recursal/Fanatic-Fandom huggingface dataset:
Major Rules

*\*STM Count\**

A character's STM indicates many things. In the Dragonball RPG, it tells how many
melee rounds a character can engage in combat. A character with a STM of 25 can fight non-stop
for 25 actions. Every action subtracts one point from the STM pool (note that this is not from the
STM attribute, STM count is different). There are many things that can reduce this count. You
need to keep an STM count. There are other factors such as powers that cost more than the usual
1 STM to work. These will always have notes under them stating the difference in STM cost.
When the character's STM count reaches 0 he begins to feel the effects of his activity. For every
melee round that a character fights after his count reaches 0, add he gains -2 to ALL rolls, except
damage rolls.
Note: that these bonuses are cumulative.

Example: A character with a STM of 15 is trying his 17th actions. He should be -4 to all rolls

Eventually the character will reach 0 on all rolls.  At that point, they would usually collapse into
unconciousness.

You may recover 1 STM if you rest for one action.  Resting doesn't use any STM.
Makyo-jin

**Makyo-jin**

*Attributes*:

INT 2d6

MNT 4d6

STR 4d6+2

DEX 5d6+4

STM 4d6

SPD 4d6

HP: STMx10+20 per level

KI: MNTx10+20 per level

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

*Special*

1. Makyo-jin start with an additional HtH move of their choice.

2. At a level up, Makyo-jin receive 20 points to put in any stats except INT.

3. Choose one school of technique

4. Makyo-jins start with Telekinesis OR Bulk-up at no cost.

5. For every 40 ki the character has, +1 HTH damage.

*Unique Powers*

1. Makyo-jin have the natural ability to create weapons from their body. These weapons do
2d10 damage, +2d10 per level of having them gains hth damage bonues Costs 10 STM to make.
Can be picked at level 2,  but cost a power selection you use an extra power to make this SP.
AC if STR is 2x your opponents STR

2. Dual Weapons- Can make 2 weapons at once now. Each weapon does 3/4 of the normal
damage dice, but can be used simultaneously during an attack. Each one has it's own strike roll, but
if using both simultaneously, each one has a -4 strike penalty.
Example:
Garlic is level 8. He creates 2 swords, each having a damage die of 6d10 (3/4 of 8= 6).
(NOTE: You have to pay the costs for each, that is, a total of 60 ki and 10 STM to make both.)
same AC as above

3. True Form- Makyo-jin have two forms, a smaller and weaker one, and a larger and stronger
one. The smaller one is their base form, and the larger one is only achievable once they reach level
4.  They can switch between these forms, however, once they transform into the large form, they
must wait 2 days before they can go back to the smaller form.
Stat changes for Large form are as follows:

MNT: No change

STR: +25%
DEX: -10%

STM: +20%
SPD: -10%

+2 HP Multiplier

+1 Attack per Round
Uniques (4 Points)

**Ki Vampire:**

 You are a ki vampire and ancient race thought to be extinct.you feed on other peoples ki you can
survive in space and without food or any sustenance.You recieve a +5 to all stats special power:
Ki Drain a hth atk that causes the defender to lose 3d4 hp and 1d6\*10 ki  every lvl of the vampire.
This atk cost the vampire 15 stm points for every d6.Thirst:Every 24 hrs you mus Drain ki off
someone or suffer -5 to all rolls and stats every hour past the base 24 hours.Gains 2 hours to the
base every lvl.

**Insanity:**

You have been tortured/traumatized in the past.You recieve double (2) lp bonuses at the start of
the camp.And you are insane total disregard for life, mostly your own. You love to push all the
limits you can.You are not affected by any fear and in times of great pressure you mind overloads
and you go berserk +20 hth dmg per lvl.+5 strike and you have a 30% chance of going completely
insane.

**Spirit of Vengeance:**

You are the reincarnation of a hell creature,instead of coming back to amend for your previous sins
you have come back to seek revenge, +3 to all physical stats.+2 to all rolls +66hp&ki. And discuss
with GM for a special power.

**Nemesis:**

On the day of your birth there was a baby born at the same time as you,a link was made an eternal
challege between both was foretold.Enchanted with mystical ki force granted them the ability to
become stronger and better then normal.+3d6 to all stats except int which is +2d6.+3 to all rolls.
Special: you are immune to all his ki attacks he is immune to yours.+30 hp and ki per lvl. There
MUST be a showdown between the 2.

**Servant:**

You serve a greater power(god,demon...etc),your master has enpowered you to serve him better.
You recieve -10 int +5 mnt +15str +5dex  +15stm +10spd.starts with eye beams.

**Warlord:**

You are the most despised the most hated and also most feared person around your reputation
exceeds you. You are already a tough as nails warrior so +5 to all stats stats with 5d6\*100
credits. You get an intimidation factor which gives you +10 init and +1 to all hth rolls.

**Ki Master:**

You believe ki is the foundation of life (what the force is to a jedi) you have spent your entire life
dedicting yourself to the ki arts.you recieve +25 to your mnt and +10 to int and recieve +2 to ki
rolls and 250ki in bonus you also recieve a +10 to your base ki invent and gain an extra ki invent
roll every other lvl (2,4,6..) There a downside.Since you are so powerful with ki your body is
weak -10 str -5stm, dex  & spd -100 hp.also recieves -10hth dmg but recieves +10 ki dmg every lvl
Start with the first 3 levels of offensive ki.

**Hunter:**

 You are a hunter by birth you have extremely evolved sense starts with lvl 1 sense ki at a +70%
rate to it. This super sense also gives you a +2 to all rolls (strike,dodge,init...etc) and +10 hth dmg
for every 2nd lvl after this (1,3,5,7,9,11...etc)
Flight

**-Level 1, Flight:**

 The character can fly, SPD times 5 mph. Flying costs 5 ki per hour.

**-Level 2, Advanced Flight:**

The character can fly, SPD times 10 mph. Flying costs 10 ki per hour.

