Dragon Ball Ascended 1st Edition - Game Masters Guide - The Homebrewery

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DRAGON BALL: ASCENDED

1ST EDITION Game Masters Guide

Based on the universe created by Akira Toriyama. This fan-made


game brings the epic world of Dragon Ball to your table. Not
affiliated with or endorsed by official Dragon Ball.
Table Of Contents
Important more campain
Introduction/info Page info Page 54-55
1-7
Businesses and
Deitys Page 8-9 Strongholds Page 56
Campain Info Page 10-22 Treasure And
Artifacts,special Items
Basic Planets And Page 57-79
Realms Page 23-28
God Ki Info Page 80-83
Basic Adventures Info
Page 29-33 HakaiShin Form Page 84
Basic Encounter Info Ultra Instinct Page 85
Page 34-38
Ultimate,Potential
Basic Npc Info Page 39- unleashed,Beast form
43 Page 86
Basic Villian Info Page Orange Namekian Page
44-46 87
Planetary/Adventure How To Create Npcs
Envirement Info Page Based On Power Level
47-50 Page 88-90
Settlements Page 51-52 Templates Via Custom
Items,Forms,Rules Page
Law And Order Page 53 91-92
Diseases Page 93-101
Demons and demon subtypes
Page 101-108 Big Bang Attack Page 149

Kamehameha Page 150


Demon Transformations Page
109 Super Kamehameha Page 151

Ultimate Kamehameha Page 152


Demon Rank Advancement
System Page 110 Spiritual Fusion Page 153

Deitys Page 111-134 Meditation/Advanced Meditation Page 154

Ki Charge Page 155


Energy Of Destruction (Hakai)
Page 135 Tri-Beam Page 156

Ultimate Tri-Beam Page 157


True Ultra Instinct Page 136
Dodon Ray Page 158

Kaioken Page 137-138


Final Explosion Page 159

Other Abilities Dragon Fist Page 160

Destructo Disc Page 161


Spirit Bomb Page 139

Special Beam Cannon Page 162


Instant Transmission Page 140

Hellzone Grenade Page 163


Autonomous Fist Page 141

Solar Flare Page 164


Galick Gun Page 142

Galactic Donut 165


Death Beam Page 143

Energy Shield Page 166


Metamoran Fusion Page 144

Afterimage Technique Page 167


Death Ball Page 145

Ki Flight Page 168


Ki Suppression Page 146

Ki Overdrive Page 147


Dead Calm Page 169

Final Flash Page 148 Energy Pressure Page 170


Introduction
It’s Good to Be the Game The “Dragon Ball: Ascended” rules help you and the
other players have a good time, but the rules aren’t in
Master! charge. You’re the GM, and you are in charge of the
Not only do you get to tell fantastic stories about heroes, game. That said, your goal isn’t to overpower the
villains, monsters, and powerful abilities, but you also adventurers but to create a campaign world that
get to create the world in which these stories unfold. revolves around their actions and decisions and to keep
Whether you’re running a “Dragon Ball: Ascended” your players coming back for more! If you’re lucky, the
game already or you’re considering it, this book is for events of your campaign will echo in the memories of
you. your players long after the final game session is
The Game Master’s Guide assumes that you know the concluded.
basics of how to play the “Dragon Ball: Ascended”
tabletop roleplaying game. If you haven’t played before,
How to Use This Book
the Starter Set is a great entry point for new players and This book is organized into three parts. The first part
Game Masters (GMs). helps you decide what kind of campaign you’d like to
This book has two important companions: the run. The second part helps you create the adventures—
Player’s Handbook, which contains the rules your the stories—that will compose the campaign and keep
players need to create characters and the rules you need the players entertained from one game session to the
to run the game, and the Monster Manual, which next. The last part helps you adjudicate the rules of the
contains ready-to-use monsters to populate your game and modify them to suit the style of your
“Dragon Ball: Ascended” world. campaign.

The Game Master Part 1: Master of Worlds


The Game Master (GM) is the creative force behind a Every GM is the creator of his or her own campaign
“Dragon Ball: Ascended” game. The GM creates a world world. Whether you invent a world, adapt a world from
for the other players to explore and also creates and a favorite movie or anime, or use a published setting for
runs adventures that drive the story. An adventure the “Dragon Ball: Ascended” game, you make that world
typically hinges on the successful completion of a quest your own over the course of a campaign.
and can be as short as a single game session. Longer
adventures might embroil players in great conflicts that
require multiple game sessions to resolve. When strung
together, these adventures form an ongoing campaign.
A “Dragon Ball: Ascended” campaign can include
dozens of adventures and last for months or years.
A Game Master gets to wear many hats. As the
architect of a campaign, the GM creates adventures by
placing monsters, traps, and treasures for the other
players’ characters (the adventurers) to discover. As a
storyteller, the GM helps the other players visualize
what’s happening around them, improvising when the
adventurers do something or go somewhere
unexpected. As an actor, the GM plays the roles of the
monsters and supporting characters, breathing life into
them. And as a referee, the GM interprets the rules and
decides when to abide by them and when to change
them.
Inventing, writing, storytelling, improvising, acting,
refereeing—every GM handles these roles differently,
and you’ll probably enjoy some more than others. It
helps to remember that “Dragon Ball: Ascended” is a
hobby, and being the GM should be fun. Focus on the
aspects you enjoy and downplay the rest. For example,
if you don’t like creating your own adventures, you can
use published ones. You can also lean on the other
players to help you with rules mastery and world-
building.
The world where you set your campaign is one of
countless worlds that make up the “Dragon Ball”
Part 3: Master of Rules
multiverse, a vast array of planes and worlds where “Dragon Ball: Ascended” isn’t a head-to-head
adventures happen. Even if you’re using an established competition, but it needs someone who is impartial yet
world such as the Dragon World, your campaign takes involved in the game to guarantee that everyone at the
place in a sort of mirror universe of the official setting table plays by the rules. As the player who creates the
where Dragon Ball series, game products, and digital game world and the adventures that take place within it,
games are assumed to take place. The world is yours to the GM is a natural fit to take on the referee role.
change as you see fit and yours to modify as you explore As a referee, the GM acts as a mediator between the
the consequences of the players’ actions. rules and the players. A player tells the GM what he or
Your world is more than just a backdrop for she wants to do, and the GM determines whether it is
adventures. Like Namek, Earth, and countless other successful or not, in some cases asking the player to
worlds in the Dragon Ball universe, it’s a place where make a die roll to determine success. For example, if a
fantastic stories unfold. A well-designed and well-run player wants his or her character to take a swing at a
world seems to flow around the adventurers, so that Saibaman, you say, “Make an attack roll” while looking
they feel part of something, instead of apart from it. up the Saibaman’s Evasion Rating.
Consistency is key to a believable fictional world. The rules don’t account for every possible situation
When the adventurers go back into town for supplies, that might arise during a typical session. For example, a
they should encounter the same non-player characters player might want his or her character to hurl a brazier
(NPCs) they met before. Soon, they’ll learn the full of hot coals into a monster’s face. How you
shopkeeper’s name, and he or she will remember theirs determine the outcome of this action is up to you. You
as well. Once you have achieved this degree of might tell the player to make a Strength check, while
consistency, you can provide an occasional change. If mentally setting the Difficulty Class (DC) at 15. If the
the adventurers come back to buy more Senzu Beans at Strength check is successful, you then determine how a
the shop, they might discover that the owner has gone face full of hot coals affects the monster. You might
on a journey, and now his apprentice runs the business. decide that it deals 1d20 fire damage and imposes
That sort of change—one that has nothing to do with the disadvantage on the monster’s attack rolls until the end
adventurers directly, but one that they’ll notice—makes of its next turn. You roll the damage die (or let the
the players feel as though their characters are part of a player do it), and the game continues.
living world that changes and grows along with them. Sometimes mediating the rules means setting limits.
Part 1 of this book is all about inventing your world. If a player tells you, “I want to run up and attack the
Chapter 1 asks what type of game you want to run and Saibaman,” but the character doesn’t have enough
helps you nail down a few important details about your movement to reach the Saibaman, you say, “It’s too far
world and its overarching conflicts. Chapter 2 helps you away to move up and still attack. What would you like to
put your world in the greater context of the multiverse, do instead?” The player takes the information and
expanding on the information presented in the Player’s comes up with a different plan.
Handbook to discuss the planes of existence and the To referee the rules, you need to know them. You
gods and how you can put them together to serve the don’t have to memorize this book or the Player’s
needs of your campaign. Handbook, but you should have a clear idea of their
contents so that, when a situation requires a ruling, you
Part 2: Master of Adventures know where to find the proper reference.
Whether you write your own adventures or use The Player’s Handbook contains the main rules you
published ones, expect to invest preparation time need to play the game. Part 3 of this book offers a
beyond the hours you spend at the gaming table. You’ll wealth of information to help you adjudicate the rules in
need to carve out some free time to exercise your a wide variety of situations. Chapter 8 presents advice
creativity as you invent compelling plots, create new for using attack rolls, ability checks, and saving throws.
NPCs, craft encounters, and think of clever ways to It also includes options appropriate for certain play
foreshadow story events yet to come. styles and campaigns, including guidelines for using
Part 2 of this book is devoted to helping you create miniatures, a system for handling chase scenes, and
and run great adventures. Chapter 3 covers the basic rules for madness. If you like to create your own stuff,
elements of a “Dragon Ball: Ascended” adventure, and such as new monsters, races, and character
Chapter 4 helps you create memorable NPCs. Chapter backgrounds, Chapter 9 shows you how. That chapter
5 presents guidelines and advice for running adventures also contains optional rules for unusual situations or
set in various Dragon Ball locales, and Chapter 6 covers play styles, such as the use of futuristic technology in a
the time between adventures. Chapter 7 is all about fantasy setting.
treasure, magic items, and special rewards that help
keep the players invested in your campaign.
Know Your Players Including encounters with NPCs who are as feisty
and unpredictable as they are.
The success of a Dragon Ball: Ascended game hinges
on your ability to entertain the other players at the game Fighting
table. Whereas their role is to create characters (the Players who enjoy fantasy combat like kicking the tar
protagonists of the campaign), breathe life into them, out of villains and monsters. They look for any excuse to
and help steer the campaign through their characters’ start a fight, favoring bold action over careful
actions, your role is to keep the players (and yourself) deliberation.
interested and immersed in the world you’ve created, Engage players who like fighting by:
and to let their characters do awesome things.
Knowing what your players enjoy most about the Springing unexpected combat encounters on them.
Dragon Ball: Ascended game helps you create and run Vividly describing the havoc their characters wreak
adventures that they will enjoy and remember. Once you with their attacks and techniques.
know which of the following activities each player in Including combat encounters with large numbers of
your group enjoys the most, you can tailor adventures weak monsters.
that satisfy your players’ preferences as much as Interrupting social interaction and exploration with
possible, thus keeping them engaged. combat.

Acting Optimizing
Players who enjoy acting like getting into character and Players who enjoy optimizing their characters’
speaking in their characters’ voices. Roleplayers at capabilities like to fine-tune their characters for peak
heart, they enjoy social interactions with NPCs, combat performance by gaining levels, new features,
monsters, and their fellow party members. and items. They welcome any opportunity to
Engage players who like acting by: demonstrate their characters’ superiority.
Engage players who like optimization by:
Giving them opportunities to develop their
characters’ personalities and backgrounds. Ensuring steady access to new abilities and
Allowing them to interact regularly with NPCs. techniques.
Adding roleplaying elements to combat encounters. Using desired items as adventure hooks.
Incorporating elements from their characters’ Including encounters that let their characters shine.
backgrounds into your adventures. Providing quantifiable rewards, like experience
points, for noncombat encounters.
Exploring
Players who desire exploration want to experience the Problem Solving
wonders that a fantasy world has to offer. They want to Players who want to solve problems like to scrutinize
know what’s around the next corner or hill. They also NPC motivations, untangle a villain’s machinations,
like to find hidden clues and treasure. solve puzzles, and come up with plans.
Engage players who like exploration by: Engage players who like to solve problems by:

Dropping clues that hint at things yet to come. Including encounters that emphasize problem-
Letting them find things when they take the time to solving.
explore. Rewarding planning and tactics with in-game
Providing rich descriptions of exciting environments benefits.
and using interesting maps and props. Occasionally allowing a smart plan to grant an easy
Giving monsters secrets to uncover or cultural win for the players.
details to learn. Creating NPCs with complex motives.

Instigating
Players who like to instigate action are eager to make
things happen, even if that means taking perilous risks.
They would rather rush headlong into danger and face
the consequences than face boredom.
Engage players who like to instigate by:

Allowing them to affect their surroundings.


Including things in your adventures to tempt them.
Letting their actions put the characters in a tight
spot.
Storytelling 3. Conflict Shapes the World’s History: Powerful
Players who love storytelling want to contribute to a individuals strive to make their mark on the world,
narrative. They like it when their characters are heavily and factions of like-minded individuals can alter the
invested in an unfolding story, and they enjoy course of history. Factions include religions led by
encounters that are tied to and expand an overarching charismatic prophets, kingdoms ruled by lasting
plot. dynasties, and shadowy societies that seek to master
Engage players who like storytelling by: long-lost magic. The influence of such factions waxes
and wanes as they compete with each other for
Using their characters’ backgrounds to help shape power. Some seek to preserve the world and usher
the stories of the campaign. in a golden age. Others strive toward evil ends,
Making sure an encounter advances the story in seeking to rule the world with an iron fist. Still
some way. others seek goals that range from the practical to the
Making their characters’ actions help steer future esoteric, such as the accumulation of material wealth
events. or the resurrection of a dead god. Whatever their
Giving NPCs ideals, bonds, and flaws that the goals, these factions inevitably collide, creating
adventurers can exploit. conflict that can steer the world’s fate.

Chapter 1: A World of Your It’s Your World


In creating your campaign world, it helps to start with
Own the core assumptions and consider how your setting
Your world is the setting for your campaign, the place might change them. The subsequent sections of this
where adventures happen. Even if you use an existing chapter address each element and give details on how
setting, such as the Dragon Ball universe, it becomes to flesh out your world with gods, factions, and so forth.
yours as you set your adventures there, create The assumptions sketched out above aren’t carved in
characters to inhabit it, and make changes to it over the stone. They inspire exciting Dragon Ball: Ascended
course of your campaign. This chapter is all about worlds full of adventure, but they’re not the only set of
building your world and then creating a campaign to assumptions that can do so. You can build an
take place in it. interesting campaign concept by altering one or more of
those core assumptions, just as well-established Dragon
Core Assumptions Ball worlds have done. Ask yourself, “What if the
The rules of the game are based on the following core standard assumptions weren’t true in my world?”
assumptions about the game world:
What If Scenarios
1. Much of the World Is Untamed: Wild regions The World Is a Mundane Place: What if magic is rare
abound. City-states, confederacies, and kingdoms of and dangerous, and even adventurers have limited or
various sizes dot the landscape, but beyond their no access to it? What if your campaign is set in a
borders the wilds crowd in. People know the area version of our own world’s history?
they live in well. They’ve heard stories of other Monsters Are Uncommon: What if monsters are rare
places from merchants and travelers, but few know and terrifying? The populace lives in perpetual terror
what lies beyond the mountains or in the depths of of darklords and their evil minions, but other
the great forest unless they’ve been there monsters rarely trouble people’s daily lives.
themselves. Ki and Martial Arts Are Everywhere: What if every
2. The World Is Ancient: Empires rise and fall, leaving town is ruled by a powerful martial artist? What if
few places that have not been touched by imperial items that enhance Ki abilities are common?
grandeur or decay. War, time, and natural forces
eventually claim the mortal world, leaving it rich with
places of adventure and mystery. Ancient
civilizations and their knowledge survive in legends,
items, and their ruins. Chaos and evil often follow an
empire’s collapse.
Gods in the Dragon Ball 2. Angels and Gods of Destruction: Maintain cosmic
balance through destruction and guidance.
Universe 3. Supreme Kais: Focus on creation and nurturing of
deities play a crucial role in maintaining the balance of life.
the cosmos. These gods have a hierarchy based on their 4. Kaiō and Lower Kais: Oversee specific regions and
power, responsibilities, and influence. The ranking tasks.
system for deities goes up to 50, with the most powerful
beings occupying the highest ranks. Deity Examples
Sample Pantheon
Hierarchy and Roles
1. Zeno (Rank 50): The Omni-King who rules over all 1: Hades Kai (Kai of the Underworld)
realities and timelines. Zeno can erase entire 2: Whis (Angel of Universe 7)
universes effortlessly. 3: Supreme Kai of Universe 7
2. Grand Priest (Rank 30): The father of all Angels and 4: Zeno
the right-hand being to Zeno, responsible for 5: Kai of the South Quadrant
mediating between Zeno and other gods. 6: Beerus (God of Destruction of Universe 7)
3. Angels (Rank 25): Assist and train the Gods of 7: Champa (God of Destruction of Universe 6)
Destruction. They are neutral and highly 8: Jiren (mortal with divine-like power)
knowledgeable beings.
4. Gods of Destruction (Rank 20): Responsible for Divine Rank
maintaining balance by destroying planets and
civilizations to allow for new creation. Each universe Divine Beings Classification
has its own God of Destruction.
1. Greater Deities: Zeno and the Grand Priest. Beyond
5. Supreme Kais (Rank 10-14): Gods of creation,
mortal understanding and rarely interact directly
responsible for the development and nurturing of life
with mortals.
within their respective universes. They work in pairs
2. Lesser Deities: Gods of Destruction and Supreme
or groups.
Kais. Can be encountered and challenged by
6. Kaiō (North, South, East, and West Kai) (Rank 5-9):
mortals.
Overseers of their respective quadrants of the
3. Quasi-Deities: Powerful beings with divine origin but
universe. They report to the Supreme Kais.
limited influence. Includes powerful mortals who
have attained near-divine status.
Deities on Earth
Regular Interaction Lesser Deities in Mortal Plane
Gods of Destruction: Often reside within their
In this world, gods often walk the earth, interacting with
universes and can be directly challenged.
mortals regularly. Characters can challenge these gods
Supreme Kais: Live in higher realms but
to prove their worth and potentially seize their power.
occasionally descend to the mortal plane.
1. Kami (Rank 2): The guardian of Earth, responsible
for watching over and protecting the planet. Religious Systems
2. Mr. Popo (Rank 1): Kami’s assistant, helping with the Pantheon Types
day-to-day activities of maintaining Earth’s lookout.
1. Tight Pantheons: Unified religion with a single
Absence of Gods doctrine, such as the followers of Zeno.
Alternatively, gods could be entirely absent from the 2. Mystery Cults: Secretive worship of specific deities,
mortal realm. In such settings, characters might rely on such as cults devoted to a particular God of
their innate abilities or ancient teachings to harness Destruction.
divine power.

Loose Pantheons
Most Dragon Ball worlds feature a loose pantheon of
gods, each responsible for different aspects of existence.
These deities might cooperate or compete to maintain
the balance of the universe.

1. Zeno and the Grand Priest: Represent the ultimate


authority.
The Cult’s Ritual of Initiation like the Grand Kai and a malevolent one like a powerful
demon or evil deity.
a cult’s ritual of initiation would involve neophytes
retracing the footsteps of a powerful deity-like figure, Characteristics:
such as a legendary Saiyan warrior or a divine entity Eternal Conflict: The religion is centered around the
like Zeno. These initiates undergo symbolic trials and perpetual struggle between good and evil, with
challenges that reflect the deity’s journey and ultimate mortals expected to choose a side.
fate. For instance, if the deity experienced death and Good vs. Evil: The good deity represents light, life,
rebirth, initiates might simulate this process through and benevolence, while the evil deity embodies
intense training and spiritual practices. darkness, death, and malevolence.
Apocalyptic Beliefs: Myths predict an ultimate battle
Ritual Steps: between the two forces, with the good deity
1. Symbolic Journey: Initiates embark on a journey that ultimately prevailing, though evil followers believe
mirrors the deity’s legendary path, facing challenges the outcome is uncertain.
that test their strength, endurance, and resolve.
2. Trial of Strength: Neophytes must demonstrate their Animism in Dragon Ball
combat abilities, often sparring with higher-ranking
members to prove their worth. Animism in the Dragon Ball world would mean that
3. Spiritual Death and Rebirth: A meditative state or spirits inhabit every part of the natural and supernatural
simulated battle experience symbolizes the death of world, from mountains and rivers to legendary items
their old selves. Emerging victorious signifies their and ancestors’ spirits.
rebirth into a new, transformed existence. Beliefs:
4. Oath of Loyalty: The initiates swear an oath to the
Spirit Inhabitance: Every object and natural feature,
cult and its deity, pledging their unwavering loyalty
such as Goku’s Power Pole or the Sacred Water, is
and dedication.
believed to have a spirit.
5. Divine Blessing: The ritual concludes with a blessing
Respect and Sacrifice: Followers offer prayers and
from a high-ranking cult member, who channels the
sacrifices to these spirits to gain their favor,
deity’s power to signify the initiate’s acceptance into
guidance, and protection.
the higher sphere.
Tolerance and Inclusion: Animists incorporate new
Upon completing the initiation, the neophyte is spirits and deities without displacing the old ones,
promised a place in the deity’s realm after death and showing reverence to a broad pantheon of spirits.
experiences a newfound sense of purpose and elevation
in their current life. Forces and Philosophies in
Monotheism in Dragon Ball Dragon Ball
divine powers can stem from powerful convictions or
there would be a single deity, such as a supreme Kai or
natural forces instead of deities.
a powerful being like Zeno, revered above all others.
This deity is portrayed as the creator and controller of Examples:
everything, and the worshipers turn to this one god for Force of Nature: Characters like Piccolo and Kami
all aspects of their life. derive their power from natural forces, representing
harmony with the world.
Key Aspects: Philosophical Devotion: Warriors could follow
All-Encompassing Deity: The single god has an
philosophies of justice, strength, or balance, gaining
extensive portfolio, overseeing creation, destruction,
power through their unwavering belief and
war, love, and all facets of existence. dedication.
Unified Worship: Followers pray to this deity for
Divine Mortals: Mortals with enough belief can
guidance, strength in battle, love, and prosperity,
ascend to god-like status, reflecting the journey of
reflecting the god’s control over all life aspects.
characters like Goku who attain godly power through
Divine Aspects: The deity might have different
intense training and pure-hearted resolve.
aspects or forms, such as a creator and a destroyer.
Clerics and followers could align themselves with
one aspect, influencing their domain and powers.

Dualism in Dragon Ball


A dualistic religion in the Dragon Ball universe would
feature two opposing forces, such as a benevolent god
Mapping Your Dragon Ball Settlement Sizes
Campaign Village: Population up to 1,000. Governed by a noble’s
you’ll want a map that suits the fast-paced, adventurous agent, with a citizen militia for defense. Basic supplies
nature of the series. Consider the following approaches are available, possibly from an inn or trading post.
and scales: Town: Population up to 6,000. Governed by a resident
Top-Down Approach: Start with the big picture of the noble and a town council. The noble commands a
world. Create a map that shows whole continents or sizable army. Basic supplies and some exotic goods are
planets, then zoom in on smaller areas as needed. available. Several temples and guilds exist.
Bottom-Up Approach: Begin with a small campaign City: Population up to 25,000. Governed by multiple
area mapped at a province or kingdom scale. Expand nobles and a city council. The city supports an army and
the map as adventures take characters into new a town watch. Almost any goods or services are
territories. available. Many temples, guilds, and organizations hold
Hex Paper: Use hex paper with 5 hexes per inch for power.
outdoor environments. This helps with calculating
travel distances. Choose a scale that suits the level of
Atmosphere
detail you want. Use sensory details to bring settlements to life.
Consider the climate, terrain, government, and
Mapping Scales commercial importance. Describe what adventurers
Kingdom Scale: Each hex represents 6 miles. This scale notice as they approach or enter a settlement, such as
covers a large region, such as a significant part of a towering walls, market squares, or the stench of
planet. Sketch coastlines, major bodies of water, manure. Use defining factors to extrapolate sensory
mountain ranges, hills, grasslands, forests, and swamps. details that communicate the settlement’s personality.
Add rivers, major towns, and cities.
Province Scale: Each hex represents 1 mile. This
Government
scale is useful for mapping starting areas or locations In a Dragon Ball world, power and authority might be
where you expect to track adventurers’ movements in concentrated in towns and cities, with nobles holding
hours rather than days. Include broad stretches of one authority over surrounding lands. Nobles collect taxes,
predominant terrain type, isolated terrain types, and pay soldiers, and support public projects.
settlements like towns and villages. To make a home base come alive, ask players about
Continent Scale: Each hex represents 60 miles. This mentors, family members, and important NPCs. Flesh
scale shows the shape of coastlines, major mountain out the settlement’s cast of characters, including
ranges, rivers, large lakes, and political boundaries. Use leadership, law enforcement, sages, merchants, and
this scale to show how multiple kingdom-scale maps fit wild cards like shady dealers or mad prophets. Use
together. these details to create a dynamic and engaging
campaign world.
Combining Scales
Zoom in or out as needed. At continent scale, 1 hex
represents 10 kingdom-scale hexes. At kingdom scale, 1
hex equals 6 province-scale hexes. This makes it easy to
detail smaller regions within larger maps.

