The Saiyan Warrior

Saiyans are potentially the greatest warriors in existence. Few of this race ever meet their potential. They thrive on combat and strife and have the amazing ability that if they are injured near death but survive they experience a measurable increase in power. The main reason that incredibly powerful Saiyans don't overrun the Megaverse is the anti-social attitude. Except for the insane, brain damaged, or half-breeds they just don't care if their fellow Saiyans live or die. They even prefer that their fellow Saiyans perish feeding their ego and (at least in their mind) bringing them one step closer to being the ultimate warrior. Although they will spar using non-lethal combat given the smallest provocation they will engage others in very lethal combat with little care of the consequences. Egotistical verging on the insane most simply cannot believe they will die, regardless of the evidence. With this attitude it can be seen that most Saiyans will eventually challenge someone who will kill them, ending their climb to power. Ironically the insane and half-breed Saiyan more easily gain the higher power levels. Though they share the joy of combat with normal Saiyans they are less likely to engage in lethal combat, thus continuing to increase in power where the pure bloods perish. There is theoretically no limit to the power a Saiyan can possess; it's even possible for normal (non-elite) Saiyans to reach what is known as Super-Saiyan level. The trick is to survive that long. A very difficult task when engaging in constant death matches. The one major drawback to this race is their need for combat. Without real trials and tribulations they become bored and their skills stagnate. The best they can do in this state is maintain their skills at their current level. There are relatively few Saiyan in the universe and no Super-Saiyans are known to exist.

Saiyan Powers and Abilities:

1. Training: All Saiyans are experts in the area of physical training. Saiyans tend to get more benefits from their training, to represent this double all attribute and S.D.C. bonuses from physical skills, Body Harding Exercises, etc. A side effect of the Saiyans intense training and hyper-metabolism is that the Saiyan must eat 20,000 calories (10-12 meals) of food daily to be satisfied. Eating less than 10,000 calories a day will give the Saiyan a -1 to all combat to all combat rolls per day. If the Saiyan misses a meal then he is -1 to all combat rolls, -1 attack per melee round. Also the Saiyan will be racked with pangs of hunger, if he sees food he will have an almost unstoppable urge to eat it.

2. Special Moves: All Saiyans have special Chi moves and abilities. Starting at level one the Saiyan can select two abilities from the Saiyan Special Move list. The Saiyan learns an additional Special move at every 3rd level of experience.

3. Chi Powers: All Saiyans start with the standard Chi abilities plus the Hardened Chi ability. The Saiyan gets an additional Chi (including advanced) power at levels 3, 6, 10 and 15. The Chi awareness of a Saiyan is greatly higher compared to that of the average chi master. The Saiyan adds 100ft to the range of his Chi Awareness per level. At level 10 the Saiyans can sense large Chi pools (5x larger than his Chi pool) or familiar Chi pools (friends, family, arch rivals) on a global scale, at level 15 this ability is increases to a dimensional scale.

4. Zenjoriki Powers: The Saiyan starts with no Zenjoriki powers, but they get one at levels 7, and 14.

5. Atemi Abilities: Saiyans start with no Atemi abilities, but they get one at levels 4, and 8.

6. Martial Arts Techniques: The Saiyan starts with one Martial Art Technique. The Saiyan gets an additional Technique at level 5, 10, and 15.

7. Force of Will: This is the incredible ability to stay on ones feet even after all S.D.C. and Hit Points have been reduced to or below zero. In this physically ravaged state the character has only one action per melee, speed is reduced by half, and all combat bonuses are reduced to zero (just natural, unmodified, dice rolls). The character can function in this state for 24 hours or until his Hit Points have reached 50 points below zero, whichever comes first. At that point he will collapse into a coma. Although -50 Hit Points is below the characters P.E. limit, his Force of Will and physical condition will keep him alive (normally he would be beyond saving). However on the down side, only professional treatment can save the characters life. If treatment is successful then the Saiyan will have five (5) Hit Points and he will recover at his usual rate (4x faster than humans).

