Just a repost of my DBZ Rules... You know, I might turn this into a suppliment at some point in the future... Many people use some of the rules from here nowadays, so why not...But not now... This is just for ease of access.
Dragnball: Alternate Destinies [/size][/b][/center]
Before you read any of the house rules, I would like it to be said that these rules would only correspond with a campaign on the galactic setting. The rules are very high powered, because after all is said and done, Dragonball is on a galactic scale, especially for starting in a DBZ power scale as no one will accept a DB scale game with more mundane rules and regulations.
PremiseFrom all over the universe warriors gather for the first Tenkai Ichi Budokai on Earth, a relative newcomer to the galactic community, using this event to make itself popular with the universe at large.
Stone CountI want 4-6 player characters with 90 stones + Unlimited Flaws. I urge you not to buy some of the higher powered actions as they should be learned in game, like the series itself. I am giving you 90 stones so you don't feel like I'm dangling an impossible carrot in front of you and laughing as you try to reach it. With 90 stones + Unlimited Flaws there shouldn't be a character concept you can't make.
Main WorldsVejita-SeiThis is the home planet of the Saiyajin race, a warrior people that live for the fight. Their participation in this contest was part of a treaty that negated an invasion of Earth by their warriors. They would be allowed to enter the tournament and fight the greatest warriors in the galaxy.
Saiyajins as a whole are not bloodthirsty, but they do relish combat in all it's forms. To a saiyajin everything is a battle, from actual combat to sexual relations. It's all games of hit and retreat, feint and counter move, punch and block. As a whole, Saiyajins are one of the more powerful races out there as well, and they know it.
On Vejita-sei, there are 3 factions that vie for control. The royal house, currently in control of the planet is of the Military Sector. There is also the Agricultural sect, and the Science Ministry.
The Military Sector is the largest faction of Saiyajins. In fact, most that leave the planet are of this branch of the government. As a whole they are the most apt at fighting, and generally the first into a fight, and more often than not, the last out. They train in the arts of warfare in more detail than any other Saiyajin group, and it shows when uprisings from the other groups break out.
The Agricultural Sect makes up the second most powerful group on the planet. Made up of farmers and artisans, this sect is responsible for feeding, clothing and providing materials to the entire race. This sect is also the most prolific, as they almost never leave Vejita-sei, and generally raise their children in their arts instead of sending them off planet like the Military Sector parents
Lastly, and to the Saiyajins, lastly, there is the Science Ministry. If you can't fight, and can't farm, you come here. Granted there are some brilliant minds here, and they are directly responsible for every major technological advance that allows Saiyajins to go space faring, and resist the natural instability of their planet's tectonic plates, but they are the least respected, and are usually the first conscripted when the Military Sector needs extra meat for the front lines.
Vejita-sei itself is a planet of extremes, just like it's residents. It's atmosphere has a purple haze around it from the inhabitant's near overnight change from agrarian society to industrial superpower. It's land has been mined till the mines themselves began causing tectonic upheavals, and continent shifts. Currently there are seismic stabilizers in place around the planet, but the Science Ministry knows that it cannot last.
It is also a planet of cultural extremes. You can fly for ten miles and go from cityscape to farmland to blasted landscape. Wars are fought on epic scale, with hundreds of thousands of Saiyajins lined up against each other fighting to the death. The planet has been rebuilt from scratch seventeen times in their own recorded history.
Namek-SeiThe planet of the Namek people is peaceful and quiet, nearly a planet sized monestary. There hasn't been violence on this planet since the great civil war that devastated the population over 10,000 years ago. Since then the seven clans have lived together in harmony, lead by their leader, the Guru.
Nameks are generally good natured, and kind. Their warriors tend to be more gruff than their healers, and tend to be larger in stature. This leads outsiders to believe that healers are female. They would be mistaken, there is no gender among the Namekseijin. They are all of male body and build and reproduce asexually. Their mindset shows this as they view children with a strange mix of wonderment and awe. Especially from races that give birth to live children and not eggs.
The seven clans are as follows. Dragon, Phoenix, Saber, Aquarian, Metamazoen, Obsidian, and Sphinx. Each is named after the being that founded the clan and is listed below.
Began by the Namek Drago, The Dragon clan is the current rulers of the planet. They are masters of the ancient arts of combat, and train the most warriors among the planet. They teach that violence without purpose is wasted energy, and that action without meaning is a waste. Their healers are more adept in fighting that most other clan's healers, and some believe that they heal the least of their brethren.
By the time Drago was ready to pass on, the warrior Phoen was ready to assume power. When Drago announced his heir to be his apprentice Wyrm, Phoen was outraged, and took a portion of the former Dragon clan and formed the Phoenix clan. The Pheonix are steeped in magic and lore, being almost all healers. Their warriors practice special forms of magic that create objects from other objects. Phoenix teaches that life without action is worthless, and that rebirth can be had through procreation, and healing of others for with each healing you are sharing a part of your soul with others.
Sab was a strange little Namek with an amazing gift. He could Grow to enormous sizes. This alone gathered him a large following, eventually the began calling themselves the Saber clan. Even though all Nameks now know this technique, it is still used mostly by the Sabers who generally master it as they believe that the larger they grow, the closer to the universal consciousness they will become.