Settlements
Purpose: Each settlement should facilitate the story and
fun of your campaign. Decide the features of a
settlement based on its role in your campaign.
Local Color: Briefly describe settlements where
characters stop to rest and buy supplies. Include the
name, size, and a dash of flavor.
Home Base: Flesh out details of a settlement that
serves as the adventurers’ base. Include mentors, family
members, important NPCs, and key locations.
Adventure Site: Detail settlements that double as
adventure locations. Include adventure areas, NPCs
involved in the adventure, and recurring figures in your
campaign.
Currency And Factions Example Faction: The Galactic Patrol
Motto: “Justice Across the Stars”
In the vast universe of Dragon Ball: Ascended, currency Beliefs:
doesn’t adhere to a single standard. Each planet,
civilization, or even tribe might have its own form of Uphold justice and peace throughout the
currency or rely on bartering with items. Here’s how to universe.
create a dynamic and immersive currency system for Protect weaker civilizations from tyrants.
your game: Maintain balance and order.
Goals:
Universal Currency: Zenni
Zenni (Z) is the most widely accepted currency across Capture and rehabilitate intergalactic
the universe. It’s used predominantly in advanced criminals.
civilizations and among those who travel frequently Provide aid to planets in distress.
between planets. To keep things simple, all major Monitor and regulate powerful entities and
transactions can be converted to Zenni. artifacts.
Typical Quests:
Adding Depth with Historical
and Unique Currencies Arrest a notorious space pirate.
Investigate disturbances on a remote planet.
To enhance immersion, you can introduce ancient or Escort important diplomats through
unique currencies that characters might encounter: dangerous space sectors.
Ancient Tuffles: Old coins from the Tuffle Creating Your Own Factions
civilization, now a collector’s item with variable To create a faction:
worth depending on their condition and rarity.
Yardratian Orbs: Mystic orbs used by the Yardrats 1. Define the Role: What is the faction’s purpose? Are
for trading, with each orb’s value determined by its they protectors, rebels, merchants, or scholars?
size and enchantments. 2. Establish Goals: What are the faction’s objectives?
Peacekeeping, conquest, trade, knowledge?
Languages and Dialects 3. Create a History: Who founded the faction and why?
Given the diverse universe, languages and dialects add How has it evolved?
richness to interactions. Here’s how you can 4. Develop a Symbol and Motto: Choose a symbol that
incorporate them: represents the faction’s essence and a motto that
encapsulates its philosophy.
Common Languages
Galactic Basic: The most common language, spoken Example Faction: The Saiyan
by most space-faring civilizations. Resistance
Saiyan: The native language of Saiyans, known for
its harsh and commanding tone. Motto: “Freedom and Honor”
Namekian: The serene and melodic language of the Beliefs:
Namekians, often used in spiritual contexts.
Saiyan pride and strength should serve the
Ancient and Secret Languages greater good.
Ancient Tuffle: A lost language found in ruins and Oppose tyranny and oppression.
Honor fallen comrades and protect the Saiyan
ancient texts, often containing advanced
heritage.
technological knowledge.
Goals:
Demon Tongue: Used by inhabitants of the Demon
Realm, known for its cryptic and dark nature. Overthrow tyrannical rulers like Frieza.
Rebuild and preserve Saiyan culture.
Faction-Specific Languages
Aid oppressed species and civilizations.
Frieza Force Code: A tactical language used by
Typical Quests:
Frieza’s soldiers for secure communication.
Kai Language: The language of the Supreme Kais, Sabotage a Frieza Force base.
used in divine texts and rituals. Rescue imprisoned Saiyan warriors.
Retrieve ancient Saiyan artifacts.
Factions and Organizations
Factions and organizations are crucial in the world of
Dragon Ball: Ascended. Here’s how to develop them:
Renown offenses committed against the organization or its
members can result in a loss of renown and rank.
Renown is an optional rule to track an adventurer’s
standing within a particular faction or organization. It is Piety
a numerical value that starts at 0 and increases as a With a few alterations, the renown system can also
character earns favor and reputation within a particular serve as a measure of a character’s link to the gods or
organization. Benefits tied to renown include ranks, powerful beings like Kais or Gods of Destruction. This
titles, and access to resources. system tracks renown based on specific divine figures
Players track renown separately for each organization or powerful beings in your campaign. Each character
their characters are members of. For example, a can select a patron deity or powerful entity with goals,
character might have 5 renown within the Capsule doctrine, and taboos. Renown earned in this context is
Corporation and 20 renown within the Saiyan Royal called piety.
Family, based on interactions with each organization A character gains piety for honoring their patrons,
over the course of the campaign. fulfilling their commands, and respecting their taboos. A
character loses piety for working against them,
Gaining Renown
A character earns renown by completing missions or dishonoring them, defiling their temples, and foiling
quests that serve an organization’s interests or involve their aims.
The gods or powerful beings bestow favors on those
the organization directly. Award renown at your
who prove their devotion. With each rank of piety
discretion as characters complete these missions or
gained, a character can receive divine favor once per
quests, typically when you award experience points.
day, usually in the form of a powerful ki technique or
Examples of Faction Ranks
other supernatural boon, accompanied by a sign of the
Advancing an organization’s interests increases a
divine benefactor.
character’s renown within that organization by 1.
A high level of piety can also lead to a character
Completing a mission specifically assigned by that
gaining a more persistent benefit, in the form of a
organization, or which directly benefits the organization,
blessing or unique ability.
increases the character’s renown by 2.
For example, characters connected to the Galactic Sample Faction: Capsule Corporation
Patrol who capture a notorious space pirate might
increase their renown within the Patrol by 1. The Capsule Corporation is a leading technological and
Conversely, if capturing the pirate was a mission given research organization in the Dragon Ball universe. It
by a senior Patrol officer, completing the task might offers cutting-edge technology, including Hoi-Poi
increase their renown by 2, showing them as effective Capsules, vehicles, and advanced robotics.
allies. Motto: “Innovation for a better tomorrow.”
Beliefs: The Capsule Corporation’s beliefs can be
Benefits of Renown summarized as follows:
Rank: Characters can earn promotions as their renown
increases. Establish thresholds of renown that serve as Innovation and progress are the keys to a better
prerequisites for advancing in rank, as shown in the future.
Examples of Faction Ranks table. Knowledge and technology should be used to benefit
Attitudes of Organization Members: As a character’s all of humanity.
renown grows, members of that organization are Collaboration and research lead to the greatest
increasingly likely to have heard of the character. Set advancements.
thresholds at which the default attitude of an
Goals: Develop new technologies, promote scientific
organization’s members toward the character becomes
research, and improve the quality of life through
indifferent or friendly.
innovation.
Perks: Earning a rank within an organization comes
Typical Quests: Typical Capsule Corporation quests
with benefits, as defined by you. A character of low rank
include retrieving rare materials for research, testing
might gain access to reliable contacts and adventure
new inventions, protecting scientific discoveries from
leads, a safe house, or a trader offering discounts. A
rival factions, and exploring unknown territories for new
middle-ranked character might gain a follower, access
knowledge.
to rare items, the ability to call in favors, or backup on
Renown and Ranks:
missions. A high-ranking character might command a
small army, possess rare items, access helpful abilities, 1 Renown: Junior Researcher
or assign special missions. 3 Renown: Senior Researcher
10 Renown: Lead Scientist
Losing Renown
25 Renown: Department Head
Disagreements with members of an organization aren’t
50 Renown: Chief Engineer
enough to cause a loss of renown. However, serious
Ki Usage: This type of ki is used by characters who have
returned from the dead or by creatures with undead
Ki is a natural energy that permeates the cosmos and is characteristics. It can be used to drain life energy
harnessed by individuals who study its secrets or are from others or to enhance one’s own resilience.
born with the ability to manipulate it. It is a central Abilities:
element in the abilities of warriors, scholars, and Drain: Allows the user to siphon life force
deities. from enemies.
Usage and Regulation: The use of ki can vary greatly.
In some places, it is a common and accepted part of life, Evil Ki
while in others, it may be restricted or viewed with
Description: Evil Ki is a corrupt and malevolent form
suspicion. Authorities may regulate and use ki for
of ki that originates from wicked intentions and
protection or control, while common folk may use it for
actions. It is often dark, chaotic, and corruptive.
everyday tasks or defend against its misuse.
Usage: Characters with Evil Ki can perform dark and
Organizations and Ki: Organizations like the Capsule
destructive techniques. It is typically used by
Corporation, the Saiyan Royal Family, and the Galactic
antagonists or those who embrace malevolent paths.
Patrol may have their own rules and traditions
Abilities:
surrounding the use of ki. Members of these
Dark Energy Beam: Fires powerful,
organizations might gain renown through their mastery
destructive energy attacks with dark
and use of ki, earning ranks and privileges as they
properties.
advance.
Primal Ki
Ki in the Dragon Ball Universe
Ki is a form of energy that characters in the Dragon Ball Description: Primal Ki represents the raw, untamed
universe harness to perform extraordinary feats. It’s the energy associated with nature and the primal forces
life force and spiritual energy that flows through all of the universe. It’s a fundamental and elemental
living things and is the basis for many abilities and form of ki.
techniques in the series. Ki manipulation is central to Usage: This type of ki is harnessed by those attuned
combat, transformation, and other powers in Dragon to the natural world or by ancient beings with a deep
Ball. connection to the primal forces.
Abilities:
Ki Types Wild Resilience: Enhances physical strength
Divine Ki and endurance by drawing on primal forces.

Description: Divine Ki is the purest form of ki,


typically associated with gods and deities. It is often
characterized by its radiant, potent nature and is a
key element of higher-level transformations and
abilities.
Usage: Divine Ki is used by gods, angels, and other
divine beings. Characters who harness Divine Ki can
perform incredibly powerful attacks and
transformations, such as Super Saiyan God or Ultra
Instinct. It’s also used for divine techniques and
healing.
Abilities:
Divine Aura: Grants enhanced combat
abilities and resistance to attacks.
Godly Power: Enables users to tap into
immense strength and energy, surpassing
normal limits.

Undead Ki

Description: Undead Ki is the energy associated with


the undead or those who have been resurrected. It is
often darker and more sinister, reflecting the nature
of beings who defy death.
Creating a Dragon Ball Description: As characters gain strength and
experience, introduce new areas and adversaries
Campaign that challenge their growing abilities.
Creating a campaign in the Dragon Ball universe is like Example: New threats emerge, like a powerful
setting the stage for an epic saga of battles, enemy seeking the same relics or a rival faction from
transformations, and high-stakes adventures. Here’s a a distant land.
Dragon Ball-themed guide to building a campaign for
2.2. Develop Subplots and Themes
your game:
Description: Weave in subplots and themes that
1. Start Small build on the characters’ adventures and the larger
In the Dragon Ball universe, you don’t need to craft an narrative.
elaborate world right from the start. Begin with a Example: Themes of ancient prophecies, hidden
focused area where your campaign will kick off. This powers, and the struggle between different factions
could be a small village, a city, or a remote location rich vying for control over powerful artifacts.
in potential for conflict and adventure. Here’s how to
approach it: 2.3. Build Toward a Greater Saga
1.1. Create a Home Base
Description: Develop an overarching plot that ties
Description: This is where your characters begin the adventures together. This could involve a
their journey. It could be a small town near a prophecy, a looming war, or a grand tournament.
mysterious forest, a bustling city with hidden threats, Example: The relics the characters are seeking are
or a secluded village with ancient secrets. pieces of a legendary artifact that, when assembled,
Example: A peaceful village called Katsura on the could unleash great power or save the world.
edge of a dense jungle, where rumors of powerful
ancient relics and lurking monsters abound. 3. Create Engaging Challenges
1.2. Create a Local Region 3.1. Design Combat Encounters

Description: Design a map of the region surrounding Description: Plan combat scenarios that challenge
the home base. This should include areas the the characters and utilize the unique aspects of the
characters can explore, such as dungeons, Dragon Ball universe, such as powerful
dangerous zones, or hidden temples. transformations and energy attacks.
Example: A map with Katsura at the center, Example: Encounters with wild creatures, rival
surrounded by: warriors with special ki abilities, or ancient
The Twilight Jungle: A dense forest rumored guardians of the ruins.
to be home to ancient beasts and forgotten
3.2. Craft Puzzles and Mysteries
temples.
Ruins of the Fallen Kingdom: Ancient ruins Description: Include puzzles and mysteries that
where powerful artifacts are said to be hidden. require clever thinking and teamwork.
The Crystal Caves: Mysterious caves filled Example: Ancient riddles or mechanisms in the
with crystals that can amplify ki. ruins that protect powerful relics.
1.3. Craft a Starting Adventure 3.3. Incorporate Role-Playing Elements
Description: Begin with a single, engaging adventure Description: Allow for character development and
that introduces the characters to the campaign’s interactions with NPCs. This can add depth to the
world and stakes. This should be simple yet campaign and make the world feel more alive.
intriguing to hook the players. Example: NPCs with their own agendas, such as a
Example: A powerful relic has been stolen from the mysterious sage who knows the truth about the
village shrine, and the characters must venture into relics or a rival group with competing goals.
the Twilight Jungle to retrieve it. Along the way, they
encounter wild beasts, rival adventurers, and clues
about a larger, more ominous threat.

2. Expand Gradually
As your campaign progresses, expand the world and
introduce larger plotlines. Here’s how you can develop
your campaign further:
2.1. Introduce New Locations and Foes
Setting the Stage Creating a Origin
Your campaign begins in the dungeon of an evil tyrant’s Create new backgrounds for the characters, tying them
ship. The characters have been locked up for various to the campaign’s unique setting.
reasons, some legitimate and some not. This setup
thrusts them into the midst of an adventure as they Origin: Galactic Prisoner
must escape and navigate the dangers of the tyrant’s Skill Proficiencies: Stealth, Survival
ship. Tool Proficiencies: Thieves’ tools
Languages: One of your choice
Campaign Handout Equipment: A small hidden weapon (such as a shiv),
a piece of a map, a set of common clothes, and a belt
Character Creation pouch containing 10 credits.
Restrictions: No restrictions on races or classes. Feature: Underground Network: You have contacts
New Options: New backgrounds tied to the within the galaxy’s underground networks who can
campaign’s setting (detailed below). provide assistance, information, or safe passage.

Campaign Backstory Involving the Characters


The evil tyrant, Lord Zurgon, has been terrorizing
the galaxy for decades, capturing and enslaving Ask the players questions to tie their characters to the
countless beings. campaign:
Rumors suggest a rebellion is brewing against
Are you a native, born and raised in the area? If so,
Zurgon, but its leaders are elusive and secretive.
who’s your family? What’s your current occupation?
The characters were captured for different reasons
Are you a recent arrival? Where did you come from?
but find themselves united in their desire to escape
Why did you come to this area?
and perhaps even take down Zurgon.
Are you tied to any of the organizations or people
Starting Location: Zurgon’s Ship involved in the events that kick off the campaign?
Dungeon Are they friends or enemies?
The Dungeon: A dark, damp area with multiple cells.
Guards patrol the area regularly. Campaign Events
Important Locations: Use world-shaking events to drive the campaign’s story.
The Guard Station: Where guards take breaks
and store keys. Significant Events
The Armory: Where weapons and armor are 1. Escape from the Dungeon: The characters must find
kept, albeit heavily guarded. a way to break out of their cells, avoid guards, and
The Exit: A heavily fortified door leading to the secure weapons and equipment.
rest of the ship. 2. Rebellion Contact: After escaping, the characters
might encounter members of the rebellion and
Surrounding Area decide to join their cause.
Rebellion Base: Hidden somewhere in the galaxy, 3. Zurgon’s Downfall: The ultimate goal could be to
this base is a hub of resistance against Zurgon. overthrow Zurgon, but this will require building
Tyrant’s Ship: A massive spacecraft with various alliances, gathering resources, and undertaking
sections, including the bridge, engine room, and dangerous missions.
living quarters for the crew.
Nearby Planets: World-Shaking Events
Galos: A desert planet known for its harsh Rise of a Leader: The emergence of a new rebel
environment and resilient inhabitants. leader who could turn the tide against Zurgon.
Lunara: A lush, forested planet rumored to be Fall of Zurgon: The potential overthrow of the tyrant,
a hiding spot for rebel forces. leading to chaos and power struggles in the galaxy.
Cataclysmic Disaster: A massive space battle or a
Prominent NPCs natural disaster threatening the stability of the
Lord Zurgon: The main antagonist, a cruel and galaxy, forcing unlikely alliances.
cunning tyrant.
Captain Varek: The head of the ship’s guard, known
for his ruthlessness.
Rebel Leader Elara: A mysterious figure who leads
the rebellion against Zurgon.
Fellow Prisoners: Other captives who might aid or
hinder the characters’ escape.
Campaign Development Guide Are you tied to any of the organizations or people
involved in the events that kick off the campaign?
Setting the Stage 2 Are they friends or enemies?

Campaign Origin: The characters begin the campaign Campaign Events


imprisoned in the dungeons of an evil tyrant’s ship. Rise of a Leader, Beginning of an Era: A new leader’s
They have been locked up for various reasons, some rise often comes at the end of a period of struggle or
legitimate and others fabricated. This scenario throws turmoil. Consider:
them into the midst of an adventure as they attempt to
escape and uncover the greater plot at hand. Major Change: A previously oppressed group now
Initial Adventure Site: Focus on detailing the tyrant’s rises to power.
dungeon, where the characters start. Include essential Previous Leader’s Downfall: The tyrant’s
elements such as: predecessor was a wise sage who was betrayed.
Leader’s Flaw and Virtue: The new leader’s harsh
Dungeon Layout: Sketch a simple map of the methods alienate some, while their vision for a just
dungeon. society inspires others.
Key Locations: Highlight areas like cells, guard Close Confidant with Doubts: The new leader’s
posts, and the exit. trusted advisor harbors secret fears about the
Important NPCs: List the guards, a potential ally leader’s plans.
among the prisoners, and the tyrant’s lieutenant.
Theme and Story Integration: The dungeon reflects Fall of a Leader, End of an Era: When a leader falls, it
the tyrant’s oppressive regime, filled with symbols of reshapes the world. Consider:
his power and hints of his plans.
Positive Change: The tyrant brought technological
Campaign Handout advancements, which persist.
Character Creation Restrictions and Options: People’s Attitude: Initially supportive, but later
realize the tyrant’s true nature.
New races and classes inspired by Dragon Ball Power Vacuum: Various factions vie to fill the void
elements, such as Saiyans, Namekians, and Martial left by the tyrant.
Artists. Plot Against the Leader: A secret rebellion was
Prohibited options that don’t fit the theme, like high- always brewing beneath the surface.
tech or futuristic races. Leader’s Legacy: The tyrant will be remembered for
his ambition, ruthlessness, and the fear he instilled.
Backstory Information:
Cataclysmic Disaster: Earthquake, famine, fire,
Brief history of the tyrant and his rise to power. plague, flood, disasters can eradicate whole civilizations
The world is in turmoil due to the tyrant’s oppressive without warning. Consider:
rule.
Rumors of a prophecy about a group of warriors Disaster’s Origin: The tyrant’s experiments with
destined to overthrow the tyrant. forbidden magic caused a planar warp.
Omen: Strange energy fluctuations and disturbed
Starting Area Information: wildlife.
Warning Creature: A wise elder warned the
Name of the tyrant’s ship and its feared reputation.
populace, but few listened.
Important locations within the ship, such as the
Survivors: Those who took shelter in ancient ruins.
command center, the engine room, and the armory.
Post-Disaster Landscape: Once lush fields now
Prominent NPCs they’d know about, like the ship’s
twisted and barren.
captain, a rebel informant, and the tyrant’s top
enforcer.
Rumors of resistance movements and hidden allies
within the ship.

Involving the Characters


Character Background Integration:

Are you a native, born and raised in the area? Who’s


your family? What’s your current occupation?
Are you a recent arrival? Where did you come from?
Why did you come to this area?
Assault or Invasion: A group forcibly takes over another. Victory and Achievement: The Rising Phoenix
Consider: Alliance manages to overthrow a major Red Ribbon
Army outpost, liberating a significant city and achieving
Invading Force: A past adversary reawakened, such their second goal of liberating oppressed territories.
as a legendary monster. This victory, while costly in terms of lives and resources,
Defenders’ Surprise: The invaders used unknown boosts the morale of the rebels and local populations.
technology or magic. However, this achievement is precarious, likely to last
First Defenders’ Fate: They were turned into mind- only a few months before the Red Ribbon Army
controlled thralls. attempts to reclaim the territory.
Invaders’ Motive: To reclaim ancient artifacts of Cost to the Old Order: The fall of the outpost results
power. in the loss of critical resources and technological assets
Traitor: A prominent defender betrayed their for the Red Ribbon Army. While the central command
comrades for personal gain. remains in power, they implement harsher measures
Rebellion, Revolution, Overthrow: A person or group against suspected rebels and impose severe penalties
overturns the dominant regime. Consider: on the regions involved in the uprising. High-ranking
officers from the fallen outpost are publicly executed to
Scale: A rebellion within the ship, with the prisoners serve as a warning.
leading the charge. Rebel Leader: Akira, a former elite soldier of the Red
Defining Moment: The characters find and ally with Ribbon Army who turned against them after his family
a key rebel leader. was brutally killed during a suppression mission. His
Unforeseen Consequences: The rebellion’s success personal vendetta fuels his drive, but his true reason for
reveals hidden threats. leading the rebellion is to ensure that no other family
Key Events: The liberation of the ship, the defeat of suffers as his did.
the tyrant’s enforcers, and the characters’ rise as Persistent Problem: Despite the revolution, the
heroes. pervasive corruption and the remnants of Red Ribbon
loyalists continue to plague the newly liberated
Putting Events in Motion territories, making it difficult for the rebels to establish
World-Shaking Events: Use these to create significant stable governance.
plot points throughout the campaign:
Extinction or Depletion
Beginning: The characters’ escape from the dungeon
Lost Resource: The Dragon Balls, mystical artifacts
marks the start of their journey.
capable of granting any wish, have mysteriously
Middle: A major battle against the tyrant’s forces
vanished from the world.
turns the tide.
Territory/Race Impacted: The Namekians, the
End: The final confrontation with the tyrant, where
creators of the Dragon Balls, and other civilizations that
the characters’ actions determine the fate of the
relied on them for miracles and restorations, struggle to
world.
find alternative means to fulfill their wishes and heal
their lands.
Revolution in the Campaign Blame for the Loss: A mysterious, powerful entity
World known as the Shadow Seeker, a being from a parallel
dimension, is responsible for the disappearance,
Power Group: The Red Ribbon Army, an oppressive
seeking to prevent their power from disrupting the
military force exerting control over various regions with
balance of his own world.
advanced technology and strict martial law.
Immediate Consequence: The loss of the Dragon
Opposing Group: The Rising Phoenix Alliance, a
Balls leads to a surge in conflicts as various factions and
coalition of freedom fighters inspired by ancient
individuals scramble for power and resources that were
warriors, seeking to overthrow the Red Ribbon Army
once easily obtained. In the long term, the world
and restore peace and freedom.
becomes harsher and more desperate, with fewer
Three Goals of the Rebels:
opportunities for miraculous recovery from disasters.
1. Dismantle the Red Ribbon Army’s regime and Who Suffers Most: The people of Earth and Namek
restore democratic governance. suffer the most, as they were heavily reliant on the
2. Liberate oppressed territories and ensure the Dragon Balls for maintaining peace and restoring life.
autonomy of local communities. Who Benefits Most: The Shadow Seeker benefits, as
3. Recover and redistribute wealth and resources his world remains protected from the influences and
taken by the Red Ribbon Army to the common disruptions caused by the Dragon Balls’ power.
people.
New Organization willing to defend the discovery at all costs to ensure
their victory.
New Organization: The Phoenix Guard, a knightly order
dedicated to protecting the newly liberated territories Prediction, Omen, Prophecy
and upholding justice in the wake of the Red Ribbon Prophecy: An ancient scroll, discovered in the Saiyan
Army’s collapse. ruins, foretells the rise of a new warrior who will unite
Supplanted Power Group: The Phoenix Guard the world and bring an era of unprecedented peace, but
supplants the remnants of the Red Ribbon Army in only after a cataclysmic battle that will reshape the
liberated regions, gaining support from the populace world.
who yearn for protection and order. Omens:
Specific Audience: The Phoenix Guard attracts
former soldiers, warriors, and civilians disillusioned by 1. The appearance of a comet blazing across the sky.
the Red Ribbon Army’s tyranny, promising a future of 2. The resurgence of ancient Saiyan technology.
honor and justice. 3. The birth of a child with an unmistakable mark of a
Leader’s Quality: The leader, Sir Hiro, is known for Saiyan warrior.
his unwavering honor and unyielding resolve. He is
respected for his fairness in judgment and his Discovery of Prophecy: A wise elder, Sage Korin,
courageous actions in the battlefield, having saved discovered the prophecy while exploring the Saiyan
numerous lives during the revolution. ruins. By revealing it, he gains recognition and respect,
Opposing Group: The Shadow Syndicate, a secret but also loses his peaceful life as he becomes a target
society comprising former Red Ribbon officers and for those who wish to manipulate the prophecy.
loyalists, opposes the Phoenix Guard. Led by General Supporters and Opposers:
Seris, they aim to regain control and instill fear among
The Phoenix Guard supports the prophecy, believing
the populace, believing that only their iron-fisted rule
the new warrior will solidify their efforts and bring
can bring order.
lasting peace.
Discovery, Expansion, Invention The Shadow Syndicate opposes the prophecy,
fearing the loss of their remaining power and
Discovery: An ancient ruin of a lost Saiyan city, hidden influence. They seek to prevent the prophecy’s
deep within a remote mountain range, containing fulfillment through any means necessary.
advanced technology and artifacts of immense power.
Beneficiaries: The Rising Phoenix Alliance benefits First Steps:
the most, as the discovery provides them with powerful
tools and knowledge to strengthen their cause. The Phoenix Guard searches for the prophesied
child and trains potential candidates.
1. Access to advanced Saiyan technology for enhancing The Shadow Syndicate attempts to eliminate any
their combat capabilities. individuals showing signs of fulfilling the prophecy.
2. Powerful artifacts that can turn the tide in battles
False Omen: The birth of a child with the mark is
against the Red Ribbon Army.
misunderstood; instead, the true omen is the uniting of
3. Historical knowledge and strategies from ancient
various factions under a single, charismatic leader, who
Saiyan warriors.
will emerge from the conflict.
Harmed Group: The Red Ribbon Army is harmed the
most, as this discovery shifts the balance of power in Myth and Legend
favor of the rebels. Mythic Event: The awakening of Shenron, the Eternal
Consequences: Dragon, who appears to restore balance after the
disappearance of the Dragon Balls. Shenron’s
1. The rise of new, more powerful enemies seeking the
appearance heralds the dawn of a new era, where only
same artifacts.
those pure of heart can wield his power to reshape the
2. Increased tensions among rebel factions over control
world.
of the discovered resources.
Legend: This event is recorded in the annals of
3. Potential environmental hazards due to the
history, marking the end of the Red Ribbon Army’s
activation of ancient Saiyan technology.
tyranny and the rise of the Phoenix Guard as the new
Control Struggle: The Rising Phoenix Alliance, the protectors of peace and justice in the world.
Shadow Syndicate, and independent mercenaries
struggle to control the Saiyan ruins. The Rising Phoenix
Alliance is likely to win, given their current momentum
and popular support. They stand to gain unmatched
technological and strategic advantages, and they are
Ending a Campaign 1. Realism vs. Action Movie

Tie Up Loose Ends Decide if your game will focus on realistic


consequences or embrace the over-the-top
Ensure the campaign’s conclusion addresses the action typical of Dragon Ball.
major story arcs established at the beginning and 2. Medieval Fantasy vs. Modern Themes
middle. This doesn’t require reaching maximum
character level but should provide a satisfying end to While Dragon Ball has a mix of ancient and
the story. futuristic elements, ensure a coherent theme,
Allow players to wrap up their characters’ personal avoiding unnecessary fantasy elements.
goals. These individual resolutions are as important 3. Tone: Serious vs. Humorous
as the main plot, giving a sense of fulfillment and
closure. Maintain a balance that suits your group,
whether it’s intense drama or lighthearted
Transition to a New Campaign adventure.
4. Action: Bold vs. Cautious
If starting a new campaign with the same group, use
the events and legends from the previous campaign Encourage players to take bold actions,
as a backdrop. This keeps players invested and reflecting the high-energy nature of Dragon
shows how their actions have shaped the world. Ball, but allow for strategic planning.
Emphasize that the new campaign focuses on new 5. Planning vs. Improvisation
characters and stories, giving fresh protagonists
their time in the spotlight. Balance detailed preparation with the
flexibility to improvise, adapting to players’
Play Style unexpected choices.
6. Themes
Hack and Slash
Center on themes like honor, rivalry, personal
Emphasize direct action and combat. The characters growth, and overcoming adversity, which are
kick down doors, fight enemies, and seek out core to Dragon Ball.
challenges without deep moral debates or extensive 7. Moral Ambiguity vs. Heroic Principles
roleplaying.
Encounters are straightforward, featuring clear Decide if your campaign will explore complex
adversaries and allies. The primary motivations are moral questions or uphold clear heroic values
defeating opponents and gaining rewards. like justice and sacrifice.
Immersive Storytelling
Exploration and Adventure
Focus on complex interactions and character Environment
development. Political intrigue, negotiations, and
personal quests are central. Incorporate varied locations: bustling cities, remote
NPCs are richly detailed with motivations and villages, vast wilderness, and hidden sanctuaries.
personalities that affect the story. Combat is Exploration can involve finding hidden items, solving
secondary to the characters’ personal and political puzzles, or overcoming environmental challenges.
maneuvering.
Narrative
Something in Between
Use exploration to enhance the story, describing new
Balance action and story. Provide a mix of combat parts of the world or significant events.
and roleplaying opportunities. Encourage players to engage with their
Create scenarios where characters can use both surroundings, seeking out new experiences and
their combat skills and personal development, challenges.
engaging in meaningful interactions and battles.

Determining Your Campaign


Style
Consider the following to shape your campaign:
Character Campain Stuffs
Character Names

C
onsistency in Naming Ensure that player character names match each
other in flavor or concept and align with the
Establish ground rules for character names campaign’s theme. For example, characters named
to maintain a consistent theme. For a “Kakarot” and “Bulma” fit well in the same world,
Dragon Ball campaign, names might be while “Bob” might not.
inspired by food, puns, or cultural references,
reflecting the playful yet meaningful naming
conventions of the series.

Continuing or Episodic Campaigns

C
ontinuing Campaign Episodic Campaign

Adventures share a larger purpose or Each adventure is self-contained, like episodes of a


recurring themes, with returning villains, TV show. This style is great for adventurers-for-hire
grand conspiracies, or a mastermind behind or explorers facing unrelated dangers.
the scenes. This allows for flexibility, using published adventures
This style feels like a grand saga, where or creating new ones without worrying about
actions in one adventure affect the next. It’s overarching connections.
demanding but rewarding, creating memorable and
cohesive stories.

