skill buy lists
These mechanics are for the 3.0 ruleset.
Characters with Skill levels in Criminal Influence, Sailing, and Trade Connections have access to special “buy lists” that they can use while at the Bravado Post Office. Each level of these Skills allow you to purchase one item from the matching skill and level list once per event. If you had a Sailing skill at Master, you could purchase one item off the Basic list, one from the Proficient list, and one from the Master list. Once a purchase is made, the Guide at the Post Office will mark your character sheet. These sales use LOCAL CURRENCY ONLY (Brass) and cannot be made with Trade Notes, other chapter’s currency, or any form of other trade.
During modules and other means, you can acquire “Voucher” cards with a skill and skill level notated on them which allow to acquire one item off the correct list and level without cost. This does not count as your one purchase for the event. You must still have the correct skill at the correct level to use these Vouchers.
The DR:TX team reserves the right to modify these lists, but we will clearly communicate any changes to these lists in advance through social media and our website.
An item listed as [Service] refers to an immediate effect or buff that is applied to your character without requiring an item card.
Criminal Influence
SPECIAL NOTE: While Crystal Candy is still outlawed in the San Saba, the Criminal Network of Bravado has made sure that a stash of the items are now available at the Post Office. If you use the passphrase of the month and show your contract (your character sheet), you can still purchase these items as normal.
Keep in mind that just because you can buy these items from the Post Office doesn’t mean you are exempt from consequences for having these items on you if you get caught by a Law Dog!
Available Basic criminal PUrchases (1 Brass)
Crystal Candy - Gizmo: Single Use (x1) - An addictive crystalline drug that is chewed for 5 minutes before effects occur. Mechanics: Euphoria for 30 minutes when consumed. Lose 1 Resolve and gain 10 Mind. Expires in 1 year. [CONTRABAND - CVC]
Basic Lock Popper - Gizmo: Single Use (x1) – A device which speeds up the process of picking a lock. Mechanics: Requires Basic Larceny to use. Expend to reduce the speed to unlock 1 Gizmo: Basic Lock to 5 seconds. Expires in 1 year.
Basic Poison Vial - Gizmo: Single Use (x1) – Causes a single Strike to do 10 Aberrant Bane. Mechanics: Expend to cause next Strike attempt to do 10 Aberrant Bane. Requires 3 second roleplay of applying poison before each use. Expires in 1 year. Keywords: Poison-Applied
Basic Locking Box (Character Name) - Gizmo – A wood and metal box that is up to three feet wide, three feet tall, and four feet long that is locked with a Gizmo: Basic Lock. When card is written, a character name must be placed on the card for the lock’s owner. Mechanics: 3ft x 3ft x 4ft Basic Container with Basic Lock (Character Name). Box can only be opened by the character whose name is on the lock. Can be picked with Basic Larceny. Expires in 1 year.
Basic Thieves Juice - Consumed Brew: Single Use (x1) – A liquid that looks like basic hooch in all ways. Mechanics: If consumed, Stuns the consumer. Cannot be countered by Balance. Expires in 6 months.
available Proficient criminal Purchases (5 Brass)
Proficient Lock Popper - Gizmo: Single Use (x1) – A device which speeds up the process of picking a lock. Mechanics: Requires Proficient Larceny to use. Expend to reduce the speed to unlock 1 Gizmo: Proficient Lock to 5 seconds. Expires in 1 year.
Crystal Candy (x5) - Gizmo: Single Use - An addictive crystalline drug that is chewed for 5 minutes before effects occur. Mechanics: Euphoria for 30 minutes when consumed. Lose 1 Resolve and gain 10 Mind. Expires in 1 year. [CONTRABAND - CVC]
Proficient Locking Box (Character Name) - Gizmo – A reinforced metal box that is up to three feet wide, three feet tall, and four feet long that is locked with a Gizmo: Proficient Lock. When card is written, a character name must be placed on the card for the lock’s owner. Mechanics: 3ftx3ftx4ft Proficient Container with Proficient Lock (Character Name). Box can only be opened by the character whose name is on the lock. Can be picked with Proficient Larceny. Expires 1 year.
