The Counting House I

Wraith

[A] Mrs. Arthur Morgan
Joined
Aug 13, 2020
Messages
19
Essence
€3,476
Coin
₡950
Tokens
0
World
Cevanti
Profile
Click Here
Username: Wraith

What are you purchasing with your Coin? Base

Effects
Size 3 Mobile Base -- 3000C

Prime Variant (1000C) (3000C)
Protection Rank 5 (500C)
Ongoing (500C)

Designed by Dr. Blasey, this version of Ronin features an armored torso, arms, and legs. Compared to similar titans already in the field, V01D is substantially more durable and can last longer in a fight against heavier Titans.


Vulture Carbine (500C) (1500C)
Damage Rank 5 (500C)
Removable (-250C)
Ranged (250C)

Discontinued by the examinary agents it remains the only known prototype. The Vulture Carbine can dismantle titans of any size with ease. However the methods of powering the weapon were never fully approved, as it draws directly from the Titan core. Can be used to purge the core of excess heat creating a molten shot.

Broadsword (250C) (750C)
Damage Rank 5 (500C)
Removable (-250C)

The Broadsword is a Titan melee weapon, used exclusively by the Ronin Titan. Used as a replacement for the normal titan smash, the broadsword is used for slashing and cutting through enemy titans. It is further empowered when using Sword Core, which causes the blade to electrify.



Phase Walk Module (300C) (900C)
Protection Rank 5 (500C)
Finite (-250C) Lasts until Core energy runs out
Side Effect (N/A) Builds heat the longer it’s powered.
Speed Rank 2 (400C)
Finite (-100C) Lasts until Core energy runs out.
Side Effect (-250C) Builds heat the longer it’s powered.

V01D dashes in a given direction, temporarily phasing out of the world, avoiding incoming fire and becoming invulnerable. It can be sustained as long as the module is powered, but in doing so it generates large amounts of heat which can damage the titan and the pilot. Heat can be purged with the Vulture Carbine, but only after the phase module has been powered down.


360° Sensor Array (800C) (2400C)
Sense Rank 4 (400C) Humanoid and Non-Humanoid
Ongoing (400C)

Each Titan is equipped with a suite of sensors that allow the Titan AI to function on the battlefield and assist the pilot with decision making and battle tactics. The HUD can display and track targets up to 150 meters away. This information is linked to the pilot’s helmet as well.

Descriptor: V01D is an experimental version of the Ronin Phase Titan. Designed by Renee Blasey using advanced phase tech, she designed this Ronin to be able to traverse phase space longer than normal. Capable of sustaining a phase shift for as long as the module receives power, this allows V01D to maneuver, reload, and flank targets that would otherwise have it cornered. V01D stands twenty feet tall and runs software that Dr. Blasey programmed herself. Wraith has no recollection of any events relating to the creation of the titan nor does the titan know who she is. Only that she is her pilot.

Coin to be deducted: 11550

Approved and Deducted
 
Last edited by a moderator:

Chara Dreemurr

The Chihuahua of Flirting
Joined
Nov 22, 2021
Messages
73
Essence
€12,927
Coin
₡19,450
Tokens
10
World
Opealon
Profile
Click Here
Username: Chara Dreemurr

What are you purchasing with your Coin? Consumable

Effects
DT Injection - Type H:
-Arterial Severers
-Effects:
-Damage 10 (1000)
-ranged (500)
-Indiscriminate (-500)
-Side effect [Berserker, power lock] (-500)
-Affects multiple 4 (2000)
-Indirect (500)

Total cost: 3,000 coins

-LV 20:
Effects:
-Damage 11 (1100)
-Affects multiple 1 (550)
-Side effect: [Berserker, power lock] (-550)
-Debuff: Armor 6 (600)
-side effect: [Berserker, power lock] (-300)
-Debuff: natural resilience 6 (600)
-Side effect [Berserker, power lock] (-300)
-Debuff: Magical Protection 6 (600)
-Side effect: [Berserker, power lock] (-300)

Total Cost: 2,000 Coins

Unreasoning DETERMINATION:
Effect:
Healing 8 (1600)
-Side effect [Berserker, power lock] (-400)
+triggered [on taking damage] (+400)
Protection 8 (800)
-Ongoing (800)
-Side effect [Berserker, power lock] (-400)
Adaptation: Immune to pain (200)
-Side effect [Berserker, power lock] (-50)
Adaptation: Non-biological Anatomy (300)
-Side Effect [Berserker, power lock] (-50)

Total Cost: 3,200 Coins

Void blink:
Teleport 5 (1500)
-side effect: [Berserker, power lock] (-250)

Total cost: 1,250 coins

Descriptor: A syringe filled with black liquid, one of the last of it's kind from the underground. This Particular sample is filled with Raw HATE, and is made of a mixture of raw, emotional magic, and the Raw essence of determination itself, sourced from numerous human souls. If injected, it bequeaths a number of powers on the user... for a short period.

Chara is rarely willing to use this mixture, due to the sheer mental damage it does. The mixture's HATRED mixed in leaves the user, temporarily, more or less a sociopath, still recognizing who their enemies are and what their initial goal was and following it, but losing empathy or care for friends and allies. The high leaves one unable to use any concentration abilities due to the sheer level of euphoria, and makes them focus on killing enemies with far less care for their own health and safety, and making them far less capable of noticing details they otherwise might have. As a result, they lack the ability to do much of any planning, and also lose access to any master skills they may have had - their focus is entirely on fighting. She cannot notice (and would not care if she did) of any sustained damage while under the influence and plans primarily around hurting the opponent, rather than avoiding injury. Chara simply becomes a slave to the art of violence until their body gives out. It also locks her out of her regular powers.

It also leaves a lasting effect on the user's psyche for some period afterwards, in a far more minor form, as the hatred lingers and can fester in her body.