**-Level 2, Damaging Aura:**

This adds +10% damage to all hand to hand atttacks in the air.  Cost the
power of the flight you are using times two to use.

**-Level 3, Boosted Flight:**

The character can fly, SPD times 15 mph. Flying costs 20 ki and 1 STM
points per hour. At this level a character can spend even more ki and stm to increase his flight
speed to the max.  At as cost of 5 ki and 1 stm per 5 minutes, the character can increase his flight
speed by a factor of one, up to a max of SPD times 30 mph.
ex. Kaku has a speed of 50, he initiates Boosted flight costing him 20 ki and 5 stm, and traveling at
750 mph. Kaku is in a hurry, so he pumps in 15 ki and 3 STM to max out his flight speed. He
now is traveling at 1500 mph! (50x30 mph) at a cost of 15 ki and 3 stm per 5 min, quite expensive.

**Level 4= Light year Flight**

The character can fly, SPD times 20.Flying costs 30ki  and 10 STM points per hour. At this level
a character can spend even more KI and stm to increase his flight speed to the max. At as cost of
10 KI and 5 stm per 5 minutes, the character can increase his flight speed by a factor of one, up to
a max of SPD times 40 mph.

**Level 5, Space Flight:**

The character can fly at 1 lyh for every 100 SPD.  This cost 200 ki per
hour and allows this person to fly in space. Note that they cannot go through the atmosphere without
beinng fried crispy, and must pay 200 ki every hour in space, even when not flying

*\*To use in battle with Any of the Flights (Except space flight), it cost the amount of stm & ki for an*
hour, in a round.  If you specialy boosted flight, it costs the ki & stm for 5 minutes, per 1/3 of your
actions.\*For every 200 mph you have, you are +1 to strike and dodge, which means ki, ranged, and
normal.  There is no maximum on this, sometimes it's great to be a great flyer.
Avoidance

**-Level 1, Discharge Dodge:**

  A character uses the power of discharge (must have to use this
technique) to dodge more quickly.  Roll Discharge damage, and each 10 damage adds +1 to ranged
dodge.

**-Level 1, Combat Teleport:**

This allows character to move extremely fast for a short period of
time.  It is not an actual teleport. They can only teleport within their line of sight and it does not
use an action. The character can use this to attack and dodge. Make strike/dodge roll plus usual
bonuses with an additional +2 to strike/dodge. If a Dodge fails they can try to use normal dodge
plus usual bonuses. Costs 10 ki and must have SPD 25+.

**-Level 2, Advanced Combat Teleport:**

This ability is basically the same as the normal combat
teleport, but gives a +5 to strike/dodge. Costs 50 ki, and must have SPD 50+

**-Level 2, Zanzoken:**

This lets the user move so fast that he leaves an after image. This will allow
the character to attack from a different spot while the enemy is confused. For every 15 points of
SPD the character has he leaves one after image. Each after image costs 5 ki. For every after image
created, the character gets +1 to strike. This can also be used while dodging, having the same effect,
but adding the bonus to dodging. This technique costs 3 STM points.

**-Level 3, Multi-Combat Teleport-**

This is the same as combat teleport but does 1d4+1 of them.
Each time you dodge, you  may subtract 2 until there is no bonus from teleport, then you may no
longer dodge.  It basically gives you up to +10 to dodge and strike. This costs 100 ki and you must
have Combat Teleport

**-Level 4, Multi-Advanced Combat Teleport-**

This is much the same as Advanced Combat
Teleport, and it does 1d4+1 of them. Each time you dodge, you may subtract 2 until there is no
bonus from teleport, then you may no longer dodge.  It is basically a powerful ability to have.
This may be done only once per two rounds, and it costs 300 ki and you must have Advanced
Combat Teleport.

**-Level 5, Dimension Warp-**

The user opens a portal in time and space and jumps through
the portal to dodge the attack. It costs 100 ki and you must have at least 100 SPD to use the
technique. This gives +20 to dodge rolls.

**Level 6, Perfect Teleport:**

This attack allows you to auto. dodge the attack.It costs the dmg divide by 2 ki to dodge this
attack.(Ex.Cell tries to Perfect Teleport 17's kick,17 would have done 108 dmg,but Cell dodged it
costing him 54 ki to dodge the kick.)You must be atleast lv1 15 to use this and have a Power Level
of 50,000,000+.
NOTE: No avoidance moves may be used in conjunction with each other (i.e. two of these
moves may not be used at the same time).
Виногруша

"Эта та самая груша, только фиолетовая... а почему я опьянел?!"

### Место нахождения

Алкогольная Пустошь, Красочная Тундра, Сияющая Полупустыня, Тараканьи Луга, Папоротниковый Лес

**Виногруша** - фиолетовый фрукт, похожий на грушу. Когда гниет, выпускает сильные наркотические пары. Они воздействуют на фермера потерей орентации, замутнением зрения и через некоторое время фермер падает в нокаут.

## В слаймопедии

Виногруша - опасный фрукт, похожий на грушу. При гниение выпусокают сильнейшие наркотические пары, из-за которой фермер сначале тереяет орентацию и начинает замутнятся зрение а через некоторое время фермер падает в нокаут.

**Вкус и запах:**

На вкус винигруша как вино, незрелое яблоко, груша, крабовые палочки и лук. Несозрелые плоды виногруши на вкус как кока-кола, тухлый помидор пересоленный огурец и чеснок. А пахнет виногруша как сигарета, шашлык, чеснок, протухшая свинина, рыбий жир, ртуть, жареная картошка, апельсин, арбуз, яблоко и тухлый помидор.

**Место накхождения:**

Виногруше все равно где расти, но в местах где есть алкоголь они растёт быстрее в более больших количествах.

**На ранчо:**

Вложите виногрушу в садовый приёмник, и вы вырастите своё собственное большое виногрушевое дерево. Этого дерева хватит на несколько сборов урожая. Для ускоренного роста и большего количества плодов желательно купить улучшение огорода "Спиртной Грунт".
Training

Training can involve many things, running, sparring, lifting weights, meditation, etc. Here's
a few methods and what the bonuses are.

