recursal/Fanatic-Fandom huggingface dataset:
Initiative System

**-Initiative-**

To begin a combat round each participant will roll its separate initiative dice (1d20+INT bonus),
then your divide that number by your attacks per round to get the order.
(each 10 points of DEX is 1 Attack per round).
This will determine the amount of and when a charcter may attack.  Highest number goes first
down to the lowest number.

EX 1.   Kaku, Neo-Cell, and Begeta are in a combat. They all roll initiative dice.

Kaku: rolls an 18 and has 6 attacks (he takes action on: 18, 15, 12, 9, 6, 3)

Neo-Cell: rolls a 24 and has 6 attacks (he takes action on: 24, 20, 16, 12, 8, 4)

Begeta:  rolls a 14 and has 7 attacks (he takes action on: 14, 12, 10, 8, 6, 4, 2)

If their numbers get to 0, or into the negatives, then lose those attacks. Only positive numbers
in the initiative.

The attcaks would be

Neo-cell

Neo-cell

Kaku

Neo-cell

Kaku
Begeta

All of them Simultaniously

Kaku

Neo-cell and Begeta act at the same time

Begita and Kaku act at the same time

Neo-cell and Bageta act at the same time

Kaku
Begeta

The combatants would then re-roll initiative and start the sequence over till the battle ends.

If a character is dodging and attacking on the same action, a single combat teleport, advanced
combat teleport, zanzoken, etc. works for both dodging and attacking.

If two people attack on the same action and attack each other, they are both at +3 to strike with
HtH attacks.  If they both attack with Ki, they automatically counter each other, but still may not
pump ki unless they have the Counter ability for the attack.  If one uses HtH and the other uses
Ki, the HtH attacker automatically hits, unless they roll an unmodified 1, 2, 3, 4, or 5 (they
still add in the +3.)  If this occurs, the Ki attacker may attempt to dodge at -5.  The Ki attacker
rolls their strike at +10.

If two people attack on the same action and attack the same person, they recieve +5 to strike with
both Ki and HtH.  If one of them attacks with Ki, the defender must choose to either counter
the Ki attack and not attempt to dodge the HtH attack (unless the HtH attacker rolls an
unmodified 1, 2, 3, 4, or 5, l) or they may attempt to dodge both attacks.

If three or more people attack in the same action, you have a choice: just use normal rules because
at this point it becomes WAY too complicated to understand without checking back at these rules
every five seconds OR follow a bunch of all too complicated rules.
Ki Crits

- Critical Strikes -
The hit tables are as follows

1-10    Left leg

11-20    Right leg

21-30    Left arm

31-40    Right arm

41-50    Stomach

51-60    Chest

61-70    Back

71-80    Groin

81-90    Neck

91-100    Head

(\*) Severe Burn - This causes 5 HP dmg every round and is doubled every time hit

- HTH damage -
\*Head\*
1. Severe Burn (\*)
2. Skull Fracture - 50% Chance of losing 2 int permanently (if you roll a 1, you go into a coma for
    10 days)
3. Amnesia - Roll a 1d100 and that's the percentage of memory you lose.(i.e. if you roll a 100, you
    lose 100% of your memory)
4. Vaporized Head - Your head is gone, instant death

\*Neck\*
1. Severe Burn (\*)
2. Collapsed Trachea - Your trachea was pushed inward, 2 mins to live from lack of oxygen.
3. Vaporized Neck - Your neck is gone, instant death

\*Arms\* (finges, hands, upper/lower arms, shoulder, ect)
1. Severe Burn (\*)
2. Vaporize - That part of your body is gone. -50% strike.

\*Chest\*
1. Severe Burn (\*)
2. Broken Ribs (1d4 ribs are broke) -15% to dodge, -5% to strike per rib
3. Broken Sternum
    -49% chance of punchered heart. you have 10 minutes to live, -49% chance of punchered lung.
            you have 10 minutes to live.
    -2% chance that it missed all major organs, but you are imobile, and 25% chance unconciousness
            you have 2 hours to get to a hospital/tank or die.
4. Vaporized - The blast went through you and splattered your guts on everything within a 10 ft.
    radius instant death.

\*Stomach\*
1. Severe Burn (\*)
2. Internal Rupture - severe internal bleeding, and you throw up for a round -20% to dodge, -10%
    to strike

\*Back\*
1. Severe Burn (\*)
2. Dislocated disc(s) -paralized for 1d3 rounds, -50% dodge, -25% strike
3. Nerves destroyed -you can feel nothing, the benefeit is you can feel no pain, the detriment, you
    feel nothing at all.
4. Paralized permanently -49% chance from waist down, -49% chance from waist up, -2% chance
    completely
5. Vaporized spinal cord -dead as soon as you move/are moved, unless you are moved via
    telekenisis, and placed in a tank, or taken to the hospital, then you'll still probably die.

\*Groin\*
1. Severe Burn (\*) (HP loss doubled)
2. Damaged testicle - You drop to the floor and are esentially paralyzed, unless your stress level is
    at 5, you can't attack. -50% chance that only one, instead of both, Testicles is no longer useable
3. Destroyed Testicle - One of your testicles is completely destryoed, and no longer exists (it was
    shoved up so hard it ripped off and is somewere floating around in your body, or it was ripped
    off outwardly)
X. Vaporized Testicle - your testicle or both have been evaporated into nothingness. 3 rounds for
    pain. -5 strike and dodge, other privelages i will leave up to you to figure out

\*Legs\*(toes, feet, lower/upper legs, hips, ect.)
1. Severe Burn (\*)
2. Vaporize - That part of your body is gone. -50% dodge.
Janenba

**Janenba**

*Attributes*:

INT 1d6+4

MNT 3d6+12

STR 6d6+10

DEX3d6+4

STM 3d6+10

SPD 5d6+5

HP: STMx15+20 per level

Ki: MNTx10+25 per level

+1 action
Pick four powers at level one and one every two levels after (level 3, 5, 7, etc)

*Special*

1. Janenbas recover Ki at a rate of 3d6 per round per level.

2. At level up gains +22 to any ONE stat besides INT

3.+1 HTH bonus for each 30 ki

4. Janenbas are created with a tail, it does 6d6 Dmg and is -1 to strike when used as a weapon
in Large form and 3d6 dmg and +1 to strike in Small form.

