Farmak-jin Warrior RCC

 

IQ 2d6, ME 4d6+3, MA 3d6, PS 4d6+2, PP 6d6+3, PE 7d6, PB 3d6, and SPD 8d6. MDC: PEx12, Chi: ME+PEx10. +2 attack per melee because of their speed and agility.

Class: Starting Class is major, at level 6 they become galactic and at level 10 they become intergalactic.

Skills: HTH: Martial Arts 3, Acrobatics, Gymnastics, Athletics, and Boxing, and 2 WPs.

 

Special

1. Farmak-jins will pass out once they hit 0 MDC. They will only die if they reach -50 MDC. For every level that they gain, subtract 5 from their dying limit. (A level 2 can go to -55 MDC.)

2. Farmak-jins have the ability to discharge chi as balls of energy. The balls inflict 1d6 MD per 5 chi spent. A Farmak-jin can never use more chi than 25x his level.

3. Auto-dodge: the Farmak-jin can dodge as many times per melee as he likes. Dodging an attack from behind costs one action.

4. For every level that a Farmak-jin gains, he gets +1PS, +2 PP, +1 PE, +2 SPD, +10 MDC, and +15 chi.

 

Powers

Powers are abilities that Farmak-jins can gain through training and experience. Choose three at first level and one for every level after that.

1. Flight: The Farmak-jin can fly 500 mph. Flying costs one chi per hour.

2. Advanced Flight: Must have flight. The Farmak-jin can fly at Mach 8 tops. It costs 5 chi per hour. This generates a blue aero field around the Farmak-jin.

3.Trade-mark Fireball: The Farmak-jin can make his own fireball. It needs a name and specific gestures. Choose from 1-3d10 MD+1d10 per level. If you choose 1d10 MD it costs 10 chi, 20 chi for 2d10 and 30 chi for 3d10. Must have discharge.

4.Multi-Fireball: This takes one action. It shoots 1d6 fireball lev. 1-3, 2d6 lev.4-6, and 3d6 lev. 7-15. Each fireball inflicts 1d6 MD. Costs 35 chi. Must have discharge.

5.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+.

6. 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 Farmak-jin can only use this 2x his level during a battle.

7. Sense Chi: The Farmak-jin 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.

8. Increase Strength: For every five chi that the Farmak-jin's use, they can add +1 to HTH damage. Can only use 20x his level in chi.

9. Increase Speed: For every five chi that the Farmak-jins use, they can add +1 to strike or dodge (depending on the situation). Can only use 20x his level in chi.

10. Illusion: The Farmak-jin can create an Illusion to trick his opponent. This could involve anything from making multiple images of himself, creating giant lizard images, and the appearance of a character having a double. This takes one action to create and 10 chi per illusion. The illusion will automatically be broken if someone attacks it.

11. Mind Control: This technique takes longer to master. Roll 1d20 and add the Farmak-jin's ME. Have the opponent do the same. If he beats the character then he can implant simple suggestions. If he beats the character by 5 he can give him a more advanced command like completing a task. He however cannot tell his victim to harm his friends or himself. If he beats the character by ten, the Farmak-jin can command him to attack his friends for one action. If the character is beaten by twenty, the Farmak-jin can take over for a full melee round, but he still cannot make his victim harm himself. Costs 20 chi per attempt.

12. Invisibility: The Farmak-jin can become invisible for up to ten minutes. For every level that the Farmak-jin gains add another five minutes. The maximum time is thirty minutes. Cost 1 chi per minute.

13. Chi Masking: The Farmak-jin can hide their chi for 1 melee round at the cost of five chi.

14. Absorb Chi: The Farmak-jin can choose not to dodge the chi attack and instead absorb it. Roll the same as a dodge. If he successfully absorbs it he gains the chi used to create the attack. This can either be added to the Farmak-jins chi or to his MDC. The roll to absorb cannot be augmented by the Increase Speed power.

 

 

Background: Before the Saiyans sent Goku to earth. Before Piccolo even was A thought, there were the Farmak-jin. The Farmak-jin, were once a people of peace. But when the Saiyans sought to 'prepare' their planet for a buyer, they fought back. The entire population join up in arms and prepared themselves for the onslaught. But even after numerous victories, the Farmak-jin home world fell into chaos, causing the once peace loving people, to turn to more desperate measures. A plan was formed, and as last ditch effort, combined their magic talents and watched in horror, as their entire planet was destroyed. They then sought the employment of Freeza, who, by years of manipulation, earned the trust of the Saiyan and attempted to exterminate them. But by Bardok's interference, the plan was only half-successful. During that same time, Buu was created. Buu was meant to find a perfect planet so that the Farmak-jin could have a home once again.

He failed. So after many years of traveling, and training and bloodshed, the Farmak-jin brought their remaining population, to earth, sought on destroying the remaining Saiyans by cloning more, and re-unleashing evils that had previously failed in order to take out a few. Once that was done, they would have settled down and quietly began to rule a small section of land. Now, they are bent on taking over the planet, for fear of more Saiyans coming. Now will they succeed? Or will they fail?

 

Note: This race is from an alternate timeline created by Great Saiyaman X. To read his fan-fic follow this hyperlink. The Final Battle of Son Goku?


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