recursal/Fanatic-Fandom huggingface dataset:
Spirit Youko

Youko society is, too most outsiders, a gathering of the most arrogant, self righteous, delusional wastes of carbon in the entire galaxy. You'd have to agree with that view as well. Youko society is classist, xenophobic, and arrogant. You, however, have uncovered the secrets of the original youko empire before its sundering. True power lies not in taking the power of others of your race, or selective breeding, or even in climbing the ranks of the empire, but in vesting your strength in the over soul; The original spiritual way of the youko people. Only a Youko who possesses no Youko only paths (Excluding berserker) may take this destiny.

**Trust in the over soul (level 31):** You give your power over to the over soul, losing your tail in the process. Your abilities can not be taken with the tail hunter ability. You immediately gain Tier + 2 power surges, and increase your PUB by two. Whenever you spend a power surge you are covered in fox fire for tier rounds. Appearing to have a ghostly ears and tail that trail off into flame. While covered in fox fire, enemies that strike you take tier d6 fire damage. This fire damage ignores resistances to fire.

**Over armor (level 35):** Your fox fire hardens in response to physical trauma, lowering the damage from an attack.While covered in fox fire, you have universal DR 4 that stacks with other sources of DR, and your movement speed is increased by half your speed.

**Manifestation (level 39):** Your fox fire is more powerful as you grow closer to the over soul. As you reach this zenith, it becomes even more easy to manipulate. When you are covered in fox fire, you may spend your move action to give yourself Reach equivalent to your tier. Attacks made with this reach inflict an additional 2d6 fire damage that ignores resistances to fire.
Enemies

Enemies come in five tiers, with those in the first tier being used as fodder, and those in the fifth tier being intended as a threat to the entire party.

Peons: Peons are the most basic of basic enemies. They take a -2 penalty to all stats, and only gain half the number of usual hit points, and are only worth half the normal XP. Peons can not take paths.

Soldiers: Soldiers are the common underlings of a boss, stronger than a Peon, but still a little weaker than the PCs. Soldiers have no adjustments. Soldiers can not take advanced Paths.

Elites: Elites are common enemy soldiers who are meant to be on par with the players. They gain a +2 to all stats, may have 1 additional power per category, have 1 point of natural DR, and gain 2 additional hit points at every level. Elites are worth an additional 25% XP.

Bosses: Bosses are just that, tough foes who represent a challenge to the entire party...in theory. They gain a +4 to all stats, May have 4 additional powers per category, have 3 points of natural DR, and gain 3 additional hit points at every level. Bosses are worth an additional 50% XP.

Saga Villains: Saga villains are powerful enemies who represent a threat to the entire party. Fighting them is not only supposed to be challenging, but an uphill battle. Saga villains gain +6 to all stats, may have 3 additional powers per category, have 6 points of natural DR, and gain 5 additional hit points at every level. Further, they may have an additional class, path, or advanced path. Saga villains are worth an additional 75% XP.
Kanassan

Native inhabitants of the planet Kanassa. Kanassans possess vast psychic potential that manifests in a myriad of powers. From precognition to telepathy to psychometry.

AVERAGE HEIGHT: 5'11”

AVERAGE WEIGHT: 200 lbs

ABILITY SCORES: +2 mind, -1 body

SIZE: Medium

SPEED: 6 squares

VISION: Low light

**I CAN SEE THE FUTURE:** you gain a +3 racial bonus to initiative and a +3 racial bonus to reaction against AoO's

**PSYCHIC:** You gain a +2 racial bonus on attack and damage rolls for powers with the psychic keyword.

**PREPARED:** The first time you begin dying, you automatically stabalize. This ability triggers ONLY once per day and ONLY the first time you begin dying in a day.

KANASSAN ONLY PATHS

Oracle

KANASSAN ONLY ADVANCED PATHS

NONE

KANASSAN ONLY EPIC DESTINIES

Operator
Commandos

Les commandos sont des unités d’infanterie élite, spécialisés dans les combats en terrains difficiles, en l'occurrence en zone montagneuse ou urbaine, où elle bénéficient d'un bonus en puissance de 100 et 25% respectivement.

Cette unité peut donc être utilisée dans les zones présentant des massifs montagneux imposants: L'ouest de la Chine, la chaîne des Himalaya, les Alpes, les Pyrénées, la cordillère des Andes et les montagnes rocheuses en attaque comme en défense.

Les commandos présentent deux inconvénients majeurs : Le premier, la nécessité de faire fonctionner une caserne niveau 2 pour la production, et le surcoût que ça entraîne pour la consommation en nourriture, ressource déjà convoitée à ce moment de la partie (sans oublier le coût déjà moyennement important pour la production et l’entretien). Le deuxième, la nécessite de les produire sur la province capitale seulement. Ceci implique devoir changer l'emplacement de la capitale si on a besoin de produire les commandos loin de ses provinces centrales. Enfin, ils nécessitent un peu de métaux rares pour la production, ressource qui n'est pas abondamment disponible dans les premiers jours d'une partie.
Damage

Damage is an important factor in the game, as it determines when a character dies, gets knocked out, or otherwise can't continue fighting. Damage comes in myriad flavors, but only the most important three will be discussed here.

**Stun Damage:** Stun damage is damage dealt specifically to disable your character. When a character has ana mount of stun damage equal to their body they become stunned until the stun damage is recovered. Stun damage is recovered one point every body rounds, or recovered by tenacity amount with a successful second wind. Stun damage is dealt in 1 point increments, and comes from Power attacks, All dailies, All ultimates, Encounter attacks that hit more than twice, and AoO's.