Proficient Thieves Juice - Consumed Brew: Single Use (x1) – A liquid that looks like basic hooch in all ways. Mechanics: If consumed, Stuns and Blinding to the consumer. Cannot be countered by Balance. Expires in 6 months.
“Oh Shit!” Shoe Tack - Gizmo: Single Use (x1) - A sharp tack coated with a half second paralysis brew. Mechanics: When used, defend against one use of Proficient Mental Endurance or Basic Malicious, to allow you to answer however you want and lose 1 Body. Expires in 1 year.
available Master criminal purchases (10 Brass)
Glass Stiletto - Gizmo: Single Use (x1) – Single Use Disposable Weapon. A small blade of extremely sharp glass, made to slip between ribs with ease. Mechanics: Must have Piercing Strike and Master Criminal Influence to use. Requires phys rep following Brawler dimensions. In order to use, spend 10 Mind to call “Stiletto: 10 Body, Murder”. This call cannot benefit from other effects or abilities in any way, and this weapon cannot receive augments. If this strike is successful (not avoided), Glass Stiletto is destroyed and unrecoverable. Expires in 6 months.
Master Lock Popper - Gizmo: Single Use (x1) - A device which speeds up the process of picking a lock. Mechanics: Requires Master Larceny to use. Expend to reduce the speed to unlock 1 Gizmo: Master Lock to 5 seconds. Expires in 1 year.
Questionable Shipment of Infectious Material - Gizmo – Box of harvested infectious material. Mechanics: Counts as 3 Produce: Infectious Material. Can be used one at a time as long as a Guide or director marks off each use. Expires in 2 months.
Master Locking Box (Character Name) - Gizmo – A heavily framed and reinforced metal box that is up to three feet wide, three feet tall, and four feet long that is locked with a Master Lock. When card is written, a character name must be placed on the card for the lock’s owner. Mechanics: 3ftx3ftx4ft Master Container with Master Lock (Character Name). Box can only be opened by the character whose name is on the lock. Can be picked with Master Larceny. Expires in 1 year.
Master Thieves Juice - Consumed Brew: Single Use (x1) – A liquid that looks like basic hooch in all ways. Mechanics: If consumed causes “Mangle 2 legs”, Stun, and Blinding to consumer. Cannot be countered by Balance . Expires in 6 months.
Sailing
Available Basic sailing PUrchases (1 Brass)
Netting - Gizmo: Single Use (x1) – Netting that allows the use of tying up a subdued target. Mechanics: Requires Basic Sailing and Basic Malicious to use. Reduces the cost of using Basic Malicious to tie up a subdued target to 1 Mind, and acts as a carded binding. Expires in 6 months.
Sailor’s Boots - Gizmo: Single Use (x1) – A pair of very balanced boots for sailing. Mechanics: Requires Basic Sailing and Balance to use. Reduces the cost of using Balance to 1 Mind once before being expended. Expires in 3 months.
Crew Tattoo (Character Name, Crew Name) - Gizmo – A tattoo of a ship’s crew. Mechanics: Character with tattoo receives effects from crew items. May not be looted from character or given away, and may only have one Crew Tattoo at a time. Expires in 1 year.
Note - May be purchased by a character with Sailing for characters without sailing, but the tattoo must then be applied to those characters via the Shipyard’s PFA ability.
Basic Dock Worker’s Contract - Gizmo - Whether shipping legitimate cargo or smuggling, sailors move a lot of material, and often get a cut of that material as part of their payment. Mechanics: Can be used to make a free Basic purchase from any standard buy list the character has access to (Criminal, Sailing, Trade Connections). May only be used on local buy lists at game runner discretion. Expires in 3 months.
Grog - Consumed Brew: Single Use (x1) – 12 oz. highly potent alcohol that helps the drinker bolster their courage. Mechanics: Highly potent alcohol that causes a 5 second Stun effect and allows the consumer to call “No effect, liquid courage!” to the next Fear effect that targets them before the next 12s. Counts as a Basic Brew and as Basic Hooch for all rules purposes. Expires in 3 months.
available Proficient sailing Purchases (5 Brass)
Crew’d Trap - Gizmo: Single Use (x1) - A single use trap that causes a Stun effect when activated. Mechanics: Single Use. When a target steps on a 1 ft. by 1 ft. trap physical representation, causes a 10 second Stun to target and the trap is destroyed. Note crew name on the trap when purchased - will not be set off by anyone in that crew (as determined by tattoo). Counts as a Proficient Trap, requiring 20 minutes to set. Expires in 6 months.
