Post by Traumatizer on Apr 20, 2015 13:52:17 GMT -5
Here is some stuff I wrote up on a train whilst bored out of my skull for two hours. Note it is all still WIP and some of it is proberbly worded poorly like Namekian Fusion.
Saiyan - Gain +2 STR and CON as well as the blooded feat
- Gain the Great Ape form (Colossal creature with the move Great Ape beam)
- Must consume twice as much food as a human and consume up to 50x the human limit
- Tail weakness (stunned and cannot concentrate whilst tail is held hardly by someone)
- Must Take the Zenkai feat at level 1
- Unarmed attack that deals 1d8 damage + 1d8 per 5 ranks of unarmed attack above 1
- Gain one Ki ability at level 2 and every two levels there after
- Caucasians who look like humans except they have brown fur tails and brown or black hair
- Saiyans hair never changes shape and when cut instantly regrows. Length adjusts to body growth
- Saiyans do not get penalties for aging and their appearance never changes past 30.
- Saiyans have a final growth spurt at around 30 but they never look older than they did at 20
Zenkai [Saiyan & Ki feat]: Whenever you are defeated in combat and survive you gain exp equal to the amount you would’ve gotten defeating him/them as a solo (no party members) battle that ended with you killing them. If their level/s are too high for you to gain exp then you gain the exp for killing a creature at the highest level that you would gain exp for and increase the amount by 10% per level the actual enemy is higher than that exp level cap stone. Should you survive an otherwise lethal poisoning, disease or deadly situation you gain the exp of defeating a creature equal to your level. You cannot more than double your level per zenkai or gain a zenkai from self-inflicted injuries. You can gain zenkais mid battle if you are healed during said battle as was seen with Vegeta VS the Ginyu force.
Improved Zenkai [Saiyan & Ki feat]: This feat improves your zenkai ability by increasing the amount of exp from a victory equal to the percentage of max hp you are missing round up and if their level is above the capstone for gaining exp use the same rules as a defeat in calculating exp. The exp from defeats and near death experiences are also increased by 50%. You cannot more than triple your level from a single zenkai and you cannot gain a zenkai from self-inflicted injuries.
Super Saiyan [Saiyan & Ki feat]: Must have experienced a profound rage at another person, creature or situation. The Super Saitan state doubles your physical stats, HP, speed and zanzuken results as well as multiplying your ki by 4. This is an at will ability and whilst in the Super Saiyan state if you do not possess the self and power allegiances change two of your allegiances to those and you become more aggressive and arrogant. Whilst in the Super Saiyan state you have a minus 5 penalty to resist rage effects. Your appearance changes slightly with a minor increase in muscle mass, pupil and iris’s turn green and your hair turns bright yellow and rises up. Going Super Saiyan is a full round action.
Swift Super Saiyan [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat makes going Super Saiyan a swift action and going into the higher grades a free action.
Full Power Super Saiyan [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat means you no longer have to change your allegiances or have the penalty to resist rage effects. You may also sleep in your Super Saiyan state.
Super Saiyan Grade 2 [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat allows you to push your Super Saiyan state into a more powerful form. To use this feat requires a movement action whilst in Super Saiyan and adds your level to your physical stats after they are multiplied and your level in DR is gained. You cannot benefit from Full Power Super Saiyan whilst using this form. Whilst in this form your appearance is similar to the Super Saiyan state except your hair is more rigid, slightly longer and you have a little bit more muscle mass gained and tight fitting clothing may tear.
Super Saiyan Grade 3 [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat allows you to push your Super Saiyan state into a more powerful form. To use this feat requires a movement action whilst in Super Saiyan and adds twice your level to your physical stats after they are multiplied, twice your level in DR is gained and then reduces your DEX to your base state and you don’t gain a bonus to speed or your zanzuken checks. You cannot benefit from Full Power Super Saiyan whilst using this form. Whilst in this form your appearance is similar to the Super Saiyan state except your hair is more rigid, slightly longer and you have a massive gain in muscle mass gained and tight fitting clothing will tear.
Super Saiyn 2 [Saiyan & Ki feat]: Must have experienced a profound rage whilst in the Super Saiyan state. The Super Saitan 2 state tripples your physical stats, speed and zanzuken results as well as multiplying your ki by 6 and doubling your current and max HP. This ability lasts for 1 minute per point of your new CON and whilst in the Super Saiyan state if you do not possess the self and power allegiances change two of your allegiances to those and you become sadistic and arrogant in your battles. Whilst in the Super Saiyan 2 state you have a minus 10 penalty to resist rage effects. If you possessed the Full Power Super Saiyan feat before taking this feat it is now a increased ki capacity feat and you have to retake it if you want to have the Full Power Super Saiyan feat.
Full Power Super Saiyan 2 [Saiyan & Ki feat]: This feat requires Super Saiyan 2. This feat increases the Super Saiyan 2 time limit to at will and removes the changes to allegiances and attitude as well as the penalty to resist rage effects.
Super Saiyan 3 [Epic, Saiyan & Ki feat]: This feat requires extensive training over several years and the Super Saiyan 2 transformation. The Super Saiyan 3 state quadruples your physical stats, speed, zanzuken checks as well as multiplying your ki by 8 and doubling your current and max HP. This ability lasts one round per point of your new CON mod if you are in a spiritual body and half that in a living body.
