wildestmods: (kodama)
wildestmods ([personal profile] wildestmods) wrote2021-08-17 07:22 pm

ITEM RNG LIST


ITEM RNG LIST


Those who receive item rewards can just RNG a reward based on the honor system. They need to notify the mods of what item they rolled during AC but it doesn't need to be approved.

Mod Note: When your character touches an item for the first time they will gain instinctual knowledge of how it works. Items can be used on other characters if the owner opts to do so, or willingly gives the item to someone else, but will not work if stolen.

1 - Invisibility Potion. 1 time use, works for 5 minutes. Rather than being in a glass vial or something from a fantasy story, the potion is a bright color and in one of those wax candy bottles where you bite off the top and drink the flavored sugar water inside. This item provides complete invisibility for 5 minutes. This also includes providing an aura of total silence and masks their scent, blocks vision that can see infrared, etc.

2 - Wax fruit of nourishment. 1 time use. Small wax fruits a character can eat that gives the character 1 day of complete nourishment. If this is for a character that eats normal food, it'll provide protein, carbs, vitamins, the works, enough to bring them to absolute full health. If this is for a creature like a vampire that feeds less often, it'll provide them as much nourishment as one full meal would normally. It looks, feels, and tastes 100% like wax. Only the original character that received this can use it but they can feed it to someone else. They just can't hand it to someone else's possession and have them use it.

3 - Tidepod of refreshment. 1 time use. A small colorful pod that looks like a washing machine detergent pod. It dissolves on the tongue in a burst of juice and gives the character 3 days of complete hydration. It doesn't make them need to pee more, they just feel hydrated that whole time without needing to drink. Alarmingly, it does taste a bit soapy, though other actual fruit flavors can be detected.

4 - Potion of Bathing. 1 time use. A potion in a small blue stoppered glass bottle that, when poured on the head, creates an effervescent bubbly effect over the body that provides a full bath and cleans their clothes and makes them downy fresh. (It can also get rid of pests like fleas.) They are left totally dry afterward. However, this can be used in unconventional ways to restore broken or dirty things back to their original form, such as being poured over a broken vent opening to hide that someone broke it to sneak inside. It can even effect an area the size of a small room if poured on the floor, to clean up a post-rager sized mess.

5 - Phoenix Down. 1 time use. A golden feather that, when placed on someone's chest can provide the effect of a shot of adrenaline or smelling salts to revive them back to consciousness, for use when they've suffered pain, shock, or injuries that have rendered them unconscious. This cannot be used when someone has had a serious head injury but can be used if the head injury is minor and they would likely have regained consciousness naturally (eventually). The head injury will still cause effects like dizziness but they'll able to remain conscious. This can revive an injured person from shock the way a shot of adrenaline could, but cannot stave off shock permanently, the person still would need the source of the trauma treated.

6 - Instrument of illusions. 1 time use. A small harmonica, that when played will create an illusion that will take the form of whatever its user wants. This illusion can be of absolutely anything but is not physically tangible. The user can control who sees the illusion or sees through it, to allow allies to see through it. To those who can see through it, they can see ephemeral outlines of the illusion. The illusions are based on concentration rather than skill with the instrument, but those who are allowed to see through the illusion can hear the music and might be annoyed if it's really bad. The user can only pause playing for one minute before the illusion disappears so they cannot pause for very long while playing. The illusion will last as long as the user plays the harmonica. After its use, the item will shatter and become unusable.

7 - Pipe of Smoke Monsters. 1 time use. A pipe that lights itself. When smoked, it creates a single monster that can that can attack enemies for 1 minute. This monster can take whatever form the user wants. This smoke monster can cause physical damage but is relatively weak in nature, creating attacks only slightly stronger than the average human can do. However because it's made of smoke, it cannot be easily defeated by whoever it's attacking. This item can only be used by whoever received it first.

8 - Perfume of Bewitching. 1 time use. A small vial of perfume that can only be applied once. Provides 5 minutes of upped charisma to anyone that smells it and is aromatic enough to provide this effect to most individuals in line of sight. It is powerful enough to even convince enemies to not attack and go away, but this will wear off within the five minutes. Someone must have a sense of smell to be affected.

