recursal/Fanatic-Fandom huggingface dataset:
Legendary

Legendary is not a word thrown about easily. It's even harder won as a title. Legendary fighters are those who've made a name for themselves and established a reputation as one of the strongest fighters alive.

**Living Legend (level 21):**  When you engage a creature labeled as a boss or saga villain, or a PC of the same tier as you, you provide all allies in the field with a +4 morale bonus to attack and damage rolls. Should you fall, however, all allies immediately become shaken. This lasts until the enemy in question is defeated or you yourself are.

**Legendary Action (level 25):** Once per day you may designate one of your powers as a legendary action. The powers effects, if any, last twice as long. if the power is a non ultimate and requires a roll, that roll is automatically considered a crit.

**Legendary Resistance (level 29):** Once per day, you may designate your legendary resistance against an enemy attack as an interrupt. A non ultimate attack can not reduce your hit points lower than 25%, all remaining damage at that mark is immediately converted into non lethal damage. If an ultimate attack would reduce you to 0 or fewer hit points, you instead survive with 1, all remaining damage converting into non lethal damage. If at any point your non lethal damage is equal to your bodyx2, you fall unconscious.

There are no standard powers associated with this path

Level 30 Ultimate power

Runoma wave

A massively powerful energy wave!

Daily ✦  Martial, Ki

Fullround Action   Ultimate wide beam 40

Target: All creatures in range

Attack: Tenacity vs Repulse

Hit: 8[k] + Spirit damage. If you hit a number of opponents equal to your Tenacity -tier, you gain another legendary action.
Miss: 3[k] + 30 damage, and the creature is pushed tier x2 + spirit squares away from you. This can not trigger knockthrough.
Day Gum (the weapon used by Garlic)

Day Gum is a type of gum that is chewy, (it wouldn't be called gum if it wasn't chewy) and looks like wood. The reason why it is used as a weapon by Garlic is because over time the gum hardens, making it un-chewable and the ideal weapon for Billy Bailey to use in intense combat against the Vegetables. Day gum is also stored in cylindrical containers even though they should be in a cube.
L-Berserker

The L-Berserker is just as power house as the Z-Berserker, but goes in a different direction than the sheer brute force of its cousin.

**Armor proficiency:** The berserker is proficient with tier 1 armors

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

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

**Hit points per level:** 4

**Healing surges per day:** 10 + body

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

Class features

**Berserk Claws:** Whenever you spend a surge, you ignore DR from armor on your next attack.

**Everything is punch:** All powers with a range greater than melee, become melee ranged. You have a +2 class bonus to hit with melee attacks.

**Living on the edge:** When you become bloodied, increase your threat range by half your tier (minimum 1)
**Action generation:** Generate action points when you...

Defeat a number of enemies equal to half your level in one day

Activate berserk claws a number of times equal to strength in one day

Crit a number of times equal to half your level in one day
Skill Trees

Melee

Master Martial Arts

Ki Use

Mobility

Utility

Role

Kai training

Fusion

Latent potential

Opportunist

Bloodlust

Sex appeal

Magic

Turtle School

Sadist

Masochist

Iron will

Velocitor

Berserker

Chronomancy

Team player

Reliable

Oath keeper

Blazing Battle

Commander

One man army

Indestructible

Mental Focus

Bodily Focus

Spiritual Focus

Battle of gods

Morality

Shot caller

Sniper

Challenger

Death wish

Carnage

Acclimatized

Favored Terrain

Gravity Training

Surpass the limit!

Xenophobia

God Complex

Alternate Size

Slow starter

Battle instinct

Body burner

Duelist

Maneuvers

Expanded Racial Options
Howel Valfoot

The following information is based on events in *The Devil's Apprentice* and *The Wrongful Death* and contain spoilers.

**Howel Valfoot** (Danish: *Knurre Valfod*) (pron. [haʊl val:fʊt]) is a vargar who poisoned Lucifer with a rabbit's foot on orders of Aziel Stofeles. Howel went to the devil school.

## Appearances

### *The Greqtat Devil War*

* *The Devil's Apprentice*
* *The Wrongful Death*
* *The Angel of Evil*

== Trivia
Sniper

The apex of marksmanship. Snipers are rare fighters who take ranged combat to the extreme and always hit their mark.

Path Features:

**Long shot (Level 21):** A sniper has the range of his ranged attacks increased by his Intelligence.

**Eagle eye (level 25):** all of your ranged attacks gain a +2 bonus to hit. Your penalty for shooting beyond range is reduced by 1

**Ricochet (Level 29):** Once per encounter, if a ranged attack misses the target, the sniper may spend an action point to attempt the attack again as a free action. If this ability is used, the powers miss effect, if any, is not triggered.

Sniper powers:

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

Level 30 Ultimate Power

High Caliber

You take one of your attacks to the next level.

Daily ✦ Martial, Stance

Fullround Action    Ultimate Stance

Effect: While in this stance, when you fire a daily attack of ranged, line, or beam it deals a minimum of 7 damage dice and crits on an 18. This stance ends immediately upon attacking. The attack you fire is considered an ultimate for all effects related to deflecting and blocking.
Majin

Majins are a race descended from Majin Buu. Due to the process Majins must go through to reproduce, their race is no where near as strong as their progenitor.