However, it does give a massive power boost, and allows Chara to access many powers that she does not normally, At the cost of locking down her normal magical abilities and leaving her unable to access her usual set of skills.

While the DT Injection is active, Chara's eyes turn pitch-black with her eyes always glowing a dark red and different parts of her body may appear shadowed, indistinct, or even not there at different times, with her knife-arm in particular fused to the blade and uniformyl turned an inky black. During the transformation, this extends to her blood as well, inky black replacing the normal human shade of red.

Arterial severers

Unable to use ambition severers, Chara gains a differing version. Not as versatile, these black daggers outlined in red are simply fired en masse at Chara's target, blanketing the area in black, exploding knives. These weapons are extremely dangerous, slicing through even thick armor with ease, and allow her to blanket a battlefield in corpses if they are not evaded or blocked appropriately. These weapons manifest much like the Original Ambition severers do, appearing at places of Chara's choosing, though rather than her usual hunting pattern of forcing an opponent into collisions by leading her shots, she just throws enough knives that it doesn't really matter.

LV 20:

Chara's Kitchen knife fuses with her arm and the FIGHT action reaches full power, as Chara's will for violence is channeled through the blade with each swing. The boosy from the sheer commitment to violence bulldozes classical defense with a stunning level of power, creating shockwaves of dark energy with every swing. Even an indirect hit deals an incredible level of destruction, allowing her to bulldoze areas, but direct contact with the knife almost always causes major damage - magical durability, physical armor, and natural resilience are all heavily reduced in effectiveness against the attack's brutality. While the Knife is fused to Chara's skin, making it impossible to remove, it also removes her ability to throw the weapon. there's a certain scream, and a Red flash with each thrust, slice or slash that comes along with.

Unreasoning DETERMINATION

Chara's determination - if to kill - is heightened in this form, allowing her to do things like catch enemy blades in her hands, or simply shrug off bullets. This is further supported by a regenerative factor derived from her usual ability to come back from death, allowing her to heal her wounds simply by pretending they aren't there in the first place, black goo stitching her back together and replacing dead matter. In this form her ability to feel pain is completely gone, to the point she can no longer notice damage without some visual reminder, and her body repairs itself automatically. As the black ink replaces vital functions, this allows Chara to function far past when a regular human would have lost all ability to fight, breathe, or otherwise exist, as her organs become more of a suggestion - until the injection wears off, of course.

Void Blink
Chara loses the ability to teleport and bring others with her through the shortcuts, but her power over reality shifts. instead of finding loopholes to move through space and time with, she can simply punch a hole to wherever she wants to be, allowing her to blink across the battlefield regardless of observers and completely unrestrained. Chara can abuse her ability to simply appears where she wishes, tearing her way through the void with reckless abandon.

Coin to be deducted: 9,550 coins

Staff Edit: Approved and Deducted.
 
Last edited by a moderator:

Masahir N'air

[M] Arbiter of Love
Staff member
Joined
Aug 3, 2018
Messages
103
Awards
6
Essence
€25,828
Coin
₡23,763
Tokens
65
World
Mesa Roja
Profile
Click Here
Faction
The Thieves Guild |&| Babylonia
Username: Masahir N'air

What are you purchasing with your Coin? Consumable

Effects
Filled Black Soul Gem (1900C/50%= 950) x2

Revive (2000)

-- Affinity: Thrifty (50% Discount)

-- Activation I: 30 seconds (-100)
-- Self/Other I (25)
-- Side Effect I: Nausea (-50)
-- Transferable I: Physical Gem (50)
-- Weakness I: Cannot Revive Naturally 'Soulless' (-25)

Descriptor: A warped and corrupt eerie black soul gem, filled with the ensnared soul of some poor unfortunate bastard that met the bad business end of Ra'tima-dro's daggers. It glitters in hues of purples with malice. Can be used to reform one's corporeal body post-humorously, or call back a soul from beyond after the flesh has perished. Ra'tima can choose to use this object on herself on death, or on another individual who has died- it should be noted that black soul gems are incapable of resurrecting something that originally lacked a soul. As such it is wholly unable to be used on most synthetic constructs like robots, AI, automatons and other such machinations traditionally lacking a metaphysical soul. Upon use it takes roughly thirty seconds for the soul and body to properly reform, with the time each 'stage' takes split evenly between the two. After fully corporealized, those resurrected via a black soul gem report feeling a dreadful yanking in the pit of their stomach that is hard to ignore for up to five minutes, gradually lessening with time.

Coin to be deducted: 1900

Staff Edit: Approved and Deducted.
 
Last edited by a moderator:

Masahir N'air

[M] Arbiter of Love
Staff member
Joined
Aug 3, 2018
Messages
103
Awards
6
Essence
€25,828
Coin
₡23,763
Tokens
65
World
Mesa Roja
Profile
Click Here
Faction
The Thieves Guild |&| Babylonia
Username: Masahir N'air

What are you purchasing with your Coin? Base

Effects
Thieves' Oasis
(11,800C)

Size IV (50,000 sqft) (x4)

Base Cost (1,000)
Healing III: Oasis (600)
-- Activation III: 10 Seconds (-150)
-- Indiscriminate III: Just stand in the water (-150)
-- Limited III: Must be Organic (-150)
Protection III: 10ft Walls (300)
-- Ongoing III (300)
-- Indiscriminate III: Cover works both ways (-150)
-- Limited III: Can be climbed/jumped over (-150)

Treasury (5000)
-- Size IV Base (+1000)

Descriptor:

With its mix of Redguard architecture, both old and new, Thieves' Oasis features a stunning waterfall, ancient statues, and housing fit for a prince—whether that prince is a scholarly antiquarian or roguish thief.

