Here at the Adventurer's Guild, we offer a variety of items for starting adventurers looking to get into the dungeon raiding business. The Attack, Defense, and Magic items are fairly straight-forward, adding a flat bonus to that stat when equipped.
Your Combat Dice and Life items add to the amount of character points used to calculate the stat they are attached to. So a Seal Charm adds +1 to your Life stat, meaning you get +5 Life. With the Combat Dice items, this means that rather than adding a flat number of dice, they boost your Combat Dice stat, and you'll need to go back to the Character Creation thread to see the new dice you roll for it.
All the regular items sold in the shop take up an Equip value on your character equal to the bonus they give (so a Long Sword takes up 3 Equip).
Sorry, but the item shop only makes items, it doesn't buy them. Most monsters don't use items anyway, so you won't have to deal with that much for standard items. Any unique items you find and want to sell though will need to be sold to other players.
ATTACK
Dagger (+1 Attack) 100 chips
Short Sword (+2 Attack) 200 chips
Long Sword (+3 Attack) 300 chips
b*****d Sword (+4 Attack) 400 chips
DEFENSE
Buckler (+1 Defense) 100 chips
Shield (+2 Defense) 200 chips
Tower Shield (+3 Defense) 300 chips
Light armor (+4 Defense) 400 chips
COMBAT DICE
Cougar Charm (+1 Combat Dice value) 100 chips
Wolf Charm (+2 Combat Dice value) 200 chips
Tiger Charm (+3 Combat Dice value) 300 chips
Bear Charm (+4 Combat Dice value) 400 chips
LIFE
Seal Charm (+1 Life value) 100 chips
Otter Charm (+2 Life value) 200 chips
Dolphin Charm (+3 Life value) 300 chips
Whale Charm (+4 Life value) 400 chips
MAGIC
Apprentice's Amulet (+1 Magic) 100 chips
Conjurer's Amulet (+2 Magic) 200 chips
Sorcerer's Amulet (+3 Magic) 300 chips
Wizard's Amulet (+4 Magic) 400 chips
Potions are one-use items. One potion can heal you (but remember, you can only use it on the beginning or end of your turn, so if you don't have much Life you may get taken down before you can use your healing potion), and the others boost the indicated stat for that battle. All the potions sold in the shop take up one Equip value, and stop taking the Equip value once they are used (so you can pick up new items in the dungeon if you find them).
However, every character has a Potion Belt that they can use to store any two potions this store carries without taking Equip value. Any potions you want to carry beyond this limit of two take up Equip normally.
POTIONS
Potion of Healing (1) 50 chips (Heal 10 damage.)
Potion of Strength (1) 50 chips (+3 attack for this battle.)
Potion of Defense (1) 50 chips (+3 defense for this battle.)
Potion of Combat (1) 50 chips (+3 combat for this battle.)
Elixir of Magic (1) 50 chips (Gain 2 MP.)
Elixir of Action (1) 50 chips (Gain 2 AP.)
Life Gem (1) 100 chips (use to return a character to life with 1 HP)
SPELLS
Fighter's Counter-spell (4 MP) 400 chips
Reduce the damage of one opponent's spell by 15.
Counter-spell (3 MP) 300 chips
Reduce the damage of one opponent's spell by 2 per point of Magic you have.
Over Blast: (3 MP) 300 chips
Deal 3 damage per point of Magic to one enemy.
Fireball (3 MP) 300 chips
Deal 2 damage per point of Magic to any amount of enemies, divided however you wish.
Fighters Heal(3 MP) 300 chips
Heal yourself or one party member by 7 life.
Fighters Mana shield(3 MP) 300 chips
Set your temporary life layer to be equal to 9.
Energy Burst (2 MP) 200 chips
Deal 2 damage per point of Magic to one enemy.
Frost (2 MP) 200 chips
Deals 8 damage to one target.
Heal (2 MP) 200 chips
Heal yourself or one party member by 1 life per a point of Magic.
Refuge (2MP) 200 chips
Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 25% vs Normal Monsters, 50% chance vs Lieutenant or Player Characters, and 75% vs Bosses.
Stunbolt(2 MP) 200 chips
Deals 1 damage per a point of magic to one target, target looses one action or spell use this turn.
Singe (1 MP) 100 chips
Deal 1 damage + 1 per 2 points of Magic (round down) to one enemy.
Chill (1 MP) 100 chips
Deals 3 damage to one target.
Lesser Mana Shield (1 MP) 100 chips
Sets your extra Life layer to a value equal to 1/2 your Magic score (round down). These hit points are lost first when you are hit. Re-casting this spell resets the amount of life, it does not add to it.
Heal, Lesser (1 MP) 100 chips
Heal yourself or one party member by 1 HP per 2 points of Magic, rounded down.
Refuge, Lesser (1MP) 100 chips
Caster cannot be the target of any damage-based Attack, Action, or Spell; nor use any damage-based Attack, Action or Spell for the duration of the round. This spell has a chance of failure of 50% vs Normal Monsters, 75% chance vs Lieutenant or Player Characters, and 100% vs Bosses.
ACTIONS
Guard (3 AP) 300 chips
Protect yourself from 3 damage of any type per point of Defense this turn.
Retaliate (2 AP) 200 chips
Double your attack damage against one enemy who is attacking you this turn. Damage is doubled after Defense and Combat Dice, but before enemy damage resistance.
Power Up (2 AP) 200 chips
Increase one stat (Attack, Defense, Combat Dice, or Magic) by +3 for the rest of this battle. Each stat may only be increased once per battle.
Defensive Hold (2 AP) 200 chips
Doubles the amount of attack damage resisted by your combat dice if you used them for defense this turn. Also allows your combat dice to resist Special damage as well as Attack damage.
Kick (2 AP) 200 chips
Deals 6 damage to one target.
Chi Cannon (2 AP) 200 chips
Deal 1 damage per point of Attack to one enemy.
Smash (1 AP) 100 chips
Deal 1 damage per point of Attack to one enemy you have successfully attacked this turn.
Stunning Blow (1 AP) 100 chips
Target is stunned and loses one action/spell use for this turn (counts as a stun effect).
Pressure Point (AP) 100
Target loses one item use for this turn (counts as a stun effect).
Distract (AP) 100
Target loses one ability use for this turn (counts as a stun effect).
Spell block (1 AP) 100 chips
Resist 1 point of magical damage this turn per point of Defense you have.
Shield Bash (1 AP) 100 chips
Deal 1 damage per point of Defense you have to one person who is attacking you this turn.
Taunt (1 AP) 100 chips
Redirect enemy's attack from one of your party members to you.
Punch (1AP) 100 chips
Deals 3 damage to one target.
Special Block (1AP) 100 chips
Resist 1 point of Special damage this turn per point of Defense you have.
Draw (1AP) 100 chips
Switch an armed item with one in reserve (this effect is considered to happen at the beginning of the turn before anything else happens, multiple items can be switched as long as it follows the sheath rules)
You can post in this thread if you wish to buy an item after you create your character, but during character creation just indicate the items your character has already purchased with his starting money (1,000 chips, in case you missed it).
PETS
Magic Bunny : [2] cost 500 chips, attack 0, defense 0, combat 0, life 5(1) magic: 1, Equip: 0
Attack Squirrel: [2] cost 500 chips, attack 1, defense 0, combat 0, life 5(1) magic: 0, Equip: 0
TOKENS
Goblin Patroller: 100 chips
The RPS Guild: Dungeon Crawls For All
The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat.