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Forgotten Tales Mods ([personal profile] keeperoftales) wrote2018-08-15 12:17 pm

{ the catalogue }

The Catalogue—

§ about the catalogue.

The Catalogue is a special in-game store that characters can access via their journals during the Break only and have the entire Break to make purchases. The store cannot be accessed in any way during Campaigns. There is a special tabbed section and works similar to online shopping. The pages will have the inventory listing and prices, and characters can circle and write down how many they wish to buy. Through ~magic~ it will register and will be delivered to their residence (watch out for the avian delivery).

Items require points to purchase, and points are gained in the following ways:

  • On arrival. All characters receive 5 points on arrival.
  • Campaign rewards. All characters who participate in campaigns will receive 5 points at the end of every successful campaign.
  • Commission Board: Characters can partake in various quests and earn 1-2 points per quest on the Commission Board (-board tag).

There is no limit to how many points a character can accumulate. Players do not have to keep up with their character's points, instead they can view the balance here, which is maintained by the mods.

Click to read more.
The items provided through the store are not game breaking nor required to have. Instead they are mainly tools for players to use for their characters. Some provide some quality of life enhancements, others will give the character some power boosts. There are also "purchase limitations" so that no character can have a large stockpile in a short time (now if they want to create one over a long period that's entirely doable).

There are three categories:

  • Campaign Rewards. This section is available only to those who participated in the most recent campaign. Similar items are available or will be in the future to the general public, but the campaign rewards are at a discounted price of 1 point each. Characters can purchase 1 item from each category, spending up to 4 points max.

  • Special Inventory. This section is available to everyone, but the inventory is limited only to the current break. However, some may appear again later. The items are usually related to the previous campaign in theme, but they may include items themed from other past campaigns.

  • Regular Inventory. This section is available to everyone and the items are always available. Many of the items are "lesser" versions of the Campaign Rewards and are at a slightly higher cost. Some items may have a purchase limit.

If it's not completely in character for them to purchase an item the player would like them to suffer through have that is not for exploitive purposes, there could be a misdelivery where they get the item either in place of or along with the other item. The second item would still be charged so the points would still be deducted. Just let us know why!


To make a purchase, comment to the current subthread. If you have any questions about the Catalogue or suggestions or requests for items to appear in the store, please comment to the Questions/Item Suggestions thread.



CAMPAIGN REWARDS [LIMITED]
ITEM
PTS
Regain. One personal item from the Aspect. It won't be the real thing, but it will be an exact copy. Unfortunately any item that may have special powers to them will not have those powers. It can only be big enough that can be carried by the owner. 1
Advanced Essence Ability. One NEW advanced Essence specific skill that would normally take several months to learn or unlocked. This is different from the general level-ups that are awarded for free after each campaign and would be counted in addition to the freebie given out. 1
Special House Upgrade. A more advanced upgrade to an Aspect's home. Can make it more "modern," convert or expand rooms, or even change it entirely. This is different from the general upgrades that are awarded for free after each campaign and would be counted in addition to the basic upgrade given out. 1
Exclusive Reward. Choose only ONE of the following (the items will return again in the next iteration for a higher price):
  • Man-Made Creations. Have an option to choose one of the three new friends:: :
    1. Audrey Jr. A much smaller version of the plant monster that just kept popping up during the campaign. It’ll fit right in with your houseplants or flower garden as pest control, just remember to keep it fed. It gets bitey when hungry.
    2. Robo-Reindeer. One of the robotic reindeer that were running around Londeva. Will occasionally bring its owner a small wrapped trinket or lump of coal. Not a fan of regifting.
    3. Clockwork Servant. A steampunk automaton ready to serve. Capable of cooking and cleaning. Its temperament is directly tied to the owner’s mood, so those who act kindly will receive the best service possible. Those in a foul mood will find their food overcooked and things thrown away.
  • Electric Sphere. A sphere the size of a crystal ball that contains unlimited electrical energy inside, though at low voltage. It will only power small utilities and appliances. Ex. a toaster, a phone, etc etc. Max of two appliances at a time.

