Cherry Mall

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Cherry Mall

Post by Sirenapples on Sun Apr 06, 2014 10:55 am


Cherry Mall
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The Cherry Mall of Cherrys Metro is a grand super-mall full of shops of all sorts.  The Cherry Mall not only a shopping superdelux, but a very active social hub where people frequently meet to socialize within the many locations within, the most popular meeting place tends to be the food court where just about anything can be ordered from one of the dozens of food joints surrounding the plethora of tables. 





Treats'n Trinkets

___________________________


Treats'n Trinkets is a hobby shop where on one side of the store you have comic books,  board games,  card games, tabletop roleplaying books, and collectibles.   On the other side of the shop you have all manner of sweets mixing the benefits of a candy shop with that of a bakery.


INVENTORY:
Characters can buy all sorts of hobby items and sweet snacks here.

Light Clay:  Boosts the duration of Light Screen and Reflect to 8 turns instead of 5.  50c.
Shell Bell: Whenever the Pokémon holding it deals damage, it restores 1/8 of the damage dealt as HP.  25c.
Quick Claw: A hold item that gives the holder a 20% chance of going first in its priority bracket and ignores the effects of Trick Room.  25c.
Air Balloon: Gives the holder immunity to Ground-type moves, but pops when the holder is attacked. Indirect damage will not pop the balloon, and neither will Ground-type moves used against the holder. Breaking a holder's Substitute will also pop the balloon. The holder is also not affected by Spikes or Toxic Spikes. The balloon will not work if Gravity is in effect.  25c.

Amulet Coin: A very lucky item that seems to increase the money received after battle if the holder takes part in the battle by 10% per pokemon it faced, the trainer just happens to have more money or feel more generous,  or had more money than they thought they did and accidentally gave some of the excess,  or there was a glitch in the transfer and more money was added than was put in.   Does not stack with Luck Incense or other Amulet Coins. Once the Pokémon has participated in battle while holding it, it cannot be negated; it takes effect even if the holding Pokémon faints or the Amulet Coin is stolen, knocked off, flung, or negated. Stacks with Happy Hour as well as O-Power.   300c

Bright Powder: Increases the pokemon's evasiveness by 10%.  25c.
Destiny Knot:  A trinket said to help one find true love.  If a pokemon holding it becomes infatuated,  the one who induced it also becomes infatuated.  
Float Stone:  An odd trinket that makes a wearer feel lighter,  and indeed,  their weight is reduced by half when holding it.  25c.
Shed Shell:  Allows a wearing pokemon to generate and shed a shell of itself and leave it behind as it converts to energy and returns to it's pokeball,  allowing it to escape trapping moves.  50c.
Smoke Ball:  An orb that generates smoke when activated equivalent to a smoke bomb.  One use every 10 turns.  50c.

Charcoal:  Raises the power of Fire type moves by 20%.   50c.
Dragon Fang:  Raises the power of Dragon type moves by 20%.  50c.
Hard Stone:  Raises the power of Rock type moves by 20%.  50c.
Magnet:  Raises the power of electric type moves by 20%.  50c.
Metal Coat:  Raises the power of steel type moves by 20%.  50c. 
Miracle Seed:  Raises the power of grass type moves by 20%. 50c.
Mystic Water:  Raises the power of water type moves by 20%. 50c.
Never-Melt Ice:  Raises the power of ice type moves by 20%.  50c.
Poison Barb:  Raises the power of poison type moves by 20%.  50c.
Sharp Beak:  Raises the power of flying type moves by 20%.  50c.
Soft Sand:  Raises the power of ground type moves by 20%.  50c.
Spell Tag:  Raises the power of ghost type moves by 20%. 50c.
Twisted spoon:  Raises the power of psychic type moves by 20%.  50c. 

Deep Sea Scale: Doubles Clampearl's defense.   50c.
Deep Sea Tooth:  Doubles Clampearl's special attack.  75c.

King's Rock:  10% chance of making pokemon flinch per attack.  50c.

Light Ball:  Increases the attack and special attack of Pikachu by 50%  50c.

