Jul 1, 2017 10:23:28 GMT -7
Post by Kitten4u on Jul 1, 2017 10:23:28 GMT -7
This is the list of things you can spend your character's GLORY on. You get 1 GLORY per post, and can get more from expedition threads if you choose to convert your earnings into GLORY instead of donating them to one of the three groups. Unless otherwise specified, GLORY cannot be shared between accounts. To buy something from the shop, PM a staff member with your desired purchase. They will reply to that PM confirming that your purchase is good, or telling you that something is wrong.
Custom Title
Cost: 25 GLORY
Effect: Gives the account a small bit of text above their display name in the mini-profile, send staff the text
Restrictions Apply: The title must be appropriate, safe for work, cannot be mean spirited towards other members
Board
Cost: 100 GLORY*
Effect: A sub-board of your creating is put in the board of your choice. Send staff a location, a board name, and a board description and they'll create it.
Restrictions Apply: Must be appropriate, safe for work, poster must have at least 100 posts between all their characters
For an additional 25 GLORY, staff will also create a group. This will make it so you can make the board private to only the people in that group. Send staff the name of the group with the account that should be the group leader (IE, who should be the one that can add people to the group)
*Every time an individual buys a board the cost doubles for that individual (IE, someone's second board will cost 200 GLORY, third costs 400 GLORY etc.)
New Organization
Cost: 500 GLORY*
Effect: Creates a new organization to be added to the Organizations thread. Send staff the organization name and a description, try to keep it relatively short (IE, 2-3 paragraphs). If you want a longer description, send that too and it'll be added to optional reads.
Restrictions Apply: Must be appropriate, safe for work, cannot be mean spirited towards other members
*The cost can be covered by multiple members, and it is encouraged to be so that the organization has some members. The price doubles after each purchase for all the people involved in the purchase (IE, someone's second organization will cost 1000 GLORY, third will cost 2000 GLORY etc.)
All skills cost the same amount: 10 GLORY for the base skill, plus 10 GLORY per mod put on the skill. Skills must be bought at once and cannot be changed once bought (IE, you can't buy Ward right away then put Double... on it later). As many base skills as desired can be bought, but two mods from the same category cannot be put on the same skill (IE, Double... and Triple... cannot be put on the same skill). The skill's name depends on the mods on it. A Ward skill with no mods is just Ward. A Ward skill with Double..., Easy..., and ...Against All Odds will be Double Easy Ward Against All Odds (the dots determine whether the name is put before or after the name of the base skill).
Note that the names and functions are intentionally a little vague. They're supposed to work with every power. A Strike skill doesn't have to be a powerful attack, it could easily be a distraction or a way to make movement easier. A Help skill doesn't have to heal, it could give them super strength or anything you can think of. All the skills are intended to be used with any power type, so be creative!
Base Hazard Skills
Hazard skills are linked to an Attribute to determine its power. For example, if you are using Ward, have BRAVERY 15, and are going up against a room with Difficulty 15, then your ward is good enough to defeat the obstacle. If you put Double... on it, which decreases to effective attribute by 4, and use that Double Ward against that room, then your effective attribute is not high enough to defeat the obstacle. Keep this in mind when designing skills.
Skill: Strike
Attribute: PASSION
Function: Bypasses exhaustion obstacles.
Skill: Ward
Attribute: BRAVERY
Function: Bypasses injury obstacles.
Skill: Guide
Attribute: FRIENDSHIP
Function: Bypasses splitting obstacles.
Hazard Multi Mods
These mods let the skill be used in multiple rooms during advanced exploration. These mods can only be applied to the Base Hazard Skills.
Mod: Double...
Attribute: -2
Function: Let's the skill be used in 2 rooms during the turn.
Mod: Triple...
Attribute: -5
Function: Let's the skill be used in 3 rooms during the turn.
Mod: Omni...
Attribute: -6
Function: Let's the skill be used in every room during the turn.
Hazard Energy Mods
These mods lower the energy spent by the user when they use that skill. Can only be put on Base Hazard Skills. Cannot be bought if PASSION is the lowest Attribute. If there's a tie (IE, PASSION is 10, BRAVERY is 10, FRIENDSHIP is 15), then it's fine and can be bought.
Mod: Easy...
Attribute: -3
Function: User only consumes 4 energy when used, 9 for a magic user exploring the wasteland
Mod: Efficient...
