Click here to see stores in Yourmum
Click here to see the store at Grandpa Gohan's House
Click here to see stores in Pirates Cove
Click here to see the store in Valley Hill
Click here to see the store at Liberal State
Training is only ever available during the World Martial Arts Tournament and not when you visit this store when the tournament is not on.
Spend $1000 gold for 150 exp.
Spend 300 exp for $1000 gold
Training is only ever available during the World Martial Arts Tournament and not when you visit this store when the tournament is not on.
Once a trainer has a student, that trainer is no longer available. One student may only have one master. What you get in training is a mystery....to you. The DM knows, obviously! You must pay first to receive training second! No exceptions!
Cost to train - $10,000
Cost to train - $20,000
....discounts available for providing nudie mags or something
Cost to train - $3000, 1500 exp
Cost to train - $3000
Cost to train - $1000, 3000 exp
Cost to train - $9,000 or 4000 exp
Cost to train - lets make a deal, man...
Delivery Ticket
- This ticket entitles one free instantaneous delivery of goods
purchased from one store to another store or location somewhere else in
the world. You see, not all stores are the same. Some stores have some
items, and in another city their stores may have other items, or at a
different price. However if you see something you want in this town, but
can't afford it, you may want to pick up a delivery ticket so that when
you are really far away, too far to come back and pick it up yourself,
you can have it brought to you and purchased at the other locationfor
the same price.
-cost $15000
A rope - you never know when a rope might come in handy.
-30 feet - cost $50
-75 feet -cost $100
-120 feet -cost $150
-250 feet -cost $200
-500 feet -cost $250
-1000 feet -cost $300
Flask - you need this too if you are a stoner. Stores 1 potion for drinking. Cannot be reused, chemical residues and all that.
-cost $200
A pocket chain
- goddamn thieves everywhere. Chain down one item (or cash)
successfully stolen with this little simple gadget. One time use if
successful.
-cost $1500
Bike Parts - just a generic box of bike parts to repair bikes n stuff. You still need a screw driver though, or a Swiss army knife...
-cost $150
A lockpick-
If you have a lockpick skill, as Kleptomaniacs have available, you can
use these to pick locks! Are discarded after each successful use. May
break after too many unsuccessful uses.
-cost $1100
-cost $3000
Dino Capsul - Think you've reached the time when you might need to carry insanely large equipment, oh like lets say space pods, space ships, boats, training machines, healing bacta tanks, tank tanks, cannons, tie fighters, ATAT's, attack robots.... pizza makers (trust me on this one!)? Yeah? Well too bad. They're too f*cking big! UNLESS you have a dino capsul to carry it around IN YOUR POCKET!
-cost $3000
(To use in battle it is recommended you escape battle first. Takes 3 turns to use. The machine, if left on the field, can take damage. Each turn roll a D10 to restore health. Limbs recover regardless of rolls. Medium durability. Using in a non combat scenario may remove you from the quest for a short time.)
-cost $12,500
The 1-Star Dragon Ball
- Some consider this a rare source of energy. Others consider this one
of a set of 7 that when combined will summon the legendary Shenron, the
Dragon who grants any one wish asked of him. The dragon balls turn to
stone after used, and remain that way for one year. These legendary
balls are linked to their creator, Kami, a guardian "spirit" who watches
over the earth. This ball has the added benefit of granting its user 2 immediate level ups upon holding it for the first time.
-cost $25,000
Boxing Gloves - Soft padded gloves used to pummel the shit out of your opponents in a ring with minimal stress to your hand, or their face.
(single
handed. Can be dual wielded. High durability. Adds +1
damage per hit. Absorbs -1 damage done by enemy per hit taken)
-cost $600
Iron Fists - These are solid metal full hand gauntlets. They aren't very flexible, you bumble around with stuff, but they sure pack a wallop.
(single
handed. Can be dual wielded. High durability. Adds +3
damage per hit. Absorbs -1 damage done by enemy per hit taken. They reduce your wisdom stat by -1 on account of tool usage issues. )
-cost $1000
A long blade steel claw - this claw is a killing machine and fits snug to the knuckle.
(single handed. Can be dual wielded. breakability low likelihood. Adds +6 damage per hit)
-cost $2500
Swiss Army Knife - It does everything! But mostly it houses a short blade good for stabbing things with.
(one
handed. Low to moderate durability. Adds +1 damage per hit. Adds +5
more health when eating food. Can be used as a general tool for wisdom
passive rolls)
-cost $450
Chainsaw
Short Sword - A sharp mechanical sword made from a blade and the backbone of a beast that has the capacity to do major tissue rending damage on critical hits (natural D20s).
(one
handed. Can be dual wielded. Low to moderate durability, may require bike parts
to repair from time to time. Does D10 +3 damage per hit plus an additional D6 roll. Critical hits on the attack roll means
another additional D6 roll, plus major tissue damage with a chance to handicap
or disable.)