5. +10 INT every 2 levels

*Unique Powers:*

Change Form: They have a body that holds two forms. A larger and rather gelatinous form, and
a smaller (it is Still around 8 feet tall though) Meaner Form.  The Large Form has Normal Stats and

all strike and dodge rolls are -1.  Small Form Gains the Following Bonuses:

1/2 HP

INT is Tripled

3/4 STR

DEX is Doubled

150% SPD

+2 Additional Actions

Natural Armor: HP/5

The Change takes 1 Action to complete, in which the Janenba-jin takes no damage

Beam Sword: The Janenba is given A Large Sword.  It can send a large wave of Energy that will
cut through almost anything.  In game terms this means the Sword does 1d30+HTH Dmg
normally.  The Sword has a pool of internal Ki used to create the beam.  The Sword has 150 ki,
each beam uses 10.  The Beam Sword dmg is (1d30+HTH)\*2 and automatically gets a roll on the
Ki crit table.  Only the Janenba-jin can use the sword and only when in Small Form.  When the
sword's Ki runs out the sword crumbles and another sword cannot be created, found, bought or
stolen.  The sword regenerates 10 ki per round. Using the sword normally does not use ki.

Needle Beam: A Janenba can create multiple beams of Energy Using his fingers.
Shoots 3d10 beams per level, each doing 2d10 Dmg. must always add Ki bonus to total, not each
individual beam. This is Automatically Learned at Level 10.  Can only be used in Small Form and
costs 200 ki.

Rain of Fire: The Janenba shoots 5d6 Fireballs in the Air each doing 1d6\*10 Dmg out of its
chest that are -2 to dodge. Learned at Level 5.  Can only be used in Large form and uses 50 ki.

Portal: The Janenba can create portals through space to anywhere within 100 meters.  The
Janenba can make attacks through them or use them to dodge.  They give a +4 to Dodge and +5
to strike.  Cannot be learned until level 15 and uses 100 ki. Can be used in both Forms. It can also
be used to teleport enemy attacks. This costs the attack's damage in ki and can be shot at the
person who shot it at -1 to dodge.

Dissolve: Allows you to literally dissolve yourself and reapear anywhere you want.  In game
terms You gain a +15 to dodge for that action and are +5 to strike next attack you make.  Costs
150 ki and cannot be learned until level 20.  Must be in Small Form to use.
Races

Races are listed A through Z, for Mixed Races go to the Mixed Race Area

Arcosain

Acquian

Akuma-jin

Android

Arlian

Aruhua-jin

Assassin

Bebi

Buu

Cell

Chinju-jin

Chou-jin

Dabu-jin

Demon Sorcerer

Dodorian

Dragon

Ebifu-jin

Fallen Angel

Genyan

Human

Human Buu

Humanoid Wolf

Hildegam

Imegga-jin

Janenba

Jeice-jin

Kaio

Kaioshin

Kanassa-jin

Kibaitain

Kishi-jin

Konackan

Kuwain

Ligon

Magical Girls

Makyo-jin

Mamano-jin

Metal Mutant

Metamoru-jin

Namekian

Neiz-jin

Orge

Paiku-jin

Popo

Recomian

Reptillian

Shantza-jin

Saibaman

Saiya-jin

Sauza-jin

Sorcerer

Triclops

Tsufuru-jin

Vo-jin

Yakon-jin

Yardrat-jin

Zargonian

**\*Races to be added from these Characters\***

Jaco

Beerus

Ganos

Jiren

Hop

Majora

Tupper

Cocotte

Obuni

Kunshi

Caway

Boss Rabbit
Neiz-jin

**Neiz-jin**

*Attributes*:

INT 3d6

MNT 5d6

STR 6d6

DEX 6d6+8

STM 5d6+3

SPD 4d6+5

HP: STMx10+30 per level

KI: MNTx10+30 per level.

+2 actions

Pick four powers at level 1 and one for each level after

*Special*

1. At level-up, Neiz-jin gain +5 to MNT and 20 points to distribute to any stat

2. Neiz-jin have the ability to retract their heads, similar to the way a turtle does (though
Neiz-jin don't have shells).  This allows them a chance to escape a critical hit to the head.  If a
critical should hit their head, the Neiz-jin may roll a 1d6.  On a 4 or lower, they retract their head
and dodge the crictical.

3. +1 to HtH strike per 100 HP.

4. +1 HtH damage per 25 ki.

5. Neiz-jin begin with Flight automatically.  Also, they may fly at a rate of SPD x 8 MPH.

6. Neiz-jin look like giant humanoid salamanders or frogs.  They may be red, blue, green, or
yellow.  Red is the most common color, but color does not make any real difference.

7. Gains +15% to all stats when LPed.

*Unique Powers:*

1. Absorbtion Aura: The Neiz-jin may fire a special ki blast at the enemy at -5 to strike.  If this
blast hits, it does 1d10 damage to the enemy.  However, the blast expands around the enemy and
engulfs them in an large aura.  This aura stops the enemy from moving, unless the victims
powerlevel is more than 50% higher than the Neiz-jin.  The aura drains 5% of the victims HP and
Ki, no matter how strong the victim is, during each of the victim's and the Neiz-jin's actions, and
gives the HP and Ki to the Neiz-jin.  This aura remains until the Neiz-jin wishes to end it, or the
Neiz-jin is knocked unconcious or killed.  There is a 4 in 10 chance of this aura disapating each
round.  May not be chosen until level 4.
Yakon-jin

**Yakon-jin**

*Attributes*:

INT 2d6+1

MNT 3d6

STR 5d6+3

DEX 4d6

STM 6d6+5

SPD 4d6+1

HP: STMx14+15 per level

KI: MNTx10+20 per level

Pick four powers at level 1 and one for each level after

*Special*

1. At level up gains 25 points to distribute amoung any TWO stats.  +2 STR per level.

2. When Yakon-jin mature, they grow a blade on each arm.  Each of these blades do 3d10
damage +3d10 per 2 levels.  These are armor piercing and become shield piercing at level 4.  These
blades function as swords and all sword powers may be used with them.  Both blades may be used
to attack in the same action, with each at a -3 to strike (there is not penalty if only one is used
to attack).

