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Octacore Mods ([personal profile] octamods) wrote2013-01-29 09:51 pm

The Barter System

Barter System
As of now, the Barter System is still in a work in progress. If you have suggestions, please input them on the suggestions page instead of here, so they are separate from any transactions.


Keep in Mind
All coins must be earned by the character that will receive the reward.
Coins spent on a character slot may be accumulated across all characters.
The standard is 1 coin for regular activity per month, 2 coins for double-AC. The max is 2 coins.
Characters will not be making this purchase ICly, and they will not know where their new abilities or items are coming from.


IC Items
Powers:
This section is a work in progress. Other Powers and Tiers will be released later. We are still taking suggestions to diversify the power options.

Tier 1: First-Level abilities.
❖ Fire: 4 coins
»» The ability to produce a small flame, not much bigger than a candle flame. This flame may last up to an hour and provides considerable light for a single person. Once used up, they cannot produce another flame until they have been out in the sun to recharge for another hour.
❖ Water: 4 coins
»» The ability to produce roughly 16 ounces of water. Only 16 ounces can exist at a time. You can generate another 16 ounces once the old water has evaporated or chemically changed. (Such as passing through the digestive or urinary system. Once it's urine and not just water, you can make more, etc.)
❖ Air: 4 coins
»» The ability to produce a small gust of air, enough to shuffle papers, knock off a person's hat, or blow out a rather stubborn candle. One can produce these small bursts for up to an hour. Repetitive use will drain the user of their energy, until they have slept.
❖ Earth: 4 coins
»» The ability to instantly cultivate a small plant. The plant cannot grow more than a foot tall, but can bear a minimal amount of food (enough to feed a single person for one meal.) The user cannot do it again until they have been properly fed themselves, including on the food just grown. The plant can only grow 1 type of food that is chosen by the player.
❖ Light: 4 coins
»» The ability to produce a flash of light, capable of blinding another person for a few minutes. Flashes will not work on someone who also has a Light based power. The user can only do this once every two hours and there is no other way to recharge it.
❖ Dark: 4 coins
»» The ability to shut out a source of light, including the light coming from a Light or Fire user. The more the user actives the ability, the longer they themselves are blinded two hours later. Once use causes a 20 minutes blindness. Two uses causes a 40 minute blindness.
❖ Affliction: 4 coins »» The ability to cause weakness in another person. This weakness only lasts a few minutes, and the penalty is that the user feels the same weakness two hours later for the same duration. Using it on multiple people at once will have a stronger effect on the user, leaving them feeling much weaker for much longer. A person cannot cause weakness in a person who also has a Dark power.


Tier 2: Mid-Level abilities.
❖ Fire: 6 coins
»» The ability to create a flame not much bigger than the palm of a hand, but now with the ability to manipulate it, even after it has left contact with the body. The flame can only get bigger with the aid of something to burn, but can reach the size of a small campfire and generate the same level of heat. Fire caused by the user's fire is outside of their control. The user's fire can last up to two hours, and once used up, they cannot produce another fire until they have been out in the sun to recharge for another hour. The user has an increased resistance to fire and cannot suffer a burn unless the fire is made be a higher level user.
❖ Water: 6 coins
»» The ability to produce enough water to fill a small water basin, and the ability to manipulate it, maintaining form for a few minutes before that form collapses. You cannot generate more water until the old water has evaporated or chemically changed. (Such as passing through the digestive or urinary system. Once it's urine and not just water, you can make more, etc.)
❖ Air: 6 coins
»» The ability to produce a larger gust of air, capable of sustaining an object in the air for roughly five minutes as long as it is not the user. (The user can raise a glider they are holding on to, however. They simply need something capable of catching the air in order to sustain themselves. ) One can produce these gusts intermittently for up to an hour before they start to feel tired. Repetitive use will drain the user of their energy, until they have slept.
❖ Earth: 6 coins
»» The ability to instantly produce a large plant no taller than 4ft and no wider than 4ft. This plant can now grow a wider variety of food, and the user can encourage it to grow up to 4 different varieties at once. The plant can grow enough to feed roughly four people a hearty meal at once, and can be regrown after the user themselves has eaten.
❖ Light: 6 coins
»» The ability to produce a flash of light, capable of blinding another person for a few minutes. The person who gets flashed however can have minor wounds fully healed, or major wounds lessened to a comparable degree. The user can only do this once every two hours and there is no other way to recharge it. The heal effect can affect other Light users, but the blinding symptom will not.
❖ Dark: 6 coins
»» The ability to shut out a source of light, including light made by a Light or Fire user. The more they use this ability to harsher the penalty. One use causes a 20 minute blindness, etc. The user can also see in the darkness as if it was day EXCEPT when they are afflicted by the penalty.
❖ Affliction: 6 coins
»» The ability to cause weakness in another person. This weakness can last a few hours, and the penalty is that the user feels the same weakness half as long later for the same duration. Using it on multiple people at once will have a stronger effect on the user, leaving them feeling much weaker for much longer. If used on two people, the user feels it for the same duration as the victims. If used on 4, they will feel it for twice as long.