Thieves' Oasis was once an idyllic farm nestled in a protected and hidden away valley oasis half a day's ride from Uruk, known for growing bountiful crops of moonsugar cane. The premises is protected by ten foot tall walls made of concrete. Upon coming into ownership over the property deed, Ra'tima-dro has worked to turn the area into a base for her Guild's operations. The Yokudan styled structures within host living quarters for a few dozen people to live very comfortably alongside recreational areas like a tavern and training/sparring area. Visitors are welcome to enjoy a dip in the oasis, whose waters are rumored to rejuvenate flesh in need of mending while one soaks or swims.

Ra'tima maintains a personal garden for both food and various alchemical ingredients used in making healing potions and poisons at the alchemy station. Behind several locked doors and hidden deep in the multi-leveled basement a treasury kept under secure lock and key is housed in the form of a large vault.

ON-map-Thieves%27_Oasis.jpg


Coin to be deducted: 11800

Staff Edit: Approved and Deducted.
 
Last edited by a moderator:

Masahir N'air

[M] Arbiter of Love
Staff member
Joined
Aug 3, 2018
Messages
103
Awards
6
Essence
€25,828
Coin
₡23,763
Tokens
65
World
Mesa Roja
Profile
Click Here
Faction
The Thieves Guild |&| Babylonia
Username: Masahir N'air

What are you purchasing with your Coin? Minion

Effects
100 Minions (x7) (2,875)

Well Trained Physiology (1400)
Base Cost (300)
Agility III (600)
Endurance III (300)
Speed I (200)

The Guild was relatively selective during their most recent recruitment campaign, only taking on promising individuals that showed great physical talent and bodily skill. These well trained individuals, on average, are as athletic and agile as an Olympic gymnast and can move quicker than most normal people for prolonged amounts of time before tiring.


Sharpened Senses (150)
Sense II: Sight & Sound (400)
-- Activation II: 10 Seconds (-100)
-- Ongoing II (200)
-- Limited II: Best used in the Dark (-100)
-- Removable II: Over Exposure (-100)
-- Side Effect II: Sensitive to Overstimulation (-100)
-- Weakness II: Bright Lights & Loud Noises (-50)

A small spell cast upon one's self over the course of about ten seconds meant to sharpen the senses of sight and hearing. This spell is best used in dim or dark areas of quiet, as it is mainly meant to suss out intruders attempting to remain camouflaged under the guise of shadows and stealth. Those under the effect of this spell are sensitive to being overstimulated by bright lights and loud noises, and are unable to use this spell effectively while being overwhelmed. Prolonged exposure (up to one solid minute) to sensory overload can and will cause the spell to automatically cease regardless of the caster's will.


A Trick of the Light (450)
Concealment III: Sight & Sound (600)
-- Concentration III (-150)
-- Ongoing III (300)
-- Limited III: Must be Undetected to Fully Cloak (-150)
-- Removable III: Take Damage (-150)

A combined invisibility-muffle spell channeled with the active concentration of the caster. Taking damage, intentional or not, will completely negate the concealing effects of the spell. Due to flaws inherent in the premise of altering someone's perception of reality, casters are unable to use the full extent of this power if they have been detected.


We've Armed the Merry Men (450)
Damage III (300)
-- Ongoing III: Bleeding (300)
-- Removable III: Physical Weapon (-150)

The Guild expects its members to be competent in defending themselves should the need arise. This proclivity of self-defense takes the shape of various claws, daggers and swords made of high grade steel. Being cut, sliced or pierced often results in persistent bleeding. Can be disarmed.


Blackened Thieves' Leathers (225)
Protection III: Leather Armor (300)
-- Ongoing III (300)
-- Removable III: Physical Armor (-150)
-- Limited III: Only Against Physical Attacks (-150)
-- Weakness III: Lightning/Shock Damage (-75)

A set of black leather armor stamped with the Thieves' Guild's diamond insignia. Can be torn or cut away if one has the finesse to target the fastens and straps. Being normal leather armor, it is only mainly helpful in repelling mundane, physical damage, and it offers no protection against attacks of electric nature.


Master Skills

Thievery: Sleight of Hand V
(200)

Pickpockets, thieves, charlatans... all those employed by the Thieves' Guild are known to possess a talent for shady skills associated with sleight of hand and finesse. From lockpicking quickly, plucking a coveted trinkets from the pocket of a mark, even to planting evidence on undesirables, folks under its employ are undoubtedly skilled when it comes to sneaky fingers and concealed actions.

Descriptor: The Thieves' Guild has gone on a very aggressive recruitment campaign across whatever seedy underground networks they've discovered, to relative success.

<This is a joint purchase for the Thieves' Guild Faction, and as such Demetri ( @Iris Severity ) and Ra (me) are splitting the cost evenly as the two Guildmasters. The complete total is 20,125C, with half coming out to ~10,062.5 C.>

Coin to be deducted: 10062.5

STAFF EDIT: A few things to note here! You seem to have forgot the base 300 coin cost of minions. Additionally, the Thievery master skill would actually cost 250 at rank 5, not 200 as listed; but Master Skills are also affected by your minion rank cap, so the highest it can go is rank 4. Re-submit with all this in mind, and you should be good to go!
 

Ridley

The Reigning Wyrm
Staff member
Level 2
Joined
Aug 15, 2018
Messages
211
Awards
8
Essence
€24,920
Coin
₡46,518
Tokens
65
World
Kraw
Profile
Click Here
Username: Ridley

What are you purchasing with your Coin? Minion

Effects
Space Pirate Irregulars:
100 minions: modifierx7
Minion (300)
DC-15 blaster rifle:
Damage 3 (300)
+ranged (+150)
-removable(-150)
-Finite (-150)
Total cost: 150

Flak Vest
Protection 3: (600)
Ongoing: (+600)
Removable: (-300)
Limited: Chest armor (-300)
Weakness: explosive (-75)
Total cost: 225

Pressure grenades:
Damage 2 (200)
Ranged (+100)
Affects multiple 1 (+100)
Indirect (+200)
indiscriminate(-100)
Removable (-100)
Finite (-100)
Chaotic (-100)
Total cost: 200

Comm-link
Communication (100)
Removable: (-50)
Total cost: 50


Total cost: 925 coins
Minion modifierx7=6,475 coins
Persuasive modifier: 6,475 coins*0.75=4,856.25 coins

Descriptor: Ridley’s basic crew, a set of glorified killers and thugs… but ones with access to dangerous equipment and enough training to be more than glorified meatshields. These men and aliens hail from different backgrounds and follow Ridley for the promise of pillage and coin. They all have the skills one could expect from a group of criminals given legitimacy, but have been forced under basic training regimens to work well as a cohesive group, fighting under Lord Ridley’s rule.