Saiyan Elite [Saiyan, Generic]: This feat must be taken at first level if you ever want to take it. This feat has your base stat gain rate become 3 stats per 2 levels but 2 of them must go into physical stats as well as granting an extra 10% exp gain from combat. You also begin with a set of Saiyan Elite Armour, Saiyan Pod and a Scouter.
Controlled Great Ape Form [Saiyan, Generic]: You no longer lose control of yourself when you enter your Great Ape form.
Trained off Tail weakness [Saiyan, Generic]: You are no longer stunned when someone grabs your tail.
Saiyan Pride [Saiyan, Generic]: You must have a WIS stat of at least 20. When someone uses a mind control ability or spell they do not have control of you and any allegiance shifts due to the ability are optional. Also you are always the dominant personality in any fusion unless they also have Saiyan Pride, in which case the result of the fusion is a NPC under the DM’s control.
Frieza Clansman - Gain +2 DEX, +2 WIS
- Base Movement speed of 40ft
- Gain one Ki ability at 1 level and every two levels there after
- Unarmed attack at 1d6 + 1d6 of damage per 5 ranks of unarmed attack above 1
- Tail that can attack with damage equal to his unarmed attack
- Can survive in the vacuum of space
- Your highest Transformation counts as your base for feat prerequisites
- 1 Ki ability at level 1 and every 2 levels here after
- Looks like Frieza with minor variations in appearance
Second Form [Frieza Clansman & Ki feat]: This feat requires a power level of 500 to take. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a large sized creature gain two horns that can make a gore attack on a charge for 2d6 BW(Unarmed Attack) and you have 25 points to distribute to “build” your second form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 10 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Third Form [Frieza Clansman & Ki feat]: This feat requires a power level of 1000 to take and the second form feat. By taking this feat allows you to switch between your base form, your second form and your third form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a large sized creature gain two horns that can make a gore attack on a charge for 2d6 BW(Unarmed Attack) and you have 50 points to distribute to “build” third second form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 20 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Final/True Form [Frieza Clansman & Ki feat]: This feat requires a power level of 1500 to take and the third form feat. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a medium sized creature that has all of the benefits of being a huge creature and you have 75 points to distribute to “build” your final/true form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 30 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Super Form [Frieza Clansman & Ki feat]: This feat requires a power level of 4000 to take and the final form feat. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a medium sized creature that has all of the benefits of being a gargantuan creature and you have 100 points to distribute to “build” your super form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 40 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Ultimate Form [Frieza Clansman & Ki feat]: This feat requires a power level of 15000 to take and the Super form feat. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a medium sized creature that has all of the benefits of being a colossal creature and you have 200 points to distribute to “build” your ultimate form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 80 points on any increase and doubles your HP.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
50% Power [Frieza Clansman & Ki]: This Feat requires Final/True Form. This feat allows you to draw out some of your higher tier forms potential power. Activating this feat requires a movement action that grants half your level as a bonus to each of your physical stats in your final form, your level in your super form and one and a half times your level round down in your ultimate form.
100% Power [Frieza Clansman & Ki]: This Feat requires Final/True Form and 50% Power. This feat allows you to draw out all of your higher tier forms potential power. Activating this feat requires a movement action that grants your level as a bonus to your STR and CON in your final form, twice your level in your super form and three times your level round down in your ultimate form. Whilst using 100% Power your speeds are halved round down.
Perfected 100% Power [Frieza Clansman & Ki]: This Feat requires Final/True Form and 100% Power. This feat allows you to add your 100% Power bonus to DEX and your speeds are no longer halved when using 100% Power.
Namekian - Gain either Dragon, Warrior or Demon Clan as a bonus feat at 1st level
- Must Take Namekian Regeneration at 1st level
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- Gain Fast Healing equal to 1 + 1 per 5 levels which activates when below 10% HP
- Automatically gain the Namekian Fusion feat
- Must take Namekian growth at 1st level
- 1 Ki ability at 2nd level and every two levels here after
- Bald green people with antennae
Dragon Clan [Namekian & Ki Feat]: This feat is exclusive of the Warrior and Demon Clan feats. This feat grants +2 to INT and WIS and uses the higher of the two for your Ki stat. This feat also allows you to take the Pokepon and Dende Priest PrP’s as well as to take the Dragon Ball Creation feat.
Warrior Clan [Namekian & Ki feat]: This feat is exclusive of the Dragon and Demon Clan feats. This feat grants +2 to DEX and CON. This feat also allows you to take the Shadow Knight and Dark Warrior PrP’s.
Demon Clan Namekian & Ki feat]: This feat is exclusive of the Dragon and Warrior Clan feats and requires DM permission for a player character. This feat allows the Namekian to take physical Hollow Growth Powers at 1st level only and they can’t gain or lose more size categories. They also gain +2 to any to stats their creator decides.
Namekian Growth [Namekian & Ki Feat]: This feat allows the Namekian to stretch one limb at a time by 10ft for 10 Ki. This feat can be taken three more times, with each extra taking increasing the distance by 5ft.