Aquaria loved water, it was the source of Namekian life, and their only friend before they went to other planets. Gathering a following, he embarked under the waters to live as the sea creatures. Eventually the Aquarians became amphibious water dwellers, and also officially recognized as a clan. Aquaria teaches that to waste water is to waste life, and all water, salty or not is sacred, for even the water with the most salt, can still be purified.
Metamazoa was a strange Namek. Blue in skin color, and with strange contours, it wasn't until the Nameks discovered other species that they realized what it was. It... was a She. Metamazoa was a female shaped Namek, though she functioned exactly like all other Nameks, she was different, and therefore ostracized. Soon others joined her, with their strange female shape and blue skin, and soon the Metamazoans were formed. Metamazoa teaches that trusting by the color of the skin will always lead you to relationships that are only skin deep. Trust your allies as your family for they are the only thing standing between you and death.
Obsidia decided to become steeped in a forbidden form of magic called by many the Tambourine, or in the Namekian language, The Way of Death. He gathered followers, and founded the Obsidian clan, those Nameks dedicated to the afterlife, and how to reach it while still alive. Obsidia teaches that Nameks should commune with the gods as early in life as they can by whatever means they can, as the Gods are the ultimate intelligence and the final word on the way the universe is meant to be.
Sphin was in love with the spoken word. He never spoke without ending in a rhyme. You could say he did it all the time. Others became enraptured by his vocal skills, and in time they left for the hills. Others followed after of course, and the clan of Sphinx was it's recourse. Master Sphin teaches intelligence and cunning, without such you would be running. Outsmart your enemies and make them flash, for in defeating them you shall have the last laugh.
Namek-sei itself is a beautiful planet filled with green lush fields and purple violet flowers that would make a florist weep.. Their trees leave something to be desired, but the Nameks love them and tend them with care, even if they serve no purpose for them. The build their dwellings out of the ground and earth around them, even their ships are mostly steel and clay.
IciearThis cold, nearly dead world is home to the Freezans. Others, especially those that dislike their nearly immortal race call them Changeloids or Changelings. They are ruled by a council of the eldest three of their race; Ice, Sleet and Snow. Changelings for the most part are aloof, and care little for anything that's not decades or centuries in the making. Their Immortality has made them decadent. They have reason however, as they are potentially the most powerful race in existence, and if that weren't enough, they, at birth have the ability to transform to match any opponent, giving them an edge over anyone foolish enough to test them.
The planet is an icy desert, devoid of plant-life, and full of predatory animals, just as strong as the inhabitants. The planet is divided up into Zones, of which there are four. North Zone, South Zone, East Zone, and West Zone. Each Zone but North is ruled by one of the three elders, all four sit in residence in North Zone as Neutral territory.
The Southern Zone of Iciear is called the Tundra, and is ruled by Ice, the most powerful of the three elders. Ice himself is a kind caring individual, as far as a changeling really can be called that. He sees things in the here and now, and makes plans that come to fruition, to the Changelings, far too quickly. The Tundra is the center of science and technology on the planet, and is responsible for the race being space faring. The zone itself is one huge mega-city with technology that no one has ever seen before. There is little room for anything but tech and changelings in this zone.
The Eastern Zone of Iciear is called the Snowbank, and is ruled by Snow, the second most powerful Elder. Though he is the second most powerful, he is the most militaristic of the three. He trains warriors in the harsh unforgiving elements, and even though there is a massive megalopolis set up for civilians, he never sets foot in it. The Snowbank is responsible for the protection of the planet, and the procurement of goods from off world Nobody asks how he gets them. Besides the Megalopolis, there is virtually nothing else in this zone. It is all unspoiled wilderness that Snow uses to train the troops of his world.
The Western Zone, ruled by the ever diplomatic Sleet, is a center of politics and vice. Sleet himself plans thousands of years in advance, and uses agents called Drops to enact his will across known space. He might be the least powerful physically, but the other two know that if it came to blows, he would walk out of the fight, for he is the most powerful politically. This part of the planet has the most variety. From tundra to city to even domed indoor gardens for guests that require different styles of environments. If one were to walk into this part of the world, they would be reminded of a cross between modern day Tokyo and ancient Europe. Tokyo for the tech and population, ancient Europe for the opulence.
The Northern Sector, the smallest of the four, which is only the size of modern day Texas, is reserved to house the three Elders, and their personal courtiers. It also holds a good deal of troops and laboratories as well as several thousand meeting places and various environmental systems from blazing heat to low oxygen to frigid cold to massive gravity wells. Flight of any kind over the Norther Sector is punishable by death.
EarthThe newest comer to the galactic scene, Earth's Human race has discovered quickly that the universe is populated by beings that would destroy them if they moved wrong. It quickly shored it's defenses adding Androids to it's ranks, and genetically created Superhumans. This doesn't count the several beings that in recent years have been born with superior abilities and the ability to wield Ki.
