Other Saiyan Abilities


Special Abilities:

Powers

The character gets 3 powers at level 1 and 1 power every level.
These powers work in a similar fashion as magic spells. Most powers need some sort of gesture, and some need just a gesture, standard energy blasts are a good example.
Please note that there are MERELY suggestions of powers and upon GM approval you may add you own.

flying
Range: Self plus PS in weight.
Durtaion: Can fly almost indefinatiely.
Ki: 2. Can increase speed by 1 mph with 1 Ki.
SPD: 60 mph + 10/lvl
This basically allows them to hover and fly with no visible support or structure.

Power Tap
Range: 10 feet + 6 inches per level
Duration: energy dissipates after 2d6 melee rounds
Ki: 2, adds up to 1 Ki from each life form up to 20.
Can be done as often during a battle as needed, but takes a fair ammount of time. 2d4 actions!
This allows the character to add to their own Ki with the PPE around them in the enviroment.

Super Speed
Range: Self
Duration: 1 minute per level
KI: 10 per +1 to speed attribute
This Lets the character move at INCREDIBLE speeds on the ground.

Create Moon: This power allows the fighter to create a small energy moon, about 7 ft in diameter, that when thrown, floats in the air at about 1000' high. When a tailed Saiyan sees this they will transform. The moon can be destroyed by doing 10 MD to it, but the tranformed Sayain will remain for 1d6 minutes extra.
Any being weak to moonlight or effected by it will transform under the light.
Ki: 80
Duration: 5min/lvl
Creates light to a 1 mile area directly below equal to the moons rays.

Ki tracking: The character can feel and track people by their ki level and such.
Ki: 2 per use. For 2 actions/round
Range is 1mi/lvl.

Ki sensing: The character can sense the level of energy a creature puts out using this ability.
Ki: 5 per use.
Range: 15' per 100Ki pts.
SPECIAL: The character can select this as a replacement minor superpower and it will be always active, free of cost and dbl. range per PL.

Mask Ki: You can push down your ki so that it can't be sensed or equal to another fighters.
Ki: 1 (self only)
Duration: 5 minutes
Note that PPE, ISP and Ki are all different with powers to supress each.

Energy Ring Attack: This attack creates a ring of energy that traps the characters foe. The character does a simple gesture (point, kick, etc.) and a ring of energy flies off and encircles the foe. The character can dodge with a 17 or better.
If trapped, the entangled character can still roll, hop, run or try to fly away, but the lack arms, legs, or whatever, hinders all abilities and the rings slow the character to a crawling spd of 5.
Duration: 3d6 actions. Defender needs a PS equal to the casters plus 25% to break free.
Range: 15 ft.
Ki: 100 for each ring

Ghost Bombs: This creates an ectoplasmic like entitie. The attack makes one 'ghost', but many can be created simultaneously (a charachter can use all their Ki if they wish). They look like transperant versions of the character but with a ghostly tail instead of legs. They fly around and explode on impact. They have an IQ equal to that of the caster -5, PP of 40, and a SPD equal to that of that caster. Any attack of that makes physical contact will cause them to explode. Also, they are not very bright and have a tendancy to touch one another or goof off until yelled at by caster.
GM's should control these after created.
Damage: 6d6md to a 10' area plus 1d6 per 10ki added
Range: They last until destroyed.
Ki: 85 each

Multi-Energy Blasts: This attack consists of the character waving their arms very fast and shooting off energy blasts rapidly.
This fires 3d6 blasts per action dealing 2d6 MD per blast. It gains 1d6 at levels 4 and 6.
Ki: 10/action
Range: 1000' +100'/lvl
KI: 5/blast
Home brew Energy Blast: This is just a standard energy blast, but this is the Saiyans personal attack. All that needs to be done is give it a name and gesture and your set. Takes two actions to set up and one to cast unless you're focusing your blast .
Ki: 100/round + focus
MD: 3d6x10, +1d6 per level

Tail Training: This is a period of time spent training the tail. The character gets a +2d6 to any damage that the tail does, and they get to make a saving throw when it is grabbed. If you roll over 12 (+PE bonuses, if any), then the character is fine, if under they suffer the normal penalties.

Deflection: This is a power where the character channels energy through out the body allowing the character to block or parry energy blasts. The character just has to match the amount of energy (damage) in the attack or exceed it and they will reserve no damage. If the character does not meet the amount then the amount of energy that they put in blocks that amount of damage. The character can keep adding power to this if they like but the minute that they are hit they have to start from 0 again, and if they are physically attacked they loose the power that they put into it. This power can be held indefinitely until combat is over or PL is depleted. If the character has more than double the PPE/ISP/Ki of the attack that is coming at them they can try and bounce the attack back at the attacker. For energy weapons roll damage first and the character has to beat that number. However this can only be done before the attack is made.

