Click here to see stores in Yourmum
Click here to see the store at Grandpa Gohan's House
Click here to see stores in Pirates Cove
Click here to see the store in Valley Hill
Click here to see the store on Papaya Island
-30 feet - cost $50
-75 feet -cost $100
-120 feet -cost $150
-250 feet -cost $200
-500 feet -cost $250
-1000 feet -cost $300
Flask - you need this too if you are a stoner. Stores 1 potion for drinking. Cannot be reused, chemical residues and all that.
-cost $250
Delivery Ticket
- This ticket entitles one free instantaneous delivery of goods
purchased from one store to another store or location somewhere else in
the world. You see, not all stores are the same. Some stores have some
items, and in another city their stores may have other items, or at a
different price. However if you see something you want in this town, but
can't afford it, you may want to pick up a delivery ticket so that when
you are really far away, too far to come back and pick it up yourself,
you can have it brought to you and purchased at the other locationfor
the same price.
-cost $6000
A pocket chain
- goddamn thieves everywhere. Chain down one item (or cash)
successfully stolen with this little simple gadget. One time use if
successful.
-cost $1500
Bike Parts - just a generic box of bike parts to repair bikes n stuff. You still need a screw driver though, or a Swiss army knife...
-cost $150
A lockpick-
If you have a lockpick skill, as Kleptomaniacs have available, you can
use these to pick locks! Are discarded after each successful use. May
break after too many unsuccessful uses.
-cost $1100
Dino Capsul - Think you've reached the time when you might need to carry insanely large equipment, oh like lets say space pods, space ships, boats, training machines, healing bacta tanks, tank tanks, cannons, tie fighters, ATAT's, attack robots.... pizza makers (trust me on this one!)? Yeah? Well too bad. They're too f*cking big! UNLESS you have a dino capsul to carry it around IN YOUR POCKET!
-cost $3000
X Ray Fluoroscope - Stoner gear. Can tell you what a potion is comprised
of (so you can maybe make it on your own). Requires a dino capsul to
carry.
-cost $5450
Microscope - will tell you what an unknown potion does.
-cost $3400
Bandages - heals 2hp per turn for the duration of the quest
-cost $1000
A pentagonal
icositetrahedron - this is a 24 sided dice (D20 + D4 if you don't have one). You can use it for any situation you want in place of any dice you normally roll. One time use.
-cost $2400
-cost $2000
Soul Spell Rote - You can release a trapped spirit into the rote. Spirits contain spells that have already been determined by the DM for the most part. Unlike Soul Gems in weapons or armor, this item creates a unique spell, not adds a trait or stat to an armor or weapon.
-cost $2000
Summon Cherry Picker The Filthy Jackalope (Necromancer only) - This little hornball (pun intended) will sex up the battlefield turning some fights into an orgy that will culminate in completion in a gruesome and violent way. Cherry Picker does nothing for the first 3 turns. Each turn the player rolls. If the player rolls the quest difficulty 3 or more times then an orgy ensues amongst targeted individuals. Cherry Picker must be guarded or hidden his first 3 turns as he is vulnerable. After the third turn, Cherry Picker can slash at throats in addition to his sexual power. Roll D12 for damage. Cheery Picker does not automatically defend you if attacked. Cherry Picker can defend himself on defense turns after the third turn. To summon no roll required. Takes 1 turn to summon. Uses 9 magic.
Health: 30
Magic: None
-cost $2000, 2000 exp
Summon a Wendigo (Necromancer only) - You have an ally that you particularly don't like or has already fallen then you can summon a murderous dark cannibalistic spirit into their body. Allies and friendly NPC's only. The wendigo is not under your direct control. Every turn you will roll a 20 sided dice. Anything less than 4 and it attacks you or your team for D20 damage for everyone on the field. Anything over 4 and it does damage to an enemy equal to its roll. Rolling a perfect 20 your Wendigo may consume a lesser enemy entirely. The wendigo dispells after battle. Your fallen ally or NPC can remain with 1 health if they consumed anyone. If you summoned a Wendigo into a live person and they don't consume anyone they die after battle. The Wendigo does not automatically defend you if attacked. The Wendigo cannot defend itself. To summon roll Intelligence D20 against the player you want to possess (NPC's controlled by DM) . Takes 1 turn to summon. Uses 13 magic.