The Earth is under the rule of two opposing, but peacefully coexisting entities. The Black Hand and the White Lotus. Each has their own military and technology levels, but they have combined efforts now that the universe at large as been shown to them.
The Black Hand has the upper hand when it comes to raw military might. Most Black Hand soldiers are trained in the arts of stealth and are very good at it. They do however have an extensive front-line military that specializes in destroy at all costs missions. The side of the planet under the care of the Black Hand resides in the western hemisphere. The Black Hand itself is a semi-democratic organization that uses standardized testing to determine leadership. Each election period all adults are required to go through this rigorous process which includes pen and paper testing, situational evaluation and general fitness and psychological profiling. In this way they are far superior to the White Lotus.
The White Lotus, the lands of the East have the advantage technologically and provide a good number of the Androids in the world. They have mastered the art of the remote control army, and put it to good use. Their shining moment was the disastrous first meeting with the planet Canus Major. A large planet that held a race of anthro-canines. Using disposable androids, the White Lotus made contact. This was also Earth's first contact with another species. The androids were decimated. In the following conflict, the Canis suffered over 2 billion casualties and surrendered to the White Lotus, the White Lotus suffered the loss of 17 million disposable android units, and no loss of life. The White Lotus has freed the Canis, as an act of good will towards the universe siting the war as a misunderstanding, and providing aide to rebuild the planet. The White Lotus is run like a Meritocracy. He who has the most under his belt is most fit to rule.
House Rules
Character Races
SaiyajinsRacially, a Saiyajin's physical statistics (non-ki powered) Max out at 5.
Saiyajins automatically come with Chronic Physical Condition: Tail Weakness at Rank 3. It may be trained away by spending 60 lines of experience to that specific effect.
If a Saiyajin has a tail, they also has an uncontrollable Transform Self modifier called Oozaru, which gives the following bonuses
Str, Spd, Dur: +3
Melee Combat Action: +3
Power Level +1
Force Blast (3x Damage or Limited Area Effect) at AN (New Durability +1)
Also, if a Saiyajin gets hit down to their last red stone, and are fully healed later, they gain 1 line of experience to put towards their Power Level (ONLY). Transforming into Oozaru, or back again does
NOT count towards this effect
Saiyajins do not age after they reach adulthood, but still die when their time expires. (Between 100 and 150 years if by natural causes)
NamekseijinRacially, a Nameseijin's physical statistics (non-ki powered) Max out at 4
Nameks are segregated into two sub-sets. Healers and Warriors. You must choose which one you are that determines which of the two next things you gain for free.
Warrior Nameks gain Growth beginning at Rank 2. It may be increased with lines, but it requires a number of lines equal to the current rank x10.
Healer Nameks gain Magical Healing at Rank 5
All Namekseijins have Limb Regrowth for free.
All Namekseijins have a special form of Improved Healing Factor (1 stone every 1/2 hour). They only heal if they spend at least 1 hour in direct sunlight first. Other than that, they do not have a healing factor at all, and the healing factor does not allow for extra energy regeneration.
Nameks age extremely slowly, but eventually show their years after approximately 5-8 centuries of life.
Freezans (Changelings)Racially, Freezans dont have maximums to physical statistics.
All Freezans have Self Contained Life Form
All Freezans are born with the Stage X transformation Action. This action must be BOUGHT with your character creation stones, and can never be improved by lines once set.
Freezans do not age, period
AndroidsFollow the Android rules from the Core MURPG Guide.
While Androids do not physically age, nor do they reach any sort of end of their life, their parts can wear down, and may be repaired by any means by which to heal a being except Medical Healing. To heal an android with Medical means, you must use Technology.
HumansRacially, a human's physical statistics (non-Ki powered) May not exceed 4.
Humans gain Sense Power at Rank 4 for free
Humans gain 6 stones to put towards a Custom Attack for free. These stones may not be spent any other way.
Ki Using Humans generally age slower than non-ki using humans showing older age after about 7 or 8 decades, and passing at about 150.
Other RacesIf you choose to be an alien race of some other kind, you will receive 10 extra character creation stones to customize your race. These can only be used to customize your race, and ALL beings of your race will have those customizations once you have set them
AbilitiesI want to play test something different for this game. Your character creation stones will go directly to your Actions and Modifiers. For your Abilities you have 20 points to directly split amongst your abilities. These points are on a 1 for 1 basis, (IE you put 5 of them into Strength you have a 5 strength) Remaining points can be converted into either Character Creation Stones on a 3 to 1 basis, or Lines of Experience on a 2 for 1 basis.
Remember Racial Maximums
New Actions
Split Form TechniqueCost Level = Action Number + 3 Levels
DESCRIPTION[/color]
You may spend stones to split off equal parts of yourself as Duplicate Self. It takes one stone of effort to create one alternate self. You all act at the same time in a combat panel. Each Duplicate and yourself must expend a number of stones equal to the number of duplicates created in order to stay functional. This is the reason that most Dragonball characters never create more than 2. It would severely weaken them.
COMMENTS[/color]
An interesting power if you want to use it. Only three dragonball characters had this in the show, so it's rather rare.
