So, it came up in my game that a player rolled a Triumph trying to locate a merchant. In spending it, he suggested that maybe the merchant has access to some sort of specialized goods. I said I'd think of something before too long.
My plan all along was for the merchant to have had experience trading with natives of Zanaga, including the Mahkim (four-armed lizard men) and Lizardmen (their degenerate relatives). So, I thought, maybe he offers goods that feature Mahkim craftsmanship, similar to Ancient, Elven, or Dwarven? With that in mind:
Zanagan
The Mahkim have honed their crafting techniques through centuries of life in the brutal jungles of Zanaga. Such wares are generally intended to make four-armed Mahkim hunters and warriors silent jungle stalkers. Nevertheless, some Mahkim lend their talents to two-armed clients. While these wares look odd to outsiders, they offer an edge in hot, steamy environments where evading detection is important.
Armor: Reduce the armor's encumbrance value by 2, to a minus of 0. In addition, your character removes [Setback] from Stealth checks they make, as well as [Setback][Setback] added to checks they make due to hot or wet conditions.
Weapon: Increase the weapon's Unwieldy rating by 2 (to a maximum of 4) and its Linked rating by 1.
Price: Cost x 3
Rarity: +5.
How's this look balance-wise? Do the Armor and Weapon benefits and drawbacks seem roughly equal? Is the cost and rarity modifier fair? Thanks for any ideas!
Edited by SavageBob