Saiyan Warrior RCC/OCC
Attributes: IQ 4d4, ME 3d6+2, MA 2d6+5, PS 3d6+20, PP 2d6+20, PE 3d6+15, PB 3d6, SPD 6d6. MDC: PEx10+25 per level. Hit points: PE(mega damage) Don't throw extra dice for having over a 16.Chi: ME+PEx5+25 chi per level. +1 attack per melee. Class: Major, at level 8 they become galactic, and at level 12 they become intergalactic. Each level of Super Saiyan adds one class so A level 8 Saiyan turns Super Saiyan 2 and his class is Godlike.
Skills
HTH: Martial Arts level 2, Wrestling, Gymnastics, Acrobatics, Body Building, Athletics, and 3 WPs.If the Saiyan is from the Freezan society, he or she will have Read Sensory
Equipment(Scouter)75%. Select 2 other skill: 1 Physical and 1 domestic.
Saiyans usually don't pursue many other areas of interest. They find studying very dull and stick to the physical. Saiyans only have one caste, the warrior. No OCC can be chosen because it would make them too powerful. Note that you should treat all bonuses to HTH combat damage as MD since Saiyans are superstrong. For example, Gotenk's strength is 30 and he gets +15 to damage. If he rolls 5 on his punch add the 15 so it makes 20. I don't know if this is already a rule or not but it is now. Since the chart stops at 30, add one for every five levels after that and do the same for every other physical attribute.
Special
1. After each battle if the Saiyan won he gains 200 exp.
2. Saiyans are born with a tail. It gives them the ability to turn into a giant were-gorilla during a full moon. Attributes while in this form: PS 1d4x10+PS, PP: 1/2, PE: 5d6, PB: 1d4, Spd: same, and MDCx2. The Were-Gorilla's tale will have 10 MDC, and is -5 to strike There is a 60% chance that the character will lose control while in this form. If they lose control their IQ becomes 3. GM can take control. If the player mantains control they gain the ability to shoot fireballs from their mouth at 1d8x10. They also keep the rest of their chi powered abilities. The ape is 40ft+1d6, dark brown fur and a snout. The Saiyans tail will grow back even it is cut off until he reaches the age of 12. After this it doesn't grow back.
3. Saiyans have a 6th sense unlike the psychic power, it costs no ISP. It comes naturally to them.
4. Each time a Saiyan is brought below 0 MDC, they recover stronger than before. After they recover they gain 10 MDC, +1 PS, +2 PE, +1 PP, +10 chi, and 150 exp. They only gain theses bonuses when they don’t try to lose.
5. For each level they improve a Saiyan gains 5 points that he can add to any of his physical attributes (PS,PP,PE, and Spd)
6.If a Saiyan's tail is grabbed, they suffer from penalties. The enemy must hold their tail tightly. The Saiyan becomes paralyzed with one action per melee. They are -15 to dodge, their PS becomes 3, and they can't use their powers. They can only get out if the enemy lets go. Note that this is a very serious weakness and often results in death.
7. For every twenty chi the character has(including that fom Kaioken and Charge) they gain +1 STR. For example, Gotenks has 120 chi, he charges and gets 50 and uses the Kaioken for 200 chi, so he gets +19 to STR. Remember to add the new bonuses when attacking. Once they use some of their chi the bonsuses will drop with the number of remaining chi points.
8.Auto-dodge: the Saiyan can dodge as many times per melee as he likes. Dodging an attack from behind costs one action.
Powers
Powers are abilities that Saiyans can gain through training and experience. Choose two at first level, and one for every level after that
1.Flight: The Saiyan can fly 100 mph. Flying costs one chi per hour.
2.Advanced Flight: Must have flight. The Saiyan can fly at Mach 5 tops. It costs 5 chi per hour. This generates a blue aero field around the Saiyan.
3.Discharge: Saiyans have the ability to discharge chi as balls of energy. The balls inflict 1d6 MD per 5 chi spent. A Saiyan can never use more chi than 15x his level.
5.Multi-Fireball: This takes one action. It shoots 1d6 fireball lev. 1-3, 2d6 lev.4-6, and 3d6 lev. 5-15. Each fireball inflicts 1d6 MD. Costs 35 chi. Must have discharge.
6.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+.
7.Super Saiyan: Super Saiyan is usually achieved in a high pressure situation. When the Saiyans heart is filled with fury he undergoes this transformation. The Saiyan is covered in a gold glowing energy field. Their hair stands straight up and turns golden. While Super Saiyan, the Saiyan recieves +3d10 PS, +3d10 PP, +4d10 SPD, +100 MDC, +200 Chi, and +1 attack. It can be cut off at will and the Saiyan must have at least 1 chi left in his pool. While in this form,his chi can act as an aura of protection 1 chi=1 MDC. They can choose at the begining of a round if the damage will go to their chi or MDC. The character must be level 4 to select this.
8.Super Saiyan2: This is the similar to SS1 but the character has a lot more muscle mass. The Saiyan gets +4d10 PS, +2d10 PP, +125 chi, +100 MDC and +1 attack.(Note: these are all added to the bonuses of SS1 This level has the same restrictions as SS1 and can't be picked until level 6 and you must have SS 1.
9.Super Saiyan3: Character's hair grows down to his waist and remains golden. Bonuses to SS1 +4d10 PS, +3d10 PE, +3d10 PP, SPD +3d10, Chi +150, +100 MDC and +1 attack.(Note the bonuses of SS1 and SS2 are added to these) Because this form is so powerful it costs 5 chi per melee to keep it up. It takes 3 melee rounds to do the first time then only 1 melee any time after that. This cannot be selected until level 8. Must have SS1 and SS2.
10.Super Saiyan4: This is the strongest level achieved by any Saiyan warrior. A character must have a tail to reach this level. The arms, torso (except for upper abs and chest), and tail become covered with red fur. The Saiyan's hair becomes twice as thick and turns jet black. They get +4d10 STR, +3d10 PP, +4d10 SPD, +200 chi, +200 MDC and +1 attack.
11.Charge: This allows the character to gain chi from their surroundings. The character will gain 25 chi per action. This is put into a seperate pool. They can never gain more than their limit and it goes away after the battle is over. A Saiyan can only use this 2x his level during a battle.
12.Aura of Protection: For every point of Chi used the Saiyan 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 twenty five times his level. A level one character can only have 125 MDC. This can't be used while in Super Saiyan mode.
13.Sense Chi: The Saiyan 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 arch enemy.
14.Tail Training: The character takes time to train his tail for use in combat. Tail damage is now 4d6 +1 to strike. They now can get a saving throw if someone grabs their tail. If they roll over 11 then they are fine, anything below makes them suffer from usual penalties.
15.Create Moon: Yeah this creates a moon. It is a shining light in the air that substitutes for the moon and allows the saiyan to turn into their were ape form. It has 50 MDC. It costs the creator 10 chi per melee to keep up.
Half Breed Saiyans
Saiyans that are part human are even more powerful than regular Saiyans. Add 1d6 to all physical attributes, and they can select Super Saiyan powers at 2 lower levels. There only drawback is that they cannot go past Super Saiyan 2.
Equipment
The Saiyan battle pod travels at 100 light years an hour. It has 500 MDC and space for one person.
There will be more stuff later so check back every once in a while.