Attributes
IQ 4d6, ME 6d6, MA 4d6, PS 4d6+30, PP 4d6+30, PE 4d6+20, PB 3d6, SPD 4d6+30. MDC: PEx10 and Chi: ME x10. +1 Attack per melee. Class: InterGalactic. Skills: HTH: Martial Arts, Wrestling, Boxing, Acrobatics, Gymnastics, and three languages of you choice.
Special
1. Cells regenerate 2d6 MD every two melee rounds.
2. Cells are born with the ability to fly. Top speed 300 MPH and costs 1 chi per hour.
3. Cells have the ability to commit suicide by massive explosion. They will only do it if they are about to die or have no hope. It takes 1 minute to and then it releases a blast of 2000 MD. The planet is destroyed and everything on it.
4. Cells have the ability to power up to a massive size. In this stage, PS is doubled and PP is halved.
5. Cells can only be killed if their head is destroyed. This would usually result in a large chi blast dropping the Cell's MDC to 0 or lower.
Powers
Select two at level 1, and one for each level after.
Barrier: For every point of Chi used the Cell gains 5 MDC. It only lasts for one action. It costs no actions to use and can be put up automatically. He can never spend more than 25x his level. A level one character can only have 125 MDC. This can only be used 2x the character's level per battle.
Advanced Flight: Must have flight. The Cell can fly at Mach 5 tops. It costs 5 chi per hour. This generates a blue aero field around the Cell.
Discharge: Cells have the ability to discharge chi as balls of energy. The balls inflict 1d10 MD per 5 chi spent. A Cell can never use more chi than 25x his level.
Multi-Fireball: This takes one action to set up. It shoots 1d6 fireball level 1-3, 2d6 level 4-6, and 3d6 level 5-15. Each fireball inflicts 1d10 MD. Costs 45 chi. Must have discharge.
Spawn Jr.: This is an extremely powerful technique used to create a Cell Jr. that can help in the battle. For each Cell Jr. spawned it costs 50 chi. Their attributes vary according to the "father's" attributes. IQ =, ME =, MA -3, PS 75%, PP 75%, PE *, PB =, SPD 75%. MDC 40% and Chi 40%. This cannot be selected until level 5.
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 Cell can only use this 3x his level during a battle.
Instantaneous Movement: At the cost of 25 chi, the Cell can teleport himself to anywhere in the Universe, heaven, hell, or somewhere in between. For each other person brought it costs an extra 15 chi.
Advanced Regeneration: The Cell can now regenerate 3d6 MDC each melee round at no cost.
Sense Chi: The Cell can detect a chi trace across an entire planet. It costs 10 chi. There is a 50% chance that he will recognize the chi trace of someone familiar to them like a friend or an archenemy.
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+.
Taiyoken: costs 20 chi, and blinds anyone who doesn't close their eyes, for two actions. After the first time the characters get to roll a saving throw versus the Taiyoken. Greater than 12 means they closed their eyes in time.
Absorb: This is an extremely powerful technique that a Cell can use to become stronger. Any organic life form can be absorbed. Take one fifth of the life form's attributes and add it to the Cell's. This cannot be picked until level 7.