Campaign Theme

T
hemes in Dragon Ball For instance, a campaign could revolve around
martial arts tournaments, a looming threat like the
Themes might include rivalry and Red Ribbon Army, or the quest to find the Dragon
competition, the pursuit of strength, or the Balls.
battle against overwhelming evil.

Tiers of Play

P
rogression and Impact

As characters grow, their influence on the


world increases. Powerful factions take notice,
and the stakes rise.
Design campaigns to introduce new, world-
shaking events as characters advance,
ensuring that their actions lead to greater challenges
and opportunities.
Character Levels and Prestige and engage in battles that determine the fate of the
multiverse itself. Their influence is so vast that their
Levels 1-75: Local Heroes legends are recounted across countless worlds and
Characters in this tier are still honing their skills and dimensions.
discovering their potential. They use basic techniques
and gear. Their actions can impact small communities
Campaign Elements
and solve localized problems, such as fending off small-
Character Names
time villains or investigating minor threats. They might
Character names should fit the Dragon Ball theme and
face foes like bandits, minor alien invaders, or local
reflect the world’s tone. For example, names should
troublemakers.
align with the setting’s cultural influences and avoid
Levels 76-100 (Prestige 0-1): Heroes of the jarring contrasts, such as “Bob” among a group with
World names like “Sithis” and “Travok.”
At this stage, characters have gained considerable Campaign Style
experience and mastery over their abilities. They begin
You can choose to run campaigns in a Dragon Ball
to tackle larger threats and influence broader regions.
setting with varying styles:
They can perform techniques that significantly impact
their surroundings, like powerful energy blasts or Action-Oriented: Focus on high-energy battles,
advanced combat skills. They encounter stronger foes training, and powerful techniques.
like powerful martial artists, mid-tier space pirates, or Story-Driven: Emphasize character development,
corrupted officials. intricate plots, and dramatic arcs.
Exploration: Center on discovering new worlds,
Levels 101-200 (Prestige 2-5): Heroes of encountering diverse species, and solving mysteries.
the Solar System
By this level, characters are recognized as major forces Themes
in the galaxy. Their abilities can affect planetary Themes for a Dragon Ball campaign can include:
systems, and they deal with high-stakes threats. They
may confront formidable adversaries like space tyrants, Heroic Journeys: Characters strive to reach their full
rogue Saiyan warriors, or cosmic anomalies. Their potential and face challenges that test their resolve.
actions can shift the balance of power across planets Cosmic Conflicts: Explore the impact of interstellar
and influence galactic politics. or multiversal threats and the heroes who rise to
confront them.
Levels 201-400 (Prestige 6-10): Heroes of Legacy and Destiny: Focus on characters’ roles in
the Galaxy shaping their world and the legacy they leave behind.
Characters at this level are legendary figures whose
deeds resonate across the galaxy. They are capable of Tiers of Play
world-shaking actions and confront existential threats. As characters advance, their impact should grow
Their enemies include galactic overlords, ancient accordingly:
dragon-like entities, and cosmic invaders. They can
undertake epic quests that involve saving entire planets Early Tiers: Local conflicts and personal challenges.
or preventing galactic catastrophes. Mid Tiers: Regional and planetary-scale events.
High Tiers: Galaxy-spanning adventures and cosmic
Levels 401-600 (Prestige 11-15): Heroes of threats.
the Universe Ultimate Tiers: Multiversal challenges and reality-
At this peak level, characters are titans whose actions altering quests.
echo through the universe. They possess unparalleled
power and face adversaries of divine or cosmic scale. Starting at Higher Levels
Their adventures involve universe-spanning challenges, For experienced players, you can start campaigns with
including confrontations with cosmic beings, characters above 1st level, reflecting their advanced
interdimensional entities, or universal forces. Their skills and significant starting gear. Adjust starting
legacy shapes the fabric of reality itself. equipment and challenges based on their higher level
and background.
Levels 2000-3000 (Prestige 20-30): Heroes
of the Multiverse
For those who reach this extraordinary tier, characters
are known across multiple universes. Their powers and
actions can alter the very nature of existence. They
confront multiversal threats, explore alternate realities,
Dragon Ball Campain Types Zenni Starting Amount: Characters start with an
amount of Zenni based on their level.
** Heroic Struggle** Item Rarity Limits: Characters can start with up to 2
In this type, characters are seen as heroes who strive to rare items and any number of common/uncommon
overcome challenges and villains. They possess items.
extraordinary abilities, but their focus is on growth and
fighting evil. The setting might involve epic battles Level 1-10:
against powerful foes and quests to protect the world.
Starting Equipment: Basic gear appropriate for their
This is the default type where characters evolve from
species or planet. Common items and low-tier
beginners to powerful heroes, often grappling with
equipment.
moral dilemmas and personal growth.
Zenni: 500-1,000 Zenni.
** Barbarian Clash**
This type emulates the raw, gritty battles seen in classic Level 11-20:
Dragon Ball sagas. Characters face off in brutal combat
scenarios, often in savage terrains or ancient ruins. Starting Equipment: Improved gear with the
They may confront ruthless warlords or rival fighters, potential for one rare item and any
and the story revolves around intense personal rivalries common/uncommon items.
and epic showdowns. This type is marked by high- Zenni: 1,500-3,000 Zenni.
stakes brawls and fierce competition.
Level 21-30:
** Cosmic Challenge**
In this setting, the scope of adventure expands to Starting Equipment: High-quality gear, up to 2 rare
include cosmic threats and intergalactic conflicts. items, and common/uncommon items.
Characters might encounter powerful extraterrestrial Zenni: 5,000-7,500 Zenni.
beings or cosmic entities, dealing with events that have
implications for entire star systems or galaxies. The Level 31-40:
story often involves high-stakes battles across different
worlds and realms, with characters rising to meet Starting Equipment: Superior gear with enhanced
monumental challenges. features, up to 3 rare items, and a mix of
** Dark Gruesome** common/uncommon items.
This type explores themes of darkness and despair, akin Zenni: 10,000-12,500 Zenni.
to the more intense and foreboding parts of the Dragon Level 41-50:
Ball universe. Characters might confront terrifying
monsters, malevolent beings, or dark sorcerers. The Starting Equipment: Premium gear reflecting their
tone is grim and the stakes are high, with adventurers high status, with up to 4 rare items and several
dealing with horror and tragedy as they face the more common/uncommon items.
sinister elements of the Dragon Ball world. Zenni: 15,000-20,000 Zenni.
** Epic Legacy**
Here, the focus is on grand, world-shaping events and Level 51-60:
legendary quests. Characters engage in epic sagas that
Starting Equipment: Elite gear with exceptional
involve ancient prophecies, world-altering conflicts, and
properties, 5 rare items, and numerous
epic battles. They might battle legendary beings or
common/uncommon items.
confront their own destinies as they work to achieve
Zenni: 25,000-30,000 Zenni.
greatness and leave a lasting impact on the world.
Shattered Reality Level 61-70:
This type delves into the effects of reality-bending
powers and existential threats. Characters might face Starting Equipment: Top-tier gear with advanced
distortions of reality, encounters with beings that can features, 6 rare items, and an assortment of
manipulate space and time, or battles that challenge common/uncommon items.
their very understanding of existence. The adventures in Zenni: 35,000-40,000 Zenni.
this setting push the boundaries of what is possible,
Level 71-100:
blending high-concept challenges with intense combat.

Starting Equipment Starting Equipment: Supreme gear with unmatched


power, 7 rare items, and all available
Starting Equipment Guidelines: common/uncommon Items.
Zenni: 100,000-120,000 Zenni.
Species Home Planet or Current Planet: Equipment
is tailored to the character’s species home planet or
the planet they are currently on.
Chapter 2: Creating a Multiverse

W
hen adventurers reach higher levels, their various ordeals. The nature of that journey and the trials
path extends to other dimensions of reality; along the way depend in part on the means of travel.
the planes of existence that form the
multiverse. In a Dragon Ball-inspired Methods of Planar Travel
campaign, these planes are primarily Magic Portals: Some portals connect different planes,
different planets and realms such as allowing instant travel between them. These portals can
OtherWorld, Demon Realm, Kai Realm, be found in ancient temples, hidden caves, or created by
Hell, Heaven, Planet Namek, Planet Vegeta, Earth, and powerful magic users.
others. Characters might be called on to rescue a friend Kai Transportation: The Kais can transport
from the depths of Hell or to train under a Kai in the Kai individuals between planes, usually for purposes of
Realm. The multiverse of Dragon Ball is rich with training or important missions.
unique challenges and incredible adventures. Spaceships: In the Dragon Ball universe, spaceships
are a common means of traveling between planets.
The Planes Advanced technology allows for fast and efficient space
travel.
The various planes of existence in the Dragon Ball
multiverse are not simply other worlds but dimensions Dimensional Rifts: Occasionally, rifts in the fabric of
formed by unique spiritual and elemental principles. reality can open, leading to other dimensions. These are
These planes offer unprecedented dangers and often unstable and dangerous but can provide shortcuts
wonders, testing the mettle of even the most powerful for the brave.
warriors.
Planar Effects
Major Planes in the Dragon Each plane has its own significant effect on travelers
Ball Multiverse who venture there. When designing these planes, it’s
essential to create simple traits that players notice and
OtherWorld: The realm of the dead, where souls go remember. These effects should reflect the philosophy
after death. It’s divided into Heaven, where the virtuous and mood of the place.
reside, and Hell, where the wicked are punished.
OtherWorld: Characters may find that their physical
Demon Realm: A chaotic and dangerous dimension
strength is amplified, but their spiritual energy (Ki) is
ruled by powerful demons. It’s a place of darkness and more challenging to control.
malevolence. Demon Realm: The environment constantly saps the
Kai Realm: Home to the Kais, the gods who oversee energy of those who aren’t native to the plane, and the
different parts of the universe. This plane is a place of air is filled with dark, corrupting magic.
serenity and wisdom. Kai Realm: Time flows differently, allowing for
Hell: A specific part of OtherWorld where evil souls extended periods of training that seem like only
are tormented. It’s a place of suffering and punishment. moments have passed in other planes.
Heaven: Another part of OtherWorld, reserved for Hell: The oppressive atmosphere drains the morale
souls who have led righteous lives. It’s a place of peace and energy of the living, making every action more
and reward. strenuous.
Planet Namek: A peaceful planet known for its green Heaven: The peaceful surroundings enhance healing
skies and blue grass. It’s the home of the Namekians, a and recovery, allowing for rapid recuperation of health
wise and powerful race. and energy.
Planet Vegeta: The original home of the Saiyans, Planet Namek: The rich natural energy of the planet
known for its harsh environment and powerful
enhances the healing abilities and Ki control of its
inhabitants.
inhabitants and visitors.
Earth: A diverse and vibrant planet where many Planet Vegeta: The harsh environment toughens the
adventures begin. It’s a place of both advanced inhabitants, increasing their physical resilience and
technology and ancient mysticism. combat prowess.
Other Planets: The multiverse is filled with countless Earth: A balanced environment where technology and
other planets, each with its own unique characteristics magic coexist, providing a versatile setting for various
and inhabitants. adventures.

Planar Travel
When adventurers travel to other planes of existence,
they undertake legendary journeys that might force
them to face supernatural guardians and undergo
Gravity Levels for Dragon Ball Realms and Planets

Earth: 1x

D
escription:Earth is the central hub for many Average Power Level Rating: The average power level
of the Dragon Ball series’ events. It is a planet on Earth varies significantly due to the presence of both
with a rich diversity of life, ranging from ordinary humans and powerful fighters. Common
humans to various animal species and humans have power levels ranging from 5 to 50, while
advanced androids. Earth boasts a variety of elite martial artists and fighters like the Z-Fighters can
landscapes, including vast oceans, dense have power levels from 100 to over 400.
forests, sprawling cities, and towering
mountains. The planet’s inhabitants have developed Average Population: Approximately 8 Billion
unique martial arts techniques and powerful Humans.
technologies.

Planet Namek: 1.2x

D
escription: Planet Namek is a serene, green-
skied world known for its lush, blue
grasslands, and tall, white trees. It is home to
the Namekians, a peaceful race with the
ability to create Dragon Balls. The planet has
three suns, resulting in perpetual daylight.
Despite its tranquility, Namek has faced
invasions due to the power of its Dragon Balls. The
Namekians are known for their wisdom, healing
abilities, and powerful warriors.
Average Power Level Rating: The average power level
of a Namekian varies. Ordinary Namekian villagers
typically have power levels ranging from 200 to 450,
while warrior Namekians can have power levels ranging
from 500 to 650. Exceptional individuals like Nail or
Piccolo (post-merge) can reach power levels well above
525.

Average Population: Approximately 5 Billion


Namekians
Planet Vegeta: 2x

D
escription: Planet Vegeta, the homeworld of Average Power Level Rating: The average power level
the Saiyans, is a harsh and rugged world with of a Saiyan varies greatly. Low-class warriors typically
a strong warrior culture. The planet is have power levels around 125 to 150, mid-class
characterized by its rocky terrain, red skies, warriors range from 225 to 350, and elite Saiyans like
and advanced technology. Saiyans are known Vegeta can have power levels from 400 to over 600
for their incredible fighting prowess, ability to before any transformations.
transform into Great Apes under a full moon,
and the potential to achieve Super Saiyan forms. The Average Population: Approximately 1 Million
Saiyan race’s warrior ethos and relentless pursuit of Saiyans
strength define the culture of Planet Vegeta.

Hell: 5x

D
escription: Hell is a realm where evil souls Average Power Level Rating: The average power level
are sent for punishment. It is a place of eternal of creatures in Hell is significantly higher than in many
torment, overseen by various demonic and other realms due to the presence of various powerful
monstrous beings. The environment of Hell is evil beings. Typical inhabitants can range from power
harsh and unforgiving, with landscapes of fire, levels of 150 to 650, while stronger entities like
brimstone, and desolation. Despite its powerful demons can exceed 1000.
ominous nature, Hell is not entirely devoid of
structure, as it is managed by ogres who enforce the Average Population: Cant Be Measured
rules of the afterlife.

Demon Realm: 10x

D
escription: The Demon Realm is a dark and rather than conflict. Most inhabitants, who are souls of
chaotic dimension ruled by powerful demons virtuous beings, have power levels ranging from 500 to
and sinister entities. It is a place of perpetual 750. However, the governing entities and guardians can
twilight, filled with treacherous landscapes, possess higher power levels, typically ranging from 800
twisted flora, and eerie structures. The to 1,000.
inhabitants of the Demon Realm are known
for their malevolent nature and potent dark Average Population: Cant Be Measured
magic. This realm is often in conflict with other
dimensions due to its inhabitants’ desire to spread their
influence.
Kai Realm: 2x
Description: The Kai Realm is the domain of the
Average Power Level Rating: The power levels in the Supreme Kais, the overseers of the universe. It is a
Demon Realm are notably high due to the nature of its tranquil and majestic place, often depicted as floating
denizens. Common demons can have power levels islands with lush vegetation and beautiful landscapes.
ranging from 800 to 1,000, while demon lords and more The Kai Realm serves as a place of learning and
powerful entities can possess power levels exceeding governance, where the Supreme Kais monitor and
10,000 Without Transformations. maintain the balance of the universe. This realm is
infused with divine energy, and the Supreme Kais are
Average Population: Approximately 50 Billion among the most powerful beings in existence.
demons and dark entities. Average Power Level Rating: The average power level
in the Kai Realm is exceptionally high due to the
Heaven: 0.5x presence of the Supreme Kais. Ordinary inhabitants,
Description: Heaven is a peaceful and serene realm such as attendants, might have power levels ranging
where virtuous souls reside after death. It is from 5,000 to 7,500. The Supreme Kais themselves
characterized by its beautiful, idyllic landscapes, have power levels that can range from 50,000 to
including lush gardens, sparkling waters, and majestic 300,000, reflecting their immense power and divine
architecture. The realm is governed by benevolent nature.
beings who ensure that the souls in Heaven experience
eternal bliss. Heaven is a place of rest and tranquility, Average Population: Approximately Around 150
free from conflict and strife. Core People(Lesser Kais Basically) and around 10
Average Power Level Rating: The average power level Kais In Total (North, West, South, East, Grand
in Heaven is generally lower, as it is a place of peace kai,Supreme Kais)
Additional Planets Description: Planet Kanassa is known for its psychic
inhabitants, the Kanassans. The planet is primarily

Planet Yardrat: 0.8x covered in water, with small islands scattered across its
surface. The Kanassans possess unique abilities such as
Description: Planet Yardrat is home to the Yardratians, precognition and telepathy. The planet has a tranquil yet
a unique race known for their mastery of Instant mysterious atmosphere, reflecting the psychic nature of
Transmission. The planet has a mystical atmosphere its people.
with strange flora and fauna, and the Yardratians live in Average Power Level Rating: The average power level
harmony with their environment. The Yardratians are of Kanassans ranges from 250 to 350. Their psychic
peaceful and focus on spiritual and physical abilities provide them with unique advantages in
development, often sharing their techniques with
combat, making them formidable opponents despite
visitors.
their relatively modest power levels.
Average Power Level Rating: The average power level
of Yardratians is relatively modest, with common Average Population: Approximately Around 150
individuals having power levels from 325 to 400. Million
However, their mastery of Instant Transmission and
other techniques makes them formidable despite their
lower power levels.
Planet Vampa: 2.5x
Description: Planet Vampa is a wild and dangerous
Average Population: Approximately Around 150 world with a harsh, desolate environment. It is home to
Million various aggressive and powerful creatures. The planet’s
surface is covered with rugged terrain, sparse

Planet Metamor: 1.3x vegetation, and numerous predators. Survival on Planet


Vampa requires immense strength and resilience.
Description: Planet Metamor is known for its warriors Average Power Level Rating: The average power level
who have developed the Metamoran Fusion Dance, a of creatures on Planet Vampa ranges from 325 to
technique allowing two fighters to merge into a single, 1,000, with the most powerful predators exceeding
more powerful being. The planet is lush and vibrant, 2,500. Any sentient inhabitants would need to have
with advanced training facilities and a strong focus on similarly high power levels to survive in such a hostile
martial arts. The Metamorans are disciplined and environment.
dedicated to perfecting their fusion techniques.
Average Power Level Rating: The average power level Average Population: Approximately Around 15
of a Metamoran ranges from 325 to 500. However, Billion
when fused, their power levels can combine and
multiply, resulting in fusion warriors with power levels
ranging from 1,000 to over 10,000.

Average Population: Approximately Around 2 Billion

Planet Frieza 79: 4x


Description: Planet Frieza 79 is one of the many
planets under the control of the Frieza Force. It serves
as a base of operations and a strategic outpost. The
planet has a harsh environment, with extreme
temperatures and rugged terrain. The Frieza Force uses
the planet for training and as a staging ground for their
conquests. The inhabitants are often powerful warriors
loyal to the Frieza Force.
Average Power Level Rating: The average power level
of soldiers on Planet Frieza 79 varies widely. Common
soldiers have power levels ranging from 150 to 250,
while elite soldiers and commanders can have power
levels from 350 to 400. High-ranking officers and
special forces can exceed 525.

Average Population: Approximately Around 1


Million

Planet Kanassa: 1.5x


Planet Tuffle: 1x

D
escription: Planet Tuffle, also known as the Tuffle civilization. Remnants of Tuffle technology
Planet Plant, was originally inhabited by the still exist on the planet.
highly intelligent and technologically Average Power Level Rating: The average power level
advanced Tuffles. The planet had a diverse of the original Tuffles ranged from 350 to 500. After the
ecosystem with advanced cities and Saiyan takeover, the remaining inhabitants would need
infrastructure. However, it was later taken to have higher power levels, potentially ranging from
over by the Saiyans, who destroyed much of 525 to 750, to survive the harsh new reality.

Average Population: Approximately Around 1 Billion

Planet Zoon: 1.1x

D
escription: Planet Zoon is a world with Average Power Level Rating: The average power level
diverse ecosystems, ranging from dense of Zoanthropes ranges from 300 to 400. Their unique
forests to arid deserts. It is inhabited by the abilities and martial arts techniques provide them with
Zoanthropes, a race known for their animal- advantages in combat, allowing them to punch above
like features and abilities. The Zoanthropes their weight class.
live in harmony with nature and have
developed unique martial arts techniques Average Population: Approximately Around 5 Billion
inspired by various animals.

Planet Konats: 1.7x

D
escription: Planet Konats is a mystical world Average Power Level Rating: The average power level
with a rich cultural heritage. It is home to the of Konatsians ranges from 350 to 500. Their mastery of
Konatsians, who are known for their both swordsmanship and magic makes them formidable
exceptional swordsmanship and magical opponents, capable of facing much stronger foes.
abilities. The planet has a serene and
picturesque landscape, with ancient ruins and Average Population: Approximately Around 3 Billion
mystical artifacts scattered throughout.

Planet M2: 3x

D
escription: Planet M2 is a highly advanced Mutants continuously strive for perfection and
world ruled by the Machine Mutants, artificial efficiency.
beings with incredible technological Average Power Level Rating: The average power level
capabilities. The planet is covered in of Machine Mutants on Planet M2 ranges from 400 to
sprawling cities filled with advanced 750. The most advanced Machine Mutants, like General
machinery and infrastructure. The Machine Rilldo, can have power levels exceeding 50,000.

Average Population: Approximately Around 5 Billion

Planet Arlia: 0.9x

D
escription: Planet Arlia is a world with a
harsh environment and a warrior culture. It is
inhabited by the Arlians, who have a society
structured around combat and survival. The
planet has a desolate landscape with rugged
terrain and sparse vegetation.
Average Power Level Rating: The average
power level of Arlians ranges from 300 to 600. Their
warrior culture and harsh environment foster strong
and resilient fighters.

Average Population: Approximately Around 8 Billion


Average Power Level Rating: The average power level
Planet Imecka: 1.4x of Pitalians ranges from 100 to 250. Their focus on
Description: Planet Imecka is a world characterized by healing and medicine means they are not as combat-
its harsh desert landscapes and corrupt government. oriented, but their restorative abilities are unmatched.
The Imeckians live under the rule of an oppressive
regime, but they possess advanced technology and a Average Population: Approximately Around 5 Billion
strong spirit of resistance. The planet has a unique
blend of advanced cities and desolate wastelands.
Average Power Level Rating: The average power level
Planet Luud: 3.5x
Description: Planet Luud is a mysterious world
of Imeckians ranges from 150 to 400. Despite the
dominated by a cult that worships the deity Luud. The
oppressive regime, there are resistance fighters with
planet has a dark and foreboding atmosphere, with
power levels ranging from 500 to 750.
ancient temples and rituals dedicated to their god. The
Average Population: Approximately Around 3 Billion inhabitants are fanatical and possess unique abilities
granted by their devotion to Luud.
Average Power Level Rating: The average power level
Planet Pital: 0.7x of Luudians ranges from 500 to 750. Their fanatical
Description: Planet Pital is a tranquil world known for devotion and unique abilities make them formidable
its healing springs and serene landscapes. The Pitalians opponents, especially within their sacred temples.
are a peaceful race dedicated to healing and medicine.
The planet is covered in lush forests and crystal-clear Average Population: Approximately Around 3 Billion
lakes, providing a serene and restorative environment.

Planet Mogina: 0.6x

D
escription: Planet Mogina is a tranquil and Average Power Level Rating: The average power level
idyllic world with a strong focus on agriculture of Moginians ranges from 200 to 450. Their focus on
and community. The Moginians live in agriculture and community means they are not as
harmony with nature, cultivating the land and combat-oriented, but their harmonious way of life
developing unique agricultural techniques. provides them with unique strengths.
The planet has lush landscapes, fertile soil,
and a peaceful atmosphere. Average Population: Approximately Around 5 Billion

Planet Colossal: 100x

D
escription: Planet Colossal is an extreme
world with gravity 100 times that of Earth.
The planet is inhabited by incredibly powerful
and resilient beings who have adapted to the
immense gravitational forces. The landscape
is rugged and harsh, with towering mountains
and deep valleys. The inhabitants are few, but
those who do exist are exceptionally strong.
Average Power Level Rating: The average power level
of Colossians ranges from 50,000 to 100,000. Only the
most powerful and resilient beings can survive and
thrive in such an extreme environment, making them
some of the strongest fighters in the universe.

Average Population: Approximately Around 100


Creating Adventures

C
reating adventures in a Dragon Ball An adventure is about the here and now. A little bit of
universe can be one of the most rewarding history might be needed to set the story in motion, and
experiences for a Game Master. It allows you the adventurers might discover interesting lore of the
to express your creativity by designing past during the adventure. In general, let the world’s
thrilling locations and encounters with history be evident in the present situation. Instead of
powerful enemies, tricky traps, challenging dealing with what happened in the past, an adventure
puzzles, and intense conflicts. When you should focus on describing the present situation, what
design an adventure, you have complete control, the bad guys are up to, and how the adventurers
shaping it exactly the way you envision. become involved in the story.
Fundamentally, adventures are stories. An adventure
shares many features with a novel, movie, comic issue, Heroes Who Matter
or TV episode. Comic series and serialized TV dramas An adventure should allow the adventurers’ actions and
are particularly good comparisons, as individual decisions to matter. Though it might resemble a novel
adventures, limited in scope, blend together to create a or a TV episode, an adventure needs to allow for more
larger narrative. If an adventure is a single episode, a than one outcome. Otherwise, players can feel as if
campaign is the series as a whole. they’ve been railroaded—set onto a course that has only
Whether you’re creating your own adventures or one destination, no matter how hard they try to change
using published ones, you’ll find advice in this chapter it. For example, if a major villain shows up before the
to help you create a fun and memorable experience for end of the adventure, the adventure should allow for the
your players. possibility that the heroes might defeat that villain.
Creating an adventure involves blending scenes of
exploration, social interaction, and combat into a unified Something for All Player Types
whole that meets the needs of your players and your
Players come to the gaming table with different
campaign. The basic elements of good storytelling
expectations. An adventure needs to account for the
should guide you throughout this process so your
different players and characters in your group, drawing
players experience the adventure as a coherent and
them into the story as effectively as possible.
engaging story.
As a starting point, think about your adventure in
terms of the three basic types of activity in the game:
Elements of a Great exploration, social interaction, and combat. If your
adventure includes a balance of all three, it’s likely to
Adventure appeal to all types of players.
The best adventures have several things in common. An adventure you create for your home campaign
doesn’t have to appeal to every abstract player type—
A Credible Threat only to the players sitting down at your own table. If you
Your adventure needs a threat worthy of the heroes’ don’t have any players who like fighting above all else,
attention. The threat might be a powerful villain or then don’t feel you have to provide a maximum amount
group, such as the Red Ribbon Army or Frieza’s Forces. of combat to keep the adventure moving.
Whatever their nature, the antagonists should have
goals that the heroes can uncover and thwart.

Familiar Tropes with Clever


Twists
It might seem stereotypical to build an adventure
around battles against powerful foes and quests for
mystical items like Dragon Balls, but these are staples
of Dragon Ball storytelling. Familiar story elements are
fine, as long as you occasionally put a spin on them. For
example, the mysterious figure who sends the
adventurers on a quest might be a former enemy
seeking redemption. The crazy scientist in the lab might
be a holographic projection created by a band of rogue
androids to guard their secrets.

