General Store
For all your seemingly random needs. The General Store is a place where you can buy common items for your character's use. One can be found just about everywhere, so you don't need to worry about location or anything.
If you want to buy anything from one, go post in the General Store topic in the Shops board of the forum, saying what you're buying and how much it costs. You don't need to wait for anyone, just subtract the credits from your total on your sheet, and add the items to it.
You can also sell items at General Stores. Just post what you wish to sell, and an Owner will reply with how many credits you get in return. Sold items will show up at the resale counter for others to buy.
General Goods
Cell Phone (Other): You can make calls or send texts to other characters with this. Only works if you have their number; must gain their number in RP by asking for it. Obviously, they need a cell phone, too.
Costs 2,000 credits.
Backpack (Accessory//Back): It carries it so you don't have to. This can carry up to 10 consumable items. You can only unequip a backpack if it's empty, if you're discarding it completely, or if you give it to someone else.
Costs 250 credits.
Armor Bag (Accessory//Neck//B): A shoulder bag used for carrying clothing and armor. This can hold up to three pieces of armor at no inventory cost. It can have Accessory elements added to it like any other B-Rank accessory.
Restriction: This accessory cannot be upgraded past B-Rank.
Slot 1:
Slot 2:
Slot 3:
Effects:
Elements:
Costs 750 credits.
Deposit Box (Other): A box kept in your home or store for extra inventory space. Its contents can only be accessed when not in an RP/Quest/Battle, and cannot be used to transfer items into ongoing sagas between its parts unless the GM specifically allows it. This can hold up to 20 consumable items. A stack of 20 of one reagent counts as a consumable. (Its contents can still be obtained through use of the Summon scroll from Scripting, however.)
Costs 2,500 credits.
- (If we decide to add Store Upgrades to the game at some point, Deposit Boxes will be shifted into those.)
Rope (Other): A 50-foot length of rope that can be used to bind people or climb. Binding someone with a rope takes time, and can usually only be done if the target is unconscious or is restrained by more than one person. Anyone restrained by a rope needs to make a DL4 (x25) STR check if they want to attempt to break out.
Costs 50 credits.
Zip Ties (Other): A pair of tough plastic zip ties. Good for restraining someone quickly. Anyone restrained by these needs to make a DL2 (x25) STR check if they want to attempt breaking out of them. Single use.
Costs 50 credits.
Bottle (Container): A small glass bottle used to contain potions or other substances.
Costs 40 credits.
Cookies (Consumable): Can be used as a Minor Action (in place of movement) to heal 5% max HP. Cannot be used in non-movement battles, and only two can be used per battle.
Costs 60 credits.
Anti-ballistics Armor Attachments (Upgrade-A): You no longer suffer from the no keystone penalty when attacked with a firearm. However, you are still unable to dodge bullets. Takes up an upgrade slot on all armor equipped.
Costs 500 credits
Energy Shield (Other): Gives full protection from the no keystone penalty when attacked with a firearm. Lasts for the duration of one battle, before needing to be replaced. You can choose not to activate it, saving its use for a later battle.
Costs 500 credits
Licenses
Licenses do not take up inventory space.
Harvester's License (Other): Allows you to hunt for reagents wherever you want. This is required to use Harvesting. 30 uses.
Costs 500 credits.
Knowledge License (Other): Allows you to sell information on rare items. This is required to sell information on Rare or Legendary equipment to other players. 5 uses.
Costs 1,000 credits.
Resale Counter
Sold items show up here. This stuff is more varied than the rest of the General Store's selection, since it's been sold by your fellow players.
Core Rules |
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Basics: Affinity • Alignment • Experience Gains • Level • Races • Skills (Skill +) |
Battle: Actions • Awakening (Overload) • Battle Penalties • Battle Tables • Range • Reactions • Status Effects (Broken Limb • Crippled) • Techniques |
Items: Accessories • Armor • Equipment Upgrades • Keystones • Legendary Lore Items • Misc Items • Shops • Weapons |
Misc: Affection • Day and Night • Death • Flight • Knowledges • Languages • Rare Effects • RP Combat • Traits • Unique Passives • Universal Passives |