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xmen rpg - survival of the evolved
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For the first time in years Xavier was unable to hear thoughts around him and shriveled up in a corner in fear of what would happen to him. His comrads had all abandoned him. He had gone into a state of shock while they had taken off and as all possible they had simply not realized he was not behind them. - Excerpt from Charles Xavier Role-play

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Shop

This is an area where you can view to puchase weapons. Everyone has an economic balance. To find out yours go to the budget section of the site to see your current balance. To buy something, click here

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Simple Weapons

Note: Finesse weapons are weapons that use a skill level multiplyers, and Large weapons only have a base amount of damage.


Knife:
Not as thick or as heavy as a dagger. it is small, skinny, and sharp. It can cut just as well as a dagger, but cannot be used as a bashing weapon like the dagger. Not effected by strength multiplyers.
Damage: Doubles your skill level in damage.
Price: 100$

Dagger:
Ancient weapon used in ancient societies to draw a sacrifice of people, or many times used as a weapon of a thief. Not effected by strength multiplyers.
Damage: Triples your skill level in damage.
Price: 150$

Piece of Wood:
It can be a baseball bat, a staff, a 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 35 health points in damage.
Price: 200$

Double-Bladed Dagger:
A dagger with a blade on both sides. Takes much concentration not to stab yourself while in battle.
Damage: Quadruples your skill level in damage.
Price: 500$

Ninja Stars:
Small, incredibly sharp pieces of metal formed into different shapes and easy to throw. Can't be sharpened.
Damage:Quadruples your skill level in damage.
Price: 600$

Whip:
A long cord, typically made of leather, that can be swung and wrapped around an object, used to choke someone, or used to make a small cut from increased friction. Is cut when attemped to wrap around any sword or other blade. Cannot be poisoned, venomed, or sharpened.
Damage:Does five times your skill level in damage.
Price: 750$

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 indestructable. Will return if possible. Cannot be sharpened.
Damage: Does five times your skill level in damage.
Price: 750$

Steel Pole:
Hard steel pole which is nearly impossible to break, difficult to bend, and can transform from a smaller pole to a large pole, for easier transportation. Cannot be poisoned, venomed, or sharpened.
Damage: Does seven times your skill level in damage.
Price: 1,050$

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 seven times your skill level in damage.
Price: 1,050$

War Hammer:
An ancient hammer used by Norwegian Warriors. It takes great strength and skill to weild one. Cannot be poisoned, venomed, or sharpened.
Damage: Does 80 health points in damage.
Price: 1,200$

Sword:
Ancient weapon used in medieval times in all places but Europe. Requires much experience to wield it properly. Can be coated with poison.
Damage: Does six times your skill level in damage.
Price: 1,400$

Katana:
A weapon used in martial arts. Is smaller and thinner than a sword.
Damage: Does seven times your skill level in damage.
Price: 1,500$

Naginata:
A long wooden staff with a metal spear placed at the end used in ancient Japan.
Damage: Does eight times your skill level in damage.
Price: 1,600$

Battle Axe:
Medieval weapon that is a long wooden or metal shaft with two crescent shaped blades atop it. It takes much strength and little skill to use.
Damage: Does 80 health points in damage.
Price: 1,800$

Broadsword:
Ancient weapon used in Europe during medieval times. Is heavy and requires much experience to wield it properly. Must be at least level 5 to purchase or it lowers your attack by one skill level.
Damage: Does 100 health points of damage.
Price: 2,000$

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 indestructable. Cannot be poisoned or venomed.
Damage: Does ten times your skill level in damage.
Price: 2,500$

Nunchaka:
Two thick bars of wood connected by a heavy chain. Unless experienced, it is easy to smack yourself in the head... or other areas. Can only purchase if level 6.
Damage: Does ten times your skill level in damage.
Price: 3,000$

Firearms

Note: Firearms are not effected by any strength modifyers.

Pellet Gun:
The size of a rifle, but with lower power. Shoots only pellets; holds 10 at a time. Cannot be scoped.
Damage: Does 10 health points worth of damage.
Price: 200$

Ballistic Dart Gun:
The size of a handgun. Shoots only poisoned darts, one at a time. Cannot be scoped, but has the effect of poisoning.
Damage: Does 15 health points worth of damage.
Price: 400$

Handgun:
Light firearm which can be carried in one's pocket. It has a cartridge of 20 bullets and requires good aiming skills.
Damage: Does 15 health points worth of damage.
Price: 700$

Cougar Magnum:
Slightly larger than a revolver, and also uses the same technique. It only holds 8 bullets but can break through a bullet proof vest.
Damage: Does 20 health points worth of damage.
Price: 750$

Revolver:
A small, old fashioned gun which shoots six bullets at a time.
Damage: Does 20 health points worth of damage.
Price: 800$