A Clear Focus on the Present


Surprises A published adventure can’t account for every action
the characters might take. The nice thing about
Look for opportunities to surprise and delight your published adventures is that they allow you to focus
players. For example, the exploration of a deserted alien your game preparation time on highlighting plot
spaceship might lead to the discovery of a hidden developments in your campaign that the adventure can’t
training room. A trek through the wilderness might lead address.
to the discovery of an ancient temple with ties to a Published adventures also provide inspiration. You
powerful, forgotten warrior race. Players remember might not use an adventure as written, but it might spur
such locations. ideas, or you can pull out one part of it and repurpose
Too many surprises can be off-putting to players, but that part for your needs. For example, you might use a
adding the occasional twist gets players to adjust their map of a space station but repopulate it with enemies of
tactics and think creatively. For example, you could your choice, or you might use a chase sequence as a
spruce up a confrontation with an enemy base by model for a pursuit scene in your campaign.
including robotic guards that adapt to the adventurers’
fighting styles. An attack on a villain’s fortress might be
complicated by the unexpected arrival of Adventure Structure
reinforcements. Like every story, a typical adventure has a beginning, a
When preparing for possible combat encounters, middle, and an end.
think about odd pairings of enemies, such as a Saiyan
warlord with his pet alien beast, or cyborgs in league
Beginning
with a rogue Namekian. Have surprise reinforcements An adventure starts with a hook to get the players
show up or give the enemies unusual tactics. Throw in interested. A good adventure hook piques the interest of
the occasional red herring, deception, and plot twist to the players and provides a compelling reason for their
keep players on their toes, but try not to go overboard. characters to become involved in the adventure. Maybe
Sometimes a simple, straightforward encounter with a the adventurers stumble onto something they’re not
rival fighter is just as fun for your players. meant to see, are attacked by an enemy force, or are
summoned by a powerful entity. Adventure hooks such
Useful Maps as these can instantly draw players into your story.
A good adventure needs thoughtfully constructed maps. The beginning of a good adventure should be exciting
Wilderness areas sprinkled with interesting landmarks and focused. You want the players to go home looking
and other features are better than vast expanses of forward to the next session, so give them a clear sense
unchanging terrain. Dungeons or enemy bases that have of where the story is headed, as well as something to
branching corridors and similar decision points give look forward to.
players the opportunity to choose which direction their
characters should go. Presenting the characters with
Middle
options allows the players to make choices that keep the The middle of an adventure is where the bulk of the
adventure unpredictable. story unfolds. With each new challenge, the adventurers
If drawing maps isn’t your strong suit, the internet is a make important choices that have a clear effect on the
great place to look for adventure maps that have been conclusion of the adventure.
made freely available for use, as well as floor plans of Over the course of the adventure, the characters
real-world buildings and images that can inspire your might discover secrets that reveal new goals or change
map-making. You can also use software to help put your their original goal. Their understanding of what’s going
maps together. on around them might change. Maybe rumors of a
hidden base were a trick to lure them into a trap.
Published Adventures Perhaps the so-called ally in their ranks is actually a spy
Published adventures are available for purchase if you working for the enemy.
have neither the time nor the inclination to write an At the same time the adventurers are working to
adventure of your own, or if you want a change of pace. thwart their adversaries, those adversaries are trying to
A published adventure includes a pre-generated carry out their nefarious plans. Such enemies might
scenario with the maps, NPCs, enemies, and treasures also work to hide their deeds, mislead potential
you need to run it. You can make adjustments to a adversaries, or confront problems directly, perhaps by
published adventure so that it better suits your trying to eliminate the heroes.
campaign and appeals to your players. For example, you Remember that the characters are the heroes of the
can replace the villain of an adventure with one the story. Never let them become mere spectators, watching
players have already encountered in your campaign, or as events unfold around them that they can’t influence.
add something to the background of the adventure so
that it involves your players’ characters in ways that the
adventure’s designer never could have imagined.
Ending d20
1
NPC
A Saiyan warrior who seeks redemption.
The ending encompasses the climax, the scene or 2 A rogue scientist with a secret agenda.
encounter in which the tension building throughout the 3 A Namekian elder with hidden knowledge.
adventure reaches its peak. A strong climax should have 4 A former enemy turned reluctant ally.
the players on edge, with the fate of the characters and 5 An android with conflicting programming.
much more hanging in the balance. The outcome, which 6 A cunning thief with valuable information.
hinges on the characters’ actions and decisions, should 7 A powerful but reclusive hermit.
never be a foregone conclusion. 8 A loyal follower of the main villain.
An ending needn’t tie everything up in a neat bow. 9 A mysterious figure with hidden motives.
Story threads can be left hanging, waiting to be resolved 10 A captured soldier seeking rescue.
in a later adventure. A little bit of unfinished business is 11 A double agent playing both sides.
an easy way to transition from one adventure to the 12 A mercenary with shifting loyalties.
next. 13 An old friend with a dark secret.
14 A sage offering cryptic guidance.
Adventure Types 15
16
A tech-savvy genius with valuable inventions.
A rival warrior seeking to prove themselves.
An adventure can be location-based or event-based, as
17 A desperate survivor with crucial information.
discussed in the sections that follow.
18 A former ally now working for the enemy.
Location-Based Adventures 19 A wise elder with ties to ancient legends.
20 A mysterious child with strange powers.
Adventures set in abandoned cities, hidden bases, or
remote wilderness locations are the cornerstone of 3. Identify the Monsters and Villains
countless campaigns. Many of the greatest Dragon Ball After identifying the NPCs, it’s important to identify the
adventures are location-based. monsters and villains the adventurers will face. Make
Creating a location-based adventure can be broken sure the monsters and villains are appropriate for the
down into several steps. Each step provides tables from characters’ levels.
which you can select the basic elements of your
adventure. Alternatively, roll on the tables and see how 4. Flesh Out the Location Details
the random results inspire you. You can mix up the The location itself needs to be fleshed out. Think about
order of the steps. the environment, significant landmarks, and any
hazards the adventurers might encounter.
Identify Important NPCs
A successful location-based adventure features Event-Based Adventures
interesting NPCs. The NPCs might be the villains
Event-based adventures are driven by situations rather
behind the evil plot, the mastermind who set the
than locations. An event-based adventure focuses on
adventure in motion by hiring or begging the
what happens and when.
adventurers for help, or friendly or neutral NPCs who
wander into the adventurers’ path.
The important thing is to know the role of each NPC
in the story and what the NPC’s goals are if they come
into conflict with the adventurers. The adventure flows
more smoothly if you know how the NPCs will react to
the adventurers’ presence.
Notable NPCs
1. Create a Hook d20 Event
Like location-based adventures, event-based adventures 1 The adventurers uncover a spy within their ranks.
need a compelling hook to draw the players in. 2 A key ally betrays the adventurers.
Event Hooks 3 The adventurers must negotiate a truce between rival
factions.
d20 Hook 4 An unexpected ally arrives to aid the adventurers.
1 The adventurers receive a distress signal from a remote 5 The adventurers are ambushed by enemy forces.
outpost. 6 The adventurers discover a hidden base or stronghold.
2 A powerful enemy challenges the adventurers to a duel. 7 A powerful enemy attacks the adventurers’ base.
3 A mysterious stranger offers valuable information for a 8 The adventurers must infiltrate a heavily guarded location.
price. 9 A crucial piece of information is revealed during a tense
4 A friend or ally goes missing under suspicious standoff.
circumstances. 10 The adventurers must defend a location from waves of
5 The adventurers discover a plot to assassinate a key figure. enemies.
6 An ancient prophecy foretells a coming disaster. 11 The adventurers uncover a conspiracy that shakes their
7 The adventurers are hired to protect a valuable shipment. trust.
8 A rival faction seeks the adventurers’ help against a 12 A natural disaster disrupts the adventurers’ plans.
common enemy. 13 The adventurers must rescue hostages from a dangerous
9 The adventurers are accused of a crime they didn’t situation.
commit. 14 A major battle erupts between rival factions.
10 A natural disaster threatens a nearby settlement. 15 The adventurers must escape from a trap or prison.
11 A tournament is being held, with a valuable prize for the 16 The adventurers must recover a stolen item before it’s too
winner. late.
12 The adventurers stumble upon a secret meeting of enemy 17 A key figure is assassinated, causing chaos.
leaders. 18 The adventurers discover an ancient secret that changes
13 An ally is captured and needs to be rescued. everything.
14 A mysterious artifact is discovered, attracting various 19 The adventurers must stop a ritual that threatens to
factions. unleash chaos.
15 The adventurers receive a challenge from a powerful 20 The adventurers face a final showdown with the main
warrior. villain.
16 A village is under attack by unknown forces.
17 An enemy faction is planning a large-scale attack.
18 A new threat emerges from an unexpected source.
19 The adventurers are tasked with retrieving a stolen item.
20 An old enemy returns, seeking revenge.

2. Outline the Key Events


List the key events that will drive the adventure forward.
Think about how the adventurers’ actions will influence
these events.
Key Events
3. Determine the Climax determine the pattern behind these crimes to stop the
Decide on the climax of the adventure, where the androids and protect Bulma’s inventions.
tension reaches its peak. This is often a confrontation
with the main villain or a crucial decision that will
Step-by-Step: Babidi’s Dark Rituals
Babidi is carrying out a specific set of actions to
determine the outcome of the story.
resurrect Majin Buu. He needs to gather a series of
Climax Scenarios
powerful artifacts hidden across the galaxy, each
d20 Scenario guarded by a different warrior. The party must track
1 A showdown with the main villain in Babidi’s movements and intercept the artifacts before
their stronghold. he completes the ritual.
2 A desperate battle to stop an impending
disaster.
Event-Based Goals
3 A race against time to prevent a 1. Bring the villain to justice: Capture Dr. Gero’s rogue
catastrophic event. androids.
4 A duel with a rival warrior to determine 2. Clear the name of an innocent NPC: Prove that a
the fate of a faction. Capsule Corp employee was framed for the android
5 The adventurers must choose between attacks.
saving an ally or stopping a plot. 3. Protect or hide an NPC: Safeguard Bulma as she
6 A final battle against overwhelming develops a device to track the rogue androids.
odds. 4. Protect an object: Guard the Dragon Radar from
7 The adventurers must infiltrate a heavily being stolen by Babidi’s minions.
fortified location. 5. Discover the nature and origin of a strange
8 A surprise betrayal changes the course phenomenon that might be the villain’s doing:
of the adventure. Investigate sudden energy fluctuations caused by
9 The adventurers must negotiate a truce Babidi’s rituals.
between warring factions. 6. Find a wanted fugitive: Locate Android 17, who has
10 The adventurers must rescue a captured gone rogue and is hiding in the wilderness.
ally from the enemy’s grasp. 7. Overthrow a tyrant: Defeat a tyrannical ruler on a
11 A confrontation with a powerful entity distant planet who has allied with Babidi.
seeking revenge. 8. Uncover a conspiracy to overthrow a ruler: Expose
12 The adventurers must stop a ritual that Babidi’s plan to usurp the Supreme Kai.
threatens to unleash chaos. 9. Negotiate peace between enemy nations or feuding
13 The adventurers face a moral dilemma families: Mediate peace between the Saiyans and the
that tests their values. Tuffles on Planet Vegeta.
14 A massive battle between rival factions 10. Secure aid from a ruler or council: Gain support
with the adventurers caught in the from King Kai to combat Babidi’s forces.
middle. 11. Help a villain find redemption: Convince Vegeta to
15 The adventurers must defend a key abandon his alliance with Babidi.
location from waves of enemies. 12. Parley with a villain: Negotiate with Dr. Gero to stop
16 A desperate escape from a collapsing the android attacks.
environment. 13. Smuggle weapons to rebel forces: Deliver advanced
17 The adventurers must uncover the truth Capsule Corp weapons to rebels fighting a dictator.
behind a conspiracy. 14. Stop a band of smugglers: Prevent Frieza’s
18 A final confrontation with an enemy henchmen from smuggling saiyans off Planet
from the adventurers’ past. Vegeta.
19 The adventurers must make 15. Gather intelligence on an enemy force: Spy on
a crucial decision that Babidi’s minions to learn about their next target.
will shape the future. 16. Win a tournament: Win the World Martial Arts
20 A race against time to stop a doomsday Tournament to gain recognition and allies.
device. 17. Determine the villain’s identity: Unmask the true
mastermind behind the rogue android attacks.
Serial Crimes 18. Locate a stolen item: Recover a stolen Dragon Ball
before Babidi can use it.
Villain: Dr. Gero’s Rogue Androids 19. Roll twice, ignoring results of 20: Combine two goals
Dr. Gero’s rogue androids are committing a series of for a complex mission.
targeted attacks on Capsule Corp facilities. These
attacks are repetitive, focusing on sabotaging research
labs and stealing advanced technology. The party must
Creating NPCs Intrigue
Important NPCs: Villains: Dr. Gero’s rogue androids and Babidi’s
minions, each with their own agendas.
Bulma: A genius inventor whose knowledge is Influence: The party gains influence by helping key
crucial for tracking the androids. NPCs and thwarting the villains’ plans.
King Kai: A wise mentor who provides guidance and
support. Framing Events
Supreme Kai: An important figure who warns of
Babidi’s plans. Arrival of a caravan or ship: A spaceship arrives with
mercenaries hired by Babidi.
Villain’s Reactions Consecration of a new temple: A temple on Planet
Namek is revealed to hold one of the artifacts.
Dr. Gero’s Rogue Androids: When thwarted, the
androids become more aggressive, targeting Complications
populated areas to draw out the party.
Babidi: If interrupted, Babidi sends powerful Moral Quandaries:
minions to deal with the party while he hastens his
Ally quandary: Bulma asks the party to spare
rituals.
one of the rogue androids for study.
Rescue quandary: The party must choose
Key Locations between stopping Babidi or saving innocent
Capsule Corp: The main hub for Bulma’s inventions villagers.
and a frequent target of the androids. Twists:
Kami’s Lookout: A strategic point for planning
against Babidi’s minions. The adventurers have a time limit: Babidi’s
Planet Namek: A location for one of the powerful ritual must be stopped before a planetary
artifacts needed by Babidi. alignment.
The adventurers must cooperate with a
Introduction and Climax known enemy to achieve the goal: Team up
with Vegeta, who has his own reasons for
Introduction: opposing Babidi.
An urgent call from Bulma reveals that Capsule Corp
is under attack by rogue androids.
King Kai sends a telepathic message warning of
Babidi’s dark rituals.

Climax:

A final showdown at Dr. Gero’s hidden lab where the


party confronts the rogue androids.
An intense battle at Babidi’s ritual site, where the
party must stop the resurrection of Majin Buu.

Planning Encounters
Android Ambush: A surprise attack by rogue
androids at a Capsule Corp facility.
Artifact Guardians: Powerful warriors guarding the
artifacts Babidi needs.

Mysteries
Victim: A Capsule Corp scientist who was attacked
while working on a new project.
Suspects: Capsule Corp employees, rogue androids,
and even mercenaries hired by Babidi.
Clues: Security footage, broken lab equipment, and
energy signatures.
Side Quests 2. Adjust Difficulty: Tailor the combat challenge based
on the party’s level and abilities. Use varied enemies,
1. Retrieve the Dragon Ball: Find and recover a Dragon tactics, and environmental hazards to keep it
Ball rumored to be hidden in the area. exciting.
2. Retrieve Stolen Capsule: A villain has stolen a 3. Outcome Consequences: Ensure that victories or
valuable Capsule Corporation item; your mission is defeats impact the overarching story. For instance,
to get it back. losing a battle might lead to a higher-stakes
3. Locate a Mentor: An NPC with valuable training confrontation later.
information is in the area. Find and converse with 4. Dynamic Elements: Introduce unexpected events or
them. environmental changes during the fight to keep the
4. Rescue a Captured Fighter: A renowned fighter has players on their toes.
been captured by a rival; rescue them before they’re
executed or brainwashed.
5. Uncover the Fate of a Missing Fighter: Investigate
the disappearance of a skilled fighter who vanished
under mysterious circumstances.
6. Defeat a Rogue Android: An out-of-control android is
wreaking havoc. Defeat it before it causes more
damage.
7. Investigate an Energy Surge: Strange energy
readings are coming from a specific location.
Discover the cause and its implications.
8. Gain an Ally: Secure the allegiance of a powerful
warrior or creature who can aid in your main quest.

Creating Encounters
Objectives
1. Make Peace: Convince two rival factions or martial
artists to cease their conflict. There might be a
hidden antagonist instigating the discord.
2. Protect an NPC: Act as bodyguards for an important
NPC or safeguard a significant Dragon Ball artifact.
The NPC or item might have quirks or
vulnerabilities.
3. Retrieve an Object: Gain possession of a crucial item
(like a Dragon Ball or special Capsule) before time
runs out. Opponents may also seek the item.
4. Run a Gauntlet: Traverse a perilous area filled with
hazards and enemies. Success means reaching the
other side safely, possibly with a time limit.
5. Sneak In: Infiltrate a well-guarded area to complete
a mission without alerting the enemies. If detected,
face increased opposition.
6. Stop a Ritual: Disrupt a villain’s ritual that could
summon a powerful foe or have catastrophic effects.
Fight through minions and sabotage the ritual before
it completes.
7. Take Out a Single Target: Face a formidable villain
surrounded by loyal minions. Defeating the villain
will break their control over the minions but requires
overcoming their guards first.

Combat Encounter Creation


1. Design a Memorable Scene: Create an engaging
battle scene, such as a fight in a crumbling temple or
amidst exploding energy blasts.
Encounter Difficulty Example Party XP Thresholds
Encounter Difficulty Categories For a party of three 3rd-level characters and one 2nd-
level character:
1. Easy: Doesn’t seriously challenge the characters.
They might lose a few hit points, but victory is nearly Easy: 9000 XP (3000 + 3000 + 3000 + 2000)
assured. Medium: 18000 XP (6000 + 6000 + 6000 + 4000)
2. Medium: Has one or two scary moments but should Hard: 27000 XP (9000 + 9000 + 9000 + 6000)
result in victory with no casualties. Healing might be Deadly: 36000 XP (12000 + 12000 + 12000 + 8000)
necessary.
3. Hard: Could go badly for the characters. Weaker Building Encounters
members might be taken out, and there’s a slim Easy Encounter: Use monsters with a total adjusted
chance of death. XP value less than the party’s Easy threshold.
4. Deadly: Could be lethal for one or more characters. Medium Encounter: Use monsters with a total
Success often requires good tactics and quick adjusted XP value between the Easy and Medium
thinking, with a significant risk of defeat. thresholds.
XP Thresholds by Character Level Hard Encounter: Use monsters with a total adjusted
XP value between the Medium and Hard thresholds.
The XP requirement is based on the character’s level Deadly Encounter: Use monsters with a total
multiplied by 1000. adjusted XP value between the Hard and Deadly
thresholds.
Character Level Easy XP Medium XP Hard XP Deadly XP
1 1000 2000 3000 4000 Multipart Encounters
2 2000 4000 6000 8000 Treat each wave of enemies as a separate encounter for
3 3000 6000 9000 12000 XP calculations. If no rest is allowed between waves,
4 4000 8000 12000 16000 encounters can be tougher than their individual parts.
5 5000 10000 15000 20000
6 6000 12000 18000 24000 Budgeting XP for Encounters
7 7000 14000 21000 28000 Use the party’s XP thresholds as a budget to design
8 8000 16000 24000 32000 encounters:
9 9000 18000 27000 36000
10 10000 20000 30000 40000 For a Medium Encounter, ensure the adjusted XP
value of monsters is between the party’s Medium
This pattern continues up to level 100. and Hard thresholds.
Use multipliers for groups of monsters to accurately
Evaluating Encounter Difficulty gauge difficulty.
1. Determine XP Thresholds: Identify the XP
thresholds for each character in the party using the Sample Encounter Calculation
table above. For a party of four 10th-level characters:
2. Calculate Party’s XP Threshold: Sum the XP
thresholds for each character in the party for each Easy Threshold: 40000 XP (10000 x 4)
difficulty category. This gives four totals: Easy, Medium Threshold: 80000 XP (20000 x 4)
Medium, Hard, and Deadly. Hard Threshold: 120000 XP (30000 x 4)
3. Total the Monsters’ XP: Add up the XP for all Deadly Threshold: 160000 XP (40000 x 4)
monsters in the encounter. Each monster’s XP value
is in its stat block. An encounter with two enemies worth 30000 XP
4. Adjust for Multiple Monsters: Apply a multiplier to each has an adjusted XP value of 90000 (30000 x 2 x
the total XP of the monsters if there are more than 1.5), making it a Medium encounter for this party.
one, to account for increased difficulty due to
multiple attacks.

Encounter Multipliers
Number of Monsters Multiplier
1 x1
2 x1.5
3-6 x2
7-10 x2.5
11-14 x3
15 or more x4
The Adventuring Day Combat Encounter Difficulty Categories:
General Overview:
1. Easy: Doesn’t stress the characters’ resources or put
In a typical day of combat and exploration, most
them in serious danger. Victory is highly likely with
Dragon Ball parties can handle around six to eight
minimal losses.
medium or hard encounters. If the adventure includes
2. Medium: Presents one or two challenging moments
more easy encounters, the characters might be able to
but should not result in casualties. Characters might
handle more. Conversely, if there are more deadly
need to use some healing resources.
encounters, they can handle fewer.
3. Hard: Risky for the characters; weaker ones might
Adventuring Day XP:
be knocked out, and there’s a chance of serious harm
To estimate how much experience a character is
or defeat.
expected to earn in a day, use the following table. This
4. Deadly: Potentially lethal for one or more characters.
gives a rough estimate of the adjusted XP value for
Survival requires good tactics and quick thinking,
encounters the party can handle before needing a rest.
with a high risk of defeat.
Level Adjusted XP per Day (per Character)
1st 2,000
Random Encounters
2nd 4,000 Purpose:
3rd 6,000
Create Urgency: Random encounters can prevent
4th 8,000
characters from dawdling, motivating them to seek
5th 10,000
safe places to rest.
6th 12,000
Establish Atmosphere: Encounters can help set the
7th 14,000
tone of the adventure or provide context for the
8th 16,000
world.
9th 18,000
Drain Resources: Random encounters can wear
10th 20,000
down the party’s resources, adding tension.
11th 22,000
Provide Assistance: Some encounters might offer
12th 24,000
help or useful information.
13th 26,000
Add Interest: Encounters can reveal details or
14th 28,000
foreshadow future events.
15th 30,000
16th 32,000 Triggering Random Encounters:
17th 34,000
18th 36,000 When characters are getting off track.
19th 38,000 During breaks or rest periods.
20th 40,000 On long, uneventful journeys.
When characters draw attention to themselves in a
Short Rests: way that attracts notice.
Typically, over the course of a full day, the party will
need to take two short rests: about one-third and two- Building Encounters on a Budget
thirds of the way through the day. Creating Encounters:
To create an encounter within a specific difficulty
Modifying Encounter Difficulty range, use the XP values to build encounters:
Factors to Consider:
Easy Encounter: 1,000 XP total
1. Location and Situation: Adjust the difficulty based Medium Encounter: 2,000 XP total
on the location and the situation. If the characters Hard Encounter: 3,000 XP total
have a disadvantage or advantage compared to their Deadly Encounter: 5,000 XP total
opponents, it can affect the encounter difficulty.
To adjust for multiple enemies or varying conditions,
Decrease Difficulty: If the characters have a apply multipliers to the total XP based on the number of
significant advantage, such as better opponents and their overall threat level.
positioning or equipment, the difficulty might
be lowered by one step.
Increase Difficulty: If the characters face
significant disadvantages, such as being
surprised or hindered by environmental
effects, the difficulty might be increased by
one step.
Random Encounters Roll
Result Encounter Type
Frequency of Checks: 2 Encounter with a rival fighter who challenges the
party.
Hourly Check: Roll a d20 every hour. 3 A small group of mercenaries trying to rob the party.
Periodically: Roll a d20 every 4 to 8 hours, or once 4 A natural disaster, such as a sudden storm or quake.
during the day and once during a long rest. 5 An NPC offering valuable information or assistance.
Roll for Encounter: 6 A large-scale fight between two rival factions.
7 Discovery of a hidden stash or resource.
Roll a d20. If you roll an 18 or higher, a random 8 Encounter with a local authority or government
encounter occurs. agent.
If a random encounter occurs, use the appropriate 9 A combat training facility or dojo with a challenge.
table to determine what happens. If the result seems 10 A lost traveler needing help or guidance.
out of context, reroll. 11 Environmental hazard or obstacle, like a damaged
road.
Creating Random Encounter Tables: 12 Encounter with a powerful figure, either friend or
foe.
1. Define Encounter Types: Determine the types of
encounters suitable for the area—whether it’s a Encounter Challenge:
wilderness, city, or specific environment.
Combat Encounters: Ensure the challenge is
Encounters could include fights with other appropriate for the party’s level and skills. The
fighters, encounters with NPCs, or combat should be engaging but not overwhelming.
environmental events. Non-Combat Encounters: Provide opportunities for
2. Assemble Your Encounters: negotiation, assistance, or other outcomes that can
impact the story without direct conflict.
Combat Encounters: Fights with rival fighters,
mercenaries, or criminals. Guidelines for Encounters:
Environmental Events: Natural phenomena
like storms, earthquakes, or obstacles. Adjust Difficulty: Tailor the difficulty of encounters
NPC Encounters: Meeting allies, informants, based on the context of the encounter. If the party is
or neutral parties with information or well-prepared or at a disadvantage, adjust the
assistance. challenge level accordingly.
3. Probability: Avoid Unnecessary Distractions: Ensure random
encounters contribute to the story or character
Create a table where each possible encounter development, rather than serving as mere
has an assigned chance of occurring. Use a distractions.
die roll to determine the encounter based on
these probabilities. Example Encounter Descriptions:

Example Random Encounter Table: 1. Rival Fighter: A formidable opponent challenges the
Here’s a sample table for a Dragon Ball-like setting party to a duel, offering a chance to prove their skills
using a d12 + d8 for the roll: and gain reputation.
2. Mercenaries: A group of mercenaries attempts to
ambush the party, demanding resources or
information.
3. Natural Disaster: The party must navigate through or
recover from the effects of a storm or earthquake.
4. Helpful NPC: An NPC provides crucial information
or items that could aid the party in their quest.
5. Faction Fight: The party stumbles upon a skirmish
between two rival factions, offering opportunities for
alliances or conflict.
Chapter 4: Creating Nonplayer Outline the NPC’s key abilities and traits. Note if
they have extraordinary or below-average skills:
Characters (NPCs)
Roll (d6) High Ability Low Ability
NPCs are characters controlled by the Game Master
1 Strength—powerful Strength—feeble
(GM) and can play a variety of roles such as allies, rivals,
2 Agility—graceful Agility—clumsy
or neutral parties. This chapter provides guidelines for
3 Endurance—resilient Endurance—fragile
creating NPCs, focusing on their attributes and roles
4 Intelligence—sharp Intelligence—slow
without fantasy elements.
5 Ki Control—skilled Ki Control—poor
Designing NPCs 4. Talent
To make your NPCs memorable and engaging, you can
use the following guidelines: Describe any special talents or skills that make the
NPC stand out, such as exceptional driving skills,
1. Quick NPCs: For minor characters, keep things strategic thinking, or combat prowess.
simple. Focus on one or two distinctive traits to
make them stand out. 5. Mannerism
2. Detailed NPCs: For NPCs with significant roles,
invest more time in their background and Note any distinctive mannerisms or habits, such as a
characteristics. Summarize key aspects in ten peculiar way of speaking, a unique gesture, or an
sentences, covering the following: unusual hobby.