Majin

AVERAGE HEIGHT: 4'5” - 8'

AVERAGE WEIGHT: 80 – 700 lbs

ABILITY SCORES: +2 body, -1 intelligence

SIZE: Medium

SPEED: 6 squares

VISION: Low light

**MAJIN VITALITY:** Majin characters are immune to fatigue, and gain double the usual number of hitpoints at level 11 and 21.

**MAJIN BODY:** You can not wear armor, but you regenerate tier x2 hit points at the start of every round. A majin who spends an entire round focusing on it may regenerate a lost limb.

**HARD TO KILL:** Majins have an additional save against death, and recover 2 points of limb damage every round

**ABSORPTION:** You gain the absorption daily utility power

Absorption

The Majin race possess the ability to absorb another being into themselves, transforming their body and mind.

Daily ✦ Melee

Full round action    Personal

Trigger: An attack would kill an enemy

Effect: when an enemy is about to die, instead of killing them, they absorb them. Gaining a stat bonus and replacing this ability with a daily the target knew. Both the stat bonus and the learned move are lost after 24 hours.
When absorbing a Peon: -2 to all stats.

When absorbing a Soldier: +1 to all stats.

When absorbing an Elite: +2 to all stats.

When absorbing a Boss: +3 to all stats.

When absorbing a saga villain: +4 to all stats.

MAJIN ONLY PATHS

Enlightened Majin

Pure Majin

MAJIN ONLY ADVANCED PATHS

Absorbed Power

Incorporation

MAJIN ONLY EPIC DESTINIES

Super Majin
Gunslinger

You don't carry the gun to feel safe or give off vibes of intimidation. The gun is your tool, and you're a professional in plying your trade. Only characters who took the gunman path, or weapon specialization with a ranged can take this advanced path

Gunslinger features

Quick draw (21): You may draw your weapon as a minor action instead of a move, or pick up a dropped weapon as a free action instead of a move.

Spinning draw (25): When using combo actions, you may expend a reaction to holster or draw your weapon in the middle of the combo as a free action. Drawing in this way grants you an additional ranged attack as though you had the extra blast feat.

Between the eyes (29): As a full round action, you can expend an action point to make a single called shot to the enemies head. If it hits it is automatically a crit. This effect does not work against Saga villains

Gunslinger powers:

TBA

Level 30 Ultimate power

Named Bullet
Makaioshin

Makaioshin are the evil counter parts of the supreme kais, extremely potent evil shin who had been cast into hell to become Makai. Once they realize this level, they're a threat VERY FEW beings are truly equipped to deal with. Only Shin of the Makai path may choose this destiny.

Destiny Features:

Gekiretsu Shin Retsuzan (31): An improvement upon the original. As a minor action you can spend a power surge to activate this ability. While this is active, Melee attacks have reach. This ability lasts Tier rounds before deactivating.

Gekiretsu Shin Retsuzan - Dao (35): A further improvement upon the original. As a minor action, you can spend a power surge to activate this ability. While this is active, Melee attacks target all three squares infront of you. This ability lasts tier-1 rounds before deactivating.

Gekiretsu Shin Retsuzan - Kama (39): The ultimate improvement upon the technique. As a minor action, you can spend a power surge to activate this ability. While this is active, Melee attacks deal an additional spirit damage to the closest enemy within 8 squares, other than the primary target. This ability lasts tier -2 rounds before deactivating.

Makaioshin powers:
Minion Perks

Minion perks are special effects generated by a minion who's reached the maximum possible level of the elite tier. You may only choose one.

Threatening - while the minion is on the field, all allied characters increase their threat range by 1.

Pain tolerance - All allied creatures begin the day with tier x10 temporary hit points unless they would have more than that.

Over shield - While the minion is conscious, all allies gain 3 DR against ki and melee.

Improved flanking - While flanking with the minion, an ally gains a +4 to hit, instead of +2.

Spotter - Once per day your minion can mark an enemy, the marked enemy has vulnerability 5 to your attacks.

Energy lending - Once per day your minion can spend a surge to heal YOU for the amount.
Chronomancer

When one lacks Speed, Strength, Endurance, or even Intelligence, one is usually fated for a short fighting career. For some bold few, this lack of ability is not enough to keep them down. Through some miracle they develop the power to control time itself.

Path Features:

Pause (Level 11): Tier times per encounter, you may take suffocation damage as an interrupt action. This gives you an additional Move action that your opponents can not react to. When this movement ends, time flows as normal.

Freeze (level 15): Half tier times per battle, you may take two suffocation damage as an interrupt action. This gives you an additional Standard action your opponents can not react to. When this action ends, time flows as normal.

Stop (Level 19): Once per encounter, you may take three suffocation damage as an interrupt action. This gives you an additional standard and move action that your opponents can not react to. When these actions end, time flows as normal and you are fatigued for 1d4 rounds.

Chronomancer Powers:

**There are no Standard powers associated with this path**

Level 20 Ultimate power

Emergency Stop

You stop time, allowing you to react to an emergency situation.

Daily ✦  Martial

Immediate Re-action Ultimate Personal

Trigger: An enemy would hit you with an Attack

Effect: You stop time just before impact, moving double your move speed out of the way. When this move ends, time begins to flow as normal. You are fatigued afterward for 1d10+6 rounds.
Cyborg Racial tree

Much like Androids, Cyborgs must choose between unlimited energy and energy absorbing, unable to put points into the one they didn't choose. Cybernetics and their chosen tree replace 2 trees from the base race. (Saiyans lose: Stamina and military. Nameks lose: Elder and Super namekian. Human lose: Engineering and Experience. Arcosian lose: Empire and Dignity)

ENergy Absorbing Tree

 10
 20
 15

Unlimited energy Tree

 10
 20
 15

Cybernetics Tree
Arlian

The insectoid inhabitants of planet Arlia. They were a backward and primitive race that had only just begun to understand ki when their planet was destroyed. Like the bugs they are, however, they are difficult to truly wipe out.