Namekian Fusion [Namekian & Ki feat]: This feat allows two willing Namekians to fuse together. To use this feat requires a full round action were the primary fuser places his hand on the chest of the secondary fuser. The primary fuser in effect absorbs the secondary fuser and gains his power, abilities and knowledge. In game terms the primary fuser gains the exp, HP, Ki/Power Level, special attacks, skills and their stats(certain conditions apply). The amount of stat points the primary fuser gains is dependent on their Namekian clans, for example two warrior clansman fuse the primary fuser would gain the others physical stat and his mental stat mods, with Dragon clansman being the opposite. Demon Clan count as the type of the other fuser and if their types don’t match the stat gain is just the stat mods for each stat. In the case of a Namek re-fusing with his other half shed due Namekian Fission then the stat gain is worked out differently. When the two halves reunite even if they are of different clans and/or different levels the power gain is always immense. To work out how much the primary fuser gains in stats and exp you use the following rules. 1) You either add the secondary fusers stats(minus any of his previous fusers) or double the primary fusers stats(minus any of his previous fusers), you do this for each stat. 2) You add the exp totals of each of the fusers and then increase it by 50% or you double the exp total of the one who has the most then increase it by 50%. Once the Namkes have fused this can never ever be undone by any means ever and anything that requires the secondary fuser to be alive such as the dragon balls now function as if he were dead. All of the secondary Nameks within the primary Namek still retain separate consciousness’s and may speak using the body of the primary Namek if he allows it. A Namek can only fuse with a total of Namkeians equal to his level divided by 5 round down plus 1.
Namekian Fisson [Namekian & Ki feat]: This feat requires Namekian Fussion. This feat allows the Namekian to split himself into two separate entities. When a Namekian uses this feat his exp is halved and he sheds 1 or 2 of his allegiances and his “other self” gains them and one becomes good and the other evil.
Great Namek [Namekian & Ki Feat]: This feat requires Namekian Growth. This feat allows the Namekian to enlarge himself into a Large creature without any of the penalties. To use this feat requires 100 Ki per use which lasts for the encounter and causes the Namekian great pain but no damage.
Advanced Great Namek [Namekian & Ki Feat]: This feat requires the Great Namek feat, 24 CON and 500 Ki. This feat improves upon the Great Namek feat by adding your level to your physical stats when you become a Great Namek.
Namekian Regeneration [Namekian & Ki feat]: This feat allows the Namekian to regrow lost limbs as long as he is alive and his core(head) is intact. To use this feat requires 1 minute where all the Namekian do is talk and requires the cost of 100 Ki per limb lost and for each ectra limb increase the time by a minute and the cost by 100 Ki.
Namekian Reincarnation [Namekian & general feat]: This feat requires you to be at least level 10. You may by expending all of your remaining action dice upon your death to create a egg that is actually your reincarnation and launch it safely 1 mile per 250 Ki you expend upon your demise. Your reincarnation has your exp and memories but he can be built differently even of a different clan. In effect you rebuild your character.
Majin - +2 to CHA and CON and the Blooded feat
- Add your CHA to HP gained per level
- Must take Majin Regenration at first level
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- 1 Ki ability at 2 level and gain one every 2 levels here after
- They are all pink goo looking people
Majin Regeneration [Majin & Ki Feat]: This feat allows the Majin to regenerate from just about anything as long as he isn’t destroyed. As long as the Majin isn’t dead and the tiniest piece imaginable is still around then in 24 hours he will come back fully restored and he may expend 5 Ki to heal 1 HP, doing so is a Full round action and he can fully heal himself if he has enough ki.
Majin Absorption [Majin & Ki Feat]: This feat allows the Majin to absorb people willing or not. To absorb someone you have to make contact with them with a touch attack. Should you touch them they are entitled to make an opposed strength check and should you succeed you gain their 3 highest stats, their 3 lowest stat mods, exp, Ki, Special Attacks and HP added to yours. Those who you have absorbed can be removed safely from you by those who manage to enter your core. Those whom you absorb who then die of old age whilst inside you, continue to grant you the benefits of having absorbed them without taking up an absorption slot. A Majin may hold up to his level divided by 5 round down plus 1 of those absorbed and he may expel them one at a time with a full round action for each one.
Majin Fission [Majin & Ki Feat]: This feat allows the Majin to split himself up into separate Majin. This process takes 1 minute and at the end of which there are two Majin one good the other evil. This functions like the Namekian Fission except you don’t halve your exp except you divide the number of those absorbed between the two.
Ki Using Human
- +2 DEX and INT
- Begin play with one free special attack
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- 1 Ki ability at 1 and every two levels here after
Special Attack [Ki & General Feat]: Same as the old version except you use your INT score and the shikai picks list is heavily restricted with non-weapon types needing DM permission and the following changes and additions are listed bellow
- Penetrating for special attacks now reduces the total of DR, ER and DM by your INT mod an then by your INT score for the second taking.
- Level based number of d6’s is now just 7 points and stacks with extra d6’s
- Summoning Ki Weapons costs 6 points and they go up in BW as racial weapons
- If summoning a Ki the special attack is a free action and it lasts a turn
Improved Special Attack [Ki & General Feat]: This feat requires the special attack feat. This feat adds half your INT round down in build points that can add to one pre-existing special attack, this also increases the cost by the number of points you add to it.
Signature Attack [Ki & General Feat]: This feat requires the special attack feat. This feat adds 5 free points to a special attack you have built that does not increase the cost. You can only take this feat 3 times and can only apply it to a special attack once and you can only have one signature attack that requires a melee role, a ranged role and an AoE.
Variant Special Attack [Ki & General Feat]: This feat requires the special attack feat. This feat functions like the improved special attack feat except you don’t always have to use the extra points added on whenever you use the attack.
