China Town Open Market
General Goods:
A rope - you never know when a rope might come in handy.
-30 feet - cost $150
-75 feet -cost $200
-120 feet -cost $250
-250 feet -cost $300
-500 feet -cost $350
-1000 feet -cost $400
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 $500
Flask - you need this too if you are a stoner. Stores 1 potion for drinking. Cannot be reused, chemical residues and all that.
-cost $400
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 $950
A Mystical Pig - OK not that mystical. If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills except his gluttonous appetite. I hear it has a hell of a sense of smell. Cool. Pig. Cool cool cool.
-cost $1250, costs 1250 experience to learn how to communicate with it/make it useful
A Cock - Year of the cock, baby! It's a rooster. If you're a beastmaster, you can buy this guy. He doesn't have any immediate skills. He can be trained in battle - you know - cock fighting. He doesn't learn new attacks but levels up with each fight...that he survives.
-cost $2000, costs 2000 experience to learn how to communicate with it/make it useful
Dinner For One B- A meal might be a good idea sometimes. This staple of American Chinese restaurants everywhere includes rice or noodle, chicken ball, sweet and sour pork, and an egg roll. It feeds 1 person and will restore up to 30% of your health immediately.
-cost $600
Dinner For Two A- A meal might be a good idea sometimes. This staple of American Chinese restaurants everywhere includes rice and noodle, chicken ball, sweet and sour pork, chop suey and an egg roll. It feeds 2 people and can only be used out of battle passively and will restore up to 30% of your health immediately.
-cost $750
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 $150
A hand pickaxe - you know, if you like to collect rocks and shit
-cost $400
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 $1000
A lighter - Straight from the heart of 1980's America comes this brilliant fire creating device that has mystified all primitive peoples in all time travelling movies since....the 1980's. Creates a small flame to be used to light small fires, light dark passages, and stuff.
Has 18 uses per lighter before it is out of fuel.
-cost $600
Vial of transport cream - Transport items from one players inventory into another, across space but not time.
-cost $1000
Weapons:
Switch Blade- Longer, sharper, automatic flip, and more deadly than the flip blade. This one can be used as a weapon and still operate as a tool. (single handed. Can be dual wielded. Low durability. Can be repaired with bike parts if broken. Adds +2 damage per hit. )
-cost $850
Telescoping Rod- It starts small, and gets big. You've seen one of these before. ;) (single handed. Can be dual wielded. Medium Durability. Can be repaired with bike parts if broken. Adds +3 damage per hit.)
-cost $1100
Fire Works - Pretty. Also useful. Can be used by themselves as a ranged weapon. Requires a lighting source/small flame/fire spell to operate. Doesn't require equipping as a weapon. Has only a 1 in 6 chance of hitting the target (6 sided dice roll). (Takes a turn to use regardless of hit or miss, uses no magic unless you are using a fire spell to light it, single target, and does 30 damage per hit).
-cost $200 a piece
Fireworks Launcher - Its a simple device that alters the trajectory of fireworks. Improves the rate of accuracy by +2 on the dice roll of a normal fireworks blast ( Has a 3 in 6 chance of hitting the target; 6 sided dice) (2 handed. Medium Durability. Can be repaired with bike parts if broken. Must be equipped. Doesn't require a fire source to use.)
-cost $2500
Armour:
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)
White Turban- Its the color of the "good guys".
(Head armour. -3 damage done by enemy per hit. Unbreakable)
-cost $500
Red Turban- Its the color of the "the guys who are bad news".
(Head armour. -3 damage done by enemy per hit. Unbreakable)
-cost $500
Egg Shen's Magic School Bus
General Goods:
Kung Fu Smoke Bomb- Shaped like an egg and when used produces a lot of colored smoke. Reduces the amount of times you may be/are being attacked. Reduces enemy sight, prevents a critical hit despite roll. (Doesn't require equipping. Uses 1 turn to use. Lasts up to 3 defence turns)
-cost $850 a piece
Kung Fu Explosive Bomb- Shaped like an egg and when used produces an explosive blast. Blasts away all fighters in the vicinity of throw, knocking them off feet/out of air. Smaller enemies may be stunned for 1 turn. Range of 15 feet unless you use it in conjunction with a sling shot. (Doesn't require equipping. Uses 1 turn to use. Does D12 damage to all enemies in blast radius and may cause a loss of turn.)
-cost $850 a piece
Holographic Xin Warrior - The only "summon" in which you are not required to be a necromancer to use. This is a single use magical item and remains on the battlefield until its health is depleted or the battle ends. (Has 15 health, zero magic points - please track the health. It has its own attack turn which you control and attacks with a D10 + 5 katana blade. It can take damage for you on your defence turn if you indicate so, you cannot use it to defend another player. Takes 1 turn to summon. Only one can be used at a time. Multiple units can summoned per battle, so long as you only 1 at a time. Uses no magic/ki to summon.)