-cost $3000
Large 2 Handed Pike - This is a large low-medium range weapon with a pointy end and a sharp edge.
(two handed. High durability. Adds +7 damage per hit.)
-cost $1750
Sling Shot - Pick up a rock, sling a rock.
(two
handed. Unlimited free ammo. Adds +1 damage per hit. Ranged weapon.
Won't begin to lose attack strength until over 30 feet. Unbreakable)
-cost $300
Black Snakewood Wand -
Your basic run of the mill magical wand made from rare snakewood from
Snakewood Swamp in the far west. You need this if you are to cast magic
spells as a Mindfreak. Other classes can use magic without a wand or
staff.
(one
handed. Can be dual wielded with Dark Elves only. Unbreakable. Get +1
intelligence weapon bonus on your stat sheet. Get +1 damage to all
damage spells cast)
-cost $1300
(one handed. Unbreakable. Get +1 intelligence weapon bonus and a +1 charisma weapon bonus on your stat sheet.)
-cost $1000
Wooden Short Bow - Shoots arrows.
(two
handed. Requires arrows. Adds +2 damage per hit. Ranged weapon. Won't
begin to lose attack strength until over 60 feet. Durable but made of
wood)
-cost $900
(two handed. Requires arrows. Adds +4 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 450 feet. Durable but made of wood)
-cost $2200
A quiver of wooden arrows, iron tipped - Required for use with any bow. These ones have no special effects. There are 18 arrows per quiver
-cost $350
A quiver of wooden arrows, flame magic tipped
- Required for use with any bow. These ones have a fire magic effect and do fire damage. Add +4 damage to every hit in battle, and may light an enemy on fire for +4 damage per turn until the fire is put out. There are 18 arrows per quiver
-cost $1100
A quiver of wooden arrows, ice magic tipped
- Required for use with any bow. These ones have an ice magic effect
and do ice damage. Add +4 damage to every hit in battle, and may freeze an enemy for a turn causing them to lose a turn. There
are 18 arrows per quiver
-cost $1100
A quiver of wooden arrows, wind magic tipped
- Required for use with any bow. These ones have a wind magic effect
and do wind damage. Add +4 damage to every hit in battle, and may blast an enemy some distance back in battle. There
are 18 arrows per quiver
-cost $1100
Fire Works - Pretty. Also useful. Can be used by themselves as a ranged weapon. Requires a lighting source/small flame/fire spell to operate. Doesn't require equipping as a weapon. Has only a 1 in 6 chance of hitting the target (6 sided dice roll). (Takes a turn to use regardless of hit or miss, uses no magic unless you are using a fire spell to light it, single target, and does 30 damage per hit).
-cost $200 a piece
Kung Fu Explosive Bomb- Shaped like an egg and when used produces an explosive blast. Blasts away all fighters in the vicinity of throw, knocking them off feet/out of air. Smaller enemies may be stunned for 1 turn. Range of 15 feet unless you use it in conjunction with a sling shot. (Doesn't require equipping. Uses 1 turn to use. Does D12 damage to all enemies in blast radius and may cause a loss of turn.)
-cost $850 a piece
Holographic Xin Warrior - The only "summon" in which you are not required to be a necromancer to use. This is a single use magical item and remains on the battlefield until its health is depleted or the battle ends. (Has 15 health, zero magic points - please track the health. It has its own attack turn which you control and attacks with a D10 + 5 katana blade. It can take damage for you on your defence turn if you indicate so, you cannot use it to defend another player. Takes 1 turn to summon. Only one can be used at a time. Multiple units can summoned per battle, so long as you only 1 at a time. Uses no magic/ki to summon.)
-cost $3000 a piece
The Z Sword LEGENDARY WEAPON - one of 12 legendary swords. It looks light, it swings light, but it's a 2-hander. Its a slicing sword, and it can slice through stone.... like right through a boulder. Its full power and sharpness is still largely untested. The story goes that some thousands of years ago the guardians of the galaxy, spirits known as Kai, got into a petty squabble with one of the elder gods, you know, the one of destruction, who in a fit of toddler-like rage sealed the Elder Kai within this very sword. So... you not only get a sword, but an old dude genie too!
(Short range. Breakability highly unlikely (but you get a wrinkley old dude as a consolation if it ever does!) . Attacking takes 2 turns. Attack damage is D20 x 4. Damage can be divided out to multiple enemies in the same close area as you see fit if you hit. May have other mysterious wrinkly old-dude like properties)
-cost $201,000
Orange Training Gi - Any good martial artist trains in something light and flexible, yet surprisingly resilient.
(Body armour. -1% of damage done by enemy per hit. Strong durability)
-cost $500
Weighted Gear - A great way to train is weighted gear, and it affords some protection.
Headpiece- cost $650
(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)
Leggings - cost $650
(-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable)
Turtle Hermit Gi -Weighted
training chest armor complete with a giant tortoise shell on its back.
Its extremely cumbersome to wear but good for training.
