Post by Manor Merchant on Jan 11, 2014 19:34:50 GMT -6
[Credits can be spent by members for each character by requesting Items. Those Credit points will be deducted from your character 'account'. Any errors in tabulation, or if a member name is not on the list, that can be messaged to the Merchant for correction.]
Shadier than a willow tree in summer, no one knows for sure where this mysterious fellow turned up from. What is known about him is that his arrival at the Badeau Manor has given the unwilling guests a means to increase their chances of survival in the dangerous conditions of the property. Not only does he offer items of value for those able to pay his prices; there are also items he barters for the intention of comfort. In the harsh atmosphere of the Manor, even the smallest of joys is a blessing.
This guy might be stationed regularly in one of the Slave Shacks out on the Manor's property. However, due to the risk of gaining attention from the Master and Monsters, his operation moves bases every month to avoid capture or worse. Nations may seek him out provided they have valuables to barter with the Merchant for items both mundane and extraordinary. Not all of his deals will end in favorable results. He isn't considered shady for nothing.
Spending Credits
Credits can be used by members to purchase items of value for their characters to use in posts that would not be accessible to them otherwise. Members can either spend their Credits freely, or save them up to purchase higher value items. Keep in mind that all Food and Drink in the Manor is susceptible to infestation by the Vermitis. All items sold by the Merchant are guaranteed to be brain worm free.
Items
10 credits - Food/Drink (one time use)
20 credits - Book of Matches
30 credits - Lighter; Blanket
50 credits - Ammunition; Sharpening stone
70 credits - Small Survival Package (Contains: Food, Beverage, Book of Matches)
80 credits - Large Survival Package (Contains: Food, Beverage, Lighter, Sharpening stone or Ammo); The Inhabitant's Brand Name Heal-All Cream (heals all injuries/one time use); Get Out of Hell Card (repels Monsters/one time use)
100 credits - Key to the Sanctuary (for one time use per character); One new weapon (Must be approved by staff, and player will be expected to post how their character obtains the new weapon.)
500 credits - Desirable Item
Desirable Items:
These items give a considerable advantage to nations lucky enough to obtain them. These Desirable Items will be cycling through the Merchant's stock, and not all of them will be available every month. New items will be added over time.
Heart's Desire -- This trinket can be used to transport the user to wherever the person of their choice might be. Siblings can find each other, couples can be reunited, ghosts can find their tombstones easier.
Clock of Destiny -- A pocket watch that gives the user control of time. They may move forward or back in time up to the point just after their arrival at the Manor. Possession of the Clock of Destiny permits them to not only keep track of time but also allows them to jump between the patchy time sequences that happen in the Manor. However, knowing one's fate, or the fate of a loved one, might not be a happy ending.
Master's Map -- An interactive map of the Manor. Users can see where all nations are located on the grounds, and even where Monsters are. This could be a tool for survival to prevent one from running right into danger. For non-users, looking at the Map just appears to be a plain map of the grounds.
Nation's Best Friend -- Companionship is valuable in the lonely landscape of the Manor. This trinket allows the user to summon an animal of their choosing that will be their companion/pet. Pets can be used to sense Monsters, hunt for food/track people, fight in battles, or just be a good listener. (For Nations with established canon animals, this could bring them into the Manor: Hanatamago, Gilbird, Tony the Alien, Flying Mint Bunny, Mister Troll, etc.)
Sixth Sense -- You see dead people. Or, more to the point, the user gains the ability to see the ghosts that inhabit the grounds by ingesting this potion. Being able to communicate with those who have knowledge of the Manor and its inner workings might gain useful insight -- especially if those ghosts can be made allies to steer a nation away from danger, aid them should they die, or even give them helpful hints on how to defeat the Monsters of the Manor.
The Walking Dead -- Similar to the Sixth Sense potion. Summon zombie minions to do your bidding! Nothing is better for a Monster fight than to have the Wrathful Dead arise from their graves, incapable of feeling pain and hungry for flesh. They are strong, fast, and able to fight despite heavy injuries. Great for use if a Monster battle seems to be going sour.
