Dragon ball z


-for-

AD&D

By Michael Przywara

Overview
This is a rules supplement for Advanced Dungeons and Dragons Second Edition. It uses the Player�s Option series rules as standards. This system allows players to create a Dragon Ball Z characters and play a game in the Dragon Ball Z world. The highlights of this expansion include the monk character class, and the Chi System, and the new Skills System. The expansion also provides several new races, including Saiyans, Half-Saiyans, and Nemek.
Important! This isn�t a standard AD&D setting! It takes place in the future on the planet Earth (somewhat modified). If preferred, the material in this expansion may be used in other campaigns. Also, it should be noted that, although this system is based on DBZ, rules can easily be modified to reflect any anime desired. For example, the sword techs listed later on rarely appear in DBZ, but may be present in other anime shows/movies.

Character Classes

The Monk Class

This character class represents those people who harness their inner power to create spectacular effects. Just because the class is called �monk� doesn�t mean that the character is religious, it simply is a name (for lack of a better one). It is based partially on the historic Chinese monk. Monk�s may be religious. Besides that, this class represents the type of person frequently shown on DBZ�A martial arts master who can fly, shoot energy at enemies, and do other such feats. Here are the game specs:

Races allowed: anyone!
Maximum level for non-humans: 30 (! Just like humans!)
Ability Score Requirements: Prime Requisites: Constitution and Wisdom
Strength: 12
Dexterity: 9
Constitution: 16
Wisdom: 12
Class Specifics: Note that most of these cannot be customized with CP�s. These are standard. CP�s are used for buying other class abilities.

HD: 1d12  Exceptional Strength: Yes 
THAC0: Warrior  Exceptional Constitution: Yes
Save As: Warrior  Can Use Skills?: Yes
Specialize?: No  Skill Categories: Chi
Advance As: Wizard Proficiencies: Warrior, General

Besides these, monks get an extra 25 CP�s to purchase Chi Skills, and Chi Focuses (both described later), and also martial arts Techniques. It is recommended that monks get 2 to 3 bonus CPs at level up to be spent exclusively on monk stuff.

The Chi System
This system shows and explains game-wise the monk�s super natural abilities. Basically, every monk has a pool of energy. He draws units from this pool to use special abilities and powers. So, this means that the pool can be depleted. Very unfortunate for a character�if he couldn�t gather more energy. But he can. So it�s not. This is how you determine how much energy you can gather per round, which is called the charge:
Charge = Chi rating x Wisdom score

So, now you know you can regain your lost energy. But why don�t you spend every second of your life charging then? Because there is a maximum to the amount of energy a character can hold. And what�s more, there are �checkpoints� along the way too. This is how to determine your safe maximum, and your six checkpoints (including total maximum).
Safe Max (SM) = Spirit rating x 50 x level
Check 1 = above SM to Check 2
Check 2 = SM x 1.5 to Check 3
Check 3 = SM x 2.4 to Check 4
Check 4 = SM x 3.3 to Check 5
Check 5 = SM x 4.2 to Check 6
Check 6 = SM x 5.1 to Total Max
Total Max = SM x 6
So, what are these �checkpoints� for? Well, there�s a reason that the safe maximum is called the safe maximum. Any energy above it becomes hard to hold, and harder to hold as you take on even more. Once a checkpoint is reached by charging, or if a character starts a round with his energy level in a checkpoint area, he has to do a Control Check. This is performed like this:
Constitution check � (2 x checkpoint value) + (wisdom magical defense adj.). If the check succeeds, then the character held onto the overly large amount of energy without any problems. If, however, the check fails, problems occur. Immediately the character loses energy (50 x checkpoint value). Not only that, but he gains 1d3 fatigue points. AND above all, he takes 1 point of damage. Then the round continues as normally.