8. Psionic Powers: Considered Minor Psychics with the powers of Sixth Sense and Mind Block.

9. Psionic Saving Throw: As a minor Psionic the Saiyan needs to roll a 12 or higher when saving against Psionic attacks.

10. Saiyan’s Tail & Transformation: All Saiyans have a monkey like tail that grants the amazing ability to transform into a giant ape like creature. When exposed to the full moon the Saiyan grows 2 feet for every point of P.E. he has. Weight is increased by 50 lbs. per foot grown. S.D.C. is increased by a rate of 20 points per foot grown and lastly the Saiyan’s strength is increased by 1 point for every foot grown. The Saiyans main mode of attack in this form is the Saiko No Kogeki (damaged increased to 1D4x10, with a 2000ft range and a cost no Chi to use). In this form the Saiyan has no control over his actions. He becomes a raging monster seeing nothing but red, he will attack friend and foe alike. As the Saiyan grows in experience he gains more control of his monkey form. At level four the Saiyan has partial control of his monkey form (is able to control his actions but has half the number of attacks and combat bonuses). At level eight the Saiyan has full control of his monkey form (full attacks and bonuses). The Drawback: The root of the Saiyan’s transformation lies in his tail, if you cut his tail off (called shot, and -3 to strike) he will revert back to his normal self. The loss of the Saiyan's tail will cause sever shock and trauma (-3 attacks and half all bonuses for 1D4 minutes). The Saiyan’s tail should grow back in 1D6 months, unless the Saiyan is an adult, then his tail will never grow back! The tail has an S.D.C. equal to 10% of the Saiyans total S.D.C. Note: Restoration spells and similar effects can give the Saiyan back his tail.

11. The Ascent: Saiyans gain Hit Points and S.D.C. per level just like every other class but they have the unique ability to gain extraordinary powers and abilities when they have a near death experiences. When the Saiyan has gone below his hit points by 15% he needs to make a role vs. coma death (10% with an additional 2% bonuses for every near death experience. So if this were his 3rd near death experience he would have an additional 6% bonus. The Saiyan does not add his P.E. bonuses to this roll.) If the Saiyan fails the Ascent (coma/death role) but recovers back to full health then increase his S.D.C. and Chi by 10%, and increase his P.S., P.P., P.E., and Spd. by 1 points. If the Saiyan passes the Ascent roll then he has ascended to the level of Super Saiyan. The Saiyan must now pass all the appropriate coma/death rolls, and if he lives he is now a Super-Saiyan!

Note: For the Ascent to work the Saiyan must have been involved in serious combat where his life was at risk. The adrenaline surge from combat triggers something in the Saiyans body, which sets off the Ascent. This is an ability that cannot be faked. The Saiyan can not have his buddies shoot him till he Ascends. Nor can he use a power, ability, spell, or psionic to trigger the Ascent. The Ascent can only be triggered through combat. The first time the Saiyan reaches a new level of Super Saiyan all his S.D.C., Hit Points and Chi are instantly recovered.

Super-Saiyan Level One

Range: Self.

Duration: 1 melee round for every point of P.E.

This ability can be activated once a day for every 10 points of P.E. the Saiyan has. When he is a Super-Saiyan the character has the following bonuses: considered a Supernatural creature with Supernatural Strength and Endurance. While in Super Saiyan form the Saiyans S.D.C. and Chi are increased by 25%. Lastly all the Saiyans attacks do 25% more damage.

Super-Saiyan Level Two

Range: Self.

Duration: 1 melee round for every point of P.E.

This ability can be activated once a day for every 10 points of P.E. the Saiyan has. This is the second level of the Legendary Super-Saiyan. The Super Saiyan is still considered a Supernatural creature with Supernatural Strength and Endurance. He also sees his S.D.C. and Chi increased by 50%. Lastly all the Saiyans attacks do 50% more damage.

Super-Saiyan Level Three

Range: Self.

Duration: 1 melee round for every point of P.E.

This ability can be activated once a day for every 10 points of P.E. the Saiyan has. This is the third junction in the realm of the Super-Saiyan. The Super-Saiyan is considered a Supernatural creature with Supernatural Strength and Endurance. Increase the Saiyans S.D.C. and Chi by 75%. Lastly the Saiyan also does double damage with all his attacks.