DC-15A blaster Rifle:
A little bulky, but available in great numbers due to being an older model even by Mesa Roja’s memory, the DC-15a is a terrible weapon for the average smuggler due to its bulkiness and relatively low rate of fire, but is devastating en masse, and when used to create a range advantage for it’s users. This blaster rifle fires blue charged bolts across the battlefield with a high range and accuracy that char flesh and vaporize lighter materials with repeated hits.

The Charge pack holds enough gas to supply fifty rounds, after which time, the repeating rifle needs to be reloaded before functioning again. As a gun, it can naturally be stolen and used by anyone with the digital dexterity to fire one.

Flak Vest:

Ridley’s men need to move in a variety of different locales, and keeping light is usually a good idea when it comes to naval engagements. Thus, Flak vests are preferred for the militia, as they protect vital areas and give a good amount of protection to center-mass. Originally produced for law enforcement in Opealon in a by-gone age, the technology to create Flak vests has become so simple their distribution has become wide-spread. The Armor plates held inside the Jacket are effective at stopping small-arms fire and can even stop a sword-blow, but are noticeably terrible at stopping the force behind a weapon as well as they do the weapon itself. Thus, explosive rounds or detonations render the flak vest worthless for anything beyond stopping a bit of shrapnel, and it’s limited coverage leaves the limbs and head of the user exposed to enemy fire. Despite this, it’s stopping power and lightweight design make it liked, if not loved, among Ridley’s irregulars.

Pressure grenades:

A cardassian invention, the Pressure grenades dynamically affect the pressure in an area, causing damage in a large area similar to the damage caused by suddenly sinking a couple hundred feet into the ocean. While grisly, the Weapon’s main benefits are how cheap the technology is, as well as it’s large area of effect, allowing the common soldier the tools to blanket an area in large enough explosions to scatter massed columns.

The device itself is a small, Bronze explosive with a glowing array of red lights along a central black strip of holographic glass. When primed by pulling the control rod, these red lights turn blue, and the weapon explodes a few seconds later. If thrown over a wall or trench, these grenades can sidestep such barriers with ease, allowing them to be used to subvert fortifications.

While the pressure grenade can harm a large area, the weapon suffers from it’s own share of drawbacks. The grenades can be stolen, as all handheld devices, and need to be hand-thrown - as a result, it has it’s own tendencies to roll, be thrown off by the wind, bounce or otherwise simply miss due to a poor throw, and the explosion knows no friends - as a result, the pirates need to be careful to not catch themselves in the blast, or that some suicidal hero decides to pull the control rod hanging from their belt, or they’ll be undone by their own weapon.


Comm-link:

A standard technology among the more technologically minded of the crossroads that Olivia based her comm-bead research on, all Pirate irregulars are given a standard comm-link, which they use to communicate with each other and their superiors. these look similar to a blocky cell-phone and can communicate on multiple channels, though they are restricted to Audio-only.

Coin to be deducted: 4,856.25 coins

STAFF EDIT: Approved and coin deducted
 

Shinku

Vengeful Assassin of Shadows
Joined
Jul 22, 2020
Messages
224
Awards
10
Essence
€28,127
Coin
₡74,700
Tokens
290
World
Erde Nona
Profile
Click Here
Username: Shinku

What are you purchasing with your Coin? Consumable

Effects
Instant Revive

Descriptor: Shinku owns a pair of earrings, gifted by a merchant on Opealon. Both earrings are adorned with a green emerald-like gem, that holds an ancient power. It is said that the magic of the gems latch into the soul of the one who wears both the earrings. When the host dies, the power of the gem then recreate the host's body and pull its soul back from the abyss. Once the whole process is done, both the gems shatter leaving the pair of earrings merely a decorative accessory.

Coin to be deducted: 500

STAFF EDIT: Revival consumables have been changed in price, and now cost 2,000 coin!
 

Shinku

Vengeful Assassin of Shadows
Joined
Jul 22, 2020
Messages
224
Awards
10
Essence
€28,127
Coin
₡74,700
Tokens
290
World
Erde Nona
Profile
Click Here
Username: Shinku

What are you purchasing with your Coin? Consumable

Effects
Instant Revive

Descriptor: Ankh of Osiris

Shinku owns a pair of earrings, gifted by a merchant on Opealon. Both earrings are adorned with a green emerald-like gem, that holds an ancient power. It is said that the magic of the gems latch into the soul of the one who wears both the earrings. When the host dies, the power of the gem then recreate the host's body and pull its soul back from the abyss. Once the whole process is done, both the gems shatter leaving the pair of earrings merely a decorative accessory.

Coin to be deducted: 2000

STAFF EDIT: Approved!
 

Masahir N'air

[M] Arbiter of Love
Staff member
Joined
Aug 3, 2018
Messages
103
Awards
6
Essence
€25,828
Coin
₡23,763
Tokens
65
World
Mesa Roja
Profile
Click Here
Faction
The Thieves Guild |&| Babylonia
Username: Masahir N'air

What are you purchasing with your Coin? Minion

Effects
100 Minions (x7) (2,875)

Well Trained Physiology (1400)
Base Cost (300)
Agility III (600)
Endurance III (300)
Speed I (200)

The Guild was relatively selective during their most recent recruitment campaign, only taking on promising individuals that showed great physical talent and bodily skill. These well trained individuals, on average, are as athletic and agile as an Olympic gymnast and can move quicker than most normal people for prolonged amounts of time before tiring.