**Sparring with others** = +50 exp per 1 week (Need partner)

**Sparring with practice dummy** = +10 exp per 1 week (No partner)

Training with Rocks / Heavy Weights / Destroying things = +1 STR per 1 month

**Training with intense meditation** = +1 MNT per 1 month

Training in the classroom = +1 INT per 2 month

Training in jungles to increase agility = +1 DEX per 1 month

**Training for extended periods without rest or Swimming** = +1 STM per 1 month

**Training by running sprints, etc**. = +1 SPD per 1 month

Training all around= +1 to all stats but INT per 4 months

**Gathering knowledge on techniques used in battle** = +1 power per 2 months

Getting punched over and over and over = +1 HP mod per 4 months (CAN ONLY GET +2 EVER)

**Gathering Ki** = +1 KI mod per 4 months (CAN ONLY GET +2 EVER)

*Weighted clothing*

The max level you can wear is STR / 2

Every month you gain Weighted Clothes level /2 points to distribute among your stats.

You must put at least 10% into each stat and cannot add to INT.

In the case of lower level weighted clothes where you get too little to meet 10% you must
add at least one point to stats in this order.
STR
STM
DEX
SPD
MNT

While you wear weighted clothing it weakens you like below.

-25% STR

-10% DEX

-10% STM

-10% SPD

After wearing them for 1 month In game time, when you take them off in battle you get an additional +5% to all your stats. However, you loose 2 weeks worth of training and have to reset you training.

*-Gravity Rooms, Increased Gravity, Gravitation, etc.-*

A character who trains in increased gravity gains a number of points equal to the level of the
gravity divided by 1/4 These points can be distributed among any stats except INT, and at least 25% of the
points must be put into STR, and 10% must be added to each of the other stats.

ex. Kaku, needing a better workout then weighted clothing, gets into the gravitron and works at
x100 gravity, which gives him 25 points to distribute to stats.

**Gravity requirements**

A character may only train in gravity up to half of his STR, each month of
training allows you to increase the gravity by +10 until reaching desired gravity level or up to his
STR level.

Gravity training takes 1 month to take effect the first time, if training continues in the same
level of gravity, then the bonuses take twice as long to take effect each time.

This is not recommended, and you cannot go to a store and buy one. A GM must know you
want to buy one, and you may not be allowed. They are too overpowering, yet they are too
important to completely remove.
Defensive

***\*\*Defensive moves may only be used instead of dodging.  It may not be used after a failed***
dodge.\*\*

**-Level 1, Improved Resting:**

Character may learn to rest quicker, thus using their action to regain
2 stm.
Note: Normal resting, which everyone has, recovers 1 STM per action.

**-Level 1, Block:**

Character may choose to take 1/2 damage instead of dodging an attack.  So
now before you roll your strike, you must pronouce this.  Cannot use a Defensive Ki Move.

**-Level 2, Advanced Block:**

Character may block as normally, but can use a defensive ki move with
this defensive move.

**-Level 2, Parry Blast:**

Parrying a blast can be anything other than just dodging it. you can catch it,
swat it away, block it, anything you can think of. just make stk-5. if you catch it you can throw it
back, but it costs you 1/2 of the original Ki to create it, to control it and throw it back. Then roll
strike,ect. This could go on and on. After 3 throws though the attack leaves behind 1d6\*10 damage
which hits the thrower. It also costs 1 STM per throw. Each time the attack cost 1/2 as much ki as
the last one (rd up) lowest ki cost is 1.

**-Level 3, Power Resting:**

Character absorbs some of the energy to gain 5 stm in that action, but
this may only be done twice per round, and costs 10 ki.

**-Level 4, Absorb Block:**

Block 1/4 of the Damage, but you also GAIN 1/2 of the ki used to put in
the attack.  This cost 3 stm to do, and you may use Defensive Ki with the move, but than you
only gain 1/4 of the ki used in the attack.
\*Note\* When you are past 0 stm, you cannot rest, or you just fall over and lose.

**-Level 5, Resistance:**

 Under much training of the blocks, and rests, you have learned to have a
normal resistance to attacks.  Subtract STR/5 from all attacks done to you.  This may be used
in conjuction with the Recoomians Natural Armor, and does Subtract STR/2 and cannot be
pierced, when done so
Power Up

**Level 1= Powerup**

Changes your PL mod to /13 for the rest of the fight. Requires class C.

**Level 2= Super Powerup**

Same as 1st level, but to /10. Requires class D

**Level 3= Ultra Powerup:**

Same as 1st level, but to /5. Requires class E

**Level 4= Ultimate Powerup:**

Same as 1st level, but to /2. Requires class F
Ki Body Enhancements

**Level 1= Bulk Up:**

 The character can spend 5 KI to give himself +2 to damage for that action. Can only use 25x his
level in KI.

**Level 2= Super Bulk Up**

:
Same as above but each 5 KI gives +3 to damage.

**Level 3= Mega Bulk Up:**

Same as above but each 5 KI gives +4 to damage.

**Level 4= Ultra Bulk Up:**

Same as above but each 5 KI gives +5 to damage.

**Level 5= Ultimate Bulk Up:**

Same as above but each 5 Ki gives +6 to damage.

**Level 6= Final Bulk Up:**

Same as above but each 5 ki gives +7 to damage.

**Level 7= Final Fist:**

Same as above but each 5 ki gives +10 to damage, can only use x20 your level in ki, and it costs 1
stm per +20 hth damage.  You may only do this once per battle.