Super-Saiyan Level Four

Range: Self.

Duration: 1 melee round for every point of P.E.

Requirement: The Saiyan must have his tail.

This ability can be activated once a day for every 10 points of P.E. the Saiyan has. This is the last junction of power for the Super-Saiyan. The Super-Saiyan is considered a Supernatural creature with Supernatural Strength and Endurance. Increase his S.D.C. and Chi by 100%. Lastly, all the Saiyans attacks do triple damage.

Note: Whenever the Saiyan changes into a Super-Saiyan he sets off an eight-horse stomp (this represents the amount of power being unleashed).

12. Saiyan R.C.C. bonuses: Impervious to the bites of vampires. All Saiyans of Good alignment are +2 vs. possession, Mind Bleeder powers and all forms of mind control (including chemical). Saiyans of Selfish Alignment get no bonuses vs. possession, Mind Bleeder powers and all forms of mind control. Lastly Saiyans of Evil alignments are -2 vs. possession, Mind Bleeder powers and all forms of mind control.

Saiyan Warrior R.C.C.

Alignment: Mostly evil, with a few good and selfish alignments (the brain damaged or insane).

Attributes: I.Q. 3D6, M.E. 3D6+6, M.A. 2D6, P.S. 5D6 (Strength is considered Superhuman), P.P. 3D6+8, P.E. 3D6+6, P.B. 3D6, Spd. 6D6.

Height: 5-7 feet tall.

Weight: 150-250 lbs.

Average Life Span: About 200 years, could be more if one attains the status of Super-Saiyan.

Base S.D.C.: 50 Armor Rating: 8

Base Hit Points: Standard (P.E.) plus 2D4 per level of experience.

Base Chi: Double normal Chi. (P.E.x2)

Base I.S.P.: M.E. plus 1D4 per level.

Base P.P.E.: 2D6.

Saiyan Advancement Bonuses: These are bonuses are in addition to Martial Arts Combat.

1st: +3 vs. pain, +2 vs. possession, +1 vs. horror factor.

2nd: Add 3D6 S.D.C., add 1D6 to Chi.

3rd: +1 to strike +2 to roll with punch/fall, +1 to AR

4th: Select one Body Harding Exercise, select on secondary skill.

5th: +2 to initiative, knockout/stun 19 or better.

6th: Add 3D6 S.D.C., double existing Chi, +1 to AR.

7th: +2 vs. possession, +2 vs. psionics/mind control.

8th: Select one Body Harding Exercise, add 3D6 to S.D.C.

9th: Select one secondary skill, +2 vs. horror factor, +1 to AR.

10th: Add 2D6 Chi, +2 to parry and dodge.

11th: +2 vs. pain, +2 vs. psionics/mind control.

12th: Add 4D6 S.D.C., +1 to AR

13th: +1 to strike +2 to roll with punch/fall.

14th: Double Existing Chi.

15th: Add one Body Harding Exercise, select one secondary skill, +1 to AR.

Saiyan Martial Art Form: All Saiyans have the equivalent of Natural Combat Ability (when the Saiyan fights an unskilled opponent he fights with the equivalent of Hand to Hand: Martial Arts, not Hand to Hand: Expert).

Saiyan Warrior R.C.C. Skills:

Language: Saiyan 98%

Language: Trade One (+15%)

Language: Trade Four (+15%)

Wilderness Survival (+20%)

Detect Ambush (+15%)

Land Navigation (+5%)

Mountaineering

Pilot: Small Spacecraft (+10%)

Read Sensory Equipment (+5%)

4 Physical Skills of choice (except boxing, and wrestling. +15% when applicable.)

Saiyan Warrior Related Skills: Select 6 skills from the list below. Plus the Saiyan gets an additional skill at levels 3, 5, 8 and 11. All new skills start at level one proficiency.

Communications: Radio Basic Only

Computer: None.

Cultural/Domestic: Any (+10%)

Cultural Games: Any (+10%)

Electrical: None.