Fatigue
Fatigue represents the fact that characters get tired channeling spiritual energy through their bodies. It�s just a physical and mental strain. Fatigue points are an easy way to represent this. Dependant on the amount of fatigue a character has, different negative effects can affect him. Here is a guideline:
for every 2 FPs: +1 penalty to saving throws
for every 4 FPs: -1 movement penalty, -1 to hit penalty
for every 6 FPs: -2 AC penalty, all skills/proficiencies temporarily -1/-3, respectively
This shows that fatigue can be potentially VERY dangerous. But, it doesn�t last forever (luckily). If a character wants to attempt to get rid of an FP, he must spend the round doing nothing (maximum movement = �). At the end of the round, he may make a save vs. Death. If successful, he loses 1 FP. If he rolls a natural 20, he loses 1d6 fatigue. If he fails, well, he can try again next round. For every consecutive round of rest, a character gets a +3 bonus to the save.
However, in combat, a character might not be able to rest. He will probably have to fight, especially if his foe presses. So, he gets more and more tired. If he gets fatigue points equal to his constitution score, he has to make a save vs. death with a +3 bonus, or fall unconscious. If he saves, and gets fatigue points equaling his constitution + � his constitution, he has to make another such save, with no bonus this time, or again he lapses into unconsciousness. If he reaches twice his constitution in FPs, he has to make another save at �6 every round that he is at or above 2 x his constitution, once again blacking out if he fails.
Focus Fatigue: Note that above any and all fatigue gotten from the above described methods, the character also gains fatigue for focusing energy. The amount depends on his chi skill. Multiply this skill by ten. Every time the character focuses energy and the amount focused equals or exceeds one or more multiples of this number, gain one fatigue point.
Example: A person with Chi 8 gains one fatigue for every 80 energy spent. For example, one round, he uses 110 energy. He gains one fatigue counter. Now, his total is at 30 (110 - 80). If he uses 50 or more energy sometime, he gains one more fatigue. This cycle continues forever, although the counter goes down by one for every minute spent resting. Therefore, it would take the above-mentioned person half an hour (30 mins.) to reset the counter to 0.

Skills
Skills represent another set of abilities available for buying with character points, and are available to certain classes and races only. Each skill has a rating from 1 to 20. To buy a skill, pay 1 CP. Now you have a rating 1 skill. To raise a skills rating, spend an amount of CPs equal to the rating you want (note: you can only advance a skill 1 point at a time). To raise your skill to 2, you pay 2 CPs. To raise it to 3, you pay 3 CPs (for a total of now 6).
Skill Checks: Certain situations call for a skill check. Examine your rating. That�s how many 20 sided dice you get to roll. Your �target number� will vary by situation. You roll all of your allowed 20 sided dice. If any of the results are over the target, you succeed.
Each skill is followed by a description.
Chi Skills
Chi skills represent those skills that are available to the monk class. Some are necessary to gain access to certain powers.

Chi
This skill is necessary for any monk. Without it, you cannot use any monk Focuses. Besides giving access to those, it also determines how much energy you charge per round.

Martial Arts
This skill allows access to another aspect of the monk class. Monks don�t only use incredible blasts of energy as attacks, but also good ole� insanely powerful and fast martial arts. The higher this rating is, the more advanced are the techniques you have access to.

Flying
Well, this skill lets its user fly. This ability is quite common in this world�well, for monks anyway. At rating 1, your flying movement rate is 12. This goes up by 2 every time the rating goes up by one. Also, from rating 1-5, your MC is C, from 6-10, its B, and above it�s A. Note: at any time you may fly at 1.5x your flying rate, taking 1 fatigue per turn, or you may fly at 2x your flying rate, taking 1 fatigue a round.

Spirit
This skill is just as necessary as the Chi skill for monks. This skill lets you define your energy capacities and checkpoints.

Resist
This ability lets the user reduce the potential damage of an attack focus. Use the focus� Force rating as the target number. If you succeed, you take only 1 damage per damage die, plus modifiers (i.e. minimum damage).

Absorb
Once your resist skill reaches at least 7 (and only then, not before), you can take this skill. It works the same way as the resist skill, except that if you succeed, not only do you take minimum damage, you also gain your Chi rating x5% of the energy used in the attack. Using this skill, you�re target number for the Absorb test is also +2 (bad thing), since absorbing is harder than resisting.

Deflect
This ability works like resist and absorb in mechanics. But, if successful, you block the attack entirely, taking only 1 + Force damage. However, you also lose energy equal to the attack�s force x5% of the energy used in the attack. If you don�t have enough energy, you gain 1d4 fatigue points.