Fusion: Cannot be selected until level 10. Requires 2 people with this ability and exactly equal power levels. A ceramonial dance is preformed that lasts about 1 round (15 sec). The dance ends with the charachters touching the points of their fingers together (index). There's a bright flash of light and lots of wind. The light can be seen from 20 miles away and can cause unnecessary attention, but it's only light. Not damaging to life in any way unless a creature is weak to light.
The new character should have a name of the combined two and they must work in unison to attack, defend... etc. This may be probematic for the PC's, but it should prove interesting, seeing as to how the PC's must make the decision on what to do and agree totally. D10's are used as d20's in the way that the total of the two = 20, each player rolls one. If damage is 2d6, each player rolls 1d6, etc. etc.
All physical stats and bonuses are added together and multiplied x 6(excluding saves and ).
for example:
iq:4 + Iq:6 =IQ:10
me:3 + Me:3 =ME:6
Ps:75 + PS:82 =PS:157 * 6= 942
You get the idea. :p

Duration: Lasts for 30 min.
Ki Cost: 500 from each to transform. Plus 50 per minute.
There is a 50% (+10%/attempt) chance for EACH of the characters to get this right, otherwise, roll on the table at the bottom for deformities.
Super Saiyans should not Fuse while transformed, or the time will drop:

Super Saiyans level 1 have 25 minutes.
Super Saiyans level 2 have 20 minutes.
Super Saiyans level 3 have 15 minutes.
Super Saiyans level 4 have 5 minutes.


These Super Saiyans need a minimum PL requirement to transfrom the first time.

Super Saiyan lvl. 1: This cannot be selected until level 3. Its usually first achieved under high-pressure situations or situations that would enrage the character. Meaning that a lvl 3 character can't use this ability just as soon as they select it. They have to wait until something happens to enrage them. When they transform they are covered in a yellow blast field. Their hair stands strait up and turns gold, and their eyes turn a bright green.
Psychic sensitives can sense them at 10 miles!
Bonuses:
Please roll each of these ONCE only and use that bonus from now on
Attacks: +2/round
PS: +4d6
PP: +2d6
PE: +3d6
SPD: +6d6
HF: 9
MDC: +250
Power Level & Power Up: x5 Power Requirement: 200 Ki
Strength is SuperHuman
Ki cost: 40 to transform, 15 per round to maintain.
Takes 1 melee round to transform the 1st time, 1 action every subsequent time.
Energy and physical attacks are +2d6


Super Saiyan 2: The same as level 1, but they gain more muscle mass and their hair takes on a slightly different style, and there are electric bolts that go around the body at random. There is also a force that nullifies all gravity in a 20' area (excluding the center) the first time. It cannot be taken until level 6.
Psychic sensitves can sense the location from 100 miles away!
Please roll each of these ONCE only and use that bonus from now on
Attacks: +2/round
PS: +2d6
PP: +1d6
PE: +1d6
Spd: +3d6
MDC: +500
HF: +2
Power Level & Power up: x15
Strength is Supernatural

Ki cost: 80 plus 25/round to maintain
Ki requirements: 250 Ki
Energy blasts are +3d6 and physical are +2d6

16) Super Saiyan 3: This is the same as level 1 except for these changes. It can't be selected until level 10, the characters appearance changes dramatically. They lose all body hair but the hair on their head. Their hair grows down to their knees as well and always stays to their back. Their brow ridge also increases giving them a Neanderthal look, and their muscles mass gains 20% in size. There is also a blast that deals 6d6md to all objects in a 15' area. Any psychic sensitives can feel their can feel their power from anywhere on the planet they're on!
Attacks: +4/round
PS: +3d6
PP: +2d6
PE: +1d6
SPD: +2d6x10
HF: +4
MDC: +1200
Strength is Supernatural
Power Level & Power Up: x30

Ki cost: 150 plus 75 to maintain.
Ki requirements: 300
Energy blasts are +3d6 and physical are +4d6


Super Saiyan 4: This is the most powerful power up that a Saiyan can obtain. Must be level 13 to select. What happens is the saiyans hair grows a little bit, by about 3 times its normal length, and most of it hangs down behind the character, they also get reddish fur all over their body with the exception of their chest, hands and feet, their hair remains black, but their eyes turn gold.
Please roll each of these ONCE only and use that bonus from now on
Attacks: +6/round
PS: +1d8x10
PP: +1d4x10
PE: +50
SPD: +6d6x10+20
HF: +1d6
MDC: +10,000
Strength is Supernatural
Power Level & Power Up: x50
Ki cost: 250 plus 120/round to maintain.
Ki requirements: 1000
Energy blasts are +1d6x100 Physical attacks are +1d6x10


Ozaru (giant were-monkey) Form: The Saiyans are were-beasts. When they see a full moon, they turn into giant, King Kong like monkey beasts. They are 50+2d6 feet tall, covered in brown fur, have glowing red eyes, a long baboon like snout, and a large prehensile tail.
Stats changes are as follows:
Attacks: +6/round
PS: x10
PP: -2d6
PE: +3d8
PB: -2d6
SPD: +5d6
HF: 19
MDC: x10


