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[SHOP-F1] Hoel California (Merchant)


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A shop on the outskirts of Floor 1, this is far out just enough that PKers can also enter the shop. The store is lavishly decorated in a tacky manner, to suit the name it owns. Sinon runs the shop with a large honest smile on his face and a fashion sure to beat any other player in Sword Art Online, making you think why they aren't a tailor (its a hobby for them). She runs it with complete honesty, showing exactly what she earns from it and hiding nothing from the customer.
There is also, as attributed to the name, a special service open for those that need some...relief. This backroom service is now open for customers (Requires Unrestricted Chat access).
For 
Affiliation with Azure Brigade, all their guild members get a discount.

http://www.sao-rpg.com/topic/5254-shop-f1-hoel-california-bordello/

Selling Sector:
Gain +1 Profession XP per successful transaction.

Rank 1
 

Antidote Potion - Cures the target of one Condition. Requires a post action.
Merchant Fee: 1000 col
Customer Cost: 1100 col
Azure Brigade Discounted Cost: 1050 col

Healing Potion - Heals the user for 15 Hp. Requires a post action.
Merchant Fee: 800 col
Customer Cost: 1000 col
Azure Brigade Discounted Cost: 900 col

Field Rations - Grants +2 MAX HP for duration of a thread or one roleplay day. Requires a post action. Cannot be used in combat or if threatened. [TEMP BUFF Cook] +Max HP
Merchant Fee: 240 col
Customer Cost: 500 col
Azure Brigade Discounted Cost: 400 col

Immolation Potion - Grants the user rank 2 thorns. (Opponent suffers 6 DMG on opponent BD: 6-8 if you were a target of their attack and are hit.) Duration: 5 Posts. Rquires a post action. [TEMP BUFF Alchemy] +Thorns
Merchant Fee: 400 col
Customer Cost: 600 col
Azure Brigade Discounted Cost: 500 col

Basic Teleport Crystal - Returns the caster to the primary safe zone location of that floor. Requires two post actions to complete teleportation. Example: You use the crystal on your first post, but do not teleport away until your next post.
Merchant Fee: 2000 col
Customer Cost: 2500 col
Azure Brigade Discounted Cost: 2250 col

Basic Armor - Generic good quality armor. Provides no enhancement bonuses but may be used to gain the benefit of armor skills. All types available.
Merchant Fee: 100 col
Customer Cost: 200 col
Azure Brigade Discounted Cost: 150 col

Basic Weapons - Generic good quality weapons. Provides no enhancement bonuses. All weapon types available.
Merchant Fee: 100 col
Customer Cost: 200 col
Azure Brigade Discounted Cost: 150 col

Dimensional Backpack - Adds +1 to player carry capacity. (This item does not take up an equipment slot) May only ever have one Dimensional Backpack at any given time.
Merchant Fee: 10000 col
Customer Cost: 12000 col
Azure Brigade Discounted Cost: 11000 col

Rank 2

Custom Fishing Rod - Gives a +1 CD to the fisherman who uses it.
Merchant Fee: 2000 col
Customer Cost: 3000 col
Azure Brigade Discounted Cost: 2500 col

 

Rank 3
 

Custom Instrument - Gives a +1 CD to the performer who uses it.
Merchant Fee: 2000 col
Customer Cost: 3000 col

 

Recording Crystal - Can be used by anyone to record sound, later voice or time activated.
Merchant Fee: 800 col
Customer Cost: 1000 col
Azure Brigade Discounted Cost: 900 col

 

Rank 5

 

Mats - Any basic material for any craft-based profession.
Merchant Fee: 400 col
Customer Cost: 600 col
Azure Brigade Discounted Cost: 500 col

 

Appraisals (Crafting)

Spoiler

What does Appraisal Do?

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Merchants will essentially be that of an inspection in similar fashion to the image above of when Lisbeth was looking over Elucidator's stats and when Dark Repulsor's stats were being looked up. What this inspection does is grant the possibility of discovering and applying a hidden aspect (enhancement) of the item. This would be the general idea of what Appraisal would do in simple terms, though is explained in more detial below.

