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[SH] The Guilds & Marketplace


Smokefish

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=THE MARKETPLACE=​
=GENERAL GOODS=
Torch(10g): Off-Hand. Provides light in immediate surroundings, negating non-magical Darkness-related penalties to Rolls/Travel Time. Not bright enough to trigger Light Sensitivity. Unusable during Rainy/Stormy Weather. Lasts up to 12 Hours.

Lantern(25g): Off-Hand. Provides light in immediate surroundings, negating non-magical Darkness-related penalties to Rolls/Travel Time. Not bright enough to trigger Light Sensitivity. Lasts up to 24 Hours.

Magic Lightstone(100g): A small magic gemstone that when rubbed once begins to float near the wielder, and thus requires no hand to hold. Provides light in immediate surroundings, negating non-magical Darkness-related penalties to Rolls/Travel Time. Not bright enough to trigger Light Sensitivity. Lasts Indefinitely, but costs 1MP to activate and goes dormant when Resting or falling unconscious.

Leather Armor(100g) (Body) (+2 Armor) (Tearing 8) (No Runeslot)
Leather Cap(50g) (Head) (+1 Armor) (No Rune Slot)

Belt of Many Pouches(50g) (Belt) (+3 Inventory Capacity, only for Non-Equipment Items)
Backpack of Hauling(100g) (Back) (+5 Inventory Capacity)

Toybox(100g) (Used to sate Fetishes. Contains just about any imagineable flavor of Non-Bondage goods for spicing up ones sex life)
Bondage Kit(100g) (Used to exploit Fetishes. Contains just about any imagineable flavor of Bondage equipment for spicing up ones sex life, but is not as reliable as proper Restraints in keeping the recipient in check) (Tearing 10, if necessary)

MYSTERY GEM(10g): A Mystery Gem! You never know what effect it might have until you put it into a collar, but guaranteed to have some kind of positive effect.

=CLOTHIER=

-Clothes-
Rags(1g, Free for Class Making) (Body) (-1 Cha) (Tearing 4)
Common Clothes(10g) (Body) (Tearing 5)
Noble Clothes(50g) (Body) (+1 Cha) (Tearing 6)
Sexy Clothes(50g) (Body) (+1 Bea) (Tearing 6)
Stealthy Clothes(50g) (Body) (+3 to Stealth Rolls) (Tearing 5)
Sturdy Clothes(50g) (Body) (Tearing 8)

Rain Hat(10g) (Head) (Reduces Rain/Storm weather penalties by 1 step)
Fancy Hat(50g) (Head) (+1 Cha)
Veil(50g) (Head) (+1 Bea)
Bandana(50g) (Head) (+1 End)
Goggles(50g) (Head) (+1 Perception)
Stealth Mask(50g) (Head) (+2 to Stealth Rolls)

-Collars-
Enduring Collar(100g) (Neck) (+2 End) (3 Gemslots)
Defiant Collar(100g) (Neck) (+2 Wil) (3 Gemslots)
Exquisite Collar(100g) (Neck) (+1 Cha, +1 Bea) (3 Gem Slots)

=THE FOOD & BEVERAGE STORE=
Food that is bought can be of either "Meat" or "Fruit" varieties.
Drink that is bought must have a suitable Container(see store below) for transportation.
Food/Drink is serviceable as a snack to immediately recover Stamina(once per 6 Hours), but primarily serves to recover Cum/Milk Loads and to boost HP/SP Recovery Rate when Resting.


The amount of Loads recovered during the Resting is equal to the Rank of the highest quality/rank of Food and Drink ingested beforehand, if the Food+Drink Rank total would be an odd value it is rounded down to nearest even value for purposes of recovering Milk Loads.

When 'Resting', a Character usually recovers HP at a rate of 1 per Hour, and SP at a rate of 2 per Hour. This is increased by +0.5/Hour for HP and +1/Hour for SP for each 'Rank' of the best quality Food and Drink that has been ingested before Resting. A Character typically also recovers MP at a rate of 1 per Hour, but this is only affected by rare and effective foods/drinks.

Worthless Food/Drink(5g): Restores 3SP, Rank 1
Cheap Food/Drink(10g): Restores 5SP, Rank 2
Plain Food/Drink(25g): Restores 7SP, Rank 3
Expensive Food/Drink(50g): Restores 10SP, Rank 4
Exquisite Food/Drink(100g): Restores 15SP, Rank 5

=THE "CREAM PIE" STORE=
Milk counts as "Drink", Cum counts as "Food"
One must have a Container available to purchase Fluids
Containers, by default, are returned to the player when selling the contents within.
When SELLING Milk/Cum, the Base Gold Value is dependant on the 'Rank' of the fluid, using the same formula as further below under 'Fluids'.
This Base Gold Value is further increased or decreased depending on a few key factors.
Milk/Cum from a Character with the 'Life Imbued' Background recieves a Value increase of +50%, the same goes for 'Mana Imbued' and 'Titan-Blooded'. These increases are additive, so having both Life Imbued and Titan-Blooded would be a +100% increase in Value.
Furthermore, Cum recieves a +5% Value Increase per Potency above 0, or -5% Value Decrease per Potency below 0. The same goes for Milk, but based on Fertility instead.
Fertility/Potency alterations from Gems will be detected when selling, and thus the value will be adjusted as if there had been no Gem-related influence, due to Fluid Economy Union Laws.

