General Training
Training is not mandatory. You do not necessarily need to train. However those who prepare well are usually well prepared.

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

Special Trainers
All the special trainers at this tournament are former winners of the tournament itself. They all have something they can potentially teach you, $$if you are willing to pay their price of course$$. Training is not mandatory. You do not necessarily need to train. However those who prepare well are usually well prepared.

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!

Spike The Devil Man AKA Devilman:
Devilman is a minion of the underworld of Middle Earth and a fighter for an entity known as Fortuneteller Baba who has a formidable army of monsters at her disposal. He's not a "good guy" by any stretch of the imagination.
Cost to train - $10,000

Jackie Chun AKA Master Roshi AKA The Turtle Hermit:
Master Roshi resides on a small tropical island located near Shipwreck Cove where he trains only exceptional prospective students in the ways of the Turtle Hermit. He's also a perv.
Cost to train - $20,000
....discounts available for providing nudie mags or something



King Chappa:
He looks like any ordinary human living an urban life in Middle Earth with a wife and three children but don't let that fool you. His speed in battle is unmatched.
Cost to train - $3000, 1500 exp

Tien Shinhan:
Tien is a monk and totally devoted to the study of martial arts. He is descended from the rare and elusive race of Three Eye People, and has trained with the likes of assassins such as Mercenary Tao. Don't know who that is? Count yourself lucky. Tien is always accompanied by his hetero life mate, Chaiotzu.
Cost to train - $3000

Mr. Satan AKA Hercule AKA Hercule Satan:
Many count Hercule Satan has the most prestigious of the Worlds Martial Arts tournament champions, having won 7 consecutive tournaments in a row. Some just think he is a weakling lucky bumbling buffoon though. Still, he has saved the whole world at least once, perhaps twice or more.
Cost to train - $1000, 3000 exp

Goku AKA Son Goku AKA Kakarot:
Goku, known in his mother tongue as Kakarot, isn't from this planet. I'd say the tail gives it away but... there are way more freakish people of Middle Earth than Goku. Goku's motto in life is: Find the toughest enemy that's way stronger than you and take them on one on one, and have fun doing it! His wife hates him.
Cost to train - $9,000 or 4000 exp

Weedbeam:
Weedbeam won the World Martial Arts Tournament once, they think. There was once a time when record keeping was sketchy. Weedbeam's name somehow made it into the record books. It seems odd, since nobody remembers it happening. Weedbeam is sort of a mysterious figure. Nobody knows who he is, yet, everyone knows who he is....
Cost to train - lets make a deal, man...












Papaya Island General Store

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



Fairy Dust - ultra rare and comes from a cooperative male fairy. Yeah you heard me right. Male.  It can cause flight for fairies for a limited time according to the skill.
-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




Regenerative Bacta Tank - This is the first item in this world that must use a dino capsul to carry. It regenerates some health, but mostly things like lost limbs, torn off wings, chewed up tails.... heads. Whatever it is you may have lost, IF you're still alive, hop in, roll to recover health, and restore your missing limbs. DOES work on Vampires, since its proven that evil dark powered dudes can use these to recover. May turn you from a healthy round black dude into a bald, scarred, scary no eye brow freak.
(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


Papaya Island Weapons
 -

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



Dickwand- Its shaped like a dick, and flesh colored. Imagine waving this thing around! You need this, or a staff,  if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff.
(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



English Long Bow - Shoots arrows.
(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

Papaya Island Armor

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.  )



Knight's Shield - This round shield is decorated with a crest of choice if you so desire and can be wielded in an empty hand and will protect against damage.
(-3 damage done by enemy per hit. Strong durability)
-Cost $2000

Papaya Island Magic
Name: Leviosum (Availability - all magic users)
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



Name:The Daneuver (Availability - everyone)
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

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