3. +1 to dodge per 100 ki.

4. +1 to strike per 150 HP.

*Unique Powers:*

Ki Eating: When a ki blast is fired at a Yakon-jin, they may attempt to eat it, instead of dodging or
some other defensive move.  They roll strike -5.  If successful, the Yakon-jin gains HP equal to
1/2 the ki used to create the attack.  May not be chosen until level 3.
Akkiko Kyoshingurio

the ways of defense and movement.all is fluid ,nothing is still this is defensive Martial Art.you can
dodge and deflect more easily then anything else.

1. Combat Teleport
2. Advanced Combat Teleport

1. Kyushingury:this unique power enables the caster to centralize his powers and strengh this
allows the martial artist the ability to give himself a bonus in any ability for 1 turn the cost is
25 ki for +1.Can spend up to  100 ki on this power for lvls 1-4, 200 ki at lvls 5-8, 300 ki lvls 9-12
400 ki at lvls 13-15 and 500 ki at lvls 15-20, in addition to the ki cost there is a 5 stm cost for
every +1

2. Kata-Count:this is the way of peace this can only be used once per fight this gives the caster a
bonus of +10 to all defensive actions...and +5 to offensive actions.The effects of this last for 5
turns and cost 300 ki and 25 stm

3. Super Barrier: this lets the defender block a ki atk fully .This cost 75% of the total ki spent on
the attack and 10 stm points per 100 ki spent.

4. Kai-zin Kayden: a powerful ki atk meant to deplete enemies fast after a hard hth battle this atk is
at +4 to hit, it is ap&sp it does 3d6\*30 dmg +2d6\*30 every 3lvls.cost 150 ki +50 ki stating at lvl 3

+5int +10mnt +5str +10dex +8stm +15 spd

Cold Fist-Icer School

1. Discharge
2. Flight
3. Eye Beams
4. Bulk Up
5. Capture Ball

1. Sense Alignment:
(no KI cost) you can sense someones alignment (good or evil)

2. The Finger of the Godlike:
This is a KI attack it is 1d6\*25 an 1d6\*25 every 2 lvl's sp & ap
This costs 200 KI to use per 1d6\*25

3. Ultra AOP:
Your KI works as a shield that blocks 8 hp for 1 KI spent and it has no limits. Must state at
attack if HP will come from ki or hp BEFORE the damage is rolled. Also this shield can be made
SP resitance by using \*3 KI. But if the attack is AP&SP then it doesn't work.

4. DeathBall:
The Deathball is the Icer's most powerful attack. It is 10d6\*20 and SP, AP, and Planet
Destroying. Every level it gains 10d6\*20. It starts out taking 320 ki and each level it gains 100 ki

Attribute Bonuses:
+5 MNT
+12 STR
+15 STM
Mystic School

This school is located in Heaven on Kaioshin's planet. You learn the "Mystic" powers from
Kaioshin. This is normally meant for Sorcerors but other races may attend too.

Only People of a pure GOOD heart can learn from this school. Must be level 10+.

1. Ki Shield
2. Deflection
3. Instantaneous Movement (Instant Transmission)
4. Blade Beam (sword)
5. Ice Sword (sword)
6. Omnislash (sword)
You are givin a sword after you learn instant transmission

1. Mystic Powers
    Mystic Powers is the exact opposite of Majin powers. If you have super forms achieved you
    add up all the attributes of the super forms including INT and add them all to your regular form.
    You CANNOT achieve these or any new super forms after you learn this technique. Also you
    take the class of the highest form.
For those who do not have super forms:
    You multiply all your attributes by 3 and add 2 to your class.
    \*note-if your race has super forms that you can achieve you cannot take bonuses from not
    having super forms\*

2. Mystic Beam
The Mystic Beam is mainly used to bring Majin's back to the "good" side. It does 1d6\*5 damage
per level and costs 5 ki per 1d6\*5. The Majin can only dodge this attack or counter with his
Majin Beam. Whoever loses the beam battle is turned into what his opponent is.

Attribute Bonuses:
None.
Arlian

**Arlians**

*Attributes*:

INT 2d6

MNT 2d6+1

STR 2d6+2

DEX 2d6+1

STM 2d6+2

SPD 2d6+1

HP: STMx12+20 per level
KI:

MNTx8+15 per level
+1

attacks per round
Pick one power at level 2 and one for each level after

*Special*

1. Arlians are giant insects, and have an exoskeleton.  This exoskeleton has STMx2 HP and acts as
natural armor.

2. Everytime an Arlian increases in class, they shed their exoskeleton and grow a new one.  This
growth takes 1d3+2 hours, during which time the Arlian is without their natural armor.  Each time
they shed and regrow the armor, the multiplier increases by 1.

3. Arlians begin with Discharge.  However, they may only use Discharge at 15x their level, instead
of 25x.  They may use Advanced Discharge normally.

4. Arlians are a weak race, and their powerlevel is divided by 3 until they reach Inter-Galactic.

5. Arlians begin with Flight, which does not cost ki.

6. At level-up, Arlians gain 20 points to distribute among their stats.

7. Arlioans gain +15% to all stats but STM, which gets +25%, when LPed
Kaioshin

**Kaio-Shin**

*Attributes*:

INT 3d6+6

MNT 3d6+20

STR 5d6+20

DEX 3d6+20

STM 3d6+20

SPD 3d6+24

HP: STMx10+20 per level

Ki: MNTx17+30 chi per level

+2 actions per round

Pick five powers at level 1, and one power for each level after

*Special*

1. Kaioshin are usually very arrogant, and they have just cause, they are the
lesser  gods of the universe.
They can create items with restrictions:
-Simple things: Like food, water, clothing, anything very abundant; May create without effort
-Simple tough things: Metals, Furniture, buildings, concrete; 5 ki per ton
-Machines: appliances, TV, Radio, guns; 5 ki per 100 lbs
-Very complicated machines: nuclear generator, Satellite, Space Shuttle; 5 ki per pound
-Magic Items: Potarra earrings, Kami Staff, Z Sword, etc.; 10,000 ki or hp each
-Senzu beans and Dragonballs cannot be created
GM must approve

2. Kaioshins are powerful beings, and their Ki increases their strength.
For every 50 ki, the Kaioshin get +1 to HtH combat damage.

