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Shopper's Guild


Info: Only those who have an active account will earn GP.Please be
warned. If people take the lessons, and get account, but don't play, then GP will not
be awarded to them. Only those Band Members who play the game actively will receive GP.

If you would like to make a purchase please look at the stores below and 
then click here and post what you would like to buy.

  • General Store: Knick & Knacks
				A small shop cluttered with a menagerie of weapons and 
			armor,	the shelves are covered in dust and the floor has not 
			seen a sweep in some time.

			Two small fat blind men sitting on a stools behind the counter.
			The first fat man slurs "Ah yes you smell of need umm..."
			The second Fat man in a chiming voice completes the sentence
			"yes you are hungry for our wears yes? "

			The little fat men hop off the stool and grabs canes and
			tapping random items they move in front of the counter.

			"I am Nick" The chiming voice starts "and I am Knack it would
			be my pleasure to take you money," the slurred voice finishes
			then in unison to pronounce "welcome to, Nick's and Knack's"
Skill Pt. # Total Cost Cost Per Level Level
1 1 Free 1
2 3 2 1
3 6 3 2
4 10 4 2
5 15 5 2
6 21 6 2
7 28 7 2
8 36 8 2
9 47 11 3
10 59 12 3
11 72 13 3
12 86 14 3
13 101 15 3
14 120 20 4
15 146 25 4
16 176 30 4
17 211 35 4
18 282 71 Master
19 391 109 Master
20 540 149 Master
  • Armour:
    	   
    AR+10 15gp			You must have a Str:6 to wear
    AR+20 20gp			AR-3 30gp
    AR+30 40gp			You must have a Str:8 to wear
    AR+40 80gp			AR-5 60gp
    AR+50 160gp			You must have a Str:10 to wear
    					AR-8 120gp
    
  • Special Items:
    Luck Tea 30gp Please read instructions after purchase
    
    
  • Skills:
    Master Disarm 40gp
    
    
    The player calls DISARM attack and rolls ACC as usual, but instead of rolling WS you roll STR. Attacker's ACC is aimed at Opponent's weapon (or hand holding weapon). An unarmed attacker may hit opponent's hand to knock out the held weapon. If Attacker's ACC beats opponent's SPD, it's a hit, otherwise it’s a miss and go on to the next round. Now we have a hit, we must see if we have the STR to force the weapon out of the opponent’s hand. If Attacker's STR beats Opponent's STR then the disarming was successful and the opponent now must suffer the same penalties as if he had botched a SPD roll. If the opponent’s STR is equal to or greater than the attackers STR then the disarm fails and the fight continues normally.

  • Weapon Store: Pain - Mart
    A large Black smith stands beside a Roaring Fire Hammering at a Sword. The room is scorching with the heat of the blaze and the Roped arms of the blacksmith stop as you walk in “CLOSE THE DOOR YOU’RE LETTING OUT THE HEAT!! Right been expecting you, MA Names’ Ganok and I be welcoming you to" PAIN-MART
  • Skills & Upgrades:
    Bludgeon-20gp
    Axe-20gp
    Blade-20gp
    Blade upgrades: - Prior blade level X 2*Upgrade only in affect when using Blade.  
                               The WS: is an automatic add on to your roll. I.E. you can not
    			   roll a zero with these equipped However, you your weapon is dropped
    			   you will lose add on.
    Blade II (+2 WS)-60gp
    Blade III (+4 WS)-180gp
    Blade IV (+ 8 WS)-540gp
    Blade V (+12 WS)-1620gp
    Excalaber (+12 WS + 3Acc)-4860gp
  • Bludgeons:
    Club - yea you guessed it. It’s a Big piece of wood. B=5 and WR=4
    Needed Strength 3 
    Free with Purchase of skill
    
    Battle hammer - A large sledge hammer with riveted head B=8 and WR=6
    Needed strength 8 
    25gp
    
    War Hammer - A large Battle hammer with a spiked end B=11 and WR=10
    Needed strength 13 
    50gp
    
    
  • Axes:
    Axe - Yea it’s an axe B=2 and WR=8/ needed Strength 3 accuracy 4 
    Free with Purchase of skill
    
    Battle Axe - A large axe with a spike end B=5 and WR=8
    Needed Strength 8 Accuracy 9 
    30gp
    
    War axe - A long haft supporting a double blade attachment B=8 and WR=12
    Needed Strength 13 Accuracy 14 
    60gp
    
    
  • Blades:
    Basic Sword - um… yea you get it no frills here B=3 and WR=5 
    Free with Purchase of skill
    
    Cutlass - Short heavy sword with curved single-edged blade B=4 and WR=8 
    16gp
    