Health: 45
Magic: None
-cost $3000, 3000 exp
Enchant - This extraordinarily powerful spell is available to magic user primary classes only Stoners, mind freaks, ghostbusters, companions, vaudevillians, necromancers). With it you can enchant an empty spell rote. In other words you can create your own spell so long as the DM approves. It will then only require a specified Exp points to learn. Can only be cast before casting any other spell on a quest day. Uses all your available magic.
-cost $11000, 11000 exp
Name: Leviosum (Availability - all magic users)
Ability: Levitate something minimally heavy
Roll Rules: Passive - roll intelligence D20. Uses 3 magic.
-costs $500, 500 experience
Name: Levitasium (Availability - all magic users) (Must know Leviosum)
Ability: Levitate something moderately heavy, including regular sized people
Roll Rules: Passive - roll intelligence D20. Uses 5 magic.
-costs $1200, 1200 experience
Name: Expelliarmus (Availability - Mindfreaks and Stoners only)
Ability: Expel a weapon or shield from an enemies hands
Roll Rules: Combat - intelligence D20. Single target. Uses a turn. Uses 4 magic.
-costs $800, 800 experience
Name: Science, Bitch (Availability - Everyone)
Ability: No, fuck your fake voodoo bullshit. Dispells a spell or a status obtained due to a spell.
Roll Rules: Combat - wisdom D20. Single target. Uses a turn, or is used in a defense turn but you lose your next turn. Uses 100 exp because magic is FUCKING FAKE!
-costs $1800, 1800 experience
Name: Fire Level 1 (Availability - Mindfreaks only)
Ability: A fireball shoots forth from the wand or staff and does fire damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple way to produce fire for local use. Flame isn't strong enough to vaporize or incinerate anything in a reasonable time. Does fire damage to enemies vulnerable to fire. Targets 1 enemy. Uses 1 turn. For damage roll Intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Ice Level 1 (Availability - Mindfreaks only)
Ability: A blast of ice cold air shoots forth from the wand or staff freezing
the water vapor in the air as it travels leaving a streak of white in the air.
Does ice damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple
way to freeze surface water, chill a room, put out small fires, etc. Does ice
damage to enemies vulnerable to ice. Targets 1 enemy. Uses 1 turn. For damage
roll Intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Ice Level 2 (Availability - Mindfreaks only) (Must know Ice Level 1 first)
Ability: Ice balls hail down upon a person pummeling them with ice and physical damage.
Roll Rules:
Combat - roll intelligence D20. Does ice and physical damage to enemies
vulnerable. Targets up to 3 enemies if they are close together. For
damage roll Intelligence D10 twice. Uses 4 magic to cast.
-costs $1500, 1500 experience
Name: Lightning Level 1 (Availability - Mindfreaks only)
Ability: a blast of electricity shoots forth from the wand or staff,
electrifying the air and the intended target. Does electrical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive its a simple
way to damage on exposed circuit, give someone a small shock. Does
electrical damage to enemies vulnerable to electricity. Targets 1 enemy. Uses 1
turn. For damage roll intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Earth Level 1 (Availability - Mindfreaks only)
Ability: a storm of rocks and pebbles is generated from the wand or staff,
pummeling the intended target. Does physical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive it can be used
to dent and damage things. Does physical damage to enemies vulnerable to
physical damage. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10
+ 4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Earth Level 2 (Availability - Mindfreaks only) (Must know Earth Level 1 first)
Ability: a large boulder crashes down on an enemy. Does physical damage.