Occupation and History 6. Interactions with Others


Appearance
Explain how the NPC interacts with others. Are they
Abilities
friendly, abrasive, reserved, or manipulative?
Talent
Mannerism 7. Useful Knowledge
Interactions with Others
Useful Knowledge Provide any relevant information or expertise the
Ideal NPC possesses that could be valuable to the players.
Bond
8. Ideal
Flaw or Secret
State the NPC’s core values or motivations. What
NPC Attributes drives them? Is it personal gain, loyalty, justice, or
1. Occupation and History something else?
Occupation: Define what the NPC does and provide 9. Bond
a brief history that hints at their background. For
instance, they might be a former military officer, a Describe the NPC’s connections or relationships. Do
retired adventurer, or a local entrepreneur. they have allies, enemies, or a personal mission that
affects their behavior?
2. Appearance
10. Flaw or Secret
Describe the NPC’s most distinctive physical
features. Use the following table to select or generate Identify a flaw or secret that makes the NPC more
appearance traits: complex. This could be a personal weakness, a
hidden agenda, or a past mistake.
Roll (d20) Feature
1 Distinctive clothing or accessories
2 Piercings or tattoos
3 Unusual hairstyle
4 Formal or business attire
5 Worn or casual clothes
6 Notable scars or physical marks
7 Missing or unusual physical traits
8 Unusual eye or hair color
9 Specific body build or posture
10 Distinctive facial features
11 Exceptional attractiveness or lack thereof

3. Abilities
Chapter 4: Creating Nonplayer 1
Roll (d20) Mannerism
Prone to singing or humming quietly
Characters (NPCs) 2 Speaks in a unique or peculiar way
NPCs can play a variety of roles, from allies to rivals, 3 Has a particularly low or high voice
and their design should reflect a more realistic setting. 4 Slurs words, lisps, or stutters
This chapter will help you create well-rounded NPCs 5 Enunciates words very clearly
without fantasy elements. 6 Speaks loudly
7 Whispers
Designing NPCs 8 Uses elaborate or unusual vocabulary
Talent 9 Frequently uses the wrong word
In one sentence, describe a special skill or ability the 10 Uses colorful or expressive language
NPC possesses. This could be something like a unique 11 Makes constant jokes or puns
talent, hobby, or area of expertise. 12 Prone to dark predictions or doom
NPC Talents 13 Fidgets
14 Squints
Roll (d20) Talent 15 Stares off into the distance
1 Plays a musical instrument 16 Chews something (e.g., gum, food)
2 Speaks several languages fluently 17 Paces around
3 Remarkably lucky 18 Taps fingers
4 Exceptional memory 19 Bites fingernails
5 Excellent with animals 20 Twirls hair or tugs beard
6 Great with children
7 Excellent at solving puzzles ** Interactions with Others**
8 Exceptional at a particular game In one sentence, describe how the NPC typically
9 Skilled at impersonations interacts with others. This can vary depending on their
10 Talented at drawing social context or relationships.
11 Skilled at painting NPC Interaction Traits
12 Great singer
13 Can outdrink anyone Roll (d12) Trait
14 Expert carpenter 1 Argumentative
15 Expert cook 2 Arrogant
16 Master dart thrower or rock skipper 3 Blustering
17 Expert juggler 4 Rude
18 Skilled actor and master of disguise 5 Curious
19 Skilled dancer 6 Friendly
20 Knows specialized jargon or codes 7 Honest
– 8 Hot-tempered
Mannerism 9 Irritable
10 Ponderous
In one sentence, describe a distinctive mannerism 11 Quiet
that makes the NPC memorable. This could be a unique 12 Suspicious
way of speaking or a habitual action. NPC Mannerisms
Useful Knowledge
In one sentence, describe a piece of knowledge the
NPC possesses that could be useful to the player
characters. This might be practical information or a key
clue.
Ideal
In one sentence, describe an ideal or principle that
guides the NPC’s actions. This helps define their
motivations and how they might be influenced.
NPC Ideals

Roll Neutral Other


(d6) Good Ideal Evil Ideal Lawful Ideal Chaotic Ideal Ideal Ideals
1 Compassion Dominance Community Change Balance Aspiration
2 Charity Greed Fairness Creativity Knowledge Discovery
3 Greater Pain Honor Freedom Live and let Moderation
good live
4 Respect Revenge Logic Independence Neutrality Redemption
5 Self-sacrifice Slaughter Responsibility No limits People Self-
knowledge
6 Justice Cruelty Tradition Whimsy Moderation Ambition

Flaw or Secret
In one sentence, describe a flaw or secret that the
NPC might have. This could be a weakness or hidden
aspect of their past that affects their behavior.
NPC Flaws and Secrets

Roll (d12) Flaw or Secret


1 Forbidden love or susceptibility to romance
2 Enjoys decadent pleasures
3 Arrogance
4 Envious of others’ possessions
5 Overpowering greed
6 Prone to rage
7 Has a powerful enemy
8 Specific phobia
9 Scandalous or shameful history
10 Secret crime or misdeed
11 Possession of controversial knowledge
12 Foolhardy bravery

#.
NPCs and Monsters Inferno: Create a massive firestorm in a 200-foot
radius, dealing damage equal to 300% of your Ki
NPCs and monsters play significant roles in adventures. Points used. Can be used Twice per day. Ideal:
They can have various domains, backgrounds, and Power is everything.
distinctive traits that make them memorable. Bond: His homeland, which he seeks to protect and
expand.
Power Level Rating Flaw: Overconfidence in his fire powers, often
Instead of challenge ratings, use Power Level Ratings to underestimating non-elemental threats.
measure difficulty. This is based on the power levels of
characters and NPCs. A higher power level indicates a NPC Party Members
tougher opponent.
NPCs can join the party, sharing risks and rewards.
NPC Statistics They earn experience points and can level up alongside
player characters.
Using a Monster Stat Block Example Follower
For simplicity, you can use monster stat blocks for Name: Mira, the Apprentice
NPCs, customizing them as needed to fit the Dragon Domain: Magic Domain
Ball theme. Power Level: 325
Appearance: Mira is a young girl with silver hair and
Creating Detailed NPCs bright blue eyes. She wears a simple robe and carries a
1. Appearance and Personality: Describe their look, staff.
mannerisms, and quirks. Personality: Mira is eager to learn and proves to be
2. Background: Provide a bit of history to make them very loyal. She has a curious nature but can be
more engaging. impulsive.
3. Domains: Assign them domains based on their Background: Mira showed a natural talent for magic
abilities and background. at a young age. She seeks to master her abilities and
4. Power Level: Determine their power level based on find her place in the world.
their abilities and role. Abilities: Arcane Missile (Level 1)

Example NPC Effect: Fire a missile of arcane energy, dealing


damage equal to 50% of your Ki Points used and
Name: Tormak, the Fire Warlord seeking the nearest enemy within 60 feet. Arcane
Domain: Elemental Domain Barrier (Level 4)
Power Level: 525 Effect: Create a magical barrier that reduces
Appearance: Tormak is a towering figure with fiery incoming damage by 50% for 1 minute. The barrier
red hair and eyes that burn like embers. His armor is can be dismissed early as a reaction.
blackened and scorched from countless battles. Flight: Allows her to hover,Fly and move freely in the
Personality: Tormak is ruthless and relentless, with a air.
deep-seated desire to conquer and dominate. He values
strength above all else and despises weakness. Ideal: Knowledge is the path to true power.
Background: Once a humble warrior, Tormak Bond: Her mentor, who she respects deeply.
discovered his affinity for fire during a life-or-death Flaw: Naivety, often trusting too easily.
battle. Embracing his new powers, he quickly rose
through the ranks, becoming a feared warlord.
Power Level Rating Guide
Abilities: Easy (PL < 1000)**: Suitable for beginner characters.
**Medium (PL 1000 - 5000)**: Provides a challenge for
1. Fireball (Level 1) intermediate characters.
Effect: Launch a ball of fire, dealing damage **Hard (PL 5000 - 10,000)**: Tough for experienced
equal to 50% of your Ki Points used. Shoots characters.
up to 60 feet. Causes a burning effect on **Deadly (PL > 100,000): Only the most powerful
anything within 30 feet of the blast, damage characters can face these threats.
for 3 turns.
Adventure NPCs When other party members act in a manner that
runs counter to the NPC’s alignment or bond, reduce
If you don’t have enough players to form a full party, you the NPC’s loyalty score by 1d4. Reduce the NPC’s
can use NPCs to fill out the ranks. These NPCs should loyalty score by 2d4 if the character is abused,
be the same level as the lowest-level adventurer in the misled, or endangered by other party members for
party and built (either by you or your players) using the purely selfish reasons.
character creation and advancement rules. It’s easiest
on you if you let the players create and run these An NPC whose loyalty score drops to 0 is no longer
supporting characters. loyal to the party and might part ways with them. A
Encourage players to role-play supporting characters loyalty score can never drop below 0.
as true to the NPCs’ personality traits, ideals, bonds,
and flaws as possible, so that they don’t come across as
Contacts
automatons. If you don’t feel that an NPC is being Contacts are NPCs with close ties to one or more of the
portrayed well, you can take control of the NPC, give it player characters. They don’t go on adventures but can
to another player, or simply have the NPC leave the provide information, rumors, supplies, or professional
party. advice, either for free or at a cost. Some of the
NPC supporting characters are easier to play if you backgrounds suggest contacts for beginning
limit their options to simpler domains or abilities. Good adventurers, and characters are likely to secure more
candidates for supporting characters include those with helpful contacts over the course of their adventuring
straightforward abilities from domains like Normal, careers.
Elemental, and Primal. A name and a few choice details are all you need for
casual contacts, but take the time to flesh out a
Optional Rule: Loyalty recurring contact, especially one who might become an
Loyalty is an optional rule you can use to determine how ally or enemy at some point. At the very least, give some
far an NPC party member will go to protect or assist the thought to a contact’s goals and how those goals are
other members of the party (even those they don’t likely to come into play.
particularly like). An NPC party member who is abused
or ignored is likely to abandon or betray the party,
Example Adventure NPC
whereas an NPC who owes a life debt to the characters Name: Kaiden, the Wind Warrior
or shares their goals might fight to the death for them. Domain: Elemental Domain
Loyalty can be role-played or represented by this rule. Power Level: 500
Appearance: Kaiden has short, spiky green hair and
Loyalty Score bright blue eyes. His attire consists of light, flexible
An NPC’s loyalty is measured on a numerical scale from armor that allows for swift movements.
0 to 20. The NPC’s maximum loyalty score is equal to Personality: Kaiden is calm and composed, always
the highest Charisma score among all adventurers in thinking a few steps ahead. He values freedom and
the party, and its starting loyalty score is half that despises being constrained by rules or physical
number. If the highest Charisma score changes— boundaries.
perhaps a character dies or leaves the group—adjust the Background: Kaiden hails from a remote mountain
NPC’s loyalty score accordingly. village where he learned to harness the power of the
wind. He joined the party seeking to test his skills and
Tracking Loyalty protect the natural world.
Keep track of an NPC’s loyalty score in secret so that Abilities: Air Slash (Level 3)
the players won’t know for sure whether an NPC party
member is loyal or disloyal (even if the NPC is currently Effect: Create a blade of air to cut through enemies,
under a player’s control). dealing damage equal to 50% of your Ki Points used
and negating half of their damage reduction.
An NPC’s loyalty score increases by 1d4 if other
party members help the NPC achieve a goal tied to Ideal: Freedom is the highest virtue.
its bond. Bond: His village, which he swore to protect.
An NPC’s loyalty score increases by 1d4 if the NPC Flaw: Overconfidence in his speed, often leading him to
is treated particularly well (for example, given a underestimate slower opponents.
valuable item as a gift) or rescued by another party
member. An NPC’s loyalty score can never be raised
above its maximum.
Patrons d8
1
Objective and Scheme
Immortality
A patron is a contact who employs the adventurers, 1 Acquire a legendary item to prolong life
providing help or rewards as well as quests and 2 Ascend to godhood
adventure hooks. Most of the time, a patron has a vested 3 Become undead or obtain a younger body
interest in the adventurers’ success and doesn’t need to 4 Steal a planar creature’s essence
be persuaded to help them. 2 Influence
A patron might be a retired Z Fighter who seeks 1 Seize a position of power or title
younger heroes to deal with rising threats or a mayor 2 Win a contest or tournament
who knows that the local forces can’t handle a powerful 3 Win favor with a powerful individual
villain. A Capsule Corporation executive becomes a 4 Place a pawn in a position of power
patron by offering a bounty for rogue androids 3 Magic
terrorizing the area, as does a noble who wants an 1 Obtain an ancient artifact
abandoned facility cleared of alien creatures. 2 Build a construct or magical device
3 Carry out a deity’s wishes
Hirelings 4 Offer sacrifices to a deity
Adventurers can pay NPCs to provide services in a 5 Contact a lost deity or power
variety of circumstances. Hireling NPCs rarely become 6 Open a gate to another world
important in an adventure and most require little 4 Mayhem
development. When adventurers hire a pilot to transport 1 Fulfill an apocalyptic prophecy
them across a planet or need a message delivered, the 2 Enact the vengeful will of a god or patron
pilot or courier is a hireling, and the adventurers might 3 Spread a vile contagion
never even converse with that NPC or learn their name. 4 Overthrow a government
A ship captain carrying the adventurers across the sea is 5 Trigger a natural disaster
also a hireling, but such a character has the potential to 6 Utterly destroy a bloodline or clan
turn into an ally, a patron, or even an enemy as the 5 Passion
adventure unfolds. 1 Prolong the life of a loved one
When the adventurers hire an NPC for long-term 2 Prove worthy of another person’s love
work, add the cost of that NPC’s services to the 3 Raise or restore a dead loved one
characters’ lifestyle expenses. 4 Destroy rivals for another person’s affection
6 Power
Extras 1 Conquer a region or incite a rebellion
Extras are the characters and creatures in the 2 Seize control of an army
background that the main characters rarely, if ever, 3 Become the power behind the throne
interact with. 4 Gain the favor of a ruler
Extras might be elevated to more important roles by 7 Revenge
virtue of adventurers singling them out. For instance, a 1 Avenge a past humiliation or insult
player might be hooked by a passing reference you 2 Avenge a past imprisonment or injury
make to a street urchin and try to strike up a 3 Avenge the death of a loved one
conversation with the youngster. Suddenly, an extra on 4 Retrieve stolen property and punish the thief
whom you placed no importance becomes a central 8 Wealth
figure in an improvised roleplaying scene. 1 Control natural resources or trade
Whenever extras are present, be prepared to come up 2 Marry into wealth
with names and mannerisms on the fly. In a pinch, you 3 Plunder ancient ruins
can plunder the race-specific character names found in 4 Steal land, goods, or money
the character creation resources.

Villains
By their actions, villains provide job security for heroes.
Let the tables that follow inspire you.

Villain’s Scheme
Villain’s Methods
d20 Methods 4 Drowning
1 Agricultural Devastation 5 Electrocution
1 Blight 6 Euthanasia (involuntary)
2 Crop failure 7 Disease
3 Drought 8 Poisoning
4 Famine 9 Stabbing
2 Assault or Beatings 10 Strangulation or suffocation
3 Bounty Hunting or Assassination 13 Neglect
4 Captivity or Coercion 14 Politics
1 Bribery 1 Betrayal or treason
2 Enticement 2 Conspiracy
3 Eviction 3 Espionage or spying
4 Imprisonment 4 Genocide
5 Kidnapping 5 Oppression
6 Legal intimidation 6 Raising taxes
7 Press gangs 15 Religion
8 Shackling 1 Curses
9 Slavery 2 Desecration
10 Threats or harassment 3 False gods
5 Confidence Scams 4 Heresy or cults
1 Breach of contract 16 Stalking
2 Cheating 17 Theft or Property Crime
3 Fast talking 1 Arson
4 Fine print 2 Blackmail or extortion
5 Fraud or swindling 3 Burglary
6 Quackery or tricks 4 Counterfeiting
6 Defamation 5 Highway robbery
1 Framing 6 Looting
2 Gossiping or slander 7 Mugging
3 Humiliation 8 Poaching
4 Libel or insults 9 Seizing property
7 Dueling 10 Smuggling
8 Execution 18 Torture
1 Beheading 1 Acid
2 Burning at the stake 2 Blinding
3 Burying alive 3 Branding
4 Crucifixion 4 Racking
5 Drawing and quartering 5 Thumbscrews
6 Hanging 6 Whipping
7 Impalement 19 **Vice
8 Sacrifice (living) 1 Adultery
9 Impersonation or Disguise 2 Drugs or alcohol
10 Lying or Perjury 3 Gambling
11 Magical Mayhem 4 Seduction
1 Hauntings 20 Warfare
2 Illusions 1 Ambush
3 Infernal bargains 2 Invasion
4 Mind control 3 Massacre
5 Petrification 4 Mercenaries
6 Raising or animating the dead 5 Rebellion
7 Summoning monsters 6 Terrorism
8 Weather control
12 Murder
1 Assassination
2 Cannibalism
3 Dismemberment
Villain’s Weakness Effect: Drain life from an enemy, dealing damage
the villain’s weaknesses focus on more grounded and equal to 25% of your Ki Points used and healing
realistic elements, replacing any fantasy elements with yourself for the same amount.
themes fitting a modern or slightly futuristic world with Undead Swarm (Level 6)
superhuman abilities.
Effect: Summon a swarm of 5 undead minions to
Weaknesses attack all enemies within 60 feet. Lasts 1 minute.
Finding and exploiting a villain’s weakness can be very Bone Shield (Level 7)
gratifying for players, although a smart villain tries to
conceal its weakness. Here are some possible Effect: Create a shield of bones, reducing incoming
weaknesses: damage by 50% for 2 turns.

Hidden Object: A vital object or piece of technology


Summon Skeletons (Level 8)
holds the villain’s life force or power. Effect: Summon 3 skeletons to fight for you for 1
Lost Love: The villain’s power is broken if the death minute.
of its true love is avenged.
Artifact Presence: The villain is weakened in the Life Steal (Level 9)
presence of a particular artifact or technological Effect: Steal life from an enemy with each attack,
device. healing yourself for 25% of the damage dealt.
Special Weapon: A specific weapon or technology
deals extra damage when used against the villain. Necrotic Explosion (Level 10)
True Identity: The villain is destroyed if its true Effect: Cause an undead minion to explode, dealing
identity is revealed. An ancient prophecy or riddle damage equal to 50% of your Ki Points used to all
reveals how the villain can be overthrown. enemies within 10 feet.
Forgiveness: The villain falls when an ancient enemy
forgives its past actions. Summon Wraith (Level 11)
Mystic Bargain: The villain loses its power if a long- Effect: Summon a powerful wraith to fight for you for
forgotten bargain or deal is completed. 1 minute. Has the same stats as a wraith + 10% of
your stats.
Undead Domain Techniques
Granted Power: Harness the energy of undeath, gaining Necrotic Resilience (Level 12)
control over undead creatures and enhancing necrotic Effect: Gain resistance to necrotic damage, reducing
abilities. These techniques are adapted for a more incoming necrotic damage by 50%.
realistic, Dragon Ball-like setting.
Necrotic Blast (Level 14)
Necrotic Touch (Level 1)
Effect: Release a blast of necrotic energy, dealing
Effect: Infuse your touch with necrotic energy, damage to all enemies within 20 feet equal to 50% of
dealing damage equal to 25% of your Ki Points used. your Ki Points used.
Grave Shield (Level 1) Ascension to Undead Immortality (Level
Effect: Create a barrier of necrotic energy, reducing 16)
incoming damage by 25% for 2 turns and sending Effect: Transform into an immortal undead being
that damage back to the attacker. with unique powers and abilities.
Immortality: As an immortal undead, you
Summon Undead (Level 2) cannot die from conventional means. Only
Effect: Summon an undead minion to fight for you divine attacks or beings wielding godly power
for 1 minute. Has the same stats as a skeleton + 10% (God Ki) can kill you permanently.
of your stats. Necromantic Mastery: Gain enhanced control
over undead creatures, allowing you to
Death’s Grasp (Level 3) command larger hordes and more powerful
Effect: Grasp an enemy with necrotic energy, dealing undead beings.
damage and reducing their movement speed by 50% Undying Resilience: You do not require food,
for 1 turn. water, or sleep, and you are immune to
exhaustion.
Life Drain (Level 5) Phylactery: Your soul is stored in a phylactery,
making it almost impossible to kill you unless
the phylactery is destroyed by divine power.
Chapter 5: Adventure d100
01-04 On a city-like planet
Location

Environments 05-08 Beneath the surface of a desolate world


09-12 Inside an ancient, crumbling space station
Planetary Locations 13-16 On the remnants of a destroyed planet
Planets in this setting are diverse and exotic, each with 17-22 Deep within a jungle-covered world
its unique challenges, inhabitants, and treasures. Some 23-26 On a volcanic, lava-filled planet
might be ancient, abandoned outposts left by a long- 27-30 Within a frozen, icy wasteland planet
gone civilization, while others could be hostile worlds 31-34 In a desert world with endless sand dunes
dominated by tyrannical rulers or populated by strange, 35-38 On a planet with floating islands
powerful beings. 39-42 In a massive, deep canyon world
Examples of Planetary Environments: 43-46 On a planet with towering mountain ranges
47-50 Beneath the oceans of a water-covered world
Ancient Ruins on a Desolate Planet: A once-thriving
51-54 Within a planet devastated by cosmic storms
world now in ruins, with remnants of advanced
55-58 Inside a mysterious, gas-filled planet
technology and hidden dangers.
59-62 On a planet covered in perpetual darkness
Jungle World: A planet covered in dense, tropical
63-66 In the clouds of a gaseous giant planet
forests teeming with wild, powerful creatures and
67-70 On a planet with ruins of a lost civilization
ancient secrets.
71-74 In a realm of floating asteroids
Frozen Wasteland: A planet locked in perpetual
75-78 On a planet with chaotic gravitational fields
winter, where survival against the elements is as
79-82 Within the core of a molten planet
challenging as facing the monstrous beings that
83-86 On a planet with ancient, dormant technology
roam its icy plains.
87-90 On an artificial, man-made planet
Volcanic World: A fiery planet with rivers of lava,
91-95 Inside the event horizon of a black hole
inhabited by fire-resistant beings and guarded by
96-00 Roll on the Exotic Location table
immense natural hazards.
Floating Islands in a Gas Giant: A world where
Planetary Creators and Inhabitants
floating islands drift in a sea of clouds, connected by
The planets in this universe reflect the nature of their
perilous bridges and inhabited by mysterious air-
creators or current inhabitants. Whether it’s a planet
breathing species.
ruled by a tyrant, a war-torn world from ancient battles,
Building a Planetary Adventure or a lush world created by a benevolent species, these
When creating a planetary adventure, think about the details bring the planet’s setting to life.
planet’s unique qualities. What kind of environment Planetary Creator Table:
does it have? What civilizations (if any) once thrived
d20 Creator
there, and what remains? Who currently inhabits the 1 Ancient Alien Civilization
planet, and what threats do they pose? These factors 2 Rogue AI
will shape the nature of the adventure. 3 Cosmic Beings
Planetary Location Table: 4 Space-Faring Warriors
5 Lost Earth Colony
6 Tyrannical Ruler
7 Abandoned Space Station Builders
8 Bio-Engineered Beings
9 Refugees from a Destroyed World
10 Nomadic Space Tribes
11 Mysterious Energy Manipulators
12 Fallen Empire
13 Intergalactic Smugglers
14 Exiled Scientists
15 Predatory Species
16 Terraforming Corporation
17 Religious Zealots
18 Cosmic Architects
19 Survivors of a Galactic Cataclysm
20 Inhabitants of a Pocket Dimension
NPC Alignment Planetary History
alignments reflect the diverse motivations and moral Planets or cosmic locations often have a rich history
compasses of characters, ranging from those who seek that impacts their current state. The following table
to protect and preserve peace to those who crave power helps define key events that have shaped the planet.
and destruction. Planetary History Table:
Alignment Table:
d20 Key Event Description
d20 Alignment Description 1-3 Abandoned by The planet was once inhabited but
1-2 Lawfull Evil Champions of Vengance, they fight to Destroy Creators has since been deserted.
any and all things against what they think is 4 Plague or Disaster A catastrophic event wiped out the
right. inhabitants.
3-4 Lawfull Driven by strong moral beliefs, they uphold 5-8 Conquered by The planet was taken over by a new,
Good their own sense of right. Invaders possibly hostile, force.
5-6 Chaotic Good-hearted but defy authority and 9-10 Destroyed by Raiders The original civilization was wiped
Good conventional morality. out by powerful raiders.
7-9 Neutral Neutral, they focus on maintaining balance 11 Destroyed by Their The inhabitants uncovered
Good and protecting their domain. Own Discovery something that led to their downfall.
10- True Maintain a neutral stance, seeing both sides 12 Internal Conflict Civil war or internal strife led to the
11 Neutral of any conflict. civilization’s collapse.
12 Chaotic Unpredictable and free-spirited, they follow 13 Magical Catastrophe A catastrophic event involving
their own rules. energy manipulation.
13- Lawfull Evil Seek power through order, ruling with an iron 14- Natural Disaster The planet suffered a devastating
15 fist. 15 natural event.
16- Neutral Evil Pursue personal gain, often at the expense of 16 Cursed The planet is cursed, leading to its
18 others. abandonment.
19- Chaotic Evil Driven by chaos and destruction, they revel in 17- Original Creator Still The original creators still rule the
20 mayhem. 18 in Control planet.
19 Overrun by Planar Beings from another dimension
Planetary Purpose Beings have taken over.
20 Site of a Great Miracle A significant, miraculous event
In this adaptation, planets or cosmic locations serve
occurred here.
specific purposes that define their environment and
challenges. The purpose shapes the planet’s design,
inhabitants, and the kind of adventures that can be Planetary Inhabitants and
found there. Factions
Planetary Purpose Table:
After the original inhabitants leave or perish, other
d20 Purpose Description beings might move in. These new inhabitants create a
1 Trial Ground A planet designed to test and challenge complex ecosystem or social structure that adventurers
warriors. must navigate.
2-5 Stronghold A base for a powerful ruler or army. Factions: On these planets, different groups may vie
6 Labyrinth A confusing, maze-like world designed to for power or resources, leading to potential alliances or
trap or mislead. conflicts that the adventurers can exploit. Whether it’s
7-9 Resource World Rich in valuable materials but heavily rival warrior clans, rogue groups of survivors, or
guarded or dangerous. dominant alien species, these factions add depth to the
planetary setting.
10 Dimensional A planet that connects to various
Nexus dimensions or timelines.
11- Sanctuary A hidden refuge or retreat, often heavily
14 defended.
15- Temple World Sacred to certain beings, with energy and
17 relics of great power.
18- Tomb World An ancient burial site, filled with traps
19 and undead guardians.
20 Vault Contains immense treasure or forbidden
knowledge.
Planetary Ecology Just like mapping a dungeon, planets can be vast and
complex, with multiple terrains, climates, and zones.
a planet’s ecosystem is as vital as any dungeon’s. Each The layout should reflect the planet’s purpose, history,
planet, whether natural or artificially created, supports a and current inhabitants.
variety of life forms that interact with their environment
in complex ways. Understanding these interactions is Terrain Variety: Planets can include diverse terrains
key to designing believable, immersive worlds where —mountain ranges, deep oceans, vast deserts, and
adventurers can strategize and survive. ancient ruins—all contributing to the overall
experience. Consider creating maps that reflect
Planetary Ecosystem these varied landscapes, making each area distinct in
Life Sustenance: Planets need to support life, both appearance and challenge.
meaning they must have resources like air, water, Three-Dimensionality: Think in three dimensions—
and food. Be it vast oceans, dense jungles, or energy floating islands, deep underground tunnels, or
fields, these resources will draw both predators and towering spires reaching into the sky can all add
prey, and determine the behavior of intelligent layers to exploration and combat.
beings. Environmental Wear: Planets are living entities;
Environmental Challenges: The planet might have weather patterns, natural disasters, or cosmic events
extreme weather patterns, dangerous wildlife, or shape them over time. Ravaged cities, fallen temples,
scarce resources, which forces its inhabitants to and energy-scarred landscapes tell the story of what
adapt. Warriors might gather around energy-rich happened there.
areas, and conflicts could arise over control of these Hidden Features: Planets may hold secrets—hidden
vital resources. energy wells, underground bunkers, or abandoned
Energy Sources: In a universe where Ki and other outposts. Finding these requires exploration and
energies are tangible, planets might have areas of awareness of subtle environmental clues.
concentrated energy, like ancient ruins or natural
formations, that attract fighters and energy Example: A planet might feature floating islands
manipulators. where gravity behaves differently, creating challenging
terrains and unique combat opportunities.
Example: A barren, rocky planet might have a single
oasis where pure Ki energy is concentrated. Local Planetary Features
inhabitants and visiting warriors alike might regularly The physical characteristics of planets vary greatly,
converge at this spot to recharge, leading to frequent influenced by their origins, climates, and history. This
battles or negotiations. diversity helps to immerse adventurers in a rich,
believable world.
Encounter Difficulty
Instead of increasing the difficulty purely based on Atmosphere and Climate: A volcanic planet may
location, planetary challenges vary naturally. From have a sulfuric atmosphere, with lava rivers and ash-
powerful guardians in certain areas to weaker creatures filled skies. A jungle planet might be dense with
elsewhere, this variance keeps encounters dynamic and vegetation, humid, and filled with strange, predatory
interesting. plants.
Architectural Remnants: Ancient civilizations may
Dynamic Battles: Encounters should range from have left behind grand structures or ruins. Walls of
easy skirmishes with lesser beings to epic energy, holographic murals, and light-emitting
showdowns against powerful entities, keeping crystals are just some examples of what might be
adventurers on their toes. Some areas might be found.
relatively peaceful, allowing for exploration or Natural Hazards: Earthquakes, energy storms, or
recovery, while others are battlezones teeming with wildlife migrations can make exploration
aggressive life forms. treacherous. These hazards can also be used
Strategic Tactics: Adventurers should consider the strategically by both the planet’s inhabitants and
planetary terrain, local wildlife, and energy flows adventurers.
when planning their approach. A high-energy storm
could disrupt certain abilities, while a canyon might Example: On a planet with frequent seismic activity,
be ideal for setting up ambushes. the terrain shifts regularly, opening and closing paths
and revealing hidden chambers.
Example: On a storm-ridden planet, high-energy
winds disrupt flight-based combat, forcing characters to
fight on the ground, where the terrain is littered with
deadly flora.