What Appraisal in SAO RPG does is it takes an item with less than 3 slots (up to none) and discover hidden possible slots within equipment. So if you have a good item, you can make it an uncommon by discovering a slot on it. This can be done multiple times, but if it ends up Locked then it cannot be be appraised anymore and has “<Locked>” next to its equipment tier (such as “Rare <Locked>”). This cannot be done on Perfect or Unique items and each appraisal must be evaluated by a staff member in evaluations like any other craft.

How Does Appraisal Work?

The following is a simple breakdown of how appraisal functions:

1. Inspect the Item: This is the first and basic step when it comes to appraising. The Merchant rolls their Crafting Die to see if they find anything.  The Battle Dice is rolled to check if it is unique and the Loot Dice for what enhancement it is. This is all within the same roll. Doing this roll costs a material.

 

2. Success, Retry, or Locked: Once an item is examined one if three things can occur, the examination is successful which means the Merchant may continue to the step, the examination brings up no results which allows a Merchant to try again, or the item is Locked making stay in its current state permanently.

These numbers are affected by Ambition for Crafting Dice bonus, but not by loot dice bonuses or battle dice bonuses

Following are the different dice numbers for each one:

 

  • CD Roll of 1-4: Locked

  • CD Roll of 5-9: Retry

  • CD Roll of 10-12: Success
     

If you roll a CD of 12 and a BD of 10, the next roll will be for a unique enhancement instead of a normal one.

 

3. Reap The Rewards: Once the Merchant rolls to see what type of enhancement the item will be gaining, they will check the Loot Dice from the roll done in Part 1 and see what number was rolled.

Depending on this roll the enhancement will be assigned, following are the possible enhancements for items and what rolls are required for each one:

Weapons

Name: Damage (LD of 20-17)
Cost: 1 Slot
Cap: 3
Effect: Adds +1 base damage for every slot used.
Applicable to: Weapons

Note: Swap this with Unarmed damage if apprasing a gauntlet/hand wrap, which are accounted in all regards as a weapon for unarmed use.

 

Name: Bleed (16-13)
Cost: 1 Slot
Cap: 2
Effect: Activated on a roll of 9-10 with one slot, or 8-10 with two slots. Deals 4 of damage for 2 turns for the enemy/mob. This only applies to natural rolls (unmodified)
Applicable to: Weapons

 

Name: Paralyze (LD of 12-9)
Cost: 1 Slot
Cap: 2
Effect: Removed enemy action for 1 turn afterwards on a roll of 9-10 if one slot is used, and 8-10 if two slots are used. This only applies to natural rolls (unmodified). Removes evasion properties from opponent while paralysed.
Applicable to: Weapons

 

Name: Accuracy (LD of 8-5)
Cost: 1 Slot
Cap: 2
Effect: Adds +1 to the BD, but cannot cause a critical hit.
Applicable to: Weapons

Name: Keen (LD of 4-1)
Cost: 1 Slot
Cap: 3
Effect: On a successful attack, gain an additional +1 to your BD for each enchantment slot. This bonus does not stack with itself. This bonus goes away after landing a successful attack.
Applicable to: Weapons

Shields

Name: Damage Mitigation (LD of 17-20)
Cost: 1 Slot
Cap: 3
Effect: Removes 3 points of damage from every hit to you for every slot used. No matter how much damage mitigation you have, however, you will always take at least 1 point of damage.
Applicable to: Shields

Name: Paralyze (LD of 13-16)
Cost: 1 Slot
Cap: 2
Effect: Removed enemy action for 1 turn afterwards when hit on a roll of 9-10 if one slot is used, and 8-10 if two slots are used. This only applies to natural rolls (unmodified). Removes evasion properties from opponent while paralysed.
Applicable to: Shields