Espionage: Any (+5%)

Mechanical: None.

Medical: First Aid and Holistic Medicine only.

Military: Any, except Demolitions, Demolitions Disposal, or Underwater Demolitions.

Physical: Any, except Wrestling and Boxing.

Pilot: None.

Pilot Related: Any.

Rogue: Any, except Computer Hacking.

Science: Math skills only.

Technical: Any, except Computer Operation, and Computer Programming.

Temple: Any.

W.P.: Ancient only (Saiyans never use modern weapons and a few will wield melee weapons).

Saiyan Warrior Secondary Skills: Select 3 skills from the list above, These skills do not get the advantage of the bonuses listed in parentheses.

Standard Equipment: Saiyan Battle Armor, Scouter unit, Saiyan Space Pod (described at the end), a few sets of clothing (Pink Bad Man T-shirt), and a few personal items.

Money: None to start.

Cybernetics: Saiyan avoid cybernetics and bionics since it would diminish their powers.

Allies: None, only the brain damaged and insane goody, goody Saiyans would have allies.

Enemies: Everyone, especially Champions of good.

Experience Table: Saiyans will use the Blhaze alien experience table.

 

 

Special Chi Powers & Abilities:

Barrier

Range: Self.

Duration: 1 minute for every 5 point of P.E.

Cost: 10

Requirements: None

This purely defensive technique forms a Chi-shield around the body that protects the user from Chi or similar attacks. There are two forms of this maneuver. One is a spherical shield that surrounds the body; the other is more of a coating of the body. The Barrier has 100 S.D.C. plus 10 S.D.C. per level, which can be used to block any special Chi attack. When used to defend against the more traditional Chi powers the Barrier blocks 3D6 points of Chi.

Bukujutsu (Flight)

Range: Self

Duration: 1 minute for every point of P.E.

Cost: 10 Chi

Requirement: None.

This power bestows the Saiyan the ability of flight through the use of his own Chi. Speed is 100 mph plus 50 miles per level. Bonuses: +2 to dodge while flying

Kamehameha

Range: 500ft+100ft per level.

Duration: Instant.

Damage: 1D6 per level of experience plus charge.

Costs: 20

Requirements: None.

A Chi blast, which to start is charged up held behind the firer in cupped hands, then brought forward to release a large blast of energy. The Saiyan can hold his action or "charge" the Kamehameha doing an additional 1D6 damage for every action used in this manner. Examples: A six level Saiyan with seven actions decides to do a Kamehameha. He charges his blast for 4 actions adding an additional 4D6 to the damage for a total of 11D6 damage (7D6+4D6=11D6).

Kienzan (Destructo Disc)

Range: 100ft+50ft per level.

Duration: 4 minutes per level of experience.

Damage: Varies.

Cost: 3 Chi per 1D6 damage to a maximum of 30 Chi (1D6x10 damage)

Requirements: None

The Saiyan creates a disc of pure Chi energy. Once created the disc can be "thrown" at any target. At 5th level the Saiyan can control the disc and have it follow a moving target. At 8th level the Seiyan can control two Kienzans at the same time (When controlling the Kienzan the Saiyan's combat actions are split evenly between himself and the Kienzan. If controlling two Discs then all of the Saiyan’s actions are split between the two Discs, leaving him only the option of defensive maneuvers.). The Kienzan is notoriously known for lopping off entire limbs when used in combat.

Saiko No Kogeki

Range: 50ft+10ft per level

Duration: Instant.

Damage: 4D6 damage.

Cost: 5

Requirements: None other than you must have a mouth.

A Chi blast that is shot out of the mouth

Taiyoken (Solar Flare)

Range: 30ft radius.

Duration: Instant.

Saving Throw: 16 or higher (P.E. bonuses applicable)

Cost: 4 Chi.

Requirement: None

The Saiyan can focus his Chi into a blinding attack. By standing in front of the sun and placing his hands in front of his face and yells "Taiyoken". Victims of the attack are blinded for 1 to 4 melees and suffer the following penalties of –5 to strike and -10 to parry and dodge. Victims also have a 50% chance of tripping and falling for every 10ft moved.