Mapping a Planet
Planetary Challenges and who stays exposed for too long. The only safe zones are
within ancient ruins that shield against the storm.
Hazards
the hazards and environmental challenges faced by
Sounds and Energy Vibrations
In a world where energy is as tangible as sound, the
adventurers on different planets are vastly different
vibrations and energy signatures can reveal a lot about
from the traditional dangers of dungeons. Instead of
the environment.
dealing with molds and slimes, explorers might
encounter energy anomalies, unstable terrains, and Echoes and Energy Pulses: On some planets, sound
aggressive native life forms that pose unique threats. might travel unusually far, or energy pulses might
Light and Energy on Planets ripple through the environment, alerting creatures to
the presence of intruders. Adventurers need to be
Even on remote or subterranean planets, the use of light
cautious of their energy output, as even a minor
and energy is essential for survival. However, energy is
pulse might draw attention.
not just a source of illumination but also a critical
Energy Signatures: Certain creatures might be able
resource for combat and sustenance in this universe.
to sense energy signatures from a distance, using
Energy Sources: Adventurers often rely on their Ki them to track down or avoid potential threats. This
or other energy-based sources to illuminate their can lead to strategic battles where controlling or
surroundings, power their gear, or even protect masking one’s energy output is crucial.
themselves from environmental hazards. However,
Example: In the labyrinthine tunnels of an abandoned
emitting energy in a dark or desolate environment
mining planet, every step sends out a faint energy pulse
can attract powerful creatures sensitive to energy
that the native creatures can detect. Adventurers must
signatures from miles away. These creatures might
tread carefully or risk alerting the entire tunnel system.
be drawn to areas where energy is concentrated,
whether it’s a natural energy nexus or an Planetary Hazards
adventurer’s own aura. Instead of encountering slimes and molds, adventurers
Hidden Hazards: While traditional molds and slimes on different planets face hazards that reflect the unique
are not found here, adventurers might face unstable environments and challenges of each world.
energy fields or reactive minerals that could disrupt
their Ki or other abilities. For example, certain ores Energy Absorption Fields: Some planets might have
might dampen energy use, forcing characters to rely areas that absorb and nullify energy attacks, forcing
on physical combat or strategy rather than their fighters to rely on hand-to-hand combat or
powers. unconventional tactics. These fields might shift,
creating zones where energy users are at a
Example: On a barren, dark planet, the only light significant disadvantage.
comes from the glow of Ki auras and occasional bursts Unstable Terrain: Planets with shifting plates or
of bio-luminescent flora. However, activating these extreme weather conditions can have landscapes
auras draws the attention of energy-feeding predators that are constantly changing, with earthquakes,
that hunt in the dark. landslides, or sudden energy storms. Navigating
Air Quality and Atmosphere these terrains requires quick thinking and
adaptability.
The atmosphere on different planets can vary widely,
Reactive Minerals: Some planets might have areas
affecting the physical and energy-based abilities of
filled with reactive minerals that explode or emit
inhabitants and visitors alike.
harmful radiation when exposed to energy attacks.
Energy-Depleting Atmosphere: Some planets might This turns the environment itself into a potential
have an atmosphere that saps energy over time, weapon.
making it harder to sustain powerful techniques. On
Example: On a desert planet rich in reactive crystals,
such planets, adventurers might need to find energy
any energy attack near the ground can trigger a
sources or rest frequently to recharge.
devastating chain reaction of explosions, making every
Toxic or Radioactive Zones: Instead of lingering
battle a risky endeavor.
odors or poor airflow, certain areas might be filled
with toxic gases or radiation that disrupts the energy
flow within a person, weakening their abilities or
causing physical harm.

Example: A planet with a dense, electrified


atmosphere continuously drains the energy of anyone
Settlements Ruler’s Status:

settlements can range from bustling spaceports on a 1. Respected Leader: A fair and just leader, possibly a
developed planet to remote outposts on desolate worlds. powerful martial artist or a wise elder, respected by
These settlements are not only hubs of commerce and all.
culture but also places where powerful warriors, 2. Feared Tyrant: A ruler who holds power through fear
advanced technology, and mysterious forces converge. and oppression, possibly with a loyal group of elite
Here’s how you might adapt traditional D&D settlement warriors.
features to fit a Dragon Ball-inspired universe: 3. Weak Leader: A leader who is easily manipulated by
others, often leading to internal power struggles.
Settlement Types and Adventure Hooks 4. Mysterious Cabal: A group of unknown individuals
Settlements in this universe are often the backdrop for or entities secretly pulling the strings, perhaps with
thrilling adventures, from hunting down a rogue bio- their own hidden agendas.
engineered warrior to protecting a town from a 5. Religious Leader: A settlement ruled by a leader who
marauding alien army. The focus should be on the most is also the head of a powerful religious or
relevant locations and characters to the current story, philosophical order, which could be focused on the
allowing for high-paced, action-packed narratives. control of energy or Ki.

Spaceport Towns: These settlements serve as hubs Notable Traits:


for interplanetary travel, where adventurers might be
called upon to track a criminal through crowded 1. Advanced Technology: The settlement is known for
streets, protect a cargo shipment, or prevent a its cutting-edge technology, attracting scientists,
hostile takeover by a rival faction. engineers, and warriors looking to enhance their
Hidden Villages: Located in remote or difficult-to- abilities.
reach areas, these villages might be the last bastions 2. Training Grounds: A renowned training area for
of ancient knowledge or the hiding places of martial artists, where warriors from across the
legendary warriors. Adventurers might need to galaxy come to hone their skills.
defend these settlements from invaders or uncover 3. Alien Wildlife: The settlement is surrounded by or
their hidden secrets. built around areas inhabited by dangerous or exotic
Corporate Cities: In large, sprawling cities controlled alien creatures.
by powerful corporations, adventurers might face 4. Energy Nexus: The settlement is located near or on
missions ranging from corporate espionage to full- an energy nexus, a place of great power that can be
scale battles against security forces. These cities are harnessed by those who know how.
also hotspots for the latest in technology and 5. Floating Islands/Structures: The settlement is built
scientific breakthroughs, both legal and illicit. on floating islands or platforms, hovering above the
planet’s surface.
Random Settlement Features
Known For Its…
To create unique and dynamic settlements, consider
these features that could add flavor and depth to your 1. Powerful Warriors: The settlement is home to or
setting: frequently visited by some of the most powerful
Race Relations: Instead of traditional fantasy races, fighters in the galaxy.
think about different planetary species or groups of 2. High-Quality Weaponry: The settlement is renowned
enhanced beings. for its weapon-smiths, producing weapons and
armor sought after by warriors from across the
1. Harmony: Different species or factions coexist
universe.
peacefully, often united by a common purpose or
3. Ancient Ruins: The settlement is built atop ancient
goal.
ruins, possibly containing lost knowledge or
2. Tension or Rivalry: There are underlying tensions
powerful artifacts.
between different species or factions, often leading
4. Political Intrigue: The settlement is a hotbed of
to conflicts.
political intrigue, with various factions vying for
3. Rulers/Conquerors: The dominant species in the
power and control.
settlement are the conquerors or rulers of the area,
having recently taken control.
4. Minority Refugees: A minority species within the
settlement are refugees, perhaps fleeing from a
galactic war or planetary disaster.
5. Oppressed Minority: The ruling species or faction
oppresses the minority groups, leading to civil unrest
or rebellion.
Current Calamity: A hidden rebel base could be located underground
or within a dense jungle, with secret entrances and
1. Energy Crisis: The settlement is facing an energy hidden pathways leading to key locations.
crisis, with power sources failing and leading to
widespread panic.
2. Invasion: A hostile alien force or rival faction is
threatening to invade or has already begun an
assault on the settlement.
3. Technological Malfunction: A catastrophic
malfunction in the settlement’s technology has
caused widespread chaos, from failing life support
systems to malfunctioning defense grids.
4. Mutant Outbreak: An outbreak of mutated creatures
or enhanced beings is threatening the safety of the
settlement, possibly due to a failed experiment or
exposure to a dangerous energy source.
5. Galactic War: The settlement is caught in the
crossfire of a larger galactic conflict, with battles
raging on its doorstep.

Building Types and Random Encounters


When adventurers are navigating a settlement, they
might encounter various buildings, each with its own
story and potential for adventure.
Building Types:

1. Training Dojo: A building dedicated to martial arts


training, where adventurers can learn new
techniques or face off against local fighters.
2. Energy Research Lab: A high-tech lab focused on
energy research, possibly holding experimental
technology or unstable power sources.
3. Spaceport Warehouse: A large warehouse storing
goods from across the galaxy, potentially hiding
valuable or dangerous items.
4. Corporate Tower: A tall building owned by a
powerful corporation, possibly the site of secret
meetings or high-stakes negotiations.
5. Black Market: An underground or hidden market
where illegal or rare items are traded, frequented by
adventurers looking for an edge.

Mapping a Settlement
When mapping a settlement, focus on key areas such as
training grounds, research facilities, marketplaces, and
important buildings like the ruler’s palace or the main
energy source. Think about how the settlement’s layout
reflects its purpose, whether it’s a hub of trade, a center
of learning, or a fortress on the edge of known space.
Example:

The capital city of a technologically advanced planet


might have towering skyscrapers, wide energy
streets, and central plazas where warriors gather.
A remote village on a harsh planet might be centered
around a single, well-defended outpost, with smaller
buildings scattered in a more organic pattern.
Law and Order Fines and Compensation: Minor offenses are often
dealt with through fines, paid either in currency or in
law and order might vary greatly depending on the the form of service. Offenders may also be required
settlement’s size, location, and ruling faction. The to compensate those they have wronged.
nature of authority in these settlements often reflects Exile: For more serious crimes, exile to a remote
the power dynamics of the universe, where strength, planet or dangerous area is a common punishment.
reputation, and advanced technology play key roles in The offender is often left to fend for themselves, with
maintaining order. survival being their only goal.
Execution: In extreme cases, especially in
Authority and Law Enforcement settlements ruled by tyrants or during times of war,
Settlement Law Enforcement: execution is the preferred method of punishment.
This may be carried out publicly, sometimes as a
Galactic Patrol: In more lawful and orderly cities, a
spectacle to reinforce the power of the ruling faction.
branch of the Galactic Patrol may maintain peace,
Forced Labor: Offenders might be sentenced to
enforcing interplanetary laws and regulations. They
forced labor, often working in dangerous
are well-equipped and often feature powerful
environments such as mines, or participating in
enforcers capable of handling even the most
grueling tasks like building infrastructure on hostile
dangerous criminals.
planets.
Local Militia: In more remote or independent
settlements, the local militia, often composed of
seasoned warriors or mercenaries, is responsible for
maintaining order and defending the town against
threats. These militias may also rely on adventurers
to help tackle larger dangers.
Martial Law: Some settlements, particularly those
ruled by a powerful leader or tyrant, may be under
martial law. In these places, enforcement is carried
out by elite warriors, and the rules are often harsh,
with immediate and severe punishments for
transgressions.
Citizen Vigilantes: In frontier towns or lawless
zones, it is often up to the citizens themselves to
enforce law and order. Here, powerful individuals or
groups might take justice into their own hands,
dealing with criminals and threats as they see fit.

Trials and Justice:

Martial Combat: Trials by combat are common in


many settlements, where disputes or accusations are
settled through a duel. The winner of the combat is
deemed to be in the right, and their victory often
resolves the matter, sometimes with deadly
consequences.
Council of Elders: In more traditional or spiritual
settlements, a council of elders or wise individuals
may oversee trials, using their experience and
knowledge to pass judgment. Their decisions might
be influenced by mystical insights or their
understanding of Ki.
Advanced Technology: In highly advanced
settlements, trials might be overseen by AI judges or
advanced technologies that analyze evidence,
witness testimony, and even the Ki signatures of the
accused to determine guilt or innocence.

Sentencing and Punishments:


Between Adventures Cryptic Messages: After defeating an enemy, the
characters might find a cryptic message or artifact
the time between epic battles and high-stakes that hints at a larger plot or a more powerful
adventures is just as crucial for character development adversary pulling the strings.
and world-building. This downtime allows characters to NPC Warnings: A trusted ally or mysterious stranger
deepen their connections with the world, pursue could warn the characters of an impending disaster,
personal goals, and prepare for future challenges. urging them to prepare for the next phase of their
journey.
Linking Adventures in a Serialized Ancient Relics: The characters might discover an
Campaign ancient relic or piece of technology that, once
Episodic Campaign: In a Dragon Ball-inspired universe, deciphered, points them to their next destination.
the episodic nature of the series is a natural fit. Each
adventure might feature a different antagonist or These hooks should be intriguing enough to capture
challenge, with the characters growing stronger after the players’ interest but not so overpowering that they
each encounter. This structure mirrors the format of distract from the current adventure.
many Dragon Ball arcs, where new enemies or threats
appear, and the heroes must rise to the challenge. Downtime Activities
Narrative Campaign: Alternatively, a more serialized Training and Mastery: Characters may spend their
campaign allows for an overarching narrative where the downtime mastering new martial arts techniques,
characters’ actions have long-lasting consequences. improving their control over Ki, or training with a
This style can reflect the major sagas of Dragon Ball, powerful mentor. This could lead to learning new
where earlier events set the stage for later conflicts. As abilities, gaining access to special moves, or even
the characters grow in power, they may encounter unlocking hidden potential.
recurring villains, uncover deeper mysteries, or face Building Relationships: Downtime can be used to
escalating threats that tie back to their previous build relationships with other characters, whether it’s
adventures. forming alliances, deepening friendships, or exploring
romantic interests. These relationships can have
Overarching Stories and Campaign significant effects on future adventures, providing new
Themes allies or creating potential conflicts.
Example 1: The Quest of Many Parts In this type of Exploring Personal Goals: Each character may have
campaign, the characters are on a long-term quest to personal goals or side quests they wish to pursue, such
gather the power necessary to defeat a cosmic threat. as seeking out lost family members, reclaiming a family
This could involve collecting ancient artifacts, mastering heirloom, or confronting an old rival. These personal
new techniques, or seeking out legendary masters to stories can be woven into the larger narrative, providing
train under. Each artifact or technique might be hidden depth and motivation for the characters.
in a different part of the galaxy, requiring the characters Gathering Resources: Characters might use their
to undertake a series of adventures to acquire the downtime to gather resources, such as rare materials
necessary tools to face the final enemy. for crafting, advanced technology, or information about
Example 2: Agents of a Greater Cause The characters their enemies. This preparation can give them an edge
could be agents of a powerful organization, such as the in future encounters.
Galactic Patrol or a secret martial arts society. Their Community Involvement: Engaging with the local
mission might be to protect the universe from a rising community, whether by helping rebuild after a battle,
threat, explore uncharted territories, or stop the plans of teaching martial arts, or establishing a base of
a rival faction. This campaign could involve forging operations, can root the characters more deeply in the
alliances, gathering intelligence, and confronting world. This can create long-term allies, generate
powerful foes to prevent the downfall of civilizations. goodwill, and provide a stable place to return to
between adventures.
Planting Adventure Seeds
To create a cohesive and compelling narrative, plant the
seeds of future adventures during the current one. This
could involve:

Mysterious Visions: Characters might receive a


vision during a moment of intense Ki focus, revealing
glimpses of future challenges or distant locations
they must visit.
Foreshadowing Power Levels and Techniques: Track each
character’s power level, techniques they’ve
foreshadowing serves as a way to subtly hint at future mastered, and any special abilities or
threats and events, keeping players on edge and transformations they’ve unlocked. This helps you
building anticipation. The key is to integrate these hints tailor future challenges to their evolving strengths.
naturally into the story, so they feel like an organic part
of the world rather than obvious plot devices. Adventure Log
Session Summaries: After each game session, jot
Techniques for Foreshadowing down a summary of the events, including key battles,
Mysterious Symbols: An enemy might be wearing a discoveries, and interactions with important NPCs.
gi or armor with a strange insignia that the This serves as a reference for both you and the
characters don’t recognize. Later, they may discover players to recall past adventures.
that this symbol represents a powerful martial arts Player Handouts: Keep copies of any maps, mission
school or an intergalactic crime syndicate that will briefs, or lore documents you’ve shared with the
become central to future conflicts. players. This ensures consistency and helps
Prophetic Visions: A wise hermit or a powerful seer maintain the world’s internal logic.
might deliver cryptic prophecies, mentioning “a NPC Notes: Record details about recurring NPCs,
warrior of legend” or “the rise of a cosmic tyrant.” such as their relationship with the characters, their
These words might not make sense at the moment motivations, and any secrets they might hold. For
but will take on greater meaning as the campaign example, a former rival might turn into an ally, or a
unfolds. friendly merchant might have ties to a sinister
Political Turmoil: The announcement of a peace organization.
treaty between rival planets or factions could be met
with secretive dissent, hinting at an impending war. Campaign Calendar
The characters might notice suspicious behavior or Time Management: Track the passage of time in
hear rumors that suggest all is not well. your campaign, noting the change of seasons, the
Increased Activity: The characters might witness duration of training periods, and the timing of major
unusual activity, such as advanced scouting parties events like tournaments or planetary alignments.
from an alien race or reports of strange energy This helps to pace the story and provides a sense of
readings in distant parts of the galaxy. These hints realism.
can foreshadow a larger invasion or the awakening Galactic Events: Record significant galactic events,
of a powerful being. such as the rise of a new emperor, the discovery of a
Popular Media: A broadcast on a galactic news new planet, or a rare cosmic phenomenon that might
network or a popular vid-screen series might depict play a role in future adventures.
exaggerated versions of the characters’ exploits, but
with a twist that hints at future challenges. For Recurring Expenses and
instance, a cartoon could feature a “fictional” villain
who bears an uncanny resemblance to an enemy the
Downtime Activities
characters will face in the future. Property and Influence
As characters gain power and influence, they might
Campaign Tracking come into possession of property, such as a dojo, a
Keeping track of your campaign’s details is essential for spaceship, or even a small planet. Managing these
maintaining continuity and making the world feel alive. assets requires resources and attention:
Here’s how you can manage these elements in a Dragon
Ball-inspired setting: Maintenance Costs: Just like in a traditional fantasy
setting, owning property comes with maintenance
Campaign Planner costs. This might include paying for staff, repairs, or
Story Arcs: Keep a record of the main story arcs, upgrades to defenses.
such as the pursuit of ancient techniques, the rise of Hirelings: Characters might employ skilled warriors,
a galactic empire, or the search for the ultimate engineers, or scientists to assist them in their
Dragon Balls. Update these arcs as new plot threads endeavors. These hirelings require compensation,
emerge and evolve. and their expertise can be crucial in advancing the
Character Goals: Document each character’s characters’ goals.
personal goals, such as mastering a new fighting
style, avenging a fallen mentor, or uniting a divided
planet. Use these goals to design adventures that
resonate with the characters.
Businesses and Strongholds 01-10: You end up in a brawl and face legal issues on
Building a Stronghold: As the characters grow in the planet. Pay 1,000 zeni or face jail time.
power, they might decide to build or take over a 11-20: You wake up on a different planet with no
stronghold, such as a hidden base or a fortified memory of how you got there and lose 500 zeni.
spaceship. Managing this stronghold includes 21-30: You accidentally offend a powerful alien
recruiting a garrison, defending it from attacks, and faction, which is now hostile towards you.
using it as a base for launching future adventures. 31-40: You become entangled in a whirlwind
romance with a local or alien, which could either end
Downtime Between Adventures disastrously or become a valuable bond.
downtime between adventures allows characters to 41-50: You gain minor winnings from gambling or
focus on personal growth and larger projects: brawling, covering your expenses.
51-90: You earn significant winnings and gain
Training: Characters might spend weeks or months valuable information or connections.
mastering new techniques, meditating to unlock 91 or higher: You win big, becoming a local legend
hidden potential, or even undergoing intense training and attracting attention from powerful figures.
on a remote planet. This downtime is essential for
gaining new abilities and preparing for tougher 3. Crafting Advanced Technology
challenges. Instead of magic items, characters in this setting craft
Building Relationships: Characters can use this time advanced technology, like new weapons, armor, or
to deepen bonds with allies, mentor younger devices to enhance their abilities. The process requires
warriors, or forge new alliances. These relationships specific blueprints, rare materials, and a high level of
can lead to new adventures or provide vital support technical expertise.
in future battles. Crafting Tech Items:
Research and Exploration: Some characters might
delve into ancient texts or explore uncharted regions Common (e.g., Scouter, Basic Blaster): 100 zeni, 3rd
of space to uncover lost knowledge or powerful level, 10 days
artifacts. This research can yield valuable insights Uncommon (e.g., Enhanced Blaster, Personal
and open up new storylines. Shield): 500 zeni, 5th level, 20 days
Rare (e.g., Saiyan Armor, Energy Amplifier): 5,000
Downtime Activities zeni, 8th level, 50 days
Very Rare (e.g., Gravity Chamber Portable Unit, AI
The following activities are tailored for a Dragon Ball- Combat Assistant): 50,000 zeni, 12th level, 100 days
inspired universe, emphasizing realism and the non- Legendary (e.g., Portable Hyperbolic Time Chamber,
fantasy, sci-fi elements of your campaign. Advanced Regeneration Pod): 500,000 zeni, 18th
level, 200 days
1. Building a Training Facility
Characters can invest their time and resources into 4. Gaining Influence in a Galactic Empire
building a specialized training facility to hone their Characters can spend downtime increasing their
skills. Before construction begins, they must secure a renown within a powerful interstellar empire or
plot of land, typically on a remote planet or secluded organization. This involves carrying out missions,
area. negotiations, or public appearances.
Costs and Time: Gaining Renown:
Basic Facility (Gravity Chamber, Sparring Arena): For every 10 days spent on these activities, the
10,000 zeni, 30 days character’s renown increases by 1.
Advanced Facility (Gravity Chamber with AI
opponents, Meditation Room with Hyperbolic Time 5. Performing Sacred Rites or Meditation
Dilation): 100,000 zeni, 100 days A character can spend time performing sacred rituals or
deep meditation to align with their inner energy,
The facility grants bonuses to training rolls, reducing
unlocking hidden potential or gaining insight into the
the time needed to gain new abilities or improve
existing ones. universe.
Sacred Rites/Meditation:
2. Carousing in a Galactic Context
Spending at least 10 days gains the character
Characters may spend downtime enjoying themselves at
inspiration for the next 2d6 days.
interplanetary hubs like spaceports, elite resorts, or
Extended meditation (20+ days) could lead to
underground fighting rings.
unlocking new abilities or achieving higher levels of
Carousing Results:
power.
Mythical Artifacts and Treasures Sacred Armor: Armor pieces worn by heroes of old,
imbued with protective energy or enhancing the
Adventurers in this universe strive for many things: wearer’s ki abilities.
Ancient Amulets: Relics said to connect the bearer
Power: Harnessing ancient techniques and to powerful spirits or celestial beings, offering
unlocking hidden potentials. guidance, protection, or the amplification of one’s
Knowledge: Uncovering forgotten histories and natural abilities.
mastering ki. Ki Scrolls: Scrolls that contain long-lost techniques
Justice: Protecting the innocent and upholding or secrets, enabling warriors to unlock new potential
peace. or devastating attacks.
Fortune: Discovering ancient wealth and legendary
items that amplify one’s abilities. Random Treasure Allocation
Just like in traditional settings, treasures in this universe
Types of Treasures can be allocated based on the difficulty of challenges
Treasure comes in many forms, each fitting the setting’s faced. The reward should reflect the scale of the victory
themes and aesthetic: and its impact on the wider universe.
Credits and Universal Currency: Individual Treasures:
The basic form of wealth in the universe, represented by
electronic credits, universal coins, and precious metals. These might include small caches of credits, low-
Like in traditional settings, these are lightweight and level ki crystals, or minor historical artifacts found on
easily transferred. They could be used to buy advanced defeated foes or in hidden locations.
technology, fuel, or rare resources.
Precious Stones and Materials: Treasure Hoards:
Valuable and rare materials are sought after by warriors
Larger hoards could be found in the lairs of powerful
and scholars alike. These could include:
beings, ruins of ancient civilizations, or after the
Ki Crystals: Stones that amplify a user’s ki energy, conquest of a planet. These would contain vast
often used in crafting or enhancing gear. amounts of universal currency, rare materials, and
Spirit Stones: Rare gems with stored life energy, potentially a mythical artifact or two.
potentially used to heal or revive warriors.
Artifacts by Rarity:
Star Metals: Rare materials from meteorites or dying
stars, perfect for forging durable and powerful Common: Relatively simple enhancements, such as
equipment. minor ki-boosting items or basic protective gear.
Uncommon: Items with notable effects, such as ki
Art Objects and Historical Relics:
amplifiers that allow temporary boosts in power or
These items might include:
minor flight enhancements.
Ancient Warrior Statues: Depictions of legendary Rare: Powerful and unique artifacts like the weapon
fighters, often carved from rare materials and worth of a fallen hero or a shield that can block energy
a fortune. attacks.
Mysterious Tablets: Tablets containing forgotten Very Rare: Legendary items with immense power,
techniques or wisdom, valuable both for their such as a sword that can cut through energy blasts
material and knowledge. or armor that regenerates the wearer’s ki.
Trophies of Conquered Planets: Items that Legendary: Items of universe-altering significance,
symbolize victories in galactic battles, revered by like a staff that can channel cosmic energy or an
certain factions. artifact that controls time itself.

Mythical Artifacts:
These are the equivalent of traditional magic items,
representing ancient and powerful tools left behind by
legendary warriors or otherworldly beings. They
include:

Legendary Weapons: Unique weapons with storied


pasts, such as the sword of an ancient space warrior
or the staff of a revered monk. These could provide
significant boosts to combat prowess or grant special
abilities.
Acquiring High-Tech Items and Alien
Artifacts
advanced technology and rare alien artifacts are In your campaign, these items might be rare but
highly sought after. While some individuals might obtainable with effort. Specialized shops or black
desire a high-tech weapon or a powerful piece of markets in bustling spaceports or high-tech cities might
alien technology, not everyone can afford these offer advanced gear and artifacts. However, the sale of
luxuries. Those who can often prioritize more such items could be heavily regulated, leading to a
practical investments, such as enhancing their thriving underground market. Technicians and
combat abilities or improving their spacecraft. engineers might craft custom gear for elite warriors or
spacefaring adventurers.

Identifying High-Tech Items and Alien


Artifacts
Some advanced items look no different from spell in fantasy settings. Alternatively, characters might
ordinary tools, while others clearly display their need to experiment with the item or seek out an expert
extraordinary nature through glowing energy or to uncover its secrets. For example, a character might
unique designs. Even so, discovering the exact need to spend time during a rest period analyzing the
properties of such items isn’t always straightforward. item, using specialized tools or their own ki to sense its
properties. Potions in this setting could be replaced with
The fastest way to identify an item is through energy drinks or pills that enhance one’s ki, which could
advanced scanning equipment, similar to the “Identify” be identified by a quick taste.