Attribute: -4
Function: User only consumes 3 energy when used, 8 for a magic user exploring the wasteland
Mod: Enduring
Attribute: -6
Function: User only consumes 2 energy when used, 7 for a magic user exploring the wasteland
Mod: Eternal
Attribute: -9
Function: User only consumes 1 energy when used, 6 for a magic user exploring the wasteland
Hazard Teamwork Mods
These mods must be used with another player using the EXACT same skill, mods and all. Can only be put on a Base Hazard Skill.
Mod: ...Together
Attribute: +1
Function: Increases effective attribute when used with another player
Hazard Injury Mods
These mods allow the user to use skills while injured. Can only be put on Base Hazard Skills. Cannot be bought if BRAVERY is the lowest Attribute. If there's a tie (IE, PASSION is 10, BRAVERY is 10, FRIENDSHIP is 15), then it's fine and can be bought.
Mod: ...Against All Odds
Attribute: -5
Function: Let's the user use the skill while injured
Hazard Get Injured Skills
These mods injure the user when used. Does not stop the skill from being used, it just injures the user after. Can only be put on Base Hazard Skills.
Mod: ...At Any Cost
Attribute: +1
Function: Injures the user when used
Base Utility Skills
These skills have various utility effects, and are not tied to a specific Attribute. They have a normal effect and a boosted effect. If a mod is used on the skill (all the mods have various penalties), then the boosted effect is used. If the skill has no mod, then the normal effect is used.
Skill: Scout
Function: Reveals paths 2 moves away (instead of the standard 1).
Boosted: Reveals paths 4 moves away.
Skill: Scan
Function: Targets the room in the specified direction, reveals obstacle type (but not difficulty).
Boosted: Targets all rooms within one move.
Skill: Appraise
Function: Gathers random resources based on the current room's difficulty (1/5 standard amount).
Boosted: As above, but max result.
Skill: Help
Function: Allows a single injured target to act normally this turn.
Boosted: Removes the injured condition from a single target.
Utility Mods
All of these mods let the skill have the boosted effect instead of the base function. Only one mod needs to be applied to the skill to get the boosted effect.
Mod: Careful...
Function: Only takes effect next turn.
Mod: Exhausting...
Function: Prevents the user from using any skill next turn.
Mod: All-Out...
Function: The user cannot use skills with the same function for the rest of the expedition.
Mod: ...Together
Function: Someone else must be using exactly the same skill on exactly the same target.
Mod: ...At Any Cost
Function: Injures the user. This does not stop the skill from being used.
Custom Title
Cost: 25 GLORY
Effect: Gives the account a small bit of text above their display name in the mini-profile, send staff the text
Restrictions Apply: The title must be appropriate, safe for work, cannot be mean spirited towards other members
Board
Cost: 100 GLORY*
Effect: A sub-board of your creating is put in the board of your choice. Send staff a location, a board name, and a board description and they'll create it.
Restrictions Apply: Must be appropriate, safe for work, poster must have at least 100 posts between all their characters
For an additional 25 GLORY, staff will also create a group. This will make it so you can make the board private to only the people in that group. Send staff the name of the group with the account that should be the group leader (IE, who should be the one that can add people to the group)
*Every time an individual buys a board the cost doubles for that individual (IE, someone's second board will cost 200 GLORY, third costs 400 GLORY etc.)
New Organization
Cost: 500 GLORY*
Effect: Creates a new organization to be added to the Organizations thread. Send staff the organization name and a description, try to keep it relatively short (IE, 2-3 paragraphs). If you want a longer description, send that too and it'll be added to optional reads.
Restrictions Apply: Must be appropriate, safe for work, cannot be mean spirited towards other members
*The cost can be covered by multiple members, and it is encouraged to be so that the organization has some members. The price doubles after each purchase for all the people involved in the purchase (IE, someone's second organization will cost 1000 GLORY, third will cost 2000 GLORY etc.)
Skills
All skills cost the same amount: 10 GLORY for the base skill, plus 10 GLORY per mod put on the skill. Skills must be bought at once and cannot be changed once bought (IE, you can't buy Ward right away then put Double... on it later). As many base skills as desired can be bought, but two mods from the same category cannot be put on the same skill (IE, Double... and Triple... cannot be put on the same skill). The skill's name depends on the mods on it. A Ward skill with no mods is just Ward. A Ward skill with Double..., Easy..., and ...Against All Odds will be Double Easy Ward Against All Odds (the dots determine whether the name is put before or after the name of the base skill).