Rules for Action Box- Create 1 duplicate of self for each stone played
- Each Duplicate pays and yourself pays one stone of energy per panel per duplicate to keep them going.
Ki ControlCost Level = Action Number +3
DESCRIPTION[/color]
This action is a mastery that follows some different rules. Firstly, there are some actions that are inherent with the power like Blasts and Boosting your abilities. Then there are modifiers that come from this action, Ki Defense and a modicum of toughness and reflexive dodge. This is an all-around improvement statistic to boot, as it allows you to boost your own Strength, Speed, and Agility. With bought options you can expand this even further to include sensing others, teleportation, and the ability to accumulate stones.
This mastery allows for the following.-
Ki Blast: This works as the Force Blast action, but stones may be spend to add advantages and disadvantages to your blast. To add an Advantage, spend stones equal to twice that advantage's cost level adjustment (IE If you were giving your blast 2x damage, you would spend 4 stones). For each disadvantage you place on your Ki Blast you gain 1 additional point to place towards advantages per their cost level (IE Uncontrollable would give you 4 stones to spend on Advantages, but it would make your blast incredibly dangerous to you and everyone around you as you). The following
cannot be added to this action on the fly:
Advantages: Converatable to Human Form, Others Benifit from Power, Area Attack or 2x Damage (They must be placed seperately)
Disadvantages: Others not Shielded from Power when in use (That's automatic with this action), May only be used in conjunction with differernt Action/Modifier, Only Works in Limbo, Not Particularly Useful, Can't Be Improved by Lines, Power Out of Control Without Device, Counter Attack Only, Limited Duration, Effects only One Target.
NOTE: All Force Blasts take one panel to prepare unless you pay twice the total stones of the blast you wish to fire. Extra stones spent to fire the blast quicker don't count towards effect.
-
Ki Barrier: This works as the action Force Field with the flaw "Cannot help others" You cannot place a force field on someone else, this is a learned technique, and must physically interpose between a Ki blast and a target if you wish to stop it from hitting someone else. If you put up a force field as an action, it stays up as long as you need it, at the level you placed it at for 1 stone per panel. You may also place a force field up in response to an attack. Think of this as a form of limited prescience. The limitations are thus. You have to see the attack coming, and the force field drops the next turn. The bonus to this is the fact that if someone is touching you when you place the reactionary force field up, they might take damage if you beat their defenses equal to stones played. All Ki Barriers are effective vs Magic, as there is little distinction in Toriyaman Physics.
-
Toughenss and Reflexive Dodge: Becoming a Ki user, and gaining this action has an instant effect on your. It increases your reaction time and toughens your skin to allow for a higher form of battle. As such, when you buy Ki Control, split the AN into Toughness and Reflexive Dodge. (IE if you bought AN 5, you could have Toughness 2, Reflexive Dodge 3, or Reflexive Dodge 4, and Toughness 1, or any combination there of).
-
Ability Boost: By spending one energy per point of increase, you may increase one of your physical abilities (Str, Agi, Spd). You cannot increase Durability in this manner. Increased physical abilities last as long as you are putting energy into them.
OPTIONS- Flight at Action Number (Place in it's own Action Box) (+2 to Cost Level)
- Sense Power (As Sense Mutants) (+2 to Cost Level)
- Place Force Fields on Others (+2 to Cost Level)
- Durability Bonus (+3 to Cost Level)
- Teleportation at Action Number (Place in it's own Action Box) (+5 to Cost Level)
COMMENTSThis is the must have power of Toriyaman physics. Anyone that could challenge warriors in this system of physics had this action at some level. The only notable exception was Hachi-chan (Eighter to the English Speaking crowd).
Rules for Action Box[/u]
- Use as Force Blast, Add Advantages and Disadvantages on the fly.
- Use as Force Field, Cannot Help ohers. 1r/Panel if used as an action, May use as limited prescience, grappling opponents get attacked for stones played if used this way. If used as limited prescience, the field drops on the next panel.
- Split Action Number into Toughness and Reflexive Dodge
- Boost abilites on a 1r/1stone increase. Must spend stones each panel to maintain.
ZanzokenCost Level = Action Number + 3
DESCRIPTIONThis is a limited version of teleportation that allows you to move quickly in combat. There are two versions of this ability. The first combines a specialized version of Illusion with a small burst of teleportation. The second, which must be bought as an option, allows for an attack vs Intelligence to lower your opponent's defenses.
Firstly, The original version of Zanzoken allows you to move up to 30 feet in any direction as you boost your speed so fast that you appear to leave an after image. When you put stones into this action, you choose how well you wish to zanzoken vs how many after images you wish to leave. When you Zanzoken, you comapre stones spent on Effect vs the target's intelligence + Ki Defense. If you defeat this, the target attacks the image of you on their next attack instead of you. If they succeed, they see your movement. Creating multiple illusions doesn't count towards effect, but if you defeat the opponent's intelligence + ki defense, they must continue to attack your illusions until either you attack them, or they run out of illusions to effect. They can still defend normally, but loose Reflexive Dodge if they had it, until your next attack.
