recursal/Fanatic-Fandom huggingface dataset:
Defensive Ki

***\*\*Only AOP can be used AFTER a unsuccessful dodge\*\****

**-Level 1, Aura of Protection:**

For every point of ki used the character gains 5 HP to his aura.
It only lasts for one action. It costs no actions to use and can be put up automatically. He can
never spend more than 25 times his level. A level one character can only have 75 HP.

**-Level 2, Ki Shield:**

The character creates a wall of ki infront of himself, and uses his arms to
support the wall. This is only used to block ki attacks, by modifying his aura of protection the
character tries to block an immensly strong attack.  Must block 1/4 of the damage with
Aura of Protection or this manuever does not work.
Damage is split several ways:
1/4 of the damage can be blocked by the character's Aura of Protection, or the Ki attack is not
blocked at all. 1/4 of the damage continues on to the armor and hp of the character, or may be
Aop'd. 1/2 of the damage is totally dispersed

**-Level 3, Deflection**

:The character shapes his ki around himself to redirect the path of a ki attack.
This manuever requires a ki strike roll, with different difficulties depending on the type of
diversion wanted.

*Normal:*  Roll your Ki Strike at +2 and check to see if you are over your enemies Strike.  This
costs 2 STM

*Complex*:  Roll your Ki Strike at +2 and check to see if you are over your enemies.  If it is, then
you deflect it back at them with your ki guiding it.  This is hit back at your ki strike you just
rolled, and cost 1/2 ki.  If you fail the deflection you are slammed for full damage.

*Lucky*:  Roll a 1d20.  If you get under a 7, you deflect it at a 1d20 roll.  This cost the roll on your
1d20\*10 ki if you pass, and 2 stm. Costs no Ki or STM if you fail.

**-Level 4, Ki Aura:**

This is an add-on to AoP, and it cost 1 ki per 1 damage blocked but to an
added advantage, may not be pierced by Sheild Piercing Attacks.  This may done as many times
as needed, but remember it does cost alot, and you are still required to be within the Aura of
Protection guidelines of Ki Usage.

**-Level 4, Final Block:**

You may Use as much ki as you need to block out the damage.  But it cost
double the amount of ki done to do so.  This is an Add-On to Aura of Protection, and may be used
with the Chi Aura technique

**-Level 5, Ki's Ending:**

 Lose all of your Ki, and Stm, to Cancel out all the damage for that action
from yourself and to them.  This is the true ending attack, and may be only done if you have 1 stm
or more left.
Tsurennin- the Crane School

1. Discharge
2. Minor ESP
3. Split Form
4. Taiyoken
5. Level 1 and 2 KI Awareness
6. Multi Punch

1. Dodonpa:
Starts 2d6x10 and costs 30 KI. The Dodonpa gains 1d6x10 damage each level up.

2. Kikoho:
Original version of the Kikoho. Does 3d6\*10 damage and increases 1d6\*10 each level up. Uses
40 KI and 10 STM. If the character keeps using it and drops below 0 STM points, they have a
25% chance of dying.

3. Shin-Kikoho:
This is the most powerful blast of the Tsurennin school. This attack uses 15 stamina points and
55 ki. It inflicts 5d6x10 +1d6x10 damage per level up.After level 4  If this attack hits the enemy
loses 1 action. If the character keeps using it and drops below 0 stamina points, they have a
50% chance of dying.

4. Renzoku Kikoho:
Using the normal Kikoho, the character can fire off multiple blasts. This technique however,
should not be taken lightly, since each blast you fire off  costs the standard penalties (40 KI and
10 STM)

      Fires off....
      1d4 shots: Level 1-10
      2d4 shots: Level 11-20
      3d4 shots: Level 21-30
      (etc..)

     Every blast level gets a cumulative +1 Strike bonus. At level 24, let's say, you can fire off 3d4
     blasts, and you also get a +3 Strike bonus. You roll a 6, so the damage would be a maximum of
     2 6d6\*10(\*6) total. However, it would also cost you 240 KI and 60 STM. After performing
     this, the user cannot attack for the remainder of the round, and they automatically lose 5 actions
     in the next round. If you fall under 0 STM using this, there is a 75% chance of dying. This roll
     bypasses the standard 25% chance.

Attribute Bonuses:
+10 MNT
+10 STR
+10 DEX
+10 STM
+8 SPD
Ligon

**Ligon**

*Attributes*:

INT  2d6

MNT 4d6

STR 3d6+2

DEX 3d6+2

STM 3d6

SPD 3d6+2

HP: STMx10+20 per level

KI: MNTx8+15 per level

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

*Special*

1. Ligons have the ability to breath in both air and water.

2. The Ligons are massively religous and protective of their homeworld (no one but them even
know where it is).  This secret is closely guarded.  Not even in dying matters would a Ligon
reveal his homeworld's location.

3. For each level the Ligons obtain they recieve 25 points to divide among any 2 stats.

4. The Ligons have four eyes providing them with keen eye sight and giving them a +3 to strike,
dodge and +1 attacks a round. Zanzoken doesn't work on him, and Tayiokens don't blind his
3rd and 4th eye, allowing him to keep the +3 strike, he blinds people for 3 actions when using
tayioken.

5. Choose one school of technique

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

*Unique Powers:*

            (TIME FREEZE)
Ligon's are born with the ability to manipulate time and space.  They can speed time up and
slow it down by thought.  When a Ligon stops time they lose 3 stm a action that they make and
gain penalties depending how long they had stoped time.  If they stoped time for 1-2 actions there
is no penalty.  if they stoped time for 3-4 actions they suffer a -3 to all dice rolled the next turn.
If they stoped time for 5-6 actions, they suffer a -6 to all dice rolled the next turn.  There is no
limit to how long a Ligon can stop time some have been known to stop time and come back years
older, but if a Ligon drops below 2 STM while holding time still they get ripped apart by the force
and have to roll under 25 on a d100 in order to survive. Also you can only do HtH attacks in time
freeze.