3. Each level, Kaioshins gain 20 points that they can add to any of their base
 attributes.  Also they get +8 base INT each level from learning universal knowledge.

4. Kaioshin have +2 actions per melee because they are gods

5. Kaioshins regenerate 3d6 hp per round per level.

6. Kaioshins regenerate 10 ki per level every round.

7.At level 8 their Ki becomes MNTx19 and their Hp becomes STMx12.
This is due to the Kaioshin coming of age to a full god.

8. Kaioshins gain +25% to mnt and int, +10% to all others when LPed

9. Kaioshins are a symbol of all that is good and holy and therefor CAN'T be changed into Majins

10. Kaioshins gain +35 Invention Points.

*Unique Powers*

1.Intimidating Aura: A Kaioshin has the ability to project an aura that
intimidates his opponent. For every 5 chi the KaioShin uses, it doubles
the Kaioshin's Power level.The enemy  is -1 to strike, and dodge for
every 5 Ki the Kaioshin uses  (opponent can only be at -3) for the first
two rounds of combat. The opponent can only be dropped to -3, no
matter what.

2.Godlike Instantaneous Movement: At the cost of 25 Ki, the Kaioshin
can teleport himself to anywhere in the Universe, Hell, and Heaven.
And 10 ki for anyone else who comes. This is automatically learned at
lvl 4.

3. Remove Sekikatsuba: Cannot be picked until level 4 and will remove the Sekikatsuba power
from an ally for the cost of a pemanent -1 to STR and STM to the victim of the stone and also
costs 25% of their maximum Ki and 10 for the Kaioshin to use it.

4. Kaioshin School: Kaioshins, being lesser gods and very wise, often form their own schools of
technique. Kaioshins use the school creation rules found under the 'School' file.  They also have the
ability to create their own Power Invention to make part of this school.  See Power Invention rules.
Kaioshins gain all the powers and Power Invention from their school, but do not gain the attribute
bonuses.  Cannot create their school until level 4.

5. Train: Kaioshins can train other people in their school at any level but doing this takes three
weeks. Kaioshins may not train each other, nor train Kaios
Super Rad!

**Super Rad!** is a W.I.P series created by Anthony Rees. It stars him and his three friends, Wren, Austin, and Zack. The pilot is currently in production.

The main four characters will also have a band of the same name.

## Things Anthony has said about the series

* The oldest character is Anthony, at 17 years old.
* The characters are teenagers to avoid NSFW fanart.
* The pilot is currently in production.

## Trivia

* The pilot will be the fist animation on Anthony's YouTube channel since the 2012 animation *Best Driver Ever! :D*.
	+ It may also be his first upload since 2012.
* Wren is the only character to have not appeared in any previous animations.
Konackan

**Konackan**

*Attributes*:

INT 4d6

MNT 3d6+15

STR 3d6+10

DEX 3d6+10

STM 4d6+10

SPD 3d6+15
HP: STM\*10 +25 per level

Ki: MNT\*12 +25 per level

Pick three powers at level 1 and one for each level after

*Special*

1. Konackan warriors are all granted a holy sword. This sword does 3d10 damage and gains 2d10
per level.  This sword is Ap, and +3 Strike. Gains SP at level 7. AC if STR is 1.5 of your
opponents STR.

3. Konackan can go five days without sleep and remain unaffected. Thus they are resistant to the
effects of STM Loss, Reduce the STM cost on all moves by half.

4. After each level a Konackan gains 20 points to add to any attributes except INT.

5. A Konackan can start with 2 extra power, but it must be devoted to the sword only.

6. For every 30 ki the character has, he receives +1 HTH damage

7. Konackans gain +20% to all stats when LPed

*Unique Powers*

Ryu-Ken: This is a very powerful attack that summons a golden dragon to aid in the
punch. It is +4 to strike, does 1d6x30 dmage per level, costs 50 chi and 5 STM points. If the attack
is successful the character should roll on the Ki critical strike table and apply those penalties to the
enemy. This is only usable twice per battle. This cannot be picked until level 5. It is also
non-counterable.

Holy Ocarina: An attack thought by some as being childish, but having very lasting effects. A
Konackan forms a small ball of energy in his hands and says a couple incantations. The energy ball
then becomes a ocarina which the konackan can play 2 songs. The Song of Destruction and the
Song of Slumber. The Song of Destruction is pretty self explanitory, it destroys stuff with a
vengence. Its takes a couple notes for it to work, and every one except the player (the konackan)
has to roll a d20, 14 up. If they fail the roll, this will cause them to go into a trance until the song
ends, when they are racked with immense pain, 10d6\*25. The Song of Slumber can be just as
effective, because it causes anyone who hears it except the player (the konackan) to fall asleep on
a savings throw like the Song of Destruction. Roll a d20, 14 up. If they fail the roll, they will fall
asleep for 1d(user's apr). From there, you can do whatever. If you attack, they will wake up 50%
faster (half of what you rolled). Both these songs cost 75 ki (to create the ocarina). However, the
Song of Destruction costs 5 stm to play, due to the length and difficulty of the song. The Song of
Slumber only costs 3 stm. Can be picked at level 8.

Konackan Bubble: This move is a protective shield that is stronger then any other known. When
this shield is up the character cannot be damaged by any sort of attack. This shield is also immune
to attacks that are shield piercing. The Konackan plays his Ocarina while this is up. They
character cannot attack in any sort of way (except by using the Holy Ocarina) while this shield is
up. This attack costs 50 ki per action it is up.  It cannot be chosen until level 5.
Ebifu-jin

**Ebifu-jin**

*Attributes*:

INT 1d10+1

MNT 6d6

STR 3d6+5

DEX 5d6

STM 3d6

SPD 4d6

HP: STMx10 +15 per level

Ki: MNTx10 +15 per level

Pick three powes at level 1 and 1 every level after

*Special*

1. At level-up, Ebifu-jin gain +22 to ONE stat

2. Ebifu-jin train extremely hard.  They gain 50% more bonuses from normal training and 33%
more bonuses from increased-gravity, weighted-clothing, and schools.