The second version, which must be bought as an option, is a direct attack vs their intelligence. If you succeed you take stones directly out of their action boxes equal to the damage done. This represents you moving so fast and not leaving an image that they lower their guard for just that split second. You MUST use your second action that panel to attack. If you do not, they see through your ruse the next Panel, and gain a +2 situational modifier the next time you attempt this version of Zanzoken.
OPTIONS- Attack vs Intelligence to remove stones from Action Boxes (+2 to Cost Level)
COMMENTSA very useful power. Less useful vs highly intelligent characters, and those with a very high ability to sense ki.
Rules for Action Box[/u]
- Spend stones on Effect and Number of Images seperately. Number of Images don't count towards effect
- If you defeat Intelligence + Ki Defense opponent attacks image on next attack.
- If you have multiple images, defeated opponent attacks images until you attack them, or there are no more images.
Stage XCost Level = AN + 6
DESCRIPTIONThis is a modified version of Transform Self that has been edited to become an action is the hallmark of the Freezans. Like Transform Self, you heal fully when you undergo a Stage X transformation. Unlike Transform self the transformations are static. Also, a Stage X is uncontrollable. It only occurs when you are at less than 1/2 health. Once you buy a Stage X transformation, that's it, you can never improve it by lines. It CAN however be improved by Character Creation Stones.
Each time this ability is triggered, one stone is placed into this action box. Each stone placed into this action box represents another transformation. When you gain a stone in this action, all your physical abilities (Including Durability) increase by 1 as does your Action Number in Ki Control, Zanzoken, and any abilites you have that are energy based. You gain 1 toughness and 1 reflexive dodge. Every three stones placed in this action box gives you 1 Power Level. The stones in between act as a bonus to Energy Battery (giving you the modifier if you didn't previously have it) Unfortunately the stones that go into this box, remain in this box until the end of combat, or you are defeated.
According to Toriyaman physics, Freezans can never revert back to lower forms once they have transformed. I reject this because no Freezan ever won a fight in a higher form and was given the oppourtunity to transform back. Once they transformed (Frieza) They just got opponent after opponent unitl they were killed. To this end, You cannot revert back during combat, but can spend 1 panel per stone of effect to revert to a lower form, thus removing stones from this action box.
COMMENTSVery powerful, but unpredictable. You cannot spend stones into it, and once stones are placed, they are spent permenantly until the battle ends. If you like gambling on longshots, this is the action for you.
Rules for Action Box[/u]
- Activates at 1/2 health Only
- Place 1 stone into Action per activation
- Gain +1 to Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Ki Defense, Toughness, Reflexive Dodge and Power Level for each stone in this action box.
- May revert after Combat ends, but not before.
- Stones triggered into this action remain in this action unable to be spent, but counting towards regeneration.
FusionCost Level = AN + 4
DESCRIPTIONThis action represents the ability to combine two warriors into one by synchronizing their life energy. When using this action, you must be at the same power level of the being you are attempting to fuse with. Either being may take situational penalties to their power level to match the weaker one's power.
When you attempt this action, both parties spend stones into their action box. If the two stone counts are equal, then the fusion is a success. If the person initiating the Fusion has to little stones, then the result is the Thin Fusion form. If the person initiating the Fusion has to many stones, then the result is the Fat Fusion form. Both forms are rather useless and only a True Fusion is of any value.
Fat Fusion forms have the CAD of the stronger half of the Fusion, while Thin Fusion form has the CAD of the weaker verison. Failed Fusions take a -3 situational penalty to any and all actions they perform to represent their ineptness.
True Fusions however are more powerful than before. Firstly, take the stronger of the two beings Abilities. If there is a tie, raise that Ability by +1. Secondly, take the stronger of the two beings Actions and Modifiers, if there is a tie, raise that Action or Modifier by +1. Lastly, the Fusion gains all the stones spent by both members of the Fusion to increase their character more, and create their own Custom Attack. These stones are to be used as Character Creation Stones.
Once you have initiated a Fusion, place red stones equal to your Fusion's energy pool, and white stones equal to your Fusion's stones of Health into a hat, and each panel remove one from the hat. If you removed a Red stone, you continue the fusion. If you remove a white stone, the Fusion ends, and you are stunned for one half your energy pool.
All Fusions are healed to full health, no matter what condition their previous parts were in. Once the fusion ends, unless the Fusion was killed, the two parts are left at the health they were at before the Fusion.
While in a Fusion, all Personality Challegnes both characters have are increased by +1
OPTIONS- Photographic Fusion: Once you have competed a Fusion successfully once, you never fail again with that same partner (+5 to Cost Level)
COMMENTSA fun power for those that wish to learn it. It could result in some very powerful warriors, but remember. A Fusion usually has exaggerated versions of a character's personality in concert. This means that if your character has a temper, your fusion is going to have a mother of one. If your partner is normally a little nuts, your Fusion might just wind up completely insane. Being careful with whom you fuse with is a good idea.
Rules for Action Box- Spend stones into action box.
- If stones are the same as Fusion Partner, Fusion occurs successfully.
- See Action for specific rules.
