Post by fαllεη • on Jun 2, 2009 19:19:02 GMT 12
SHOP STOCK
| BUY | USE | LOSE |
MANY ITEMS NOW 20% OFF!
This fortnight only! No minimum to buy, cancel any time.
The Fading Echoes FORTNIGHT F-... fortnight of cheap stuff is now on!
Oh, the humour. :P
(Because most of the stuff on sale is way out of anyone's price range at the moment, we're putting a hold on everything that is too expensive until someone can afford it. The first person to buy it will get the deals :))
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All of the following are objects you can purchase from the store for the price indicated. If you need more information on Chaos Tokens, or on the shop system, please refer to the information. Minimum requirements for a successful implant are in italics.
Please remember that not all implants are successful, and that all additions must be added by the Scientists unless otherwise specified. To have one of these additions, your character must become an experiment.
You will note that most of the additions are expensive; this is because they are in addition to any modifications a character had when they were accepted.
Please post your request in the correct sub-board.
| BOARDS |
First and foremost: the boards.
Board: Ç1
Gives you a board of your own. (Limit one per member.)[blockquote][blockquote][center][size=4][font=Times New Roman][color=1A96AE]| BOARD PURCHASE |[/color][/font][/size]
[size=0][b]Purchase By[/b] [Your Name]
[b]Purchase For:[/b] [The character who will be using the modification/object]
[b]Board Name:[/b] [Must be a name of the room, eg: Office Three or Lillian's House.]
[b]Board Description:[/b] [Obviously, describe your room/business/house.]
[b]Building Type:[/b] [Building or room/office?.]
[/size][/center][/blockquote][/blockquote]
| ADDITIONS |
Only experiments are allowed these modifications.
Horns:Ç10Now Ç8!
Varying styles. Horns will be implants from existing animals or solid metal, both affixed to the skull.
Claws (Non-retractable) Ç10
Fangs: Ç15 (2) Ç30 (4)
Metal, bone or tooth. Effectively, the same procedure as capping a tooth; the tooth is cut down to the bare center, and the cap affixed over the top.
Claws: (Retractable)Ç30Now Ç24!
Ligament replacements, one week healing; claws are stainless steel.
Tails: Ç35 (1) Ç70 (2)
Varying styles. Two weeks healing; tail is either made of steel, or raw materials may be used. Small chance of spinal damage.
Muscular Additions 1:Ç90Now Ç82!
Effectively, implants extra muscles. A necessary requirement for some modifications. Five months healing. High possibility of failure.
Muscular Additions 2:Ç90Now Ç82!
(Can be added without MA1.) Enhances the muscular tissue and increases production of muscle-developing chemicals; can cause masculine traits in females. Effectively, chemical additions. Requires bi-monthly chemical injections. Low to medium possibility of tissue rejecting the addition.
Wings: Ç200
Experimental. Five months minimum of DNA replacement therapy to hollow the bones. Three weeks to affix the wings, which will be stainless steel alloy; brittle and light. Artificial muscles and nerve endings control movement. High possibility of failure.
| SENSORY ADAPTATIONS |
Only experiments are allowed these modifications.
Ocular Enhancement:
Experimental. This procedure enhances sight clarity, distance and focusing speed. One month to three months to heal. Medium to high possibility of blindness.
Auricular Enhancement:
Two to three months healing. The procedure increases the pitch of sounds that can be heard slightly, and enhances the current hearing distance. Careful; deafness is an easy occurence, as sounds are so much clearer. Medium to high possibility of deafness occurring.
Tactile Enhancement:
Experimental. Three to four months healing. An effectively useless enhancement, unless you are blind. (Enhances sense of touch; sensations of soft, rough, and pressure, or just a selection of the above.) Medium to high possibility of death, mental injury, or losing any other aspect of movement, as this involves brain surgery.
Olfactory Enhancement:
Experimental. Two to three months healing. Enhances the subject's sense of smell. Low to medium chance of nasal deficiency occurring.