**Lethal Damage:** Lethal damage is damage that causes life ending injury. A creature hit by this kind of damage has their hit points reduced as normal, but begins dying when they reach negatives. unarmed, Weapon, and ki attacks deal lethal damage.

**Attribute Damage:** Attribute damage is damage that is so harmful it affects your categories and substats. Attribute damage is far more devastating than hit point damage, as it can effect a creatures usefulness in combat. Attribute damage is restored after resting for 24 hours. Should anything cause your categories to be lowered to 1 or less, you become subject to the mundane range for that category.

**Mundane state:** A category currently in the mundane range, which is -1 to 1, is no greater than a normal humans abilities. if your body falls into the mundane range, all attacks from creatures not in the mundane range deal double damage to you, your melee attacks deal 1 damage, and you can only move 1 square every round. If your mind falls into the mundane category, you automatically fail will saves, and are unable to make sense checks. If your spirit falls into mundane range, you can no longer deflect or MAKE ANY ki attacks. You can not fly.

**Rest action:** A character may spend his full round action going prone and resting, healing and gaining other bonuses depending on how long they maintain the rest. The first round you regain 5+tier hit points. The second you regain 5+tierx2 hitpoints, the third round you regain 5+tierx2 hit points and an encounter ability is recharged. This recharging can only occur once every three rounds.

Wounds: Wounds are what happens when you push your body to it's absolute limit. When you are out of death saves for the day, but do not die, for every 25% of your HP you lose, you take a wound. A wound is a -1 penalty to all categories. Wounds heal naturally at a rate of 1 wound every week. While you have wounds, you are subject to Maiming rules.

Maiming: When you have wounds, and are struck by a critical, there is a chance you will be maimed. For every wound you have, there is a 10% chance you'll be maimed on crit. Roll a percentile with the low side representing being maimed. If you are maimed, roll on the table below.
Tiencha Variant

This Variant of the fusion path uses attacks used by Tiencha, and abilities assumed by this writer that he would have. Ask your games guardian before taking this variant.

Path Features:

Fusion Dance (Level 21): As a readied action, you and any compatable allies in
range can perform the fusion dance. Roll  a d20, choosing either evens
or odds. On your chosen number type you successfully fuse for 1 minute
(10 rounds). The fused character uses the class of whoever readied the
action. The stats should use the highest for each category from among
the two, +4. On the other number type, however, you fail to perform the
dance correctly, becoming a frail pushover. Use the worst stats from among the two -4.

We fuse, you lose! (Level 25:) The fusion may take action on the initiative of both constituent characters, but may only use an ultimate once per round.

Improved fusion dance (Level 29): Decrease Die size to a D10, failure now occurs on a roll of 3 or lower.
Reduce the penalty for a failed dance to -2. Fusion now lasts for 2
minutes (20 rounds). Choose three attacks from the other characters
powers, the fusion may now use these.

Level 21 At-Will powers

Wolf Crane strike

At-Will ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Discipline vs Reaction

Hit: 3[p] + strength damage. If your attack roll surpasses the opponents repulse as well, you deal an additional tier damage.

Spread shot

At-Will ✦ Martial, Ki

Standard Action Ranged 6

Target: Up to three creatures in range

Attack: Discipline vs Reaction

Hit: 3[k] + spirit damage. For each attack that lands, you may shift a square in any direction of your choosing

Level 21 Encounter powers

Dodohameha

Encounter ✦ Martial, Ki

Standard Action Ranged 15

Target: One or two creatures in range

Attack: Tenacity vs Repulse

Hit: 4[k] + spirit damage. If you fire this attack at a single creature, instead of two, you deal an additional damage die.

Special: If you know either Dodon ray or kahemaheha you gain a + 3 to hit circumstance bonus. If you possess both, this attack can not be reflected.

Wolf fang Jack hammer fist

Encounter ✦ Martial, unarmed

Standard Action Melee

Target: One creature, 2 attacks

Attack: Strength vs Reaction

Hit: 1[p] + strength damage and the opponent is blinded, make a second attack.

Secondary target: Same as primary

Secondary attack: Speed vs Repulse

Hit [3[p] + strength damage and the opponent is knocked prone.

Level 24 utility powers

Four wolves technique

Daily ✦ Martial, Ki

Fullround Action Special

Effect: Divide your current hit points, power surges, and healing surges by 4. You divide yourself into four beings with those statistics. These four beings are all physical and capable of attacking. They go on their own initiative. The technique may be dismissed as a standard action, reverting all remaining attributes back into a primary body. A copy that runs out of hit points is destroyed, his attributes returning to a primary body.

Sun fangs

Level 26 Daily powers

Wolf fang volley ball fist

Howling Kiai

Level 30 Ultimate power

Shin Soukikouhou
L-Blaster

The L-Blaster is less about mass destruction and more about controlling his powers for precise attacks.

**Armor proficiency:**  The blaster is proficient with all armors in tier 1

**Bonus defense:** +3 Resolve, +1 Reaction

**Hit points at first level:** 10 + Body

**Hit points per level:** 4 + Body

**Healing surges per day:** 5 + Body

**Physical Damage**[P]: 1d4
**Energy Damage** [K]: 1d10

**Class features**

**Precise control:** You may drop a damage dice from the attack to ensure a square of your choosing isn't effected.

**Maximum output:** You may spend an action point to increase the range of your attack to the next level. (Ranged -> Line -> Beam -> Wide beam)

**Bursty:** All powers with a range of burst have a +1 to hit against enemies, and a -1 penalty against allies.
**Action Generation:** Generate Action points when...