Crew’s Raiding Flag (Crew Name) - Gizmo: Single Use (x1) – A flag of a specific crew that can be used to boost crew morale. Mechanics: Requires Crew Tattoo (Crew Name) to use. Requires a phys rep. Lasts 5 minutes. Area of effect that allows any character with Crew Tattoo (Crew Name) that matches the flag to resist any use of Fear by calling “Resist Fear: Crew Flag.” Expires in 3 months.
Proficient Dock Worker’s Contract - Gizmo - Whether shipping legitimate cargo or smuggling, sailors move a lot of material, and often get a cut of that material as part of their payment. Mechanics: Can be used to make a free Proficient purchase from any standard buy list the character has access to (Criminal, Sailing, Trade Connections). May only be used on local buy lists at game runner discretion. Expires in 3 months.
Hard Tack (x3) - Consumed Meal: Single Use – A ration of food that must be chewed for 10 minutes. Mechanics: A 10-minute meal that allows the Target consumer to regain 10 Body. Must remain stationary while eating. Counts as a meal for all rules purposes. Expires in 6 months.
Bosun’s Whistle (Crew Name) - Gizmo: Single Use (x1) - A shiny silver whistle used to communicate with your crew. Mechanics: Requires Crew Tattoo (Crew Name) to use. When expended with Proficient Sailing to call “I’m the Captain!” on a Sailing mod, call as an additional effect “By The Sound Of My Voice, All <Crew Name> Immune To Environmental Effects for One Minute”. Only one Bosun’s Whistle may be used per Sailing mod. Expires in 3 months.
available Master sailing purchases (10 Brass)
Crew’s Cabin Flag (Crew Name) - Gizmo: Single Use (x1) – A flag of a specific crew that can be used to boost crew morale. Mechanics: Require Phys Rep. Must remain stationary, lasts until the end of the event once set up. Any character within Line of Sight to the flag with Crew Tattoo (Crew Name) that matches the flag can resist any use of Fear by spending 1 Mind and calling “Resist Fear: Crew Flag” or resist any use of Terror by spending 5 mind to call “Resist Terror: Crew Flag”. Expires in 3 months.
War Ship’s Munitions - Gizmo: Single Use (x1) – A massive single use mortar. Mechanics: Requires Crafted Ship Card to use. When in a scenario where the user is on a ship (plot focused situations), the user may point at a target in Line of Sight outside the ship and call “Mortar: Line of Sight to <target>, 50 body” to a Target. Expires in 6 months.
Captain’s Order - Weapon – A standard-sized cudgel. Mechanics: Counts as Master Melee Standard (2 Damage). Requires Master Sailing to use. May spend 10 Mind and strike a Target to cause 20 Body damage. This weapon cannot be augmented. Expires in 1 year.
Crew’s Keg O’ Grog (Crew Name) - Gizmo: Single Use (x5) – Part of the ship, part of the crew. Mechanics: Usable by someone with Crew Tattoo (Crew Name). When User drinks causes a 5 second Stun effect and allows the consumer to call “No effect, liquid courage!” to the next Fear effect that targets them before the next 12s . Requires keg or barrel physical representation; each use is a 12 oz drink consumed directly from Crew’s Keg O’ Grog. Counts as a Basic Brew and as Basic Hooch for all rules purposes. Expires in 3 months.
Master Dock Worker’s Contract - Gizmo - Whether shipping legitimate cargo or smuggling, sailors move a lot of material, and often get a cut of that material as part of their payment. Mechanics: Can be used to make a free Master purchase from any standard buy list the character has access to (Criminal, Sailing, Trade Connections). May only be used on local buy lists at game runner discretion. Expires in 3 months.
Trade Connections
Available Basic TRADe Connections PUrchases (1 Brass)
Rover Tea - Consumed Brew: Single Use (x1) – Delicious, minty tea that would appeal to anyone. 12 oz. Mechanics: User regains 5 Mind when sitting for 1 minute and drinking all 12 oz. of tea. Expires in 3 months.