**Level 8= Splintering Fist:**

You can pay the cost of 1 ki per 2 damage you deal, to be purely unstoppable, it can't be stopped
by any aura except the MA Aura.  Any damage you don't add this onto of your attack, can still be
stopped
Savage Lands Defense

1. Flight
2. Discharge
3. Combat Teleport
4. Sense Ki
5. Supress Ki

1 Savage Claw: This move summons the characters primal instincts and combines multiple claw
punches and a double claw strike to seriously injure the opponent and throw him off guard. +3 to
strike, does 1d6 punches, +1 double claw strike which inflicts 4d6 damage, and if successful, it
makes the defender lose one action for that round, or if none remain, one for the next round plus
initiative. This costs 10 ki to use. After five levels of using this technique, the attack does and extra
1d6 punches. This can only be used twice per combat.

2. Claw of the gods: This creates a ball of energy that is easily controlled by a series of hand
movements by the creator. The ball does 4d4x12 damage, +2d4x12 every  level, is +4 to strike, and
costs 75 ki.

3. Fatal Fury Attack: At the cost of 25 stm and 200 ki the attacker can generate an enegy of devasting
proportions upon the attack delivers a combination multi punch,multi blast.You deliver an equal
amount of punches and blasts (use the same d6) this attack goes up like a regular multi punch and
gains 1d4 per lvl to the blast.the blasts do 2d4\*15 dmg and the punches do 2d10 dmg
(1d6\*(2d6\*10+ki bonus)+(2d10+hth bonuses)

Attribute Bonus: +15 str, stm &.dex -15 mnt -5int
Kanassa-jin

**Kanassa-jin**

*Attributes*:

INT 2d10

MNT 6d6

STR 7d6

DEX 3d6+2

STM 3d6+5

SPD 4d6+5

HP: STMx10+20 per level

Ki: MNTx12+20 chi per level
+2 actions per round

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

*Special*

1. They recieve +20 to any stats when leveled

2. Kanassa-jins are good with ki. For every 100 ki they gain +10 Ki damage

3. For every 50 Hp they gain +10 HTH damage

4. While on the planet Kanassa, the Kanassa-jin may all use all Psychic powers of level 3 and
below.  If they leave the planet, they lose the ability to use any Psychic powers, even ones they
have chosen as powers.  These powers are granted by a reaction the Kanassa-jin body chemist
has with the mineral known as Kanassite, which is only found on their planet.  If a Kanassa-jin
takes a block of this mineral with them when they leave the planet, they retain all of their psychic
abilities.  However, this block may be no farther than six feet away to be usable.  Also, the block
must be at least 10 sq. cm in size.  If it is broken up into smaller peices, it loses it effects.  Because
of this Kanassa-jin usually take more than one block with them when they leave.

5. Kanassa-jin begin with 1d4 blocks of Kanassite, if they do not currently live on Kanassa

6. Gains +5% to all stats when LPed

*Unique Powers:*

1. At level 5, Kanassa-jin gain the ability to see glimpses of the future.  This power may be used
by concentrating and spending 50 ki.  This power is usually random, and the Kanassa-jin is usually
not able to tell when the event they see will actually take place.(Ask a GM for help on this)

However, at level 18, they gain the ability to focus this ability and use it in combat.
When used in this way, the Kanassa-jin must
spend 100 ki and then gains +20 to strike or dodge immediately after.  After level 7, the
Kanassa-jin gains the ability to grant this power to others.  By hitting the target in the back of the
neck, the Kanassa-jin allows that target to see two of the most important events in the victims
future, but not know when exactly these will take place.  These events are usually negative (though
sometimes positive).  This power costs 75 ki, does 2d10 damage, and makes the target -5 to dodge
and strike for the next two rounds.  This attack uses HtH strike at -5, if the target tries to dodge.
Bald School

1. Flight
2. Discharge
3. Multi-punch
4. Multi-kick
5. Sense Ki
6. Supress Ki
7. Kienzan

Advanced Natural AOP: 1 Ki  = 2 HP

Kakusan Ha - The user fires a large blast of ki, which splits into several other blasts
of energy, inabiling the user to damage many enemies at once.  Does does 1d6\*5
damage at level 1.  Becomes 1d6\*10 at level 2, plus +1d6\*10 per level after.  At level
one, can target 3 enemies, +1 enemy per level.

Stat Bonuses: +5 INT +10 MNT +10 STR +12 DEX +12 SPD +10 STM
Zack

## Zack Rogers

Art by Anthony Rees

> "*I'll do my best!*"
>
>
>

**Zack Rogers** is a main character in *Super Rad!*, being the sax and synth of the band. He seems to be the most friendly of the group. He is the youngest of the group, at age 15, and he is 5"1.

## Profile

### Appearance

Zack has orange hair, which is spiked up slightly, and red eyes.

Zack wears a light red hoodie, with two white stripes on the right arm, a white T-shirt beneath his hoodie, and khaki trousers. His shoe color is unknown.

### Personality

He is described as "the running and jumping synth and saxophone sergeant", possibly referencing an energetic attitude. Him, like his friends, is skilled with playing an instrument, his being the synth and the saxophone. He is innocent, cheerful, optimistic, casual, and smart.
Mixed Races

Mixed Races=
The following Races cannot be mixed=

Android (Human based can)

Kaioshin
Icer

Metal Mutant

Namek

Buu

Dragon

Kaio

Mamano-Jin

Darbura

Bebi

Human Buu

Hildegam

Cell

Janenba

Kibitain

Stats=
In order to have mixed races you must first pick which race is gonna be the base, (EG: Saiyan,
Human, Triclops, etc)

Attacks Per Round=
Always +1, no matter what mixture of Races.

HP+KI Multipliers=
You can only choose one race or the other, no mix-matching HP or KI mods.

Specials=
You gain half of 3/4 base Race Specials and half of your other Race Specials. (cannot get both lp
bonuses or lvl up bonuses, one or the other, and cannot take races both supers)(if not able to get
required number of specials...eg.4 specials for 1 race 2 are lp and lvl bonuses...take that many more
powers).

Uniques=
Choose 2 Uniques from base Race and 1 from the other Race.