Sharpened Senses (150)
Sense II: Sight & Sound (400)
-- Activation II: 10 Seconds (-100)
-- Ongoing II (200)
-- Limited II: Best used in the Dark (-100)
-- Removable II: Over Exposure (-100)
-- Side Effect II: Sensitive to Overstimulation (-100)
-- Weakness II: Bright Lights & Loud Noises (-50)

A small spell cast upon one's self over the course of about ten seconds meant to sharpen the senses of sight and hearing. This spell is best used in dim or dark areas of quiet, as it is mainly meant to suss out intruders attempting to remain camouflaged under the guise of shadows and stealth. Those under the effect of this spell are sensitive to being overstimulated by bright lights and loud noises, and are unable to use this spell effectively while being overwhelmed. Prolonged exposure (up to one solid minute) to sensory overload can and will cause the spell to automatically cease regardless of the caster's will.


A Trick of the Light (450)
Concealment III: Sight & Sound (600)
-- Concentration III (-150)
-- Ongoing III (300)
-- Limited III: Must be Undetected to Fully Cloak (-150)
-- Removable III: Take Damage (-150)

A combined invisibility-muffle spell channeled with the active concentration of the caster. Taking damage, intentional or not, will completely negate the concealing effects of the spell. Due to flaws inherent in the premise of altering someone's perception of reality, casters are unable to use the full extent of this power if they have been detected.


We've Armed the Merry Men (450)
Damage III (300)
-- Ongoing III: Bleeding (300)
-- Removable III: Physical Weapon (-150)

The Guild expects its members to be competent in defending themselves should the need arise. This proclivity of self-defense takes the shape of various claws, daggers and swords made of high grade steel. Being cut, sliced or pierced often results in persistent bleeding. Can be disarmed.


Blackened Thieves' Leathers (225)
Protection III: Leather Armor (300)
-- Ongoing III (300)
-- Removable III: Physical Armor (-150)
-- Limited III: Only Against Physical Attacks (-150)
-- Weakness III: Lightning/Shock Damage (-75)

A set of black leather armor stamped with the Thieves' Guild's diamond insignia. Can be torn or cut away if one has the finesse to target the fastens and straps. Being normal leather armor, it is only mainly helpful in repelling mundane, physical damage, and it offers no protection against attacks of electric nature.


Master Skills

Thievery: Sleight of Hand IV
(200)

Pickpockets, thieves, charlatans... all those employed by the Thieves' Guild are known to possess a talent for shady skills associated with sleight of hand and finesse. From lockpicking quickly, plucking a coveted trinkets from the pocket of a mark, even to planting evidence on undesirables, folks under its employ are undoubtedly skilled when it comes to sneaky fingers and concealed actions.

Descriptor: The Thieves' Guild has gone on a very aggressive recruitment campaign across whatever seedy underground networks they've discovered, to relative success.

<This is a joint purchase for the Thieves' Guild Faction, and as such Demetri ( @Iris Severity ) and Ra (me) are splitting the cost evenly as the two Guildmasters. The complete total is 20,125C, with half coming out to ~10,062.5 C.

Minion base cost is located under the first ability as "Base Cost (300)", and has not been forgotten, as it's part of the 1,400 of "Well Trained Physiology". Skill being level five was a typo and has been fixed, oopsies. >


Coin to be deducted: 10062.5

STAFF EDIT: Math is fine, but several things here do not work under our current effects system:
"Removable" has some specific conditions, mainly that it needs to be able to be taken away with something akin to a disarm or grab, and as is referenced in it's relevant section, should be a tangible object that is taken away. it can't really be used to simply define 'end' conditions for spells and the like, and this is best represented with limited, weakness, or the like. A modifier with this effect also ceases to function until you 'regain' the effect which seems difficult to justify for a spell, since no one can really "keep it away" from you.

For those reasons, it does not work as a modifier for "A trick of the light" or "Sharpened senses".

Limited being "best used in the dark" for sharpened senses doesn't really work for how the modifier works. it has to be "only in the dark" or not at all, rather than simply being less than ideal.

Your leather armor weakness technically works as long as you are specifying physical vs. mental, but do make sure to note exactly what it isn't effective with, as the way leather is defined here Fire, lightning, blaster bolts, etc. would not quite count as physical. That just requires a description change, however.
 
Last edited by a moderator:

Anders Nazret

Arcadian Swordmage
Level 4
Joined
Jul 14, 2021
Messages
69
Awards
1
Essence
€11,565
Coin
₡8,057
Tokens
5
World
Erde Nona
Profile
Click Here
Faction
Heralds of the True Heir
Username: Anders Nazret

What are you purchasing with your Coin? Base

Effects
I'd like to add this to my size 5 base.

Internal Repair Mechanisms (875)
Healing 5 (1000)
Positive Modifiers: Self/Others (125)
Negative Modifiers: Limited - Only on Itself and Golem Constructs (-250)

Size 5 Multiplier - 4375
Enterprising 25% discount - (-1093.75)
Total Price - 3281.25

Descriptor: The foundry was created with longevity in mind and as such has multiple systems capable of self-repair. Additionally it can perform these repairs on any golems within its confines.

Coin to be deducted: 3281
STAFF EDIT: The limited modifier here does not work, as a 'limited' modifier is limited to specifying one thing. This is not the case in this post. As a way to keep the limited modifier, I would suggest changing it to "Limited - Mechanical targets"
 
Last edited by a moderator:

John Connor

Ex-Resistance Leader against Skynet
Level 4
Joined
Sep 11, 2018
Messages
180
Awards
7
Essence
€12,874
Coin
₡19,575
Tokens
50
World
Erde Nona
Profile
Click Here
Username: John Connor

What are you purchasing with your Coin? Minion

Effects
X100 Minions
Soldiers who chose on their own to trade loyalties to Connor from Dante's Abyss.