Defeat a number of opponents equal to half your level in one battle

Deal an amount of damage to an enemy equal to half your level in a single attack

Hit an Opponent with an attack fired beyond it's optimal range increment in one battle.
Tuffle Commando

Tuffle Commandos were the Military specialist in the short history of the Saiyan-Tuffle conflict. They had skills honed in battle against their larger agressors and skill with their weapons few of their kind did. Unfortunately the Saiyans put together to attack the Tuffle soldiers before going for the civilians early on. The Tuffle Commandos were wiped out in only a few short hours.

Path Features

**Gun bash (level 11):** You are able to make melee attacks while wielding your tuffle blaster rifle. These attacks suffer a -3 penalty instead of the normal penalty for using a two handed weapon. This attack ignores up to 3 points of DR.

**Commando Upgrade (level 15):** You receive a commando upgrade package for your tuffle blaster rifle. Once applied, your weapon is even deadlier. Choose an upgrade package from the items page.

**Commando Training (level 19):** Tier times per encounter you may attempt to use Discipline to control ally positioning. This counts as the use of a shout.

Tuffle Commando Powers:

There are no standard powers associated with this path.

Level 20 Ultimate.

Tactical readout

Daily ✦ Special

Fullround Action    Ultimate Sight

Target: up to four enemies in sight

Effect: You expend a use of commando training to mark an enemy as though you were a Z or L striker. Allies who attack these enemies get the bonus of those marks. Further, when you attack an enemy, you also act as though you had the "Alternating markers" L-Striker feature. The effects of this ability End after 2+tier rounds.
Konatsian

Konatsians are the native race of the ancient planet Konats. They're well known for their skills as swordsman and unflinching dedication to battling evil. Millenia ago the planet was attacked by a massive creature called Hirudegarn, wiping most of the konats out.

**AVERAGE HEIGHT:** 6'

**AVERAGE WEIGHT:** 195 -215 lbs

**ABILITY SCORES:** +2 to strength, +2 dexterity

**SIZE:** Medium

**SPEED:** 6 squares

**VISION:** Normal

**SKILL BONUSES:** +1 spirit, +1 speed, +1 instinct

**SWORD SOUL:** you may  wield a one handed weapon without incurring any penalties.

**BRAVE SPIRIT:** Once per round you may roll a save against fear effects, regardless of the effect allowing a save or not.

**GIANT KILLER:** You gain +1 class to hit and +1 class Defenses against opponents for each size larger than you they are.

**KONATSIAN ONLY PATHS**

Brave Soul

**KONATSIAN ONLY ADVANCED PATHS**

Inner Demon

**KONATSIAN ONLY EPIC DESTINIES**

NONE
I.M. Meen

**Ignatius Mortimer Meen** es un personaje del videojuego de 1995 *I.M. Meen* y también un personaje de la serie *Gentendo Poop*.

### Información

* **Nombre completo:** Ignatius Mortimer Meen
* **Original de:** *I.M. Meen* (1995)
* **Bando:** Villano
* **Estado:** Fallecido
	+ **Asesinado por:** AVGN, Nostalgia Critic y Danny

## Apariciones

* The Gentendon Emissary
* The Song of Death

## Biografía

### The Gentendon Emissary

En esta trilogía, aparece logeado como el jefe Pokey (Earthbound), siendo derrotado dos veces.

### The Song of Death

En este episodio aparece como el antagonista principal. El atrapa a los gamers en su libro mágico y los obliga a escuchar la canción maldita (Caramelldansen). AVGN, Nostalgia Critic y Danny lo retan a un concurso de baile, con el trato de que si el gana, los gamers quedarán atrapados para siempre; pero si los gamers ganan, saldrán del laberinto del libro mágico. Los gamers vencen a Meen con un puntaje de 64900-14200. Durante la Ronda Final, los gamers matan a Meen disparándole (Nerd, Critic) y pegándole con una escoba (Danny).
Armor

Descriptions of all armors can be found here.

Tier 1 armor - Armor of tier one can be worn by characters of any level.

Gi - A GI is a light cloth outfit worn when one is practicing the martial arts. All characters begin play with a gi. 200z

Body Armor - Light weight combat armor made using commonly available earth materials. You gain DR 1. 400Z.

Kai Gi - A gi empowered by the kais. It's lightweight. Gain DR 2 versus ki OR melee. Must be obtained from King kai.

Saiyan Armor - A suit of armor made by the Saiyans. The armor imparts a DR of 2, and a penalty of 2. 1,000Z

PTO Armor - A suit of armor made by the PTO, based on saiyan armor. It imparts a DR of 2 and has a penalty of 1. 1,400 Z

Tier 2 Armor - Tier 2 armor can be worn by any proficient character of level 11 or higher without issue. Equipping this armor before you're prepared imposes a +2 Penalty per tier.

CC Armor – A suit of armor created by capsule corp, based on PTO armor. It imparts a DR of 6 and has a penalty of 3. 4,000 Z. Upon purchase, one of this suits prime slots is filled with the Capsule corp emblem

PTO Armor mark II – A suit made of higher grade parts. It imparts a DR of 8, with a penalty of 4. 8,000 Z

Kai uniform - A uniform worn by the lower level kais. Gain DR 6 vs Ki or melee with no penalty. Must be obtained from Grand kai.

Tier 3 Armor - Tier 3 armor can be worn by any proficient character of level 21 or higher without issue. Equipping this armor before you're prepared imposes a +2 Penalty per tier.

 Supreme Kai uniform

Improved CC Armor – A suit of armor created by capsule corp by refining the design of PTO armor even further. It imparts a DR of 15 with a penalty of 8. 10,000Z. Upon purchase, one of this suits prime slots is filled with the Capsule Corp emblem.

