Post by plokonus on Dec 8, 2020 3:56:27 GMT
Points are the main currency in Remnants, and can be spent on upgrades for your character. More about points can be found in this post. In order to redeem points in the shop, fill out the form below.
The points shop contains a predetermined list of "advantages" or rewards you may purchase. If a desired trait is not listed, however, you may request to buy this trait. If staff accept this request, the character may add this trait for a certain number of points (the specific number being decided by staff.) If the idea is interesting, it may be added to the Point Shop for other players to purchase!
The predetermined advantage list is as follows. These advantages may be bought at any point during a character’s existence on the site, including doing character creation.
Each of these advantages can be bought per character, using that character’s points. However, there is one special advantage that can be bought by multiple characters pooling their points together. It is as follows
The points shop contains a predetermined list of "advantages" or rewards you may purchase. If a desired trait is not listed, however, you may request to buy this trait. If staff accept this request, the character may add this trait for a certain number of points (the specific number being decided by staff.) If the idea is interesting, it may be added to the Point Shop for other players to purchase!
The predetermined advantage list is as follows. These advantages may be bought at any point during a character’s existence on the site, including doing character creation.
Advantage | Point Cost |
Scholarly Focus - The character has thrown themselves into the world of knowledge and academia. Their Intelligence ability cap is raised to be equal to their age. | 50 |
Reshuffle Abilities - The character has experienced a significant change in their life, leading to changes in their abilities. The player may switch the values of a character’s abilities, as long as the character’s total ability score stays the same. | 50 |
Last Message - The character has recovered a last message from their parents, grandparents, siblings, or other close adults. Thinking of this message will give that character a +3 to their next roll. Can only be used once per thread. | 50 |
New Skill - Through hard work and much time spent, the character has developed a new skill. This can only be purchased if the character has, in roleplay, worked towards developing this skill. The skill will start at the Novice level. To improve this skill, or any skill, this advantage can be bought again to raise that skill’s level by one. | 50 |
Ally: Dog - The character has gained the trust of a domestic dog. The dog can be of any breed, and is assumed to have a trusting relationship with the character. If the character is a Pasture Kid, this advantage may also be used for any sort of livestock (horses, cattle, chickens, etc.) | 100 |
Intrafaction Reputation - The character has gained a reputation for a certain skill or trait. They are recognized in their faction for this trait, whether this be a positive or negative thing. Some examples of a reputation are: The character is known to be great with children, the character is known to have a sharp tongue, the character is renowned for their intelligence. | 100 |
Interfaction Reputation - The character has gained a reputation for a certain skill or trait. They are recognized through all the factions of Seattle for this trait, whether this be a positive or negative thing. Some examples of a reputation are: The character is known to be great with children, the character is known to have a sharp tongue, the character is renowned for their intelligence. | 150 |
Unknown Talent - The character has tried to do something that they had never done before-- and they were awesome at it! This advantage allows a character to gain a skill without working towards it in-roleplay. This advantage can be denied based on staff discretion. | 150 |
Jack of all Trades - The character has a knack for being good at whatever they attempt. If the character does not have a skill in a particular area, this can be substituted as a skill, for a +3 bonus. This does not apply to combat. | 200 |
Master of the Sword - The character has been in plenty of fights before, and has a knack for knowing how to use any weapon they can get their hands on. If a character does not have a skill for the weapon they are using in combat, they can substitute this as a skill, negating the disadvantage for not having a skill. | 200 |
Done It All - The character has done some horrible things in their fight to survive. When doing something that a normal kid would find disgusting, they do not have to make an Adjustment roll. | 200 |
Lucky Find - The character has managed to find a rare item, such as a solar powered phone charger or an actual sword. This must be purchased once for each rare item | 200 |
Foreign Magic - The character has learned to use a magical ability that is generally only known to another faction. This includes loners who learn magic from any of the factions. | 200 |
Ally: Other - The character has befriended a nontraditional pet. This includes any animal other than a dog. The specific animal must be approved by staff, and more outlandish requests may be refused. The animal is assumed to be healthy, and to have a working relationship with the character. | 200 |
Working Vehicle - The character has managed to acquire a functional vehicle, as well as the keys needed to drive it. This vehicle may be a car, motorcycle, or other civilian vehicle. | 300 |
City-Wide Reputation - Before the outbreak, the character had gained a reputation for a certain skill or trait. They were on the news multiple times for this, and will be recognized by those throughout all of Seattle, and likely throughout all of Washington. This reputation can be positive or negative. Some examples of a reputation are: The character was a chess prodigy, the character was accused of a high-profile crime, the character went missing for a period of time. | 300 |