NOTE: For any given attack, only one of the defenses (Resist, Absorb, and Deflect) may be used. If the one attempt fails, the attack strikes with full power. Also, by defending, you forfeit all attacks that round. If you already attacked this round, then you can�t use a defensive skill, unless you have Speed of at least 16. If you choose to defend only in a given round, you may defend against all attacks.

Shapeshifting
This ability does nothing by itself. It is however necessary for some Focuses.

Splitting
As with the shapeshifting ability, this ability only works with certain focuses, not alone.

Speed
For every 2 points of rating, this skill gives the user a  +1 land movement rate bonus. For every 3 points of rating, the character gets to go one initiative phase faster, and his flying movement rate is up 1 (and any other movement rates besides land movement).

Dodge
This skill is very beneficial to a monk, since the use of armor is unconventional. Simply, this skill improves the character�s natural AC for every two rating points.

Swords
To buy this skill, the character needs to spend 6 CPs. If this skill is taken, it effectively gives the character proficiency in all swords. Also, a single sword type can be chosen as a �weapon of choice�. For every six rating points, the character gets non-magical +1 to hit and +1 to damage bonuses with the �weapon of choice�.

Meditate
This power lets the character enter a meditative trance, which lets him rest, depending on the rating. For every 3 rating points, deduct one hour from the character�s natural sleep need. The character may break meditation anytime. While meditating, recover twice as many hit points.

Focuses
Attack Focuses
These focuses are the blasts of concentrated energy which are used for only one purpose: to destroy. Every focus has certain prerequisites which must be met before the focus can be learned. Each also has a CP cost, which is how many CPs it costs to learn. Every focus also has a damage, range, and blast rating. These are usually a variable number of energy points.
The increment of energy cost cannot be paid more times than the character�s Chi rating. Example: a focus has the following damage rating: 1d4/15. This means that it deals 1d4 damage to its target if it hits, and it deals 1d4 per 15 energy spent in this area of the attack. So, let�s say a Chi 3 character uses this attack. The most he could get it to do would be 3d4 for 45 energy.
The force of the attack is the average of increments. Example: a player used 2 incs. of range, 3 incs. of damage, and 4 incs. of blast. His force is (2+3+4)/3, or 3. Any other special effects will be listed in the description.
Note: anyone caught in the blast radius has to make a save vs. breath weapon or take half damage of the attack. Resist, Absorb, and Deflect skills can�t be used to prevent this damage, and there is a saving throw penalty equal to the force of the attack.

Destructo Disc
Prerequisites: Chi 8, Spirit 5, Martial Arts 3
CP Cost: 5
Damage: 1d4+4/50
Range: 10f/50
Blast: 1f/50
Description: A large disk of energy. It has +2 Force, applied after the average is determined. It severs a random limb on a natural 16+, if it hits.

Aura Bolt
Prerequisites: Chi 1
CP Cost: 2
Damage: 1d4/40
Range: 20f/50
Blast: 1f/20
Description: A beam of energy.

Special Beam Cannon
Prerequisites: Chi 10
CP Cost: 5
Damage: 3d4/40
Range: 5f/40
Blast: 10f/40
Description: A beam of very powerful energy. It has +5 force.

Planetary Attack
Prerequisites: Chi 15, Spirit 10
CP Cost: 15
Damage: 100d100
Range: 300f/200
Blast: n/a
Description: The user has a -10 penalty to hit opponents with this power. If aimed at the center of a planet (and range is sufficient to reach the center), there is a 25% chance that the planet will EXPLODE! This has the effective results of killing everything. Note: 7000 energy is needed to use this power beyond any variable costs. If anyone is actually stupid enough to stand in the way of the attack, he takes 100d100 damage. After this attack, the user gets 10 fatigue points. This attack takes 30 rounds � Speed rating to fire.

Charge Ball
Prerequisites: Chi 1
CP Cost: 3
Damage: 1d8/50
Range: 2f/10
Blast: 1f/10
Description: A ball of charged energy.

Energy Ball
Prerequisites: Chi 4
CP Cost: 7
Damage: 2d8/75
Range: 5f/20
Blast: 3f/40
Description: A much larger version of the charged ball.