3. Ebifu-jin are not effected by extreme cold.  However, they take x2 damage from any attack
based on fire, and may take damage from some heat sources that don't affect normal creatures, at
the GM's descretion.

4. Ebifu-jin gain 300 experience from any battle in which they reach under 25% HP and 10% STM.

5. Ebifu-jin take no damage from another Ebifu-jin's Touketsuken.

6. Loses 5% of all stats when LPed

*Unique Powers:*

1. Touketsuken: The Ebifu-jin fires a blast of wind from the palms (much like a Kamehameha).
If this blast hits an enemy, it freezes them solid.  The victim may not move and cannot use any
damage causing ki abilities (may use things like Sense Ki, Charge, Stat Boosters, etc.).  The
can only escape by breaking the ice by rolling under (freezers MNT - frozen person's STR)/2 on
a 1d100.  This attack does 5d10 damage when it hits, plus 1d10 every action the victim is trapped
due to the cold.  Touketsuken uses ki strike -2.  Cannot be chosen until level 2.
KI Awareness

**Level 1= Sense Ki:**

 The character can detect a KI trace across an entire planet at a 60% chance gains +10% to this skill
each level after obtaining this power.

**Level 2= Supress Ki:**

The character can lower their fighting power by up to 50%, [this also lowers bonuses to 50% of
normal], this ability increases by 5% for each level after having this power.

**Level 2= Sense Alignment:**

The character may now know the other persons basic alignment at the presence of them, unless
they Hide their Ki.  This gives a general reading, Evil, Neutral, or Good. If you notice your against
the wrong alignment, you gain a +1 strike and dodge every round.

**Level 3= Hide Ki:**

The character hides his power from those with scouters or KI sense, only those who already know
his ki signature even have a chance of sensing them (-50% to chi sense if the ki signature is known
by the searcher; -90% if the chi is unfamiliar, scouters are at a -70% chance of sensing someone... if
concentrating and not taking other actions that require KI to use or attacking this drops to a -90%
chance) (gets an -5% per level of having this power)

**Level 3= Masking KI:**

The character can choose to give off a different aura than normal. You can use this in conjuction
with any other KI Awareness technique. What it does is prevent others from sensing your
presence from a distance. This starts at a 50% chance of working, and +10% each level of having
the power.

**Level 4=Switching Ki:**

The character can give off someone elses aura.You must at-least be within 100,000 of the person's
PL if you are to give off his aura.This costs 100ki \*level and you have a 40% chance of giving off
the persons aura correctly.If you screw up,you lose 1% from your total chance of doing this. If
you do this correctly you gain +3% to your total chance.

**Level 4= Throwing Chi Aura:**

The character may 'throw' their chi aura to a differant spot, thus giving those with sense ki a
penalty. You have a 30%, +10% chance per level against their Sense Ki roll, if you succeed, then
you have a +3 to dodge for the rest of the round.  You may only do this one round. This may not
be used against those who dont' have Sense Ki

**Level 5= Increase Power Level:**

This is the ability to increase your power level by 5% and by each time doing this gives a +1 to
strike and dodge but costs 3 STM per level. Max is (level)\*5% at any one time.
Bushido School

Students who attend the Bushido School must from that point on follow the code of Bushido, or
lose all the powers gained here.  The code basically makes you become honorable in everything
you do, including not teaming up on a single enemy.  Unless multiple enemies attack you at once,
you will only fight one-on-one.

1. Sense Ki
2 Thrust
3. Focus
4. Slice
5. Divide
6. Twice

1. Barrage- Roll 1d6. that is the amount of  strikes you will roll. Then each hit is equal to the
normal damage your sword does. For instance, if it was 2d20 dmg, and you rolled a 6, you would
roll 12d20 for dmg. Can only be used once a battle. Uses HTH bonuses.  Can only be used
when wielding a sword.  Costs 6 STM to use.

The character will gain 30 points to distibute amongst their stats.  No more than 10 can be placed
in any one.
Saiyan School

This school is taught to Saiyan warriors on the planet Vegeta, or on Icer outposts.
can only be taught to a Saiyan (half saiyans cannot be taught this school)
must have flight and discharge to learn Saiyan school
must be level 3 to learn saiyan school

1. Combat Teleport
2. Charge
3. Create Moon
4. Tail Training
5. Sphere Blast

1. Renzo Energy Dan:
Saiyan version of multi-fireball. This shoots 2d6 fireballs per 5 levels. Each fireball inflicts 1d10
damage. Costs 50 KI. Must have discharge. Costs two stamina points.

2. Galick Gun (must be level 2):
Saiyan version of the KameHameHa. This does 2d6\*10 dmg per level and is planet destroying.
It goes up 2d6\*10 per level. Costs 100 ki to start 10 ki per level. Costs 5 stamina points.

3. Big Bang Attack (must be level 3 or higher):
This is the Saiyan Royalty's main attack. It does 1d6\*10 dmg per level and is shield piercing.
It goes up 1d6\*10 damage per level and starts at 20 ki, then goes up 10 per 1d6\*10. Costs 1
Stamina point.

4. Final Flash (must be level 5 or higher):
The Final Flash is the Saiyan's strongest attack. It does 5d6\*10 dmg and costs 10 STM points
and 50 ki. Each level is goes up 5d6\*10 and +20 ki, at level 6 it has level 1 charging, level 8 level
2 charging, level 10 gets level 3 charging, level 12 gets Mega Charge, and at level 15 it gains Ultra
Charge.

Attribute Bonuses:
+10 to all stats except int.
Ship Crits

Roll a d100 and look at the table:

1-10%-    navigation systems shut down-cannot interspacially travel

11-20%-    Communications Failure-no communica can be sent

21-30%-    Engine Failure-speed=1lyh
31-40%-    fire-2d6\*10 damage per round.

