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Dice Café

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  • Zer0

    Haiku Hitman
    593483.jpg

    "Relax, have fun"

    "Feel free to ask me any questions or send me a private message. Let's also keep all OOC stuff here, and not in the CS thread or any other thread. I'm also open to suggestions to plot, world building, and artists are welcome to post their works here~"
     
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    Moss' Shopping
  • Moss' shopping:
    *Shall be updated.
    Total: + 27 Alchemical

    Sell: 308
    +225 alchemical | Selling Sword of Primordial Ward
    +5 Alchemical | Worn Seraph Blade
    +25 Alchemical | Lance
    + 28 Alchemical | x14 ammunition
    +5 Alchemical | Ghillie Suit, Greenery
    +5 Alchemical | Ghillie Suit, Ruins
    +5 Alchemical | Javelins Ranged weapon
    +10 Alchemical | Ragnite Lantern

    Buy: 281
    -60 alchemical | Caravan and comfortable bed.
    -20 alchemical | x4 Vellum paper and enchanter's ink
    -11 Alchemical| 1 package of trick snacks, 1 week of Cheer Food for 2 people, 2 kegs of booze.
    -60 Alchemical | x1 Retractable Chain Upgrades to 2 Kunai |You have gear works attached to your light weapon through a chain that allows it to be quietly and immediately pulled back after being thrown. It can be used to pull a lighter target towards you, or pull yourself towards a heavier target.
    - 10 Alchemical | Kunai. Light weapon.
    -80 Alchemical | +1 combat upgrades to 2 Kunai
    -10 Alchemical | Spartan Lance. Heavy weapon
    -8 Alchemical | Light source, 1 month
    -10 Alchemical | Ghillie Suit Desert
    -2 Alchemical | Oil lamp
    -10 Alchemical | Pistol. Mage weapon
     
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    Free Roam Jobs/Looting
  • So for this free roam, if ever you guys want to earn more alchemical, you can pick one kind of job or looting scenario below twice per day and roll accordingly. Katsuya Katsuya Pet Panda Pet Panda

    Pick a job type below and if you wish to take on a dangerous task, then make a roll and spend four hours. Success grants you 10 - 40 alchemical, failure grants you 5 Alchemical.
    • Untrained (DC10) = +10 Alchemical. Menial work such as hauling rubble or water from the far oasis, doing simple errands, scavenging in the surface of the devastation.
    • Trained (DC 12) = +20 Alchemical. Work that requires some skill in performing a service or using a tool or weapon, such as a: healer's assistant, helping ward off raiders taking advantage of the calamity, performing in the different camps to lift people's spirits, or going under the rubble to look for better loot.
    • Skilled (DC 14) = +40 Alchemical. More difficult jobs such as enchanting, researching ancient lore, taking on a nearby raider camp, diving deep into the rubble where cave ins can occur.

      Dangerous Job (DC+2)= x2 Alchemical or gain 1 Random magical item. Whether the job was successful or not, please roll 1d12 for exposure to see if you came out safe, wounded, with a complication, or both.
    1. Wounded + Complication: -1 Hp, plus gain a difficulty that gives -1 to rolls until after a long rest.
    2. Complication: gain a difficulty that gives -1 to rolls until after a long rest.
    3. Complication
    4. Wounded: -1 Hp
    5. Wounded
    6. Wounded
    7. Safe
    8. Safe
    9. Safe
    10. Safe
    11. Safe
    12. Safe
     
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