Super-Saiyan R.C.C. (Rev. 3/5/03)
Background - Attributes - Skills - Special - Powers - Half Breeds - Equipment - Regeneration - Optional Tables
The Saiyans are a proud warrior race. They go from planet to planet destroying the inhabitants and claiming the world for themselves or their employer, Frieza. (Who, by the way, destroyed Vegeta, the Saiyans’ home planet)
Saiyans have known about the earth for quite some time. The first to come to earth was one that was called Goku by the humans, but Kakorot by the Saiyans. He and his companions are long since dead.
Now the last few remaining Saiyans have found Rifts earth and have decided to settle here and, hopefully, recreate their proud race.
Saiyans are typically very arrogant. For the most part, they are good strategists and will not go into a battle they think they cannot win (emphasis on think). No one ever said they were smart (ex. Gohan v.s. Majin Buu).
Saiyan Warrior R.C.C.
IQ 4d4 ME 3d6+2
MA 2d6+5 PS 3d6+20
PP 2d6+20 PE 3d6+15
PB 3d6 SPD 6d6
MDC: PEx10 +6d6 per level.
Chi: ME+PEx5 +1d4*10 chi per level.
If Chi runs out, player is knocked out and has a 45% chance of slipping into a coma.
(All skills to be taken from Main Book only (except the HTH))
HTH: Martial Arts +1 attack
All other Physical at level 2 (not SCUBA)
Read Sensory Equipment (40%)
Lore: Dragonball J (30% +5/lvl)
OCC Related Skills
Select 10 other skills from:
Physical (any)
Domestic (any)
Espionage (not: Sniper, Pick Locks)
Medical (Holistic Medicine, First Aid only)
Rouge (Prowl, Streetwise only)
Science (Basic Math only)
Technical (up to 2 Lang (first at 98%), 1 Lit, Lore (any))
Wilderness (any)
WP (Ancient only)* (see note)
Meditation (60%)
Saiyans usually don't pursue many other areas of interest. They find studying very dull and stick to the physical. No OCC can be chosen because it would make them too powerful.
They can also learn all others, if they are trained, then let experience take over.
*WP: Saiyan’s have the ability to charge their weapons with their own energy. Cost 5 Chi. 1D6 MD. The charge lasts up to 2 mins.
1. After each fight, highest exp should be given (50 minor, 100 major, 300 great).
2. Saiyans are born with a tail. It gives them the ability to turn into a giant were-gorilla during a full moon. Attributes while in this form: PS 1d4x10+PS, PP: 1/2, PE: 5d6, PB: 1d4, Spd: same, and MDCx2. The Were-Gorilla's tale will have 10 MDC, and is -5 to strike. There is an 85% (-5 per level, min 50%) chance that the character will lose control while in this form. If they lose control their IQ becomes GM can take control. If the player maintains control they gain the ability to shoot fireballs from their mouth at 1d8x10MD. They also keep the rest of their chi powered abilities. The ape is 40ft+1d6, dark brown fur and a snout. The Saiyans tail will grow back even it is cut off until he reaches the age of 12. After this it doesn't grow back.
3. Saiyans have a 6th sense unlike the psychic power, it costs no ISP. It comes naturally to them.
4. Each time a Saiyan is brought below 0 MDC, they recover stronger than before. After they recover they gain 10 MDC, +1 PS, +2 PE, +1 PP, +10 chi, and 300 exp. They only gain theses bonuses when they don’t try to lose.
5. Each level they gain 5 points that he can add to any of his physical attributes (PS,PP,PE, and Spd). Can be added as they want, but 5 max.
6. If a Saiyan's tail is grabbed, they suffer from penalties. The enemy must hold their tail tightly (roll to strike). The Saiyan becomes paralyzed with one action per melee. They are -15 to dodge, their PS becomes 3, and they can't use their powers. They can only get out if the enemy lets go. Note that this is a very serious weakness and often results in death.
7. For every twenty chi the character gains from Kaioken and Charge they gain +1 STR. Once they use that energy, the strength decreases as well.
8. Auto-dodge: the Saiyan can dodge as many times per melee as he likes. Dodging an attack from behind costs one action.
9. Telepathy. Only with another that posses this power. 1 chi/min of use. NO distance restriction.
10. The Saiyan’s hair does NOT grow. If it is cut it will not grow back. It stays the same length for the Saiyan’s whole life.
