[Pharmacy]
Type: City Hospital Perk
Effect 1 (Level 1): +20% effectiveness for survivor medical skills and hideout medical facilities. Increases quality of generated medical supplies.
Effect 2 (Level 2): Daily chance to generate advanced medical supplies and recipes in the ER (50% advanced medical items, 30% injectables, 10% advanced medical recipes, 7% injectable recipes, 3% special medical items).
---
[Accident Prone]
Type: White Tower Park Perk
Effect 1 (Level 1): 25% chance of a daily random event.
Effect 2 (Level 2): Chance to attract wandering merchants.
---
[Flea Market]
Type: Sparrow City Trading Center Perk
Effect 1 (Level 1): Establishes a Flea Market accessible to all players. Trading can be conducted anonymously or with real names, using Apocalypse Coins and Calamity Coins. Survivor can set user permissions. (Requires activation.)
Effect 2 (Level 2): A 5% transaction fee is applied to all trades. Survivor can adjust the fee (0-10%) and add a supplementary rule. Fees are converted to Apocalypse Coins at a 100,000:1 ratio.
Stolen content alert: this content belongs on Royal Road. Report any occurrences.
Note: Requires 5,000,000 Apocalypse Coins and 1 Calamity Coin as startup capital.
---
[Flight Card / Change Direction Card / Remote Control Card / Hold Card]
Type: Monopoly Item Card
Effect: (As described in previous chapter)
---
After reviewing the Super Monopoly update, Thomas’s jaw hung open. “Holy shit… this is insane! How can I lose?!” The sheer power of the new features sent a surge of adrenaline and dopamine through him.
Intrigued by the Flea Market, he opened his panel. A new tab had appeared beside the World and Regional channels. It was currently inactive, visible only to him. “Wow… this perk adds a whole new feature to the game interface.”
The Flea Market panel was simple and intuitive, with clear Search, Buy, and Sell options. An item directory categorized goods into dozens of categories: weapons, armor, food, drinks, building materials, electronics, and more.
He quickly grasped the mechanics. He could list items for sale at a fixed price or auction, and transactions would complete automatically, without requiring his constant presence. The transaction fee would be deducted automatically.
A “Management” tab offered further control. He could add a supplementary rule and adjust transaction fees for specific individuals, up to a maximum of 10%. “Economic sanctions and tariffs!” he thought, realizing the potential for strategic manipulation.
He searched for Sandy, Dash, and Liam. All three were still alive. With a smirk, he set their transaction fees to the maximum 10%. He hadn’t forgotten their earlier encounter. If he couldn’t confront them directly, he’d bleed them dry with fees. Everyone else would be subject to the standard 5%.
After some thought, he drafted a supplementary rule: “Listed items cannot be withdrawn within 24 hours. Withdrawal within 24 hours incurs a 10% penalty based on the item’s average market value.” This would discourage using the Flea Market as a temporary storage space. He wouldn’t mind if people paid for the privilege, though.
He decided against activating the Flea Market immediately. He needed more time to prepare.
Finally, he activated the three survivor perks: Levy I, Forced Requisition I, and Strong-Arm I. The next moment, he froze.