Dragon Ball: Majin Killers RPG

Dragon Ball: Majin Killers RPG Version 3.01
Created by: Valtus 3200

Co-Created by: XGC Xion

With help from: Octallord, Timothy Williams and Drake Bloodthorn

Forward
''The DB MK RPG has been around for around two years now, giving players an opportunity to run through the most unique d20 RPG ever created with their own, Saiyan, Human and Namekian player characters in a text based forum RPG. ''

''The RPG was created by Valtus3200, who wanted to bring the excitement and over all uniqueness of the Dragon Ball manga to the d20 RPG front. Though, being slightly different in format than most table top RPGs, the game was never intended to function as a table top RPG, until now. With a few tweaks to the format, Players and GMs with access to this rule book will be able to create their own characters and worlds set in the Dragon Ball universe.''

''This wiki is for your reference, if you plan on joining the RPG on the original Majin Killer's forums or starting your own. This system can theoretically work for any canon or story. We thank all those that have supported us in the creation of this rule-book, as it's been a labor of love for all of us involved in the project.''

-Valtus

Table of Contents
1. Chapter 1 Character Creation [CTRL F: [A1]]


 * Racial Feats and Descriptions [CTRL F: [A2]]
 * Racial STATS and CS Info [CTRL F: [A3]]
 * Calculating Your Stats [CTRL F: [A4]]
 * Modifier Chart [CTRL F: [A5]]
 * Skills [CTRL F: [A6]]

2. Chapter 2 RULES [CTRL F [B1]]


 * BASICS [CTRL F [B2]]
 * Flying [CTRL F [B3]]
 * Melee Basic Actions [CTRL F [B4]]
 * Training/Zenkai Boosts--Melee-Damage Output Dice Chart [CTRL F [B5]]
 * Super Attacks and Ki Bonuse Chart [CTRL F [B6]
 * Energy Clashes [CTRL F [B7]]
 * Ultimate Attacks [CTRL F [B8]]
 * Blast Stocks [CTRL F [B9]]
 * Beginning Combat [CTRL F [B10]]
 * Ki Basic Attacks [CTRL F [B11]]
 * Healing Surges [CTRL F [B12]]
 * DEATH and Saving Throws [CTRL F [B13]]
 * Bleeding out and Massive Injury [CTRL F [B14]]
 * Zenkai Limits Per Level [CTRL F [B15]]
 * Gravity Training Rules [CTRL F [B16]]
 * Transformationa [CTRL F [B17]]
 * Level Chart [CTRL F [B18]]

3. Chapter 3 Training


 * Increasing your Ki the Hard Way [CTRL F [C1]]
 * Training Boost DCs [CTRL F [C2]]
 * Stat Score Training [CTRL F [C3]]
 * Mastering Transformations [CTRL F [C4]]
 * Training While in Super Saiyan

4. Chapter 4: FEATS [CTRL F [D1]]
 * Learned Feats [CTRL F [D2]]
 * Level 1 Feats [CTRL F [D3]]
 * Level 2 Feats [CTRL F [D4]]
 * Level 4 Feats [CTRL F [D5]]
 * Team Feats [CTRL F [D6]]
 * Level 8 Feats [CTRL F [D7]]
 * Level 10 Feats [CTRL F [D8]]
 * Level 11 Feats [CTRL F [D9]]
 * Level 12 Feats [CTRL F [D10]]
 * Level 14 Feats [CTRL F [D11]]
 * Level 16 Feats [CTRL F [D12]]
 * Level 18 Feats [CTRL F [D13]]
 * Level 20 Feats [CTRL F [D14]]
 * Level 22 Feats [CTRL F [D15]]
 * Level 24 Feats [CTRL F [D16]]

5. Chapter 5: Super Attacks [CTRL F [E1]]
 * Level 1 Super Attacks [CTRL F [E2]]
 * Level 3 Super Attacks [CTRL F [E3]]
 * Level 7 Super Attacks [CTRL F [E4]]
 * Level 9 Super Attacks [CTRL F [E5]]

6: Chapter 6: Utility Supers [CTRL F [F1]] 7: Chapter 7: Ultimate Attacks [CTRL F [G1]] 8: Chapter 8: Combat Styles [CTRL F [H1]]
 * Level 2 Utility Supers [CTRL F [F2]]
 * Level 6 Utility Supers [CTRL F [F3]]
 * Level 10 Utility Supers [CTRL F [F4]]
 * Learned Ultimates [CTRL F [G2]]
 * Level 1 Ultimate Attacks [CTRL F [G3]]
 * Level 4 Ultimate Attacks [CTRL F [G4]]
 * Level 8 Ultimate Attacks [CTRL F [G5]]
 * Turtle Style [CTRL F [H2]]
 * Crane Style [CTRL F [H3]]
 * True Saiyan Style [CTRL F [H4]]
 * Low Class Saiyan Style [CTRL F [H5]]
 * Barbos Style [CTRL F [H6]
 * Cooler Style [CTRL F [H7]]
 * Dragon Style [CTRL F [H8]]
 * Demon Style [CTRL F [H9]]
 * Kai Style [CTRL F [H10]]
 * Android Style [CTRL F [H11]]
 * Riotblood Style [CTRL F [H12]]
 * Frieza Style [CTRL F [H13]]
 * Baal Style [CTRL F [H14]]
 * Barragan Style [CTRL F [H15]]

9. Chapter 7 Super Attack, Ultimate Attack, Utility Super Creation Rules and Modification [CTRL F [J1]]
 * Super Attack Creation Rules [CTRL F [J2]]
 * Grade 1 Supers [CTRL F [J3]]
 * Grade 2 Supers [CTRL F [J4]]
 * Grade 3 Supers [CTRL F [J5]]
 * Grade 4 Supers [CTRL F [J6]]
 * Grade 5 Supers [CTRL F [J7]]
 * Grade 6 Supers [CTRL F [J8]]
 * Grade 7 Supers [CTRL F [J9]]
 * Grade 8 Supers [CTRL F [J10]]
 * Grade 9 Supers [CTRL F [J11]]
 * Grade 10 Supers [CTRL F [J12]]
 * Ultimate Attack Creation Rules [CTRL F [J13]]
 * Grade 1 Ultimates [CTRL F [J14]]
 * Grade 2 Ultimates [CTRL F [J15]]
 * Grade 3 Ultimates [CTRL F [J16]]
 * Grade 4 Ultimates [CTRL F [J17]]
 * Grade 5 Ultimates [CTRL F [J18]]
 * Grade 6 Ultimates [CTRL F [J19]]
 * Grade 7 Ultimates [CTRL F [J20]]
 * Grade 8 Ultimates [CTRL F [J21]]
 * Grade 9 Ultimates [CTRL F [J22]]
 * Utility Super Creation Rules [CTRL F [J23]]
 * Grade 1 Utility Supers [CTRL F [J24]]
 * Grade 2 Utility Supers [CTRL F [J25]]
 * Grade 3 Utility Supers [CTRL F [J26]]
 * Grade 4 Utility Supers [CTRL F [J27]]
 * Grade 5 Utility Supers [CTRL F [J28]]
 * Grade 6 Utility Supers [CTRL F [J29]]
 * Grade 7 Utility Supers [CTRL F [J30]]
 * Super/Ultimate Modification [CTRL F [J31]]

Chapter 1: Character Creation
[A1]

In the far future, Dragon Earth is in a state of peace. The warriors that fought to protect the Earth from Majin Buu have left behind a legacy that will last until humanity is no more. But elsewhere, trouble is brewing on the planet Barbos, a world inhabited by the Saiyans that escaped Freeza’s attack on Planet Vegeta. They have long since forgotten their heritage.

Despite not knowing their roots, the Saiyans continue their destructive and corrupt ways; as a civil war grips their planet in constant strife and chaos. Their self proclaimed god of a dictator, a Super Saiyan with strange genetic abilities, governs them with an iron fist.

New Namek’s elder has also set his sights on the newly discovered Saiyan planet, called Barbos. So he’s sent his greatest disciples to tame the Saiyan planet and bring peace to them. The Elder knows the danger that the Saiyans present, if even one of them found a way to harness their immense potential, the results could be disastrous if that power were to fall into the wrong hands.

Meanwhile, a rogue cult of Namekians is also targeting the planet for unknown reasons. The race is on to save or destroy the soul of the Saiyan race.

The five provinces are listed as follows.

West Province: Darapos’ Fort

Darapo is a shrewd and fat Vegit, he’s not very strong, but he’s well liked among his cabinet of “advisors” and they do well to see that he stays in power. The man is a glutton, and the residents are fine so long as they stay out of his sight, and pay their taxes.

South Province: Taimat’s Fort

The terrible Taimat is thought to be the third most powerful Vegit on the planet. Though, he’s nearly been killed twice in battle against King Barbos. Taimat hates people, and the only thing he hates more than weaklings are those that are stronger than him, fortunately there aren’t many of those around. It’s said that if Taimat wasn’t training all the time, that he’d likely have killed his entire province off from sheer annoyance. Low level warriors in search of fame and a spot on top of the five factions, are encouraged to stay away from Taimat’s territory.

North Province: Barbos’ Kingdom

King Barbos has made a nice castle and country province for himself in the Northern hemisphere of the planet. Though it is home to the fifth faction, which is ran by Barbos’ own son Barr, he does most of the talking. Barr’s main job is to make the King look good, and kill anyone that doesn’t agree with their order. Barr has almost never been seen talking, but he’s thought to have a massive power, though not quite as strong as his father.

East Province: Country of Enlightenment

The leader of the country of enlightenment is unknown. But it’s said that he’s a Vegit that died and came back to life with the help of seven mystical orbs. They only know one thing, that he’s called Master Kaio by the group that guards his chambers.

The country of enlightenment is as peace oriented as planet Barbos gets. They’re not exactly pacifists, but they’re not likely to kill you for looking at them wrong, or existing. Many warriors journey to the East Province to learn Master Kaio’s secret, and usually turn up empty handed. Though there are legends of a few warriors that walked away from the East mountain fortress, claiming to have gained a gift called East Kaioken. Whether the claims are valid or not, remains to be seen, as all warriors that previously gained the gift are nowhere to be seen now.

Middle Province: Dragon’s Breath

The middle province is home to a legend, and the last faction under King Barbos. The last faction is lead by a midget woman with a massive power. Not much is known about her, other than the fact that she’s currently the second strongest Vegit on the planet.

The surrounding area is policed heavily, being the home of a local legend about a magical sphere that was discovered by a local hermit. No one knows if it’s true, but shortly after the rumor started, a local hermit’s house was assaulted by the Dragon’s Breath faction.

More information to come.

[A2]

RACES

“Saiyan”

An entire race, orphaned on an unknown world in the middle of the East Galaxy. You call yourselves Vegits. Not much is known about the origin of life on your world, but legends that have been passed down through the ages have told of a mighty warrior that saved several key Vegits in a far-away land amidst a great and terrible cataclysm. This warrior is said to have died eons ago. But his sacrifice allowed you to foster a new world and a new beginning for all Vegit kind.

Today, the old ways are constantly being challenged by new theories about the world and your universe that challenge the status quo. There are many factions that make up the Vegit world.

Your world is constantly being re-named by its rulers. You rest in the midst of one of five factions that govern the world, and are currently at war with one-another.

With the advent of space travel just on your world’s doorstep, you have to wonder what’s in store for the rest of the universe.

PM a Mod or Valtus to see which province you end up in.

Also, if you're interested in world building one of the five provinces, PM Valtus as well for information.

STATS

Saiyans have a higher base level of ki right from birth. And they’re gifted with the Zenkai power-up, allowing them to double their power level upon recovering from near death injury.

Racial Feats

Select one of the powers below.

Enhanced Zenkai: Instead of merely increasing your Ki and health when you get a Zenkai power-up by 5d20 + CON, you can increase it by 100 + CON points instead one out of every four Zenkai Power-ups.

Saiyan Pride: Your pride can give you a short burst of power, adding 1D6 to all melee basic damage and Super damage for two forum posts.

You can take this feat multiple times, allowing it to stack. Every time you take this feat, upgrade the damage dice one level. For example, if you take this feat twice, you would add 1d8 toward your damage for four forum posts at a cost of 10Ki.

Cost: 5 Ki

Unknown Power: Unknown to you, the power of a Super Saiyan hides within your body. Once every couple of battles (two battles) you can choose to have a Zenkai increase, even without being fatally wounded.

Cost: 25 ki

Super Spammer: Your love of energy based attacks has granted you the ability to choose (or invent) one more attack than an average Level 1 Saiyan usually starts off with (see Level Index for details on what you get when building your character).

Cost: N/A (see attack creation part of this document)

Ultimate Spammer: Your love of over-powered energy attacks has granted you the ability to choose (or invent) one more attack than an average Level 1 Saiyan usually starts off with.

Legendary Saiyan: High-tier Class

You were born unique among your Saiyan peers. At random intervals of every 1d4 turns, you can make a check to see if your Ki doubles itself during a battle. Those that take this feat have a base WIS of 10 instead of 8 to represent their advantage over others.

Effect: Roll a D20 + (WIS) on the forum post or turn specified, if you pass a DC of 18, your Ki doubles for as long as the fight lasts, make a spot on your character sheet for “temporary Ki” as the Ki gained in the battle will be gone after the fight is finished.

Stipulation: At level 1, your body can only handle a maximum Ki increase of 1 with this feat enabled. After your first increase, you cannot gain any more ki, instead, you'll gain back 1healing surge for that battle only. Increase this limit to 2/2 increase at level 5, 3/3 at level 10, 4/4 at level 15, 5/5 at level 20, 6/6 at level 25, and 7/7 at level 30.

Also, with this feat, Ki Resistance is calculated per every 65 points of Ki, instead of the usual 50.

X2=Ki doubling/# = number of times this happens.

example: Fight starts, Drake rolls a 2 on the d4. every two (of his) forum posts, this feat triggers. the number he has to pass is say 18. d20 + wisdom mod => 18

Stipulation: ''By taking this feat, you access Legendary Super Saiyan forms, and can access Super Saiyan at Level 6 instead of 10 with a required Ki and Health of 600, but are not able to go to SSJ2 or SSJ3. Also, at Level 5+ when your Ki increases do not equal 1, every increase after the first one is no longer x2 to your Ki, instead, each additional increase will decrease by 40%, with a minimum increase to ki of +5%.''

'''YOU WON'T BEAT ME! (lower-tier class)'''

Add's small buff to HP and Ki, and makes attacks cost less Ki. Each use add 1d4 points to your current and max HP and Ki for the use of the battle only. Every time this feat is used, Ki based attacks will cost 2% less Ki.

Every 2 levels, add an additional dice and every 5 levels increase the die type.

[Can be stacked up to three times in battle]

Cost: 15 Ki per use Duration: 1d4 + 1 (after 1st use) posts. [Con: physical damage lowered by 2d4 until end of effect.][/i]

Engineered Legend: (Contact GM for backstory if you want this one)

Due to Tobias' incomplete engineering and modified physiology, occasionally, as he grows more powerful, he'll lose control and cause damage to himself, which can only be stopped by Tobias stabilizing and releasing the uncontrollable energy.

Every 1d4 turns Tobias must make a wisdom check to keep his powers in check and resist the programming of his engineers.

Level 1: DC 17 Level 2: DC 17 -1 to your wisdom mod Level 3: DC 18 -1 to Wisdom mod Level 4: DC 18 -2 to Wisdom Mod Level 6: DC 19 Level 8: DC 20 -5 wisdom Mod

Upon failure Tobias looses control of his powers and loses 5% HP eat turn(Post?). This stops when DC is passed; when passed, his body and cells stabilize briefly, resulting in a brief psuedo-Super Saiya-jin state that increase the damage of his attacks by 15% and stops losing hit-points.

Upon Reaching level 8 Engineered Saiya-jin changes to: Every turn Tobias heals 3%hp.

Tobias can reach Super Saiya-jin at level 8.

Human

''“You’re stranded you idiot! Why you stole a Capsule Corp space pod, is beyond me. But now that you’ve made your way through the East Galaxy, I may as well tell you that we’ve never charted the area before. Furthermore, you’re due to run out of air in several weeks, maybe even days. We’d tell you we’re sorry, but we’re really not.”'' -Capsule Corp. CEO

STATS

Humans have the lowest base ki level. They really have to work for their power, but it’s not impossible to get really powerful as a human. You just have to keep training, and learning to use your head before anything else.

Racial Feats

Adept: You’ve been born into a long line of humans that have been trained to handle Ki. Your natural affinity with Ki allows you a boost of +3 to your base level Ki when choosing this racial power.

Chicken: You’re not too fond of fighting people who’re stronger than you, so you’re more gifted with attacks that allow you to run away to gather your men and your strategy before attacking again (and running away). This ability makes super attacks like Taioken (solar flare) and anything (within reason) that can be used to either knock you or your opponent away and allow for a speedy get away cost 50% less Ki.

Greedy Little Bastard: You trained hard, and probably stole your master’s attention away from his other students. So you gained 1 Super Attack more than all the other humans.

Energy Wall: You’re heavily concerned about defense. So you trained to be able to use an energy wall whenever you need to. Using this technique will allow you to trap enough air in your energy wall, to sustain you either under water or in space for five forum posts. Cost(Per Turn in use): 15 Ki

Simulated Zenkai Boost: Watching the saiyans that lived on Earth has given modern Martial Artists an edge. Utilizing space age technology, once every four completed battles, you can simulate the effects of a Zenkai boost (see Saiyan section for details).

Namekian

''You’ve been sent to the East Galaxy to become Kami to a new and dangerous society. Your mission is sacred and tedious. Your Grand Elder has entrusted many of you with a secret, and sent several of you off into the depths of space to help tame a sleeping beast. The Saiyans. Yes. The very race that was thought to have been destroyed by Freezer oh so many years ago has mysteriously resurfaced in the East Galaxy. They know not where they came from, but they are presumed to be very dangerous and warring. But if souls like Goku and Vegeta can become great heroes, then so can this new world. You are forbidden to reveal to the fledgling race their true nature, or their past.''

STATS

Namekians have a higher natural base Ki than humans. But just like humans, they require constant training to get up to higher levels. They also have a natural regeneration ability.

Racial Feats

Regeneration: You’ve lost an arm? No problem, at the cost of half your ki (until ability is mastered), you can regenerate any limb (other than your head). Note: Without choosing this skill, you will still be able to regenerate, but the cost will be 75% of your Ki instead of half. Cost: Half your ki (level 1), 50 Ki (level 2), 20 Ki (level 3)

Super Namek: You’ve heard legends of Namekians that have surpassed that of even the legendary Super Saiyans. Within you, you know there’s a chance you hold such a power. And thus, you have +5 added onto your base Ki, and +5 added onto your base strength with this racial power.

Arm Stretch Technique: You’ve learned and mastered the ability to stretch your arms really far, allowing you to surprise your opponents with a long reaching arm grab at minimal cost. -1d20 to Ki Cost when using stretch arm attacks.

Adds +1 to attack rolls with basic mastery, see chart below for details on training this skill.

Basic Mastery: Feat obtained at character generation, 0 training rolls

Novice Mastery: 5 training rolls, DC 15, adds additional +1 to attack rolls, +1d20 to ki consumption

Advanced Mastery: 7 training rolls, DC 20, adds additional +1 to attack rolls, +1d20 to ki consumption

Adept Mastery: 10 Training rolls, DC 25, adds additional +1 to attack rolls, +1d20 to ki consumption

Expert Mastery: 15 Training rolls, DC 30, adds additional +3 to attack rolls, +1d100 to ki consumption

Natural Healer: Instead of focusing on battle tactics and developing Super Attacks to lay waste to your enemies, you’ve become a healer. You gain a +5 to all healing type rolls, and gain a +10 bonus to all healing effects. Though you suffer a reduction of your base strength (-5).

Android

Your name is a number, and the reason for your existence is unknown to you. Set upon an unknown world, you have one thought and one mission. What you do with that is up to you, or so you think.

Energy Absorbing Androids - Unlike other races and androids, your Health and Ki do not have a set limit. As you absorb energy from people or energy attacks you can increase your Health and Ki to carry over to the next battle, however a loss of the same also carries over. Also, if your ki reaches 0, all attacks will suffer a -4 penalty.

When absorbing energy from a person, the attack must be specified through a grab that your intentions are to absorb energy while doing so. Each forum post for attacker and defender a check is rolled to see if they can break out of your grasp. DC 16.

[Absorption Damage: 1d6 + Con per post of attacker and defender] (Every 5 levels, this increase by a dice.}

{Example: Levels 1-5 = 1d6 + Con; 6-10 = 2d6 + Con; Etc.}

While absorbing an energy attacks, before your defense roll you have to specify that you are attempting to absorb it. Upon a successful defense roll - 2 (since you are intentionally staying in a position to take the attack head on) you will roll a 1d10 to see how much, percentage wise, of the total ki you absorb from the attacks ki cost.

[Example: 19 attempts to absorb energy from the oncoming Full Power Energy Wave.

Defense Roll: 20; Absorption Roll: 5; Ki Absorbed = 5 (Since Ki cost of that super is 10 ki, so it would be 50%)]

If you are attempting to absorb an attack that is 3 levels stronger than your current level, you run the risk of short circuiting yourself with too much energy at one time. When that is done you have to pass a DC of 18 during your defense roll.

STATS

Androids don’t run on Ki. At, least, not really. They regenerate everything per “post?” turn by a certain percentage (regen number is explained later).

Racial Feats

I Will Never Fade!: You’re confident that your energy is infinite, and that you are eternal. Allowing a +3 to your Ki regeneration per forum post.

Stronger Android Skin: You can take what you dish out, what would normally kill a human or a Saiyan, you stand strong against. You gain a +5 to your Physical Defense Rolls (such as dodges, absorbing damage, and deflecting an attack).

Stipulation: Each time this feat is activated, it costs 1d4 Ki to use.

Cool Beauty: If you’re a Female Android Model, (and of human base) you gain +3 attack bonus against any human or Saiyan male.

Terminator: If you’re a Male Android Model, (and not of human base) you gain a +3 to killing strokes (moves that are intended to kill an individual or even incinerate).

Pyrolite

Pyrolites hail from a neighboring planet from Barbos, called Pyro. Since their planet is one giant active volcano, Pyrolites have immense constitution and survival skills, they have also learned how to use the element of fire.

Stats

Unlike some races that have transformations, Pyrolites have evolutions. As they become more attuned to their environment and their affinity to fire, they evolve to forms that allow them to manipulate the element, create, and even absorb it.

Racial Feats

Pyrokinetics: Adds natural fire damage to any attack for 1d6 damage. This feat can be picked up multiple times for stacked effects. This feat also has to be applied each time to each attack you wish to have this effect; IE 3 attacks = 3 uses.

Cost: 10 Ki

Ki Recharge: Pyrolites are very good at maintaining their energy usage and recharging during battle. Activation of this feat will last for 1d4 forum posts and upon each post a d100 is rolled to determine the amount of ki restored.

1-50 = 1/4th of Ki restored; 51-100 = 1/2 of Ki Restored.

This feat can only be used once per day at Level 1; twice at level 5; three times at level 12; then four times at level 20+

Fire Prodigy: Your affinity to fire is far beyond anything that your people can fathom. With this feat you have a chance to evolve to the level of Hyper Pyro at level 8 instead of level 10. You receive half damage from any fire based attack and deal an additional 1d6 damage to each time you picked up the Pyrokinetics feat.

Blind Sight: Who needs eyes? You are use to always walking through or having to look through volcanic ash clouds so you rely on your senses to see your way through anything. Any penalties that you would take while in complete darkness, being blinded, seeing through smoke or dust are negated. While defending in these situations you are given a + 2 to your defense rolls.

CHANGELINGS

NAME: LEVEL: EXP:

RACE: Changeling

AGE: SEX: HEIGHT: EYE: COLOR:

HEALTH: 25

Ki: 25

STRENGTH: 10 CONSTITUTION: 14 DEXTERITY: 12 INTELLIGENCE: 8 WISDOM: 8 CHARISMA: 8

Ability Points: 22

HP and Ki gained per level: 6d20

Healing Surges Per Day: 8+ CON mod

Bonuses: +1 Additional Feat at LVL 1 + Scouter to read Ki

Demons 

NAME: LEVEL: EXP:

RACE:

AGE: SEX: HEIGHT: EYE: COLOR: HAIR:

Base Player Stats

HEALTH: 26

Ki: 14

STRENGTH: 20 CONSTITUTION: 12 DEXTERITY: 13 INTELLIGENCE: 8 WISDOM: 8 CHARISMA: 15

Saving Throw Attempts:

Healing Surge Value:

Healing Surges Per Day:

Ki Resistance Bonus: ---

HP and Ki gained per level: 6d20

Healing Surges Per Day: 5 + CON mod

Racial Bonus: Gain a bonus feat every 2 levels (only counts for levels that allow you to gain a feat).

GM Stats: 6d20 divided by 2

Racial Ability: Elemental Power

Racial Ability:

Elemental Power:

As a demon, you have the natural ability to use elemental attacks, and string them along with your basic combos and Super Attacks. 1d4 chance to gain one of the following.

Chart Key =

d4 result = Element

1 = Shadow / Dark Energy 2 = Fire 3 = Ice 4 = Lightning

Starter Feats:

LEVEL 1:

Demonic Rend:

The horns on your body are as strong as the strongest metal in Demon Realm, and, given that you pass an Intelligence Check against your opponent's FORT Defense, you gain a +2 to aimed attack rolls, and +1d10 to all damage dealt.

Lesser Demon Kin:

Your lesser demonic brood grants you an attack bonus of +2 against any non-demon creatures who you successfully intimidate.

Great Demon Ape (Saiyan-Hybrid Only):

Your Saiyan soul serves you well while transformed as a demon ape. Granting you +3 melee, and +2 to Ki based attacks, however, due to your size, you suffer -2 to all dexterity related checks.

Demonic Ki Blasts:

Your Ki Blasts are frighteningly large, and equally damaging, as such, they deal an extra 2d8 damage, but suffer a -1 penalty to attack roll.

Young True Demon:

You are young among your brood; your mind is young, but you can feel the power of the ancient lords within you, clawing at the surface, to influence the development of your powers.

As such, your body is built from the stuff of legend, your bones fashioned from the strongest metal in demon realm, and your vitality, the most powerful among your brood. You gain a permanent boost of +50% to your HP, and +10% to your Ki. Additionally, you also gain +4 to attack rolls against any non True Demon. In your presence, they must make a will save, or suffer -2 to their own attack rolls if they fail and become afraid of your incredible abilities.

BUILDING A CHARACTER:

Step 1: Select your race or races.

Hybrid Race Rules

To calculate your base scores, points allocated at level 1, HSV value, and HP & Ki gained per level, you take the average of the two races. Note: Some races cannot have a hybrid, so make sure your GM approves of this before selecting your races.

One of the two bloods that flow through you have to take dominance, this will determine which transformations you can have, feats you can pick up, and your over all appearance.

Saiyan/Vegit:

As you can see, Saiyans have advantages in Ki and strength, but lack any base bonuses in other areas. If you choose Saiyan as your race, go ahead and divy up 22 ability points among your Strength->Charisma stats. Do not put 22 points on every stat, divide them up between STR, CON, DEX, INT, WIS and CHA.

NAME: LEVEL: EXP:

RACE: Saiyan/Vegit

AGE: SEX: HEIGHT: EYE: COLOR: HAIR:

HEALTH: 20

Ki: 20

STRENGTH: 14 CONSTITUTION: 10 DEXTERITY: 12 INTELLIGENCE: 8 WISDOM: 8 CHARISMA: 8

Dodge/Parry Bonus:

Ki Defense Bonus:

Ki Resistance (Damage Absorption for Ki based attacks):

Healing Surges:

Zenkai Boost Counter: 0/11

Skills:

Level 0 Ability Points: 22

Bonuses: Zenkai Boost

Healing Surges A Day: 6 + CON MOD

HP and Ki Gained Per Level: 5d20

HUMAN/Earthling

NAME: LEVEL: EXP:

RACE: Human

AGE: SEX: HEIGHT: EYE: COLOR: HAIR:

HEALTH: 20

Ki: 10

STRENGTH: 10 CONSTITUTION: 8 DEXTERITY: 8 INTELLIGENCE: 12 WISDOM: 12 CHARISMA: 14 Dodge/Parry Bonus:

Ki Defense Bonus:

Ki Resistance (Damage Absorption for Ki based attacks):

Healing Surges:

Skills:

Humans get a bad rap for being weak, but they have an untapped potential that you can unlock and see for yourself.

Level 1 Ability Points: 24

Bonuses: Sensu Beans X5 at start of game

Healing Surges A Day: 8 + CON Mod

HP and Ki Gained Per Level: 3d20

Namekian

NAME: LEVEL: EXP:

RACE: Namekian

AGE: SEX: HEIGHT: EYE: COLOR: HAIR:

HEALTH: 20

Ki: 15

STRENGTH: 12 CONSTITUTION: 12 DEXTERITY: 8 INTELLIGENCE: 10 WISDOM: 14 CHARISMA: 8

Dodge/Parry Bonus:

Ki Defense Bonus:

Ki Resistance (Damage Absorption for Ki based attacks):

Healing Surges:

Skills: ---

Namekians can be seen as the guardians of the universe in certain ways. Though, not quite as strong as Saiyans at base level, they still have potential to become Super Nameks.

Level 1 Ability Points: 23

Bonuses: Regeneration

Healing Surges A Day: 7 + CON Mod

HP and Ki Gained Per Level: 4d20

Android

NAME: LEVEL: EXP:

RACE: Android TYPE: ???

AGE: SEX: HEIGHT: EYE: COLOR: HAIR:

HEALTH: 20

Ki: 20

STRENGTH: 12 CONSTITUTION: 15 DEXTERITY: 10 INTELLIGENCE: 14 WISDOM: 10 CHARISMA: 8

Dodge/Parry Bonus:

Ki Defense Bonus:

Ki Resistance (Damage Absorption for Ki based attacks):

Healing Surges:

Skills:

Who says Androids can’t get stronger?

Level 1 Ability Points: 22

Bonuses: Constant Ki Regen, Energy Absorbtion, Android Absorbtion, etc (type picked while talking to GM in PMs)

Healing Surges A Day: 7 + CON MOD

HP and Ki Gained Per Level: 4d20

Regen #: Constitution modifier +1/8 of Ki +5 per forum post

Pyrolite

NAME: LEVEL: EXP:

RACE:

AGE: SEX: HEIGHT: EYE: COLOR: HAIR:

HEALTH: 20

Ki: 20

Strength: 8 Dexterity: 8 Constitution: 14 Intelligence: 10 Wisdom: 8 Charisma: 12

Dodge/Parry Bonus:

Ki Defense Bonus:

Ki Resistance (Damage Absorption for Ki based attacks):

Healing Surges:

Skills:

Level 1 Ability Points: 23

Bonuses: Fire Affinity

Healing Surges A Day: 6 + CON Mod

HP and Ki Gained Per Level: 2d20

Calculating Your Stats

Hit Points: For every ability point you put on Constitution, increase your character’s hit-points by 2 in addition to the HP dice you rolled for Level 1.

Ki: Take your Modifiers for STR and CON and add them together, add that number to your Base Ki level then add that to the Ki dice you rolled for Level 1 and you have your maximum Ki.

Dodge/Parry Bonus: Take your Dexterity Mod and use that number as a bonus when you’re attempting to dodge a melee basic move.

Ki Defense: Attempting to deflect or block an energy blast with an energy shield or your own arms is a skill in and of itself. Take your Modifier for Constitution and add it to your defensive moves.

Healing Surges Per Day: See your race’s section above for more information.

Healing Surge Value: Divide your maximum health by ¼ and you’ll get your Healing Surge Value. This is the number of HPs or Ki that you can replenish with sheer willpower in a given forum post.

Ki Resistance: Every fifty points of Ki that you gain, you gain 1 point of ki resistance, meaning, subtract this number from calculated damage from Super and Ultimate Attacks.

Note: Ki Resistance is not STATIC, it fluctuates depending on your current Ki level. Meaning that, even if you have a max Ki of 100, if your Ki is at 0, you do not get to subtract Ki Resistance from damage rolled.

NOTE: SOME ANDROIDS CANNOT USE HSV FOR THEIR Ki STAT!!

Bloodied Value: Divide your health in half. ''+10 to one Ultimate Attack when bloodied (Known as a Desperation Move) [i]SPECIAL DEFENSES''

Fortitude : (Affected by Constitution) FORT = CON mod + 10

Reflex : (Affected by Dexterity) REF = DEX mod + 10

Will : Will = your Wisdom mod +10.

''Will can defend against psychic attacks from Namekians, and paralyzing moves that some Androids can use. It can also save you from being poisoned, and other status effects. In some cases, if you roll a Will check when near death, you can save yourself (two attempts only). Will defense works the same as Relfex and Fortitude.''

''' Modifiers: [IMPORTANT!!!] Are dictated by what your exact ability score is. Refer to the modifier chart below this disclaimer.  The New Modifier Chart. '''

Chart works like this

Ability Score #-Ability Score# modifier bonus stipulation

1 –5 Can’t use Ki based attacks based on this ability 2–3 –4 Can’t use Ki based attacks based on this ability 4–5 –3 Can’t use Ki based attacks based on this ability 6–7 –2 Can’t use Ki based attacks based on this ability 8–9 –1 Can’t use Ki based attacks based on this ability 10–11 0 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20–21 +5 22–23 +6 24–25 +7 26–27 +8 28–29 +9 30–31 +10 32–33 +11 34–35 +12 36–37 +13 38–39 +14 40–41 +15 42–43 +16 44–45 +17

[A6]

SKILLS

The next thing that needs to be covered are Skills. Just copy the table below and add it to your character page. Skills are specific actions that your character can do in just about any scenario, some of them are free actions while others take up your entire turn. Everyone has a different array of skills, and some skills can only be used if you are trained in them. Example: You are asked to express your knowledge on the Saiyans, since you have basic knowledge, you could only tell someone basic information. Your partner however, has spent some time reading and training his knowledge onSaiyans and is able to give a clearer picture about them.

But, if someone who knows nothing about computers attempts to hack a complex network, they're not going to be able to use that skill, because it's tied to a specific type of knowledge.

Skill / Ability Mod Base / Use Untrained? /Skill Points / Action Type

 Acrobatics  I DEX I NO I [ ]- Free or Move

 Climb  I STR I YES I [ ]- Attack or Full

 Technology  I INT I NO I [ ]-N/A

 Concentration  I WIS I YES I [ ]-Reaction

 Craft  I INT I NO I [ ]-N/A

 Diplomacy  I CHA I YES I [ ]-Minor Action

 Disable Device  I INT I NO I [ ] -Standard Action

 Disguise  I CHA I YES I [ ]-N/A

 Vehicles  I INT I YES I [ ] -N/A

 Escape Artist  I DEX I NO I [ ]-FULL

 Gather Information  I CHA I YES I [ ]-N/A

 Handle Animal  I CHA I YES I [ ]-N/A

 Intimidate  I CHA I YES I [ ]Minor Action

 Investigate  I INT I YES I [ ]-FULL

 Knowledge I INT I YES I [ ]-FREE or FULL

 Language  I N/A I [ ]I -N/A

 Medicine  I WIS I NO I [ ]-N/A

 Perform  I CHA I YES I [ ] -N/A

 Perception  I INT I YES I [ ] -FREE

 Pilot/Ride  I DEX I NO I [ ] -Move

 Profession  I WIS I NO I [ ]-N/A

 Search  I INT I YES I [ ]-Standard Action

 Sense Motive I WIS I YES I [ ]-Reaction

 Sleight of Hand  I DEX I YES I [ ] -Attack

 Stealth  I DEX I YES I [ ]-Move

 Survival I WIS I NO I [ ]-N/A

 Swim I STR I YES I [ ]-Move or Full

 Sense Ki I CON I NO I [ ]-Minor

 Ki Crafting  I WIS I NO I [ ] -FULL (for creating constructs out of your Ki, like razor sharp Ki blades, energy shields, etc, that mimic a real surface)

 Close Combat I STR I YES I [ ] -Melee Basic

 Ranged Combat  I CON or DEX I YES I [ ]Melee Basic or Super

 Healing  I CON I NO I [ ] -Minor (those trained in this skill can grant one of their healing surges to another player or NPC and increase the amount of health or Ki healed by 2% if used on self)

 Close Parry I DEX I YES I [ ] -Reaction

 Close Energy Defense  I CON I [ ] -Reaction

''Congratulations, you’ve just constructed your character. Now it’s time to learn the rules of the game! And after that, we’ll pick your Feat, 2 Super attacks and 1 Ultimate.''

Chapter 2: RULES
[B1]

CHAPTER 2 RULES

This game can be played one of two ways, either as an internet play by post RPG, or as a table top (or Skype based) “pen and paper” RPG, that is played with either electronic dice roller programs (which can be googled) or real dice in the comfort of your own home.

The way posting works is simple, you’ll use a novel format to describe what your character does in a given situation, listing all attacks and moves and the success roll (corresponding to dice rolls, damage and attack roll/Dodge roll) in the space between paragraphs.

The Table Top version of the game uses initiative turn based encounters, each player controlled character will be given a series of actions that they can perform in the following:

1 Standard Action (An attack, or series of attacks, such as a 4 hit string of Melee Basic punches or kicks, or the use of two supers, or an ultimate move)

2 Minor Actions (The use of a healing surge to replenish HP or Ki counts as a Minor Action

1 Movement Action (Used when moving across the map, standing up from a prone position, or when activating a Combat Style * see combat styles section for details )

Free Actions (As many as the GM will reasonably allow)

The Forum Based or Play by Post version of the game functions as a series of either free for all encounters or specific turn based (initiative or GM decided) encounters, players have the following actions that they can perform each post:

1 Movement Action (see previous section), 4 Melee Basic Actions (equivelent of 1 Standard Action in the Table Top Version), 2 Super Actions (Also the equivelent of a single Standard Action in the Table Top version), or 1 Ultimate (Single Standard Action in Table Top), 2 Minor Actions, and as many free actions as the GM will reasonably allow.

[B2] Free-Actions

Free-actions are moves that are free of cost, they can be performed at any time and can be used in abundance as long as the GM (game master) doesn’t restrict them.

Movement

You are allowed up to a certain range for your movement action, which will be entirely based upon your Dexterity score. The higher your score, the farther you can move.

Ability Score x 50 = Distance in feet

Minor Actions

Drinking a potion, eating a senzu bean, helping a friend up off the ground, tossing someone across the map, making a strength check to grab an enemy, these are all examples of minor actions.

Standard Action

These are considered your attack actions, which will consist of either A) Four basic melee/ki attacks; B) Two basic melee/ki attacks and a Super attack; or C) One Ultimate Attack

Within a single turn, you are allotted one movement action, one standard action, and one or two minor actions (GM discretion or if necessary.) Free actions really do not fit since they pretty much can be done anytime and are considered instant, though always check with the GM to see if your free action is allowed.

Your actions can be subbed in for other actions, if for instance your opponent is still within range without you having to use your movement action, you may forgo your movement for two more melee based attacks or a super based action.

 Checks and Saves 

Strength Check: This check is applied when you do an action that requires strength in order to do it. Such as, lifting an object over your head, and combating against someone in a submission move where you have to fight against their strength.

Fortitude Check: This check happens when you suffer a large wound and are bleeding to death in order to prevent shock or even blacking out. It is also applied every time you consume something that affects your body adversely (alcohol, poison, etc.)

Reflex Check: You should be familiar to this one by now. Certain circumstances will require you to roll a reflex check or save (same thing) to see if you dodge something. These checks are things that are done out of combat, like triggering a trap or dodging debris as a side effect of your combat.

Intelligence Check: Also referred to as Insight Check. These checks are applied when you are trying to look into or analyze a situation for what it really is, a person's intentions or motives, or to piece together subtle clues that no one else has picked up on. Based upon what your roll comes out to be, will be determined by the DM how much you read into something. Even if you get a natural 20, some things still cannot be foreseen as it may be a part of the story arc itself.

Wisdom Check: Not to be confused with Intelligence, Wisdom has to deal with history for the most part. Knowledge of a race of people, events of the past, etc. These checks are rolled for when you are trying to see how much your character knows about a certain event or block in time. Keep in mind that your character has to have something to do with such event in history to even perform this check.

(Example: Saiyans born on Planet Barbos will know something of that Planet's History, even if its from a different region where Sprout will not. Android 12 will know the events of history concerning the Z Fighters on Earth, where no one else will.)

Will Check: As it is said in your character sheet, this check is applied to Nameks or other races that use techniques that are of telekinetic nature, or paralyzing nature.

Spot Check: Not to be confused with Insight, Spot checks are to check your surroundings and are based upon the INT modifier. This can be particularly useful when trying to find secret doors, passages, traps, or anything that normally would be out of sight from normal day to day activity. These checks can also be applied when trying to spot someone attacking by surprise, in hiding, their tracks, or even an attempt to hide something.

Checks will have a DC (Difficulty Class) where you have to roll a d20 + that specific check's modifier => DC. Saves will have a DC where you have to roll 1d20 for every 20 points you have in either Fortitude, Reflex, or Will (depending on which one you need to save for.)

Quick reference: Save Score / 20 + 1d20

[B3]

Flying

Flight, one of the best and and fasted ways to get around the game world. It's not the most cost effective however. Starting at level 1 you can fly. But it's going to cost you.

Level #/Ki Cost to take off/Ki cost to maintain flight per post

Level 1-4/35/5

Level 5-9/25/2

Level 10-15/15/1

Level 16+/5/0

[B4]

Melee-Basic-Actions

Melee-Basic-Actions are attacks that are performed against the opponent and have no ki cost, such as punches and kicks (head-butts too). The Ki-Cost for Melee-Basic-Actions is free for physical punches, but Ki-blasts cost 1 at the start of the game. The greater the STR mod, the greater the damage output for your Melee-Basic-Actions.

Your basic Melee Damage is calculated based on how much training you've done/had throughout your lifetime. Following this chart will help you calculate how much damage you'll be dishing out with your punches!

Your character level determines the number of dice that you roll.

For example, Android 12 is Level 8 and has a STR mod of 4, so his damage output would be [8d2 + 4].

Note: Ki resistance does not get factored into Melee attacks.

[B5]

Training/Zenkai Boosts-Melee-Damage Output Dice

0-5d2 5-10---d4 11-16--d6 17-22--d8 23-28--d10 29-34--d12 35+d20

Figure: As you can see, your base Melee Damage starts at (STR)d2 + (STR) and will go up as you gain more training or Zenkai boosts. [B6]

Super-Attacks

Super attacks are special moves that cost more Ki than a smaller Ki blast attack, but aren’t as costly as an Ultimate, Team Tactic/Attack, or a Weekly. Damage output of a given Super-Attack depends on A) the damage output specified on a power card (more on this later) and B) how hi your Ki is, the higher your Ki is when you fire your super attack, the higher your damage modifier is going to be.

Ki # / Damage Mod

10-15 = + 1 16-20 = + 2 21- 25 = + 3 26- 30 = + 1d4 31- 40 = + 1d4 + 1 41- 50 = + 1d4 + 2 51- 60 = + 1d6 + 1 61- 70 = + 1d6 + 2 72- 80 = + 1d8 + 1 81- 90 = + 1d8 + 2 91- 100 = + 1d10 + 1 101-110 = + 1d10 + 2 111-120 = + 1d12 + 1 121-130+ = + 1d12 + 2 (+ 1d12 per 200 points in Ki) 930 - 1930+ = + 3d20 + 3 (+ 1d20 per 1000 points in Ki) 6930+ = 2d100 + 6 (+ 1d100 per 3000 points in Ki)

So basically, the more you train, the better. The above chart also counts for Ultimate attacks, which generally do more damage and cost more at their base value.

[B7]

Charging Supers or Ultimate Attacks

You can charge your supers or ultmates to increase their damage output by +1 dice # per forum post spent charging it. You give up all your other actions to do this post by post, so be careful.

Cost: 50% of super/ultimate cost per forum post spent charging.

Effect: +1 to total dice number (for each dice rolled, including supers that have three dice types e.x, final flash has a base damage output of 1d100 + 4d20 + 3d12 + (CON) + (Super Attack Ki Bonus), after charging it it's base damage output would be 2d100 + 5d20 + 4d12 + (CON) + (Super Attack Ki Bonus).

Every five posts spent charging a given attack, the dice type goes up by one, though nothing can go above a d100.

[B8]

Ultimate-Attacks:

Ultimate attacks function similarly to Super Attacks, but they have the potential to warp the land or even destroy the planet if they miss their intended target (depending on how hi your Ki is). You can only do either two supers or an Ultimate, not both (during a forum post).

In the event that an Ultimate Attack drains your character of Ki, you’ll be stunned for one forum post due to over-exertion.

[B9]

Blast Stocks:

Used for Melee Supers and Melee Ultimate Attacks:

Melee Supers and Melee Ultimate Attacks take more than just Ki, they force your body to move quicker than normal to increase the number of attacks that you can achieve in a given amount of time.

Blast Stocks are a representation of your character's ability to spend the Ki necessary to increase speed and endurance to get your Melee Supers and Ultimate Attacks off in a given turn.

The total number of blast stocks that your character can have is determined by 1/2 your level + 2.

Grade 1 Melee Supers can be used at the cost of 1 blast stock, and Melee Ultimate Attacks can be used after spending 2 blast stocks.

Follow chart below to figure out Blast Stock Cost.

Grade 2 Melee Super: 2 - Melee Ultimate: 3

Grade 3 Melee Super: 3 - Melee Ultimate: 4

Grade 4 Melee super: 4 - Melee Ultimate: 5

Grade 5 Melee Super: 5 - Melee Ultimate: 6

Grade 6 Melee super: 6 - Melee Ultimate: 7

Grade 7 Melee Super: 7 - Melee Ultimate: 8

Grade 8 Melee Super: 8 - Melee Ultimate: 9

Grade 9 Melee Super: 9 - Melee Ultimate: 10

Grade 10 Melee Super: 10

You regain blast stocks at a rate of 1 per 8 Melee Basic Actions used in an encounter.

[B10]

Beginning Combat

At the start of each battle, each player will be given a term that is known as "Initiative" which means the rate of which you attack and determines turn order. Your initiative is determined by your dexterity score, the higher your score the better chance you have at going first during a battle.

Example: Android 12, Dragon Fly, Octavius, and Tobias are engaged with two demons, each with a Dex of 42. Android 12 has a Dex of 56, Dragon Fly with a score of 50, Octavius 52, and Tobias with 50.

This would give you the turn order of Android 12, Octavius, Dragon Fly / Tobias, then lastly the two demons. Those that have the same initiative attack at the same time, not necessarily meaning they attack the same enemy, but in real time their separate combat phases would be occurring at the same time.

Attacking and Defending

I’m sure you're curious how offense and defense will work. Well, it’s actually quite simple. Just like in standard D&D, you’ll roll a real(or computerized) D20 (dice with 20 sides) and add whatever modifiers (such as attack bonuses for standard melee attacks or Ki based Super Attacks/Ultimate Attacks) added onto that roll.

Attack rolls will be performed with the STR mod for melee-basic actions, and the CON mod for super attacks/ultimates.

Defensive rolls will be performed using the DEX modifier as a bonus against melee-basic actions, and the CON mod as a bonus against Super Attacks/Ultimates

Example.

Draco is playing as a Saiyan warrior called Lettuce, and wants to throw a Kamehameha at Red Joey’s face (who is playing a short human character named Gohen). This is how he’d describe his attack.

''Lettuce let out a battle cry, when he saw the little human twerp! He hated midgets, and he went out of his way to make their lives miserable. Reaching his arm back and gathering the necessary energy, Lettuce grinned, and threw the energy attack at the little human’s insignificant body!''

Ultimate Attack: Giant Energy Ball That Crushes Midgets!

Cost: 20 Ki My Current Ki: 70/70

Roll: D20

Roll = 8 + bonuses (CON MOD, let’s say it’s +5)

Damage: 1d10 + (CON) + bonuses (+6 if his Ki is at 70)

It’s important to list all of the information from your attack and stats, so that moderators and the GM can record what’s happening and so that your target can also record his damage and retaliate. You can only dictate what YOUR character does in a forum post, never under any circumstances are you allowed to write another player’s character in a forum post (unless they send you a PM telling you to do it once if they can’t post, in which case, the PM should be forwarded to a moderator or the GM)

Also, be CREATIVE! Inject as much personality possible from your character in these posts. They can be quite telling and help to build trademarks that the character will have throughout your entire adventure.

Now, I will show what a defending post would look like.

''The massive energy ball darkened the sky, blotting out the sun. Gohen’s eyes went wide, and fear gripped at his little spine. He let out a shriek, and attempted to dodge out of the way of the blast, covering his eyes for fear of the aftermath.''

Dodge Roll: D20

Result = Critical 1 (Gohen takes full damage x2)

END TURN

Red Joey rolled a critical 1 on his D20 to get out of the way of the blast.

Unfortunately, that’s a critical failure and he takes the full damage x2 from the impending attack. If you roll a 1, it’s always a critical failure, and if you roll a 20, it’s always a critical success no matter what you’re attempting.

''Note: I’ve had games where I’ve used this dodge system, and both me and a friend were rolling off for a dodge, and we both scored critical 20s, it’s rare, but hilarious. <- in that event, both characters will have a roll off, or the GM will decide. Though, in this game, we typically do not defend against critical 20s.''

Let’s see what would have happened if Joey had a different roll outcome.

''Gohen’s eyes went wide, and fear gripped at his little spine as the massive energy ball came towards his tiny body. He let out a shriek as he attempted to dodge out of the way of the blast, covering his eyes for fear of the aftermath.''

Dodge Roll: D20 Result Critical 20! (no bonuses needed, unless you want to be an ass)

Cost: N/A My Current Ki: 45/60

Damage Taken: 0! <-- ha bitch!

''Gohen cringed as he heard the terrible blast hit the ground. Heat blasted him in the face, and the world sounded like it was going to explode, but he wasn’t hurt. He opened his eyes to see that he had dodged the massive attack completely! He sighed, and looked around for his attacker.''

Counter Attack:

Seeing his enemy in his sights, Gohen charged toward his hated Saiyan enemy at full speed. Getting in his face and throwing three punches and four kicks!

Melee Basic Attacks: Punch: D20 Roll = 2 + (STR MOD, let’s say it’s +4),

Punch to face: Roll: Critical 20 + (no mod needed, critical success),

Punch: Roll: 13 + 4,

Kick to nuts: Roll: 5 + 4.

Gohen let out a final cry, putting his hands above his forehead and firing a Masenko at Lettuce’s groin.

Super Attack: Masenko

Ki Cost: 15 My Current Ki: 30/60

Attack Roll: 15 + (CON, let’s say it’s +6) so that’s 21 total, hard to dodge.

Damage: 1d6 + 4 (current Ki dictates damage output, not maximum Ki which would be +7 if Gohen fired his attack at full Ki)

END TURN

Take note, that after a critical 20 for a dodge, you can only counter attack the enemy if they do not have more strikes coming towards you, you can't interrupt their combo. You can only counter attack AFTER their last attack is finished and you're not dead or KOed.

If Gohen had scored anything above a 13, he would have dodged the attack, and would be able to head right into the counter attack phase of his post.

Also, note that transformations take up different actions in your post, depending on what level of mastery you have over them. So, if you place your Super Saiyan/ Super Namek/Super Human transformations strategically.

At the end of each battle, the GM will make a post directed to all participants and list who gets what experience for the battle, and describe any death scenes and transitions to Hell or Heaven? Unless of course, someone wants to write their own death scene for more EXP… PM the GM if you prefer to do this…

Refer to the following abilities for additional strategies against enemies.

[B11]

Ki Blasts.

Contrary to belief these little buggers aren't just for show or flash and have far more uses than just shooting a little ball of energy at your opponent, they have many uses and forms and can even take the place of your melee attacks to deal damage against those pesky types with high physical resistances.

Ki Blast: The basic blasts costing 1ki each you fire a nice little ball of energy at your enemy for melee damage + (CON) + (STR)

Ki Barrage: Shoot out 1D8 Ki blasts at the cost of 3 of your Melee-Basic moves that forum post. Each Ki-Ball shot is worth base-melee-damage + (CON) + (STR) per hit at a cost of 1Ki for the first four Ki blasts fired, and 5Ki for each additional blast fired thereafter.

Ki Impact: This annoying little bugger is an evil little blast of charged ki. Causing it to explode as you ram it against your opponent to cause increased damage as well as making a nice explosion in front of you, with a nice little splash damage; is a nice way to show your opponent that you really CARE! Cost: -2 Melee-Basic Actions, 50Ki

Damage: base-Melee-Damage + (STR) + (Super Attack Ki Bonus) for initial hit, 1D6 + (STR) + (Super Attack Ki Bonus) for initial explosion after impact, 1D4 splash damage to adjacent enemies if they’re bunched together.

Ki-Net: Last but not least a concentrated Ki wave faced toward your opponent with a chance of 1d4 hits before sending them flying. Cost: -2 Melee-Basic Action, 15Ki

Damage: base-melee-damage + (CON) + (STR) for each time damage is inflicted with Ki-Wave

Stipulation: If you use more than 1 Ki-Net, increase cost to include 1 Blast Stock per Ki-Net used.

It does not matter if your enemy has a higher power level. Most enemies can only focus on one Player Character at a time, so the option to flank the enemy and surprise attack them is quite possible. There is also the possibility that an even number of enemies will attack all of you at once, causing all of your Player Characters to be forced on the defensive. It’s important to choose your offensive powers and defensive powers well, as it’s inevitable that some people will die. But don’t fret if you die, as long as one friendly stays alive (or you're not a fully mechanical android) they can always gather the dragon balls and wish you back (if there’s a guardian of the planet). And you can always go train with East Kaio, if she can stomach you!

[B12]

HEALING SURGES:

Healing surges basically function like a power-up sequence in the Dragon Ball Manga or Anime... they can refill your Ki or HP if you're an organic creature.

Android's that are fully robotic or have a REGEN #, cannot gain Ki back by Healing Surges.

A Healing Surge is a minor action, and as such you cannot use more than TWO per forum post.

[B13]

SAVING THROWS AND DEATH

You get five chances to save yourself from death if you’re unconscious. You do this by rolling saving throws, each failure (of rolling badly with a D20 and not passing the Dice Check aka DC) will put you further in the grave. If your Health reaches past bloodied (half your health) in the negative, you’re DEAD!

Saving throws can only be performed when you’re not incinerated. If you get incinerated, you’re dead automatically. But if you succeed in two saving throws, you'll be stabilized at 0HP and KOed.

[B14] Bleeding Out/Massive Injury

At times you will have body parts cut off by Kienzan disks or by beam sword slashes, or your body will be pierced completely by a Special Beam cannon. In these instances, and depending on the circumstance, you will begin to lose HP and Ki at an increasing rate until the wound can be healed. These rules do not include the fact that Android's are generally more durable, but under certain circumstances, they too can become greatly injured.

Piercing:

Note: This can only happen when your enemy's Ki is less than half full.

Torso: -2d20 HP and Ki + CON(this is a bonus and takes away from damage) mod per turn

Head: Instant Death for namekians, humans and Saiyans

Heart: Instant Death for Saiyans and Humans.

Appendages: -1d10 HP and Ki + CON(bonus) mod per turn

Crotch: -2d20 HP and Ki + (CON) per turn

Massive Blunt Trauma (such as a Ki blast placed directly over the heart to stop it)

In this case, the subject must make a constitution save in order to regain use of said body part, sometimes being the entire body, if they fail this DC five times, the body part becomes useless for the rest of the battle, and if this body part is the heart or brain, then they are dead. (DC 20 + roll and level of character, DC number indicates how many dice are rolled to match dificulty class)

Torso: -1d10 HP and Ki + (CON) per turn

Heart: (only stops heart if Natural 20 or 12 points above their defense attempt)

-3d20 + CON(bonus) to both Ki and HP per turn

Brain: (Only stops functioning if Natural 20 or 20 points above their defense attempt)

-6d20 + CON(bonus) to both Ki and HP per turn

Appendages: (only stop working if Natural 20 or if 10 points above their defense attempt)

-1d20 to both HP and Ki per turn.

Crotch: (only becomes severely damaged if Natural 20 or if 10 points above their defense attempt)

-1d10 per turn and -1d4 to all rolls

Cut In HALF:

As in because of a Kienzan disk or because of some other sharp object or energy attack. If any body part is cut in half, you must make a DC 30 + attack roll + attacker's level, constitution check in order to stay conscious. If your torso is the thing that has been cut in half, you are instantly KOed and add +10 onto your DC. If you pass this DC within 5 turns, you are stablized until the encounter is over. If you fail 5 times, you die. Just as piercing rules state, unless a super says otherwise, your enemy's Ki must be less than half full for this to work.

Torso: -8d20 + CON to both HP and Ki per turn

Head: Instant Death

Appendages: -3d20 + CON to both HP and Ki per turn

Waist: -6d20 + CON to both HP and Ki per turn -1d20 to all attack rolls

Energy Clashes

There are two ways that you can execute an energy clash, though both closely follow the same rule set. First is the event where you and your opponent fire an attack at the same time; each of you will make your attack roll as normal but depending on your result will determine how the clash starts out. With this method, if the difference between the your attack roll totals are within 5 points of each other, they collide with each of you having equal footing; if between 5 and 10 points, whomever has the higher roll gains a + 1 advantage on the other; if greater than 10 points, whomever has the higher roll gains a + 2 advantage on the other.

The second method is when one of you has already fired their attack and the other is attempting to respond fast enough to deliver a counter attack for the clash. In this instance, you have to make a Reflex and a Fortitude Save, any penalties will be based upon the GM's discretion. Once you do that successfully, if your roll is within 5 points of the original attack roll then you are dead even; if between 5-10 points, + 1 advantage to the higher roll; greater than 10 points, + 2 advantage to the higher roll.

To win an energy clash, you have to gain a + 3 advantage over your opponent during the clash. You will take turns rolling a d20 and whomever rolls higher gains a + 1 advantage towards winning. In this instance and with the attack roll, natural 20's and critical 1's do not count for or against you in the usual critical rules, therefore no auto hit or miss, pass or fail. If you roll either one of these for the attack roll, just calculate as normal as if it were just another number on the dice.

After the clash has a winner decided, both participants will experience extreme fatigue towards their ki, stamina (surges), or some other stat that is based upon the GM's discretion.

[B15]

ZENKAI LIMITS PER LEVEL

''Let’s face it, the Saiyans were just OVER POWERED in Dragon Ball. They’re still quite good in this RPG, but they’ve been balanced against the other races a bit. The Zenkai Power up is still there… however, you can only do it so many times in a level. Read this chart to find out when and when you can’t have a Zenkai Boost.''

LVL 1: 2 Zenkai Boosts MAX

LVL 2: 1

LVL 3: 1

LVL4: 1

LVL5: 1

LVL6: 1

LVL7: 1

LVL8: 1

LVL9: 1

LVL10: 1

LVL 11: 2

LVL 12: 3

LVL 13: 3

LVL 14: 3

LVL 15: 6

LVL 16: 6

LVL 17: 7

LVL 18: 8

LVL 19: 8

LVL 20: 9

LVL 21: 10:

LVL 22: 10

LVL 23: 10

LVL 24: 10

LVL 25: 10

LVL 26: 10

LVL 27: 10

LVL 28: 10

LVL 29: 10

LVL30: 11

The reason why you're not allowed to have more Zenkai boosts EARLIER on, is because it's EASIER to die early on in the game, and thereby easier to get a Zenkai Boost by the same token.

'''NOTE: SAVING THROWS CANNOT BRING YOU TO ABOVE 0 HPs! UNLESS A PLAYER ROLLS A CRITICAL 20, AND THEN IT'S THE GM'S CALL!!'''

Everyone, both good and bad alignment gets a chance to train on the other side. Evil characters will have to try to escape from hell, or just attempt to train there…

Remember that everything is in good fun, please don’t take it personally if your character dies. There will always be adventures for dead characters (those who wish to run otherworld adventures for good and bad characters who have fallen, PM me). Besides, what’s more epic than a good or evil character coming back from the dead 10X or even 100X stronger and getting vengeance on your enemies?!

Android Barrier Stipulations & Other Barrier Type Supers

You can read on the description that it protects you against any attack for 1 forum post, however that can be abused and I have fixed that problem.

Your barrier will equal a quarter of your current Ki, which will serve as the barriers HP. Ki resistance does not factor in for this, and when the HP of the barrier = 0 or less, it is shattered and you will have to roll a Fortitude Check with a penalty of + 4.

If you fail, all attacks that hit you after the barrier is shattered will do its full intended damage without the aid of ki resistance. If you pass then any attack that hits you will do the damage you roll for it, without ki resistance. Also, when the barrier is shattered, any remaining damage that the barrier didn't absorb is transferred to you.

You can use your barrier again in 1d4 posts if you pass your fortitude save, if you fail your fortitude save then you cannot use your barrier again for 2d4 posts.

[B16]

Gravity Training Rules

For this game, gravity training is based off of Barbo's natural gravity or Planet Vegeta, which has ten times the gravity that Earth does. For every 25G's that you train yourself in, you will take a - 1 to all rolls, while gaining + 1 d20 to HP and Ki rolled or + .1 to a particular stat.

Training under gravity is some serious stuff, putting a massive strain on the body at one time or straining it for too long can lead to disastrous effects. GM will roll a d100 each time you train under gravity, and the result will be based upon this chart.

Gravity Mastering Tree:

As you train under gravity, your body becomes use to the strain that is being placed upon it to the point that it feels like there is no gravity increase at all. This mastering tree follows by the following chart:

25G: Mastery 0 / 10 [No additional penalties]

50G: Mastery 0 / 15 [Additional - 2 to rolls, including GM d100 roll, if previous level is not mastered]

75G: Mastery 0 / 20 [Additional - 4 to rolls, including GM d100 roll, if previous level and levels before it is not mastered, - 2 if only 25G is mastered]

100G: Mastery 0 / 25 [Additional - 6 to rolls, including GM d100 roll, if previous level and levels before it is not mastered, - 4 if 50G is mastered, etc.]

The tree follows that formula. Mastery increases every 5 points per 25G, and the penalties increase or decrease by increments of 2 per 25G. Also, as a stipulation, regardless of what you roll, you cannot train at a setting greater than three higher than the one you have mastered.

[B17]

They’re the reason why most of us are fans of Dragon Ball. Super Saiyans and alien transformations are epic! But you have to earn your golden spikes, or your horns (if you’re an alien analogue to frieza). Below are the requirements for becoming a Super Saiyan, Super Namek and “Super Human”. Androids can fuse with others (willingly or otherwise) to alter their appearance and double their power (stipulations below)

SUPER SAIYAN novice

Must be at level 10+, have a maximum Ki above 500. First transformations must roll five D20s and list them in your post with your transformation attempt.

Super Saiyans are created in extreme situations, and are fueled by the emotion called RAGE! To become a Super Saiyan, you have to match the above stipulations, and have a close friend or ally either die or come close to death. A Mod or the GM will tell you if you can become a Super Saiyan after you attempt the transformation. Sometimes you fail, but don’t give up. Super Saiyan cannot be unlocked in training unless something tragic happens that fills the above requirements.

Transformation Cost: 200Ki

Bonuses: As long as your Ki stays above 50 while fighting, you’ll remain in SS form. Super Saiyan allows a constant bonus of X2 to your Ki and Health (only while the form is maintained). And enhances supers and ultimates to X2 and boosts your constitution mod to X2 as well (this bonus also affects health and Ki, be sure to calculate this value before transforming).

Melee damage is boosted by +2 to rolled damage dice (do not factor x2 into damage!!)

So if your Ki and health are both at 500, in SS form your health and Ki would be at 1000.

Down Side: At novice SS level, you will lose 100Ki per forum post and super attacks will cost 50% more than they did previously.

SUPER SAIYAN intermediate

+1/2 to STR and DEX stats, no other change.

Transformation Cost: 150Ki

Down Side: At intermediate level, your ki will decrease at a rate of 75Ki per forum post. And can only be unlocked while training for an extended period of time in Super Saiyan Novice Level. Supers still cost 50% more to use.

SUPER SAIYAN 1.5

Requirements:

Level 11 + and must have a Ki above 600. During your training to master Super Saiyan, you can unlock another transformation. Super Saiyan 1.5 isn’t truly a mastered form, but it does have benefits that make it ideal for those stuck in SS intermediate.

Transformation Cost: 200Ki

Bonuses: X2 Ki and Health +20%(for health and Ki), supers and ultimates now do X2 damage +30dmg and your constitution mod is still only multiplied by x2. +60% to STR, but no DEX bonus in this form.

+4 to dice rolled with Melee Damage.

So, if your base form has 650 health and Ki equally, then you'd first add 20% of that on (which would be 130), and then get your total for 650 X2 = 1300 + 130 = 1430 for Ki and Health.

Downside: Your inexperience is apparent, and your Ki loss is more than that of a normal Super Saiyan novice at first transformation. You can’t hold this form for long without a massive Ki supply. -120 Ki per Forum Post.

SUPER SAIYAN master

Mastering Super Saiyan takes time, and there are many ways to do it. The result is apparent though, as your Ki and Health are multiplied by X2.5 instead of the normal 2 at Novice and intermediate level.

Super Attack and Ultimate Damage output becomes X2.5 (have a calculator handy). +1/2 to STR and DEX stat still remains the same. And, melee damage is granted +6 to total dice rolled.

Transformation Cost: 100Ki

So a SUPER SAIYAN at master level, who has a base Ki and Health of 600, will have a massive boost to 1500 health and Ki.

Remember, it’s up to you to figure out how much damage you’ll do in these transformations.

Down Side: You’ll only lose 50Ki per forum post with this form and Super cost will only cost 40% more than normal.

LEGENDARY SUPER SAIYAN novice

Transformation Cost: 1000Ki

If you chose the Legendary Saiyan racial feat, then you unlock this transformation after mastering Super Saiyan and have a maximum Ki of 2000 (either temporary Ki in battle or maximum Ki outside of battle). This awards a bonus of X3 to your Ki and Health and supers and ultimates and boosts your CON mod to X3 too, and will be devastating as long as your Feat continues to work properly. x2 to STR but no bonus on DEX.

Melee Damage is boosted by +8 to dice rolled.

Stipulation: You can only maintain this transformation as long as your Ki stays above 1000, and your Ki will drain by -500 per forum post in this form.

LEGENDARY SUPER SAIYAN intermediate

Transformation Cost: 950Ki

You’re beginning to harness the advantages of the Legendary form. Reducing the Ki cost. Bonuses remain the same.

Stipulation: You can only maintain this transformation as long as your Ki stays above 900, and your Ki will drain by -450 per forum post.

LEGENDARY SUPER SAIYAN master

Transformation cost: 900Ki

You’ve mastered this transformation. In order to make it to this level of power, you must have a base Ki of 10,000 or above, and be above level 16.