Name: Thorns (LD of 9-12)
Cost: 1 Slot
Cap: 2
Effect: Deals (X x 3) damage when Mob/Enemy hits a non critical hit on you (6-8 after any modifiers) where X is amount of slots used
Applicable to: Shields

Name: Regen (LD of 5-8)
Cost: 1 Slot
Cap: 3
Effect: Heals you +3 per slot after every attack turn from your opponent on a CD roll of 6 or higher
Applicable to: Shields

 

Name: Recovery (LD of 1-4)

Cost: 1 Slot

Cap: 2

Effect: If you are attacked; recovers 1 energy per slot on a CD roll of 6 or more.

Applicable to: Shields

Heavy Armor

Name: Damage Mitigation (LD of 20-17)
Cost: 1 Slot
Cap: 3
Effect: Removes 3 points of damage from every hit to you for every slot used. No matter how much damage mitigation you have, however, you will always take at least 1 point of damage.
Applicable to: Heavy Armor

Name: Thorns (LD of 16-13)
Cost: 1 Slot
Cap: 2
Effect: Deals (X x 3) damage when Mob/Enemy hits a non critical hit on you (6-8 after any modifiers) where X is amount of slots used
Applicable to: Heavy Armor

Name: Heavy Momentum (LD of 12-9)
Cost: 1 Slot
Cap: 2
Effect: When you miss, gain a +1 base dmg. This can stack up to the amount of slots used. The +dmg goes away after a successful hit.
Applicable to: Heavy Armor

Name: Regen (LD of 8-5)
Cost: 1 Slot
Cap: 3
Effect: Heals you +2 per slot after every attack turn from your opponent on a CD roll of 6 or higher
Applicable to: Heavy Armor

 

Name: Recovery (LD of 4-1)

Cost: 1 Slot

Cap: 2

Effect: If you are attacked; recovers 1 energy per slot on a CD roll of 6 or more.

Applicable to: Heavy Armor

Light Armor

Name: Damage Mitigation (LD of 20-18)
Cost: 1 Slot
Cap: 2
Effect: Removed 3 point of damage from every hit to you for every slot used. No matter how much damage mitigation you have, however, you will always take at least 1 point of damage.
Applicable to: Leather Armor/Light Armor

Name: Thorns (LD of 17-15)
Cost: 1 Slot
Cap: 2
Effect: Deals (X x 3) damage when Mob/Enemy hits a non critical hit on you (6-8 after any modifiers) where X is slots used.
Applicable to: Leather Armor/Light Armor

 

Name: Evasion (LD of 14-10)
Cost: 1 Slot
Cap: 3
Effect: Adds a -1 to the MobD or the enemy's die for every slot taken. This ignores the damage mitigation rule of taking at least 1 point of damage.
Applicable to: Leather Armor/Light Armor

Name: Savvy (LD of 9-7)

Cost: 1 Slot

Cap: 2
Effect: Adds +x BD when the enemy misses, where X is the number of slots used for this enchant. This bonus goes away after landing a successful attack and does not stack.

Applicable to: Leather Armor/Light Armor

Name: Light Momentum (LD of 6-4)
Cost: 1 Slot
Cap: 2

Effect: When you miss, gain +X BD. Where +X is the amount of slots used for the enchant. This bonus goes away after attacking.
Available to: Leather Armor/Light Armor

 

Name: Recovery (LD of 3-1)

Cost: 1 Slot

Cap: 2

Effect: If you are attacked; recovers 1 energy per slot on a CD roll of 6 or more.