Energy Stream
Prerequisites: Chi 5
CP Cost: 6
Damage: 3d6/80
Range: 20f/35
Blast: 10f/50
Description: A beam of very charged energy. It has +1 force.

Laser Eyes
Prerequisites: Chi 7
CP Cost: 8
Damage: 2d12/30
Range: 3 inches/50
Blast: n/a
Description: Two narrow beams of energy that emerge from the eyes.

�Watch the birdie!�
Prerequisites: Chi 10
CP Cost: 10
Damage: 6d6/100
Range: 5f/30
Blast: 1f/10
Description: A hyper-charged ball of energy. It doesn�t travel very far, but when it hits�+4 to hit against target. Blast radius is +10 feet. Force +4.

Rapid Shards
Prerequisites: Chi 12
CP Cost: 12
Damage: 1d4 per attack, attacks cost 50 each
Range: 2f/40
Blast: n/a
Description: Many rapid firing �shards� of energy. Each �attack� consists of several shards. Each shard attack is resolved separately. Each attack has +1 to hit for every other attack bought, to a maximum of +8 at 9 attacks.

Energy Wall
Prerequisites: Chi 7
CP Cost: 8
Damage: 1d8+2
Range: 3f
Blast: n/a
Description: This creates a short-lived wall of moving energy in front of the character. Its primary use isn�t as an attack, but as a defense. If you haven�t acted in this round yet, you may forfeit all actions to use this ability. For every 50 energy spend on it, it takes away 1 force from any incoming attacks. If the force of the attack is reduced to below 0, the attack fails. If the attack still has force after the wall, it is resolved normally using the reduced force. Damage occurs only if someone walks into the wall.

Energy Sphere
Prerequisites: Chi 12
CP Cost: 12
Damage: 3d6
Range: 3f diameter, or bigger if necessary
Blast: n/a
Description: Like the energy wall, except that it surrounds the whole character with a globe of energy. Base cost of 100. Every 75 energy put into the globe above this cost reduces incoming force by 2. If this wall survives a round, it ca be maintained to the next round for 5 energy. This cost may be spent even if the character is resting. Note: if the character inside the sphere wants to fire at someone outside, he�ll have to first get rid of the sphere.

Kamehameha
Prerequisites: Chi 12, Spirit 5, Meditate 3
CP Cost: 12
Damage: 3d8/80
Range: 15f/50
Blast: 10f/50
Description: This attack gives the user +4 to hit, since it gives some minor control over the power. It automatically gives the user 2 fatigue points. This attack also has +6 force.

Effect Focuses
Effect focuses are all the other nifty powers a monk can learn and use. Each one has prerequisites, as with attack focuses. They also have descriptions, which describe anything else that should be know about them, including energy costs.

Speak
Prerequisites: Chi 1, Meditate 4
CP Cost: 2
This power has no dramatic effects, but does have its uses. The user must target a known person. Then, with an energy cost of 50 per round, when the character speaks, his voice can be heard around that person. If the target speaks, the character can hear their voice.

Shift
Prerequisites: Chi 3, Speed 3, Dodge 3
CP Cost: 5
This focus is a purely defensive one. It can only be used if you haven�t attacked this round yet, and if you do use it, you lose al attacks for the rest of the round (unless you have a speed of 12 or higher). If you are attacked by melee or missile or otherwise, and there is room enough for you to move, you may use this power. Pay 10 energy. Use this right after the attack, after attack rolls are made. Simply, it allows you to move with extreme speed, up to 1f per chi. This movement is almost instantaneous. If you are still within range of the attack, you are still susceptible to damage. Note: since shift doesn�t count as a attack, you may use as many as you want in one round, provided you have the energy for each.

Split
Prerequisites: Chi 8, Splitting 4
CP Cost: 8
This focus allows the user to �split� into multiples of himself. The split takes one round, in which the character can do nothing else. You can get up to 1 extra version of you for every 4 points of Splitting you have, no fractions. Each extra costs 60 energy. Even though there are more than one of you, your character(s) still all share the same pool of energy, and only generate energy at the speed as though you only had one person generating. However, any or all of the extras may also draw from this pool, and use any known focuses. They may also independently use any known techniques. When any �version� of your character dies, its body simply disappears (the last one stays, being you).