Rapid Healing:
Experimental. Three days healing, monthly blood transplants. High chance of losing tactile senses, incurring a blood disease, or death.
| METAL ADDITIONS |
Only experiments are allowed these modifications.
Organ Enhancement:
Either replaces or enhances any organ, apart from the brain. Usually performed on hearts to increase speed and endurance, or lungs in an attempt to increase the subject's imperviousness to the Myst.
Organ Casement:
Cases a single bodily organ in the strongest metal the scientists know of: octadium. It is very strong, but also heavy: some heavy that sometimes it has to be clamped onto bone. Generally used to case the heart, skull, or stomach. Count yourself lucky that most scientists proof these casements against rust.
Limb Replacement: Ç100
Experimental enough. A popular test for the bored, experienced scientist, this procedure amputates a limb, and then affixes the nerve and muscle endings to a pre-made bionic limb. Low to medium possibility of failure.
Plated: Ç150
Experimental. Plates the experiment, full-body, in metal 'scales'. Each scale is about the size of a dollar coin, and has a longer end, which is inserted through the skin and into the deepest layer. Eventually, the body accepts the metal addition, and the scales are firmly held in place. Requires muscular additions 1 or 2. Probably takes twelve months max. to complete surgery. Five months adaptation, twelve months healing. Requires annual checks for deficiencies.
| CHIMERA |
Only Chimeras or experiments as specified below are allowed these modifications.
Chimera Transform: Ç300
Requires a large cat, canine, reptile or bird to bind the soul to: no human to date has ever been a successful Chimera. Three weeks of work, about eight months of recovery. Basically, a Chimera is ______ [insert Echo's awesome description here, when it exists]. High chance of death.
| CONSUMABLES |
Only humans or scientists may purchase these items.
The following are some items that humans can still get, or that we, as their puppeteers, may gift them. They're nigh impossible to get IC, so they must all be purchased here first. It's up to you where your character finds these resources.
Wine: Ç2
(Or other alcohol, if preferred.) No-one really has time to make alcohol nowadays. Most is what you can get from an ancient can or grow in a square inch of sodium-rich earth. Obviously, alcohol of any form is a treasured commodity.
Charged Alkaline Battery: Ç2 (AAAx4), Ç4 (AAx4), Ç8 (9Vx1)
Obviously, a battery.
Charged Lithium Battery: Ç3 (AAAx4), Ç5 (AAx4)
Obviously, a battery. Longer life than alkaline.
Rechargeable Battery: Ç6 (AAAx4) Ç8 (AAx4) +Ç2 for charger.
Obviously, a battery. You can recharge this at any plug-point... provided you don't get your head blown off first. Electricity is a valuable resource; stealing it will not go down well.
Chocolate:
A slightly compulsory resource for some, it may be said. Where would the human race be without such seratonin-saturated glucose to keep it going?
Bullets: Ç6 (Revolver cartridges x10) Ç6 (.50 magazine x5)
Do you really want a definition for this?
Food Crate 1: Ç8
Contains: 2 non-perishable food items, 1 bottle of water.
Gasoline: Ç10 (Per tank)
Gasoline. Used for fuelling cars... And causing explosions.
Food Crate 2: Ç14
Contains: 2 non-perishable food items, canned, 2 bottles of water, 2 fruits.
Hoverboard: Ç40
(Restricted to Theranse and other large cities.) Amazingly, the technology for these harmless little pieces was developed before the world really went to hell. They are powered by electricity; can be charged at a wall, or by replacing the battery. One 9 volt should do the trick. As they only work above metal, it's recommended you stick to the cities.
Revolver: Ç80
Though the scientists do their best to regulate the flow of weaponry, even in Lockdown City it is possible to get a gun if you really want it. Be careful; possession of arms can get you a night in the cells... Of the labs.
.50 Calibre Handgun: Ç85
A better gun... slightly. A .50 calibre has a sharp, hard recoil, so for an inexperienced gunman it is hard to aim at the target. Moreover, they hardly take a large amount of bullets; keeping those in your pockets is strongly advised.
