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 Post subject: Merchant Shoppe
PostPosted: Sat Apr 12, 2014 4:45 pm 

Joined: Tue Nov 20, 2012 6:27 pm
Posts: 165
Location: Wharton, TX
At this moment all merchant items are temporary unless given Council approval. That means you must repurchase them at full price each day if you wish their use, no form is submitted for the purchase of Merchants Items. A furre must be holding the item in their paws in order to use any bonus the item may give. If asked, the furre must show the item for proof. Prices are not negotiable.

When attempting to take an item from someone (not stealing, simply grabbing it), a roll of 75 or higher must be made on a 1d100.
All temporary items expire daily at 8:30am FST (Atas Sunrise)




Category
Item
Base Price
Description
Misc ItemsCoin of Magnetism
60
Use this coin and gain a +10 on your pick pocket skill. Stackable with current pickpocket mod.
Magic Sack of Summoning
10
Whatever is in the sack gets 3 immediate attacks with their assigned modifier. They do not take damage. At the end of the 3 attacks the summoned creature runs off or disappears. Roll 1d10 at the moment of use to determine what creature arrives:
  • Scorpion +3
  • Snake +3
  • Badger +5
  • Wolverine +1
  • House Cat +4
  • Sea Slug +18
  • Ghoul +15
  • Chicken +1
  • Feral Wolf +9
  • Peregrine Falcon +4
Crystal Ball
50
Without using a skill or spell, know where your target is. Simply consult your crystal ball. (Whisper target for location)
Bag of Deadly Nightshade and Hemlock
25
Slip this into the drink of your enemy and watch them suffer the effect of poison. It does 1d5 damage every 1 minute FST. (If rolled successfully, the victim is not aware that you've poisoned him. They become aware after ingestion that they're sick.)
Screaming Skull
40
This horrendous skull opens its toothy mouth and shrieks at your target as you hold it aloft. Does assured psychological damage. (All furres within one square of skull (save caster) must roll 1d20+6, 1d40+6 damage. Can be used in or out of combat.)
Decoder Ring
10
This super collectable shiny prize is quite useful in seeing past forgeries. Collect the whole set!.. Of one. (Adds +30 to Appraise Skill)
Music Box
40
The ornate box plays a beautiful but diabolical tune that lulls your target to sleep. Target can defend. Use of item adds +30 to roll, stackable with sleep spell if available to your class. ( In-Combat: Caster puts opponent to sleep for 1 turn. Target cannot defend against next attack. Out of Combat: Target falls into a deep sleep from which he may not be awakened for 24 hours unless woken by spell. Or unless damage is taken. )
Pink Feather
10
Pink feather from the Isle of Flamingo. Grants the holder/wearer incredible physical strength. (Non-combative. No roll required)
Spirit Urn
50
Place dust in this urn and call out the name of a dead furre you wish to speak with. (No roll needed)
Feral Paw
60
Holder of this item can automatically speak with feral creatures. (No roll needed)
Paw of Mage500[/center]Grants the holder a +30 bonus to all spells. This is added to the modifier of the spell.
BeadsVanishing
30
Throw these beads to the ground and they explode and fill the area with a thick grey smoke to ensure your escape. When used in combat it is considered a retreat. Automatic Escape. (No roll needed. Attackers cannot stop you)
Force
20
Throw these beads at your opponent and do 1d20+20 or 1d40+20 damage. One time use only. (Can be defended)
Energy
20
Does 1d20 damage to target and heals the caster the same amount. Can be used only 3 times before item expires. (Roll necessary, attack defendable.)
Entrapment
80
Silver, glowing beads that create a force field about target, confounding his retreat. (In Combat: At your turn Roll to use beads BEFORE target rolls to escape/retreat. Target now cannot roll to escape/retreat for the next 5 turns. Out of Combat: Roll to use beads and entrap an unsuspecting victim. They cannot leave your side for 1 hour FST.) (Target can defend against the beads only when you first use them.)
Sphere of Life
60
Palm sized glass ball with swirling interior. When smashed upon the ground the released mists heal those within one square of user, including user. (heal 2d20 per person. One time use.)
BootsElven Kind
30
The soft leather of these boots aid in your silence. +30 to Move silently and Listen skills.
Speed
120
Winged boots that increase your speed. Wearer of these boots is allowed two actions per turn.
