Camelot Market
General Goods:


Rent-A-'Pult - This "magical" certificate allows its bearer to rent a catapult shot right into an enemy or enemy field.  The catapult will materialize and toss a flaming boulder at the enemy and then vanish as the enemy is crushed and burned. Once used the certificate vanishes. The item use requires no roll, takes one turn in battle, and does damage to an enemy dependent on their size or group size, number of enemies, type of enemy, etc. The catapult attack is typically "devastating" to most enemy types though some enemies would be minimally harmed our could counter such an attack. The use of this certificate will be fairly considered by the DM.
-cost $3500 


A rope - you never know when a rope might come in handy.
-30 feet - cost $100
-75 feet -cost $200
-120 feet -cost $300
-250 feet -cost $400
-500 feet -cost $500
-1000 feet -cost $600



An Ancient Ghost Trap - There's nothing fancy about this trap. This is as ancient as they come - its an enchanted bottle really. It holds one ghost. Once it is expended, the enchantment is gone, and it is useless except as a potion flask.
-cost $850


Spam - Nothing says Camelot like Spam...a lot. Its Spam. It's a lot of Spam. Spam stands for Spiced Ham. Its in a can. It's a can of spiced ham, military grade. To eat this you need a tool to open it (a flip blade, a switch blade, a swiss army knife, etc). But the good thing is it doesn't go bad. Don't need a rest stop or fire and will immediately heal 8 health. No roll required for the tool use.
-cost $750



A flip blade - this is way too small to use in battle. I am not sure when it could come in handy questing but it might.
-cost $200




Rose Dust - ultra rare and comes from an enchanted rose. This item may only be available in limited quantities.  Acts like fairy dust, only its effects lasts for an entire quest line.
-cost $18,000



Basic coffin- ....For a basic bitch! Wood lined interior. Useful for a vampire. Not sure what else.
-cost $700



Wolf Cub - cool. It's a wolf. If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills except level 1 attack in battle. Cool. Wolf. Cool cool cool.
-cost $2000, 2000 experience to make it useful



A Hart - cool. It's a deer. If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills except riding/speed. He can get you from point a to b. Cool. Hart. Cool cool cool.
-cost $2000, 2000 experience to make it useful



Lame Horse - moves at the speed of walking. Yeah, but at least it can carry something.
-cost $2000



Weapons:


Swiss Army Knife - It does everything! But mostly it houses a short blade good for stabbing things with.
(one handed. Low to moderate durability. Adds +1 damage per hit. Adds +5 more health when eating food. Can be used as a general tool for wisdom passive rolls)
-cost $700





English Long Bow - Shoots arrows.
(two handed. Requires arrows. Adds +4 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 450 feet. Durable but made of wood)
-cost $2200




A quiver of wooden arrows, iron tipped - Required for use with any bow. These ones have no special effects. There are 18 arrows per quiver
-cost $500




Knight's Sword - Simple medium length sword of the Arthurian age, neither a short nor a long sword. One handed and double edged.  (one handed. Can be dual wielded. Moderate durability. Adds +5 damage per hit)
-cost $1200



Gawain's Sword - Semi Legendary Sword - (only one available) - Simple medium length sword of the Arthurian age, neither a short nor a long sword. One handed and double edged. Gawain was known for his virtue.This sword has the ability to force the truth from an individual it is raised against (no roll required however there is sometimes consequences for raising a sword against people.... ) (one handed. Can be dual wielded. Strong durability. Adds +6 damage per hit)
-cost $12000



Bedivere's Sword - Semi Legendary Sword- (only one available) - Simple medium length sword of the Arthurian age, neither a short nor a long sword. One handed and double edged. Bedivere, who lost his hand in battle, was known for his bravery. This sword cannot be wielded with another weapon. Wielding this sword does not allow your enemy, regardless of their speed, to have a pre-emptive strike against its wielder or their group. In other words, you will be told when an opponent intends to attack, and you will have the chance at first blow. First blow will always do double damage.  (one handed but cannot be dual wielded. Strong durability. Adds +6 damage per hit)
-cost $12000



Lancelot's Sword  - Semi Legendary Sword- (only one available) - Simple medium length sword of the Arthurian age, neither a short nor a long sword. One handed and double edged. Lancelot was known for his chivalry and service.  Every strike with this sword has the ability to heal a team mate (but not oneself). Roll a D10 percentile dice for each successful hit to determine how much is healed (that percentage of the hit) .  Roll an appropriate dice to determine who is healed. If you roll your own number, you choose. (one handed. Can be dual wielded. Strong durability. Adds +6 damage per hit)
-cost $12000