Unrecognisable Car: Ç120
Dear Lord... This car is missing part of the steering wheel, the passenger door, all the windows, and any form of identification. If the police cared any more, you'd get fined just for thinking about driving such a car. The safety is... doubtable. Still, it's a car. Right?
Mitsubishi Gallant: Ç170
To own a car in these troubled times is the very epitome of wealth, even a car that would have been shunned not so long ago. Just hope that you have enough cash to fill the gas tank.
| SCIENTISTS |
Only scientists may purchase these items.
On top of the basic kit, there are a number of items that may be purchased, in order to enhance a procedure.
Sedative:
One good jab will knock you out like a light. Works for about half an hour, dependant on metabolism.
DNA
Oh joy, a lovely stem-cell or two, fresh from the zygote! Any species you might require, any at all, can be found here. Well, all but the Shifter and the Chimera of course.[/i]
Cubicle:
Any scientist worth his salt has somewhere to work.
Adrenaline:
As in pure adrenaline in the kind of concentration that will make your heart beat so fast you could die and makes you want to run around the room ten thousand times and write sentences without any punctuation. (Buys one hypodermic; one shot recommended per four hours.)
Venom:
Either to experiment, or to implant. Does your darling Blooder need a little advantage? Perhaps you need to observe its effects on a test subject? Either way, you can purchase almost any venom for this price.
Octadium-Plated Gloves:
Leather gloves plated in octadium. Should reach up to the wearer's shoulders; an essential for dealing with violent experiments.
Increased Sedative:
For experiments with a larger than normal size or faster metabolism only. Works for the same period of time, but knocks them further under.
Hair Gel: Ç9
OK, OK, it's not a scientist thing, I know... I just wanted to put it up. Deal.
Taser:
Oh look, a pretty -...! *ZZZZzzzZzzTT*
Microscope:
You might have one of these already, but personally I find them very useful. You can never have too many, and they work better than a magnifying glass. Sherlock Holmes would say otherwise, but this is not a detective agency.
Paradise Lost Ç12
A novel debating Heaven and Hell is worse than useless to a scientist; they usually have no interest in such things. Either way, it's a good way of passing the time, and can always be given to an experiment, or replaced with another title from the library.
Office:
A good-sized room, about 5x5 meters. Comes with desk, chair, and rubber plant.
Laboratory:
Most scientists kit themselves out with a personal laboratory. It's a useful addition: potions and lotions abound, and it's more fun than having to share with the other selfish members of the team.
Surgery:
Far better suited to the joys of cutting up and dissecting, the surgery is another popular choice. Some even go without offices in order to make their pay cover a surgery of their own. No irritating timetables, no complaints about mix-ups... I would say no mess, but we all know that that is a lie.
Cage: Ç24
A cage all of your own! Now your experiment doesn't have to share with all the other filthy experiments.
Isolation Cell: Ç24
A lovely little rubber room. It's complete with blinding light and straitjacket: an essential for their quick recovery. Limit one experiment per cell.
| OC ENHANCERS |
Need that little extra edge on your graphics or profile? This is what this section is for.
Two-Colour Name:
Changes your account's username to two colours. (Please, choose hex codes that are easy on the eyes! ;))
Random Avatar:
Oh, how proud must you be! Now, every time someone refreshes the page, they can see another avatar. Depending on how many you get, the list of different images can seem never-ending!
Personal Text: Ç50 or 5 +Karma
Gets you some delightful personal text under your avatar.
Scroll-Over Avatar/Signature Ç50 or 5 +Karma [Avatar] / Ç80 or 7 +Karma [Signature] / Both
When someone hovers over your signature or avatar, another image will appear!
As a note: if you want the second image to appear semi-transparent, the first signature has to show through the second, as .png or .gif files will simply replace the first image instead of overlaying. [/size]
[blockquote][blockquote][center][size=4][font=Times New Roman][color=1A96AE]| PURCHASE |[/color][/font][/size]
[size=0][b]Purchase By[/b] [Your Name]
[b]Purchase For:[/b] [The character who will be using the modification/object]
[b]Request/s:[/b] [Object/s of purchase.][/size][/center][/blockquote][/blockquote]
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