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Racial Abilities: Saiyans and Tsufuru-jin - Printable Version +- CDBZ Archive (http://alex.zulenka.com) +-- Forum: LEGENDS - Archived Forums (http://alex.zulenka.com/forumdisplay.php?fid=146) +--- Forum: Turnover Q&A (http://alex.zulenka.com/forumdisplay.php?fid=192) +--- Thread: Racial Abilities: Saiyans and Tsufuru-jin (/showthread.php?tid=38961) |
Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 Saiyans Frenzy Though saiyans are prone to bursts of intense, uncontrolled rage, they can unconsciously tap into otherwise dorment strengths. This ability gives saiyans a boost to their power while in a Berserk state. XP Cost: 20 Effects -While berserk: +5 Str -While berserk: +5 Con -While berserk: +Fighting Ability False Moon By carefully weaving and honing their ki, saiyans can create a ball of energy that almost perfectly simulates a full moon. This allows them to transform into their powerful Oosaru forms. XP Cost: 10 Effects -Can create a false moon Regrowth If a saiyan finds their tail cut off during a fight, it will remove their ability to transform into an Oosaru permanently. Unless their tail grows back, that is. XP Cost: 25 Effects -Can grow back tail over time Iron Tail By nature, the tail of a saiyan is incredibly sensetive and acts as something of a weak-point. When pulled, or gripped tightly by the tail, a saiyan will seize up, finding themselves practically paralysed. Careful training can remove this natural weak-spot, though. XP Cost: 30 Effects -Remove tail weakness Racial Abilities: Saiyans and Tsufuru-jin - Talys - 04-21-2007 In addition to these there will be a mess of non-racial skills right? If that's this case then this is very well done. Racial Abilities: Saiyans and Tsufuru-jin - Bojack - 04-21-2007 Quote:-While berserk: +Fighting Ability By how much? Racial Abilities: Saiyans and Tsufuru-jin - Talys - 04-21-2007 Quote:Originally posted by Bido My guess is just more of an RP advantage. Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 Quote:Originally posted by ep1c Correct. All of the techniques that exist in Chubbs now will still be around in one form or another. Some of them might be changed to racial abilities, some might only be learnable through a sensei, but they'll still be there. We're also expanding the list of "Common" abilities that people can learn. We've spent significantly more time working on the racial abilities instead of the common abilities, though. Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 Quote:Originally posted by Bido Undecided at this point. Not a huge amount, though. And note that Frenzy does not give control over a berserk saiyan. Racial Abilities: Saiyans and Tsufuru-jin - Bojack - 04-21-2007 How well will people be able to take advantage of a Saiyan that doesn't have Iron Tail? Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 That's a tricky one. Its just one of those things that needs to be watched for god-moding. We expect people to be able to RP fights and spars appropriately. If there's a constant, unending string of people god-moding against saiyans without Iron Tail, then we may just take it out and say that no saiyans have that weakness anymore. Just one of those things we'll be watching for and playing by ear. Racial Abilities: Saiyans and Tsufuru-jin - Old Zangya - 04-21-2007 Bah, like I predicted, Saiyan abilities = predicable. Post at least one more!!!
Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 Tsufuru-jin Technomancer Lowers the cost of all "Tech" abilities. XP Cost: 30 Effects - -% cost for "Tech" Artillery Expert Lowers the cost of all "Shell" abilities. XP Cost: 30 Effects - -% cost for "Shell" Haggling As a people the frequent suppliers of technology, most Tsufuru-jin learn to chew the fat with just about anyone and everyone who can get them the supplies they need at a cheaper cost. Most shopkeepers are willing to cut a deal with those that are willing to relieve them of their boredom for a few minutes. XP Cost: 55 Effects - 10% zeni discount on items (Note: "basic supplies" is an item that will need to be added to the shop.) Tech: Stasis Field Using a batch of basic supplies, a Tsufuru-jin can whip up a small stasis generator mid-combat. This generator projects a wide stasis field that prevents anyone from entering or exiting it. XP Cost: 60 Effects -Stasis field Tech: Flashbang A great tool for escaping from an opponent or turning the tides of combat, a flashbang grenade explodes with a brilliant flash of light and a disorienting burst of sound. The combination is enough to stall even the most stalwart opponents, and is especially effective against Namekians and Arlians, who have heightened senses. Creating this item requires a set of basic supplies. XP Cost: 25 Effects -Disorienting grenade Tech: Saiba-mech A small, mechanical saibaman to do the bidding of its creator. Though limited in functionality, this little guy still packs a decent punch. Its limited power supply means that it will only stay active for about an hour. XP Cost: 75 Effects -Saibaman Tech: Proximity Alarm A small, unassuming device that warns its wearer when someone is closing in on them. Though very useful for protecting yourself from ambushes, this device is incapable of distinguishing between friend or foe. XP Cost: 30 Tech: Cloaking Device Sneaking up on someone has never been easier. Given the small stature of a Tsufuru-jin, a powerful cloaking field can be created to almost perfectful hide their physical appearance as well as their ki. This device can last for roughly an hour of sustained use. XP Cost: 100 (note: items "arm cannon" and "shell casing" needs to be added to the shop.) Shell: Anti-grav After striking an object, an anti-grav shell projects a powerful gravity field. This field inhibits a warrior's abilty to fly, which can be a serious disadvantage during combat. XP Cost: 40 Shell: Anti-personnel Round This powerful slug can be far more lethal than any ki blast. XP Cost: 60 Shell: Shield Breaker An amazingly useful tool, a shield breaker shell can punch a hole in any stasis field. XP Cost: 30 Shell: Tracer The end of this shell of covered by a powerful adhesive. Once stuck to an object, it emits a small pulse that can be picked up by scouters. It can last about an hour before running out of power. XP Cost: 30 Shell: Ki Chaff This delayed-explosive shell scatters small bits of metal covered in a special polymere that can actually reflect ki signatures. This Chaff can make it almost impossible to track ki with any amount of accuracy, be it via an ability like ki sense or a scouter. XP Cost: 40 Shell: Incendiary Round This shell releases a powerful explosion upon impact. XP Cost: 45 Shell: Vortex Round In addition to being crafted with extreme care, the vortex round requires a charge of ki. Upon striking an object, the ki charge ?detonates? and deteriorates the ki of whatever it strikes. Though practically useless against inanimate objects, striking another fighter with this shell can severly hamper their fighting abilities. XP Cost: 45 Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 Technomancer and Artillery Expert might see some changes before Turnover. Racial Abilities: Saiyans and Tsufuru-jin - Bojack - 04-21-2007 That's more like it. /erection Racial Abilities: Saiyans and Tsufuru-jin - Grandpa Gohan - 04-21-2007 O.o Reminds me of Gnomes from WoW. Despite how I like it, I'm still going for changeling P= Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 Quote:Originally posted by Grandpa Gohan Really? How so? Racial Abilities: Saiyans and Tsufuru-jin - Kirano - 04-21-2007 Looking good for the tuffles. Racial Abilities: Saiyans and Tsufuru-jin - Grandpa Gohan - 04-21-2007 Quote:Originally posted by Raditzu They were the engineers, and when you take up Engineering, you get to make guns and ammo, mechanical pets and guardians, ect. Racial Abilities: Saiyans and Tsufuru-jin - Raditzu - 04-21-2007 Quote:Originally posted by Grandpa Gohan Oh. I didn't know that. |