NOTE:
You may give up specials or uniques for powers but not the other way around
K-jin School

these are the techniques learned in this weird school this has been the rarest school indeed you
must roll a 1-30% or be over level 10 to even be considered for it. There are a set of rules for this
school on how its techniques must be used.
rules:
1.must never let anyone find out of the secret K-gin society
2.must at least do 2 week of fasting / solitary meditation every mounth

Discharge
1. Combat Teleport
2. Sense Ki
3. Supress Ki
4. Hide Ki

1. K-jin burst:this technique allows the attacker a sudden burst of speed,granting him the ability
to use 2 actions in 1 turn.this is a very difficult ability to learn and master.you recieve an extra
action  for one turn every 4th lvl

2. Nami-Kamiko:this is the most powerful atk of this school.this blast is designed to be a finisher
-15 dodge the blast does 3d20\*10 dmg the blast is ap and on a roll of 18,19 its double dmg 20 crit
and double dmg cost 75ki.and 5 stm.gains a d20 every lvl after cost goes up to 100 ki and 5stm +5
stm per lvl of the attacker.

3. Eyes of Understanding:this special technique is meant to help the fighter adapt to the difference
in styles so this allows him to gain extra + when coming to hit or dodge...this in a way is a quick
learner ability +2 to everyroll except saving throws every 10 turns:it cost 20ki for +2 for 10 turns

4. Ultimate Sin:this ability causes a steal of life energy from another body. This skill can be used to
recharge hp or ki or to drain a sucker from all his power. Control of this technique can only can
only be reached at lvl 8.and can drain up to 20% of what you are trying to recharge. This cost 50
stm everytime this is done
Majin School

The Majin School is located in hell. You are tought the Majin powers by Babidi and after you
become Majin you may return to normal but lose bonuses only if you are hit by a person's Mystic
Beam.

Only pure EVIL people can train here. Must be level 10+.

1. Eye Beams
2. Mouth Blast
3. Ki Shaping
4. Capture Ball
5. Masking KI
6. Self-Destruction

1. Majin Powers:
Majin Powers is the exact opposite of Mystic 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 can use your old super forms and have the super bonuses but each super form you lose 1
class.

2. Majin Beam:
The Majin Beam is mainly used to make Mystics Majin. It does 1d6\*5 damage per level and
costs 5 ki per 1d6\*5. The Mystic can only dodge this attack or counter with his Mystic Beam.
Whoever loses the beam battle is turned into what his opponent is.
Wyvern Dragon

Wyvren Dragon

Attributes:
INT 5d6+6
MNT 3d6+10
STR 5d6+8
DEX 4d6+10
STM 5d6+10
and SPD 6d6+10.
HP: STMx13+25/level
Ki: MNTx13+25/level
Pick 3 powers at level 1 and one for each level after

Abilities:

1.Can speak Dragonese at level 1, Common at level 2, and Telapathically at level 5.

2. Start with Flight, which does not cost Ki.

3.Every level they get 22 points to add to any base stat except INT, and 2d2 to add to INT

5.At level 10 a wyvrn dragon gains the ability to allow himself to be the dragon of a set of dragon
balls. This can only be done by a Namek of the Dragon Family.

6. All attacks made must be associated with your element.

Unique Powers:

1.Armored Scales: Dragon scales are extreamely hard. +2 to dodge, +1d6\*10 to hp (with another
1d6\*10 hp a  level), have a chance to repel small attacks (10% to repel ki attacks 1d2\*10 or less,
+5% every level) Dragon's can only get this at level 4

2..Breath Element: Dragon's can breath one element corresponding to their color.
They can not get this power until lvl 2.
Costs 25 ki and does 1d10\*12+1d10\*12 per level.
NOTE: All breath attacks are temporary, last until the battle is over unless stated otherwise or
you lose a limb.

3.Spine Spikes: At lvl 3 Dragon's have a 40% chance to get Spine Spikes that go from the tip of
the nose to the tail. These spines give +5 to hth damage, and have a 30% chance to damage an
opponent when you are hit. The chance to get them can be re-rolled every level, but stays 40%.

4. Every dragon has a tail and chomp attack.  Tail does 4d6 damage, and is -1 to strike.  Chomp
does 5d6 damage, and is -2 to strike.
KenDo-Ken

this is the art of attack ...this has been created by the ancient namekians

1. Combat Teleport
2. Eye Beams
3. AOP- 1KI= 5 HP
4. Tri Form
5. Makankusappo- 1d6\*10, +1d6\*10 per lvl
6  Ultra Bulk Up
7. Level 1+2 KI Awareness
8. Multi-Fireball

1. Special Beam Cannon: 1d6\*50, +1d6\*50 every 3 levels.  500 ki,
+100 ki every 3 levels.  Auto-critical.

Attribute Bonuses:
+10 INT
+10 MNT
+5 STR
+5 STM
+5 SPD
+5 DEX
+50 KI
Sparring

When not in campaign, players can spar each other for bonuses. Doing so takes 1 day off any training session or school your currently going to.

**How to spar**

Choose who you are fighting and how many people. Spars can be FFA style. Just doesn't have to be 1 person. You can also do team battles as well.

Once you have picked who is fighting, choose your battleground

**Rewards**

 When sparing with someone you will get money to spend on items. If you win the fight you get 50 zeni and if you lose you get 25. This is the best way to earn money outside the campaign.

You Can also gamble money as well. If players want to throw all their money into the pot, whoever wins get the pot and others lose that money.
Zumite-Zubi Mountains

One of the hardest training areas known to anyone. The final test is in fact damaging the frozen
mountains...
At creation, you get a 15% chance of damaging the mountains from your training. If you pass the
test you will gain all the powers and attribute bonuses listed. If you cannot damage the mountains,
you have a chance to come back every 4 levels to give it another crack, each time gaining 5% until
you finally crack the mountains. At level 4, you have a 20% chance, at level 8 you have a 25%
chance, at level 12 you have a 30% chance, etc, etc.