41-50%-    sheilds buckle-no armor

51-60%-    Tracking Systems failure- -10 to strike

61-69%-    Thruster systems fail--10 to dodge

70-80%-    Weapons malfunction-cannot attack

81-90%-    spacial spin-ship is caught in spacial spin and cannot attack for 1d6 rounds

91-99%-    Hull breach-imobilized, that section is unusable until fixed, and anyone in that section is killed

100-    Stasis lock-ship fails to function at all
Armor

**Cloth Armor**

Simple cloths that give some protection

x1 has 10 hp, Costs 5

x2 has 25 hp,  Costs 25

x3 has 50 hp,  Costs 50

x5 has 100 hp,  Costs 100

**-Encounter Suit:**

Under-suit worn by some under armor to prevent damage by debris. Absorbs hth attacks of 10 damage or less (comes in a variety of colors)costs 50 credits

x1 has 50 hp, Costs 10

x2 has 100 hp,  Costs 50

x3 has 150 hp,  Costs 100

x5 has 250 hp,  Costs 125

**-Saiyan Armor 1**

(the kind Radditz wore) - costs 100 credits
    200 Hp

**-Saiyan Armor 2**

(the kind Gohan wore on Namek) -  costs 250 credits
    500 Hp

**-Saiyan Armor 3**

(the kind Vegeta wore during Freeza battle)- costs 500 credits
    750 Hp

**Ginyu Armor 1**

(the white colored armor)  costs 300 credits
    550 hp (can only be worn by those that were in the ginyu school)

**-Ginyu Armor Level 2**

(black colored armor) costs 425 credits
    700 hp (can only be worn by those that were in the ginyu school)

**-Icer Armor**

(what Freeza was wearing in first form) costs 1000 credits
    can only be worn by icers. 1000 Hp
Armour absorbed 1/2 the dmg of the attack dealt to you.

*Standard Armor can be repaired at a cost of 2x the hp lost.*
ex x5 armor loses 100 hp in a fight, it can be repaired with 200 Credits

**\*Armor Add-on's\***

Having 3 of these raise the armor rating by 1 all and an encounter suit  by 2

-*Bracers*: adds 50 hp = 200 credits

*-Leg Bracers:*  adds 50 hp = 200 credits

*-Shoulder-pads:* adds 100 hp, -1 to strike w/ arms = 300 credits

-Hip and Groin pads:  adds 100 hp, -1 to strike w/ legs = 300 credits (groin pads block an attack to the groin unless the attack does a critical. Then see GM for effects) (armor takes 100% of that damage)

**\*Spike Add-on's to armor\***

*-Gauntlets:* +5 damage to punches, power punches, and axe-handles = 100 credits

*-Elbow Pads:*+5 damage to elbow = 100 credits

*-Knee Pads*: +5 damage to Knee = 100 credits

*Shin Guards*: +5 dmg to kicks (doesn't include drop kicks) = 100 credits

*-Shoulder Pads:* Adds +5 damage to rams = 100 credits

**\*Capes\***

Can be used to automatically block a ki attack, damage not blocked penetrates fully

*-Normal Cape* = 100 hp, 1000 credits

*-Armored Cape* = 500 hp, Requires 50 STR to use, 2000 credits
Mamano-jin

**Mamano-jin:**

Attributes

INT 4d6

MNT 5d6

STR 4d6+10

DEX 5d6+10

STM 4d6+6

SPD 5d6

HP= STM\*15 +25/lvl

KI= MNT\*15 +30/lvl

Powers:  Select 1 power at level one and 1 for each level after that.

*Special*

1. Mamano-jin are the "big brothers" to the Makyosei-jin.  Like their smaller cousins, Mamano-
jin are demons and therefore are pure evil.

2. At level up, the Mamano-jin gains 20 points to add to any attributes.

3. Mamano-jin begin play with Bulk Up, and Telekinesis at no cost.

4. Mamano-jin are born with large, leathery wings with grant them great flying ability.  They can
fly at 5mph per point of SPD.  They can fly indefinatley.

5. Mamano-jin can survive in the rigors of space.  Which basically means they are immune to
extreme heat, cold, and absence of oxygen.  When in space, they can use their wings as
solar sails, enabling them to travel through space without a space ship.

6. All Mamano-jin have incredibly keen senses that grant them a +1 to all initiative rolls.

7. Due to the odd shape and size of their bodies, Mamano-jin can never wear any armor of any
type. However, they have incredibly tough skin that gives them 100hp worth of armor.  This
increases by 10hp per level up.

8. Mamano-jin gain +1 HTH damage for every 20ki they possess.

9. Mamano-jin have a large tail which they can use to attack with.  They gain +1 to strike and it
does 4d6 +HTH damage.

10. At level 4, Mamano-jin gain the ability to transform into a larger (about 15' tall), more
powerful Form.  When in this higher Form their MNT, DEX, STM, and SPD attributes are
at +25% of normal and their STR is at +50% of normal (INT gains no bonus).  This ability
costs 50ki and 10 Stamina Points to use.

11. If a Mamano-jin is brought into LP's, they recover stronger than before.  When fully recovered
the Mamano-jin gains +25% to ALL attributes.

12. Mamano-jin can survive with negitive LP's for up to 1 week without dying.

13. Mamano-jin regenerate HP's naturally at a rate of 1d6hp (+1d6/lvl) every round.

*Unique Powers*

1.  Forced Regeneration:  With this ability, the Mamano-jin focuses his ki at certain points in his
      body, forcing the area to rappidly regenerate itself.  Severed limbs (this does NOT include the
      head!) can be regrown in a single action.  While this is very handy to have, the ability is very
      stressful on the body.  The costs are as follows:

    - Hand:    25ki, 1 Stamina Point.

    - Arm:    50ki, 5 Stamina Points.

    - Leg:    100ki, 10 Stamina Points.

    - Waist:    500ki, 50 Stamina Points.

      This power can also be used to reverse the effects of a Critical Hit, but the cost is 100ki and
      20 Stamina Points.
Anthamation

## Anthony "Anthamation" Rees

Anthony, alongside Marc, Billy, and Tal, his fellow producers for The Eddsworld Fan Movie. (Art is not mine, and Anthony is the one with the glasses)

## Section Header

### Place of Birth

Mississippi, USA

**Anthony Rees** (better known as **Anthamation**), is an American voice actor, musician and animator. He is a co-producer for The Eddsworld Fan Movie and serves as the voice of Edd. He has not yet completed his lines for the movie.

He is also the creator of Super Rad!, serving as the main protagonist, alongside Zack, Wren, and PiP.