This form grants you X3.5 to Ki health and Super, Ultimate attacks, x4 to CON mod. x3 to STR.

Bonus to melee = +10 to total dice rolled.

Stipulation: You can only maintain this transformation as long as your Ki stays above 600, and your Ki will drain by -400 per forum post.

SUPER SAIYAN 2 novice

You’ve trained long and hard, and you’ve finally reached the next level of power. Your Saiyan hair gets longer, pointing towards the sky (for the most part) and blue electricity shoots through your raging aura. Your muscle mass is reduced and lean, promoting a massive speed boost. But can you handle the power of this awesome form?

Requirements: Level 15+ and must have a Ki of 2500 or more (and must have MASTERED Super Saiyan). Must have a moment of extreme rage, similar to your first SS transformation. Reliving the moment you became an SS is acceptable after long periods of training.

Transformation Cost: 500Ki

Bonuses: X3 to Ki and Health levels. Super attacks, and Ultimates, now do X3 their normal amount of damage. Con mod is multiplied by X3 as well, and all super attacks are granted a 4d6 bonus to their damage output. x2.5 to STR and DEX

+8 to melee damage dice rolled.

Down Side: At SS2 Novice level, you’ll lose 250Ki per Forum Post! Supers will also cost 2x as much as normal.

SUPER SAIYAN 2 intermediate

You’ve trained in your SS2 form enough to successfully limit the drop in your Ki a bit.

Transformation Cost: 300Ki

Bonuses remain the same.

Down Side: You’ll only lose 200Ki per forum post at intermediate level. Supers only cost 90% more.

SUPER SAIYAN 2 master

You’ve trained in SS2 day in and day out, and your progress is apparent in your Ki management.

Transformation Cost: 200Ki

Downside: You’ll only lose 100Ki per forum post when you master SS2. Supers only cost 80%more than usual.

SUPER SAIYAN 3 novice

The ultimate Super Saiyan form is now open to you. Your golden super saiyan hair grows out, and rests below your waist, and massive jolts of blue electricity shoot through your even more impressive super saiyan aura.

Note: Novice transformations take 4 posts.

Requirements: Must be level 20+ and have a Ki of 6000 or greater (and must have SS2 mastered). You must have a moment similar to your first SSJ and SSJ2 transformations, but this energy must come from deep within you.

Transformation Cost: 3000Ki

Bonuses: X4 to Ki and Health and X4 to Supers and Ultimate attacks, CON mod x4. Supers are granted an additional bonus of 6d6. x3 to STR and DEX.

+10 to melee damage dice rolled.

Downside: You’ll lose 2000Ki per forum post at novice level. Better train hard. Supers cost 4x as much.

SUPER SAIYAN 3 intermediate You’ve trained in SS3 for a while now, and you’ve begun to manage your Ki better.

Note: Intermediate Transformations take 2 posts.

Transformation Cost: 2000Ki

Downside: You’ll only lose 1500Ki per forum post now. Supers cost 3x as much.

SUPER SAIYAN 3 master

You’ve trained and mastered your last Super Saiyan form.

+12 to melee damage dice rolled.

Transformation Cost: 1000Ki

Note: Master Transformations take 1 whole post.

Downside: You’ll only lose 1000Ki per forum post now. Supers cost 2.5x as much.

SUPER SAIYAN 4 novice

You’ve trained so damn hard and long, day in and day out, that you have discovered one final Super Saiyan form to master. Your muscle mass increases slightly, your brow ridge extrudes slightly and your golden hair extends and grows even longer, for some passing down to their knees.

Transformation Cost: 8000

Requirements: SSJ3 Mastered, Level 30+ with a Ki of ??? or higher. Must have a moment of super extreme rage after spending a massive amount of time training to unlock this SSJ form.

Bonuses: x6 to Ki, Health and Super and Ultimate attacks done while in this form. Constitution modifier is multiplied to x6 as well. x5 to STR and DEX.

+14 to total melee dice rolled.

Stipulation: In this form, your Ki will drain by 10000 a forum post. Supers cost x6 as much as they usually would.

SUPER SAIYAN 4 Intermediate

You’ve honed your skills in this costly, and sometimes impractical, transformation.

Transformation Cost: 7000

Bonuses: No change

Stipulation: In this form, your Ki will drain by 8000 ki a forum posts. Supers cost x5.5 as much as they usually would.

SUPER SAIYAN 4 Master

You’ve mastered the ultimate non-ape Saiyan Transformation, reducing its cost slightly.

Transformation Cost: 6000

Bonuses: x7 to Ki, HP, CON and all Supers and Ultimates. x6 to STR and DEX.

+16 to total dice rolled for melee damage.

Downside: You’ll lose 7000 ki a post. Supers cost 5x as much as they usually would.

Great Ape Form - (Novice) In this form you are a ravaging beast, you have no control over your attacks or power. You will attack your opponents at random and use a random action. The more times you use this form, the more control you will gain over it. (Every 5 times you use this form, you go up a rank)

Increase to HP & Ki by 50%; STR & CON + 5; DEX & INT - 5 [Score, not Modifier]

+ 1 to total dice rolled for melee damage

(Intermediate) - You are no longer a ravaging beast, however you still have no ability to remember the events that took place during the battle while you were in this form.

All Stats remain the same; INT - 2; Attacks chosen at random

(Master) - Like Prince Vegeta and Bardock, you now have the ability to fully control your actions and retain your conscious thought during the battle. You are fully aware of your actions and are capable of speech.

All Stats remain the same; No penalty to INT; Attacks no longer at random.

Golden Great Ape

Requirements: Must have mastered Super Saiyan. Can reach this form despite lack of mastery in Great Ape but you cannot gain mastery towards this form until Great Ape is mastered. Like Great Ape, every five times you go into this form, you move up a level.

(Novice)

While changing into this form, you must pass a DC with 5d20. If you pass, the form becomes unlocked however you are a ravaging beast once again. Your body and mind haven’t been trained to handle the effects of both transformations at the same time. Your attacks will be random and the targets you attack will be random.

Downside: INT & DEX (- 4) to your Score, not modifier. Adjustment in score will affect modifier.

(Intermediate)

You no longer are a ravaging beast, you are beginning to understand how the transformations co-exist with each other yet your attacks are still random, but have a sole target.

Downside: INT & DEX (- 2) to your Score, not modifier. Adjustment in score will affect modifier.

(Master)

The co-existence of the two transformations has clicked with you, natural, primal instinct now. You are able to rationally choose your attacks with deadly efficiency.

Downside: INT (-1); DEX (-2) to your Score, not modifier. Adjustments in score may affect modifier.

The bonuses of this form change as you get stronger. There are no varying levels of this transformation like in Super Saiyan, instead as your power increases as a Super Saiyan, this form becomes stronger too.

Super Saiyan (Master) – x2.25 to HP, STR, CON and + 6 to total dice rolled for melee damage

Super Saiyan 2 (Master) – x3.25 to HP, STR, CON and + 8 to total dice rolled for melee damage

Super Saiyan 3 (Master) – x4.25 to HP, STR, CON and + 10 to total dice rolled for melee damage

Legendary Super Saiyan (Master) – x3 to HP, STR, CON, and + 10 to total dice rolled for melee damage.

True Saiyan

This is the form that combines the powers of the Super Saiyan rage and the primal transformation of the Saiyan race, into a body that condenses the power of both without the massive size. Your appearance drastically changes as well; your hair will have a thick, wavy look that comes down to your shoulders and rests off the sides; your body will be covered with fur that will be the color of your natural hair color, along with your hair itself.

Requirements: INT 30+, Golden Great Ape (Master), and pass a DC by rolling 5d20

True Saiyan (Novice)

Transformation Cost: 100 Ki

Benefits: + 5 to all stat scores, x1.8 to HP and Ki

Upkeep: 50 Ki

True Saiyan (Intermediate)

Transformation Cost: 80 Ki

Benefits: + 1 additional stat score to STR and DEX; x1.9 to HP and Ki

Upkeep: 40 Ki

True Saiyan (Master)

Transformation Cost: 60 Ki

Benefits: + 1 additional stat score to all stats; x2 to HP and Ki

Upkeep: 30 Ki

All Super Saiyan levels while in True Saiyan will be calculated from your stats in True Saiyan and all transformation costs, ki upkeep costs, and stipulations will be the same as if you were not in True Saiyan.

True Super Saiyan

When you master the True Saiyan form, you begin to realize that this body is more than just a tighter page of primal rage, its better suited to handle massive strains of energy hence the massive muscles have been more compacted making for a deadly Super Saiyan transformation. Appearances changes are having golden fur, spiky hair, and aqua green eyes.

Requirements: True Saiyan (Master)

(Novice)

Transformation Cost: 200 Ki Bonuses: x2 to HP, Ki, DEX, and + 2 to total dice rolled for melee damage Downside: - 100 ki per post; Supers cost 50% more

(Intermediate)

Transformation Cost: 150 Ki Bonuses: x2 to HP, Ki, and DEX; x1.5 to STR and CON score Downside: - 75 Ki per post; Supers cost 50% more

(Master)

Transformation Cost: 100 Ki Bonuses: x2.5 to HP, Ki, and DEX; x1.5 to STR and CON, + 6 to total dice rolled for melee damage Downside: - 50 ki per post; Supers cost 40% more

True Super Saiyan 2

Requirements: True Super Saiyan (Master); Super Saiyan 2 (Master)

(Novice)

Transformation Cost: 500 Ki Bonuses: x3 HP, Ki, DEX, and + 8 to total dice rolled for melee damage; x2.5 CON & STR; Super gain + 4d6 damage Downside: - 250 ki per post; Supers cost x2 more

(Intermediate)

Transformation Cost: 300 Ki Downside: - 200 Ki per post; Supers cost 90% more

(Master)

Transformation Cost: 200 Ki Downside: - 100 ki per post; Supers cost 80% more

True Super Saiyan 3

Requirements: True Super Saiyan 2 (Master); Super Saiyan 3 (Master)

(Novice)

Transformation Cost: 3000 Ki + 4 Forum Posts Bonuses: x4 HP, Ki, DEX, and + 10 to total dice rolled for melee damage; x3 CON & STR; + 6d6 additional damage with Supers. Downside: - 2000 Ki per post; Supers cost four times as much

(Intermediate)

Transformation Cost: 2000 Ki + 2 Forum Posts Downside: - 1500 Ki per post; Supers cost three times as much

(Master)

Transformation Cost: 1000 Ki + 1 Forum Post Bonuses: x4.5 HP, Ki, DEX, and damage; + 12 dice added to melee damage Downside: - 1000 Ki per post; supers cost x2.5 as much

True Legendary Saiyan

Requirements: True Saiyan (Master), True Super Saiyan (Master), Legendary Super Saiyan (Master)

(Novice)

Transformation Cost: 1000 Ki Bonuses: x3 HP, Ki, DEX, and + 8 to total dice rolled for melee damage; x2.5 to STR Downside: - 500 Ki per post; Supers cost x2 as much

(Intermediate)

Transformation Cost: 950 Ki Downside: 450 Ki per post; Supers cost x2 as much

(Master)

Transformation Cost: 900 Ki Bonuses: x4 to DEX; x3.5 to HP, Ki, and damage; x3 to STR; + 10 dice rolled to melee damage Downside: - 400 Ki per post; Supers cost twice as much

Perfect Legendary Super Saiyan

Requirements: Legendary Super Saiyan (Master), 500,000 Ki, Level 30

(Novice)

Bonuses: x5 HP, Ki, CON, and + 15 to total dice rolled for melee damage; x4 to STR; x3 to DEX Downside: - 12,000 ki per post

(Intermediate)

No Change

(Master)

Bonuses: x5.5 HP, Ki, CON, and damage Downside: 10,000 ki per post

Human

SUPER HUMAN novice

It is surmised that Super Humans are caused by the dilution of Saiyan and Human blood. Since so many years have passed since Goku and Vegeta came to earth and began spreading their seed. The super human form is similar to SSJ, however, no color change in hair happens in this form. The golden aura stays though.

Requirements: Must be level 8+, and have a maximum Ki above 400.

Transformation Cost: 150Ki

Bonuses: X2 to Health and Ki and X2 for Super attacks and Ultimate Attacks, bonus of +1/4 your CON score to all attacks, dex and str. All attacks in this form, have the potential to cut attacks and people in half like a Kienzan Disk. See Kienzan Ki relationship chart for Kienzan Disk.

+1 to dice rolled in melee.

Downside: Just like a sustained Kaioken Technique, you’ll lose 65Ki and HP per Forum Post in this form. Supers cost 10% more.

SUPER HUMAN intermediate

Your damage output will increase in intermediate form to X2.5 for Supers/Ultimate attacks and +1/3 your constitution score for Supers, dex and str are also increase by +1/3 as well, but Ki and Health Bonuses remain the same. Must train extensively to attain intermediate status. +5% to Kienzan cutting attribute of all attacks.

+2 to dice rolled with Melee damage

Transformation Cost: 150Ki

Downside: you’ll only lose 55Ki at intermediate level per forum post. Supers only cost 9% more.

SUPER HUMAN master

Your hair grows longer shoots up and becomes more rigid, blue lightning arcing around your body. No color change to hair.

REQUIREMENT: Level 13+

Your damage output will increase to X3 for Super/Ultimate attacks, and a bonus of +1/2 your CON score for damage output, dex and str, but Ki and Health Bonuses remain the same. Must train extensively to attain master status. +8% to kienzan cutting attribute for all attacks.

+4 to Melee Damage Dice rolled

Transformation Cost: 100Ki

Downside: you’ll only lose 45Ki at master level per forum post. Supers only cost 5% more.

SUPER HUMAN perfect level 1

Your hair grows down to your shoulders, similar to SSJ3 but only a quarter of the legnth as lightning becomes more intense.

Requirements: Level 18+

This is the pinnacle of human form and technique. You’ll gain X3 to your Ki and Health, and X3.5 to Super/Ultimate attacks in this form. + 10% to Kienzan cutting attribute for all attacks. x2 CON mod. Supers are granted a +2d6 bonus in this form. DEX and STR increase by +1/2 their total score.

+6 to melee dice damage rolled.

Transformation Cost: 2000Ki

Downside: You’ll lose 1000Ki at perfect level per forum post at perfect level 1. Supers cost 50% more.

SUPER HUMAN perfect level 2

Requirements: Level 19+

Transformation Cost: 1500Ki

Bonuses: +12% to Kienzan Cutting Attribute for all attacks.

+7 to Melee Damage dice rolled.

Downside: You’ll lose 500Ki per forum post. Supers only cost 40% more.

SUPER HUMAN perfect level 3

Transformation Cost: 1000Ki

Bonus: +14% to Kienzan Cutting Attribute to all attacks. Supers only cost 30%more.

+8 to melee damage dice rolled.

Downside: You’ll lose 200Ki per forum post at the final human level.

 Namekian 

SUPER NAMEK novice

Super Namek’s are godlike beings, created either from intense training, or the permanent fusion of two individuals with immense power.

Requirements: Level 9+ and a Ki of 500+, and either learned East Kaioken Technique or have an NPC (or agreeing Player Character) with an equal or greater level, health and Ki.

Since there are two ways to becoming a super Namek, I’ll have to explain why this is.

Method 1

Since we’re playing in the East Galaxy, you can learn a basic technique from an old Master called East Kaioken (it’s East Kaio’s pirated version of King Kai’s Kaioken Technique, except you yell out EAST KAIOKEN, instead, she’s so clever). And through mastering East Kaioken technique, you’ll unlock the ability to sustain it for longer periods of time, and eventually unlock a powerful transformation similar to that of a Super Saiyan.

After mastering Kaioken, you’ll attempt a transformation fueled by an extreme emotion, if you succeed, you’ll be granted a Golden Aura, and a massive power jump.

Transformation Cost: 400Ki

Doing it this way will grant you X2 to your health and Ki and CON mod, and X2 to Super/Ultimate attacks as long as your Ki remains above 100. +1/4 to DEX and STR mods.

+2 to melee damage dice rolled.

Downside: A regeneration move will knock you out of Super Namek novice form. And you’ll lose 500Ki per forum post. Supers cost 60%more

Method 2

When you find someone of equal or greater power, who wants to unlock the power of the super namek, you’ll have to fuse. First you need to discover who the physical base will be, and agree on who will control the character thereafter. A player character can only be controlled by one player at a time. So you’ll usually find someone who wants to start a new character at this point. Or you can find a powerful NPC, but you’ll have to do some serious talking to get them to agree to the fusion.

All attacks will be integrated into the emerging Namekian. Doing it this way, will create a warrior that is likely stronger than a novice level Super Saiyan. Bonuses: X2 to your health and Ki and CON mod, and X2 to Super/Ultimate attacks as long as your Ki remains above 50Ki. +1/2 to DEX and STR mods. The fusion will also cause your character’s base stats, Ki and Health to be added TOGETHER, creating a super warrior.

+3 to Melee Damage Dice rolled.

Transformation Cost: 200Ki

Downside: Regeneration moves will knock you out of Super Namek novice form. And you’ll lose 300Ki per forum post. Supers Cost 40% more.

SUPER NAMEK intermediate

The next stage in training for a Super Namek will make you more efficient, and grant you more power depending on which method you took to become a Super Namek. In this form, your size grows to 2x your normal stature, so unfortunately you suffer a -1 to attack rolls in this form.

With Method 1:

Your Ki, Health, CON mod and Super/Ultimate Attacks now are 2.5x stronger. But due to the size of this form, your speed is reduced considerably. Forcing you to take a -2 to all attack, offensive and defensive rolls.

+5 to melee dice rolled.

Transformation Cost: 300Ki

Downside: You still have a chance to be knocked out of Super Namek form, if you use your regeneration ability to regenerate a limb. Roll a D20 three times, and if the number is not greater than 30, you lose your transformation, and will be forced to transform again. You also lose 350Ki every forum post in this form. Supers cost 2x as much. Your STR is increased to +1/3.

With Method 2

Your body is so strong that it can handle the larger size body with greater ease than someone that used Method 1 to gain Super Namek status, but you still suffer a speed reduction.

Your ki, health, CON mod and Super/Ultimate attacks are 2.5x stronger. But your speed is reduced to -1 for all attack, offensive and defensive rolls. Your STR is increased to x2.

+6 to Melee Damage Dice Rolled.

Transformation Cost: 100Ki

Downside: There’s less of a chance for you to be knocked out of Super Namek form, if you use your regeneration ability to regenerate a limb. Roll a D20 three times, and if the number is not greater than 20, you lose your transformation, and will be forced to transform again. You also lose 200Ki per forum post. Supers cost 80% more.

SUPER NAMEK master

You’ve finally mastered Super Namek. Congrats and stuff.

With Method 1:

You’ve mastered this crude form of Super Namek, even though the costs were heavy on your body.

Bonuses: Health and Ki and CON mod are 3x Stronger, same goes for Super/Ultimate attacks. You do not grow to a large size in this form, and your muscle mass resembles that of a SSJ2. You gain a +1 to all attack rolls, thanks to your speed. Additionally, you are granted a bonus of +2d6 to all Super Attack damage and 4d6 if your attack Crits. x2 to str and dex.

+7 to Melee Damage Dice rolled.

Transformation Cost: 200Ki

Downside: You can no longer be knocked out of Super Namek form while regenerating. But you lose 250Ki per forum post. Supers cost 3x as much.

With Method 2:

You’ve sacrificed much, blood sweat, and even your own individuality, to become this strong. But now you’re at a power threshold the likes of which no Namekian has ever reached.

Transformation Cost: 50Ki

Bonuses: Health, Ki, CON mod and Super/Ultimate attacks are 3x stronger. You do not grow to large size in this form, and your muscle mass resembles that of a SSJ2. You gain a +2 to all attack rolls, thanks to your enhanced speed. Additionally all super attacks have a bonus of +3d6 which increases to +6d6 on a critical hit. x2.5 to STR and DEX.

+8 to Melee Damage dice rolled.

Downside: You can no longer be knocked out of Super Namek form while regenerating. But you lose 150Ki per forum post. Supers cost 2.5x as much.

Android (Infinite Energy or Energy Absorbing)

Incomplete Android - (Grade 1 / Novice) Your circuits internally and externally are almost completely repaired. To reach this level of repair you must be at level 10, have 450+ Ki. In order for these repairs to be done, you either must have completed all of your training/repairing sessions or find an NPC that knows robotics.

While in this state of repair, your health and ki are doubled along with your damage output. However, you can become damaged once more falling out of this "transformation." Stat bonuses will also stay active as long as your ki stays above 200.

A new set of training / repair sessions are unlocked, but grant no further stat upgrades. These sessions will be needed to unlock higher grades of the "transformation."

Downside: 50 ki per forum post

(Grade 2 / Intermediate)

Dexterity and Strength in this state increases by x1.5, extended damage occurred will knock you back down to Grade 1, and loss of 30 ki per forum post. More sessions are also unlocked in order to achieve next grade.

(Grade 3 / Master)

Your stats are increased by x2.5 to your health and ki, from your base stats, along with attack damage. No new sessions are added. 20 ki per forum post.

Complete Android - (Grade 1 / Novice)

Your complete power is now realized, just as Dr. Gero originally intended. You must be at level 15, have an NPC that has a knowledge in robotics, 2200+ Ki.

Your stats and damage increase by x3. You also do not have to suffer from taking substantial damage to knock out of this level of repair. 200 ki per forum post.

New training / upgrade sessions will be available to achieve higher grade.

(Grade 2 / Intermediate)

Dexterity and Strength increase by x2 from base stats, 100 ki per forum post. New training / upgrade sessions become available to achieve next grade.

(Grade 3 / Master)

No change in bonuses, 50 ki per forum post.

Fusion Android:

Requirements: Level 20 + ; 7000 Ki + Bonuses: x4 HP, Ki, Melee & Super Damage; x3 Strength & Dexterity at Intermediate Level - 1000 Ki per post (Novice) - 700 Ki per post (Intermediate) - 300 Ki per post (Master)

Method 1: You are either of energy absorbing or infinite energy base and wish to upgrade your current abilities to be of both android types in nature. In order to do so, you must supply a highly trained technician in robotics a schematic of your circuitry. You must also have the means necessary to provide them with the method of energy absorbing devices like the ones #19 & Gero had. The constructed android must be to your exact likeness but opposing in circuitry.

(Example: #12 is an infinite energy android. To complete this method of fusion, I would need another #12 constructed to be of energy absorbing type.)

With this method, when you absorb ki from energy attacks or from a person, you have a temporary ki and health that resets after battle. This temporary ki and health can go over your maximum amount for the battle only, it does not carry over. Methods of absorbing energy are the same as Energy Absorbing Android. [See this race specific class for more details]

+ 10 Attack Rolls (Only when attempting to Absorb) Absorption Die Type: d10

Method 2: You are granted the upgrade to enhance your own peak performance by integrating extra CPU chips and Power Supplies into your own body. (Like #13) The necessary parts have to come from other androids of your own type, but different likeness.

(Example: 14 and 15 were the same type of android as 13, infinite energy. However, their mechanics where different to that of 13 so when he absorbed their parts, he had their powers and fighting styles comprised within his own)

This method grants you a greater boost to ki restoration per forum post by 50% more than what you normally gain. Since you are also running on extra power supplies and CPU chips, your ability to track your targets is significantly enhanced and you lose less ki per forum post.

+ 10 to defense rolls 1d4 x 100 = less ki lost per forum post. (Example: Novice loses 1000 ki per post. 1d4 roll = 2 x 100 = 200. 800 ki lost per post)

Perfect Fusion Android

Combining the technologies of the Super Infinite Energy design and the Super Energy Absorbing design to make the perfect killing machine. In this form the energy that you absorb is permanent, though each time you absorb energy you have to pass a fortitude save in order to maintain absorbing position.

This form utilizes all of the bonuses of the previous forms from the Fusion Android class.

Requirements: Level 30, 600,000+ Ki Bonuses: x6 HP, Ki, CON, and damage; x5 to Dexterity and Strength at Intermediate

-14000 Ki per post (Novice) -12000 Ki per post (Intermediate) -10000 Ki per post (Master)

Matter Absorbing Androids

You are a rare prototype of android in which the android known as Cell was based from. Unlike Cell, you do not have the cultivation of all cells of the greatest warriors in the universe.

Unlike your other brethren, you are more of artificial organic base. Even more so than #17 and #18, which means that you have a ki that can be sensed. Also unlike Cell, you do not require the need to absorb two other androids in order to achieve your perfect form, yet like Cell you have two methods of absorption.

Method 1 - Organic Tissue Absorption. This method you simply impale your victim with the device in which you absorb (preferably a tail like Cell since its required for method 2.)

When you absorb someone in this method you increase your hp and ki by 1d12 at base stage; 1d10 at imperfect stage; 1d8 at perfect form stage; 1d6 at perfect stage; 1d4 at super perfect stage; no bonus at true perfection stage.

Method 2 - Complete Organic Integration. This method of absorption takes the entire body of the victim and integrates their cellular structure with your own. In this method you combine the hp and ki with your own then average it out. Essentially if you absorb someone weaker than you, you become weaker; someone stronger, you become stronger.

This method is also how you achieve your perfect form. You can ONLY integrate five other races into your body attaining their base attribute only, but doesn't restrict you from absorbing them for the power boost.

(Example: You absorb a Saiyan, a Namek, and a Human. You would gain their base racial attribute and if you were to later absorb another Saiyan, you would still gain hp and ki averaged out, but no racial attribute.)

Saiyan - Zenkai Boost

Namek - Regeneration

Human - Automatic Feat Gained

Changeling - Breathe anywhere

Pyrolite - Fire based damage

In addition, when the matter absorbing android evolves, they can gain restricted racial feats and supers however, none from the androids.

2nd Form = x2 to HP, Ki, and Con Mod; x1.5 to Str and Dex scores; + 6 to melee damage dice; - 75 Ki Upkeep

Perfect Form = x3 to HP, Ki, and Con Mod; x2.5 to Str and Dex scores; + 8 to melee damage dice; - 200 Ki Upkeep

Super Perfect = x4 to HP, Ki, and Con Mod; x3 to Str and Dex scores; + 10 to melee damage dice; - 600 Ki Upkeep

Ultimate Perfection = x4.5 to HP, Ki, and Con Mod; x to Str and Dex scores; + 12 to melee damage dice; - 750 Ki Upkeep

Changelings

Note: Effects of transformations layer upon each level with this race, and are not based upon Base stats.

Transformation 1: novice

Requirements: Level 5 or more, Ki of 300, STR of 13, CON of 13, DEX of 12

Cost: 70 Ki

Your form changes into a larger version of your current self, making yourself a titan of epic proportion and size. Your strength and speed are greatly enhanced in this form.

Bonuses: +10 to STR, DEX and CON stats, effectively adding a +5 mod to all three stats.

Penalties: -35Ki per forum post while in this form.

Transformation 1: Intermediate

Requirements: novice level trained in for at least 50 rounds ,followed by a successful DC 16 insight check.

Cost: 60 Ki

You have spent time in this form enough to increase its bonuses. These replace bonuses granted to you at novice level.

Bonuses: +12 to STR, DEX and CON stats, effectively adding a +6 mod to all three stats.

Penalties: -30Ki per forum post while in this form.

Transformation 1: Master

Requirements: Intermediate form used for at least 50 posts, followed by a successful DC 20 insight check.

Cost: 50Ki

You have spent a lot of time perfecting this form, granting you further bonuses. These replace bonuses granted to you by novice and intermediate form. Bonuses: +14 to STR, DEX and CON stats, effectively adding a +7 mod to all three stats.

Penalties: -20 Ki per forum post while in this form.

Transformation 2: novice

Requirements: Level 8, 600Ki, Transformation 1 Intermediate form (at least), followed by at least 3 successful training rolls and a DC20 insight check.

Cost: 150Ki

Your head becomes massive, your body further distorting. Becoming even more monstrous than it was before. Your speed and Ki increase in this form.

Bonuses: +5 to defense rolls. +1/4 to Ki and HP

Penalties: -75 Ki per forum post while in this form.

Transformation 2: Intermediate

Requirements: novice form trained in for at least 60 posts, followed by 2 successful DC 22 insight checks.

Cost: 140Ki

Bonuses: +6 to defensive rolls. +1/3 to Ki and HP’

Penalties: -70 Ki per forum post while in this form.

Transformation 2: Master

Requirements: Intermediate form trained in for at least 60posts, followed by 2 successful DC 23 insight checks.

Cost: 130Ki

Bonuses: +7 to defensive rolls. +1/2 to Ki and HP

Penalties: -65 Ki per forum post while in this form.

Transformation 3: novice

Requirements: Level 10, 700Ki, Transformation 2 Intermediate trained in for at least 70 posts, followed by a successful DC 30 insight check.

Cost: 200 Ki

Your form becomes streamlined, slender and powerful. You are the embodiment of fear and destruction.

Bonuses: +5 to attack rolls, +10 to Charisma, Intelligence and -10 to Wisdom, +1/2 to Ki and HP

Penalties: -100 Ki per forum post while in this form.

Transformation 3: intermediate

Requirements: Novice used for at least 70 posts, followed by a successful DC30 insight check (either out of or in transformed state).

Cost: 190 Ki

Bonuses: +6 to attack rolls, +11 to charisma, Intelligence and -8 to wisdom, +1/2 + (CON mod) to ki and HP

Penalties: -95 Ki Per Forum Post while in this form.

Transformation 3: Master:

Requirements: Level 12, ki of 1000, intermediate form maintained for at least 80posts, followed by a successful DC 35 insight check.

Cost: 180 Ki

Bonuses: +7 to attack rolls, +12 to charisma, Intelligence and -6 to wisdom, +1/2 to CON mod and STR mod and Ki and HP.

Stipulation: While in this form you gain a bonus feat of your choice to use.

Penalties: -90 Ki per forum post while in this form.

Transformation 4: novice

Requirements: Level 14, Ki of 2000 or more, Transformation 3: Master maintained for at least 100posts, followed by a successful DC40 insight check.

Cost: 1000 Ki

Your form changes drastically from the previous ones. You gain a vicious looking armor around your body, and your power becomes even greater than before.

Bonuses: +5 to intimidation rolls, +10 to all Stats, x2 Health and Ki and attacks.

Penalties: -1000Ki PFP while in this form.

Transformation 4: Intermediate

Requirements: Level 15, Ki of 3000 or more, novice version maintained for at least 100posts, followed by a successful DC40 insight check.

Cost: 900Ki

Bonuses: +6 to intimidation rolls, +11 to all stats, x2 to attacks, x2 + 1/3 health and Ki.

Penalties: -900Ki per forum post while in this form.

Transformation 4: Master

Requirements: Level 16, Ki of 3000 or more, intermediate form maintained for at least 100posts, followed by a successful DC40 insight check.

Cost: 800Ki

Bonuses: +7 to intimidation rolls, +12 to all stats, x2.5 to Health, Ki Con Mod and Attacks.

Penalties: -800Ki Per Forum Post

Transformation 5: Novice

Your form reduces in mass considerably from your previous form. More natural armor surrounds your body, creating large retractable natural white blades and possible additional limbs while your entire body sparks with purple electricity.

Requirements: Level 18, Ki of 50,000, Transformation 4 mastered, Must make a DC 50 Wisdom Check to transform.

Cost: 2000Ki

Bonuses: x3 to health and Ki and attacks, x2 to Con and Dex mods and melee damage dice, +2 to all other stats. [Also allows character to use Beam Sword as a bonus super as long as their aura and natural armor blades are extended and active]

Penalties: -2000Ki per forum post.

Transformation 5: Intermediate

Your form reduces in mass considerably from your previous form. More natural armor surrounds your body, creating large retractable natural white blades and possible additional limbs while your entire body sparks with purple electricity.

Requirements: Level 19, Must make a DC 50 Wisdom Check 5/5 to obtain intermediate form.

Cost: 1500Ki

Bonuses: x3 to health and Ki and attacks, x2 to Con and Dex mods and melee damage dice, +3 to all other stats. [Also allows character to use Beam Sword as a bonus super as long as their aura and natural armor blades are extended and active]

Penalties: -1500Ki Per Forum Post

Transformation 5: Master

Your form reduces in mass considerably from your previous form. More natural armor surrounds your body, creating large retractable natural white blades and possible additional limbs while your entire body sparks with purple electricity.

Requirements: Level 20, Ki of 50,000, Transformation 4 mastered, Must make a DC 50 Wisdom Check to transform.

Cost: 1000Ki

Bonuses: x3.5 to health and Ki attacks, x2.5 to Con and Dex mods and melee damage dice, +4 to all other stats. [Also allows character to use Beam Sword as a bonus super as long as their aura and natural armor blades are extended and active]

Penalties: -1000Ki per forum post.

[B18]

As you gain experience, you’ll level up and gain other abilities and points to put towards stats that will make you stronger. Here’s a list of level perks and gains that you’ll obtain over the course of your journey through the cosmos.

LVL 1: XP 0

1 racial feature, 2 super attack abilities, 1 ultimate attack.

LVL 2: XP 1000 +1 to 3 ability scores. +1 to training rolls

Gain 1 utility super, gain 1 feat

LVL 3: XP 2,250 +1 to 3 ability scores. +1 to training rolls

Gain 1 super-attack ability

LVL 4: XP 3,750 +2 to 3 ability scores. +1 to training rolls

Gain 1 ultimate-attack ability and 1 feat

LVL 5: XP 5,500 +1 to 3 ability scores. +1 to training rolls

Gain 1 team attack feat

LVL 6: XP 7,500 +1 to 3 ability scores. +1 to training rolls

Gain 1 utility super

LVL 7: XP 10,000 +1 to 3 ability scores. +1 to training rolls

Gain 1 super attack

LVL 8: XP 13,000 +2 to 3 ability scores. +1 to training rolls

Gain 1 feat and 1 ultimate

LVL 9: XP 16,500 +1 to 3 ability scores. +1 to training rolls

Gain 1 super attack

LVL 10: XP 20,500 +1 to 3 ability scores. +1 to training rolls

Gain 1 utility super, Gain 1 feat

LVL 11: XP 26,000 +3 to all. +2 to training rolls

Create 1 Grade 5 super-attack, gain 1 feat

LVL 12: XP 32,000 +1 to 3 ability scores. +1 to training rolls

Create 1 utility super, gain 1 feat and Create 1 weekly super or ultimate Mark I

LVL 13: XP 39,000 +1 to 3 ability scores. +1 to training rolls

Take 1 Ultimate and gain a weaker version of it (Grade 5 or lower, ask your GM) as a Super.

LVL 14: XP 47,000 +2 to 3 ability scores. +1 to training rolls

Gain 1 feat

LVL 15: XP 57,000 +1 to 3 ability scores. +1 to training rolls

Create 1 Ultimate Attack

LVL 16: XP 69,000 +1 to 3 ability scores. + 1 to training Rolls

Create 1 utility super, gain 1 feat, Create 1 weekly super or ultimate attack Mark II

LVL 17: XP 83,000 +1 to 3 ability scores. +1 to training rolls

Make 1 super cost 50% less to use.

LVL 18: XP 99,000 +2 to 3 ability scores. +1 to training rolls

Gain 1 feat

LVL 19: XP 119,000 +1 to 3 ability scores. + 1 to training rolls

Create 1 super attack

LVL 20: XP 143,000 +1 to 3 ability scores. + 2 to training rolls

Gain 1 feat

LVL 21: XP 175,000 +3 to all. + 1 to training rolls

Gain 1 Ultimate

LVL 22: XP 210,000 +1 to 3 ability scores + 1 to training rolls

Create 1 utility super, gain 1 feat

LVL 23: XP 255,000 +1 to 3 ability scores +1 to training rolls

Make 1 super cost 50% less Ki.

LVL 24: XP 310,000 +2 to 3 ability scores +1 to training rolls

Gain 1 feat, trade one Ultimate Level 21 Ultimate for another.

LVL 25: XP 375,000 +1 to 3 ability scores + 1 to training rolls

Make 1 Ultimate Attack cost 50% less Ki.

LVL 26: XP 450,000 +1 to 3 ability scores +1 to training rolls

Gain 1 feat

LVL 27: XP 550,000 +1 to 3 ability scores +1 to training rolls

Create 1 Super Attack

LVL 28: XP 675,000 +2 to 3 ability scores +1 to training rolls

Gain 1 feat.

LVL 29: XP 825,000 +1 to 3 ability scores +1 to training rolls

Create 1 Grade 8 Ultimate.

LVL 30: XP 1,000,000 +1 to all +10d20 to Ki or HP +1d8 to training rolls

Gain 1 feat. Take One Super and upgrade it to a Grade 10 Super. Take one Ultimate Attack and upgrade it to a Grade 9 Ultimate and create one Grade 7 Utility Super.

Advanced Tier Level Chart

LVL 31: XP 2,000,000, +1 to 3 ability scores, +1d4 to training rolls (once rolled, number is permanent)

Invent 1 Utility Super of any grade

LVL 32: XP 4,000,000, +1 to 3 ability scores, +1d4 to training Rolls

Invent 1 Super of any grade

LVL 33: XP 6,000,000, +1 to 3 ability scores, +1d4 to training rolls

Invent 1 Ultimate of any grade

LVL 34: XP 8,000,000, +2 to 3 ability scores, +1d4 to training rolls

Gain 1 Feat

LVL 35: XP 10,000,000, +1 to 3 ability scores, +1d6 to training rolls

Invent 1 Utility Super of any grade

LVL 36: XP 12,000,000, +1 to 3 ability scores, +1d4 to training rolls

Invent 1 super of any grade

LVL 37: XP 14,000,000, +1 to 3 ability scores, +1d4 to training rolls

Invent 1 ultimate of any grade,

LVL 38: XP 16,000,000 +1 to 3 ability scores, +1d4 to training rolls

Gain 1 feat

LVL 39: XP 18,000,000 +2 to 3 ability scores, +1d4 to training rolls

Gain 1 feat

LVL 40: XP 20,000,000 +2 to all scores, +1d10 to training rolls

Gain 1 feat, Invent 1 super, 1 utility and 1 ultimate of any grade. +100d100 to Ki or HP. Chapter 3: Level 1-40 Feats, Supers, Ultimate Attacks and Utility Supers

[C1]

Chapter 3: Training
Increasing Your Ki… the hard way…

Those damn Saiyans have it so easy… risking near death at 0 HPs… but the rest of you (and Saiyans that are too scared of hell and dying) have to do it the hard way to unlock your health and Ki potential. This usually requires a master to help you train. But you can also do it by yourself.

Training doesn’t increase your experience, just your Ki. As leveling up doesn’t really provide much of a health and ki bonus (it’s mainly for STR-CHA stats) you get to do the work the hard way.

The way this is accomplished, is by training. Of course, this means making forum posts (in a section where an adventure is not taking place, unless otherwise specified). This also means you’ll be making training rolls with your Dice.

What dictates your bonuses in training is your level, and that’s basically it (unless you’re doing gravity training or you’re training with a master like East Kaio) at level 2 you get a +1 to training rolls. This is okay, but at lower levels it’s suggested that you find a master in your province or something like that to help train you. This requires mingling in your world, and exploring (there will be a designated TOWN section for finding such a master, so keep your eyes open).

You can also go seek out Villains and famous heroes (no, NOT Goku) on your planet or your star system. You can become someone’s minion, or their student easily. Though, unless you get a Villain that REALLY likes you, it’s not likely that they’ll train you if they’re REALLY bad.

With a master, you gain +5 to your training rolls on top of your level bonus. But make your training posts sound interesting, and you might get other cools stuff while training!

Important: This is also where you can build new attacks.

If you train with a master, they will either give you a + 5 bonus or a + 10 bonus, based upon GM discretion. [C2]

1st Training Boost

DC of 20

The first Ki boost is the hardest, it will increase your Ki and health by your level up dice, but the DC is 20 with 1 D20. Good luck.

2nd Training boost

DC of 15

Your 2nd Ki boost will increase your health and ki by your level up dice again, but it’s slightly easier this time.

3rd Training Boost

DC or 10

Same as above.

4th Training Boost

DC of 30, now your training gets harder. This time, you’ll roll 2 D20s to try to pass

the DC.

+ Level up Dice to Ki and Health. No damage bonuses yet.

5th Training Boost

+ Level up Dice to health and Ki. +5 to damage and attack roll bonus.

DC of 35, roll two D20s.

6th Training Boost

DC of 50, Roll three D20s.

+ Level up Dice to health and Ki. No additional damage bonus.

After your 6th boost, the DC will continue to increase by 10 each time, every 5th boost completed, the first will be the 10th boost, you will add an extra d20 to the roll.

After your 10th boost, you will get a + 5 to defense rolls and ki resistance, at your 15th boost add another + 5 to your attack rolls and damage, at 20th boost add another + 5 to your defense rolls and ki resistance, so on and so forth.

11th Boost = DC 100; 4d20

16th Boost = DC 150; 5d20

21st Boost = DC 200; 6d20

26th Boost = DC 250; 7d20

Note: Any bonuses applied to this training is applied to each dice roll, so if you roll 5d20, your bonus is applied five times. [C3]

Stat Score Training

It is also possible to train a particular stat, in which case the DC starts off at 16 for each stat. Each time you pass that DC, it increased by 2 points and you will roll 1d20 to pass the DC until it reaches 32 which allows you to roll 2d20.

For every time you train in this, your bonus is only applied once to the end of the rolls, NOT to each dice. Also, you will roll another d20 for every multiple of 16 the DC reaches; 16, 32, 48, 64, 80, etc.

 Mastering Transformations  [C4]

Saiyan

Super Saiyan

Novice to Intermediate:

3d20, bonuses applied to each d20 result.

5/5 Mastery rolls, DC 70.

Exp Given:

On Natural 20: 300


 * 1) d20 + bonuses roll equals +7 above DC or higher = 175


 * 1) d20 + bonuses roll equals less than seven above DC = 100EXP

Failure = 15EXP

Intermediate to Master:

5d20, bonuses applied to each d20 result.

10/10 training rolls, DC = 150.

Note: Staying in SSJ for more than 1 day gives a +1 bonus to training rolls, adding an additional +1 to this bonus for each day that you sustain SSJ for the entire day.

Subtract value for keeping SSJ active for the entire day at the start of the day.

EXP Given:

On Natural 20: 300


 * 1) d20 + bonuses roll equals +7 above DC or higher = 175


 * 1) d20 + bonuses roll equals less than seven above DC = 100EXP

Failure = 15EXP

Super Saiyan 2

Novice to Intermediate:

6d20, bonuses applied to each d20 result.

15/15 Training Sessions, DC = 170

On Natural 20: 350


 * 1) d20 + bonuses roll equals +7 above DC or higher = 200


 * 1) d20 + bonuses roll equals less than seven above DC = 110

Failure = 20

From Intermediate to Master:

7d20, bonuses applied to each d20 result.

20/20 Training Sessions, DC = 190

EXP Given:

On Natural 20: 350


 * 1) d20 + bonuses roll equals +7 above DC or higher = 200


 * 1) d20 + bonuses roll equals less than seven above DC = 110

Failure = 20

Super Saiyan 3

Novice to Intermediate:

8d20, bonuses applied to each d20 result.

25/25 training sessions, DC = 200

EXP Given:

On Natural 20: 400


 * 1) d20 + bonuses roll equals +7 above DC or higher = 250


 * 1) d20 + bonuses roll equals less than seven above DC = 125

Failure = 25

Intermediate to Master:

9d20, bonuses applied to each d20 result.

30/30 training sessions, DC = 210

EXP Given:

On Natural 20: 410


 * 1) d20 + bonuses roll equals +7 above DC or higher = 260


 * 1) d20 + bonuses roll equals less than seven above DC = 130

Failure = 30

Intermediate to Master:

35/35 training sessions, DC = 250

EXP Given:

On Natural 20: 450


 * 1) d20 + bonuses roll equals +7 above DC or higher = 300


 * 1) d20 + bonuses roll equals less than seven above DC = 140

Failure = 40

Super Saiyan 4

Novice to Intermediate:

10d10, bonuses applied to each d20 result.

40/40 training sessions, DC = 270

EXP Given:

On Natural 20: 500


 * 1) d20 + bonuses roll equals +7 above DC or higher = 310


 * 1) d20 + bonuses roll equals less than seven above DC = 175

Failure = 50

Intermediate to Master:

11d20, bonuses applied to each d20 result.

50/50 training sessions, DC = 300

EXP Given:

On Natural 20: 600


 * 1) d20 + bonuses roll equals +7 above DC or higher = 350


 * 1) d20 + bonuses roll equals less than seven above DC = 200

Failure: 70

True Saiyan

Novice to Intermediate:

4d20, bonuses applied to each d20 result.

10/10 training sessions, DC = 100

EXP Given:

On Natural 20: 305


 * 1) d20 + bonuses roll equals +7 above DC or higher =180


 * 1) d20 + bonuses roll equals less than seven above DC = 105

Failure = 18

Intermediate to Master:

5d20, bonuses applied to each d20 result.

10/10 training sessions, DC = 150

EXP Given:

On Natural 20: 305


 * 1) d20 + bonuses roll equals +7 above DC or higher = 180


 * 1) d20 + bonuses roll equals less than seven above DC = 105

Failure: 18

True Super Saiyan

Novice to Intermediate:

5d20, bonuses applied to each d20 result.

10/10 training sessions, DC = 155

EXP Given:

On Natural 20: 325


 * 1) d20 + bonuses roll equals +7 above DC or higher =205


 * 1) d20 + bonuses roll equals less than seven above DC = 125

Failure = 22

Intermediate to Master:

6d20, bonuses applied to each d20 result.

15/15 training sessions, DC = 170

EXP Given:

On Natural 20: 400


 * 1) d20 + bonuses roll equals +7 above DC or higher = 200


 * 1) d20 + bonuses roll equals less than seven above DC = 175

Failure: 32

True Super Saiyan 2

Novice to Intermediate:

7d20, bonuses applied to each d20 result.

20/20 training sessions, DC = 200

EXP Given:

On Natural 20: 450


 * 1) d20 + bonuses roll equals +7 above DC or higher =250


 * 1) d20 + bonuses roll equals less than seven above DC = 200

Failure = 42

Intermediate to Master:

8d20, bonuses applied to each d20 result.

25/25 training sessions, DC = 220

EXP Given:

On Natural 20: 500


 * 1) d20 + bonuses roll equals +7 above DC or higher = 400


 * 1) d20 + bonuses roll equals less than seven above DC = 305

Failure: 54

True Super Saiyan 3

Novice to Intermediate:

9d20, bonuses applied to each d20 result.

30/30 training sessions, DC = 250

EXP Given:

On Natural 20: 550


 * 1) d20 + bonuses roll equals +7 above DC or higher =410


 * 1) d20 + bonuses roll equals less than seven above DC = 310

Failure = 60

Intermediate to Master:

10d20, bonuses applied to each d20 result.

10/10 training sessions, DC = 310

EXP Given:

On Natural 20: 600


 * 1) d20 + bonuses roll equals +7 above DC or higher = 500


 * 1) d20 + bonuses roll equals less than seven above DC = 400

Failure: 70

Training while in Super Saiyan

[C5]

Once you reach a point where normal means of training doesn't do anything for you, starting at level 15, you can train in the mastered form of Super Saiyan, which will give you the same bonus that's applied to your CON mod to your training roll bonus as well.

At level 15 your training roll bonus is capped at + 15, so the x2.5 modifier that's added from Super Saiyan Master, will give you a total of + 37.

Example: Boost #26 = DC 250 w/ 7d20 with each roll being an average of 14 gives you the following.

14 + 37 = 51 x 7 = 357

I have noted that the possible total would put you in range to pass up to Boost #36 which would have a DC of 350. That also means that we pass through two thresholds of where the d20 would increase, once at #31, then again at #36.


 * 1) 31 = DC 300 w/ 8d20; 14 + 37 = 51 x 8 = 408
 * 2) 36 = DC 350 w 9d20; 14 + 37 = 51 x 9 = 459

Now as you can tell, this is getting a little too easy. So I suggest we leave the cut off of increasing d20's to be at 7 or 8d20 then we could use the mastered forms of other transformations. At SSJ3m of course, it would come with a Fort Save and a penalty to see if you drain all your energy and cannot train for 1d4 days.


 * 1) 31 = DC 300 w/ 7d20 @ SSJ2m = 14 + 45 = 59 x 7 = 413

So with Super Saiyan 2 Master, max training roll we can get to is #42 which has a DC of 410.


 * 1) 43 = DC 420 w/ 7d20 @ SSJ3m = 14 + 60 = 74 x 7 = 518

Chapter 4: FEATS
[D1]

Learned Feats
[D2]

Instant Transmission - you are able to use your energy to instantly transport you to a location by the use of someones energy signature. In order to do this, you have to pass a DC with a d20 roll using your INT modifier as a bonus. To level this skill up, you have to use it a total of 50 times, in practical uses, not just jumping about in a room between two people for a week.

(Novice) - You can only use this feat outside of battle since you do not have the honed precision to use it during the heat of combat just yet. If you are not targeted for more than one post, then the use of this feat is considered out of battle although you are in battle.

Ki Cost: 400 Ki

(Intermediate) - You have gained a foot hold into understanding how this technique works and have grown adapted to its use, even during combat.

Ki Cost: 250 Ki (Outside of Battle) / 325 Ki (During Battle)

(Master) - You know this technique in and out and can use it easily outside of battle or during battle, it makes no difference to you.

Ki Cost: 75 Ki (Outside of Battle) / 200 Ki (During Battle)

KAIOKEN/EAST KAIOKEN: Middle-High Tier Class

''You have learned how to multiply your power in great bursts of power. Surrounding your body with an impressive red aura.''

The Kaio-ken is a technique that unnaturally takes your energy to enhance your muscles for increases speed, agility, and power. Using higher level forms of Kaio-ken before you have it mastered (Kai Style) can cause serious damage. Also, do not attempt to use Kaio-ken while in Super Saiyan, unless you want to kill yourself, since it will over load the heart. While dead though, you can use Kaio-ken but it will take you straight to Super Kaio-ken for short bursts only, the only other way you can use this feat outside of base form is in any form of True Saiyan where you have a more durable body to handle the strain.

Cost: 30 for first level

Effects:

Kaioken x1: +1 to attack rolls, +1d6 to damage, +1/10 to Ki and Health, -30Ki and hp per forum post.

Kaioken x2: +2 to attack rollss for all attacks, +2d6 to damage, +1/9 to Ki and Health, -40Ki and hp per forum post.

Kaioken x3: +3 to attack rolls for all attacks, +3d6 to damage, +1/8 to Ki and Health, -50Ki and hp per forum post.

Kaioken x4: +4 for all attacks, +4d6 to damage, +1/7 to Ki and Health, -55Ki and hp PFP.

Kaioken x5: +5 for all attacks, +5d6 to damage, +1/6 to ki and Health, -65Ki and hp PFP.

Kaioken x10: +10 for all attacks, +3d12 to damage, +1/3 to Ki and Health, -100Ki and Health PFP if unmastered.

Kaioken x20: +20 for all attacks, +6d12 to damage, +1/2 to Ki and Health, -200Ki and Health PFP if unmastered.

Super Kaioken/X50: +25 for all attacks, +4d20 to damage, X2 to Ki and Health, -1000Ki and Health PFP if unmastered.

Level 1 Starter Feats
[D3]

Saiyan

Unknown Power: Unknown to you, the power of a Super Saiyan hides within your body. Once every couple of battles (two battles) you can choose to have a Zenkai increase, even without being fatally wounded.

 Legendary Saiyan : High-tier Class

You were born unique among your Saiyan peers. At random intervals of every 1d4 forum posts, you can make a check to see if your Ki doubles itself during a battle. Those that take this feat have a base WIS of 10 instead of 8 to represent their advantage over others.

Effect: Roll a D20 + (WIS) on the forum post specified, if you pass a DC of 18, your Ki doubles for as long as the fight lasts, make a spot on your character sheet for “temporary Ki” as the Ki gained in the battle will be gone after the fight is finished.

Stipulation: At level 1, your body can only handle a maximum Ki increase of 1 with this feat enabled. After your first increase, you cannot gain any more ki, instead, you'll gain back 1healing surge for that battle only. Increase this limit to 2/2 increase at level 5, 3/3 at level 10, 4/4 at level 15, 5/5 at level 20, 6/6 at level 25, and 7/7 at level 30.

Also, with this feat, Ki Resistance is calculated per every 65 points of Ki, instead of the usual 50.

X2=Ki doubling/# = number of times this happens.

example: Fight starts, Drake rolls a 2 on the d4. every two (of his) forum posts, this feat triggers. the number he has to pass is say 18. d20 + wisdom mod => 18

Stipulation: By taking this feat, you access Legendary Super Saiyan forms, and can access Super Saiyan at Level 6 instead of 10 with a required Ki and Health of 600, but are not able to go to SSJ2 or SSJ3. Also, at Level 5+ when your Ki increases do not equal 1, every increase after the first one is no longer x2 to your Ki, instead, each additional increase will decrease by 40%, with a minimum increase to ki of +5%.

[Engineered Legend: (Contact GM for back-story if you want this one)

Due to Tobias' incomplete engineering and modified physiology, occasionally, as he grows more powerful, he'll lose control and cause damage to himself, which can only be stopped by Tobias stabilizing and releasing the uncontrollable energy.

Every 1d4 turns Tobias must make a wisdom check to keep his powers in check and resist the programming of his engineers. Level 1: DC 17 Level 2: DC 17 -1 to your wisdom mod Level 3: DC 18 -1 to Wisdom mod Level 4: DC 18 -2 to Wisdom Mod Level 6: DC 19 Level 8: DC 20 -5 wisdom Mod

Upon failure Tobias looses control of his powers and loses 5% HP eat turn(Post?). This stops when DC is passed; when passed, his body and cells stabilize briefly, resulting in a brief psuedo-Super Saiya-jin state that increase the damage of his attacks by 15% and stops losing hit-points.

Upon Reaching level 8 Engineered Saiya-jin changes to: Every turn Tobias heals 3%hp.

Tobias can reach Super Saiya-jin at level 8.

Human

Adept: You’ve been born into a long line of humans that have been trained to handle Ki. Your natural affinity with Ki allows you a boost of +3 to your base level Ki when choosing this racial power.

Chicken: You’re not too fond of fighting people who’re stronger than you, so you’re more gifted with attacks that allow you to run away to gather your men and your strategy before attacking again (and running away). This ability makes super attacks like Taioken (solar flare) and anything (within reason) that can be used to either knock you or your opponent away and allow for a speedy get away cost 50% less Ki.

Greedy Little Bastard: You trained hard, and probably stole your master’s attention away from his other students. So you gained 1 Super Attack more than all the other humans.

Namekian

Super Namek: You’ve heard legends of Namekians that have surpassed that of even the legendary Super Saiyans. Within you, you know there’s a chance you hold such a power. And thus, you have +5 added onto your base Ki, and +5 added onto your base strength with this racial power.

Natural Healer: Instead of focusing on battle tactics and developing Super Attacks to lay waste to your enemies, you’ve become a healer. You gain a +5 to all healing type rolls, and gain a +10 bonus to all healing effects. Though you suffer a reduction of your base strength (-5).

Pyrolite

Fire Prodigy: Your affinity to fire is far beyond anything that your people can fathom. With this feat you have a chance to evolve to the level of Hyper Pyro at level 8 instead of level 10. You receive half damage from any fire based attack and deal an additional 1d6 damage to each time you picked up the Pyrokinetics feat.

 Level 1 Feats 

Enhanced Zenkai: Instead of merely increasing your Ki and health when you get a Zenkai power-up by 5d20 + CON, you can increase it by 100 + CON points instead one out of every four Zenkai Power-ups.

Cost: 50 Ki

Saiyan Pride: Your pride can give you a short burst of power, adding 1D6 to all melee basic attacks and Super Attacks for two forum posts.

You can take this feat multiple times, allowing it to stack. Every time you take this feat, upgrade the damage dice one level. For example, if you take this feat twice, you would add 1d8 toward all your attacks for four forum posts at a cost of 10Ki.

Cost: 5 Ki

Super Spammer: Your love of energy based attacks has granted you the ability to choose (or invent) one more attack than an average Level 1 Saiyan usually starts off with (see Level Index for details on what you get when building your character).

Cost: N/A (see attack creation part of this document)

Ultimate Spammer: Your love of over-powered energy attacks has granted you the ability to choose (or invent) one more attack than an average Level 1 Saiyan usually starts off with.

YOU WONT BEAT ME! (lower-tier class)

Add's small buff to HP and Ki, and makes attacks cost less Ki. Each use add 1d4 points to your current and max HP and Ki for the use of the battle only. Every time this feat is used, Ki based attacks will cost 2% less Ki.

Every 2 levels, add an additional dice and every 5 levels increase the die type.

[Can be stacked up to three times in battle]

Cost: 15 Ki per use Duration: 1d4 + 1 (after 1st use) posts. [Con: physical damage lowered by 2d4 until end of effect.][/i]

Human

Energy Wall: You’re heavily concerned about defense. So you trained to be able to use an energy wall whenever you need to. Using this technique will allow you to trap enough air in your energy wall, to sustain you either under water or in space for five forum posts. Cost(Per Turn in use): 15 Ki

Simulated Zenkai Boost: Watching the Saiyan's that lived on Earth has given modern Martial Artists an edge. Utilizing space age technology, once every four completed battles, you can simulate the effects of a Zenkai boost (see Saiyan section for details).

Namekian

Regeneration: You’ve lost an arm? No problem, at the cost of half your ki (until ability is mastered), you can regenerate any limb (other than your head). Note: Without choosing this skill, you will still be able to regenerate, but the cost will be 75% of your Ki instead of half. Cost: Half your ki (level 1), 50 Ki (level 2), 20 Ki (level 3)

Arm Stretch Technique: You’ve learned and mastered the ability to stretch your arms really far, allowing you to surprise your opponents with a long reaching arm grab at minimal cost. -1d20 to Ki Cost when using stretch arm attacks.

Adds +1 to attack rolls with basic mastery, see chart below for details on training this skill.

Basic Mastery: Feat obtained at character generation, 0 training rolls

Novice Mastery: 5 training rolls, DC 15, adds additional +1 to attack rolls, +1d20 to ki consumption

Advanced Mastery: 7 training rolls, DC 20, adds additional +1 to attack rolls, +1d20 to ki consumption

Adept Mastery: 10 Training rolls, DC 25, adds additional +1 to attack rolls, +1d20 to ki consumption

Expert Mastery: 15 Training rolls, DC 30, adds additional +3 to attack rolls, +1d100 to ki consumption

Android

I Will Never Fade!: You’re confident that your energy is infinite, and that you are eternal. Allowing a +3 to your Ki regeneration per forum post.

Stronger Android Skin: You can take what you dish out, what would normally kill a human or a Saiyan, you stand strong against. You gain a +5 to your Physical Defense Rolls (such as dodges, absorbing damage, and deflecting an attack).

Stipulation: Each time this feat is activated, it costs 1d4 Ki to use.

Cool Beauty: If you’re a Female Android Model, (and of human base) you gain +3 attack bonus against any human or Saiyan male.

Terminator: If you’re a Male Android Model, (and not of human base) you gain a +3 to killing strokes (moves that are intended to kill an individual or even incinerate).

Pyrolite

Pyro-kinetics: Adds natural fire damage to any attack for 1d6 damage. This feat can be picked up multiple times for stacked effects. This feat also has to be applied each time to each attack you wish to have this effect; IE 3 attacks = 3 uses.

Cost: 10 Ki

Ki Recharge: Pyrolites are very good at maintaining their energy usage and recharging during battle. Activation of this feat will last for 1d4 forum posts and upon each post a d100 is rolled to determine the amount of ki restored.

1-50 = 1/4th of Ki restored; 51-100 = 1/2 of Ki Restored.

This feat can only be used once per day at Level 1; twice at level 5; three times at level 12; then four times at level 20+

Blind Sight: Who needs eyes? You are use to always walking through or having to look through volcanic ash clouds so you rely on your senses to see your way through anything. Any penalties that you would take while in complete darkness, being blinded, seeing through smoke or dust are negated. While defending in these situations you are given a + 2 to your defense rolls.

Changelings

Superiority Complex: High-Tier Class [Evil Alignment Only]

You believe that you’re better than everyone else, and find it hard to accept defeat. Thus you gain a permanent boost of +5 to your strength and constitution, treating these additions to your STATS as ability points that contribute to your modifiers.

Embarrassment to Injury: High-Tier Class [Evil Alignment Only]

Cost: 5Ki, Psychokinesis

This feat allows the user to use their Ultimate right after using Psychokinesis Super once per day.

Royal Blood: High-Tier Class [Evil Alignment Only]

You’re the descendant of a once proud race of changelings. You believe that you are destined to be the galactic ruler of the universe. Thus, you’re allowed to have your first transformation one level earlier than you normally would. This allows you a boost of +5 to your base Ki and Health at the start of the game as well.

Fastest In the Universe: Middle-Tier Class [All Alignments]

You pride yourself on your speed. At the start of the game you’re awarded +5 to your DEX and CON to aid in your defensive capabilities. Treat this as an addition onto your ability points. Taking this feat will also allow you to reroll a failed defensive roll once per day.

+1 movement action per turn.

Driven by Atonement: Low-Tier Class [Good Alignment Only]

You are remorseful of the acts of other changelings, such as Freeza and Cooler… and are attempting to find honor where there once was none. Choosing this feat allows you a +5 to Charisma and Wisdom, and also allows you to choose one extra super or ultimate (not both) at level 1.

Monstrous Ki! High-Tier Class [Good Alignment Only]

You were born with an abnormally high Ki, granting you a +5 to CON and +5 to your BASE Ki. By taking this feat, you’re allowed to transform into your first form one level early.

Demon

Demonic Rend:

The horns on your body are as strong as the strongest metal in Demon Realm, and, given that you pass an Intelligence Check against your opponent's FORT Defense, you gain a +2 to aimed attack rolls, and +1d10 to all damage dealt.

Lesser Demon Kin:

Your lesser demonic brood grants you an attack bonus of +2 against any non-demon creatures who you successfully intimidate.

Great Demon Ape (Saiyan-Hybrid Only):

Your Saiyan soul serves you well while transformed as a demon ape. Granting you +3 melee, and +2 to Ki based attacks, however, due to your size, you suffer -2 to all dexterity related checks.

Demonic Ki Blasts:

Your Ki Blasts are fighteningly large, and equally damaging, as such, they deal an extra 2d8 damage, but suffer a -1 penalty to attack roll.

Young True Demon:

You are young among your brood; your mind is young, but you can feel the power of the ancient lords within you, clawing at the surface, to influence the development of your powers.

As such, your body is built from the stuff of legend, your bones fashioned from the strongest metal in demon realm, and your vitality, the most powerful among your brood. You gain a permanent boost of +50% to your HP, and +10% to your Ki. Additionally, you also gain +4 to attack rolls against any non True Demon. In your presence, they must make a will save, or suffer -2 to their own attack rolls if they fail and become afraid of your incredible abilities.

Level 2 Feats
[D4]

Non-Race Specific

Critical Follow-up! High-Tier Class

With this feat, if you score a critical 20 on your last Melee strike, you can follow it up with another melee-basic attack with a bonus of +1 to your attack roll!

I CAN'T LOSE High-Tier Class

Makes user invincible to ki for 1 round.

Effect makes all ki attacks,from rush blasts to paralyze beam, ineffective. User is paralyzed for 2 rounds after use if hit with any melee based attack with a critical 20 on the attack roll or melee based ultimate.

Cost: 50

Con: When in use any transformation or other power up's are canceled, and super / ultimate attacks cannot be used.

Better When Bloodied

When bloodied, instead of having your one time bloodied bonus of +10 to attack and damage, you gain +1 to all attacks whenever your HP falls below 1/2. Additionally, at Level 4, you gain a +1d4 damage bonus to all attacks.

Charged Grab

By holding your action, you forgo a shift in initiative to charge a grab action. For each turn that you charge, you gain +1 to your grab check when you act. This feat can be taken multiple times, each time, increasing your bonus by 1.

Super Speed Grab

Trade your STR bonus for DEX when making a grab after a high speed charge movement action (when charging forward, your defenses are halved until the start of your next turn).

Saiyan

Fruits of Training: Middle-Tier-Class

You’re a Saiyan that trains constantly. Take this racial feat, and gain a +1 to your training rolls. Add +1 on-top of your level bonus, every three times you reach a new level.

Stronger Than a Maggot! Low-Tier Class

You’ve just gotten your first taste of a true power increase, and it feels good! Taking this feat allows you a false sense of security in your new found abilities, allowing a +1D4 (roll the D4 along with your D20 attack) to your attack rolls while you’re bloodied.

Unassisted Fighter: Middle-Tier Class

You have a tendency to fight without the aid of Ki and Health Potions, either you’re incredibly powerful, or you’re greedy with your credits. Add a +5 onto your healing surge value with this feat.

Ultimate Power: Middle-High Tier Class

Don’t have enough Ki for an Ultimate attack? No problem! This racial feat allows you the extra Ki +10 extra you’d need to get your Ultimate attack off!

Overcome

Requirements: Pure Blood Saiyan

While bloodied, you gain +1d4 to all attack rolls, and +1d6 to damage rolls, instead of your one time bloodied bonus.

At Level 5, while bloodied, your attacks have a 5% chance to paralyze your enemies for 1d4 turns (save ends).

Human

'''Ultimate? What Ultimate?''' Low-Tier Class

For those that don’t use their ultimate move very much, and don’t have the Ki for it anyway, take this feat if you’d like to trade your Ultimate for a more economic Level 1 Super Attack. After your Ultimate is gone, you cannot get it back, unless you pick it again through a level up or train with a master that teaches that Ultimate.

Kienzan Kaioken: High-Tier class

If you’ve learned Kaioken or East Kaioken, you can pick this feat to add a Kienzan effect to your Kaioken aura, be careful though, the extra stress adds a -15 to your Ki and HP per forum post.

Note: Kienzan Kaioken is not automatic, and must be activated on top of Kaioken.

Sensu-Bean Planter: Low-Tier Class

If you have Sensu beans, you can now plant them to create a PLANT to generate MORE sensu beans! If you’re on an alien planet, this could be very useful.

Gives you 1d4 plants, and 3d4 beans.

Note: Can only be used once per day.

Martial Arts Student: Middle-Tier Class

If you don’t have the Ki for your Ultimate attack, go ahead and take this feat! This will allow grant you the additional Ki +5 more permanently added onto your Ki stat.

We're All Gonna Die!!

Requirements: Chicken

While bloodied, your attacks deal out 1d4% more damage than normal, and your defense rolls gain a +5 boost, this represents your fight or flight reflex in combat.

Note: You may still use your one time bloodied bonus, and it may stack with this feat.

Namekian

Better Healing: Middle-Tier Class

If you’ve chosen the path of the healer (with the Racial Feat Natural Healer) choose this feat to further enhance your healing skills, adding a +10 healing bonus to allies for Ki and Health.

