04-21-2007, 06:13 PM
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
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
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"In this world, his world, life is just a game you play"