    Katana - Japanese single-edged sword B=6 and WR=12
    Needed Accuracy 5 Speed 8 
    32gp
    
    Claymore - A two-handed design used as an anti-cavalry weapon.
    The big one. B=8 and WR=14
    Needed Strength 13 and accuracy 12 
    64gp
    
    Long Sword - The sword that is long B=10 and WR=20 
    Needed Strength 10 Accuracy 12 Speed 12 
    80gp
    
    
  • Classes:
    Basic defense- You can scrap with the best of them B=3 and WR=5
    Free if you ask for it
    
    Brute force - you scare your self when you look in the mirror 
    B=6 and WR=5
    Needed strength 5
    5gp
    
    Fist of Fury - There is rumor of men that can punch through a wall, you 
    know that its not a rumor as you rub your knuckles B=9 and WR=12 
    Needed Strength of 8. 
    10gp
    
    
    Tiger Fist - The movement of this is style is so difficult that only the
    elite can perform it B=14 and WR=14 
    Needed strength 15 
    15gp 
    
    Hand To Hand Combat Training(Equalizer skill)
    
    The major benefit of Hand to Hand Combat Training is:
    
    The SPEED: botch has no effect on you as you are less vulnerable when 
    disarmed. When using Hand to Hand IGNORE a roll of SPEED Zero with regards
    to Botch effects.
    
    When using a weapon then you still get disarmed but instead of using the 
    normal stats for your unarmed, you can fight as normal using your unarmed
    training for the damage value.
  • Weapon Store: Tack & Saddle
  • A Slightly Dusty Room with Tack supply hanging on the walls in various places beside Mounted heads of unknown beast. A slender lady on what appears to be a Rainbow colored Chain Mail stands sharpening a Long Sword. With out turning to face you she holds up her hand and motions you to come in. The sound of the wet stone grinding on the long sword is barely auditable as you walk across the soft creaking floor. “I’ve been specting you. Got some Fine wears and good solid Training if needed, My names’ O’shey You can call me Kelly. Let me welcome you to the Tack and Saddle".
  • Skills & Upgrades:
    Flail-20gp
    Blade-20gp
    Lance-20gp
    Lance upgrades: - Prior blade level X 2*Upgrade only in affect when 
    			   useing Lance. The Str: is an automatic add on to your roll. 
    			   I.E. you can not roll a zero with these equipped However, 
    			   you your weapon is dropped you will lose add on.*
    Lance II (+2 Str)-60gp
    Lance III (+4 Str)-180gp
    Lance IV (+ 8 Str)-540gp
    Lance V (+12 Str)-1620gp
    Sliver Touch (+12 Str + 3Acc)-4860gp
    
  • Flails:
    Ball and chain - Too crude to be called a Flail but sweet enough to hold
    on to. B=3 and WR=5
    Needed Strength 2 accuracy 2 
    Free with Purchase of skill
    
    Flail - The old ball and chain with a few Rivets to cause some added 
    damage B=6 and WR=7
    Needed strength 5 accuracy 5 
    25gp
    
    Battle flail - Three small balls attached to three chains. B=9 and WR=11
    Needed strength 11 accuracy 11 
    50gp
  • Lances:
    Knave Lance - Yep pretty much a long pole B=5 and WR=10 
    Free with Purchase of skill
    
    Page Lance - An improved version of the basic B=8 and WR=10
    Needed Strength 5 Accuracy 5 
    10gp
    
    Strong Lance - The lords tool for jousting B=16 and WR=10
    Needed strength 10 Accuracy 10
    20gp
    
    Knightly Lance - You the man B=20 and WR=20
    Needed Strength 15 and Accuracy 15 
    40gp
    
    
    
  • Blades:
    Basic Sword - Um… yea you get it no frills here B=3 and WR=5
    Free with Purchase of skill
    
    Cutlass - Short heavy sword with curved single-edged blade B=4 and WR=8 
    20gp
    
    Katana - Japanese single-edged sword B=6 and WR=12
    Needed Accuracy 5 Speed 8 
    40gp
    
    Claymore - A two-handed design used as an anti-cavalry weapon. 
    The big one. B=8 and WR=14
    Needed Strength 13 Accuracy 12 
    80gp
    
    Long Sword - The sword that is long B=10 and WR=20
    Needed Strength 10 Accuracy 12 Speed 12 
    100gp
    
    
  • Classes:
    How to use a horse in Battle
    
    1.HP+20 Basic horseback - Your horse can kick and scrape B=2 and WR=10
    First lesson Free
    
    2.HP+30 Calvary rider - Your horse can kick scrape and bight B=4 and WR=10
    Needed Accuracy 5
    10gp
    