Stretch-Arm Super: Middle-High Tier

Tired of using Supers the normal way? Well, with this feat, you’ll be able to chain a Super onto an arm stretch attack with an additional cost of 1d20 ki.

Adds +3 to your attack roll, and forces your opponent to make a Reflex Check, if they fail, they suffer -2 to their defense roll.

Note: You can also train to get this ability mastered.

Gigantic Namekian Power: Middle-High Tier Class

Requirements: Super Namek racial feat

Certain Namekians have the ability to increase their size for extra damage potential. They’ve been incorrectly labeled as “Super Nameks” in the past, with this feat you’ll be able to increase your size to x2 the normal height and girth for two forum posts to start out with, and an additional forum post every level. This will grant you a +3 to your attack rolls, and a +5 to your damage rolls, but you will lose 20Ki per forum post.

Blinding Light Grenade: Middle-High Tier Class

If you chose the Light Grenade Ultimate, you can choose this feat to add a blinding effect to it. After hitting your enemy with a Light Grenade, you will roll a D20 with a bonus of +2 to blinding, if you pass the DC, then you’ll blind them for two forum posts.

If I Die, You're Coming With Me

Requirements: Cannot Choose if you have "No More Kid Gloves"

This feat grants you +1d20 to attack rolls and +1d10% to damage to 1d6 attacks, which can be used at any time while you are bloodied. However, you can only use this feat once per day.

No More Kid Gloves

Requirements: Cannot choose if you have "If I Die, You're Coming With Me"

Your enemy has gotten the best of you for long enough, with this feat, all of your attack rolls are boosted by +1d6, and your defense rolls are boosted by +1d4, so long as you remain bloodied. If you have Demon Style, your percentage to cut through Ki Resistance also goes up by +1d4%.

This replaces your one time bloodied bonus.

ANDROID

Termo-Vision: Middle-Tier Class (For all Android Types)

Want to be able to sense Ki and read heat signatures? Grab this upgrade for your android and start scanning your environment. This will allow for a +2 bonus to your perception rolls at Level 2, and an additional +1 for every two levels gained.

Enhanced Energy Draining: Middle-Tier Class (For Energy Absorbing Models ONLY)

Since it’s your only source of Ki, you need every advantage that you can get! Take this feat and add a +5 to the amount of Ki that you absorb per post, and an additional +1 for each level gained.

Pattern Abuser: High-Tier Class

You can see your enemy’s movement before they’re going to make it, for the most part. If your Ki is significantly larger than your enemy, with this feat, you’ll gain a +3 to defensive rolls. But ONLY if your Ki is larger than your enemy’s.

Poly Pneumatic Alloy: High-Tier Class (All Android types)

With a Ki cost of -20 per use, you can warp your physical structure to dodge attacks, and confuse your opponents! Add an additional -10 to your Ki consumption (per forum post) for this ability every three level jumps. Note: Additionally, you’ll gain a +1 to your defensive maneuvers while you’re using this ability, and an additional +1 every three level jumps. At level 5, each attack that hits you has its damage cut in half while having this ability activated.

This feat stays in effect until 2 x 2d4 hits connect against you.After these hits connect, you will not be able to use this ability again for 24hours, at level 8 reduce this restriction to 12 hours after maximum hits, and 6hrs at level 12.

Emergency Systems

With this feat, you are capable of doubling, and using your one time bloodied bonus 1d12 times per day.

Demon

Exterior Demon Blade:

Requirements: Demonic Rend, or Lesser Demon Kin The horns on your body have developed into exterior, possibly retractable, blades, which add an additional +1d6 to Melee damage dealt.

At level 2, you are capable of generating 1 blade per encounter. At level 4, increase this to 3. Increase by +1, after level 4, every 5th level gained.

Note: Stacking blades into a single attack, doubles this feat's effects.

Lesser Demonic Soul Weave:

Requirements: Lesser Demon Kin

Your lesser demonic brood causes your aura to permeat outward, and physically force your enemy to lose actions every turn when they are within range for melee attacks.

This will force them to make a DC 10 + your (WIS) fortitude check. If they fail, they suffer -2 actions next turn, if they pass, they only suffer -1.

Demon Ape Progeny

Requirements: Great Demon Ape

This feat grants you the bonuses of Great Demon Ape, even when you're not in your Great Demon Ape transformation, with the addition of +2 to all dexterity related checks. However, before this happens, you must make a DC 20 Insight check to gain these benefits. If you fail, you may not make this check for another 1d4 turns.

Demonic Saiyan Defense:

Requirements: Demon Great Ape

Your Saiyan soul has seen many battles, and as such, allows you a bonus against aimed oncoming enemy attacks of +1. You can take this feat multiple times, allowing this bonus to stack.

Defiler Sword: Magic

Requirements: Young True Demon

You generate a small hilt from a bone inside your body, then charge your Ki through it, creating a Ki blade. This blade grants +1d12 to all attacks. Supers and Ultimates may not be used while this feat is active, unless they are of the Beam Sword variety. Additionally, once per day, you may stack your Ki bonus on this feat for 1d6 turns. After this duration ends, Defiler Sword ends as well, and cannot be reactivated for the rest of the day. Otherwise, this feat can be activated and deactivated at will, within reason.

True Demon Soul Weave: Magic

Requirements: Young True Demon

Your True Demonic brood causes your aura to permeate outward, and physically force your enemy to lose actions every turn when they are within range for melee attacks.

This will force them to make a DC 20 + your (WIS) fortitude check. If they fail, they suffer -4 actions next turn, if they pass, they only suffer -2.

Changelings

Forced Attack of Opportunity: Middle-High-tier Class

Requirements: DEX of 12, Fastest in the Universe[All Alignments]

Taking this feat grants you the ability to make an attack of opportunity against an opponent after a successful dodge or block that exceeds your opponent’s attack by five or greater.

Stipulation: At level 2 you can use this feat twice per encounter, adding an additional use for each even level gained.

Sadistic Bastard: Middle Tier Class

Requirements: Embarrassment to Injury

Taking this feat grants you an additional bonus of +2 onto your attack and damage roll when following up a paralyze attack, and increases the chances of a death beam piercing them by +10 against their fortitude.

Strongest in the Universe: High-Tier Class

Requirements: STR of 13

Taking this feat grants you a defensive bonus of +1 per opponent that you’re facing in a given encounter for 1d4 + (STR) posts. However, you suffer a -1 penalty to all attacks while this feat is activated. After feat ends, you may not use it again for 1d4 + (STR) posts.

Power Driven: High-tier Class

Requirements: CON of 15

Taking this feat grants you a cost reduction to all supers and ultimates used, reduced by 2 + your Constitution modifier. This feat takes constant effect, but ceases to work when you are at 1/3 HP and Ki.

Transformation Crazy: High-Tier Class[Good Alignments only]

Requirements: CON and STR of at least 14, Monstrous Ki!

Taking this feat allows you to transform into each of your forms 1 level sooner and exactly 100ki sooner as well. Granting you a +10 to your insight checks to discover new levels of power, regardless of the DC.

Spoiled Brat: Middle-Tier Class[Evil Alignments only]

Requirements: Royal Blood

Believing that you’re entitled to all the spoils of the universe, you cheat your way to the top at any cost. Granting you a +5 to your intimidation checks. And allowing you to transform into each of your forms at exactly one level earlier than normal, this stacks with Royal Blood, however Ki requirements remain the same for all transformations. This also grants you a +5 to all insight checks made to progress to new heights of power regardless of the DC.

Righteous Quest: Middle-Tier Class[Good Alignments]

Requirements: Driven By Atonement, CHA of 15

Driven by your quest to rid the universe of evil, you are granted a +2 + (CHA) bonus against any evil character you’re facing in a given encounter. This bonus goes up by 1 for every even level gained.

Self Delusion: Middle-Tier Class

Requirements: Superiority Complex

Your ego has grown even more. Granting you a bonus of +2 + (CON) to all Charisma checks, such as intimidation. You also are granted an additional bonus to your STR and CON of +1 for every even level gained.

Level 4 Feats
[D5]

Non Specific

Mind Body and Spirit: High-Tier Class

REQ: Must have a STR of 25, CON of 25 and a WIS of 25 for this Feat to be activated.

For those that have mastered their minds, their body and their spirit. Picking this feat and matching the above requirements will grant you the ability to add half of your STR and WIS mods to your Super/Ultimate attack rolls and defensive moves. However, when you activate this FEAT, every time you use an attack or defend with this, you will lose Ki = to your STR, CON and WIS mods X2 and an additional x2 to each transformation beyond base form.

NOTE: This feat cannot be layered on top of utility supers.

Area of Effect: Mid-Tier Class

In certain combat situations, when you are against more than one opponent and you chose to use an energy based attack (beam, wave, or ball) you can have the attack hit multiple targets with this feat Only if they are grouped together!

Only one damage roll is made among all the targets and the damage is divided evenly among all targets.

Silent Snare

Your enemy has their defenses halved when you make a stealthed grab check against them. But, whether or not you are successful, you lose you are immediately visible to your enemy after the action is taken.

Silent Critical

While successfully stealthed, your critical threat range becomes 19-20, if your attack hits, it does full damage automatically. A natural 20 is still the only roll that lands an auto hit. You may take this feat multiple times, each time changing the crit threat range by 1.

SAIYAN

Keener Saiyan Mind: High-Tier Class

Having trouble gaining experience? This feat allows you to gain 10% more EXP from encounters, for those that want to be prepared for their ultimate battle.

Super Health: High-Tier Class Cost: -10HP for activation

Once per day, you can use your health in place of Ki for a super or ultimate.

Super Ultimate Power: High-Tier Class Cost: -30 Ki for activation of feat

Once per day, you can layer your melee-damage bonuses onto your Ultimate bonuses for one massively powerful Kill-Shot!

HUMAN

Sensu-Bean Planter MARK II: Low-Tier Class

If you have chosen the sensu bean planter feat, you can choose this feat to enhance your planting skills. Allowing for an additional +1D8 Sensu beans to be grown per plant.

Greater Sensu Effects MARK II: High-Tier Class

Cost: 15Ki

With this Utility Super, you can boost the effects of a Sensu Bean for one use per five forum posts. This will add onto the Sensu’s healing capabilities to boost your maximum Ki (perminantly) by 10%.

Strongest Earthling: Middle-High Tier Class

Take this feat to gain a permanent +5 onto your STR stat. Treat this as ability points, these count towards your modifier.

Fearful Defense: Middle Tier Class

Cost: 10Ki for initial activation

Once per day, you can take damage from an ultimate or super from an enemy, and let your Ki stat take the damage.

Note: if your Ki is completely drained from using this feat… roll a D100 to determine what happens to your Health. 10-You take the remaining damage in HP X5 and subtract that value from your max HP permanently. 20-You take the remaining damage in HP X4. 30-You take the remaining damage in HP X3. 40-You take the remaining damage in HP X2 50-You take the remaining damage in HP -10. 60- You take the remaining damage in HP +5% 70-You take the remaining damage in HP +6% 80-You take the remaining damage in HP +7% 90-You take the remaining damage in HP +8% 100-You take no additional damage.

NAMEKIAN

Healer’s Defense: Middle-Tier Class

Cost: 10Ki to activate.

As a healer, you are better capable to take damage effectively. Allowing your Healing Surge Value to take the damage for each hit dealt, at the cost of 1 healing surge for the rest of the day per use.

Super Regeneration: High-Tier Class

If you chose the Regeneration feat at the start of the game, you can choose this feat to boost your regeneration abilities. Now, every time you use your regeneration ability, you’ll gain HP back, the better in tune with your regeneration abilities, the more health you’ll get back.

Cost: 75%Ki +10%HP regained(level 1),

50Ki +20%HP regained(level 2),

20 Ki +30% HP regained(level 3)

Born for Fusion: Middle-Tier Class

If you chose the Super Namek feat at the start of the game, you can choose this feat to prepare for fusion at the appropriate Ki requirement and Level. This feat allows you to merge the stats of the two warriors perfectly, as most fusions result in skills being averaged out. This perfect fusion adds all mods and ability points together, creating the ultimate namekian… but can only be done once in your character’s natural life-time.

Warrior at Heart High-Tier Class

You are a warrior through and through, taking this feat grants you +1d20 to HP or Ki (not both) at each Level up or Training Boost (not both, choose one).

Note: This feat can stack up to 3 times.

ANDROID

Enhanced Android Skin: If you chose Stronger Android Skin at the beginning of the game, you can boost it with this companion feat. You gain an additional +2 to melee attacks when this feat is activated before Stronger Android Skin takes effect.

I Will Never Fade MARK II!: You’re confident that your energy is infinite, and that you are eternal. Allowing an additional +2 to your Ki regeneration per forum post.

Demoralizing Attack: High-Tier Class (ENERGY DRAINING MODELS ONLY)

After draining an enemy target’s energy, the target in question is marked by you for death. This feat allows you a +5 to your attack and an additional 1D8 to dice rolls against that enemy for four forum posts.

Note: This feat can only be used once per day at level 1, increase uses by 1 every 3 levels. While feat is turned on, you can use this on as many targets as you can drain life on within those four forum posts.

Repair Specialist: Middle-Tier Class (All types except for MATTER ABSORBING)

Requirements: Must have achieved internal repairs at least four times.

With this feat, you gain an additional +2 to your repair rolls.

Demon

Demonic Projectile Cannon:

Requirements: Exterior Demon Blade

With this feat, you are granted the ability to jettison your blade out of your body, like a spear, for your melee damage + DEX + 1d10 + 1d6. This represents a ranged Dexterity action, and as such, uses your Dexterity mod to attack. It also uses up 1.5 melee actions to attack. You may get the other half of the melee action back, by forgoing your movement action.

After this is done, you cannot regenerate your blade for 1d4 turns.

Blood Bath:

Requirements: Lesser Demon Kin

For every enemy that you have slain, in a single battle, you gain a +1 to intimidation rolls against an intended target. This target is marked for death by you, and takes a -1d4 to their attack rolls if they target anyone besides you.

Life source:

Taking this feat allows you to gain back 1d4% HP and Ki when drinking the blood of your enemies, through any means necessary.

Note: The GM is the final arbiter of what action this represents.

Demonic Wear Ape:

Requirements: Demon Ape Progeny This feat grants you 50% of the bonuses gained by a full Demonic Oozaru transformation. You gain hair all over your body, and the physical characteristics of a demonic ape, but do not increase in size.

Note: Must make a DC 25 Will check to get this transformation to trigger. Also, there must be atleast a quarter of a moon available.

Moon Battery:

Requirements: Demonic Ape Progeny

This feat allows you to forgo all actions in your next 1d20 turns, to become a moon style battery. This will allow anyone who has Demonic Wear Ape to use their feat and transform.

Changeling

Shattered Pride: Evil Alignments Only

Requirements: Superiority Complex

Whenever you are facing an enemy that is stronger than you, you can make a charisma save with a penalty of +5, when you pass you are allowed to use your once per encounter bloodied bonus without being at 50% health.

At level 10, this feat allows you to apply said bloodied bonus twice per encounter.

Sadistic Injury: Evil Alignments Only

Requirements: Embarrassment to Injury

This feat makes any ultimate used on a paralyzed enemy (psychokinesis type attacks) have a 30% chance to shatter every bone in their body or cripple them for 1d20 turns if they have regen.

Desperate Times: All Alignments

This feat allows you an accuracy bonus of +10% when trying to destroy the planet to defeat your enemy and when successful starts a turn countdown equal to 2d20 turns to when the planet will explode.

Energy Sniper: All Alignments

This feat grants you a bonus of +5 to stealth checks and +4 to rolls against enemies who haven’t detected you yet as a sneak attack bonus.

Damage by sneak attacks also increase by x2.

Avid Trainer: Good Alignments Only

Requirements: At least 2 training rolls

Unlike most changelings, you know that great power does not come by sitting around and thinking you’re the most powerful being in the universe. Taking this feat shows your commitment to training and grants you +2 on all training rolls from here on out. This feat can be taken multiple times.

Paralyzing Attack of Opportunity: Good Alignments Only

Requirements: Forced Attack of Opportunity

This feat grants you a 15% chance to paralyze enemies for 1d4 turns when connecting with an attack of opportunity/ Increase to 20% at level 10 and +2% more for every transformation you make in a given battle.

Level 5 Team Feats
[D6]

'Team Feats work the same as normal feats, but they allow you to gain bonuses to Attacks when you combine your forces together. Whenever a team attack feat is used, it cannot be used for the rest of the day at level 5, at level 10 this increases to twice per day, at level 15 this increases to three times per day, and at level 20 it increases to four times per day and so on.'

Note that all dice level upgrades do not affect your Super Attack Ki Bonus. You cannot be granted a bonus above d100 unless the feat specifically says so.

Sacrificial Full Nelson:

Requirements: Beam Super, CON 15, STR 13

Taking this feat allows you and an ally to gain a circumstantial bonus of +5 to a grab roll. After the grab is made, your ally (or you) gain an additional circumstantial bonus of +5 to your attack roll. Though, the character holding an enemy like this will take half damage if they cannot successfully dodge with a reflex save.

Damage is augmented to 1 dice type up (E.X. 1d4 becomes 1d6 etc), and this effect stacks. However, your Super Attack costs 3x as much.

Note: If you use a beam Ultimate in place of your super, your ally negates their ability to dodge and takes full damage. This feat ends when the final attack is dealt.

All At Once:

Requirements: STR 15, CON 15

Taking this feat allows you and a group (up to five allies) to combine attacks (supers, ultimates or melee) on an individual creature simultaneously.

Damage is augmented to 2 dice types up (E.X. 1d4 becomes 1d8 and so on) and this effect stacks. However, your follow through attack (if it costs Ki) costs 4x as much. This feat ends when the final attack is dealt.

When defending against this feat, since all attacks happen at the same time, you only roll one defense roll and use that roll against all attacks with this feat.

Team Defensive Tactics:

Requirements: Dex and Con of at least 15.

Taking this feat allows you to use tactical defense in the hopes of wearing your opponent out. You and your allies gain a bonus of +2 to all of your defensive moves at Level 5, and an additional +1 for every two levels gained after that.

However, while using this feat, you take an equal penalty of -2, and an additional -1 for every two levels gained after that. This feat ends after 1d6 + your Charisma modifier posts.

Greater After-Image-Strike:

Requirements: After Image, After Image Strike, Amazing Impact, or any other counter Super Attack, and a melee Ultimate on either side (e.x. Deadly Android Rush)

Taking this feat allows you to gain a +5 to your or an ally’s after image roll, setting your opponent up for 1d6 melee attacks for every ally included in the team attack. All attacks are boosted 1 dice level up, (e.x. if your attack does 1d4 it becomes 1d6 instead). All team players have the option of using a super attack to end their respective combo, however, they do not gain augmented damage to this super, only melee is affected.

However, all players involved in team attack suffer a -4 penalty on their dodge rolls while defending for 1d4 posts. This feat ends when the final attack is dealt.

Distraction:

Requirements: STR and CON of at least 15

Taking this feat allows you to distract your enemy for a time while your allies take time to gather their energy to counter attack. You gain a +2 bonus to all attacks made while this feat is activated, and a -4 penalty to all defensive rolls made. Your damage is augmented to 1dice level higher for all attacks while using this feat, but supers and ultimates cost x2 as much Ki. During this period of time, your targeted enemy provokes an attack of opportunity if he/she targets your allies and suffers a -4 penalty on any attacks not made against you. Your allies gain +2 + your constitution mod to their healing surges during this time. This feat ends after 1d4 + your charisma modifier posts.

Paralyzing Ultimate:

Requirements: Paralyze Super, Beam Style Ultimate

Taking this feat allows you or an ally to paralyze your enemy, setting them up for a beam style ultimate attack. This grants a +5 to the paralyze super roll, and a +5 to you or your ally’s ultimate. All damage inflicted by the ultimate is augmented by 2dice levels. Paralyze super’s ki usage is x2, and the beam ultimate uses x4 its usual Ki.

Hellzone Barrage:

Requirements: CON of 15, Helzone Grenade, Barrage Ki super

Taking this team feat allows you or an ally to distract your opponent by firing a Ki barrage super at him/her/it with an attack bonus of +5. Each ki blast obscures your opponent’s vision as a penalty of -1d4 – your CON mod, they suffer this penalty if they make a perception check. If the opponent makes a DC20 perception check and passes, they gain a +2defense against the hellzone grenade that you or your ally use after the Ki barrage super.

The Hellzone Grenade has an attack roll bonus of +5, and an additional +1 for every time the enemy fails a perception check(this bonus is also granted to the hellzone grenade’s damage). The damage for both the ki barrage and the hellzone grenade is augmented by 1dice level and both cost x2 their normal amount of Ki. This feat ends after the Hellzone Grenade makes contact and deals damage.

Assisted Life/Energy Drain:

Requirements: Energy or Matter Absorbing Android, STR of at least 16

You or an ally set your opponent by grabbing and throwing them at your Android Ally granting you a +5 bonus to both the grab roll and the throw roll. Energy/Life drain’s damage is increased by 1dice level per round that enemy is having their life/energy drained but Ki cost to maintain it also increases by this rate.

X2ki usage at first turn, x3ki usage at second post, x4 at third, etc. This feat ends, when your enemy successfully makes a DC 20 STR check with a penalty of -4, followed by an additional -1 to the penalty for every STR check failed.

Demonic Team Feats

Bloodbath Buffet:

You, and your allies gang up on your pitiful meal, and gorge them to death by eating them alive!!

Effects: +1 to dice type for all damage rolled, +1 to attack rolls and grab checks. Allies who do not have the Lifesource feat, gain back 1d2% HP while consuming the flesh and blood of your enemies. Allies who DO have the Lifesource feat, gain back 1d6% HP while doing the very same.

Note: Duration lasts for 1d6 turns, after which, Bloodbath Buffet cannot be used again for an entire day.

Soul Eaters: Magic

1d10HP and Ki for activation.

You, and your allies gang up on your pitiful enemy, draining their Ki by 1d4% per attack successfully inflicted on their bodies. This feat lasts for 1d8 turns, after which, it cannot be used again for the entire day.

Defiler Kill Stroke: Magic

Requirements: Defiler Sword

Cost: 1d10HP and Ki per turn in use.

When Defiler Sword activates, you distract your opponent by engaging them with your beam sword, slashing at them for 1d6 turns. During this time, your Ki bonus is added to your damage potential, +1 dice type. Allies that attack your marked enemy gain a +2 to their attack roll, and x2 sneak attack damage, if they pass a DC 40 DEX check.

Demonic Firing Squad:

If a psychic attack is used to immobilize your enemies, you may activate this feat, so that all of you and your allies fire out beam attacks to kill your enemies. You gain +5 to attack rolls, and +2 to total dice rolled. Learned

Level 8 Feats
[D7]

 NON-RACE SPECIFIC 

Under-Dog: Low-Tier Class

Requirements: STR 15, Ki 300, CON 15

Your enemies have a bad habit of underestimating you, taking this feat allows you to use this to your advantage. Provided that you pass a Will check, you may reduce your attack rolls by -2 for two forum posts before dishing out your full power and surprising them.

If your enemy fails on a DC 15 insight check, your new found prowess gives you a temporary bonus of +5 to your attack rolls for 1 forum post.

Super Charge

You can increase the effectiveness of your attack by making a charged move action (essentially, increasing your speed by several degrees). Your attack goes up by +5, but your defenses all fall by -5 because you are vulnerable while making this action.

Delayed Move Action

With this feat, you are able to delay using your move action until later on in the initiative order, allowing you to move in front of an enemy's attack and defend for a helpless player. When you take your new move action, that becomes your new initiative place holder, just as when you hold your entire action.

Split Move Action

You can move half (or a portion) of your move distance, stop and use a standard action, and then use the rest of your move action.

 SAIYAN SPECIFIC 

Berserker: Middle Tier Class

Requirements: STR 16, 600Ki, Battle Drive or Legendary Feat Any time you’re pushed to -1 or less hit-points in battle, you have a 35% chance of going berserk. Going berserk grants you temporary HPs of 1d20 + CON and grants you a temporary STAT boost of +5 to all attack rolls, +2 to STR, CON, DEX and -10 to all intelligence rolls.

You are fighting by pure animalistic instinct rage when this feat comes into effect. The GM takes control of your character for 1d4 x CHA forum posts. Once your temporary hitpoints are gone, you will pass out, stable and not dying. If your character is still in Berserker mode when the rounds are up, you may take control of your crazed character for 1 forum post before passing out.

Note: This does not stack with Legendary Rage.

Taking Your Punches: High Tier Class

Requirements: STR of at least 19,

Taking this feat allows you to take your enemies punches head on, instead of attempting to dodge them. You gain a +2 + (STR mod) bonus to damage resistance provided you pass a DC 16 strength check. This stacks with your Ki resistance.

Note: If your resistance is greater than damage dealt, you take a minimum of 1 damage. This feat can be used up to three times per day at Level 8, and an additional use for every even number level gained thereafter.

Prideful Desperation: Middle-Tier Class

Requirements: Saiyan Pride, STR 17, CON 20

If you’re bellow 1/3 HP and have used at least half of your Ki against an opponent of seemingly insurmountable power. You can activate this feat on top of Saiyan Pride to gain a temporary (1d4 forum post(s) but is canceled upon first use) boost to one Ultimate of your choice! The bonus is +10 (which can stack with your desperation bonus as long as you haven’t used it that battle) and increases damage by +1/2 rolled damage.

Stipulation: Your attack costs +1/2 the normal amount, and you must make a fortitude save after finishing it to stay conscious, if you fail, you will fall unconscious, especially if your Ki was low enough to drop to 0, then you will be dying from over-exhaustion. You can only use this feat once per day.

Legendary Rage: High-Tier Class

Requirements: Legendary Saiyan Feat, STR 17, CON 20

This feat activates when your Ki-Cap is reached, causing you to go into an uncontrolled rage until your next Ki increase would normally take effect. This allows you to add your super attack ki bonus onto your melee damage rolls as long as you are in a rage.

Stipulation: You take a penalty of -5 to your attack rolls while in this state, the GM will control your character while you’re in Legendary Rage mode. The DC for success is now 20 for activating Legendary Rage after the first use in a given battle. All melee attacks that have your Super Attack Ki Bonus added on now cost the amount of damage that you’re dishing out.

As you use this feat, you’ll gain more and more control of it at the GM’s discretion. 10-15 uses = partially in control. Tell the GM what your character’s intentions are, and they’ll have a 20% chance to happening. 16-30 uses = better control. You now can control your character while in Legendary Rage, but all your intended attacks have a 50% chance of not happening. If you roll under 50%, your GM tells you who and what you attack. 31-45 uses = advanced control. Your control has improved, granting you improved attack rolls, forcing you only to suffer a penalty of -3 and having only a 30% chance for failure. 46-50 uses = perfect control. You have mastered your rage, this reduces your attack penalty to -2 and you now only have a 10% chance of failure.

+1 to uses per turn while in Legendary Rage.

Alien Affinity: High-Tier Class

Requirements: INT 17

You have great respect for the power of alien races. Taking this Feat allows you to learn any alien super, ultimate or utility super as long as you have seen it at least once. You may stack your training roll bonus on top of your d20 roll to pass the DC.

Novice - Whenever you see an alien technique used, you must pass a DC ten times in a row to attain the given technique. Each time you pass, the DC is lowered by 2 points each time as you grasp the understanding of the technique.

Intermediate - Pass a DC five times in a row, DC lowered by 2 each time you pass.

Master - Pass a DC five times out of ten rolls, DC is lowered by 2 each time you pass.

Conversely, the ability in question is now open to you for free at the appropriate level gain, but this is not a bonus super gained, it is learned in place of a normal Saiyan technique that you would otherwise have learned at said level.

Engineered Supremacy: Flawed High Tier Class

Requirements: Engineered Legend

Taking this feat allows you to gain an automatic boost to your Super Saiyan form while maintaining the form. However, due to the stress that your condition causes while in just your base form, if you don’t pass a DC 25 Constitution Check you will suffer x2 the normal amount of Ki drain than you normally would for SSJ.

If you pass the check, your attacks do an extra +15% damage over all (stacks with engineered legend) and your enemy is automatically afraid of you, granting you +1 to attacks at level 8, and an additional +1 for every even level gained thereafter.

 HUMAN SPECIFIC 

Alien Adept: High-Tier Class

Requirements: INT 19

Like the Saiyan Feat Alien Affinity, you’re able to identify certain attacks that you’ve seen in the past and learn them to better protect your race and planet from these invaders! The DC for training with these techniques increase by +1.

Conversely, the ability in question is now open to you for free at the appropriate level gain, but this is not a bonus super gained, it is learned in place of a normal Human technique that you would otherwise have learned at said level.

For the Good of All: Low-Tier Class

Requirements: Good Bye World, STR 12, CON 12

If you poses the sacrificial super, you can enhance its effects by adding Twice the amount of your maximum life and Ki to the damage and cost of the explosion. You will instantly die from this display of power, but your enemy will be forced to take damage from the attack as if it were a Natural 20, without any possibility to dodge (unless they poses an ability like Instant Transmission).

Desperate Healing Surge: High-tier class

Cost: 100Ki

Once per week, you may use a healing surge at a value of half your health for the cost of one healing surge. However, after the battle concludes, you lose 1/3 of that healing surge value from your maximum health.

Power Struggle Advantage: High-Tier Class

If your Natural 20 is countered by another Natural 20, you immediately start a blow exchange war, or a beam struggle. With this feat, you gain a bonus of +1 + (CON or STR) against these types of struggles.

 NAMEKIAN SPECIFIC 

Multiplicity

This feat unlocks the ability for you to split into two beings, for, either training purposes or to confuse your opponent.

While divided, your stats, HP and Ki are cut in half, however Supers and all other Ki based attacks cost 50% less to use.

Additionally, your enemy must make a DC 25 Relfex check when fighting both of your bodies at once. If your enemy fails this check, they take a -5 to their defense rolls. Training in this form grants a +2 bonus to training rolls (while maintained), and using this form in battle 30 times has a 50% chance of granting you an involuntary training boost.

Note: Treat your other body as if you were using two characters, giving them their own turn.

Energy Suppression: Middle-Tier Class

You can make your attacks deal half damage in an effort to make your power seem several levels lower than it really is. You can use this ability as often as you want, however, each time you use this ability you must make a Will save to ensure that it works. This feat cuts every modifier above 5 in half.

Planetary Defender! High-Tier Class

As one of the planet’s defenders, you put it all on the line to stop those of an evil and malicious alignment. Granting you a permanent bonus of +2 to attack rolls against these foes.

Desperate Tactics: Middle-Tier Class

Once per encounter, if the situation is desperate enough, you can use your health and Ki together to create a stronger attack. Adding a +1d100 onto your attack. Stipulation: Your subtract the cost of the Super/Ultimate at its full amount to both stats.

Better Training High-Tier Class

Requirements: STR 25, CON 25, Ki above 1000 in Base Form

This feat allows you to gain 2 STAT points per STAT training session, however, the DC for all of these training rolls is +5 more difficult.

 ANDROID SPECIFIC 

Greater Android Skin: Super-High Tier Class

Requirements: Dex 30, Stronger Android Skin, Enhanced Android Skin

Cost: 1d12Ki

If you have both of the Android Skin feats, you can choose to take this feat and cancel out both of their effects for a +10 bonus against all melee based attacks with an additional bonus of +1d4 to your damage resistance. You suffer a -5 to one of your attack rolls made for each use of this feat.

Greater Poly Pneumatic Alloy: Supremely-High-Tier Class (All Android types)

Requirements: Poly Pneumatic Alloy, CON 30

Cost: 100Ki

With an initial Ki cost, you can warp your physical structure to dodge attacks, and confuse your opponents to an even greater extent!

Note: Additionally, you’ll gain a +2 to your defensive maneuvers while you’re using this ability, and an additional +2 every three level jumps. At level 10, each attack that hits you has its damage cut by 1/4.

This feat stays in effect until 2 x 2d6 hits connect against you. After these hits connect, you will not be able to use this ability again for 48hours, at level 10 reduce this restriction to 24 hours after maximum hits, and 12hrs at level 12 and so on.

Stipulation: Effects do not layer on top of Poly Pneumatic Alloy, this feat replaces that one when used. When using Enhanced Poly Pneumatic Alloy (Utility Super) to increase this feat’s effects, one must make a Constitution check (DC 25) to continue fighting, if you fail this check, you will be paralyzed for 1/3 of the time that your alloy was active in this state.

Ambidextrous Model: High-Tier Class

Taking this feat allows you to fire three supers at once, as long as the last is a beam style super. Though the third super will cost 50% more Ki to accomplish this without taking any penalty to your other actions.

Advanced Terminator: High-Tier Class

Requirements: Terminator, STR 20, Male Android Type

Taking this feat will give you an additional +4 to killing strokes against any type of organic living creature, but increases the cost of the super, ultimate or combat maneuver to +50%.

I Am Infinite: Super-High-Tier Class

Requirements: I Will Never Fade, CON 35

Taking this feat will stack on-top of I Will Never Fade, adding an additional boost of +4 to your Ki regenerating per post. However, you will need to make a DC 30 Constitution check after using Never Fade Revisited to boost your Ki Regen even further, if you fail this check, you will be paralyzed for 1d4 forum posts.

Cold Calculating Bitch: High-Tier Class

Requirements: Cool Beauty, STR 25, DEX 20

Taking this feat grants you an additional +2 bonus against human or Saiyan males.

Changeling
Stupid Monkey!! Evil Alignments Only

Requirements: Shattered Pride

Any time you’re faced up against a Super Saiyan, your Kienzan style attacks are boosted to +20% chance to cut through ki resistance and flesh, and your attack rolls are boosted by +2, and damage increased by 15%.

Joyful Torture: Evil Alignments Only

Taking this feat grants you +2 to grab checks, after that, this feat makes it so you can give up all your super and ultimate attack rolls to torture an enemy for four turns. During these four turns you will hit them with 6 melee strikes to any vital area. During this time your enemy takes a penalty of -5 to their STR checks to break your grasp and if you get 4 natural 20s at any time during the torture, they are reduced to -1 hps and are dying when you release them.

Power Melee: All Alignments

Requirements: Power Driven

Taking this feat grants you x2 the normal amount of melee dice while in a transformed state at the cost of 2d100 + CON x2 Ki, this effect will last for 1d8 turns.

Upgrade this super to include +50% melee dice for every transformation made in battle after the first x2 increase to melee dice at level 10 and your third transformation is unlocked.

Dexterous Combatant: All Alignments

Requirements: STR, DEX 30

Taking this feat allows you to make two more melee basic attacks than you would normally be able to do without any cost of other actions.

At level 10 add the ability to perform two ultimates or three supers in a turn as well, as long as you are in your third transformation or higher.

Horned Avenger: Good Alignments Only

Requirements: Transformation 1 Novice

Taking this feat grants you a bonus of +2 to intimidation rolls against evil characters while in your first transformed state. You are also granted +2 to attacks, and +1 for every even level gained hereafter.

Also, if your intimidation check passes, they take a penalty of -2 to their attack rolls and must make a will save every turn while fighting you. If you transform to another form while this effect is in play, they must make a will save automatically, and from then on out have a penalty of +5 to their will saves. Every time they fail, they lose a melee basic action or super attack action that turn, your choice.

Beyond These Thresholds: Good Alignments Only

Requirements: 10 Training Rolls under your belt, Avid Trainer

When reaching your 10th training roll and taking this feat, you gain an additional +2 to training rolls and increase your training bonus to +5% every time you increase your Ki and HP. This feat can be taken up to four times.

Level 10 Feats
[D8]

Non-Race Specific

Non-Transformable: Mark I

Requirements: No transformation available.

You don't waste time or energy transforming into different forms, and as such, you've been forced to prove your strength based on your own merit.

This feat allows you to continually boost your attack power, with an equal increase in Ki cost for attacks that require it (and 10 + half of damage bonus for melee) while fighting, starting at +10% to damage, and then escalating by +10% every 1d4 forum posts. This feat lasts until you max out at +50% damage, and fire an Ultimate or Super and cannot be used for 1d20 turns.

SAIYAN

Super Saiyan Elite: Insanely High Tier Class

Requirements: Saiyan Pride

While in the state of Super Saiyan, you can boost your damage output by +1d20 to all attacks. You can pick this feat multiple times, allowing for the dice to upgrade to 1d100 the second time you pick it, and from then on adding a dice level for each time you stack this feat. This damage only happens in any Super Saiyan form.

Unlocked Potential: Super High Tier Class

Requirements: Unkown Power

Picking this feat maxes your Zenkai Boosts out with an automatic increase in health and ki of 10d20 regardless of how many Training or Zenkai boosts you have. After the increase, you also gain a +5 to all your rolls to unlock Super Saiyan forms from here on out, (this does not count toward mastering those forms).

Power Attack: Super High Tier Class

Requirements: STR 40, CON 35

Once per day, you can hit an opponent for half the value of your Ki with either a melee attack or a super, you must subtract this amount from your current Ki immediately. Doing this removes your Ki bonus from supers, ultimates and Ki blasts for said attack.

Superior Ultimate Power: Insanely High Tier Class

Requirements: Super Ultimate Power

Once per day, you can layer your melee-damage bonuses x3 onto your ultimate for one immense kill-shot. Does not stack with Super Ultimate Power.

HUMAN

Sensubean Conditioning: Incredibly High Tier Class

Requirements: Sensu Bean Planter(any), taken Sensu Beans five or more times

You’ve taken Sensu Beans and relied on their magical powers to keep yourself alive throughout your adventure, because of this, your body has become unnaturally conditioned to handle extreme amounts of damage, allowing a permanent +5% to total Ki Resistance. Unfortunately, you’ve also taken too many Sensu Beans, reducing their amazing effects to healing ¾’s of your total HP and Ki when used instead of full.

Neo Damage Boost: Super High Tier Class[i]

Requirements: Neo Tribeam(any)

With this feat, you gain a permanent +5% to all damage dealt with the Neo Tribeam attack, but your cost to HP and Ki also goes up by +5%.

Team Tactics: [i]Superior High Tier Class[i]

Requirements: Level 5 Team Feat

With this feat grabbed, any Team Feat that you have has an increase of +1 dice level to all damage on-top of its current bonuses, but costs go up by one multiple.

Sucker Punch: [i]Extremely High Tier Class

While transformed as a Super Human, you can hit an enemy with your entire Ki with one go, but you lose your transformation instantly and must make a DC 30 Constitution Check to stay conscious. You lose your Ki bonus on Supers and Ultimates when you do this.

Slice and Dice: Superior High Tier Class[i]

Requirements: Kienzan Disk(any) or Beam Sword(any) While transformed as a Super Human you automatically gain a bonus to cutting attacks of +5% chance, but your Ki cost also goes up by +2%.

NAMEKIAN

Ki Versatility: [i]Super High Tier Class

Requirements: CON 30, Ki 30,000

With this feat, you’ll be able to have more leeway with your supers, utility supers and ultimate attacks. Granting you the ability to use a utility super before or after an Ultimate, or two supers before or after a utility super, or even three utility supers. You can also use a Super right before your ultimate now at an additional cost to the super by +50% Ki.

Psychic Aura: High Tier Class

Cost: 900Ki per use

Requirements: WIS 30

Your aura is potent, allowing it to confuse and confound your enemies at close melee range as long as its activated. Every time you attempt at a melee attack while you’ve activated this feat, your enemy must make a DC 30 Wisdom Check, if they fail, they take a -7 to their next attack and have a 50% chance to hit themselves or an ally in their group as well as you.

Super Namekian Tenacity: Super High Tier Class[i]

This feat allows you a conditional +2 bonus to all training rolls to master your Super Namek form while in the transformed state. Once Mastered, this feat allows for a bonus of +2 to all attack rolls while in the Mastered Super Namek state or even above it and makes Energy attacks hit one more time than usual.

Superior Skewer: [i]Dangerously High Tier Class

With this feat, you gain a permanent +2% to all piercing attacks and +5% to their damage output at level 10, this moves up to +3%, +6% at level 15, +4%, +7% at level 20, +5%, +8% at level 25, +6%, + 9% at level 30 and so on.

Medicinal Butchering: Hilariously High Tier Class

Taking this feat allows you to heal 10 points of HP or Ki every time you hit an enemy with a melee style attack. At level 15 this feat also allows you to heal your party members for 5HP for every enemy you hit with melee attacks. At level 20 it allows you to heal anyone in your party to full once a day after killing an enemy with an ultimate attack.

Variable Form

Requirements: Multiplicity

Taking this feat enhances your ability to split into multiple bodies by 1d4.

Your Stats suffer a -40% reduction while divided like this, Ki based attacks cost 55% less to use while divided.

Additionally, enemies must make a DC 20 + (adding an additional +5 to DC for every form present) every time you attack, or they suffer -2 (plus an additional -1 for every form attacking) to their defense.

Training rolls gain a bonus of +3 (with +1 for every form on the training field above 2). After using this feat 60 times in battle, you have a 60% chance of having an involuntary training boost.

Note: Treat this as a separate character, giving them their own turn.

ANDROIDS

Poly Pneumatic Asphyxiation: Murderously High Tier Class

Requirements: Poly Pneumatic Alloy(any)

Taking this feat allows you a +2 bonus on specialized rolls while using the any of the Poly Pneumatic Alloy feats, dexterity checks to pinpoint nerves, strength checks to wrap your alloy around a target’s face to strangle them, etc. You can take this feat multiple times, allowing it to stack.

Super Power Attack: Dangerously High Tier Class

Grabbing this feat allows you to put 1/3 of your energy in one attack, followed by a successful DC 35 Constitution Check. You can only use this ability once per encounter, and when you do, you lose your Ki bonus for that attack.

Improved State of Repair: High Tier Class

Grabbing this feat allows you a +2 bonus on all repairs after you’ve attained Incomplete Android status. You can gain this feat multiple times.

Maximum Efficiency: Insanely High Tier Class[i]

Requirements: Infinite Energy Android

Taking this feat allows you to significantly enhance your physical and energy producing abilities, allowing physical hits to hit 2 times and energy attacks to 3 times in exchange for your Ki Regeneration for 1d4 turns. This feat can only be used once per day at level 10, twice per day at level 15 and so on.

Devour: [i]Murderously High Tier Class

Requirements: Energy Draining Android/ Matter Absorbing

This feat grants you the ability to drain an enemy’s health and Ki entirely at once provided you pass a DC 50 Constitution Check, if you fail, you do damage equal to your Ki bonus to yourself without the aid of Ki resistance. You can only do this once per day at level 10, twice per day at level 15, and so on.

Changelings
Long Awaited 100%: Evil Alignments Only

Requirements: Transformation 3 Master

Taking this feat allows you to gain temporary Ki equal to 50% of your current transformed Ki, allowing you an attack roll bonus of +3, your muscles swell in your ‘final’ form to monstrous sizes, but this causes your speed to drop considerably, forcing you to take a -5 penalty to all defensive moves made while this feat is activated. x2 damage to all attacks also granted to you at the additonal cost of x3 what the supers usually cost.

Your Ki cost per turn in Transformation 3 is increased by x3 while this is activated as well. This feat ends when you have no more ki.

Galactic Terrorist: Evil Alignments Only

Requirements: Strongest In the Universe, Transformation 3 any

Taking this feat grants you bonuses when defending and attacking good aligned characters equal to +2 per enemy on the field, however, your cost for supers, ultimates and to maintain the transformation goes up by x2 as much as usual. This effect stacks with Strongest In the Universe, but only lasts for 1d8 turns and can’t be used again for another 1d8 turns after it ceases to work.

Powerful Combatant: All Alignments

Requirements: Dexterous Combatant, STR 30

Taking this feat causes it to add and stack to Dexterous Combatant, however, causing the two feats to switch tag-team with each other. Every 1d4 turns this feat will become active and switch out Dexterous Combatant’s bonuses for the ones featured in this feat and vice versa.

This feat grants a 50% increase to melee damage made while this feat is in play, and makes supers hit one more time than usual.

Additionally, if you are in a transformed state and it has a bonus to STR, the bonus that is applied via the transformation is increased by +50%.

Mysterious Potential: Good Alignments Only

Requirements: Will 30

Taking this feat shows that your future is filled with bright promise, and the potential in your strength exponential. This feat adds a new training style for you, to unlock your hidden potential. Much like the Kai Style teachings, ones hidden potential can be unlocked through much meditation and introspective thought.

Every 10/10 full day meditation sessions, you’re able to unlock 5% of your hidden potential, permanently increasing your HP or Ki by this amount and adding +5% to either STR or DEX respectively. After doing this 10 times, you have unlocked all of your foreseeable hidden potential.

Super Attack of Opportunity: Good Alignments Only

Requirements: Paralyzing Attack of Opportunity This feat lets you turn 1 attack of opportunity into a super attack per turn.

At level 12, add a 50% to knock your enemy prone.

Level 11 Feats

[D9]

NON-RACE SPECIFIC

Advanced Mind Body and Spirit: Ridiculously High Tier

You have trained long and hard to master your mind body and spirit, and you’re almost there. Taking this feat will grant greater bonuses to attacks and defense with Mind Body and Spirit.

Requirements: Mind Body and Spirit, WIS, CON, STR: 38

Picking this feat and matching the above requirements will grant you the ability to add your STR, CON and WIS to melee and melee defensive moves. Your attacks all have a chance to paralyze any given enemy if your attack roll beats their defense roll by 7 or more. The chance to paralyze is = to the # of the roll + your CON mod, your enemy or you will roll a d% to see if they are paralyzed.

However, when you activate this FEAT before a battle, every time you use an attack or defend with this, you will lose Ki = to your STR, CON and WIS mods X6.

Note: Does not stack with original feat, and at level 11 you can only use the two feats together in one encounter a total of your CON mod /2 times. (Counts Super Saiyan Forms as well). Also, if used with original Mind Body and Spirit, your costs for Supers and Ultimates the x6 cost stacks with the x2 cost of the feat.

Greater Team Defensive Tactics: High Tier Class

Requirements: Team Defensive Tactics, CON, DEX = 25

Taking this feat allows you to enhance tactical defense in the hopes of wearing your opponent out while Team Defensive Tactics is activated. You gain an additional bonus of +2 to all of your defensive moves at Level 5, and an additional +2 for every two levels gained after that that stacks with Team Defensive Tactics.

However, while using this feat, you take an equal penalty of -2, and an additional -1 for every two levels gained after that. This feat ends after Team Defensive Tactics ends and all penalties stack with Team Defensive Tactics as well.

Mod Crazy: Mechanically Crazy Tier Class

Taking this feat grants you a bonus of +5% to the total number of mod points gained any time they’re gained.

SAIYAN SPECIFIC

All At Once Revisited High Tier Class[/b]

Requirements: All At Once (activated, not necessarily owned)

Taking this feat, allows you to fire one additional beam super at an enemy while the team feat All At Once is activated for the same bonuses and penalties that were granted to the first attack.

Variable Damage [i]Random

This feat grants the user the ability to re-roll the potential damage of any super or ultimate using the super attack creation rule-set. Re-rolling damage only counts for that specific attack and is not permanent for the super or ultimate and re-rolled damage must be appropriate to the super or ultimate’s level. The cost will also reflect the same d% roll made to alter damage, be it for good or ill.

Demoralizing Power Level Crippling High Tier Class

Requirements: Demoralizing Bluff

Taking this feat allows you a bonus of +1 to your intimidation checks against a foe for every 200 points of Ki that your power exceeds theirs. So if your opponent has a Ki of 2000 and you have a Ki of 5000, you gain a total bonus of +15. If you pass an intimidation check against an enemy (targeting their will defense) you are granted a +2 to all attacks made against that enemy while they are frightened.

Greater Berserker: Middle Tier Class

Requirements: STR 25, 30,000Ki, Battle Drive or Legendary Feat and Berserker

Taking this feat and activating it while Berserker is activated in battle, grants you bonus additional temporary HPs of +1d100 + CON and grants you a bonus to temporary STAT boosts of +4 to all attack rolls, +2 more to STR, CON, DEX and -10 more to all intelligence rolls.

You are fighting by pure animalistic instinct rage when this feat comes into effect. The GM takes control of your character for 1d4 x CHA forum posts. Once your temporary hitpoints are gone, you will pass out, stable and not dying. If your character is still in Berserker mode when the rounds are up, you may take control of your crazed character for 2 forum post before passing out.

Note: This does not stack with Legendary Rage but does stack with Berserker.

Impossible!! Middle-Tier Class

Requirements: Saiyan Pride, Super Saiyan Elite

Taking this feat allows you to keep your constitution mod and melee damage bonuses for 1d4 turns after being prematurely knocked out of SSJ or losing the transformation due to lack of energy, you still lose your ki and hp bonuses (as well as anything else the transformation usually grants).

HUMAN SPECIFIC

Greater Power Dodge: High-Tier Class

Requirements: Power Dodge

Taking this feat grants you a bonus to damage resistance when your first hit after using Power Dodge to avoid one attack. Allows damage to be cut by 1/2 for the first attack dealt to you after you use power dodge. However, this feat can only be used with Power Dodge 1d8 times per encounter.

Triple Beam Talent Insanely High Tier Class

Requirements: Greedy Little Bastard

Taking this feat allows you to take your favorite super and stack it three times on itself, effectively using it three times in a row for a given turn. This does not take away from your melee basic attacks or any other action you might take during said turn, but immediately spends both super slots when used.

Double Kienzan Disks High Tier Class

Requirements: Simulated Zenkai or Chicken, Kienzan Disk (ultimate)

Taking this feat allows you to fire two Kienzan Ultimates at the same time in exchange for one melee basic action and a minor action.

Refracted Energy High Tier Class

Requirements: Energy Wall

Taking this feat allows you to deflect any attack, super, ultimate and Ki based blast back at an opponent by vibrating your energy wall or shield in their direction after beating their attack roll by 5 or more.

NAMEKIAN SPECIFIC

Supper Attack Regeneration: High Tier Class

Requirements: Super Regeneration, Regeneration

Taking this feat will allow you to pick a specific super, now every time you use that specific super you’ll regenerate 5% of your health every time it’s fired. This feat can be taken multiple times, allowing you to pick a different super to apply this affect to.

Unparalleled Power Super High Tier Class

Requirements: Born for Fusion, Super Namek

With extensive training and time spent in your new body, you’ve become used to the immense power you’ve gained. Granting you 1d10 times you can increase the damage output of your supers and ultimates by +40% throughout the encounter.

Greater Healer’s Defense Super High Tier Class Requirements: Healer’s Defense

Taking this feat will allow you to use two healing surges for the day to absorb damage against an enemy’s given attack, obviously costing 2 healing surges for the rest of the day per us. Combines and enhances Healer’s Defense.

Note: When Enhanced Healing Defense is used, take a -1 to your healing surges per day for that extra 20% increase for Ki instead of the usual 2.

Incredible Full Nelson: Ultimate high Tier Class

Requirements: Sacrificial Full Nelson

Taking this feat augments Sacrificial Full Nelson to increase total dice by 2 instead of 1, grants an additional +3 onto attack roll and causes the attack to hit two times more than usual, however cost goes up to x5 the normal amount of Ki instead of x3. This feat can only be used once per day.

Psychic Explosive Wave: Superior High tier Class

Requirements: Explosive Wave (Any), Psychic Aura

Taking this feat adds your psychic aura effects to Any Explosive Wave you have. You can use this feat 1d4 times per encounter.

ANDROID SPECIFIC

Greater Ambidextrous Model: High-Tier Class

Requirements: Ambidextrous Model

Taking this feat allows you to fire four supers at once, as long as the last is a beam style super. Though the third and fourth supers will cost x4 more Ki to accomplish this without taking any penalty to your other actions.

Does not stack with Ambidextrous Model.

Greater Barrier Resistance: High-Tier Class

Requirements: Android Barrier

Taking this feat makes your Android Barrier’s HP 2/4 your total Ki instead of 1/4, but you lose your Ki regeneration or your ability to use healing surges for 1d4 turns.

Parasitic Drain Ridiculously High Tier Class

Requirements: Poly Pneumatic Alloy, Energy Draining Model

Any time you successfully drain energy while poly pneumatic alloy is activated you can plant a nano machine on the enemy with the spending of a minor action. The nano machine becomes a parasite in the enemy, and grants you the ability to use an energy draining super or ultimate at a range. However, the nano machine is burned out and destroyed when this is done.

Stipulation: The opponent has the option to make a DC 15 + WIS check to see if they know that the nano machine is there. If they fail, your energy draining attack hits as if you rolled a natural 20, but you do not deal full damage. If they pass the check, the attack is still granted a +10 to total attack roll.

Repair Specialist Mark II: High-Tier Class

Requirements: Repair Specialist, 10+ repairs

Taking this feat grants you an additional +3 to your repair rolls.

LEVEL 12 FEATS

[D10]

NON-RACE SPECIFIC

“Not a bad idea...” Educational Tier

Requirements: 30 int

Taking this feat allows you to take one feat from any other race (Discuss with GM, some feats don't fit various races IE, Regeneration doesn't quite fit most races.)

This feat can be taken multiple times for different feats. You must fit the criteria for the racial feat you're picking. This feat can not be taken more than once every 4 levels. Gm has final say in whether you may take a feat or not.

”Get out of the way FOOL!” Support Tier

Requirement: Int 30, Dex 30

This feat allows you to warn a team mate about an on coming Super, Ultimate or Ki attack. Your team mate gains a +5 to their defense roll and if they fail you have the option to get in the way of the attack for them. (Normal damage is applied.)

Non-Transformable: Mark II

Requirements: No transformation available, Non-Transformable: Mark I

You've trained long and hard in your Base form, and with this feat, now gain the ability to train your damage bonuses to greater heights.

Treat this as any other mastery tree, following the chart below:

Non-Transformable

(Novice) [Already obtained when taking this feat] - Grants a boosted damage bonus cap of 60%, instead of 50%. Feat ends, and cannot be used for 1d20 turns, once a Super or Ultimate is used. Ki cost remains the same as original Non-Transformable feat for both melee and ki based attacks.

(Advanced) [15/15 training rolls completed, DC 25] - Grants a boosted damage bonus cap of 70%, instead of 60%. Feat ends, and cannot be used for 1d20 turns, once a Super or Ultimate is used. Ki cost remains the same as original Non-Transformable feat for both melee and ki based attacks.

(Intermediate) [20/20 training rolls completed, DC 30] - Grants a boosted damage bonus cap of 80%, instead of 70%. Feat ends, and cannot be used for 1d20 turns, once a Super or Ultimate is used. Ki cost remains the same as original Non-Transformable feat for both melee and ki based attacks.

(Master) [30/30 training rolls completed, DC 40] - Grants a boosted damage bonus cap of 90%, instead of 60%. Feat ends, and cannot be used for 1d20 turns, once a Super or Ultimate is used. Ki cost remains the same as original Non-Transformable feat for both melee and ki based attacks.

SAIYAN SPECIFIC

Another Plateau: High Tier Class

Requirements: Super Saiyan Elite, INT 30, Super Saiyan Mastered

Taking this feat represents your understanding of the Super Saiyan form and that other plateau’s of power lay ahead of you. Because of this understanding you are granted x2.5 to your STR modifier and Dex Modifier while transformed in MSSJ. However, your Ki cost while this feat is activated is x3 as expensive as usual.

Stipulation: You cannot maintain use of this feat after you’ve lost over ½ of your current Ki.

Volatile Aura: High Tier Class

Requirements: CON 48+, WIS 30, INT 30, Ki 2000

This feat grants your aura damaging effects to anyone that is the opposite or conflicting with your alignment. Enemies must be within striking distance for melee basic attacks before aura effects can be felt. Add an additional type of attack that you can use with this aura every five levels, at level 17 add Ki basic attacks, and at level 22 add super attacks and finally at level 27 add ultimate attacks.

Chart:

Good VS Evil: ½ Ki bonus is dealt against enemy and forces them to constantly make will saves as long as they’re within your aura. If they fail a will save, they take a -2 to their attacks that stacks along with a +2 penalty to saves made thereafter.

Lawful VS Chaotic: Ongoing damage equal to your Will defense is forced upon them unless they save from it, each time they pass a save the next is penalized by +1, each time they fail a will save the next is penalized by +2 each penalty stacks and stays until the end of the encounter.

Neutral VS Anything: Forces them to make a DC 10 + FORT con check or they take a -2 to their attack roll that stacks for every attack that hits them and check they fail.

Last Ditch Effort:

Requirements: Unlocked Potential

When your Ki has reached a level where you cannot sustain a transformation (usually below 500-100Ki and having used up all healing surges for the day) activating this feat grants you a temporary defense bonus of +5 against anything that comes your way for 1d10 turns. You also are granted a +6 bonus to deflected and reflected attacks that target their users.

Honorable Sacrifice: High-tier class

Requirements: Superior Ultimate Power

Sometimes situations call for a hero to sacrifice themselves, when you’ve got nothing left to contribute to the battle. This feat allows you to pump your remaining Ki and HP into an ultimate of your choice, allowing you a temporary transformation of your choice (as long as physical conditions (ala true saiyan) currently allow) free of cost to add to damage dealt by the ultimate used. If you have party members present, they take ½ of the damage if your ultimate is a super explosive wave type of attack, or suffer only ¼ rolled damage if it’s a beam style attack, by taking damage their attack rolls increase by +5 for the next 1d4 turns, being inspired by your noble sacrifice.

Engineered Vitality:

Requirements: Engineered Legend, Engineered Supremacy, Super Saiyan (Intermediate), 3k HP

After successfully Triggering Engineered Legend and Engineered Supremacy, you may make a DC 35 Int check (2d20). Upon passing, you gain +2% Ki regeneration per turn and +2d20 damage to all attacks, upon failure you lose 1/4 HP worth of Ki.

HUMAN SPECIFIC

Adept Zen” High Tier Class

Requirements: Adept, 28 Con

Through training and focus as ki channeling adept you've gained the ability to increase your Ki by +3d20 per level after you take this feat but will decrease your HP by the same amount.

(Taking this feat disqualifies you from taking Adept Tanker.)

Adept Tanker: High Tier Class

Requirements: 28 Con, Adept.

Through training and will power you've honed your body to take hits and dish them out. Taking this feat gives you. +3d20 HP every time you level up after taking the feat, but will decrease your Ki by the same amount. (Taking this feat disqualifies you from taking Adept Zen.)

”It's just one army!” High tier Class

Requirements: Dex 35

When facing a great number of enemies you get a bonus to hit rolls for stringing multiple successful attack rolls together. You always are granted +1 when there are more than five enemies present, and +1 for every successful attack thereafter, when you fail your bonus reverts to +1 and the cycle starts over again.

Reciprocating Wall: [/i]Super High Tier Class[/i]

Requirements: Energy Wall, CON 50

With this feat active while your energy wall is up, every turn your energy wall will recover barrier HP equal to 1d100 + CON, but you must spend Ki equal to this as well to keep it going. At level 25 make this 1d100 + CON x2.

NAMEKIAN SPECIFIC

Stretch Arm Deflection: High Tier Class

Requirement: Stretch Arm Technique, Con 30

Taking this feat allows you to stretch your arm and knock an attack out of the way for a team mate, or knock the team mate out of the way. You must make a dex save of DC 5+Hit roll to keep from taking 1/4 damage from the attack. In either case you must roll against attack and succeed with a +5 or higher.

Inner Strengths Unleashed: High Tier Class

Taking this feat allows you as an enlightened Namek to unlock the strength of others, this does effectively nothing to their Ki or HP, but this gives the person you performed this feat on a feat known as "Inner Strength" for the rest of the battle.

Inner Strength:

Cost: 1/30th Ki cost(Round UP)

+4 to hit, (Level)d10 to energy attacks, +1 to die all melee basic actions, + Ki bonus to all melee actions (-1d100 Ki per attack)


 * While this feat is active, your aura takes the shape and behavior of YOU. If you're evil, the aura will be violent, powerful, dealing damage to any who enter it for melee actions.(1/4th Ki damage bonus) If you're good your Aura will be calmer and more peaceful, give you and anyone around you +5% extra Ki or HP from Healing Surges. Neutral people do to their calm and generally logical nature will be more at peace, giving them a -10% cost to all Ki based attacks.

Super Namekian Resilience: Superior High Tier Class

Requirements: Super Namekian Tenacity, 10/10 Super Namek training rolls with SNT used to boost results pass or fail.

You’ve been training very hard to master your Super Namek form, increasing your dexterity by however much your transformation increases your constitution modifier for after a successful DC 10 + WIS wisdom check is passed after transformation is done.

Super Namekian Strength Superior High Tier Class

Requirements: Super Namekian Tenacity, 15/15 Super Namek Training Rolls with SNT used to boost results and equaling a pass.

You’ve trained so hard that you’ve successfully unlocked another facet of your transformation. With this feat active, your STR mod will multiply by the same amount as your CON mod will once transformed. However, you must make a DC 15 + CON mod con check before this will work properly.

Better Combat Support: Middle Tier Class

Requirements: Better Healing, CON 40

This feat provides a constant increase in healing and bonuses by +5% when you use a feat or utility super that allows them to be healed by your actions.

ANDROID SPECIFIC

Perfect Integration: Matter Absorbing

Requirements: Devour

While devour is activated, you can activate this feat while draining the life out of an enemy (not swallowing them whole) to gain a bonus of +5% hp and Ki of theirs permanently added to your stats after making a DC 15 + (their CON) while draining them of all their HP and Ki. Stipulation: This can only be done 1d3 times per day.

Greater Reflected Prowess: Extremely High Tier Class

Requirements: Reflected Precision

While you have Reflected Precision activated and successfully reflect an enemy’s super back at them, you can add your own Ki bonus (at an additional cost = to your ki bonus) to the enemy’s own attack, making it even stronger than before. Stipulation: This can only be done 1d4 times per day.

Robotic Sex Symbol: Sexy Tier Class

Requirements: Cool Beauty

Take this feat makes enemies (depending on their sexuality) have to re-roll their super and ultimate attack rolls when targeting you because of your physical appeal. You don’t necessarily understand why, but the attention’s nice.

Terrifying Demeanor: Brutal Tier Class

Requirements: Terminator

Taking this feat forces enemies to make a will save every time they go to attack you, if they fail they take a stacking penalty of -1 to their attack roll to represent their fear of you.

This also allows you to track your infamy as a terminator adding +1 to the penalty of their save for every person, creature or android that you kill.

Greater Pattern Abuser: Monstrous Tier Class

Requirements: Pattern Abuser

Taking this feat boosts pattern abuser’s bonus by +1 when your Ki is greater than your enemy’s, and forces them to make a Will Save every time they dodge your attacks, adding a +1 to save penalty for every failure they accrue. Every five times they fail, you’re allowed to make an additional melee basic action for that turn only.

Level 14 Feats
[D11]

Non-Race-Specific

Prolonged Regeneration:

Requirement: Greater Regeneration Blaster, 40 Con

While charging Greater Regeneration Blaster you may spend 50% extra Ki (Aka charging cost is 400 increased 50% Base charging cost becomes +600) in order to gain the effects of Regeneration Blaster's regeneration component even after you’ve fired your attack for 1d4 turns.

Beam Sword Specialist:

Requirements: Beam Sword, 35 Con, 35 Str 5000 Ki

You've grown accustomed to using Beam Sword in battle, when using Beam Sword you may reduce its cost by 10% and increase the damage bonus to 5d20 + 1d6 + (Con) + (Super Attack Ki Bonus) as well. However you suffer -1d4 to duration while this is active.

Since your beam sword is less cumbersome and unwieldy, your gain a +2 to attack to aimed attacks. Increase this bonus by +1 for every 5 levels gained thereafter.

Beam Jacked:

Requirements: All at Once Feat

Activating this feat in conjunction with All at once forces all enemies that are defending against a beam super to take a -5 to their defense.

In addition for each attack that hits roll an additional 1d100(+1d100 for every 200 Ki used in the TOTAL of all beam attacks used) damage from the explosion that results.

Saiyan Specific

Passive Barrier:

Requirements: Super Saiyan, Energy Shield, CON 50

This feat forces enemies who attack you with a level 1-2 super or ultimate to have a 70% chance of being completely ineffective against your Energy Shield, and a 30% chance when you aren’t using Energy Shield.

At level 18 level 3-4 Supers and Ultimates have a chance to only deal 1/10 of their damage to your barrier, and 1/5 when you aren’t using Energy Shield.

Perfectionist:

This feat grants you the ability to reroll a critical failure once per day to ensure success.

Powerful Counter Attack

This feat grants you the ability to make a counter attack of any kind after a defensive roll passing by 7, though you must forgo one of your minor actions to do this. # of times that you can use this per day is determined by your level.

Overwhelming Pride:

Requirements: Prideful Desperation, str 45, Con 45

If you're below 1/4 HP and have used at least 2/3 your Ki against an extremely difficult opponent. You've lasted this long, you couldn't live with yourself if you failed in this final hour! As such you gain a +10 to attack (Stacks with Saiyan Pride, Prideful Desperation and Bloodied bonus). Should your opponent roll lower than a natural 3, regardless if they dodge the attack, it hits and they take 2x damage. In the case of a nat 20, your damage is increased by x3 instead.

Stipulation: Your attack costs d% x2 more Ki, and you must make a DC 15 + Level of Super + Character Level Constitution Check in order to not pass out after using this. This feat can be used in one encounter per day, but for that encounter, it remains static until you are knocked unconscious. Should you become conscious again, this feat is no longer active and cannot be reactivated until the next day.

Human Specific

Punishing Shield I

Requirements: Energy Wall

Using your energy wall, every time your enemy attacks your barrier and succeeds, they deal ¼ of the total damage to themselves and ½ with a natural 20. At level 14, this is for melee only. Include Ki Basic attacks at level 20.

Heal and Sever

Requirements: Beam Sword or Kienzan Disk, Super Human

With this feat, you are allowed to heal for +1d100 HP every time you cut someone in half.

Super Human Healing Surge Reserve

This feat grants you an increased number of healing surges equal to your transformed CON mod + 8, though, these surges still count toward daily use, and stay spent even when no longer in the transformation.

Taioken Coup De Grace

Requirements: Taioken, Beam ultimate,

This feat allows you a +10 and x2 bonus to attack roll and damage roll after using Taioken and successfully blinding an enemy. Though, this can only be done once per day.

Kienzan Cleave:

Requirements: Kienzan Disk, CON 40

This feat allows full damage and cutting effects to be used on two different enemies. +2 to roll if they are close together, and -2 if they are far apart.

Fearful Counter

Requirements: Dex 40

If your enemy is stronger than you, any time you defend and succeed in doing so by 5 or more, you may make an attack of opportunity against that enemy at the cost of 1 minor action every time you do this.

Namekian

Just a Useless Slug:

Requirements: Energy Suppression

You're capable of decreasing your effectiveness in battle for 1d4 + CHA turns to the point that your stats are effectively ALL treated as 10. You seem like the average, untrained, unskilled random civilian Namek. Why would this be useful? Because after you've successfully duped your opponent into thinking you're such a smallfry, you gain +10 to your attack rolls until they pass a DC 15 + your CHA wisdom check. However, when doing so you must make a fortitude save each turn with a penalty of +2 every time you pass, if you fail, your stats are treated as normal and your attack rolls take a -4 to them for 1d4 + CHA turns. This Feat can only be used once per encounter.