Rejuvenate
Prerequisites: Chi 10, Meditation 5, Shapeshift 4
CP Cost: 6
When used, for a cost of 100 energy, the character may do no actions in that round. For the next three rounds, the character goes into a coma like state, in which he is totally vulnerable. After the three rounds, he emerges, and now loses 2d8 fatigue points.

Healing
Prerequisites: Chi 5, Meditate 5
CP Cost: 6
This focus allows the player to heal physical damage. In the round that it is used, the character cannot perform any other actions. At the end of the round, you can heal up to your chi skill in damage, up to your hp maximum, at 1 point of damage costing 20 energy and 1 fatigue point.

Regenerate
Prerequisites: Chi 10, Splitting 8, Meditation 8
CP Cost: 10
If this focus is used, no other actions may be performed in that round. For 500 energy, any 1 limb that the owner has lost rapidly re-grows.

Clairvoyance / Clairaudience
Prerequisites: Chi 5, Meditate 5
CP Cost: 4
This ability allows a character to see and hear everything, as if he were actually there, in a remote location, within range. The range cost of this ability is 10 energy per mile per round.

Teleport
Prerequisites: Chi 5, Speed 10
CP Cost: 8
This ability allows its user to teleport instantaneously, either to a well-known place, or an unknown place within sight. The energy cost is 5 per foot teleported. If this ability is used in combat, and the character has at least speed 12, then he may also make a melee attack against a target in range.

Transform
Prerequisites: Chi 3, Spirit 3, Shapechange 10
CP Cost: 7
This ability allows a character to change his physical shape. He gains all natural attacks and movement methods of the creature transformed into. The energy costs are listed as follows: 50 energy for every 10% size increment above 50% in either direction, 20 per 10% weight reduction/enlargement, 30 for every regular natural attack, 100 for every magical natural attack.

Levitation
Prerequisites: Chi 6, Meditate 6
CP Cost: 6
This ability lets the user move an object using his mind, at an energy cost. The cost is as follows: 1 energy per pound of weight, 10 energy per 10 feet of movement. Note that the movement rate of the object cannot be higher than the character�s meditate rating.

Cyclone
Prerequisites: Chi 8, Meditate 8, Levitation
CP Cost: 8
This ability creates a whirlwind around the character. The cost depends on the intensity: 500 energy per 10 mph. Once a cyclone is started, it can be maintained for 10% of the �start-up� cost, per round. Anyone caught in the cyclone takes damage depending on intensity: 10mph= none, 20mph= none, 30mph= 1, 40mph= 1, 50mph= 1d3, 60mph=1d4, 70mph= 1d3+1, 80mph= 1d4+1, 90mph= 1d6, 100mph= 1d6+1, 110mph= 1d8, above 110mph= 1 extra 1d8 per 10 miles. Also, some creatures may not be able to fly in the wind. MC E, 30mph; MC D, 50mph; MC C, 70mph; MC B, 90mph; MC A, 110mph.
After the cyclone is created, the character can move the cyclone at the rate of 100 energy per 10 feet, to a maximum of the character�s chi rating times 10 feet. The character that made the cyclone can safely stay in its center, not taking damage. If he flies, he may also do this freely.

Earthquake
Prerequisites: Chi 10, Meditate 10, Levitation
CP Cost: 12
This ability lets the user create an earthquake. The area right around the character is unaffected. The cost depends on the range and intensity of the quake: 1000 energy per mile range, 400 energy per 1d4 of damage. The earthquake can be maintained round after round for 100 energy, but it loses intensity at the rate of 1 per round. If the intensity drops to 0, then the earthquake stops.

Techniques
Techniques (techs) are the more down to earth martial arts maneuvers available to monks. Some may have prerequisites. Each gives a certain amount of attacks, and the types of attacks. To use a certain tech, you not only need the prerequisites listed, but also any attacks listed in the pattern.

Punch
Pattern: Punch
Prerequisites: Martial Arts 1
CP Cost: Free
Description: A basic attack available to all monks. With this, the monk�s punch damage is raised to the next damage die, and does physical damage if so desired (as opposed to stun).