Invisibility Blanket -- Just what it is. Wrap yourself up in this and go unseen by the evil forces lurking around. Sleeping in the Manor is dangerous. Get much needed rest to restore the health and vitality of a Nation with this handy item. Also doubles as a heated blanket for cold temperatures. Can be shared with one other person.
Angel's Wrath -- A sword said to be blessed by multiple priests, its holy power is strong enough that evil is repelled from the presence of whomever holds this weapon. The corrupted Monsters of the Manor can be grievously injured from the bite of this blade. It never goes dull and will always be sharp.
Angel's Mercy -- A gun said to be blessed by multiple priests, its holy power is strong enough that evil is repelled from the presence of whomever holds this weapon. The corrupted Monsters of the Manor can be grievously injured from the bullets of this gun. It never runs out of ammunition.
Merchant Lottery:
Care to test your luck? Members can spend 10 credits for a chance at higher value items, regular level items or lesser value items. Not all Lottery attempts are guaranteed to end in favorable results.
Lottery Attempt: 10 credits per attempt.
Reward System Rules and Disclaimers:
~This system is going to be successful only through regular communication between members and staff. If errors are made for Credits being awarded or for any questions regarding the Credits system, please Private Message England.
~Members that play more than one character cannot combine their Credits.
~Rewards, Desirable Items, and additional Items will be added over time.
~Credits spent on Lottery are non-refundable.
~Dropping a character and re-applying negates all previously earned Credits.
[Post Credits will be awarded starting on 1/11/14. Member Credits are rewarded for retroactive achievements.]
America: 140
Austria: 100
Belarus: 70
Canada: 60
Denmark: 30
England: 330
Finland: 70
France: 160
Germany: 70
Holy Roman Empire: 120
Hungary: 110
Iceland: 40
Indonesia: 240
Ireland: 280
Italia Romano: 140
Italia Veneziano: 100
Kosovo: 140
Liechtenstein: 110
Macau: 20
Mexico: 200
Moldova: 40
North Ireland: 180
Norway: 90
Poland: 70
Prussia: 170
Romania: 100
Russia: 190
Scotland: 220
Sealand: 50
Seborga: 90
Seychelles: 80
Spain: 50
Switzerland: 50
Turkey: 220
Wales: 160
Shadier than a willow tree in summer, no one knows for sure where this mysterious fellow turned up from. What is known about him is that his arrival at the Badeau Manor has given the unwilling guests a means to increase their chances of survival in the dangerous conditions of the property. Not only does he offer items of value for those able to pay his prices; there are also items he barters for the intention of comfort. In the harsh atmosphere of the Manor, even the smallest of joys is a blessing.
This guy might be stationed regularly in one of the Slave Shacks out on the Manor's property. However, due to the risk of gaining attention from the Master and Monsters, his operation moves bases every month to avoid capture or worse. Nations may seek him out provided they have valuables to barter with the Merchant for items both mundane and extraordinary. Not all of his deals will end in favorable results. He isn't considered shady for nothing.
Spending Credits
Credits can be used by members to purchase items of value for their characters to use in posts that would not be accessible to them otherwise. Members can either spend their Credits freely, or save them up to purchase higher value items. Keep in mind that all Food and Drink in the Manor is susceptible to infestation by the Vermitis. All items sold by the Merchant are guaranteed to be brain worm free.
Items
10 credits - Food/Drink (one time use)
20 credits - Book of Matches
30 credits - Lighter; Blanket
50 credits - Ammunition; Sharpening stone
70 credits - Small Survival Package (Contains: Food, Beverage, Book of Matches)
80 credits - Large Survival Package (Contains: Food, Beverage, Lighter, Sharpening stone or Ammo); The Inhabitant's Brand Name Heal-All Cream (heals all injuries/one time use); Get Out of Hell Card (repels Monsters/one time use)
100 credits - Key to the Sanctuary (for one time use per character); One new weapon (Must be approved by staff, and player will be expected to post how their character obtains the new weapon.)
500 credits - Desirable Item
Desirable Items:
These items give a considerable advantage to nations lucky enough to obtain them. These Desirable Items will be cycling through the Merchant's stock, and not all of them will be available every month. New items will be added over time.
