User blog:HankGuideDude/Mechanic - A class which probably is SR-contraband

Transmit
I made that blog in 2 AM or so because time is of the essence. But-

-yea, a new class while I'm working on the MOON MEGABOSS COMBOB, so I made a teaser to get the idea of where I'm going with this.



The Mechanic class is very weird; It is a passive class who is devoted to create mechanisms to assist the team, mostly by making war-machines. Has NO correlation with the Cyborg (the left) class.

Suggest any gadgets you think that would be suitable, but some combo rules: (Also I think guns would use cash as ammo. Plausible?)
 * All must go with cash
 * 1 WPN
 * 2 WPN (different classes)
 * 3 WPN (ditto, but used in higher tiers)
 * 1 CMP (quantity doesn't matter)
 * 1 WPN + CMP
 * 2 WPN + CMP (higher tiers)

So yea. Go wild.

Oh yea, and inventions cannot be healed by consuming Onigiri, but by the healing option of the mecha. Cost is $1=1LP. No below 1 option.

Only one mecha can be used in the screen, but can be stored in the inventory.

And yes, compos can be used, but only one (herp).

Stats
Aside from gaining LP from stats, it can put more influence on his machines. Adding later:
 * LP - LP +8
 * STR - Invent LP +4 - LP +2
 * DEX - Wrench Influence +2% - LP +3
 * MAG - Material/Heal Cost -0.4% (Max -20%) - LP +2

Wrenches
The wrenches have an effect on the mechanics that the Mechanic invents. Elemental wrenches provide an addition/boost of element. Will probably follow irrational ordering (like the Sniper/Priest).
 * Wrench - No additional effect

Inventions

 * = Glove + $$$150
 * = Triple Shot (will have a tool-tip) + Magic + $$$550
 * = 4 White Stones + $$$90