Percival's Sword -Semi Legendary Sword - (only one available) - Simple medium length sword of the Arthurian age, neither a short nor a long sword. One handed and double edged. Percival was known for his innocence and healing and was dubbed the knight of the grail. If its wielder performs a perfect strike (rolls a 20 attack roll) then one ally of choice (including oneself) can be fully healed or completely cured, unless the holy grail relic has already been used for the mission (then the perfect strike has no added healing effect). The perfect strike still does critical damage to an enemy. (one handed. Can be dual wielded. Strong durability. Adds +9 damage per hit)
-cost $12000



Armour:

Knight's Cloth Armour - in order to wear any additional knight's gear you require an under layer of protection to fit the armour over. The cloth armour acts as that layer. This in and of itself can act as armour on its own but it affords you only the protection of cloth.
Chestpiece - $1000

(-1 damage done by enemy per hit. Low durability)
Headpiece - $1000
(-1 damage done by enemy per hit. Low durability)
Leggings - $1000
(-1 damage done by enemy per hit. Low durability)


Knight's Leather Armour - (Requires the cloth layer first). This is the first true layer of knight's armour.  It fits atop the cloth layer and wearing it will stack the protection level (ie: Cloth level protects for -1 damage, and leather protects for -1, for a total of -2 protection. If and when the leather layer is destroyed, the cloth layer will remain)
Chestpiece - $1500

(-1 damage done by enemy per hit. Low to moderate durability)
Headpiece - $1500
(-1 damage done by enemy per hit. Low to moderate durability)
Leggings - $1500
(-1 damage done by enemy per hit. Low to moderate durability)


Knight's Chain Mail - (Requires the cloth layer first; will fit atop the leather layer as well though not required). This is the second true layer of knight's armour.  It fits atop the cloth layer, and the leather layer if you own it, and wearing it will stack the protection level (ie: Cloth level protects for -1 damage, and leather protects for -1,  and chain mail for -2, for a total of -4 protection. If and when the chain layer is destroyed, the leather (if applicable), and then the cloth layer will remain)

Chestpiece - $2000

(-2 damage done by enemy per hit. Moderate durability)
Headpiece - $2000
(-2 damage done by enemy per hit. Moderate durability)
Leggings - $2000
(-2 damage done by enemy per hit. Moderate durability)


Knight's Plate Mail - (Requires the cloth layer first; will fit atop the leather layer, and the chain layer as well though not required). This is the third true layer of knight's armour.  It fits atop the cloth layer, and the leather layer if you own it, and the chain layer if you own it, and wearing it will stack the protection level (ie: Cloth level protects for -1 damage, and leather protects for -1,  and chain mail for -2, and then plate mail for -3 for a total of -7 protection. If and when the plate layer is destroyed, the chain layer (if applicable), the leather (if applicable), and then the cloth layer will remain)

Chestpiece - $3000

(-3 damage done by enemy per hit. Strong durability)
Headpiece - $3000
(-3 damage done by enemy per hit. Strong durability)
Leggings - $3000
(-3 damage done by enemy per hit. Strong durability)


Knight's Shield - This round shield is decorated with a crest of choice if you so desire and can be wielded in an empty hand and will protect against damage.
(-3 damage done by enemy per hit. Strong durability)
-Cost $2000



Skills:


Name:The Daneuver (Availability - everyone)
Ability: Do some crazy ass wacky shit and get a useless reward! The reward is probably not useless. .... It might be useless.
Roll Rules: In order to perform this you need to be creative. Think outside the box. Come up with a unique way to use your current setting and environment to "attack" the enemy.  This attack cannot be "normal" or this will fail. Announce your crazy plan, and roll your attack as usual.  If you succeed, you are guaranteed personal loot from the environment or the enemy based on the environment and enemy and the creativity of your attack. Uses 4 magic. Targets limited by your attack option. Loot limited to one per enemy not one per usage of this skill.  The enemy must eventually die to get the loot (it running doesn't count).
-costs $500, 500 experience



Steve Smith's

Name: Experience Enhancement Level 1 Blueprint (Availability - mine crafter only)
Ability: Enhances any piece of armour, or weapon, with a +1% experience enhancement one time.
Roll Rules: Requires the following crafting ingredients: A piece of armour or weapon to enhance, a piece of silver, a ruby, any one herb.
-costs $500, 500 experience



Name: Simple One Handed Sword Blueprint (Availability - mine crafter only)
Ability: Build a one handed sword. Its attributes will be based on the materials you use to craft it. The most basic sword will have at least a +2 damage per hit enhancement and its durability moderate minimal. (Crafted weapons can be sold to the store. Higher craftsmanship will fetch a higher price).
Roll Rules: Requires the following crafting ingredients: Two pieces of crafting material of choice, any item of choice that is flammable
-costs $1750, 1750 experience