Descriptor: Damage resistance
(Immune to Plasma) (50)
(Immune to Heat) (50)

Coin to be deducted: 3000

STAFF EDIT: As written and priced, this would actually only cost 2,800. We don't have a Damage Resistance effect, however. Did you mean some kind of Adaptation, or Protection?
 

John Connor

Ex-Resistance Leader against Skynet
Level 4
Joined
Sep 11, 2018
Messages
180
Awards
7
Essence
€12,874
Coin
₡19,575
Tokens
50
World
Erde Nona
Profile
Click Here
Username: John Connor

What are you purchasing with your Coin? Minion

Effects
100 Minions- Resistance Armada


Minion (300)
(300 Base cost)
Resistance armor
Protection 3: (600)
Ongoing: (+600)
Removable: (-300)
Limited: Chest armor (-300)
Weakness: explosive (-75)
Total cost: 225

225+300-525

Plasma Rifle
Damage 3 (300)
+ranged (+150)
-removable(-150)
-Finite (-150)
Total cost: 150

Comms
Direct lines to higher-ups, etc.
Communication (100)
Removable: (-50)
Total cost: 50

Descriptor: Soldiers from Dante’s Abyss who chose on their own to follow loyalties under Connor.

Coin to be deducted: 925

STAFF EDIT: Make sure to include descriptions for what these abilities do! Additionally, make sure to double check your pricing (Protection is only 100 per rank, as is Ongoing). Finally, don't forget the x7 cost modifier for a minion mob of 100.
 

Masahir N'air

[M] Arbiter of Love
Staff member
Joined
Aug 3, 2018
Messages
103
Awards
6
Essence
€25,828
Coin
₡23,763
Tokens
65
World
Mesa Roja
Profile
Click Here
Faction
The Thieves Guild |&| Babylonia
Username: Masahir N'air

What are you purchasing with your Coin? Minion

Effects
100 Minions (x7) (3,025)

Well Trained Physiology (1400)
Base Cost (300)
Agility III (600)
Endurance III (300)
Speed I (200)

The Guild was relatively selective during their most recent recruitment campaign, only taking on promising individuals that showed great physical talent and bodily skill. These well trained individuals, on average, are as athletic and agile as an Olympic gymnast and can move quicker than most normal people for prolonged amounts of time before tiring.


Sharpened Senses (150)
Sense II: Sight & Sound (400)
-- Activation II: 10 Seconds (-100)
-- Ongoing II (200)
-- Limited II: Only in Dim/Dark Areas (-100)
-- Removable II: Arcane Focus (-100)
-- Side Effect II: Sensitive to Overstimulation (-100)
-- Weakness II: Bright Lights & Loud Noises (-50)

A small spell cast upon one's self over the course of about ten seconds meant to sharpen the senses of sight and hearing. This spell requires an arcane focus to cast, often in the form of a necklace, but can be any small arcanely attuned accessory easily accessible to the caster. This ability is best used in dim or dark areas of quiet, as it is mainly meant to suss out intruders attempting to remain camouflaged under the guise of shadows and stealth. The visual aspect of this spell works akin to standard night vision, and as such using it during the day or in otherwise bright areas is ill-advised, as instead of being any help the caster will instead only see the world in a glaringly overexposed and washed out manner. Those under the effect of this spell are sensitive to being overstimulated by bright lights (like direct sunlight during the day, a strong flashlight, strobing lights) and loud noises, and are unable to use this spell as effectively while being overwhelmed. Removal of the physical arcane focus prevents the casting of this ability, and one must be reobtained in order to use this spell.


A Trick of the Light (450)
Concealment III: Sight & Sound (600)
-- Concentration III (-150)
-- Ongoing III (300)
-- Limited III: Must be Undetected to Fully Cloak (-150)
-- Removable III: Arcane Focus (-150)

A combined invisibility-muffle spell channeled with the active concentration of the caster and the help of an arcane focus. Often this focus takes the form of a necklace, but can be any small arcanely attuned accessory easily accessible to the caster. Loss of concentration, whether from strain or taking damage, will completely negate the concealing effects of the spell. Due to flaws inherent in the premise of altering someone's perception of reality, casters are unable to use the full extent of this power if they have been detected. Removal of the physical arcane focus prevents the casting of this ability, and one must be reobtained in order to use this spell.


We've Armed the Merry Men (450)
Damage III (300)
-- Ongoing III: Bleeding (300)
-- Removable III: Physical Weapon (-150)

The Guild expects its members to be competent in defending themselves should the need arise. This proclivity of self-defense takes the shape of various claws, daggers and swords made of high grade steel. Being cut, sliced or pierced often results in persistent bleeding. Can be disarmed.


Blackened Thieves' Leathers (375)
Protection III: Leather Armor (300)
-- Ongoing III (300)
-- Removable III: Physical Armor (-150)
-- Weakness III: Mental/Psychic Attacks (-75)

A set of black leather armor stamped with the Thieves' Guild's diamond insignia. Can be torn or cut away if one has the finesse to target the fastens and straps. Being normal leather armor, it is mainly helpful in repelling physical damage such as being scratched, clawed, sliced, stabbed, struck or shot at with bullets. As it is just leather, the suit offers absolutely no protection against attacks of a mental or psychic nature.


Master Skills

Thievery: Sleight of Hand IV
(200)

Pickpockets, thieves, charlatans... all those employed by the Thieves' Guild are known to possess a talent for shady skills associated with sleight of hand and finesse. From lockpicking quickly, plucking a coveted trinkets from the pocket of a mark, even to planting evidence on undesirables, folks under its employ are undoubtedly skilled when it comes to sneaky fingers and concealed actions.

Descriptor: The Thieves' Guild has gone on a very aggressive recruitment campaign across whatever seedy underground networks they've discovered, to relative success.