Roll Rules:
Combat or passive - roll intelligence D20. As a passive it can be used
to dent and damage things. Does physical damage to enemies vulnerable to
physical damage. Targets 1 enemy. Uses 1 turn. For damage roll
intelligence D10 twice. Uses 4 magic to cast.
-costs $1500, 1500 experience
Name: Gravity Level 1 (Availability - Mindfreaks only)
Ability: Brings
into being a small gravitational field that draws a small and medium
sized enemy closer to or onto the ground. It can also slow down other
enemies, causing them to hit for less on physical attacks.
Roll Rules: Combat
- roll intelligence D20. Targets up to 2 nearby enemies. Uses 1 turn to
cast initially. Does no damage. Uses 3 magic per each target initially,
and 1 magic per each target for each subsequent turn you want the spell
to be active.
-costs $1100, 1100 experience
Name: Gravity Level 2 (Availability - Mindfreaks only) (Must know Gravity Level 1 first)
Ability: Brings
into being a medium sized gravitational field that draws an over-medium
and some large sized enemy closer to or onto the ground. It can also
slow down other enemies even more, causing them to hit for less on
physical attacks.
Roll Rules: Combat
- roll intelligence D20. Targets up to 2 nearby enemies. Uses 1 turn to
cast initially. Does no damage. Uses 3 magic per each target initially,
and 1 magic per each target for each subsequent turn you want the spell
to be active.
-costs $2000, 2000 experience
Name : Wind Storm Level 1 (Availability - Mindfreaks only)
Ability: a blast of cold wet strong bitter winds is generated from the wand or
staff, pummelling the intended target. Does physical damage.
Roll Rules: Combat or passive - roll intelligence D20. As a passive it can be used
to blow light things around, put out flame, fan flame, etc. Does physical
damage to enemies vulnerable to physical damage. Targets 1 enemy. Uses 1 turn.
For damage roll intelligence D10 +4. Uses 2 magic to cast.
-costs $500, 500 experience
Name: Avada Kedavra (Availability - Mindfreaks and Necromancers only)
Ability: The instant kill spell
Roll Rules: Intelligence D20, three times. All must be successful. Uses a turn. Uses all magic points left with a minimum of 7. Will kill any one enemy who does not have a talisman against it, even a large boss (talismans will be noticed if someone does a successful wisdom check in the battle, and will be available to collect as treasure after for any enemy who has one).
-costs $10000, 4500 experience
Name: Ectoplasm (Availability - Ghostbusters only)
Ability: Utilizes a spirit's ectoplasm to boost their next 3 attacks.
Roll Rules: Combat - roll intelligence D20. Depends on the spirits attached to the spell. Uses 2 magic for every spirit used. 3 spirit slots available.
-costs $3500, 3500 experience
Ability: Removes the fear status from an ally that is causing them to stop involuntarily trying to run away each turn.
Roll Rules: Passive, or Combat - roll intelligence D20. Removes fear statuses from an ally. Single target. Uses a turn. Uses 3 magic points.
-costs $500, 500 experience
Ability: Makes Mirror Weapons (stats to be posted)
Roll Rules: Passive, requires a fire. Ingredients: Sand, a sapphire, iron, and Oregano.
-costs $1000, 1000 experience
Iron Fists
- These are solid metal full hand gauntlets. They aren't very flexible,
you bumble around with stuff, but they sure pack a wallop.
(single
handed. Can be dual wielded. High durability. Adds +3
damage per hit. Absorbs -1 damage done by enemy per hit taken. They
reduce your wisdom stat by -1 on account of tool usage issues. )
-cost $1000
A long blade steel claw - this claw is a killing machine and fits snug to the knuckle.
(single handed. Can be dual wielded. breakability low likelihood. Adds +6 damage per hit)
-cost $2500
Spiked Fuckin' Bat
- It's a wooden bat/club, but it has large sharp spikes embedded into
it. It's not quite a mace, but it also has spikes running the length
instead of just at the head.