**AVERAGE HEIGHT:** 6"

**AVERAGE WEIGHT:** 250 lbs

**ABILITY SCORES:** +1 body, +2 instinct

**SIZE:** Medium

**SPEED:** 6 squares

**VISION:** Dark vision

**Carapace:** You can't wear any armor, but you have a hard shell. You have DR 3 against attacks with the unarmed keyword. This DR increases by 1 at level 11, by 2 at level 21, and by 3 at level 31.

**ADRENALINE RUSH:** When you inflict half of an opponents hit points in damage to them, you may spend a surge to heal.

**Gladiator:** When you are the only creature adjacent to an enemy, you gain +2 class bonus to attack and damage rolls.

**Weak ki:** Arlians as an empowered race are just discovering their powers. They deal 1 damage die less with ki attack (minimum 1). But deal an additional Tier damage with all melee attacks.

**ARLIAN ONLY PATHS**

Gladiator

**ARLIAN ONLY ADVANCED PATHS**

Giant Arlian

**ARLIAN ONLY EPIC DESTINIES**

Arlian Metamorphosis
Immortality

Immortality is sought by all, whether it be through the retelling of stories or the literal ability to never die, all wish for the ability to transcend death. Those who take this destiny have done so. This destiny can be obtained at any time through the dragonballs.

Destiny Features:

Deny the reaper: You have become immortal. You no longer gain levels, level progression halting wherever it was when you made the wish. You no longer die from running out of hit points and are immune to fatigue. However, your body can still be severely injured, and your healing ability is no better than it was before. You also still age, though age penalties no longer apply.

Immortality Powers:

There are no powers associated with this destiny
DBZD20 Wikia

A wiki for the DBZ D20 game that I've spent WAY too long working on!

## Welcome to the DBZ D20 Wikia

A wiki for the DBZ D20 game that I've spent WAY too long working on! There's a version based on D&D, and a more free form version. If you're a DBZ fan looking for a table top game that emulates your favorite series, then this might be for you.

## D&D based version

How to play

Races

Basic Classes (Variants)

Feats

Items

Paths

Advanced Paths

Epic Destinies

Minions

Enemies

## Freeform Version

How to Play

Races

Skill trees

Technique List

Items

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
FFbiodroid

Biodroids are bio-mechanical organisms, created most usually by combining the DNA of several creatures to get a series of desired traits. Cell, for example, is a bio-droid. Bio droids can not be played in the dragonball era.

Bio-droids get the stat bonus of any race of your choice except Majin, Android, or Cyborg.

Trait 1: You gain the first trait of any race other than Majin, Android, or Cyborg.

Trait 2: You gain the second trait of any race other than Majin, Android, or Cyborg.

DRAWBACK - Racial drawback: You randomly gain the racial drawback of one of your three chosen races. Roll randomly to determine which.
Arcosian

Arcosians, more commonly referred too as Frieza Clansman, changelings, or 'frost demons', are the lords of the cosmic empire and possibly the masters of the planet trade organization. A haughty race of shape shifters who's arrogance knows little bounds; and why would it? They do indeed seem to have gotten the upper hand on every other race when it comes to evolutionary superiority. They tend to be mannered and cultured, but often throw tirades over not getting their way or lose their composure at the drop of a hat. They seem ESPECIALLY disdainful of races that evolved from simians.

Arcosian

AVERAGE HEIGHT: Varies with each form

AVERAGE WEIGHT: Varies with each form

ABILITY SCORES: +1 mind, +1 speed, +1 Discipline

SIZE: Medium

SPEED: 6 squares

VISION: Low light

**Remarkable Physiology:** Arcosians can not suffocate in airless environments, and gain +tier bonus on saving throws against ongoing damage.

**UNPREDICTABLE COMBATANT:** +2 racial bonus to initiative

**REFINED COMBATANT:** When you use your second wind, you may shift 3 squares as a free action.

**HENSHIN:** Gain access to the Henshin Daily powers

Henshin

The arcosians are a race of shape shifters. Some transform to make them look less threatening, to hide their power, or even to make their ki more controllable.

Encounter ✦ Transformation

Full round action    Transformation

Effect: The character may change his size class one higher or lower than his normal, gains an additional Natural attack, and gains a +1 transbonus. At level 5, they become capable of a second transformation, which increases their damage by 3. At level 11 they become capable of making a final transformation that grants them natural DR 2, and a further +1 transbonus for a total of +2.

ARCOSIAN ONLY PATHS

Regime Master

Cosmic Inheritor

ARCOSIAN ONLY ADVANCED PATHS

Imperial Lord

Fifth Form

ARCOSIAN ONLY EPIC DESTINIES

Ultimate Evolution
Movement and Range

Movement tends to play a large part in battles, and understanding both it and the range of attacks is important to pursuing correct decisions.

**Units of Measurement:** All distance in this game is measured in squares. One square is one square. Squares will never be given numerical units of feet or inches, or real distance. This is DBZ people, i know you can move FAR more than 30 feet in one round.