1. Discharge
2. Flight
3. Bulk Up
4. Dragon Punch
5. Charge
6. Enhanced Charge
7. Kienzan

1. When you have damaged the Zumite-Zubi mountains, your knowledge allows you to develop
the Advanced Kienzan, a disk of unimaginable fearocity. It can't be countered, it is thrown as an
invent (+4 strike), has automatic Remote Attack (roll strike again for half ki), and automatic
DAC. 600 KI, 10d12\*10 damage. Deflected but at full KI cost. AP and SP.

Attribute Bonuses:
+3 to each stat including INT, +3 more to all stats after damaging the Zumit-Zubi mountains
Saturn

Saturn is a planet in the Ardan System. It is ruled by Queen Hotaru Tomoe.

## Details

The planet's people live in floating sky cities, several feet above the surface of the planet.

The aesthetic of the sky cities is that of a Victorian Gothic city, and the population of the planet is 88.8 million people.

The tech level of the planet is interplanetary, and they have nuclear fusion, space colonies, and nanotechnology.

The planet, like real life has rings.

One Saturnian home is made out of the wreckage of a crashed spaceship.

It is an Ardan outpost.

## Notable Cities

Nemere - The capital of the planet, where Queen Hotaru lives out most of her days.

Noriene - Known as the "City of Clockwork", it is a steampunk-like city that is for the working class.

Aeltun - Known as the "Noble City", it is where the planet's top military bases are.

Naoko - Known as the "City of a Thousand Spires", it is known for its giant spire-like towers.
Chou-Jin Clown School

May only be taken by chou-jins

1. Jingling Bells - Jingling Bells are heard in the air surrounding the enemy then a several small balls
of ki are seen surrounding the opponent. Essentially this attack can become the most powerful in
your arsenal. It is a Multiple Ki Attack roll 1d6 for the number of Ki Balls and damage starts at
2d6\*10 AP per ball. They gain 1d6\*10 dmg per 2 levels.

2. Red Cheek FireBalls- This Creates 2 Fireballs of small size with explosive Dmg. This is 1 attack
costing 3/4 normal ki for 2 2d6\*10 SP attacks.

3. Healing - They gain the ability to heal at 15 ki per Hp point. Can only be used on someone else.

4. Gonna Get ugly- Strength increases by 20. Ki is halved. You gain +2 attacks a round. Init is -2.
Speed is -5. Dex is +3. HP is doubled and then divided by 7 and added back to the original value.
Cost is 200 Ki 5 STM +2 STM every other level. Cannot be used when in Super Form.

Attribute Bonuses:
+10 STM
+5 SPD
+4 STR
+10 DEX
+20 KI
+50 HP
Accessories

**DragonBall Radar**

 Pinpoints the exact location of the dragonballs, costs 1000

**Capsule Corporation Hoipoi Capsules (TM)**
Type: Multipurpose Gadget

Cost: 10 Zenii plus the cost of the Gadget inside
HP: 10
Powers: Hoipoi Capsules are tiny pill sized capsules that can store any man-made object within
them. Manufactured by the powerful Capsule Corporation owned by Professor Briefs, this tiny
capsules are a miracle of modern micronization technology and are able to store just about any-
thing within their shells. It is a cheap an inexpensive way to carry any supplies and it is perfect
for any type of travel.

**Scouter**

Reads out Power Level costs 200 credits
-Also can control designated Space Pod, and works as a Very, Very long Range Transmitter
-Can determine mineral composition of inanimate objects.
-Breaks at 1,000,000 pl

**Advanced Scouter**

doesn't break, instead shuts down, and can track various other things, like
radiation. (can be tuned to find dragonballs due to the radiation they emit)
costs 2500 credits
Shuts down at 100,000,000 pl

**-Saibamen-**

Available to saiyan society, sold in singly, in pairs, half-dozens or dozens
Cost 5,000 per dozen (Or Available for special missions)

**-Weapons-**

*Great Sword* = 2d10+HTH damage bonus, -2 initiative,  Costs 1,000

*Light Sword* = 1d10+HTH damage bonus,  Costs 500

*Broad Sword* = 2d6+HTH damage bonus, -1 initiative, Costs 850

*PowerPole* = 4d6+HTH damage bonus, can extend up to 200 ft, Costs 5000
Pistol = 1d6\*10 dmg 10 shots per clip, which cost 25 each. gun costs 300. SP
Kuwain

**Kuwian**

*Attributes*:

INT 2d6

MNT 6d6

STR 5d6+5

DEX 6d6

STM 5d6

SPD 6d6

HP= STMx10 +20 per level

KI= MNTx10 +25 per level

+1 actions per round

Pick 4 powers at level 1, and 1 every level after

*Special*

1. At a level up, they get 20 points to put in any stats except INT.

2. They can breathe underwater for up to 15 minutes without needing air

3. Kuwians start with Discharge automatically

4. For every 40 Ki they have, they get +1 HTH damage

5. Gains +10% to all stats when LPed.

Unique

1. Kuwians are born into a Caste system. Most will never associate themselves with a lower class.

Roll 1d100 to determinte class:

1-10: Lower: The poorest of the society. -1d6 to all stats, and they have only 1d6x50 zeni.

11-65: Commoner: While not poor, they aren't rich. These form the general working class of the
society. Have 2d6x100 zeni.