Avatar of Justice:

Requirements: Planetary Defender!

When facing an enemy who's motive or actions lead you to believe they're a threat to the planet, or simply of an evil alignment, you gain a +5 to attack and +(Level)d10 damage. This feat is permanently active.

(Cannot be taken if your alignment is chaotic neutral, or any form of Evil)

Fallen Champion:

Requirement: Planetary Defender!

You've chosen to stray from the good path, you were wronged by those you protected, or perhaps you were just playing the part to gain their trust. You gain a +4 bonus to hit and +(Level)d8 to all attacks when facing a good or lawful character. (Cannot be taken if you're any form of good, Lawful Neutral or True Neutral)

True Desperation:

Requirements: Desperate Tactics

Once per encounter if facing a foe whose power is sufficiently strong enough you double the cost to your Ki and HP of a Super or Ultimate and increase the damage by +3d100 (+1d100 for every even level gained thereafter)

Stipulation: Cost of Super or Ultimate is doubled and taken from HP and Ki.

Android Specific

Duck and Cover

This feat grants extra bonuses to using cover granting an additional bonus of +3 to defense (normal being +1 for partial cover, +2 for medium cover and +3 for total cover).

Energetic Healing Surges

Androids are usually not allowed to use their healing surges for Ki. This feat allows you to spend 1 healing surge on Ki after draining ki 5 times in a given encounter, this healing surge still counts toward your total per day and this feat can be used as many times per day as you can manage.

Android Cleave

Requirements: Beam Sword, or other similar attack,

This feat allows you to use a beam sword to cut two enemies at once as long as they are close together.

Healing Surge Capacitor

Requirements: Energy or Matter Absorbing Android,

This feat allows you to trade in your super or ultimate’s Energy or HP draining attribute to drain your enemy’s healing surges by 1d10 instead. You gain healing surges equal to this number that can be used within 1d4 turns or they’re gone.

Vitals Scanner

Requirements: 40INT

This feat allows a +2 to perception rolls to scan vital points on targets and boosts damage on them by +2%.

Level 16 Feats
[D12]

Non-Race Specific

Mod Maniac:

Requirements: Mod Crazy, 38 Int

Taking this feat allows you to gain +200 bonus points when modding a technique that has not been previously Modded. These points are not given if the technique is a Custom Super, Ultimate or Utility Super. These points are temporary, and are gone if not used when initially modding the super ultimate or utility super.

Adept Technique Artist

Requirements: Mod Crazy, 40 INT

Taking this feat grants you 300 Points to spend on techniques when first rolling them (at levels that require you to roll a new super, ultimate or Utility Super. However, these are still temporary points and are gone when the super, ultimate or utility super is completed for use.

Your own Style:

Requirements: Mod Crazy, 45 INT

Taking this feat allows you to gain +50 Mod Points per level (for every level). This feat also allows you to sell back older modifications and gain an additional +25% MP back when recycling mods on an existing custom made.

A moment of Inspiration: 

Requirements: Any Style.

When in the midst of battle, twice a month you may roll a training roll in the midst of combat for a technique in your style. Taking this Training Roll in the middle of battle means that you're standing there for 4 basic melee actions gaining insight into your masters teachings, you take a -3 to defensive Rolls and a -2 to the training rolls.

Saiyan Specific

Greater Alien Affinity:

Requirements: Int 34, Alien Affinity

When using Alien Affinity to learn a technique from another race you are granted an additional conditional training bonus of +2 to any roll to learn alien techniques. Increase this by +1 for every even level gained hereafter.

Additionally, you may also learn alien feats, using the same rules as the original Alien Affinity.

And Keep on Coming:

RequirementS: Taking your Punches, Str 28

This feat allows you to increase the damage resistance received by Taking your Punches to +7 + STR x2 provided you pass a DC 30 STR check.

Super Saiyan Cleave

Requirements: Super Saiyan (Master), CON 55

This feat allows you to hit 1d4 opponents while in MSSJ with one Super or Ultimate, as long as it’s a beam super, Super Explosive Wave, Kienzan (if learned) or Beam Sword style attack, you’ll use one attack roll against all enemies and normal damage is dealt to all targets. Super costs x3 as much to use, however. Increase number of opponents to 1d6 at level 20.

Stipulation: Cannot be used in base form, only Super Saiyan forms.

Amazing Recovery:

Requirement: Desperate Healing Surge, 30K Ki

Cost: 50% Total Ki

If your character is knocked to 0 or lower HP (Without being incinerated or killed) You may choose to use 1/2 of your total healing surges to make a resurgence into battle with full health, however the strain of this technique makes it cost a great deal.

Stipulation: If knocked back down to 0 or lower HP your rolls to stabilize yourself are penalized (To the GM's discretion, but generally dependant on the amount of damage and type taken.)

Intense Power Struggle:

Requirements: Power Struggle Advantage (Human)

Whenever you match rolls with an opponent you're automatically launched into a Blow Exchange or a Beam Struggle, if the rolls happen to be Natural 20's you gain an extra 50% damage and you may extend the Energy Clash to best 4/5 to determine the winner.

Legendary Cleave

Requirements: Legendary Saiyan, Legendary Super Saiyan (Novice or higher)

Taking this feat allows you to hit 1d4 enemies at once, with a single melee basic action, 1d6 times per encounter, while in the LSSJ transformation. Uses carry over to the next turn, if unused; when uses max out, this feat is unusable for 1d8 turns.

Human Specific

Punishing Shield II

Requirements: Punishing Shield I

Using your energy wall, every time your enemy attacks your barrier and succeeds, they deal 1/2 of the total damage to themselves and full damage with a natural 20. At level 16, this is for melee only. Include Ki Basic attacks at level 22.

Taioken Coup De Grace Boost

Requirements: Taioken Coup De Grace,

With this feat, you gain a +2 to rolls made to kill your opponent after usin Taioken Coup De Grace.

Improved Kienzan Cleave

Requirements: Kienzan Cleave

With this feat, you’re able to hit 2d2 enemies for full damage with your Kienzan Disk.

Improved Reciprocating Wall Requirements: Reciprocating Wall, Energy Wall, CON 60

With this feat active while your energy wall is up, every turn your energy wall will recover barrier HP equal to 3d100 + CON, but you must spend Ki equal to this as well to keep it going. At level 25 make this 3d100 + CON x2.

Namekian Specific

Stretch Constriction:

Requirements: Super Namek, Arm Stretch Technique

Using this feat you may add a +2 to grapple checks while using the Arm Stretch technique. In addition you may hold your opponent in place, dealing your melee basic action damage to them every turn that you successfully hold them. Your opponent takes a -5 to defense rolls when your allies attack, but will take 1/4 the damage your held opponent has taken. However, using this takes a minor action to use.

Ultimate Threat

Requirements: True Desperation, CHA 30

This feat increases the cost for your super by x3 and increases the damage dealt by +6d100. You may do this once per day.

Combat Expert

Requirements: Mind Body and Spirit, any Utility Super that boosts attack or defense rolls.

This feat allows you to invert your utility supers to affect your attack or defense for their duration instead of using their normal effects. You suffer the reverse penalty of what the utility super states, up to GM discretion in most circumstances.

Superior Power-up

Requirements: Inner Strengths Unleashed, Inner Strength, CON 50

This feat allows a +1 to defense rolls while using a healing surge for HP, or +1 to attack rolls when using a healing surge for Ki. This effect lasts for 1d2 turns and can be stacked.

Android Specific

Nanite Mind Control

Requirements: Parasitic Drain, CON 50

This feat allows you to use your nanites to control the victim’s mind, forcing them to attack allies if they don’t pass a DC 15 + WILL will check. You can increase the DC by spending multiple actions injecting nanites into their body. Each action spent is worth +2 to the DC. At level 20, increase this DC to 20 + WILL.

Depending on your enemy’s success, they can resist by adding penalties to their attack rolls when fighting allies.

If they fail under 1, they can add a -5 to their attack roll against an ally. If they fail under 5, they can add -2 to their attack roll against an ally. If they fail under 7, they can add -1 to their attack roll against an ally.

If they get a Natural 1 on the check, they gain +10 to their attack roll against an ally.

Goodbye!

Requirements: Matter Absorbing Android.

This feat grants potential piercing damage to beam style ultimates, (see Special Beam Cannon for chart). If your attack ends up having the possibility to cut through ki defense, you’re also granted a +5 onto your attack roll.

Fighting Pattern Scanner

Requirements: Vitals Scanner, 43 INT

This feat increases the effectiveness of your optics. Allowing you to gain defense bonuses against individual attacks after making DC 15 + their STR insight check. Doing this will grant you +1 to your defensives rolls, and +1 for every even level gained hereafter.

Improved Android Cleave

Requirements: Android Cleave, STR 40

This feat allows you to hit 2d3 enemies on the battle field at once with either a beam sword or similar attack.

Alternative Power Source

Requirements: Healing Surge Capacitor, Energy Draining Android

Once per day, you can use all of your healing surges at once to heal your Ki to full and HP back to ½, or vice versa. You may only do this if your Ki is below than 1/10th of its normal level, and HP below ¼.

Level 18 Feats
[D13]

Non-Race-Specific

Deceiver

Requirements: Under-Dog or any feat that reduces your Ki, attack roll bonuses, or damage, in an effort to deceive your opponent, any form of transformation. Use this feat after the duration of Under-Dog, or any other suppression Feat, and after you use any form of transformation - your enemies will be forced to make a DC equal to Your Level + Your (INT) + 20 Wisdom check.

If they fail, they suffer a defense penalty of -5, and are fearful of your power, forcing them to take an additional 25% of total damage rolled from your attacks.

Greater Beam Sword Specialist:

Requirements: Beam Sword, 45 Con, 45 Str 6000 Ki

You've grown accustomed to using Beam Sword in battle, when using Beam Sword you may reduce its cost by 15% and increase the damage bonus to 7d20 + 2d6 + (Con) + (Super Attack Ki Bonus) as well. However you suffer -1d6 to duration while this is active.

Since your beam sword is less cumbersome and unwieldy, your gain a +4 to attack to aimed attacks. Increase this bonus by +1 for every 5 levels gained thereafter.

Instant Super Attack:

Requirements: Instant Transmission (Intermediate)

You have increased your ability to use Instant Transmission during combat allowing the ability to sneak attack a super / ultimate against your enemy. You ability to use this feat increases with mastery over Instant Transmission and Instantaneous Movement by the following chart.

IT Intermediate: - 2 to perception DC check / + 3 to attack roll IT Master: - 1 to perception DC check / + 4 to attack roll IM Novice: no penalty / + 5 to attack roll IM Intermediate: + 1 / + 6 IM Master: + 2 / + 7

Each use of this feat increases your IT or IM ki cost and Super or Ultimate ki cost by x2 in IT and x3 in IM regardless of any other ki reducing stipulations.

Saiyan

Unbreakable Will

Requirements: Greater Will (utility super)

If you picked up the Greater Will utility super, take this feat.

Unbreakable Will stacks with Greater Will, and will add +5 to your will defense, and +3d20 to your attacks while near death. If your Will check (for Greater Will) succeeds, add +3d10 to healing roll.

Feat deactivates once you gain HP above 1/3 of your maximum.

Beyond this Level

Requirements: Super Saiyan 2 Novice

Somehow, gaining the ability to transform into an SSJ2 has awakened your mind to the possibility of even greater levels of power. Taking this feat will grant you +1d20 to all Ki that is gained, either through leveling up, or through training. This does not count for Zenkai Boosts, however.

Regenerating Tail

Requirements: N/A

With this feat, you will be able to consciously re-grow your lost tail with a DC 15 + CON + ½ current level Constitution check. Should you lose your tail again, you have to wait 1d4 + CON days for it to grow back.

With your tail re grown, you gain +1 to attack rolls, and +1d10 to all melee attacks made.

Super Saiyan High Speed Movement

Requirements: Super Saiyan (any)

Cost: 1d20 + (CON) Ki (each post)

This feat grants you +1d4 movement actions, which can be used like any other form of action, so long as you are in a Super Saiyan form (True Saiyan does not count, but True Super Saiyan does).

Engineered Wards:

Requirements: Engineered Vitality, HP 50k HP 30 Dex.

Your powers gained from tampering with your physiology are nearing a threshold, upon passing a DC 30 Dex check your aura becomes violent, lashing out and solidifying when active. The state and phase of your aura is dependent on you and how you choose to use it, however, you can't shift phases of the aura in the middle of a super or ultimate attack. Note: This Feat stays in effect for 1d20 turns, and cannot be used for 2d20 turns after that.

Deflection: Cost: 500 Ki

+3 to dodge rolls against ranged attacks +1 to melee

Interception:

Cost: 500 Ki per post

Apply Ki resistance to melee attacks as your Aura intercepts the strike and acts as a buffer between you and the force of the punch.

Reflection:

Cost: 1000 Ki per post

When you match the roll of any attack aimed at you, treat the roll as though you won the roll off and deal damage to the opponent equal to half of their attack damage. 20% chance to cut through Ki defense. Opponent may attempt to dodge it, but in the case of melee supers their rolls are subject to a -4 penalty

Improved Legendary Cleave

Requirements: Legendary Saiyan, Legendary Super Saiyan (Master), Legendary Cleave

Taking this feat allows you to hit 1d6 enemies at once, with a single attack, 1d12 times per day, while in the LSSJ transformation, using the same attack roll.

Human

Greater Fearful Defense

Requirements: Fearful Defense

Taking this feat will reduce the penalties on your d100 roll when using Fearful Defense.

Refer to New Chart Below:

Note: if your Ki is completely drained from using this feat… roll a D100 to determine what happens to your Health.

5-You take the remaining damage in HP X2 and subtract that value from your max HP permanently. 6- 40 You take the remaining damage in HP X3. 50-60 You take the remaining damage in HP +5% 70-80 You take the remaining damage in HP +7% 90-100 You take no additional damage.

I Will Surpass You

Requirements: Superhuman Master

You’re tired of being showed up by the Saiyans, and their myriad of transformations, and are determined to show them the true potential of humanity. As such, you gain +2 to first transformation rolls to unlock new forms of Super Human, and, provided you pass a DC 20 + (CON) Constitution check, now gain +3d20 extra HP and Ki while in a transformation above Superhuman Master (calculated after multiplications are made to current HP and Ki).

One Level at a Time

Requirements: CON 42

Taking this feat grants you an additional d20 toward HP and Ki at level up.

This Feat can be picked up to three times.

It’s Just Two Armies

Requirements: Dex 40, It’s Just One Army

When facing an even greater number of enemies, you get a bonus to hit rolls for stringing multiple successful attack rolls together. You always are granted +2 when there are more than ten enemies present, and +2 for every successful attack thereafter, when you fail your bonus reverts to +2 and the cycle starts over again.

Note: Does not stack with previous feet, when correct number of enemies are on battle field, this feat automatically replaces the previous one, the same goes for bonuses. Ask your GM for further details.

Namekian

Arm Stretch Technique Master

Requirements: Expert Mastery of Arm Stretch Technique

The mastery that you’ve obtained over your elastic limb abilities has paid off in ways that you never imagined possible.

Stretch arm techniques now gain +1d8 to attack rolls, and defensive maneuvers gain bonuses equal to your current mastery level in Arm Stretch Technique. Melee attacks now gain +5% additional damage force added onto total rolled damage.

Galactic Defender

Requirements: Planetary Defender

You’ve vowed to extinguish all the evil in your galaxy, you now gain a +4 to attack rolls and +2 to defense against these kind of threats.

Also, with this advancement, any allies in your party gain a +1 bonus to attack rolls against the enemy that you’ve marked as a Galactic Threat.

Note: Does not stack with Planetary Defender, bonuses from this feat replace those gained from Planetary Defender.

Superior Optic Senses

Requirements: WIS 35

You understand that sometimes, sensing Ki isn’t always an option in battle. Your experience in combat has made your vision even more impressive than before. Granting you +2 on perception rolls outside of combat, and +3 to perception checks while in combat.

Additionally, if there is a fog of war on the battlefield, you now have a 30% chance to automatically detect the enemy’s movement within the fog.

Android

Perfect Desire

Requirements: Incomplete Android (Master) Your lust for your complete form has enveloped your every thought, you are granted +2 to repair rolls intended to unlock Complete Android Novice, and you gain +4d20 to your HP or Ki once you finally obtain Complete Android form. Note: If you have already obtained Complete Android Novice, then you automatically gain the +4d20 to HP or Ki, and do not gain repair bonuses toward mastering Complete Android.

Zombie Husk Hoard

Requirements: Nanite Mind Control

Sometimes it’s easier to control the dead, than to control the living. As such, you now poses the ability to reanimate the dead. All Zombie Husks that come back have 50% of the previous HP and Ki, but retain all other aspects of their STATS and abilities. Enemies fighting Zombie Husks must make a Will Save with a penalty of +3 (+5 if the Zombie happens to be a friend of theirs), if they fail, they suffer -3 to their defensive rolls (-5 if the Zombie is a fallen friend).

You also gain +2 to attack rolls on targets that are marked for Zombification by you, and +3 to kill strikes on said enemies.

High Speed Duck and Cover

Requirements: Duck and Cover

Taking this feat grants you 1 additional movement action to use in a given post, and when used in conjunction with cover (cover now grants +4 to defense), can force the enemy to make checks against your attacks.

Note: Using terrain as projectiles grants you a conditional +1 attack bonus, so long as you pass a DC 30 Wisdom check against your enemy.

Barrier Armor

Requirements: Infinite Energy Android, CON 50

You spend 5 healing surges for the day, and in their place, create energy armor constructs around your body that last for 1d12 turns.

Energy Armor increases resistance against melee attacks by 25%, and Ki Resistance by 5%.

Stipulation: Cannot be used in conjunction with Poly Pneumatic Alloy.

Level 20 Feats
[D14]

Non-Race Specific:

Dancing Slash

Requirements: Greater Beamsword Specialist This feat grants you the ability, once per 1d10 turns, to use your beamsword attack constantly, without stopping, as long as you continually hit your opponent. Dancing Slash ends as soon as you fail to hit your opponent, this also ends your turn. Note: Using this feat takes up all of your other Super, Ultimate and Melee actions.

Non-Transformable: Mark III

Requirements: Non-Transformable: Mark II (Master), no transformation available

Taking this feat represents your mastery over your base form, and allows your damage escalation to increase to 20% every 1d4 turns, instead of the normal 10. Additionally, this feat increases the damage bonus cap to 100% instead of 90%. Note: Ki cost goes up to twice that of your damage bonus (e.x. if you have a damage bonus of +20%, your Ki cost will be +40%) for Ki based attacks, and 10 + half your damage bonus percentage for melee.

Saiyan

Greater Super Saiyan Cleave

Requirements: Super Saiyan Cleave, Super Saiyan High Speed Movement

This feat grants you the ability to strike your enemies down, so long as you can keep hitting them successfully. These attacks use your Melee Basic damage, and replace all other actions (besides movement actions) in your turn.

Note: This feat can only be used once every 1d12 turns. At level 25, allow the stacking of this feat with Super Saiyan Cleave, which will allow you to fire out a Super after Greater Super Saiyan Cleave ends.

Super Saiyan Invulnerability

Requirements: And Keep on Coming

This feat allows your resistance bonus from all other melee resistance feats to be replaced with a physical resistance value equal to: Current HP divided by 50

Note: This feat lasts for 1d10 Turns, and then cannot be used for 1d20 Turns.

Power Struggle Follow Up

Requirements: Intense Power Struggle

Taking this feat grants you the ability to execute an attack of opportunity against your enemy, when you've successfully beaten them in a power struggle. This attack is also granted a conditional bonus of +10 to attack roll.

Becoming the Master

Requirements: Any Fighting Style (Intermediate)

This feat allows you to complete the training needed to master your fighting style, without the need for a Master of said style to be present. However, training alone, you take a penalty to each training attempt equal to -1d20.

Human

Greater Kienzan Cleave

Requirements: Improved Kienzan Cleave

This feat improves the ability to strike multiple opponents with Kienzan styled attacks to 3d4 enemies on the battle field at once.

Note: Taking this feat replaces bonuses granted to you by all other Kienzan Cleave feats.

Greater Alien Adept

Requirements: Alien Adept

When using Alien Adept to learn a technique from another race, you are granted an additional conditional training bonus of +2 to any roll to learn alien techniques. Increase this by +1 for every 4 levels gained hereafter.

Additionally, you may also learn alien feats, using the same rules as the original Alien Adept.

Disciple of the Martial Arts

Requirements: Fighting Style (Any) (Advanced)

This feat grants you an additional bonus of +2 to your training rolls to master your fighting styles, when you are around your master. This represents your devotement toward his/her practice. Increase this bonus by +1 every three levels.

Namekian

Superior Training

Requirements: Better Training, STR 50, Ki above 2000,

This feat stacks with Better Training, to all you a bonus of +1d20 to HP and Ki gained for every 1d4 +1 training boosts gained.

Note: When choosing this feat, you will automatically roll a d4 (in front of the GM), the result is permanent, and will last throughout the rest of your character's life.

True Demon

Requirements: Fallen Champion

You've strayed even farther from the good path, turning your alignment to Chaotic Evil.

When taking this feat, you must permanently purge your soul of good, forcing you to split into two beings. This reduces your stats, HP, and Ki, by -10%. However, from now on, you gain a permanent bonus of +5 toward training STATS, and you gain a x2 damage bonus against good aligned characters when aiming at specific targets.

Super Namekian Variable Form

Requirements: Variable Form

Taking this feat grants you a mastery tree to use with Variable Form, and train up. Additionally, Stat penalties are reduced by -10% while in Super Namekian form, however, you must make a DC 40 CON check in order to keep all of your forms in your transformed state.

Mastery Tree:

(Novice) [Already Obtained when taking this feat] - Can split self by 1d6, Stats are reduced by 35%, Ki cost is reduced by 65%. Training rolls are boosted by +4(+1 for every form present above 2), and after using this feat 65 times in battle, you have a 65% chance of having an involuntary training boost.

(Advanced) [10/10 training rolls passed, DC 45] - Can split self by 1d6 + 1d4, Stats are reduced by 30%, Ki cost is reduced by 70%. Training rolls are boosted by +5(+1 for every form present above 2), and after using this feat 70 times in battle, you have a 70% chance of having an involuntary training boost.

(Intermediate) [15/15 training rolls passed, DC 50] - Can split self by 1d6 + 2d4, Stats are reduced by 25%, Ki cost is reduced by 75%. Training rolls are boosted by +6(+1 for every form present above 2), and after using this feat 75 times in battle, you have a 75% chance of having an involuntary training boost.

(Master) (20/20 training rolls passed, DC 60] - Can split self by 2d6 + 2d4, Stats are reduced by 20%, Ki cost is reduced by 80%. Training rolls are boosted by +7(+1 for every form present above 2), and after using this feat 80 times in battle, you have an 80% chance of having an involuntary training boost.

Android

Nanite Weave

The nanites you used to drain energy from other enemies can also be used to heal you. Allowing you to regenerate some Ki and HP for a short amount of time. Requirements: Parasitic Drain, energy absorbing model, Con: 55 Cost: 1healing surge per turn, while activated.

(str) + 1d20 to Ki and Physical Resistance while active.

Note: Upgrade dice level every even level gained. Lasts for a maximum of 1d20 turns, after which cannot be used for 1d20 turns.

Nano Meiosis

Requirements: Parasitic Drain, Con: 60

This feat allows your nanites to multiply by 1d2 every 1d4 turns (roll when Parasitic Drain is initially used) while within an enemy target at a cost of 1d100 ki per nanite.

Greater Android Cleave

Requirements: Android Cleave, STR 50

This feat allows you to hit 3d4 enemies on the battle field at once with either a beam sword or similar attack.

Improved Fighting Pattern Scanner

Requirements: Fighting Pattern Scanner, 45 INT

This feat increases the effectiveness of your optics, replacing bonuses gained by Fighting Pattern Scanner (including those gained by even leveling). Allowing you to gain defense bonuses against individual attacks after making DC 20 + their STR insight check. Doing this will grant you +2 to your defensives rolls, and +2 for every even level gained hereafter.

Level 22 Feats:
[D15]

Non-Race Specific

Technique Hybridization

Requirements: A Mastered Fighting Style, any other fighting style (Master) With this feat (and with the help of a GM) you're able to hybridize any two mastered fighting style together, with the exception of True Saiyan Style, Kai Style, Turtle Style, Android Style. The new fighting style will combine both attributes of those fighting styles, however, this hybridized fighting style must have the same number of feats as your first Mastered Fighting Style. This will force you to sub out feats from each style.

Your GM is the final arbiter for what is balanced and what isn't, they have the final say on what makes it into this new fighting style, and what doesn't.

Gifted Energy: Grade 1

Requirements: Ki above 4000.

Taking this feat allows you to give 4d20 + CON Ki to anyone on the battle field, so long as you are close enough to make contact with any part of their body. Doing this costs 1 Minor Action.

Your own Master (Non-Race Specific)

Picking up this feat gives you the training benefit of having a master even without a master present. This feat can be picked up multiple times to a maximum of four. The first time you grab this feat, you will add + 5 to your training roll bonus and an additional + 5 each time you pick this feat.

Instant Melee Attack

Requirements: Instantaneous Movement

This feat allows you to use your mastery over Instantaneous Movement to drastically increase your ability to hit your opponent with melee attacks. Each use of this feat increases the cost of your IM by 50% and improves by the following chart:

IM Novice: - 4 to perception check / + 3 to attack roll / + 50% ki cost IM Intermediate: - 2 to perception check / + 4 to attack roll / + 40% ki cost IM Master: no penalty / + 5 to attack roll / + 30% ki cost

Saiyan Specific

Attaining Ultimate Power

Requirements: Beyond This Level, Super Saiyan 2 Master or Super Saiyan 3 Novice

This feat grants you a training or transformation bonus when attempting to master or achieve Super Saiyan 3 of +1, and increases to +1/2 your level if you fail to achieve or master any facet of Super Saiyan 3 20 times.

True Saiyan Technique Hybridization

Requirements: True Saiyan Style Master (Fighting Style), any other fighting style (Master)

With this feat (and with the help of a GM) you're able to hybridize True Saiyan Style Master, with another Fighting Style that you've happened to master. The new fighting style will combine both attributes of those fighting styles, however, this hybridized fighting style must have the same number of feats that True Saiyan Master has. This will force you to sub out feats from each style.

Your GM is the final arbiter for what is balanced and what isn't, they have the final say on what makes it into this new fighting style, and what doesn't. Note: Cannot hybridize True Saiyan with Turtle or Crane style.

I Don't Even Need to Transform:

Requirements: Super Saiyan 2 Novice or higher.

If your Ki in Base form is equal to, or above the level it was when you first made your ascension into Super Saiyan, taking this feat grants you a bonus of +50% to damage while fighting in your base form.

Stipulation: With this feat active, your Ki Based attacks cost 25% more to use, and you suffer a constant Ki drain of 25Ki per turn.

Maximum Super Saiyan 2 Potential

Requirements: Super Saiyan 2 (Master), Mind Body and Spirit (all)

Taking this feat reduces the cost of Super Saiyan 2 (Master) by 50 points for Transformation Cost, 10% for sustained cost to maintain the transformation per post, and makes Supers and Ultimates only cost 75% more.

True Saiyan Advantage - Epic Tier Class

Requirements: True Saiyan (Master), 60 DEX

When you pick up this feat, it allows the DEX mod to be used in place of the CON mod in ki based attacks while in any True Saiyan form. You may only use this feat once per day at Level 22; twice per day at level 27; and three times a day at level 30.

Greater Legendary Cleave

Requirements: Legendary Saiyan, Legendary Super Saiyan (Master), Improved Legendary Cleave

Taking this feat allows you to hit 1d6 enemies at once, with a single attack roll, and keep attacking enemies so long as you pass their defense roll, while in the LSSJ transformation. This can be used a total # of 1d20 times per day.

Human Specific

Ultimate Kienzan Cleave Requirements: Improved Kienzan Cleave

With this feat, you’re able to hit 2d6 enemies for full damage with your Kienzan Disk Ultimate. Upon getting a natural 20, add 30% chance to have x2 damage, as if enemies rolled a critical 1.

Note: Taking this feat replaces bonuses granted to you by all other Kienzan Cleave feats.

Replenishing Energy Wall

Requirements: Energy Wall

Taking this feat grants you the ability to refill your Energy Wall's HP, with 5% of your Ki per turn. However, when doing this, the cost to sustain Energy Wall is multiplied by x2.

Note: When using this with any Utility Supers or Feats that increase the effectiveness of Energy Wall, increase the cost to maintain energy wall to x3.

Superior Human Initiative

Requirements: Superior Human (any)

Taking this feat grants you a +2 to initiative rolls while in Superior Human form, granting you an advantage in non-free for all fights.

Superior Human Training

Requirements: Superior Human (any)

Taking this feat grants you a +2 to training rolls while training for an entire day in a Superior Human form. Additionally, you gain +1d20 to Ki and HP rolls for every 3 training rolls that are completed in while using this feat.

Namekian Specific

Multi-Arm Technique: Grade 1

Requirements:

Level 22, Arm Stretch Technique Master, Regeneration, 15,000+ Ki and an Insight DC(Determined by GM)

Ki cost per turn arms are active: 2d100

Your understanding of how to push the Namekian anatomy to its limits has given you insight into not only into how your body works. But how to improve it as well! Taking this feat allows you to grow an extra pair of arms under your first giving you twice the opportunity to beat down your opponents.

This feat grants +2 melee basic actions and increases the damage on Melee Supers by 20% (but also increases blast stock consumption by 2).

Oscillating Ki

Requirements: Zen Namek (Novice), Super Namek (Feat), Super Regeneration

The energy that flows through your transparent skin, is several times brighter, and more potent. This effect grants you Ki regeneration bonus of +1% of total Ki every turn, while in Perfect Super Namek. This higher energy output also grants you a +1 bonus to attacks made while in Perfect Super Namek form.

Increase these bonuses as you master your Zen Namek form an additional +1 for each level of Zen Namek you possess.

Demonic Optic Senses

Requirements: Superior Optic Senses, Demon Style (Master)

You understand that sometimes, sensing Ki isn’t always an option in battle. Your experience in combat has made your vision even more impressive than before.

Additionally, if there is a fog of war on the battlefield, you now have a 40% chance to automatically detect the enemy’s movement within the fog.

Granting you +3 on perception rolls outside of combat, and +4 to perception checks while in combat.

With Demon Style activated, this feat also increases the chance to pierce through Ki Resistance by +5%.

Full Battle Potential Unleashed

Requirements: Inner Strengths Unleashed

Taking this feat allows you as an enlightened Namek to unlock the strength of others, who are at least Level 10 or higher, this does effectively nothing to their Ki or HP, but this gives the person you performed this feat on a feat known as "Full Battle Potential" for the rest of the battle.

Full Battle Potential:

Cost: 15% of max Ki every turn(Round UP)

x2 to modifiers, Level + d20 to energy attacks, +2 to total dice rolled on melee basic actions, + Ki bonus to all melee actions (-2d100 Ki per attack) This effect lasts for 1d4 turns, and then, the user loses this feat, and cannot use it again, unless given it again. The namekian who uses Full Battle Potential Unleashed can use this 1d2 times per day. Increase this limit to 1d3 every 10 levels gained.

Neutral people do to their calm and generally logical nature will be more at peace, giving them a -11% cost to all Ki based attacks.
 * While this feat is active, your aura takes the shape and behavior of YOU. If you're evil, the aura will be violent, powerful, dealing damage to any who enter it for melee actions.(1/3rd Ki damage bonus) If you're good your Aura will be calmer and more peaceful, give you and anyone around you +6% extra Ki or HP from Healing Surges.

Note: This Feat cannot be stacked with Inner Strength.

Android Specific

Ultimate Power Attack: Dangerously High Tier Class

Requirements: Super Power Attack

Grabbing this feat allows you to put 1/2 of your energy in one attack, followed by a successful DC 50 Constitution Check. You can only use this ability once per day, and when you do, you lose your Ki bonus for that attack. Note: Effects do not layer on top of Super Power Attack.

Over-clocked Efficiency: Insanely High Tier Class

Requirements: Maximum Efficiency

Taking this feat allows you to overclock all of your body's processes, significantly enhancing your physical and energy producing abilities, giving you temporary Ki and HP of +50% of your base value, and allowing physical hits to hit 3 times and energy attacks to 4 times in exchange for your Ki regeneration and a cost of 2d100 HP and Ki per turn. This feat can only be used once per day at level 22, twice per day at level 30 and so on.

This effect lasts for 1d8 turns.

Ultimate Android Skin: Super-High Tier Class

Requirements: Dex 30, Stronger Android Skin, Enhanced Android Skin

Cost: 1d100Ki

If you have both of the Android Skin feats, you can choose to take this feat and cancel out all of their effects for a +1d20 bonus against all melee based attacks with an additional bonus of +1d20 to your damage resistance. You suffer a -1d20 to one of your attack rolls made for each use of this feat.

Note: Once used, the other Android Skin feats cannot be used for the rest of the battle. The amount of times that this feat can be used in an encounter is equal to your Level + CON mod.

Disappear!

Requirements: Goodbye!

This feat grants a bonus to potential piercing damage to beam style Supers and Ultimates of +20%, (see Special Beam Cannon for chart). If your attack ends up having the possibility to cut through ki defense, you’re also granted a +10 onto your attack roll.

Note: Attack roll bonus does not stack with Goodbye!

Level 24 Feats
[D16]

Non-Race Specific

Gifted Energy: Grade 2

Requirements: Gifted Energy: Grade 1, Ki above 6000.

Taking this feat allows you to give 10d20 + CON Ki to anyone on the battle field, so long as you are close enough to make contact with any part of their body. Doing this costs 1 Minor Action.

With this grade of Gifted Energy, the user may spend this "temporary Ki" to increase their attack and defense rolls by +1d4 for 1d4 turns.

Elemental Power Up

Requirements: Element; Fire, Ice, Lightning, or Shadow

You have waited patiently for the power within you to grow, and it finally has. With this feat, your element now has extra attributes (see chart below.)

Chapter 5: Super Attacks
[E1]

 Level 1 Super Attacks 

[E2]

Now that you know the basics, it’s time to pick your 2 Super Attacks and your 1 Ultimate for Level 1! Take note at the structure in which all of these attacks are typed out, as you’ll be required to know all of the information on the attack card just in case there are circumstances that you have to fulfill to use the attack specified.

NON-RACE SPECIFIC

Strobe combination

The user warps around the enemy, dealing 1d8 hits before kicking the opponent upward and hitting them in the forehead with a charged ki ball.

Melee Damage: 1d4 + STR Mod + Super Attack Ki Bonus (per hit)

Ki Ball Damage: 2d6 + Con Mod + Super Attack Ki Bonus

Cost: 90 Ki

Full Power Energy Wave: Low Tier Class You toss a white beam of searing hot energy at your enemy, causing it to form into a wave of semi-deadly energy. Cost: 10 Ki Damage: 1d4 + (Con)

Full Power Energy Barrage: Low Tier Class You fire out a series of energy balls that blanket the air around your enemy, so much smoke follows that you’re not too sure if you actually made contact… Roll a 2d6 to find out how many energy balls you fire out.

Cost: 13 Ki

Damage: 1d4 + (Con) for every energy ball that hits its target

Explosive Wave: Low Tier Class You let a low power wall of energy surround and tear through anything near to you. It’s powerful enough to stun weaker enemies. Cost: 14 Ki Damage: 1d6 + (Con)

RACE SPECIFIC

Saiyan

Battle Drive: Lower-Middle Tier Class

You summon your inner strength for the task at hand, granting you bonuses to Supers and Melee-Basic-Attacks. However you take a -2 penalty to all defensive rolls while this is activated. This lasts for 1d4 forum posts, adding an additional forum post for every additional use of this super. A Super Attack or Ultimate will end Battle Drive.

Cost: 15 Ki

Bonuses: +3 to Attack Rolls, and +5 to damage output. Effects can be layered up to 3x, -2 penalty also stacks.

Gallic Gun: Middle Tier Class This ancient Saiyan technique was gifted to you by your master, you don’t know where it came from. You place your arms to your side and gather a purplish energy in your hands, and fire it out at your enemy in a brilliant and violent display of power.

Cost: 30Ki

Damage: 2(D10) + (Con)

Blazing Storm: Middle Tier Class Another ancient Saiyan technique, most likely gifted to you by your master, you don’t know where it came from either. A flame like aura surrounds your body as you reach one arm back over the other side of your body and with your index finger, you toss out a massive jolt of energy that’s so fast it’s almost invisible until it explodes on your enemy’s body in a massive golden fire bomb explosion!

Cost: 25 Ki

Bonus: +2 to attack roll, due to speed of attack.

Damage: 1D10 + (Con)

Dirty Fireworks: Middle Tier Class Another ancient Saiyan technique, most likely gifted to you by your master in Vegit school. You fire a massive amount of energy at your enemy, and attempt to force it to manifest inside their body to cause them to explode! This is usually a fatal move…

Cost: 45 Ki

Damage: 2(D8) + (Con)

Stipulations: Add a +10 to damage roll and attack roll if your enemy is near death for a killing-stroke attack!

INSTINCT RUSH: (middle-tier-class)

The user is overcome with their species special instinct, boosting their strength and intelligence by + 4 for 1d4 rounds. Cost: 75 Ki

Con: Lowers Dexterity by 3

Human

Taioken: Middle Tier Class You blind your opponent using the planet’s star as a fuel source.

Cost: 15Ki

Effects: Enemy is blinded upon success. They must make a saving throw Dice Check with a D20 in order to regain their sight. Otherwise, blindness lasts for four forum posts. DC = 20 + CON mod.

Kamehameha: Middle Tier Class Passed down through the ages from the Turtle Hermit’s martial arts school, the Kamehameha has become common enough for you to know today. You crouch and place your palms together at your sides, creating a bluish beam of energy that smashes your enemies to bits!

Cost: 30Ki

Damage: 2(D10) + (CON)

Dodon Ray: Middle Tier Class Passed down through the ages by the Crane Practitioners, through training with a former master of the Crane house, this ability becomes available to you. You thrust your hand forward, pointing at your opponent with your index finger and fire a body piercing thin yellow blast, that knocks them flat on their back.

Cost: 25Ki

Damage: 1D10 + (Con)

Stipulation: If your opponent is near death, add a +10 to your attack roll and +5 to damage for a Killing Stroke Move!

After Image: Low Tier Class Anticipating an enemy’s impending attack, you set them up for a counter attack.

Cost: 20Ki

Effect: Roll a dice check when your enemy attacks you, if you pass the DC with your D20, then you’ll successfully avoid their attack, and you’ll be able to counter attack.

Namekian

Super Destructive Wave: Higher-Mid Tier Class You let your Namekian rage flow through your body and poor out for a large distance in all directions around you. With a bluish tint, this type of destructive energy wave belonged to a certain famous Namekian who fought a hopeless battle against Freeza, many years ago.

Cost: 40Ki

Damage: 2(D10) + 1D4 + (Con)

Special Beam Cannon: Higher-Mid Tier Class Mr. Piccolo was nice enough to pass down his special technique… or did you steal it?

Cost: 35Ki

Damage: 2(D8) + 1D4 + (Con)

Stipulation: If an ally grabs your enemy from behind, add a +10 to your attack and damage roll.

Full Power: Lower-Mid tier Class

You power up to full!

Cost: 10Ki

Effect: Gain +3 to defensive maneuvers and +2 to all attacks, but physical and Ki based attacks do +5% more damage to you while this Super is active. This super lasts 1d6 turns, adding an additional 1d4 turns when stacked.

Stipulation: This Super can stack up to twice with itself, however, penalties also stack. If you choose to stack this super, and only if you choose to stack it, you will be forced to take -3 to defensive rolls and -2 to all attacks for the same number of turns that you used Full Power (you cannot use this Super while taking this penalty to your rolls.)

Android

Android Barrier: Middle Tier Class You produce a close range barrier around your body that shields you from any attack for 1 Forum Post.

Effect: Anything grabbing you, or in arms reach is dealt 1D8 +(CON) worth of damage.

It’s Just a Game: Middle Tier Class You set an enemy up for a counter attack, if they buy into your trap, and you succeed a Dice Check, then you can trap them in a series of counter attack moves.

Cost: 25Ki

Effect: You’re attacked by an enemy while you have this power activated, if your Dice Check is successful, you counter attack.

Hi-Pressure Energy Wave: Middle Tier Class You fire out a powerful yellow blast of pure energy at your opponent.

Cost: 30Ki

Damage: 2(D6) + 1D4 + (CON)

Drain Energy: Lower-Mid Tier Class '''You drain your enemy’s energy. (Must be an energy absorption model android)'''

Cost: 10Ki

Effect: You grab your enemy and drain their Ki at a rate of 1D6 per Forum Post until they roll a Strength Check and break your grip successfully (DC is up to GM)

Pump Up''': Lower-Middle Tier Class You gather your energy, and increase your strength, defense and Ki Regen for four forum posts. (Must be Infinite Energy Model Android)'''

Cost: 15Ki

Effect: +4 to Defensive rolls, +3 to melee attacks and +5 to Ki Regeneration for 4 forum posts.

Effects Do Not Stack.

Changeling

Death Beam: Middle-Tier Class

Cost: 30Ki

You fire out a pinkish needle thin beam of death through your opponent’s body! Effects: Possibility to pierce body: roll a d20, if you pass a DC of your enemy’s fortitude, your beam with go straight through their body if they don’t dodge.

Stipulation: If your opponent dodges the attack, but your piercing roll beats their fortitude, they take half damage from the attack.

Damage: 2d8 + 1d6 + (CON) + (Super Attack Ki Bonus) for initial beam, 1d10 for piercing damage

Death Beam Barrage: High-Tier Class

Cost: 65Ki

Roll a d8 to see how many death beams you fire at your opponent.

Effect: Each death beam you fire has the possibility to pierce your enemy. Roll a d20 against your enemy’s fortitude each time you roll to attack, if you beat their fortitude your beam pierces their body.

Stipulation: If your opponent dodges the attack, but your piercing roll beats their fortitude, they take half the damage from the attack.

Damage: 1d8 + 1d4 + (CON) + (Super attack Ki Bonus) for initial beam, 1d6 for piercing damage

Punishing Rush: Middle-Tier Class

Cost: 30Ki

You hit your enemy for 1d6 melee-basic strikes, pin balling them throughout the battlefield.

Damage: 1d4 + 1d6 + (CON) + (Super Attack Ki Bonus)

Stipulation: Roll to cripple your opponent on your last hit, if you pass your DC (up to GM) your opponent is crippled for two forum posts. Psychokinesis: High-Tier Class

Cost:15Ki

You shoot out psychic energy that freezes your enemy in their tracks for two forum posts.

Effect: Roll a d20 to hit with the Psychokinesis wave (can only fire at short range), if it connects, roll another d20 against your opponent’s WILL defense, if you beat their WILL defense, they’re paralyzed for two forum posts (or until they save).

LEVEL 3 SUPER ATTACKS

[E3]

Non-Race Specific

Regeneration Blaster: High-Tier Class

Ki: 85Ki

You regenerate a little health and Ki at a constant rate for four forum posts. But for four forum posts, you will not be able to use this Super. During your fourth forum post, find a place to plant a basic energy wave to finish the super off. Effects: Regenerate 50Ki and Health per forum post. At Level 11 increase to 100Ki and health and at Level 21Increase to 200Ki and health.

Damage: 2(D10) + 1D4 + (CON) + (Super Attack Bonus)

After Image Strike: High-Tier Class

Anticipating an enemy’s impending attack, you set them up for a counter attack combo.

Cost: 50Ki

Effect: Roll a dice check when your enemy attacks you, if you pass the DC with your D20, then you’ll successfully avoid their attack, and you’ll be able to counter attack with two melee-strikes(These do not count towards your 4 Melee-Strikes, they’re part of the super) and a final energy blast.

Damage: 1D4 + (CON) + (Super Damage Bonus) for melee + 2(D12) + (CON) + (Super Damage Bonus)

Saiyan 

Majedaisen!

User charges two onyx energy beams for 2 seconds before launching both arms forward and firing two large beams, leaving bleed damage + 2d6 for 3 rounds.

Cost: 40 Ki

Damage: 1d8 + CON Mod + Super Attack Ki Bonus (per beam)

After Image: Low Tier Class

Anticipating an enemy’s impending attack, you set them up for a counter attack.

Cost: 30Ki

Effect: Roll a dice check when your enemy attacks you, if you pass the DC with your D20, then you’ll successfully avoid their attack, and you’ll be able to counter attack with a short burst of Ki.

Damage: 1D6 + (CON) + (Super Attack Bonus)

Brave Punisher: High-Tier Class

Cost: 90

You do a series of powerful attacks that have a chance to paralyze your opponent (roll a D6 to find out how many hits you do) finishing the attack off with a series of large Ki-Balls (roll a D4 to see how many).

Stipulation: If you do more than 4 melee hits, start subtracting 10 Ki for each one used, due to power increase), and if you do more than 2 Large Ki blasts for the finisher of the super, start subtracting 20 Ki per blast.

Damage: Melee-damage + (CON) + Super Attack Ki Bonus for all punches and kicks used, 3(D6) + 1D4 + (CON) + (Super Attack Ki Bonus) for each large ki blast used at end of Super.

High-Power Energy Barrage: Lower-Middle Tier Class

Cost: 75

You shoot a series of massive purple Ki-Blasts that collide on your opponent and kick up lots of dust. (Roll a D6 to see how many shoot out)

Stipulation: If you fire out more than 4 blasts, subtract an additional 30Ki for each blast fired.

Damage: 1D12 + 1D10 + (CON) + (Super Attack Ki Bonus)

Super Explosive Wave: High-Tier Class

Cost: 100Ki

You let out a battle cry as you cause a powerful explosive wave explode around your body, destroying anything that DARES to remain near to you.

Damage: 2(D12) + 1D10 + (CON) + (Super Attack Ki Bonus)

Human

Spread Energy Blast: Middle-High Tier Class

Cost: 100Ki

You fire out five-six energy blasts that fly past your opponent and travel up into the sky and seem to do nothing. One forum post later, the blast comes down and will hit, or miss your opponent depending on your roll.

Note: You do not roll for your attack in the first post, you roll for it when it comes back down to make contact with its target.

1d12 + (CON) + (Super Attack Ki Bonus)

False Kienzan Disk: Middle-High Tier Class

If you’ve learned how to use a Kienzan Disk, you can now create a Kienzan Disk that explodes next to your enemy to change things up, and trick your enemy into thinking and preparing for one outcome, and getting another.

Cost: 50Ki

Effect: Even if your enemy dodges the attack, it still does half damage, due to splash damage.

Damage: 2(D12) + 1D4 + (CON) + (Super Ki Bonus) Stipulation: Chance to knock prone, or out of air. Roll a D20 + (CON), if your resulting roll is greater than the target’s Reflex defense, they will be knocked prone.

Meteor Combination: Middle-High Tier Class

Cost: 80Ki

If you learned how to use the Kamehameha, you can use this combo Super. Roll a D20 to see how many melee-basic moves you do before you unleash your Kamehameha on your enemy (you are allowed one jump, move or ability check before firing the kamehameha and ending the super attack). Note: You still have to roll to hit each and every melee-basic attack, if you get a critical 1, it stops your super, even without a Kamehameha.

Damage: 1D6 + (CON) + (Super Ki Bonus) melee-Damage, + Kamehameha damage.

Namekian

Paralyze Beam: Middle-Tier Class

COST: 35 Ki

You shoot out a shocking beam of psychic energy that stops your enemy cold in their tracks for two forum posts. You cannot use this again for four forum posts.

Super Boom Boom: Super-Low-Tier Class

You’re an idiot that doesn’t know how to control your Ki. You attempt something that looks like an explosive wave. Roll a D100 (D10 with 10, 20, 30, 40 etc) to see if you damage yourself and get caught in the blast. If you roll over a 30 you take 1D12 damage, congrats, you’re a moron and you should never have been spit out of your father’s mouth.

Cost: 25Ki

Req: Must have an intelligence of 5 or below (achieved by rolling your base stats instead of using base stats)

Damage: 1D12 + CON + (Super Attack Bonus)

Explosive Demon Cannon: High-Tier Class

You shoot out a powerful concentrated black of golden yellow energy towards your opponent’s vitals.

Cost: 60Ki

Damage: 2(D6) + 1D4 + (CON) + (Super Attack Bonus)

Stipulation: Chance to knock prone, or out of air. Roll a D20 + (CON), if your resulting roll is greater than the target’s Reflex defense, they will be knocked prone.

Android

Sadistic Punisher: High Tier Class

Cost: 45Ki

After a successful grab (DC of 14 for success, grab cannot be defended against with this super) you place your hand on your enemy’s chest, firing a full power energy beam or eye-beam attack through their face.

Damage: 2(D6) + 2(D8) + (CON) + (Super Attack Ki Bonus)

Deadly Eye-Beams: Middle-Tier Class

Cost: 60Ki

You fire out two thin red laser beams at your enemy, intending to fry their vitals: Middle Tier Class (Must be fully robotic, or energy absorbing model Android) Stipulation: If your enemy is in mid air, add a +10 to your damage output if they’re knocked out of the air from the attack.

Damage: 1(D10) + 2(D6) + (CON) + (Super Attack Ki Bonus)

Energy Drain Follow-Up: High-Tier Class(Energy Draining Androids Only)

Cost: 50Ki

If your enemy has been successfully grabbed for one full forum post, and you are actively draining their energy, you can choose to toss them away and follow up with this attack without the requirement of a strength check. The follow up can be one super powered punch OR an energy blast.

Damage: 2(D4) + (CON) + (Super Attack Ki Bonus) for melee-finisher OR 2(D6) + 1(D8) + (CON) + (Super Attack Ki Bonus) for blast finisher

Stronger Android Skin COUNTER: High-Tier Class (MUST HAVE Stronger Android Skin racial Feat)

Cost: 45Ki

If your Feat is triggered by your enemy, and they connect, you still take damage… but you can counter attack them right then and there with up to 3Melee-Strikes and 1Energy Attack of your choice before they continue their onslaught. Stipulation: Cannot counter Natural 20s. If enemy gets a Critical 1, follow through with counter super anyway, and add +10 to damage output of final energy attack.

Damage: 2(D4) + (CON) + (Super Attack Ki Bonus) for melee strikes, 2(D8) + 1(D10) + (CON) + (Super Attack Ki Bonus) for final energy attack.

Level 7 Super Attacks

[E4]

Non-Race Specific:

Greater Energy Volley: High-Tier Class

Cost: 150Ki

Requirements: Any Energy Barrage style super, CON of at least 18

You fire out 3d8 energy blasts at a cost of your second super this post.

Damage: 2d12 + (CON) + (Super Attack Ki Bonus)

Greater Full Power Energy Wave: High-Tier Class

Cost: 145Ki

Requirements: Any Beam Style Super, CON 20

You fire out a massive energy wave that’s so large, it forces your enemy to take a -1 to their defensive roll.

Damage: 2d12 + 1d10 + 1d4 + (CON) + (Super Attack Ki Bonus)

Saiyan Specific

Amazing Impact: High-Tier Class

Gain a +5 to your defensive roll against a given melee-basic attack of your choice. You then gut punch them so hard they must make a successful fortitude save during their defensive post, then you follow up with a kick into the air and then teleport behind them for the final blow, knocking them in any direction you choose.

Cost: 300Ki

Requirements: 1200Ki, STR 20, CON 17

Note: This Super does exactly 3 hits. When you roll a natural 20 add two Ki balls onto the attack.

Damage: 3d6 + 1d8 + (CON) + (Super Attack Ki Bonus) melee strikes, 2d12 + (CON) + (Super Attack Ki Bonus) for possible ki blasts.

Big Bang: High Tier Class

Cost: 250Ki

Requirements: Big Bang Attack, 1000Ki, CON 25

This smaller scale version of the Big Bang attack acts like a shotgun force of blue ki, traveling so fast that enemy’s attempting to evade it suffer a -2 penalty to dodge and defense checks.

Damage: 3d6 + 2d8 + (CON) + (Super Attack Ki Bonus)

Atomic Blast: Super-High Tier Class

Cost: 300Ki

Requirements: 1300Ki, STR 20, CON 20

You hit your opponent with 1d6 melee strikes, and then finish them off with a powerful beam that sends them across the map causing them to take additional damage from impacting with the earth! The resulting blast has a 50% chance of blinding them and a 20% chance to blind yourself as well, each for 1d4 forum posts.

Damage: 2d12 + 1d4 + (CON) + (Super Attack Ki Bonus) for melee, 3d6 + 2d10 + (CON) + (Super Attack Ki Bonus) for final blast, 1d4 ground damage. Stipulation: Because the final blast is so bright, your enemy takes a -4 penalty to their defense roll against it.

Meteor Blast: Super-High-Tier Class

COST: 260Ki

Requirements: 1000Ki, STR 18, CON 18

You hit your opponent with 3d4 melee strikes, and then finish them with 1d4 Ki Waves to send them flying across the map. Stipulation: Your attacks come hard and fast, forcing your enemy to take a -2 to their dodge rolls, and a 30% chance to paralyze them for 1d4 forum posts. If they fail their first fortitude save, they suffer a -2 penalty to all attacks for 3d4 forum posts, adding an additional -1 to for each save failed.

Damage: 1d12 + 2d4 + (CON) + (Super Attack Ki Bonus) for melee strikes, 2d8 + 1d10 + (CON) + (Super Attack Ki Bonus) for each final blast

Human Specific

Greater Kamehameha: High-Tier Class

Passed down through the ages from the Turtle Hermit’s martial arts school, the Kamehameha has become common enough for you to know today. You crouch and place your palms together at your sides, creating a bluish beam of energy that smashes your enemies to bits!

Cost: 130Ki

Requirements: Kamehameha, 300Ki, CON 15

Damage: 4d8 + 2d6 + (CON) + (Super Attack Ki Bonus)

Stipulation: The power of your Kamehameha has a chance to knock you prone or out of the air, roll a d100 with a chance of 20% to fall. Conversely, your attack is so powerful that your enemy takes a penalty of -1 to their defense roll.

Kaioken Attack: Middle-High-Tier Class

Cost: 250Ki

Requirements: Kaioken, STR 15, CON 18, Ki of 1200

You hit your enemy with a Kaioken powered series of attacks, determined by 1d8. Your target suffers a -4 to each defense roll made to defend against you, do to the power and speed of your attacks.

Damage: 2d12 + 2d6 + (CON) + (Super Attack Ki Bonus) + (Kaioken Bonus) for each strike.

Stipulation: After finishing this attack, you have a 50% chance to lose your Kaioken aura at level 7, 40% at level 10, 30% at level 12, 20% at level 14, 10% at level 16, 5% at level 18

Greater Dodon Ray: Middle-tier Class

Passed down through the ages by the Crane Practitioners, through training with a former master of the Crane house, this ability becomes available to you. You thrust your hand forward, pointing at your opponent with your index finger and fire a body piercing thin yellow blast, that knocks them flat on their back.

Cost: 125Ki

Requirements: Dodon Ray, CON 20

Damage: 3d10 + (Con) + (Super Attack Ki Bonus)

Stipulation: If your opponent is near death, add a +12 to your attack roll and +1d10 to damage for a Killing Stroke Move!

Tri-Beam: Middle-Tier Class

You fire out 1d4 square shaped, and earth shattering blasts. Passed down from Tien, you’re lucky to have the technique that stopped Cell dead in his tracks by a mere human! The attack will stun, and has a 30% chance to break every bone in the opponent’s body (roll a D100).

Cost: 70Ki and 70HP per blast

Damage: 1D6 + 1D8 + (CON) for each blast fired

Namekian Specific

Masenko: Middle-Tier Class:

You place your hands together palms facing toward the sky, and push forth a searing beam of yellow energy toward your enemy.

Cost: 115

Damage: 1d12 + 3d6 + (CON and STR) + (Super Attack Ki Bonus)

Demon Rend: High-Tier Class:

You hit your enemy with 1d4 melee strikes, then toss them into the ground with stretch arm grab and slam attack.

Cost: 200Ki

Requirements: Stretch Arm Ability, STR 20

Stipulation: You gain a +10 to your stretch arm grab roll, but cannot use this super for 1d4 forum posts afterward.

Damage: 2d12 + 3d4 + (STR and CON) + (Super Attack Ki bonus) for melee strikes, 1d6 grab damage, 3d6 for getting slammed into the ground or other hard object.

Greater Special Beam Cannon: High Tier-Class

Requirements: Special Beam Cannon, CON 20, STR 20

Cost: 200Ki

Damage: 3d8 + 2D4 + (Con) + (Super Attack Ki Bonus)

Stipulation: If an ally grabs your enemy from behind, add a +1d12 to your attack and damage roll.

Galactic Donut: Ridiculously-High-Tier Class

Requirements: STR 22, CON 25, DEX 18, 1200Ki

Passed down by the ridiculous Gotenks, the Namekian people found him to be quite amusing and adopted the technique for themselves after many a bitching session from Piccolo about the kid’s antics. You fire out a ring of energy that traps your opponent from being able to move, then you blow it up around them. Cost: 300Ki

Damage: 6d4 + 2d8 + (CON and STR) + (Super Attack Ki Bonus) for initial trapping, 6d6 + (CON) + (Super Attack Ki Bonus) for final blast.

Stipulation: This super takes two super attack slots to use, the final blast also occurs in your next post where your opponent is allowed to make a DC30 STR check to get out of the attack. Successful or not, the final blast counts against using one of your supers for that post. Android

Android Specific:

Enhanced Android Barrier: High-Tier Class

You produce a close range barrier around your body that shields you from any attack for 1 Forum Post.

COST: 150Ki

Requirements: Android Barrier, CON 18

Effect: Anything grabbing you, or in arms reach is dealt 3D8 +(CON) + (Super Attack Ki Bonus) worth of damage. This effect can now be sustained for 2d4 forum posts at a cost of 150Ki each post and 1 Super Attack slot for each post its kept in effect.

Enhanced High-Pressure Energy Wave: High Tier Class You fire out a powerful yellow blast of pure energy at your opponent.

Cost: 130Ki

Requirements: High-Pressure Energy Wave, CON 15

Damage: 2d12 + 1D6 + (CON)

Enhanced Deadly Eye-Beams: Middle-Tier Class

Requirements: Deadly Eye-Beams, CON 20

Cost: 160Ki

You fire out two large red laser beams at your enemy, intending to fry their vitals: Middle Tier Class (Must be fully robotic, or energy absorbing model Android)

Stipulation: If your enemy is in mid air, add a +1d12 to your damage output if they’re knocked out of the air from the attack.

Damage: 2d10 + 2d8 + (CON) + (Super Attack Ki Bonus)

Enhanced Drain Energy: Lower-Mid Tier Class

You drain your enemy’s energy. (Must be an energy absorption model android)

Requirements: Drain Energy, CON 25

COST: 30Ki

You absorb your enemy’s energy after a successful grab, at rate of 2d10 + (CON and STR) + (Super Attack Ki Bonus) for as many turns as you can keep your enemy successfully grabbed.

LEVEL 9 SUPERS

[E5]

NON-RACE SPECIFIC

Greater Regeneration Blaster: High-Tier Class

Cost: 350Ki

Requirements: Regeneration Blaster, CON 35

You regenerate a little health and Ki at a constant rate for four forum posts. But for four forum posts, you will not be able to use this Super. During your fourth forum post, find a place to plant a basic energy wave to finish the super off.

Effects: Regenerate 2d100Ki and Health per forum post. At Level 11 increase to 3d100Ki and health and at Level 21Increase to 4d100Ki and health. This cancels out normal Regeneration Blaster.

Damage: 3d20 + 2d12 + (CON) + (Super Attack Ki Bonus)

Beam Sword: High-Tier Class

Cost: 200Ki per forum post, -1 super attack move per forum post

Requirements: 25 CON, 20 STR, 5,000Ki

You form a Beam Saber around one of your hands and keep it active for 1d12 posts, granting you a damage bonus onto all your melee basic damage. You can choose to dispel this attack, otherwise it will run out.

Damage: 3d20 + 2d10 + (CON) + (Super Attack Ki Bonus)

Stipulation: You take a -1 to your attack rolls when aiming for vital areas, but gain a +1 when rolling to see if your attacks cut through your enemy like butter.

Additional Stipulation: When using this to augment melee damage, add melee damage to the total beam sword damage. When using this to augment super or ultimate melee damage, add the super or ultimate damage to beam sword damage.

SAIYAN SPECIFIC

Greater Gallic Gun: High Tier Class

Cost: 450Ki

Requirements: Gallic Gun (et all)

This ancient Saiyan technique was gifted to you by your master, you don’t know where it came from. You place your arms to your side and gather a purplish energy in your hands, and fire it out at your enemy in a brilliant and violent display of power.

Damage: 3d20 + 2d12 + 1d10 (CON) + (Super Attack Ki Bonus)

Charging Stipulation: If you charge this Super for more than 3 turns, your enemy takes a -5 to their dodge roll, and -1 more for every three turns spent charging.

Big Bang Kamehameha: Ridiculously High-Tier Class

Cost: 550Ki

Requirements: Big Bang (any), Kamehameha(Any learned), 35 CON,

You fire forth a fusion of the Kamehameha and Big Bang, a blast that connects with the enemy, hits all four times and explodes, hitting twice more.

Damage: 3d20 + 2d12 + 3d10 (CON) + (Super Attack Ki Bonus) x4 for beam, 3d20 + 2d10 + (CON) + (Super Attack Ki Bonus) x2 for final explosion.

Bloody Hammer: High-Tier Class

Cost: 120Ki Per forum Post

Requirements: Legendary Saiyan Feat or Unknown Power, CON 30 You force your enemy to stay in a melee struggle with you for 1d4 turns, forcing him to focus on you as you deal 1d10 attacks for those turns against him that have a 35% chance to cripple him for 1 turn.

Damage: 3d100 + 2d8 + (CON) + (Super Attack Ki Bonus)

Stipulation: When you target an enemy with this super, you are marking them for death, but if any other enemy attacks you while this is activated, you take a -15 penalty to defense against them and have 10% chance of losing focus and losing your follow through with this super for your next turn.

Final Flash: Super High Tier Class

Cost: 300Ki, -1 Melee-Actions

Requirements: Final Flash (Ultimates), CON 38

You have managed to contain the awesome power of the Final Flash ultimate attack into a less powerful beam. It still does boat loads of damage though.

Damage: 3d20 + 2d12 + 2d10 (CON) + (Super Attack Ki Bonus)

Stipulation: Your enemy must make a DC 30 Constitution check after getting hit with this attack, if they fail, they take a -10 to their first two melee attacks that turn.

Final Kamehameha: Ridiculously High Tier Class

Cost: 550Ki, -2melee actions

Requirements: Final Flash (any), Kamehameha (any learned), CON 40

Your fusion of the Kamehameha technique and the ancient Saiyan technique Final Flash have yielded a deadly beam of fury which lasts longer and has the chance to drill through your enemy’s stomach. This super hits exactly 6 times instead of the normal 4. And your chance to drill through your enemy is exactly 8% at level 9, 10% at level 15, 13% at level 20, 16% at level 25, 21% at level 30, 26% at level 35, and 31% at level 40.

Damage: 5d20 + 2d12 + 1d10 (CON) + (Super Attack Ki Bonus) x6

HUMAN SPECIFIC

Final Kamehameha: Ridiculously High Tier Class

Cost: 550Ki, -2melee actions

Requirements: Kamehameha (any), Final Flash (Any Learned CON 40

Your fusion of the Kamehameha technique and the ancient Saiyan technique Final Flash have yielded a deadly beam of fury which lasts longer and has the chance to drill through your enemy’s stomach. This super hits exactly 6 times instead of the normal 4. And your chance to drill through your enemy is exactly 8% at level 9, 10% at level 15, 13% at level 20, 16% at level 25, 21% at level 30, 26% at level 35, and 31% at level 40.

Damage: 5d20 + 2d12 + 1d10 (CON) + (Super Attack Ki Bonus) x6

Big Bang Kamehameha: Ridiculously High-Tier Class

Cost: 550Ki

Requirements: Kamehameha(Any), Big Bang Kamehameha, 35 CON, You fire forth a fusion of the Kamehameha and Big Bang, a blast that connects with the enemy, hits all four times and explodes, hitting twice more.

Damage: 3d20+ 2d12 + 3d10 (CON) + (Super Attack Ki Bonus) x4 for beam, 3d20 + 2d10 + (CON) + (Super Attack Ki Bonus) x2 for final explosion.

Super Kamehameha: Super High Tier Class

Cost: 350Ki

Requirements: Kamehameha(all), CON 45

You’ve condensed the Super Kamehameha into a less potent beam, but it can still rock your enemy’s world. Hitting for five times instead of the normal four, this beast of an attack also has a chance to send them flying too far from the battle field, if they fail a DC40 dexterity check, they won’t be able to get back to the battle to attack you in their next post.

Damage: 4d20 + 1d12 + 2d10 (CON) + (Super Attack Ki Bonus) x5

Stipulation: If they fail their check when hit, you also gain a +3 bonus to your first two attack rolls against them next turn.

Super Neo-Tri-Beam: Super High Tier Class

Greatest Neo Tri-Beam: Ridiculously High Tier Class

Cost: 250Ki and HP per hit

Requirements: Neo Tri-Beam (any), Tri-Beam (Any), CON 40 You hit your enemy for three super concentrated blasts of Ki that take quite a bit out of you and force your enemy to take a -5 to their dodge roll due to the incredible speed of the attack.

Damage Per Hit: 3d100 + 2d12 + (CON) + (Super Attack Ki Bonus) x2 per hit

Stipulation: You and your enemy have to make a constitution check (DC 30) to remain conscious after firing or getting hit by this attack.

Kienzan Kaioken Brutalizer: Super High Tier class

Cost: 300Ki

Requirements: Kienzan Disk, Kienzan Kaioken, Kaioken, CON 40

You do 1d20 worth of melee attacks against your opponent that all have a chance to cut them in half while you’re in a Kaioken state of x3 or above.

Damage: 3d100 + 2d20 + (CON) + (Super Attack Ki Bonus) per melee attack

Stipulation: Your attacks have a chance of cutting your enemy in half. Follow the chart below to tell how.

Chart: Enemy Ki level in relationship to your Ki/Your % chance for Kienzan cutting effect

Equal to yours/5% chance

10% more than yours/3%

X2 or greater/1%

Less than 10% weaker than yours/10%

Exactly half as strong as yours/15%

Less than half as strong/20%

Superior Dodon Ray:: Super High Tier Class Cost: 260Ki

Requirements: Dodon Ray (Et All)

Damage: 1d20 + 3d12 + 1d10 (CON) + (Super Attack Ki Bonus)

Stipulation: This super has a piercing effect to it, meaning that it has a chance to cut directly through your enemy’s Ki resistance based on how your Ki compares to theirs.