9 - Wand of pyrotechnics. 1 time use. A small wand of gnarled brown wood that creates a distracting multi-colored fireworks display in an area about ten feet across. These explosions are painfully loud and can create minor burn damage like real fireworks. Great for distractions or disorienting enemies. The wand can be pointed at a specific direction to avoid friendly fire. Once activated, it can be left in that area to shoot fireworks as its wielder runs away.

10 - Chattering teeth. 1 time use. When these toy chattered teeth are wound up and placed on the floor, anyone that can hear the chattering will laugh uncontrollably for five minutes, hard enough to possibly fall on the floor or cry. Good for disabling enemies or allowing for quick escapes. Allies and the user are immune.

11 - Organic aloe of healing. 1 time use. A small squeeze bottle of what looks, feels, and smells like aloe vera. The bottle notes that it is an organic, all-natural product, useful for the natural healing of wounds or illnesses. When poured on a wound or part of a body containing an ailment (such as someone's chest when they have a respiratory ailment) it causes moderate healing. Moderate illnesses (such as pneumonia) or moderate wounds (such as more severe cuts, broken bones) can heal close to completely. If the illness or wounds are more severe (such as a deep stab wound in a vital area), the spell can make these wounds mostly healed but capable of breaking open again if the healed character exerts themselves too much.

12 - Hand of Glory: 1 time use. The dried and preserved hand of a thief killed by hanging with a small candle accompanying it. The candle self-lights when placed in the hand, and if it doesn't get blown out, it can last for 5 minutes. While lit, enemies within line of sight find themselves partly paralyzed and their movement is severely slowed down, making it easier to attack them or pass by. After the candle burns out or is blown out, the hand shrivels and cannot be used again.

13 - Poison antidote. 1 time use. A small 3 oz bottle labeled as syrup of ipecac. When drunk, it will cure the character of being poisoned and can work on almost every poison, including venomous bites, in a way real syrup of ipecac would not. The person will be slightly dizzy afterward, but fine, and poisoned wounds can start to heal normally. The antidote cannot be split among multiple people, someone must drink the whole bottle. The downside of the antidote is it makes the person throw up all the poison, somehow even siphoning it from the bloodstream or wounds in the limbs. This does not work on wounds poisoned by Nazgul or shards of Morgul-blades.

14 - Pick 'em Up Juice. 1 time use. A small 3 oz metal can of Red Bull. When drunk, it will cure the character of exhaustion, including restoring someone to complete rest if they're tired from the strain of using their magic or powers. For characters that are already rested, it creates both the positive and negative effects of drinking 5 energy drinks in a row. They will find they are wired and jittery, but have better focus, concentration, and ability to stay awake.

15 - Mirror of Narcissism. 1 time use. A small plastic compact mirror. When thrown at enemies (or npcs) it causes up to five enemies to be drawn to where it lands on the ground so they can admire themselves. They will fight each other over who gets to look into it. The effect lasts for 5 minutes. The mirror shatters and no longer works after one use.

16 - Portable dance party. 1 time use. A small circular spherical ball that lights up with multicolored lights when activated. When rolled on the floor, everyone around it will be compelled to dance and follow the ball wherever it rolls. The effect keeps them trapped there, dancing, for 5 minutes, before it burns out permanently. The user and their allies will also be forced to dance but will find they can at least dance away out of hearing range so the spell stops for them.

17 - Luck talisman. 1 time use. A gaudy-looking, pink lucky rabbit's foot. When kissed, it can provide 15 minute periods of supernatural good luck, where events will run in the character's favor to a supernatural degree. This cannot cause the impossible to happen, but can cause the improbable to happen at a good time, like an enemy's crossbow string breaking or two enemies accidentally running into each other and knocking each other out. After use, it will be a mundane rabbit's foot.

18 - Scrying necklace. 1 time use. A golden necklace with a blue crystal on the end. This item can be used to locate what the user is looking for. Useful if trying to find someone or something important on a mission. The person has to have the specific person, place, or item in mind while using. After the target is found, the crystal shatters, rendering it useless.

19 - Hat of vermin. 1 time use. A snazzy top hat that can summon a small flurry of pests that can be directed at a small crowd of enemies. Pests include: rats, spiders, locusts, ants (plain or fire ants), frogs, or bats. The character can pick which type of pest or multiple ones. The hat must be on the person's head when they summon the pests and they must take it off quickly or else the pets will start pouring on the individual wearing it. After one use, the hat grows giant spider legs, runs away, and can no longer be used. The hat folds up flat for easy transport in someone's pack.