  • Alter Ego Potion - Different from the stimulant stone. This potion contains 3 uses and will temporarily boost an Aspect’s Essence to the level they’d be during their character’s story. Side effects include a loss of self as the Essence takes over.
1
GENERAL INVENTORY
ITEM
PTS
Panacea Potions. These potions have increased healing and medicinal properties, guaranteed to cure any curse or ailment. However, they are a one time use. Limit to 3. 1
Supply Packs. Special packs designed after the Essence, the items and equipment in each pack will be useful when going out on long expeditions or trips outside of the Index. The packs are comfortable wear, and inside is a hammerspace that allows the pack to hold more items than it might appear. Tools, healing packs, magic potions, cooking kits—the packs will be based on one's Essence and their abilities. The packs are a one time use and will last for a single multi-day trip. Limit to 3 total. 1
Ability Unlock. An extra way to unlock or upgrade abilities. Limited to 2. 2
Basic House Upgrade. One additional basic upgrade to a house. 2
Past Campaign Rewards. Purchase any of the previous exclusive campaign rewards for an adjusted price. Purchase limit is 1 of each.
  • Magical bamboo shoot that will sprout into a small grove and will produce one type of food or drink item. It can also be useful material. (Kaguya)

  • Fish bowl already filled with water and three items. The marimo ball is just cute, but it can emit a soft glow when it is dark. The oyster will provide a large pearl once every two weeks. The toy treasure chest keeps the oyster and marimo ball happy. Everything is easy to maintain, but they will perish if neglected. Or eaten. (Mermaid)

  • A Special Egg that will hatch into one of the following three: a) a cute plant-like fairy familiar; b) baby dragon that can vary in type and size, but the maximum they can ever grow is as big as a horse; c) Fabergé egg that when opened produces a random, small gemstone once every few days. (Midsummer Rose)

  • A Wonderland Plush. Choose from the following three: a) Cheshire Cat: Teleport a short distance when making contact with it. Random where you'll be sent, needs to be recharge after several use. b) Jabberwocky: Can be activated to transform into a life-sized version that can be used as a training dummy. Its attacks are non-lethal and will shoot out cotton and felt flames. c) Bandersnatch: Can be activated to transform into a life-sized version that can be used as a training dummy with non-lethal attacks. (Wonderland)
2 each
Regain. Same as the one listed under Campaign Rewards; limited to one item. (Cannot purchase if acquired one through Campaign Rewards.) 3
Enhanced Equipment. Special but basic, general equipment and accessories specifically catered to the Essence and can be customized to fit the Aspect's needs. They can provide special power boosts, basic or minor abilities and skills, extra defense, and other minor enhancements to help them in battle. Limit to 1 of each type.

Click to see list.
  • Weapon. Increase raw strength and power, be it physical or magical. Taking the form of any type of object, the weapon will best fit the Aspect.

  • Cloak. Increase defense and durability, a magical material that can deflect minor projectors and lessen damage from blows and strikes. Will be designed to fit the Essence.

  • Gloves. Increase dexterity and penmanship. A fashionable accessory that will help wielders grip their weapons and provide some extra warmth in the cold.
  • Boots. Increase speed, agility, and endurance. Designed in all styles and sizes to fit the Aspect, they can help give that little extra burst of speed when needed. They are also very comfortable, allowing the wearer to walk a little farther before getting tired.

  • Accessories. Various fashionable accessories such as pendants, armlets, rings, necklaces, etc. They can provide additional resistance to various ailments and conditions.
4 each
Supplementary Stones. Special stones that can be inserted into the journal's medallion, they have a special enchantment that affects the influence of the Essence on the Aspect. They can either strengthen or weaken the Aspect in either ability, personality, or both for 24 hours and are limited to 3 uses. After each use the stone will fade in color until it cracks and disappears. Purchase limit is 2 each.

Click to see list.
  • Appearance suppression. Hide any additional appearance changes due to the nature of the Essence (eg. tails, ears, anything that wasn't part of the original body). (3 pts)
  • Appearance stimulant. Increase the amount of physical changes, including aiding to enable full transformation. (3 pts)

  • Quirk suppression. Suppresses Essence quirks so that they are less impulsive, sometimes non-existent. (3 pts)
  • Quirk stimulant. Strengthens the Essence quirks so that they are more pronounced and frequent. (3 pts)

  • Personality suppression. Suppresses any strong or controlling personality changes caused by the Essence. (6 pts)
  • Personality stimulant. Incites the Essence's original personality to influence the Aspect. Possible risk of temporary personality control, use with caution. (9 pts)