-Containers-
Vial(10g): Can hold 1 Load
Bottle(25g): Can hold 2 Loads
Jar(50g): Can hold 3 Loads
Can(100g): Can hold 8 Loads

-Fluids-
Worthless Milk/Cum(5g/3): Restores 0SP, Counts as +5 Fertility/-5 Potency. Rank 0
Cheap Milk/Cum(10g): Restores 1SP, Counts as -0 Fertility/+0 Potency. Rank 1
Plain Milk/Cum(25g): Restores 2SP, Counts as -3 Fertility/+3 Potency. Rank 2
Expensive Milk/Cum(50g): Restores 3SP, Counts as -6 Fertility/+6 Potency. Rank 3
Exquisite Milk/Cum(100g): Restores 4SP, Counts as -10 Fertility/+10 Potency. Rank 4
Divine Milk/Cum(200g): Restores 5SP, Counts as -15 Fertility/+15 Potency. Rank 5
 
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Smokefish

Smokefish

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=THE WARRIOR'S GUILD=​
=MERCHANT=
Melee S = Dex*2 for Bonus Damage, Dex for 'to Hit'
Melee M = Str+Dex for Bonus Damage, Str/2+Dex/2 for 'to Hit'
Melee L = Str*2 for Bonus Damage, Str/2+Dex/2 for 'to Hit'

Range S = Dex for Bonus Damage, Dex for 'to Hit'
Range M = Dex/2+Str/2 for Bonus Damage, Dex for 'to Hit'
Range L = Dex/2+Str for Bonus Damage, Dex/2+Str/2 for 'to Hit'

Note: Feel free to flavorfully name your weapon, such as "Bronze Dagger" instead of "Bronze Small".

-Small Melee Weapons-
Bronze Small(100g) (4dmg) (+X to Hit) (1H/OH,S) (No Rune)
Iron Small(200g) (6dmg) (+X to Hit) (1H/OH,S) (1 Rune Slot)
Steel Small(400g) (8dmg) (+X to Hit) (1H/OH,S) (2 Rune Slots)
Silver Small(400g) (6dmg) (+X to Hit) (1H/OH,S) (3 Rune Slots)

Dualwielding: 'Small Melee Weapons' can be wielded in the Offhand, alongside a Small or Medium Melee weapon in the Main Hand, in order to get an extra attack every turn(separate to Hit rolls). However, the Offhand weapon only recieves Dex*1 for Bonus Damage instead of Dex*2. And unless the character have 'Dualwield Training' they will incur a -2 to Hit Penalty for both Mainhand and Offhand attacks. Can only use 1 Weapon at a time for most Skills requiring a Weapon.

-Medium Melee Weapons-
Bronze Medium(150g) (6dmg) (+X to Hit) (1H,M) (No Rune Slot)
Iron Medium(300g) (9dmg) (+X to Hit) (1H,M) (1 Rune Slot)
Steel Medium(600g) (12dmg) (+X to Hit) (1H,M) (2 Rune Slots)
Silver Medium(600g) (9dmg) (+X to Hit) (1H,M) (3 Rune Slots)

-Large Melee Weapons-
Bronze Large(200g) (8dmg) (+X to Hit) (2H,L) (No Rune Slot)
Iron Large(400g) (12dmg) (+X to Hit) (2H,L) (2 Rune Slots)
Steel Large(800g) (16dmg) (+X to Hit) (2H,L) (3 Rune Slots)
Silver Large(800g) (12dmg) (+X to Hit) (2H,L) (4 Rune Slots)

-Ranged Weapons-
Small Ranged(100g) (6dmg) (+X to Hit) (R,S) (0 Rune Slot)
Medium Ranged(200g) (9dmg) (+X to Hit) (R,M) (1 Rune Slot)
Large Ranged(400g) (12dmg) (+X to Hit) (R,L) (2 Rune Slot)
Silver-Type X Ranged(x2g) (-3 Base Damage) (+1 Runeslot) (This is a modifier to the above Small/Medium/Large Ranged weapons, not a standalone weapon)

-Armors-
Bronze Armor(200g) (Body) (+4 Armor) (Tearing 10) (No Rune Slot)
Iron Armor(400g) (Body) (+6 Armor) (Tearing 13) (1 Rune Slots)
Steel Armor(800g) (Body) (+8 Armor) (Tearing 16) (2 Rune Slots)
Silver Armor(800g) (Body) (+6 Armor, +3 to Rolls VS Spells) (Tearing 12) (3 Rune Slots)

-Helmets-
Bronze Helmet(100g) (Head) (+2 Armor) (No Rune Slot)
Iron Helmet(300g) (Head) (+4 Armor) (1 Rune Slot)
Steel Helmet(600g) (Head) (+6 Armor) (2 Rune Slots)
Silver Helmet(600g) (Head) (+4 Armor, +3 to Rolls VS Spells) (3 Rune Slots)

-Shields-
Bronze Shield(100g) (+2 Evasion, x2 VS Ranged) (No Rune Slot)
Iron Shield(200g) (+3 Evasion, x2 VS Ranged) (1 Rune Slots)
Steel Shield(400g) (+4 Evasion, x2 VS Ranged) (2 Rune Slots)
Silver Shield(400g) (+3 Evasion, x2 VS Ranged, Applies VS Spells) (3 Rune Slots)

-Weapon Runes-
Surestrike Rune(200g) (+3 to Hit)
Piercing Rune(200g) (Weapon Ignores 2/3/4 Armor & Shield Evasion based on Weapon Size)
Impact Rune(200g) (Weapon Damage increased by 2/3/4 based on Weapon Size)
Elemental Fury Rune(200g) (Adds 2/3/4 Elemental Damage based on Weapon Size)

Blood Rune(500g) (Attacker recovers 4/6/8HP based on Weapon Size, cannot recover more HP than damage that was dealt)
Spellblade Rune(200g) (Rune Slots now also count as Focus Slots)

