Sai-yans

The sai-yans are a warrior race who closely resemble humans.  The home planet of the sai-yans, Vegeta, was destroyed some time ago by a powerful being named Frieza.  However, a number of sai-yans survived.  Some of them in the employ of Frieza as shock troops; others may be drifting across the cosmos on some ill-fated mission to destroy all life on one planet or another.  Earth has a bad habit of attracting these people to it.  All full blood sai-yans have black, spiky hair that can be very long, though is rarely allowed to grow beyond shoulder level.  They are shorter on average than humans, being between 5 feet and 5�10�, though some have been recorded as being over 6 feet tall.  They also have a monkey like prehensile tail 2 to 3 feet long.  Sai-yans are, in some ways, similar to were-wolves and other lycanthropes.  They have a special power that can only be released by the light of a full moon.  This power will be discussed in detail.  All sai-yans are warriors, by blood or by choice, and all share a few common abilities.  They also can learn new abilities as they rise in levels.

Stats:
PS: 3d6+3
PE: 3d6+3
PP: 3d6+3
IQ: 3d6
MA: 3d6
ME: 3d6
PB: 3d6

OCC's:
All Sai-yans are either minions of Frieza, or free souls wandering the cosmos.  Minions of Frieza use the appropriate OCC, all others use the Spirit Warrior OCC, although other available OCC's (at GM's  discretion) are Vagabond, City Rat, Wilderness Warrior, Head Hunter.  Keep in mind that Sai-yans will never accept bionic or cybernetic augmentation.

Common abiliti
es:

Warrior Ra
ce:  All sai-yans are considered Mega Damage creatures, and as such can withstand substantial amounts of punishment.
They have 3d6x10 MD at first level, and gain 2d6 MD per additional level.  Also, they have high amounts of natural PPE energy.  They start with their ME + 1d6x10+20 at level one, and increases by 2d6 every level.


High Streng
th: The Sai-yan homeworld has gravity equal to ten times that of earth�s gravity.  Aside from making them extremely tough, Sai-yans are also naturally very strong.  Consider them to have Supernatural strength

Natural Toughne
ss: Whenever a sai-yan is severely beaten in fight (reduced to 5 or less MD) he heals back with a number of bonuses:
+15 MDC
+15 PPE
+1 PS
+1 PP
+1 PE
+1d6 speed
500 exp.


Sensitive ta
il:  A sai-yan�s tail is very sensitive to touch and pain.  Should someone grab a sai-yan by the tail, the sai-yan will be totally paralyzed and helpless from the pain.  There is no saving throw or chance to resist this effect, though grabbing the tail requires a called shot with an additional �3 penalty.  Also, cutting the tail off is a painful experience for the sai-yan.  The tail itself has 4d6 Hit points.  Any attack form that cuts or slices can remove the tail.  SDC and MD weapons both do normal damage to the tail.  It grows back after a usually random period of time.  Also, at some point in the sai-yans life the tail may simply fall off, forever robbing him of both its pros and its cons.

Giant A
pe:  By the light of a full moon, if a sai-yan stares too long into its light, he will transform into a gigantic, berserk ape creature.  It has brown hair and glowing red eyes.  It stands around 60 feet tall and has the following statistics:
+15 PS
+400 MD to the saiyans normal total
+150 PPE
All energy attacks come from the mouth and do an additional 1d6x10 MD
Double his movement rate

The transformation can only take place so long as the saiyan has his tail.  If it is cut off before, during or after the transformation, the saiyan reverts to his normal form.  Grabbing the ape by the tail only serves to piss it off.  Once the saiyan has transformed, he falls under DM control.




Chosen powe
rs:
In addition to his natural abilities a sai-yan can choose one Basic ability, and 2 other abilities, one ability can be a Super power from this list or from the Universal list.  The other ability must be a Physical or Sensitive General power.  Beyond first level, the sai-yan gains one Basic ability at levels 2, 4, 5, 7, 8, 10, and 13.  He can learn one Super Power every 5 levels and he can learn one General power every level.  Sai-yans can choose Sensitive powers 3, 5, and 6, and Physical Powers 2, 3, 4, and 6 at first level.  After that, they gain access to the other abilities as the encounter them.


Basic Powe
rs:

Tail Resistan
ce:

The sai-yan has managed to build up a mild resistance to the intense pain caused by someone grabbing his tail.  While he is still very vulnerable to having it grabbed, he is allowed a saving throw on a d20 (roll under a 13) to resist the effects.  However, if the sai-yan does not quickly take action and get his tail loose, he WILL suffer the normal penalties (i.e. his next action must be to free his tail or he will be paralyzed as usual).


Tail Traini
ng:

The sai-yan�s tail is prehensile normally.  However, the sai-yan can exercise it so that it is more powerful.  It can be used to attack, and does 1d8 MD.  If the tail is used as an attack, it adds one attack per melee round to the character�s total.  It can also sustain 2d6 more damage in terms of being cut off, and can even support the character if he chooses to hang by or climb with it.


Fighting Spir
it:

Whenever a sai-yan combats another warrior, he learns more about how that person fights, as well as how he himself fights.  He gains +10 MDC and +10 PPE.  This power is cumulative with the Natural Toughness property.


Energy Atta
ck:

Sai-yans have learned to use their inner energy to create and hurl powerful blasts of energy.  The damage and style of these attacks varies with each saiyan.


Damag
e: Usually does in the range of 1d6 or 2d6 + 1d6 per level.  Player chooses exactly how much damage and how much it increases per level, as well as what it looks like.
Cos
t:   15 PPE
Rang
e:  500-1500 feet, plus 100 feet per level.