            (MIND FREEZE)      lvl. 4
Another ability highly known that Ligon's use is called "Mind Freeze".  This power freezes
the targets in a 500ft radius.  It costs 50 ki to summon the energy to stop the opponent and 15 ki
a round to maintain the mind freeze...  The Ligon can move around inside the area as if in normal
time but they cannot stop time while maintaining Mind Freeze.  Mind Freeze can only be used if
the target or targets are at or below 50% ki
Paiku-jin

**Paiku-jin**

*Attributes*:

INT 3d6

MNT 6d6+15

STR 4d6+5

DEX 5d6+10

STM 5d6+5

SPD 5d6+8
HP= STM x10 +20 per level

KI= MNT x15 +30 per level

+2 actions per round

Pick 2 powers at level 1, and 1 every level after

*Special*

1. Paiku-jin start with Discharge and Sense Ki

2. At a level up, they get 22 points to put in any attributes except INT.

4. They resemble Nameks in that they have green skin, but they don't have antennae or the pink
muscle patches. Their skin is also not segmented like a Namek's.

3. For every 40 ki, they have +1 HTH damage. Also for every 200 HPs, they have +1 to Strike.

5. Paikus have a unique ki blast which is their's and only their's. You must give it a specific name
and hand motions. It starts out at 3d6\*10 damage, and at level 5 it gains Increased Charging. It
goes up 1d6\*10 damage per level, and also gets +1 to strike every level after level 5, due to it's
increasing size.  It costs 5 ki per 1d6\*10 in the damage.  Cannot be improved upon by ki invent
rules.

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

*Unique*

1. Sonic Voice- A Paiku-jin's voice can be deadly when used properly. It does 1d4\*10 damage, and
if within 50% of the target's power level, it will stun them for 1d4 actions. It gains an extra 1d4\*10
damage every 3rd level (3,6,9,12...etc). If a Paiku-jin attempts to use this more than once in the
same round, they face a 50% chance to receive the stunned effect for 1d4 actions, and have a 25%
chance of severely (and permanently) damaging their vocal chords. If this happens, they can never
perform Sonic Voice again, and their speech is severely disrupted, to the point where only basic
words can be made out.  This may not be stopped by any type of aura, and is only counterable by
another Sonic Voice or a Jace-jin's Sonic Blast.

2. ESP- They can speak with others through their thoughts. This costs 1 ki per 10 minutes, and is
automatically learned at level 4.
Sauza-jin

Sauza-jin

Attributes:
INT 1d10
MNT 3d6
STR 2d6+2
DEX 3d6+5
STM 2d6+4
SPD 3d6+3
HP: STMx11+30 per level
Ki: MNTx12+25 per level
+3 attacks per round.
Choose one power at level 1 and one every level after

Special

1. Begin with a school of technique

2. Begins with Ki Shaping at no cost

3. +10 Ki damage per 50 HP.

4. Regains 15 ki per action per level

5. At level-up, Sauza-jin gain +3 to each stat, except INT.  They also gain 10 points to distribute
among any stats.

6. Gains +20%to all stats when LPed.

Unique Powers:

1. Improved Ki Shaping: The character shapes a Weapon of some sort. It may be a sword
knife, staff, dagger, etc. if it is a ranged weapon the creation cost must be paid for each one
thrown. Damage: Each foot of length does 3d6x10 dmg. Cost: 10 ki per 1 foot of length, cost must
be paid every round. Max Length equal to level of creator. Takes a action to create the weapon.
Ki weapons gain BOTH Ki and HtH damage.  Gains an additional 2d6x10 damage per foot each
level of having this power.  Cannot be chosen until level 7.

2. Advanced Parry: The Sauza-jin may knock away any ki blast instead of dodging it.  They must
simply make a HtH strike +5.  The result must be greater than the attacker's strike.  The Sauza-jin
gains 1/4 of the ki used to create the attack.  Can parry a critical ki hit on any natural roll above 15.
If a critical strike is rolled by the Sauza-jin, they gain 1/2 of the ki used to create it.  Any ki gained
from Advanced Parry is sent to the user's ki count, until that reaches maximum.  After that, it is
added to the user's ki pool.  Can only knock an attack away, cannot knock it back at the attacker
or at anyone else.  May only be used once per round, costs 5 STM.  Cannot be chosen until level
Kishi-jin

**Kishi-jin**

*Attributes*:

INT 2d6

MNT 3d6

STR 2d6+5

DEX 4d6

STM 5d6

SPD 4d6+2

HP: STMx10 +25 per level

Ki: MNTx12 +30 per level

Pick three powes at level 1 and 1 every level after

*Specials*

1. Combat Teleport, Zanzoken, Multi-Punch, Multi-Kick, Multi-Punch, Multi-Fireball.  Kishi-jin
begin with any TWO of these powers.

2. A Kishi-jin looks like a cross between a catfish and an eel.

3. Kishi-jin may breathe under water for their level in hours.

4. +1 HtH strike per 50 HP.

5. Kishi-jin gain 20 points to distribute among their stats at level up. Also, gains +5 to MNT every
two levels, beginning at level 2.

6. Kishi-jin are born with one tentacle.  They grow 1d2-1 tentacles each level, beginning at level 2.
They may attack with these tentacles.  They do 4d6 damage and are +1 to strike.  The Kishi-jin
may target as many people as they have tentacles, or attack the same person with more than one
tentacle.

*Unique Powers:*

1. The Kishi-jin can create an electrical barrier around themselves.  This barrier stops HtH attacks
from anyone who's powerlevel is less than x2 that of the Kishi-jin.  The barrier does 1d20x user's
level damage to anyone who comes in contact with it.  Takes one action to put up, costs 25 ki and
3 STM per user's level and must be renewed each round, no matter what.  The barrier can absorb
one attack per user's level (it always goes down after a multi-attack, unless the user is a class higher
than the attacker).  Cannot be picked until level 3.

