Category:Slaver Upgrades

Upgrades you can buy for individual slavers.

Exploration
Exploration III (Req. Expert + 1,500g + Five Days Away): If one is not a harpy or another one so blessed with the ability to take to the skies the dream of flight does not have to be entirely out of reach. For those that cannot form the bond of trust needed to trust another creature not to let them fall when far too high up, if they can even acquire such a magnificent animal in the first place, there are other ways for those with enough disposable funds. Even those who can fly under their own abilities wouldn't complain about being able to travel in style and without the usually needed effort. The most easily obtainable of these wats is to have a retainer with a flying mount strong enough to carry both their master or mistress, as well as an additional passenger in a suitable harness below. Further improves the quality of generated Assignments when scouting, and if they don't have the trait will grant Flying (Fly) on Assignments if it would be a positive.

Exploration II (Req. Veteran + 250g + Three Days Away): A map is good. An enchanted compass is even better, and even more so if you can get one that doesn't take you right to the one that enchanted it who knows all sorts of other magical bindings... Improves the quality of generated Assignments when scouting.

Exploration I (Req. Competent + 100g + One Day Away): It helps to have a map. Even if those maps are woefully incomplete like when they come to the Ever Forest, Deep Mountains, or even the more labyrinthine alleyways to be found in the less visited parts of Aversol. Not spending enough can end one in more danger than if they didn't have such a navigation aid in the first place.

Marauding
Marauding III (Req. Expert + 1,250g + Five Days Away): The cost of an exclusive mercenary contract is steep indeed, and even steeper when it needs to be paid all upfront along with the promise of a share of any plunder to be had. Counts as being accompanied on Marauding Assignments with a Hireling character with the following traits: Aggressive (Agg) - Brutal (Bru) - Strong (Str) - Perceptive (Pcp) - Unscrupulous (Usc)

Marauding II (Req. Veteran + 250g + Three Days Away): While other slavers can be content with any kind of rope to get the job done, to get the very best results demands the most finest quality weaves to be able to ensnare and restrain even the most defiant of prey, and that kind of reliability costs a seriously pretty penny. Adds an additional Small Bonus if using the trait Trapper (Tpr).

Marauding I (Req. Competent + 100g + One Day Away): Regardless of how a slaver goes into battle it certainly helps if what they have is well maintained. Visiting a nearby town to find an expert to ensure everything is suitably polished, along with purchasing a few hidden additional surprises, could give a real edge when it comes to getting violent.

Defending
Defending III (Req. Expert + 750g + Five Days Away): It is said that the honour of a paladin is unbreakable, and so having one of their dawn-swords on hand is an incredible aid in establishing trust with those that might be justifiably wary of would-be protectors. Being able to obtain one with the layered enchantments broken that normally melt a stolen one into slag, likely along with the fingers of the unwise thief in question, or instead perhaps a suitably convincing replica, can be a painfully expensive prospect, and yet could well be worth the investment. You could even use it as a weapon in a pinch if you really had to, though that would be not the best of ideas if you need to convince anyone that it's a genuine article... Counts as having the trait Faith: The Light (F:Li) if it would be a positive, and improves both Honourable (Hon) and Depraved (Usc+) for all present if assigned first.

Defending II (Req. Veteran + 250g + Three Days Away): Nice padding is good to have. Quality padding made from the thick wool taken from the lava behemoths is even better, and it's lovely and warm even on the chilliest of days. Sure costs though given damn hard it is to shear them in the first place. Improvement to Wounding/Removal avoidance on all Assignments.

Defending I (Req. Competent + 100g + One Day Away): Whatever one is wearing, adding some extra soft padding can never go amiss, and it can help if you can buy the really soft stuff. Slight improvement to Wounding/Removal avoidance on all Assignments.

Scavenging
Scavenging III (Req. Expert + 850g + Five Days Away): A cart is good. However an armoured wagon pulled by a whole team of draft-animals is even better if one wants to take away absolutely everything that they possibly can. It also serves as a handy moving fortress if things don't go as planned. Further increases the supplies earned from any Assignment that they are present on, and allows a special reroll for results greater than 85 on Scavenging, Defending, and Marauding Assignments.

Scavenging II (Req. Veteran + 250g + Three Days Away): There never seems to be quite enough capacity to carry away everything that is found, and so buying a suitable cart and a draft-animal trained to deal with both the rigors of the dense forest or treacherous mountains can be just the thing to deal with that. Increases the supplies earned from any Assignment they are present on.

