Barding Chiryma BardingResistance 4 Type Plate Cost: 800 RakaiSarane BardingResistance 4 Type Plate Cost: 800 Wiurn BardingResistance 4 Type Plate Cost: 800 *Add 300 to the cost to upgrade to gold. Galabex BardingResistance 1 Type Leather Cost: 200 Gallor BardingResistance 1 Type Leather Cost: 200 Equillion or PashaSarane BardingResistance 4 Type Plate Cost: 800 Thundergug BardingResistance 4 Type Plate Cost: 800 Bwee BardingResistance 4 Type Plate Cost: 800 TatLung BardingResistance 4 Type Leather Cost: 800 Sarane BardingResistance 3 Type Leather Cost: 600 *Can be worn by both hens and drakes. Estharne Fang Extensions (steel, bronze, or gold) Gives Estharne (v.1 or v.2) +1 bonus damage on all "biterelated" attacksCost: 100



Post by NPC on Jan 10, 2018 2:21:40 GMT 6
Special Services Armor Repair: Bring your broken armor here, and it can be repaired for 10 credits per armor point! Weapon Repair: Dull your sword practicing with it? No problem, we can sharpen it back up for you for free! Weapon Alignment Shift: Not happy with the kind of damage your special weapon does? We can change it for free, but only once, so make sure you know what you want! (Custom weapons only.) Enchantment Modification: Do you have special weapons, armor, or gear that isn't working the way you like? Well, we can send it off to get fixed, but it's not always cheap. (Custom items only; price varies.)