2. Electrocution: Kishi-jin may use their tentacles to electrocute enemies.  They roll strike at -5,
and instead of hitting the target for damage, the tentacles instead grabs the target.  May only use
one tentacle per person in this way (you may attempt with more than one, in case the first
misses) though you may grab as many people as you have tentacles.  Once the person is grabbed,
the Kishi-jin may pump ki energy into the tentacles, transforming the ki into electricity.  May use
only 20x level in this way per action, per tentacle.  5 ki = 2 damage.  The victim may break free
as per normal grab rules.  May not be chosen until level 2.
Dodorian

**Dodorian**

*Attributes*:

INT 2d6

MNT 3d6

STR 6d6+10

DEX 5d6

STM 5d6+3

SPD 4d6

HP: STMx14+25 per level

KI: MNTx8+15 per level

Choose 2 power at level 1, and 1 for each level

*Abilities:*

1. Dodorians have extreamly though skin that acts as a natural armor that is 25% of the Dodorian's
HP.

2. Dodorians have spikes all over their body making their hand to hand attacks inflict extra
damage and on top of that are naturaly strong and have weight to throw into attacks. HtH damage
is not regular bonuses but is STR / 3 instead.

3. Dodorians start with bulk up, Discharge, uppercut and pound.

4. Dodorains are for the most part fat, when compared to other races, which gives them a -2 to
dodge.

5. Dodorains gain a +1 to HtH damage for every 20 HP.

6. Dodorains are hard to tire, stamina count is at \*2.

7.  Gains 20 points to distribute between non-INT stats at level up

8. Gain +25% to STR and STM when LPed.

*Different Creeds of Dodorians:*

Roll 1d12 to decide which creed you are.

1-3- Yellow Dodorian- these Dodorians have extra tough skin. Their natural armor is 40% of HP,
and they also receive +7 STR and +5 STM.

4-6- Pink Dodorian- this creed is the most well-rounded. They have an extra 1d6 to each stat, +1
attack per round, and automatically receives Mouth Blast at no cost.

7-10- Grey Dodorian- these Dodorians have spent many years perfecting their mental abilities.
They are +1 to strike with Ki attacks, receive +1d6 to MNT and INT, and rather than their
starting Ki be MNTx8+15, it is now MNTx10+20 per level. +50 ki to begin.  Begins with
Multi-fireball at no cost.

11-12- Brown Dodorian- These Dodorians are born with a small pair of wings, which allow them
to fly at SPD times 4 mph, at a cost of 1 STM point per hour. This is the quickest creed.
-10 STR, +5 DEX, -5 STM, +10 SPD, +2 to all stikes and dodges while flying

*Unique Powers:*

Charge: This is not any type of ki charge but its basically just runing into your move.  The
Dodorian rams into his opponent doing any basic HtH move, except Ram, Flying Ram, and
Dropkick.  This HtH move gains the Dodorian's SPD for damage along with normal bonuses and
is +4 to strike.  Can only be used once per round.  Cannot be chosen until level 3.
Dragon Ball RPG (D20) Wiki

## Welcome to the Dragon Ball RPG (D20) Wiki

This is a homebrew made DB RPG. This was made long ago by a large group of people and uses the D20 roles like D&D.

This wiki will have all the rules and races on how to make a character.

\*Table of Contents\*

DB Rules

Character Creation

Money/Items

DB Character Sheet

Initiative Tool (Makes doing init WAY easier)

## Describe your topic

Dragon Ball © 1999 BIRD STUDIO/SHUEISHA, TOEI ANIMATION.

Dragon Ball and all related elements are trademarks of TOEI ANIMATION, and are used for informational purposes only.

No copyright infringement is intended, or should be inferred. All other rules and abbreviations are © Glenn Dyer except Ki Invention Technique and Unique Abilities Chart.

Also this Dragon Ball RPG is not official. This system is in no way related to the true official DB RPG made by R Talsorian.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Kaio School

This is not the conventional Martial Arts school. This school is based on a small planetoid in the
after life. It is at the end of snake way, and extremely long winding pathway thousands of miles
long. Unlike other schools, bonuses are not to be divided by 5 if the student has attended another
school of training. After training at the Kaio School, the character receives +1 to strike and dodge in
combat with all types of attacks and dodges.

\*NOTE= any Major or Lower Class Characters can also gain normal bonuses, even if Alien\*
The techniques at this school are not always taught. Only 10% of the students will be taught the
techniques.
Kaioken+Genki Dama take 2 weeks each to learn. And bonuses apply to ALL Races

This increases the characters speed, strength, and ki for a short period of time at the cost of
physical endurance. For each level of the Kaioken it costs 1 STM point and gives +2  to strike,
or dodge, +10 STR and +50 KI. The Kaioken's level can only be 2x the character's level (a level 2
character can only do a Kaioken X4). So a Kaioken X3 will give a character +6 to strike and
dodge, +150 KI and it will cost 3 STM points. Note that the bonuses only last for one action,
and must be continuously renewed after each attack.
\*NOTE- Can not be used in any form of Super. ex. Super Saiyan, Super Namek, etc.\*

2. Genki Dama:
This technique creates probably the strongest known KI attack. It draws energy from nature
and if people are willing, it will draw people's KI. For every action that the character gathers
energy, the Genki Dama naturally gains 100 KI from the surroundings. If people help they can
donate up to 10% of their ki. Trained fighters can donate as much KI as the want. For every 1
KI the Genki Dama is made of, it does 3 HP of damage. So a 400 KI Genki Dama will do 1200
HP of damage. However the Genki Dama can only be used against evil or slightly evil enemies.
The Genki Dama is +5 to strike for every 100 Ki it is composed of because it grows massively
in size. Also: can only be used a max of 3 times per battle.  Also, you must have a basic
powerlevel over 4000 to learn.  After forming the Genki Dama, the user may in fact absorb the
Ki used to create to attack, instead of throwing the attack.  This Ki is added to the user's Ki
pool.

Attribute Bonus:
MNT +8
STR +10
DEX +10
STM +10
SPD +15
KI +50
HP +30
Метелеглазка

56 лун.