Blaster Carbine:
A weapon slightly larger than a cougar magnum that fires powerful energy blasts instead of bullets.
Damage: Does 30 health points of damage
Price: 800$

Taser:
Short range weapon used to shock a person. A single shock can send a normal person drained of energy, a second shock could kill a normal person. Person hit by taser loses one attack for the turn after they are hit. Cannot be scoped.
Damage: Does 20 health points worth of damage.
Price: 900$

Shotgun:
Simple two barrelled gun, which has a simple aimer on it. Must re-load each time a shot is fired.
Damage: Does 30 health points worth of damage.
Price: 1,000$

Sawed Off Shotgun:
Simple one barrelled gun which has been cut to maximize the spray of bullets. Three shells are fired at a time and must re-load once every five shots.
Damage: Does 45 health points worth of damage.
Price: 1,200$

Crossbow:
An ancient device made of wood and metal, it is designed to be held with both arms, and launches large wooden darts with metal tips.
Damage: Does 50 health points worth of damage.
Price: 1,250$

Short Hand Rapid Fire:
Small firearm which has automatic fire. It is slightly large then the handgun, but contains 50 bullets in a cartridge.
Damage: Does 10 health points of damage per shot; 1 attack equals 5 shots.
Price: 1,400$

Grenade Launcher:
Large weapon which launches and detonates grenades. Holds 8 shots, reload takes up 2 attacks of one post, and it cannot be fired again until the next post.
Damage: Does 50 health points worth of damage.
Price: 1,400$

Tommy Gun:
Automatic machine gun, with a large barrol of 100 bullets in front of it. Commonly used to hit multiple targets at once. Can only target one opponent once per attack.
Damage: Does 15 health points worth of damage to three targets per attack.
Price: 1,700$

Flame-thrower:
A rifle like weapon with a pilot light at the end. It fires highly flamable gas which causes a huge blast of high temperature flames. Cannot be scoped.
Damage: Does 80 health points of damage for three attacks per blast.
Price: 1,900$

Z-Bow:
It looks like an ancient crossbow, but it launches arrows made of pure energy. This advanced prototype weapon can cause serious burns to an opponent.
Damage: Does 90 health points worth of damage.
Price: 1,950$

Tranquilizer Gun:
A hand gun that fires small darts powerful enough to take down any mutant. Cannot be scoped.
Damage: Disables an opponent for two turns.
Price: 2,000$

Laser Rifle:
A high powered energy rifle with advanced laser sighting that fires beams of pure energy.
Damage: Does 200 health points worth of damage.
Price: 3,000$

Disabilizer Gun:
A rifle that fires an energy blast; particularly effective against copiers.
Damage: Disables a copier's power for three turns; does 150 health points to non-copiers.
Price: 3,300$

Sniper Rifle:
A high powered rifle with advanced laser sighting along with armor piercing bullets. Cannot be scoped.
Damage: Inflicts 80 times your skill level in damage.
Price: 3,800$

Armor-Piercing Gun:
A high powered rifle with highly effective armor piercing bullets, that react to armor with more damage. Cannot be scoped.
Damage: Does 100 health points of damage to people with no armor, 150 to people with one suit of armor, 200 to people with two suits, ect.
Price: 4,000$

Hand-held Rocket Launcher:
A large weapon created to battle advanced cyborgs by the United States Government. It inevitably made its way onto the black market and can now be purchased for a large sum. One must be level 6 before purchasing. Cannot be scoped.
Damage: Does 400 health points worth of damage.
Price:
4,500$

Armored Clothing

Metallic Armour:
Although slowing a person down, a person's body will be impossible to hit with bullets. Very strong weaknesses to electricity.
Protection: Adds 100 HP points to a person in combat. Doubles damage from electrical attacks.
Price: 300$

Galaxy-Class Armour:
After centuries of war, a galaxy-class armour was formed by the Alkanians. The Alkanians lathered together gases in a chamber and froze them in a mold, creating a flexible and strong piece of armour.
Protection: Adds 200 HP points to a person in combat.
Price: 400$

Returning Shield:
A shield made of steel that when thrown will always return to the person who threw it. The person throwing it will have strong magnets placed around their hand, so when they throw it, they can activate the magnets to get it back.
Protection: Adds 120 HP points to a person in combat.
Damage: Does 4x your skill level worth of damage.
Price: 600$

Shi'ar Armour:
The Shi'ar wear a uniform armour type that spans across the universe. It is very light and is as effective as four metallic armours. It is extremely light and easy to use in battle.
Protection: Adds 400 HP points to a person in combat.
Price: 650$

Bullet Proof Vest:
Makes a person's chest impervious to being struck by a bullet. Bullets are held in sacks within the vest.
Protection: Adds 300 HP points to a person in combat.
Price: 700$

