Post by Staffbot on Feb 16, 2021 17:35:56 GMT -5
XP SHOP |
The XP shop is where you spend your experience on items! Item names, types, their prices and functions are all listed here.
To purchase any of these items, do not post in this thread. Instead create your own shop thread for your character in the Sparking Shop board- you may use this thread for all purchases made for your character! Staff will post letting you know when your transaction has been completed in these threads.
Once an administrator has approved your purchase, go to the green trade button in the bottom left corner of the forum site. There you will find gifts sent and received, and you should see a gift given from the administrator that approved your purchase. Accept the trade, and the item is yours.
You can also request to refund items for 50% of their purchased cost at any time in your shop thread. You cannot refund consumable items that you have already used- they will be removed without giving you XP back if you have used them in a thread somewhere. If you purchased an item while it was discounted, it is refunded using the 50% of the discounted price you purchased it at.
25% of the XP spent on items costs count to SMM, which you can read more about in the SMM and LMB thread.
If you wish to spend your Zeni instead, visit the Zeni Shop.
A refresher on the types of items is as follows:
Passive Items: Items that have no effect or very minimal effect on combat
Active Items: Items used in combat and permanently stay with the user.
Consumable Items: Items that have use in combat and are removed from the user's inventory on use.
You can read more about the specific rules regarding items in the Combat Rules thread.
[PTabbedContent]
[PTab= Battle Items]

A state-of-the-art blaster model. It can only fire once before needing to recharge, but is able to weaponize your ki. Once per thread it allows for the use of one free 20% attack technique. This does not give you MP and cannot have its power boosted in any way.

This shiny new set of standard battle armour can provide much needed protection in a pinch. Allows for the use of one free 20% defense technique. This does not give you MP and cannot have its power boosted in any way.

This shiny, life-sapping ruby provides +10% power increase to any Standard Technique once-per-thread. This cannot be used in conjunction with any Momentum Power Boosts.

This lining can go under your armor or your clothes to provide an overall increase to your durability. Once per thread, this allows you to take an instance of Critical Damage and survive while still taking full damage. It may also be used to negate one negative Status Effect once per thread. See: Status Effects under the Techniques page.

Appearing to be a standard tool on the surface is actually chock full of probably illegal Ki-infused bright powder, igniting with a massive flash when the trigger is pulled! The distraction allows you to make use of a 1/Thread 30% ESCAPE technique. You cannot use another escape technique on the following turn.

This ear-ring was once used to fuse mighty warriors together. Though most of the magic has been lost, it still seems to tug at the soul. Once per thread, you may split incoming damage between yourself and a consenting ally. Buddies may use this effect twice, and may split damage more than once; however, minions below 10% may not interact with this item at all.

A throwable vial of noxious Destron Gas. When used in conjunction with any single Standard Attack Technique, reduces your foe's transformation multiplier by -x1 for two posts, including the impact post, should the attack hit. This increases by -x1 for every 100k PL the user has. Usable once per thread.
[/PTab]
[PTab= Support Items]

A state of the art healing machine. On use, it reduces the timer of a wound to six months. The Medical Machine may be used free of charge by the owner, but other users may use it at a cost of 5,000 XP or 15,000 Zeni can be paid by owner or user. The owner of the Medical Machine automatically halves the maximum health penalty applies by Wound Penalties.

Once per-thread, refresh the use of an Active Item you’ve used earlier in the same thread. Cannot be used on the same turn the item you’re refreshing is used. Does not affect Super Items or Consumable Items.

Whether it be a belt, pack, or simply stuffed in your pockets, these special capsules allow you to carry TWO more items into a thread beyond the normal limit!
[/PTab]
[PTab= Technique & Respec]

A coupon from a local dojo that allows for the purchase of one Light, Medium, Heavy, or Support technique per book. Please specify that you are using this item in the Technique Applications thread. Consumed on use.

A book that helps you re-evaluate your life choices and change any of your General or Optional traits. Consumed on use. Useable once every other month.

A brochure with a ticket to a new home! Allows you to relocate your Home Region from one board to another given ample IC reasoning. You cannot use this to join open Action Threads that were created before you purchased this item. Consumed on use. Useable once every other month.
[/PTab]
[PTab=Consumable Items]

A small bean filled with calories and restorative energy. Mass production of it by farmers have caused it to lose some of its once immense healing properties. Heals a character for 50% damage. Consumed on use and can be given to allies.

A variation of the Senzu Bean created from industrial farming to try and recapture its strong healing. It heals the user for 100% damage, but drains 4 Momentum upon use. This can put you into negative Momentum. Consumed on use and can be given to allies mid-thread.

A variation of the Senzu Bean created from a series of planting mishaps in an attempt to recreate its strong healing. It can remove one negative Status Effect from whoever eats it. Consumed on use and can be given to allies mid-thread.

A fizzy, canned beverage filled with sugar. Comes in thousands of absurd flavors, but each and every one of them invigorates those who drink it and restores +3 KP to the user. Consumed on use and can be given to allies mid-thread.

A legendary, notoriously addictive flavor of Hetap only sold in black markets, banned centuries ago for health violations. Restores +6 KP upon consumption, but causes the user to take +60% damage in return. Consumed on use and can be given to allies mid-thread.

A bowl of water, claimed to have been infused with natural, magical energy. Drinking it gives you +2 MP. Consumed on use and can be given to allies mid-thread.

Blessed water infused with holy magic from skilled magic users. Sacred Water cleanses the body and mind, honing your focus and giving its user +4 Momentum upon consumption. Consumed on use and can be given to allies mid-thread.

A more potent, less stable variation of the Blood Ruby. This gem provides a +10% power boost to any Standard Technique, once per thread. In addition, you also regain 1 KP when the gem is used. Consumed on use and can be given to allies mid-thread.
*When purchasing the above items with Zeni, costs will be four times the base XP cost if the player is in SMM, and five times if the player is in Double SMM.
Liquid Time Ring

A mystical ring forged by unknown means, it comes to you and guides you to the light of other rings... Using this item allows you to have your own characters interact with a special system. Detailed rules on its use can be found in the "Your Characters Here" thread.
[/PTab]
[PTab= Super Items]

Once per thread, provides one of three options. A free 40% Attack Technique, a free 60% Evasive Technique or a free 60% Escape Technique. These may be boosted by momentum and other effects.

Once per thread, allows a free +30% boost to an Attack or Defence Technique. This does not preclude momentum boosting, but this may not be used on Evasive Techniques or Sparking Techniques.

A mystical fan capable of blowing incredibly powerful gusts of wind, as if it were magic. This item enables the user to use their Evasive or Escape techniques on other players, allowing them to dodge or escape threads with the item-holder's power calculation. This also grants the use of a one-time Escape valued at 100% of your PL, usable on yourself or another player. This can only be used with the consent of the escaping player.

Twice per thread, you may heal a character for 30% of their health (including yourself). This can affect any character twice, but the second charge will be half as effective. Both charges may be used on the same turn.
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