-Armor & Shield Runes-
[Elemental] Ward Rune(200g) (Reduces [Elemental] Damage recieved by 50%)
Fortification Rune(200g) (+2 Armor & Tearing if Armor, +1 Evasion if Shield, Immune to Armor Penetration/Piercing effects)
Silver Rune(200g) (+3 to Rolls VS Spells)

Spellshield Rune(200g) (Rune Slots now also count as Focus Slots)

=TRAINER=

-Skills-
Disarm(100g) (3SP) (Attempts to Disarm Enemy) (No Damage) (Hit-4 VS Hit) (+1 Hit/Extra SP Used, max extra SP = Str)
Twin-Strike(200g) (4SP) (May perform a regular Weapon Attack or Natural Melee Attack twice in one turn, may spread attacks to different targets, works with both Melee and Ranged Weapons but not Natural Ranged Attacks or Exotic Natural Attacks)

[Elemental] Strike(300g) (1SP & 2MP) (May change the Damage of the Weapon Attack to [Element]-type, and may optionally change one Damage Attribute(Str or Dex) to Int for calculating Damage, any Attribute modifiers such as /2 or *2 is retained) (Melee Weapons may pay an extra 1 MP to count as Ranged) (Must choose one of the following elements upon purchase: Flame, Frost, Storm, Venom)

Counter Attack(200g) (2SP) (If Wielding a Melee Weapon or possessing a Natural Melee Attack, AND having Evaded an enemy Melee Attack, may perform a Melee Attack against the Evaded enemy as a Free Action using this Skill. Can only be used Once per Turn)

-Passive Skills-
Precise Style(100g) (1SP/Turn) (Toggle Passive) (+4 Hit) (-2 Damage)
Aggressive Style(100g) (1SP/Turn) (Toggle Passive) (+4 Hit) (-2 Evasion)
Lethal Style(100g) (1SP/Turn) (Toggle Passive) (+4 Damage) (-2 Hit)
Berserk Style(100g) (1SP/Turn) (Toggle Passive) (+4 Damage) (-2 Evasion)
Defensive Style(100g) (1SP/Turn) (Toggle Passive) (+4 Evasion) (-2 Hit)
Agile Style(100g) (1SP/Turn) (Toggle Passive) (+4 Evasion) (-2 Damage)

[Weapon Type] Training(100g) (Passive) (Get a +2 Bonus to Rolls when using a [Weapon Type] Weapon) (Must specify Size and Melee/Ranged when purchasing/learning this skill, IE Small Melee, Large Ranged. Can also specify a Natural Attack or Grappling)
[Weapon Type] Expert(300g) (Passive) (Get an additional +2 Bonus to Rolls when using a [Weapon Type] Weapon, and costs 1 less SP/MP to use, applies to both Natural Attacks and use of Skills) (Can only be purchased for a Weapon Type you already have Training in)

Dualwield Training(100g) (Passive) (Allows the use of a Small Melee Weapon in the Offhand at no 'to Hit' Penalty for either Mainhand or Offhand)

Shield Training(100g) (Passive) (Shields you use get +1 Base Evasion)
Shield Expert(200g) (Passive) (Shields you use get an additional +1 Base Evasion)
 
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Smokefish

Smokefish

Needs to go commit sudoku
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=THE WIZARD'S GUILD=​
-MERCHANT-
Any [School] moniker refers to, upon purchase of the item in question, having to choose a specific 'Magic School' for the effects to apply to. Only 1 School per item even if there are multiple instances of [School] in the text of it.
Available Magic Schools: Arcane, Elemental, Celestial, Sylvan, Infernal, Necrotic

-Caster Equipment-
Note: 'Warstaff' counts as 'Medium Melee Weapons' for purposes of Bonus Damage/to Hit calculations, but being 2H are unsuitable for Dualwielding purposes. Refer to Warrior's Guild.

Copper Staff(100g) (1H,OH) (+2 to Magic Rolls) (1 Focus Slots)
Silver Staff(200g) (1H,OH) (+3 to Magic Rolls) (2 Focus Slots)
Gold Staff(400g) (1H,OH) (+4 to Magic Rolls) (3 Focus Slots)

Bronze Warstaff(300g) (6dmg) (+X to Hit) (+3 to Magic Rolls) (2H,M) (1 Rune Slots) (2 Focus Slots)
Silver Warstaff(600g) (10dmg) (+X to Hit) (+5 to Magic Rolls) (2H,M) (2 Rune Slots) (3 Focus Slots)

Lesser Robe(100g) (Body) (+5MP, +2 to Rolls VS Spells) (1 Focus Slot) (Tearing 4)
Robe(250g) (Tearing 6) (Body) (+10MP, +4 to Rolls VS Spells) (2 Focus Slots) (Tearing 6)
Greater Robe(500g) (Body) (+15MP, +6 to Rolls VS Spells) (3 Focus Slots) (Tearing 8)

Witch's Robe(300g) (Body) (+10MP, +2 Bea) (2 Focus Slots) (Tearing 6)
Battlemage Robe(200g) (Body) (2 Armor, +5MP, +3 to Rolls VS Spells) (1 Focus Slot) (Tearing 8)

Wizard's Hat(200g) (Head) (+5MP, +1 Int) (1 Focus Slot)
Witch's Hat(200g) (Head) (+5MP, +1 Bea) (1 Focus Slot)

Sorcerer's Collar(200g) (Neck) (+5MP, +1 Intelligence) (2 Gem Slots) (1 Focus Slot)

-Potions-
Note: Fluid Containers sold separately, and can be acquired from the Marketplace.