Chart: Ki relationship/Percentile Chance of cutting through Ki Defense Equal to yours/5% chance

10% more than yours/3%

X2 or greater/1%

Less than 10% weaker than yours/10%

Exactly half as strong as yours/15%

Less than half as strong/20%

Superior Kienzan Disk: Dangerously High Tier Class

You fire out one giant Kienzan Disk.

Cost: 400Ki

Damage: 1d20 + 3d12 + 1d10 (CON) + (Super Attack Ki Bonus)

Stipulation: Kienzan cutting attribute is enhanced due to the size of the disk, and you are granted a +2 to attack rolls due to its size as well.

Chart: Ki relationship/Percentile Chance of Kienzan Cutting Effect

Equal to yours/7% chance

10% more than yours/5%

X2 or greater/3%

Less than 10% weaker than yours/15%

Exactly half as strong as yours/20%

Less than half as strong/30%

NAMEKIAN SPECIFIC:

Perfect Special Beam Cannon: Dangerously High Tier Class Cost: 900Ki

Requirements: Special Beam Cannon (et all)

You throw an enhanced version of your special beam cannon, being faster, larger and stronger than its level 1 version.

Damage: 2d20 + 2d12 + 3d10 (CON) + (Super Attack Ki Bonus)

Stipulation: Your Special Beam Cannon has a percentile chance to pierce directly through your enemy’s body and cut through their ki defense and if the wound is anywhere on the torso, they will begin to bleed out and lose Ki (see bleeding out rules in Chapter 2). Due to its immense size and speed, it also grants a +4 to your attack roll.

Enemy ki relationship to your current Ki/ Percentile chance to cut through ki defense and pierce through body part

Equal to yours/6% chance

10% more than yours/5%

X2 or greater/4%

Less than 10% weaker than yours/20%

Exactly half as strong as yours/30%

Less than half as strong/40%

Perfect Masenko: Super High Tier Class

Cost: 300Ki

Requirements: Masenko (et all)

Damage: : 1d20 + 3d12 + 1d10 (CON) + (Super Attack Ki Bonus)

Stipulation: This attack is so massive that it automatically grants a conditional bonus of +4 to the attack roll if it’s fired from the air, otherwise there’s no bonus.

Die Die Missile Ridiculously High Tier

You fire out 1d12 blasts that have a chance to explode and do x2 their normal amount of damage.

Cost: 550Ki

Damage: 1d100 + 2d20 + 1d10 (CON) + (Super Attack Ki Bonus)

Stipulation: Each blast that hits the target has a 50% chance of blowing up and doing x2 damage.

Perfect Destructive Wave: Super High Tier Class

You let a massive amount of your Ki flow through you and cause it to expand rapidly, attempting to destroy anything anywhere near you.

Cost: 650Ki

Requirements: Super Destructive Wave, CON 30

Damage: 2d20 + 2d12 + 3d10 (CON) + (Super Attack Ki Bonus)

Stipulation: The area of effect is so massive, this attack does half damage all enemies participating in the battle even if their dodge roll is successful. +10 to attack. This attack also as a chance to cut through Ki defense depending on your Ki’s relationship to the enemy and all participants.

Equal to yours/10% chance

10% more than yours/7%

X2 or greater/5%

Less than 10% weaker than yours/15%

Exactly half as strong as yours/20%

Less than half as strong/30%

ANDROID SPECIFIC

Poly Pneumatic Blast: Insanely High Tier Class Every time you defend using your feat, you’re able to sacrifice your feat’s damage cutting ability to fire a point blank blast of energy at your enemy that has the potential to cut through Ki resistance.

Cost: 300Ki

Requirements: Poly Pneumatic Alloy (activated), 30Con, 25Dex

Damage: 1d20 + 3d12 + 1d10 (CON) + (Super Attack Ki Bonus) x4

Stipulation: Your attack has a 40% chance of cutting through Ki Resistance completely. However, you can only use this Counter Super 1d4 times per post. This super doesn’t activate if you are successful at dodging or blocking said attack.

Reflect Super High Tier Class

You can choose to force a roll off with your opponent every 1d4 turns to send their own attack back at them.

Cost: 250Ki

Requirements: Dex and Con at 30

Damage Output: Enemy’s super damage and Ki bonus + your CON Mod and your Ki Bonus

Stipulation: If you get a Natural 19 during your roll off, your enemy takes a -5 penalty to their defense roll during their turn. If you get a Natural 20, it’s an automatic hit. If you lose the roll off, you’re automatically hit.

Perfect Energy Drain Combo: Super High Tier Class

You deal out 1d12 + 1d8 melee attacks, which each drain energy equal to 50% of the damage dealt before ki resistance is factored in. You finish your attack with a grab, and perform one more energy drain. This attack can link up with other feats and utility supers that deal with energy drain.

Cost: 300Ki

Requirements: Energy/Matter Drain (Any), Con 25

Melee Hits: 3d100 + 2d20 + (CON) + (Super Attack Ki Bonus)

Energy Drain: 3d10 + 2d8 + (CON) + (Super Attack Ki Bonus)x2

Stipulation: You do not factor in Ki Resistance for the final draining of Ki, and if your final Melee Attack is a Natural 20, then your grab attempt is an automatic success if your roll is above 15.

Perfect High Pressure Energy Wave: High Tier Class

You fire out an earth shattering blast of energy that has the power to destroy the planet, or at the very least, warp it.

Cost: 350Ki

Requirements: High Pressure Energy Wave, CON 30

Damage: 2d20 + 2d12 + 3d10 (CON) + (Super Attack Ki Bonus)

Stipulation: Due to the extreme concentrated nature of this attack, your enemy must make a DC 25 Constitution check to ensure that they do not go deaf after being hit by this attack. If they fail this check, they take a -5 to all defensive attacks made for 1d4 turns or until they pass the check.

Pump Up Finisher: Super High tier Class

You can attempt to finish your enemy off in two blows while Pump Up or any other version of it is activated. This cancels all versions of Pump Up immediately, and you are not able to reactivate Pump Up for 1d4 turns after using this super. This attack multiplies whatever bonuses granted by Pump Up by 2 AND to be traded and added toward Damage, also allowing for a onetime x2 bonus to your damage output dealt with this super.

Requirements: Pump Up (any), CON 25, DEX 25, STR 25

Cost: 400Ki

Melee: 3d20 + 2d10 + (CON) + (Super Attack Ki Bonus)x2

Beam: 1d20 + 3d12 + 1d10 (CON) + (Super Attack Ki Bonus)x2

Changeling Specific

Psychokinetic Prison: Evil Alignments Only

Requirements: Psychokinesis, PsychoKinetic Barrier

Cost: 800Ki per turn in use

You foresee an enemy’s forth coming attack, and are granted a +5 to your defense roll, if you pass with 10 or greater than your opponents attack roll. You surround your opponent in a barrier of psychokinetic energy, provided you successfully surround your opponent your opponent is surrounded for 1d4 turns and must make a DC18+(your)Will, Wisdom Check to break the barrier, any unsuccessful attempt forces them to take additional damage equal to 1d20 + CON + Super Ki Bonus.

Damage: ongoing: 3d8 + 2d6 (CON) + (Super Attack Ki Bonus) x4 per turn from prison, 2d100 + Melee Damage + (STR) + (Super Attack Ki Bonus) for melee attacks used on the ball.

You can treat the Prison as a volley ball and spike it all over the battle-field, using your melee basic actions on it. However, this takes up all your super and ultimate attack actions for every turn this prison is active. If it touches ground, it explodes violently, causing the person to make a reflex save with a +5 penalty or they’re forced to take the additional damage value x2. Your melee attacks do not stack with the second damage component of this super, but rather are augmented to the second damage portion listed in this super.

Note: Enemies can still dodge melee attacks by influencing the direction of the prison, their dodge rolls take a -5 however. If they succeed, they have a 50% chance of colliding with the ground.



        Chapter 8: Utility Supers  [F1] Level 2 Utility Supers [F2] Saiyan

Greater Will: Medium-Tier Class

Cost: 12Ki

With this Utility Super, you can temporarily (during the forum post that you activated the ability) increase your Will defense by +5 if you’re near death. If your Dice Check rolls within your defense, roll a D6 to see how much health you regain.

Finish Sign: Medium-Tier Class

Cost: 10Ki

With this Utility Super, you can add a +5 to your Super or Ultimate’s attack roll, and add a D10 to your damage roll. Finish Sign ends when your Super, or Ultimate is used.

Iron Belly! Low-Tier Class

Cost: 20Ki

With this Utility Super, you can eat rotten food to regain HP and Ki without getting sick! (Effect lasts for one forum post).

Your stomach is also immune to paralyzing attacks while in combat. In combat, this feat lasts for 1d4 forum posts.

Human

Better Kienzan: High-Tier Class

Cost: 10Ki

With this Utility Super, you can increase the damage output of your Kienzan attacks! +1D10 for one forum post (Two forum posts at Level 3 and Three Forum Posts at Level 4, and so on).

Greater Sensu Effects: High-Tier Class

Cost: 15Ki

With this Utility Super, you can boost the effects of a Sensu Bean for one use per five forum posts. This will add a +20 onto the Sensu’s healing capabilities and boost your maximum Ki (permanently) by +5.

Better Kaioken: High-Tier Class

Cost: 20Ki

If you’ve learned Kaioken or East Kaioken, you can boost its effects at Level on and on by +20 for Ki and Health boost per Level of Kaioken, and +10 for attacks per level of Kaioken. Lasts until Kaioken is ended, or stopped.

Namekian

Healing Boost: Low-Tier Class

Cost: 14Ki

If you’re bloodied (and only if you’re bloodied) you can boost your healing technique on yourself by +1D12 + (CON), for a second wind. You can only do this once every five forum posts.

Namekian Senses: Middle-Tier Class

Cost: 20Ki

On planets where Dragon Balls exist, you can make a perception check in a general area to find out if there’s a dragon ball in your area outside of battle. Roll a D20 +(INT) +4(Namekian Senses boost). You cannot get a precise location of the Dragon Ball with this power.

All Out Boost: High-Tier Class

Cost: 25Ki

If you chose a super that enhances your damage, choose this Utility Super to add an additional layer of benefits on top of it. (Any boosting Super will do, but must be activated prior to using this Utility Super) The result will multiply the other super’s effects by x2.

ANDROID:

Never Fade Revisited: Middle-Tier Class

Cost: 20Ki

If you chose the Racial Feat “I will never fade”, then you can use this Utility Super to temporarily boost your Ki Regeneration to +1D20 + (WIS) for four forum posts.

Greater Pump Up: Middle-Tier class

Cost: 15Ki

If you have an ability boosting Super, you can use this Utility Super to boost its effects x2 for two forum posts (adding an additional forum post to duration every level gained) but your Ki will drain -60 per forum post.

Give Me Your Energy! Middle-Tier Class

Cost: 10Ki

You can boost your energy draining capabilities x2 for two forum posts, (adding an additional forum post to duration every Level Gained)

Changelings

Earth Shattering Power

Requirements: Evil Alignment.

Cost: 50Ki

With this utility super, while active your strength is so great that you literally damage the planet if you miss an opponent, you through your strength and power around like it was a bouncy ball. +4 to hit (Increases by +1 for each transformation level), with each hit roll 1d100.

1-20: +1d4 turns stunned upon hit, +1 damage counter to the planerts surface 21-50: +1d20 damage upon hit, +2 damage counter to planets surface 51-90: +2d20 damage upon hi, +4 damage counter to Planets Surface 91-100: +1d100 Damage upon hit, +6 to damage counter to planets surface

Stipulation: This Supers effect ends after 1d4 melee strikes.

If the damage counter for the planets surface reaches 10 you've cracked through the crust and lava starts spewing up from under the surface, you must made a dc25 dec check to take 1d100 lava damage each turn.

This power cannot be used for 1d8 turns after its effects end.

Psychokinetic Death Grip:

Requirement: Evil, Psychokinesis

Cost: 50Ki per use.

While this Super Utility is active your Psychokinesis has a chance to literally choke the life out of your victim, if your opponent fails to save against your psychokinesis, they must then make a will save with a +5 penalty, if they fail they lose 5% of their total hp(not permanently) Can only be used once per day. At level 10 increase to twice per day.

Level 6 Utility Supers  [F3]

 NON-RACE SPECIFIC 

Enhanced Power-up: Low-Tier Class

Requirements: CON16

Cost: 10Ki

You spend a bit of energy to double your healing surge value for one power up to either health or Ki, however, you cannot do anything else besides move for the rest of your post, but you can use this utility super once more at the cost of your super attack actions for your next post.

Charm: Low-Tier Class

Cost: 5Ki

This Utility Super allows you a boost of +5 on a given charisma check, granting you a better chance of getting out of tough verbal confrontations and getting better deals on items. Players can use this ability once per day at level 6, followed by a +1 to uses per day for each even level gained thereafter.

Healing Touch: Middle-Tier Class

Cost: 1d100 +CON ki or HP

You’ve gained the ability to heal others. With this Utility Super, you can heal an ally for 1d100 + your CON mod worth of HP or Ki, but you must sacrifice the same amount. You cannot revive an unconscious ally with this ability, however, you can stabilize them.

 SAYIAN SPECIFIC 

Demoralizing Bluff: Middle-Tier Class

Cost: 50Ki

You boost your Ki up to the maximum and roll 1d4 bluff checks to see if your opponent believes you’re hiding your true strength. If successful, you gain an automatic bonus to all attacks of 1d4 +CHA, this also goes for damage rolls as well.

Stipulation: This effect is permanent, however, it is negated if your enemy makes a successful Perception check against your fighting ability or your maximum Ki level.

Greater Finish Sign: High-Tier Class

Requirements: Finish Sign, CON 12

Cost: 50Ki

With this Utility Super, you can add an additional +5 to your Super or Ultimate’s attack roll if you’ve already got Finish Sign activated, and add an additional 2d10 to your damage roll. Finish Sign ends when your Super, or Ultimate is used.

Enhance- Battle Drive: Middle Tier Class

Requirements: Battle Drive

You summon your inner strength for the task at hand, granting you bonuses to regular Supers and Melee-Basic-Attacks. Cost: 100 Ki

Bonuses: +6 to Attack Rolls, and +10 to damage output. Effects can be layered up to 3x

Stipulation: These effects cancel out standard Battle Drive’s effects, but can be done back to back. After this Utility Super is expended, you cannot use it for 1d6 + CON forum posts, this counts for a given day. All defensive rolls used while this utility super is in effect will suffer a -6 to all rolls used to defend. This penalty stacks with each layering of Enhanced Battle Drive.

 HUMAN SPECIFIC 

Enhanced Kaioken: High-Tier Class

Cost: 100Ki

If you’ve learned Kaioken or East Kaioken, you can boost its effects at Level on and on by +30 for Ki and Health boost per Level of Kaioken, and +12 for attacks per level of Kaioken. Lasts for 1d4 forum posts, and cannot be layered on top of Better Kaioken. At level 6, this can only be done twice per day, due to the stress exerted upon the body, adding an additional +1 to uses per day for every even level gained.

Kienzan Kaioken Boost: High-Tier class

Cost: 50Ki

Requirements: Kienzan Kaioken feat, ability to perform Kaioken x4 for at least 5 forum posts

Activating this Utility Super while you’re in a Kienzan Kaioken burst will boost your Kienzan cutting effect by +3 for 1d4 forum posts, as well as add +5 to all damage rolls. This ends when a super or ultimate is used, effect stacks x3.

Taioken Booster: High-Tier Class

Cost: 50Ki

Activating this Utility Super will grant an additional +1d4 forum post duration to your Taioken attack and the target will suffer -1d4 hit points during this time as well. This can be used with any Taioken ability. Effects do not stack with itself.

 NAMEKIAN SPECIFIC 

Intercept Boost: High-Tier Class

Requirements: Intercept, WIS of 18

Activating this Utility Super grants the user a boost of +5 to their roll to see if their enemy activates Intercept, and an additional +1d8 to damage rolls. Effects end when Intercept is triggered or fails to trigger. This ability can be used twice per day at level 6, adding an additional +1 to uses per day for every even level gained.

Enhanced Healer’s Defense: Middle-Tier Class

Requirements: Healer’s Defense, CON of 18

Cost: 50Ki to activate.

This ability cancels out the former’s. Activating this Utility Super will grant you the ability to take damage to your healing surge value +20% at the cost of 2healing surges per use.

Enhanced Telekinesis: High-Tier Class

Requirements: Paralyze Beam

Cost: 50Ki

Using this Utility Super grants a duration bonus to your Paralyze beam of 1d4 and the target suffers -1d4 HP while paralyzed.

 ANDROID SPECIFIC 

Amazing Pump Up: High-Tier class

Requirements: Greater Pump Up, Pump Up

Cost: 100Ki

If you have the Pump Up ability boosting Super, you can use this Utility Super to boost its effects x3 for 1d6 forum posts (adding an additional forum post to duration every level gained) but your Ki will drain -40 per forum post. Effects do not and cannot be stacked with Greater Pump.

Give Me Your Energy Mark II! Middle-Tier Class

Requirements: Give me Your Energy!

Cost: 15Ki

You can boost your energy draining capabilities x3 for two forum posts, (adding an additional forum post to duration every Level Gained), however you take a -1d4 to all defensive rolls for the same number of posts. Effects do not stack with Give Me Your Energy!

Beams of Death: High-Tier Class

Requirements: Deadly Eye-Beams

Cost: 50Ki

You can enhance the damage output to +2d6 for one use of Deadly Eye-Beams. If you critical miss, however, your enhanced damage doubles against yourself. If your attack is a critical success, increase the rolled damage bonus to +2d8 instead.

Enhanced Poly Pneumatic Alloy: High-Tier Class (All Android types)

Requirements: Poly Pneumatic Alloy feat

Cost: 100Ki

Activating this Utility Super enhances your feat for 1d4 forum posts. While this is activated, you only take 1/3 damage in a warped form. Your damage also increases by 1 dice level for this period of time. However, your cost to maintain the form is increased to -20ki on-top of the feat’s cost while this Utility Super remains in effect. Effects cannot be stacked.

Changeling Specific

Frightening Kiai:

Requirements: Royal Blood, Evil Alignment only.

Cost: 150 Ki

If you transform or use both your Healing surges in a turn make a dc20 Intimidation check. If you pass your opponents must make a will save (+2 penalty for each transformation level). If they fail, they lose half of their melee basic actions, Super actions, and minor actions. This super can only be used 2 times per encounter.

Increase this +1 for every even level gained thereafter.

Psychokinetic Barrier: All Alignments

Requirements: Psychokinesis

This Utility Super grants you a barrier of pure psychic power, usually purple in hue. It lasts for 1d10 turns, and has a HP equal to 1/4 of your total Ki as normal, but if anything crosses your psychic barrier has a 60% chance of getting paralyzed for 1d2 turns with a DC of 10 + your(WILL).

Exponential Power I:

Requirements: Monstrous Ki, [Good Alignment Only]

Cost: 100x1d3(Use same number rolled for damage)

Once per day you may roll 1d3 and multiply your attack damage times this number. You must make a DC 10 + Super Attack Level + Character Level Constitution check in order for this to work.(Use the same numbers as used for damage) If you fail this check, you take 1d6 x1d4 damage. Effect ends when super or ultimate is used, and is not applied to damage for Melee or Ki blasts.

At level 10 you may use this power twice per day. At level 20 increase the dice to 1d4 and self inflicted damage for failure to 1d6.

LEVEL 10 Utility Supers

[F4]  Non-Race Specific

Ultimate Finish Sign: Supremely High-Tier Class

Cost: 200Ki

Requirements: Finish Sign (et all)

With this Utility Super, you can add an additional +10 to your Super or Ultimate’s attack roll if you’ve already got Finish Sign activated, and add an additional 2d100 to your damage roll. This utility super also allows your super to hit twice as much as it normally would, x2, with a successful DC 25 Constitution check. Finish Sign ends when your Super, or Ultimate is used and cannot be used again for 1d10 turns.

Strength Focus: Middle Tier Class

Cost: 200Ki per forum post

Requirements: STR 40

You’ve toughed it out with your strength, despite the fact most of the time your punches result in hardly any type of result. Using this Utility Super allows you to buff up your melee damage dice 1 level, capping at a d100 and increase the amount of dice rolled to +50% for 1d4 turns.

Stipulation: You must make a DC 30 Constitution check after this utility super ends, if you pass, you only take a -2 to all attack rolls for 1d4 turns. If you fail this check, you take a penalty of -10 for all attack rolls for 1d4 turns instead to show your fatigue.

SAIYAN SPECIFIC

Super Melee: Super High-Tier Class

Cost: 250 per post

Requirements: STR 35, CON 30, Ki above 30,000

While you’re in any form of Super Saiyan you can double your melee damage dice by your transformed Super and Ultimate bonus, So a Level 10 Character in Super Saiyan (super saiyan novice) would have 12d#, with this feat, it'd be 24d#.

This effect lasts for 2d4 turns. However, you take a penalty to all defensive moves of -5 as long as this utility super is activated.

This super can also be layered on-top of other feats that affect melee attacks with an additional penalty increase of -1.

Ultimate Battle-Drive: Super High Tier Class

Requirements: Battle Drive(et all)

You summon your inner strength for the task at hand, granting you bonuses to Supers, Ultimates and Melee-Basic-Attacks.

Cost: 1000Ki per forum post

Bonuses: +10 to Attack Rolls, and +14 to damage output. Effects can be layered up to 2x.

Stipulation: These effects cancel out standard Battle Drive and Enhance Battle Drive’s effects, but can be done back to back. After this Utility Super is expended, you cannot use it for 1d10 + CON forum posts, this counts for a given day. All defensive rolls used while this utility super is in effect will suffer a -10 to all rolls used to defend. This penalty stacks with each layering of Enhanced Battle Drive. Unlike Battle Drive and Enhance Battle Drive, this version can be used while in a transformed state. However, while in SSJ and using this technique, you suffer twice the penalty to defensive rolls.

Energy Shield: Middle Tier Class

Requirements: CON 40, DEX 30, Ki above 40,000

Cost: 350Ki per forum Post

Effect: Instead of producing an average barrier, you create an energy shield that has a total HP of 1/3 your Ki, you can keep this Energy Shield up for 1d4 + CON forum posts. However, while this barrier is up, you suffer a -10 penalty to all attacks. This technique is particularly useful for healing yourself without the fear of leaving yourself open.

Super Speed: Middle Tier Class

Requirements: DEX 40, CON 30, Ki above 10,000

Cost: 400Ki per forum post

Effect: You spend a bit of Ki to increase your speed for 1d4 forum posts, allowing for an increase of +5 to all defensive moves at level 10, +6 at level 15, +7 at level 20 and so on. After this utility super ends, you cannot use it for another 1d4 turns.

HUMAN SPECIFIC

Power Dodge: Middle-Tier Class

Cost: 200Ki

Requirements: CON 40

You spend a large amount of Ki to avoid one attack of your choosing without having to roll, effectively taking 20 on the attack. This utility super can be used every 1d4 + CON turns.

Greater Cutting Effects: High-Tier Class

Cost: 300Ki per forum post.

Requirements: Super Human Novice, Kienzan Disk, Kienzan Aura, Kienzan Kaiokan (any for all)

You spend some ki while in Super Human Novice form or higher to increase your chance to cut through limbs by +5% for 1d4 turns.

Stipulation: You take a -5 penalty to all defensive moves made while this utility super is active, and this penalty increases to -6 for 1d4 turns when the Utility Super ends, making that duration of time the time that you also may not reactive this utility super.

Greater Piercing Effects: High-Tier Class

Cost: 300Kiper forum post.

Requirements: Dodon Ray/Piercing Super of any kind While in any form, you may use this utility super to boost your piercing effect to either cut through Ki Resistance or pierce your enemy’s actual body on one attack. This utility super can only be used once per encounter. Bonus: +10% to piercing effect of one attack

Superior Energy Barrier High-Tier Class

Cost: 200Ki per forum post

Requirements: Energy Wall

If you have the feat Energy Wall, you can use this Utility Super (which cancels out Energy Wall) to create a superior energy barrier. Its HP is equal to ½ your current Ki for 1d4 turns. After this super ends, you must make a DC 35 Constitution check or suffer a -5 to all your defensive maneuvers for 1d4 turns. Stipulation: Your feat may reactivate after this Super is spent.

NAMEKIAN SPECIFIC

Final Paralyze Boost: Super High Tier Class

Cost: 200Ki

Using this utility super cancels out any other boost to paralyze beam, and grants additional time to the paralyzing of an individual by +1d6 forum posts on top of the super’s 1d4. The victim also suffers HP loss of -2d100 for the duration that they’re paralyzed without the aid of Ki Resistance. In order to break free, they must make a successful DC 35 Constitution Check with this boost factored in. After this Super is spent, it cannot be activated again for 1d6 + CON turns.

Masterful Precision: Extremely High Tier Class

Cost: 500Ki

Requirements: CON 40

Spending a bit of ki allows you to attach the piercing attribute to any of your attacks, granting a temporary boost to said piercing effect of +5% to the normal chart of a given attack. Ask your GM for the chart if one isn’t readily available. Stipulation: This utility super can only be used every 1d4 + WIS turns.

Superior Combat Prowess: Super High Tier Class

Cost: 600Ki per turn

Requirements: STR 30, CON 30, DEX 30

Using this utility super grants you a temporary boost to melee and super damage, making them both hit twice as much as they normally would for a duration of 1d4 forum posts. This super can be used while in any transformed state, and can stack with other ability enhancing supers with the passing of a DC 30 Constitution check.

All Out Defense: Super High Tier Class

Cost: 600Ki

Requirements: All Out

Activating this Utility Super allows you to cancel out all other ability boosting supers to be able to become impervious to Ki based attacks for 1d4 turns. However, you take quadruple damage from melee while this is activated, and any Ki based attack you make while this super is active suffers a -10 penalty on attack roll. This super can only be used once per encounter.

ANDROID SPECIFIC

Ultimate Pump Up: Ridiculously High Tier Class Requirements: Greater Pump Up, Pump Up, Amazing Pump Up,

Cost: 600Ki

If you have the Pump Up family of ability boosting Supers, you can use this Utility Super to boost its effects x5 for 1d8 forum posts (adding an additional forum post to duration every level gained) but your Ki will drain -400 per forum post. Effects do not and cannot be stacked with Greater Pump Up or Amazing Pump Up. This Utility super can only be used once per encounter.

You Are Terminated: Super High-Tier Class

Requirements: Terminator, Advanced Terminator, CON 35, Male Android Type

Cost: 250Ki and HP

Using this utility super grants you the ability to add a special condition to one of your Supers that forces your target to make a DC 35 Constitution Check in order to stay conscious regardless of the damage dealt. However, you take a -5 to your attack roll while aiming at a vital area. This utility super can only be used every 1d4 + CON turns.

Cold Precision Strike: Extreme High Tier Class

Cost: 360Ki

Requirements: STR 30, CON 35

While in the state of Incomplete Android, you are able to activate this utility super which allows you to make insight checks against vital areas on a given target. If your insight checks are successful (DC 20 and higher determined by circumstances and at GM’s discretion) your melee attacks used while in Incomplete form hit three times as much as they normally would, and have a 10% to disable part of them that you target. This Utility Super lasts for 1d4 turns, and can only be activated every 1d4 + WIS turns thereafter.

Stipulation: This Utility Super forces you to take a penalty of -10 to all ki based attacks while this super remains activated. After this Super’s effects cease, you must make a DC 30 Constitution Check to remain in your Incomplete Repaired state.

Reflected Precision: Extreme High Tier Class

Cost: 400Ki

Activating this Utility Super allows you to force your enemy to take a -10 to their defense roll when you’re reflecting one of their supers back at them. This super can stack with the Reflect Super (super).

Stipulation: You take a -5 to one of your defense rolls in the same or next turn to compensate. This utility Super can be used up to twice in a given turn to set up for the next or subsequent turn’s defensive tactics.

 Chapter 7: Ultimate Attacks 

[G1]

Learnable Ultimate Attacks: (Saiyan)

[G2]

False Moon:

Cost: 50

You create a massive false moon above the planet, forcing any Saiyan (who still has a tail) to transform whether they like it or not.

False moon has HP = 1/2 your HP and Ki added together.

Level 1 Ultimate Attacks:

[G3]

Non-Race Specific

Ultimate Explosive Wave: High Tier Class You let out a vicious battle cry, as you allow a massive amount of energy to explode around you in all directions. Anyone even remotely near you is certain to be destroyed. Note: If fighting in a cramped space/indoors, your targets take automatic splash damage equal to 1d6 even if the initial energy wave misses them or they dodge.

Cost: 50Ki

Damage: 2D10 + 1D12 + (CON)

Solar Bomb: High Tier Class You obviously have no concern for the wellbeing of the people on your planet. You create a massive yellow and orange ball of energy that equals to about 5x your size. What you do with this energy is up to you. Cost: 65Ki

Damage: 2D12 + 1D4 + (CON)

Saiyan

Big Bang Attack: Middle High Tier Class You have no idea where this technique came from, but who cares? Thrusting one arm forward, you push all of your energy forward in a massive planet crushing blast in a nonchalant fashion. It’s sure to make low-level warriors cower in fear, or run away with their tails between their legs.

Cost: 45Ki

Damage: 1D10 + 1D12 + (CON)

Volcano Explosion: Middle Tier Class

You point your right hand towards your puny enemy in a threatening and domineering fashion, and form a massive amount of energy around them, the energy is enough to blow up a city.

Cost: 45Ki

Damage: 1D12 + 1D8 + (CON)

Stipulation: +2 to your attack roll if they’re stunned +5 if they’re laying on the ground and an automatic hit if they’re unconscious.

Meteor Burst: Middle Tier Class After a series of hits (determined with 1D8) you finish your enemy off with a massive burst of purple energy. (You have to roll for each hit, your ultimate attack only stops if you Roll a Critical 1 and hit yourself, even if you miss your opponent, you can still continue your Ultimate)

Cost: 50Ki

Damage: 1D6 + (STR) + (STR Melee Mod Bonus) for each Melee strike and 2(D12) + (CON) + (Super Attack Ki Bonus) for final blast.

Stipulation: If your opponent is knocked to the ground for the final blast, add +5 to your attack roll and +10 to damage.

Kill Driver: Middle Tier Class You create a giant orange colored donut of terrifying power. The resulting power is enough to destroy a city.

Cost: 45Ki

Damage: 1D12 + 2(D8) + (CON)

Stipulation: If your enemy is on the ground add +5 to your attack and damage rolls, if you are right next to your enemy when you fire the attack, roll 1D8 for splash damage on yourself.

Human

Kienzan Disk! High Tier Class You fire out one massive razor sharp blinding white energy disk that can cut through anything. Anyone would be foolish to try to deflect this attack, no matter how strong they are.

Cost: 30Ki

Damage: 2(D12) + 1D10 + (CON)

Stipulation: Chance to cut in half: you aim at a body part and attempt to cut in half by following the chart below.

Chart: Ki relationship/Percentile Chance of cutting through Ki Defense Equal to yours/3% chance 10% more than yours/2% X2 or greater/1% Less than 10% weaker than yours/6% Exactly half as strong as yours/13% Less than half as strong/17%

Tri-Beam: Middle Tier Class You fire out a number of square shaped, and earth shattering blasts (Roll a D20 to find out the number). Passed down from Tien, you’re lucky to have the technique that stopped Cell dead in his tracks by a mere human! The attack will stun, and has a chance to break every bone in the opponent’s body (roll a D20).

Cost: 30Ki and 30HP per blast

Damage: 1D12 + 1D4 + (CON) for each blast fired

Super Spirit Ball: Middle Tier Class You fire out a target seeking yellow and orange energy ball that you guide with your arms and eyes, upon contact with the target, you use the spirit ball to repeatedly collide with your opponent’s body. (Roll a D6 for number of times hit)

Cost: 35Ki

Damage: 1D10 + (CON) per collision

Spirit Bomb: High Tier Class You gather energy from all the living things around you, and gather it together in a blue sphere. Depending on how long you spend standing around gathering energy is what determines the size of the Spirit Bomb.

Cost: 20Ki per forum post

Size: 2 Forum Posts -> Small Spirit bomb -> 1D12 + (CON) x2 4 Forum Posts -> Medium Spirit Bomb -> 2(D10) + (CON) x2 6 Forum Posts -> Large Spirit Bomb -> 2(D12) + 1(D6) + (CON) x4 10 Forum Posts -> Super Spirit Bomb -> 3(D20) + 1(D12) + (CON) x4

Stipulation: Standing around like a moron is a bad attack strategy, any one that hits you while you are gathering the spirit bomb will gain +10 to their attack and damage roll. It’s a good idea to have one or several people distracting the enemy while you gather your energy.

Damage By Alignment Chart:


 * lawful good = no damage; neutral good = 1/4 damage; chaotic good = 1/2 damage; lawful neutral = x1 damage; true neutral = x2 damage; chaotic neutral = x3 damage; lawful evil = x2 damage; neutral evil = x3 damage; chaotic evil = x4 damage

Namekian

Mystic Crasher: Middle Tier Class You strike your opponent repeatedly (Roll a D12 to determine number of blows), after your final Melee Strike, you teleport behind your opponent and fire a massive yellow blast at their back.

Cost: 45Ki

Damage: 1D6 + (STR) per Melee Strike and 2(D12) + 1D8 + (CON) for final blast. Stipulation: If your opponent is knocked on their back, or unconscious add a +10 to your final blast attack roll and damage roll.

Light Grenade: High Tier Class You send out a massive white and yellow blast that warps the planet and darkens the skies. Anyone would be stupid to get caught in the middle of this blast.

Cost: 75Ki

Damage: 3D(8) + 1(D10) + (CON)

Super Masenko: Middle Tier Class You place your palms above your head and charge a massive Masenko, the effects of which can warp the planet if the target is missed.

Cost: 50Ki

Damage: 2(D10) + 1(D12) + (CON)

ANDROID

Deadly Android Rush: High Tier Class You use a series of melee strikes and Ki blasts on your opponent (roll a D12 to find out how many) and finish the attack with a deadly barrage of energy blasts (Roll a D8 to find out how many).

Cost: 80 Ki

Damage: 1D8 + (STR) for every melee strike landed, and 2(D12) + 1D4 + (CON) for every final blast that you fire at your enemy. Stipulation: If your enemy is on his back or unconscious, add a +10 to both your attack and damage rolls for each final blast.

Photon Flash: Middle Tier Class You fire out a super concentrated blast of yellow energy that has the potential to warp mountains.

Cost: 75Ki

Damage: 2(D12) + 3(D4) + (CON)

Super Drain Life: (for energy absorbing model Androids only) Middle Tier Class You grab your opponent and drain their health and Ki for as many forum posts as you can maintain your grip. After you’re done with your human happy meal, you blast them in the chest with a deadly eye-beam blast.

Cost: 30Ki

Effect: You absorb at a rate of 1(D20) + (CON and STR) per forum post that your grip remains tight. And your final Eye-Beam does 2(D12) + (CON)

Changeling

Death Ball: Medium Tier Class

Requirements: [Evil Alignments Only]

You create a medium sized purple and black energy ball that has a chance to stun an opponent for 1d3 turns after a successful check against their fortitude, fortitude check = to your own fortitude saves. Ongoing damage for being stunned = 1d6 + CON per turn.

Cost: 100Ki

Damage: 2d10 + 1d6 + (CON) + (Super Attack Ki Bonus)

Smite Low Tier Class

Requirements: [Good Alignments Only]

You form a massive ball of white energy and thrust it through your enemy’s chest in an effort to teach them the error of their wicked ways. Attack grants a bonus of +2 against evil aligned characters and has a 10% + CON chance to blind. Once blinded, enemies are forced to make a constitution check DC = your fortitude.

Cost: 300

Damage: 4d4 + (CON) + (Super Attack Ki Bonus)

LEVEL 4 ULTIMATE ATTACKS

[G4]

SAIYANS

Final Burst Cannon: Middle-Tier Class

Another ancient Saiyan technique, passed down by the Vegeta clan. You extend your hands down, allowing all of your energy to flow forth into a massive planet shattering blast.

Cost: 200Ki

Effect: Blast is so large that target suffers a -5 penalty to dodging this ultimate attack.

Note: If the blast misses the target, and hits the crust of the planet, roll a D100 to see what effect it has on the planet. Damage: 2D12 + 2D10 + (CON) + (Super attack Ki Damage Bonus)

D100 effects:

10-40% = The planet is plunged into darkness due to dust being kicked up into the air, and temperatures plummet. An ice age is ushered in by this.

50-90% = That section of crust becomes unstable, dust only being kicked up around that province/state/continent and a mini Ice-Age comes and will last several years.

91-100% = The crust becomes unstable, and causing lava to spew forth from the crater, anyone thrown into the ground will take 1D100 lava damage.

Genocide Breaker: Middle-Tier Class

Cost: 150Ki

You charge forward, punch your enemy in a vital area, then you float around them casually planting your hand to another vital place and attempt to incinerate them completely with one final blast of energy. Damage: 1D6 + (STR) + (CON) + (SUPER ATTACK KI DAMAGE BONUS) for melee strike, 2d12 + 2D6 + (CON) + (Super Attack Ki Damage Bonus) for final blast

Note: Due to the intense concentration of energy, add 1/4th your Constitution Mod to damage dice, provided you make a DC Enemy Level + 10 Intelligence Check against your enemy's vital area.

Final Spirit Cannon: Low-Tier Class Requirement: Neutral to Good Alignment only

Cost: 100Ki

You put all your spirit into one final desperate attack, meant to save your people from a vicious tyrant! Firing a small but potent energy ball at your target! Damage: 1D12 + 3d10 + (CON) + (Super Attack Ki Bonus)

Stipulation: Add an additional D12 onto damage output if the target is of evil alignment and is a tyrant.

Nappa Cannon: Low-Tier Class

Cost: 100Ki

You fire out a devastating attack from your mouth that can reshape mountains! You’re not sure where the attack originated.

Damage: 2d10 + 2d8 + (CON) + (Super Attack Ki Bonus)

Stipulation: Roll a D20, if you pass a DC of 16, your opponent is paralyzed for two forum posts.

HUMAN

Taioken Special Assault Combo: High Tier Class:

Prerequisite: Taioken, Kamehameha

Cost: 95Ki +Taioken Ki cost and Kamehameha

You blind your enemy with a Taioken, and then proceed to give them 1D12 worth of melee hits. Knocking them into the ground with your final attack and finishing with a Kamehameha. When blinded by the attack, your enemy suffers a -10 to all defensive moves.

Damage: 1D4 + (CON) + (STR) + (SUPER ATTACK KI DAMAGE BONUS) for melee hits, +Kamehameha damage

Stipulation: If you get a critical 20, you permanently blind your enemy if they don’t successfully save from it.

Kienzan Barrage: High-Tier Class

Prerequisite: Kienzan Disk

Cost: 95Ki

You fire out 1D6 Kienzan Disks at your opponent.

Damage: Kienzan Disk Damage X2

Stipulation: +5 to chance to cut in half

Neo Tri-Beam: High-Tier Class

You fire out a number of square shaped, and earth shattering blasts (Roll 2D20 to find out the number). Passed down from Tien, you’re lucky to have the technique that stopped Cell dead in his tracks by a mere human! The attack will stun, and has a chance to break every bone in the opponent’s body (roll a D20).

Cost: 75Ki and 45HP per blast

Damage: 2D12 + 1D10 + (CON) + (Super Attack Ki Damage Bonus) for each blast fired

Warning: You can die if you use this attack and push yourself past your bloodied level. But your noble sacrifice just might get you into heaven!

Good Bye World! Low-Tier Class

Cost: 100%Ki and 99% of your HP.

You grab your enemy, and hit them with everything you’re made of… literally! You blow yourself up in a massive explosive wave.

Damage: Value of Ki spent + Value of HP spent + (CON) + (Super Attack Ki Bonus)

Warning: You will probably die if you use this attack on someone without a party to support you and nurse your reckless ass back to health.

Stipulation: If your grab attempt is successful, your enemy suffers a -5 to their dodge roll.

NAMEKIAN

Intercept: High-Tier Class

Expecting an impending attack, you activate this ultimate. This Ultimate is triggered by the first attack that you dodge in your follow-up post, if your dodge roll is not successful, this ultimate is canceled out. At the end of your enemy’s attack phase, you will automatically dodge the last hit, and use this ultimate.

Roll 1D6 for melee strikes (can be ki blasts or melee strikes), at the end of the combo you will grab your enemy and toss them into the ground. If grab and toss is successful, your enemy will be paralyzed for 1 forum post. On your next forum post, you will finish the combo off by firing a massive energy blast out at your enemy, intending to kill them.

Your final grab can be a stretch arm grab if you have the ability. If it is, subtract appropriate amount of Ki.

Cost: 100Ki

Damage: 1D4 + (STR) + (CON) + (Super Attack Ki bonus) for melee, 2d10 + 2d12 + (CON) + (Super Attack Ki Damage Bonus) for final blast

Stipulation: If your final grab and toss is successful, add a +10 onto your attack roll for the final blast in your next post. If it is unsuccessful, add nothing.

Hyper Masenko: High-Tier Class Requirement: Masenko or Super Masenko

Cost: 100Ki

You fire out a super powerful Masenko Beam! Having the potential to warp the land and plunge the planet into darkness.

Damage: Normal Masenko Damage X2

Stipulation: This beam is so large that your enemy takes a -5 penalty to their dodge roll. Roll a d100 if your enemy dodges the attack to find out what happens to the planet if your attack hits the ground.

D100 effects:

10-40% = The planet is plunged into darkness due to dust being kicked up into the air, and temperatures plummet. An ice age is ushered in by this.

50-90% = That section of crust becomes unstable, dust only being kicked up around that province/state/continent and a mini Ice-Age comes and will last several years.

91-100% = The crust becomes unstable, and causing lava to spew forth from the crater, anyone thrown into the ground will take 1D100 lava damage.

Super Special Beam Canon Barrage: High-Tier Class

Cost: 165Ki

You fire out 1D4 special beam canons after grabbing and tossing your enemy into the air...

Damage: 2d10 + 1D6 + (Con) + (Super attack ki damage bonus) for every Special Beam Canon fired.

Stipulation: If you get a Natural 20 on your grab roll, your toss roll automatically succeeds, and your enemy takes a -5 to dodge rolls on their turn.

Hellzone Grenade: High-tier Class Cost: 175Ki

You fire out 3d8 energy balls at your enemy with the intent to miss. The energy balls surround your enemy, forming a sphere. If your enemy fails an insight check while you’re throwing energy balls out at them, then you gain a +10 to your final attack rush.

Stipulation: When you’re first firing your blasts, do not use your CON mod to make it less likely that they will hit. Final rush will take place in your next post. Damage: 2d6 + 1d10 + (CON) + (Super attack ki damage bonus) for every ball that hits.

Warning: If your enemy uses android barrier, they gain an automatic +5 to their defense rolls against this move.

ANDROID

Bionic Punisher: High-Tier Class

Cost: 200Ki

You grab your enemy, toss them into the air and hit them with a massive body piercing eye-beam attack that has a chance to blind your enemy.

Damage: 3d12 + 2d10 + (CON) + (Super Attack Ki Damage Bonus)

Stipulation: Roll a D20, if you pass the DC of 18, your eye-beams pierce your target’s body, and they lose -25HP per forum post.

S.S Deadly Bomber: High-Tier Class Cost: 150Ki

You fire out a massive orb of glowing red energy that’s so massive, enemies attempting to dodge it take a -5 to their defense rolls. You can hit one enemy twice with this attack, or two enemies once.

Damage: 2d12 + 2d10 + (CON) + (Super Attack Ki Damage Bonus)

Stipulation: If you target two enemies with this attack, and the orb hits its first intended target, the second will roll a will save, if they fail they will suffer -5 to their dodge roll.

Silent Assassin: High-Tier Class

Requirements: Not getting detected by an enemy.

Cost: 100Ki

If an enemy has not detected your presence, or you are in the middle of a dust cloud and successfully performed a stealth check, you can use this ultimate on your unsuspecting foe, gaining a +10 to your attack roll if they fail their reflex save.

You attack with 1d8 melee attacks, grabbing your enemy and attempting to pierce a vital point with a beam attack.

Damage: 1d8 + 1d4 + (CON) + (Super Attack Ki Damage Bonus) for all melee attacks, 2d12 + 1d8 + 2d10 + (CON) + (Super Attack Ki Damage Bonus) Stipulation: If your grab attempt is successful, add a +10 to your attack roll for you beam finisher. If your beam finisher connects, roll a D20, if you pass a DC of 18, your enemy is bleeding out profusely, losing HP at a rate of 10% per forum post.

Pesky Fly: Middle-High tier Class

Requirements: (Energy Absorbing model), Demoralizing Attack, Energy Drain Super Cost: 200Ki, +super attack Ki cost

MUST HAVE DEMORALIZING ATTACK ACTIVATED BEFORE ULTIMATE CAN BE USED!!

You hit your opponent for 1d4 Melee-Attacks, finishing by grabbing your opponent and using your energy drain super, and then hitting them with a beam super of your choice. And finally, finishing your combo off by teleporting and smashing your opponent into the ground like a rag-doll.

Damage: 4d4 + 2d6 + (CON) + (Super Attack Ki Damage Bonus) for melee-Strikes and teleporting smash at end of combo, +energy drain, +super attack damage

 LEVEL 8 ULTIMATES 

[G5]

 Non-Race Specific: 

Kaioken Barrage: High-Tier Class Requirements: Kaioken(any style), CON 30, Beam Super

COST: 300Ki

You spend a large amount of energy to ping pong your enemy across the battle field for 1d12 melee strikes and then finish them off with a Beam Super of your choice.

Damage: Melee-Damage-Output + (CON) + (Super Attack Ki Bonus) for melee strikes, Beam Super Damage for final beam.

Right-Back Atcha! Low-Tier Class

Cost: ½ cost of enemy’s ultimate.

Requirements: DEX and CON 30

Upon successfully deflecting an enemy’s ultimate, you can choose to throw it back at them with another roll using your DEX mod as a bonus to your roll. You suffer no penalties on your deflected attack roll, if you get a Natural 20 on your attack roll, your deflected ultimate automatically hits your target.

Damage: Enemy’s Ultimate Damage

 SAIYAN SPECIFIC 

Final Flash: Super-High Tier Class

Cost: 400Ki, 2 healing surges, -2 melee actions

Requirements: Big Bang (any), Gallic Gun (any) CON 30

You gather your energy from up in the sky, spending two healing surges and sacrificing 2 melee actions to give yourself enough time to build up this huge amount of energy. If you’re in Super Saiyan 1.5 or higher when you use this attack, you gain a +5 to your attack roll.

Stipulation: At level 8, this attack can only be fired from the sky, if you attempt to fire this attack on the ground, you will have to roll a d100 for planetary effects. At level 12, you are able to control the attack well enough to fire it from the ground. Also, after firing this attack, you must make a DC 30 Constitution check, if you fail this, you are paralyzed for 1d4 forum posts while your body recovers from the harsh effects of using up so much energy at once, if you are in SSJ or another transformed state, you must make a will save on top of this to remain transformed.

Damage: 1d100 + 4d20 + 3d12 + (CON) + (Super Attack Ki Bonus) If your attack misses your opponent, and you have a Ki above 10,000, you run the risk of blowing up the planet. Roll a d100 to determine the effects it has on the land.

10-30: Land is warped, exposing lava beds and the sky in that province is completely blotted out… 31-60: Entire planet is covered in ash, plants slowly die. 61-90: Planet will lose ability to support life in 5 minutes. 91-100: Planet blows up, you’re dead if you can’t survive in space or can’t transport to another planet really quickly. You and everyone on the planet take 10d100 x4 damage.

Greater Atomic Blast: Super High-Tier Class

Requirements: Brave Punisher, CON 30, STR 25

Cost: 250

You do a series of super powered melee attacks, followed by a super concentrated blast of Ki that sends your enemy flying and crashing into anything that’s behind them. You do 1d10 melee attacks and 1 blast at the end.

Damage: Melee-Damage-Output + 2d12 + (STR) + (Super Attack Ki Bonus) per melee strike, 3d20 + 2d12 + (CON) + (Super Attack Ki Bonus) for final blast

Stipulation: Your final blast gains an automatic +5 bonus to it if your Ki is higher than your opponents, and if it connects, they must make a DC 30 DEX check to ensure that they do not crash into any land masses or buildings, if they fail, they take 1d20 crash damaged from slamming into the ground or any other obstruction. Add 1d4 onto this damage if a building falls on top of them.

Legendary Explosive Wave: Super-High Tier Class

Requirements: Legendary Saiyan Feat, CON 30, STR 25

Cost: 800Ki, 2 Healing Surges, -3 Melee Actions

You spend your post building up enough energy to destroy your enemies in one massive green explosion which warps the land and blots out the sun automatically.

Damage: 2d100 + 2d20 + 2d12 + (CON) + (Super Attack Ki Bonus)

Stipulation: Your enemies must make a Fortitude save in order to stay conscious after getting hit head on by this explosion. If your damage exceeds 300 damage, your enemies must pass a DC 30 Constitution save instead to ensure that they do not get incinerated by the blast. Conversely, you must make a will save to keep your SSJ or LSSJ transformations active after using this ultimate.

Gigantic Meteor Ball: High-Tier Class

Requirements: STR 25, CON 30

Cost: 375Ki

You create a massive orb of green energy around your enemy, that has a chance to incinerate them entirely. It functions as though it were a storm of raging Ki around their body, attempting to rip their body to shreds. You finish it off by tossing a green energy ball into it to cause it to explode.

Damage: 2d100 + 2d12 + (CON) + (Super Attack Ki Bonus) for storm of ki, 1d100 + (CON) + (Super Attack Ki Bonus) for second attack, 1d20 splash damage

Stipulation: Your enemy takes an automatic -5 to their second dodge roll if they’re hit with your Meteor Ball’s first attack, and a +5 if it misses. Splash damage from the explosion, however, automatically hits.

 HUMAN SPECIFIC 

Super Kamehameha: Super-High-Tier Class

Requirements: All Kamehameha Supers/Ultimates, CON 25

Cost: 250Ki

You gather a great portion of your power and push it forward in one massive blue Kamehameha.

Damage: 2d100 + 2d12 + 1d10 + (CON) + (Super Attack Ki Bonus)

Stipulation: Your enemy suffers a -5 to their dodge roll. At level 8, you can only fire this attack from the sky, anywhere else and you will risk blotting out the sun. At level 12, and while in SSJ form you are able to fire the attack on the ground after making a successful STR check to direct it back into space after missing your target, however, you lose your next forum post and are entirely focused on doing that task.

Kaioken Finisher: Super-High-Tier Class

Requirements: Kaioken (ability to go x20 at the very least), CON 30, STR 25, DEX 20

Cost: 300Ki

You do 2d12 worth of barrage attacks while in your Kaioken state, attempting to completely finish them off.

Damage: Melee-Damage Output + 1d100 + (STR) + (Super Attack Ki Bonus) for each hit

Stipulation: You must make a will save after using this ultimate to stay conscious and keep your Kaioken aura. Your enemy takes a -5 to each of their dodge rolls if your attack roll is above 20 (not counting a natural 20) and after your ultimate is finished, they must make a will save to see if they’re paralyzed for 1d4 posts.

Homing Kienzan Disks: Super High Tier Class

Requirements: Kienzan Disk et-all, CON 30, STR 20

Cost: 400Ki

You direct 1d2 Kienzan disks around your enemy for 1d4 forum posts, as long as you maintain your focus.

Damage: 2d100 + 2d12 + 2d6 + (CON) + (Super Attack Ki Bonus)for each strike with Kienzan.

Stipulation: You must make a will save each time you attempt to strike your enemy with the Kienzan (up to twice per forum post) if you lose control of it, it will fall to the ground and explode. Normal Kienzan cutting effects apply.

Ultimate Spirit Ball: Super High-Tier Class

Requirements: Super Spirit Ball, CON 30, STR 20

Cost: 400Ki

You fire out a massive spirit ball, that chases your enemy around for 1d4 forum posts.

Damage: 1d100 + 2d20 + 1d10 + (CON) + (Super Attack Ki Bonus) for each initial strike,

Stipulation: You can hit your opponent 1d4 times in a single forum post, and due to the size of the ball your enemy takes a -5 penalty to their dodge rolls. You must make a will save each forum post to continue your ultimate.

 NAMEKIAN SPECIFIC 

Super-Special Beam Cannon: Super-High-Tier Class

Requirements: Special Beam Cannon, Greater Special Beam Cannon, CON 30, STR 20

Cost: 375Ki

You fire out an earth shattering Special Beam Cannon that’s barely visible due to its speed! Your enemy takes a -10 to his dodge roll and has a 75% chance of getting pierced by the attack.

Damage: 3d100 + 1d20 + (CON) + (Super Attack Ki Bonus)

Stipulation: If your enemy’s body is pierced by this attack, they immediately begin to lose HP and Ki = to your CON mod and every turn, they must make a Fortitude save to stay alive until the damage is healed.

Overbearing Light-Grenade: Super-High-Tier Class

Cost: 400Ki, 2 Healing Surges, -2 melee basic actions

Requirements: Light Grenade, 30 CON

This version of light grenade can be compared to a final flash in power, and has the ability to blind the enemy.

Damage: 3d100 + 2d20 + 1d12 + (CON) + (Super Attack Ki Bonus)

Stipulation: Attack is so large, that your enemy takes a -5 penalty to their defense roll. They also have a 50% chance of becoming blind for 1d4 posts.

Perfect Hellzone Grenade: Insanely High Tier Class

Cost: 500Ki, 2 Healing Surges, -4Melee Basic Actions

Requirements: Hellzone Grenade, 35 CON

You fire out 3d20 Ki balls, that deliberately miss your opponent. The energy balls surround your enemy, forming a sphere. If your enemy fails an insight check while you’re throwing energy balls out at them, then you gain a +12 to your final attack rush.

Stipulation: When you’re first firing your blasts, do not use your CON mod to make it less likely that they will hit. Final rush will take place in your next post.

Damage: 2d100 + 1d12 + 1d10 (CON) + (Super attack ki damage bonus) for every ball that hits.

Warning: If your enemy uses android barrier, they gain an automatic +10 to their defense rolls against this move.

Perfect Masenko: Insanely High Tier Class

Cost: 300 Ki

Requirements: Masenko, Hyper Masenko, Super Masenko, 25 Con You fire out a super powerful Masenko Beam! Having the potential to warp the land and blow up the entire planet.

Damage: 1d100 + 3d20 + 2d10 + (CON) + (Super Attack Ki Bonus)

Stipulation: This beam is so large that your enemy takes a -10 penalty to their dodge roll. Roll a d100 if your enemy dodges the attack to find out what happens to the planet if your attack hits the ground.

D100 effects:

10-40% = The planet is plunged into darkness due to dust being kicked up into the air, and temperatures plummet. An ice age is ushered in by this.

50-90% = That section of crust becomes unstable, dust only being kicked up around that province/state/continent and a mini Ice-Age comes and will last several hundred years.

91-100% = The planet explodes, forcing everyone to take 10d100x4 damage. If anyone cannot sustain an energy barrier that traps in air, or cannot breath in space, they instantly die in space.

 ANDROID SPECIFIC: 

DEADLY ANDROID BARRIER: Super High Tier Class

Cost: 800Ki, -4 Melee Actions,

Requirements: Android Barrier, Enhanced Android Barrier, CON 30

This version of Android Barrier can be used to both block super strong attacks (by activating and rolling to attack and using the attacker’s roll as a DC) and as a killing stroke against any enemy daring enough to remain within close range of you.

Effect: Your android barrier hits for 1d6 + CON times, this functions for the amount you multiply the given damage in your turn. It cannot be sustained for more than 1 forum post, unlike Android Barrier.

Damage: 2d100 + 3d20 + (CON) + (Super Attack Ki Bonus) x 1d6 + CON

Checkmate: High Tier Class

Cost: 300Ki

Requirements: It’s Just a Game, 20 CON

You set an enemy up for a counter attack, if they buy into your trap, and you succeed a Dice Check, then you can trap them in a series of counter attack moves determined by the following chart.

2d20 for melee, 1d20 for energy based attacks

Effect: You’re attacked by an enemy while you have this power activated, if your Dice Check is success

Damage: 3d100 + 1d12 + (CON) + (Super Attack Ki Bonus) Per melee strike, 5d100 + 3d10 + (CON) + (Super Attack Ki Bonus) for final blasts.

Greater Deadly Android Rush: Insanely High Tier Class

Cost: 400Ki, -2 Melee Basic Actions

Requirements: Deadly Android Rush, 40 CON

You attack your enemy for 3d12 melee strikes and 2d8 energy blasts.

Damage: 4d20 + 5d10 + (CON) + (Super Attack Ki Bonus) for melee strikes, 5d100 + 1d20 + 1d10 + (CON) + (Super Attack Ki Bonus) for all Ki blasts

Superior Drain Energy: Super High Tier Class

Cost: 400Ki, 2Healing Surges, -2 Melee Basic Actions

Requirements: Enhanced Drain Energy, 40 CON

You grab your enemy and drain their energy at a rate of 1d100 + 1d20 + (CON) + (Super Attack Ki Bonus) per forum post.

Ultimate S.S Deadly Bomber: Insanely High Tier Class

Cost: 500Ki, 2Healing Surges, -3 Melee Basic Actions

Requirements: S.S Deadly Bomber, 42 CON

You fire out an S.S Deadly Bomber blast that has the chance to hit your enemy three times before exploding and sending them flying.

Damage: 2d100 + 2d20 + 2d10 + (CON) + (Super Attack Ki Bonus) for bomber hits, 3d100 + (CON) + (Super Attack Ki Bonus) for jogging melee strikes

Stipulation: Even though this attack’s first phase hits three times, each attack is still multiplied x2 for each time it hits as a beam would function. Rolling a DC 30 athletics check after (and only if) the third pass hits will you be able to hit your enemy for 1d4 melee strikes while jogging along side them. This final phase is intended as bonus damage.

Chapter 10: COMBAT STYLES

[H1]

TURTLE:

[H2]

Turtle Style, as perfected by Son Goku, and various other students of his throughout time, is both a defensive and offensive style of combat. Forcing the user to force Ki through every portion of their body and enhance all of their attacks exponentially, while hardening the skin like a turtle’s shell so that even Earth shattering blasts leave nothing more than dust over your arms.

Turtle Style(Novice):

Requirements: 5/5 Training rolls with a turtle practitioner, such as Krillin, Goku, or anyone else available alive or dead.

Turtle Style at novice level allows you to take 2d100 + CON Ki, and distribute it evenly throughout your entire body, this allows you to attach the energy to attacks, to send through the enemy’s body or use as a buffer, or temporary hit points to absorb some damage. Ki must be divided evenly amongst body parts at this stage of training without question.

Note: You cannot stack this effect at this level of your learning curve, in order to activate this ability again, you have to use up all the Ki divided through your body.

E.X.

List body parts with Temporary Ki or HP like so…

2d100 + CON = 98 + 10 /6 = 18

Head: 18ki/temp hp Torso: 18 Left Arm: 18 Right Arm: 18 Left Leg: 18 Right Leg: 18

^Now that each appendage has an even amount of Ki attached to it, you can use that 18 Ki in your arms and legs for attacks or defense.

Turtle Style Novice FEATS

Basic Turtle Defensive Stance

Requirements: 20/20 Uses of Turtle Style Novice, DC 20 Training Roll Passed, Level 6+

Earning this feat grants you the ability to use any two limbs while guarding against a given attack and combining the Ki you’ve stored in them to further cut down damage. At level 6, you can do this a total of 1d4 times in an encounter, increasing this by 1 dice type every even level gained thereafter.

Giant Kienzan Disk

Requirements: 50/50 Uses of Turtle Style Novice, DC 25 Training Roll Passed, Level 6+, Kienzan Disk(any)

Earning this feat grants a bonus to the % chance that your attack will cut through an enemy based on half the additional ki (from a given limb) that you pump into the attack.

E.X.

If you put 18 Ki into the Kienzan, then your chance to cut through limbs and Ki Resistance increases by +9%.

Turtle Style(Advanced):

Requirements: 7/7 Training rolls with a turtle practitioner, such as Krillin, Goku, or anyone else available alive or dead.

Turtle Style at Advanced level allows you to take 4d100 + CON Ki, and distribute it evenly throughout your entire body, this allows you to attach the energy to attacks, to send through the enemy’s body, or use as a buffer, or temporary hit points to absorb some damage. Ki must be divided evenly amongst body parts at this stage of training without question.

Note: At this level, you can stack this effect twice, but no more than that.

E.X.

List body parts with Temporary Ki or HP like so…

4d100 + CON + 10 = 168 /6 = 28

Head: 28ki/temp hp Torso: 28 Left Arm: 28 Right Arm: 28 Left Leg: 28 Right Leg: 28

^Now that each appendage has an even amount of Ki attached to it, you can use that 28 Ki in your arms and legs for attacks or defense.

For attacks, it’ll be attached like a bonus. At this stage of training, you cannot add that Ki into super or ultimate attacks, but you can use it with basic ki-blasts and other ki-style moves such as Ki-Impact and Ki-Net.

Turtle Style Advanced FEATS

SCISSORS PAPER ROCK!!

Requirements: 50/50 Uses of Turtle Style Advanced, DC 40 with 2d20, Level 8+

Earning this feat grants you the ability to use two more melee basic actions in battle without any additional costs. Add an additional melee basic action for every even level gained thereafter.

Stip: At level 8, you can use this feat 2d4 + CON x2 times per day, increase the dice type by 1 every 5 levels gained thereafter.

20x Kaioken Kamehameha

Requirements: 60/60 Uses of Turtle Style Advanced, DC 50 Passed with 2d20, Kaioken x20, Level 8+

Earning this feat allows the Kamehameha wave to hit 4 times as much as it normally would while in Kaioken x20 state, and increases the dice type by 1 for all dice besides Ki bonus.

Note: Cost for attack goes up by x4.

Turtle Style(Intermediate):

Requirements: 8/8 Training rolls with a turtle practitioner, such as Krillin, Goku, or anyone else available alive or dead.

Turtle Style at Intermediate level allows you to take 6d100 + CON Ki and distribute it evenly throughout your entire body, this allows you to attach the energy to attacks, to send through the enemy’s body or use as a buffer, or temporary hit points to absorb damage. Ki can be divided evenly throughout your body or added into one part of the body for one massive power or defensive move.

At this level of learning, you can stack this effect three times, but no more than that.

E.X.

List body parts with Temporary Ki or HP like so… 6d100 + CON = 428 + 10 = 438 /6 = 73

Head: 73ki/temp hp Torso: 73 Left Arm: 73 Right Arm: 73 Left Leg: 73 Right Leg: 73

Or:

6d100 + CON = 428 + 10 = 438 /6 = 73 Head: 73ki/temp hp Torso: 80 Left Arm: 206 Right Arm: 13 Left Leg: 33 Right Leg: 33

As long as the total number equals what you rolled for the Ki spent on the technique, you can add, divide or divide up the points however you like.

^Now that each appendage has an even amount of Ki attached to it, you can use that Ki in your arms and legs for attacks or defense.

For attacks, it’ll be attached like a bonus. At this stage of training, you can add that Ki into Supers and Ultimates as well as Ki Basic and Melee Basic moves.

INTERMEDIATE TURTLE FEATS:

Full Power Super Kamehameha: Kill Shot

Requirements: Turtle Style Intermediate 50/50 Uses, DC 30 Training Roll Passed, Kamehameha (any), Level 7+

Earning this feat grants you the ability to take all of the Ki you’ve distributed throughout your body and pump it into one MASSIVE Kamehameha Wave. Be wary where you aim it though, as it might have the potential to destroy the planet.

Note: At level 7, you can only use this technique once per day, adding an additional use every un-even level gained thereafter.

Full Power Defense: Perfect Defense High Tier

Requirements: Turtle Style 60/60 Uses, DC 32 Training Roll Passed, Level 7+

Earning this Feat grants you the ability to use all the Ki you’ve distributed throughout your body to defend against one attack.

At level 7, you can use this feat once per day, adding +1 to uses per day for every uneven number gained thereafter.

Turtle Style(Master):

Requirements: 10/10 Training rolls with a turtle practitioner, such as Krillin, Goku, or anyone else available alive or dead.

Turtle Style at Master level allows you to take 8d100 + CON x2 Ki and distribute it evenly throughout your entire body at the cost of a healing surge, this allows you to attach the energy to attacks, to send through the enemy’s body, or using it as a buffer, or temporary hit points to absorb some damage. Ki can be divided evenly throughout your body or added into one part of the body for one massive power or defensive move.

At this level of learning, you can stack this effect four times, but no more than that. However, each time you stack it, you must remove a healing surge for the entire day.

E.X.

List body parts with Temporary Ki or HP like so…

8d100 + CON = 469 x2 = 938 /6 = 156

Head: 156ki/temp hp Torso: 156 Left Arm: 156 Right Arm: 156 Left Leg: 156 Right Leg: 156

Or:

8d100 + CON = 469 x2 = 938 /6 = 156

Head:88 ki/temp hp Torso: 50 Left Arm: 300 Right Arm: 200 Left Leg: 150 Right Leg: 150

As long as the total number equals what you rolled for the Ki spent on the technique, you can add, divide or divide up the points however you like.

^Now that each appendage has an even amount of Ki attached to it, you can use that Ki in your arms and legs for attacks or defense.

For attacks, it’ll be attached like a bonus. At this stage of training, you can add that Ki into Supers and Ultimates as well as Ki Basic and Melee Basic moves.

BONUSES: Now that you've mastered Turtle Style, all feats previously earned with this style are automatically upgraded to the following.

MASTER Turtle Defensive Stance

Requirements: Mastering Turtle Style

Earning this feat grants you the ability to use any two or three limbs while guarding against a given attack and combining the Ki you’ve stored in them to further cut down damage. At level 6, you can do this a total of 1d8 times in an encounter, increasing this by 1 dice type every 5 levels gained thereafter.

Giant Kienzan Disk MASTER

Requirements: Mastering Turtle Style

Earning this feat grants a bonus to the % chance that your attack will cut through an enemy based on half the additional ki (from a given limb) that you pump into the attack. This also increases your attack roll bonus by +5.

E.X.

If you put 18 Ki into the Kienzan, then your chance to cut through limbs and Ki Resistance increases by +9%.

MASTERFUL SCISSORS PAPER ROCK!!

Requirements: Mastering Turtle Style

Earning this feat grants you the ability to use three more melee basic actions in battle without any additional costs. Add an additional melee basic action for every even level gained thereafter.

Stip: At level 8, you can use this feat 2d8 + CON x2 times per day, increase the dice type by 1 every 5 levels gained thereafter.