## **Биография:**

О детстве Метелеглазки ничего неизвестно. Когда Метелеглазке было около 18 лун она познакомилась с Севернолапом. От него она родила 6 котят: Молчаливогривочку, Шрамика, Камнехвостика, Львинохвостенькую, Вишенку и Бабочку. Они жили спокойной жизнью, но когда прошло 5 лун на семью напала свора собак. Севернолап погиб защищая свою семью, а раненая Метелеглазка успела сбежать со своими котятами. Метелеглазка смогла выжить и дальше продолжила учить и заботиться о своих котятах. Вскоре двуногие нашли семью и хотели увезти с собой. Котята смогли вырваться и убежать, но Метелеглазку поймали и посадили в брюхо чудища. Когда они приехали в город Метелеглазку отнесли в каменное гнездо двуногих. Она смогла сбежать оттуда. Метелеглазка не смогла найти своих котят, так как не знала где их теперь искать и живы ли они вообще. Дальше продолжительное время Метелеглазка выживала в городе, её несколько раз пытались забрать двуногие, но не смогли. Потом Метелеглазка решила вернуться в лес, и проживать там как много лун назад. Так она и поступила. В лесу она прожила большую часть своей жизни. В 55 лун познакомилась с предводительницей Грозового Племени Белозвёздной. От неё она узнала, что бывшим предводителем племени являлась её дочь Вишенка, ставшая Вишнёвой Звездой. На тот момент Вишнёвой Звезды уже не было, и они не смогли встретиться. Метелеглазка вступила в племя. На данный момент Метелеглазка спокойно проживает в Грозовом Племени без всяких проблем.

## **Характер:**

Метелеглазка очень заботливая и ласковая кошка. Всегда хочет помочь и ей трудно отказать в чём-то. Предпочитает остерегаться конфликтов, споров и драк, но ради семьи готова пожертвовать жизнью и защищать родных до последнего. Немного пугливая. Прежде чем делать решение хорошо обдумывает его, но в экстренной ситуации может потерять самообладание и принять не очень правильное решение, но почти никогда не жалеет о своём выборе.

## **Внешность:**

Крупная кошка с коричневой шерстью и 3 широкими тёмно-коричневыми полосами на спине. Большие глаза бирюзового цвета. Белые носочки на всех 4 лапах. Всё тело в множественных шрамах. Хвост пушистый и густой.

## **Родственники:**

### Родители:

Мать - Остроликая (мертва, обитает в Звёздном Племени)

Отец - Мутный (мёртв, обитает в Звёздном Племени)

### Котята:

Дочь - Молчаливогривая (жива, в Клане Падающей Воды?)

Дочь - Бабочка (жива, домашняя киска)

Дочь - Вишнёвая Звезда (мертва, обитает в Звёздном Племени)

Сын - Камнехвост (жив, место нахождения неизвестно)

Дочь - Львинохвостая (жива, одиночка)

Сын - Шрам (мёртв, обитает в Сумрачном Лесу)

### Пара:

Возлюбленный - Севернолап (мёртв, обитает в Звёздном Племени)

### Внуки/Внучки:

Внучка - Ласка (мертва, обитает в Сумрачном Лесу)

Внучка - Льдинка (жива, в Клане Падающих Звёзд)

Внучка - Искринка (пропала без вести)
School of the Body

The School of the Body concentrates on improving the defensive and over-all power of a person's
body.

1. Improved Resting
2. Block
3. Power Resting
4. Sense Ki
5.  Multi-punch
6. Multi-kick

1. External Fortitude: Character may absorb damage from an attack with their STM count.  For
each 1 STM spend, the character may absorb (meaning, doesn't take damage from) 3 damage.  They
may spend as much STM as they want.  However, this may be pierced by armor piercing powers.

Stat Bonuses: MNT +2, STR +15, DEX, +8, STM +12, SPD, +8
Kaio

**Kaio**

*Attributes*:

INT 3d6+6

MNT 3d6+10

STR 5d6+10

DEX 3d6+10

STM 3d6+10

SPD 3d6+12

HP: STMx8+15 per level

Ki: MNTx15+30 per level
+1 attack per round

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

*Special*

1. Kaios are demi gods and are very wise. +20 to any stat per level +5 to INT.

2. Kaios have anteni that let them used an advanced sort of ki sense that has no chanse to fail.
The anteni let them use ESP through great distances and dimentions. Also lets you use
the ki sense over great distances. Other people can talk thourgh your ESP by placing thier hand
on your shoulder.

3. Kaios can create items with restrictions:
-Simple things: Like food, water, clothing, anything very abundant; 1 ki per pound
-Simple tough things: Metals, Furniture, buildings, concrete; 50 ki per ton
-Machines: appliances, TV, Radio, guns; 50 ki per 100 lbs
-Very complicated machines: nuclear generator, Satellite, Space Shuttle; 50 ki per pound
GMs approval

4. Kaios start with Surpress Ki at no cost.

5. Kaios lose +10% to all stats when brought into LPs except INT, which is +20.

6. Can live in Heaven and Hell and travel between dimensions.

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

8. Kaios gain +30 Invention Points

9. At level 13, a Kaio's HP Modifier becomes x10 and his Ki Modifier becomes x17

*Unique Powers*

1. Remove Sekikatsuba: Cannot be picked untill level 6 and will remove the Sekikatsuba power
from an ally for the cost of a pemanent -1 to STR and STM to the victim of the stone and also
costs 50% of their maximum Ki and 15  STM for the Kaio to use it.

2. Kaio School: Kaios, being demi-gods and very wise, often form their own schools of technique.
Kaios use the school creation rules found under the 'School' file.  They also have the ability to
create their own Power Invention to make part of this school.  See Power Invention rules.  Kaios
gain all the powers and Power Invention from their school, but do not gain the attribute bonuses.
Cannot create their school until level 6.