Weak Life Essence(25g/Load) (Restores 10HP)
Weak Mana Essence(25g/Load) (Restores 10MP)
Weak Stamina Essence(25g/Load) (Restores 10SP)

Life Essence(50g/Load) (Restores 20HP)
Mana Essence(50g/Load) (Restores 20MP)
Stamina Essence(50g/Load) (Restores 20SP)

Strong Life Essence(100g/Load) (Restores 30HP)
Strong Mana Essence(100g/Load) (Restores 30MP)
Strong Stamina Essence(100g/Load) (Restores 30SP)

-Focus-

Channeling Focus(200g) (-1MP Cost for Spells, Minimum cost of 2)
Empowering Focus(300g) (Artificial +4 Int for calculating Spell Damage/Healing/Effect Strength, but not Spell Rolls)
Concentration Focus(200g) (+3 to Spell Rolls)
Permanence Focus(300g) (+1 Duration)
[School] Focus(500g) (Artificial +4 to Int for calculating [School] Spells & Ritual Rolls) (Must choose a 'School' upon purchasing)

-Other-

[School] Ritual Tools(500g): Provides a +4 Bonus to overcome [School] Ritual Difficulty checks.. Additional Ritual Tools have diminished returns, +2 for a 2nd set, +1 for a 3rd set, and no bonus for any additional ones.
-ARCANE SCHOOL-
Mind Burn(100g) (3MP) (Single,Ranged,Magic) (Int VS Wil) (Deals 4+(Int*2) Damage)
Magic Missile(100g) (4MP) (Single,Ranged,Magic) (Int VS Agi) (Deals 8+(Int*2) Damage)

Dispel Magic(100g) (3MP) (Single,Ranged,Magic) (Int VS Int) (Attempts to remove any Magic Bless or Curse from a target, the roll is made against the Int of the Caster of said Bless/Curse and not of the spells recipient. Can attempt to remove up to 3 Blesses/Curses on the target of Dispel)
Mend Construct(100g) (4MP) (Single,Melee,Heal) (Heals 8+(Int*2) HP) (Only Affects Beings with the 'Construct' Heritage)

Dominate(200g) (6MP) (Single,Ranged,Magic) (Wil VS Wil, if Defender Loses: Becomes Dominated. If Defender Wins: Caster Becomes Friendly) (Lasts 1 Battle/Scene)
Magic Shackles(100g) (3MP) (Single,Ranged,Magic,Curse) (Int VS Wil) (The Target recieves a -3 Penalty to Combat/Grappling Rolls and cannot Levitate or use Flight, nor can they attempt to escape the battle/scene) (Lasts 5 Turns)

Spell Persistence Rite(200g) (Cost: 3MP+Cost of Spell Used, 10g*MP Cost of Spell Used) (Requires 2 Hours to Cast, allows the Caster to make a regular Bless or Curse last 24 Hours instead of its regular duration) (Difficulty of 5 for Blesses, Difficulty of 10 for Curses)

Teleportation Rite(300g) (Cost: 5 Mana) (Ritual) (Requires 1 Hour to Cast, may teleport up to the Caster's Intelligence amount of Beings together with the Caster, minimum of Caster only, to any one Node Crystal linked to at least one of the targets, or back to The Nexus Portal Hall or the settings default home portal) (Difficulty of 5+# of Beings being Teleported(Caster included), failed Difficulty Check will result in being teleported off course with severity decided by GM, but usually still within the same general region)

Mutate(500g) (Cost: 100g, 20MP for Chargen Traits and Variable MP Cost for Racegen Traits) (Ritual) (Requires 8 Hours to Cast, the recipient must be either the Caster, a Willing target, or an incapacitated target. Can either add, or remove, a Chargen Trait or a Racegen Trait) (For Chargen Traits: May do an optional Int Check to specify Positive Trait(+6 Difficulty) OR Negative Trait(+3 Difficulty) OR Specific Trait(+15), and/or Physical Trait(+4 Difficulty) OR Mental Trait(+4 Difficulty) OR Sexual Trait(+4 Difficulty) to be added to or removed from the recipient) (For Racegen Traits, the MP cost and Difficulty will both be 5+Point Cost if 'Mundane/Physical', or 10+Point Cost if 'Supernatural/Magical', as interpretted by GM)

Animate Construct(500g) (Cost: 5 + 5*Race Rank Mana, 100g*Race Rank, minimum of 100g) (Ritual) (Requires a total of 24 Hours to Cast, preparation can be made in segments of 4 hours. Attempts to Create a Being with the 'Construct' Heritage. Can only create a Construct of the Caster's own Race, or of another Race if having a willing assistant of the desired Race the Construct shall be of. An Animated Construct is created with a spark of sentience, making it unlikely to completely obey its maker, but will begin halfway Trained and an innate +3 Obedience. By spending an extra 100g the Construct can be made with a desired Positive Trait, or reduce by 50g for a desired Negative Trait, most commonly Physical or certain Sexual ones, consult with GM. Max of 2+X Positive Traits, X = Negative Traits, max 3 Negative Traits) (Difficulty of 5 + 2*Race Rank + 1*Positive Traits -1*Negative Traits. Failure results in either a waste of time and resources or a completely untrained/disobedient creation, depending on GMs choice)
-ELEMENTAL SCHOOL-
Elemental Ward(200g) (3MP) (Single,Ranged,Magic,Bless) (Temporarily grants +1 Rank of [Element] Resistance to an allied target, may choose Flame, Frost, Storm, Venom or Magic. Weakness > Neutral > Resistance > Immunity, even for Magic) (Lasts 1 Battle/Scene)

Firebolt(100g) (4MP) (Single,Ranged,Flame) (Int VS Agi) (Deals 8+(Int*2) Damage)
Razorgust(100g) (4MP) (Single,Ranged,Storm) (Int VS Agi) (Deals 8+(Int*2) Damage)
Icepierce(100g) (4MP) (Single,Ranged,Frost) (Int VS Agi) (Deals 8+(Int*2) Damage)
Venomspit(100g) (4MP) (Single,Ranged,Venom) (Int VS Agi) (Deals 8+(Int*2) Damage)