66-89: Upper: The highest of the non-royalty. +1d6 to all stats except INT, which is +2.
Zeni: 1d6x1000

90-100: Royalty: Those born into the royal bloodline at some point. +2d6 to all stats, except INT
which is +5. They have a royal uniform/garb, which consists of Standard Armor x1 and a first level
cape. Zeni: 2d6x1000.
Chinju-jin

**Chinju-jin**

*Attributes*:

INT 2d6

MNT 2d6

STR 2d6

DEX 2d6

STM 2d6

SPD 2d6

HP: STMx8+10 per level

KI: MNTx15+25 per level

+1 attacks per round

Pick one power at level 2 and one for each level after

*Special*

1. At level up gains 22 points to add to any attributes besides MNT.

2. Gain +20 MNT per 5 levels (5, 10, 15, etc.)

3. Choose one school of technique

4. Chinju-jin regain 10 ki per round per level.

5. Gains +20% to all stats when LPed

*Unique Powers:*

Animal Powers: Chinju-jin are the humanoid creatures who inhabit the Earth, but look like and
are a lot like animals.  Due to this, they will usually have abilities related to the type of animal
they are based on.  This can be practically any animal, and the abilities they gain could be
anything, from increasing stats and modifiers, to more/less points gained at level-up, to different
starting/gains of class, to actual skills they can use.  These should be discussed with the GM.
Invents

**HERE'S HOW INVENTS WORK:**

Every character starts with a base of 60 points (adjusted for Uniques and Race) +20 points per
level.

NO MULTI ATTACK CAN BE AUTO-CRITICAL.

-ADDING ABILITIES AND DAMAGE TO OTHER ATTACK POWERS-
Powers like Kamehameha, Shin-kikoha, Do-donpa, and Soukidan; can be added to, in damage and
abilities.  This is done by rolling for the percentages like normal, with some minor differences:

1) The basic cost of the attack increases at a rate equal to how much it increases in damage
Ex.
Kamehameha costs 10 ki, +10 ki per level after 1 ( each 1d6x10 dmg is 10 ki)

2) Ki invent sets may be spent as normal and added to the base damage

3) The added damage and/or abilities add to the cost as normal
Ex.
Kaku, level 1,  is succesful in adding Armor piercing and 3d6x10 damage to
Do-donpa. It now does5d6x10 damage, and costs 75 ki (30+30+15).

4) NOTE-Each level of advancement the max damage for a power increases, but the added
abilities are specific to each level. When you gain another invent set, you may improve upon a
different level (usually this would be the most recent) of the power.
Ex.
Kaku, has just turned level 2, his dodonpa increases in power... he may choose to fire his
level 1 dodonpa which costs 75 ki, does 5d6x10 dmg and is AP.  Or he may fire his new level 2
dodonpa, which costs 40 ki and does 3d6x10 (basic attack, 1 level added).

Ki Invention Technique

HtH Invention Technique
Orge

**Ogre**

*Attributes*:

INT 2d6

MNT 3d6

STR 4d6+2

DEX 3d6

STM 5d6

SPD 3d6

HP: STMx14+25 per level

KI: MNTx10+10 per level

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

*Special*

1. At level-up, Ogres gain +25 to ONE stat.

2. Ogres usually inhabit Hell, though they can travel to and live in other dimensions, including
Heaven.

3. +1 Ki damage per 25 HP.  +1 HtH damage per 30 ki.

4. Ogres, while not neccisarily evil, usually have unpleasant demeanors.

5. Ogres have four different colors. Roll 1d10 to decide your color:

1-3: Blue: These Ogres are larger in size and have greater strength than normal ogres.  Their large
size decreases their speed and agility, however.  Begins with Bulk up.  +10 STR, +5 STM, -5 DEX
and SPD.  HP multiplier is x16.

4-6: Orange: Orange Ogres are physically weaker than other Ogres, but are much smarter and better
with Ki.  They begin with one extra power.  +5 INT, +10 MNT, -5 STR, -2 DEX annd SPD, -1 to
SPD.  HP multiplier is now x12, but Ki multiplier is x12 also.  Every time Orange Ogres increase
in class, they gain 2 new powers, besides the one they gain at level-up.

7-9: Yellow: These Ogres are faster than other Ogres, sacrificing raw strength and ki abilities to
gain greater speed.  Begins with Multi-Fireball OR Combat Teleport.  +15 to DEX, +10 to SPD,
-5 STR, STM, and MNT.  -1 HP Modifier.  Gains +1 to SPD and DEX per level, besides normal
increases.

10: Red: These Ogres are the cream of the crop, the best of their race.  They gain +8 to all stats,
and 15 points to distribute among any stats.  +1 Ki and HP Modifiers.  Begins with two extra
powers.
Acquian

**Acquian**

*Attributes:*

INT 2d6+2

MNT 2d6+5

STR 3d6+3

DEX 3d6+4

STM 2d6+5

SPD 3d6+4

HP: STMx8+15 per level

Ki: MNTx15+25 per level.

Choose 3 powers at level 1 and one for each level after

*Special*

1. Acquians have gills, so they can breath water. They can also breath air.

2. Acquians need to drink an amount of water equal to five times that of a normal human.

3. Acquians gain the following bonuses when in water:

+10 STR, STM, and MNT

+20 SPD and DEX

+5 to all strikes and dodges

+2 actions

Ram attack causes x2 damage

4. After each level, a Acquian gains 20 points to add to any attribute except INT.

5. Gain +10% to all stats when LPed.

*Unique Powers*

Create Water: This power allows the Acquian to create a max of 50\*level litres of water. It costs
1 Ki per every 2 litres of water. By spending 50% more ki, the Acquian can make the water
stand up and not fall on the ground, so he could create a cube of water. The Acquain can also
choose if the water is sea water (with salt) or sweet water. This power cannot be chosen until
level 5.
Daimao School

This is one of, if not the hardest school to get to and into. Only evil characters may go to this
school.In order to get here you must travel through hell on a path that covers around 15,000 miles
and goes through the depths of hell.Once there in a palace  built of bone you meet a Demon Lord
(1 of only 5)He then decides if you are worth enough to recieve his training. This usually entails a
list of people you have killed.After his training if you survive it he sends you back to the world of
the living if this is the first time you have died. His only terms of his training is that you continue
in your ways and hopefully increase considering the strength you gain from him. Also you must be
at least lvl 5 to recieve training.