<This is a joint purchase for the Thieves' Guild Faction, and as such Demetri ( @Iris Severity ) and Ra (me) are splitting the cost evenly as the two Guildmasters. The complete total is 21,175C, with half coming out to ~10,587.5 C.>

Coin to be deducted: 10,587.5

STAFF EDIT: Approved! Coin Deducted!
 
Last edited by a moderator:

John Connor

Ex-Resistance Leader against Skynet
Level 4
Joined
Sep 11, 2018
Messages
180
Awards
7
Essence
€12,874
Coin
₡19,575
Tokens
50
World
Erde Nona
Profile
Click Here
Username: John Connor

What are you purchasing with your Coin? Consumable

Effects
Armor Piercing Rounds

Mimic 3 (1200)
Limited: Firearms (-150)
Finite: One Magazine (-150)
Removable (-150)
Debuff 10 (1000)

Finite: One Magazine (-500)
Removable (-500)
Indirect (1000)
Limited: Physical Defenses & Barriers (-500)

Descriptor: Produced by Cytokine Wetworks, these modular munition packages can adapt to most infantry-scale ballistic firearms. Simply identify your weapon configuration before engaging with hostiles, and the nano-factories inside the module will automatically produce one magazine’s worth of armor piercing punishment to whatever target you want.

The Cytokine APR module is guaranteed to penetrate most* reinforced armors and fortified positions. AP Rounds will even remain lethal after penetrating most forms of battlefield cover, such as walls, fortifications, and so on. Unfortunately, the APR module is not effective against magical shields or energized deflector defenses.

Coin to be deducted: Total: 1,250

STAFF EDIT: Approved and coin deducted!
 
Last edited by a moderator:

John Connor

Ex-Resistance Leader against Skynet
Level 4
Joined
Sep 11, 2018
Messages
180
Awards
7
Essence
€12,874
Coin
₡19,575
Tokens
50
World
Erde Nona
Profile
Click Here
Username: John Connor

What are you purchasing with your Coin? Base

Effects
Tech-Com


Effects

Protection : 10ft Walls (300)
-- Ongoing III (300)
-- Indiscriminate III: Cover works both ways (-150)
-- Limited III: Friendlies can come in and out freely. (-150)

Summons:
Dogs: Terminator/Unmade sniffing dogsX 2

Dogs meant to sniff out those who are unmade/terminator metallic.

Protection: Minefield (300)
–Ongoing III (300)
-Attaches to unmade/certain types of terminator metal
Limited III: Only explodes when comes in contact with terminator metal or unmade.


Transporter: Way for others to come and go.

Descriptor: Expanded version of an apocalyptic bunker, with expanded hallways, areas for soldiers to sleep, along with various others to visit. Giant steel doors on the front that resist weapon fire and more. About a fair distance hidden underground in an apocalyptic bunker.

Coin to be deducted: 5392


STAFF EDIT: What rank are the walls meant to be? Pricing suggests rank 3, but you haven't indicated it.

What do the summons do? They don't have any effects tied to them.

The minefield seems like a different effect than Protection should be used, but beyond that doesn't have any real description.

For the transporter, is it meant to be the Teleportation base module? If so, it would only allow you to teleport out, and you would need the Callback module to return to the base via teleportation. On top of that, it requires purchasing the Treasury module to be able to purchase any other modules.

Lastly, what size of base is this supposed to be? This is important, as if has a direct influence on the pricing for everything else.
 

Shinku

Vengeful Assassin of Shadows
Joined
Jul 22, 2020
Messages
224
Awards
10
Essence
€28,127
Coin
₡74,700
Tokens
290
World
Erde Nona
Profile
Click Here
Username: Shinku

What are you purchasing with your Coin? Minion

Effects
Tinkerdrift Gunblade
-> Particle Shot
Damage Rank 4 [400] -> Ranged [200], Removable [-200]
-> Blade
Damage Rank 4 [400] -> Removable [-200]
Total: 600

ZFwQSZG.png


A weapon, specially crafted by a merchant from Tinkerdrift that functions both as a steam powered gun that shoots balls of ionized lasers, and as a sharp sword, made out of a very light specialized steel.

Clockwork Sentry
-> Shield
Protection Rank 4 [400] -> Removable [-200]
-> Time Hypnosis
Debuff Rank 4 [400] -> Affects Multiple [200], Ranged [200], Removable [-200]
-> Time Lapse
Teleport Rank 4 [1200] -> Removable [-200]
-> Time Reversal
Healing Rank 4 [800] -> Triggered - on damage [200], Removable [-200]
Total: 2600

qi5joiF.png


Hailing from the settlement of Tinkerdrift, this relic functions as both a shield and a tool to manipulate time. It can trick the user's surrounding enemies into slowing down and could also instantaneously cut the user's travel time from one point to another. Additionally, the relic can automatically reverse the effects of heavy damages against the user.

Stone of Phantasm
Illusion (Visual & Audio) [1000] -> Removable [-200]
Total: 800

tt9Gc4d.png


A pendant, that enables Jack to project an image of himself to fool an opponent. The image can move as ordered by Jack and make sounds with its movement but would immediately disappear upon impact with any solid object.

Trained Pirate
Agility Rank 4 [800]
Speed Rank 4 [800] -> Ongoing [400]
Endurance Rank 4 [400]
Total: 2400

In preparation for battles, Jack trained himself more on agility. He is able to move swiftly in battle, overpowering his opponent using his speed rather than strength. Also, he could outrun most of his crewmates when it comes to sprint races making him a very effective pursuer when on land. When it comes to endurance, Jack could endure strenuous activities as well as pain, more than an average human being.