Supreme kai uniform - A uniform worn by the supreme kais. It impacts a DR of 10 vs Ki OR melee with no penalty. Must be obtained from Supreme kai.

Tier 4 Armor - Tier 4 armor can only be worn by proficient characters of level 31 or higher without issue. Equipping this armor before you're prepared imposes a +2 Penalty per tier.

 Whis Gi

Kachine Armor – A suit of dense armor made from Kachine. Only the strongest of warriors can wear it. Imparts a DR of 30, but a penalty of 10. 25,000Z

Whis Gi - A gi made specially by Whis, attendant of the god of destruction. Imparts a DR of 15 vs Ki OR melee with no penalty. Must be obtained from Whis, upon acquisition one of this suits prime slots is filled with the Whis squiggle.

Misc - Items that can be used by a character of any level.

Armored plating – Androids only. An android gains a DR of 1 against melee attacks, with no penalty. Can be worn with other armors. Can not be enhanced. 3.000 Z

Enhancing Armor: Any armor on this list may be “enhanced” for a fee of DR x 500Z (minimum 500Z for armors with no DR) . Enhancing an armor increases it's DR by 1, increases it's HP by 20, and reduces the penalty by 1 ( minimum 1).
Lista de episodios

*Gentendo Poop* fue una serie de YouTube Poops creada por TheMapleSyrupShow. Esta es la lista de episodios de la serie.

## Temporada 1

### Sonic Horrorfest

* Sonic Horrorfest (3 de octubre de 2009)

Es octubre y Amy Rose tiene intención de matar gente.

* Tourettes Guy is Pissed Over The Edge! (28 de octubre de 2009)

La ira de Danny se vuelve incontrolable.

* Amy Rose The Psychopath (5 de noviembre de 2009)

Amy sigue con intención de matar gente.

* Snake Enters The Gentendoverse (4 de diciembre de 2009)

Solid Snake logra llegar al Universo de Gentendo Poop.

* Psycho Mantis' Big Old Mind Fuck (21 de diciembre de 2009)

Psycho Mantis aterra a los personajes principales.

* A Stupid Gentendo Christmas Story
	+ Parte I (6 de enero de 2010)
	+ Parte II (9 de enero de 2010)
	+ Parte III (10 de enero de 2010)

Los personajes principales tienen unas extrañas aventuras navideñas.

* AVGN and the Super Mario Hellhole (12 de febrero de 2010)

AVGN juega a The Impossible Levels: Super Mario World.

* Mario vs. Sonic at the Olympic Games (28 de marzo de 2010)

Mario y Sonic compiten en los Juegos Olímpicos de Invierno de Vancouver 2010.

* The Gentendon Emissary
	+ The Beginning (12 de junio de 2010)
	+ In Medias Res (2 de julio de 2010)
	+ End Boss (14 de julio de 2010)

Los personajes principales se colean en Super Smash Bros. Brawl y salvan el universo.

## Temporada 2

* Zuper Gentendo
	+ Partes I y II (13 de agosto de 2010)

Los personajes principales celebran la llegada del Zuper Gentendo y también, la llegada de más juegos.

* Team Dark, Unite!
	+ Parte I (9 de septiembre de 2010)
	+ Parte II (10 de septiembre de 2010)
	+ Parte III (11 de septiembre de 2010)

El Team Dark de Shadow se une.

* The Song of Death (18 de septiembre de 2010)

Nostalgia Critic escucha una escencia malvada en el Caramelldansen.

* Team Chaotix, Incompetent Detectives (25 de diciembre de 2010)

Team Chaotix intenta atrapar al Team Rose en una situación de rehenes.

* Team Sonic Plays The Baseball Game (1 de abril de 2011)

Team Sonic juega un partido de béisbol con personajes del mundo de Mario.

* Neo Cortex Attempts World Domination (11 de junio de 2011)

Nostalgia Critic salva el mundo de Neo Cortex.
FFfurries

Furries are the bipedal animal like inhabitants of earth. They are clearly not human, yet exist anyway.

Furries gain a +1 to speed, and a +2 to instinct.

Natural weapons: Furries increase their melee damage by 2 due to their natural weapons

Danger sense: When at damage level 6 or higher, increase your AC by 4

DRAWBACK - Fight or flight: When Danger sense would activate, you must roll a morale check every round to not flee.
Assault Droid

Assault droids are rebuilt with the idea of being a living siege engine. These androids are equipped with several alternating modes, insuring they're able to adapt to the situation as combat requirements change.

**Siege mode (level 21):** The android plants itself into the ground, diverting it's shields to its armaments for more oomph. While in Siege mode you are immobilized, and your shields are not active. While in siege mode, you take no penalties for firing beyond range, and your ki damage dice is increased by 1. Additionally you get another combo action when you spend your entire turn making ranged attacks. This CAN break the dice cap.

**Bulwark Mode (Level 25):** The android directs it's shields infront of it, creating a large area of protection. While in Bulwark mode, your shields are projected infront of you as a wide beam 1, and move when you move. Attacks that strike your shields do not pierce your shields, but your shields take damage as normal. Enemies may not move through your shields. Critical attacks pierce your shield, but in these instances, your shields are not damaged.

**Genocide mode (level 29):** You abandon defense, focusing everything on damage output. While in genocide mode your shields are not active, and you lose all DR. Your movement speed is increased by your body, and when you use all your combo actions in a round, you gain another combo action, all of your attacks deal an additional tier x2 damage, and you crit on an 18. While in genocide mode, you take 1.5 times damage from all enemy attacks that land.

Assault Droid powers:

There are no standard powers associated with this destiny.

Level 30 Ultimate power

Weapons Fire!