1. Advanced Flight:
Surrounded by a black aura instead of a blue one

2. Darkness:
(20 KI) blinds everyone who does close there eyes for 2 actions.After first time saving throw
and if a roll over 14 the person closes there eyes in time Shoots a blast of darkness out of your
hands right at someone

3. Hell Beam:
2d6\*10 (+1d6\*10 every 2 levels)(-3 dodge)(roll on crit chart)(costs 45 KI )
A pitchfork like projectile that does major damage if it connects

4. Sense Alignment:
(No KI cost) you can sense someones alignment (whether good or evil)

5. Akkikei:
Channels Dark energy through you for a short time. The Akkikei level can't be more then 2
times your lvl (ex lvl 3 can use Akkikei level 6) For each Akkikei level:+10 strength +3 strike +1
dodge +6 HTH damage and cost 3 STM (ex Akkriki \*10 gives +300 str +30 strike +10 dodge
+60 hth damage for 1 round and uses 10 stm)uses  stamina points equal to Akkikei level

Attribute Bonuses:
+20 KI
+30 HP
+10 MNT
+13 STR
+12 STM
+10 DEX
+8 SPD
-Kamesennin- the Turtle School-

1. Discharge
2. Level 1 and 2 KI Awareness
3. Multi Punch
4. Combat Teleport
5. Zanzoken

1. KameHameHa:
1d6x10 damage per level, KI: 10 per 1d6\*10At level 4 gains increased charging: +50 KI per
action (instead of 25, must have charge)

2. Chou KameHameHa:
3d6x10 damage per level, KI: 30 KI per 3d6\*10, At level 4 gainsmega charge:: +50% KI per
action (must charge then use Final Kamehameha not some other attack)

Attribute Bonuses:
+10 MNT
+10 STR
+8 DEX
+8 STM
+10 SPD
The Grey

This is one off the most mysterious schools, ever. It even rivals the mystery surrounding the Omni
school. To get inside the school you have to be level 15 or above, and a PL over 1 billion in normal
form. Or if you are below those reqiremnt you have to roll below 10 on a 1d100.  Also you must be
True Nutral or Nutral of alligment. For game purposes, you do not find this school, you are invited
\*Oath of the Grey\*
I am the Light between the Darnknes
I am the Darkness between the Light
I stand in the middle, between, Life and Death.
I am the Grey.

1. Discharge
2. Enhanced Charge
3. Zanzoken
4. Deflection

1. Grey blast: This a beam attack that deals level d6\*5 DMG.  It is in between the Majin and Mystic
school blasts, so it can be countered by them. Same rules apply to this blast as for the other
two blasts.

2. Grey matter: This is in between Mystic and Majin school. If you achived super forms, you add
up all of their stats. Once you use this technique, you can not use super froms again.
Take the highest class from your super forms, also add 1 special 'technique' from each super
form and aura. Also, you will not be able to reach new super forms once this is taken.
You permantly stay in whatever form you choose. If the char has no super forms then multiply
the stats by 3

Atrbutes: +10 to all
Powers

**-RULES-**

Some of the powers are categorized into different classes and levels, in order to get a power
you must have at least one of the other lower level powers in that category.

Each Power is chosen separately, to gain a higher level of a power you must first have one from
each of the levels below it.

*ex. To get Multi-fireball [lvl 2 offensive ki], you must first have a level 1 offensive ki skill, like*
Discharge [lvl 1 offensive ki]

Offensive Ki

Defensive Ki

Defensive

Avoidance

Flight

Power Up

KI Awareness

Ki Body Enhancements

Hand-To-Hand

Powering Up

Body Reproduction

Psychic

Sword Powers
Genyan

**Genyan**

*Attributes*:

INT 2d6

MNT 4d6+6

STR 5d6+8

DEX 4d6+8

STM 5d6+6

SPD 5d6+6

HP: STMx12+25 per level

Ki: MNTx12+25 per level

+1 attack per round.

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

*Special*

1.+10 ki damage per 100 hp

2.+1 HTH damage per 50 ki

3. At level up, 25 points to any ONE attribute.

4. Genyans don't naturally age

5. Gains +5% to all stats when LPed

Cannot be selected until lvl 6
Genyan switches bodies with someone permanently. They keep their mental
and ki abilities but gain the physical prowess of their opponent.

Both fighter involved in this keep their own:

-Int

-Mnt

-Powers

-Ki mod

-Ki inventions

-H2H Inventions

-Experience
-Level

The two fighters gain each others Physical attributes and racial powers:

-Str

-Dex

-Stm

-Spd

-HP mod

-Racial Powers

The ability to transform into Super Forms is in the mind, and when a Genyan changes bodies,
both the Genyan and the victim lose all Super Forms.  These must regained the normal way,
starting from the the basic rolls.  This does not apply, however, if two Genyans switch bodies.

UNQUIES work like this

Both people gain the part of the UNQUIE that applies to them
So if a genyan had Balanced Fighter (+3 all stats, +3 all rolls, +1 HP and KI Mods)

The Genyan would keep his INT and MNT (both with the +3) and his KI mod (with the +1)
The opponent he switched with would gain the +3 to all rolls and the +1 HP Mod

This works in reverse also, if the opponent had Balanced fighter. The genyan would gain the
+3 all rolls and +1 HP mod in his new body, while the other fighter would keep his +3 to INT
and MNT as well as his +1 KI Mod.
NOTE: Legendary or Chosen stays with the Physical Body

Right after the Genyan changes bodies, Both people have to acclimate to
the body, learning to control it, and get a "feel" for their new form
For the first hour all stats are at 1/10
Second hour at 1/8
Third hour at 1/6
Fourth hour at 1/4
Fifth hour at 1/2
By the sixth hour they are totally acclimated and can function normally, except in the case of
super forms.

The changing of the bodies requires the genyan to fire a beam of light while
the Genyan yells "change!!". If it hits, the Genyan and his opponent
change bodies. This can not be shielded against, or blocked, deflected, or parryed
only dodged. The roll for the beam is a ki strike at -5.

NOTE: Cannot swich with andriods.