Kaioken

Range: Self

Duration: 1 melee for every 4 points of P.E.

Cost: 20 Chi per level of Kaioken.

Requirement: Must be 3rd level or higher.

For each level of the Kaioken activated the Saiyan multiplies his speed by a factor of one, he is also plus 2 to parry and dodge, and adds 1 attack per melee round. Example: Kaioken level 1 would double the Saiyan’s speed, add an attack per melee round and add 2 to parry and dodge, while Kaioken level 3 would quadruple the Saiyan’s speed, add 3 attacks per melee and 6 to parry and dodge. A side effect of the Kaioken is the strain on the Saiyan’s body. Immediately after the Kaioken wears off the Saiyan will suffer 3D6 damage direct to hit points for every level of Kaioken.

Big Bang Attack

Range: 500ft+100ft per level.

Duration: Instant

Damage: 2D4x10.

Costs: 25 Chi.

Requirements: Must be 4th level.

The Saiyan holds one flat palm forward towards his target and fires a huge, destructive bolt of Chi energy.

Akumaitokosen

Range: 100ft.

Duration: Instant.

Damage: 6D6 damage, direct to hit points.

Cost: 50 Chi

Requirements: Must be 5th level.

This is a special energy wave designed for a quick kill in ones opponents. When the wave strikes its victim, the evil in his heart expands causing his heart to explode. Of course for this to work the victim must have evil in his heart. This attack is only effective on creatures that are of evil alignment.

Death Ball

Range: 100ft+50ft per level.

Duration: Instant

Damage: Varies

Cost: All of the Saiyans Chi.

Requirements: Must be 10th level and be of evil alignment. This ability can only be performed with negative Chi.

This is a powerful last ditch attack that only an evil, heartless Saiyan would perform. The Saiyan forms a destructive ball of pure negative Chi. This ball when thrown will take 1D6-melee actions to reach its target, but when it does it explodes with horrendous results. Upon contact the Death Ball explodes inflicting 3D6x100 damage to a 50ft. radius. If the Death Ball’s target was a planet, then the results are even more destructive. The planet will be racked by a series of chain reactions. These reactions will shake the planet to its very core. The tectonic plates of the planet will shift and soon the planet will be no more. The planet will soon explode taking with it all the life that it held. Note: The Saiyan must have a minimum of 200 Chi to perform this ability. Not only this but after the planet is destroyed one better be able to survive in a vacuum.

Genki Dama (Spirit Bomb)

Range: 100ft+50ft per level

Duration: Instant.

Damage: Varies.

Cost: All of the Saiyan’s Chi.

Requirements: Must be 10th level and possess the Dragon Chi ability. Can only be done by Saiyans with good alignments, and it can only be done with positive Chi.

This is the Saiyans most powerful ability. As the Saiyan puts his hands in the air he calls upon nature to help him in his time of need. For every melee round spent on charging up the Genki Dama does 1D6x100 damage. The Spirit Bomb is only effective against opponents of evil alignment. As a side effect to this ability, all character of good alignment will find their Chi pools depleted and no one on the planet can use Chi abilities or draw Chi for the next 2D6 minutes. At level 14 the Saiyan can draw Chi from the Universe for the Spirit Bomb increasing it damage from 1D6x100 to 1D6x1000.

Note: The Saiyan must have a minimum Chi of 300 to use this ability.

Daichiretsuzan

Range: 200ft+100ft per level.

Duration: Instant.

Damage: 6D6.

Cost: 30 chi.

Requirements: Must be 4th level.

The Saiyan makes a slashing motion with his hand that creates an invisible energy wave that rends the earth forming a giant rift. The rift travels in a straight line toward its target. The rift is 15 feet wide, 20 feet deep and 40 feet long. These are the maximum measurements and they can be adjusted to the Saiyans desire. Anyone falling into the rift will suffer 3D6 damage.

Shi Shin no Ken (Four Body Attack)

Range: Self.

Duration: 1 minute for every 2 points of P.E.

Damage: None.

Cost: Varies.