2. Train: Kaios can train other people in their school at any level but doing this takes one month.
Kaios may not train each other, nor train Kaioshins.
Hand-To-Hand

**Level 0= KI Chargeing:**

You can charge KI into your attack. You can charge 5 KI per action and each KI you charge will
then be added to your HTH attack whenever you make your attack. NOTE you can charge then
immediatly take your attack in the same action with the +5 damage. This attack cant be used on
multi's and combo's

**Level 1= Multi Punch:**

1d5+1 punches at level 1-5, 2d5+2 punches at levels 6-10, 3d5+3 punches at levels 11-15, and 4d5+4
punches at levels 16-20. These do the damage of a normal punch. This can only be used once per
round, and costs two stamina points.

**Level 1= Multi Kick:**

1d5+1 kicks levels 1-6, 2d5+2 levels 7-13, 3d5+3 level 14-20. Can only be used once per round, and
costs three stamina points.

**Level 1= Shield Piercing:**

This may be used for all Hand to Hand moves.  All it does is not allow a Sheild to Stop a Hand To
Hand attack.  This must be charged for though, and takes one action to build the agility in your
muscles.  Must be level 3 to obtain. This lasts the remainder of the round.

**Level 2= Combo:**

Any attack  but: ram, power punch, jumpkick, or dropkick, then  any attack, then a multi punch
or kick. Costs 10 STM points Must be level 3 to obtain

**Level 3= Double Jumpkick:**

\*2 damage to a jumpkick (hth and bounes included). Costs 10 STM useable once per combat round

**Level 4= Combo Level 2:**

Any attack  but: ram, power punch, jumpkick, or dropkick, then  any attack, then a multi punch
or kick and last a level 3 power. Costs 35 STM points Must be level 5 to obtain

**Level 5= Dragon Uppercut:**

The character will upercut spinning in circles hitting multiple times and throwing the enemy higher
in the air. Does 1d2+1 uppercuts and costs 10 STM. -3 to strike. If the enemy does not have fly
they will face a falling damage of (3d6+Weight)\*Gravity.

**Level 5= Tornado Kick:**

Does1d4+1 round house kicks and at level 10 goes to 2d4+1 round house kicks. This costs 7 STM
and is -4 to strike. At level 10 STM cost goes up to 10. This attack may only be done once per
battle.

Level 5= Ultimate Combo:

Combo Level 2- Any attack  but: ram, power punch, jumpkick, or dropkick, then  any attack, then
a multi punch or kick next a level 3 power, then a KI attack. last the ultimate punch: 20d6+hth
bonuses. Costs 75 STM points must be level 8 to obtain

**Level 5= Kuukanteni Punch:**

Where the attacker opens portal in time and space to attack his enemy without moving his enitire
body.This can only  be used for  HTH attacks and this gives you +5 to the strike roll.

**Level 6= Final KnockOut:**

This attack is a series of combos.You do Combo 1 & 2 and the Ultimate Combo.This costs 130
Stm points to do.You may only do this 5 times in your whole life and must be level 15 to obtain.

*NOTE:ALL COMBOS ARE USEABLE ONCE PER BATLE. Any racial attacks can substitute*
the first attack in any combo, and sword attacks can always substitute the last OR first.
Hospital

The hospital is the only way to heal and get rid of criticals without using a Rejuvinator. These are all
in game time, not real time. Races such as Namek and Tri-Clops can regenerate criticalled areas, so
they don't need to use this for crit-healing. If you have multiple crits add +50% to the time it takes
to heal per crit after the first oneso if you had 2 crits the time would be doubled. This only counts
if they're of different types. Healing non-crit damage is free. The crits and regular damage must be
healed seperately. (i.e. I've taken a Neck crit and half my total HP, it would take 7 hours.) Note
that all of these things are GAME TIME.

## HP To Be Healed    Time To Heal
1-10%            1/2 an hour
11-25%            1 hour
26-50%            2 hours
51-75%            3 hours
71-99%            4 hours
100% or more        6 hours

## Critical Type        Cost To Heal        Time To Heal
Head            1,000 per crit level    6 hours per crit level
Neck            750 per crit level    5 hours per crit level
Torso            500 per crit level    4 hours per crit level
Groin            250 per crit level    3 hours per crit level
Arm/Leg            100 per crit level    2 hours per crit level

if you dont pay the bill, i will get very angry
Mallik School

This school was invented my a mak jin called kor.  It mainly consists of hth moves and powers. It
has a few other powers from ki and avoidence to help you incase hth isn't working.

1. Discharg
2. Multi Kick
3. Bulk Up
4. Focus
5. Slice

1. Mallik Perfect Strike:  With this manuver you sit back for an action examing your oppent and
his weak spots. By doing this for your next action you will gain your dex bonus /2 anto your strike
You must have to actions in a row to do this.  It costs 2 addional stm from the normal attack to do
this.

Stat Bonues: +8 MNT +12 STR +10 Dex +10 STM +8 SPD
Shantza Jin

**Shantza Jin**

*Attributes*:

INT 1d6

MNT 8d6+20

STR 1d6

DEX 1d6

STM 2d6+2

SPD 1d6

HP STMx2+10 per level

Ki  MNTx20+10 per level

Pick Seven powers at level one and once power for each level after

*Special*

1. Recovers 10 KI an round and +2 more each level.

2. At level up, gains 30 to MNT and +4 to STM

3. Extremely small and as a result very hard to hit or see. -10 to all attacks against them if you found them. You have to roll a 1d20 and get a 16 or above to spot them.

*Uniques*

**Illusion Technique**

They sends red beams out of his cheeks creating a red dome around his
opponents. Inside the dome he creates illusions to try and trick his
opponents. This is extremely powerful technique. It costs them 10 ki an action to maintain. The dome covers a large 200 yard area and they can created anything they want inside it to fool their enemy. In the dome the user rolls a 1d100 each turn and must get a 95 or higher to break out of it. Until then they slowly pick up the fighter dealing 10 damage an action they are in there.
Dende's Lookout Training

Kami's training doesn't necessarily teach the characters anything new. However the characters gain
500 experience from the training and the following bonuses. Also bonuses are not to be divided by
5 if the student has attended another school.