Kick
Pattern: Kick
Prerequisites: Martial Arts 1
CP Cost: Free
Description: A basic attack available to all monks. With this, the monk�s Kick damage is raised to the next damage die, and does physical damage if so desired (as opposed to stun).

One-Two
Pattern: Punch/Punch
Prerequisites: Martial Arts 1
CP Cost: 2
Description: A simple two-punch tech.

Head Kick
Pattern: Kick+2
Prerequisites: Martial Arts 2
CP Cost: 3
Description: A stronger high aimed kick.

Gut Punch
Pattern: Punch+1
Prerequisites: Martial Arts 1
CP Cost: 2
Description: An annoying location to be hit.

Weak Advance
Pattern: Punch/Punch/Head Kick
Prerequisites: Martial Arts 3, Speed 2
CP Cost: 4
Description: A three hit combo.

Roundhouse
Pattern: Kick+1
Prerequisites: Martial Arts 2
CP Cost: 3
Description: This attack can hit up to two targets, with -2 to hit the second.

Weak Advance Plus
Pattern: Punch/Punch/(Roundhouse or Head Kick)/Gut Punch
Prerequisites: Martial Arts 4, Weak Advance, Speed 3
CP Cost: 6
Description: An effective 4 hitter.

Smash
Pattern: Punch+X
Prerequisites: Martial Arts 2, Chi 4
CP Cost: 4
Description: A punch with some extra kick in it. For every 10 energy spent on this, do an extra damage, up to a maximum of double your chi rating.

Knee-capper
Pattern: Kick-2
Prerequisites: Martial Arts 3, Speed 1
CP Cost: 5
Description: This attack has �2 to hit. If it hits, opponent�s movement is reduced by � original, as the knee is damaged. This can only be used twice on any given opponent (once for each knee), until the wounds heal.

Grab
Pattern: Punch
Prerequisites: Martial Arts 4, Speed 2
CP Cost: 2
Description: If successful hit, do no damage. Instead, you have the target grappled. The target can try to escape, doing an opposed strength check.

Backbreaker
Pattern: Kick+8
Prerequisites: Martial Arts 3, Speed 1
CP Cost: 3
Description: This attack requires a successful grab attack on the opponent. If this is not present, then this can only be done from the rear, with a �6 to hit modifier. If there is a grab, hit is automatic, and target is dropped.

Jaw Kick
Pattern: Kick+3
Prerequisites: Martial Arts 2
CP Cost: 2
Description: A nice kick to the kisser, with �1 to hit. If hit, any spells with verbal components have a 20% chance of failing, if cast by the target.

Medium Advance
Pattern: Punch/Punch/Punch/Kick/Punch/Roundhouse
Prerequisites: Martial Arts 5, Speed 5
CP Cost: 6
Description: A formidable combination attack, which leaves opponents scrambling for defense. User gets 2 fatigue points after attack.

Mantis Warrior
Pattern: Punch+4
Prerequisites: Martial Arts 3, Speed 1
CP Cost: 2
Description: This attack has �2 to hit. If it hits, opponent goes one initiative phase slower for the next 1d4 rounds.

Flying Kick
Pattern: Kick+4
Prerequisites: Martial Arts 3, Speed 2, Flying 2
CP Cost: 4
Description: If this attack hits, make a strength check. If the check succeeds, the target makes a save vs. death, or is knocked to the ground.

Leg Sweep
Pattern: Kick
Prerequisites: Martial Arts 2, Speed 3
CP Cost: 4
Description: If it hits, the target must make a dexterity check or fall.

�Eat Dirt!�
Pattern: Flying Kick/Roundhouse/Leg Sweep/Punch/Leg Sweep
Prerequisites: Martial Arts 5, Speed 4
CP Cost: 5
Description: A pattern that focuses mainly on knocking the target flat on the ground, hence the name. Take 1 fatigue point.