Trade Papers (Name) - Gizmo: Single Use (x1) – A contract written up with your name. Mechanics: Requires Basic Trade Connections to use. Allows one user to spend 3 Local Currency at the Public Works to acquire 2 of the same in-season Named Herbs. Expires in 3 months.
Pocket Cheese - Consumed Meal: Single Use (x1) - A small packet of preserved food for the road. Mechanics: User regains 5 Body when eaten. Takes 10 minutes to consume. Expires in 3 months.
Caravan Map - Gizmo: Single Use (x1) -You have a map marking the location of valuable goods. Mechanics: Expend to gain +1 gathered item from a single use of Basic Salvaging, Basic Foraging, or Basic Trailblazing. Only one map usable per skill use. Turn into the Public Works on use. Expires in 3 months.
Basic Odds n’ Ends - Service - By picking through various sales and leftover materials, you get a hold of some useful materials for cheap. Mechanics: Upon purchase, receive 2 Basic Scrap.
available Proficient TRADe Connections Purchases (5 Brass)
Hidden Wallet - Gizmo - A clever wallet that’s hard to find on your person. Mechanics: Requires Proficient Trade Connections to use. User may put up to 50 currency cards in this wallet that cannot be searched for, pick pocketed, or looted off the user’s body. Can only have 1 Hidden Wallet on a user at a time. Expires in 6 months.
Merchant’s Coat - Armor – A sturdy coat against the elements. Mechanics: Requires Proficient Trade Connections to use. User receives 10 Armor points, requiring 30% coverage. This is an armor card and does not stack with other armor. This armor cannot be augmented. Expires in 6 months.
Rover Tea (x3) - Consumed Brew: Single Use – Delicious, minty tea that would appeal to anyone. 12 oz. Mechanics: User regains 5 Mind when sitting for 1 minute and drinking all 12 oz. of tea. Expires in 3 months.
The Borrowed Ride - Gizmo: Single Use (x1) – “Do you know what will happen if you scratch my ride?” Mechanics: Counts as a Diesel Jock Ride borrowed for a single module, equipment use, or plot mechanic requirement. If use of the “Borrowed Ride” results in the Borrowed Ride being destroyed or lost during the scenario, this may result in casted Diesel Jock characters coming to look for your character. Expires in 6 months
Proficient Odds n’ Ends - Service - By picking through various sales and leftover materials, you get a hold of a pile of useful materials for cheap. Mechanics: Upon purchase, receive 10 Basic Scrap.
available Master TRADe Connections purchases (10 Brass)
Merchant’s Stall Heavy Lock Box (Character Name) - Gizmo – A sturdy, heavy box with a key that can store items at a merchant’s stall. Mechanics: At least 2 ft. x 2 ft. container stores up to 30 Items. Container requires 2 people to move. Counts as locked with Gizmo: Proficient Lock. May be opened or unlocked by (Character Name) without triggering a container trap. Lock can be replaced with other Gizmo: Lock. Expires in 6 months.
Merchant’s Shotty - Weapon – A shotgun kept behind a merchant stall. Mechanics: Counts as a Master two-handed firearm with Overpower. 5 base damage. Requires Master Trade Connections to use. May spend 10 Mind and the next two attempted Ranged Attacks within 10 seconds call “Stun”. This weapon cannot be augmented. Expires in 6 months.
Master Odds n’ Ends - Service - By picking through various sales and leftover materials, you get a hold of a large amount of useful materials for cheap. Mechanics: Upon purchase, gain 20 Basic Scrap.
Extended Warranty - Gizmo - You purchased a “protection plan” for an item. Mechanics: When used, you may make a single expired vehicle, gizmo, weapon, armor, or shield that expired within the last 3 months usable until the end of the current event. A Guide at the Public Works should write the date and “Extended” on the expired card. After this time, the item is broken and cannot be repaired. Cannot be used on an item that has already had its expiration date extended in any way. Expires in 6 months.
In Good Favor - Gizmo: Single Use (x1) – “Get brought into the town the safe way.” Mechanics: In the instance that a game mechanic would cause unique mechanics upon entering play, you may spend this card to negate being under the effect of those mechanics. Expires in 6 months.