Super SaiyajinCost Level - Action Number + 6
DESCRIPTIONThe transformation used by the Saiyajin race is a truly potent engine of destruction. This action cannot be bought unless the Saiyajin buying it has a Power Level modifier of +4 or higher. Using this ability requires an increadible amount of rage to be built up in your mind resulting in the metabolic response in the form of the transformation.
Each time this ability is triggered, one stone is placed into this action box. Each stone placed into this action box represents an increase in power with three stones representing a level of Super Saiyajin. When you place a stone in this action, all your physical abilities (Including Durability) increase by 1 as does your Action Number in Ki Control, Zanzoken, and any abilites you have that are energy based. You gain 1 toughness and 1 reflexive dodge. Every three stones placed in this action box gives you 1 Power Level. The stones in between act as a bonus to Energy Battery (giving you the modifier if you didn't previously have it) Stones in this action box remain in the action box until removed. This represents reverting to a lower transformation, or reverting to normal.
You may spend stones under your other transformations to gain the effects while in lower transformational states (IE if you are in normal form, and you spend 2 stones in Super Saiyajin, you haven't gone Super Saiyajin, but you are damned close. That's what happened in Movie 4 when Goku fought Lord Slug.)
When you transform, or as it is called, Go Super Saiyajin, you are healed 1 white stone of health, and are brought to full energy.
OPTIONS- Super Saiyajin at Birth: You can buy Super Saiyajin at any Power Level (+2 to Cost Level)
- Calm Super Saiyajin: You have learned to trigger Super Saiyajin without Rage (+3 to Cost Level)
- Legendary Super Saiayjin: Each stone you spend into Super Sayajin has double the normal effect (+6 to Cost Level)
- Healed Super Saiyajin: You are fully healed when you go Super Saiyajin regardless of your health. (+4 to Cost Level)
COMMENTSThe legendary saiyajin ability and a good foil for Stage X. These are two examples of transformations, don't be afraid to create your own races with transformations, just present them to a GM for approval.
Rules for Action Box- Cannot be bought before PL +4
- Increase Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Ki Defense, Toughness, Reflexive Dodge and Power Level by +1 per stone played, 3 stones = Super Saiyajin Level
- Stones spent remain in action box till removed.
- Heal 1 white stone and all energy when transforming.
KaiokenCost Level = Action Number +4
DESCRIPTIONKaioken is essentially a state of forced evoloution, and heightened metabolism. This technique which is unique in Toriyaman physics is a way to gain power at the expense of your bodily health. When you place stones into this action, you gain those stones, twice over as free stones from the General Pool to place as you wish. This however comes at a terrible price. You take damage equal to the number of stones you placed into this action box when you end this effect.
Each stone placed in Kaioken represents a different multiple of Kaioken, for example if you put in four stones, you would be performing Kaioken times 4. When you ended the effect of Kaioken you would take 4 red stones of damage, or 2 white stones when converted. A costly endevour, but one that might be neseccary to defeat that unbeatable opponent.
Each panel you must pay to keep up your Kaioken, or drop it and take the damage you are due. Should you choose to drop to a lower Kaioken level, you immediately take the damage of the difference. For example, if you performed Kaioken times 4 one panel, and decided to drop to Kaioken times 3 the next panel, you would immediately take 1 red stone, or 1 converted white stone of damage.
Kaioken allows you to place stones into your actions and abilities above and beyond your normal Action and Ability numbers. Kaioken cannot be used at the same time as Super Saiyajin or Stage X or any other Transformational ability.
OPTIONS- Kaioken Burst: You may use a slightly weaker version of Kaioken to gain a quick boost of power without the expense of health. You only recieve 3 stones back for each 2 stones you place into this ability, and the Kaioken dies at the end of the panel. (+4 to Cost Level)
- Super Kaioken: You may use your Kaioken during a transformation (Super Saiyajin, Stage X, etc.) You gain 3 stones per stone you place into Kaioken, but you take double the damage when it's over. Super Kaioken cannot be used to add stones to Transformational Abilities. (+6 to Cost Level)
COMMENTSA useful power for a quick burst of speed, strength or damage, but it's a costly one. This power is a gamble to use. Will you have enough health when you finish using it? Will your enemy be able to be defeated with it? These are questions you must ask yourself when you intitiate this action.
Rules for Action Box- Place stones into this aciton to gain double invested stones as free stones to use for actions, and abilities.
- Pay stones each round to maintain effect.
- If unwilling to pay stones, effect ends, take damage equal to invested stones
Spirit BombCost Level = Action Number +13
DESCRIPTIONThe mother of all Dragonball Z attacks is the Spirit Bomb, known in Japan as the Genki Dama... the "Happy Bomb" if you can believe it. To perform this action, you must first select an area within your range. You can ask for energy from a range equal to your Action Number on the DnR chart or less if you so choose.
When you select the area, you ask all within to donate energy. You receive energy equal to the Area your Gathering From multiplied by your Durability + applicable modifiers (See Below). It takes one panel per (Area Gathering from squared) To gather the energy, and half that time (rounded down) to shape it into the bomb. During that time you are using both your actions for the round and can do nothing. Only toughness and bonuses to defense work (Reflexive dodge does not, and you cannot place stones into defense.)
