Ideally, I'd like to create a plethora of pages dedicated to different types of shops (military gear, psychic powers, magic spells, etc), but for now, this page will have to do! These are some general, baseline prices for some of the more common abilities you might see in Grasp at Stars. This is only the beginning, though! You're absolutely encouraged to collaborate with the staff on the forums, and come up with new items and new powers unique and custom tailored to your character. Don't think for a moment that the listings on this page are anything but a place to start!
The purchase of established items and powers, and the creation of new ones, can all be done from the comfort of the Shopping section of the forums.
The purchase of established items and powers, and the creation of new ones, can all be done from the comfort of the Shopping section of the forums.
Equipment |
Abilities
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Archaic Weapon: Standard swords, spears, axes, shields, bows and arrows, and other old fashioned weaponry are a dime a dozen these days, with numerous online dealers feeding into the nostalgic demand of the public. As such, weapons like this can be bought in bulk--the cost of one weapon is the same as the cost of a dozen functionally identical weapons. Twin swords, a bag full of throwing knives, a collection of very similar axes--all for the same low price. It's a good time to be alive. $40
Body Armor, Heavy: Heavy armor comes in many forms, from old fashioned plate mail to modern tactical armor, to even advanced mechanical suits. Heavy armor is nigh impenetrable to conventional weaponry, but at a great cost to mobility and speed. $50 Body Armor, Light: Everything from bulletproof vests to armored jackets, to deflective gauntlets and iron masks. Light armor covers only a portion of the body or is particularly thin, but is lighter and easier to maneuver in than heavier armor. $30 Comm Device: Cell phones are all the rage these days, and the technology continues to advance. Private channels, audio recording, access to the internet and GPS... and with comms getting progressively smaller, they can now be retrofitted into a helmet, watch, or even into a gun or car. $30 Portable Medkit: This small, suitcase-like device is a travel sized doctor's lab. It contains, amongst other things: self-disinfecting surgical tools, general use medicines and anesthetics, bandages, sealant sprays, monitoring equipment and a pocket database of medical afflictions and solutions. $40 SG30 Handgun: The SG30 is easily a contender for the most popular handgun model in Unanimous Gear, and has been the standard issue pistol for police for over a decade. It's reliable, it's accurate, and it holds ten rounds unmodified. $60 VehiclesSmall Vehicle: Personal craft, seats one to two people. A horse, a motorcycle, a jet ski, a flying broom, a jet pack. $100 land/sea; $200 air
Medium Vehicle: Deck boat, school bus, tank, flying carpet, cargo plane, police cruiser, monster truck. $300 land/sea; $600 air Large Vehicle: Large enough to be lived in comfortably, typically requires a crew to run it. Flying fortress, massive pirate ship, mobile space station. $500 land/sea; $1000 air Mecha Equipment
Beam Rifle: A weapon for mech sniping, this massive rifle fires a self-immolating plasma shell. The metal casing converts into pure energy after about three miles, at which point the heat beam can penetrate most mecha armor with ease. Before heating up properly, though, the damage of the rifle is drastically reduced, making it wasteful in short range combat. $100
Boost Capacity: This system of jump jets, afterburners and extended fuel casings is distributed throughout the mech's body, allowing it to rocket off in various directions. This allows for faster overland travel as well as sharp dodging. A skilled pilot can even angle the boosters toward the ground to allow for massive leaps. Abusing the boost can eat through fuel cells quickly, though, and overheat the mech. $40 Emergency Gun: Equipped to all mecha by default, the E-Gun is a bulky pistol that fires charged heat bursts. The heat disperses into the air over a distance, making it useless at any real range. Even at close to mid range, the burst heat doesn't deal as much damage as actual, physical rounds would. Because the E-Gun doesn't use much power or expend actual ammo, though, its supplies are essentially infinite; it can typically fire off three shots in a short period before needing to cool off a little. Its earned its name by often being a pilot's last resort, when all other resources are spent. Free with mech Melee Weapon: Ever popular these days is the short range mech combatant. Melee weapons for mecha sprawl across numerous designs and styles, from hydraulic knuckle dusters to swords and axes with linear plasma cutters lining their frames. Shields count as weapons. $50 |
Blind Fighting: By detecting the layout of chi in the area, a martial arts master can grant himself a sort of spiritual radar. In this way, the master can fight even without eyesight. Requires the core ability Chi Training. 3 XP
Featherweight: By letting his chi take the burden of his physical weight, a martial arts master can move as though he were much lighter. This allows the master to run across water or paper as though it were solid, or to ascend up and across walls with little effort. Requires the core ability Chi Training. 2 XP Elemental Adept: Choose one element [Fire, ice, lightning]. Your character is now proficient in very basic parlor tricks and small, showy spells with that element. This can include things like throwing a small, candle-sized flame with fire; creating tiny, fragile statues with ice; short circuiting a gadget with electricity. Requires the core ability Magical Aptitude. 3 XP Heal Spell: A staple of "white" magic users, this flashy spell can mend wounds, heal broken bends, stop bleeding, and slow down the progress of poisons and illnesses. The spell takes a little while to cast, and the more severe the injuries are, the more it drains the stamina of the spellcaster. Requires the core ability Magical Aptitude. 5 XP Psychokinesis: With only the power of his mind, an esper can levitate objects into the air. Smaller, lighter items take almost no effort at all, while larger objects (cars and the like) take a more dedicated strain on the mind. Due to conflicting wave lengths, psychokinesis cannot be used to lift or move living creatures. Requires the core ability Psychic Potential. 7 XP Telepathy: A sufficiently powerful esper can create a telepathic connection, allowing her to communicate with others over a large distance. Those contacted can mentally converse with the telepath in turn, even if they themselves aren't psychic. The greater the distance and the more people that a telepath tries to converse with at once, the greater the strain it creates. Multiple psychics can alleviate the burden, bearing the weight for larger networks. Requires the core ability Psychic. 4 XP Minions
Major Minions are single, powerful henchmen, typically with names, backstories, and narrative weight nearly on par with a player character.
Minion Mobs are packs of three to five smaller, less impressive henchmen. They're expendable, replaceable, often faceless and nameless. A Minion of either type is $150. Like a player character, a Minion can have up to two core abilities, at $50 per core ability. Equipment and powers can be bought for Minions as though they were characters, though Mobs act as a single character. I.e., if you were to buy light armor for your minion mob, every minion in the squad would be assumed to have light armor now. Minions can have any core ability EXCEPT Born Leader, Resourceful, or Fast Learner. If your main character has Born Leader, then the price of anything bought for minions (powers or items) is reduced by 15%. In addition, a character with Born Leader gets one free Minion (Mob or Major, at your choice) for free, with one free core ability for the Minion at creation. |