Note that the names and functions are intentionally a little vague. They're supposed to work with every power. A Strike skill doesn't have to be a powerful attack, it could easily be a distraction or a way to make movement easier. A Help skill doesn't have to heal, it could give them super strength or anything you can think of. All the skills are intended to be used with any power type, so be creative!
Base Hazard Skills
Hazard skills are linked to an Attribute to determine its power. For example, if you are using Ward, have BRAVERY 15, and are going up against a room with Difficulty 15, then your ward is good enough to defeat the obstacle. If you put Double... on it, which decreases to effective attribute by 4, and use that Double Ward against that room, then your effective attribute is not high enough to defeat the obstacle. Keep this in mind when designing skills.
Skill: Strike
Attribute: PASSION
Function: Bypasses exhaustion obstacles.
Skill: Ward
Attribute: BRAVERY
Function: Bypasses injury obstacles.
Skill: Guide
Attribute: FRIENDSHIP
Function: Bypasses splitting obstacles.
Hazard Multi Mods
These mods let the skill be used in multiple rooms during advanced exploration. These mods can only be applied to the Base Hazard Skills.
Mod: Double...
Attribute: -2
Function: Let's the skill be used in 2 rooms during the turn.
Mod: Triple...
Attribute: -5
Function: Let's the skill be used in 3 rooms during the turn.
Mod: Omni...
Attribute: -6
Function: Let's the skill be used in every room during the turn.
Hazard Energy Mods
These mods lower the energy spent by the user when they use that skill. Can only be put on Base Hazard Skills. Cannot be bought if PASSION is the lowest Attribute. If there's a tie (IE, PASSION is 10, BRAVERY is 10, FRIENDSHIP is 15), then it's fine and can be bought.
Mod: Easy...
Attribute: -3
Function: User only consumes 4 energy when used, 9 for a magic user exploring the wasteland
Mod: Efficient...
Attribute: -4
Function: User only consumes 3 energy when used, 8 for a magic user exploring the wasteland
Mod: Enduring
Attribute: -6
Function: User only consumes 2 energy when used, 7 for a magic user exploring the wasteland
Mod: Eternal
Attribute: -9
Function: User only consumes 1 energy when used, 6 for a magic user exploring the wasteland
Hazard Teamwork Mods
These mods must be used with another player using the EXACT same skill, mods and all. Can only be put on a Base Hazard Skill.
Mod: ...Together
Attribute: +1
Function: Increases effective attribute when used with another player
Hazard Injury Mods
These mods allow the user to use skills while injured. Can only be put on Base Hazard Skills. Cannot be bought if BRAVERY is the lowest Attribute. If there's a tie (IE, PASSION is 10, BRAVERY is 10, FRIENDSHIP is 15), then it's fine and can be bought.
Mod: ...Against All Odds
Attribute: -5
Function: Let's the user use the skill while injured
Hazard Get Injured Skills
These mods injure the user when used. Does not stop the skill from being used, it just injures the user after. Can only be put on Base Hazard Skills.
Mod: ...At Any Cost
Attribute: +1
Function: Injures the user when used
Base Utility Skills
These skills have various utility effects, and are not tied to a specific Attribute. They have a normal effect and a boosted effect. If a mod is used on the skill (all the mods have various penalties), then the boosted effect is used. If the skill has no mod, then the normal effect is used.
Skill: Scout
Function: Reveals paths 2 moves away (instead of the standard 1).
Boosted: Reveals paths 4 moves away.
Skill: Scan
Function: Targets the room in the specified direction, reveals obstacle type (but not difficulty).
Boosted: Targets all rooms within one move.
Skill: Appraise
Function: Gathers random resources based on the current room's difficulty (1/5 standard amount).
Boosted: As above, but max result.
Skill: Help
Function: Allows a single injured target to act normally this turn.
Boosted: Removes the injured condition from a single target.
Utility Mods
All of these mods let the skill have the boosted effect instead of the base function. Only one mod needs to be applied to the skill to get the boosted effect.
Mod: Careful...
Function: Only takes effect next turn.
Mod: Exhausting...
Function: Prevents the user from using any skill next turn.
Mod: All-Out...
Function: The user cannot use skills with the same function for the rest of the expedition.
Mod: ...Together
Function: Someone else must be using exactly the same skill on exactly the same target.
Mod: ...At Any Cost
Function: Injures the user. This does not stop the skill from being used.