You utilize the weapon armaments of your current mode to lay waste to your opponents.

Daily ✦ Martial, Ki

Standard Action Special

Target: All Enemies in Range

Attack: Discipline vs Repulse

Hit: 7[K] + Spirit damage.

Miss: Half damage and you regain one surge for every missed opponent.

Special: In Siege Mode, the attack range is a Line 20, and deals an additional damage die for charges spent on firing (to a maximum of 3)

In Bulwark Mode, the attack range is a Wide Beam 10, and struck enemies are pushed back a number of squares equal to your Spirit.

In Genocide Mode, the attack range is a Cone 8, and a miss deals 75% damage instead of half.

If you are not in any mode, the attack range is a Beam 15 with no other effects.
FFarcosians

The Arcosians are a race of shapeshifters and power mongers. Their civilization long ago consolidated their power into a great galaxy spanning organization known as the planet trade, while some other members created empires all their own. Some members of this species transform to hide their power, or make it more manageable. The tyrant frieza left a sour taste in the mouth of the rest of the galaxy, and cast an ever present suspicion on the rest of the arcosian race.

Arcosians get a +2 to Instinct, and a +1 to discipline.

Transforming: Arcosians begin with their first transformation available to them, you gain Henshin 1 immediately.

Expanded ki pool: An Arcosian ALWAYS has an additional 5 points in his ki pool.

DRAWBACK - Despised: Arcosians are viewed with both suspicion and hatred by the rest of the galaxy. A nuisance that is barely tolerated. You have a -5 to all social checks with non arcosians. -10 on all checks with saiyans.

Arcosian Racial trees
FFAndroids

Androids are sentient fighting machines, usually built for that task and that task alone. Androids are generally stronger than organics early  on in their careers, as they were built strong. This strength is a double edged sword, however, as the android is incapable of growing and must be upgraded to experience any kind of power increase.

Androids receive a + 3 bonus to intelligence, as well as starting with a built in Scouter.

Built in scouter: Androids have a built in scouter, and gain all the benefits of a scouter.

Built powerful: Androids get 40 points to build themselves with.

DRAWBACK - Machines are hard: Androids can have only Unlimited energy or Energy absorbing. They can NOT put points in both. Androids CAN NOT be played in the dragonball or early Z era.

Android tree
Future Sight

You've spent long enough on the planet Kanassa to develop the ability that made its inhabitants feared, even to the mighty Frieza. Psychic power. Your particular psychic ability seems to revolve around precognition, or future sight.

**Future flash (level 11):** You manage to catch glimpses of the future every so often. Once per day when you become bloodied you may make a mind check. On success, you may increase your reaction defense by your mind against the next encounter or daily power used against you.

**Foreseen (level 15):** With training you've managed to hone your abilities. Once per encounter you may spend an action point to increase your defenses by 3 against all attacks for discipline rounds. Future flash gains a +2 path bonus to the mind check.

**Forewarned (Level 19):** Once per day you may spend an action point to shout a warning to an ally about an attack you've foreseen. The attack in question misses, but your ally gains vulnerability 2 against the foe who launched it for mind rounds. This is used as an immediate interrupt and is considered a shout. Future flash gains another +2 path bonus to the mind check.

**There are no standard powers associated with this path.**

Level 20 Ultimate power

Glimpse of hope

You've seen the future, an ally will defeat this foe!

Daily ✦  Martial, Power-up

Fullround Action Ultimate Personal

Trigger: An attack reduces you to 0 or fewer hit points

Effect: For the remainder of the battle, you can not be brought back above 0 hit points. An ally of your choosing may regain half of his total power surges. The ally of your choosing has a +4 circumstance bonus to hit and damage against the strongest enemy on the field. If the enemy is a boss, the ally ignores 3 points of DR with his attacks against that enemy. If the enemy is a saga villain, the ally ignores 5 points of DR with his attacks against that enemy.
Strongest in the Universe

You're not just any normal fighter anymore. Among Myths, Gods, Super saiyans, beings who've attained and can wield their fullest potential, Golden Arcosians, Tyrants and Saviors, you stand above them all as the strongest fighter in the universe. You must have the highest base power level among your party upon reaching level 31 to take this Destiny.

**No more games (level 31):** You lose access to all transformations you possess, but your highest transbonus is converted directly into pub, and you gain Tier x2 power surges. If you do not possess any transformations, your PUB increases by 4.

**No more tricks (level 35):** Once per battle, when an enemy attempts to use a class, path, or advanced path feature against you, or to attempt to get away from you or one of your attacks, you may spend an action point to treat that creature as though it didn't have that feature.

**No more chances (level 39):** If you put a creature into negative hitpoints, that creature is considered to already have failed one death save. When a creature dies from damage you've inflicted, you may activate your PUB as a re-action.
Resting and Healing

**Short Rests:** Short rests are equivalent to spending an hour or two sitting down and catching your breath. During this time, all creatures regain up to half their hit points, 3 surges, tier stamina, and 2 daily powers. Creatures with a form of constant temporary hit points may regain up to a max of half of their temporary hit points.  Creatures with temporary hit points from a non constant source lose any temporary hit points they had after a short rest. Effects limited to once per day by class features or feats are not recharged by a short rest. A short rest can not be taken in areas where you would be in immediate danger. (I.E. You can't take a short rest outside of friezas throne room, but could before entering his ship.)