Kite Shield:
An ancient, primitive shield used in feudal Europe. An "x" of wooden poles is wrapped with hides, wood, or perhaps metal and used only for defense.
Protection: Adds 30x your skill level worth of health points of protection in battle.
Price: 1,450$

Proto-Copy Armour:
This is an experimental piece of armor which decreases the effect of a mutant copier's abilities. Because of its weight, one must be level 4 before purchasing.
Protection: Adds 200 HP points to a person in combat, cuts copier's effect in half.
Price: 2,000$

Galaxy-Class Shock Armour:
After centuries of war, a galaxy-class armour was formed by the Alkanians. The Alkanians lathered together gases in a chamber and froze them in a mold, creating a flexible and strong piece of armour. This armor was improved upon by species warring on the planet of Medusa to be more durable in war.
Protection: Adds 900 HP points to a person in combat.
Price: 2,000$

Shi'ar Trooper Armour:
The Shi'ar wear a uniform armour type that spans across the universe. It is very light and is as effective as four metalic armours. It is extremely light and easy to use in battle. This armor was improved upon by species warring on the planet of Medusa to be more durable in war.
Protection: Adds 1600 health points to a person in combat.
Price: 2,500$

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.
Protection: Adds 1000 HP points to a person in combat.
Effect: Doubles strength in battle.
Price: 2,400$

Energy Kite Shield:
A device which can be held on the forearm. When activated it emits a protective barrier that cannot be broken through unless the energy supply is depleted.
Protection: Adds 1,750 health points of protection in battle.
Price: 3,000$

Advanced Copy Armour:
This is a piece of armor which can block the effect of a mutant copier's abilities. Because of its weight, one must be level 6 before purchasing. Takes 10Hp from the wearer each turn it is in effect.
Protection: Adds 800 HP points to a person in combat; can negate a copying power for 4 attacks, this takes 50 health points from the armor for each use.
Price: 3,500$

Equipment

Hand Grenade:
Hand sized explosive which is detonated by pulling a pin.
Damage: Does 70 health points worth of damage.
Price: 75$/grenade

Dynamite:
Tetranitrade Tetrite, a compound which can be explosive when combined with flame. A single stick is enough to collapse a building. Cannot be thrown.
Damage: Does 95 health points worth of damage.
Price: 90$/stick

Proximity Mine:
A mine that can attach to any non-frictionless surface and explodes when an enemy is near.
Damage: Does 130 health points worth of damage.
Price: 100$/mine

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.
Effect: Does 350 health points worth of damage.
Price: 550$

Poison:
A liquid or powder that cannot be administered orally. It must be administered via a puncture from a sharp object.
Effect: Doubles damage of any weapon it is placed on.
Price: 70$/vial

Venom:
A liquid or powder more potent than normal poison. This is extracted from the deadly serpents of Medusa and concentrated into the above-mentioned form.
Effect: Triples damage of a weapon placed on; does 50 health points for 8 turns after
Price: 550$

Small First Aid Kit:
A small kit that can be taken into battle and be used by non-self healers, which restores a small amount of health points. Can only be used 5 times before exhausted.
Effect: Restores 200 health points per use.
Price: 100$/kit

Large First Aid Kit:
A kit that can be taken into battle and be used by non-self healers, which restores a larger amount of health points. Can only be used 5 times before exhausted.
Effect: Restores 1,000 health points per use.
Price: 500$/kit

Magic Juice:
Medicine created by the Zebra People of the Savage Lands, which can restore MJ during battle.
Effect: Restores 500 mega-joules per use.
Price: 500$/vial

Two-Way Radio:
A two-way radio which can send signals to one another within fifty kilometers of each other.
Price: 30$/radio

Tracer:
A small pad and pin. The pad is used to identify the area of the pin. The pin is planted on a person or thing, and the tracer tells where the pin is. A tracer is useless without at least one pin.
Price: 110$ for tracer, 10$ per pin

Telepathic Enhancer:
A form fitting helmet which increases the telepathic/telekinetic powers of any being who wears it. Is still in early development.
Effect: Triples damage of telepathic/telekinetic attacks.
Price: 900$

Telepathic Dampener:
A form fitting helmet which increases the telepathic/telekinetic resistance powers of any being who wears it. Is still in early development and is a physical drain on the wearer.
Effect: Quadruples defense against telepathic/telekinetic attacks for 4 turns. Takes 175 health points from user to activate it.
Price: 1,200$

Experimental Energy Field Magnifier:
A prototype of a special suit piece that affords no protection but increases the energy output of mutants, aliens, super humans, and any other enhanced creatures.
Effect: Triples damage of energy attacks.
Price: 1,000$