**Land Speed:** The standard movement speed for characters walking on the ground is 6 squares. You may choose to stop short of your full movement range, or not even move to begin with. You may spend your minor and move actions to dash, moving 1.5 times speed, or you may spend a full round action to charge or run, moving double your land speed. Increases to your land speed do not affect your flight speed.

**Flight speed:** All characters who can manipulate their ki have a flight speed of 10 squares. Taking off is a minor action that can be performed as a free action as part of a charge. Landing is a minor action, though is free instead if you are within 1 square of the ground. While flying, your Repulse defense falls by 4, when knocked back you move an additional 5 squares.While Fatigued, you CAN NOT fly. While flying you may charge, but can not normally Dash or Run. Increases to your flight speed do not affect your land speed.

**Melee Range:** Anything with a range of “Melee' is a close range power. They are only capable of hitting an enemy you are immediately beside unless otherwise noted. Basic melee attacks have a range of melee

**Ranged range:** All ranged attacks with a range of “ranged” is a single target attack that strikes an enemy a number of squares away. Traditionally phrased as “Ranged (number)”

**Line:** Attacks with a range of Line go in a straight line starting from the square you occupy, and traditionally hit every enemy in that line. They are usually phrased as “Line (number)”

**Beam:** Attacks with a range of beam are similar to lines, but hit two rows of squares as they travel. Usually phrased as “Beam(number)”

**Wide beam:** A wide Beam is an attack that fills three rows of squares going in the same direction. All three lines are considered as one and go the same amount of distance. Usually phrased as “Wide beam (Number)”

**Burst:** A burst is an attack that hits all squares adjacent to the one the character is standing in. Usually phrased as “Burst (number)”

**Blast:** A blast is an attack that targets another square, but must share a corner with the square of origin. Usually written as “Blast (number)”

**Area Burst:** An area burst is the same as a burst, however it does not center on the player, instead centering on some other square. Usually written as “Area burst (number)”

**Area Blast:** An area blast is the same as a blast, however it does not originate from the square the player is in. Usually written as “Area blast (number)

**Cone:** You likely know what a cone is. Usually written as “Cone (number)”
Actions

Actions are what players perform during combat, and the system operates by giving both players and their non player character allies or enemies a set amount of actions per round. Your total number of actions is determined by your "Momentum." Momentum is spent to take actions.

Momentum can be spent on the following.

6 points of momentum for a full round action

3 points of moment for 1 Standard action

2 points of momentum for 1 move action

1 point of momentum for 1 minor action

**Standard Actions:** Using combo attacks, Using an attack power, Using an item, Disarming are examples of standard actions

**Move actions:** Moving your move speed, retrieving an item from your bag, picking up an item at your feet, standing up, dropping prone, and shifting are all examples of  move actions

**Minor Actions:** Rolling a check, Taking off, and using your second wind are all examples of Minor actions.

**Free actions:** Talking, landing (provided you are within 1 square of the ground), Taking off (during a charge), Dropping an item, and spending action points are examples of free actions. These actions traditionally don't require much effort and as such there is no cap on them.

**Readied Actions:** In the case that the player may want to wait for something to take their turn, they may elect to “Ready” an action. A readied action goes off when the trigger occurs, interrupting whoever caused the triggering action so the player may take their turn then. This adjusts their place in initative to be before the one who triggered the readied action.

**Fullround Actions:** Some actions are so large they require the users entire turn (Meaning you use your Standard, Move, Minor, and free actions all at once) to perform. Full round actions include Charging, using an Ultimate power, Resting, Withdrawing, Making a called shot, Beam struggling, Clashing, and Sundering are all examples of a full round action.

**Immediate Reactions:** Immediate Reactions are triggered actions that activate when some condition is met. These actions interrupt whatever trigger them, meaning they happen before the trigger. In some cases, they cause the triggering action to be lost.
FFshin

Shin – The Shin is the true name of the race all Kai are chosen from. Born from the fruit of the massive Kaiju trees that exist at the far end of the universe, the Shin are truly special. They are born possessing power that far surpasses that of most untrained normal beings, and can live for as much as 75,000,000 years. The Shin born from special golden fruit surpass the abilities and powers of those born from the normal red fruit, living for millions of years and automatically becoming one of the supreme kais when a new one is needed.

Shin begin with a +2 to intelligence, and a +1 to speed.

Far Seeing arts: Shin are capable of using a mind check to look in on any person, place, or thing they know of

Divinity: Shin possess godly ki.

DRAWBACK - Frailty: Shin are actually rather frail. your DT is always 3 points lower than normal.

Shin tree
Minion Rules

Minions are similar to player characters, but have certain extra restrictions placed on them.

**MAKING MINIONS**

You as a player should not be creating minions unless a class, path, advanced path, or Destiny feature tells you too. The Regime master path DOES NOT create it's own minions.

Choose a race to start with. A minion begins with a 1 in every stat, and 2 points you may assign to stats as you see fit. Now add racial bonuses.

Now choose which minion class you want your minion to use. Minions gain a power every level, and deal damage relevant to their tier.

**MINION FEATS**

Minions take feats as normal from the normal feats list, however they only earn a feat every 4 levels, or when their tier increases.

**MINION PERK**

Minion perks are a special kind of effect generated by that minion upon reaching the maximum possible level of the Elite tier.

**MINION ADVANCEMENT**

Minions can possess no more than half your level naturally, and always have a minimum 1/4th your XP. Bare in mind that regardless of XP total, a minion can not normally increase his level beyond 20.