-cost $3000 a piece
Sip From The Six Demon Bag- Wind, fire, anal sex.... all the good ones! This is a one time use item that is used immediately. It has mysterious effects that may or may not include the following: May cause a very positive attitude. May cause invisibility. May cause mild homoerotic feelings. May have other mysterious effects. This is likely to increase the probability of your current mission's success. Do not drink it at your peril.
-cost $1000
Book Of Ancient Chinese Potions- Learn potions after an intensive study. You can use experience points to learn new potion recipes (to barter for potential potion recipes with the DM). Will require both experience points and time to receive the potion recipes. This book contains only so many potions.
-cost $1000
Weapons:
A Short Saw-toothed blade - This is a dual edge saw toothed weapon designed for ripping and tearing.
(one handed. Can be dual wielded. Low durability. Adds +5 damage per hit. Critical hit causes major internal damage and bleeding.)
-cost $1600
A board with a nail - This isn't magical or special at all. You just sort of see it sitting in a corner.
(two handed. Very low durability, easily broken. Adds +2 damage per hit. Can negate up to 4 damage in defence and deal 2 counter damage, at the cost of the board)
-cost $200
Butchery hatchet - What do you expect at an herbalist and healers place in China Town?
(one handed. Can be dual wielded. Medium durability. Adds +2 damage per hit.)
-cost $500
Large 2 Handed Steel Axe - This is a large single bladed 2 handed axe.
(two handed. High durability. Adds +7 damage per hit.)
-cost $1750
Elemental Spell Rotes:
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: 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 : 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
Other Spell Rotes:
Name: Levitate (Availability - all magic users)
Ability: Levitate something moderately heavy, do not need Leviosum as a precursor spell
Roll Rules: Passive - roll intelligence D20. Uses 4 magic.
-costs $1300, 1300 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
Name: Chinese Herbal Medicine (Availability - Stoners only)
Ability: Cure a health depleting status ailment (like poison, or thorns, or parasitism, or the cold) and or heals 15 health.
Roll Rules: Combat or passive - roll intelligence D20. Single target. Uses a turn. Uses 6 magic.
-costs $1000, 1000 experience
Name: Chinese black magic (Availability - Stoners and ghost busters only)
Ability: This spell is a general magic attack that deals physical damage to an enemy or spiritual damage to a spirit enemy and can incapacitate them for a turn.
Roll Rules: Combat - roll intelligence D20. Does physical damage to enemies vulnerable to physical damage, spiritual damage to enemies vulnerable to spiritual damage. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 + 5. Uses 3 magic to cast.
-costs $700, 700 experience
The Wing Kong Import Export Trading Company/
Black Market Goods (Locked via optional in-quest event)
***Some items bought in this store (indicated with a ***) only have a 10% chance of making it back through a spacetime portal.
(one handed. Can be dual wielded. Moderate durability. Adds +5 damage per hit. Critical hit causes possible loss of limbs on smaller enemies.)
-cost $1600
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 $2000
A revolver pistol***- A ranged single hand weapon
(one handed. Can be dual wielded. High Durability. Single target per turn. Adds +11 damage per hit. Ranged up to 200 feet). Requires ammo. Requires 1 reload turn every 6 turns.)
-cost $3000
A Berretta 92 SB Hand Pistol***- A ranged single hand weapon, semi automatic
(one handed. Can be dual wielded. Moderate Durability. Made of mechanical parts which may require repair (will need bike parts and a tool). Single target per turn. Adds +14 damage per hit. Ranged up to 200 feet). Requires ammo. Requires 1 reload turn every 10 turns.)
-cost $4000
A TEC 9*** - A ranged single hand weapon, semi automatic with a large capacity magazine.
(one handed. Can be dual wielded. High Durability. Made of mechanical parts which may require repair (will need bike parts and a tool). Single target per turn. Adds +16 damage per hit. Ranged up to 400 feet). Requires ammo. Requires no reload turn)
-cost $5000
A Tommy Gun*** - A ranged 2 handed weapon, fully automatic.
(two handed. High Durability. Made of mechanical parts which may require repair (will need bike parts and a tool). Multiple close targets per turn. Adds +11 damage per hit. Ranged up to 200 feet). Requires ammo. Requires reload turn every 6 turns.)
-cost $8000
An AK 47*** - A ranged 2 handed weapon, fully automatic with a large capacity magazine.
-cost $10000
An Uzi*** - A ranged single handed weapon, fully automatic.
(one handed. Can be dual wielded. High Durability. Made of mechanical parts which may require repair (will need bike parts and a tool). Multiple close targets per turn, multiple close targets in 2 different locations per turn. Can hit multiple times per target. Adds +14 damage per hit. Ranged up to 400 feet). Requires ammo. Requires reload turn every 6 turns.)
-cost $7000
Bullet magazines - ***bullets travel if the weapon travels but you will only have what you buy.
A revolver magazine - 6 rounds -cost $500
A berretta magazine - 10 rounds -cost $800
A TEC 9 magazine - 20 rounds -cost $800
Tommy Gun magazine - 20 rounds -cost $900
AK magazine - 30 rounds -cost $1200
Uzi magazine - 30 rounds -cost $1200