Black Market
Equipment sold in this section cannot be purchased without the proper means to access the black market districts of cities. The only way to get into this market is if either you or someone you know has knowledge of the Thieves Mark. Without this knowledge, it is impossible to enter the black market.
Thieves’ Mark is a mastery and can be found in the training chapter, under thievery masteries.
Ash & Soot
Dust is sometimes used for medical and military purposes, but it can also be an illegal substance sold on the streets under names like Ash or Soot, depending on its color. Ash and soot have frothing powder and neutralizer mixed into the dust to cause it to create a stronger euphoric feeling but weaker base properties. It is used as a recreational substance for those who wish to forget about their daily life and get lost in their own mind.
With the added ingredients that ash and soot have, they have a property that makes you feel exceptionally good and wanting more. Taking just one dose never seems to be enough.
Those who have become addicted to the ash or soot have visible properties that give them away. Twitching, bloody gums, missing teeth, or discolored skin are signs of consuming too much ash or soot.
Ash and soot are illegal and can only be purchased through the black market or back alley deals. Getting caught with either is a criminal offense and is punishable by a prison sentence. For every vial or four doses you are caught with, you are charged with a one-week prison sentence. If you do not wish to serve time, you can pay five gold coins per dose instead.
Apocrium Ash
When consumed, it increases moods and gives you feelings of joy and bliss. Regardless of missing limbs, it causes unnatural body parts to grow randomly on your body that have a mind of their own. They are uncontrollable and intentionally try to get in your way as you try to enjoy your euphoria. The duration of the effects is four hours.
Chaos Crystals Soot
When consumed, it causes you to feel empowered, invincible, and amazing. Your abilities still increase, except that everything is halved for positive effects and doubled for negative effects. Damage is reduced to 1d4. Just like when standard Chaos Crystals wear off you don’t remember anything.
Dragon Cane Ash
When consumed, it can lead to permanent scales forming randomly on the body. The scales form in small to medium patches and can cause the surrounding skin to crack and bleed. Dragon Cane Ash gives you a feeling of power and strength but has the fire breath removed.
Leaf Dirt Soot
When consuming this soot, the character feels amazing, as if renewed and full of life. Any pain is completely gone for the duration of the soot’s effect. The duration of the effects is four hours. Unlike its parent dust, this soot does not cause healing.
Scoal Soot
The effects of Scoal Dust are extremely intensified, giving the user pure ecstasy and euphoric feelings. The effects only remain for four hours, in contrast to its parent substance that lasts for eight hours.
Lock Picks
Lock picks are special sets of thin metal instruments. They have oddly jagged teeth on one end with a wider, yet still thin base on the other. When using a lock pick your Automation skill can gain a bonus based on the pick used. Lock picks cannot be upgraded or repaired.
Rolling a one when using a pick causes it to take one durability damage. When the pick reaches zero durability, it breaks.
Poisons
Poisons come in doses, and a single dose can coat a single weapon or coat 4 arrows/bolts. If applying poison without the proper mastery roll 1d10, if a one or two is rolled, you poison yourself.
To resist poisons, you make a stamina check versus the difficulty rating of the poison. You can check your stamina once per poison. If you fail, you must tough it out or get a same-level or higher antitoxin.
Poison Class Level
Poisons have class levels based on their potency. In order to counteract a poison, you must use the same or higher-class antitoxin for the poison. So, if you have a class two poison you need a class two or higher antitoxin to cure the poison.
The injection of poison into a targets body can be done in many ways. If the poison enters the targets body the effect or damage is applied provided, they failed their instinct check. For example, applying poison to a slashing or piercing weapon would be causing the poison to enter the body via a wound created by the weapon. Likewise, putting the poison in a target’s food would have the same affect when the food is eaten. The difference is that when consumed the poison’s effect or damage takes longer to go into effect. Each poison indicates how long it takes to activate when consumed.
The effects of the listed poisons are per dose. So, if inflicted multiple doses at once, the effects are multiplied by the number of doses consumed.
Berserker’s Rage (Class 3, DR17)
A poison that inflicts the target with confusion and the raging effects of chaos crystals that lasts for four rounds. When this poison is consumed, it takes one minute for it to activate.
Hot Red Rabbit (Class 2, DR14)
A poison that causes 1d8+2 damage per round for 1d4 rounds. When this poison is consumed, it takes thirty minutes for it to activate.
Numb Nectar (Class 2, DR13)
Also, called NN, it is a poison that causes paralysis for 1d6+1 round. When this poison is consumed, it takes two minutes for it to activate.
Red Rabbit (Class 1, DR12)
A more common poison that causes 1d6 damage for 1d4 rounds. Often used as to kill rats. When this poison is consumed, it takes two hours for it to activate.
Red Worm Tail (Class 3, DR20)
A poison that causes 1d12+4 damage for 1d6 rounds. When this poison is consumed, it takes thirty seconds for it to activate.
Shell Snake Toxin (Class 2, DR14)
This toxin causes a mild paralysis lasting 1d4 rounds. When this poison is consumed, it takes ten seconds for it to activate.
Thieves Tools
Blowgun
Normally used to inflict poison.
Blowgun, Needle
The ammunition used in a blowgun. The needles are commonly coated in poisons.
Caltrops
A device with four metal points so arranged that when any three are on the ground, the fourth projects upward as a hazard to the hooves of horses or feet. If a target steps on the caltrop, they take the indicated damage for each step taken with the impaled foot and have their movement halved until removed. The damage and movement penalty stack for each impaled caltrop.
Garrote
A garrote is a weapon, most often referring to as a handheld ligature of chain, rope, or wire used to strangle a person. While the garrote is in use, the victim cannot breathe. Therefore, they cannot call out for help.
The standard rules for knock out and strangulation can be used to escape. However, the garrotes give a +2 to the check when surprising the target. The damage is only applied if the target breaks free or is knocked unconscious and isn’t strangled to death.
Loaded Dice
A set of dice that always rolls the needed numbers for the game being played. They are infused with transmutation energy allowing them to change as needed. Requires one essence to activate.
Sap
A sap (also called a blackjack, baton, truncheon, or stick) is a club that is less than a forearm’s length made of wood wrapped in leather. When attempting to knock a target out using a sap gain +2 to the roll. The damage is only applied if the sap is used as a weapon and not as a tool to knock the target out.
Shuriken
Sharp, pointy metal disks are typically in the shape of a star. They are typically used to inflict poison.