20 - Stopwatch. 1 time use. A very powerful stop watch that stops time. When activated, it allows the user to freeze time around them for 2 minutes. During the time freeze, they can manipulate people and objects around them however they please, allowing them to kill enemies, push arrows off course so they avoid allies, take weapons from enemies, etc. The item freezes the immediate area around the character (ie everything within line of sight.) To those around them, the changes will simply appear instantly. (Players should plan these changes with others the same way they would avoid godmoding with any other spell or action.) Only the wielder of the stop watch will be free to move while time is frozen, allies will be frozen too. Turns into a normal stopwatch after 1 use.

21 - False idol. 1 time use. A small amorphous golden statuette that changes to the likeness of the user (but in the pose and clothes of a Greek God) when they rub the top of its head. It causes the user to be worshipped as a god by anyone they talk to for a 5 minutes, allowing them to exploit enemies and friendly npcs alike. Most allies will be immune to the effect, but some can be susceptible if their players want to play with some comedy. Can have negative effects if the people near the person has particular beliefs regarding gods, such as religious beliefs making them think people should be sacrificed for the character.

22 - Clarifying Flask of Clairvoyance. 1 time use. A clear alcohol flask with a clear liquid inside with a slight bite to it that tastes a little like vodka. Allows a 5 minute period of seeing actions happen 5 seconds ahead during a fight, allowing the user to anticipate attacks. They must drink the whole flask for it to work. Players should coordinate with other players in the thread on what events they see ahead of time.

23 - Bag of holding hands. Permanent item. This is a bag of holding. You can put anything into it that can fit through the small opening of a typical messenger bag. It can hold up to 50 pounds of weight and only feel like you're carrying about 5 pounds. The straps are such that it can be carried as a messenger bag or backpack based on preference. There is no limit to what you can put in beyond the fact it must fit in a typical messenger back opening, but plants or animals will die once placed inside, meat or vegetables will rot, and even dried meat or fruit will go bad faster than usual, making it better for non-perishable items like weapons, books, small magic items, etc.

The only uncomfortable part of the bag is that whenever the character reaches in to place something in it or pull something out, a sweaty disembodied hand tries to hold their hand for a few seconds. This hand will not pull them in or try to hurt them, just make them vaguely uncomfortable. The hand doesn't want to cause harm and just seems lonely maybe. The character cannot move fast enough to avoid the hand but usually only has to hold it for 2-3 seconds for it to let go (sometimes with a light pat on their own hand). The bag cannot be given to someone other than the character that received it, but the character can stash it places to hide that it exists and doesn't have to carry it everywhere.

24 - Cloak of Billowing. Permanent item. A well-made cloak that shimmers slightly and seems to take on different natural colors based on surroundings, to look black, green, grey, or sand-colored based on need. It is warm and allows for very good camouflage in the wild. While this doesn't confer pure invisibility, the effect is better than real-world camoflage. Upon command, the cloak will also billow in a dramatic fashion, and magically make the wearer look slightly more heroic, good-looking, and impressive. This will automatically up their charisma with npcs, either making them look more intimidating to enemies or more trustworthy to good npcs.

25 - Dapper Jacket of Fashionability. Permanent item. Though it starts out an ugly denim jacket, it will will transform to look more or less fashionable and take on different styles, based on mental command. When it changes, the character's other clothes will change in form to match. This can allow a character to disguise themselves so they can infiltrate an area and look like they belong there. This is not just an illusion effect, as their clothes will change actual form, however removal of the jacket will make them change back to their original form. This effect cannot create armor out of clothes, just clothes out of clothes, or clothes out of armor.

26 - Gloves of Telekinesis. 1 time use. When these black fingerless, leather gloves are put on, they give the user very powerful telekinesis for five minutes, enough to lift 1 ton and powerful enough to trash a whole room of enemies in a poltergeist-like flurry of damage. The telekinesis is difficult to control, mostly just causing chaotic damage but completely skirts around allies so they can't be hurt directly or by debris. After the gloves have been used once, they turn into normal fingerless gloves that look pretty rad.