Merlin's Magic Shoppe
Brew Pot - you need this if you are a stoner, or a witch, or a witch who gets stoned, in the non lethal way.
-cost $300



Flask - you need this too if you are a stoner. Stores 1 potion for drinking. Cannot be reused, chemical residues and all that.
-cost $100


Long Crooked Staff - Your basic run of the mill magical staff. You need this, or a wand,  if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(two handed.  Unbreakable. Get +1 intelligence weapon bonus on your stat sheet.)
-cost $1000


Dickwand- Its shaped like a dick, and flesh colored. Imagine waving this thing around! You need this, or a staff,  if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(one handed.  Unbreakable. Get +1 intelligence weapon bonus and a +1 charisma weapon bonus on your stat sheet.)
-cost $1000


Black Dickwand- Its shaped like a dick, and mocha flesh colored. Imagine waving this thing around (...all the white women! just joking!) ! You need this, or a staff,  if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(one handed.  Unbreakable. Get +1 intelligence weapon bonus and a +2 charisma weapon bonus on your stat sheet.)
-cost $1500


A Crystal Ball - See details of distant or unrevealed locations. Passive - roll Wisdom D20. Expends the crystal ball.
-cost $10000


Recipes:


Name: Blood Wine (Availability - Stoners Only)
Ability: Its basically synthetic blood. Use this to heal a vampire for 5+D4 health. Can also be used to administer first aide to stop ongoing bleeding damage of injured party members.  It won't recover health for non vampires.
Roll Rules: Ingredients are ? ? and ? (must purchase this item to find out). Requires a brewing pot, a fire, and a flask for the finished potion. Follows brew pot and flask rules.
-cost $700, 700 exp


Ingredients:


Sage- Material goods for crafting, potions, selling, quests, etc.
-cost $400


Cinnamon- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Bloodroot- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Mandrake- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Wolfsbane- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Sweet Grass- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Lemongrass- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Marijuanas- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Blue Grass- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Crab Grass- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Cilantro- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Bay Leaf- Material goods for crafting, potions, selling, quests, etc.
-cost $400



Tiny Horned Fairy Wing- Material goods for crafting, potions, selling, quests, etc.
-cost $1500


Spell Rotes:


Name: Relax, Man (Availability - Stoners only)
Ability: Heal an allies health.
Roll Rules: Combat or passive - roll intelligence D20. Single target only. Cures 20 health points. Uses a turn. Uses 5 magic. 
-costs $1000, 1000 experience



Name: Injection-Ha Level 1 (Availability - Stoners only)
Ability:
Summons forth a magical needle that injects a potent toxin right into the veins of an enemy. Causes poison damage per turn.
Roll Rules:
Combat - roll intelligence D20. Single target only. Damages for +3 poison damage per turn from then on to enemies vulnerable to poison. Does no additional damage that turn. Takes 1 turn to cast. Uses 3 magic.
-costs $1750, 1750 experience



Name: Herbal Remedy (Availability - Stoners only)
Ability: Cure a health depleting status ailment (like poison, or thorns, or parasitism, or the cold)
Roll Rules: Combat or passive - roll intelligence D20. Single target only. Uses a turn. Uses 4 magic.
-costs $600, 600 experience


Name: That sticky icky (Availability - Stoners only)
Ability:
Evvvvvverythhhhhhhhing innnnn slowwwwww moooooootion, maaaaaaaan. Puts the next turn of battle into a unique perspective. You can know what the enemy attacks are going to be in their next turn before they even take place. Could be useful.
Roll Rules:
Combat - roll intelligence D10 and wisdom D10. Requires 1 turn. Targets all enemies on the battlefield. Reveals only the immediate next enemy turn intention only. If an enemy is killed or blasted back or away, it obviously will change things but you will be informed. Takes 4 magic to use.
-cost $1000, 1000 experience


Name: Pass it to the left, man (Availability - Stoners only)
Ability: Since most games have turns going clockwise, or right, this one allows you to allow the previous person who just had their turn to have another turn immediately following yours. Excellent skill if people prior to you are doing multi-turn moves, or are very powerful, or have a skill in dire need of being used.
Role Rules:
Combat - roll intelligence D20. Uses a turn. Single target of previous turned player only. Uses 3 magic points.
-costs $1250, 1250 experience


Name: Fear and Loathing in Las Vegas (Availability - Stoners only)
Ability: A potent magic cocktail creates one of three statuses on an enemy: fear, paranoia, or hallucination. May be useful for a much needed reprieve or break.
Roll Rules:
Combat - roll intelligence D20. Roll D6 for status (1 or 2 = fear, 3 or 4 = paranoia, 5 or 6 = hallucination) Fear causes an enemy to try to run away from the battle for the next turn. Paranoia causes an enemy to target another enemy on the battlefield for the next turn. Hallucination can be hilarious, or frightening, depending on the enemy. The enemy will lose their next turn either way. Single target only. Uses a turn. Uses 3 magic.
-costs $1000, 1000 experience