MASTERED 20x Kaioken Kamehameha

Requirements: Mastering Turtle Style

Earning this feat allows the Kamehameha wave to hit 6 times as much as it normally would while in Kaioken x20 state, and increasing the dice type by 2 for all dice besides Ki bonus.

Note: Cost for attack goes up by x6.

MASTERED Full Power Super Kamehameha: Kill Shot

Requirements: Mastering Turtle Style

Earning this feat grants you the ability to take all of the Ki you’ve distributed throughout your body and pump it into one MASSIVE Kamehameha Wave. Be wary where you aim it though, as it might have the potential to destroy the planet. This also grants a conditional bonus of +6 to your attack roll.

Note: At level 7, you can only use this technique twice per day, adding an additional use every un-even level gained thereafter.

MASTERED Full Power Defense: Perfect Defense High Tier

Requirements: Mastering Turtle Style

Earning this Feat grants you the ability to use all the Ki you’ve distributed throughout your body to defend against one attack. This grants you a bonus of +5 to your next defense roll.

At level 7, you can use this feat twice per day, adding +1 to uses per day for every uneven number gained thereafter.

TURTLE MASTER FEATS

Earth Turtle Stance: High Tier Class

Requirements: Mind Body and Spirit, Turtle Style Master 70/70 Uses, DC 40 training roll, Level 10+

Earning this feat grants you the ability to recharge your Ki at a rate of 4d100 + CON while remaining on the ground and completely still. Taking this feat also shows your affinity with nature, allowing you to draw in this Ki from the planet itself, but leaves you open to attack.

Note: You cannot attack or defend against opponents while you’re using this stance to draw in energy.

Immovable Turtle Stance: High Tier Class

Requirements: 100/100 Turtle Style Master uses, Mind Body and Spirit, DC 42 Training Roll, Level 10+

Earning feat grants you the ability to create a shield of Ki around your body, that’s fueled by the planet, as long as you’re on the ground. This effect lasts for 1d4 turns for an entire day, drawing in 8d100 + CON x2 Ki from the earth and surrounding the user’s body with the Ki to prepare or shield a group or protect them from harm.

Note: You can heal yourself, charge an attack, while this barrier is up, but you cannot leave the ground or attack or defend while this barrier is up, the same goes for anyone inside the barrier with you. This Ki cannot stack like the normal Turtle Style can, it’s used once and that’s it.

Our Last Hope: Ridiculously High Tier

Requirements: Kamehameha, Turtle Style Master used 200/200 Times, DC 60 Training roll, Mind Body and Spirit, Level 15+

Earning this Feat allows you to take all of your Ki you have stored up, multiply it by 2 and fire it through a Kamehameha at your enemy. However, you are instantly KOed at -100 HP after the attack hits or misses, and can only use this feat once per weak due to the stress it puts on the body. You must make 5/5 successful saving throws to stabilize yourself, or you will die.

Stipulations: If you’re on the ground, this feat grants a +10 to your attack roll, if you’re in the air your attack automatically hits as if it were a 20, but instantly destroys the planet.

CRANE:

[H3]

Primarily used for increasing speed, multiplying your form into copies, increasing speed of smaller concentrated beams, etc. The crane style has seen a revival in recent years, after Tien reformed each school with the hope of keeping the style alive. Currently, it’s slightly more popular than Turtle Style, though Turtle Style is the more powerful of the two techniques.

Crane Style(Novice):

Requirements: 5/5 Training sessions completed with a Crane practitioner. DC 18 with 1d20.

Earning this style grants you the ability to spend 1d20 + CON Ki to increase your speed by +1 for defensive maneuvers. An additional 2d20 + CON can also be spent to increase the speed of a single Dodon-Ray beam attack by +2 as well.

Crane Style(Advanced):

Requirements: 6/6 Training sessions completed with a Crane practitioner. DC 25 Training roll with 1d20

Earning this style grants you the ability to spend 2d20 + CON Ki to increase your speed by +2 for defensive maneuvers. An additional 3d20 + CON can also be spent to increase the speed of a single Dodon-Ray beam attack by +3 as well.

With this style activated, you also gain +1 movement actions per turn.

Crane Style(Intermediate):

Requirements: 7/7 Training sessions completed with a Crane practitioner. DC 35 Training roll with 2d20

Earning this style grants you the ability to spend 3d20 + CON Ki to increase your speed by +3 for defensive maneuvers. An additional 4d20 + CON can also be spent to increase the speed of a single Dodon-Ray beam attack by +4 as well, also increasing the chance it has to pierce through Ki Resistance and body parts by 5%.

With this style activated, you gain +2 movement actions, and +1 melee basic action per turn.

Crane Style Intermediate FEATS

Sky Dancer’s Defense

Requirements: 50/50 Uses of Crane Style Intermediate, DC 20 Training Roll Passed, Level 6+

Earning this feat grants you an additional +2 to defensive rolls made while you’re in the air at the cost of 3d20 + CON Ki.

Graceful Crane’s Defense

Requirements: 75/75 Uses of Crane Style Intermediate, DC 25 Training Roll Passed, Level 6+

Earning this feat forces enemies to take ¼ of the damage intended for you when you specify a forceful block with Crane Style Intermediate, causing their own energy to be used against them in combat. At Level 8, you can use this a total of 1d6 times per encounter, adding an additional dice level (1d8 becomes 1d10 and so on) for every even level gained thereafter capping at a d20.

Crane’s Taioken Phoenix Wings

Requirements: 80/80 Uses of Crane Style Intermediate, DC 30 Training roll Passed, Level 6+

Earning this feat forces enemies to take damage equal to your Super Attack Ki Bonus as long as they’re blinded by Taioken. However, you must spend Ki = to your Ki Bonus in order for this to take effect, your Ki effectively wraps around their body and fries it while they’re struggling to see and sense you, further distracting them from the battle and making them take an additional -2 to defensive rolls made against them.

Note: Can only be used 1d4 times per day, adding +1 to duration for every even level gained thereafter.

Crane Style(Master):

Requirements: 10/10 Training sessions completed with a Crane practitioner. DC 40 Training roll with 2d20

Earning this style grants you the ability to spend 4d20 + CON Ki to increase your speed by +4 for defensive maneuvers. An additional 5d20 + CON Ki can also be spent to increase the speed of a single Dodon-Ray beam attack by +5 as well, also increasing the chance it has to pierce through Ki Resistance and body parts by 10%.

With this style activated, you gain +3 movement actions, +2 melee basic actions, and +1 super attack action, per turn.

After mastering Crane Style, you automatically gain all of the feats featured for Intermediate and their effects are augmented as follows.

Sky Dancer’s Defense MASTER

Requirements: Crane Style Mastered

Earning this feat grants you an additional +4 to defensive rolls made while you’re in the air at the cost of 5d20 + CON Ki.

Graceful Crane’s Defense MASTER

Requirements: Crane Style Mastered

Earning this feat forces enemies to take 3/4 of the damage intended for you when you specify a forceful block with Crane Style Master, causing their own energy to be used against them in combat. At Level 8, you can use this a total of 1d6 times per encounter, adding an additional dice level (1d8 becomes 1d10 and so on) for every even level gained thereafter capping at a d100.

Crane’s Taioken Phoenix Wings MASTER

Requirements: Crane Style Mastered

Earning this feat forces enemies to take damage equal to your Super Attack Ki Bonus as long as they’re blinded by Taioken. However, you must spend Ki = to your Ki Bonus in order for this to take effect, your Ki effectively wraps around their body and fries it while they’re struggling to see and sense you, further distracting them from the battle and making them take an additional -4 to defensive rolls made against them.

Crane Style Master FEATS

Crane Crippling Tri-Beam

Requirements: 65/65 Uses of Crane Style Master, DC 50 passed with 3d20, Level 10+

Earning this Feat grants a crippling effect to all types of tri-beam. Forcing the enemy to make a DC 10 + (your)FORT Constitution check, if they fail, they’re automatically paralyzed for 1d4 turns. At level 15 after failing this DC and getting hit by the attack again, they will have a 10% chance of breaking every bone in their body, percentage increasing every time they’re hit by the attack.

Note: Bone breaking does not work on non-humanoid beings such as Androids, possibly Changelings as well.

Concentrated Dodon Strike

Requirements: 100/100 Crane Style Master Uses, DC 60 training roll passed with 3d20, Level 15+

Earning this Feat grants you the ability to concentrate three dodon ray blasts into one concentrated blast of energy, layering three of them together including Ki-Bonuses, effectively using the super three times in a row, but treated as a single blast.

At Level 20, increase this to four blasts, adding another for every five levels gained. However, cost for every dodon ray layered above 3 is -1 healing surge for the entire day.

Multiform

Requirements: 200/200 Crane Style Master Uses, DC 70 training roll passed with 5d20, Level 15+

Earning this feat grants you the ability to physically divide your body up into separate selves that have ½ the normal Ki and HP of your complete form. All other stats remain the same, however. At level 15, you can do this a total of four times, increasing this number by +4 for every five levels gained thereafter.

VEGETA:

Decisively cut down your opponent through the use of strategy, bluff checks, high power concussive blasts and by leaving non-lethal damage in scores across the enemy’s body to slowly cripple it. Slowly invented by Vegeta throughout his years on earth, it is a little known style that few actually know.

[H4]

True Saiyan Style(Novice)

Requirements: 5/5 Training Sessions completed with Vegeta, DC 30 Training rolls with 1d20

Uses deception and strategy while striking at vital points by timing and aiming to inflict significant non-lethal damage on-top of actual damage to gradually slow your opponent down over the course of the battle.

When you aim for a specific vital organ or limb with this style, you take a -2 to your roll, however, when your attack hits non-lethal damage equal to ¼ of the damage inflicted, without ki-resistance factored in, gets attached to that body-part/limb/etc. When the non-lethal damage becomes equal to ¼ of the character’s total HP that limb becomes useless for 1d4 + CON turns.

Stipulation: At Novice level you can only use this style on basic melee and ki basic attacks.

Note: Enemies can save against this effect with a DC 10 + (attacker)FORT x2 constitution check.

True Saiyan Novice FEATS

Deadly Accuracy

Requirements: 20/20 Uses of True Saiyan Style Novice, DC 20 Training Roll, Level 5+

Earning this feat means that you’re not an idiot, while others put their entire energy into kill shots, you know that the secret to winning battles is where you put your energy, not how much you use up. Spending a bit of Ki = to 2d20 + CON x2 will allow you to pinpoint a vital area on the enemy and use your energy techniques to have a 25% chance to pierce through that specific body part.

Each time a limb is pierced, the enemy must make a successful DC 10 + (your) FORT Save to stay conscious and keep using that limb, however even if they pass, they will take a -4 to all defensive moves and attacks made with that limb. Each time the chest or head is pierced, the enemy must make a successful DC 10 + (your)CON + FORT save to stay conscious, if they fail, they’re instantly unconscious and at -1 HP.

This feat can only be used 1d4 times per battle, increase by +1 dice type every 5 levels gained thereafter.

ALL OR NOTHING

Requirements: 50/50 uses of True Saiyan Style Novice, DC 30 Training Roll with 1d20, Level 6+

Earning this feat means you know what it means to fight with everything you’ve got. You don’t waste time with healing surges that serve only to prolong the battle and prove how weak and pitiful you really are. Activating this feat exchanges all of your Healing Surges for the day for temporary Ki or HP equal to ¼ their total value when added together.

Note: For calculation of Ki-Bonus, treat both Ki scores as separate bonuses, so that you’re effectively getting two bonuses. At GM’s discretion.

True Saiyan Style(Advanced)

Requirements: 6/6 Training Sessions completed with Vegeta, DC 40 Training rolls with 2d20

Uses deception and strategy while striking at vital points by timing and aiming to inflict significant non-lethal damage on-top of actual damage to gradually slow your opponent down over the course of the battle.

When you aim for a specific vital organ or limb with this style, you take a -3 to your roll, however, when your attack hits, non-lethal damage equal to 1/2 of the damage inflicted, without ki-resistance factored in, gets attached to that body-part/limb/etc. When the non-lethal damage becomes equal to ¼ of the target’s total HP that limb becomes useless for 2d4 + CON turns.

Stipulation: At Advanced level you can only use this style on basic melee, Ki basic and Supers, but not Ultimate Attacks.

Note: Enemies can save against this effect with a DC 15 + (attacker)FORT x2 constitution check.

True Saiyan Style Advanced FEATS

Counter Monster

Requirements: 60/60 Uses of True Saiyan Style Advanced, DC 42 Training Roll with 2d20, Level 7+

Earning this feat grants you the ability to trade in your entire potential damage for any counter melee super you might have, for non-lethal damage aimed at specific targets (as usual). At level 7, you can do this a total of 1d4 times per encounter, upgrading by 1 dice level for every seven levels gained thereafter.

Stress Point

Requirements: 75/75 Uses of True Saiyan Style Advanced, DC 45 Training Roll with 2d20, Level 7+

Earning this feat grants you the ability to grab opponents, and force them to take non-lethal damage throughout their entire body, while grabbed, equal to your total melee damage (rolled).

True Saiyan Style(Intermediate)

Requirements: 7/7 Training Sessions completed with Vegeta, DC 45 Training rolls with 2d20

Uses deception and strategy while striking at vital points by timing and aiming to inflict significant non-lethal damage on-top of actual damage to gradually slow your opponent down over the course of the battle.

When you aim for a specific vital organ or limb with this style, you take a -4 to your roll, however, when your attack hits non-lethal damage equal to 3/4 of the damage inflicted without ki-resistance factored in gets attached to that body-part/limb/etc. When the non-lethal damage becomes equal to ¼ of the character’s total HP that limb becomes useless for 3d4 + CON turns.

Stipulation: At Intermediate level, you can use this for all types of attacks.

Note: Enemies can save against this effect with a DC 20 + (attacker)FORT x2 constitution check.

True Saiyan Style Intermediate FEATS

True Big Bang

Requirements: 80/80 Uses of True Saiyan Style Intermediate, DC 50 Training Roll with 3d20, Level 9+

Earning this feat allows you to use the Big Bang attack as it was meant to be used. Increasing the number of times it hits by 2 and forcing the enemy to take non-lethal damage equal to ½ the total rolled damage without ki-resistance factored in.

However, cost for the attack increases by x2.

True Saiyan Pride

Requirements: 85/85 uses of True Saiyan Style Intermediate, DC 55 Training roll with 3d20, Saiyan Pride, Level 9+

Earning this feat allows you to gain an additional bonus of +1d20 while using the Saiyan Pride feat, allowing this to stack with all other rolled damage for supers, melee and ultimate attacks. Effect ends when Saiyan Pride Ends.

True Saiyan Style(Master)

Requirements: 10/10 Training Sessions completed with Vegeta, DC 50 Training rolls with 3d20

Uses deception and strategy while striking at vital points by timing and aiming to inflict significant non-lethal damage on-top of actual damage to gradually slow your opponent down over the course of the battle.

When you aim for a specific vital organ or limb with this style, you take a -5 to your roll, however, when your attack hits non-lethal damage equal to 100% of the damage inflicted, without ki-resistance factored in, gets attached to that body-part/limb/etc. When the non-lethal damage becomes equal to ¼ of the character’s total HP that limb becomes useless for 4d4 + CON turns.

Stipulation: At Master level, you can use this for all types of attacks.

Note: Enemies can save against this effect with a DC 25 + (attacker)FORT x2 constitution check.

Bonuses: Your earned feats also change now that you’ve mastered this style of combat.

Deadly Accuracy MASTER

Requirements: Mastering True Saiyan Style

Earning this feat means that you’re not an idiot, while others put their entire energy into kill shots, you know that the secret to winning battles is where you put your energy, not how much you use up. Spending a bit of Ki = to 4d20 + CON x2 will allow you to pinpoint a vital area on the enemy and use your energy techniques to have a 50% chance to pierce through that specific body part.

Each time a limb is pierced, the enemy must make a successful DC 15 + (your) FORT Save to stay conscious and keep using that limb, however even if they pass, they will take a -6 to all defensive moves and attacks made with that limb. Each time the chest or head is pierced, the enemy must make a successful DC 20 + (your)CON + FORT save to stay conscious, if they fail, they’re instantly unconscious and at -10 HP.

This feat can only be used 1d4 times per battle, increase by +1 dice type every 5 levels gained thereafter.

ALL OR NOTHING MASTER

Requirements: Mastering True Saiyan Style

Earning this feat means you know what it means to fight with everything you’ve got. You don’t waste time with healing surges that serve only to prolong the battle and prove how weak and pitiful you really are. Activating this feat exchanges all of your Healing Surges for the day for temporary Ki or HP equal to 1/2 their total value when added together.

Note: For calculation of Ki-Bonus, treat both Ki scores as separate bonuses, so that you’re effectively getting two bonuses. At GM’s discretion.

Counter Monster MASTER

Requirements: Mastering True Saiyan Style

Earning this feat grants you the ability to trade in your entire potential damage, for any counter melee super you might have, for non-lethal damage x2 aimed at specific targets (as usual). At level 7, you can do this a total of 1d4 times per encounter, upgrading by 1 dice level for every seven levels gained thereafter.

Stress Point MASTER

Requirements: Mastering True Saiyan Style

Earning this feat grants you the ability to grab opponents, and force them to take non-lethal damage throughout their entire body, while grabbed, equal to your total melee damage x2 (rolled).

True Big Bang MASTER

Requirements: Mastering True Saiyan Style

Earning this feat allows you to use the Big Bang attack as it was meant to be used. Increasing the number of times it hits by 4 and forcing the enemy to take non-lethal damage equal to x2 the total rolled damage with ki-resistance factored in.

However, cost for the attack goes up by x6

True Saiyan Pride

Requirements: Mastering True Saiyan Style

Earning this feat allows you to gain an additional bonus of +3d20 while using the Saiyan Pride feat, allowing this to stack with all other rolled damage for supers, melee and ultimate attacks. Effect ends when Saiyan Pride ends.

True Saiyan Style MASTER FEATS

True Super Saiyan Style

Requirements: 100/100 Uses of True Saiyan Style Master, DC 70 Training Roll with 4d20, Super Saiyan(Novice or higher)

Earning this feat trades in the non-lethal damage dealt by blows while you’re in your SSJ form for a 50% chance to paralyze a targeted limb for 1d4 + CON turns. All other affects of True Saiyan Style apply.

True Final Flash

Requirements: 200/200 Uses of True Saiyan Style Master, DC 100 Training Roll with 5d20, Super Saiyan 1.5(or Master)

Earning this feat grants you the ability to use Final Flash as it’s meant to be used, making it hit 4 times as much and deal equal non-lethal damage. If Non-Lethal Damage ends up equaling or being greater than the enemy’s total HP, they must make a DC 20 + (your)CON constitution save in order to stay alive, otherwise, they’re dead or dying.

Note: When this feat is used, Final Flash costs 4x as much as normal and takes two turns to charge up.

NAPPA:

[H5]

A staple for low class warriors on planet Vegeta, where the cast system made it forbidden to learn anything that was above your fighting class, “Low class Saiyans” eventually ended up developing their own respective styles that eventually culminated into one solid grouping of techniques that enhance the strength and damage output of the user.

Low Class Saiyan Style(Novice)

A brutish and slow style, designed to drastically increase damage at the cost of speed. Chances to break bones and whatnot as well as increase your own muscle mass while fighting.

Requirements: 4/4 training sessions with a Low Class Saiyan Style practitioner, DC 18

Users of this style are granted 1d4 short bursts of enhanced strength, increasing your STR mod by +50% and your damage output by +5% as well (Round up for STR mods and down for damage output). However, to do this your muscle mass is increased by a great deal which slows you down, reducing the number of melee basic actions that you can perform by 1.

Note: Your speed is decreased by your muscle mass, causing you to take a penalty of -50% to your dex mod while this is active.

Low Class Saiyan Style Novice FEATS

Super Brute

Requirements: 10/10 Uses of Low Class Saiyan Style Novice, DC 18 Training Roll 1d20, Level 2+

Earning this feat grants you the ability to add +1d20 to your melee attacks at the cost of 1d20 HP. At level 10, increase the cost and damage to include your STR mod.

Me Smash

Requirements: 15/15 Uses of Low Class Saiyan Style Novice, DC 20 Training Roll 1d20, Level 2+

Earning this feat grants you a +20% chance to paralyze your opponents for 1d4 turns, but your defense rolls suffer by -5.

Low Class Saiyan Style(Advanced)

A brutish and slow style, designed to drastically increase damage at the cost of speed. Chances to break bones and whatnot as well as increase your own muscle mass while fighting.

Requirements: 5/5 training sessions with a Low Class Saiyan Style practitioner, DC 22

Users of this style are granted 1d6 short bursts of enhanced strength, increasing your STR mod by +70% and your damage output by +10% as well (Round up for STR mods and down for damage output). However, to do this your muscle mass is increase by a great deal, which slows you down, reducing the number of melee basic actions that you can perform by 1d2.

Note: Your speed is decreased by your muscle mass, causing you to take a penalty of -70% to your dex mod while this is active.

Low Class Saiyan Style Advanced FEATS

IT’S OVER 9000!!!

Requirements: 30/30 Uses of Low Class Saiyan Style Advanced, DC 25 Training Roll 1d20, Level 4+

Earning this feat grants you a +9% increase to your ki defense while fighting an enemy that’s 2 times as strong as you are. This 9% represents your fight or flight reflex in combat.

Note: Make a Fortitude save after activating this ability, if you fail you are paralyzed for 1d4 turns and may defecate your pants.

I Might Break you in Half

Requirements: 40/40 Uses of Low Class Saiyan Style, DC 30 Training Roll 1d20, Level 4+

Earning this feat grants you the ability to layer your melee basic damage output onto all melee supers and ultimate attacks, granting 2x the melee basic damage to Brave Punisher as well. Though, once this feat is activated you lose all your melee basic actions for that turn because of your bulky form.

Low Class Saiyan Style(Intermediate)

A brutish and slow style, designed to drastically increase damage at the cost of speed. Chances to break bones and whatnot as well as increase your own muscle mass while fighting.

Requirements: 6/6 training sessions with a Low Class Saiyan Style practitioner, DC 28

Users of this style are granted 1d8 short bursts of enhanced strength, increasing your STR mod by x2 and your damage output by +20% as well (Round down for damage output). However, to do this your muscle mass is increase by a great deal which slows you down, reducing the number of melee basic actions that you can perform by 1d3.

Note: Your speed is decreased by your muscle mass, causing you to take a penalty of -10 to your defensive moves and dexterity checks.

Low Class Saiyan Style Intermediate FEATS

Sadistic Brute

Requirements: 60/60 Uses of Low Class Saiyan Style, DC 30 Training Roll 2d20, Level 10+

Earning this feat grants you a +5% chance to paralyze your enemy for each attack and a constantly escalating attack roll bonus based on how many times you paralyze an enemy in a row. Each time you paralyze your opponent successfully, you’re granted +1 to your attack roll, adding +1 onto your attack roll as long as each attempt is successful in a row, if you fail your bonus vanishes.

Face Lift

Requirements: 70/70 Uses of Low Class Saiyan Style, DC 40 Training Roll 2d20, Level 10+

Earning this feat grants bonus damage dice equal to 1d20 to your Nappa Cannon Ultimate as long as your enemy is grabbed from the front and you target the head, taking a -1 to your attack roll for aiming.

Low Class Saiyan Style(Master)

A brutish and slow style, designed to drastically increase damage at the cost of speed. Chances to break bones and whatnot as well as increase your own muscle mass while fighting.

Requirements: 7/7 training sessions with a Low Class Saiyan Style practitioner, DC 35

Users of this style are granted 1d10 short bursts of enhanced strength, increasing your STR mod by x3 and your damage output by +30% as well (Round down for damage output). However, to do this your muscle mass is increased by a great deal, which slows you down, reducing the number of melee basic actions that you can perform by 1d4.

Note: Your speed is decreased by your muscle mass, causing you to take a penalty of -20 to your defensive moves and dexterity checks.

Bonuses: For Mastering Low Class Saiyan Style, each one of your feats is automatically updated as stated below.

MASTER Super Brute

Requirements: Mastering Low Class Saiyan Style

Earning this feat grants you the ability to add +1d100 to your melee attacks at the cost of 1d20 HP. At level 10, increase the cost and damage to include your STR mod.

Me Smash MASTER

Requirements: Mastering Low Class Saiyan Style

Earning this feat grants you a +30% chance to paralyze your opponents for 1d6 turns, but your defense rolls suffer by -10.

MASTER IT’S OVER 9000!!!

Requirements: Mastering Low Class Saiyan Style

Earning this feat grants you a +13% increase to your ki defense while fighting an enemy that’s 2 times as strong than you are. This 13% represents your fight or flight reflex in combat.

Note: Make a Fortitude save after activating this ability, if you fail you are paralyzed for 1d6 turns and may defecate your pants.

I Might Break you in Half MASTERED

Requirements: Mastering Low Class Saiyan Style

Earning this feat grants you the ability to layer your melee basic damage x2 output onto all melee supers and ultimate attacks, granting 3x the melee basic damage to Brave Punisher as well. Though, once this feat is activated you lose all your melee basic actions for two turns because of your bulky form.

MASTER Sadistic Brute

Requirements: Mastering Low Class Saiyan Style

Earning this feat grants you a +15% chance to paralyze your enemy for each attack and a constantly escalating attack roll bonus based on how many times you paralyze an enemy in a row. Each time you paralyze your opponent successfully, you’re granted +2 to your attack roll, adding +2 onto your attack roll as long as each attempt is successful in a row, if you fail your bonus vanishes.

Stipulation: If your STR mod is above 20, you gain an equal percentage chance to cut that limb off while taking a -2 to your attack roll for aiming and spending 1d20 + CON Ki.

Face Lift MASTER

Requirements: Mastering Low Class Saiyan Style

Earning this feat grants bonus damage dice equal to 3d20 that stacks with your CON mod now to your Nappa Cannon Ultimate as long as your enemy is grabbed from the front and you target the head, taking a -3 to your attack roll for aiming.

Low Class Saiyan Style MASTER FEATS

Blast Furnace

Requirements: 90/90 Uses of Low Class Saiyan Style Master, DC 55 Training Roll 3d20, Level 12+

Earning this feat grants ongoing damage equal to 1d100 + CON ongoing damage that lingers after using Volcano Blast. Because your abilities have grown, your Volcano Blast is more akin to an actual Volcano eruption, causing the environment for miles around yourself to become hostile to life, including yourself.

Note: With this feat, Volcano Blast targets all enemies, increasing its cost by x10. Enemies must make DC 10 + CON constitution checks against its effects, if they pass, their ongoing is halved, this goes for the user as well. Ongoing damage continues for 1d20 turns, or until the fight is moved to a different location.

Desperate Brutish Defense Requirements: 180/180 Uses of Low Class Saiyan Style Master, DC 65 Training Roll 4d20, Level 12+

Earning this feat grants you the ability to lose all actions available to multiply your Ki defense by x2 for 1d4 rounds. During this time, you cannot attack, defend or use super attacks or ultimate attacks while this is activated.

BARBOS

[H6]

For years he thought he was the only one with his unique abilities, so he invented his own unique fighting style that would take full advantage of his strange abilities.

BARBOS STYLE (Novice):

Requirements: 6/6 Training Sessions with a Barbos Style practitioner. DC 30 1d20. Legendary Saiyan.

The personal fighting style of King Barbos. Primarily used to take full advantage of the extra Ki granted by his abilities.

With Barbos style novice, you’ll gain the ability to take 20%-30% (your choice) of the Ki that you gain from a Legendary Saiyan Feat increase and put it into your fists to increase the power, speed and duration of all your attacks made for 1d4 turns.

Unlike Turtle Style, you will not be able to pump this Ki into your attacks directly, instead, your speed for punches goes up by +2, supers and ultimates by +3, but you take a penalty on defense moves of -3 every time you activate this style.

The Ki you pump into your limbs also grants you a secondary Ki bonus to all attacks made with those limbs including Super Attacks and Melee, please see the Ki bonus chart in the rule book to calculate this value.

BARBOS STYLE NOVICE FEATS

Guided Mines:

Requirements: 30/30 Uses of BARBOS STYLE NOVICE, DC 30 Training Roll with 2d20, level 5+

Harnessing the powerful explosive damaging and your innate control of Ki and power to trap your opponent in a cloud of blasts. At a cost of 2d20 + CON Ki, you basically lay the battle field with Ki mines and force your enemies to make constant reflex saves against them, each time they’re hit by them they take a penalty to said saves of +1 for the rest of the encounter.

2d20 shots scattered around the field that deal 2d20 + CON + (Super Attack Ki Bonus) every time an enemy runs into one.

Legendary Stance:

Requirements: 40/40 Uses of Barbos Style Novice, DC 35 Training Roll with 2d20, Level 5+

Your speed and power is so great that with this stance you're capable of dealing an extra melee-basic-action per turn, if you choose not to use your added speed bonus gained by use of Barbos Style Novice, you gain a damage bonus of +2d10 + CON to all attacks that stack with your CON Mod via the new super and ultimate rule set.

Stipulation: At level 5, you only gain 1 extra melee basic action per turn, increase this by one for every five levels gained with this style. Also increase dice amount by 1 for every even level gained thereafter starting with level 6.

BARBOS STYLE (Advanced): 

Requirements: 8/8 Training Sessions with a Barbos Style practitioner. DC 40 2d20. Legendary Saiyan.

The personal fighting style of King Barbos. Primarily used to take full advantage of the extra Ki granted by his abilities.

With Barbos style advanced, you’ll gain the ability to take 30%-40% (your choice) of the Ki that you gain from a Legendary Saiyan Feat increase and put it into your limbs to increase the power, speed and duration of all your attacks made for 1d6 turns.

Unlike Turtle Style, you will not be able to pump this Ki into your attacks directly, instead, your speed for punches goes up by +3, supers and ultimates by +4, but you take a penalty on defense moves of -4 every time you activate this style.

The Ki you pump into your limbs also grants you a secondary Ki bonus to all attacks made with those limbs including Super Attacks and Melee, please see the Ki bonus chart in the rule book to calculate this value.

BARBOS STYLE ADVANCED FEATS

Angry Explosion

Requirements: 50/50 Uses of BARBOS STYLE ADVANCE, DC 35 Training Roll 2d20, Level 8+

Earning this feat grants you the ability to take all of the Ki that you’ve put into your limbs and stack it on top of your Legendary Explosive Wave. After this is done, you must make a DC 40 Con Check to remain in any transformation that you might have activated while using this feat, you will still have to make any checks stipulated in Legendary Explosive Wave as well. If you are not transformed, make a DC 30 CON Check to stay conscious instead.

Legendary Deception:

Requirements: 70/70 Uses of BARBOS STYLE ADVANCE, DC 40 Roll 2d20, Level 8+

With the extra Ki comes extra confidence, after Legendary Saiyan feat actives you may create after images all around your opponent, this forces your enemies to make a DC 10 + # of after images on battle field, Perception check before attacking you, if they fail, they take an automatic penalty equal to the number of afterimages on the field to their attack roll. The number of after images allowed on the field at a time is equal to your dexterity modifier.

BARBOS STYLE (Intermediate): 

Requirements: 10/10 Training Sessions with a Barbos Style practitioner. DC 60 3d20. Legendary Saiyan.

The personal fighting style of King Barbos. Primarily used to take full advantage of the extra Ki granted by his abilities.

With Barbos style advanced, you’ll gain the ability to take 40%-50% (your choice) of the Ki that you gain from a Legendary Saiyan Feat increase and divide it evenly throughout your body to increase the power, speed and duration of all your attacks made for 1d8 turns.

Unlike Turtle Style, you will not be able to pump this Ki into your attacks directly, instead, your speed for punches goes up by +4, supers and ultimates by +5, but you take a penalty on defense moves of -5 every time you activate this style.

The Ki you pump into your limbs also grants you a secondary Ki bonus to all attacks made with your entire body, including Super Attacks and Melee, please see the Ki bonus chart in the rule book to calculate this value.

BARBOS STYLE INTERMEDIATE FEATS

Legendary Double Take

Requirements: 80/80 Uses of BARBOS STYLE INTERMEDIATE, DC 50 Training Roll 3d20, Level 10+

Earning this feat grants you the ability to force your enemy’s to reroll a specific defense roll for an attack while Legendary Deception is activated. How this is done, is by subtracting one of your afterimages that are in play, and following through with your attack, this first attack (super or ultimate only) is an after image as well, that passes through the enemy and vanishes, your real attack happens immediately afterward, forcing the enemy to defend again.

Note: The enemy must make a DC 10 + (your) WILL save to not be taken off guard by this surprise attack, if they fail, they take a -4 to their defense roll.

King Barbos’ Ultimate Defense

Requirements: 100/100 Uses ofBARBOS STYLE INTERMEDIATE, DC 60 Training roll 3d20, Level 10+

Earning trhis feat grants you the ability to take a -10 to your defensive moves (on top of what is normal for Barbos Style Intermediate) to increase your Ki defense by +10%.

BARBOS STYLE (Master): 

Requirements: 12/12 Training Sessions with a Barbos Style practitioner. DC 80 4d20. Legendary Saiyan.

The personal fighting style of King Barbos. Primarily used to take full advantage of the extra Ki granted by his abilities.

With Barbos Style Master, you’ll gain the ability to take 50%-60% (your choice) of the Ki that you gain from a Legendary Saiyan Feat increase and divide it evenly throughout your body to increase the power, speed and duration of all your attacks made for 1d10 turns.

Unlike Turtle Style, you will not be able to pump this Ki into your attacks directly, instead, your speed for punches goes up by +5, supers and ultimates by +6, but you take a penalty on defense moves of -6 every time you activate this style.

The Ki you pump into your body also grants you a secondary Ki bonus to all attacks made with your entire body, including Super Attacks and Melee, please see the Ki bonus chart in the rule book to calculate this value.

Bonuses: Now that you’ve mastered Barbos Style, each feat that you’ve picked up now upgrades as seen below:

MASTERED Guided Mines:

Requirements: Mastering Barbos Style

Harnessing the powerful explosive damaging and your innate control of Ki and power to trap your opponent in a cloud of blasts. At a cost of 4d100 + CON Ki, you basically lay the battle field with Ki mines and force your enemies to make constant reflex saves against them, each time they’re hit by them they take a penalty to said saves of +2 for the rest of the encounter.

4d20 shots scattered around the field that deal 4d100 + CON + (Super Attack Ki Bonus) every time an enemy runs into one.

MASTERED Legendary Stance:

Requirements: Mastering Barbos Style

Your speed and power is so great that with this stance you're capable of dealing one extra melee-basic-actions per turn, if you choose not to use your added speed bonus gained by use of Barbos Style Novice, you gain a damage bonus of +3d20 + CON to all attacks that stack with your CON Mod via the new super and ultimate rule set.

Stipulation: At level 5, you only gain 1 extra melee basic action per turn, increase this by one for every five levels gained with this style. Also increase dice amount by 1 for every even level gained thereafter starting with level 6.

MASTERED Angry Explosion

Requirements: Mastering Barbos Style

Earning this feat grants you the ability to take all of the Ki that you’ve put into your limbs and stack it on top of your Legendary Explosive Wave. After this is done, you must make a DC 40 Con Check to remain in any transformation that you might have activated while using this feat, you will still have to make any checks stipulated in Legendary Explosive Wave as well. If you are not transformed, make a DC 30 CON Check to stay conscious instead. Stipulation: Your enemy takes a -5 to their defense roll.

MASTERED Legendary Deception:

Requirements: Mastering Barbos Style

With the extra Ki comes extra confidence, after Legendary Saiyan feat actives you may create after images all around your opponent, this forces your enemies to make a DC 15 + # of after images on battle field, Perception check before attacking you, if they fail, they take an automatic penalty equal to the number of afterimages on the field to their attack roll. The number of after images allowed on the field at a time is equal to your dexterity modifier +1.

MASTERED Legendary Double Take

Requirements: Mastering Barbos Style

Earning this feat grants you the ability to force your enemy’s to reroll a specific defense roll for an attack while Legendary Deception is activated. How this is done, is by subtracting one of your afterimages that are in play, and following through with your attack, this first attack (super or ultimate only) is an after image as well, that passes through the enemy and vanishes, your real attack happens immediately afterward, forcing the enemy to defend again.

Note: The enemy must make a DC 15 + (your) WILL save to not be taken off guard by this surprise attack, if they fail, they take a -6 to their defense roll.

King Barbos’ Ultimate Defense

Requirements: Mastering Barbos Style

Earning trhis feat grants you the ability to take a -15 to your defensive moves (on top of what is normal for Barbos Style Intermediate) to increase your Ki defense by +20%.

Barbos Style MASTER FEATS

Legendary Super Saiyan Speed

Requirements: 100/100 Uses of Barbos Style Master, DC 70 Training Roll with 3d20, LSSJ, Level 15+

Earning this feat grants you an additional speed bonus while you’re in your LSSJ form of +2, due to the size of your muscles, enemies are surprised by how fast you are and must make a DC 15 + (your)Will Wisdom check in order to not be stricken with fear for one turn while this is activated.

Note: While stricken with fear, they can make melee basic actions and defend only, after initial speed is revealed, they can attack as usual and no other wisdom check will be needed.

Sadistic Hammer

Requirements: 300/300 Uses of Barbos Style Master, DC 90 Training Roll with 4d20, LSSJ, Level 20+

Earning this feat grants you a constant damage bonus to all melee supers and ultimates of +50% damage output while in your LSSJ form. At level 25 change this to include melee as well, increasing the bonus damage to +60%.

 Cooler Style 

[H7]

As a warrior, you prefer to be on the battle field with your men, instead of sitting in chair watching as your minions do your bidding. As a result, your ability to gather energy is top notch.

Novice

At Novice level, for 2d20 + Con Ki you gain a - 10% to your current forms Ki upkeep cost and a 25% increase to the base number for your daily healing surges.

Duration: 1d10 rounds

Cooler Style (Novice) Feats:

Ki Cost Reduction (Super Attack)

Requirements: 20/20 Uses; 1d20 Training Roll DC 17

Reduces cost of any super attack by 10% of the Ki Cost, excluding Blast Stock.

Blast Stock Recharge

Requirements: 50/50 Uses, 1d20 Training Roll DC 20

Allows you the ability to recharge a single Blast Stock with only six melee attacks instead of eight.

Cooler Style (Advanced)

At Advanced level, for 2d100 + Con Ki you gain a - 15% to your current forms Ki upkeep cost and a 50% increase to the base number for your daily healing surges.

Duration: 1d12 rounds

Requirements: 80/80 Uses; 1d20 Training Roll DC 25

Cooler Style (Advanced) Feats:

Ki Cost Reduction (Ultimate Attacks)

Requirements: 110/110 Uses; 1d20 Training Roll DC 28

Reduces the cost of any Ultimate Attack by 10%

Psychokinetic Prodigy

Requirements: 140/140 Uses; 2d20 Training Roll DC 31

Increases all aspects of Psychokinetic attacks by + 3; (d20 rolls, chance to attack, damage, etc.)

Cooler Style (Intermediate)

Requirements: 170/170 Uses; 2d20 Training Roll DC 36

At Intermediate level, for 2d100 + Con Ki you gain a - 20% to your current forms Ki upkeep cost and a 75% increase to the base number for your daily healing surges.

Duration: 1d20 rounds

Cooler Style (Intermediate) Feats:

Super Offensive Reflexes

Requirements: 200/200 Uses; 2d20 Training Roll DC 39

Allows the use of an additional super per turn, but the final Super Attack's Ki cost is increased by 80% and this feat can only be used for a third Super Attack.

Emperor of Death

Requirements: 230/230 Uses; 2d20 Training Roll DC 42

This feat gives an additional + 3 to all aspects of any "Death" Attack (Death Beam, Death Ball, etc.)

Cooler Style (Master)

Requirements: 260/260 Uses; 3d20 Training Roll DC 47

At Master level, for 2d100 + Con Ki you gain a - 25% to your current forms Ki upkeep cost and a 100% increase to the base number for your daily healing surges.

Duration: 1d20 + 2 rounds

All Feats at Master level get changed to:

Ki Cost Reduction (Super Attack)

Reduces cost of any super attack by 20% of the Ki Cost, excluding Blast Stock.

Blast Stock Recharge

Allows you the ability to recharge a single Blast Stock with only five melee attacks instead of eight.

Ki Cost Reduction (Ultimate Attacks)

Reduces the cost of any Ultimate Attack by 15%

Psychokinetic Prodigy

Increases all aspects of Psychokinetic attacks by + 4; (d20 rolls, chance to attack, damage, etc.)

Super Offensive Reflexes

Allows the use of an additional super per turn, but the final Super Attack's Ki cost is increased by 50% and this feat can only be used for a third Super Attack.

Emperor of Death

This feat gives an additional + 4 to all aspects of any "Death" Attack (Death Beam, Death Ball, etc.)

Cooler Style (Master) Feats:

Ultimate Offensive Reflexes (Cannot Stack with Super Offensive Reflexes)

Requirements: 290/290 Uses; 3d20 Training Roll DC 50

Allows the use of an additional ultimate attack per turn, but the final Ultimate Attack's Ki cost is increased by 50% and this feat can only be used for a second Ultimate Attack.

Super Melee Specialist

Requirements: 320/320 Uses; 3d20 Training Roll DC 53

This feat gives you an additional + 2 to your Blast Stock Dragon Style

[H8] Dragon Style (Novice): 

The self taught Style of fighting for Tobias Sigma. For 1d20 Ki per attack Tobias can imbue his melee attacks with kinetic energy, at the end of a melee combo, he releases it in one powerful kinetic strike. Striken opponents must make a reflex save to get back up after the combo is finished. Each attack in the chain increases the DC of the reflex check.

The final strike of a Dragon Style Combo does additional damage equal to the second phase of a Ki Impact (1d6+(str)+(Con), the reflex save at the end of the melee combo is 2 + 1 for every melee attack in the combo.

(At novice level, only one Dragon Strike may be used per post, the penalty to the opponents reflex save can not exceed +12.)

If opponent fails reflex check against the the finishing Dragon Strike they must spend the next 1d3 turns stunned.

Dragon Style(Novice) Feats:

Dragon Flight:

Cost: 50(+10 for every 30 mastery points in Novice Style, becomes 100 Ki at Intermediate or higher style ranks) Ki

+4 (+1 for every 30 mastery points in novice rank, (Becomes +8 when at intermediate and higher style ranks)) to dodge rolls when on the ground, you stomp your foot on the ground, creating a concussive wave, and hopefully launching yourself away from an oncoming attack.

Stipulation: Must make a Reflex save (+2 Penalty) to keep from taking damage from the resulting Concussive blast.

Dragon Style(Novice) Stance Feats

Crouching Dragon and Savage Dragon:

Requirements 1/1 Training rolls Passed for Dragon Style(Novice) masters. DC 20 training roll passed with 1d20 for each stance.

Crouching Dragon:

The defensive posture of the "Dragon Style Master" Tobias Sigma, this stance increases your ability to dodge and deflect attacks.

Cost: 1d100 Ki per post

-2 to reflex saves against Concussive Blasts from Dragon Strikes -1 to all other reflex saves +2 defensive rolls.

Savage Dragon:

The offensive posture of the "Dragon Style Master" Tobias Sigma, in this stance your body is ready to attack and deal savage blows to the opponent.

Cost: 1d100 Ki

+3 to hit while using Dragon Style attacks. +1 to all Dragon Strike Reflex Saves

Dragon Style(Novice) Utility Supers:

Dragon Dash:

Requirements: 7/7 Mastery Dragon Style(Novice), DC 25 Training Roll.

-2d20 Ki

While on the ground you can stomp your foot and ride the shock wave of Concussive energy forward, using this Super Utility grants a +5 to hits and +1d10 damage to the next 2 melee attacks.

After these 2 Melee Attacks are used up, you may not use this again for 1d4 turns.

Dragon Style (Novice) Super Attacks:

Dragon Claws:

Requirements: Dragon Style(Novice) 100/100 Mastery and 10/10 successful Training Rolls in Dragon Style Novice.

This super attack allows you to hit your enemy with a beam style strike, which is in the shape of a dragon claw, in place of a normal dragon strike.

Cost: 2xCombo hitsd20

Damage: 1d4 + 1d6 + CON + (Super Attack Ki Bonus)

Additionally: If this super connects, your enemy's strength will be weakened, allowing you a +1d10 bonus to your next Grab Check. However, when this check is done, Dragon Claw will not be usable for the next 1d6 turns.

Dragon Style(Intermediate):

Requirement: 100/100 Mastery on Dragon Style(Novice) 10/10 Training Rolls.

At this level of mastery, you are capable of enhancing your Dragon Strikes with elemental energy.

Additionally, you are now capable of using 1d4 Dragon Strikes per combo, however, Ki cost goes up by 1d10 per melee strike used in combo. Everything else about Dragon Style Novice does not change.

Dragon Style(Intermediate) Feats:

Improved Dragon Strike:

This Dragon Strike hits for more force than a traditional Dragon Strike, and as such, can only be used once in a single combo.

Requirements: 50/50 Uses, DC 35 Training Roll with 2d20

Each Concussive damage component now does the 1d10 + (CON) + 1/3 Ki Bonus (no transformation multiplier) Dragon Strike Ki cost changes to 4d20.

Stamina of the Dragon:

Requirements: Dragon Style(Intermediate) 75/75 Mastery, Crouching Dragon and/or Savage Dragon Stances DC35 Training roll with 2d20.

When you enter Crouching Dragon or Savage Dragon stances reduce your healing Surge Counter by -2.

While in Crouching Dragon stance the HP gained from healing surges is increased by 15% and the Ki gained from healing surges reduced by 20%

While in Savage Dragon stance the Ki gained from healing surges is increased by 15% and HP gained from healing surges reduced by 20%

Note: While in Poised Crouching Dragon, Fierce Savage Dragon, Relaxed Crouching Dragon and Irrate Savage Dragon stances, this effect remains active.

Dragon Scales:

Requirement: Dragon Flight, Dragon Style(Intermediate) 125/125 Mastery, DC 50 training roll.

4d20 + Cost of deflected energy attacks Ki

You create a Barrier of Concussive energy to deflect on-coming attacks for 1d2 turns, by clapping your hands together and releasing a shock wave of Concussive energy. Using this technique reduces healing surge counter by -1. You must make a +6 reflex save against the concussive force. Concussive force if failed does damage to you equal to 1D6 + (STR) + (Super Attack Ki Bonus) (transformation multiplier is factored in)

Note: Doing this forces you to forgo all combat related actions, but you may still heal yourself during this time.

Dragon Style(Intermediate) Super Attacks:

Dragon Breath:

Requirement: 20 successful fire, ice or lightning, or dark energy Draconic strikes, 50 uses in Dragon Style(Intermediate), 4/4 2d20 DC 40 training rolls.

You learn to channel Elemental energies in the form of a breath attack, according to your natural element.

Dragon Style(Intermediate) Weekly Super: Mark I

Dragon Beam:

Requirement: Dragon Style(Intermediate) 175 uses, 50 uses in Dark Energy, Fire, Ice or Lightning Strikes, 3/3 DC 45 Training Rolls.

The Dragon Beam, as perfected by Tobias Sigma, is a massive beam, or energy attack, which takes the form of various parts of a dragon's body, and takes on the user's element as well. All Dragon Beams are Weekly Mark I Supers, and must follow Weekly Rules.

Dragon Style(Master):

Requirement: 200/200 Dragon Style(Intermediate) Mastery, 10/10 Training Rolls.

Your mastery of the elemental and Concussive forces unleashed by the Dragon style is nearing its peak.

[To Be Edited!] Amazing Dragon Strike:

Each Concussive damage component now does the 2(2D12) + 2(2D10) + (CON) + (Super Attack Ki Bonus) Dragon Strike Ki cost changes to 3d20

Focused Fire, Ice or Shock Dragon Strike:

You no longer have to roll for the random elemental damage. (Choose either Fire, Ice or Lightning damage and that will be the element dealt when using Elemental Dragon Strikes.) The damage is also double for all elemental strikes.

Dragon Style(Master) Feats:

Requirement: 50/50 Dragon Style(Master) Mastery, 2/2 Training Rolls, DC50 3d20 Training rolls.

Elemental Focus: 

If you've chosen to focus on a single element through your training in the Dragon Style each attack in a post that contains your chosen element gains a +6 to hit rolls.

Or

Elemental Chaos:

You've split your focus between two or more of the Dragon Style Elements, due to the unpredictable nature of your style each time you change from one element type to another in a post your opponent recieves a -4 to dodge the attack.

Dragon Style(Master) Stance Feats:

Poised Crouching Dragon or Fierce Savage Dragon or Relaxed Crouching Dragon and Irate Savage Dragon:

Requirement: Dragon Style(Master) 100/100 Mastery, 5/5 Training Rolls. DC 40 training roll passed with 2d20.

You've trained and perfected your Dragon Style, choosing to either focus on Defence, Offense or a Balanced Style.

Poised Crouching Dragon:  You've become a more defensive Dragon Style user, as such your Crouching Dragon stance is replaced with Poise Crouching Dragon Stance.

-1d100 + 50 Ki per post -6 to reflex saves against Concussive Blasts from Dragon Strikes -4 to all other reflex saves +8 defensive rolls.

Fierce Savage Dragon:  You've become a more offensive Dragon Style user, as such your Savage Dragon stance is replaced with Fierce Savage Dragon Stance.

-1d100 + 50 Ki per post +8 to hit while using Dragon Style attacks. +8 penalty is automatically added to opponents reflex saves independant of how many hits have landed.

Relaxed Crouching Dragon and Irrate Savage Dragon:

As you've progressed through your training in the Dragon Style you've found that a more balanced approach to fighting is more your style as such your Crouching Dragon and Savage Dragon Stances are replaced with Relaxed Crouching Dragon and Irrate Crouching Dragon.

Requirements 2/2 Training rolls Passed for Dragon Style(Novice) masters. DC 40 training roll passed with 2d20 for each stance.

Relaxed Crouching Dragon: 

-1d100 + 50 Ki per post -5 to reflex saves against Concussive Blasts from Dragon Strikes -3 to all other Reflex saves +6 defensive rolls.

Irrate Savage Dragon:

-1d100 + 50 Ki Per post

+6 to hit while using Dragon Style attacks. +6 penalty is automatically added to opponents reflex saves independant of how many hits have landed.

Note: You may not choose all THREE options, you must choose one of the three options and stick with it, no take backs.

Dragon Style(Master) Super Attacks

Dragon Ball Blast: 

Requirement: Dragon Style(Master) 75/75 Mastery, 3/3 training Rolls, Dragon Claws.

3d20 Ki

A technique created to mimic the Dragon Balls, however they're hardly glass baubles. Each blast is a basically a Large Ki Blast with small, Kienzan-like Stars suspended in the center.

1d6+4 blasts.

Each Dragon Ball Blast deals a Large Ki blast worth of damage 3(D6) + 1D4 + (CON) + (Super Attack Ki Bonus) As well as (1d8-1)d4 + (Con) + (Super Attack Ki Bonus) Piercing Damage from the Kienzan-like stars suspended in the Ki blast.

Dragon Style(Master) Utility Supers

Dragons Grasp:

Requirement: Dragon Style(Master) Mastery 150/150 8/8 Training Rolls, and DC 70 Training Roll with 4d20.

You've gained nearly perfect control over the concussive forces created by the Dragon Strikes. As such you're capable of controlling and using the Concussive Forces like Zero-Point energy.

1d100 Ki

After a Natural 19 or higher on a hit against an opponent with a Dragon Strike, you make choose to have the attack automatically 'hi' but the concussive damage it nullifie, instead a massive claw of a dragon made from pure Ki grasps the opponent, they must make a Reflex Save at +6 penalty to evade the grasp and a DC35 Strength check to break free of it. Upon failure they're held for 1 turn, incapable of escaping or attacking. If your team mates choose to attack while the enemy is held they gain a +5 to hit and the enemy loses -5. You may choose however in your next post to throw the enemy at the ground, walls or ceiling doing. Basic Melee Damage + (Con) + (STR) + (Ki Damage Bonus). Any other attacks made after the throw suffer -5 to hit. You may not attack your opponent while holding them.

Dragon Beam Follow

Requirements: Dragon Style(Master) Mastery 160/160 Dragon Beam Fire, Shock or Freeze 20/20 Mastery, DC 50 3d20 Training Roll.

For 1d100 Ki after your Dragon Beam has missed you may choose to force it to be redirected at your opponent from behind. Opponent suffers -(Con) to Defense Rolls, however the damage of the attack is reduced to 1/2 after Ki Defense.

DEMON:  [H9] The style adopted by many namekians, referring to Piccolo’s early days, primarily used to increase piercing damage and cut through the enemy’s defenses while regenerating limbs, hp and Ki the entire time.

Demon Style(Novice)

Requirements: 5/5 Training Sessions with a Demon Style Practitioner, DC 30 Training Rolls

Demon Style focuses around increasing your ability to get through your enemy’s Ki Defense in short boosts, all while you regenerate either health or Ki during this period of time.

At Novice Level, you spend 1d20 + CON Ki for the chance to cut through Ki Defense, which is applied to all learned attacks, granting everything a +10% chance to cut through Ki defense for 1d4 turns. During this time you regenerate 5% Ki or Health (pick one when you activate this style of combat on a given turn).

Demon Style Novice FEATS

Go to Hell

Requirements: 50/50 Uses of Demon Style Novice, DC 25 Training Roll 1d20, Level 5+

Earning this feat grants you the ability to sacrifice all but one of your actions to increase the piercing effects of your Special Beam Cannon by +20% as well as increase the damage output by the same amount. This feat also grants a 20% chance to incinerate your enemy in one shot with Light Grenade.

However, either one of these effects must be called out before use, as this feat can only be used once per day.

Distracting Hell Zone Grenade

Requirements: 70/70 Uses of Demon Style Novice, DC 40 Training Roll 2d20, Level 6+

Earning this feat forces enemies to make a DC 10 + INT Perception Check against all the energy blasts that miss them on purpose. If they fail, they take a -5 to their defense against Hellzone Grenade when it hits.

Demon Style(Advanced)

Requirements: 7/7 Training Sessions with a Demon Style Practitioner, DC 60 Training Rolls

Demon Style focuses around increasing your ability to get through your enemy’s Ki Defense in short boosts, all while you regenerate either health or Ki during this period of time.

At Advanced Level, 2d20 + CON Ki is spent, and the chance to cut through Ki Defense is applied to all learned attacks, granting everything a +15% chance to cut through Ki defense for 1d4 + INT turns. During this time you regenerate 8% Ki or Health (pick one when you activate this style of combat on a given turn).

Demon Style Advanced FEATS

Demonic Regeneration

Requirements: 80/80 Uses of Demon Style Advanced, DC 60 Training Roll 3d20, Level 10+

Earning this Feat grants you the ability to forgo 2 of your Melee Basic Actions to increase your HP or Ki regeneration by +5% for this turn only. This Feat can only be used every 1d4 turns.

Devilish Concentration

Requirements: 90/90 Uses of Demon Style Advanced, DC 70 Training Roll 4d20, Level 10+

Earning this feat grants you the ability to concentrate any beam style super up to + 3 damage dice of its normal effects into one beam. You must pay -1 melee basic action to do this though.

Demon Style(Intermediate)

Requirements: 9/9 Training Sessions with a Demon Style Practitioner, DC 80 Training Rolls

Demon Style focuses around increasing your ability to get through your enemy’s Ki Defense in short boosts, all while you regenerate either health or Ki during this period of time.

At Advanced Level, 3d20 + CON Ki is spent and the chance to cut through Ki Defense is applied to all learned attacks, granting everything a +20% chance to cut through Ki defense for 1d6 + INT turns. During this time you regenerate 12% Ki or Health (pick one when you activate this style of combat on a given turn).

In addition to this, your prowess with this style grants you +20% additional damage output to any attack that gets through the enemy’s ki defense.

Demon Style Intermediate FEATS

Concentrated Ultimate

Requirements: 100/100 Uses of Demon Style Intermediate, DC 80 Training Roll, Level 15+

Earning this feat grants you the ability to “charge” your ultimate for three turns, during these three turns you are unable to do anything. You gain normal charging effects as well as being able to layer this ultimate x3. While this feat is active you gain a temporary bonus to HP and Ki regeneration of +8%.

Demonic Interception

Requirements: 150/150 Uses of Demon Style Intermediate, DC 100 Training Roll, Level 20+

Earning this feat grants you the ability to add piercing damage and a bonus to every attack made on a successful Intercept counter attack, +15% to piercing damage, and +15% to damage on successful strikes. Piercing damage is not the same as Ki Piercing damage, as it represents getting through the physical body and not ki defense.

Demon Style(Master)

Requirements: 12/12 Training Sessions with a Demon Style Practitioner, DC 100 Training Rolls

Demon Style focuses around increasing your ability to get through your enemy’s Ki Defense in short boosts, all while you regenerate either health or Ki during this period of time.

At Advanced Level, 10d20 + CON Ki is spent and the chance to cut through Ki Defense is applied to all learned attacks, granting everything a +35% chance to cut through Ki defense for 1d8 + INT turns. During this time you regenerate 16% Ki or Health (pick one when you activate this style of combat on a given turn). In addition to this, your prowess with this style grants you +35% additional damage output to any attack that gets through the enemy’s ki defense.

Bonus: Now that you’ve mastered Demon Style, every feat you’ve gained previously is augmented and upgraded as stated below.

MASTERED Go to Hell

Requirements: Mastering Demon Style

Earning this feat grants you the ability to sacrifice all but two of your actions to increase the piercing effects of your Special Beam Cannon by +40% as well as increase the damage output by the same amount. This feat also grants a 40% chance to incinerate your enemy in one shot with Light Grenade.

However, either one of these effects must be called out before use, as this feat can only be used twice per day.

Distracting Hell Zone Grenade MASTERED

Requirements: Mastering Demon Style

Earning this feat forces enemies to make a DC 20 + INT Perception Check against all the energy blasts that miss them on purpose. If they fail, they take a -10 to their defense against Hellzone Grenade when it hits.

MASTERED Demonic Regeneration

Requirements: Mastering Demon Style

Earning this Feat grants you the ability to forgo 3 of your Melee Basic Actions to increase your HP or Ki regeneration by +8% for this turn only. This Feat can only be used every 1d4 turns.

MASTERED Devilish Concentration

Requirements: Mastering Demon Style

Earning this feat grants you the ability to concentrate any beam style super up to + 5 Damage Dice of its normal effects into one beam, effectively using the same super 5x. You must pay -3 melee basic action to do this though.

Stipulation: You can do this 1d4 + INT times a day, making a roll at the beginning of the day and telling your GM.

MASTERED Concentrated Ultimate

Requirements: Mastering Demon Style

Earning this feat grants you the ability to “charge” your ultimate for four turns, during these three turns you are unable to do anything. You gain normal charging effects as well as being able to layer this ultimate 4x. While this feat is active you gain a temporary bonus to HP and Ki regeneration of +12%.

MASTERED Demonic Interception

Requirements: Mastering Demon Style

Earning this feat grants you the ability to add piercing damage and a bonus to every attack made on a successful Intercept counter attack, +20% to piercing damage, and +20% to damage on successful strikes. Piercing damage is not the same as Ki Piercing damage, as it represents getting through the physical body and not ki defense.

Demon Style Master FEATS

Improved Vigor

Requirements: 250/250 Uses of Demon Style Master, DC 110 Training Roll 4d20, Level 20+

Earning this feat grants you an attack roll bonus of +5 for every severed appendage regenerating at +5% of the Ki Cost for regenerating said limb. Note: This does not work with self-inflicted wounds.

Demonic Agility

Requirements: 300/300 Uses of Demon Style Master, DC 120 Training Roll 5d20, Level 25+

Earning this feat grants you a defense bonus of +5 to any type of defense roll made at the cost of 1d100 + CON x2 Ki for 1d4 turns.

Kai Style  [H10] The Battle style of the gods, or Kaios of the higher world. Focuses on enhancing and getting the most out of Kaioken, spirit bomb and instant transmission while drawing out a fighter’s true hidden potential.

Kai Style(Novice)

Requirements: 7/7 Training Sessions with a Kai Style practitioner, DC 40 Rolls with 2d20

Bonuses: You spend 15d20 + CON HP and Ki at the start of the battle, preparing your body for the extra strain it will endure in Kaioken, granting +2 additional attack roll bonus and a 50% cost reduction for Kaioken Cost. However, this is only constant so long as you remain in Kaioken for no more than 2 turns, after that Kai Style is canceled out and must be reactivated for the full 15d20 HP and Ki.

Spirit Bombs also take one turn less to charge to each stage and damage goes up by 1 dice type.

Kai Style Novice Feats

Crimson Warrior

Requirements: 50/50 uses of Kai Style Novice, DC 35 Training Roll, Kaioken x4 or higher

Earning this feat reduces your need to make fortitude saves and reduces the penalty by -1 for staying in Kaioken for a sustained period of time rather than short bursts. This also increases the number of turns you can sustain Kaioken without ending Kai Style by +2 turns. All damage with Kaioken increases by 20%.

At level 10, add a novice next to each of your Kaiokens, they can now be mastered. Follow the following chart to find out what each requirement is.

Kaioken x1: 2/2 Training Rolls Passed, DC 20 1d20 for intermediate, 4/4 Training Rolls Passed, DC 30 1d20 for Master

Kaioken x2: 6/6 Training Rolls Passed, DC 35 1d20 for intermediate, 8/8 Training Rolls Passed, DC 40 2d20 for Master

Kaioken x3: 10/10 Training Rolls Passed, DC 45 2d20 for Intermediate, 12/12 Training Rolls Passed, DC 50 3d20 for Master

Kaioken x4: 14/14 Training Rolls Passed, DC 55 3d20 for Intermediate, 16/16 Training Rolls Passed, DC 60 3d20 for Master

Kaioken x5: 18/18 Training Rolls Passed, DC 65 3d20 for Intermediate, 20/20 Training Rolls Passed, DC 70 4d20 for Master

Kaioken x10 22/22 Training Rolls Passed, DC 75 4d20 for Intermediate, 24/24 Training Rolls Passed, DC 80 5d20 for Master

Kaioken x20 26/26 Training Rolls Passed, DC 85 5d20 for Intermediate, 28/28 Training Rolls Passed, DC 90 6d20 for Master

Kaioken x50/ Super Kaioken 30/30 Training Rolls Passed, DC 95 6d20 for Intermediate, 32/32 Training Rolls Passed, DC 100 7d20 for Master

When you master a Kaioken, reduce its cost permanently by 5%, increase your attack roll bonus by +2, and now you can use all roll bonuses on defense as well as offense while in that level of Kaioken. When it’s mastered, you also reduce the stress that’s put on the body for the desired effect.

Teleport Spammer

Requirements: 90/90 Uses of Kai Style Novice, DC 45 2d20, Instant Transmission

Earning this feat grants you a bonus of +5 on perception checks to sense out energies to use Instant Transmission. You also gain a +25% damage and +2 to attack rolls when using I.T. to make a surprise attack against an enemy, in this case yyou’ll make a charisma check against their will defense, granting you a conditional +2 to your check.

You can do this a total of 3 times before you lose this +2 bonus in a given battle.

Kai Style(Advanced)

Requirements: 11/11 Training Sessions with a Kai Style practitioner, DC 50 Rolls with 3d20

Bonuses: You spend 20d20 + CON HP and Ki at the start of the battle, preparing your body for the extra strain it will endure in Kaioken, granting +4 additional attack roll bonus and a 55% cost reduction for Kaioken Cost. However, this is only constant so long as you remain in Kaioken for no more than 3 turns, after that Kai Style is canceled out and must be reactivated for the full 20d20 HP and Ki.

Spirit Bombs also take two turns less to charge to each stage and damage goes up by 2 dice type but cost 3x as much.

Kai Style Advanced Feats

Deadly Spirit Bomb

Requirements: 100/100 Uses of Kai Style Advanced, DC 50 Training Roll 3d20,

Earning this feat grants you the ability to spend 5d100 Ki to push your Spirit Bomb into your enemy, forcing it to hit 2 more times than it normally would.

Kaioken Melee

Requirements: 150/150 Uses of Kai Style Advanced, DC 55 training roll 3d20, Kaioken x20 Mastered

Earning this feat grants you +1d8 to all melee attacks used with Kaioken for a cost of 1d8 + CON Ki.

Kai Style(Intermediate)

Requirements: 15/15 Training Sessions with a Kai Style practitioner, DC 60 Rolls with 3d20

Bonuses: You spend 25d20 + CON HP and Ki at the start of the battle, preparing your body for the extra strain it will endure in Kaioken, granting +6 additional attack roll bonus and a 60% cost reduction for Kaioken Cost. However, this is only constant so long as you remain in Kaioken for no more than 4 turns, after that Kai Style is canceled out and must be reactivated for the full 25d20 HP and Ki.

Spirit Bombs also takes three turns less to charge to each stage and damage goes up by 2 dice types with +10% damage output.

Super Kaioken can now be used once per week with a living character in base form only, must make a DC 60 Con Check to not have their heart explode and they can only sustain it for 1 turn.

Kai Style Intermediate Feats

Inner Potential

Requirements: 200/200 Uses of Kai Style Intermediate, DC 70 Training Roll 3d20 Earning this feat brings out 5% of your inner potential, increasing your HP or Ki permanently and granting a permanent bonus of +2 to either defense or attack rolls respectively.

Instantaneous Movement

Requirements: 300/300 Uses of Kai Style Intermediate, DC 75 Training roll 4d20 Earning this feat makes it so you can earn IM after half of the required uses of IT, and you spend ¾ of the Ki using it as well.

Kai Style(Master)

Requirements: 18/18 Training Sessions with a Kai Style practitioner, DC 70 Rolls with 4d20

Bonuses: You spend 30d20 + CON HP and Ki at the start of the battle, preparing your body for the extra strain it will endure in Kaioken, granting +8 additional attack roll bonus and a 65% cost reduction for Kaioken Cost. However, this is only constant so long as you remain in Kaioken for no more than 5 turns, after that Kai Style is canceled out and must be reactivated for 30d20 HP and Ki.

Spirit Bombs also takes three turns less to charge to each stage and damage goes up by 2 dice types and damage output increases by +30%, however cost goes up to x4 as much as usual.

Super Kaioken can now be used once per week with a living character in base and SSJ(or equivalent) form only, must make a DC 60 Con Check to not have their heart explode and they can only sustain it for 3 and 2 turns respectively.

Now that you’ve mastered Kai Style, each of your feats has been augmented to reflect that mastery.

MASTER Crimson Warrior

Requirements: Mastering Kai Style

Earning this feat reduces your need to make fortitude saves and reduces the penalty by -2 for staying in Kaioken for a sustained period of time rather than short bursts. This also increases the number of turns you can sustain Kaioken without ending Kai Style by +4 turns. All damage with Kaioken increases by 30%.

At level 10, add a novice next to each of your Kaiokens, they can now be mastered. Follow the following chart to find out what each requirement is.