Throw
Pattern: Punch
Prerequisites: Martial Arts 4
CP Cost: 4
Description: This attack requires a hold. If there is none, then it can be done if the character has martial arts 6 and speed 6 (then it�s also �2 to hit). If there is a hold, then make an attack roll with a +6 bonus. If you miss, target escapes. If you hit (with hold or without), throw target up to strength score in feet. Target takes 1d8 damage upon contact with ground. If the target hits another person, the other person takes 1d4 damage.

Sword Tech
Sword techs are like techs, except a sword is needed for them.
Slice
Pattern: Slice
Prerequisites: Sword 1
CP Cost: free
Description: A very basic attack. It is mostly used for other techs. This does normal sword damage.

Chest Cut
Pattern: Slice+4
Prerequisites: Sword 2
CP Cost: 3
Description: An attack that makes a diagonal slash on the opponent�s chest. It deals +4 damage, and is �2 to hit.

Thrust
Pattern: Thrust
Prerequisites: Sword 1
CP Cost: free
Description: A very basic attack. It is mostly used for other techs. This does normal sword damage.

Rising Sun
Pattern: Slice+10
Prerequisites: Sword 6
CP Cost: 4
Description: A very strong attack, you go one initiative phase slower if you use this.

Sword Throw
Pattern: Slice+4
Prerequisites: Sword 5, Speed 5, Chi 3
CP Cost: 6
Description: An advanced attack, in which the user throws his sword at a target. If the target has at least swords 10, the sword will return to him, and he catches it if he makes a swords check vs. 12. The range of the sword (no range categories) is the wielder�s strength x 5 feet.

Dimensional Slash
Pattern: Slice
Prerequisites: Sword 8, Chi 6, Meditate 4
CP Cost: 8
Description: This tech isn�t really an attack, but rather a very convenient transportation method. Basically, a hole is made in the air in front of the user, which leads to any area within range, like a teleport spell. The range costs are 100 energy per 5 miles. The location must be known to the target, or must be seen by the target.

�Z�
Pattern: Slice/Slice/Slice
Prerequisites: Sword 3, Speed 1
CP Cost: 4
Description: Be like Zorro�or something.

Cleave
Pattern: Slice + Strength
Prerequisites: Sword 12
CP Cost: 8
Description: This is a massive blow, which has the potential to break people in one shot. If the target survives the damage, he must save vs. death or be knocked unconscious. After its use, the user gains 5 fatigue points.

�Spine-Away�
Pattern: Thrust/Slice+6
Prerequisites: Sword 8
CP Cost: 8
Description: Note: if the thrust misses, the entire attack fails. If the thrust hits, however, it gets lodged in the opponent. The thrust has �6 to hit. Then, the slice attack is automatically successful, doing maximum damage, +6. Also, the target is at half movement and has a �8 penalty to all attacks and saving throws. AC is penalized by 4 as well. The user gets 3 fatigue for this attack.

The Races
There are several races that can specifically work with this class and system. They are Saiyans, Half-Saiyans, and Namek. Here are their descriptions (skeleton descriptions):

Saiyans   Half-Saiyans   Namek
STR 12/24, +4  10/22, +2   9/19, +1
DEX 12/20, +2  7/18    5/19, +1
CON 12/24, +4  3/19, +1    8/18
INT 3/18, -2   3/18    3/18
WIS 3/18   3/18    8/20, +2
CHA 3/16, -2   3/18    3/18

AC 3   5    8

HP 12   6    4

CPs 30   10    20

Skills Flying 1   Chi 1    Meditate 1
Martial Arts 2      Splitting 1
Chi 2
Shapeshift 1

Important Notes:

Saiyans: They can transform at a full moon into a big ass monkey thing. If they do transform, their stats change as follows: MV 24, AC �4, Fist Damage 3d8 + Shapeshift Rating, Breath Weapon 1d8 per Chi rating (enemies save for half damage). Also, no chi abilities may be used in this state. If transformed, the character has to make a wisdom check every 10 minutes to keep control of himself, with a �5 penalty. His chi skill is a positive modifier. If the character has a chi skill of at least 15, then he can automatically keep control. If their tail is cut off, the transformation ends. No matter how the transformation ends, the character takes 15 fatigue points.

Half-Saiyans: Same as Saiyans.

Namek: Their antennae give them a +1 bonus on surprise checks. (Yippee)

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