Ultimate Attack [Ki & General Feat]: This feat requires the special attack feat and for you to be level 20. This feat allows you to make a special attack built with 3x your INT score that has an expanded list to added at a later date.
Kaio Ken table
- Kaio Ken multiplies your physical stats by 1.5
- Kaio Ken x 02 adds 15ft to all of your movement speeds
- Kaio Ken x 03 adds x1 to your crit mods
- Kaio Ken x 04 adds +5 to all melee attack rolls
- Kaio Ken x 05 adds + 1 to unarmed damage die size eg 1d8 becomes 2d6
- Kaio Ken x 06 multiplies Ki/Power Level by 2
- Kaio Ken x 07 adds 15ft (30ft total) to all of your movement speeds
- Kaio Ken x 08 adds x1 (x2 total) to your crit mods
- Kaio Ken x 09 adds +5 (+10 total) to all melee attack rolls
- Kaio Ken x 10 adds + 1 (+2 dice sizes) to unarmed damage
- Kaio Ken x 11 multiplies Ki/Power Level by 3
- Kaio Ken x 12 adds 15ft (+45ft total) to all of your movement speeds
- Kaio Ken x 13 adds x1 (x3 total) to your crit mods
- Kaio Ken x 14 adds +5 (+15 total) to all melee attack rolls
- Kaio Ken x 15 adds + 1 (+3 total) to unarmed damage die size
- Kaio Ken x 16 multiplies Ki/Power Level by 4
- Kaio Ken x 17 adds 15ft (+60ft total) to all of your movement speeds
- Kaio Ken x 18 adds x1 (x4 total) to your crit mods
- Kaio Ken x 19 adds +5 (+20 total) to all melee attack rolls
- Kaio Ken x 20 adds + 1 to unarmed damage die size (+4 total)
Note the reason Kaio Ken was nurffed was because SS1 is x50 but if thats to OP then Kaion Ken going above x1.5 is just fucked. Also the damage you take per turn in Kaio Ken is the number x5 in true damage.
Heran (Bojacks Race)
- +2 to STR & DEX
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- They all have teal skin and orange hair.
- Same Ki progression as the Saiyans
Full Power Heran [Heran & Ki]: This feat requires 500 Ki. This feat functions like Super Saiyan minus the allegiance changes, penalty to resist rage effects and the personality shifts. Whilst in this state your skin turns green and your hair turns red as well as gaining a significant increase to muscle mass.
Calculating Ki: Ki is calculated at ((40(+X=bonus to base 40 from feats) + HPS(Highest Physical Stat) ) x Level + No* of Ki feats) + Y(Y= Bonus from feats like increased Ki Capacity)
Super Saiyan God: In order for a Saiyan to achieve super Saiyan God he must be pure of heart(Good Allegiance) and he must have all of the energy of five other pure hearted Saiyans poured into him in a ritualistic manner. After performing the ceremony (That was lost to the ages so unless the Dragon, a Kai tells them or someone/something similar informs them about it they can’t perform it) in which the five secondary pure hearted Saiyans surround the primary one, his appearance changes. The appearance of the Super Saiyan God is that of his base form except he is slightly taller, less muscular, hair has become a glowing bright crimson and his aura is that of the flames of a god. Nobody who is capable of detecting Godly Ki will be able to comprehend let alone detect their Ki. Whilst in Super Saiyan God the Saiyan has his, physical stats, speed and zanzuken checks are multiplied by 10 and his Ki is multiplied by 20 and doubling your current and max HP. Super Saiyan God lasts for 5 minutes after which he reverts back to normal or Super Saiyan 1 if he possesses the form and he may expend 3 action die if he is still in the same encounter to regain the Super Saiyan God form for one round. Upon becoming a Super Saiyan God he receives the Serenity of the Super Saiyan God feat for free.
Serenity of the Super Saiyan God [Saiyan, Ki & Godly Feat]: This feat is acquired as a bonus feat upon becoming a Super Saiyan God for the first time. This feat doubles the effects of the numbered Super Saiyan Feats such as Super Saiyan 1 and 2, gives you Full Power Super Saiyan 1 & 2 (If you possessed either or both of these feats you instead gain Increased Ki capacity for each one you already had), the effects of Full Power Super Saiyan now apply to the higher grades of Super Saiyan and you become immune to rage effects. Since this is also a Godly feat you gain the ability to comprehend and detect Godly Ki.
Saiyan Beyond God [Saiyan, Ki & Godly Feat]: This feat is acquired after obtaining the Super Saiyan God state and then undergoing extreme training. This feat makes Super Saiyan God your new base state without the cosmetic effects, can’t use the Super Saiyan states and it requires DM permission.
Super Saiyan God Super Saiyan [Saiyan, Ki & Godly Feat]: This feat requires you to possess the Saiyan Beyond God and Super Saiyn feats and undergo even more extreme training. This feat allows you to go into a Super Saiyan like state where your aura and hair become a pale blue and your physical stats, speed & Zanzuken checks are multiplied by 15 with your Ki multiplied by 30 and doubling your current and max HP. This does not stack on top of the multiplication effects of Saiyan Beyond God it in effect multiplies that state by one and a half. This again requires DM permission.