**Bold text indicates a level only attainable with the elite training feat.**

MINION STAT CAP

Peon tier - 5

Soldier Tier - 10

Elite Tier - 15
Training

Characters are able to generate the experience required to level up through training. Training is any variety of activities that focus on increasing ones ability.

Sparring: Sparring is a common form of training, in which two allies fight each other. While not usually lethal, the potential for an allies to accidentally kill each other is there. At the end of a spar, the victor gains experience equal to half what defeating an opponent of his allies level would normally award. The loser gets 1/3rd of what defeating an opponent of his allies level would normally award.

Gravity Training: Gravity training is, ironically, the safest form of training. A character must spend a full week gravity training, generating tier x100 xp for each successful week.

Technique training: Training to create a technique. each full week of technique training grants a tier technique creation points.

ADVANCED TRAINING

There are other methods of training to gain power much more quickly. The only method covered on this wiki will be the hyperbolic time chamber, but don't let this prevent you from coming up with your own.

Hyperbolic Time chamber

The Hyperbolic time chamber is presented as 1 guaranteed body check, and 11 random checks after that. For every check failed, the character takes 15% of their max HP (rounded down) in damage. While in the hyperbolic time chamber, damage can not be healed. If your hitpoints fall below 0 in the chamber, you have died there and can not be revived. Every check, regardless of outcome, is instantly 4 weeks of training. You may, before making the check, exit the time chamber early, though any remaining time you'd have inside is lost. The Hyperbolic Time chamber can only be used once per life time, and only two people may enter at a time.

DCs
Vehicles

Capsule Bike – A capsule bike is a motorcycle that can be kept in a capsule. It has a movement of 15 squares, but can not pass through rough terrain. 1,200 Z

Capsule Car – a capsule car is a four seater vehicle that can be kept in a capsule. It has a movement of 10 squares, but can not pass through impassable terrain. 3,000 Z

Air Bike – A flight capable scooter type vehicle. It has a movement speed of 15 squares and can fly. Can not traverse underwater or in space. 1,500Z

Air Car – A flight capable four seater car. It has a movement speed of 10 squares and can fly. Can not traverse in space. 4,000Z

Attack pod – A single person interplanetary craft. It boasts no weapons and no visible propulsion system, but can be summoned remotely. It can travel 3 space squares. 10,000Z

Namekian Transport – a five person interplanetary craft. It boasts a single beam weapon used for defending the ship or destroying space hazards. The craft can travel 5 space squares. 20,000Z

Capsule Corp Ship – A 10 crew interplanetary craft. It possesses no weapons, or other defenses. It has, however, been modified to aid in the training of fighters. Moves at 5 space squares per round. All EXP earned while inside is increased by 10%. 40,000Z

Improved Capsule Corp Ship – A 10 crew interplanetary craft. It possess a small weapons suite, but boasts an even greater training suite. It moves at 8 space squares per round. All EXP gained while onboard is increased by 15% 100,000Z

PTO Transport – A 20 + crew interplanetary craft, equipped with a weapon suite. It moves at 10 space squares per round. 120,000Z

PTO Cruiser – A 40 crew interplanetary craft, equipped with a weapon suite, training suite, and a few other amenities I haven't thought of yet. It moves at 20 space squares per round. all EXP earned while on board is increased by 10%. 200,000Z
FFcyborgs

Cyborgs are the fusion of Organic and Machine. Many situations could lead to the creation of cyborgs, sometimes they are specialized for a certain task, other times Cyborgs exist only because their mostly organic body was dying. Whatever the cause, they are stronger now, though like androids have trouble increasing in power.

Cyborgs begin with a +3 to intelligence, and a +2 to tenacity.

Cyberframe: Cyborgs increase their DT by 3.

Machine and Man: Cyborgs are born from organics who have been cyberized. As such, you choose another race except Majin, Bio-android, Demon, or Shin. You gain two of it's trees as noted by the skill tree section. Cyborgs must choose between unlimited energy and energy absorbing. They may not have points in both.

DRAWBACK - Slowed growth: A cyborg earns only 2/3rds the normal amount of advancement points for completing training and battles.

Cyborg tree
Soldier

A soldier is a frontline fighter armed with skill and discipline forged in the fires of war. Experts at controlling terrain and keeping the enemy at bay. Every team could use a good soldier!

Compound (21): Your threatened area is treated as though you were one size class larger. You may only make AoO's against targets immediately adjacent too you, however.

Guard duty (25): When an enemy passes through your threatened area, but is too far away from you to make an AoO, you may instead shift up to tier squares toward them.

DMZ (29): Enemies who enter your threatened area become slowed while inside.
Bio-Android

Through the miracle of science, an artificially created organic body has been grown for you. The Data from your personality matrix transferred into the bodies brain. You are finally, truly, alive. A perfect marriage of artificial and organic. Be warned, however, this path is not walked lightly. Only androids may select this path.

Path Features:

**Composite cellular makeup (level 21):** You lose access to all of your android racial abilities, paths, and feats, your race becomes Bio-Android. Choose up to three races that have the mortal descriptor. You may take racial feats, and racial paths of these races (except super saiyan) to replace your lost android abilities. When replacing your racial abilities, you gain only the third racial ability of a given race. You gain the Bio-absorb power. Finally, Somewhere out in the vast world are two characters you need to absorb in order to reach your maximum power. These characters, their relation too you, and how you can find them are entirely up to the games Guardian.