1. Room of Space and Time
Time moves at a MUCH slower rate in this room. 1 day=1 year in the room. But Kami/Dende
will only let you use this room if there is NO other training alternative in such a short time.

2. Fusion Technique:
This is the most powerful technique. Simply add all attributes, HP, LP, Ki and take the average
of their actions. Lower characters Pl must be within 5% of the higher characters PL. Must be at
least level 5 to be taught the technique. Here's the problem for the characters. Here is the fuson
skill: starting at 35% chance of success. For each time they perform fusion (successful or not)
they get +2%. If fusion is not successful there is a 50% chance of them either being the fat
fusion or the old fusion. In these cases divide everything by 15. Fusion lasts for 30 minutes
without exception. So you had better make sure you can fuse well before fighting someone.
Fusion can be learned from Dende at Kami's lookout. He will teach if you are worthy, and this
is left up to the GM. Half Saiyans that fuse can go Super Saiyan 3, however this is also left up
to the GM's discretion.

Attribute Bonuses:
MNT+10
STR+5
DEX+5
STM+5
HP+25
KI+40
Dauthi School

This school was made by a namek and made it to help people with there ki attacks.  Its also there
to help the weaker pepole defend them self.

1. Discharge.
2. Multi-Fireball
3. Ki Combo
4. Block
5. Aura of Protection
6. Charge

1. Shockwave: This is a hth range ki power.  What it does it lets off a 1d6\*10 of ki damage and
gains 1d6\*10 damage every level up.  Costs 10 ki per d6.

Stat Bonues: MNT +12, STR +8, DEX +10, STM +8, SPD +10
Schools

Any race can take schools. A character can learn a new school every 3 levels. But it takes time to
learn the various techniques in the school. To learn a school it takes a certain amount off time.

As lister on a table below.

if a unique or a race grants a school, it must be either an A or B school

Schools A: 3 Months

Schools B: 4 Months

Schools C: 6 Months

Schools D: Special

Races that can take a school because of their Racial Powers, will learn that school in a month

\*Note\*
Type D school can not be taken unless permission is given by a GM

For training times ask a GM.

School A

School B

School C

School D
Classes

**POWER LEVEL FORMULA**

((( STR + DEX + SPD )\*(( HP / Base Mod. divided by 3 )+( KI / Base Mod. divided by 3)))/15

Base modifiers are your races normal modifiers.  This does not change ever, even through uniques,
super forms, or transformations.  When dividing by 3, always round down.  (10 would round to 3)

Also if you have a bonus to strike and dodge that dosen't come from your stats
(+2 to strike and dodge from feirce fighting style) then add a +10 to the
STR+DEX+SPD side of the formula for every +1 to strike and dodge.
If it is only a + to strike OR dodge, then only add +5. If the bonus is conditional
(like very calm gaining +8 when angry) then do not add it.

Okay this is how classes work, there are the following classes:

A    1-2,500

B    2,501-5,000

C    5,001-10,000

D    10,001-20,000

E    20,001-40,000

F    40,001-80,000

G    80,001-150,000

H    150,001-250,000

I    250,001-350,000

J    350,001-525,000

K    525,001-725,000

L    725,001-950,000

M    950,001-1,200,000

N    1,200,001-1,500,000

O    1,500,001-2,000,000

P    2,000,001-2,800,000

Q    2,800,001-3,800,000

R    3,800,001-5,000,000

S    5,000,001-6,300,000

T    6,300,001-7,800,000

U    7,800,001-9,800,000

V    9,800,001-12,500,000

W    12,500,001-15,500,000

X    15,500,001-20,000,000

Y    20,000,000-35,000,000

Z    35,000,000 +

Every level of class you are higher than someone you 1/8 Damage then it moves down from there So if
it was a class A against a class C the C would take 1/7 damage from the A. This continues if it was a class D the would take 1/6 damage

+1 strike/dodge for each class higher than your opponent
HTH Crits

**- Critical Strikes -**

The hit tables are as follows

1-10    Left leg

11-20    Right leg

21-30    Left arm

31-40    Right arm

41-50    Stomach

51-60    Chest

61-70    Back

71-80    Groin

81-90    Neck

91-100    Head

(\*) Severe Bruise - if you hit this spot again it causes exceptional pain, there's a 25% chance that
you lose 1 action because of the pain, this percentage goes up by 10% every time that spot is hit
while it's bruised.

*- HTH damage -*

**\*Head\***

1. Severe Bruise(\*)

2. Knocked Unconcious for 1d24 hours

3. Skull Fracture - 50% Chance of losing 2 int permanently (if you roll a 1, you go into a coma for
    10 days)
4. Amnesia - Roll a 1d100 and that's the percentage of memory you lose.(i.e. if you roll a 100, you
    lose 100% of your memory)

**\*Neck\***

1. Severe Bruise(\*)

2. Twisted neck - dead instantly

3. Shattered Treache - your dead in about one minute.

**\*Arms\* (fingers, hands, upper/lower arms, shoulder, ect)**

1. Severe Bruise(\*)

2. Brake -whatever was broken is entirly inusable. -25% strike.

**\*Chest\***

1. Severe Bruise (\*)

2. Broken Ribs (1d4 ribs are broke) -10% to dodge, -5% to strike per rib

3. Broken Sternum
    -49% chance of punchered heart. you have 10 minutes to live, -49% chance of punchered lung.
            you have 10 minutes to live.
    -2% chance that it missed all major organs, but you are imobile, and 25% chance unconciousness
            you have 2 hours to get to a hospital/tank or die.

**\*Stomach\***

1. Severe Bruise(\*)

2. Internal Rupture - severe internal bleeding, and you throw up for a round, -20% to dodge, -10%
    to strike

**\*Back\***

1. Severe Bruise

2. Dislocated disc(s) -paralized for 1d3 rounds, -33% dodge, -15% strike

3. Nerves destroyed -you can feel nothing, the benefeit is you can feel no pain, the detriment, you
    feel nothing at all

.
4. Paralized permanently -49% chance from waist down, -49% chance from waist up, -2% chance
    completely

5. Severed spinal cord -dead as soon as you move/are moved, unless you are moved via telekenisis,
    and placed in a tank, or taken to the hospital, then you'll still probably die.