Saiyan - Gain +2 STR and CON as well as the blooded feat
- Gain the Great Ape form (Colossal creature with the move Great Ape beam)
- Must consume twice as much food as a human and consume up to 50x the human limit
- Tail weakness (stunned and cannot concentrate whilst tail is held hardly by someone)
- Must Take the Zenkai feat at level 1
- Unarmed attack that deals 1d8 damage + 1d8 per 5 ranks of unarmed attack above 1
- Gain one Ki ability at level 2 and every two levels there after
- Caucasians who look like humans except they have brown fur tails and brown or black hair
- Saiyans hair never changes shape and when cut instantly regrows. Length adjusts to body growth
- Saiyans do not get penalties for aging and their appearance never changes past 30.
- Saiyans have a final growth spurt at around 30 but they never look older than they did at 20
Zenkai [Saiyan & Ki feat]: Whenever you are defeated in combat and survive you gain exp equal to the amount you would’ve gotten defeating him/them as a solo (no party members) battle that ended with you killing them. If their level/s are too high for you to gain exp then you gain the exp for killing a creature at the highest level that you would gain exp for and increase the amount by 10% per level the actual enemy is higher than that exp level cap stone. Should you survive an otherwise lethal poisoning, disease or deadly situation you gain the exp of defeating a creature equal to your level. You cannot more than double your level per zenkai or gain a zenkai from self-inflicted injuries. You can gain zenkais mid battle if you are healed during said battle as was seen with Vegeta VS the Ginyu force.
Improved Zenkai [Saiyan & Ki feat]: This feat improves your zenkai ability by increasing the amount of exp from a victory equal to the percentage of max hp you are missing round up and if their level is above the capstone for gaining exp use the same rules as a defeat in calculating exp. The exp from defeats and near death experiences are also increased by 50%. You cannot more than triple your level from a single zenkai and you cannot gain a zenkai from self-inflicted injuries.
Super Saiyan [Saiyan & Ki feat]: Must have experienced a profound rage at another person, creature or situation. The Super Saitan state doubles your physical stats, HP, speed and zanzuken results as well as multiplying your ki by 4. This is an at will ability and whilst in the Super Saiyan state if you do not possess the self and power allegiances change two of your allegiances to those and you become more aggressive and arrogant. Whilst in the Super Saiyan state you have a minus 5 penalty to resist rage effects. Your appearance changes slightly with a minor increase in muscle mass, pupil and iris’s turn green and your hair turns bright yellow and rises up. Going Super Saiyan is a full round action.
Swift Super Saiyan [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat makes going Super Saiyan a swift action and going into the higher grades a free action.
Full Power Super Saiyan [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat means you no longer have to change your allegiances or have the penalty to resist rage effects. You may also sleep in your Super Saiyan state.
Super Saiyan Grade 2 [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat allows you to push your Super Saiyan state into a more powerful form. To use this feat requires a movement action whilst in Super Saiyan and adds your level to your physical stats after they are multiplied and your level in DR is gained. You cannot benefit from Full Power Super Saiyan whilst using this form. Whilst in this form your appearance is similar to the Super Saiyan state except your hair is more rigid, slightly longer and you have a little bit more muscle mass gained and tight fitting clothing may tear.
Super Saiyan Grade 3 [Saiyan & Ki feat]: This feat requires the Super Saiyan feat. This feat allows you to push your Super Saiyan state into a more powerful form. To use this feat requires a movement action whilst in Super Saiyan and adds twice your level to your physical stats after they are multiplied, twice your level in DR is gained and then reduces your DEX to your base state and you don’t gain a bonus to speed or your zanzuken checks. You cannot benefit from Full Power Super Saiyan whilst using this form. Whilst in this form your appearance is similar to the Super Saiyan state except your hair is more rigid, slightly longer and you have a massive gain in muscle mass gained and tight fitting clothing will tear.
Super Saiyn 2 [Saiyan & Ki feat]: Must have experienced a profound rage whilst in the Super Saiyan state. The Super Saitan 2 state tripples your physical stats, speed and zanzuken results as well as multiplying your ki by 6 and doubling your current and max HP. This ability lasts for 1 minute per point of your new CON and whilst in the Super Saiyan state if you do not possess the self and power allegiances change two of your allegiances to those and you become sadistic and arrogant in your battles. Whilst in the Super Saiyan 2 state you have a minus 10 penalty to resist rage effects. If you possessed the Full Power Super Saiyan feat before taking this feat it is now a increased ki capacity feat and you have to retake it if you want to have the Full Power Super Saiyan feat.
Full Power Super Saiyan 2 [Saiyan & Ki feat]: This feat requires Super Saiyan 2. This feat increases the Super Saiyan 2 time limit to at will and removes the changes to allegiances and attitude as well as the penalty to resist rage effects.
Super Saiyan 3 [Epic, Saiyan & Ki feat]: This feat requires extensive training over several years and the Super Saiyan 2 transformation. The Super Saiyan 3 state quadruples your physical stats, speed, zanzuken checks as well as multiplying your ki by 8 and doubling your current and max HP. This ability lasts one round per point of your new CON mod if you are in a spiritual body and half that in a living body.
Saiyan Elite [Saiyan, Generic]: This feat must be taken at first level if you ever want to take it. This feat has your base stat gain rate become 3 stats per 2 levels but 2 of them must go into physical stats as well as granting an extra 10% exp gain from combat. You also begin with a set of Saiyan Elite Armour, Saiyan Pod and a Scouter.