Once you have gathered the energy and have formed the bomb, you may throw it by putting stones into your Action Box to guide your hand up to your Action Number.
If you perform this attack during a sunny day, add +2 to your Durability to determine stones gathered. If you are in a party, your party members can directly donate their own energy from either their Power Level energy Pool, their Normal Energy Pool or both if they so desire. This energy is a bonus on top of what you recieve from the area.
The Spirit Bomb is an Area Attack, but cannot harm Good Creatures, Good Creatures merely bounce the attack off of them, but are knocked backwards on the Area Leaping chart equal to your AN.
You may transfer the Spirit Bomb to another thrower, but you loose one quarter of the saved energy (Rounded up). If you drop the bomb, you can attempt to catch it by spending stones into this action against your own speed. If you succeed, you catch the bomb, but it has lost one half it's energy. These stack.
OPTIONS- Intra-Planetary Spirit Bomb: You may choose to ask an entire solar system to donate energy to your spirit bomb, This is treated as a Range of 13 for energy gathering purposes. (+4 to Cost Level)
- Intra-Galactic Spirit Bomb: You may ask the entire Galaxy for energy. This counts as Range 16 for energy gathering purposes. (+7 to Cost Level)
- Universeal Spirit Bomb: You may ask the entire universe for energy. This counts as Range 20 for energy gathering purposes (+10 to Cost Level)
COMMENTSThe first line of the description says it all. This is the mother of all attacks. Yeah, no other comment possible... Just... damn.
Rules for Action Box- Gather Energy from Area up to AN Range on the DnR chart
- Energy Gathered equals Area x Durability and takes 1 panel to prepare equal to Area squared.
- Form Energy into Bomb takes 1/2 Gathering Time
- Spend Stones into Action Number to fire the attack
- Area Effect (Area = Area Gathered from)
- Passing Bomb to someone else negates 1/4 energy gathered
- Dropping the Bomb prompts Attack vs Speed, if successful, bomb not destroyed, just devoid of 1/2 the gathered energy.
Custom AttacksCost Level = Variable
DESCRIPTIONThis is more of an explaination than a description. Custom attacks are based off the Force Blast action from the core MURPG handbook. Adding Advantages and Disadvantages to make the attack you want, and finalizing it with your GM. This is the only thing that is needed to know for Custom Attacks besides the new options for Force Blast below.
OPTIONS- Draining: This attack has the option of taking stones from your life energy to enhance it's effects. When you put stones into this action you may place one, or more, of your white stones into the action box as well. Each white stone adds three red stones to the attack. Be warned that this extra boost is direct damage to you, and can kill you if used foolishly. You MAY add this effect on the fly to your Ki Blast option of Ki Control (+3 to Cost Level)
- After Effect: This attack attempts to deal half it's damage on the next turn after it hits an opponent to that opponent. In all ways it is the same attack, just with half the attack stones. You MAY add this effect on the fly to your Ki Blast option of Ki Control (+2 to Cost Level)
- Kamikaze: This attack kills you, and takes your remaining life force to empower your attack. Spend stones into your attack normally, then take your remaining health and add it in converted red stones to it. The attack now does 2x Damage. If it already did 2x Damage it now does 3x Damage. If it already did 3x Damage it is now armor penetrating. You MAY add this effect on the fly to your Ki Blast option of Ki Control (+4 to Cost Level)
COMMENTSNot much to say here other than these are some powerful options, with some big drawbacks. Use at your own disgression.
Rules for Action Box[/u]
- As Force Blast.
New ModifiersTirelessCost Level = Modifier Number +5
DESCRIPTIONTireless is representitive of one's ability to keep going when others have fallen to the wayside. This modifier allows you to regenerate extra stones per round equal to your Modifier Number. There is no distinguishment between Intelligence and Durability based regeneration in this regard, and it even adds it's regenerative properties to Healing Factors. You do not regenerate stones above and beyond your maximum energy pool.
OPTIONS- True Tireless: No matter what you do, you always have your one half your modifier number (rounded down) in energy in your energy pool. This does not allow you to use more energy than your maxium energy. (+5 to Cost Level)
COMMENTSThe prototypical ability of the Generator android, Tireless can be explained in a number of ways to make it accessable to anyone. A very costly modifier, Tireless can quickly cost more than your willing to accept for energy regeneration.
Rules for Action Box- Regenerate MN in Energy extra per panel
Power LevelCost Level = Modifier Number +8
DESCRIPTIONLadies and Gentlemen, boys and girls, this is what it's all about. The prime modifier for a Dragonball-esuqe game is the Power Level, that little number that makes tyrants quake in their shorts, and super saiyajins seem so diesel. But there is reason.
Firstly, there is the extra stones. Treat Power Level as a secondary source of Health. That being said, when you buy it, you recieve a secondary Energy Pool consisting of three times your Power Level Modifier number to use as you see fit. Your secondary energy pool regenerates like normal energy regardless of bonus energy regenerating powers, but you may take a panel to power up to gather twice that amount.