*Bio-Absorb*
You possess the ability to extract bio matter, or absorb an entire being into your own.

Daily ✦ Melee

Full round action Personal

Trigger: An attack would kill an enemy

Effect: when an enemy is about to die, instead of killing them, you may extract their bio-matter, or absorb them into your being if they're one of your targets. If you extract bio-matter, you kill the creature and regain it's tier surges, any of which you may use now. Absorbing one of your targets into your being triggers the semi perfect form or Perfect form abilities.

**Semi Perfect Form:** This ability only triggers when you absorb one of the two characters you need too. Your body immediately morphs into a more advanced form. All categories increase by one. Choose a path this character possessed, you may use it's first feature, and may take one of it's attacks as a bonus power. If this target possessed a transformation, you DO NOT gain that transformation.

**Perfect Form:** This ability only triggers when you absorb both of the characters you need too. Your body morphs into it's perfected state. All categories increase by 1. Choose a path this character possessed, you may use it's first feature, and may take one of it's attacks as a bonus power. If this target possessed a transformation, you DO NOT gain that transformation.

Choose an at-will power from a racial path of a race you possess a bonus from. It deals damage relevant to this Tier

Level 21 Encounter powers:

Choose an encounter power from a racial path of a race you possess a bonus from, it deals damage relevant to this tier.

Level 24 Utility powers:

Choose a utility power from a racial path of a race you possess a bonus from.

Level 26 Daily powers

Choose a daily power from a racial path of a race you possess a bonus from, it deals damage relevant to this tier

Level 30 Ultimate power

Choose an ultimate power from a racial path of a race you possess a bonus from, it deals damage relevant to this tier
Death and the Afterlife

What happens when your character dies? This section aims to answer that question.

**How does a character die?**

All characters have a number of "death saves", the amount of times they can attempt a tenacity check to stabilize instead of die when their hit points enter the negative integers. The DC on a death save is equal to 12 + a penalty to your roll equal to your negative hit points. You start attempting death saves the moment your turn begins and you have negative hit points. The default amount of death saves is 3. Death saves are per day. A character who enters the negatives when they have no death saves is killed.

Any amount of healing that raises a creature to positive hit points stops them from dying. Any Failed death saves remain for the day.

An android who is destroyed may be rebuilt at no penalty if their personality matrix is retrieved. If the ally holding the matrix is destroyed, the matrix is also considered destroyed.

A character can, of course, be killed instantly by reducing their hit points lower than 10 +5 per tier after the first. A character is universally dead when he's at -25 or more hit points, regardless of bonuses or abilities. An android reduced to -25 or less has their personality matrix destroyed immediately.

**So you died, what now?**

Your adventures are looking pretty over, as there's no way OUT of the afterlife other than to be revived by the dragonballs. Being revived in this way inflicts no negatives on your person. A creature can not be revived by anything but the dragonballs if their body is severely damaged or no longer exists.

A dead creature is free to train in the afterlife, though Xp gains are at 1/4th while in the otherworld, but can not suffer fatigue while dead.

A character who has employed a clone technically dies, but may continue to play their character at a negative level penalty

Android who are purely mechanical, and completely destroyed, can only be revived by the dragonballs or by using a memory back up BEFORE dying.
Advanced Paths

Advanced paths become available upon reaching level 21. These are even more powerful than the previous paths. Like the regular paths, once chosen your advanced path CAN NOT be changed.

CANON ADVANCED PATHS

Absorbed Power

Assault Droid

Bio-Android

Demon Lord

Fusion (Variants)

Genius

Ginyu Force

Imperial Lord

Kai

Kai Training

Local Hero

Majinized

Master

Potential Unlocked

Senior Time Patroller

Sniper

Super Saiyan(class)

Time Breaker

Unified

NON CANON ADVANCED PATHS

Duelist

Empath

Femme Fatale

Fifth Form

Giant Arlian

Hyper Heran

Inner Demon

Scout

Shadow Dragon

Soldier

Telekinetic

World Breaker

LEGENDS ADVANCED PATHS

Chou

Draconic Evolution

Draxian Godhand

Incorporation

Legendary

Mega Maylon

Retaliator

Xantam Vanguard

Schaudwen

Silver Youko

Weaver
Sharp Shooter

A sharp shooter is an expert on the gun, and more. they've long since lost their fear of fire arms and have grown so skilled they have learned to read the trajectory of shots, as well as the most statistical sets ups for a fire fight. When a sharp shooter draws, few people leave outside a body bag. Only characters with the gunslinger advanced path can take this destiny.

Sharp shooter features:

The professional (31): You may wield two one handed ranged weapons at no additional penalty, or a two handed ranged weapon at normal penalty.

The kata (35): As a minor action you can begin using the kata; Rotating your weapons around to use as melee weapons, or allowing you to take your normal number of ranged actions against two targets. While the kata is active you may only use your currently chosen combat style. Switching from one style to the other is a minor action.

Trajectory reading (39): When an enemy misses you with a ranged basic attack by tier or more points, you may make a single ranged AoO on them in return. This can only occur tier times per round, this can not occur in a round where you've already used your AoO for the round.

Sharp shooter powers

TBA

Level 40 Ultimate power

Bullet storm
Demon

Demons are the result of Shin that are born with evil in their heart, cast into the demon realm upon birth. Despite the inherent evil that lies within them, not all demons are influenced by it.