Scavenging I (Req. Competent + 100g + One Day Away): A really nice pair of solidly built gloves can be just the thing when one has to stick their hands into all sorts of unknown places.

infiltration
Infiltration III (Req. Expert + 900g + Five Days Away): The right bribe there, another bribe there, and then a much larger one to the actual contact when they are actually found can secure an informal chat with some very talented individuals indeed. A discussion where all sorts of useful information and advice can be learned about the art of a clean getaway, the secrets of some very cunning little toys, and how to properly arrange one's gear for the best results. Improvement to Wounding/Removal avoidance on all assignments, and allows a special reroll for results greater than 85 on Infiltration, Trading, and Diplomacy Assignments.

Infiltration II (Req. Veteran + 250g + Three Days Away): There's a fascinating concoction that can be made using the sap of a certain plant that grows only in those parts of the Ever Forest that are entirely deep below the undergrowth. How to even find that plant is a closely guarded secret, let alone what you do with it to make the mixture, and yet the results are almost magical. Any footwear treated with the concoction, even a pair of spiked stiletto heels, will be rendered entirely silent on any surface.

Infiltration I (Req. Competent + 100g + One Day Away): A suitably spun-sable cloak can be just the thing to drape over one's normal attire when one wishes to go both unseen and unheard.

Diplomacy
Diplomacy III (Req. Expert + 1,150g + Five Days Away): If one's original personality doesn't work then it certainly doesn't hurt to bring a second. Establishing such an entirely other self requires an expensive and rather elaborate process. However if done right the other identity when they stand in a different way, with new body language, alternate speech patterns, and even emphasizing different muscles in the face, one can become entirely unrecognizable even when meeting the same person twice in quick succession. Counts as being accompanied on Diplomacy Assignments with an Alter Ego character with the following traits: Friendly (Fnd) - Seductive (Sed) - Persuasive (Per) - Tactful (Tac)

Diplomacy II (Req. Veteran + 250g + Three Days Away): Some people think that drugged lipstick, be it clear and unnoticeable to being so lusciously bright red it's a blatant invitation, is in some way objectionable. These people probably have too much in the way of ethics to be in the slave-trade in the first place.

Diplomacy I (Req. Competent + 100g + One Day Away): Even if they never get the chance to be shown off some expensive underthings can be a valuable confidence booster.

Trading
Trading III (Req. Expert + 1,750g + Five Days Away): With this much gold spent on it no matter what obscenely pricey and yet impeccably refined minor accessory is chosen it's sure that the incredible affluence that it represents will be the only thing taken note of. Reduces the penalty for having negative traits on assignments. Adds a respect check bonus to the owner of such a pretty bauble along with removing the reputation penalty of wearing attire rated below 50.

Trading II (Req. Veteran + 250g + Three Days Away): Even with one must add some cloth wrist cuffs to one's ensemble to be able to wear them, a suitably unobtrusive and yet staggeringly pricey pair of cufflinks can awe a potential buyer or seller before negotiations even begin.

Trading I (Req. Competent + 100g + One Day Away): Whatever the sex of the wearer having a really nice silk tie to wear can help with making a deal.

Slaving
Slaving III (Req. Expert + 750g + Five Days Away): Having spent this much a slaver can be confident that whatever comes to hand that it will be of the absolute highest quality. Be it a silken whip treated with intoxicating venom to chains with each and every link etched with runic symbols of arcane power this one demands the very best. While training and regardless of the result the slave in question will be unable to fall below 20 Willpower or Condition thanks to the greater level of control available, and will gain a special reroll if a Biomancy ritual they are performing would originally fail.

Slaving II (Req. Veteran + 250g + Three Days Away): There's nothing like a supply of those clever little gems that will vibrate so intensely when given half the chance when it comes to breaking down a slave's will.

Slaving I (Req. Competent + 100g + One Day Away): Any collection of sextoys can always do with being expanded with some nicer options.

Corruption
Corruption III (Req. Expert + 750g + Five Days Away): What really is needed to unlock a wyrmstaff's true potential is to be inscribed by a whorelock trained in both desecration and enchantments. The more inscriptions the better though thrice is generally considered optimal or all sorts of weirdness can start spontaneously manifesting... Further improved chance to succeed if performing Corruption. Counts Magic: Corruption (M:Co) and Depraved (Usc+) as Fully Favoured on all Assignments.

Corruption II (Req. Veteran + 250g + Three Days Away): A wyrmstaff is one of the better ritual focuses available, and one is usually findable to any prospective practitioner with enough gold to spend. Improved chance to succeed if performing Corruption.

Corruption I (Req. Competent + 100g + One Day Away): A casket of dreamdust can help enhance pretty much any ritual, and it's sensible to buy from a quality supplier who usually can be trusted to make sure the supply is pure and not spiked with all sorts of nasty surprises.