Powers are abilities that Saiyans can gain through training and experience. Choose four at first level, and one for every even level and two on odd levels after that
1. Flight: The Saiyan can fly 100 mph. Flying costs one chi per hour.
2. Advanced Flight: Must have flight. The Saiyan can fly at Mach 5 tops. It costs 5 chi per hour. This generates a blue aero field around the Saiyan.
3. Discharge: Saiyans have the ability to discharge chi as balls of energy. The balls inflict 1d6 MD per 5 chi spent. A Saiyan can never use more chi than 15x his level.
5. Multi-Fireball: This takes one action. It shoots 1d6 fireball level. 1-3, 2d6 lev.4-6, and 3d6 level. 5-15. Each fireball inflicts 1d6 MD. Costs 35 chi. Must have discharge.
6. Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. Make dodge roll. If they fail they can try to use normal dodge. Costs 8 chi and must have SPD 45+.
7. Super Saiyan: Super Saiyan is usually achieved in a high pressure situation. When the Saiyans heart is filled with fury he undergoes this transformation. The Saiyan is covered in a gold glowing energy field. Their hair stands straight up and turns golden. While Super Saiyan, the Saiyan receives +3d10 PS, +3d10 PP, +4d10 SPD, +100 MDC, +200 Chi, and +1 attack. It can be cut off at will and the Saiyan must have at least 1 chi left in his pool. While in this form, his chi can act as an aura of protection 1 chi=1 MDC. They can choose at the beginning of a round if the damage will go to their chi or MDC. The character must be level 3 to select this. Also the character must lose their tail at least once before the transformation can occur.
8. Super Saiyan2: This is the similar to SS1 but the character has a lot more muscle mass. The Saiyan gets +4d10 PS, +2d10 PP, +125 chi, +100 MDC and +1 attack. 0-25 +100 SPD, 26-75 no change in SPD, and 76-00 -100 SPD. (Note: these are all added to the bonuses of SS1 This level has the same restrictions as SS1 and can't be picked until level 5 and you must have SS 1.)
9. Super Saiyan3: Character's hair grows down to his waist and remains golden. Bonuses to SS2 +4d10 PS, +3d10 PE, +3d10 PP, SPD +3d10, Chi +150, +100 MDC and +1 attack.(Note the bonuses of SS1 and SS2 are added to these) Because this form is so powerful it costs 5 chi per melee to keep it up. If the Chi drops below 25%, SS3 stops, reverting the Saiyan to normal. It takes 3 melee rounds to do the first time then only 1 melee any time after that. This cannot be selected until level 7. Must have SS1 and SS2.
10. Super Saiyan4: This is the strongest level achieved by any Saiyan warrior. A character must have a tail to reach this level. The arms, torso (except for upper abs and chest), and tail become covered with red fur. The Saiyan's hair becomes twice as thick and turns jet black. They get +4d10 STR, +3d10 PP, +4d10 SPD, +200 chi, +200 MDC and +1 attack. Player must have SS1, SS2, and SS3 and level 10 minimum to get this ability.
11. Charge: This allows the character to gain chi from their surroundings. The character will gain 25 chi per action. This is put into a separate pool. They can never gain more than their limit and it goes away after the battle is over. A Saiyan can only use this 2x his level during a battle.
12. Energy Shield: A bubble forms surrounding the Saiyan ONLY. Damage is dealt directly to their Chi. Costs 5 Chi to use plus the damage and lasts one round.
13. Sense Chi: The Saiyan can detect a chi trace across an entire planet. It costs 10 chi. There is a 65% chance that he will recognize the chi trace of someone familiar to them like a friend or an arch enemy. (also see sense evil)
14. Tail Training: The character takes time to train his tail for use in combat. Tail damage is now 4d6MD, +1 to strike. They now can get a saving throw if someone grabs their tail. If they roll over 11 then they are fine, anything below makes them suffer from usual penalties.
15. Create Moon: This creates a moon temporary moon. It is a shining light in the air that substitutes for the moon and allows the Saiyan to turn into their were-ape form. It has 20 MDC. It costs the creator 10 chi per melee to keep up.