**AVERAGE HEIGHT:** 5'7” - 7'

**AVERAGE WEIGHT:** 190 – 400 lbs

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

**SIZE:** Medium

**SPEED:** 6 squares

**VISION:** Dark vision

**INFERNAL INFUSION:** When wielding a weapon, your attacks deal half tier D6 fire damage on all successful melee attacks.

**INFERNAL ARMOR:** You have +1 to all defenses against all creatures without the Otherworld descriptor

**INFERNAL RESISTANCE:** You have DR 3 against all ki based powers.

**INFERNAL TEMPTATION:** You can use the Infernal Temptation Encounter power

Infernal Temptation

Demons are the power of evil personified. Not all creatures are strong enough of heart to resist giving into them

Encounter ✦ Special

Immediate reaction    Target creature within 10

Trigger: An opponent rolls a d20

Effect: when the character invokes this ability they may force an opponent to re-roll any D20 roll they just made. The first roll is completely thrown out, so the second result MUST be used, even if it is better.

**DEMON ONLY PATHS**

Darkness Demon

Devil

Ogre

**DEMON ONLY ADVANCED PATHS**

Demon Lord

**DEMON ONLY EPIC DESTINIES**

Super Demon

Demon God
Michael

— Michael to Lucifer

**Michael** (Danish: *Mikael*) is an archangel and is the leader of God's and Heaven's angel army. He led God's angels in the battle against Lucifer and his forces, and succeeded in defeating him and banishing him and his followers to the place that would later become Hell. After Lucifer's betrayal of God, the two archangels were forced to each choose their side, with Michael siding with God, resulting in an eternal enmity, which only ended after the end of Great Devil War, when Jehovah and his army of angels rescued Lucifer's army and defeated Aziel Stofeles' army at the battle of Hell. Lucifer and Michael even fought side by side during the battle, with the archangel seeking out the Devil when he had been given a crippling wound.

## Appearances

### *The Great Devil War*

* *The Devil's Apprentice*
* *The Wrongful Death*
* *The Angel of Evil*

## References

1. ↑ 1.0 1.1 Kenneth B. Andersen. *The Wrongful Death*. Høst & Søn, October 19, 2018 (English print-on-demand paperback) (Original Danish version published April 30, 2009 by Høst & Søn)
2. ↑ Kenneth B. Andersen. *The Angel of Evil*. (Publication House) October 20, 2019. (Original Danish version published April 29, 2010 by Høst & Søn)
Youko

Youkos are a race of humanoids that, for the most part, look human. However protruding from their heads and rears are fox like ears and tail. The Youko is physically designed for speed and agility, and their deeply spiritual nature has endowed them with incredible ki; But both of these factors has lead to their physical frailty.

AVERAGE HEIGHT: 5' - 6'

AVERAGE WEIGHT: 115 – 160 LBS

ABILITY SCORES: +1 Spirit, +2 Speed

SIZE: Medium

SPEED: 6 squares

VISION: Dark vision

SWIFT: When threatened by one or more creatures, your Reaction against melee increases by tier.

YOUKO INSTINCT: While bloodied, you take additional damage from all enemy attacks equal to the enemies tier, however, while bloodied your crit range increases by your tier.

BURNING BRIGHT: You only have two death saves, but when you spend a surge you gain a +2 transbonus for tier rounds.

TAIL HUNTER: For each youko you defeat, and absorb the power of, you grow an additional tail. For each tail you obtain beyond the one you were born with, you gain a surge, and you gain a +2 bonus to discipline checks relating to ki. A youko affected by this ability loses all of their experience and resets to level 1. A youko effected in this way may not change his path, adv path, or destiny as normal.
Namekian

Namekians are the inhabitants of planet Namek. They're an odd race of mystics, possessed of the abilities to create the legendary dragonballs.

Namekians

AVERAGE HEIGHT: 5'10” - 7'

AVERAGE WEIGHT: 150 – 220 lbs

ABILITY SCORES: +1 mind, +1 discipline, +1 speed

SIZE: Medium

SPEED: 6 sqaures

VISION: Normal

**MYSTIC ATTACK:** You gain the mystic attack at will power

**REGENERATION:** You gain the regeneration encounter power

**NAMEKIAN FUSION:** You gain the Namekian Fusion Daily power

**TRANCE:** Namekians do not have to sleep, spending 4 hours in a meditative trance gives them the same effect 8 hours of rest would give a human.

Mystic Attack

Within arms reach has a different meaning for the Namekians.

At will ✦ Martial, Ranged

Standard action        Melee

Target: One creature within 5 squares

Attack: Strength+2 vs Reflex

Hit:  1[P]+Strength mod

Special: This attack never provokes

Regeneration

Namekians can regenerate their bodies, provided their head remains undamaged.

Encounter ✦ Healing

Swift action     Personal

Trigger: Player activates

Effect: The player may regenerate any crippled limbs to full health, immediately restoring any lost limbs in this process, and may also spend up to 2 healing surges. The player may recover from a max of Tier wounds with this power. This power CAN NOT be activated if their head is crippled.

Yugo

Namekians can merge their bodies and spirits together into one, increasing their power!

Daily ✦ Special

Fullround action Personal

Effect: The player and a willing namekian ally merge into one being permanently. Increase your PUB by one, and you gain a +5 competence bonus to a check of your choice.