Metal Powder:  Doubles the Defense and Special Defense of an untransformed Ditto.  50c.
Quick Powder:  Doubles the Speed of an untransformed Ditto.  50c.
Heart Powder:  Increases the HP of a Ditto by 50%,  excess HP cannot be healed in battle.   50c.

Leek:  Increases critical hit ratio of Farfetch'd by two stages.  50c.

Lucky Egg:  Increases the amount of EXP gained by the pokemon by 150%  100c.










Poke'Stylze
____________________

Poke'Stylze is a clothing shop for all your fashion needs.




INVENTORY:
Characters can buy all sorts of apparel here,  but not jewelry.  

5-15c
Blue Scarf- Increases the pokemon's beauty.   10c.
Green Scarf- Increases the pokemon's smartness.  10c.
Pink Scarf- Increases the pokemon's cuteness.  10c.
Yellow Scarf- Increases the pokemon's toughness.  10c.
Red Scarf- Increases the pokemon's coolness.  10c.


50-100cc
Silk Scarf- Increases the power of normal type moves by 20%.   50c.
Black Belt- Increases the power of fighting type moves by 20%.  50c.
Black Glasses- Increases the power of Dark type moves by 20%.  50c.
Expert Belt-  Increases the power of super-effective moves by 20% 50c.
Muscle Band- Increases the power of physical moves by 10%.  50c.
Wise Glasses- Increases the power of special moves by 10%. 50c.

Focus Band- There is a 10% chance that when the holder is hit by an attack that would otherwise cause fainting, it can survive with 1 HP. Can also protect against multi-strike moves*, recoil damage, self-inflicted confusion damage, and damage from Future Sight or Doom Desire.

Choice Scarf- Increases the pokemon's speed by 50%, but allows it to use only one of it's moves.  50c.
Choice Specs-  Increases the pokemon's special attack by 50%, but can only use one of it's moves.  50c.
Choice Band-  Increases the pokemon's physical attack by 50%, but can only use one of it's moves.  50c.

Rocky Helmet-  Moves that make contact with the wearer deal 1/6th their HP as recoil damage.  50c.

Focus Sash- If the holder has full HP and is hit by an attack that would otherwise cause fainting, it survives with 1 HP. Can also protect against multi-strike moves*, recoil damage, self-inflicted confusion damage, and damage from Future Sight or Doom Desire. Disappears after use.   100c.







Diva Jewelers
________________________


Diva Jewelers is a top proprietor of gems and precious stones.  Not only do they own many mines of their own,  but they're also the largest distributor,  making very nearly any gem go through them one way or another.    Diva Jewelers is not only just about the jewelry,  but are very popular among trainers for pokemon relevant gems,  such as power gems and evolution stones.

INVENTORY:
At Diva Jewelers,  characters can buy all manner of jewelry to look all fancylike.

Power Gems:  Power Gems are type influenced gems that shatter upon use.  They are color coordinated to their matching type and a pokemon can use them to empower one of their moves.  Doing so increases the move's power by 30%   30c.

Evolution Stones:  Any of the evolution stones can be purchased at Diva Jewelers for 500c.

Link Stone:  Used on a pokemon,  it counts as "Trading" the pokemon.   500c.

Heart Stone:  Used on a pokemon,  it reacts to high levels of trust and friendship between the trainer using the item and the pokemon it's used on to provide the opportunity to evolve.   500c.

Damp Rock:  Lengthens duration of Rain Dance and Drizzle from 5 turns to 8 turns when used by the holder.   50c.
Heat Rock: Lengthens duration of Sunny Day and Drought from 5 turns to 8 turns when used by the holder.  50c.
Icy Rock: Lengthens duration of Hail and Snow Warning from 5 turns to 8 turns when used by the holder.  50c.
Smooth Rock:  Lengthens duration of Sandstorm and Sand Stream from 5 turns to 8 turns when used by the holder.  50c.

Eviolite:  Increases a pokemon's defense and special defense by 50% if it is not fully evolved.   75c.

Mega Key:  1,000c.
See Pokemon Info for details.