27 - The Orb of the Two Masters. 1 time use. Throwing this orb will summon two massive long dragons, one blue and one red, who will attack the enemy the wielder is facing with massive blasts of fire. The person who tosses the orb must only use it at a time when they're trying to do the right thing and fight an enemy that's evil. If they try to summon them to perform an evil act or to hurt an innocent person, the dragons will sense this and turn on the orb wielder and destroy them.

They are proud creatures and will only help once, for a very short time, before leaving. They can be summoned at almost any time (the mods will provide limitations the rare times they can't) and in almost any place, as they come forth from a portal created by the orb. However, it is recommended that they only be summoned in a space large enough for them, with proper means of escape, so they don't accidentally hurt the good guys in their efforts to get free when their attack is over.

The orb will shatter and disappear when the portal is created from it, allowing only one use.

28 - Coin of the Psi-Hawk. 1 time use. This large, bronze coin has the image of a hawk engraved in it. When three to five people touch and focus on it, it creates an avatar possessing all of their combined powers and working to fulfill the goal of the majority of the group. The avatar lasts for only thirty seconds, after which the coin will tarnish and be unusable.

29 - Engaging Ring. Permanent. A platinum and gold engagement ring with a tasteful gemstone of the owner’s choice. Twisting the ring diamond inward transforms the ring into a small, diamond dagger with a band just under the guard. The sword fits in the owner's hand perfectly. Twisting the band on the dagger handle transforms it back into a ring.

30 - Hero's Bangle. Permanent. This bangle, when worn, grants the wearer the ability to lift another two hundred pounds with ease. This can be increased further, as the owner desires, to five hundred pounds of increased lifting strength, but after doing so they are stricken with crippling hunger that leaves them unable to function easily. It's as if they haven't eaten for three days and they need a full meal as soon as possible. This limits the bangle's use to about once a day.

31 - Ring of the Schwartz. Permanent. A tacky golden ring with diamonds set into an S-shape on it. It offers limited telekinesis and, when the user focuses, can create a magical energy blade that can cut through wood (but not metal). Not everyone has a Schwartz as large and powerful as the next guy, but don’t let that discourage you. After all, it’s how you use it that counts. Can be used for 10 minutes one, time a day.

32 - Breakfast Bowl. Permanent. This is a normal wooden bowl. When tapped on the side, it fills up with porridge of the most perfect texture and temperature. It only does so three times a day.

33 - Bridle of Taming. Permanent. When the owner forces this bridle into a creature's mouth, it instantly becomes tame and obeys any command given to it, so long as the command is within its power. This only works on animals, not humans or other sentient people.

34 - Candle of Brilliance. Permanent. This candle gives off light as bright as the owner wishes it to. It stays lit, even underwater, until the owner wishes it to extinguish itself. There's about six hours of light left in this candle.

35 - Cartographer's Amulet. Permanent. Constructed from a huge flawless jacinth, is cut into a lens-shaped disk 6 inches in diameter and 1/2 inch thick. It has a platinum setting and chain. Twelve diamond chips are placed at 30° intervals on the left side of the setting and a single rune surrounds the top chip. Once every three days, it will show a scale map of the surrounding area. The map remains for ten minutes. The area covered can be adjusted from 30 feet to 30 miles, but is always centered on the amulet. It will not show secret rooms or passages unless the user is aware of them, but will show passageways that have no covering hiding them. Up to four people or objects that the user has personally seen can be located with this map, provided they're within range.

36 - Carving of Restful Sleep. 1 time use. This palm-sized carving depicts a peaceful pastoral scene with a number of sheep grazing in a field while two shepherds doze under a tree. When pointed towards an enemy, a number of giant rams fly out of it and charge until the victim is unconscious. They then disappear.

37 - Coal of Warmth. Permanent. This coal is roughly two inches square and an inch thick. It stays at a constant 100 degrees Fahrenheit, regardless of its surroundings. Great for warming hands.

38 - Cats' Eye Glasses of Cuteness. Permanent. Glasses that give the owner perfect vision. Once per day, they can activate their enchantment, allowing them to assume a cat-like aura of cuteness and helplessness, forcing all who meet their gaze to stop, lose their train of thought, and go "aaw." The effect lasts 10 minutes.

39 - Cool Shades. Permanent. These sunglasses are normal sunglasses, except that the owner can withstand extreme heat (+100 degree F) as if they were in the air conditioning as long as these are worn. It's best not to wear them in cold or average weather, however.