**Long Rests:** if you sleep for at least 8 hours, You get back all the stuff.

**What happens if i run out of healing surges?:** If you run out of healing surges, your character becomes weakened, as his body has been pushed to it's utmost limit. Attempting a healing surge after running out will cause you to fall unconscious.
Hive Mind

Kanassans are the most powerful psychics in the known universe. Their mental prowess and capability far outstrip their power as actual warriors. This sits fine with most Kanassans, their race wasn't meant to be warriors. Their powers allow them to tame any warrior they want, why should they lower themselves to fighting their battles? Only Kanassans can take this Destiny.
Descriptors

Here are a list of descriptors.

Alien - Creature is of the alien race

Android - Creature is of the Android race

Arcosian - Creature is of the arcosian race

Arlian - Creature is of the arlian race

Demon - Creature is of the Demon race

Draconic - Creature is of the Draconic race

Dragon - Creature is of the Dragon race

Human - Creature is of the human race

Kanassan - Creature is of the Kanassan race

Konatsian - Creature is of the Konatsian race

Majin - Creature is of the majin race, or possessed by a majin mark

Maylon - Creature is of the Maylonian race

Namekian - Creature is of the namekian race

Saiyan - Creature is of the Saiyan race

Shin - Creature is of the Shin race

Tuffle - Creature is of the Tuffle race

Xantam - Creature is of the tuffle race

Youko - Creature is of the youko race

Male - Creature is of the male gender

Female - Creature is of the Female gender

Asexual - The creature does not have traditional gender

Humanoid - Creature has two arms, two legs, and walks upright.

Insectoid - Creature is covered in an exoskeleton, or has another feature of insectoid races

Tauric - Creature possesses two arms, four legs, and a tail

Tailed - Creature is humanoid but also possesses a tail

Native - Creature is native to the planet / universe it's encountered on.

Outsider - Creature is from another plane / universe from where it's encountered, or its origins lay outside the established system of the universe.

Otherworld - Creatures origins lay in otherworld.

Mortal - Creature has a finite life span, and can be killed in a number of ways.

Immortal - Creature can not be killed

Deity - Creature possesses Divine ki

Makai - Creature's origin lies specifically in hell

Cyborg - Creature is half man, half machine

Construct - Creature is purely mechanical
L-Shadow

The L-Shadow is less oriented around assassination, and far more so about finding the openings and holes in their opponents' defenses to open, exploit, and tear apart.

Armor proficiency: The shadow is proficient only with body armor and kai gi

Bonus defense: +3 Reaction, +2 Resolve, +1 Repulse

Hit points at first level: 8 + Body

Hit points per level: 4

Healing surges per day: 5 + Body

Physical Damage[P]: 1d8
Energy Damage [K]: 1d6

Class features

Solo Act:  When you have no allies within sight, the DC to Sense you is increased by 5.

Opportunistic Strike: When attacking an Enemy who has not acted yet, you have advantage against, or with an Attack of Opportunity in a round, you may make an Opportunistic Strike.  Your may choose to remove any damage bonus from your stats from an attack.  If you do, you may deal temporary stat damage equal to your Tier to your Enemy's Strength or Speed.  You may only use Opportunistic Strike once per round.

Feint: The Shadow starts the day with a “charge” of misdirection. Misdirection is the ability to mislead enemies through body language and actions. As a minor action they may spend a charge of misdirection, granting you Advantage over one Enemy until the end of your turn. Powers with the misdirection keyword generate a charge of Misdirection.

Action generation: Generate Action points when...
You defeat a number of opponents equal to half your level.
You spend a number of misdirection charges equal to your discipline in one day.
You reduce a number of Stat points equal to your level in one day.
World Breaker

A world breaker is a warrior of cunning, who traps his foes in cages made of the very world around them in order to keep them from getting away.

Tough soles (21): Treat each terrain type as one lower when attempting to move through them. You do not suffer defense penalties when standing on any terrain type. Flight penalties are as normal.

Cage fighter (25): When standing on a terrain type, the world breaker gains a +1 path bonus on to hit rolls per level of difficulty (+1 at rough, +2 at difficult, +3 at impassable.). When attacking a foe affected by a terrain type, the world breaker deals +1 damage on damage rolls per level of difficulty.

No fly zone (29): When a world breaker stands on a terrain type, the area above it becomes a no fly zone, preventing any characters from flying through it unless they can ignore terrain types.
Galaxy Patrolman

An elite, best-of-the-best, all alien police force that uphold the galactic laws. Despite only being 38 members strong, they've held the peace since age 600. Equipped with technology to make up for their lack of strength, the galactic patrol attempt only to help. Only aliens may select this path.

Path Features:

**Keeping the peace (Level 11):** You are recognized as an officer of the galaxy patrol, and become an arm of it's authority. You are granted a standard issue galaxy patrol ray gun.

**On Patrol (Level 15):** You gain a +4 bonus to instinct checks when attempting to sense. On a success, you can check a creatures karma. A creature of negative karma grants you advantage for discipline rounds.

**Enforcing the law (Level 19):** Once per day, you may spend an action point to set an extra condition for battle. Choose one of the four options below, any creature who breaks this rule takes a -3 penalty to attack and damage for the remainder of combat. No Deflecting, No Blocking, No Flying, No Items

Galaxy Patrolman powers:

Level 11 at will powers

Palm-to-chin

You strike an enemy in the chin with your palm

At-Will ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength  vs Repulse

Hit: 2[p] + Strength mod damage. If your strength is higher than the opponents body, they are dazed for 1d3 rounds.

Hip Fire

You quickly fire your ray gun from your hip

At-Will ✦ Martial, Weapon

Standard Action    Ranged 8

Target: One creature

Attack: Speed  vs Reaction

Hit: 2[w] damage.

level 11 encounter powers

Front-kick-to-chest

Encounter ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature

Attack: Strength  vs Reaction

Hit: 3[p] + Strength damage.