Unknown Magic - The character has learned to use a magical ability that has never before been seen around Seattle. The specific ability must be approved by staff. This spell will then be added to the Spell List. Characters who have not purchased Unknown Magic cannot use the new spell. | 500 |
Switching Factions - For whatever reason, the character has chosen to switch from one faction to another. This does not apply to characters that leave their faction to become loners, or formerly factionless characters that have decided to join a faction. | 500 |
Passive Magic - The character's abilities manifest as a constant effect rather than in the form of spells. When taking this advantage, the character loses the ability to cast spells, instead gaining a unique ability which must be approved by staff. Staff must review and accept the specific ability requested. | 500 |
Each of these advantages can be bought per character, using that character’s points. However, there is one special advantage that can be bought by multiple characters pooling their points together. It is as follows
Advantage | Point Cost |
New Faction - For whatever reason, a group of characters has decided to forge out on their own and create their own faction. With this advantage, the new faction purchases its own category and roleplay boards, as well as its own magical ability. This advantage can only be purchased if the new faction consists of 5 or more characters. | 2000 |
While all of the above advantages can be purchased at any point during a character’s existence on Remnants, there are a few advantages that can only be purchased during character creation. The points needed to buy these advantages can be taken from 1. The point bonuses given for creating a character with certain traits 2. The points of a character who has died. As points for these advantages are difficult to acquire, they are cheaper than normal advantages. These character creation advantages are as follows.
Advantage | Point Cost |
Big for my Age - The character is abnormally large, and strong, for their age. Their Strength cap is equal to their age, rather than half of it. | 10 |
Child Prodigy - The character is abnormally smart. Their Intelligence cap is equal to their age, rather than half of it. | 10 |
Physical Abnormality - The character has a visible, physical abnormality that is not considered a disability. Examples include albinism, melanism, heterochromia, or an unnatural hair or eye color. | 15 |
Plot-Important - The character is involved in an ongoing plot. For example, they may be part of a rival group terrorizing Seattle. | 20 |
The following advantage is applied to your account rather than a specific character. It can be bought with the points from any of your characters. You may also pool together points from multiple characters. This advantage can be bought multiple times.
Advantage | Point Cost |
New Character Slot - Your character maximum increases by 1. You do not need to make another character immediately after purchasing this advantage, however, it is your responsibility to keep track of your available character slots. | 200 |
The advantages listed above all enable players to give their characters traits or advantages that they would otherwise not have. This is the main way that players can redeem points on Remnants. However, there is a second category of items that can be purchased with points: Fate Buys (or simply Fates.)
Fates are special purchasables that enable players to compel various things to happen around the world. Players may use points from any character’s point bank in order to make these purchases. This includes pooling together the points from two or more point banks. As with advantages, if a player wishes to make a Fate Buy that does not exist, they may request to do so. If accepted, they may purchase this Fate for a staff-determined amount of points.
All Fate Buys may be rejected by staff, as they are all dependent on staff interaction.
The list of predetermined of Fates is as follows.
Fates are special purchasables that enable players to compel various things to happen around the world. Players may use points from any character’s point bank in order to make these purchases. This includes pooling together the points from two or more point banks. As with advantages, if a player wishes to make a Fate Buy that does not exist, they may request to do so. If accepted, they may purchase this Fate for a staff-determined amount of points.
All Fate Buys may be rejected by staff, as they are all dependent on staff interaction.
The list of predetermined of Fates is as follows.
Fate | Point Cost |
Force of Nature - The player may create, to their specifications, a Force of Nature event. This event will act as any other Force of Nature event, and will be run by staff. | 200 |
Contact: Loner - The player may create, to their specifications, a factionless character that is played by staff as an NPC. The player may state that their characters are friends (or have any sort of relationship) with said NPC. | 300 |
Contact: Peer - The player may create, to their specifications, a character that is played by staff as an NPC. This character will be in a faction of the player’s choosing. The player may state that their characters are friends (or have any sort of relationship) with said NPC. | 350 |
Contact: Locals - The player may create, to their specifications, a group of local kids who their characters have contact with. These kids will be NPCs, played by staff. | 400 |
Contact: Plot Important - The player may state that they have a connection to a plot-important NPC. The relationship must be approved by staff, and may be rejected if it would not work with the plot. | 500 |