    3.HP+45 Battle Rider - Your horse insights panic as it walks B=6 and WR=10
    Needed Accuracy of 8 
    10gp
    
    4.HP+60 War horse - You and the horse see eye to eye it has a B=10 and WR=10
    Needed Accuracy 10 
    15gp
    
    Cavalry stipulation only so as to hold fair to Cavalry tradition.
    You must have your own horse, unless your commander has given
    you a horse you need to gain some rank, you cannot borrow a horse
     it must be yours
  • Weapon Store: Target
  • A tall lanky man that moves like a willow that dances in the wind,stands behind the counter. "Welcome friends to Target My name is dodger What my I get for you?"
  • Skills & Upgrades:
    Cross Bow - 20pt
    Sling - 10pt
    Bow - 20pt
    Bow upgrades: - Upgrade only in affect when using a Bow. The 
    			ACC is an automatic add on to your roll. I.E. you
    			can not roll a zero with these equipped
    Bow II (+1 Acc ) - 30gp
    Bow III (+2 Acc) - 70gp
    Bow IV (+4 Acc ) - 150gp
    Bow V (+8 Acc) - 310gp
    Bow VI (+8 Acc + Double Hit) - 630gp (Double hit is two attacks per
    round so two separate ACC rolls)
    
    
    Info: Projectile weapons (bow/sling, crossbow) may cause
    less damage than other weapons but because of its power and speed a 
    shot from these types of weapons goes through damage reducing armour 
    (AR- type) and can not be soaked with STR.
    
    Thus someone fighting an Archer using projectile weapons doesn’t need
    to roll STR (except if they need it for calculating damage if their 
    attack was hand to hand due to a botch)
    
    Bows do not have a WS score, they are all base damage.
    
  • Slings:
    Sling - Free To all who buy the skill
    
    Sling ammo - Buy once you'll have them forever
    
    Standard B-4 2gp
    Lead weight B-5 5gp		
    Barbed weight B-7 10gp  
    
    
  • Bows:
    Bow - Fast and light. Standard issue.
    Free to all who buy the skill
    
    Crossbow - Strong, but has low speed. It Uses all standard arrows but 
    with a +2 base. 
    Needed Crossbow Skill, Strength 5
    Free to all who buy the skill 
    
    Recurve Bow -Strong and durable It Uses all standard arrows but with a +4 base.
    Needed Bow Skill, Strength 3
    20gp
    
    Two Rivers Long Bow - Strong and Accurate. Uses all standard arrows but 
    with a +6 base. 
    Needed Bow Skill, Strength 10
    50gp
    
    
  • Standard Arrows:
    Standard B-6 2pt			Info: Buy once you'll have them forever
    Hunting tip B-8 4pt
    Barbed Tip B-10 8pt
    Flaming Tip B-12 16pt
    
    
  • Speciality Arrows:
    The Bludgeoner (Cross Bow) B=15 Info:These will cost points and are not refreshed. 20gp for 10 bolts How ever many you buy is all you have so use wisely The Sparrows Death (Bow) B=15 20gp for 10 arrows
  • Daggers:
    The Robin - A small and light blade with a small Robin engraved on it, it has the standard B=2 and WR=4 Free if you ask for it The Sparrow - A sharper blade with a small Sparrow engraved on it, it has a B=3 and WR=6 Needed Accuracy 5 10gp The Talon - A sharp hooked blade with a small falcon engraved on it, it has a B=8 and WR=8 Needed Accuracy 8 15gp The Phoenix - A ruby red blade with midnight black handle, it has a B=10 and WR=10 Needed Accuracy 10 20gp Info: The major benefit of Twin Daggers is: It gives the Archer a much higher chance of damage and chance of hitting because the two weapons are difficult to avoid. The player rolls a single ACC and single WS roll, these numbers are then both doubled. It’s these new values the opponent must fight against. Below is an example, Cumadrin and Mallett are fighting. Cumadrin is on the offensive with two daggers. Cumadrin’s stats are: SPD:6 ACC:10 STR:6 using the Phoenix B=10, WR =10 Cumadrin rolls: SP4, ACC, 9, WS 8, STR 4 Thus when he displays it his attack is ACC:18 WS:16 As Mallett can not soak such a massive hit Cumadrin does B:10 + WS:16 damage. Note if Mallett had done a STR botch then Cumadrin would have done maximum possible damage for the weapon which is B:10 + WS:20. Twin Daggers is a devastating technique. YOU CAN NOT USE TWO DIFFERENT DAGGERS. This is like you stab them twice or have two daggers of the same kind in each hand however you want to do it.
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