Well aimed shot

Encounter ✦ Martial, Weapon

Standard Action    Ranged 8

Target: One creature

Attack: Speed+3  vs Reaction

Hit: 3[w] damage.

Level 14 utility powers

Fast Draw
Encounter ✦ Martial, Weapon

Immediate Reaction    Ranged 4

Trigger: An enemy declares a charge on you

Effect: Make a basic ranged attack with your ray gun. If you hit, the enemy stops in his track and takes damage as normal. On a miss, your enemy gains an additional +2 to hit you with the charge

Elite Pose

Daily ✦ Martial, Stance

Standard Action    Stance

Effect: Any creatures with a level that is lower than your own have a -4 penalty to attack rolls made against you while this stance lasts.

Level 16 Daily powers

Patrolman Combination

Daily ✦ Martial, Unarmed

Standard Action    Melee

Target: One creature, Three attacks
Attack: Strength  vs Repulse

Hit: 2[p] + Strength damage. If all three attacks hit, the target is weakened(save ends)

Miss: If all attacks miss, the patrolman regains and may spend tier healing surges

Eagle eye shot

Daily ✦ Martial, Weapon

Standard Action    Ranged 15

Target: One creature

Attack: Speed+5  vs Reaction

Hit: 4[w] damage.

Miss: You may try the attack again. If it misses again, the power has failed.

Level 20 Ultimate powers

Elite Shooting

Daily ✦ Martial, Weapon

Fullround Action    Ultimate burst 5

Target: All creatures in range

Attack: Speed  vs Reaction

Hit: 7[w] + Spirit damage.

Miss: 3[w] + 30 damage
Saiyan

Saiyans are the mighty warriors of planet Vegeta, originally hailing from planet Salad. Saiyans, as a warrior race, are well known for their combat prowess, and their ability to transform into Super Saiyans.

SAIYANS

AVERAGE HEIGHT: 5'8” - 6'6”

AVERAGE WEIGHT: 200 – 320 LBS

ABILITY SCORES: +1 body, +1 tenacity, +1 instinct

SIZE: Medium

SPEED: 6 squares

VISION: Normal

**SAIYAN FURY:** When bloodied, Saiyans gain a +2 racial bonus to attack rolls

**SAIYAN HERITAGE:** Your healing surge value is equal to one quarter your maximum hitpoints + your body

**ZENKAI:** You gain the Zenkai daily power

**OOZARU:** You gain the Oozaru daily power

Zenkai

Saiyans grow more powerful with each battle, and especially upon recovery from severe injury

Daily ✦ Healing

Immediate reaction    Personal

Trigger: You are brought back above 0 hit points

Effect: You gain a +2 to Strength, Dexterity, and Constitution until the end of the day.

Oozaru

When a saiyan observes a full moon, an organ in their tail absorbs a special kind of radiation called blutzwaves. This fuels their transformation into the mighty Oozaru; The great ape.

Daily ✦ Transformation

Immediate reaction    Personal

Trigger: The character observes a full moon or a false moon

Effect: The characters becomes huge sized, gaining all bonuses and penalties that includes, as well as an additional +2 to body. If you do not possess Controlled oozaru, you suffer a -4 to intelligence.

SPECIAL: To use this, the Saiyan must have a Tail. If the tail is crippled while transformed, they revert to normal.

SAIYAN ONLY PATHS

Low Class

Super Elite

SAIYAN ONLY ADVANCED PATHS

Super Saiyan

SAIYAN ONLY EPIC DESTINIES

Golden Oozaru

Legendary Super Saiyan

Super Saiyan 4

Super Saiyan God
Heran

Herans, from the planet Hera, are a race of space pirates and general ne'er do wells. Though their planet was destroyed long ago, many remain.

**AVERAGE HEIGHT:** 6'6

**AVERAGE WEIGHT:** 210 lbs

**ABILITY SCORES:** +1 mind, +2 speed

**SIZE:** Medium

**SPEED:** 6 squares

**VISION:** Low light

**THIEVING:** You may roll speed once per battle to attempt to steal an item from your foe.  This could range from weapons and armor to items in their pockets. The DC is equal to 10+opponents level+ their speed

**UNSCRUPULOUS:** your AoE attacks have a +2 bonus to hit for every ally in the attacks range

**UNKIND:** Attacks targetting creatures with positive karma have a +1 bonus to hit.

**HERAN ONLY PATHS**

Galaxy Soldier

**HERAN ONLY ADVANCED PATHS:**

Hyper Heran

**HERAN ONLY EPIC DESTINIES:**

NONE
Maylon

Maylons are a humanoid alien race from the planet Maylon. They're "descended from the light" and shun the darkness. While this was speculated at first as being legend, it has turned out to be quite literal. Maylons draw power from sun light and are weakened in areas where that light can't reach.

AVERAGE HEIGHT: 5'10” - 6'8”

AVERAGE WEIGHT: 200 – 250 LBS

ABILITY SCORES: +1 spirit, +1 discipline, +1 strength

SIZE: Medium

SPEED: 6 squares

VISION: Normal

**SOLAR BEING** - While the sun is up, the Maylon has level x2 temporary hit points, up to the max of 100. At night, or in areas of total darkness, the maylon loses his temporary hitpoints and is considered weakened.

**Stances** - As a full round action you may change your stance, freely changing a number of stat points among a category until one of your substats is tier points higher than the other. When you leave stance, your stats return to normal.

**WINGS OF LIGHT** - gain access to the wings of light daily power

Wings of light

You unleash the light

Daily ✦ Martial, Ki

Minor Action    Power-up

Effect: Spend a surge. For a number of rounds equal to spirit you gain a +3 movement speed bonus, a + tier power bonus to your reaction defense, and you gain an additional reaction. If you don't use this reaction before this power up fades, it is lost.