Attunement with Advanced Gear


Some high-tech items or alien artifacts require a
bond with the user before their full potential can be
unlocked. This process might involve syncing the
item with the user’s ki or nervous system, often
requiring a specific skill set or training. For example,
a warrior might need to be highly skilled in ki
manipulation to attune to a powerful piece of
technology.

Variant: More Difficult Identification


If you prefer items to retain an air of mystery,
consider requiring more in-depth analysis or even
risky experimentation to fully understand an item’s
capabilities. This could involve using an alien artifact
in battle to discover its true potential or seeking out
ancient texts or experts for guidance.

Individual Treasure and Rewards


rewards often come in the form of currency, Challenge 11-16: Significant amounts of credits,
advanced technology, or alien materials. Here’s how advanced weapons, armor enhancements, or alien
to adjust the treasure tables: artifacts with unique properties.
Challenge 0-4: Characters might find small amounts Challenge 17+: Large caches of credits, cutting-edge
of credits (currency) or basic high-tech gear, such as technology, and legendary alien artifacts that could
scouters or blasters. turn the tide of a major conflict.
Challenge 5-10: Larger sums of credits, more
advanced gear, and rare alien materials for crafting
might be found.
Control Ring and Crown Properties:
Power Surge: While wearing the amulet, the
Category: Advanced Item wearer’s power level doubles. This amplifies
Rarity: Legendary (requires attunement) all ki-based abilities, energy attacks, and
Description: This advanced control system consists physical strength.
of two parts: a Control Ring and a Crown. Created by Strain: The wearer must make a DC 20
the brilliant scientist Krang, the Control Ring allows Endurance saving throw at the start of each of
the user to dominate the mind of anyone wearing the their turns. On a failed save, the wearer takes
Crown, making them follow commands without 1 level Of Strain due to the strain on their
resistance. body.
Properties: Amplified Transformation: If the wearer
Mind Control: When the wearer of the Control transforms while wearing the amulet, their
Ring is within 100 feet of the Crown, they can transformation is twice as powerful, but they
use an action to activate the Crown, exerting take an additional Level Of Strain each turn.
mental control over the wearer. The wearer Temporary Power: The amulet can be worn
must make a DC 18 Endurance saving throw for a maximum of 1 hour before its power
or be charmed by the ring’s user. This control fades and it becomes a simple necklace. It
persists until the Crown is removed or regains its power after being recharged by
destroyed. absorbing energy from a potent energy source
Transformation Suppression: The Crown also (like the core of a planet or a star).
prevents the wearer from transforming into
any enhanced state (such as a Super Saiyan)
unless the Crown is damaged or destroyed. Mech of Rugu (SaiyanMecha Suit)
Durability: The Crown has hit points equal to
three times the creator’s level (or other Category: Legendary Vehicle/Artifact
suitable metric, such as crafting power). Once Rarity: Legendary
these hit points are depleted, the Crown is Description: This mecha suit appears to be a large,
destroyed, freeing the wearer. Great ape Like Suit but can transform into a
Breaking Free: If the wearer of the Crown attempts a powerful, battle-ready Great Ape robotic suit. The
powerful transformation (like into a Legendary suit is equipped with advanced technology and
Super Saiyan), they may make a DC 25 Strength weapons, capable of withstanding incredible
saving throw. On a success, the Crown takes 10d20 damage.
damage, potentially destroying it. Properties:
Transformation: With the pull of specific
Amulet of Amplification levers, the container unfolds into a giant
mecha suit with the following stats:
Category: Mythical Artifact Damage Reduction: 25
Rarity: Legendary (requires attunement) Hit Points: 500
Description: This ancient amulet, said to have been Speed: 40 ft., swim 30 ft.
created by a long-forgotten civilization, doubles the Damage Immunities: Physical
power of the wearer by amplifying their ki. However, Weapons: The mecha suit is equipped with
the amulet also puts an enormous strain on the body, plasma cannons, missile launchers, and a
which can be fatal if worn for too long. shield generator. These weapons allow the
user to make powerful ranged and melee
attacks.
Air and Spaceworthy: The suit is airtight and
can function in the vacuum of space for up to
12 hours, providing life support for the pilot.
Potara Earrings Rarity: Rare
Description: These magical beans are cultivated by
Category: Wondrous Item (requires attunement by Korin and have incredible healing properties. A
two individuals) single Senzu Bean can restore a person’s vitality
Rarity: Legendary completely, even from the brink of death.
Description: These sacred earrings are worn by the Effects:
Supreme Kais and are imbued with ancient power. Instant Healing: When consumed, a Senzu
When worn by two individuals on opposite ears, they Bean restores all of the consumer’s hit points
will be drawn together and fuse into a single, more and removes all conditions, including
powerful entity. The fusion lasts for 1 hour, though it exhaustion, poison, paralysis, and blindness.
becomes permanent if one of the individuals is a Sustenance: A single Senzu Bean provides
Supreme Kai. nourishment for 10 days.
Effects: Rarity: Senzu Beans are extremely rare and
difficult to cultivate, typically available only in
Fusion: When two attuned individuals wear small quantities.
these earrings on opposite ears, they
automatically fuse into a single being. The
resulting entity possesses the combined
Scouter
physical and mental attributes of both Category: Wondrous Item (requires attunement)
individuals, with their powers multiplied by a Rarity: Rare
factor of 10. The fused being gains a new Description: A wearable device typically worn over
personality that is a blend of the original one eye, used by members of the Frieza Force to
individuals. detect power levels and communicate over long
Supreme Fusion: If either individual is a distances. The Scouter provides a range of useful
Supreme Kai, the fusion is permanent. If not, features for tracking and analysis.
it lasts for 1 hour. Effects:
Transformation Lock: If either individual is in Power Level Detection: The Scouter can
a transformed state (e.g., a Super Saiyan detect and measure the power level of any
form) during fusion, the fused being cannot creature within 5 miles. The user can use an
revert to their base form until the fusion ends. action to analyze a creature’s power level,
Overwhelming Power: If the fused entity’s gaining insight into its general strength (GM
power is too great, the fusion may end discretion).
prematurely (GM’s discretion). Communication: The Scouter allows
communication with other Scouter users over
a distance of up to 100 miles, regardless of
1. Power Pole (Nyoibo) obstacles.
Data Storage: The Scouter can store and
Category: Weapon (Quarterstaff) display data on up to 100 individuals,
Rarity: Legendary including their power levels, combat styles,
Description: A mystical, extendable staff originally and known abilities.
given to Goku by his adoptive grandfather, Gohan. Self-Destruct: If the Scouter detects a power
The Power Pole has the unique ability to extend level that exceeds its threshold (GM
infinitely, making it a versatile tool in both combat discretion), it may automatically self-destruct,
and exploration. dealing 1d20 fire damage to the wearer and
Effects: rendering the Scouter unusable.
Extend: As a bonus action, the wielder can
command the Power Pole to extend up to 300
feet in a straight line. The pole can be used to
bridge gaps, knock down obstacles, or strike
distant foes.
Reach: The Power Pole has a reach of 15 feet
when used as a melee weapon. It deals 2d20
bludgeoning damage on a hit.
Indestructible: The Power Pole cannot be
broken, bent, or damaged by any means.

Senzu Beans
Category: Consumable (Rare)
Flying Nimbus Category: Armor (Heavy Armor, requires
attunement)
Category: Wondrous Item (requires attunement by a Rarity: Very Rare
creature of pure heart) Description: A massive exoskeleton resembling a
Rarity: Legendary humanoid suit, the Power Suit is designed for
Description: A magical, sentient cloud that serves as maximum defense at the cost of mobility. Typically
a flying vehicle. The Nimbus only allows those with a used by advanced military forces, this suit greatly
pure heart to ride it, soaring through the skies at amplifies the wearer’s durability and strength,
incredible speeds. though it imposes significant restrictions on
Effects: movement and agility.
Flight: The Flying Nimbus grants its rider the Effects:
ability to fly at a speed of 240 feet per round. It Size Increase: When worn, the Power Suit
can ascend or descend at will, and is increases the wearer’s size by one category
unaffected by terrain or weather. (e.g., from Medium to Large). The suit adjusts
Evasive Maneuvering: The Nimbus is to the wearer’s body, enhancing their stature
incredibly agile, granting its rider a +20 bonus and strength.
to Agility saving throws while flying. Damage Reduction: The suit provides a
Sentience: The Flying Nimbus has an damage reduction equal to the wearer’s own
Intelligence of 10 and can understand damage reduction multiplied by 2, plus an
Common. It will only obey the commands of additional 40 points. This grants significant
those who are pure of heart and will refuse to protection from all forms of physical attacks.
serve anyone it deems unworthy. Evasion Penalty: The Power Suit imposes an
Indestructible: The Nimbus cannot be Evasion Rating penalty of -10, drastically
destroyed or damaged, and it will reform if reducing the wearer’s agility and speed in
dismissed or dispersed. combat. The suit is designed for defense, not
evasion.
1. Saiyan Armor Enhanced Strength: While wearing the Power
Category: Armor (Medium Armor) Suit, the wearer’s Strength score increases by
Rarity: Rare 6, up to a maximum of 26. This increase
Description: A battle suit made from a highly durable reflects the immense power the suit provides,
and flexible material, this armor is worn by Saiyan allowing the wearer to lift and move objects
warriors and members of the Frieza Force. It far beyond their normal capabilities.
provides excellent protection while adapting to the
wearer’s size and body shape. Saiyan Armor is
renowned for its ability to expand and contract,
accommodating transformations and size changes
during battle.
Effects:
Size Adaptation: The armor can stretch up to
two sizes larger than the wearer’s original
size, adjusting instantly to any sudden
transformations or body changes. It returns to
its original size when the wearer reverts back.
Damage Reduction: The armor grants a
damage reduction (DR) of 10, reducing the
damage from all physical attacks by 10 points.
Evasion: The armor has no impact on the
wearer’s speed or evasion, offering an Evasion
Rating of 0, meaning it neither increases nor
decreases agility or movement speed.
Durability: Saiyan Armor is resistant to
environmental damage, including extreme
heat and cold, making it ideal for combat in
harsh conditions.

2. Power Suit
0. Healing Chamber Description: The Time Ring is an ancient artifact
reserved for the Supreme Kais, granting the user the
Category: Wondrous Item ability to manipulate time. It is forbidden for mortals
Rarity: Legendary to use the Time Ring, as it holds tremendous power
Description: This advanced medical device is and can create dangerous paradoxes.
commonly used by elite warriors and military forces Effects:
to rapidly heal injuries and recover from near-death Time Manipulation: The Time Ring allows the
experiences. The Healing Chamber can completely user to travel forward or backward in time by
restore a user’s health and vitality within hours, up to one Hundred years, with a maximum of
making it an invaluable tool for anyone who Ten uses per lifetime. However, time travel
frequently engages in dangerous combat. can result in severe consequences, including
Effects: the creation of alternate timelines and the risk
Rapid Healing: When placed inside the of paradoxes.
Healing Chamber, a creature heals 1 hit point Temporal Shield: The wearer of the Time
every Second and regains full health after one Ring is immune to all time-based effects,
hour. The chamber also cures any conditions, including temporal stasis, aging, and any
such as poison, paralysis, and exhaustion. magic or abilities that manipulate time.
Critical Injury Recovery: The Healing Forbidden Knowledge: Using the Time Ring
Chamber can stabilize and recover individuals grants the user insight into past or future
on the brink of death, restoring them to full events, revealing key information that can
health even if they are at 0 hit points or have alter the course of history. This knowledge
suffered life-threatening injuries. can be dangerous, as tampering with time
Regenerative Properties: In addition to often carries unforeseen risks.
healing injuries, the Healing Chamber can
regenerate lost limbs or other body parts,
though this process takes 4 hours of
continuous use.

1. Weighted Training Gear


Category: Armor (Light Armor)
Rarity: Uncommon
Description: Weighted clothing designed for intense
physical training. This gear places a heavy burden on
the wearer, slowing their movements and making
ordinary tasks more difficult. However, prolonged
use of the Weighted Training Gear can dramatically
increase the user’s strength and speed once
removed.
Effects:
Weighted Encumbrance: While wearing this
gear, the wearer suffers a penalty of -5 to all
Agility-based checks. The weight also reduces
movement speed by half.
Training Bonus: After spending at least Ten
Minutes wearing the Weighted Training Gear
You Gain 5% of your max xp
Temporary Use: The bonus from training can
only be gained once. However, the gear can be
used repeatedly to improve the wearer’s
endurance and strength during battles, albeit
without further stat increases.

2. Time Ring
Category: Wondrous Item (requires attunement by a
Supreme Kai or equivalent)
Rarity: Legendary
Artificial Powers (Pills or Description: This syringe contains a formula that
grants the user the ability to access the Kaio-Ken
Syringes) technique, even if they are naturally too weak to
These synthetic enhancements allow individuals to perform it. The artificial enhancement forces the
temporarily unlock powerful transformations that they user’s body to handle the intense strain of the
are naturally unable to achieve. Created by master technique, though at great personal risk.
scientists, these artificial powers can grant a user Effects:
access to forms like Super Saiyan 3 or Kaio-Ken, but Transformation: Grants the user access to the
with significant limitations. The process of crafting one Kaio-Ken technique up to 2 levels higher than
of these enhancements takes a year of focused research what they can naturally achieve (e.g., if they
and development, and only those whose species can handle Kaio-Ken x2, they can temporarily
naturally align with the transformation can use them. access Kaio-Ken x4).
Backlash: Once the technique ends, the user
General Rules for Artificial Powers: suffers from severe muscle strain taking strain
100 or Three Hundred Levels Away: The user can equal to the level of kaioken
only access transformations that are at most 100 or
300 levels away from their current form (e.g., if a 3. Artificial Ascended Super Saiyan Pill
Saiyan can already go Super Saiyan 2, they can use Category: Consumable (Pill)
an Artificial Power to access Super Saiyan 3). Rarity: Rare
Duration: The transformation lasts for half the usual Description: This pill grants access to the Ascended
time (e.g., if Super Saiyan 3 typically lasts 5 minutes, Super Saiyan form (also known as Super Saiyan
the Artificial Power only sustains it for 2.5 minutes). Grade 2 or Ultra Super Saiyan), a level of power
Mastery Limitation: The user cannot master the beyond the basic Super Saiyan form. The
form. Each time they use the Artificial Power, they transformation emphasizes raw strength, but at the
experience the same strain and exhaustion as if they cost of speed and energy efficiency.
were accessing the form for the first time. Effects:
Side Effects: Prolonged use of Artificial Powers can Transformation: Grants access to the
cause significant physical and mental strain, leading Ascended Super Saiyan form for half the
to exhaustion, injury, or other negative usual duration.
consequences. Energy Drain: Upon reverting, the user loses
30% of their Ki and takes 1 level of
Examples of Artificial Powers: exhaustion.
Usage: Can be used once per day. Prolonged
1. Artificial Super Saiyan 3 Pill use risks muscle strain and decreased overall
Category: Consumable (Pill or Syringe) combat effectiveness over time.
Rarity: Legendary
Description: This pill temporarily unlocks the Super 4. Artificial Super Namekian Syringe
Saiyan 3 form for a Saiyan who has already Category: Consumable (Syringe)
mastered Super Saiyan 2 but lacks the power to Rarity: Very Rare
naturally access the next level. Created by an elite Description: Designed for Namekians, this syringe
scientist, this enhancement allows the user to tap allows a Namekian warrior to temporarily access the
into the raw, immense power of Super Saiyan 3 for a Super Namekian form, a powerful state that
short period. enhances their natural abilities. It grants the user
Effects: tremendous physical power and regenerative
Transformation: Grants the user access to the capabilities, but at a high cost.
Super Saiyan 3 transformation for half the Effects:
usual duration. Transformation: Grants access to the Super
Energy Drain: Upon reverting back to their Namekian form for half the usual duration.
base form, the user suffers from extreme Regeneration Drain: Once the transformation
exhaustion, losing 80% of their maximum Ki ends, the user loses access to their
and taking 3 levels of exhaustion. regenerative abilities for 24 hours and suffers
Usage: The pill can only be used once per long from fatigue, taking 1 level of exhaustion.
rest, and prolonged use can lead to lasting Usage: The syringe can only be used once per
physical damage. long rest.

2. Artificial Kaio-Ken Syringe


Category: Consumable (Syringe)
Rarity: Very Rare
Stat Increasing Items: Pills and 2. Pill of Endurance

Tomes Effect: Increases Endurance by 1-5 points


(based on tier)
These powerful items are rare and sought after by
Description: A green pill that toughens the
warriors and scholars alike. Pills offer quick, but
user’s body and mind, allowing them to
limited, boosts to a character’s physical or mental
endure greater hardships and punishment.
abilities, while tomes provide a more gradual but
The effect is permanent, but the strain is
permanent increase to a single stat.
severe.
Stat-Boosting Pills 3. Pill of Agility

Stat-boosting pills are designed to increase a specific Effect: Increases Agility by 1-5 points (based
stat permanently. However, these pills are extremely on tier)
potent and can only be taken a limited number of times Description: This sleek, blue pill enhances the
in a character’s lifetime. Each pill becomes user’s speed and reflexes, permanently
progressively more expensive as it enhances the same increasing their agility. It allows for faster
stat, making them a luxury for only the most dedicated movement and more precise actions.
individuals. The maximum increase from pills is +30 in 4. Pill of Ki Control
any one stat, and a character can consume a total of 5
pills across their entire lifetime. Effect: Increases Ki Control by 1-5 points
(based on tier)
Maximum Increase per Stat: +30 Description: A glowing, yellow pill that
Lifetime Limit: 5 Pills (total, across all stats) enhances the user’s control over their Ki
energy. It allows for more precise
Pricing Scheme: manipulation of energy and greater efficiency
The cost of each pill increases based on how much the in battle.
stat is already boosted. The more a stat is increased, the 5. Pill of Intelligence
more expensive the next pill becomes. The following is
a suggested pricing tier: Effect: Increases Intelligence by 1-5 points
(based on tier)
+1 to +5: Rare, starting at 100,000 credits/zeni per Description: This purple pill enhances the
pill user’s cognitive abilities, permanently
+6 to +10: Very Rare, 500,000 credits/zeni per pill increasing their intelligence. It sharpens the
+11 to +15: Legendary, 1,000,000 credits/zeni per mind and enhances learning capacity.
pill
+16 to +20: Epic, 5,000,000 credits/zeni per pill
+21 to +25: Mythic, 10,000,000 credits/zeni per pill
+26 to +30: Godlike, 20,000,000 credits/zeni per pill

Effects:
Stat Increase: Permanently increases the specified
stat by the indicated amount.
Side Effects: Each pill puts an immense strain on the
body, requiring the user to rest for a week after
consumption. Multiple pills consumed in quick
succession (within a month) can lead to adverse
effects, such as temporary stat reductions in other
areas or even permanent health problems.

Pill Examples:
1. Pill of Strength

Effect: Increases Strength by 1-5 points


(based on tier)
Description: A small, red pill that fills the user
with raw, physical power. Consuming this pill
makes your muscles swell and harden,
permanently increasing your physical might.
Stat-Boosting Tomes 4. Tome of Ki Control

Unlike pills, tomes provide a more methodical approach Effect: Increases Ki Control by +5
to increasing one’s abilities. Each tome is dedicated to permanently
enhancing a specific stat and provides a permanent +5 Description: This ancient tome glows with Ki
increase. Unlike pills, there is no limit to how many energy, containing secrets on how to
tomes a character can use, but these books are manipulate and control one’s Ki more
incredibly rare and often require significant time and efficiently. By mastering the teachings within,
dedication to unlock their secrets. the reader gains greater control over their
energy reserves.
Stat Increase per Tome: +5 to a specific stat 5. Tome of Intelligence
Limit: No limit, but time and study are required to
unlock the tome’s full potential. Effect: Increases Intelligence by +5
permanently
Tome Study: Description: This detailed tome is filled with
Study Time: Each tome requires 1 month of knowledge on various subjects, from science
dedicated study and practice to fully absorb its to strategy. Through careful study and
knowledge. The user must commit a significant application, the reader sharpens their mind
portion of their time to understanding the techniques and increases their intellectual capacity.
or theories contained within the tome.
Rarity: Tomes are unique and often guarded by
powerful beings, ancient libraries, or hidden within
long-lost temples. Obtaining one is a quest in itself.

Tome Examples:
1. Tome of Strength

Effect: Increases Strength by +5 permanently


Description: A large, ancient book filled with
techniques and training methods for
enhancing physical power. By following the
teachings within, the reader’s muscles grow
stronger and more durable.
2. Tome of Endurance

Effect: Increases Endurance by +5


permanently
Description: This thick tome contains secrets
on how to harden one’s body and mind against
all forms of suffering. Through the techniques
taught within, the reader becomes more
resilient and able to endure greater
challenges.
3. Tome of Agility

Effect: Increases Agility by +5 permanently


Description: A light, flexible book that teaches
advanced acrobatics and reflex training
techniques. By practicing the methods in the
tome, the reader becomes faster and more
agile.
Power Gems 3. Earthquake Gem (Earth)

Power Gems are rare and mystical objects imbued with Description: A solid brown gem with cracks of
incredible energy. When absorbed, these gems grant the golden energy running through it.
user unique feats, abilities, or enhancements. There are Rarity: Rare
19 different types of Power Gems, each with its own Effect: Grants Earth Manipulation ability,
distinct effects, and they vary in rarity and power. Once allowing you to control and move earth and
a Power Gem is absorbed, its effect is permanent, but it stone within a 60-foot radius. You also gain
can only be used by one individual. +10 Strength when in contact with the
ground, and your Ki attacks can cause minor
Power Gem Rarity Levels: quakes, dealing 1d20 Earth damage over 2
Common: Provides basic abilities or small stat turns to grounded enemies.
boosts. Absorption Time: 2 hours of meditation with
Uncommon: Grants unique abilities that enhance the gem.
specific aspects of the user. 4. Gale Gem (Wind)
Rare: Grants powerful abilities that significantly alter Description: A swirling green gem that
how the user fights or interacts with the world. constantly moves as if caught in a breeze.
Epic: Provides extraordinary abilities that are game- Rarity: Uncommon
changing or grant near-supernatural powers.
Effect: Grants Wind Manipulation, allowing
Legendary: These gems grant abilities that border on
you to create gusts of wind that can knock
the divine or cosmic, offering immense power and
back enemies (30 feet) and increase your
abilities.
movement speed by 30 feet per turn.
Additionally, your Ki attacks can take on a
Power Gem Example Types wind element, dealing 1d20 Wind damage and
1. Inferno Gem (Fire) causing enemies to be blown back.
Absorption Time: 1 hour of meditation with
Description: A pure red, fiery gem that burns the gem.
with an internal flame. 5. Thunderstorm Gem (Lightning)
Rarity: Rare
Effect: Grants Fire Immunity and infuses your Description: A bright yellow gem crackling
Ki with flames. All Ki attacks deal an with electrical energy.
additional 1d20 Fire damage every turn for 3 Rarity: Epic
turns. Effect: Grants Lightning Immunity and the
Absorption Time: 1 hour of meditation with ability to call down lightning bolts within a 60-
the gem. foot radius. Your Ki attacks deal an additional
2. Aqua Gem (Water) 1d20 Lightning damage and have a chance to
paralyze enemies for 1 turn. Additionally, you
Description: A deep blue gem that swirls with gain +5 Agility when in the presence of a
the essence of water. storm.
Rarity: Uncommon Absorption Time: 3 hours of meditation with
Effect: Grants Water Breathing and the ability the gem.
to move freely in water without any movement 6. Void Gem (Darkness)
penalties. Additionally, your Ki attacks can
take on a watery form, allowing them to Description: A black gem that seems to
extinguish fire-based attacks absorb all light around it.
Absorption Time: 1 hour of meditation with Rarity: Legendary
the gem. Effect: Grants Darkness Manipulation and the
ability to create an area of impenetrable
darkness in a 60-foot radius. Your Ki attacks
become void-infused, dealing an additional
2d20 Void damage for 3 turns. You also gain
+10 Intelligence when in darkness or shadowy
environments.
Absorption Time: 4 hours of meditation with
the gem.
7. Radiant Gem (Light) 1. Celestial Gem (Cosmic)

Description: A brilliant white gem that glows Description: A gem with swirling, star-like
with an inner light. patterns that seem to shift and change.
Rarity: Epic Rarity: Legendary
Effect: Grants Light Manipulation, allowing Effect: Grants Cosmic Awareness, allowing
you to create blinding flashes of light that stun you to perceive and interact with other
enemies for 1 turn. Your Ki attacks can dimensions. You can use an action to gain
become light-infused, dealing an additional insight into cosmic phenomena or detect
1d20 Light damage. You also gain +20 Ki hidden entities. Your Ki attacks gain 1d20
Control when in bright light or sunlight. Cosmic damage and can disrupt the flow of
Absorption Time: 2 hours of meditation with time, slowing enemies by 50% for 2 turns.
the gem. Absorption Time: 4 hours of meditation with
8. Crimson Gem (Blood) the gem.
2. Mirage Gem (Illusion)
Description: A deep crimson gem that pulses
like a heartbeat. Description: A gem that shimmers with a
Rarity: Rare prismatic light, creating illusory images
Effect: Grants Blood Manipulation, allowing around it.
you to control your own blood to heal wounds Rarity: Epic
at Triple the normal rate. Your Ki attacks can Effect: Grants Illusion Creation, allowing you
become blood-infused, dealing an additional to create realistic illusions within a 30-foot
1d20 Blood damage and causing enemies to radius. These illusions can mimic sounds,
bleed, taking 1d20 damage per turn for 3 sights, and smells. Your Ki attacks gain 1d20
turns. Illusion damage and have a chance to confuse
Absorption Time: 2 hours of meditation with enemies for 1 turn.
the gem. Absorption Time: 3 hours of meditation with
9. Frost Gem (Ice) the gem.
3. Frostfire Gem (Dual)
Description: A pale blue gem that feels cold to
the touch. Description: A gem that shifts between icy
Rarity: Uncommon blue and fiery red, radiating both cold and
Effect: Grants Cold Immunity and the ability heat.
to create ice constructs within a 60-foot Rarity: Rare
radius. Your Ki attacks can become ice- Effect: Grants Dual Element Manipulation,
infused, dealing 1d20 Cold damage and allowing you to control both fire and ice. Your
slowing enemies by 20 feet per turn for 2 Ki attacks can be infused with both elements,
turns. dealing 1d10 Fire damage and 1d10 Cold
Absorption Time: 1 hour of meditation with damage. Additionally, you can create areas of
the gem. mixed fire and ice that cause 1d20 Fire and
10. Titan Gem (Power) Cold damage to enemies standing within it for
3 turns. 30 feet
Description: A golden gem that radiates raw, Absorption Time: 2 hours of meditation with
physical power. the gem.
Rarity: Legendary
Effect: Grants Titan Strength, increasing your
Strength stat by +50 permanently.
Additionally, your Ki attacks gain 2d20 Force
damage and have the chance to knock
enemies prone.
Absorption Time: 4 hours of meditation with
the gem.