Shadow Bond
Teleport Rank 4 [1200] -> Limited (Pirate can only teleport to Shinku's location) [-200]
Sense Rank 3 (Extrasensory [300] -> Limited (Can only sense Shinku's presense) [-150]
Total: 1150

Originally owned by his captain, Jack wore a black bracelet on his right wrist made from some unknown materials. The accessory was gifted to them by a mysterious man, especially crafted to track Shinku in case the assassin of shadows decides to double cross them. The bond enables the user to sense Shinku's presence whenever he goes on stealth mode and to instantly teleport the user to where Shinku is at. Note that both detection and teleport only works in relation with the assassin of shadows.

Descriptor: Jack O' Skully

Jack was a pirate of the Sinking Krakens under Captain Barkley Mullins. After the whole crew was wiped out by John Connor's mercenaries however, Jack remained as the only survivor of the unfortunate pirates. Carrying a bracelet that was made especially to track Shinku down, he went on a mission of revenge against the assassin of shadows that abandoned them. His objective however, was replaced by a temptation of greed when Shinku promised him to share the rest of the treasures and lead the pirate to several other treasure hunts.

Note: Purchase is an upgrade of Jack O' Skully hence

7850 - 3000 (Jack's previous cost) -> 4850

Coin to be deducted: 4850


STAFF EDIT: Approved and coin deducted
 
Last edited by a moderator:

John Connor

Ex-Resistance Leader against Skynet
Level 4
Joined
Sep 11, 2018
Messages
180
Awards
7
Essence
€12,874
Coin
₡19,575
Tokens
50
World
Erde Nona
Profile
Click Here
Username: John Connor

What are you purchasing with your Coin? Base

Effects
1000X3=3000

Protection III : 10ft Walls (300)
-- Ongoing III (300)
-- Indiscriminate III: Cover works both ways (-150)
-- Limited III: Friendlies can come in and out freely. (-150)

3000+ 900+800+150

Summons:
Dogs Level IIi: Terminator/Unmade sniffing dogsX 2 (300)
(Continuous) 200
Bark

Front of base

Protection III : 10ft Walls (300)
-- Ongoing III (300)
-- Indiscriminate III: Cover works both ways (-150)


Protection: Sticky Minefield (300)
–Ongoing III (300)
-Attaches to unmade/certain types of terminator metal when stepped on or gets stuck to a limb of unmade or metallic bodies.
Limited III (-150)

Descriptor: Expanded version of an apocalyptic bunker, with expanded hallways, areas for soldiers to sleep, along with various others to visit. Giant steel doors on the front that resist weapon fire and more. About a fair distance hidden underground in Erde Noda.

Coin to be deducted: 4500


STAFF EDIT: The base cost and the 10ft Walls are fine.

For the summons...we don't have an effect or modifier called Continuous. Beyond that, what are they capable of? You haven't listed any abilities or effects for them.

Front of Base is...technically fine cost-wise.

The Sticky Minefield doesn't seem like a Protection effect. But beyond that, it doesn't have any indication of what it actually does, beyond attaching to certain things. Does it slow targets down? Do they explode and do damage? Do they do something else?

Remember to put descriptions for each ability, and not just the base itself. Also don't forget that ALL base abilities are also affected by the base size cost multiplier.
 

Anders Nazret

Arcadian Swordmage
Level 4
Joined
Jul 14, 2021
Messages
69
Awards
1
Essence
€11,565
Coin
₡8,057
Tokens
5
World
Erde Nona
Profile
Click Here
Faction
Heralds of the True Heir
Username: Anders Nazret

What are you purchasing with your Coin? Base

Effects
Resubmission, hoping to add this to my size 5 base

Internal Repair Mechanisms (875)
Healing 5 (1000)
Positive Modifiers: Self/Others (125)
Negative Modifiers: Limited - Only Mechanical Targets (-250)

Size 5 Multiplier - 4375
Enterprising 25% discount - (-1093.75)
Total Price - 3281.25

Descriptor: Descriptor: The foundry was created with longevity in mind and as such has multiple systems capable of self-repair. Additionally it can perform these repairs on any mechanical constructs within its confines.

Coin to be deducted: 3281

STAFF EDIT: Approved!
 
Last edited by a moderator:

Rogue

Belle of the Abyss
Level 3
Joined
Mar 4, 2022
Messages
41
Essence
€7,450
Coin
₡18,499
Tokens
0
World
Erde Nona
Profile
Click Here
Username: Rogue

What are you purchasing with your Coin? Consumable

Effects
Sense (sight): Rank 2 (200)
--Ongoing (200)
--Side effect (normal light becomes painful, view is in shades of purple) (-50)

(Exceptional affinity 25% discount)

Descriptor: Vestigial power: Shine Job

When Rogue touches someone, she absorbs elements of their psyche along with their powers. These fade to the recesses of her mind over time, but they are never entirely gone. Periods of extreme stress can cause the psyches to resurface, and when this happens the associated power can return as well.

Riddick had his eyes modified so that he can see perfectly in almost total darkness. This, naturally makes him painfully light-sensitive without his goggles, even to moderate light sources such as flashlights. He can also only see in shimmering shades of purple.

Coin to be deducted: 263

STAFF EDIT: Approved and Deducted
 

Rogue

Belle of the Abyss
Level 3
Joined
Mar 4, 2022
Messages
41
Essence
€7,450
Coin
₡18,499
Tokens
0
World
Erde Nona
Profile
Click Here
Username: Rogue

What are you purchasing with your Coin? Consumable

Effects
Master Skill
Arcana - Rank 5: (250)

(Exceptional discount 25%)

Descriptor: Vestigial power: Scion of an Old God

When Rogue touches someone, she absorbs elements of their psyche along with their powers. These fade to the recesses of her mind over time, but they are never entirely gone. Periods of extreme stress can cause the psyches to resurface, and when this happens the associated power can return as well.

Of all the members of the Mindbreaker Order, Sigmund stands above each and every one of them in his comprehensive knowledge of all things supernatural.

Coin to be deducted: 188

Staff Edit: Approved and Deducted.
 
Last edited by a moderator:
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