Available to: Light Armor

 

------------------------------------------------------

 

Unique Enhancements

 

(All require a BD of 10)
 

Weapons:

Name: Burn (LD of 20-18)
Cost: 1 Slot
Cap: 2
Effect: Activated on a roll of 9-10 with one slot, or 8-10 with two slots. Deals 4 burn damage for 2 turns to the enemy/mob. This only applies to natural rolls (unmodified)
Applicable to: Weapons

 

Name: Envenom (LD of 17-16)
Cost: 1 Slot
Cap: 2
Effect: Activated on a roll of 9-10 with one slot, or 8-10 with two slots. Deals 3 poison damage for 4 turns to the enemy/mob. This only applies to natural rolls (unmodified)
Applicable to: Weapons

 

Name: Blight (LD of 15-13)
Cost: 1 Slot
Cap: 2
Effect: Activated on a roll of 9-10 with one slot and deals 4 damage for 2 turns for the enemy/mob, if two slots are used it deals 6 damage for 2 turns. This only applies to natural rolls (unmodified).
Applicable to: Weapons

Name: Holy Damage (LD of 12-11)
Cost: 1 Slot
Cap: N/A
Effect: On a natural roll of 8-10, deal 2 Holy damage per slot to the opponent. It adds to base damage thus can be increased with sword arts, but can be mitigated.
Applicable to: Weapons

Name: Fallen Damage (LD of 10-9)
Cost: 1 Slot
Cap: N/A
Effect: On a non-critical attack (6-8 after modifiers) it deals 2 Fallen damage to the opponent. It adds to base damage thus can be increased with sword arts, but can be mitigated.
Applicable to: Weapons

 

Name: Phase (LD of 8-7)
Cost: 1 Slot
Cap: 2
Effect: Bypasses half of an opponent's mitigation on a roll of 9-10 if one slot is used, and all of their mitigation if two slots are used. This only applies to natural rolls (unmodified). Block cannot be phased.
Applicable to: Weapons

 

Name: Freeze (LD of 6-4)
Cost: 1 Slot
Cap: 2
Effect: Removed enemy action for 1 turn afterwards on a roll of 9-10 if one slot is used, and 8-10 if two slots are used. This only applies to natural rolls (unmodified). Removes evasion properties from opponent while frozen.
Applicable to: Weapons

 

Name: Paralytic Venom (LD of 3-1)
Cost: 1 Slot
Cap: 2
Effect: Removed enemy action for 1 turn afterwards on a roll of 8-10 if one slot is used, and 7-10 if two slots are used. This only applies to natural rolls (unmodified). Removes evasion
Applicable to: Weapons

 

Shields:

Name: Flame Thorns (LD of 20-18)
Cost: 1 Slot
Cap: 2
Effect: Flame Thorns is similar to normal thorns but works slightly different. When a player rolls a 6-8, it will deal the normal (3 x no. of slots) damage for burn damage. However if an attacker hits with a 9 or 10 on the battle dice towards the player with this item, instead of normal thorns it will deal the initial (3 x no. of slots) damage, and then 2 turns of burn damage that deal (no. of slots) damage each turn.
Applicable to: Shields

 

Name: Paralytic Venom (LD of 16-14)
Cost: 1 Slot
Cap: 2
Effect: Removed enemy action for 1 turn afterwards when hit on a roll of 6-10 if one slot is used, and 7-10 if two slots are used. This only applies to natural rolls (unmodified). Removes evasion properties from opponent while paralysed.
Applicable to: Shields

Name: Never Freeze (LD of 13-11)
Cost: 1 Slot
Cap: 1
Effect: Grants immunity to the Freeze effect.
Applicable to: Shields

 

Name: Holy Blessing (LD of 10-8)
Cost: 1 Slot
Cap: N/A
Effect: When hit by an opponent, the user is healed 3 HP in their own turn after for every slot used.
Applicable to: Shields

 

Name: Paralytic Immunity (LD of 7-4)
Cost: 1 Slot
Cap: 1
Effect: Immune to all Paralysis effects, though can still be affected by other immobilising effects (Stun, Freeze etc.)
Applicable to: Shields

 

Name: Bloodclot (LD of 1-3)
Cost: 1 Slot
Cap: 1
Effect: Immune to all Bleed effects, though can still be affected by other damage status effects (Burn, Poison etc.)
Applicable to: Shields

 

Armor:

Name: Never Freeze (LD of 20-16)
Cost: 1 Slot
Cap: 1
Effect: Grants immunity to the Freeze effect.
Applicable to: Armor, Accessories

 

Name: Holy Blessing (LD of 15-11)
Cost: 1 Slot
Cap: N/A
Effect: When hit by an opponent, the user is healed 3 HP in their own turn after for every slot used.
Applicable to: Armor

 

Name: Paralytic Immunity (LD of 10-6)
Cost: 1 Slot
Cap: 1
Effect: Immune to all Paralysis effects, though can still be affected by other immobilising effects (Stun, Freeze etc.)
Applicable to: Armor


Name: Bloodclot (LD of 5-1)
Cost: 1 Slot
Cap: 1
Effect: Immune to all Bleed effects, though can still be affected by other damage status effects (Burn, Poison etc.)
Applicable to: Armor

Buying Sector:
Gain +1 Profession XP per successful transaction.

Uncommon Items
100 Col to Merchant, 100 Col to customer

Rare Items
200 Col to Merchant, 200 Col to customer

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Perfect Items
400 Col to Merchant, 400 Col to customer

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Custom Sector (Closed):

No custom items available to sell.

Storeroom:
Materials: 0

Mechanics:

Locked: 1 EXP (Equipment becomes <Locked> and can no longer be appraised ever)

Retry: 4 EXP (No enhancement found but can attempt again)

Success: 8 EXP (Success)


Rank: 2 XP: 71

Rank 1: 0 EXP
Rank 2: 40 EXP
Rank 3: 
160 EXP
Rank 4: 640 EXP
Rank 5: 2560 EXP

Transfer History:
+6500 Col (1500 Profit) from Unyielding, -1 Dimensional Backpack
+1490 Col, (90 Profit) - Healing Potion & Basic Teleport Crystal to Mari
+3050 Col (230 Profit) - 3x health potion & Field Rations & Antidote Potion & Basic Teleport Crystal to Kosan
+3180 Col (180 Profit), - 4x Health Potion & Basic Teleport Crystal to Yuji
+2000 Col (200 profit), -basic teleportation crystal & 2x health potion to Life
+3800 Col (400 profit), -1 teleportation crystal & 6 health potions to Tristan

+200 Col (100 profit), + Basic Armour to Teayre
+200 Col (100 profit), + Basic Weapon to Tristan
+200 Col (100 profit), + Basic Weapon to Flints

+400 Col (200 profit), + 2x Basic Armour to Tristan
+200 Col (100 profit), + Basic Armour to Flints

 

Do not update your items until I confirm the purchase as this is not the General Store.

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Sinon's first customer came through, a cute girl with cuteness challenging Sinon. What made it so great though was that this person wanted probably the most expensive item there is to get in this game!

"Certainly, let me just fetch one..."

She dug out a Dimensional backpack and placed it on the counter to take, taking the 6500 Col.

"And don't forget to come again! Our prices are reaaaal competitive you know~"

+6500 Col from Unyielding, -1 Dimensional Backpack

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Mari was thankful that Sinon's shop was on the outskirts of town; it meant that she was actually able to visit it, unlike some of the other stores located throughout Aincrad. Mari didn't know Sinon too well, she saw him as a clingy prettyboy. She expected his shop to be something out of a shoujou anime - pink, frilly and lots of lace. It was the opposite, tacky, a tad seedy and accented with flashy neon signs.

"Well then...." Mari said as she looked around, she approached the counter, calling out and not waiting for a response from Sinon.

"Hey, I'll need a basic teleport Crystal and a healing potion."

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Sinon smiled and dug out the items from the counter. "Most certainly leader! Here they are, as requested. And just for being in the same guild, that's 1490 Col!"

Sinon took the money offered for it and gave the items to Mari, putting the money in the counter.

 

+1490 Col, - Healing Potion & Basic Teleport Crystal to Mari

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Mari gave Sinon a smile; "Thank you. We have a guild meeting soon; so keep your dainty little ears out."