Combustion(200g) (6MP) (Single,Ranged,Flame) (Int VS Wil) (Deals 4+Int Damage per Turn) (Lasts 3 Turns)
Shock Therapy(200g) (6MP) (Single,Ranged,Storm) (Int VS Wil) (Deals 4+Int Damage per Turn) (Lasts 3 Turns)
Spinechill(200g) (6MP) (Single,Ranged,Frost) (Int VS Wil) (Deals 4+Int Damage per Turn) (Lasts 3 Turns)
Poisoning(200g) (6MP) (Single,Ranged,Venom) (Int VS Wil) (Deals 4+Int Damage per Turn) (Lasts 3 Turns)

Flame Form(300g) (6MP) (Single,Melee,Flame,Bless) (Recipient gets +3 to Offensive Combat Rolls, dealing or recieving Melee Attacks deal an extra 2+(Int/2) Flame Damage to its enemy, and counts as having Flame Immunity & Feedback) (Lasts 1 Battle/Science)
Storm Form(300g) (6MP) (Single,Melee,Storm,Bless) (Recipient gets +3 to Evasion Rolls(x2 VS Ranged), dealing or recieving Melee Attacks deal an extra 2+(Int/2) Storm Damage to its enemy, and counts as having Storm Immunity & Feedback) (Lasts 1 Battle/Science)
Frost Form(300g) (6MP) (Single,Melee,Frost,Bless) (Recipient gets +5 Armor, dealing or recieving Melee Attacks deal an extra 2+(Int/2) Frost Damage to its enemy, and counts as having Frost Immunity & Feedback) (Lasts 1 Battle/Scene)
Venom Form(300g) (6MP) (Single,Melee,Venom,Bless) (Recipient gets +2 to Combat Rolls, dealing or recieving Melee Attacks deal an extra 2+(Int/2) Venom Damage to its enemy, and counts as having Venom Immunity & Feedback) (Lasts 1 Battle/Scene)

Magelight(50g) (1MP) (Single,Melee,Flame,Bless) (The Caster creates a small hovering flame and designates a Being or location it shall follow or remain at. Magelight counts as a Torch, as per the Marketplace Item, for Light-related purposes) (Lasts 6+(Int*2) Hours, minimum of 6)
Battlefury(100g) (3MP) (Single,Melee,Flame,Bless) (The Caster imbues a friendly target with increased courage and vigor for combat, providing a bonus of +3 to Combat Rolls and reducing SP Costs by 2 to a minimum of 1) (Lasts 3 Turns)

Conjure Refreshments(50g) (1MP) (Non-Combat,Frost) (The Caster creates a levitating sphere of magically created water, able to provide the equivalent of a Cheap Drink for up to 3+(Int/2) Beings, must be consumed or used to fill a Container immediately or else evaporate shortly after being conjured. Can also be used for a quick shower or to put out a non-magical fire, and the Caster can have it made with a hint of a desired flavor)
Glass Sphere(100g) (3MP) (Single,Melee,Frost,Bless) (The Caster imbues a friendly target with an Anti-Magic Barrier, providing a +5 Bonus to Rolls VS Damage/Curse Spells) (Lasts 4 Turns)

Control Wind(200g) (3MP) (Battle/Scene,Self,Storm,Bless) (The Caster alters the winds and air currents of their immediate surroundings, providing a bonus of +3 to Ranged Hit & Evasion VS Ranged Rolls, as well as making Flight only cost 1SP/Turn, for Self and Allies. Enemies using Flight or Levitating recieve a penalty of -3 to Combat Rolls) (Lasts 4 Turns)
Chain Lightning(200g) (5MP) (All Enemies,Ranged,Storm) (Int VS Agi) (Deals 4+Int Damage to All Enemies)

Mendacious Nausea(100g) (3MP) (Single,Ranged,Venom,Curse) (Int VS Wil) (The Caster hexes an enemy with sensations of headaches, aches, sickness, and just about every concievable symptom of illness one can imagine, resulting in a penalty of -3 to All Rolls. Does not cause actual sickness, just feelings thereof) (Lasts 3 Turns)
Foul Misma(300g) (6MP) (Enemies,Ranged,Venom,Curse) (Int VS End) (The Caster retches and heaves out a large cloud of vile gases to sweep over the battlefield that only affects his Enemies, dealing 1+(Int/3) Damage each turn and applying the effects of the Venom Weakness & Venom Succeptability Traits on all affected targets) (Lasts 3 Turns)
Contagious Wave(200g) (4MP) (Battle/Scene,Self,Venom,Curse) (Int VS Wil) (The Caster utters a word of terrible power, causing every Venom Curse on every Enemy to apply to all Enemies and have their Duration refreshed)

Lesser Elemental Summon(200g) (Cost: 20MP) (Ritual) (Requires 6 Hours to Cast, Summons a random Elementalkin of a random Inferior or Poor Race) (May do an optional Int Check to specify Element(+5 Difficulty) and/or Race(+6 Difficulty) and/or Sex(+3 Difficulty) of the Summoned Being)

Elemental Summon(500g) (Cost: 30MP) (Ritual) (Requires 8 Hours to Cast, Summons a random Elementalkin of a random Average or Good Race) (May do an optional Int Check to specify Element(+5 Difficulty) and/or Race(+8 Difficulty) and/or Sex(+3 Difficulty) of the Summoned Being)