Controlled Great Ape Form [Saiyan, Generic]: You no longer lose control of yourself when you enter your Great Ape form.
Trained off Tail weakness [Saiyan, Generic]: You are no longer stunned when someone grabs your tail.
Saiyan Pride [Saiyan, Generic]: You must have a WIS stat of at least 20. When someone uses a mind control ability or spell they do not have control of you and any allegiance shifts due to the ability are optional. Also you are always the dominant personality in any fusion unless they also have Saiyan Pride, in which case the result of the fusion is a NPC under the DM’s control.
Frieza Clansman - Gain +2 DEX, +2 WIS
- Base Movement speed of 40ft
- Gain one Ki ability at 1 level and every two levels there after
- Unarmed attack at 1d6 + 1d6 of damage per 5 ranks of unarmed attack above 1
- Tail that can attack with damage equal to his unarmed attack
- Can survive in the vacuum of space
- Your highest Transformation counts as your base for feat prerequisites
- 1 Ki ability at level 1 and every 2 levels here after
- Looks like Frieza with minor variations in appearance
Second Form [Frieza Clansman & Ki feat]: This feat requires a power level of 500 to take. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a large sized creature gain two horns that can make a gore attack on a charge for 2d6 BW(Unarmed Attack) and you have 25 points to distribute to “build” your second form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 10 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Third Form [Frieza Clansman & Ki feat]: This feat requires a power level of 1000 to take and the second form feat. By taking this feat allows you to switch between your base form, your second form and your third form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a large sized creature gain two horns that can make a gore attack on a charge for 2d6 BW(Unarmed Attack) and you have 50 points to distribute to “build” third second form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 20 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Final/True Form [Frieza Clansman & Ki feat]: This feat requires a power level of 1500 to take and the third form feat. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a medium sized creature that has all of the benefits of being a huge creature and you have 75 points to distribute to “build” your final/true form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 30 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Super Form [Frieza Clansman & Ki feat]: This feat requires a power level of 4000 to take and the final form feat. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a medium sized creature that has all of the benefits of being a gargantuan creature and you have 100 points to distribute to “build” your super form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 40 points on any increase.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
Ultimate Form [Frieza Clansman & Ki feat]: This feat requires a power level of 15000 to take and the Super form feat. By taking this feat allows you to switch between your base form and your second form. Switching between forms is a full round action that restores all of your HP and Ki when going to a higher form. Whilst in this form you are a medium sized creature that has all of the benefits of being a colossal creature and you have 200 points to distribute to “build” your ultimate form. Once the points are spent they cannot be changed and must carry over into the higher tiers of transformations. You can only spend up to 80 points on any increase and doubles your HP.
- 1 point per STAT point gained to a physical STAT
- 1 point per 5 HP gained
- 2 point per point of DR gained
50% Power [Frieza Clansman & Ki]: This Feat requires Final/True Form. This feat allows you to draw out some of your higher tier forms potential power. Activating this feat requires a movement action that grants half your level as a bonus to each of your physical stats in your final form, your level in your super form and one and a half times your level round down in your ultimate form.
100% Power [Frieza Clansman & Ki]: This Feat requires Final/True Form and 50% Power. This feat allows you to draw out all of your higher tier forms potential power. Activating this feat requires a movement action that grants your level as a bonus to your STR and CON in your final form, twice your level in your super form and three times your level round down in your ultimate form. Whilst using 100% Power your speeds are halved round down.
Perfected 100% Power [Frieza Clansman & Ki]: This Feat requires Final/True Form and 100% Power. This feat allows you to add your 100% Power bonus to DEX and your speeds are no longer halved when using 100% Power.
Namekian - Gain either Dragon, Warrior or Demon Clan as a bonus feat at 1st level
- Must Take Namekian Regeneration at 1st level
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- Gain Fast Healing equal to 1 + 1 per 5 levels which activates when below 10% HP
- Automatically gain the Namekian Fusion feat
- Must take Namekian growth at 1st level
- 1 Ki ability at 2nd level and every two levels here after
- Bald green people with antennae
Dragon Clan [Namekian & Ki Feat]: This feat is exclusive of the Warrior and Demon Clan feats. This feat grants +2 to INT and WIS and uses the higher of the two for your Ki stat. This feat also allows you to take the Pokepon and Dende Priest PrP’s as well as to take the Dragon Ball Creation feat.
Warrior Clan [Namekian & Ki feat]: This feat is exclusive of the Dragon and Demon Clan feats. This feat grants +2 to DEX and CON. This feat also allows you to take the Shadow Knight and Dark Warrior PrP’s.
Demon Clan Namekian & Ki feat]: This feat is exclusive of the Dragon and Warrior Clan feats and requires DM permission for a player character. This feat allows the Namekian to take physical Hollow Growth Powers at 1st level only and they can’t gain or lose more size categories. They also gain +2 to any to stats their creator decides.
Namekian Growth [Namekian & Ki Feat]: This feat allows the Namekian to stretch one limb at a time by 10ft for 10 Ki. This feat can be taken three more times, with each extra taking increasing the distance by 5ft.