Aircraft

X-Mini Shuttle:
Small, single man, piloted aircraft which is used for transportation only. Is incapable of spaceflight.
Price: 8,000$

Concorde:
Mid-sized and fast plane. Is capable of space flight. Can carry as many as 50 people in it.
Price: 15,000$

B52 Bomber:
Small, single man, piloted aircraft used in war. It loads large bombs which are dropped. Can only carry 8 bombs. Must be landed after the 8 bombs are exhausted.
Damage: Does 150000 health points worth of damage
Price: 8000000$, 1000$/bomb

Boat

Motor Boat:
Roofless boat with a motor on the back which is controlled by hand. Seats two people.
Price: 1,100$

Motor Boat with Machine Guns:
Roofless boat with a motor on the back which is controlled by hand. In front it has two machines guns. Each machine gun has 40 bullet rounds. Seats four people.
Damage: Does 25 health points of damage.
Price: 4,000$

Speed Yacht:
Covered boat which can survive long journeys at sea. Can only travel between areas once every three months. Seats two.
Price:
7,000$

Land Transport

Motorcycle:
A simple vehicle made for a maximum of two riders. Achieves best speeds with one rider however.
Effect: Allows an additional two attacks at the beginning of a battle to each rider.
Price: 1,250$

Jeep:
Two-seated vehicle with ample space for luggage.
Effect: Adds an extra 2000 health points of protection in the first three attacks of a battle, split evenly between each occupant.
Price: 4,000$

Van:
Two-seated vehicle with a large space in the back for cargo or passengers. Can fit a maximum of seven people in at a time.
Protection: Adds 3000 health points of protection; protection is divided evenly among passengers.
Price: 5,500$

Sports Car:
Five seated vehicle used for long distance travels or quick dashes away from an area.
Effect: Adds an extra 1000 health points for the first three attacks of a battle to each occupant. Also gives three additional attacks to driver (not counted in counting for health).
Price: 7,000$

Upgrades

Blade Sharpening Kit:
A cloth and sharpening block that improves the lethality of any blade based weapon. Cannot be used on any weapon based on energy. (ie, energy sword, energy boomerang, etc.) Can only be used once before another must be bought and on large weapons (ie, swords, battle axes). Can only be used a total of twice on any given item.
Effect: Finesse weapons: adds two multipliers onto total (IE. Sharpen a 7x skill level weapon to get a 9x skill level weapon); Large Weapons: adds 20% more damage.
Price: 300$

Counter-weight:
A semi-heavy placed within a hand-held weapon to increase the strength with which it is swung. Can only be used on light weapons, cannot be used with War Hammers, Battle Axes, weapons that have been sharpened with blade kits, or any thrown weapons. Only one per weapon.
Damage: Doubles damage of any weapon placed within; cannot be used in character's first turn in battle.
Price: 1,000$

Scope:
A small cylinder either technologically or manually enhanced to improve aim on firearms.
Damage: Doubles the damage of any firearm placed on; can only be used on one firearm per turn and one firearm at a time.
Price: 300$

Side Mount Machine Gun:
An improvement on the Tommy gun which can be affixed to vehicles only. Can only be used on land vehicles; one to a motorcycle, two to a car or jeep, three to a van. Rendered useless if vehicle's protection is depleted.
Damage: Does 134 health points of damage per round; fires one round each time the trigger is pulled.
Price: 1,500$

Pushbar:
A network of steel bars affixed to the front of a vehicle, in this case to cause damage. Can only be used on jeeps or vans; one per vehicle. Useless if vehicle's protection is depleted.
Damage: Does 190 health points of damage
Price: 2,000$

Rocket Launcher:
Less portable version of the hand held launcher. Can only be used on land vehicles; two to a car, van, or jeep. Half as effective if vehicle's protection is depleted.
Damage: Does 400 health points of damage
Price: 2,200$

Speed Increase:
Incease your Speed Level by one.
Price: 50,000$

Area Transports

Note: A secret transport that will travel to any open area, for a price.

North America to Europe
Price: 3,000$/use
Europe to North America
Price: 1,500$/use
North America to Savage Lands
Price: 1,800$/use
Savage Lands to North America
Price: 2,000$/use
Savage Lands to Europe
Price: 4,000$/use
Europe to Savage Lands
Price: 1,600$/use
North America to Asia
Price: 1,000$/use
Asia to North America
Price: 2,600$/use
Savage Lands to Asia
Price: 1,300$/use
Asia to Savage Lands
Price: 1,700$/use
Europe to Asia
Price: 1,000$/use
Asia to Europe
Price: 1,700$/use

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LAST 5 EVENTS
Medusa: Infestation
North American:The Morlocks Revenge
Savage Lands:The Gathering
Europe: Operation Zero Tolerance
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