Henchmen Page
Android Henchmen:
First off, a few notes about what is going to be happening:
- Saibamen are being upgraded a bit and explained some more
- Android Henchmen are being divided into separate categories and completely redone
- Namekian, Phoeniyan and Tsufurujin Henchmen are being eliminated, all owners will be reimbursed, no worries
- Former abilities will be given to the Androids in certain ways
Now, Saibamen and Mercenaries will go after the Androids.
There are two different types of Android Henchmen: your standard Robotic Androids and your Bio-Androids. Each have their specific strengths and weaknesses, pros and cons, but they usually even out.
Robotic Androids
Completely programmable, upgradeable pieces of machinery. They may look like people of any race, but they are not. They have no minds and will follow your every order, to the very fiber of their programming. There is only one current model, but they can be purchased already slightly upgraded for certain prices. Luckily, as they are mindless, they do not need pay!!! The base model, which begins at level 1, can be purchased for $35,000. After that, each extra level may be purchased for $5,000. Therefore a level 2 starting android can be purchased for $40,000. Unfortunately, they cannot be purchased with any special abilities; they must be bought and equipped to an android. Each of these upgrades come in special orbs called nodes. These orbs are specifically colored and can go on various parts of the Android’s body, and are often concealed by clothing. Before I get into the nodes themselves, here is information about the nodes that Androids begin with, most of which cannot be purchased:
2 Sensory Nodes: All Androids come with these. They are internal and are connected to their entire bodies, but located around the optical section. They are mainly used to scan people and give a direct power level, along with any other information from universal databases. Anything that could be documented about a person is known by the Android upon the scan. They can also detect where anyone is on an entire planet. However, off of the planet, detection is much more difficult. None can be purchased.
Numerous KI Nodes: The “skin” of the Android, it constantly draws KI from the place around it, so that it has infinite KI. None can be purchased.
1 (or more) Armor Nodes: Armor that accounts for the HP of the Android. It gives the Android 5000 HP per level, and also 1 speed. These are what are purchased for each level for $5,000.
5 (or more) Speed Nodes: Nodes that concentrate specifically on speed, every Android begins with 5 of these, making their starting speed 6. Each one increases speed by an extra unit. $2,000 each.
Other than these, there are various other nodes that may be purchased. Please note however that only a certain number of nodes can be added to the Android. There are 20 possible spots for these nodes in each Android. Any node marked with an asterisk (*) contributes 1 node to this, and any node marked with two (**) contributes 2 nodes to this total:
Armor Nodes: Increases Level by 1, HP by 5,000, and Speed by 1. $5,000
Speed Nodes: Increases speed by 1. $2,000
**Absorption Node: Nodes installed into the hands of the Android that allow the Android to absorb HP and KI from both KI blasts and opponents. They work the same way as a normal Android absorption Node as listed on the Attacks Page under Absorb. They come in a pair, and the pair costs $30,000.
*Regeneration Nodes: A feature that can be installed into the Androids that allow it to regenerate HP just like a Namekian. It costs $25,000.
*Bomb: Not a standard node by any means. Using this internal node, an Android can utilize a Kamikaze-like attack and cause massive damage to all around it. It is like a normal Kamikaze Attack. $40,000.
*Building Nodes: A blueprint of a specific plan that is programmed into the mind of the Android. Each one costs $10,000, and there is a separate one for each Android. No, they cannot build other Androids and various other things.
*Shape Shift Node: A very high-tech node allowing the Android to temporarily change it’s form. It will not gain any abilities from this, but it is an extremely useful node regardless. Costs $50,000.
*Special Ability Nodes: Small nodes built into the Android that allow it to execute certain attacks. The cost varies, but is equal to the number of days needed to learn the technique x $5,000. However, the Android must be the level needed to learn the technique in the first place.
Installing Parts
Well, you just bought a great node, but now you need to hook it up. Armor Nodes and Speed Nodes are automatically installed, but the others require a $3000 installation fee.
Uninstalling Parts
No longer have any use for that node? Take the Android to where you got it and they will take the node out of the Android for $5000 for each node.
Repairing Androids
Did that last battle leave your Android barely functioning? Well, for small repairs, the Android can heal themselves, but larger repairs like missing limbs or gaping holes require the aid of a repairman.
Medium-sized repairs cost $10,000. This type of repair would take an Android about 3 full days to do.
Larger repairs cost $25,000. This type of repair would take an Android about a week to do.
Complete repairs cost $50,000. This type of repair cannot be done by the Androids.