Also gets See the Invisible
Hearing is increased to 3 miles perfectly and gets 1/4 penaties if blinded.
It takes 1 round for them to transform. They have a dislike for anything Red. There is no cost to transform.
There are some minor things about this power. The first is that when you transform you need to make a saving throw vs. Insaity of 19 with a -1 per every 3 levels. If you make it you get to keep the same mental stats that you have in humanoid form while in your monkey form. If you fail, your stats are reduced to that of an animal:
IQ: 3 ME: 5 MA: 1

They also can shoot energy blasts out of your mouth at 1d6x10 damage (+1d6/lvl). Also if your tail is cut off you instantly begin to revert back to a normal human size. Characters that are small children will usually pass out when reverted back to normal for 5d6 minutes. Adults will normally stay awake (65% chance, if they fail, they are unconcious for 1 round, there after they're groggy and recieve a -3 for all actions and abilites). Tail Penaties don't apply. causing 10 pts of SDC to the tail by any means will anger the saiyan, my advice... RUN! You NOW have a MAD Were-Monkey on your trail!

FREE: take as a basic not counting the other 3 abilites.
19) Prehensile Tail: The saiyan can use their tail in a number of different ways. Children can use it like a rope if they need too. The saiyan can also be used to whip someone with at 1/4 the strength of the users PS. The tail also can grow it back by rolling 3d6 and getting a triple 6 on the role. Most saiyans keep it wrapped around their waist. If held and squeezed hard the saiyan is racked with pain and their PS, PP, PE, and SPD fall to 2, and they get only 1 action, non combative. After level 4 the character can start to make a saving throw vs. paralization (16). The characters PE offers a bonus to the save as well, they get a +1 to the save for every 5 points over 20 the character has. If the save is made the character is unaffected and can act as usual.

FREE: select this free not counting the other 3.
20) Kamikazi) This lets the character sacrifice his/her life to defeat an enemy. After doing this attack there will be only a few parts of the body left and they'll be unidentifyable by most means.
Ki: all
Damage: Remaining Pl x level of caster. most likely, a certain Kill, but at a high price. 21 thru Infinity) Charachters may create attacks that a GM allows. From special movements like Instant transmission to Solar flare.
They may be created in place of one listed here, but following the same general rules.
GM's must approve these abilites.



Training:

All characters have the potential to use KI. Mastery is long off if they start after learning magic/psionics. For humans, it will take 1d6 days to begin using Ki. After that, roll 2d4x4 to add to maximum Ki. From that point on, it'll take 4 hours a day of meditaion and 2 hours a day for practice. After 1d8 monthes, they may select ONE power from the above area. The only requirement for humans is Martial art training and a strong will. (MA of 14+)
The areas labeled free don't apply and may only select Flight, energy blasts or Ki tracking.

Roll on the following table to see deformities: (percent/1D6)
percent 1-2 3-4 4-6
1%-10% Very Fat and slow = *All* physical stats are 50, and mental are 5, hp/sdc are 100 each, MD not possible. max Ki is 1d4x5 Very Old = all physical stats are 5, mental are 10. hp/sdc are 10 each, max Ki is 1d6 very young = no powers, hp/sdc are 1d6 each, All stats are 1d4, naieve and curious, won't listen to orders or care about fighting, unless physically touched. Then only child-like kicking & screaming.
11%-20% Speed of 10 Ps of 10 PP of 2, very clumsy, will trip over own feet
21%-30% Lose all powers but gain +3000 to Md lose all but 1 pt of PS IQ reduced to 1!! = All fighting abilities and skills are reduced by 70%
31%-40% MA and ME of 1 = might lose interest in the battle at hand after a minute, easily distracted, and will daydream if engaged in conversation. Slow movement but strong (small legs with HUGE upperbody = comical) = Spd of 10, PS +300 Fast but weak (huge legs with small upperbody) = Spd +300, Maximum normal PS of 10
41%-50% all mental stats reduced to 2 = will lose interest in battle after a minute, might become depressed if losing, and will fall asleep or sit down whenever a pause comes to pass. MD +500 Mega Mental powers = IQ, ME & MA are +10 Mega physical powers = all physical are +50, hp/sdc are +3000
51%-60% ultra fast = max spd times two, PP is 1/2 ultra strong = ps times two, PE is 1/2 Fat and strong = Sdc x10 + all physical stats added together
61%-70% gymnist skinny = all physical stats 1/2 comically musular = PS and PE + 50%, spd and PP are 1/2 comically short = all physical stats are 25%, height is 3feet +1d6
71%-80% Clumsy = will walk/fly into objects that could be easily missed, will trip over anything, will hit self with heat-seeking energy blasts... these are the bad luck ones you gotta keep away from teammates. Comically tall = height is 10' plus 2d6 inches, ps is reduced 10%, but reach is extended by a couple feet. Gender change!
81%-90% 10' tall, 600 #'s, no clothes and poorly equipped, if ya know what I mean. :D the odds finding clothes that will fit are 5%, most definately the character, be it male or female, will be bashful and hide until they can cover themselves. Gender change! :P Only one ability is allowed, and the character can use it once a round
91%-100% Ki is reduced to 5pts and all skills are 5% all skills are 1%, HTH is 1st lvl basic No powers, only one skill allowed. Stats are all reduced to 1


Ki Use (how to use it)


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