Kaioken x1: 2/2 Training Rolls Passed, DC 20 1d20 for intermediate, 4/4 Training Rolls Passed, DC 30 1d20 for Master

Kaioken x2: 6/6 Training Rolls Passed, DC 35 1d20 for intermediate, 8/8 Training Rolls Passed, DC 40 2d20 for Master

Kaioken x3: 10/10 Training Rolls Passed, DC 45 2d20 for Intermediate, 12/12 Training Rolls Passed, DC 50 3d20 for Master

Kaioken x4: 14/14 Training Rolls Passed, DC 55 3d20 for Intermediate, 16/16 Training Rolls Passed, DC 60 3d20 for Master

Kaioken x5: 18/18 Training Rolls Passed, DC 65 3d20 for Intermediate, 20/20 Training Rolls Passed, DC 70 4d20 for Master

Kaioken x10 22/22 Training Rolls Passed, DC 75 4d20 for Intermediate, 24/24 Training Rolls Passed, DC 80 5d20 for Master

Kaioken x20 26/26 Training Rolls Passed, DC 85 5d20 for Intermediate, 28/28 Training Rolls Passed, DC 90 6d20 for Master

Kaioken x50/ Super Kaioken 30/30 Training Rolls Passed, DC 95 6d20 for Intermediate, 32/32 Training Rolls Passed, DC 100 7d20 for Master

When you master a Kaioken, reduce its cost permanently by 7%, increase your attack roll bonus by +4, and now you can use all roll bonuses on defense as well as offence while in that level of Kaioken. When it’s mastered, you also reduce the stress that’s put on the body for the desired effect.

MASTER Teleport Spammer

Requirements: Mastering Kai Style

Earning this feat grants you a bonus of +8 on perception checks to sense out energies to use Instant Transmission. You also gain a +35% damage and +4 to attack rolls when using I.T. to make a surprise attack against an enemy, in this case you’ll make a charisma check against their will defense, granting you a conditional +4 to your check.

You can do this a total of 4 times before you lose this +4 bonus in a given battle.

MASTERED Deadly Spirit Bomb

Requirements: Mastering Kai Style

Earning this feat grants you the ability to spend 3d100 Ki to push your Spirit Bomb into your enemy, forcing it to hit 3 more times than it normally would.

MASTERED Kaioken Melee

Requirements:

Earning this feat grants you +1d10 to all melee attacks used with Kaioken for a cost of 1d10 + CON Ki, this damage bonus now stacks with your STR Mod.

MASTERED Inner Potential

Requirements: 200/200 Uses of Kai Style Intermediate, DC 70 Training Roll 3d20

Earning this feat brings out 8% of your inner potential, increasing your HP or Ki permanently and granting a permanent bonus of +4 to either defense or attack rolls respectively.

MASTERED Instantaneous Movement

Requirements: Mastering Kai Style

Earning this feat makes it so you can earn IM after half of the required uses of IT, and you spend 1/2 of the Ki using it as well.

Also, you gain a +5 bonus to attack rolls when using IM offensively and +1d100 damage.

Kai Style Master Feats

Super Saiyan Spirit Bomb

Requirements: 400/400 Uses of Kai Style Master, DC 100 Training Roll 5d20

Earning this feat grants you a x2 bonus to damage while using a spirit bomb in a transformed state equal to Super Saiyan, at the cost of 3d100Ki.

Note: If you have Explosive Wave or SEW, you may make a DC 80 Con Check… if you pass, you can absorb the Spirit Bomb’s energy into yourself, creating a two turn attack that will hit every creature on the battle-field if they’re in range and makes the bonus for this feat go up to x3 damage with a bonus of +4 to your attack roll.

Mystic Inner Potential

Requirements: 500/500 Uses of Kai Style Master, DC 120 Training Roll 6d20 Earning this feat unlocks your full hidden potential, eliminating all but one of your transformations and replacing them with the condition or transformation of “Mystic,”

In mystic form, you gain the HP, Ki and STAT bonuses of your strongest transformation at ¼ of the cost, but Kai Style must be activated for your hidden potential to be revealed, otherwise you’ll simply transform into your strongest form.

However, if your Ki is above 500,000, you have a 50% chance of blowing up the planet when transforming into your SSJ equivalent transformation.

If you spend 1 year without training, you lose this feat and all bonuses attached to it, and must used Kai style 500 more times and pass the 120 dc training roll again to obtain it again.

Android Style:

This is a base style that most Androids use based upon what their CPU’s have measured about the enemy, adding all sorts of variables to the calculation of what the best attack strategy is. Androids are all about precision in all aspects of fighting; offense or defense.

 Android Style (Novice):  [H11] Requirements: 5 repair rolls passed and 5/5 DC 80 Passed with 5d20; no bonuses. Cost: 100 Ki

Duration: 1d4 + INT

Cool down Time: 1d4 + INT

At novice level all attack rolls, defense rolls, checks, saving throws, damage and ki resistance are granted a + 2 or – 2 respectively.

 Android Style Novice Feats: 

Enhanced Pump Up:

Requirements: Pump Up, CON 20, 5/5 Uses of Android Style Novice

At the cost of 5d20 + CON Ki you can have the effects of any Pump Up be increased by an additional 1d4 Forum Posts.

Crafty Pattern Abuser:

Requirements: Pattern Abuser, INT 24, 10/10 Uses of Android Style Novice

At the cost of 6d20 + CON Ki per use, you can have the effects of Pattern Abuser increase by x2 its normal effects.

 Android Style (Advanced): 

Requirements: 10 repair rolls passed and 10/10 DC 80 Passed with 5d20; no bonuses. Cost: 200 Ki

Duration: 1d4 + INT

Cool down Time: 1d4 + INT

At advanced level all attack rolls, defense rolls, checks, saving throws, damage and ki resistance are granted a + 4 or – 4 respectively.

 Android Style Advanced Feats 

Super Enhanced Android Skin:

Requirements: Enhanced Android Skin, 20/20 uses of Android Style Advanced

At the cost of 8d20 + CON Ki per use, you can boost the effects of Enhanced Android Skin by x2 their normal effects.

Overcharged Systems:

Requirements: Drain Life (Any), 30/30 uses of Android Style Advanced

At the cost of 4 of your Healing Surges, you can boost the effects of your drain life by x2 their normal effects. The duration of your drain life is boosted by 2 dice levels, and any checks that are made to break out of your hold have a – 4 penalty applied to it.

 Android Style (Intermediate): 

Requirements: 15 repair rolls passed and 15/15 DC 80 Passed with 5d20; no bonuses. Cost: 300 Ki

Duration: 1d4 + INT

Cool down Time: 1d4 + INT

At intermediate level all attack rolls, defense rolls, checks, saving throws, damage and ki resistance are granted a + 1d4 + 4 or – 1d4 - 4 respectively.

 Android Style Intermediate Feats: 

Ki Regeneration Redirection:

Requirements: Infinite Energy Android, INT 30, CON 40, 50/50 uses of Android Style Intermediate

For 1d4 + CON posts, you can take half of the value of your total Ki regeneration and apply it in a temporary storage which affects your Ki Bonus Damage and any usage of Ki will pull from this temporary storage first, before your actual Ki. This extra storage of Ki does not add to your overall Ki resistance. Once the duration of this feat is over, the temporary storage of Ki is removed and you cannot use this feat until the 1d4 + CON you rolled for the duration of this feat has passed.

Greater S.S. Deadly Bomber:

Requirements: S.S Deadly Bomber (any), 60/60 uses of Android Style Intermediate

Activation of this feat increases the number of passes of your S.S. Deadly Bomber by + 1, the number of hits by + 2, damage dice augmented up to + 1 die type, and the dodge penalty also gets an additional – 2 for its increased size. For this, the cost of your attack will increase by x2 its original Ki cost.

 Android Style (Expert): 

Requirements: 20 repair rolls passed and 20/20 DC 80 passed with 5d20; no bonuses. Cost: 400 Ki

Duration: 1d4 + INT

Cool down Time: 1d4 + INT

At expert level all attack rolls, defense rolls, checks, saving throws, damage, and ki resistance are granted a + 1d6 + 4 or – 1d6 - 4 respectively.

 Android Style Expert Feats: 

Perfect Android Barrier:

Requirements: Android Barrier (any), CON 55, 70/70 uses of Android Style Expert

Once per day you can have your Android Barrier have a HP of all your ki, however each turn you have to pass a Fortitude Save with a penalty of – 4 each turn. If you fail your Fortitude save, you are automatically stunned for 1d4 + 4 forum posts and will not have Ki resistance factor into any damage you take.

Perfect Poly Pneumatic Alloy:

Requirements: Poly Pneumatic Alloy, Enhanced Poly Pneumatic Alloy, Greater Poly Pneumatic Alloy, 80/80 uses of Android Style Expert

Once per day you can have your Pneumatic Form reach perfection, while you are in your enhanced version of any other Pneumatic feat (using Enhanced Poly Pneumatic Alloy) you can activate this feat. While doing so you will need to pass a CON check with a DC of 40 otherwise you will spend half the time in this form paralyzed. Using this feat costs 12d20 + CON Ki.

This feat stays active for 2 x 2d8 hits. This feat also replaces all other stacked durations of the other Pneumatic forms, so once this feat ends, you go back to your solid form.

 Android Style (Master): 

Requirements: 25 repair rolls passed and 25/25 DC 80 passed with 5d20; no bonuses. Cost: 500 Ki

Duration: 1d4 + INT

Cool down Time: 1d4 + INT

At master level all attack rolls, defense rolls, checks, saving throws, damage, and ki resistance are granted a + 1d8 + 4 or – 1d8 - 4 respectively.

All previous feats are all upgraded to Master Level:

Enhanced Pump Up (MASTER):

At the cost of 15d20 + CON Ki you can have the effects of any Pump Up be increased by an additional 1d6 Forum Posts.

Crafty Pattern Abuser (MASTER):

At the cost of 18d20 + CON Ki per use, you can have the effects of Pattern Abuser increase by x2.5 its normal effects.

Super Enhanced Android Skin (MASTER):

At the cost of 22d20 + CON Ki per use, you can boost the effects of Enhanced Android Skin by x3 their normal effects.

Overcharged Systems (MASTER):

At the cost of 4 of your Healing Surges and all of your melee actions, you can boost the effects of your drain life by x2.5 their normal effects. The duration of your drain life is boosted by 2 dice levels, and any checks that are made to break out of your hold have a – 4 penalty applied to it.

Ki Regeneration Redirection (MASTER):

For 2d4 + CON posts, you can take half of the value of your total Ki regeneration and apply it in a temporary storage which affects your Ki Bonus Damage and any usage of Ki will pull from this temporary storage first, before your actual Ki. This extra storage of Ki does not add to your overall Ki resistance. Once the duration of this feat is over, the temporary storage of Ki is removed and you cannot use this feat until the 2d4 + CON you rolled for the duration of this feat has passed.

Greater S.S. Deadly Bomber (MASTER):

Activation of this feat increases the number of passes of your S.S. Deadly Bomber by + 2, the number of hits by + 3, damage dice augmented up to + 2 die type, and the dodge penalty also gets an additional – 3 for its increased size. For this, the cost of your attack will increase by x3 its original Ki cost.

Perfect Android Barrier (MASTER):

Twice per day you can have your Android Barrier have a HP of all your ki, however each turn you have to pass a Fortitude Save with a penalty of – 3 each turn. If you fail your Fortitude save, you are automatically stunned for 1d4 + 4 forum posts and will not have Ki resistance factor into any damage you take.

Perfect Poly Pneumatic Alloy:

Twice per day you can have your Pneumatic Form reach perfection, while you are in your enhanced version of any other Pneumatic feat (using Enhanced Poly Pneumatic Alloy) you can activate this feat. While doing so you will need to pass a CON check with a DC of 40 otherwise you will spend half the time in this form paralyzed. Using this feat costs 25d20 + CON Ki.

This feat stays active for 3 x 2d8 hits. This feat also replaces all other stacked durations of the other Pneumatic forms, so once this feat ends, you go back to your solid form.

 Android Style Master Feats: 

Ultimate Android Skin:

Requirements: Stronger Android Skin, Stronger Android Skin Counter, Enhanced Android Skin, Greater Android Skin, 90/90 Uses of Android Style Master

At a cost of 25d20 + CON ki for 1d6 + CON forum posts, you can have this feat replace any and all forms of Android Skin to boost their effects by + 15 to your defense roll, + 5 to your attack rolls, and + 5 to your damage resistance. When this feat ends, your defense roll will have a – 15 penalty, - 5 to your attack roll, and – 5 to your damage resistance for the same duration as this feat lasted.

Ultimate Android Rush:

Requirements: Deadly Android Rush, Greater Deadly Android Rush, 100/100 uses of Android Style Master

Once per day, you can use this feat to replace any Deadly Android Rush Ultimate at x4 its original cost and an additional 30d20 + CON Ki to augment all damage dice up 4 dice levels and increase its final damage output by x2 its original damage. Once you use this feat, you cannot use any Deadly Android Rush Ultimate for the rest of the day.

Riotblood Style [H12] The riotblood is an entity that is created from the neurological chemical imbalance in hybrids between Saiyans and Pyrolites, thus a split personality. Each riotblood is unique in terms of personality and alignment, Xion's is cocky and arrogant while being neutral evil. His riotblood seeks to chastise the things that Xion holds dear.

Unlike other styles where the style can be used at any time during a battle, this style only becomes active when engaged with an enemy of any evil alignment. Their evil energy attracts the riotblood, bringing it to the surface. This also means that new feats for this style are learned during a battle when the style is active, with an increase to the DC based upon the disposition of the evil opponent.

Lawful + 10 / Neutral + 5 / Chaotic (No Change)

 Riotblood Style (Novice)  Requirements: Hybrid Class; Saiyan - Pyrolite

At novice level, this style stays in effect for 1d6 + WIS forum posts. During such time you will gain a + 5 to all attack / defense rolls, but take 20% more damage from any attack.

Cool down Time: 1d6 + WIS

Riotblood Style (Novice) Feats:

 Augmented Riot Energy 

Requirements: 5/5 uses of Riotblood Style (Novice), DC 50 Training Roll 5d20

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 2 Damage Dice to their output damage.

Cost: x1.5 Super / Ultimate's Ki Cost

Duration: 1d6 Forum Posts

 Perfected Space Cannon 

Requirements: 10/10 uses of Riotblood Style (Novice), DC 55 Training Roll 5d20

Using this feat makes the charging of the Full Powered Space Cannon and the recharge rate of any "Riot" based attack to be reduced by 2 forum posts.

Cost: 10d20 + CON + WIS Ki

 Riotblood Style (Advanced) 

Requirements: Hybrid Class; Saiyan - Pyrolite; DC 60 Passed, rolling 5d20

At Advanced level, this style stays in effect for 1d6 + WIS forum posts. During such time you will gain a + 7 to all attack / defense rolls, but take 20% more damage from any attack.

Cool down Time: 1d6 + WIS

Riotblood Style (Advanced) Feats:

 Enhanced Riot Energy 

Requirements: 15/15 uses of Riotblood Style (Advanced), DC 65 Training Roll 5d20

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 3 Damage Dice to their output damage.

Cost: x2 Super / Ultimate's Ki Cost

Duration: 1d6 + 1

 Jissen Kenbu 

Requirements: 20/20 uses of Riotblood Style (Advanced), DC 70 Training Roll 5d20

This feat allows you to charge up any "Riot" based attack without having to stand around like an idiot, being wide open. Your opponents also cannot detect the swell in your power as you charge this attack unless they pass a Perception Check DC 20 + (your) WIS modifier.

Cost: - 2 melee actions, - 1 Super each turn this is in effect

Duration: 1d4 + 2 Forum Posts

 Riotblood Style (Intermediate) 

Requirements: Hybrid Class; Saiyan - Pyrolite; DC 75 Passed, rolling 5d20

At Intermediate level, this style stays in effect for 1d6 + WIS forum posts. During such time you will gain a + 7 to all attack / defense rolls, but take 15% more damage from any attack.

Cool down Time: 1d6 + WIS

Riotblood Style (Intermediate) Feats:

 Super Enhanced Riot Energy 

Requirements: 25/25 uses of Riotblood Style (Intermediate), DC 80 Training Roll 5d20

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 4 Damage Dice to their output damage.

Cost: x2.5 Super / Ultimate's Ki Cost

Duration: 1d6 + 2

 Space Cannon x10 

Requirements: 30/30 use of Riotblood Style (Intermediate), Kaio-ken x10, Space Cannon, True Saiyan, DC 85 Training Roll 5d20

Substitutes the + 10 from your attack roll with use of Kaio-ken x10 to + 10 damage die to your Super Attack Ki Bonus with only the Space Cannon Ultimate Attack. This also increases the shock wave damage from 2d6 to 4d20

Cost: 15d20 + CON Ki

 Riotblood Style (Expert) 

Requirements: Hybrid Class; Saiyan - Pyrolite; DC 90 Passed, rolling 5d20

At Expert level, this style stays in effect for 1d6 + WIS forum posts. During such time you will gain a + 9 to all attack / defense rolls, but take 15% more damage from any attack.

Cool down Time: 1d6 + WIS

Riotblood Style (Expert) Feats:

 Overwhelming Riot Energy 

Requirements: 35/35 uses of Riotblood Style (Expert), DC 95 Training Roll 5d20

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 5 Damage Dice to their output damage.

Cost: x3 Super / Ultimate's Ki Cost

Duration: 1d6 + 3

 Shattered Hope Cannon 

Requirements: 40/40 uses of Riotblood Style (Expert), Broken Hope, True Saiyan (Any Form), Space Cannon, DC 100 Training Roll 5d20

Amplify the output damage and size of the Broken Hope even higher. This feat increases the final output damage of the Broken Hope energy wave by + 3 Hits.

Cost: x4 Ki Cost of Broken Hope

 Riotblood Style (Master) 

Requirements: Hybrid Class; Saiyan - Pyrolite; DC 105 Passed, rolling 5d20

At Master level, this style stays in effect for 1d6 + WIS forum posts. During such time you will gain a + 10 to all attack / defense rolls, but take 10% more damage from any attack.

Cool down Time: 1d6 + WIS

All Feats at Master Level get changed to:

 Augmented Riot Energy(Master) 

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 3 Damage Dice to their output damage.

Cost: x2 Super / Ultimate's Ki Cost

Duration: 1d6 + 2 Forum Posts

 Perfected Space Cannon(Master) 

Using this feat makes the charging of the Full Powered Space Cannon and the recharge rate of any "Riot" based attack to be reduced by 3 forum posts.

Cost: 20d20 + CON + WIS Ki

 Enhanced Riot Energy(Master) 

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 4 Damage Dice to their output damage.

Cost: x3 Super / Ultimate's Ki Cost

Duration: 1d6 + 2

 Jissen Kenbu(Master) 

This feat allows you to charge up any "Riot" based attack without having to stand around like an idiot, being wide open. Your opponents also cannot detect the swell in your power as you charge this attack unless they pass a Perception Check DC 20 + (your) WIS modifier.

Cost: - 4 melee actions, - 1 Super each turn this is in effect

Duration: 1d4 + 4 Forum Posts

 Super Enhanced Riot Energy(Master) 

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 5 Damage Dice to their output damage.

Cost: x4 Super / Ultimate's Ki Cost

Duration: 1d6 + 3

 Space Cannon x10 ~> Space Cannon x20(Master) 

Substitutes the + 20 from your attack roll with use of Kaio-ken x20 to + 20 damage die to your Super Attack Ki Bonus with only the Space Cannon Ultimate Attack. This also increases the shock wave damage from 2d6 to 8d20

Cost: 20d100 + CON Ki

 Overwhelming Riot Energy(Master) 

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 6 Damage Dice to their output damage.

Cost: x5 Super / Ultimate's Ki Cost

Duration: 1d6 + 4

 Shattered Hope Cannon(Master) 

Amplify the output damage and size of the Broken Hope even higher. This feat increases the final output damage of the Broken Hope energy wave by + 6 Damage Dice.

Cost: x6 Ki Cost of Broken Hope

Riotblood Style (Master) Feats:

 Infinite Riot Energy 

Requirements: 50/50 uses of Riotblood Style (Master), DC 110 Training Roll 5d20

Grants all super / ultimate based attacks that are considered "Riot" Attacks all get + 7 Damage Dice to their output damage.

Cost: x8 Super / Ultimate's Ki Cost

Duration: 1d4 + 5

 Armageddon Cannon 

Requirements: 6 "Riot" Energy wave or energy ball super or ultimate attacks, Space Cannonx20, Kaio-ken x20 (Master), True Saiyan (Master), 60/60 uses of Riotblood Style (Master), DC 120 Training Roll 5d20

Using this feat allows you channel the attacks of various "Riot" based attacks into one single blast. The blast starts off with the formation of the six attacks you channeled together into balls of energy, which fire off two at a time, followed by a Space Cannonx20 (as feat.)

Once fired, all super / ultimate damage is treated as normal. Each has the ki bonus damage granted, the multiplier will be applied at the end in this fashion

[Attack 1 base multiplier + Attack 2 base multiplier + ...... + Space Cannon Multiplier + Transformation Modifier = Total]

Cost: 6 "Riot" Attacks Ki Cost + Space Cannonx20 (as feat) Ki Cost x10

Charge Time: 1d4 + 10  Frieza Style [H13] This style is one that is centered around intimidating your opponent by suppressing your true form and by instilling fear into your opponents that leaves a feeling of impossibility to defeat you.

Frieza Style(Novice)

When this style is activated, you gain a + 2 to all Intimidation checks against your opponents by spending 1d20 + CON Ki which lasts for 1d6 + CHA rounds.

Frieza Style(Novice) Feats:

Cold Stare

Requirements: 20/20 Uses in Frieza Style(Novice); DC 16 Training Roll w/ 1d20

You flaunt your energy, spending 1d20 + CON Ki in an attempt to intimidate your opponent in the belief that you are far above their level of power. This feat also grants an additional + 1 to Intimidation checks while the style is still in effect.

Menacing Aura

Requirements: 40/40 Uses in Frieza Style(Novice); DC 18 Training Roll w/ 1d20

Once your opponent(s) are afraid of you, you can spend an additional 1d12 + CON Ki to enhance your chance to hit with all attacks by + 2 for 1d4 rounds.

Frieza Style(Advanced)

Requirements: 50/50 Uses in Frieza Style(Novice); DC 24 Training Roll w/ 1d20

When activated you gain a + 3 to your Intimidation checks against your opponents by spending 2d20 + CON Ki which lasts for 1d8 + CHA rounds.

Frieza Style(Advanced) Feats:

Impossible Odds

Requirements: 60/60 Uses in Frieza Style(Advanced); DC 28 Training Roll w/ 1d20

Activate this feat before you transform into your next form to instill fear into your enemies. This action gives a permanent + 1 to your Intimidation checks for the duration of the battle. Transformation cost of next form is 10% greater by use of this feat.

Hidden Power

Requirements: 80/80 Uses in Frieza Style(Advanced); DC 30 Training Roll w/ 1d20

Before going into any form beyond Second Form, activate this feat to reveal that you still aren't really trying. As you transform your enemies revel in your power, shaken with fear. A permanent + 2 is granted to your Intimidation Check that lasts for the duration of the battle and all transformations beyond Second Form that you go into have a 20% increase to the Transformation cost.

Frieza Style(Intermediate)

Requirements: 90/90 Uses in Frieza Style(Advanced); DC 36 Training Roll w/ 1d20

When activated you gain a + 4 to your Intimidation checks against your opponents by spending 4d20 + CON Ki which lasts for 1d10 + CHA rounds.

Frieza Style(Intermediate) Feats:

Restricted Form Mastery

Requirements: 100/100 Uses in Frieza Style(Intermediate); DC 40 Training Roll w/ 1d20

Activation of this feat only works in any form below Fourth Form, which allows a 10% decrease to Transformation cost and/or upkeep cost.

Transformation Healing

Requirements: 120/120 Uses in Frieza Style(Intermediate); DC 42 Training Roll w/ 1d20

Activate this feat before you transform to allow a free healing surge to be applied to your HP and Ki at half value.

Frieza Style(Master)

Requirements: 200/200 Uses; DC 50 Training Roll w/ 1d20

When activated you gain a + 5 to your Intimidation checks against your opponents by spending 6d20 + CON Ki which lasts for 1d12 + CHA rounds.

All Feats in Master get changed to the following:

Cold Stare

You flaunt your energy, spending 1d100 + CON Ki in an attempt to intimidate your opponent in the belief that you are far above their level of power. This feat also grants an additional + 2 to Intimidation checks while the style is still in effect.

Menacing Aura

Once your opponent(s) are afraid of you, you can spend an additional 2d20 + CON Ki to enhance your chance to hit with all attacks by + 2 for 1d6 rounds.

Impossible Odds

Activate this feat before you transform into your next form to instill fear into your enemies. This action gives a permanent + 2 to your Intimidation checks for the duration of the battle. Transformation cost of next form is 20% greater by use of this feat.

Hidden Power

Before going into any form beyond Second Form, activate this feat to reveal that you still aren't really trying. As you transform your enemies revel in your power, shaken with fear. A permanent + 3 is granted to your Intimidation Check that lasts for the duration of the battle and all transformations beyond Second Form that you go into have a 40% increase to the Transformation cost.

Restricted Form Mastery

Activation of this feat only works in any form below Fourth Form, which allows a 20% decrease to Transformation cost and/or upkeep cost.

Transformation Healing

Activate this feat before you transform to allow a free healing surge to be applied to your HP and Ki at full value.

Frieza Style(Master) Feats:

Galactic Overlord

Requirements: 240/240 Uses; DC 60 Training Roll w/ 1d20

Upon reaching your Fourth Form, all Intimidation checks gain a + 2 to the roll by spending 4d20 + CON Ki as long as the style is in effect.

Emperor's Full Power

Requirements: 280/280 Uses; DC 70 Training Roll w/ 1d20

By spending 4d20 + CON Ki and having your transformation cost and upkeep cost increase by twice the normal amount, you fill your enemies with so much feat that they become frozen until they pass a save vs fear. This feat can only be used once per day.

 Baal Style (Novice)  [H14] For 1d20 + WIS Ki, each one of your attacks has a 10% success rate of turning your opponent to stone. Once you pass the success roll, opponent has 1d20 + WIS (yours) before completely turning to stone. Each post, they have an option to hold back the effects for that post only if they pass a Will Check DC 20.

Baal Style(Novice) Feats:

Inner Demonic Blade

Requirements: 50/50 Uses of Baal Style(Novice); DC 20 w/ 1d20

For 1d6 rounds, you pull a sword out of your body and use it to enhance your melee-basic attacks for + 1d8 damage at a cost of 2d20 Ki

Rapid Cancellation Aura

Requirements: 100/100 Uses of Baal Style(Novice); DC 30 w/ 1d20

At the cost of 3d20 Ki, for 1d4 turns, each energy based attack that comes towards you has a 10% chance of dealing only 75% damage to you.

 Barragan Style (Novice)  [H15] You spend 2d20 + CON Ki to enhance your aura with demonic energy forcing all foreign objects that enter your aura to become greatly slowed down, giving that object a - 1 penalty to its attack roll.

Barragan Style(Novice) Feats:

Touch of Death

Requirements: 50/50 Uses of Barragan Style(Novice); DC 22 w/ 1d20

Whenever you make a successful melee-basic attack on your opponent, you poison their body, forcing them to lose 1d10 additional HP that does not have Ki resistance factored into it unless they pass a DC 20 CON check and a DC 15 WIS check.

Barragan Insight

Requirements: 70/70 Uses of Barragan Style(Novice); DC 28 w/ 1d20

Due to your aura slowing everything down as it enters within your striking range, if an attack is dodged by 5 points or more, you may counter attack right then and there without using any of your melee actions in a given turn. Doing so will cost you 2d20 + CON Ki for each use. Chapter 11: Super Attack/Ultimate Attack Creation Rules  [J1] ''In your journeys through the universe you will learn many different types of Ki based attacks. However important it is to build upon what’s been given to you from the past, it is infinitely more important to define yourself and your fighting style. Here are rules for creating Super Attacks that better reflect your abilities, and at what levels and requirements you can do so.''

First, you need a concept of the attack you intend to create. Your first player created super attack is usually created around level 5, since that’s when you really start to get an idea of how you want to live life as your character and how your fighting style should look.

Super Attack creation is the same as training. And there are a set of difficulty classes that you have to match when attempting to create the various levels of super attacks.

Just as you have levels, your super attacks also have levels, and they follow this chart in grades.

Super Attack Grades [J2] 1gained at level 1 2gained at level 3 3gained at level 7 4gained at level 9 5created at level 11 6 Created at level 12 (Called a Weekly Super) 7 Created at level 16 (Called a Weekly Super) 8 Created at level 19 (All Weekly Supers can now be used twice a week) 9 Created at level 27 (All weekly supers can now be used three times a week) 10 Created at level 30 (All weekly supers can be used four times in a week)

Grade 1 Super Attacks:  [J3] Requirements: Level 2, Ki above 100

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 20 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: d8

41-60: d6

1-40: d4

Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 1d6 + 1d4 + (CON) + (Super Attack Ki Bonus)

41-60: 2d4 + (CON) + (Super Attack Ki Bonus)

1-40: 1d4 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 1d8 + 1d10

41-70: 1d6 + 1d8

21-40: 1d4 + 1d6

1-20: 2d4

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: d8

41-60: d6

1-40: d4

Next roll a d100 to determine damage output:

61-100: 1d8 + (CON) + (Super Attack Ki Bonus)

41-60: 1d6 + (CON) + (Super Attack Ki Bonus)

1-40: 1d4 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 50Ki

41-100: 30Ki

1-40: 20Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +1 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -4 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -4 penalty to attack roll.

1-20: Can only be used at close range.

Grade 2 Super Attacks:  [J4]Requirements: Level 3, Ki above 200

[B[Step 1: Difficulty Class Check[/B]

To create a Level 2 Super Attack (First gained at level 3), you’ll roll five d20s, attempting to succeed with a DC of 22 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: d12 41-60: d8 1-40: d6

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 1d8 + 1d6 + (CON) + (Super Attack Ki Bonus) 41-60: 1d6 + 1d4 + (CON) + (Super Attack Ki Bonus) 1-40: 2d4 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 1d12 + 1d10 + (CON) + (Super Attack Ki Bonus) 41-70: 1d10 + 1d8 + (CON) + (Super Attack Ki Bonus) 21-40: 1d8 + 1d6 + (CON) + (Super Attack Ki Bonus) 1-20: 1d6 + 1d4 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: d10 41-60: d8 1-40: d6

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 1d10 + (CON) + (Super Attack Ki Bonus) 41-60: 1d8 + (CON) + (Super Attack Ki Bonus) 1-40: 1d6 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack 61-100: 100Ki 41-100: 90Ki 1-40: 75Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +2 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -5 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -5 penalty to attack roll.

1-20: Can only be used at close range.

Grade 3 Super Attacks:  [J5] Requirements: Level 7, Ki above 300

Step 1: Difficulty Class Check

To create a level 3 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 24 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: d10 + 1d8 41-60: d8 + d6 1-40: d6 + d4

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 1d12 + 1d10 + (CON) + (Super Attack Ki Bonus) 41-60: 1d10 + 1d8 + (CON) + (Super Attack Ki Bonus) 1-40: 1d8 + 1d6 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 2d12 + 2d10 + (CON) + (Super Attack Ki Bonus) 41-70: 2d10 + 2d8 + (CON) + (Super Attack Ki Bonus) 21-40: 2d8 + 2d6 + (CON) + (Super Attack Ki Bonus) 1-20: 2d6 + 2d4 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: d12 41-60: d10 1-40: d8

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 2d12 + (CON) + (Super Attack Ki Bonus) 41-60: 1d10 + 1d8 + (CON) + (Super Attack Ki Bonus) 1-40: 2d6 + 1d4 (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 300Ki 61-71: 200Ki 40-61: 100Ki 1-39: 90Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +3 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -6 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -6 penalty to attack roll.

1-20: Can only be used at close range.

Grade 4 Super Attacks: [J6] Requirements: Level 9, Ki above 400

Step 1: Difficulty Class Check

To create a level 4 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 100 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: d20 41-60: d10 + d8 1-40: d8 + d6

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 3d10 + 2d8 + (CON) + (Super Attack Ki Bonus) 41-60: 3d8 + 2d6 + (CON) + (Super Attack Ki Bonus) 1-40: 3d6 + 2d4 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 2d20 + 2d12 + 3d10 (CON) + (Super Attack Ki Bonus) 41-70: 1d20 + 3d12 + 1d10 (CON) + (Super Attack Ki Bonus) 21-40: 3d10 + 2d8 + (CON) + (Super Attack Ki Bonus) 1-20: 3d8 + 2d6 (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: d20 41-60: d12 1-40: d10

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 2d10 + (CON) + (Super Attack Ki Bonus) 41-60: 1d10 + 1d6 + (CON) + (Super Attack Ki Bonus) 1-40: 2d6 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 700Ki 61-71: 500Ki 40-61: 400Ki 1-39: 300Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +4 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -7 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -7 penalty to attack roll.

1-20: Can only be used at close range.

Grade 5 Super Attacks:  [J7] Requirements: Level 11, Ki above 500

Step 1: Difficulty Class Check

To create a level 5 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 110 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: d20 + d4 41-60: d12 + d8 1-40: d10 + d6

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 5d10 + 1d20 + (CON) + (Super Attack Ki Bonus)

41-60: 3d10 + 2d8 + 1d10 (CON) + (Super Attack Ki Bonus)

1-40: 3d10 + 3d6 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 4d20 + 3d12 + 4d10 + (CON) + (Super Attack Ki Bonus)

41-70: 3d20 + 2d12 + (CON) + (Super Attack Ki Bonus)

21-40: 2d20 + 1d12 + 1d10 + 1d8 (CON) + (Super Attack Ki Bonus)

1-20: 1d20 + 1d12 + 1d6 + 1d4 (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: d20

41-60: d10 + d8

1-40: d8 + d6

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 5d12 + (CON) + (Super Attack Ki Bonus)

41-60: 2d10 + 1d20 + (CON) + (Super Attack Ki Bonus)

1-40: 2d10 + 1d10 (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 800Ki 61-71: 750Ki 40-61: 500Ki 1-39: 350Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +5 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -8 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -8 penalty to attack roll.

1-20: Can only be used at close range.

Grade 6 Super Attacks (Weekly Supers Mark I):  [J8] A Weekly Super represents the maximum power that your character can produce, without limiting his/her combat options complete. It's a desperation move that takes all of their strength, will power, and determination to pull off.

Regardless of how powerful you are, when using a Weekly Ultimate (Mark 1) you must make a series of Fortitude Checks to prepare your body.

You'll make 5 Fortitude Checks, DC = Character Level + 6 + 10. You must pass 4 out of 5 Checks to use your Weekly Ultimate, and have enough HP, Ki, and Blast Stocks available.

After your attack hits, you'll need to make a Fortitude Save: +5 penalty, to see if you die from over working your body.

Requirements: Level 12, Ki above 1000

Step 1: Difficulty Class Check

To create a level 3 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 130 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 1d20 + 2d12 41-60: 2d12 + 1d10 1-40: 2d10 + 1d8

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 3d20 + 2d12 + (CON) + (Super Attack Ki Bonus) x1.5

41-60: 2d20 + 3d10 + (CON) + (Super Attack Ki Bonus) x1.5

21-40: 2d20 + 2d10 + (CON) + (Super Attack Ki Bonus) x1.5

1-20: 1d20 + 1d10 + (CON) + (Super Attack Ki Bonus) x1.5

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 3d100 + 2d20 + 1d12 + (CON) + (Super Attack Ki Bonus) x2

41-70: 2d100 + 2d20 + (CON) + (Super Attack Ki Bonus) x2

21-40: 1d100 + 1d12 + 1d10 + 1d8 (CON) + (Super Attack Ki Bonus) x2

1-20: 5d20 + 1d12 + 1d6 + (CON) + (Super Attack Ki Bonus) x2

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 1d20 + 1d10

41-60: 1d20 + 1d6

1-40: 2d12 + d10

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 5d20 + (CON) + (Super Attack Ki Bonus) x1.5 41-60: 4d20 + 1d12 + (CON) + (Super Attack Ki Bonus) x1.5 1-40: 2d20 + 1d10 + (CON) + (Super Attack Ki Bonus) x1.5

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 3000 Ki/HP + 6 Blast Stocks 61-71: 2500 Ki/HP + 5 Blast Stocks 40-61: 2000 Ki/HP + 4 Blast Stocks 1-39: 1500 Ki/HP + 3 Blast Stocks

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +7 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -11 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -11 penalty to attack roll.

1-20: Can only be used at close range.

Additional Stipulations:

Roll a d100 to see what additional benefits your Weekly Super grants.

81-100: Attack forces enemy to make a Reflex check, if they fail, they suffer -1d6 to their attack rolls for their next turn.

61-80: Attack forces enemy to use up Ki = to your CON mod + half your super’s ki cost to defend against it.

41-60: Attack is used defensively, a melee basic or melee super move will trigger it and allow you to do a counter attack using it. Enemy must make a Reflex check while you are counter attacking, if they fail, they suffer -1d20 to their defense roll.

21-40: You’re allowed to make an insight check to see if the momentum from your attack will grant you a +1d100 damage bonus to damage.

1-20: You must make a constitution check while using this Weekly Super, otherwise you’ll take a -1d100 + CON mod to your health as an additional cost of using said super.

Grade 7 Super Attacks (Weekly Supers Mark II):  [J9] A Weekly Ultimate represents the maximum power that your character can produce. It's a desperation move that takes all of their strength, will power, and determination to pull off.

Regardless of how powerful you are, when using a Weekly Ultimate (Mark 1) you must make a series of Fortitude Checks to prepare your body.

You'll make 8 Fortitude Checks, DC = Character Level + 4 + 15. You must pass 6 out of 8 Checks to use your Weekly Ultimate, and have enough HP, Ki, and Blast Stocks available.

After your attack hits, you'll need to make a Fortitude Save: +10 penalty, to see if you die from over working your body.

Requirements: Level 16, Ki above 1200

Step 1: Difficulty Class Check

To create a level 7 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 135 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d20 + d12 41-60: 1d20 + d10 1-40: 3d12 + 2d10

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 4d20 + 4d12 + 3d10 + (CON) + (Super Attack Ki Bonus) x1.5

41-60: 4d20 + 3d12 + 2d10 + (CON) + (Super Attack Ki Bonus) x1.5

21-40: 3d20 + 2d12 + 1d10 + (CON) + (Super Attack Ki Bonus) x1.5

1-20: 2d20 + 1d12 + (CON) + (Super Attack Ki Bonus) x1.5

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 7d100 + 5d20 + 3d12 + (CON) + (Super Attack Ki Bonus) x2

41-70: 5d100 + 3d20 + (CON) + (Super Attack Ki Bonus) x2

21-40: 2d100 + 2d12 + 2d10 + 2d8 (CON) + (Super Attack Ki Bonus) x2

1-20: 10d20 + 5d12 + 3d6 + (CON) + (Super Attack Ki Bonus) x2

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d20 + d12 41-60: 2d20 1-40: 3d12 + 2d10

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 8d20 + (CON) + (Super Attack Ki Bonus) x1.5

41-60: 5d20 + 2d12 + (CON) + (Super Attack Ki Bonus) x1.5

1-40: 2d20 + 2d12 + (CON) + (Super Attack Ki Bonus) x1.5

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 5000 Ki/HP + 8 Blast Stocks 61-71: 4500 Ki/HP + 7 Blast Stocks 40-61: 4000 Ki/HP + 6 Blast Stocks 1-39: 3500 Ki/HP + 5 Blast Stocks

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +9 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -20 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -20 penalty to attack roll.

1-20: Can only be used at close range.

Additional Stipulations:

Roll a d100 to see what additional benefits your Weekly Super grants.

81-100: Attack forces enemy to make a Reflex check, if they fail, they suffer -1d20 to their attack rolls for their next turn.

61-80: Attack forces enemy to use up Ki = to your CON mod + your super’s ki cost to defend against it.

41-60: Attack is used defensively, a melee basic or melee super move will trigger it and allow you to do a counter attack using it. Enemy must make a Reflex check while you are counter attacking, if they fail, they suffer -2d20 to their defense roll and grants you a +1d20 to all your defensive rolls used to defend against them upon your next defending turn.

21-40: You’re allowed to make an insight check to see if the momentum from your attack will grant you a +2d100 damage bonus to damage.

1-20: You must make a constitution check while using this Weekly Super, otherwise you’ll take a -3d100 + CON mod to your health as an additional cost of using said super.

Grade 8 Super Attacks:  [J10] Requirements: Level 19, Ki above 1500

Step 1: Difficulty Class Check

To create a level 8 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 140 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 1d20 + 2d12 41-60: 1d20 + 2d10 1-40: 2d12 + 2d10

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 2d20 + 3d12 + (CON) + (Super Attack Ki Bonus) 41-60: 2d20 + 2d12 + 1d6 + (CON) + (Super Attack Ki Bonus) 21-40: 2d20 + 1d12 + (CON) + (Super Attack Ki Bonus) 1-20: 1d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 7d20 + 6d12 + 5d10 + (CON) + (Super Attack Ki Bonus) 41-70: 6d20 + 6d12 + (CON) + (Super Attack Ki Bonus) 21-40: 5d20 + 4d12 + 3d10 + 2d8 (CON) + (Super Attack Ki Bonus) 1-20: 4d20 + 3d12 + 6d6 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 1d20 + 2d12 41-60: 2d20 1-40: 2d12 + 1d10

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 5d20 + (CON) + (Super Attack Ki Bonus) 41-60: 3d20 + 2d12 + (CON) + (Super Attack Ki Bonus) 1-40: 1d20 + 2d12 (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 900Ki 61-71: 850Ki 40-61: 800Ki 1-39: 750Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +7 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -10 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -10 penalty to attack roll.

1-20: Can only be used at close range.

Additional Stipulations:

Roll a d100 to see what additional benefits your Weekly Super grants.

81-100: Attack forces enemy to make a Reflex check, if they fail, they suffer -1d8 to their attack rolls for their next turn.

61-80: Attack forces enemy to use up Ki = to your CON mod + your super’s ki cost to defend against it.

41-60: Attack is used defensively, a melee basic or melee super move will trigger it and allow you to do a counter attack using it. Enemy must make a Reflex check while you are counter attacking, if they fail, they suffer -2d8 to their defense roll and grants you a +1d8 to all your defensive rolls used to defend against them upon your next defending turn.

21-40: You’re allowed to make an insight check to see if the momentum from your attack will grant you a +1d100 damage bonus to damage.

1-20: You must make a constitution check while using this Super, otherwise you’ll take a -3d100 + CON mod to your health as an additional cost of using said super.

Grade 9 Super Attacks: [J11] Requirements: Level 27, Ki above 100,000

Step 1: Difficulty Class Check

To create a level 9 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 150 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d20 + 3d12 41-60: 2d20 + 2d10 1-40: 2d12 + 2d10 + 1d4

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 2d20 + 1d12 + (CON) + (Super Attack Ki Bonus)

41-60: 2d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

21-40: 1d20 + 2d12 + (CON) + (Super Attack Ki Bonus)

1-20: 1d20 + 1d12 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 10d20 + 10d12 + 8d10 + (CON) + (Super Attack Ki Bonus)

41-70: 8d20 + 8d12 + (CON) + (Super Attack Ki Bonus)

21-40: 6d20 + 5d12 + 2d10 + 2d8 (CON) + (Super Attack Ki Bonus)

1-20: 5d20 + 4d12 + 7d6 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d20 + 2d12 41-60: 3d20 1-40: 3d12 + 2d10

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 4d20 + (CON) + (Super Attack Ki Bonus) 41-60: 3d20 + (CON) + (Super Attack Ki Bonus) 1-40: 2d20 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 1000Ki 61-71: 950Ki 40-61: 900Ki 1-39: 850Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +8 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -11 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -11 penalty to attack roll.

1-20: Can only be used at close range.

Additional Stipulations:

Roll a d100 to see what additional benefits your Weekly Super grants.

81-100: Attack forces enemy to make a Reflex check, if they fail, they suffer - 1d10 to their attack rolls for their next turn.

61-80: Attack forces enemy to use up Ki = to your CON mod + your super’s ki cost to defend against it.

41-60: Attack is used defensively, a melee basic or melee super move will trigger it and allow you to do a counter attack using it. Enemy must make a Reflex check while you are counter attacking, if they fail, they suffer -2d10 to their defense roll and grants you a +1d10 to all your defensive rolls used to defend against them upon your next defending turn.

21-40: You’re allowed to make an insight check to see if the momentum from your attack will grant you a +2d100 damage bonus to damage.

1-20: You must make a constitution check while using this Super, otherwise you’ll take a -4d100 + CON mod to your health as an additional cost of using said super.

Grade 10 Super Attacks:  [J12] Requirements: Level 30, Ki above 2000

Step 1: Difficulty Class Check

To create a level 10 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 160 three times. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 3d20 + 4d12 41-60: 3d20 + 3d10 1-40: 3d12 + 3d10 + 2d4

Melee Continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 3d20 + 2d8 + (CON) + (Super Attack Ki Bonus) 41-60: 3d20 + 1d8 + (CON) + (Super Attack Ki Bonus) 21-40: 2d20 + 2d8 + (CON) + (Super Attack Ki Bonus) 1-20: 1d20 + 1d8 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 3d100 + 12d20 + 10d10 + (CON) + (Super Attack Ki Bonus) 41-70: 2d100 + 10d20 + (CON) + (Super Attack Ki Bonus) 21-40: 10d20 + 10d12 + 8d10 + 4d8 (CON) + (Super Attack Ki Bonus) 1-20: 8d20 + 8d12 + 14d6 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 3d20 + 3d12 41-60: 4d20 1-40: 4d12 + 3d10

Blast Barrage Continued: Next roll a d100 to determine damage output:

61-100: 6d20 + (CON) + (Super Attack Ki Bonus) 41-60: 3d20 + (CON) + (Super Attack Ki Bonus) 1-40: 1d20 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

71-100: 1500Ki 61-71: 1400Ki 40-61: 1300Ki 1-39: 1200Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +9 to attack roll.

61-80: No conditions necessary, attack can be performed from any angle or position.

41-60: Must be used on the ground, if used from the air, the attack suffers a -12 penalty to attack roll.

21-40: Must be used in air, if used from ground, the attack suffers a -12 penalty to attack roll.

1-20: Can only be used at close range.

Additional Stipulations:

Roll a d100 to see what additional benefits your Weekly Super grants.

81-100: Attack forces enemy to make a Reflex check, if they fail, they suffer -1d12 to their attack rolls for their next turn.

61-80: Attack forces enemy to use up Ki = to your CON mod + your super’s ki cost to defend against it.

41-60: Attack is used defensively, a melee basic or melee super move will trigger it and allow you to do a counter attack using it. Enemy must make a Reflex check while you are counter attacking, if they fail, they suffer -2d20 to their defense roll and grants you a +1d20 to all your defensive rolls used to defend against them upon your next defending turn.

21-40: You’re allowed to make an insight check to see if the momentum from your attack will grant you a +3d100 damage bonus to damage.

1-20: You must make a constitution check while using this super, otherwise you’ll take a -5d100 + CON mod to your health as an additional cost of using said super.

Ultimate Attack Creation Rules

[J13]

Much like Super Attacks, Ultimate Attacks are massive bursts of energy that do tons of damage to your enemy, but come at a greater cost of Ki than Super Attacks generally do.

Just like you have levels, so do ultimates, here's a chart to explain.

Ultimate Attack Grade

1gained at level 1 2gained at level 4 3gained at level 8 4 Created at level 12 (Called a weekly Ultimate) 5 Created at level 15 (All weekly ultimates can now be used twice a week) 6 Created at level 16 (Called a weekly Ultimate) 7 Created at level 21 (All weekly Ultimates can now be used three times a week) 8 Created at level 29 (All weekly Ultimates can now be used four times a week) 9 Created at level 30 (All weekly Ultimates can now be used fivqe times a week)

Grade 1 Ultimate Attacks:

[J14]

Grade 1 Ultimate Attacks:

Requirements: Level 1, Ki above 100

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 20 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d8 41-60: 2d6 1-40: 2d4

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 1d10 + 1d8 + (CON) + (Super Attack Ki Bonus) 41-60: 1d8 + 1d6 + (CON) + (Super Attack Ki Bonus) 1-40: 4d4 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 2d10 + 1d6 + (CON) + (Super Attack Ki Bonus) 41-70: 2d8 + 1d6 + (CON) + (Super Attack Ki Bonus) 21-40: 2d6 + 1d4 + (CON ) + (Super Attack Ki Bonus) 1-20: 4d4 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d8 41-60: 2d6 1-40: 2d4

Next roll a d100 to determine damage output:

61-100: 2d8 + 1d6 (CON) + (Super Attack Ki Bonus) 41-60: 2d6 + 1d4 (CON) + (Super Attack Ki Bonus) 1-40: 3d4 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 80Ki 41-100: 75Ki 1-40: 50Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +1 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -4 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -4 penalty to attack roll. 1-20: Can only be used at close range.

 Grade 2 Ultimate Attacks: 

[J15]

Requirements: Level 4, Ki above 200

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 25 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d8 + 2d4 41-60: 2d6 + 1d4 1-40: 1d6 + 1d4

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 3d12 + 2d10 + (CON) + (Super Attack Ki Bonus) 41-60: 3d10 + 2d6 + (CON) + (Super Attack Ki Bonus) 1-40: 4d6 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 4d20 + 3d12 + 1d10 (CON) + (Super Attack Ki Bonus) 41-70: 3d20 + 2d8 + (CON) + (Super Attack Ki Bonus) 21-40: 2d20 + 1d8 + (CON ) + (Super Attack Ki Bonus) 1-20: 1d20 + 1d6 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d8 + 1d4 41-60: 2d6 + 1d4 1-40: 2d6

Next roll a d100 to determine damage output:

61-100: 4d12 + 3d10 + (CON) + (Super Attack Ki Bonus) 41-60: 3d12 + 2d10 + (CON) + (Super Attack Ki Bonus) 1-40: 2d12 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 250Ki 41-100: 165Ki 20-40: 100Ki 1-19: 90Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +2 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -5 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -5 penalty to attack roll. 1-20: Can only be used at close range.

Grade 3 Ultimate Attacks:

[J16]

Requirements: Level 8, Ki above 400

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 30 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d8 + 3d4 41-60: 2d6 + 2d4 1-40: 1d6 + 2d4

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 2d100 + 1d20 + (CON) + (Super Attack Ki Bonus) 41-60: 1d100 + 1d20 + (CON) + (Super Attack Ki Bonus) 1-40: 3d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 2d100 + 2d20 + 2d10 (CON) + (Super Attack Ki Bonus) 41-70: 1d100 + 1d20 + (CON) + (Super Attack Ki Bonus) 21-40: 3d20 + 2d10 + (CON ) + (Super Attack Ki Bonus) 1-20: 1d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d8 + 2d4 41-60: 2d6 + 2d4 1-40: 2d6 + 2d4

Next roll a d100 to determine damage output:

61-100: 2d100 + 1d12 + (CON) + (Super Attack Ki Bonus) 41-60: 3d20 + 2d12 + (CON) + (Super Attack Ki Bonus) 1-40: 3d20 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 1000Ki 41-100: 800Ki 20-40: 600Ki 1-19: 500Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +3 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -6 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -6 penalty to attack roll. 1-20: Can only be used at close range.

 Grade 4 Ultimate Attacks: Weekly Ultimate Mark I 

[J17]

A Weekly Ultimate represents the maximum power that your character can produce. It's a desperation move that takes all of their strength, will power, and determination to pull off.

Regardless of how powerful you are, when using a Weekly Ultimate (Mark 1) you must make a series of Fortitude Checks to prepare your body.

You'll make 10 Fortitude Checks, DC = Character Level + 4 + 20. You must pass 8 out of 10 Checks to use your Weekly Ultimate, and have enough HP, Ki, and Blast Stocks available.

After your attack hits, you'll need to make a Fortitude Save: +10 penalty, to see if you die from over working your body.

Requirements: Level 12, Ki above 1200

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 70 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d20 + 2d12 41-60: 2d12 + 1d10 1-40: 2d20

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 4d20 + 3d10 + (CON) + (Super Attack Ki Bonus) x2 (hits twice) 41-60: 3d20 + 3d10 + (CON) + (Super Attack Ki Bonus) x2 (hits twice) 1-40: 3d20 + 2d10 + (CON) + (Super Attack Ki Bonus) x2 (hits twice)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 6d100 + 4d20 + 2d12 + (CON) + (Super Attack Ki Bonus) x4 (hits four times) 41-70: 3d100 + 2d20 + 1d12 + (CON) + (Super Attack Ki Bonus) x4 (hits four times) 21-40: 1d100 + 1d20 + (CON ) + (Super Attack Ki Bonus) x4 (hits four times) 1-20: 1d100 + (CON) + (Super Attack Ki Bonus) x4 (hits four times)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 1d20 + 1d8 41-60: 2d12 + 1d8 1-40: 2d10

Next roll a d100 to determine damage output:

61-100: 4d20 + 3d10 + (CON) + (Super Attack Ki Bonus) x2 (hits twice) 41-60: 3d20 + 2d10 + (CON) + (Super Attack Ki Bonus) x2 (hits twice) 1-40: 2d20 + 1d10 + (CON) + (Super Attack Ki Bonus) x2 (hits twice)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 9000 Ki/HP and 10 Blast Stocks 51-100: 8500 Ki/HP and 8 Blast Stocks 40-50: 8000 Ki/HP and 7 Blast Stocks 20-39: 7500 Ki/HP and 6 Blast Stocks 1-19: 7000 Ki/HP and 5 Blast Stocks

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +7 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -10 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -10 penalty to attack roll. 1-20: Can only be used at close range.

Additional Conditions

You are allowed 100 points to buy additional stipulations for this ultimate and only this ultimate, see another section for it. If you choose not to spend all 100, they are forfeit after completing your super, as they’re temporary points.

 Grade 5 Ultimate Attacks: 

[J18]

Requirements: Level 15, Ki above 1600

Step 1: Difficulty Class Check

To create a grade 5 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 50 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d10 + 2d6 41-60: 2d10 + 1d6 1-40: 2d8

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 5d20 + 5d10 + (CON) + (Super Attack Ki Bonus) 41-60: 4d20 + 3d10 + (CON) + (Super Attack Ki Bonus) 1-40: 3d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 4d100 + 3d20 + 2d12 + (CON) + (Super Attack Ki Bonus) 41-70: 3d100 + 2d20 + 2d10 + (CON) + (Super Attack Ki Bonus) 21-40: 2d100 + 1d20 + (CON ) + (Super Attack Ki Bonus) 1-20: 1d100 + 1d12 + 1d10 (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d12 + 1d10 41-60: 2d10 + 1d8 1-40: 2d12

Next roll a d100 to determine damage output:

61-100: 5d20 + 5d10 + (CON) + (Super Attack Ki Bonus) 41-60: 3d20 + 3d10 + (CON) + (Super Attack Ki Bonus) 1-40: 1d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 2000Ki 51-100: 1800Ki 40-50: 1600Ki 20-39: 1400Ki 1-19: 1200Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +4 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -7 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -7 penalty to attack roll. 1-20: Can only be used at close range.

 Grade 6 Ultimate Attacks: Weekly Ultimate Mark II 

[J19]

A Weekly Ultimate represents the maximum power that your character can produce. It's a desperation move that takes all of their strength, will power, and determination to pull off.

Regardless of how powerful you are, when using a Weekly Ultimate (Mark 2) you must make a series of Fortitude Checks to prepare your body.

You'll make 15 Fortitude Checks, DC = Character Level + 6 + 40. You must pass 12 out of 15 Checks to use your Weekly Ultimate, and have enough HP, Ki, and Blast Stocks available.

After your attack hits, you'll need to make a Fortitude Save: +20 penalty, to see if you die from over working your body.

Requirements: Level 16, Ki above 2000

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 150 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 3d20 + 2d12 41-60: 3d12 + 2d10 1-40: 3d20

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 2d100 + 4d20 + 3d10 + (CON) + (Super Attack Ki Bonus) x3 (hits thrice) 41-60: 1d100 + 3d20 + 3d10 + (CON) + (Super Attack Ki Bonus) x3 (hits thrice) 1-40: 1d100 + 2d20 + 1d10 + (CON) + (Super Attack Ki Bonus) x3 (hits thrice)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 20d100 + 20d20 + 20d12 + (CON) + (Super Attack Ki Bonus) x6 (hits six times) 41-70: 18d100 + 16d20 + 12d12 + (CON) + (Super Attack Ki Bonus) x6 (hits six times) 21-40: 16d100 + 14d20 + (CON ) + (Super Attack Ki Bonus) x6 (hits six times) 1-20: 12d100 + (CON) + (Super Attack Ki Bonus) x6 (hits six times)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d20 + 2d8 41-60: 2d20 + 1d8 1-40: 2d20

Next roll a d100 to determine damage output:

61-100: 2d100 + 5d20 + (CON) + (Super Attack Ki Bonus) x4 (hits four times) 41-60: 2d100 + 3d20 + (CON) + (Super Attack Ki Bonus) x4 (hits four times) 1-40: 1d100 + (CON) + (Super Attack Ki Bonus) x4 (hits four times)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 12000 Ki/HP and 12 Blast Stocks 51-100: 10000 Ki/HP and 11 Blast Stocks 40-50: 9000 Ki/HP and 10 Blast Stocks 20-39: 8000 Ki/HP and 9 Blast Stocks 1-19: 7000 Ki/HP and 8 Blast Stocks

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +10 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -20 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -20 penalty to attack roll. 1-20: Can only be used at close range.

Additional Conditions

You are allowed 100 points to buy additional stipulations for this ultimate and only this ultimate, see another section for it. If you choose not to spend all 100, they are forfeit after completing your super, as they’re temporary points.

 Grade 7 Ultimate Attacks: 

[J20]

Requirements: Level 21, Ki above 3000

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 60 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 2d10 + 2d8 41-60: 2d10 + 1d8 1-40: 2d10

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 1d100 + 4d20 + 3d10 + (CON) + (Super Attack Ki Bonus) 41-60: 1d100 + 2d20 + 1d10 (CON) + (Super Attack Ki Bonus) 1-40: 5d20 + 3d10 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 6d100 + 5d20 + 4d12 + (CON) + (Super Attack Ki Bonus) 41-70: 5d100 + 4d20 + 3d10 + (CON) + (Super Attack Ki Bonus) 21-40: 4d100 + 3d20 + (CON ) + (Super Attack Ki Bonus) 1-20: 3d100 + 2d20 + 1d12 (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d12 + 2d10 41-60: 2d10 + 2d8 1-40: 2d12 + 1d4

Next roll a d100 to determine damage output:

61-100: 1d100 + 4d20 + 3d10 + (CON) + (Super Attack Ki Bonus) 41-60: 1d100 + 2d20 + 1d10 (CON) + (Super Attack Ki Bonus) 1-40: 5d20 + 3d10 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 5000Ki 51-100: 4500Ki 40-50: 4000Ki 20-39: 3500Ki 1-19: 3000Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +5 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -8 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -8 penalty to attack roll. 1-20: Can only be used at close range.

 Grade 8 Ultimate Attacks: 

[J21]

Requirements: Level 29, Ki above 4000

Step 1: Difficulty Class Check

To create a level 1 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 70 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 3d10 + 3d8 41-60: 3d10 + 2d8 1-40: 2d10 + 2d8

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 1d100 + 3d20 + 3d10 + (CON) + (Super Attack Ki Bonus) 41-60: 1d100 + 3d20 + 1d10 + (CON) + (Super Attack Ki Bonus) 1-40: 4d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 8d100 + 7d20 + 6d12 + (CON) + (Super Attack Ki Bonus) 41-70: 7d100 + 6d20 + 5d12 + (CON) + (Super Attack Ki Bonus) 21-40: 6d100 + 5d20 + 4d12 + (CON ) + (Super Attack Ki Bonus) 1-20: 5d100 + 4d20 + 3d12 (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 2d12 + 2d10 + 1d8 41-60: 2d10 + 2d8 + 1d6 1-40: 2d12 + 2d4

Next roll a d100 to determine damage output:

61-100: 1d100 + 3d20 + 3d10 + (CON) + (Super Attack Ki Bonus) 41-60: 1d100 + 3d20 + 1d10 + (CON) + (Super Attack Ki Bonus) 1-40: 4d20 + 1d10 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 7000Ki 51-100: 6500Ki 40-50: 6000Ki 20-39: 5500Ki 1-19: 5000Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +6 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -9 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -9 penalty to attack roll. 1-20: Can only be used at close range.

 Grade 9 Ultimate Attacks: 

[J22]

Requirements: Level 30, Ki above 6000

Step 1: Difficulty Class Check

To create a level 8 Super Attack, you’ll roll five d20s, attempting to succeed with a DC of 80 all together. If you pass, move on to step 2.

Step 2: Determining Damage Type

If you have an idea for the type of damage your super deals, you’ll roll a d100 for the effects and damage output of each.

Melee and Ki Balls/blasts: Roll a d100 once to determine what dice will be used to determine how many hits will be dealt following this chart.

61-100: 3d20 + 3d8 41-60: 3d20 + 2d8 1-40: 2d20 + 2d8

Melee continued: Roll a d100 again to determine the damage dice that is rolled for the attack.

61-100: 1d100 + 3d20 + 1d12 + (CON) + (Super Attack Ki Bonus) x2 41-60: 6d20 + 1d12 (CON) + (Super Attack Ki Bonus) 1-40: 4d20 + 1d12 + (CON) + (Super Attack Ki Bonus)

Beam: Roll a d100 to determine the damage that will be inflicted on your enemy

71-100: 11d100 + 11d20 + 11d12 + (CON) + (Super Attack Ki Bonus) x7(hits seven times) 41-70: 9d100 + 9d20 + 9d12 + (CON) + (Super Attack Ki Bonus) x6 (hits six times) 21-40: 8d100 + 8d20 + 8d12 + (CON ) + (Super Attack Ki Bonus) x5 (hits five times) 1-20: 7d100 + 7d20 + 7d12 (CON) + (Super Attack Ki Bonus)

Ki-Blast Barrage: Roll a d100 to determine how many ki blasts are fired at your enemy

61-100: 3d12 + 2d10 + 1d8 41-60: 3d10 + 2d8 + 1d6 1-40: 3d12 + 2d4

Next roll a d100 to determine damage output:

61-100: 1d100 + 3d20 + 1d12 + (CON) + (Super Attack Ki Bonus) x2 41-60: 6d20 + 1d12 (CON) + (Super Attack Ki Bonus) 1-40: 4d20 + 1d12 + (CON) + (Super Attack Ki Bonus)

Step 3: Determining Cost

And finally, roll a d100 to figure out the cost of the attack

61-100: 10000Ki 51-100: 9500Ki 40-50: 9000Ki 20-39: 8500Ki 1-19: 8000Ki

Step 4: Behavior and Conditions

Now you’ll determine how your attack will behave, this will determine what your super looks like and is largely up to you. However, this is also where you’ll figure out the conditions or stipulations that will be imposed on you.

To figure out what this is, you’ll roll a d100 again. Depending on how well you roll, you’ll get one of the following conditions or stipulations added onto the attack.

81-100: Attack is used in such a way, that it grants a bonus of +7 to attack roll. 61-80: No conditions necessary, attack can be performed from any angle or position. 41-60: Must be used on the ground, if used from the air, the attack suffers a -10 penalty to attack roll. 21-40: Must be used in air, if used from ground, the attack suffers a -10 penalty to attack roll. 1-20: Can only be used at close range.

Additional Stipulations:

You’re given 200 Mod Points to add anything you want to this Ultimate, feel free to save these points up if you wish, they are a part of your reward for passing the DC or leveling up.

Utility Super Creation Rules

[J23]

Like Supers and Ultimates, you will find new ways to use your Ki to enhance your abilities in temporary spurts. Each time you’re permitted to make a Utility Super, you’re given 100 Points to spend on various facets of it, allowing greater control over the outcome than Super or Ultimate Creation.

At different times during your adventure, you’ll find opportunities to earn points to spend on Utility Super Creation and upgrades, be sure to inquire about them. It takes a total of 75 accumulated points to be able to create a utility super without leveling up.

All Points 100 points granted at level up must be used to create a utility super or they’re lost, this is not true of earned during your adventure. Be sure to keep them separate.

NOTE: You must pay points in Ki Cost and Main Effects for any super to be considered finished!!

'''NOTE: You can ONLY have ONE main effect per Utility Super, unless OKed by a GM, in these rare cases, the main effects chosen must not conflict with each other, and they MUST have the same duration. Utility Supers with TWO MAIN EFFECTS CANNOT STACK.'''

'''Grade 1: Gained at Level 2 Grade 2 Gained at Level 6 Grade 3 Gained at Level 10 Grade 4 Gained at Level 12 Grade 5 Gained at Level 16 Grade 6 Gained at Level 22 Grade 7 Gained at Level 30'''

Charts flow as follows.