**MAYLON ONLY PATHS:**

Knight of Mensae

**MAYLON ONLY ADVANCED PATHS:**

Mega Maylon

**MAYLON ONLY EPIC DESTINIES:**

Class-O Maylon
Age effects

All creatures age, and eventually, die. The following will explain how aging effects each race, and the effects of age on game play. Note that all aging effects DO NOT stack, the highest replaces the lowest. So if your character goes from middle aged to waning, he suffers a -3 to all physical stats, not a -4.

**YOUNG:** A young character is one who, while he may be in training, really has no business being on a battle field. They take a -2 to all stats, and a -4 to all skills. A player may choose to play a young character.

**PRIME:** A character in his prime is at his best in life. A young character who becomes prime aged, removes his young penalties. This category does not affect stats or skills. Most characters are assumed to start in this age group.

**MIDDLE:** A middle aged character has started to experience the sharp decline age brings on. They take a -1 to all physical stats, but gain a +1 to all mental stats. A player may choose to play a middle aged character.

**WANING:** A character of waning age has a body that is beginning to fail him. He takes a -3 to all physical stats, but gains a +3 to all mental ones, and a +2 to all skills. A player may not start a character at this age bracket or higher.

**OLD:** An old character is one who's body is no longer truly fit for fighting. They suffer a -5 penalty to all physical stats, but gain a +5 bonus to all mental stats and a +4 bonus to all skills. Hit points are reduced by 10

**VERY OLD:** A very old character it one who's body struggles to make it through day to day life. They suffer a -7 penalty to all physical stats, but gain a +7 bonus to all mental and a +6 bonus to all skills. Hit points are reduced by half. The character must roll a save every in game month, or die of old age.

**ANCIENT:** The ancient character experiences a miracle every day he wakes up to find he's still alive. An ancient character suffers a -10 to all physical stats, and a -5 to all mental. Hit points are reduced by your level. The character must roll a save every in game week to avoid dying of old age.

**MAXIMUM:** This age group is the maximum age a character of a certain race can POSSIBLY survive too. They suffer a -20 to all stats, and their skills are reduced by half. Upon reaching this age, the character must roll a save every in game day or die of old age.

One asterisk denotes a race that can take feats to change their aging scale.

Two asterisks denote a race that does not experience aging effects with regular maintenance

Three Asterisks denotes a race that is functionally immortal due to the impossibility of a campaign ever spanning that amount of time.
L-Leader

The  L-Leader takes a much more hands on approach to winning battles. He still heals like the Z-leader, but he'd rather get in there and get messed up with the front liners.

**Armor proficiency:** The Leader is proficient with all armors in tiers 1 and 2

**Bonus defense:** +3 Resolve, +2 Reaction, +1 Repulse

**Hit points at first level:** 12 + body

**Hit points per level:** 5

**Healing surges per day:** 6 + body

**Physical Damage[P]:** 1d8

**Energy Damage [K]:** 1d6

**Class features**

**Healplosion** – you gain access to the healplosion encounter power

Healplosion

You channel your ki in such a way that you create a rejuvenating burst

Encounter ✦  Martial, Healing

Minor Action   Burst 4

Target: All allies in range

Effect: The target can spend a healing surge, and regain an additional tier d6 hit points.

**Energy blade** - Any time an ally you can see uses a healing surge, you may create an energy blade as a free action. This energy blade deals your spirit on top of your strength on melee attacks and lasts instinct rounds. This and Energy shield can not be active at the same time

**Energy Shield** - Any time an ally you can see uses a healing surge, you may create an energy shield as a free action. This energy shield grants you DR equal to your tier x2 and lasts instinct rounds. This and energy blade can not be active at the same time.

**Action Generation:** Generate Action points when...

Defeat a number of opponents equal to half your level in one battle

Deal damage equal to your surge value while Energy Blade is active in one battle

Ignore an amount of damage equal to half your level with Energy Shield in one battle
FFdemons

demons are the race that inhabit the demon realm, a section of existence sealed off from the rest of the universe. They are chaotic and vile beings who revel in destruction, ruled by the demon gods. Demons come in every shape and size and usually possess abilities far outstripping many more mundane beings.

Demons begin with + 2 instinct, and +1 speed.

Infernal Toughness: Damage level 4 does not affect your stats. Damage level 5 is as normal.

Demonic Resistance: When struck by an energy attack, your DT is considered 3 higher.

DRAWBACK - Undisciplined: Only half of a demons discipline counts towards their spirit.
Minion Classes

These classes should only be used by minions and no one else. They max out at level 20, and a power is awarded at each level. While these are based on player classes, some features or powers have been altered or removed to make them more balanced.

Strong Minion

Rounded Minion

Healer Minion

Blaster Minion
Human

Humans are the indigenous peoples of the planet Earth. They come in varying shapes and sizes due to their ability to adapt to conditions.

Humans

AVERAGE HEIGHT: 5'6” - 6'2”

AVERAGE WEIGHT: 135 – 220 LBS

ABILITY SCORES: +1 spirit, +1 intelligence, +1 tenacity

SIZE: Medium

SPEED: 6 squares

VISION: Normal

**BONUS AT WILL POWER:** Humans know one additional at will power from their class

**BONUS FEAT:** Humans start with an additional feat

**HUMAN PERSEVERENCE:** +1 to all defenses

HUMAN ONLY PATHS

Korin Student

Dual Persona

HUMAN ONLY ADVANCED PATHS

NONE

HUMAN ONLY EPIC DESTINIES

Grand Master