## Links

* Anthony's website.
* Anthony's DeviantArt.

## Trivia

* He is the youngest producer for The Eddsworld Fan Movie, being 110 days younger than Tal and 117 days younger than Billy.
* His favorite Eddisodes were Hammer and Fail parts 1 and 2.
Anthony

## Anthony Rees

Art by Anthony Rees

**Anthony Rees** is the main protagonist of *Super Rad!* (formerly Anthonysworld), and he is the bass player and possible singer of his band.

## Profile

### Appearance

Anthony has spiky dark brown hair, a fair complexion, and green eyes.

He wears a dark red zipper hoodie with a black hawk on it over a T-shirt, jeans, and sneakers.

### Personality

He has a personality similar to Edd from Eddsworld.
Wren

Character sheet drawn by Anthony Rees

> "*Give me a reason not to ignore you.*"
>
>
>

**Wren** is a main character in *Super Rad!*, and the guitarist of the band. He is the second oldest of the group, after Anthony.

## Profile

### Appearance

According to the comics and Anthony's own words, Wren has dirty blonde hair, blue eyes, and a fair complexion.

In the comics, he wore a grey T-shirt underneath an olive green jacket and purplish blue trousers. His footwear is unknown. In his reference sheet, he wears a jacket and shirt, possibly the same ones featured in the comics, trousers with tears in the knees, held up by a belt with a chain on it, and heeled boots.

### Personality

He is described as the "crabby but impressive chord warrior", which reveals he is crabby often, and has a possible attitude. He was also once said to be a "sarcastic asshole". On his latest character sheet, a quote that says "give me a reason not to ignore you" is displayed, possibly showing he does not care about others.

## Trivia

* Wren is the only character to have not appeared in an animation.
* Him and Anthony share the same birth year, but Wren's birthday is after Anthony's, making him younger.
* Wren has gone through the most character designs, at 4.
Léon Prunelle

NOTE: This is a wiki page for the version of the character from the Crossover Chaos fanfiction canon. If you are confused, there is a page on the Spirou wiki to edit with information from the actual canon he came from here.

LéonPrunelle (Full name: Léon Albâtre Prunelle) is the former leader of the EMCU, and is still a member of the EMCU. He used to be the main character until Ron took over. He is a trans man, and gay.

## Léon Prunelle

### Occupation

Former leader of the EMCU, current member of the EMCU

## History in Crossover Chaos

Prunelle used to work at the Spirou office in Brussels, Belgium, until the Omniversal War broke out. He became part of the GoF and remained a part of it after the war, turning the Guardians of Freedom into the EMCU after it's previous leader died after a battle.

## Personality

Prunelle shows very developed leadership skills, which made him a good leader for the EMCU. He also has a very short temper, and is also a very hard worker. He has a lot of love for his teammates, his friends and his family.

## Appearance

He has very dark skin, and a fairly muscular build. He has gained a bit of belly weight recently, but is still incredibly muscular. He is about 5 foot 4. He has multiple tattoos, and piercings on the top of his ears. His eyes are brown, and he has a huge nose. He wears glasses, and he usually wears a lot of robin's egg blue.

He also has top surgery scars, which he sometimes paints with non-toxic paint due to Island Nekonian tradition.

## Relationships

Parents: Felix Prunelle, Liliane Prunelle

Husband: Peter Venkman Sr.

Children: Olivie Prunelle-Lagaffe, Jean-Claude Prunelle-Lagaffe, Yves Prunelle-Lagaffe, Iris Prunelle-Lagaffe, Felix Prunelle-Venkman, Jessica Venkman (adopted), Peter Venkman Jr. (adopted), Bean Prunelle-Lagaffe, Rene Prunelle-Lagaffe

Ex-Spouse: Gaston Lagaffe

Friends: Yves Lebrac, Fantasia Bioducci, Dick Tracy

## Measurements

Height: 5 feet, 4 inches

Weight: 352 pounds (mostly muscle)

Chest: 60 inches

Waist: 34 inches

Thighs: 70 inches

Calves: 65 inches

Biceps (unflexed): 82 inches

Biceps (flexed): 100 inches

Forearms: 62 inches

Shoulder Width: 28 inches
Nyghtwulf Galaxy

The Nyghtwulf Galaxy, also known as Delta Orionis, is the galaxy where the planet Bagklock is situated. It is a hot point of contention by the Byakkan Empire.

## Known Places (Inner Galaxy)

Davorin

Kali

Bagklock

Heli - Moon

Ociomira - Moon

Morningstar - Moon

Ares

Bellona - Moon

Matrikas - Moon

Dragos

Hunila - Moon

Sinikka - Moon

Taavi - Moon

Attala - Moon

## Known Places (Outer Galaxy)

Oniaris

Venetta - Moon

Simone - Moon

Vroni - Moon

Voletta - Moon

Tosca - Moon

Beldanis - Moon

Gerannis - Moon

Zanril - Moon

Kedrine - Moon

Kythalis - Moon

Calthila - Moon

Kroge - Moon

Krorr - Moon

Leshokrull - Moon

Zatrix

Khetharus - Moon

Tramil - Moon

Krizul - Moon

Zekthal - Moon

Yadoshix - Moon

Uthrok

Xoxith - Moon

Coiros - Moon

## Known Places (Bordering Starry Sky Galaxy)

Xalyth

Kenill - Moon

Halylene

Verikruunu - Moon

Yohelvetti - Moon

Quarna

Griskovax - Moon

Duskbone

Kazgex - Moon

Bekebi - Asteroid

Gemenu - Asteroid

Nectamenre - Asteroid

Vizea - Asteroid
Ardan System

The Ardan System is the CC Universe's version of our Solar System. All the objects orbit around the Sun.