**\*Groin\***

**1. Severe Bruise (You lose 1d2 actions from keeling over) (if female, none of these apply)**

2. Damaged testicle - You drop to the floor and are esentially paralyzed, unless your stress level is
    at 5, you can't attack. 50% chance that only one, instead of both, Testicles is no longer useable

3. Destroyed Testicle - One of your testicles is completely destroyed, and no longer exists (it was
    shoved up so hard it ripped off and is somewere floating around in your body, or it was ripped
    off outwardly)

**\*Legs\*(toes, feet, lower/upper legs, hips, ect.)**

1. Severe Bruise(\*)

2. Brake - That part of your body is inusable. -25% dodge.
Maiyome's Mental Martial Arts School (MMMAS)

This is a top elite fighting school for MAs Triclops and Chou-jins only, NOONE ELSE! It will
teach you to fight Hand To Hand using your ki. A very effective way of fighting.

1. Kikou Shou- This is a technique where you hold out your fists charging a ball of energy of the
color of the characters preference. It will enlarg around your character very fast growing up to a
diameter of about 4 Ft. This will effect everyone in HtH range of your enemy or ally. Does
1d8\*10 damage +1d8\*10 damage per level. Has a +2 to strike and is AP but may only be used
once per 3 rounds and costs 30 ki +15 per level. Gains +1 foot per level and at level 15 effects
short and HtH range. At level 35 it effects all ranges.

2. Shou Punch- This technique you will charge a small ball of energy were your opponent is
standing doing 2d2\*10 and gains AP and SP at level 5. Costs 25 ki and cost 43 ki at level 5. It
only be used once per round.

3. Katon Kick- This is a technique that will aid your kick with flames doing regular kick damage
+1d4\*10 per level. This costs 10 ki per 1d4\*10 and may only be done once per round. Gains
Ki and HtH damage bonusses

4. Multi Katon Kick- May only be used one per battle and does
(1d6+1)\*(Kick Damage+Flame Damage/2)\*(level/3)
(NOTE: Just roll 1d2\*10 for the half dmg on flame kicks)+hth+ki dmg
cost regular ki \*number of kicks and costs 5 STM.

+12 to MNT +10 to DEX +8 to SPD +1 APR +25 Ki
-Wolf School-

1. Discharge
2. Level 1 and 2 KI Awarenes
3. Flight
4. Multi Punch
5. Combat Teleport

1. Soukidan:
This creates a ball of energy that is easily controlled by a series of hand movements by the
creator. The ball does 2d6x10 damage, +1d6x10 every two levels, is +4 to strike, and costs 25
KI. Remote Attack: If it misses, 1 action may be spent to guide it back to its original target, for
10 KI. Becomes Double Remote attack at level 4.

2.Wolf Wind Attack:
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.

3. Power of the Wolf:
This technique is the grand summation of the Wolf technique. By "summoning" the spirit of the
wolf, all of your senses are briefly increased. In game terms, this is a (x2 level) increase in all
stats except INT. So, a level 1 character would get +2 to all stats except INT, whereas a level 5
character would get +10 to all stats except INT. This does not change HP or KI or STM count,
it only gives an increase to your stats and bonuses (if applicable). This lasts for the remainder
of the round, and can only be used once per battle.

Attribute Bonus:
+8 MNT
+10 STR
+10 DEX
+8 STM
+10 SPD
(For sake of the game, your behavior is also changed, to fit the savage instincts that have)
(If you have the Very Calm unique, you also get the effects of getting pissed off when you use
this.)
Tutorial

**Character Creation Tutorial**

For those new to the Dragonball RPG, here is a tutorial for character creation:

*Step 1*

First of all, Grab your character sheet.

*Step 2*

Choose your race.

There are are many races to choose from, and this could prove a problem. If this is your  first character, it is suggested that you choose a simpler race and one that uses many facets of the Dragon Ball system.

*Step 3*

Copy your Race Information into the Racial Abilities section of your character sheet.

*Step 4*

Roll all of your basic stats--INT, MNT, STR, DEX, STM, and SPD.  Don't figure your HP, Ki, LP, Stamina Count, and Attacks Per Round yet, as this could change later.

*Step 5*

Roll your class or color, if your race has them.  Take whatever steps your class/color lists for changing your stats.

*Step 6*

Choose your unique abilities from the Unique Ability section.

*Step7*

Choose your school of technique if your race begins with one, or your unique abilities grant you one.  If you do not begin with a school, choose your beginning powers.

*Step 8*

Figure out your HP, Ki, LP, Stamina Count, and Attacks Per Round.  Your HP and Ki multipliers are in your race information.  Usually, LP and Stamina Count are usually equal to your STM stat, unless your racial information or unique say differently.

*Step 9*

Figure out your stat bonuses, using the Stat Bonuses section. Your unique abilities and racial skills may effect some of these bonuses.

*Step 10*

Create your first Technique Invention.  You have 60 points to create it, and  it may be either HtH or Ki based.  Your Unique Abilities or race may effect how many points you may points you have.

*Step 11*

Roll your beginning Zeni.  Buy whatever items you want, found in the Items section. Start with 1d10\*100 zenni.

*Step 12*

Figure your power-level. The formula and explanation is found in the Class section.

*Step 13*

All the technical details of your character are complete now.  Filling in the Description,Background, and Personality sections are to give your character Visual.
Body Reproduction

**-Level 1, Split Form:**

 Takes one action to perform and makes two identical fighters. First divide all
attributes by 4, and then add that to half the regular attribute. For example: Majin X has a STR
of 60. Divide 60 by 4=15, then add it to half of 60 which=45. So the two identical warriors have
a STR of 45 each. However, MNT and INT remain the same.  Divide ki and HP by 2. Determine
attacks by dividing each of their DEX by 10.  Both duplicates act on the same action, with only
one initiative between the two.  If they attack the same person, they gain a +2 to strike with HtH
attacks, and +3 to strike with ki attacks.