Item or enhancement/Point Cost Stipulations/Point Cost

Grade 1 Utility Supers

[J24]

Main Effects

1d4 Turn Melee Attack Roll Bonus +2, causes you to suffer -2 to defense for duration / 5points

1d4 Turn Ki Attack Roll Bonus of +2, causes you to suffer -2 defense for duration /5 points

1d4 Turn Melee Damage Enhancement by 1d8 dice + STR Mod, Must make DC 15 CON Check to use / 20Points

1d4 Turn Ki Damage Enhancement by 1d8 Dice + CON Mod, Causes you to use +5% more Ki on Super or Ultimate /25Points

1d4 Turn +2 Melee Defense Enhancement, Causes you to suffer -2 to Melee Attack Rolls for duration /30Points

1d4 Turn +2 Ki Defense Rolls, Causes you to suffer -2 to Ki Attack Rolls for duration / 30Points

1d4 Turn +4 to both Melee and Ki Attack rolls, You suffer -2 to Melee and Ki roll Defense / 75Points

1d4 Turn +4 to both Melee and Ki Defense Rolls, You suffer -3 to Melee and Ki Roll Attacks / 70Points

Addition Effects

Gain +2 to Ki Resistance for duration / 10Points

Gain +4 to Ki Resistance for duration /20Points

Gain +6 to Ki Resistance for duration /30Points

Force enemy to make DC 16 Constitution Save from Attacks, if they fail they are paralyzed for 2 turns save ends / 20Points

Force enemy to make DC 18 Constitution Save from Attacks, if they fail they are paralyzed for 2 turns save ends / 30Points

1%Chance to Pierce through Ki Defense for duration /10Points

2%Chance to Pierce through Ki Defense for duration /20Points

3%Chance to Pierce through Ki Defense for duration /30Points

+2% to total damage output / 50Points

+4% to total damage output / 80Points

Ki Cost:

50 Ki / 5Points 40 Ki /10Points 30 Ki / 20Points 20 Ki / 30Points 10 Ki / 40 Points 5 Ki / 50Points 1 Ki / 95Points

Other Stipulations

If laying prone +5 to attack roll / 20Points

If laying prone +6 to attack roll /30Points

If in air when attacking +5 to attack roll /20Points

If in air when attacking +6 to attack roll / 30Points

If near adjacent enemies 20% damage is dealt to them automatically / 50Points

If near adjacent enemies 30% damage is dealt to them automatically /60Points

Utility Super Stacks twice / 50Points

Utility Super Stacks Three Times / 70points

Grade 2 Utility Supers

[J25]

Main Effects

1d4 Turn Melee Attack Roll Bonus +4, causes you to suffer -4 to defense for duration / 10points

1d4 Turn Ki Attack Roll Bonus of +4, causes you to suffer -4 defense for duration /10 points

1d4 Turn Melee Damage Enhancement by + 1d10 dice + STR Mod, Must make DC 18 CON Check to use / 25Points

1d4 Turn Ki Damage Enhancement by +1d10 Dice + CON Mod, Causes you to use +8% more Ki on Super or Ultimate /30Points

1d4 Turn +4 Melee Defense Enhancement, Causes you to suffer -4 to Melee Attack Rolls for duration /35Points

1d4 Turn +4 Ki Defense Rolls, Causes you to suffer -4 to Ki Attack Rolls for duration / 35Points

1d4 Turn +5 to both Melee and Ki Attack rolls, You suffer -3 to Melee and Ki roll Defense / 80Points

1d4 Turn +5 to both Melee and Ki Defense Rolls, You suffer -4 to Melee and Ki Roll Attacks / 75Points

1d4 Turn +2% health regenerated per turn, you cannot use melee while healing and all Super and Ultimate attacks take a DC 18 Con check/ 50Points

1d4 Turn +4% health regenerated per turn, you cannot attacks unless you pass a DC 25 Con check / 60Points

Addition Effects

Gain +3 to Ki Resistance for duration / 15Points

Gain +5 to Ki Resistance for duration /25Points

Gain +7 to Ki Resistance for duration /35Points

Force enemy to make DC 18 Constitution Save from Attacks, if they fail they are paralyzed for 1d4 turns save ends / 25Points

Force enemy to make DC 20 Constitution Save from Attacks, if they fail they are paralyzed for 1d4 turns save ends / 35Points

+2%Chance to Pierce through Ki Defense for duration /15Points

+3%Chance to Pierce through Ki Defense for duration /25Points

+4%Chance to Pierce through Ki Defense for duration /35Points

+3% to total damage output / 55Points

+5% to total damage output / 85Points

Ki Cost:

150 Ki / 5Points 130 Ki /10Points 120 Ki / 20Points 110 Ki / 30Points 100 Ki / 40 Points 50 Ki / 50Points 5 Ki / 95Points

Other Stipulations

If laying prone +6 to attack roll / 20Points

If laying prone +7 to attack roll /30Points

If in air when attacked +6 to attack roll /20Points

If in air when attacked +7 to attack roll / 30Points

If near adjacent enemies 30% damage is dealt to them automatically / 50Points

If near adjacent enemies 40% damage is dealt to them automatically /70Points

Use while flying for momentum, DC 25 Insight Check to grant +1dice level damage / 80Points

Utility Super Stacks twice / 60Points

Utility Super Stacks Three Times / 80points

Utility Super Stacks Four Times / 95Points

Grade 3 Utility Supers

[J26]

Main Effects

1d4 Turn Melee Attack Roll Bonus +5, causes you to suffer -5 to defense for duration / 15points

1d4 Turn Ki Attack Roll Bonus of +5, causes you to suffer -5 defense for duration /15 points

1d4 Turn Melee Damage Enhancement by + 1d12 dice + STR Mod, Must make DC 20 CON Check to use / 30Points

1d4 Turn Ki Damage Enhancement by +1d12 Dice + CON Mod, Causes you to use +10% more Ki on Super or Ultimate /35Points

1d4 Turn +5 Melee Defense Enhancement, Causes you to suffer -5 to Melee Attack Rolls for duration /40Points

1d4 Turn +5 Ki Defense Rolls, Causes you to suffer -5 to Ki Attack Rolls for duration / 40Points

1d4 Turn +6 to both Melee and Ki Attack rolls, You suffer -4 to Melee and Ki roll Defense / 85Points

1d4 Turn +6 to both Melee and Ki Defense Rolls, You suffer -5 to Melee and Ki Roll Attacks / 80Points

1d4 Turn +4% health regenerated per turn, you cannot use melee while healing and all Super and Ultimate attacks take a DC 20 Con check/ 55Points

1d4 Turn +6% health regenerated per turn, you cannot attacks unless you pass a DC 30 Con check / 65Points

1d4 Turn +10% to overall Ki Resistance, You suffer a -10 to your attack rolls until super ends /60Points

1d4 Turn +12% to overall Ki Resistance, You suffer a -12 to your attacks rolls until super ends / 65Points

1d4 turn +5% to cutting damage with Kienzan style attacks and beam swords, -5% ki defense during this period of time / 60Points

1d4 Turn +6% to cutting damage with Kienzan style attacks and beam swords, - 6% Ki defense during this period of time / 70Points

Once per day, melee supers hit twice on each successful hit, multiplying the damage, but you have half the Ki Resistance you normally would during this period of time, however, melee supers have hit half as much while this is activated / 60Points

Once per day, melee ultimate attacks hit twice on each successful hit, multiplying the damage, but you have 1/3 the Ki Resistance you normally would during this period of time, however, melee ultimate attacks have half as much while this is activated / 70Points

Addition Effects

Gain +4 to Ki Resistance for duration / 20Points

Gain +6 to Ki Resistance for duration /30Points

Gain +8 to Ki Resistance for duration /40Points

Force enemy to make DC 20 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 turns save ends / 30Points

Force enemy to make DC 25 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 turns save ends / 40Points

Force enemy to make DC 30 Constitution Save from Attacks, if they fail they are paralyzed for 1d8 turns save ends / 50Points

+3%Chance to Pierce through Ki Defense for duration /20Points

+4%Chance to Pierce through Ki Defense for duration /30Points

+5%Chance to Pierce through Ki Defense for duration /40Points

+4% to total damage output / 60Points

+6% to total damage output / 90Points

Ki Cost:

800 Ki / 5Points 700 Ki /10Points 600 Ki / 20Points 550 Ki / 30Points 500 Ki / 40 Points 400 Ki / 50Points 200 Ki / 95Points

Other Stipulations

If laying prone +7 to attack roll / 25Points

If laying prone +8 to attack roll /35Points

If in air when attacked +7 to attack roll /25Points

If in air when attacked +8 to attack roll / 35Points

If near adjacent enemies 35% damage is dealt to them automatically / 55Points

If near adjacent enemies 45% damage is dealt to them automatically /75Points

Use while flying for momentum, DC 30 Insight Check to grant +2 damage dice / 85Points

Utility Super Stacks twice / 70Points

Utility Super Stacks Three Times / 100points

Utility Super Stacks Four Times / 110Points

+5 to damage if pressure point is successfully hit (- 4 to attack & DC 15 Perception) / 15Points

+10 to damage if pressure point is successfully hit / 25Points (- 4 to attack & DC 20 Perception) / 30 Points

Grade 4 Utility Supers

[J27]

Main Effects

1d4 Turn Melee Attack Roll Bonus +6, causes you to suffer -6 to defense for duration / 20 points

1d4 Turn Ki Attack Roll Bonus of +6, causes you to suffer -6 defense for duration /20 points

1d4 Turn Melee Damage Enhancement by + 1d20 dice + STR Mod, Must make DC 25 CON Check to use, regardless of pass or fail of DC, forces you to take 1d20 % more damage from melee attacks / 35Points

1d4 Turn Ki Damage Enhancement by +1d20 Dice, Causes you to use +50% more Ki on Super or Ultimate /35Points

1d4 Turn +6 Melee Defense Enhancement, Causes you to suffer -6 to Melee Attack Rolls for duration /45Points

1d4 Turn +6 Ki Defense Rolls, Causes you to suffer -6 to Ki Attack Rolls for duration / 45Points

1d4 Turn +7 to both Melee and Ki Attack rolls, You suffer -5 to Melee and Ki roll Defense / 90Points

1d4 Turn +7 to both Melee and Ki Defense Rolls, You suffer -6 to Melee and Ki Roll Attacks / 85Points

1d4 Turn +5% health regenerated per turn, you cannot use melee while healing and all Super and Ultimate attacks take a DC 25 Con check/ 60Points

1d4 Turn +7% health regenerated per turn, you cannot attacks unless you pass a DC 35 Con check / 70Points

1d4 Turn +12% to overall Ki Resistance, You suffer a -12 to your attack rolls until super ends /65Points

1d4 Turn +14% to overall Ki Resistance, You suffer a -14 to your attacks rolls until super ends / 70Points

1d4 turn +6% to cutting damage with Kienzan style attacks and beam swords, -6% ki defense during this period of time / 70Points

1d4 Turn +7% to cutting damage with Kienzan style attacks and beam swords, -7% Ki defense during this period of time / 75Points

1d6 Turn 8% chance to KO an enemy with melee strikes to vital areas, You suffer a -2 penalty while aiming at vital areas during this period of time / 50 Points

1d6 Turn 10% chance to KO an enemy with melee strikes to vital areas, You suffer a -4 penalty while aiming at vital areas during this period of time / 60 Points

1d6 Turn 50% chance to knock an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -10 to your Ki Resistance while this super is active / 65 Points

1d6 Turn 60% chance to knock back an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -20 to your Ki Resistance while this super is active / 75 Points

1d6 Turn a feat of your (or your GM’s choice) is enhanced for x2 its normal effects for this period of time, however you suffer a drain of -1d100 HP for this period of time / 100Points

1d6 Turn a feat of your (or your GM’s choice) is enhanced for x3 its normal effects for this period of time, however you suffer a drain of -2d100 HP for this period of time / 150 Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -5 to their attack rolls when close enough to you to make a melee strike, however you suffer -3% to your Ki Resistance while this super is activated / 95 Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -8 to their attack rolls when close enough to you to make a melee strike, however you suffer -6% to your Ki Resistance during this period of time / 110Points

1d6 Turns, reduce Super and Ultimate Costs by 20%, you suffer a -4 to defense against Ki attacks / 200 Points

1d6 Turns, reduce Super and Ultimate Costs by 50%, you suffer a -6 to defense against Ki attacks / 500 Points

1d6 Turns, reduce Super and Ultimate Costs in Super Saiyan by 65%, you suffer -10 to defense against Ki attacks / 700 Points

1d6 Turns, reduce Super and Ultimate Costs in Super Saiyan by 70%, you suffer -10 to defense against Ki attacks / 1500 Points

Once per day, melee supers hit three times on each successful hit, multiplying the damage, but you have 1/3 the Ki Resistance you normally would during this period of time, and your melee supers have 1/3 the normal number of hits while this is activated / 100 Points

Once per day, melee ultimate attacks hit three times on each successful hit, multiplying the damage, but you have 1/4 the Ki Resistance you normally would during this period of time, and your melee ultimate has 1/3 the number of hits when this is activated / 150 Points

Addition Effects

Gain +4 to Ki Resistance for duration / 20Points

Gain +6 to Ki Resistance for duration /30Points

Gain +8 to Ki Resistance for duration /40Points

Force enemy to make DC 25 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 1d4 turns save ends / 35Points

Force enemy to make DC 30 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 1d4 turns save ends / 45Points

Force enemy to make DC 35 Constitution Save from Attacks, if they fail they are paralyzed for 1d8 + 1d4 turns save ends / 55Points

+5%Chance to Pierce through Ki Defense for duration /20Points

+6%Chance to Pierce through Ki Defense for duration /30Points

+7%Chance to Pierce through Ki Defense for duration /40Points

+5% to total damage output / 100 Points

+7% to total damage output / 110 Points

-10 to enemy’s next special stat check / 120Points

Ki Cost:

1000 Ki / 5Points 950 Ki /10Points 800 Ki / 20Points 750 Ki / 30Points 700 Ki / 40 Points 750 Ki / 50Points 500 Ki / 95Points

Other Stipulations

If laying prone +8 to attack roll / 30 Points

If laying prone +9 to attack roll /40 Points

If in air when attacking +8 to attack roll /30Points

If in air when attacking +9 to attack roll / 40Points

If near adjacent enemies 40% damage is dealt to them automatically / 60Points

If near adjacent enemies 50% damage is dealt to them automatically /80Points

Use while flying for momentum, DC 35 Insight Check to grant + 3 damage dice / 100Points

Utility Super Stacks twice / 100Points

Utility Super Stacks Three Times / 120points

Utility Super Stacks Four Times / 130Points

Utility Super Stacks Five Times / 140Points

+10 to damage if pressure point is successfully hit (- 4 to attack & DC 20 Perception) / 30Points

+20 to damage if pressure point is successfully hit (- 4 to attack & DC 25 Perception) / 40Points

+30 to damage if pressure point is successfully hit (- 4 to attack & DC 30 Perception) / 50 Points

Grade 5 Utility Supers

[J28]

Main Effects

1d6 Turn Melee Attack Roll Bonus +7, causes you to suffer -7 to defense for duration / 35 points

1d6 Turn Ki Attack Roll Bonus of +7, causes you to suffer -7 defense for duration /35 points

1d6 Turn Melee Damage Enhancement by + 1d100 dice + STR Mod, Must make DC 30 CON Check to use (Cannot be used with melee supers) / 45Points

1d6 Turn Ki Damage Enhancement by +1d100 Dice + CON Mod, Causes you to use +75% more Ki on Super or Ultimate (Cannot be used on Melee Supers) /45Points

1d6 Turn +7 Melee Defense Enhancement, Causes you to suffer -7 to Melee Attack Rolls for duration /55Points

1d6 Turn +7 Ki Defense Rolls, Causes you to suffer -7 to Ki Attack Rolls for duration / 55Points

1d6 Turn +8 to both Melee and Ki Attack rolls, You suffer -6 to Melee and Ki roll Defense / 100Points

1d6 Turn +8 to both Melee and Ki Defense Rolls, You suffer -7 to Melee and Ki Roll Attacks / 95Points

1d6 Turn +7% health regenerated per turn, you cannot use melee while healing and all Super and Ultimate attacks take a DC 35 Con check/ 70Points

1d6 Turn +10% health regenerated per turn, you cannot attacks unless you pass a DC 45 Con check / 85Points

1d6 Turn +12% to overall Ki Resistance, You suffer a -12 to your attack rolls until super ends /65Points

1d6 Turn +14% to overall Ki Resistance, You suffer a -14 to your attacks rolls until super ends / 70Points

1d6 turn +7% to cutting damage with Kienzan style attacks and beam swords, -7% ki defense during this period of time / 85Points

1d6 Turn +8% to cutting damage with Kienzan style attacks and beam swords, -8% Ki defense during this period of time / 85Points

1d6 Turn 11% chance to KO an enemy with melee strikes to vital areas, You suffer a -4 penalty while aiming at vital areas during this period of time / 65 Points

1d6 Turn 16% chance to KO an enemy with melee strikes to vital areas, You suffer a -6 penalty while aiming at vital areas during this period of time / 75 Points

1d6 Turn 65% chance to knock an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -20 to your Ki Resistance while this super is active / 80 Points

1d6 Turn 70% chance to knock back an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -30 to your Ki Resistance while this super is active / 100 Points

1d6 Turn, a feat of your (or your GM’s choice) is enhanced for x4 its normal effects for this period of time, however you suffer a drain of -3d100 HP for this period of time / 200Points

1d6 Turn a feat of your (or your GM’s choice) is enhanced for x5 its normal effects for this period of time, however you suffer a drain of -4d100 HP for this period of time / 350 Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -10 to their attack rolls when close enough to you to make a melee strike, however you suffer -8% to your Ki defense while this super is activated / 105 Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -14 to their attack rolls when close enough to you to make a melee strike, however you suffer -10% to your Ki Defense during this period of time / 110Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -10 to all perception checks to find your current location, effectively making you invisible, this can only be used once per day / 100Points

1d6 Turn, your aura allows you to enhance your melee damage, causing your enemy to feel the effects of your punches long after a punch is dealt forcing them to take 50% of the damage you dealt without Ki Resistance factored in, this super can only be used once per encounter / 90Points

1d6 Turn, while this utility super is active you gain a +5 bonus while flanking an enemy and x2 to damage output for all attacks, you must have a friend on the opposite side of the enemy for this super to work, super can only be used every 1d4 turns / 85 Points

1d6 Turns, reduce Super and Ultimate Costs by 25%, you suffer a -4 to defense against Ki attacks / 250 Points

1d6 Turns, reduce Super and Ultimate Costs by 55%, you suffer a -6 to defense against Ki attacks / 550 Points

1d6 Turns, reduce Super and Ultimate Costs in Super Saiyan by 70%, you suffer -10 to defense against Ki attacks / 750 Points

1d6 Turns, reduce Super and Ultimate Costs in Super Saiyan by 80%, you suffer -10 to defense against Ki attacks / 2000 Points

Once per day, melee supers hit four times on each successful hit, multiplying the damage, but you have 1/5 the Ki Resistance you normally would during this period of time, however, melee supers hit 1/4 as many times as normal while this is activated / 500 Points

Once per day, melee ultimate attacks hit four times on each successful hit, multiplying the damage, but you have 1/6 the Ki Resistance you normally would during this period of time, however, melee supers hit 1/4 as many times as normal while this is activated / 500Points

Addition Effects

Gain +6 to Ki Resistance for duration / 25Points

Gain +8 to Ki Resistance for duration /35Points

Gain +10 to Ki Resistance for duration /45Points

Force enemy to make DC 30 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 2d4 turns save ends / 40Points

Force enemy to make DC 40 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 2d4 turns save ends / 55Points

Force enemy to make DC 45 Constitution Save from Attacks, if they fail they are paralyzed for 1d8 + 2d4 turns save ends / 65Points

+6%Chance to Pierce through Ki Defense for duration /25Points

+7%Chance to Pierce through Ki Defense for duration /35Points

+8%Chance to Pierce through Ki Defense for duration /45Points

+6% to total damage output / 120 Points

+8% to total damage output / 130 Points

-15 to enemy’s next special stat check / 150Points

-20 to enemy’s next special stat check / 200Points

Ki Cost:

2000 Ki / 5Points 1800 Ki /10Points 1600 Ki / 20Points 1400 Ki / 30Points 1200 Ki / 40 Points 1000 Ki / 50Points 800 Ki / 95Points

Other Stipulations

If laying prone +9 to attack roll / 35 Points

If laying prone +9 to attack roll /45 Points

If in air when attacking +9 to attack roll /35Points

If in air when attacking +10 to attack roll / 45Points

If near adjacent enemies 55% damage is dealt to them automatically / 70Points

If near adjacent enemies 60% damage is dealt to them automatically /85Points

Use while flying for momentum, DC 30 Insight Check to grant +4 damage dice / 120Points

Utility Super Stacks twice / 110Points

Utility Super Stacks Three Times / 130points

Utility Super Stacks Four Times / 140Points

Utility Super Stacks Five Times / 150Points

+25 to damage if pressure point is successfully hit (- 4 to attack & DC 30 Perception) / 50Points

+35 to damage if pressure point is successfully hit (- 4 to attack & DC 35 Perception) / 60Points

+45 to damage if pressure point is successfully hit (- 4 to attack & DC 40) / 70 Points

Grade 6 Utility Supers

[J29]

Main Effects

1d6 Turn Melee Attack Roll Bonus +8, causes you to suffer -8 to defense for duration / 40 points

1d6 Turn Ki Attack Roll Bonus of +8, causes you to suffer -8 defense for duration /45 points

1d6 Turn Melee Attack Enhancement by + 2d100 dice + STR, Must make DC 35 CON Check to use / 50Points

1d6 Turn Ki Attack Enhancement by +2d100 Dice + CON, Causes you to use +85% more Ki on Super or Ultimate /55Points

1d6 Turn +8 Melee Defense Enhancement, Causes you to suffer -8 to Melee Attack Rolls for duration /60Points

1d6 Turn +8 Ki Defense Rolls, Causes you to suffer -8 to Ki Attack Rolls for duration / 60Points

1d6 Turn +9 to both Melee and Ki Attack rolls, You suffer -7 to Melee and Ki roll Defense / 105Points

1d6 Turn +9 to both Melee and Ki Defense Rolls, You suffer -8 to Melee and Ki Roll Attacks / 100Points

1d6 Turn +10% health regenerated per turn, you cannot use melee while healing and all Super and Ultimate attacks take a DC 40 Con check/ 75Points

1d6 Turn +14% health regenerated per turn, you cannot attacks unless you pass a DC 50 Con check / 90Points

1d6 Turn +14% to overall Ki Resistance, You suffer a -14 to your attack rolls until super ends /70Points

1d6 Turn +16% to overall Ki Resistance, You suffer a -16 to your attacks rolls until super ends / 75Points

1d6 turn +10% to cutting damage with Kienzan style attacks and beam swords, -10% ki defense during this period of time / 90Points

1d6 Turn +15% to cutting damage with Kienzan style attacks and beam swords, - 15% Ki defense during this period of time / 100Points

1d6 Turn 18% chance to KO an enemy with melee strikes to vital areas, You suffer a -8 penalty while aiming at vital areas during this period of time / 80 Points

1d6 Turn 22% chance to KO an enemy with melee strikes to vital areas, You suffer a -10 penalty while aiming at vital areas during this period of time / 90 Points

1d6 Turn 75% chance to knock an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -35 to your Ki Resistance while this super is active / 85 Points

1d6 Turn 80% chance to knock back an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -60 to your Ki Resistance while this super is active / 150 Points

1d6 Turn, a feat of your (or your GM’s choice) is enhanced for x6 its normal effects for this period of time, however you suffer a drain of -10d100 HP for this period of time / 400Points

1d6 Turn a feat of your (or your GM’s choice) is enhanced for x7 its normal effects for this period of time, however you suffer a drain of -15d100 HP for this period of time / 450 Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -16 to their attack rolls when close enough to you to make a melee strike, however you suffer -12% to your Ki defense while this super is activated / 125 Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -18 to their attack rolls when close enough to you to make a melee strike, however you suffer -14% to your Ki Defense during this period of time / 135Points

1d6 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -12 to all perception checks to find your current location, effectively making you invisible, this can only be used once per day / 110Points

1d6 Turn, your aura allows you to enhance your melee damage, causing your enemy to feel the effects of your punches long after a punch is dealt forcing them to take 65% of the damage you dealt without Ki Resistance factored in, this super can only be used once per encounter / 100Points

1d6 Turn, while this utility super is active you gain a +8 bonus while flanking an enemy and x3 to damage output for all attacks, you must have a friend on the opposite side of the enemy for this super to work, super can only be used every 1d4 turns / 100 Points

1d6 Turns, while this utility super is active your melee attacks hit three times as much in a transformation equivalent to Super Saiyan 2, however your Ki cost to maintain the form is 50% greater than usual while this super is activated / 100 Points

1 time use, while this utility super is active you and your allies gain +8 attack bonus while ganging up on an enemy while a Team Feat is activated, your dice levels are all upgraded by 2 levels maximum being d100, after that for each additional dice level add another d100, however, you all have 1/3 the Ki defense on your next turn / 100 Points

1 time use, while this utility super is active you can use 2x what you have as your total Ki score on one attack taking 50% of your total Ki Cost as HP Damage, this super can only be used once per day and you lose your Ki Bonus when this is used / 200 Points

1 time use, with this utility super you’re able to take full damage +50% from your enemy’s last physical attack without rolling in exchange for instantly grabbing him at the beginning of your turn / 90 Points

1 time use, with this utility super you’re able to cause x3 damage on a reflected super that you return to sender, however you’ll take +50% extra damage for 1 turn / 95 Points

Once per week, melee supers hit five times on each successful hit, multiplying the damage, but you have 1/8 the Ki Resistance you normally would during this period of time, however, melee supers have 1/5 the normal number of hits while this is active / 1000 Points

Once per week, melee ultimate attacks hit five times on each successful hit, multiplying the damage, but you have 1/8 the Ki Resistance you normally would during this period of time, however, melee ultimate attacks have 1/5 the normal number of hits while this is active / 2000 Points

Addition Effects

Gain +11 to Ki Resistance for duration / 47Points

Gain +16 to Ki Resistance for duration /55Points

Gain +22 to Ki Resistance for duration /66Points

Force enemy to make DC 50 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 3d4 turns save ends / 90Points

Force enemy to make DC 60 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 3d4 turns save ends / 100Points

Force enemy to make DC 65 Constitution Save from Attacks, if they fail they are paralyzed for 1d8 + 3d4 turns save ends / 110Points

+10%Chance to Pierce through Ki Defense for duration /50Points

+20%Chance to Pierce through Ki Defense for duration /100Points

+30%Chance to Pierce through Ki Defense for duration /150Points

+7% to total damage output / 140 Points

+9% to total damage output / 150 Points

-25 to enemy’s next special stat check / 250Points

-30 to enemy’s next special stat check / 300Points

Ki Cost:

4000 Ki / 5Points 3800 Ki /10Points 3600 Ki / 20Points 3400 Ki / 30Points 3200 Ki / 40 Points 3000 Ki / 50Points 2000 Ki / 95Points

Other Stipulations

If laying prone +10 to attack roll / 40 Points

If laying prone +15 to attack roll /60 Points

If in air when attacking +10 to attack roll /40Points

If in air when attacking +15 to attack roll / 55Points

If near adjacent enemies 65% damage is dealt to them automatically / 80Points

If near adjacent enemies 70% damage is dealt to them automatically /90Points

Use while flying for momentum, DC 35 Insight Check to grant +5 damage dice / 130Points

Utility Super Stacks twice / 120Points

Utility Super Stacks Three Times / 140points

Utility Super Stacks Four Times / 150Points

Utility Super Stacks Five Times / 160Points

Utility Super Stacks Six Times / 170 Points

+50 to damage if pressure point is successfully hit (- 6 to attack & DC 30 Perception) / 80Points

+60 to damage if pressure point is successfully hit (- 6 to attack & DC 35 Perception) / 90Points

+70 to damage if pressure point is successfully hit (- 6 to attack & DC 40 Perception) / 100 Points

+10% chance to break specific bones on impact /20Points

+20% Chance to break specific bones on impact / 30Points

+30% Chance to break specific bones on impact / 40Points

+40% Chance to break specific bones on impact / 50Points

+10% chance to cause internal bleeding forcing target to take 1d10 damage for every action they make until healed to full HP / 35Points

+20% chance to cause internal bleeding forcing target to take 1d12 damage for every action they make until healed to full HP/ 45 Points

+30 % chance to cause internal bleeding forcing target to take 1d20 damage for every action they make until healed to full HP / 55 Points

+40 % chance to cause internal bleeding forcing target to take 1d100 damage for every action they make until healed to full HP / 100 Points

Grade 7 Utility Supers

[J30]

Main Effects

1d8 Turn Melee Attack Roll Bonus +10, causes you to suffer -10 to defense for duration / 50 points

1d8 Turn Ki Attack Roll Bonus of +10, causes you to suffer -10 defense for duration /50 points

1d8 Turn Melee Attack Enhancement by + 3d100 dice + STR, Must make DC 40 CON Check to use / 65Points

1d8 Turn Ki Attack Enhancement by +3d100 Dice + CON, Causes you to use +95% more Ki on Super or Ultimate /65Points

1d8 Turn +10 Melee Defense Enhancement, Causes you to suffer -10 to Melee Attack Rolls for duration /65Points

1d8 Turn +10 Ki Defense Rolls, Causes you to suffer -10 to Ki Attack Rolls for duration / 65Points

1d6 Turn +12 to both Melee and Ki Attack rolls, You suffer -10 to Melee and Ki roll Defense / 115Points

1d6 Turn +12 to both Melee and Ki Defense Rolls, You suffer -10 to Melee and Ki Roll Attacks / 110Points

1d6 Turn +16% health regenerated per turn, you cannot use melee while healing and all Super and Ultimate attacks take a DC 45 Con check/ 85Points

1d6 Turn +20% health regenerated per turn, you cannot attacks unless you pass a DC 60 Con check / 100Points

1d6 Turn +18% to overall Ki Resistance, You suffer a -18 to your attack rolls until super ends /90Points

1d6 Turn +20% to overall Ki Resistance, You suffer a -20 to your attacks rolls until super ends / 95Points

1d6 turn +20% to cutting damage with Kienzan style attacks and beam swords, -20% ki defense during this period of time / 110Points

1d6 Turn +25% to cutting damage with Kienzan style attacks and beam swords, -25% Ki defense during this period of time / 120Points

1d6 Turn 26% chance to KO an enemy with melee strikes to vital areas, You suffer a -12 penalty while aiming at vital areas during this period of time / 90 Points

1d6 Turn 35% chance to KO an enemy with melee strikes to vital areas, You suffer a -15 penalty while aiming at vital areas during this period of time / 100 Points

1d6 Turn 90% chance to knock an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -70 to your Ki Resistance while this super is active / 100 Points

1d6 Turn 95% chance to knock back an enemy out of range with a Super Attack, so they can’t hit you with melee basic attacks on their next turn, however you take a -500 to your Ki Resistance while this super is active / 160 Points

1d6 Turn, a feat of your (or your GM’s choice) is enhanced for x8 its normal effects for this period of time, however you suffer a drain of -20d100 HP for this period of time / 500Points

1d6 Turn a feat of your (or your GM’s choice) is enhanced for x10 its normal effects for this period of time, however you suffer a drain of -25d100 HP for this period of time / 550 Points

1d8 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -20 to their attack rolls when close enough to you to make a melee strike, however you suffer -18% to your Ki defense while this super is activated / 140 Points

1d8 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -25 to their attack rolls when close enough to you to make a melee strike, however you suffer -25% to your Ki Defense during this period of time / 145Points

1d8 Turn, your aura emits a potent psychic effect that causes enemies around you to suffer a -14 to all perception checks to find your current location, effectively making you invisible, this can only be used once per day / 120Points

1d8 Turn, your aura allows you to enhance your melee damage, causing your enemy to feel the effects of your punches long after a punch is dealt forcing them to take 75% of the damage you dealt without Ki Resistance factored in, this super can only be used once per encounter / 110Points

1d8 Turn, while this utility super is active you gain a +9 bonus while flanking an enemy and x4 to damage output for all attacks, you must have a friend on the opposite side of the enemy for this super to work, super can only be used every 1d6 turns / 110 Points

1d8 turns, while you’re in a form equivalent to Super Saiyan 3 your melee attacks hit four-five times(depending on how proficient you are with the transformation) as much as they’d normally would, however your Ki Cost per turn goes up by 50% to maintain the form in question / 150 Points

1 time use, while this utility super is active you and your allies gain +9 attack bonus while ganging up on an enemy while a Team Feat is activated, your dice levels are all upgraded by 3 levels maximum being d100, after that for each additional dice level add another d100, however, you all have 1/4 the Ki defense on your next turn / 110 Points

1 time use, while this utility super is active you can use 3x what you have as your total Ki score on one attack taking 75% of your total Ki Cost as HP Damage, this super can only be used once per week and you lose your Ki Bonus when this is used / 500 Points

1 time use, with this utility super you’re able to take full damage +70% from your enemy’s last physical attack without rolling in exchange for instantly grabbing him at the beginning of your turn as well as an immediate +10 to your attack roll, this can be done twice per encounter / 100 Points

1 time use, with this utility super you’re able to cause x4 damage on a reflected super that you return to sender, however you’ll take +100% extra damage for 1 turn / 150 Points

2 time use, with this utility super you’re able to confuse an enemy with an attack forcing them to have a 50% chance to hit one of their allies instead of you with their attack, this effect stacks if you make two successful attacks, this utility super can only be used twice per encounter / 160 Points

2 time use, with this utility super you’re able to recover +10% HP out of two attacks dealt to an enemy, this super can be used twice per encounter / 170 Points

2 time use, with this utility super you’re able to heal one party member to full for every one enemy you KO or Kill in an encounter, this utility super can be used twice per encounter / 170 Points

Once per week, melee supers hit six times on each successful hit, multiplying the damage, but you have 1/11 the Ki Resistance you normally would during this period of time, however, melee supers hit 1/6 less than normal while activated / 2000 Points

Once per week, melee ultimate attacks hit six times on each successful hit, multiplying the damage, but you have 1/14 the Ki Resistance you normally would during this period of time, however, melee ultimate attacks hit 1/6 less than normal while activated / 3500 Points

Addition Effects

Gain +25 to Ki Resistance for duration / 77Points

Gain +28 to Ki Resistance for duration /88Points

Gain +30 to Ki Resistance for duration /99Points

Force enemy to make DC 70 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 4d4 turns save ends / 120Points

Force enemy to make DC 75 Constitution Save from Attacks, if they fail they are paralyzed for 1d6 + 4d4 turns save ends / 130Points

Force enemy to make DC 80 Constitution Save from Attacks, if they fail they are paralyzed for 1d8 + 4d4 turns save ends / 150Points

+40%Chance to Pierce through Ki Defense for duration /200Points

+50%Chance to Pierce through Ki Defense for duration /250Points

+60%Chance to Pierce through Ki Defense for duration /350Points

+8% to total damage output / 160 Points

+10% to total damage output / 170 Points

-35 to enemy’s next special stat check / 350Points

-40 to enemy’s next special stat check / 400Points

Ki Cost:

6000 Ki / 5Points 5800 Ki /10Points 56000 Ki / 20Points 5400 Ki / 30Points 5200 Ki / 40 Points 5000 Ki / 50Points 3000 Ki / 95Points

Other Stipulations

If laying prone +20 to attack roll / 80 Points

If laying prone +25 to attack roll /90 Points

If in air when attacking +20 to attack roll /65Points

If in air when attacking +25 to attack roll / 75Points

If near adjacent enemies 75% damage is dealt to them automatically / 100Points

If near adjacent enemies 85% damage is dealt to them automatically /110Points

Use while flying for momentum, DC 40 Insight Check to grant +6dice level damage / 140Points

Utility Super Stacks twice / 130Points

Utility Super Stacks Three Times / 150points

Utility Super Stacks Four Times / 160Points

Utility Super Stacks Five Times / 170Points

Utility Super Stacks Six Times / 180 Points

+80 to damage if pressure point is successfully hit (- 8 to attack & DC 35 Perception) / 110Points

+100 to damage if pressure point is successfully hit (- 8 to attack & DC 40 Perception) / 130Points

+120 to damage if pressure point is successfully hit (- 8 to attack & DC 45 Perception) / 175 Points

+60% chance to break specific bones on impact /65Points

+65% Chance to break specific bones on impact / 70Points

+70% Chance to break specific bones on impact / 75Points

+75% Chance to break specific bones on impact / 80Points

+50% chance to cause internal bleeding forcing target to take 1d10 damage for every action they make until healed to full HP / 120Points

+60% chance to cause internal bleeding forcing target to take 2d100 damage for every action they make until healed to full HP/ 130 Points

+65 % chance to cause internal bleeding forcing target to take 3d100 damage for every action they make until healed to full HP / 140 Points

+70 % chance to cause internal bleeding forcing target to take 4d100 damage for every action they make until healed to full HP / 150 Points

UpGRADE!

Important, when you go to upgrade a utility super, the points you already spent on the super are gone, but you can sell back your other choices for half their point price to put towards the next level of bonuses you have in mind

'''Grade 1 to Level 2 = 50 Points Grade 2 to level 3 = 55points Grade 3 to level 4 = 60points Grade 4 to level 5 = 65points Grade 5 to level 6 = 70points Grade 6 to level 7 = 100points'''

Super / Ultimate Attack Modification

[J31]

Using the same points you spend on upgrading and creating Utility Supers, you can purchase upgrades for the supers you’ve already rolled, adding various options and variables that aren’t available upon initial creation of a custom super. Each modification is race specific, unless you have a Charisma Mod of 10 or higher or have the Alien Affinity Feat or ones like it.

These upgrades are universal, meaning they can go for any level of super you want to modify. It’s up to a GM’s discretion whether or not you want players to add a given effect to a pre-existing super (not-rolled).

Also, each Super starts with Slots according to its Level that can be upgraded, allowing you to purchase additional slots equal to the super's level for 1000 Points for the first and 2000 Points for the first and so on. Ask and GM or Mod how many slots a standard super has used up before attempting to upgrade it (if they'll let you.).

Normal Upgrades

Upgrade Super to Grade 2 / 200 Points

Upgrade Super to Grade 3 / 315 Points

Upgrade Super to Grade 4 / 420 Points

Upgrade Super to Grade 5 / 530 Points

Upgrade Super to Grade 6 / 640 Points

Upgrade Super to Grade 7 / 750 Points

Upgrade Super to Grade 8 / 860 Points

Upgrade Super to Grade 9 / 970 Points

Upgrade Super to Grade 10 / 1070 Points

Add 5% chance to cut through Ki Resistance / 50 Points

Add 6% chance to cut through Ki Resistance / 55 Points

Add 7% chance to cut through Ki Resistance / 60 Points

Add 8% Chance to cut through Ki Resistance / 65 Points

Add 9% Chance to cut through Ki Resistance / 70 Points

Add 10% Chance to cut through Ki Resistance /75 Points

Add -1 to opponent’s Defense Roll / 10 Points

Add -2 to opponent's Defense Roll / 30 Points

Add -3 to opponent’s Defense Roll / 50 Points

Add -4 to opponent’s Defense Roll / 100 Points

Add -5 to opponent’s Defense Roll / 110 Points

Add -6 to opponent’s Defense Roll / 115 Points

Add -7 to opponent’s Defense Roll / 125 Points

Add -8 to opponent’s Defense Roll / 150 Points

Add -9 to opponent’s Defense Roll / 160 Points

Add -10 to opponent’s Defense Roll / 200 Points

Add +1 Bonus to your attack roll / 10 points

Add +2 Bonus to your attack roll / 30 points

Add +3 Bonus to your attack roll / 50 points

Add +4 Bonus to your attack roll / 100 points

Add +5 Bonus to your attack roll / 110 points

Add +6 Bonus to your attack roll / 115 points

Add +7 Bonus to your attack roll / 125 points

Add +8 Bonus to your attack roll / 150 points

Add +9 Bonus to your attack roll / 160 points

Add +10 Bonus to your attack roll / 200 points

Add additional hit to super (beams and single roll supers only)/ 150 Points

Add two additional hits to super (beams and single roll supers only)/ 200Points

Add three additional hits to super (beams and single roll supers only)/ 350Points

Add four additional hits to super (beams and single roll supers only)/ 450 Points

Add + 1d6 additional hits to super (beams and single roll supers only)/ 1000 Points

Add + 1d8 additional hits to super (beams and single roll supers only)/2000 Points

Add + 1d10 additional hits to super (beams and single roll supers only) / 3000 Points

Add beam style super at the end of melee super (Grade 1 damage output) / 100 Points

Add beam style super at the end of melee super (Grade 2 damage output) / 200 Points

Add beam style super at the end of melee super (Grade 3 damage output) / 300 Points

Add beam style super at the end of melee super (Grade 4 damage output) / 400 Points

Add beam style super at the end of melee super (Grade 5 damage output) / 500 Points

Add beam style super at the end of melee super (Grade 6 damage output) / 600 Points

Add beam style super at the end of melee super (Grade 7 damage output) / 700 Points

Add beam style super at the end of melee super (Grade 8 damage output) / 800 Points

Add beam style super at the end of melee super (Grade 9 damage output) / 900 Points

Add beam style super at the end of melee super (Grade 10 damage output) / 1000 Points

Add 1d4 Ki Barrage to end of melee super (Grade 1 Damage Output) / 100Points

Add 1d4 Ki Barrage to end of melee super (Grade 2 Damage Output) / 200Points

Add 1d4 Ki Barrage to end of melee super (Grade 3 Damage Output) / 300Points

Add 1d6 Ki Barrage to end of melee super (Grade 4 Damage Output) / 400Points

Add 1d6 Ki Barrage to end of melee super (Grade 5 Damage Output) / 500Points

Add 1d8 Ki Barrage to end of melee super (Grade 6 Damage Output) / 600Points

Add 1d8 Ki Barrage to end of melee super (Grade 7 Damage Output) / 700Points

Add 1d10 Ki Barrage to end of melee super (Grade 8 Damage Output) / 800Points

Add 1d10 Ki Barrage to end of melee super (Grade 9 Damage Output) / 900Points

Add 1d12 Ki Barrage to end of melee super (Grade 10 Damage Output) / 1000Points

Add +1% Health Regeneration to melee super for every successful hit / 30 Points

Add +5% Health Regeneration to melee super for every successful hit / 60 Points

Add +8% Health Regeneration to melee super for every successful hit /100 Points

Add +10% Health Regeneration to melee super for every successful hit /200 Points

Upgrade base damage dice from 1d4 to 1d6 / 1000 Points

Upgrade base damage dice from 1d6 to 1d8 / 1500 Points

Upgrade base damage dice from 1d8 to 1d10 / 2000 Points

Upgrade base damage dice from 1d10 to 1d12 / 2500 Points

Upgrade base damage dice from 1d12 to 1d20 / 3000 Points

Upgrade base damage dice from 1d20 to 1d100 / 5000 Points

Saiyan Specific Upgrades

Add 15% (of total damage dealt by super without Ki Resistance factored in) ongoing damage for 1d4 turns or until Con Check DC 18 is passed / 100Points

Add 20% (of total damage dealt by super without Ki Resistance factored in) ongoing damage for 1d4 turns or until Con Check DC 20 is passed / 200 Points

Add 30% (of total damage dealt by super without Ki Resistance factored in) ongoing damage for 1d4 turns or until Con Check DC 25 is passed / 300 Points

Add 1d4 to total dice rolled with super, increases Ki Cost of Super by 14% / 50 Points

Add 1d6 to total dice rolled with super, increases Ki Cost of Super by 20% / 100 Points

Add 1d8 to total dice rolled with super, increases Ki Cost of Super by 80% / 150 Points

Add 1d10 to total dice rolled with super, Increases Ki Cost of Super by x2 / 200 Points

Add 1d12 to total dice rolled with super Increases Ki Cost of Super by x2.5 / 250 Points

Add 1d20 to total dice rolled with super, Increases Ki cost of Super by x3 / 300 Points

Note: The above upgrades increase the number of each dice rolled for one roll only, and must be rerolled with every successive hit.

Add 1d% dice roll to super, which boosts damage potential by +% / 2000 Points

Add Critical Hit Chance of 19-20 / 1000 Points

Add Critical Hit Chance of 18-20 / 2000 Points

Add 1/10th damage on dodge (beams, and 1 specific hit in melee super only) / 100

Add 1/8th damage on dodge (beams, and 1d2 specific hits in melee super only) / 250

Add 1/4th damage on dodge (beams, and 1d4 specific hits in melee super only) / 450

Add 1/3rd damage on dodge (beams, and 1d4 specific hits in melee super only) / 500

Add half damage on dodge (beams, and 1d6 specific hits in melee super only) / 875 points

Add grabbed stipulation for +10 to roll (enemy grabbed) / 50 Points

Add grabbed stipulation for +10 to roll (Enemy grabs you) / 100 Points

Turn beam super into Super Explosive Wave style attack(Grade 1 damage output) / 50 Points

Turn beam super into Super Explosive Wave style attack(Grade 2 damage output) / 100 Points

Turn beam super into Super Explosive Wave style attack(Grade 3 damage output) / 150 Points

Turn beam super into Super Explosive Wave style attack(Grade 4 damage output) / 200 Points

Turn beam super into Super Explosive Wave style attack(Grade 5 damage output) / 250 Points

Turn beam super into Super Explosive Wave style attack(Grade 6 damage output) / 300 Points

Turn beam super into Super Explosive Wave style attack(Grade 7 damage output) / 350 Points

Turn beam super into Super Explosive Wave style attack(Grade 8 damage output) / 400 Points

Turn beam super into Super Explosive Wave style attack(Grade 9 damage output) / 450 Points

Turn beam super into Super Explosive Wave style attack(Grade 10 damage output) / 500 Points

Add additional hit to explosive wave style super / 500 Points

Add two additional hits to explosive wave style super / 1000 Points

Add ability to use all Ki gained on Legendary Feat Ki boost in one single attack after a DC 30 Con Check (Legendary Feat Only), this will reduce your Ki to its normal or previous boosted amount but still count toward your total number of Ki Increased for a given encounter, meaning that this super can only be used as long as you still have Ki Increases left / 5000 Points

Add ability to boost STR Mod up to x2 while using this super, increasing Ki Cost by 30% (Engineered Legend Feat Only) / 2000 Points

Add ability to boost Super by adding 99% of HP onto it for extra power, you will gain a 15d20 Zenkai Boost upon healing from near death (Enhanced Zenkai Feat Only) / 20000 Points

Add boost to attack’s damage output while in SSJ form by 10% (Unlocked Potential, Super Saiyan Elite Only) / 1000 Points

Add boost to attack’s damage output while in SSJ2 form by 15% (Unlocked Potential, Super Saiyan Elite Only) / 2000 Points

Add boost to attack’s damage output while in SSJ3 form by 20% (Unlocked Potential, Super Saiyan Elite Only) / 6000 Points

Add boost to attack’s damage output while in SSJ4 form by 25% (Unlocked Potential, Super Saiyan Elite Only) / 10000 Points

Add boost to attack’s damage output while in True Saiyan form by 15% (Unlocked Potential, Super Saiyan Elite Only) / 1500Points

Add boost to attack’s damage output while in True Super Saiyan form by 20% (Unlocked Potential, Super Saiyan Elite Only) / 3500Points

Add boost to attack’s damage output while in True Super Saiyan 2 form by 25% (Unlocked Potential, Super Saiyan Elite Only) / 6500Points

Add boost to attack’s damage output while in True Super Saiyan 3 form by 30% (Unlocked Potential, Super Saiyan Elite Only) / 15000Points

Add DEX Check DC 30 to hit vital area with Super and deal Critical Damage (Power Attack Feat Only) / 10000 Points

Add +5 to attack roll while Ultimate Battle Drive is activated (Ultimate Battle Drive only) / 2000 Points

Add DC 30 Constitution Save to Super while Ultimate Finish Sign is activated (Ultimate Finish Sign Only), if enemy fails, they instantly die / 50,000 Points

Add +1d6 to super when Demoralizing Bluff is used (Demoralizing Bluff Only) / 300 Points

Add 5% Chance to paralyze for 1d4 turns (Super Melee Only) / 30 Points

Add 6% Chance to paralyze for 1d4 turns (Super Melee Only) / 40 Points

Add 7% Chance to paralyze for 1d4 turns (Super Melee Only) / 50 Points

Add 8% Chance to paralyze for 1d4 turns (Super Melee Only) / 60 Points

Add 9% Chance to paralyze for 1d4 turns (Super Melee Only) / 70 Points

Add 10% Chance to paralyze for 1d4 turns (Super Melee Only) / 80 Points

Turn Melee Super into Counter Melee Super, adds +2 to blast stock cost (True Saiyan Style) / 500 Points (+Grade x2)

Human Specific Upgrades

Add 20% chance for Kienzan like cutting damage to super / 500 Points

Add 30% chance for Kienzan like cutting damage to super / 700 Points

Add 40% chance for Kienzan like cutting damage to super / 1000 Points

Add 50% chance for Kienzan like cutting damage to super / 1500 Points

Add 60% chance for Kienzan like cutting damage to super / 2500 Points

Add 5% chance to pierce through Ki Resistance to super / 60 Points

Add 6% chance to pierce through Ki Resistance to super / 70 Points

Add 7% chance to pierce through Ki Resistance to super / 80 Points

Add 8% chance to pierce through Ki Resistance to super / 90 Points

Add 9% chance to pierce through Ki Resistance to super / 100 Points

Add 10% chance to pierce through Ki Resistance to super / 110 Points

Add 20% chance to pierce through Ki Resistance to super / 1600 Points

Add 30% chance to pierce through Ki Resistance to super / 2100 Points

Add 40% chance to pierce through Ki Resistance to super / 2600 Points

Add 50% chance to pierce through Ki Resistance to super / 3100 Points

Add 60% chance to pierce through Ki Resistance to super / 4000 Points

Add additional hit to beam super / 500 Points

Add two additional hits to beam super / 1000 Points

Add three additional hits to beam super / 2000 Points

Add additional hit and d% roll for cutting effects to Kienzan Style attack or beam sword attack / 600 Points

Add two additional hits and d% rolls for cutting effects to Kienzan Style or beam sword attack / 1200 Points

Add three additional hit and d% rolls for cutting effects to Kienzan Style or beam sword attack / 2400 Points

Add +5% extra damage threshold to overall damage output (Sensu Bean Conditioning, Strongest Earthling, only) / 300 Points

Add +10% extra damage threshold to overall damage output (Sensu Bean Conditioning, Strongest Earthling, only) / 600 Points

Add +15% extra damage threshold to overall damage output (Sensu Bean Conditioning, Strongest Earthling, only) / 1200 Points

Add +20% extra damage threshold to overall damage output (Sensu Bean Conditioning, Strongest Earthling, only) / 2400 Points

Add +50% extra damage threshold to overall damage output (Sensu Bean Conditioning, Strongest Earthling, only) / 48000 Points

Add +5% damage reduction while using Fearful Defense (on successful hit) for next turn only (Fearful Defense only) / 300 Points

Add +10% damage reduction while using Fearful Defense (on successful hit) for next turn only (Fearful Defense only) / 600 Points

Add +15% damage reduction while using Fearful Defense (on successful hit) for next turn only (Fearful Defense only) / 1200 Points

Add +20% damage reduction while using Fearful Defense (on successful hit) for next turn only (Fearful Defense only) / 2400 Points

Add upgrade to one dice level to barrage style super (not all dice rolled just one) / 3000 Points

Add immediate reduction of enemy’s Ki Resistance (when hit) to -5% / 1000 Points

Add immediate reduction of enemy’s Ki Resistance (When hit) to -8% / 2000 Points

Add immediate reduction of enemy’s Ki Resistance (When hit) to -10% / 3000 Points

Add immediate reduction of enemy’s Ki Resistance (When hit) to -15% / 5000 Points

Add immediate reduction of enemy’s Ki Resistance (When hit) to -20% / 6000 Points

Add immediate reduction of enemy’s Ki Resistance (When hit) to -25% / 6500 Points

Add 5% chance to paralyze target for 1d4 turns (Martial Arts Student, Kienzan Kaioken only) / 30 Points

Add 8% chance to paralyze target for 1d4 turns (Martial Arts Student, Kienzan Kaioken only) / 40 Points

Add 10% chance to paralyze target for 1d4 turns (Martial Arts Student, Kienzan Kaioken only) / 50 Points

Add 12% chance to paralyze target for 1d4 turns (Martial Arts Student, Kienzan Kaioken only) / 60 Points

Add 16% chance to paralyze target for 1d4 turns (Martial Arts Student, Kienzan Kaioken only) / 70 Points

Add 18% chance to paralyze target for 1d4 turns (Martial Arts Student, Kienzan Kaioken only) / 80 Points

Add 20% chance to paralyze target for 1d4 turns (Martial Arts Student, Kienzan Kaioken only) / 100 Points

Add Taioken Effect to super (automatic pass on hit, but you’re blinded too unless you close your eyes and take a -10 to your attack roll) / 1000 Points

Turn Beam super into Super Explosive Wave style attack (level 1) / 100 Points

Turn Beam super into Super Explosive Wave style attack (level 2) / 200 Points

Turn Beam super into Super Explosive Wave style attack (level 3) / 300 Points

Turn Beam super into Super Explosive Wave style attack (level 4) / 400 Points

Turn Beam super into Super Explosive Wave style attack (level 5) / 500 Points

Turn Beam super into Super Explosive Wave style attack (level 6) / 600 Points

Turn Beam super into Super Explosive Wave style attack (level 7) / 700 Points

Turn Beam super into Super Explosive Wave style attack (level 8) / 800 Points

Turn Beam super into Super Explosive Wave style attack (level 9) / 900 Points

Turn Beam super into Super Explosive Wave style attack (level 10) / 1000 Points

Add +10% damage to super when blowing yourself up (Explosive Waves Only) / 100 Points

Add +20% damage to super when blowing yourself up(Explosive Waves Only) / 200 Points

Add +30% damage to super when blowing yourself up (Explosive Waves Only)/ 300 Points

Add +40% damage to super when blowing yourself up (Explosive Waves Only)/ 400 Points

Add +50% damage to super when blowing yourself up (Explosive Waves Only)/ 500 Points

Add +60% damage to super when blowing yourself up (Explosive Waves Only)/ 600 Points

Add +70% damage to super when blowing yourself up (Explosive Waves Only)/ 700 Points

Add +80% damage to super when blowing yourself up (Explosive Waves Only)/ 800 Points

Add +90% damage to super when blowing yourself up (Explosive Waves Only)/ 900 Points

Add x2 damage to super when blowing yourself up (Explosive Waves Only)/ 1500 Points

Add x2.5 damage to super when blowing yourself up (Explosive Waves Only)/ 2000 Points

Add x3 damage to super when blowing yourself up(Explosive Waves Only) / 2500 Points

Add x4 damage to super when blowing yourself up (Explosive Waves Only)/ 3500 Points

Add x2 to damage dealt while Sucker Punch Feat is in play (Sucker Punch Only) / 10,000

Add additional dice level to total dice while team feat is in play (Team Feat Only) / 5000

Namekian Specific Upgrades

Add 15% chance piercing effect / 115 Points

Add 25% Chance piercing effect / 225 Points

Add 35% Chance Piercing effect / 335 Points

Add 45% Chance Piercing Effect / 445 Points

Add 55% Chance Piercing Effect / 555Points

Add 65% Chance Piercing Effect / 6666 Points

Add 75% Chance Piercing Effect/ 7777 Points

Add 85% Chance Piercing Effect / 10, 000 Points

Add 95% Chance Piercing Effect / 60, 000 Points

Add psychic aura effects -5 to enemy attack roll upon impact after failed DC 16 Wisdom Check / 50 Points

Add psychic aura effects -8 to enemy attack roll upon impact after failed DC 20 Wisdom Check / 100 Points

Add psychic aura effects -10 to enemy attack roll upon impact after failed DC 22 Wisdom Check / 150 Points

Add psychic aura effects -15 to enemy attack roll upon impact after failed DC 26 Wisdom Check / 500 Points

Add psychic aura effects -20 to enemy attack roll upon impact after failed DC 30 Wisdom Check / 1000 Points

Add psychic aura effects -5 to enemy stat check next turn after impact and failed DC 16 Wisdom Check / 40 Points

Add psychic aura effects -8 to enemy stat check next turn after impact and failed DC 20 Wisdom Check / 80 Points

Add psychic aura effects -10 to enemy stat check next turn after impact and failed DC 22 Wisdom Check / 160 Points

Add psychic aura effects -15 to enemy stat check next turn after impact and failed DC 26 Wisdom Check / 320 Points

Add Psychic Effects 20% Chance for 1d4 turn paralysis while used with Enhanced Telekinesis Utility Super / 500 Points

Add Psychic Effects 30% Chance for 1d4 turn paralysis while used with Enhanced Telekinesis Utility Super / 1000 Points

Add Psychic Effects 40% Chance for 1d4 turn paralysis while used with Enhanced Telekinesis Utility Super / 1500 Points

Add Psychic Effects 50% Chance for 1d4 turn paralysis while used with Enhanced Telekinesis Utility Super / 2000 Points

Add ability to add 1/4 of your Ki to end of this super in exchange for Ki bonus after a passed CON Check of 25 (Super Namek Feat Only) / 1000 Points

Add ability to add 1/3 of your Ki to end of this super in exchange for Ki bonus after a passed CON Check of 28 (Super Namek Feat Only) / 2000 Points

Add ability to add 1/2 of your Ki to end of this super in exchange for Ki bonus after a passed CON Check of 30 (Super Namek Feat Only) / 5000 Points

Add ongoing damage +3d4 after successful hit save ends(no Ki Resistance) / 30 Points

Add ongoing damage +3d6 after successful hit save ends(no Ki Resistance) / 60 Points

Add ongoing damage +3d8 after successful hit save ends(no Ki Resistance) / 90 Points

Add ongoing damage +3d10 after successful hit save ends(no Ki Resistance) / 30 Points

Add +5 to attack roll while using stretch arm super technique / 40 Points

Add +8 to attack roll while using stretch arm super technique / 60 Points

Add +10 to attack roll while using stretch arm super technique / 80 Points

Add +5% HP Regeneration for every hit that connects (Melee and Barrage Super Only, Regeneration) / 100 Points

Add +8% HP Regeneration for every hit that connects (Melee and Barrage Super Only, Regeneration) / 200 Points

Add +10% HP Regeneration for every hit that connects (Melee and Barrage Super Only, Regeneration) / 300 Points

Add +15% HP Regeneration for every hit that connects (Melee and Barrage Super Only, Regeneration, Natural Healer) / 400 Points

Add +2% HP Regeneration for every party member for every hit that connects (Melee and Barrage Super Only, Natural Healer) / 600 Points

Add +3% HP Regeneration for every party member for every hit that connects (Melee and Barrage Super Only, Natural Healer) / 800 Points

Add +4% HP Regeneration for every party member for every hit that connects (Melee and Barrage Super Only, Natural Healer) / 1000 Points

Add +5% HP Regeneration for every party member for every hit that connects (Melee and Barrage Super Only, Natural Healer) / 2000 Points

Add +30% Damage Threshold when using Gigantic Namekian Power Feat (Gigantic Namekian Power feat only) / 150 Points

Add +40% Damage Threshold when using Gigantic Namekian Power Feat (Gigantic Namekian Power feat only) / 2300 Points

Add +50% Damage Threshold when using Gigantic Namekian Power Feat (Gigantic Namekian Power feat only) / 4600 Points

Add +30% to Damage Threshold while in Fusion with another Namek and in Super Namek Form (Born for Fusion only) / 1000 Points

Add +40% to Damage Threshold while in Fusion with another Namek and in Super Namek form (Born for Fusion only) /2000 Points

Add +50% to Damage Threshold while in Fusion with another Namek and in Super Namek form (Born for Fusion only) /3000 Points

Add +60% to Damage Threshold while in Fusion with another Namek and in Super Namek form (Born for Fusion only) /4000 Points

Add +1 Dice level to all party member’s attacks while this super and All At Once Team Feat are used (All At Once Only) /1000 Points

Add +3 to attack roll with this Super (Planetary Defender Only) / 500 Points

Add +4 to attack roll with this Super (Planetary Defender Only) /600 Points

Add +5 to attack roll with this Super (Planetary Defender Only) / 700 Points

Add +5 to attack roll with this Super after DC 20 CON Check (Desperate Tactics Only) / 700 Points

Add +6 to attack roll with this Super after DC 22 CON Check (Desperate Tactics Only) / 800 Points

Add +7 to attack roll with this Super after DC 24 CON Check (Desperate Tactics Only) / 900 Points

Add +6 to defense roll next turn with this Super after successful hit (Masterful Precision Utility Super Only) / 600 Points

Add additional hit to melee supers (Superior Combat Prowess Utility Super Only) / 900 Points

Add two additional hits to melee supers (Superior Combat Prowess Utility Super Only) / 1000 Points

Android Specific Upgrades

Add +5% chance to paralyze targeted limb for 1d4 turns (Melee Supers only)/ 65 Points

Add +7% Chance to paralyze targeted limb for 1d4 turns (Melee Supers Only) / 85 Points

Add +9% Chance to paralyze targeted limb for 1d4 turns (Melee Supers Only) / 115 Points

Add +11% Chance to paralyze targeted limb for 1d4 turns (Melee Supers Only) / 135 Points

Add +16% Chance to paralyze targeted limb for 1d4 turns (Melee Supers Only) / 200 Points

Add +22% Chance to paralyze targeted limb for 1d4 turns (Melee Supers Only) / 300 Points

Add 5% Chance to blind target for 1d4 turns (Beams Only) / 75 Points

Add 10% Chance to blind target for 1d4 turns (Beams Only) / 150 Points

Add 15% Chance to blind target for 1d4 turns (Beams Only) / 300 Points

Add 20% Chance to blind target for 1d4 turns (Beams Only) / 600 Points

Add 25% Chance to blind target for 1d4 turns (Beams Only) / 1200 Points

Add +10% to damage threshold (Melee Supers Only) / 600 Points

Add +20% to damage threshold (Melee Supers Only) / 1200 Points

Add +30% to damage threshold (Melee Supers Only) / 2400 Points

Add +40% to damage threshold (Melee Supers Only) / 4800 Points

Add +50% to damage threshold (Melee Supers Only) / 9600 Points

Add +60% to damage threshold (Melee Supers Only) / 19200 Points

Add +4 to attack roll after successful DC 20 scan on target’s vitals / 50 Points

Add +5 to attack roll after successful DC 25 scan on target’s vitals / 55 Points

Add +6 to attack roll after successful DC 30 scan on target’s vitals / 60 Points

Turn Melee Super into Counter Melee Super (Grade 1 Damage Output) / 55 Points

Turn Melee Super into Counter Melee Super (Grade 2 Damage Output) / 65 Points

Turn Melee Super into Counter Melee Super (Grade 3 Damage Output) / 75 Points

Turn Melee Super into Counter Melee Super (Grade 4 Damage Output) / 85 Points

Turn Melee Super into Counter Melee Super (Grade 5 Damage Output) / 95 Points

Turn Melee Super into Counter Melee Super (Grade 6 Damage Output) / 105 Points

Turn Melee Super into Counter Melee Super (Grade 7 Damage Output) / 115 Points

Turn Melee Super into Counter Melee Super (Grade 8 Damage Output) / 125 Points

Turn Melee Super into Counter Melee Super (Grade 9 Damage Output) / 135 Points

Turn Melee Super into Counter Melee Super (Grade 10 Damage Output) / 145 Points

Add Critical Threat 19-20 d20 range to super (Terminator, I Will Never Fade!) / 1000 Points

Add Critical Threat 18-20 d20 range to super (Terminator, I Will Never Fade!) / 2000 Points

Add x2 Damage Threshold on Critical Hit (Pump Up(Any), Terminator) / 1000 Points

Add x3 Damage Threshold on Critical Hit (Pump Up(Any), Terminator) /2000 Points

Turn Beam Super into Energy Drain Super (Level 1 Damage Output, Energy Draining Matter Absorbing Only) / 50 Points

Turn Beam Super into Energy Drain Super (Level 2 Damage Output, Energy Draining Matter Absorbing Only) / 60 Points

Turn Beam Super into Energy Drain Super (Level 3 Damage Output, Energy Draining Matter Absorbing Only) / 70 Points

Turn Beam Super into Energy Drain Super (Level 4 Damage Output, Energy Draining Matter Absorbing Only) / 80 Points

Turn Beam Super into Energy Drain Super (Level 5 Damage Output, Energy Draining Matter Absorbing Only) / 90 Points

Turn Beam Super into Energy Drain Super (Level 6 Damage Output, Energy Draining Matter Absorbing Only) / 100 Points

Turn Beam Super into Energy Drain Super (Level 7 Damage Output, Energy Draining Matter Absorbing Only) / 110 Points

Turn Beam Super into Energy Drain Super (Level 8 Damage Output, Energy Draining Matter Absorbing Only) / 120 Points

Turn Beam Super into Energy Drain Super (Level 9 Damage Output, Energy Draining Matter Absorbing Only) / 130 Points

Turn Beam Super into Energy Drain Super (Level 10 Damage Output, Energy Draining Matter Absorbing Only) / 140 Points

Add +20% Ki Draining to Energy Drain Super (Enhanced Drain Energy Only) / 100 Points

Add +30% Ki Draining to Energy Drain Super (Enhanced Drain Energy Only) / 200 Points

Add +40% Ki Draining to Energy Drain Super (Enhanced Drain Energy Only) / 300 Points

Add +50% Ki Draining to Energy Drain Super (Enhanced Drain Energy Only) / 400 Points

Add +60% Ki Draining to Energy Drain Super (Enhanced Drain Energy Only) / 500 Points

Add +70% Ki Draining to Energy Drain Super (Enhanced Drain Energy Only) / 600 Points

Add x2 Threshold onto this Super (Full Power Attack Only[must be activated]) / 8000 Points

Add x2.5 Threshold onto this Super (Full Power Attack Only[must be activated]) / 16000 Points

Add x3 Threshold onto this Super (Full Power Attack Only[must be activated]) / 32000 Points

Add +5 to attack roll of super (Devour Only) / 10000 Points

Add +6 to attack roll of super (Devour Only) / 12000 Points

Add +7 to attack roll of super (Devour Only) / 14000 Points

Add additional hit with super (Maximum Efficiency Only [must be activated]) / 1000 Points

Add additional two hits with super (Maximum Efficiency Only [must be activated]) / 2000 Points

Add absorbed damage taken during defending turn to this super (Poly Pneumatic Alloy Only [Must be activated, grants the fraction of damage that was cut to be put into a super]) / 3500 Points

Add +5 bonus on next attempt to asphyxiate target when you hit with this super (Poly Pneumatic Asphyxiation Only [Must be activated]) / 1000 Points

Add +6 bonus on next attempt to asphyxiate target when you hit with this super (Poly Pneumatic Asphyxiation Only [Must be activated]) / 2000 Points

Add +7 bonus on next attempt to asphyxiate target when you hit with this super (Poly Pneumatic Asphyxiation Only [Must be activated]) / 3000 Points

Add ongoing damage of 1d10 for 1d4 turns when you hit with this super, DC 20 Con Check saves (Poly Pneumatic Alloy, Terminator, Only [Must Be Activated]) / 1000 Points

Add ongoing damage of 1d20 for 1d4 turns when you hit with this super, DC 25 Con Check Saves (Poly Pneumatic Alloy, Terminator, Only [Must Be Activated]) / 2000 Points

Add ongoing damage of 1d100 for 1d4 turns when you hit with this super, DC 30 Con Check Saves (Poly Pneumatic Alloy, Terminator, Only [Must Be Activated]) / 3000 Points

Modification Slots and Upgrades

Depending on the level of super / ultimate you have will govern how many modifications you can make to it, as well as the number of times you can add a slot to it.

The level of the attack will tell you the number of modifications can be added to it, and how many extra slots you can upgrade to.

Example: Level 1 has one slot by default and you can purchase 1 more slot; Level 2 has two slots by default and you can purchase 2 more slots; etc.

Each time you buy an upgrade, future upgrades for that particular super will have and increase of 10% cumulatively for each purchase.

Example: First upgrade to an existing super costs 50 points; the second upgrade you wish to add (even adding a slot) will be 10% higher than the listed base price so let's say it's 120 points.

120 * 10% = 12 + 120 = 132

Let's say you wish to add a third modification to that super and it's base cost is 200 points.

200 * 10% = 20 + 200 = 220 * 10% = 22 + 220 = 242