Icers
Attributes: INT 3d6, MNT 4d6, STR 2d6+16, DEX 3d6+16, STM 2d6+20, and SPD 3d6+20. HP: STMx10+25/level, LP: STM and Ki: MNTx15+30/level. Class: Galactic, and becomes Intergalactic at level 8. Pick two powers at level 1 and one for each level after that.
Special
1. Icers are the most prideful race in the universe, even more proud than the Saiyans. They constantly underestimate their opponents.
2. Icers can survive in space, which basically means they can resist great heat, cold, and lack of oxygen.
3. Icers can live with under 0 LP for up to three days.
4. After each level, Icers gain five points to add to any attribute excluding INT.
5. Icers have the option to attack with their tail. It is +1 to strike and does 4d6 damage.
Unique Powers
Change Form: Icers have the ability to disguise their power by changing forms. The form will resemble the Icer, and can be either smaller or larger. For each form lower, subtract 10 from all physical attributes, and subtract 75 HP and 75 Ki. When the Icer changes into a higher form, he is +2 to strike for a whole melee round. Note that the Icer cannot change through five forms and receive +10 to strike. It is only +2 no matter how many forms, but if the next melee round he changes to a higher he retains the +2 for changing.
Piercing Blast: This is an extremely powerful attack that many Icers use. It shoots a blast that inflicts 2d6x10. The blast is -2 to strike and costs 35 Ki. If it hits the Icer gets to roll on the critical strike chart.