**-Level 2, Tri-form technique:**

This amazing technique allows the character to split into three
separate entities to allow for greater chances in battle. Each of the three produced has 50% of the
original character's attributes excluding INT and MNT, which remain the same. HP is 50% as well
as chi. The three will recombine after losing half of their HP. Subtract their total losses of Ki and
HP from the original characters. This costs 40 ki and 5 STM points.  If they attack the same
person, they gain a +3 to strike with HtH attacks, and +4 to strike with ki attacks.  If two of them
attack the same person, the use the same rules as Split Form.

*Note: After using one splitting technique, a character cannot split again or tri-, etc.*
School of the Blade

The School of the Blade teaches students the delicate art of using the blade, by instucting
pupils to concentrate their ki into attacks and to focus it through their weapons.  A little training
is given in the area of hand to hand combat and ki handling: just enough to aid the students in
their main area of training.

1. Bulk Up
2. Super Bulk Up
3. Discharge
4. Thrust
5. Slash
6. Parry
7. Multi Strike
8. Spin Blade
9. Sense Ki

1. Mystical Blade: Every graduate of the School of the Blade is given a sword of their
choice (can be a katana, longsword, broadsword, etc.) which interacts with the user's ki
and grows as its owner's power grows.  It beings with a base damage of 2D6 (D not d)
and gains the user's Ki + HtH bonuses.  Every level the user gains increases the sword's
power by 1D6. After having the sword for 6 levels, the sword's attack becomes armor
piercing.  After 10 levels, it becomes shield piercing.  After 14 levels, the sword gains
3D6 per level, instead of 1D6.  Also, whenever the user's class increases, (including
increases in Super Form) the sword gains an additional +5D6 damage.  If this increase
is a result of going to Super Form, it is only temporary, otherwise, it is permanent.

STAT BONUSES: +10 STR +12 DEX  +10 STM  +5 SPD  + 1 APR
Química

Del egipcio *keme* (**“tierra”**), la **química** es la **ciencia** que se dedica al **estudio de la estructura, las propiedades, la composición y la transformación de la materia**. Es posible considerar a la química de hoy como una actualización o una forma evolucionada de la antigua **alquimia**.

Frases en las que puede aparecer el término: *“La explosión de la fábrica se debió a causas químicas, según explicaron los expertos”*, *“De pequeño tenía un juego para hacer experimentos químicos”*, *“Mañana tengo examen de química”*.

Existen diversas disciplinas dentro de la química, que se agrupan según el tipo de estudio que realizan o la clase de materia que estudian. Cabe destacar que la química también analiza los cambios que suceden en la materia durante las llamadas **reacciones químicas**

(Definicion.de)
Slash Crits

- Critical Strikes  - Blade - Slashing -

The hit tables are as follows

1-10     Left leg

11-20    Right leg

21-30    Left arm

31-40    Right arm

41-50    Stomach

51-60    Chest

61-70    Back

71-80    Groin

81-90    Neck

91-100    Head

Blade slashes are different from normal strikes, for unlike normal strikes, a blade cut causes
bleeding, which can be a real problem for your character.  Therefore, you'll have to deal with that
quickly.

(\*) Gash - This sucker starts to bleed.  BAD.  You start at a 10% chance to pass out when you
first receive a gash (mainly from pain).  Every round you don't stop to treat the bleeding, the
chance grows by an extra 10%.  Another hit to a gashed area adds another 10% to this total.
Unconscious or not, once this reaches 100%, you will die in 10 minutes if no aid is given.

**- Blade damage -**

\*Head\*

1. Gash (Double Percentage Increase - See (\*))

2. 50% chance of falling unconscious from severe bleeding, will die in 10 minutes if no aid is given

3. Brain Damage - Roll 1d100
    -76-100% - Relatively lucky (no permanent damage, Amnesia will only last for 1d100 days, roll
            #2 event)
    -26-75% - Lose 2 int permanently, Amnesia Permanent, Roll #2 Event
    -2-25% - Lose 4 int permanently, Amnesia Permanent, Roll #2 Event
    -1% - 4 Int, Fall unconscious from severe bleeding, will die in 10 minutes without aid and go
            into a coma for 1d100 days after aid with permanent Amnesia. All have chance of Amnesia
            (roll 1d100, that is percent of memory lost)

4. Skull Splitter - Brain dead!

\*Neck\*
1. Gash(\*)
2. Severed spine at the neck, paralysis from neck down.
3. Head severed from body, head lives for 10 seconds after removal before dying, body dies
    instantly.

\*Arms\* (finges, hands, upper/lower arms, shoulder, ect)
1. Gash(\*)
2. Break, arm dangles from body with one layer of skin. Inuseable and -15% strike.
3. Arm severed. Gone forever unless opperated on, -50% strike.

\*Chest\*
1. Gash (\*)
2. Broken Ribs (1d4 ribs are broken). -15% strike and dodge per rib.

\*Stomach\*
1. Gash(\*)
2. Gut Splitter (30% chance of unconsciousness, 3 minutes to live)

\*Back\*
1. Gash(\*)
2. Spine partially severed, Paralyzed permanently
    -49% chance from waist down
    -49% chance from waist up
    -2% chance completely
3. Severed Spinal Cord - dead as soon as you move/are moved, unless you are moved via
    telekenisis

\*Groin\* Note: This does not apply for Females
1. Gash(\*) - you lose 1d2 actions from keeling over, 25% of becoming sterile
2. Extensive damage - 50% of becoming sterile
3. Removed - Sterile

\*Legs\*(toes, feet, lower/upper legs, hips, ect.)
1. Gash (\*)
2. Break, leg dangles from body with one layer of skin. Inuseable, -15% dodge
3. Leg severed. Gone, -50% dodge