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Survivor Event - Items

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#1Jyu 

Survivor Event - Items Empty Tue Jun 09, 2020 2:58 pm

Jyu
Tools

  • Sturdy Fishing Rod (1-20): A good way to catch fish on the island. It beats the old stick and wire method you were using before. It should help you to catch better fish. As a result, the number rolled when fishing is increased by 20. The user must highlight in bold that they are using their Sturdy Fishing Rod when fishing to gain the bonuses.

  • Old Hunting Traps (21-40): A good way to catch fish on the island. It beats the old stick and wire method you were using before. It should help you to catch better fish. As a result, the number rolled when fishing is increased by 20. The user must highlight in bold that they are using their Sturdy Fishing Rod when fishing to gain the bonuses.

  • Torn Page from Oliver’s Botanical Notes (41-60): Some notes made by someone else who was previously here on the island. It should help you to recognize herbs a bit better. As a result, the number rolled when searching for plants is increased by 20. The user must highlight in bold that they are using  Oliver's Botanical Notes when foraging to gain the bonuses.

  • Torn Pages from Oliver’s Pomology Notes (61-80): Some notes by someone else who was previously here on the island. It should help you to recognize fruits a bit better. As a result, the number rolled when searching for fruits is increased by 20. The user must highlight in bold that they are using  Oliver's Pomology Notes when foraging to gain the bonuses.

  • Torn Page from Oliver’s Other Botanical Notes (81-100): Some notes by someone else who was previously here on the island. It should help you to recognize nuts a bit better. As a result, the number rolled when searching for fruits is increased by 20. The user must highlight in bold that they are using  Oliver's Pomology Notes when foraging to gain the bonuses.

Cures

  • Healing Herbs (101-110): A batch of herbs with medicinal properties. It can be used when someone suffers from Illness to remove it. It can only be used once.

  • Medical Supplies (111-120): Some basic medical supplies. It can be used when someone suffers from Damage to remove it. It can only be used once.

  • Old Pills (121-130): An old bottle with a single pill left. It can be used when someone suffers from Overexertion to remove it. It can only be used once.

  • Energy Bar (131-140): An old energy bar. It has no flavor, but it still works. It can be used when someone suffers from Fatigue to remove it. It can only be used once.

  • Purified Water (141-150): A bottle of clean, purified water. Much better than what you have been drinking lately. It can be used when someone suffers from a Headache to remove it. It can only be used once

Weapons vs Monsters

  • Old Sword (151-160): An old sword that can be used against monsters on the island. It adds +10 to the user's STR rolls versus monsters.

  • Rusty Dagger (160-168): A rusty dagger which can be used against monsters on the island. It adds +20 to the user's STR rolls versus monsters. Should the user have a weapon with a lower damage output than this one, it will automatically be replaced by this weapon.

  • Shabby Spear (169-174): An old spear which can be used against monsters on the island. It adds +40 to the user's STR rolls versus monsters. Should the user have a weapon with a lower damage output than this one, it will automatically be replaced by this weapon.

  • Iron Hatchet (174-178): A great iron hatchet that can be used against monsters on the island. It adds +60 to the user's STR rolls versus monsters. Should the user have a weapon with a lower damage output than this one, it will automatically be replaced by this weapon.

  • Big Cleaver (178-180): A big cleaver that can be used against monsters on the island. It adds +100 to the user's STR rolls versus monsters. Should the user have a weapon with a lower damage output than this one, it will automatically be replaced by this weapon.

Evasive vs Monsters

  • Good Sandals (180-190): An old sword that can be used against monsters on the island. It adds +20 to the user's STR rolls versus monsters.

  • Rusty Buckler (191-195): A rusty dagger which can be used against monsters on the island. It adds +40 to the user's STR rolls versus monsters. Should the user have a weapon with a lower damage output than this one, it will automatically be replaced by this weapon.

Hinders vs Others

  • Poisenous Herbs (196-205) A batch of poisonous herbs. It makes the target incredibly sick. The target will have their Endurance lowered to 1 during the next challenge due to suffering from Illness. It can only be used once.