Name: Chinese Herbal Medicine (Availability - Stoners only)
Ability: Cure a health depleting status ailment (like poison, or thorns, or parasitism, or the cold) and or heals 15 health.
Roll Rules:
Combat or passive - roll intelligence D20. Single target. Uses a turn. Uses 6 magic.
-costs $1000, 1000 experience


Name: Chinese black magic (Availability - Stoners and ghost busters only)
Ability: This spell is a general magic attack that deals physical damage to an enemy or spiritual damage to a spirit enemy and can incapacitate them for a turn.
Roll Rules:
Combat - roll intelligence D20. Does physical damage to enemies vulnerable to physical damage, spiritual damage to enemies vulnerable to spiritual damage. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 + 5. Uses 3 magic to cast.
-costs $700, 700 experience



Name: Expelliarmus (Availability - Mindfreaks and Stoners only)
Ability: Expel a weapon or shield from an enemies hands
Roll Rules: Combat - intelligence D20. Single target. Uses a turn. Uses 4 magic.
-costs $800, 800 experience


Name: Illuminate (Availability - all magic users except Necromancers)
Ability: Brings light to an area with normal darkness. Useful if you don't have tools to create torches, or a flashlight, or a candle, or something)
Roll Rules:  Passive - roll intelligence D20. Uses 4 magic.
-costs $500, 500 experience


Name: Leviosum (Availability - all magic users)
Ability: Levitate something minimally heavy
Roll Rules:
Passive - roll intelligence D20. Uses 3 magic.
-costs $500, 500 experience


Name: Avada Kedavra (Availability - Mindfreaks and Necromancers only)
Ability:
The instant kill spell
Roll Rules:
Intelligence D20, three times. All must be successful. Uses a turn. Uses all magic points left with a minimum of 7. Will kill any one enemy who does not have a talisman against it, even a large boss (talismans will be noticed if someone does a successful wisdom check in the battle, and will be available to collect as treasure after for any enemy who has one).
-costs $10000, 5000 experience


Elemental Spell Rotes:


Name: Fire Level 1 (Availability - Mindfreaks only)
Ability: A fireball shoots forth from the wand or staff and does fire damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple way to produce fire for local use. Flame isn't strong enough to vaporize or incinerate anything in a reasonable time. Does fire damage to enemies vulnerable to fire. Targets 1 enemy. Uses 1 turn. For damage roll Intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience


Name:  Fire Level 2 (Availability - Mindfreaks only) (Must know Fire Level 1 first)
Abilities: An inferno burns from beneath an enemy for a short time and does fire damage.
Roll Rules: Combat - roll intelligence D20. For damage roll D10 + 8. Spell can never miss a target regardless of their speed or dodge if pulled off successfully. Does fire damage to enemies vulnerable to fire. Targets 1 enemy. Uses 1 turn. Uses 4 magic.


Name:  Fire Level 3 (Availability - Mindfreaks only) (Must know Fire Level 1 and 2 first)
Abilities: A pillar of fire comes down from the heavens and engulfs enemies on the battlefield for a time and does fire damage.
Roll Rules: Combat - roll intelligence D20. For damage roll D10 + 10. Does fire damage to enemies vulnerable to fire. Targets multiple enemies at random within a given area. Learn spells or take potions to increase control , or increase speed and stealth stats, to control the pillar to do targeted damage for longer periods of time. Uses 1 turn. Uses 6 magic.


Summoning Spell Rotes:


Name:Impregnate/"Evil Ash" (Availability - Necromancer and Companion only)
Ability: The ability to impregnate an enemy with a double of yourself. It will burst forth from the enemy abdomen killing it instantly.
Roll Rules:This attack can only be used on small to medium sized enemies. It requires you to roll your 20 sided dice repeatedly to get three 6's. You begin rolling the dice on your turn and you continue to roll until you obtain your 6's. You are entirely vulnerable to attack during that time and cannot defend. If you are a companion, your double will dissolve and die upon bursting from the enemy. You go back to your normal turns.  If you are a necromancer, you can only perform this attack if you do not currently have a summon on the field. Your double takes and has half your current health and half your current magic points, but will appear wearing your current armour and weapons which you will also maintain. You control your doubles actions with the exception that your double has the possibility of turning evil and being unwieldy (at the DM's discretion and under their control). Targets one enemy. Uses 1 turn plus your turns until your roll is complete. Uses 10 magic to cast. You can drop out of casting it at any time to defend or whatever but then your spell is cancelled and you still use your magic.
-costs $2400, 2400 experience

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