Namekian Fusion [Namekian & Ki feat]: This feat allows two willing Namekians to fuse together. To use this feat requires a full round action were the primary fuser places his hand on the chest of the secondary fuser. The primary fuser in effect absorbs the secondary fuser and gains his power, abilities and knowledge. In game terms the primary fuser gains the exp, HP, Ki/Power Level, special attacks, skills and their stats(certain conditions apply). The amount of stat points the primary fuser gains is dependent on their Namekian clans, for example two warrior clansman fuse the primary fuser would gain the others physical stat and his mental stat mods, with Dragon clansman being the opposite. Demon Clan count as the type of the other fuser and if their types don’t match the stat gain is just the stat mods for each stat. In the case of a Namek re-fusing with his other half shed due Namekian Fission then the stat gain is worked out differently. When the two halves reunite even if they are of different clans and/or different levels the power gain is always immense. To work out how much the primary fuser gains in stats and exp you use the following rules. 1) You either add the secondary fusers stats(minus any of his previous fusers) or double the primary fusers stats(minus any of his previous fusers), you do this for each stat. 2) You add the exp totals of each of the fusers and then increase it by 50% or you double the exp total of the one who has the most then increase it by 50%. Once the Namkes have fused this can never ever be undone by any means ever and anything that requires the secondary fuser to be alive such as the dragon balls now function as if he were dead. All of the secondary Nameks within the primary Namek still retain separate consciousness’s and may speak using the body of the primary Namek if he allows it. A Namek can only fuse with a total of Namkeians equal to his level divided by 5 round down plus 1.
Namekian Fisson [Namekian & Ki feat]: This feat requires Namekian Fussion. This feat allows the Namekian to split himself into two separate entities. When a Namekian uses this feat his exp is halved and he sheds 1 or 2 of his allegiances and his “other self” gains them and one becomes good and the other evil.
Great Namek [Namekian & Ki Feat]: This feat requires Namekian Growth. This feat allows the Namekian to enlarge himself into a Large creature without any of the penalties. To use this feat requires 100 Ki per use which lasts for the encounter and causes the Namekian great pain but no damage.
Advanced Great Namek [Namekian & Ki Feat]: This feat requires the Great Namek feat, 24 CON and 500 Ki. This feat improves upon the Great Namek feat by adding your level to your physical stats when you become a Great Namek.
Namekian Regeneration [Namekian & Ki feat]: This feat allows the Namekian to regrow lost limbs as long as he is alive and his core(head) is intact. To use this feat requires 1 minute where all the Namekian do is talk and requires the cost of 100 Ki per limb lost and for each ectra limb increase the time by a minute and the cost by 100 Ki.
Namekian Reincarnation [Namekian & general feat]: This feat requires you to be at least level 10. You may by expending all of your remaining action dice upon your death to create a egg that is actually your reincarnation and launch it safely 1 mile per 250 Ki you expend upon your demise. Your reincarnation has your exp and memories but he can be built differently even of a different clan. In effect you rebuild your character.
Majin - +2 to CHA and CON and the Blooded feat
- Add your CHA to HP gained per level
- Must take Majin Regenration at first level
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- 1 Ki ability at 2 level and gain one every 2 levels here after
- They are all pink goo looking people
Majin Regeneration [Majin & Ki Feat]: This feat allows the Majin to regenerate from just about anything as long as he isn’t destroyed. As long as the Majin isn’t dead and the tiniest piece imaginable is still around then in 24 hours he will come back fully restored and he may expend 5 Ki to heal 1 HP, doing so is a Full round action and he can fully heal himself if he has enough ki.
Majin Absorption [Majin & Ki Feat]: This feat allows the Majin to absorb people willing or not. To absorb someone you have to make contact with them with a touch attack. Should you touch them they are entitled to make an opposed strength check and should you succeed you gain their 3 highest stats, their 3 lowest stat mods, exp, Ki, Special Attacks and HP added to yours. Those who you have absorbed can be removed safely from you by those who manage to enter your core. Those whom you absorb who then die of old age whilst inside you, continue to grant you the benefits of having absorbed them without taking up an absorption slot. A Majin may hold up to his level divided by 5 round down plus 1 of those absorbed and he may expel them one at a time with a full round action for each one.
Majin Fission [Majin & Ki Feat]: This feat allows the Majin to split himself up into separate Majin. This process takes 1 minute and at the end of which there are two Majin one good the other evil. This functions like the Namekian Fission except you don’t halve your exp except you divide the number of those absorbed between the two.
Ki Using Human
- +2 DEX and INT
- Begin play with one free special attack
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- 1 Ki ability at 1 and every two levels here after
Special Attack [Ki & General Feat]: Same as the old version except you use your INT score and the shikai picks list is heavily restricted with non-weapon types needing DM permission and the following changes and additions are listed bellow
- Penetrating for special attacks now reduces the total of DR, ER and DM by your INT mod an then by your INT score for the second taking.
- Level based number of d6’s is now just 7 points and stacks with extra d6’s
- Summoning Ki Weapons costs 6 points and they go up in BW as racial weapons
- If summoning a Ki the special attack is a free action and it lasts a turn
Improved Special Attack [Ki & General Feat]: This feat requires the special attack feat. This feat adds half your INT round down in build points that can add to one pre-existing special attack, this also increases the cost by the number of points you add to it.
Signature Attack [Ki & General Feat]: This feat requires the special attack feat. This feat adds 5 free points to a special attack you have built that does not increase the cost. You can only take this feat 3 times and can only apply it to a special attack once and you can only have one signature attack that requires a melee role, a ranged role and an AoE.