40 - Discontent. Permanent. This tent folds up enough to fit into a box of matches. When set up, it will have enough room for two people, provided they don't mind being a little close. The bad part comes in when their dreams are displayed on the outer walls for anyone to see.

41 - Eye Charm. Permanent. This charm, an obsidian disc placed over an eye, will enable the user to see perfectly in the dark and also see the invisible. After an hour, it clears up and becomes simple glass, totally powerless. Can be used 2X a day.

42 - Familiar Recorder. Permanent. This plastic recorder, when played properly, will generate three hand-sized cakes of nourishing elven lembas per day.
35 -- Fantasy: This hand fan, when held to cover the owner's gaze of someone, allows them to see the fantasies of that person.

43 - Fingerbone Necklace. Permanent. This necklace, made from small bones strung together, allows the wearer the ability to slip into the spirit world for a single minute. Travelling through it at thrice their usual speed, they can bypass nearly any physical obstacle, and get a view of the spirit world in the surrounding area.

44 - Friendship Bracelets. Permanent. This pack of five cheap-looking bracelets have a metal plate on each one. They must be handed to people the owner genuinely considers friends or people with whom claiming friendship with would provide social bonuses. After swiping a finger over the metal plate and saying that friend’s name, their name will appear on the bracelet and the wearer will know their approximate location.

45 - Goose Charm. Permanent. This charm, when placed on the ground, will become a goose. When pointed at a target, it will seek out the best way to harass, intimidate, and cause trouble for that target over the course of the next hour.

46 - Green Mist Pill. 1 time use. This pill, when swallowed, will stay in the consumer’s throat for 4 hours. If the throat is rubbed, the pill activates. The consumer will then be able to spit a small cloud of poisonous mist into the face of a single opponent, causing intense discomfort and obscuring their vision.

47 - Healing Crystal. Permanent. When in an area with good vibes, placing this crystal on the chest of an injured person can heal several minor or one or two serious injuries over a period of hours. It will glow green during this process, then stop glowing when it's done providing healing. Can be used on one patient a day. It can't be split between patients or the healing on the first patient will be undone.

48 - Heavenly Orb. This small glass sphere, when thrown, will hang in the air and produce sunlight for the next hour. Can be used 2X a day.

49 - Highwayman’s Bandolier. Permanent. A wide leather belt that, depending on the preferences of the owner, has six slots that can be filled with various items, from magical items, to flasks, to daggers. When desired, the items instantly appear in the wearer’s hands, set and ready for use.

50 - Huggable Bear. Permanent. This huggable, lovable stuffed magical bear is made of white ermine. It sports an onyx nose, sapphire eyes, and is stuffed with down. When the owner sleeps with the bear in their arms, they create a ten foot psychic sphere that banishes bad dreams, prevents psychic abilities from working, helps injuries heal faster, provides perfect comfort even in the worst environments, and makes any sleep twice as refreshing as normal. The healing can heal serious injuries overnight but only for one person. The bear is as large as a small pillow when someone is settled in for sleep but shrinks to the size of a fist for easy carrying.

51 - Incense of Incensing. Reusable. This incense stick, when burned, will cause the inhabitants to become irritable and prone to violence, just looking for an excuse to unleash their anger. It can do this for an area the size of a small room. The level of fury depends on how long they've been breathing it in. The owner and their allies are immune. The stick can be snuffed out and reused until it completely burns down.

52 - Incense of Tranquility. Reusable. This incense stick, when burned, will cause the inhabitants to feel soothed and minor wounds to recover. The level of calmness and amount of healing depends on how long they've been breathing it in. The owner is immune to the mood-altering effects, but not the healing. The stick can be snuffed out and reused until it completely burns down.

53 - Index of Alexandria. Permanent. This small dusty tome contains an old-style library index of every publication in a fifty mile radius. It lists title, date written, authors, a brief summary, and the nearest location of the work in question. This includes sources of oral storytelling. For instance, if someone has memorized an entire epic poem, that would be included. If the Index is offered blood, gems, or gold by the user, it will reveal the full text of that work within its own pages for three days.