NAMEKIAN ONLY PATHS

Warrior Caste

Dragon Clan

Super Namek

NAMEKIAN ONLY ADVANCED PATHS

Unified

NAMEKIAN ONLY EPIC DESTINIES

Grand Elder
Dragon

Born from built up negative energy in the over used dragonballs, Dragons are shadows of the dragonballs, and the eternal dragon themselves.

**AVERAGE HEIGHT:** Varies

**AVERAGE WEIGHT:** Varies

**ABILITY SCORES:** +1 spirit, +1 discipline, +1 speed

**SIZE:** Medium

**SPEED:** 6 squares

**VISION:** Low light

**STAR MARKING:** Roll randomly to determine your Dragons number of stars. When they have a dragonball with the same number of stars as their marking, the Dragon gains a +2 to all stats.

**POWER RESTRAINED:** When the Dragon uses a surge, they deal an additional die of damage with all ki attacks while the effects last

**DRAGONIC RESILIENCE:** You have inherent DR 1 against melee attacks, and DR 4 against an element of your choice (See the elementalist class for a list of elements)

**DRAGON ONLY PATHS:**

NONE

**DRAGON ONLY ADVANCED PATHS**

Shadow Dragon

**DRAGON ONLY EPIC DESTINIES**

Omega Dragon
Legends Classes

Legends classes are mildly altered basic classes that give access to different abilities and powers compared to the regular versions. All of these are based upon original characters from the Dragonball Z: Legends Roleplaying board. Ask your games Guardian before using these classes.

L-Defender

L-Striker

L-Blaster

L-Leader

L-Shadow
Traits

At level 38 a character gains a trait. A trait is a passive power that is always active, and bonuses granted by their abilities are always counted. A character is able to have only ONE trait. Choose wisely.

Transformer

You have grown accustomed to transforming for more power, and built up a tolerance for it

Special ✦ Passive

Effect: You gain an additional 1/4th level stamina. If a transformation would fatigue you when it ends, it still does so, but the duration is decreased by your tier. This ability DOES NOT apply to Full power Super Saiyan, Super Saiyan god, Super Saiyan God Super Saiyan, or Golden form.

Sentinel Style

You have spent so much time defending your allies that you've developed a special fighting style based around it.

Special ✦ Passive

Effect: As a move action, once per battle, you may begin using Sentinel Style. While using Sentinel style all of your attacks cause knockback equal to your strength, but knockback feats can not be activated by your knockbacks. While standing infront of an ally, you have additional block reactions equal to your discipline. After discipline rounds, you are forced to leave Sentinel Style.

Xenophobic

You are extremely turned off by creatures from other worlds.

Special ✦ Passive

Effect: Against creatures with a different race descriptor than you, your attacks deal an additional tier d6 damage and you can not be attracted to them. Against creatures with the same race descriptor as you, your attacks deal 2/3rds damage and you have a -2 penalty to attacks against them.

Synchronize

You and an ally have been working together for so long, you've figured out how to sync with no words.

Special ✦ Passive

Effect: Choose one ally when you take this trait. Once chosen, this ally can not be changed. Once per encounter, you can spend 3 momentum to take an action out of turn when your ally acts.

Practiced stances

You have spent many long hours practicing your stances.

Special ✦ Passive

Effect: Powers with the stance tag last an additional tier rounds for you. Stances that require maintenance now only require it after your additional rounds.

Super charge

You've become greatly adept at charging ki attacks

Special ✦ Passive

Effect: When charging a power, each surge spent counts as two surges spent instead. Powers without a charge effect instead gain "Charge: Deal an additional tier D6 damage".

Lung Capacity

You are able to hold your breath for a great while

Special ✦ Passive

Effect: When affected by suffocation damage, you take only half. Double the amount of time it takes to begin taking damage in an airless environment.

Gravity Training

You have grown accustomed to greater levels of gravity

Special ✦ Passive

Effect: You treat all levels of gravity as being one lower, but are still affected by deadly gravity as normal.

SPECIAL: You can only take this trait if you've managed to stay in the hyperbolic time chamber for a full year.
Unified

The Namekians have long possessed the ability to meld their bodies, minds, and spirits into one; Creating a new being who wields the powers and skills of both. Only Namekians may choose this path, and only if they've used Namekian fusion at least once.

Path Features:

As one(Level 21-25): Choose a Namekian only path of your level or lower, you gain the path features of that path at level 21 and 25, and may choose powers from among its powers.

I'm two guys, now! (Level 25): A damage die of your choice is increased by 1, can not break cap, and you gain 2 surges.

Uncharted venues (Level 29): You gain a special bonus based on your path combination instead of your chosen paths level 19 feature.

*-Dragon clan + Warrior caste = When you spend a surge, you have a +3 transbonus for tier rounds.*
-*Warrior caste + Super Namek = Your melee attacks deal tier damage to armor when blocked, and you deal tier damage to a foe when blocking. Stun damage you inflict is increased by 1*

*-Super Namek + Dragon clan = The first time you deflect a daily in a day, you suffer no damage. On all other deflects you suffer tier less damage. When you beam struggle, you have advantage on the first tier rolls.*

Unified powers:

Level 21 At-Will powers

You may choose from the at-will powers of the path you chose for "As one."

Level 21 Encounter powers

You may choose from the Encounter powers of the path you chose for "As one."

Level 24 utility powers

You may choose from the utility powers of the path you chose for "As one."

Level 26 Daily powers

You may choose from the daily powers of the path you chose for "As one."

Level 30 Daily powers

You gain the Ultimate power of the path you chose for "As one."