Secondly, When taking Damage, do damage to your Power Level first. For each White stone of Power Level damage you take, reduce your secondary energy pool by 3 and your secondary energy pool regeneration by 1. Power Level Damage regenerates at a rate of 1 white stone per hour.
Thirdly, this modifier allows you to break the Two Actions per panel barrier. By placing stones into this modifier like an action box, you gain one extra action per panel per stone placed. Stones spent in this fashion remain spent until you no longer wish to spend them any more.
Lastly, Power Level gives you a modicum of insight into your opponent's fighting techniques and strengths and weaknesses. For each three MN of Power Level, you gain a +1 to your Defense automatically. And, as a final note, this Modifier can be increased by dedicating lines of experience into it equal to the Modifier Number x 15
OPTIONS- Power Level Recovery: This increases the regeneration rate of your Power Level Energy Pool to 3 stones per 2 points of Power Level you posess. (+2 to Cost Level)
- Tireless Power: You are treated as having a Tireless Modifier of 1 per 2 cost levels you raise the cost of this modifier, in regards to your Power Level Energy Pool (+X to Cost Level)
COMMENTSOne hell of a power, but worth all +8 Cost Levels in my book. The way I designed this was the fact that I saw the other versions as flawed, worth only a +4 at the best. Improving on it required out of the box thinking. It always seemed that Dragonball fighters could take massive hits and just be winded. This lead me to thinking that maybe they take damage to their power level first and thus everything in this action.
Rules for Action Box[/u]
- Gain Secondary Health and Energy Pools equal to Action Number
- Regenerate Secondary Energy Pool at 1 point per MN
- Regenerate Secondary Health Pool at 1 point per hour
- For each +3 MN, add +1 to defense
- This Modifier can improved by lines equal to current MN x 15
Improved Healing FactorCost Level = Durability Number +3
DESCRIPTIONAn improved healing factor is less than an Accelerated and more than a normal Healing Factor. When you have an Improved Healing Factor, you regenerate two white stones of health per hour.
Your energy regeneration is increased to 3 red stones of energy per 2 white stones of health you currently have.
COMMENTSNot a bad healing factor for the price. It allows for faster healing than a normal healing factor, but it isn't quite Wolverine...
Rules for Action Box[/u]
- Regenerate 2 white stones of health per hour.
- Regenerate 3 red stones of energy for each 2 white stones of health you currently have.
Advanced Healing FactorCost Level = Durability Number + 6
DESCRIPTIONAnother improvement on a healing factor. It is more than Enhanced, but less than Instant. While you have this healing factor you regenerate 2 white stones of health each panel.
Your energy regeneration is increased to 2 red stones of energy per 1 white stone of health you currently have.
COMMENTSA powerful healing factor, but less than instant. Worth the cost in my book.
Rules for Action Box[/u]
- Regenerate 2 white stones of health per panel.
- Regenerate 2 red stones of energy for each 1 white stones of health you currently have.
Instant Healing FactorCost Level Raised to = Durability Number + 10 Levels
COMMENTSThis had to be done. Freakin Instant Healing Factors...
Other House Rules[/size]
1. If you have a Weapon, and you use that weapon in a split attack, you add your weapon modifier to each split attack
Example: Farcus uses his +2 Mace to make 3 attacks with his Close Combat of 6. Each attack in this case would be a 4 stone attack (2 stones from Close Combat on each + 2 Stones form the Mace)
2. If you take a complete turn to rest and do nothing else, you regenerate double the red stones you normally do. This is also noted in the Power Level modifier for that modifier's energy pool.
3. You may increase abilities past 3 if you pay (10 LOE x Current Ability Score)
Example: Kuros wants to go from a 5 Strength to a 6. He would need to pay 50 lines of experiance to do so
4. You may increase modifiers by paying LOE = to (10 LOE x New level of the modifier. If increasing a Healing Factor, the New Level of the Modifier Number, is the number of Cost Levels added)
Example: Kuros is increasing his Reflexive Dodge from 2 to 3. He must spend 30 lines of experiance to do so.
Example 2: Kuros also wants to go from Rapid Recovery to an Accelerated Healing Factor. He would have to pay 40 lines to do so, because the difference in Cost Level is +4.5. If you feel you will never need an action, you may remove it, gaining back the Character Generation stones. You must PM and gain approval from the GM before you are allowed to do this, as it will involve a story event to allow such a trasnformation.
6. If you are building an item with Inventing or Mastery of Magic and you intend on creating an item with a non-leveled Modifier or Action, you must first convert the total stones into Levels (IE Steal Superpower is technically a CL 13 power) And then see if you're Invention/Mastery of Magic limitation applies
Example: Kuros wishes to create an item that grants him a set of Magical Set of weapons that are actually Weapons Morphing Normally this has just a stone count. Under this rule you would turn that stone count into a Cost Level and compare it to what you can create. Unfortunately for Kuros, he cannot even create the +1 version of the claws as a 4 stone cost is Level 6, and his current maximum is level 4.8. I'll be updating this every three days, unless I see that everyone's posted sooner than that. If you haven't posted for those three days, and it's non combat, you don't get your action. If it is in combat that you don't post, I'm going to assume you put your regeneration rate in red stones into defense for that panel.