Heart's Desire -- This trinket can be used to transport the user to wherever the person of their choice might be. Siblings can find each other, couples can be reunited, ghosts can find their tombstones easier.
Clock of Destiny -- A pocket watch that gives the user control of time. They may move forward or back in time up to the point just after their arrival at the Manor. Possession of the Clock of Destiny permits them to not only keep track of time but also allows them to jump between the patchy time sequences that happen in the Manor. However, knowing one's fate, or the fate of a loved one, might not be a happy ending.
Master's Map -- An interactive map of the Manor. Users can see where all nations are located on the grounds, and even where Monsters are. This could be a tool for survival to prevent one from running right into danger. For non-users, looking at the Map just appears to be a plain map of the grounds.
Nation's Best Friend -- Companionship is valuable in the lonely landscape of the Manor. This trinket allows the user to summon an animal of their choosing that will be their companion/pet. Pets can be used to sense Monsters, hunt for food/track people, fight in battles, or just be a good listener. (For Nations with established canon animals, this could bring them into the Manor: Hanatamago, Gilbird, Tony the Alien, Flying Mint Bunny, Mister Troll, etc.)
Sixth Sense -- You see dead people. Or, more to the point, the user gains the ability to see the ghosts that inhabit the grounds by ingesting this potion. Being able to communicate with those who have knowledge of the Manor and its inner workings might gain useful insight -- especially if those ghosts can be made allies to steer a nation away from danger, aid them should they die, or even give them helpful hints on how to defeat the Monsters of the Manor.
The Walking Dead -- Similar to the Sixth Sense potion. Summon zombie minions to do your bidding! Nothing is better for a Monster fight than to have the Wrathful Dead arise from their graves, incapable of feeling pain and hungry for flesh. They are strong, fast, and able to fight despite heavy injuries. Great for use if a Monster battle seems to be going sour.
Invisibility Blanket -- Just what it is. Wrap yourself up in this and go unseen by the evil forces lurking around. Sleeping in the Manor is dangerous. Get much needed rest to restore the health and vitality of a Nation with this handy item. Also doubles as a heated blanket for cold temperatures. Can be shared with one other person.
Angel's Wrath -- A sword said to be blessed by multiple priests, its holy power is strong enough that evil is repelled from the presence of whomever holds this weapon. The corrupted Monsters of the Manor can be grievously injured from the bite of this blade. It never goes dull and will always be sharp.
Angel's Mercy -- A gun said to be blessed by multiple priests, its holy power is strong enough that evil is repelled from the presence of whomever holds this weapon. The corrupted Monsters of the Manor can be grievously injured from the bullets of this gun. It never runs out of ammunition.
Merchant Lottery:
Care to test your luck? Members can spend 10 credits for a chance at higher value items, regular level items or lesser value items. Not all Lottery attempts are guaranteed to end in favorable results.
Lottery Attempt: 10 credits per attempt.
Reward System Rules and Disclaimers:
~This system is going to be successful only through regular communication between members and staff. If errors are made for Credits being awarded or for any questions regarding the Credits system, please Private Message England.
~Members that play more than one character cannot combine their Credits.
~Rewards, Desirable Items, and additional Items will be added over time.
~Credits spent on Lottery are non-refundable.
~Dropping a character and re-applying negates all previously earned Credits.
[Post Credits will be awarded starting on 1/11/14. Member Credits are rewarded for retroactive achievements.]
America: 140
Austria: 100
Belarus: 70
Canada: 60
Denmark: 30
England: 330
Finland: 70
France: 160
Germany: 70
Holy Roman Empire: 120
Hungary: 110
Iceland: 40
Indonesia: 240
Ireland: 280
Italia Romano: 140
Italia Veneziano: 100
Kosovo: 140
Liechtenstein: 110
Macau: 20
Mexico: 200
Moldova: 40
North Ireland: 180
Norway: 90
Poland: 70
Prussia: 170
Romania: 100
Russia: 190
Scotland: 220
Sealand: 50
Seborga: 90
Seychelles: 80
Spain: 50
Switzerland: 50
Turkey: 220
Wales: 160