Shipwreck City Salvage and Market
General Goods:
A rope - you never know when a rope might come in handy.
-30 feet - cost $200
-75 feet -cost $400
-120 feet -cost $600
-250 feet -cost $800
-500 feet -cost $1000
-1000 feet -cost $1200




Brew Pot - you need this if you are a stoner, or a witch, or a witch who gets stoned, in the non lethal way.
-cost $800




Flask - you need this too if you are a stoner. Stores 1 potion for drinking. Cannot be reused, chemical residues and all that.
-cost $600




An Ancient Ghost Trap - There's nothing fancy about this trap. This is as ancient as they come - its an enchanted bottle really. It holds one ghost. Once it is expended, the enchantment is gone, and it is useless except as a potion flask.
-cost $1250




A Hermit Crab - cool. It's a.... hermit crab? WTF! If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills except digging and hiding. I wonder how good at digging and hiding he can get though...-cost $1500, costs 1500 experience to learn how to communicate with it/make it useful




A Baby Crocodile - cool. It's a baby crocodile. These are one of the few items actually illegal around these parts. I'll sell it to ya for um...a steal. If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills except being stealthy, oh and that little bite. -cost $8500, costs 8500 experience to learn how to communicate with it/make it useful





A Picnic Basket - keep it away from bears. Seriously. If your quest requires you to stop for a night, a meal might be a good idea. This picnic basket feeds 5 people and will restore up to 40% of your health if you get a full nights rest.
-cost $1000




Happy Meal - can't afford a picnic? Get the 1 person happy meal for a fraction of the cost. OK, so $150 is ridiculous for a happy meal. You know what? Fuck you too buddy and starve and see if I care.
-cost $300




A flip blade - this is way too small to use in battle. I am not sure when it could come in handy questing but it might.
-cost $600




A hand pickaxe - you know, if you like to collect rocks and shit
-cost $1000




 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 $2500




A Bike - built for one, this is an excellent way to get from one place to another in a fairly short time. They tend to break down on you though. Suppose it comes in handy to know someone with a screwdriver and some bike parts...
-cost $400




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 $600



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 $600




A Surprise Grab Bag
 - Contains 3 random items from this store. 3 items determined by a random number generator, or the merchant. Items may be ANY of ALL the items in this store (Shipwreck City Salvage and Market only).
-cost $4000

Weapons:




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



Basic Hand Axe - Basic hand axe. What more can I say?
(one handed. Can be dual wielded. Low to moderate durability. Adds +2 damage per hit)
-cost $1300




Wooden Short Bow
 - Shoots arrows.
(two handed. Requires arrows. Adds +2 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 60 feet. Durable but made of wood)
-cost $2000



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 $550



A quiver of wooden arrows, gun powder tipped
- Required for use with any bow. These ones have a small explosive effect. Add +2 damage to every hit in battle. Chance for splinter damage on critical hit. There are 18 arrows per quiver
-cost $900




An Iron Cutlass- This is a heavy pig iron cutlass. It is slow to use and slow to defend with but its heavy blade cuts deep.
(one handed. Can be dual wielded. Moderate durability. Adds +5 damage per hit. Critical hit causes deep tissue damage. Wielding causes -1 speed and -1 defence for each equipped.)
-cost $2000




A Steel Cutlass- This is the much better crafted cousin to the pig iron cutlass. It has the same basic damage without the critical bonus and has none of the weight drawbacks.
(one handed. Can be dual wielded. Strong durability. Adds +5 damage per hit.)
-cost $3000




A Simple Flintlock Pistol - A rare ranged weapon indeed around these parts. But if anyone's gonna have them, pirates are.  
(one handed. Can be dual wielded. Made of mechanical parts which may require repair (will need bike parts and a tool). Adds +9 damage per hit. Requires a reload time of one turn (vulnerable) per each fire. Ranged up to 45 feet). Requires ammo and gunpowder.
-cost $9000




A Powder Flask - Required to reload a muzzle loaded weapon. Could also be useful to have a bag of gun powder available.  This is good for 18 rounds. Also requires balls.
-cost $1500



A bag of basic balls - The basic ammo required to use for a muzzle loaded weapon. There are 18 balls per bag. That's a lot of balls! Also requires gunpowder.
-cost $1500

Armour:

Cloak and dagger- Yes, they come in a set. And the great thing is you do not have to equip the dagger as a weapon! Its attached to the cloak!
(Body Armour. -3 damage done by enemy per hit. Get +1 attack armour bonus on your stat sheet and do +1 additional damage on all attacks on top of the bonus. Low to moderate durability)
-cost $2000


Tricorn - Official headgear of captains everywhere! Don't wear this if you aren't a naval captain its sure to make you a target!
(Head Armour. -4 damage done by enemy per hit. Casts a minor aggro spell that may cause enemies to attack you in disproportionate amounts, sometimes. Moderate durability)
-cost $3000



Bandana - Official headgear of buccaneers everywhere! Not as risky as a tricorn, but not as good of value either.
(Head Armour. -2 damage done by enemy per hit. Low to moderate durability)
-cost $1900


Strumpet's Outfit- what better way to say to the world that "I'm a whore!" than dressing like a goddamn whore!  Nobody's gonna judge ya for it! (Whether you are a companion class or not, wearing the entire set of this armour will grant you a charisma armour bonus of +2 )
Chestpiece - $2000
(-2 damage done by enemy per hit. Strong durability)
Headpiece - $2000
(-2 damage done by enemy per hit. Strong durability)
Leggings - $2000
(-2 damage done by enemy per hit. Strong durability)




Swashbuckler's Outfit- Walk around like Captain Jack Sparrow, and smell like rum all the time! Did I mention the built in buckler that provides extra protection? (wearing the entire set of this armour will grant you a defence armour bonus of +1 )
Chestpiece - $2000
(-2 damage done by enemy per hit. Strong durability)
Headpiece - $2000
(-2 damage done by enemy per hit. Strong durability)
Leggings - $2000
(-2 damage done by enemy per hit. Strong durability)



Shipwreck City Ship Requisition Yard
A seafaring ship- Go bigger, faster, farther. Going from coast to coast with many people then you're gonna want one of these. This will significantly cut down the travel time between coastal cities. Carries many people. Large cargo. Some of the sea dangers include whirlpools, sea serpents, kraken, pirates, large storms, etc.
-cost $75,000


An airship- Go bigger, faster, farther. Its a ship of an entirely different kind and nothing gets you around the world quite like it. Carries many people. Large cargo, Air travel has its own dangers that can include: dragons, harpies, gryphons, large storms, and yes still pirates unfortunately, etc.
-cost $200,000

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