Bio-Androids
Basically similar to other mercenaries except that once you have bought them, they’re yours for an extremely long time, as long as you continue to pay them well. Yes, these Androids have AI, and are very similar to living beings: so they have needs too of course. Their stats are exactly the same as a normal Android, and thus they act like them as well in all respects. From emotions to leveling up, special abilities to learning new abilities, they are all exactly the same. However, just like normal Androids, they can disobey their masters, so it is up to you whether or not you would like them to grow much stronger, for fear that they may grow tired of working for you and try to in any way harm you. Such is the risk for these terrible forces of power. But if you pay them well and treat them well than there usually shouldn’t be much of a problem. Key words: usually and much.
Now, the good thing about these Androids is that you can have them ordered to be built if you go to the right place, so they’re often easier to find (and to get to) than mercenaries. Now, as Robotic Androids have several different forms that they can be, but only for sight, Bio-Androids are often crafted from that race. So, there are numerous models that each begin with various special abilities. However, there are certain races that cannot be formed to look like Bio-Androids, including Saiyans, Namekians, Phoeniyans, Demons, Kisenians, Cyntians and Shape Shifters. The reason for these is that either the qualities of the races are too difficult to truly replicate or there have not been enough preliminary tests done to accurately create Bio-Androids from these races. All Androids begin at Level 15, however. Another quality of all Androids is that they come with the Bomb feature already equipped. Also please note that there can be no half-breeds for Androids either. Now, as for the various models:
Standard Android (looks like a human) – Built on Earth
-Super Android (absorb another Android’s power cell)
-Find Anyone Anywhere (Sensing, can recognize statistics)
-Absorb KI
-KI Attack
-Bomb
-Able to completely mask power signature, basically becoming invisible and unsensable
-Implanting being into a different body, keeping all abilities and strength – very expensive operation when you want to change your look and or voice (can be useful for assassins)
-Infinite KI
-Speed is: 6
-Gains 7000 HP per level
Cost: $80,000
Changeling Android – Built on Freeza
-Super Android (absorb another Android’s power cell)
-Fine Anyone Anywhere (Sensing, can recognize statistics)
-Super Strong armor that allows Android to survive all explosions other than it’s own and reduces all attacks to 3/4 damage
-Learn all abilities in 3/4 time
-Bomb
-Able to completely mask power signature, basically becoming invisible and unsensable
-Implanting being into a different body, keeping all abilities and strength – very expensive operation when you want to change your look and or voice (can be useful for assassins)
-Infinite KI
-Speed is: 6
-Gains 7000 HP per level
Cost: $80,000
Yardrettian Android – Built on Yardratt
-Super Android (absorb another Android’s power cell)
-Fine Anyone Anywhere (Sensing, can recognize statistics)
-Instant Transmission
-Bomb
-Able to completely mask power signature, basically becoming invisible and unsensable
-Implanting being into a different body, keeping all abilities and strength – very expensive operation when you want to change your look and or voice (can be useful for assassins)
-Infinite KI
-Speed is: 6
-Gains 7000 HP per level
Cost: $70,000
Tsufurujin/Tektonian Androids – These are built in Vegeta, not New Plant
-Super Android (absorb another Android’s power cell)
-Fine Anyone Anywhere (Sensing, can recognize statistics)
-Learn all abilities in 3/4 time
-Have blueprints for most buildable items, and can build them all, but it takes twice the amount of time with only one of them working on it (2 working=1.75, 3 working=1.5, 2 working=1.25, 4 working=normal speed)
-Bomb
-Able to completely mask power signature, basically becoming invisible and unsensable
-Implanting being into a different body, keeping all abilities and strength – very expensive operation when you want to change your look and or voice (can be useful for assassins)
-Infinite KI
-Speed is: 6
-Gains 7000 HP per level
Cost: $80,000
Now, we’re altering some of the attacks for these Androids here. They are only for the Standard Bio-Androids and Robotic Androids who have the abilities to execute them:
Absorb KI - Opponent
KI used: None, only for Androids (Infinite KI)
Special orbs on the hands allow the Android to absorb some KI from either an opponent or a KI blast. This Absorb has to do with absorbing the statistics of an opponent. It is extremely useful in this fashion because you benefit from the HP and special abilities of the opponent. However, the attack can only be used 5 times per battle, or it will likely shatter.
Damage is figured out this way:
HP: 15% of Your Level x Opponent’s Level x 500
KI: 15% of Your Level x Opponent’s Level x 300 (this does not benefit you)
And part of the time, you’ll have a chance to temporarily absorb a special ability of the opponent, giving you that power until your next absorption, at which point you’ll lose the special ability and it will go back to the opponent.