(Body armour. -1 of damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Strong Durability. It will do -1 spd and -1 stealth stats)
-cost $1400
Heavy Yellow Turban- Its a step in the direction of Namekian weighted armour, but not as expensive.
(Head armour. -3 damage done by enemy per hit. Unbreakable)
-cost $2600
Scouter
- Brand new model that can detect Dragon Balls, power levels,
and the current statistics (STR, HP, etc.) of an enemy.
(Head armour. -4 damage done by enemy per hit. Medium durability. You must roll for each statistic you want to know, to a maximum of one per turn. Takes a turn. Indicates dragon ball directions, must roll Wisdom D20. May be modified to detect other things, with the right NPC with tools and knowhow, or minecrafter with an upgrade blueprint, or chip, etc.)
-cost $7000
Saiyan Armour - Within a hundred light years, a race of beings that are known for conquering planets grew to technological maturity then destroyed themselves by making a deal with the devil. None of that is important. They had nifty armor. THAT is important!
Leggings - cost $2500
(-3 damage done by enemy per hit. Medium to high durability. )
Chestpiece - $2500
(-3 damage done by enemy per hit. Medium to high durability. )
Ability: Levitate something minimally heavy
Roll Rules: Passive - roll intelligence D20. Uses 3 magic.
-costs $500, 500 experience
Name: Levitasium (Availability - all magic users) (Must know Leviosum)
Ability: Levitate something moderately heavy, including regular sized people
Roll Rules: Passive - roll intelligence D20. Uses 5 magic.
-costs $1200, 1200 experience
Name: Expelliarmus (Availability - Mindfreaks and Stoners only)
Ability: Expel a weapon or shield from an enemies hands
Roll Rules: Combat - intelligence D20. Single target. Uses a turn. Uses 4 magic.
-costs $800, 800 experience
Name: Black Cloud of Darkness (Availability - Necromancer only)
Ability: Engulphs a fairly large area with magical darkness, which only a
necromancer can see through with no difficulty (if they have the skill).
Roll Rules: Passive or combat - roll intelligence D20. Does no damage, but makes it
difficult for anyone but a necromancer using evil vision to see In
combat a handicap will be applied to all fighters in that area of -5
attack roll.
-costs $2500, 2500 experience
Name: Evil Vision (Availability - Necromancers only)
Ability: User only can see through magical darknesses. Useful for when torches
and flashlights do nothing.
Roll Rules: Passive - roll intelligence D20. Uses 3 magic.
-costs $500, 500 experience
Name: "THX, The Audience is Listening" (Availability -
Everyone)
Ability: Remember when this used to be at the start of movies?A high intensity
sound wave will either do internal damage to an enemy, or shatter an enemies
weapon, armour, shield, item, or talisman.
Roll Rules: Combat - roll intelligence D20. If successful, roll a D20, odd does
damage, even shatters something - moderator determined. Damage or importance of
item shattered depends on how high of roll the D20 was - moderator determined.
Uses 1 turn. Single target. Uses 6 magic.
-costs $2000 gold, 2000 experience
Ability: Do some crazy ass wacky shit and get a useless reward! The reward is probably not useless. .... It might be useless.
Roll Rules: In order to perform this you need to be creative. Think outside the box. Come up with a unique way to use your current setting and environment to "attack" the enemy. This attack cannot be "normal" or this will fail. Announce your crazy plan, and roll your attack as usual. If you succeed, you are guaranteed personal loot from the environment or the enemy based on the environment and enemy and the creativity of your attack. Uses 4 magic. Targets limited by your attack option. Loot limited to one per enemy not one per usage of this skill. The enemy must eventually die to get the loot (it running doesn't count).
-costs $500, 500 experience
Name: I Ain't Afraid Of No Ghosts, revised (Availability - Ghostbusters only)
Ability: Removes the fear status from an ally or self or anything that is causing them to stop involuntarily trying to run away each turn.
Roll Rules: Passive, or Combat - roll intelligence D20. Removes fear statuses from an ally or self. Single target. Uses a turn. Uses 3 magic points.
-costs $600, 600 experience
Name: Herbal Remedy (Availability - Stoners only)
Ability: Cure a health depleting status ailment (like poison, or thorns, or parasitism, or the cold)
Roll Rules: Combat or passive - roll intelligence D20. Single target only. Uses a turn. Uses 4 magic.
-costs $500, 500 experience
Name: Relax, Man, revised (Availability - Stoners only)
Ability: Heal self or an allies health.
Roll Rules: Combat or passive - roll intelligence D20. Single target only. Cures 20 health points. Uses a turn. Uses 5 magic.
-costs $1100, 1100 experience
Name: Protego (Availability - magic users only)
Ability: Cast a magic shield to deflect magic attacks or attacks from magic implements.
Roll Rules: Combat - roll intelligence D20 against the quest difficulty instead of the attacking player. Is used on the defense turn so it takes no additional turn. Uses 9 magic per each use.
-costs $1700, 1700 experience