Greater Elemental Summon(1000g) (Cost: 40MP) (Ritual) (Requires 10 Hours to Cast, Summons a random Elementalkin of a random Superior Race) (May do an optional Int Check to specify Element(+5 Difficulty) and/or Race(+10 Difficulty) and/or Sex(+3 Difficulty) of the Summoned Being)
-CELESTIAL SCHOOL-
Smite(100g) (3MP) (Single,Melee,Magic) (Int VS Agi) (Deals 8+(Int*2) Damage)
Divine Bolt(100g) (4MP) (Single,Ranged,Magic) (Int VS Agi) (Deals 8+(Int*2) Damage)

Healing Touch(100g) (4MP) (Single,Melee,Heal) (Heals 8+(Int*2) HP)

Warding(100g) (6MP) (Multiple,Ranged,Bless) (Up to 5 designated Beings recieve a +4 Bonus to Rolls VS Damage/Curse Magic) (Lasts 1 Battle/Scene)

Rite of Sanctuary(200g) (Costs 3MP) (Ritual) (Requires 1 Hour to Cast. The Caster creates an invisible magic dome around their immediate surroundings, that lasts for 24 Hours, and will be alerted or awakened if its boundary is crossed by anyone with ill intent in mind. Will also alert or awaken anyone the Caster deems an Ally upon upon casting the Ritual, and will not activate if anyone designated as such crosses the boundary. Anyone Resting within the dome will find themselves recovering more(+5 HP & SP Recovered). Ideal to use when preparing for spending the night in the wilderness, though it might fail to alert if some overly amorous but otherwise friendly Being crosses the boundary)
-SYLVAN SCHOOL-
Fey Arrow(100g) (4MP) (Single,Ranged,Physical) (Int VS Agi) (Deals 8+(Int*2) Damage)
Moonbeam(100g) (4MP) (Single,Ranged,Magic) (Int VS Wil) (Deals 8+(Int*2) Damage)

Rejuvenate(200g) (5MP) (Single,Ranged,Heal,Bless) (Heals 4+Int HP per Turn) (Lasts 3 Turns) (Works on Sylvan/Plant Beings even if they have Warped Physiology)

Entangle(100g) (6MP) (Single,Ranged,Curse) (Int VS Agi: If Defender Loses, becomes Grappled until breaking Entanglement, -3 Dex/Agi, Tearing 8) (Lasts 2 Turns)

Fertility Rite(100g) (6MP) (Ritual) (Requires 2 Hours to Cast, the Caster imbues the target of this ritual with increased breeding prowess for a 24 Hour duration. Bonus consists of +3 to Giving Sex Rolls, -3 to Recieving Sex Rolls, -5 Fertility, +5 Potency, +1 Max Offspring, and the recipient will recover up to 3 Cumloads and have Pregnancy Time reduced by Half for any pregnancy concieved while this Rite lasts)

Journey Through Dreams(300g) (Cost: 5 Mana) (Ritual) (Requires 1 Hour to Cast, may journey through the Fey Realm with up to the Caster's Willpower amount of Beings together with the Caster, minimum of Caster only, to any previously visitted location) (Difficulty of 5+# of Beings being Teleported(Caster included), failed Difficulty Check will likely result the journey finding some obstacle to overcome before they can reach their destination, IE encountering partying Satyrs, it is up to the GM to decide the predicament but there should always be a way to continue)
-INFERNAL SCHOOL-
Bloodboil(100g) (4MP) (Single,Ranged,Flame) (Int VS Wil) (Deals 4+(Int*2) Damage)
Hellfire Bolt(100g) (5MP) (Single,Ranged,Flame) (Int VS Agi) (Deals 6+(Int*2) Damage, Ignores Half of Fire Resistance/Immunity)

Charm(100g) (4MP) (Single,Melee,Curse) (Int VS Wil, If Defender Loses: Becomes Friendly) (Lasts 1 Battle/Scene)
Bewitch(200g) (6MP) (Single,Ranged,Curse) (Int VS Wil, If Defender Loses: Becomes Friendly & Aroused, or Friendly & Horny if already Aroused) (Lasts 1 Battle/Scene)

Breeding Pact(100g) (5MP, 50g) (Ritual) (Requires 2 Hours to Cast, after preparing the ritual for the Caster and a suitable partner to procreate with, both are imbued with Infernal energy, resulting in both recieving a bonus of -5 Fertility, +5 Potency, Cumloads recovering to max, SP loss being reduced by 5 to a minimum of 3, and a penalty of -10 to Recieving Sex Rolls and being compelled to breed with eachother until one or both participants either fall unconscious or both run out of Cumloads. Any Offspring resulting from partaking in this Pact will either recieve the Demon Heritage, most likely without Subtype if only one or none of the parents is a Demon, GM decides or rolls for Subtypes at their leisure) (Two sets of Difficulty Checks, one optional and one mandatory for every Offspring. The Optional one is against 10 if the Caster desires one of the offspring to have a specific Demon Subtype, and this is rolled once per impregnated participant. The Mandatory ones have a Difficulty of 10, and is rolled for every concieved offspring with a failed check resulting in the child being of a completely different race than either parent, as decided by GM)

Lesser Summoning(200g) (Cost: 20MP) (Ritual) (Requires 6 Hours to Cast, Summons a random Demon of a random Inferior or Poor Race) (May do an optional Int Check to specify Typeless(+2 Difficulty) OR Subtype(+6 Difficulty), and/or Race(+6 Difficulty) and/or Sex(+3 Difficulty) of the Summoned Being)

Summoning(500g) (Cost: 30MP) (Ritual) (Requires 8 Hours to Cast, Summons a random Demon of a random Average or Good Race) (May do an optional Int Check to specify Typeless(+2 Difficulty) OR Subtype(+6 Difficulty), and/or Race(+8 Difficulty) and/or Sex(+3 Difficulty) of the Summoned Being)