Variant Special Attack [Ki & General Feat]: This feat requires the special attack feat. This feat functions like the improved special attack feat except you don’t always have to use the extra points added on whenever you use the attack.
Ultimate Attack [Ki & General Feat]: This feat requires the special attack feat and for you to be level 20. This feat allows you to make a special attack built with 3x your INT score that has an expanded list to added at a later date.
Kaio Ken table
- Kaio Ken multiplies your physical stats by 1.5
- Kaio Ken x 02 adds 15ft to all of your movement speeds
- Kaio Ken x 03 adds x1 to your crit mods
- Kaio Ken x 04 adds +5 to all melee attack rolls
- Kaio Ken x 05 adds + 1 to unarmed damage die size eg 1d8 becomes 2d6
- Kaio Ken x 06 multiplies Ki/Power Level by 2
- Kaio Ken x 07 adds 15ft (30ft total) to all of your movement speeds
- Kaio Ken x 08 adds x1 (x2 total) to your crit mods
- Kaio Ken x 09 adds +5 (+10 total) to all melee attack rolls
- Kaio Ken x 10 adds + 1 (+2 dice sizes) to unarmed damage
- Kaio Ken x 11 multiplies Ki/Power Level by 3
- Kaio Ken x 12 adds 15ft (+45ft total) to all of your movement speeds
- Kaio Ken x 13 adds x1 (x3 total) to your crit mods
- Kaio Ken x 14 adds +5 (+15 total) to all melee attack rolls
- Kaio Ken x 15 adds + 1 (+3 total) to unarmed damage die size
- Kaio Ken x 16 multiplies Ki/Power Level by 4
- Kaio Ken x 17 adds 15ft (+60ft total) to all of your movement speeds
- Kaio Ken x 18 adds x1 (x4 total) to your crit mods
- Kaio Ken x 19 adds +5 (+20 total) to all melee attack rolls
- Kaio Ken x 20 adds + 1 to unarmed damage die size (+4 total)
Note the reason Kaio Ken was nurffed was because SS1 is x50 but if thats to OP then Kaion Ken going above x1.5 is just fucked. Also the damage you take per turn in Kaio Ken is the number x5 in true damage.
Heran (Bojacks Race)
- +2 to STR & DEX
- Unarmed Attack at 1d6 + 1d6 per 5 ranks above one in unarmed attack
- They all have teal skin and orange hair.
- Same Ki progression as the Saiyans
Full Power Heran [Heran & Ki]: This feat requires 500 Ki. This feat functions like Super Saiyan minus the allegiance changes, penalty to resist rage effects and the personality shifts. Whilst in this state your skin turns green and your hair turns red as well as gaining a significant increase to muscle mass.
Calculating Ki: Ki is calculated at ((40(+X=bonus to base 40 from feats) + HPS(Highest Physical Stat) ) x Level + No* of Ki feats) + Y(Y= Bonus from feats like increased Ki Capacity)
Super Saiyan God: In order for a Saiyan to achieve super Saiyan God he must be pure of heart(Good Allegiance) and he must have all of the energy of five other pure hearted Saiyans poured into him in a ritualistic manner. After performing the ceremony (That was lost to the ages so unless the Dragon, a Kai tells them or someone/something similar informs them about it they can’t perform it) in which the five secondary pure hearted Saiyans surround the primary one, his appearance changes. The appearance of the Super Saiyan God is that of his base form except he is slightly taller, less muscular, hair has become a glowing bright crimson and his aura is that of the flames of a god. Nobody who is capable of detecting Godly Ki will be able to comprehend let alone detect their Ki. Whilst in Super Saiyan God the Saiyan has his, physical stats, speed and zanzuken checks are multiplied by 10 and his Ki is multiplied by 20 and doubling your current and max HP. Super Saiyan God lasts for 5 minutes after which he reverts back to normal or Super Saiyan 1 if he possesses the form and he may expend 3 action die if he is still in the same encounter to regain the Super Saiyan God form for one round. Upon becoming a Super Saiyan God he receives the Serenity of the Super Saiyan God feat for free.
Serenity of the Super Saiyan God [Saiyan, Ki & Godly Feat]: This feat is acquired as a bonus feat upon becoming a Super Saiyan God for the first time. This feat doubles the effects of the numbered Super Saiyan Feats such as Super Saiyan 1 and 2, gives you Full Power Super Saiyan 1 & 2 (If you possessed either or both of these feats you instead gain Increased Ki capacity for each one you already had), the effects of Full Power Super Saiyan now apply to the higher grades of Super Saiyan and you become immune to rage effects. Since this is also a Godly feat you gain the ability to comprehend and detect Godly Ki.
Saiyan Beyond God [Saiyan, Ki & Godly Feat]: This feat is acquired after obtaining the Super Saiyan God state and then undergoing extreme training. This feat makes Super Saiyan God your new base state without the cosmetic effects, can’t use the Super Saiyan states and it requires DM permission.
Super Saiyan God Super Saiyan [Saiyan, Ki & Godly Feat]: This feat requires you to possess the Saiyan Beyond God and Super Saiyn feats and undergo even more extreme training. This feat allows you to go into a Super Saiyan like state where your aura and hair become a pale blue and your physical stats, speed & Zanzuken checks are multiplied by 15 with your Ki multiplied by 30 and doubling your current and max HP. This does not stack on top of the multiplication effects of Saiyan Beyond God it in effect multiplies that state by one and a half. This again requires DM permission.