## Inhabited Objects in the Ardan System

Mercury

Venus

Earth (scientifically known as Arda. Has a moon, Luna)

Mars (and its moons, Phobos, Deimos, and Ceres)

Vesta (asteroid settled by humans)

Jupiter (and its moons, Ganymede, Callisto, Io, and Europa)

Saturn (and its inhabited moons and asteroids, Titan, Rhea, Tethys, Hyperion, Janus, Pandora and Helene)

Uranus (and its moons, Titania, Oberon, Umbriel, Ariel and Miranda)

Neptune (and its inhabited moons, Triton and Proteus)

Pluto (and its moon, Charon)

Haumea (and its moons, Hi'iaka and Namaka)

Makemake (and its moon, Uoke)

Eris (and its moon Dysnomia)

Lutetia (inhabited asteroid)

Mathilde (inhabited asteroid)

Ida (inhabited asteroid)
Egon Spengler

Egon Spengler is the leader of the EMCU Science Division, and is Gaston Lagaffe's husband. He is agender, and bisexual.

## Egon Judas Fulgur Spengler

### Occupation

EMCU Member, Science Division Leader, Royalty of 2 planets

## History in Crossover Chaos

It's assumed he's had most of the same history as his Real Ghostbusters self and Extreme Ghostbusters self, except for a few key details.

His father, Harold Spengler, faked his own death when Egon was really young. Therefore, Egon never knew he was Thorsfærian royalty until he married Gaston.

Also, Egon, along with the other 3 Ghostbusters, is immortal, so he didn't age by the time Extreme Ghostbusters happened in the Crossover Chaos timeline.

Egon also never married Janine Melnitz around that time, either, because the two came out as gay to each other in the 90's and went their seperate ways not long after the last episode of Extreme Ghostbusters happened in the Crossover Chaos timeline.

Peter Venkman Sr. was set to marry him before the Omniversal War, but Egon died horrifically before they could marry, and Peter went off to find another man, never knowing Egon would come back to life.

Egon got brought back to life by Bendy's Ink Machine, becoming an Inkblot in the process.

Egon married Gaston Lagaffe instead of Venkman, and now they have a beautiful daughter and a son on the way (as of this writing).

It turns out Egon was not quite gay after recently, however. In a recent Infinity Heroes arc, it turns out he's bisexual.

## Personality

Unlike his canon RGB version, Egon has way less control over his emotions. This might be due to his different brain chemistry then his canon version. This also shows in his body image issues, which he is very open about.

He's also not the best leader, due to inexperience.

He is just as smart, if not smarter, then his canon counterparts.

He is also a very good parent and a very good partner to Gaston.

He also has PTSD. This is rarely shown in Crossover Chaos, but it's there.

## Appearance

Egon has pale skin, and a rather unusual face shape. He has a fairly muscular build, including his incredibly large pecs. He is about 6 foot 7.

He has cybernetic parts, taking up part of his face, his right arm, and his back. They are pink and grey, and the pink parts glow in the dark.

He also has red glasses, and blonde hair. The blonde hair is in a very short undercut style, with a rattail at the back.

He's also blind in one eye, so his right eye is a super pale cloudly blue, compared to the regular light blue that is his left eye.

His assigned colour is pastel pink.

## Relationships

Spouse: Gaston Lagaffe

Children: Samantha Spengler, Howard Spengler-Lagaffe

Ex-Fiance: Peter Venkman Sr.

Friends: Renee Stantz, Winston Zeddemore, Janine Melnitz

## Measurements

Height: 6 foot 7

Weight: 322 pounds

Chest: 65 inches

Waist: 29 inches

Thighs: 50 inches

Calves: 42 inches

Biceps (unflexed): 60 inches

Biceps (flexed): 80 inches

Forearms: 50 inches

Shoulder Width: 32 inches
Bendy

Bendy is an Inkblot Demon, who is the protector and operator of the Ink Machine. He resides in Joey Drew Studios, and is the godfather of Trippz Grissom's child Candae.

## History

Bendy was born from the Ink Machine, made by Joey Drew himself. Since then, Bendy has been protecting the machine.

When the Joey Drew Studios was shut down, Bendy and his friends were left in the studio. Bendy became so lonely, that he became a monster, and people who entered the place hostage. Trippz, Gaston, and Prunelle entered the place, when Bendy was in his monster form, and attempted to attack them. He let them go when Trippz reminded him of his own humanity.

When Trippz got severely injured while pregnant, Bendy saved her, and her baby by infecting her with his ink, which made Trippz an Inkblot.
Ligonian Time School

Taught on a moon named "End of Time" this focuses on HtH, Defense
and Time Manipulation.

1. Multi Punch
2. Multi Kick
3. Combat Teleport.
4. Resting
5. Block
6. Advanced Block

1. Ligonian Time Warp - You may warp back 1 action and reroll dice once. Can only do this once per
round.  This attack is 6 STM for Ligons but costs 60 ki and 8 STM for all other race. +10 MNT
+12 STR +10 Dex +10 STM +8 SPD
Briar Rose Read

Briar Rose Read (Birthname: Briar Collum Phillip Read) is a member of EMCU Team Firebolt, formerly Hero Force. She is a dragon and human hybrid, and is straight. She is about 15 years old, and is very cheery. She is in a relationship with Emerald Drekislater. She is a self insert of a friend of Elwynn James. She will be turned into a girl in a future arc.

## Briar Rose Colleen Read

### Occupation

Former EMCU South Member, Current EMCU Team Firebolt (Hero Force) Member

## Trivia

She is the self insert of Colleen, a friend of Spiroucore.

She is one of the few straight characters in Crossover Chaos.

She is intended to be comic relief, before and after the gender change.

She is planned to become a tomboy after her gender change.
Regen Rules

*\*Ki Regeneration\**

Ki is the warrior's main asset. Once Ki is used, it can be regained 3 different ways.

One: a
rejuvination tank, these will heal all hp and ki if a fighter is in one.

Two: the mystical senzu, these
are very rare and found only on earth in one spot (or being carried around by warriors fortunate
enough to have them), so its not really a way, but it is still a way to regain ki.

Three: after one full
day of rest, half of the ki you have lost is regained, in another full day of rest it will all be regained.
If you do any activity during these two days, for every hour you do something, its another 2 hours
of rest needed.

*\*HP and LP Regeneration\**

A character will regain HP at a constant rate of 10% per day. LP loss usually requires medical
attention to properly heal. LPs are regained at the rate of 2 per day without treatmentanyway, but
in a hospital, a character will regain LPs at a rate of 5 per day. LPs are only affected when a
character has gone through all his HP, and if they lose all their LP, then plant them 6 feet deep,
they're dead.