Amber Pharmaceuticals. 
_______________________

Amber Pharmaceuticals,  or just Amber Meds,  are the leading creator and distributor of medicine,  particularly for pokemon. They have a powerful grip over trainers and marketing to the point that most don't even consider alternative measures of taking care of their pokemon.   It helps that pokemon aren't disgusted by them.


INVENTORY:
HP UP:  Raises a pokemon's HP by 1.  Can only be used 10x per level,  and 100x per pokemon at maximum.  50c.
Protein:  Raises a pokemon's Attack by 1.  Can only be used 5x per level,  and 50x per pokemon at maximum 50c.
Iron:  Raises a pokemon's Defense by 1.  Can only be used 5x per level, and 50x per pokemon at maximum.  50c.
Calcium:  Raises a pokemon's special attack by 1.  Can only be used 5x per level, and 50x per pokemon at maximum.  50c.
Zinc:  Raises a pokemon's special defense by 1.  Can only be used 5x per level, and 50x per pokemon at maximum. 50c.
Carbos: Raises a pokemon's Speed by 1.  Can only be used 5x per level, and 50x per pokemon at maximum. 50c.
PP UP: Raises the PP/Uses of one of a pokemon's moves by 1/5th it's total.  Can only be used five times on a single move.  50c.
PP MAX:  Raises the PP/Uses of one of a pokemon's moves by 1/2 it's total.  Can only be used once on a pokemon.   75c.

Rare Candy:  A strictly regulated candy made from rare ingredients to begin with.  Raises a pokemon's level by 1.  Limit: 20 purchases per account. 100c.
Booster Shot:  Liquid syrup from the Rare Candy mixture.  The Booster Shot increases a pokemon's level by 2.   Limit: 10 purchases per account. 175c.

X STAT:  A little vial with small capsules within it.  Ingested by a pokemon,  or injected,  the X STAT boosts 1 of it's stats by 1 stage.  Type chosen on purchase.  Lasts until the pokemon is returned,  or 30 minutes.  50c.
X Accuracy:  Similar to the X STAT,  this vial raises one's mental capacity and ability to predict probability and trajectory.  It greatly increases accuracy and ignores all reduction to accuracy until the pokemon is returned or 30 minutes.   75c.  
Dire Hit:  Another X-Stat type item,  this one boosts it's ability to see and detect weakness in an enemy intuitively.  Increases critical hit ratio 1 stage.  50c.
Guard Spec:  Another one,  this one boosts the pokemon's resistances allowing it to resist stat reductions for 10 turns.  25c.

Potion:  A spray that heals a pokemon for 20hp.  5c.
Super Potion:  A spray that heals a pokemon for 50hp.  50c.
Ultra Potion:  A spray that heals a pokemon for 100hp  75c.
Hyper Potion:  A spray that heals a pokemon for 200hp. 100c.
Max Potion:  A spray that fully heals a pokemon.  125c.

Full Restore:  A spray that fully heals all status conditions and HP.  200c.
Full Heal:  A spray that fully heals all status conditions.  75c.
Burn Heal:  A spray that heals burn.  25c
Awakening:  A spray that wakes a pokemon up.  25c.
Antidote:  A spray that heals poisoning.  25c.
Paralyze Heal:  A spray that heals paralysis.  25c.
Ice Heal:  A spray that clears ice.  25c- popular by disgruntled homeowners in the winter-

Revive:  Revives a pokemon to half health.  75c.
Max Revive:  Revives a pokemon to full health no matter how critical the condition.  150c.




Helena Herbs
__________________________

Helena Herbs is a family business that started generations ago run by the woman of the family,  who shared the name Helena.  A very business minded inheritor expanded their family store and began to franchise it out and build up stock.   Today,  Helena Herbs can be found in most major cities and the Cherry Mall has one...  right across from Amber Meds.