Golem
100
Tough, rugged, boots that increase your strength. Wearer of these boots gets +20 stackable bonus to the class' feats. (+20 to all attacks that do not involve MP)
CloaksNull Magic
300
Any magic cast towards you is nulled. Warning though, your own magic is nulled as well while you wear this cloak. (Spells (mana mods) cast upon you require no defense, and no damage is taken. Additionally, you're own mana is inaccessible)
Teleportation
80
Teleport anywhere without the roll of a dice. If used in combat it is considered a 'retreat'. (No roll needed. Attackers cannot stop you) Good for non-magic users.
Veiling
80
People don't notice the wearer of this cloak, it is almost as if they are invisible, or just not seen. They are ignored until they're involved in an action. (attack, defense roll, etc)
Magi
120
Only available to Sorc and Wiz class. A fine, flowing cloak, traditional to the profession, that acts as armor against physical and magical attacks. (Adds +15 to defense roll, STACKABLE with other defense mods).
AmuletsLife
40
Add 20 Hp to your character's total while you wear it.
Non Detection50[/center]Stay completely hidden from crystal balls and search and listen skills. (No roll needed)
Inescapable Location
30
Place this on someone whose whereabouts you always want to know. (ie tracking device)
The Sneak
70
This amulet is inset with the image of an opossum. Fear the wearer of this amulet. (User gets a +20 bonus to any sneak attack they perform. Stackable.)
JewelsThunderstone
80
Throw this stone TWO SQUARES AWAY as a magical grenade-type weapon. It creates a large explosion damaging all furres within one square of impact. User isn't harmed. (Targets must roll 2d20 or 2d40 damage if defense not successful.)
Philosopher's Stone
300
Holder of colour-shifting stone will always retain at least1 HP and cannot die, nor suffer more damage, no matter how much more damage they may roll. No roll necessary to enable stone. (You can be reduced to 1 hp, but no less)
Sapphite
60
Blue stone will add 30 MP to your character's total while you hold it.
Garnet
60
Red stone will add 30 HP to your character's total while you hold it.
Pearl
60
Saltwater pearl will add 30 ST to your character's total while you hold it.
Quartz
50
Clear/rose quartz will add an extra +20 to your First Aid skill.
Lapis Lazuli
50
Speckled blue stone will add an extra +20 to your Appraise skill.
Jade
50
Green stone will add an extra +20 to your Animal Empathy skill.
Amethyst
50
Purple stone will add an extra +20 to your Forgery skill.
Topaz
50
Yellow/blue stone will add an extra +20 to your Perform skill.
Emerald Circlet
150
Emerald set in silver circlet worn on the forehead will nullify any Psionic Feats done directly to you and eliminate any psychological damage caused by spells from any class. (No roll needed.)
Enhancing Stones
Purchase a special gem from the merchants to place in an open hollow in your weapon, adding bonuses based on the gem purchased. Gems may only be enhanced by a member of the Mage's Guild. (you MUST be holding the weapon for these bonuses to apply)
Ruby
100
Red stone will add 50 HP to your character's total HP count when joined to your weapon.
Diamond
100
Colour-shifting stone will add 50 MP to your character's total MP count when joined to your weapon.
Amber
100
Yellow/orange stone will add 50 ST to your character's total ST count when joined to your weapon.
Emerald
70
This green stone creates a aura of poison upon the weapon when joined, poisoning your opponent if successfully attacked. (Poison only works against a furre once a night. ie If he is cured, he cannot be poisoned again by the same weapon)
Moonstone
70
White stone will add +20 defense against unholy furre attacks when joined to weapon. Stackable with armor. (Vampire, were, demon, dark paladin)
Bloodstone
70
Red/black stone will add +20 defense against holy furre attacks when joined to weapon. Stackable with armor.(Cleric, druid, light paladin)
Tigers Eye
50
Yellow/brown stone will add an extra +20 to your Search skill when joined to weapon.
Onyx
50
Pearly black stone will add an extra +20 to your Move Silently skill when joined to weapon.
Jasper
50
Black stone will add an extra +20 to your Listen skill when joined to weapon.
Hematite
50
Silver/black stone will add an extra +20 to your PickPocket skill when joined to weapon.
Iron
50
Mixed metal will add an extra +20 to your Open Lock skill when joined to weapon.


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