  • Bug Powder (206-215): A powder which can be secretly blown on another person. It will attract bugs all night to the target and keep them awake. The target will have their Strength lowered to 1 during the next challenge due to suffering from Overexertion. It can only be used once.

  • Sleeping Pills (216-225): A bottle with powerful sleeping pills which can be mixed with the food of the target. The target will have their Speed lowered to 1 during the next challenge due to suffering from Fatigue. It can only be used once.

  • Poison Ivy (226-235): Some poison ivy which can be placed near the target while they sleep. The target will have their Constitution lowered to 1 during the next challenge due to suffering from Damage.

  • Expired Medicine (236-245): A bottle of expired medicine. It can be mixed with the food of the target. The target will have their Intelligence lowered to 1 during the next challenge due to suffering from Headache. It can only be used once.

  • Curse Inscription (246-250): A small piece of paper with a few magical runes written on it. When placed under another target while they are sleeping, they will be cursed. The target will have all their attributes lowered to 1 during the next challenge. It can only be used once.

Weapons vs Others

  • Old Knife (251-255): A rusty and worn out knife which can break at any moment when being used. It still might have one last use left to it. The user can use the Old Knife to lunge at another user after the challenges. The user must roll a dice determining their Speed to see if it lands. The target may roll the Speed dice as well to see if they were able to dodge it or not. Should the target be stabbed, they will bleed out and die. It can only be used once.

  • Single Bullet Revolver (256-260): A single bullet left in the chamber. The trigger isn’t working properly anymore, so the shot will be difficult. The user can use the Single Bullet Revolver after the challenges. The user must aim the revolver at a target and request the host to roll a dice. The majority of the numbers will represent the target, but since the gun isn’t functioning properly anymore and the user is weakened from the challenge the remaining numbers will represent other users. The user might shoot the target or someone else. The target will bleed out and die. It can only be used once.

  • Double Bullet Old Gun (261-265): Only two bullets left in the chamber. They are quite weak. The user can use the Double Bullet Old Gun after the challenges. The user must pull their gun and request the host to roll a dice. The user can decide to try to shoot a single target twice (and possibly kill them), or shoot two targets and harm them both. Double hit on the target means that the target is dead, but a single hit means that the target has all their attributes reduced to 1 during the next challenge. The user can spread their chances and try to weaken two targets instead of killing a single target. It can only be used once.

  • Lacrima Bomb (266-270): An old lacrima bomb. Raw magic powered has been stored inside it. It is quite volatile. The user can use the Lacrima Bomb after the challenges. The user can throw this at the other team and request the host to roll a dice. Should it succeed, the entire other team will have their attributes reduced to 1 during the next challenge. Should the user fail, the attributes of their own team wil be reduced to 1. The victims of the bomb may still hunt during their Day Phase before the next challenge to somewhat adjust their attributes, but it will affect a base attribute of 1 rather than a base attribute of 10. Furthermore, all cures won't affect the targets during the next Day Phase and all foods will only grant half attributes. It can only be used once.

Defense vs Others

  • Torn Chainmail (271-275): Some torn chain which can be worn under your clothing. Upon being attacked by another participant's weapon, it adds +30 to your SPE roll to reduce the chances of getting killed.

  • Ragged Sneakers (276-280): A pair of old sneakers that provide some comfort to your feet. Upon being attacked by another participant's weapon, it adds +60 to your SPE roll to reduce the chances of getting killed.

Misc.

  • Magic Swap (281-285): A magic scroll with a spell attached to it. Select a target and magically switch your inventory with them. They will not know whose inventory they have received. You won't know what they have in their inventory either. It can only be used once.

  • Illusion (286-290): A magic scroll with a spell attached to it. Upon being hit by a weapon from another player, do not evade. Get hit and roll a dice to see who takes your place instead. It can only be used once.

  • Charm (291-295): A magic scroll with a spell attached to it. Select a target and charm them. The target won't be able to use any weapons against you for 3 Day Phases unless it is the last 3 Day Phases of the event (meaning only 3 people are left). It can only be used once.

  • Revive (296-300): A magic scroll with a spell attached to it. This scroll only lasts 3 Day Phases in your inventory. Upon dying within those 3 Day Phases, you are revived. It can only be used once.

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