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Firearms
(Moved to Firearms Depot - if you owned a Standard Firearm before you now have "Standard Ammo")
Bladed Weapons
- Knife
Damage:5Hp Price:$25
- Throwing Knives
Damage: 5Hp/turn for remainder of battle (Can only use 5 /battle) Price: $100
- Sword
Damage:25Hp Price:$250
- Battle Axe:
Damage: Does 80 health points in damage. Price:
$675 (You need atlest 6 Str.)
Hand Weapons
- Piece of Wood:
It can be a baseball bat, a broken staff, a wooden billy club.
If it is a hand held weapon and it's made of wood, this is your item. Cannot be poisoned, venomed, or sharpened. Damage:
Does 15 health points in damage. Price: $100
- War Hammer
Damage: 70Hp Price:$575 (You need atleast 5 Str.)
- Steel Pole
Damage: 30Hp Price:$300
- Whip
Damage: 15Hp and Drops Opponent's Spd by 4 for one turn. Price:$200
Explosive
- Hand Grenade:
Damage: Does 80 health points worth of damage dvided
evenly among as many opponents as you wish.(rounded down)(one time use) Price:
$175 Proton Charge: A military grade weapon five times as powerful
as a single grenade. Activated by pressing a button on top of the charge with or without a set timer. (one time use) Damage:
Does 350Hp Price: 1,000$/charge
Armor
- Metallic Armor
Adds 50Hp Price:$200
- Bullet Proof Vest
Bullets do no damage for entire battle(Only usable Once) Price:$300
- "Galaxy Class Armour
Adds 200Hp Price:$500
- Robotic Suit
A large suit generally used for repairs,
but can be collaborated for battle. A person would have to break through the suit in order to get to the person. Even if the
health is supplied, the armour will continue to increase the wearer's strength until the person is knocked out. After two
battles with armor the player must pay 500 dollars to repair armor, or the armor enters the third battle with whatever Hp
was left from the previous battle, and then the armor is destroyed after battle and player must purchase new armor. Adds
1500 HP points to a person in combat. Adds 40 points to Strength. Price: $3,000
Energy Weapons
- Energy Boomerang
A small metallic claw.
When activated, a small curved energy blade extends creating a crescent. When thrown, the metal is wrapped with energy making
it indestructible. Will return if possible. Cannot be sharpened, poisoned or venomed. Damage: Does 50 health points
of damag Price: $600
- Energy Whip:
A handle that extends a long cord made of pure energy. Is much
stronger than a normal whip but is deactivated for a time when it makes contact with an energy sword. Cannot be poisoned,
venomed, or sharpened Damage: Does 40Hp damage and Drops Opponent's Spd by 4 for one turn. Price: $1,200
($1,000 if upgrading from standard whip)
- Energy Sword:
When non-active it is a normal sword, but when activated a shield
of energy surrounds it. This makes even the dullest of blades indestructible. Cannot be poisoned or venomed. Damage:
Does 120 Hp Damage. Price: $1,250(Only $1,000 if upgrading from regular sword)
- Sonic Pistol:
Damage: 15Hp to a normal human being, 45
to a Symbiote or anyone with enhanced hearing and their Defense is voided. Price:$500 Dollars
Upgrades
(Moved to Dojo)
Misc. Items
- Mutant Juice:
If this is purchased it grants the Character 100Mj Extra for that battle, can only
be used Once and the Character can only own 4 at a time Price:$200 Dollars
- Blade Sharpening Kit
Kit can only be used once before another must be bought,
only two kits can be used on any given item. Effect: Adds 10
Damage to any Blade Price: $100
Stark Industry Catalog (moved to Stark's Shop
above)
Shield items (Moved to SHIELD Shop above)
X-men Items (moved to Beast's Shop above)
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