54 - Instant Meal Pill: Ramen Packet. A packet of 3 pills.This meal requires a bowl and a cup of hot water. The packet comes with three pills. By dropping one pill into there, it becomes a bowl of steaming hot pork ramen, enough for one person. Two if they don't mind a small meal. Eating it makes their hair and clothing as expressive as a Ghibli character's for the next 48 hours.

55 - Iron Fan. Reusable, up to 5X. This small metallic fan will, when waved, create a small tornado that is powerful enough to extinguish flames about the size of a bonfire, or to knock a person down. The tornado is, however, is difficult to control. It takes great concentration to avoid it causing unwanted damage.

56 - Ivy Laurel. Permanent. The owner of this crown made of twisted ivy vines can speak to plants. Granted, plants aren't the most intelligent things around, but you can't blame them for that. Luckily, it also offers control over them for short bursts (5-10 minutes). Can be used 3X a day.

57 - Keanu’s Reply. 1 time use. This small glass marble, when thrown to strike at an enemy, will take their breath away and keep them from breathing in for several minutes

58 - Light Bow. Permanent. This rod expands to a crystalline bow that fires arrows of solid light, that can harm or repulse unholy creatures. It only has energy for ten shots, and it recovers energy at a rate of one shot per hour.

59 - Mask of the Hornet. Permanent. This green eye mask confers to the wearer immunity to all unnatural sleep and poison effect, and transforms the wearer's presence into one terrifying for weak-willed enemies, like orcs.

60 - Mercurial Mantle. Permanent. A loose garment, much like an overcoat. Once, and only once, the wearer can transform their body into liquid mercury, pushing themselves through physical obstacles that the metal itself could pass through. This transformation lasts for ten minutes. It can be used 1x a day.

61 - Mesmerizing Lipstick. Permanent. This lipstick, of any color chosen by the applicator, keeps its magic for one hour, or until used, after application. Kissing someone, not necessarily on the lips, will entrance them for one hour, making the subject view the wearer as a charming and fascinating friend, worthy of trust. They won’t act against the user, but they also won’t accept everything as gospel.

62 - Monkey’s Staff. Reusable. This fighting staff can shrink to the size of a toothpick or grow to lengths of up to 50 feet before it becomes too unwieldy to use. It can expand or retract a total of 10 times.

63 - Monocle of Might. Permanent. Wearing this monocle gives someone a proper handlebar mustache and arms that could pull the legs off a donkey, as well as the endurance of a bull. However, this only lasts as long as they act like a true gentleman. Any action they take that might be construed as having Bad Form makes them lose the Monocle. Usable for 15 minutes, once a day.

64 - Necklace of Bones. Permanent. This light bone necklace renders the wearer invisible to the undead or spirits.

65 - Nightcap. Wearing this nightcap allows the owner to summon their desired nightcap, of any alcoholic content, for themselves and up to three other people, once per night.

66 - Nik-O-Lok. Permanent. This slotted lock, when placed next to a door, will keep it locked until someone pays a nickel (or the local equivalent) to have it open. However, it doesn’t deign to mention this for anyone not already in the know and it requires exact change. If it's an entrance that has no door, a thick, wooden door appears there. Fantastic for barricading a door to keep enemies out or locking someone up.

67 - Pathfinding Fork: Reusable. When tossed into the air at a fork in a path, it will land with its tines pointing towards either the most dangerous, safest, shortest, or longest route, as desired by the owner. Can be used 2X before rusting and becoming a normal fork.

68 - Pearl of Wisdom. Permanent. Once per day, the pearl can be consulted for advice. It won’t offer a clear 'yes' or 'no' answer, but it will tell a brief story or saying that has something to do with the answer sought.

69 - Protective Pouch. Permanent. The 90s are back, baby. Any item stored within this fanny pack is protected from any damage short of a sledgehammer blow. It's also waterproof, fireproof, and maintains an even temperature, good for transporting valuable or sensitive items like magical items or healing herbs.

70 - Purple Prattle Candle. Reusable. Ten minutes of exposure to this small, lavender-scented candle forces the victim who breathes in its scent to tell the truth to a single question. This candle has roughly 1 hour of burn time left.

71 - Giggle Gas. 1 time use. When this orb is thrown on the ground and broken, an orange gas is released that causes enemies immediately around the person to laugh uncontrollably for five minutes, hard enough to possibly fall on the floor or cry. Good for disabling enemies or allowing for quick escapes. Allies and the user are immune.

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