INVENTORY:

Consumables:
Berries:  Request a berry and Helena Herbs has it,  or they can order it for you and have it later that day in most cases.  (Prices range from 5c to 500c)

Heal Powder:  Heals all status problems of the pokemon.   50c.
Aloe Leaf:  Heals a pokemon from Burn.  10c.
Hot Pepper:  Makes a pokemon immune to the Frozen condition until returned.  10c.
Java Powder:  Awakens a pokemon and makes it immune to sleeping until returned.  15c.
Nerve Root:  Heals a pokemon of Paralysis.  10c. 
Sting Leaf:  Heals a pokemon of Poison.  10c.

Energy Powder:  Heals a pokemon for 50hp.  30c.
Energy Root:  Heals a pokemon for 200hp.  60c.
Revival Herb:  Heals a pokemon to full HP and revives it.   100c.

Consumable Held Items:
Mental Herb: Removes the effects of infatuation, Taunt, Encore, Torment, Disable, and Cursed Body.   20c.
Power Herb: Allows user to omit first turn of charge-up required moves. Consumed after use. It affects SolarBeam, Skull Bash, Sky Attack, Razor Wind, Fly, Dig, Dive, Bounce, Shadow Force, Freeze Shock, Ice Burn, Phantom Force and Geomancy.   30c.
White Herb: Removes any negative stat changes to holder.  10c
Absorb Bulb:  A one-time use item that raises the holder's Special Attack when hit by a Water-type move.  15c
Luminous Moss: A one-time use item that raises the holder's Special Defense by one stage when hit by an Water-type attack.  15c.
Sticky Barb:  Thrown by the holder,  it sticks to an opponent to damage them each turn by 12.5% of its maximum HP each turn. Does not damage a Pokémon with Magic Guard.  30c.

Non-Consumables:
Big Root:  The HP stolen by HP-draining moves is increased by 30%. It affects the moves Absorb, Mega Drain, Giga Drain, Leech Seed, Leech Life, Dream Eater, Drain Punch, Horn Leech, Draining Kiss, Parabolic Charge, Oblivion Wing—and despite not being HP-stealing moves—Ingrain and Aqua Ring. It does not increase the damage dealt by any of these moves.   75c.

Full Incense:  This incense promotes a feeling of fullness often used to help people control their eating habits.  It also makes a pokemon move slower when they hold it in battle.  15c.
Lax Incense:  This incense promotes smoother reflexes and quicker thought.  Often used by people who need the little edge whether it be in training or in a stressful job.  15c.
Luck Incense:  Burning this incense is said to bring good fortunes. Has the effect of the Amulet Coin.  It's made from ground jewels and gold flakes.  300c.
Odd Incense:  A hippy favorite.  Odd Incense promotes a feeling of vertigo and disconnect,  and can provoke hallucinations.  Often used as a recreational drug and is perfectly legal due to the fact that the effects end as soon as the incense burns out or is closed.    It boosts Psychic types.  30c.
Pure Incense:  A natural alternative to the Repel.  Burning Pure Incense influences wild pokemon,  making them want to leave the area,  reducing wild encounters.   50c.
Rock Incense:  A very stony incense that is described as gravely on the nostrils.  Some find it pleasant,  others don't.  But it boosts the power of Ground types.   30c.
Rose Incense:  A very popular incense,  Rose Incense fills the air with a beautiful aroma.  It boosts grass types.  30c.
Sea Incense:  Also pretty popular in it's own right,  Sea Incense smells like a clean crisp salt-water beach.  Boosts water types.  30c.


Last edited by Sirenapples on Wed Apr 23, 2014 3:53 pm; edited 2 times in total
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Re: Cherry Mall

Post by Chaotic Rumble on Fri Apr 18, 2014 3:45 am

Eggs! Lucky Eggs! I would like to purchase 3 of them!

In total, this should cost 300C
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Re: Cherry Mall

Post by Sirenapples on Fri Apr 18, 2014 4:38 am

Chaotic Rumble wrote:Eggs!  Lucky Eggs!  I would like to purchase 3 of them!

In total, this should cost 300C

Very Well.
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Re: Cherry Mall

Post by Guest on Thu May 01, 2014 4:02 pm

2 potions bought

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Re: Cherry Mall

Post by Sirenapples on Fri May 02, 2014 4:27 am

Copycat wrote:2 potions bought

Done.
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Re: Cherry Mall

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