Of course, this means that there are several rolls for this attack:
Normal Damage: normal roll based on speeds
Special Ability Absorb Roll – Before absorbing: Pick a number from 1-5; //roll-dice1-sides5
Deciding which special ability to absorb: List all special abilities of opponent and give them numbers, then use this roll - //roll-dice1-sides(Number of Special Abilities)
Absorb KI - KI Blast
KI Used: None
Special orbs on the hands allow the Android to absorb some KI from either an opponent or a KI blast. This Absorb has to do with absorbing energy from a KI blast fired at you. It is a defensive movement that you can choose to use after an enemy successfully attacks you, unless it’s a precise hit or something that you cannot stop normally. This absorbs the damage from the blast slowly and channels half of it back into you to regenerate you. However, this eats up your defensive turn and the next one, which leaves you vulnerable to attack. There is no damage done by this to the opponent, but some damage can be given back to you. Again, it can only be used 5 times a battle, safely, or it will likely shatter. There are numerous rolls for this attack if you’re extremely lucky.
Absorbing 10% of damage (90% damage done, 5% healed) – choose 1 or 2; //roll-dice1-sides2 – if this roll hits, the next roll comes into effect
Absorbing 20% of damage (80% damage done, 10% healed) – choose 1-3; //roll-dice1-sides3 – if this roll hits, the next roll comes into effect
Absorbing 40% of damage (60% damage done, 20% healed) – choose 1-4; //roll-dice1-sides4 – if this roll hits, the next roll comes into effect
Absorbing 80% of damage (20% damage done, 40% healed) – choose 1-5; //roll-dice1-sides5 – if this roll hits, the next roll comes into effect
Absorbing All Damage (No damage done, 50% healed) – choose 1-6; //roll-dice1-sides6
KI Attack
KI Used: None; HP Used: Level x 1000
Sacrifices some of the life force of the Android to cause massive damage to the opponent.
Damage: Level x 2000
Saibamen
Mindless, little green creatures, grown from small seeds and bred as warriors. Although they are not very strong, they are extremely vicious and will fight to the end, often sacrificing themselves to try to take out the opponent. They have vicious sharp claws, large red eyes, and a skull that splits open to spit an acid at the opponent. They are mostly physical fighters, but will often resort to KI or special attacks if the need arises. All of these qualities make them extremely useful allies in a fight. Their statistics and training information are very different from all other races:
Stats
Starting Level: 5
HP: 3000 per level
KI: 3000 per level
Speed: Base – 10 (starts at 15); Gains – 2 per level
Special Abilities:
-Gains Double Experience from Fights
-Experience Needed to Level up Halved (i.e.: Level 1-29: Need 500 experience)
-No Readable Power Level (no one can find them, IT to them, or sense their stats)
-Various Unique Attacks, listed below
Cons:
-Cannot Learn Special Abilities/Attacks
-Cannot Use Any Items
-Cannot Wear Weighted Clothing
-Cannot Find Dragonballs
-No Transformation
-Cannot Use Regular Attack List
Unique Attacks:
-Claw Swipe: No KI used, this is the Saibaman’s equivalent of a punch, but it grows with their strength; Base Damage: 500 + (250xLevel)
-Talon Kicks: No KI used, this is the Saibaman’s equivalent of a kick, but it grows with their strength and is more powerful than their punch; Base Damage: 500 + (300xLevel)
-Combo Claw: A large amount of Claw Swipes and Talon Kicks, you must roll for each of them. A total of 6 of these attacks are made. However, instead of only rolling once for each attack, you must roll twice. The first roll determines whether the attack is a punch (1) or a kick (2), using //roll-dice1-sides2, and the second roll is the normal roll for attacking. However, this attack is uses up so much of the Saibaman’s energy, that they lose a full turn, which can be very costly. This attack can only be used three times per battle.
-Super Claws: 500 KI per level to initiate, 250 KI per level to sustain; it is a sort of transformation for the Saibaman. It transfers destructive KI to the talons and claws of the Saibaman and triples all physical damage. Example of use: Attack: Super Claws Initiate w/ Attack (or) Attack: Super Claws Sustain w/ Attack
-Saibablast: The Saibaman’s main KI attack, it is a simple blast of KI fired from the claws. 500 KI per level, 1000 damage per level.
-Acid Shot: The Saibaman splits his skull open and fires acid from the crevasse, directly at the opponent. If it hits, it hurts badly. However, the accuracy of the shot is only half that of the regular attack (cut your speed in half to determine the roll). It takes 750 KI per level to execute and causes 1200 damage per level. If it is a precise hit, than the damaged opponent will also sustain 600 damage per level the turn directly after.
-Death Grip Saibakaze: As a last resort, the Saibaman will leap onto the opponent and fiercely lock their claws and talons together around the opponent in a death grip. Takes all remaining KI and kills the Saibaman. Damage: Level x 5000
Cost: $10,000 each