(two handed. Durable but still made of wood. Adds +3 damage per hit. Critical hit causes major bone and tissue rending damage)
-cost $900
Swiss Army Knife - It does everything! But mostly it houses a short blade good for stabbing things with.
(one
handed. Low to moderate durability. Adds +1 damage per hit. Adds +5
more health when eating food. Can be used as a general tool for wisdom
passive rolls)
-cost $450
Chainsaw
Short Sword - A sharp mechanical sword made from a blade and the
backbone of a beast that has the capacity to do major tissue rending
damage on critical hits (natural D20s).
(one
handed. Can be dual wielded. Low to moderate durability, may require bike parts
to repair from time to time. Does D10 +3 damage per hit plus an additional D6 roll. Critical hits on the attack roll means
another additional D6 roll, plus major tissue damage with a chance to handicap
or disable.)
-cost $3000
(one handed. Unbreakable. Get +1 intelligence weapon bonus and a +1 charisma weapon bonus on your stat sheet.)
-cost $1000
Vibra-wand- Its shaped like a dick, and flesh colored, AND it vibrates. Imagine waving this thing around! You need this, or a staff, if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(one handed. Unbreakable. Get +2 intelligence weapon bonus and a +1 charisma weapon bonus on your stat sheet. It adds 2 damage to all your attacks as well)
-cost $2000
Crossbow - Shoots arrows.
(ONE handed. Requires arrows. Adds +3 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 300 feet. Durable but made of wood. Requires bike parts and a tool to repair if broken. No reload time. We're doing that.)
-cost $2800
A quiver of wooden arrows, iron tipped - Required for use with any bow. These ones have no special effects. There are 18 arrows per quiver
-cost $350
A quiver of wooden arrows, flame magic tipped
- Required for use with any bow. These ones have a fire magic effect
and do fire damage. Add +4 damage to every hit in battle, and may light
an enemy on fire for +4 damage per turn until the fire is put out. There
are 18 arrows per quiver
-cost $1100
A quiver of wooden arrows, ice magic tipped
- Required for use with any bow. These ones have an ice magic effect
and do ice damage. Add +4 damage to every hit in battle, and may freeze an enemy for a turn causing them to lose a turn. There
are 18 arrows per quiver
-cost $1100
A quiver of wooden arrows, wind magic tipped
- Required for use with any bow. These ones have a wind magic effect
and do wind damage. Add +4 damage to every hit in battle, and may blast an enemy some distance back in battle. There
are 18 arrows per quiver
-cost $1100
Soul Armour - Contains a gem that a spirit can be inserted into to create a trait or stat for that armor that otherwise isn't there. Protects normally for -3 damage per hit and has moderate durability.
-cost $2800
Soul Armour, 2 Slot - Contains 2 gems that a spirit can be inserted into to create a trait or stat for that armor that otherwise isn't there. Protects normally for -3 damage per hit and has moderate durability.
-cost $4100
Soul Sword - Contains a gem that a spirit can be inserted into to create a trait or stat for that weapon that otherwise isn't there. Does normally +4 damage per hit and has strong durability. One handed.
-cost $3300
Soul Wand - Contains a gem that a spirit can be inserted into to create a trait or stat for that weapon that otherwise isn't there. Does normally +4 damage per hit and has strong durability. One handed.
-cost $3300
Orange Training Gi - Any good martial artist trains in something light and flexible, yet surprisingly resilient.
(Body armour. -1% of damage done by enemy per hit. Strong durability)
-cost $500
Weighted Gear - A great way to train is weighted gear, and it affords some protection.
Headpiece- cost $650
(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)
Leggings - cost $650
(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)
Silver Infused Claw - a
blacksmith's secret, this claw is less decorative than the gold claw,
but silver is much more common. It is infused the same way, though is
not as hearty. It is infused with silver, giving it a silver color.
(two handed. Can be dual wielded. breakability low likelihood for most blows. Adds +20 damage per hit)
-cost $28,000