Requirements: Must be 3rd level.

This training technique allows the Saiyan to split his being into 4 separate individuals. The cost of this ability varies with the number of copies he makes. 4 beings cost a fourth of his chi, 3 beings cost a third of his chi and 2 beings cost half of his chi. The Saiyan then divides his physical stats, hit points, S.D.C., reaming Chi, P.P.E., and I.S.P. evenly amongst all the beings. Each being knows all of the Saiyans special attacks, Chi powers, Martial Art Techniques, Atemi abilities, skills, etc. Example: A Saiyan with 100 chi makes the max number of beings (4, himself and three others). This will cost him 25 chi to do. Then divide all his stats, hit points S.D.C., P.P.E., I.S.P., and chi by 4. The outcome of this equation is the amount of hit points, S.D.C., Chi, P.P.E., I.S.P. that each being will have.

Instant Transmission

Range: 1 mile per level of experience.

Cost: Varies.

Requirements: Must be 5th level.

This ability allows the Saiyan to teleport to the Chi pool of any person he knows (allowing him to teleport to that person). The Saiyan cannot target the Chi pools of places or things, only the Chi source of people. The cost for a standard teleport is 50 Chi, if used in conjunction with the Saiyans advanced Chi awareness then he can teleport to any Chi source on the planet for the price of 75 chi, and he can teleport to Chi sources in other dimensions for 100 Chi.

Note: The planetary teleport cannot be achieved till 10th level, and the dimensional teleport cannot be used till the Saiyan is level 15.

Saiyan Equipment:

Scouter: This is a special optics unit that goes over one eye. This device grants the Saiyan with enhanced vision, and optics. Bonuses: See Aura, Micro-Radar (Identify 15 targets and can simultaneously track six. Rate of travel, direction and location. Range: 1 mile) and Power Reader (Power rating equals targets Chi plus I.S.P. plus P.P.E plus Hit points (double if a Supernatural creature) plus S.D.C. (double if a Supernatural creature) multiplied by the targets level of experience. Example: Caleb a 4th level Godling has a P.P.E. pool of 206, an I.S.P. pool of 240, a Chi pool of 44, 88 Hit Points, and 289 S.D.C. So his power level is {206+240+44+(88x2)+(289x2)} x4 =4624. The Scouter will blow up if it senses a power level that is twice its users power level.

Saiyan Battle Armor: This is the standard battle armor that all Saiyan wear. The armor stretches with its user, so it can be worn while in ape form. "One size fits all"

S.D.C.: 200 Armor Rating: 17 (No prowl penalties)

 

Space Pod: This spacecraft appears as a large round ball.

Model Type: SS-100.

Class: Space Pod.

Crew: One.

S.D.C. By Location:

Armor Rating: 18

Main Body: 600

Reinforced Pilots Compartment: 150

Speed:

Flying: Maximum speed in space is Mach 12 (cruising speed is Mach 4-6). Maximum atmospheric speed is Mach 5. The Space Pod also has a FTL drive that will allow it to travel 1 light year for 1 hour.

Range: Unlimited.

Statistical Data:

Height: 6 feet.

Length: 6 feet.

Width: 6 feet.

Weight: Half a ton.

Cargo: None.

Power System: Antimatter, average energy life is 25 years.

Market Cost: Unavailable. But would probably go for 60-100 million credits.

Systems of Note:

1. Remote Control: All Saiyan Space Pods come with a remote control that will bring the pod to the Saiyans location. Range: Planetwide.

2. Hibernation System: All Saiyan Space Pods have built in Hibernation systems that will keep the Saiyan in a deep sleep as the pod fulfills its journey. These systems will also stops all injuries the Saiyan has; it will heal them, just put them on "hold" and prevent degeneration of the Saiyans body.

Weapon Systems:

1. Holographic Imager

Not really a weapon per see, but it does work as a weapon system. This device creates a realistic hologram of the moon, one that is so realistic that it will set off the Saiyans transformation power.

2. Self Destruct

If incorrect code is typed into the systems control pad then it will initiate self-destruct.

4D6x10 damage to a 200ft radius.