16. Kame-hame-ha wave: This is a very powerful attack. The player takes as much chi as you wish and focuses it into a controlled energy blast. (1Chi. = 1MD) +3 to strike. Cost 50 + the amount set by the player. It takes 2 attacks.
17. SOLAR FLARE! This attack deals no damage, but it blinds all opponents for 1d4/2 minutes. 5 Chi. (Note: Sun must be present to do this attack.)
18. Kaioken Attack: This is a minor form of the SS1. All physical attributes are increased by Xd6. The X equals the number of Kaioken the play says (1-10). Note: this attack can KILL the player. The character can handle a Kaioken to his level with no problem, after that use this table: 01-25 Dead, 26-50 comatose, 51-75 after battle out cold for 2d6 hours, 76-00 exhausted after battle, reduce Chi by half.
19. Instant Transmission: This is the ability to instantly be anywhere where there is someone the player knows. Must have Sense Chi and know the person. Roll on the sense chi for success. It takes 50 Chi and 2 attacks. Can take others with them through the use of touch only. +1 Chi per additional person/thing. Level 3 required.
20. Rebound shot: This is an energy attack similar to the Multi-Fireball except that you miss during your turn. When the opponent is attacking, the rebound shot hits them then. It shoots 1d6 fireballs at levels 1-3, 2d6 level 4-6, and 3d6 level 5-15. Each fireball inflicts 1d6 MD. Costs 50 chi. Must have discharge. The character CANNOT counterattack during this round. Only a 25% chance that the other character knows what is about to happen, if so dodge at -2. Must have discharge, multi-fireball, and discharge control. Also, if the character is in a direct line with the enemy and where the energy balls are coming from, and the enemy dodges, the character must also make a roll to dodge at -2.
21. Discharge control: This is the ability to control where the energy from the discharge goes. This ability goes up with each level you have it. 1st-3rd levels you have it: the character must use his hands to control it. After that, the character can use just his/her mind to do it. This ability can be used to chase other characters or to divert from harming innocents.
Saiyans that are part human are even more powerful than regular Saiyans. Add 1d6 to all physical attributes, and they can select Super Saiyan powers at 2 lower levels and +100 to Chi. Their drawbacks are that they cannot go past Super Saiyan 3, and cannot perform Create Moon and Tail Training.
The Saiyan battle pod travels at 100 light years an hour. It has 500 MD and space for one person. (GM discretion)
Saiyan Armor: 80 MD. No helmet, optional cape. Gloves are 10 MD each. Armor is fully expandable to fit the expanding body of the saiyan.
Scouter: has the ability to tell the “level” of the target. (Example: easy, medium, hard, and HOLY SHIT!) If it reaches the last one, the scouter has a 85% chance of self destructing, inflicting 1d4MD to the user.
One weapon based on WP
Flying Nimbus: if the character choose not to fly and has a good alignment they can use this cloud. Travels up to 100 mph. and responds to voice commands of only the user.
MDC: 1d4*10 MDC per Hour of rest
Chi: 1d4*10 per hour of rest
2d4*10 per hour of meditation
Optional Tables for the Saiyan’s
Saiyan Backgrounds
If the saiyan is older than 12, you can use this table to determine the status of their tail.
01-25: The tail is still there and has Never been cut off.
26-65: The tail is gone, with no chance of getting it back.
66-75: The tail is gone, but some how it might grow back (45% roll each level)
76-00: The tail has been cut off before, but it is still there.
Saiyan Temper
If you look they all have a very different outlook on life, but they are very similar as well.
01-45: Vengeful. I am the most powerful goddamned thing in galaxy and you won’t beat me. If their MD drops below 40, each round after, they have a 65% chance of going berserk. Bonus: +1 to strike (Vegeta).
46-85: Innocent. Everything is good. Lalala… hey you hurt him! I won't let you get away with that. Gives everything they have into fights like that (Goku).
86-00: Innocent with a flaw. Everything is good. Lalala you hurt him… you won't get away with that. But then again you can’t hurt me. Very arrogant. If enraged, will NOT attack to full potential. (ex. may not go to SS1 or may not put full power into attacks such as the kame-hame-ha wave) (Gohan).