Conversely, a Sai-yan exposed to other forms of attack can learn Energy attacks like the Kame Ha or Sokidan.


Bukujit
su:

Identical to the universal power of the same name


Control Bea
st:
Retuirments: level
4

The sai-yan has learned to control the beast inside himself.  He is in complete control of himself when he transforms into the giant ape.  Having his tail grabbed or some other enraging and annoying thing may force the character to make a saving throw of some kind to maintain control (DM discretion).


Laser Atta
ck:

The sai-yan can fire a thin laser-like beam from his fingertip.  It is relatively low power, but has the properties of chi lasers described in the special rules section.


Damag
e:  3d6 MD
Cos
t:    5 PPE
Rang
e:   1500 feet



Rapid Energy G
un:

Identical to the Renzou Energy Dan in the universal section.


False Mo
on:

The sai-yan can create a small globe of artificial moonlight.  The sai-yan forms a small ball of light in his hand, then hurls it into the sky.   It illuminates the ground exactly like full moon-light.  The only real use of this ability is to cause other sai-yans to transform.



Kia
ho:

A forceful blast of Ki shot from the eyes, hands or simply by shouting and extending the Ki.  The blast knocks back an opponent 3 feet per 1 PPE point expended.  If the targets PS is greater than the caster�s ME, the attack is ineffective, unless the caster spends 2 PPE points per point of difference between the two.


Scre
am:
Identical to the Lupus School ability of the same name.


Bakuhatsu
ha:

The sai-yan concentrates his ki, then releases it in a blast from the ground at his opponents feet.  He can focus this ability to affect in a radius with him at the center.  A powerful pillar of Ki erupts from the ground, decimating anything in its affect.  A specific target must be seen, but a target area need only be known to the sai-yan (ie, causing the eruption to form in an adjoining room or floor).  Target area or specific targets are struck by making a called shot (12 or higher on d20) and victims may dodge by also rolling 12 or higher on d20.  Failure on the attack roll results in the pillar erupting 2d6 yards off target.  Targeting oneself as the center of the radius is always successful.


Damag
e: 1d4x10.  If performed during a Power or Super Tap, the damage increases to 2d4x10
PPE Cos
t: 25
Rang
e: 100 feet, +50 feet per level
Area of Effec
t: 5 feet radius circle, +5 feet at levels 2, 3, 5, and 8.




Super Abiliti
es:

Power Bla
st:

The sai-yan can launch a very large blast of energy.  It is more powerful than the standard blast.  The player chooses a name and look for it.


Damag
e: 4d6x10 MD
Cos
t:   45 PPE, 3 melee attacks.
Rang
e:  2000 feet



Super T
ap:

Identical to the Super universal ability of the same name.


Super Sai-y
an:


At a some time in the sai-yans life, he may become aware of a budding power within himself.  This is the ability that makes sai-yans very dangerous.  It is the ability to transcend his own limitations, and progress to a new level of power.  When a character first turns �Super Sai-yan�, it almost always requires some kind of traumatic catalyst.  It may be witnessing the death of a dear friend or family member, witnessing the needless slaughter of innocent people, or some other event that might normally bring some kind of mental illness.  When it happens, the sai-yans normally black hair turns a golden blonde and stands up with static.  His eyes also turn from their normally brown or blackish color to a vivid green.  The first time it happens, the character loses all control and goes berserk in an effort to amend whatever caused the initial transformation.  If a friend was killed by a powerful creature or person (for example)  the sai-yan will think only of utterly destroying that creature.  The first transformation completely restores all MDC and PPE, in addition to normal bonuses.  The DM is recommended to decide if the character has risen high enough in power and experience to allow the transformation.  IF the DM takes responsibility for this, this ability cannot be chosen by players.  Bonuses gained from this power are:
+4 PS (is supernatural in this form)
+4 PP
+4 PE
+50 Speed
+250 MDC
+200 PPE
+1 melee action per round
+2d6 to all energy attacks. (+1d6x10 for Power Blast)

The first transformation lasts until the task is complete or the sai-yan is put down (knocked out, killed etc).  Thereafter, the character can call forth this form at any time so long as he pays an initial cost of 100 MDC and 100 PPE.  In addition, the transformation requires 1 melee action to complete.  The form lasts for 3 minutes plus one minute per character level.


Super Sai-yan level
2:
Requirements:  Super Saiyan level
1

This is the second form of a Super sai-yan.  It is identical to the first form in how it is discovered.  In this form, the character�s hair grows longer somewhat and becomes bushier, and his muscles grow and bulge to an almost disproportionate level.  This increase in muscle mass comes at a sacrifice to dexterity and movement.  The bonuses for this form are independent of the level 1 ability (i.e. if the character goes from level 1 to level 2, these are his base stat adjustments):

+8 PS
+8 PE
+200 MDC
+150 PPE
+1 melee action per round
+3d6 (or +1d6x10 if second ability used) to all energy attacks.  This form requires a payment of 100 MDC and 100 PPE (which can be paid with the bonuses from the level 1 power) as well as 1 melee action.  The duration of the form is identical to the level 1 ability.



Super Sai-yan level
3:
Requirements: Super Sai-yan level
2

This is the third form of a Super Sai-yan.  Getting it is identical to the previous 2 forms.  When the change occurs, all body and facial hair disappears (including eyebrows and eyelashes) and the blonde hair on the sai-yans head extends down to the character�s ankles and becomes VERY bushy.  The sai-yan�s forehead becomes more pronounced, giving him a more neanderthalic look.  The bonuses for this form (like the second) are independent to the other forms:

+9 PS
+6 PP
+9 PE
+100 speed
+300 MDC
+350 PPE
+4d6 (or +2d6x10) to energy attacks
+2 melee actions per round

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