-1490 Col

+Healing Potion

+Basic Teleport Crystal

She gave him a small wave before leaving the store. Thankful that he was on the outskirts of town. Perhaps every so often Mari just may have to sleep here, rather than outside.

-Mari Leaves-

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As kosan enters the shop he just puts a piece of paper on the table 

 

 

Hey I need :

-3 health Potions = 430x3= 1290 col

-1 Fields Rations      = 170

-1 Antidote Potion            = 530 col

-1 Basic Teleport Crystal = 1060 col

TOTAL                                 =3050 col

                                                                                         - Kosan <<The Darkin Blade>>

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Sinon chuckled as the paper was pulled out which listed rather practically, even with price, of all the goods they required.

"Not the talkative type eh? Well let me just sort you out." Sinon walked around grabbing the mix of items that were desired. He then put them all on the table for Kosan to take.

"Take care now~"

 

+3050 Col (230 Profit) - 3x health potion & Field Rations & Antidote Potion & Basic Teleport Crystal

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"I hope this will be enough" he thoughts to himself while picking the items up and preparing to leave.As Kosan took the items and leaved he said "See ya around Sinon" and waved just before closing the door behind him and preparing to get ready "

 

-3050 col

+3x health potion & Field Rations & Antidote Potion & Basic Teleport Crystal

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Yuji look to the flashy sign above the store. It's rare to see one like this. Yuji enter the establishment and greet the shop owner inside.

 

"Hello there Sinon, nice store you have here. Can I buy 4 healing potion and a basic teleport crystal? " Yuji call the menu and go to the trade scree, preparing the col needed once the price is confirmed.

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Sinon smiled as Yuji entered, another one of the guild. "Sure thing!" He smiled a white toothed smile and prepared the items for the trade, then confirmed it as Yuji did once the items came through. Sinon was also excited because he had most of the preparations underway for the bordello, which shouldn't be too long until it opened.

"Well I'll see you later then!"

 

+3180 Col (180 Profit), - 4x Health Potion & Basic Teleport Crystal

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Some girls could be seen poking from out a door behind the counter, looking around. "Ooooh so that's it looks like."

Sinon jumped and shooed them back in where they were, going inside themselves. "You can't let people see you out there! You nearly gave me a heart attack!"

Sinon signed and put his hands on his hips. "Just wait okay? Goddamnit you're NPC's you're meant to be easy to manage..."

Boy was he wrong. Regardless, Sinon now advertised a special service for those ingame of legal age and beyond.

(You need UC access to view the topic linked in the original post)

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  • 4 weeks later...

L was wondering around the outskirts of floor one. As far as merchants went, he literally couldn't find any in the main town. By chance he seemed to come across a small shop. He needed many items for his future endeavours and so finding a merchant was ideal for him. He walked into the store to find a strange woman sitting at the counter. Though he wasn't fooling L, it was quit clear to see that in fact, it was a trap. Though he couldn't be certain. "Uh hello.. there. I would like to purchase a basic teleportation crystal and two health potions" 

 

Held Col: 7482

Cost: 2000

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L nodded precariously and took his items gratefully, nodding lightly before leaving. He didn't really say a word, his gratitude shown in his face along with a look of great confusion, he still couldn't quite put the finger on it but there was definitely something not right with that merchant.

 

-Life exits the store-

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  • 2 weeks later...

Pyro enjoyed the looks of Hoel California, and felt like shopping, so she made her way towards the merchant shop. She glanced around the shop at everything available before deciding and telling the merchant what she wanted.

 

"3 healing potions please." She smiled and leaned against the counter. 

 

Cost: 1350 COL

 

"Also, I'd like to sell my old curved sword with no enhancements if that's alright." Pyro opened her HUD and pulled out the required money and sword she'd received from the beginning of the game. It was no use to her anymore and took up valuable inventory space. 

 

~Basic One-handed Curved Sword of Good Quality

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