Tier 3: Upper-Level abilities.
❖ Fire: 8 coins
»» The ability to create a flame the size of a bonfire without the aid of burnable material, and retain the ability to manipulate it and any additional fire created from it. Fire created by someone else can be controlled, but it is very difficult and the control is lost the moment someone else attempts to manipulate it instead. If someone with any level of the Fire ability makes a fire, their control supersedes that of another user, regardless of the level difference. Fire not made by a specific user can be controlled by a user of this level. A user standing out in the sun has no limit other than personal stamina, but cannot maintain for long if performing at a high level during the night. The user has a high resistance to fire and lava, and cannot suffer a burn.
❖ Water: 8 coins
»» The ability to create and manipulate larger bodies of water, maintaining the form for as long as concentration isn't broken. Created water will evaporate at a much faster rate than pre-existing water, only allowing a small bathtub worth to be in existence at a time, but water not created by the user can be manipulated and used freely. A person with this level of Water ability cannot drown and can breathe easily under water. Water created by a water user cannot be manipulated by another water user.
❖ Air: 8 coins
»» The ability to create a large gust of air, but have the ability to manipulate some of the air around them in order to help themselves and other levitate. They can build up enough wind speed to generate a small tornado. Constant use of these attributes will drain the user until they have slept.
❖ Earth: 8 coins
»» The ability to create a large plant, as big as 8ft tall or 8 ft wide. This plant can produce up to 8 varieties. The user can also manipulate the plant or other plants without limit, though the plant cannot move from where it is rooted. Only one plant can exist at a time.
❖ Light: 8 coins
»» The ability to produce a flash of light, that while temporarily blinding, can heal most wounds on a single person or minor wounds for a small group that can be used once an hour. A Light user has an innate ability to regenerate most injuries at a faster rate. A Light user can bend light to hide themselves in a well lit place, but cannot use it to hide in darkness.
❖ Dark: 8 coins
»» The ability to make a localized darkness, blocking out any light including the light from a Light or Fire user. The user can see in that darkness as if it was day with a penalty being blind for as long as that darkness lasts two hours later. This ability can aid a person in being invisible while in shadows. A darkness made to last two hours will cause a blindness of two hours later.
❖ Afflication: 8 coins
»» The ability to cause weakness in another person to the point of causing a temporary coma. The user feels no effect for a single victim, but multiple victims will cause a compound effect. It is entirely possible for the user to put themselves into a coma state due to overuse.


We are still taking suggestions to diversify the power options.

Magical Items --Still taking suggestions.
❖ Bag of Holding: 4 coins
»» A magical bag that allows the character to conveniently transport large items that are collectively no bigger than a twin-sized bed. The opening of the bag will expand and close tightly as needed. When purchased, the character will find the bag among their things the next morning.
❖ Orb of Protection: 4 coins
»» The orb grants a temporary shield of energy around the user that is able to withstand a large surge of power that would otherwise be lethal. Its use is automatic, and it works for up to hour before needing a full day to recharge.
❖ Seeker's Spyglass: 4 coins
»» A magical spyglass that allows the user to see through one obstacle. Sight through the spyglass continues until a second obstacle gets in the way.

Weapon Charms: 4 coins
Each charm is found attached to the weapon, and the character will be unable to remove it until it has lost effectiveness (which is up to player discretion).
If a character does not carry a weapon, then it will be affixed to a personal item.
-❖ Brilliance Charm: Weapon obtains an elemental effect. The effect is random and may change. Effects include a burst of fire, water, air, or lightning.
-❖ Confluence Charm: Increases the stamina of the wielder, allowing them to fight longer. When the weapon isn't in use, it may allow the carrier to go longer without sleeping, for a maximum of 48 before the character starts to feel tired like normal.
-❖ Verity Charm: Sudden burst of energy that can be released in a single large attack or, when out of combat, allow for a burst of speed. When used as the latter, the person will have cheetah-like speed for 3 minutes before returning to normal. Recharges after sleep.
-❖ Typhoon Charm: Using a large burst of wind, able to move a large object several feet, or alternatively, move yourself through the air for the same, like a large jump. Max of 20 ft. Recharges after sleep.

OOC Items
❖ Character Slot: 12 coins
»» A character slot is permanent, even if you drop a character later. You don't have to build up your coins to unlock it a second time if that happens.
If poor activity is consistently shown (everyone has bad months now and then) we may decline a request for a character slot, and may revoke an existing one. We will warn any player beore action is taken.
As this does not effect a single character currently in game, you may use tokens earned from all of your characters to purchase this.

❖ Death Token: 8 coins
»» Allows the player to engage in a death plot without having to drop the character, please see the Death System guidelines for use of this token. This token will be given back unused if plans fall through.

All transactions are to be made here on this page. Your trade is official once you have received a response from us. If you haven't received one within 24 hours, please ping one of the mods. Comment with the form below:

Name: Character Name or your Player Handle if this is for a character slot.
AC Link: The link to your AC thread so we can double check you have earned your coins.
Purchase: What you are buying specifically.


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