Greater Summoning(1000g) (Cost: 40MP) (Ritual) (Requires 10 Hours to Cast, Summons a random Demon of a random Superior Race) (May do an optional Int Check to specify Typeless(+2 Difficulty) OR Subtype(+6 Difficulty), and/or Race(+10 Difficulty) and/or Sex(+3 Difficulty) of the Summoned Being)
-NECROTIC SCHOOL-
Chilltouch(100g) (4MP) (Single, Melee,Frost) (Deals 8+(Int*2) Damage)
Gravechill(100g) (4MP) (Single,Ranged,Frost) (Int VS Wil) (Deals 4+(Int*2) Damage)
Pain Bolt(300g) (6MP) (Single,Ranged,Magic,Curse) (Deals 4+Int Damage per Turn) (INT VS WIL, If Defender Loses: Stacking -1 to All Rolls) (Lasts 3 Turns, duration refreshed on new application)

Necrotic Mending(100g) (5MP) (Single,Ranged,Heal) (Heals 6+(Int*2) HP) (Only Affects Beings with the 'Undead' Heritage)

Necrotic Rebirth(500g) (Cost: 5 + 5*Race Rank Mana) (Ritual) (Requires 8 Hours to prepare, and attempts to infuse a Being with the Undead Heritage, recipients must either be deceased or alive but helpless. Any living Being defiled this way will have any Training reset to 0. Any deceased given new life this way will be halfway Trained and have an innate +3 Obedience, but otherwise retains free will, and returns with full HP, 0 MP, and 1 SP. Their body is fully healed of all ailments and wounds as well) (Base Difficulty of 5 + 1*Race Rank, +0 if Base Undead, +3 if Random Subtype, or +6 if Specific Non-Lich Subtype, +10 if Lich Subtype)
 
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Smokefish

Smokefish

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=THE SLAVER'S GUILD=​
=Slave Handling=

Slave Evaluation(20g): Over the course of 12 Hours the Slaver's Guild will undergo rigorous inspection, through both mundane and magical means, and will reveal all information there is to have about the Slave when returning him/her to the owner. Information includes Name, Traits, Fetishes, Pregnancy Status, etc.

Slave Tattoo(50g) (Body Marking) (-1 Willpower, +1 Bea, +1 Obedience) (Half Sell Value)
Slave Brand(50g) (Body Marking) (-3 Willpower, -1 Bea, +3 Obedience) (One-Fifth Sell Value)

Slave Training(20*Training Left): Over the course of 12 Hours the Slave will undergo harsh 'training', resulting in +1 Obedience. The Slave is left in the custody of the Slaver's Guild during this time period.

=Slave Tasks= (Under Reconstruction)
Cost: 10g to set a Slave up for a Task

A Slave is handed to the Slavers Guild, and prepared for the chosen task which it will take care of during the next day, the Slave will then stay at the Slavers Guild until the Slaver comes to pick it up. Extended stays in the Slavers Guild will come with penalties to the Task Reward, or the loss of the Slave.
Note: These 'Slave Tasks' can just as well be performed by a Player Character, either through the Slaver's Guild or simply as a result of roleplaying.
-Task Types-
Gladiator(1st: Endurance, 2nd: Agility)
Concubine(1st: Beauty, 2nd: Charm)
Bodyguard(1st: Strength, 2nd: Dexterity)
Scribe(1st: Intelligence, 2nd: Perception)
Tracker(1st: Perception, 2nd: Agility)
Assassin(1st: Dexterity, 2nd: Agility)

-Client Roll(1d10+Appropriate Renown+Obedience+1st Attribute)-
0 or Less: No Client(Failed)
1-6: Rank 1 Client(Poor)
7-12: Rank 2 Client(Average)
13-18: Rank 3 Client(Rich)
19-24: Rank 4 Client(Wealthy)
25+: Rank 5 Client(Extremely Wealthy)

-Performance Roll(1d10+Obedience+2nd Attribute)-
0-: Failed Task
1-6: 4g per C.Rank
7-12: 8g per C.Rank
13-18: 12g per C.Rank
19-24: 16g per C.Rank
25+: 20g per C.Rank

=Slaver Equipment=

-Collars & Restraints-

Leather Collar(5g): Enslaving, No Gem Slot, -1 Willpower, Tearing 8
Bronze Collar(25g): Enslaving, 1 Gem Slot, -1 Willpower
Iron Collar(50g): Enslaving, 2 Gem Slots, -2 Willpower
Steel Collar(100g): Enslaving, 3 Gem Slots, -3 Willpower
Silver Collar(200g): Enslaving, 4 Gem Slots
Slaver Collar(100g): 5 Gem Slots

Restraints(100g): Enslaving, -5 Agility, prohibits many physical endeavors such as Slave Tasks, Adventuring, Flight, or Escaping

-Gems-

Sterility Gem(50g) (+10 Fertility, -10 Potency)
Lesser Virility Gem(50g) (-5 Fertility, +5 Potency)
Greater Virility Gem(100g) (-10 Fertility, +10 Potency)
Broodmother Gem(200g) (+1 to Minimum Offspring, +2 to Maximum Offspring) (No effect on Males)
Gaia's Gem(100g) (Adds the 'Heat/Rut' Racial Trait to the Character, and either adds a stack to any existing instance of the Trait or triggers immediately if not)

Celibate Gem(100g) (+3 to 'Recieving' Sex Rolls and Resist Sex Rolls)
Nymphic Gem(100g) (-3 to 'Recieving' Sex Rolls and Resist Sex Rolls)

Succubus' Delight Gem(100g) (+1 Milkloads, +2 Cumloads) (Per Rest; Recovers +2 Milkloads & +1 Cumload)
Incubus' Gift Gem(200g) (Grows a Cock or Tentacles, both fully functional, use the Male Stats of the Character's Race and appropriate modifiers/traits)
Succubus' Gift Gem(200g) (Grows an additional, and functional, Pair of Breasts, use the Female Stats of the Character's Race and appropriate modifiers/traits)