  • Power suppression. Suppresses dangerous or overly strong abilities that the Aspect may not have full control over. (6 pts)
  • Power stimulant. Dramatically strengthen and temporarily unlock Essence powers, but only for short bursts and at the risk of increased fatigue. To only be used in dire situations. (9 pts)
See item
SPECIAL INVENTORY [LIMITED]
ITEM
PTS
Transformation tablets. Special tablets that upon consumption will allow the user to transform into the designated form. There are 3 tablets per bottle and each tablet lasts up to 1 hour. The forms are not limited and can thus be any form, including any previous transformations during previous campaigns. Purchase limit of 3 total.
  • Mermaid
  • Dragon
  • Faerie
  • Mythical Equine Types (Centaur, Satyr, Kelpies, etc. Can pick only one)
3 each
Story Costume. Regain costumes worn in previous campaigns. They will grant limited powers based on their original scenes, albeit in a weaker form and will never be stronger than Essence abilities. The costume will not expire and can be worn for as long as desired, however access to the specific abilities is limited to a total of 3 hours a day. Costumes can also be "stored" within an accompanying accessory. Currently limited to 1 purchase and to characters who have played the roles.

Click to see list of Alice in Wonderland Costumes.
  • Alice. A cute little blue dress that will incite anyone's adventurous spirit and send them wandering. Capable of shrinking down to mere inches and growing up a few feet at will, but only lasts for a few minutes at a time.
  • White Rabbit. Complete with rabbit ears, a fluffy tail, and a pocket watch. Gain the ability to run faster for 60 seconds with the clock as a gauge as well as ability to jump as high as 5 feet.
  • Cheshire Cat. A purple suit with cat ears and whiskers, this costume will allow the wearer to disappear for a few seconds (no more than 10) and teleport a short distance of about 10 feet. Wear may have impulse to speak in riddles.
  • Mad Hatter. Styled like a tailor with a large top hat, the wearer can summon any type of tea and can turn any liquid into tea 3 times a day. Any tea party hosted while wearing this costume is guaranteed success. It can also summon a hat rack that can be used as a polearm.
  • Queen of Hearts. A lavish, bloody rose red gown, anyone wearing this costume can summon an army of small playing cards. They may be small but they are sharp and tenacious. They can also summon a giant axe but only when engaged in battle. Warning: wearer may develop short tempers the longer the costume is worn.

Click to see list of Midsummer Rose Costumes.
  • Tam Lin. More attuned to nature and the forests with skill in earth magic. Capable of transforming into a dragon, but will start out weak and small before ultimately able to change into a full grown dragon. Transformation will last for up to two hours.
  • Bonny Rose. Coming with a noble, black horse, this costume will raise the wearer's confidence and increase one's sense of adventure. Acquire intermediate swordsman skills and ability to tame and ride any creature, particularly horses and dragons.
  • Carabosse. Acquire the ability to use dark fae magic, mostly in line with curses and hexes, particularly the sleeping kind. Will have a tendency to become jealous of others while wearing the outfit.
  • Puck. Loyal to close companions and become more willing to do whatever is requested while also being a bit more mischievous. Become more attuned to nature, capable of harnessing minor earth magic, and warding spells.
  • Oberon. Acquire advanced swordsman and warrior magic skills, mostly based on fire and light elements. Will have the misfortune of either having people attracted to them or be accused of having an affair with their partners.
  • Titania. Acquire healing light magic and ability to use earth and plant magic, especially in controlling nearby plants. Will be prone to jealous over those they care about and occasionally suspect them of being disloyal. May also make questionable decisions regarding children.
  • Nick. Along with coming with a donkey's head, a blinding pattern, and a proclivity for writing plays (and sassing angry people), Nick's costume also allows the wearer to tap into a brief but fierce berserker mode.
5 each
Aspect Outfit. An exclusive outfit designed to fit the Aspect's original world while maintaining some aesthetic styling of their Essence. While worn, this outfit has the ability to grant the character some of their original abilities that they could not use while in the Realm before. There are of course some limitations and these abilities will start weak. But through hard work and restoring stories, the outfit can become stronger and unlock the strengths of the Aspect. Because of how much magic is used in creating such a product, this is a ONE TIME ONLY purchase. However, it may be restocked at an unknown future date. (note: players can design it for mod approval; no game breaking or god tier abilities and must conform to the character's canonical abilities; this will NOT replace Essence abilities.) 10
Otherworldly Item. Ever wondered what it would be like to harness powers only found in certain other worlds? One item can be created based off that other world and can grant the Aspect two abilities based from that world. They will start off weak but can grow stronger as the Aspect continues to strengthen and restore more stories. Because of how much magic is used in creating such a product, this is a ONE TIME ONLY purchase. However, it may be restocked at an unknown future date. (note: players can design it for mod approval; limited to canons currently within the game; no game breaking or god tier abilities and must conform to known canon abilities.) 1

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