Lilith's Embrace Gem(300g) (The recipient of this Gem will turn into a Male, Female, or Herm, depending on the wishes of the one that inserted the gem. This does not bypass Genderlock limitations. Pregnant Females or Herms can only switch from one to the other, and the effect/gem cannot be removed if the recipient was originally Male while the pregnancy lasts. The one that inserted the gem can, by touching it, recalibrate the gender-transformation. Going from Male to/from Female or Herm induces the recipient into a 6 Hour comatose state while the transformation takes effect, but going from Female to/from Herm only takes 1 Hour with no unconsciousness)

Silence Gem(50g) (May not Speak/Cast Spells unless allowed by Owner)

-Traps-

Bronze Trap(100g): When Placed in an Area, Have a 20% Chance of Trapping a Being overnight
Iron Trap(200g): When Placed in an Area, Have a 35% Chance of Trapping a Being overnight.
Steel Trap(300g): When Placed in an Area, Have 50% Chance of Trapping a Being overnight.
 
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Smokefish

Smokefish

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=THE BUILDER'S GUILD=​
=BUILDINGS & CONSTRUCTION=

Basic Floors have 6 Furnishment Slots each, Enlarged have 8.
Enlarged Building: One may pay 50% more for a Main Building or Housing, to increase Floor Size from 6 to 8 Furnishment Slots
City Buildings can only have a Walled Area from the get go, and it can not be increased in size. Wilderness Buildings Requires a Main Building, but Walled Area is Optional.
Can increase the size of a Main Building or Walled Area by paying the cost difference, this takes 1 day to complete.

Small Main Building(500g): One Floor
Medium Main Building(1000g): Two Floors
Large Main Building(2500g): Three Floors
Huge Main Building(5000g): Five Floors

Small Walled Area(250g): One Building Slot
Medium Walled Area(500g): Two Building Slots
Large Walled Area(1250g): Three Building Slots
Huge Walled Area(2500g): Five Building Slots

=FURNISHMENTS=

Small Item/Food Storage(75g): Stores up to 10 Items or Food/Drink items
Medium Item/Food Storage(150g): Stores up to 20 Items or Food/Drink items
Large Item/Food Storage(250g): Stores up to 30 Items or Food/Drink items

Cheap Single Bed(75g): Allows 1 Being to Rest, Restores 5HP/5SP during Rest
Plain Single Bed(150g): Allows 1 Being to Rest, Restores 10HP/10SP during Rest
Expensive Single Bed(250g):: Allows 1 Being to Rest, Restores 15HP/15SP during Rest

Cheap Double Bed(125g): Allows 2 Beings to Rest, Restores 5HP/5SP during Rest
Plain Double Bed(250g): Allows 2 Beings to Rest, Restores 10HP/10SP during Rest
Expensive Double Bed(400g): Allows 2 Beings to Rest, Restores 15HP/15SP during Rest

Cheap Triple Bed(200g): Allows 3 Beings to Rest, Restores 5HP/5SP during Rest
Plain Triple Bed(350g): Allows 3 Beings to Rest, Restores 10HP/10SP during Rest
Expensive Triple Bed(500g): Allows 3 Beings to Rest, Restores 15HP/15SP during Rest

Cheap Harem Bed(400g): Allows 5 Beings to Rest, Restores 4HP/10SP during Rest
Plain Harem Bed(700g): Allows 5 Beings to Rest, Restores 7HP/15SP during Rest
Expensive Harem Bed(1000g): Allows 5 Beings to Rest, Restores 10HP/20SP during Rest

Cheap Single Slave Post(75g): Holds 1 Slave, Allows Resting, Restores 1HP/4SP during Rest
Plain Single Slave Post(150g): Holds 1 Slave, Allows Resting, Restores 3HP/7SP during Rest
Expensive Single Slave Post(250g): Holds 1 Slave, Allows Resting, Restores 5HP/10SP during Rest

Cheap Triple Slave Post(150g): Holds 3 Slaves, Allows Resting, Restores 1HP/4SP during Rest
Plain Triple Slave Post(300g): Holds 3 Slaves, Allows Resting, Restores 3HP/7SP during Rest
Expensive Triple Slave Post(500g): Holds 3 Slaves, Allows Resting, Restores 5HP/10SP during Rest

Mana Gathering Orb(1000g): Gathers 6MP/8 Hours, Can store up to 30MP, Takes 1 Hour to Draw up to 10MP from the Orb
Fertility Goddess Statue(1000g): -5 Fertility, +5 Potency, +1 Offspring and -1 Negative Trait for Offspring to all Residents

Fluid Extraction Device(500g): Extracts Milk/Cum by 3 Loads per Breast/Cock per Hour from a Being put into the Device, Drains 1 Mana per Hour per Breast/Cock being Milked, The Milk/Cum is Stored until Tapped, Can store up to 50 Loads. Holds 1 Slave, Allows 'Resting', Restores 1HP/3SP during 'Rest'.

=BUILDINGS=

Housing(500g): One Floor, Can be Enlarged
Large Housing(1000g): Two Floors, Can be Enlarged

Cheap Garden(200g): Requires 1 Being assigned to it, Produces 5 Worthless Fruit/Day
Plain Garden(500g): Requires 1 Being assigned to it, Produces 5 Cheap Fruits/Day
Expensive Garden(1000g): Requires 1 Being assigned to it, Produces 5 Plain Fruits/Day

Small Slave Pen(250g): Up to 3 Slave Posts
Large Slave Pen(600g): Up to 5 Slave Posts
 
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