Power Gems
4. Gravity Gem (Gravity) 8. Windshear Gem (Air)

Description: A gem with a dark core Description: A gem that appears to be a


surrounded by swirling gravitational forces. swirling vortex of air and wind.
Rarity: Rare Rarity: Uncommon
Effect: Grants Gravity Control, allowing you to Effect: Grants Air Manipulation, allowing you
manipulate gravity within a 40-foot radius. to control and direct air currents. You can use
You can increase or decrease gravity, affecting this ability to create powerful gusts or barriers
movement and attacks. Your Ki attacks gain of wind. Your Ki attacks gain 1d10 Air
1d20 Force damage and have a chance to damage and can push enemies up to 20 feet
reduce enemies’ movement speed by 50% for away.
2 turns. Absorption Time: 1 hour of meditation with
Absorption Time: 2 hours of meditation with the gem.
the gem. 9. Pulse Gem (Energy)
5. Dream Gem (Dreams)
Description: A gem that emits rhythmic pulses
Description: A gem with an ethereal, shifting of vibrant, multicolored energy.
pattern that resembles dreamlike imagery. Rarity: Epic
Rarity: Rare Effect: Grants Energy Amplification,
Effect: Grants Dream Manipulation, allowing increasing your Ki control and energy output.
you to enter and influence the dreams of Your Ki attacks gain 1d20 Force damage and
others. You can use this ability to gather have a chance to overload enemy energy
information or cause nightmares. Your Ki defenses, causing them to take an additional
attacks gain 1d10 Psychic damage and have a 1d10 Energy damage each turn for 2 turns.
chance to disorient enemies for 1 turn. You also gain +20 Ki Control.
Absorption Time: 2 hours of meditation with Absorption Time: 3 hours of meditation with
the gem. the gem.
6. Echo Gem (Sound)

Description: A gem that pulses with rhythmic


vibrations and sound waves.
Rarity: Uncommon
Effect: Grants Sound Manipulation, allowing
you to create and control sound waves. You
can use this to deafen or disorient enemies
within a 30-foot radius. Your Ki attacks gain
1d10 Sonic damage and have a chance to
cause enemies to become dazed for 1 turn.
Absorption Time: 1 hour of meditation with
the gem.
7. Illumination Gem (Light)

Description: A radiant gem that emits a soft,


warm light.
Rarity: Rare
Effect: Grants Light Manipulation, allowing
you to create blinding flashes of light and
illuminate dark areas. Your Ki attacks gain
1d10 Light damage and can blind enemies for
1 turn. Additionally, you gain +5 Endurance
when in bright light.
Absorption Time: 2 hours of meditation with
the gem.
Power Gem Zenni Prices 8. Windshear Gem (Air)

1. Celestial Gem (Cosmic) Rarity: Uncommon


Zenni Price: 120,000 Zenni
Rarity: Legendary Notes: The Windshear Gem’s air manipulation
Zenni Price: 1,500,000 Zenni ability is useful but not as powerful or rare as
Notes: The Celestial Gem provides high-level epic or legendary gems.
cosmic awareness and significant damage 9. Pulse Gem (Energy)
enhancement, making it one of the most
valuable gems. Rarity: Epic
2. Mirage Gem (Illusion) Zenni Price: 900,000 Zenni
Notes: The Pulse Gem’s significant energy
Rarity: Epic amplification and damage potential make it
Zenni Price: 800,000 Zenni one of the most valuable epic gems.
Notes: The Mirage Gem’s ability to create
illusions and its damage-enhancing effects
make it a high-value gem but not as rare as
legendary ones.
3. Tempest Gem (Storm)

Rarity: Epic
Zenni Price: 750,000 Zenni
Notes: The Tempest Gem grants powerful
storm control and high damage output,
making it valuable, though not as rare as
legendary gems.
4. Gravity Gem (Gravity)

Rarity: Rare
Zenni Price: 250,000 Zenni
Notes: The Gravity Gem’s control over
gravitational forces and damage output make
it a valuable asset but less expensive
compared to epic gems.
5. Dream Gem (Dreams)

Rarity: Rare
Zenni Price: 280,000 Zenni
Notes: The Dream Gem’s ability to manipulate
dreams and cause psychic damage adds
significant value, though it’s still in the rare
category.
6. Echo Gem (Sound)

Rarity: Uncommon
Zenni Price: 100,000 Zenni
Notes: The Echo Gem’s sound manipulation
and lower damage output place it in the
uncommon category, making it more
affordable.
7. Illumination Gem (Light)

Rarity: Rare
Zenni Price: 290,000 Zenni
Notes: The Illumination Gem’s radiant
damage and blindness effect make it a strong
rare gem with a higher price.
Power Gem Zenni Prices 8. Crimson Gem (Blood)

1. Inferno Gem (Fire) Rarity: Rare


Zenni Price: 260,000 Zenni
Rarity: Rare Notes: Grants blood manipulation and
Zenni Price: 250,000 Zenni enhanced healing with blood-infused Ki
Notes: Provides fire immunity and infuses Ki attacks. The rare status and unique abilities
with flames, enhancing damage output with a make it a premium choice.
high additional fire damage effect. 9. Frost Gem (Ice)
2. Aqua Gem (Water)
Rarity: Uncommon
Rarity: Uncommon Zenni Price: 120,000 Zenni
Zenni Price: 100,000 Zenni Notes: Provides cold immunity and ice
Notes: Grants water breathing and enhanced construct creation, with cold-infused Ki
movement in water, plus watery Ki attacks. attacks. Priced lower due to its uncommon
Relatively affordable due to its uncommon rarity and effects.
rarity and useful but moderate effects. 10. Titan Gem (Power)
3. Earthquake Gem (Earth)
Rarity: Legendary
Rarity: Rare Zenni Price: 1,500,000 Zenni
Zenni Price: 275,000 Zenni Notes: Grants a permanent Strength boost
Notes: Offers earth manipulation, increased and additional force damage to Ki attacks.
Strength, and earthquake effects on Ki The legendary rarity and significant
attacks. The combination of powerful abilities enhancement to physical power make it one of
and the rarity of the gem increases its price. the most expensive gems.
4. Gale Gem (Wind)

Rarity: Uncommon
Zenni Price: 110,000 Zenni
Notes: Provides wind manipulation and
enhanced movement speed, with wind-infused
Ki attacks. Priced lower due to its uncommon
status and moderate enhancements.
5. Thunderstorm Gem (Lightning)

Rarity: Epic
Zenni Price: 700,000 Zenni
Notes: Grants lightning immunity, lightning
bolts, additional damage, and the potential to
paralyze enemies. Its epic rarity and powerful
effects make it quite valuable.
6. Void Gem (Darkness)

Rarity: Legendary
Zenni Price: 1,200,000 Zenni
Notes: Offers darkness manipulation and void-
infused Ki attacks with necrotic damage. Its
legendary status and potent effects contribute
to its high price.
7. Radiant Gem (Light)

Rarity: Epic
Zenni Price: 650,000 Zenni
Notes: Provides light manipulation, blinding
flashes, and radiant Ki damage. The epic
rarity and its utility in combat make it highly
valued.
Chemical PM 200 PM Points:

Description: Chemical PM is a powerful substance Power Options:


designed to enhance the abilities of weak individuals or Healing Factor: Enhanced healing
humans, granting them powers similar to those of other factor (e.g., 150 HP per turn).
species The substance is highly addictive and has Super Speed: +150 base movement
severe side effects at higher doses. speed.
Pricing: Super Strength: +150 Strength and
+15 Damage Reduction.
10 PM Points Dose: 100,000 Zenni Side Effects:
100 PM Points Dose: 1,000,000 Zenni Slightly Insane trait (e.g., minor
delusions or erratic behavior).
Effects by PM Points:
Increased addiction and health risks.
10 PM Points: 500 PM Points:

Power Options: Power Options:


Healing Factor: Heal 10 HP per turn. Healing Factor: High-level healing (e.g.,
Super Speed: +10 base movement 300 HP per turn).
speed. Super Speed: +300 base movement
Super Strength: +10 Strength and +1 speed.
Damage Reduction. Super Strength: +300 Strength and
Side Effects: +30 Damage Reduction.
Minor side effects (e.g., slight nausea, Side Effects:
minor headaches). Mildly Insane trait (e.g., noticeable
50 PM Points: personality changes).
Significant addiction and health risks.
Power Options: 1000 PM Points:
Healing Factor: Heal 50 HP per turn.
Super Speed: +50 base movement Power Options:
speed. Healing Factor: Maximum healing (e.g.,
Super Strength: +50 Strength and +5 800 HP per turn).
Damage Reduction. Super Speed: +700 base movement
Side Effects: speed.
Reduced Ki regeneration. Super Strength: +700 Strength and
Waking up with a level of exhaustion. +70 Damage Reduction.
100 PM Points: Side Effects:
Extreme Insanity (e.g., complete mental
Power Options: breakdown).
Healing Factor: Heal 100 HP per turn. Always spawn with Half Health and
Super Speed: +100 base movement your new Max hp is halfed.
speed. Severe addiction and health issues.
Super Strength: +100 Strength and
General Side Effects:
+10 Damage Reduction.
Side Effects: Reduced Ki: Starting at 100 PM Points, Ki
Significant reduction in Ki. regeneration is significantly reduced You can no
Always waking up with a level of longer Automaticaly regen ki and You Lose 10 Ki
exhaustion. Points Every Turn.
Increased addiction risk. Exhaustion: Always waking up with a level of
Potential for initial signs of minor exhaustion, increasing every 200 PM Points.
insanity. Sanity Loss:
200 PM Points: Slightly Insane.
500 PM Points: Mildly Insane.
800 PM Points: Insane.

The Effects Of This Drug Also Half All


Transformation Time And Multiplyers
Perminatly Apon Reaching 500 pm
4. Absolute Energy Core
Power Cores
Description: Power Cores are immensely powerful Appearance: Glowing green core.
artifacts, each granting the user extraordinary abilities Effects:
but at a cost. They are roughly the size of a golf ball and Grants infinite Ki.
come with permanent HP penalties. These cores are Grants immunity to all energy reduction
scattered across the multiverse and cannot be effects.
purchased. Takes away 10% of your maximum HP
permanently until removed.
Core Types: Permanent HP Penalty: 10% reduction in
maximum HP.
1. Strength Core
Additional Info: This core provides unlimited
Appearance: Glowing red core. energy for Ki attacks and defense but comes
Effects: with a health cost.
Grants +250 Strength. 5. Mind Core
Takes away 10% of your maximum HP
Appearance: Glowing purple core.
permanently until removed.
Effects:
Permanent HP Penalty: 10% reduction in
Grants the ability to read minds.
maximum HP.
Grants +100 Intelligence.
Additional Info: This core enhances physical
Allows mind control of up to two beings
strength, making the user incredibly powerful
with a power level equal to or lower
but at the cost of reduced overall health.
than yours for 3 turns each, with a 1-
2. Enduring Core
turn cooldown.
Appearance: Glowing black core. Requires a d20 Endurance save against
Effects: a DC of 300 to avoid adverse effects of
Grants immunity to strain and using the core.
exhaustion. Permanent HP Penalty: 10% reduction in
5x to your Damage Reduction maximum HP.
permanently. Additional Info: This core provides
Grants +150 Endurance exceptional mental abilities, including mind
Takes away 10% of your maximum HP reading and limited mind control, with a high
permanently until removed. difficulty check for its use.
Permanent HP Penalty: 10% reduction in
General Information:
maximum HP.
Additional Info: This core makes the user Price: None, as Power Cores cannot be bought and
resistant to physical and mental strain, are found scattered across the multiverse.
enhancing endurance and protection. Acquisition: Power Cores are extremely rare and
3. Time Core require significant effort and adventure to locate.

Appearance: Glowing blue core.


Effects:
Multiplies your base speed by 5 times.
Your able to use any action twice
meaning you can attack speak ect 2x
more then normal
Grants immunity to time-based attacks
and effects.
Allows time travel up to 1 year into the
past or future, but can only be used
once a week.
Permanent HP Penalty: 10% reduction in
maximum HP.
Additional Info: This core provides
exceptional speed and time manipulation
abilities, with the restriction on time travel
frequency.
Dragon Balls 2. Namekian Dragon Balls

General Information: Creation Process:


Ingredients: Similar to Earth Dragon
Purpose: Dragon Balls are magical artifacts that, Balls but with Namekian-specific
when gathered, can summon a dragon capable of mystical elements.
granting wishes. The specifics of the wishes and the Ritual: Performed by the Namekian
dragon’s powers depend on the Dragon Balls’ origin Dragon God or an extremely powerful
and the creator. Namekian, involving rituals tied to
Creation: The Dragon Balls are created by powerful Namekian lore and cosmic energies.
beings or using ancient rituals. The strength and Time to Create: Can take several decades or
appearance of the summoned dragon depend on the more, with significant cosmic and mystical
creator’s power and intentions. energy required.

Types of Dragon Balls Dragon Strength and Wish Limitations


1. Earth Dragon Balls Creator’s Power: The strength of the dragon and the
Creation: Created by the Namekian Dragon range of wishes it can grant are directly proportional
God, Dende, on Earth. to the power and skill of the creator. A more
Number: Seven. powerful Namekian or divine being can create a
Appearance: Orange spheres with a star more powerful dragon with fewer limitations.
pattern (1 to 7 stars). Wish Restrictions: Generally, wishes cannot:
Activation: All seven Dragon Balls must be Exceed the creator’s power or cosmic laws.
gathered and placed together. A wish is made Grant immortality or absolute power.
by speaking it aloud. Resurrect someone who has been dead for too
Dragon Summoned: Shenron long or who has died of unnatural causes.
Appearance: A large, green dragon with GM Discretion: The GM has the final say on what
antler-like horns and a long, serpentine can and cannot be wished for, taking into account
body. the balance of the game and the narrative.
Powers: Can grant a wide range of
wishes, including revival of the dead,
transformation, and other significant
changes. However, certain restrictions
apply based on the Dragon’s power and
the creator’s discretion.
Strength Based on Creator: Shenron’s
power and the number of wishes it can
grant depend on the strength and
intentions of the Namekian who created
it. The more powerful the creator, the
more impressive Shenron’s abilities.

Making Dragon Balls


1. Earth Dragon Balls

Creation Process:
Ingredients: Magical materials, often
infused with the power of a powerful
Namekian or mystical energies.
Ritual: A complex ritual involving high-
level Namekian magic or divine
intervention. This often requires the
Dragon Balls to be activated or charged
with energy periodically.
Time to Create: Usually requires several
months to years, depending on the power of
the creator and the complexity of the ritual.
Z Sword and Katchin Overview Katchin Variants:

Kachi Katchin: Introduced later in Dragon


Katchin
Ball Super, Kachi Katchin is an even stronger
Description: Katchin, also referred to as “Kattchin
version of Katchin. The Grand Priest
Steel” or “Katchintite,” is a material said to be the
references this material during the
strongest metal in the known universe. It is
Tournament of Power to demonstrate the
incredibly dense and durable, making it nearly
incredible strength of certain warriors and
indestructible by normal means.
techniques. Kachi Katchin could be
Appearance: Katchin appears as a dark, dense
considered as a superior, more indestructible
metallic block or rock, typically seen in a cubical
variant of Katchin.
form.
Durability/Health: Katchin has an immense
durability rating, with an estimated health of
In-Game Mechanics for Katchin
1,000,000. This makes it impervious to most attacks, and Z Sword
requiring extremely powerful techniques, energy
attacks, or special conditions to damage or destroy it. Katchin
Uses: Katchin is often used as a material for testing Health/Durability: 1,000,000
or reinforcing powerful artifacts. It has also been Resistance: Katchin is resistant to nearly all forms of
used in the creation of nearly indestructible barriers, damage, with only the most powerful energy attacks
walls, and weapons. Due to its immense strength, or techniques able to scratch or destroy it.
Katchin is highly coveted and rare. Usage: Can be used as a near-impenetrable barrier,
material for constructing powerful weapons, or as an
Z Sword ultimate test for artifacts like the Z Sword.
Description: The Z Sword is an ancient and
powerful weapon said to be one of the strongest Z Sword
swords in the universe. Originally sealed in the Damage Increase: 2x increased damage with any
Sacred World of the Kai, the sword possesses sword swing.
immense destructive power and is said to double the Flat Bonus: +100 damage to any attack roll made
damage of sword swings. using the Z Sword.
Damage Bonus: The Z Sword grants a 2x increased Durability: Despite its power, the Z Sword can break
damage to any attack involving sword swings. under extreme conditions, particularly if used
Additionally, it provides a flat +100 damage bonus to against materials like Katchin or Kachi Katchin.
any attack roll, making it a fearsome weapon in
combat.
Durability: Despite its strength, the Z Sword is not
indestructible. As demonstrated during the Majin
Buu Saga, the Z Sword can be broken if subjected to
extreme forces, such as an impact with a block of
Katchin.

Additional Details on Katchin


and Z Sword
Katchin Testing: The Z Sword was famously tested
against Katchin when Supreme Kai (Shin)
summoned a block of Katchin to assess the sword’s
durability. Goku hurled the Katchin block at Gohan,
who wielded the Z Sword, but the sword shattered
upon contact, revealing that while immensely
powerful, the Z Sword was still vulnerable to the
universe’s hardest materials.
Magic Materialization: Katchin can be summoned
using Magic Materialization techniques, as
demonstrated by Shin and other powerful beings.
These blocks of Katchin are often used in combat
scenarios, barriers, or as a material test for powerful
artifacts like the Z Sword.
Invalidite
Description: Invalidite is an incredibly rare and Durability/Health: Invalidite is entirely indestructible
nearly indestructible metal. It appears only when a by normal means and has a health/durability rating
solar system is destroyed, with 5 feet of Invalidite of Infinite. Only Tier 20 or higher deities or other
manifesting in its place. Due to its unique formation Invalidite can break this metal.
process, Invalidite is considered priceless and is Self-Healing: If damaged, Invalidite automatically
highly coveted throughout the universe. heals itself, bending back into shape and restoring
Appearance: Invalidite has a pitch-black, void-like any lost or damaged parts, making it nearly
color, with no reflection or interaction with light. It impossible to destroy permanently.
appears as a solid, eerie material that seems to Rarity: Since Invalidite can only be created through
absorb the surrounding light, giving it an empty, the destruction of an entire solar system, it is one of
abyssal look. the rarest and most valuable materials in existence.
Weight: Invalidite weighs exactly 1 pound per foot of Its rarity makes it priceless, and it cannot be
the material. purchased or traded under normal circumstances.

Additional Details on Invalidite


Formation: Invalidite forms spontaneously when a Usage: Due to its indestructibility, Invalidite can be
solar system is destroyed, with exactly 5 feet of the used for constructing powerful and impervious
material appearing in place of the annihilated artifacts, weapons, or armor. It is also coveted for
system. This formation process makes Invalidite one creating impenetrable barriers or other structures
of the most mysterious and elusive materials in the requiring immense durability. However, its rarity
universe. means that it is nearly impossible to obtain in large
quantities.
Weakness: Invalidite can only be destroyed or
broken by beings of Tier 20 or higher, such as high-
level deities, or by using other Invalidite. This makes
it one of the most durable and resilient materials in
the universe.

In-Game Mechanics for Invalidite


Invalidite
Health/Durability: Infinite
Resistance: Invalidite is resistant to all forms of
damage, with only Tier 20 or higher deities or other
Invalidite capable of breaking it.
Self-Healing: Invalidite automatically heals and
bends back into shape if damaged, restoring any lost
parts and making it essentially indestructible.
Usage: Can be used to create impervious artifacts,
weapons, armor, or barriers, but its extreme rarity
makes it nearly impossible to obtain under normal
circumstances.
DNA Infusion Crystal
Description: The DNA Infusion Crystal is an Limitations:
incredibly rare and powerful artifact that allows the
user to infuse another species’ DNA into their own, Extraction Requirement: To use the crystal,
granting them one passive ability from that species. the desired DNA must be extracted from the
The crystal works by bonding with extracted DNA target species and prepared for infusion. This
and then merging it with the user’s genetic code, process typically requires advanced
permanently altering them with the chosen passive technology or mystical rituals, making the
trait. However, a user can only hold a maximum of 5 infusion a complex and challenging endeavor.
different DNA types at a time. Beyond this limit, the Balance: The infused DNA only grants one
crystal will reject further infusions. passive ability from the species. The user
Appearance: The DNA Infusion Crystal is a radiant, cannot gain multiple abilities from the same
multifaceted gem that glows with swirling patterns of species through repeated infusions.
color representing the various DNA types it can Rarity: The DNA Infusion Crystal is incredibly
store. The crystal feels warm to the touch and pulses rare and cannot be found or purchased under
with energy when near extracted DNA samples. normal circumstances. It is typically
Effect: discovered in ancient ruins, guarded by
powerful entities, or awarded for completing
When used, the DNA Infusion Crystal infuses extraordinary quests.
one specific DNA type into the user, granting
them a passive ability from that species. The
ability remains active as long as the DNA is
Species DNA and Passives
Below are examples of different species and the
within the user. passives that can be gained from infusing their DNA:
The user may possess up to 5 different DNA
types at a time. Adding a new DNA type Saiyan DNA: Grants the Zenkai Boost passive,
beyond this limit will require the user to allowing the user to grow stronger after recovering
choose one of the existing DNA types to from near-death experiences.
remove, which will be permanently lost unless Namekian DNA: Grants the Regeneration passive,
re-infused. allowing the user to regenerate lost limbs and
The infusion is permanent until actively recover from injuries at an accelerated rate.
removed by another process or ability. Frieza Race DNA: Grants the Natural Armor passive,
giving the user enhanced durability and resistance to
physical attacks.
Yardrat DNA: Grants the Instant Transmission
Ability, allowing the user to teleport Long distances
at will.

In-Game Mechanics for


DNA Infusion Crystal
DNA Infusion Crystal
Effect: Infuses one specific DNA type into the user,
granting a passive ability from that species.
Limit: Can hold up to 5 different DNA types at a
time. Beyond this, a DNA type must be removed to
add a new one.
Usage: Requires extracted DNA from the target
species and can only be used by those with access to
advanced technology or mystical means of infusion.
Rarity: Incredibly rare, often found in ancient ruins
or as rewards for completing extraordinary tasks.
1. Dragon’s Claw
Description: The Dragon’s Claw is a powerful Abilities:
gauntlet that channels the user’s energy into
devastating melee attacks. It has dragon-like scales Energy Slash: The Dragon’s Claw can release
etched into its surface, and its claws can extend or concentrated energy slashes, cutting through
retract based on the user’s will. most materials.
Claw Extender: The claws can extend up to 10
feet, allowing for long-range melee attacks.
Enhanced Strength: Grants the wearer
increased physical strength, adding +50%
Strength to their melee attacks And Attacks
Twice.
Durability/Health: 5,000. The gauntlet is resistant to
most physical attacks but can be damaged by
extremely powerful energy-based attacks.

2. Thunder Hammer
Description: The Thunder Hammer is a massive war Abilities:
hammer that harnesses electrical energy. It is known
for its devastating impact and electrical shock Thunder Strike: When the hammer strikes a
effects. surface, it releases a powerful electrical shock
that can stun enemies and cause additional
damage.
Electroshock Aura: The hammer generates an
electrical field around it, dealing continuous
electrical damage to nearby enemies.
Crushing Blow: Increases physical damage by
2x on each impact.
Durability/Health: 7,000. Extremely durable and
able to withstand heavy impacts and energy attacks.

3. Void Blade
Description: The Void Blade is a mysterious sword
that harnesses the power of the void. It is known for
its ability to bypass most defenses and strike at the
heart of its target.
Abilities:

Void Slash: The blade can cut through


dimensions, allowing it to bypass physical and
energy defenses Negates all damage
Resistance.
Dimensional Shift: The sword can phase
through solid objects and barriers.
Void Aura: Surrounds the user with an aura of
void energy, reducing incoming damage By
Half.
Durability/Health: 7,000. Extremely durable with
enhanced resistance to most attacks due to its void-
based properties.
1. Divine Destruction Armor 3. Supreme Kai Outfit
Description: The Divine Destruction Armor is worn
Description: The Supreme Kai Outfit is worn by the
by the Gods of Destruction and embodies immense
Supreme Kais and represents their authority and
power and durability. It is an ornate suit of armor
mystical powers. It combines elegance with high
that represents the authority and strength of its
functionality.
wearer.
Appearance: The outfit features a traditional, regal
Appearance: The armor is adorned with intricate
design with a vibrant color scheme that includes
designs and symbols representing destruction and
purples, blues, and gold. It includes a long cape and
rebirth. It has a dark, imposing color scheme with
a distinctive headpiece.
gold accents and a glowing aura.
Durability/Health: 750,000. Highly durable and
Durability/Health: 1,000,000. The armor is as
resistant to most forms of attack, with enhanced
durable as the God of Destruction themselves,
protection against mystical and energy-based threats.
capable of withstanding extreme physical and energy
Abilities:
attacks.
Abilities: Mystical Shield: Provides a mystical shield
that absorbs and deflects magical and energy
Destructive Aura: The armor exudes a
attacks.
powerful aura that causes minor damage to
Power Boost: Increases the wearer’s energy
enemies in close proximity.
output by +50% and enhances their energy-
Energy Absorption: Absorbs and redirects
based techniques.
incoming energy attacks to strengthen the
Teleportation: Allows the wearer to teleport
wearer’s own energy Absorbs 50% of all ki
short distances to avoid attacks or reposition
damage and gives you that many ki points
during combat.
back.
Special Feature: The outfit enhances the wearer’s
Enhanced Strength: Grants the wearer
connection to their mystical powers, providing better
+200% Strength and +150 Damage
control and amplification of energy-based abilities.
Reduction.
Special Feature: The armor’s durability is directly
linked to the wearer’s power level, providing 4. Warrior’s Gi
maximum protection and resistance.
Description: The Warrior’s Gi is a traditional martial
arts gi worn by seasoned fighters. It is known for its
2. Angelic Robes combination of durability and flexibility.
Appearance: The gi is simple yet functional, with a
Description: The Angelic Robes are worn by the
design that features a mix of colors representing the
Angels, representing their divine and otherworldly
fighter’s lineage or personal preferences. It is
nature. These robes are both highly protective and
typically reinforced with special materials for added
symbolic of their role as guides and protectors.
protection.
Appearance: The robes are elegant and flowing, with
Durability/Health: 5,000. Durable enough to
a pristine white and silver color scheme. They are
withstand intense physical combat and energy
adorned with celestial symbols and emit a soft,
attacks, but not as resistant as divine or angelic
radiant glow.
outfits.
Durability/Health: 1,000,000. The robes are as
Abilities:
durable as the Angel themselves, providing
exceptional protection against both physical and Ki Enhancement: Enhances the wearer’s Ki
energy-based attacks. by +25%, allowing for more powerful attacks
Abilities: and techniques.
Flexibility Boost: Increases agility and
Celestial Barrier: Creates a protective barrier
flexibility, providing +10 Agility for improved
around the wearer that reduces incoming
combat maneuvers.
damage by 50%.
Special Feature: The gi can be customized with
Healing Aura: Gradually heals minor wounds
different symbols or patterns that grant additional
and restores energy over time Heals 5% of
minor benefits based on the fighter’s style.
your hp every turn.
Enhanced Agility: Grants the wearer +300
Agility and improves movement and reflexes.
Special Feature: The robes can automatically adjust
their durability based on the wearer’s energy levels,
ensuring optimal protection in any situation.
1. Angel Staff 3. Grand Priest Outfit
Description: The Angel Staff is a powerful weapon Description: The Grand Priest Outfit is the
used by Angels in the Dragon Ball universe. It is prestigious attire worn by the Grand Priest of the
imbued with divine energy and possesses various Dragon Ball universe. It symbolizes the highest rank
magical abilities. and authority among the deities aside from zeno.
Appearance: The staff is elegantly designed with a Appearance: The outfit is grand and regal, featuring
sleek, silver appearance, adorned with celestial a flowing robe with intricate patterns and symbols of
symbols and a glowing orb at its tip. It radiates a soft, divine authority. It has a deep, rich color scheme
divine light. with gold and silver accents, and a high, ornate
Durability/Health: 800,000. The staff is highly collar.
durable and can withstand significant physical and Durability/Health: 1,200,000. The outfit is
magical damage. exceptionally durable and provides superior
Abilities: protection against all forms of damage, both physical
and magical.
Celestial Beam: Fires a powerful beam of Abilities:
divine energy that deals +200% damage to
enemies and can pierce through most Divine Shield: Creates an impenetrable shield
defenses. around the wearer that absorbs 75% of
Divine Barrier: Creates a protective barrier incoming damage.
around the user that absorbs 50% of incoming Omnipotence Aura: Enhances the wearer’s
damage. abilities by 2x in all aspects, including
Teleportation: Allows the user to teleport strength, agility, and energy control.
short distances, aiding in combat or evasion. Temporal Manipulation: Grants the ability to
Special Feature: The staff can be wielded with manipulate time within a limited scope,
precision, amplifying the user’s divine or magical allowing for short-term time stops or
abilities and providing enhanced control over accelerations.
celestial energy. Special Feature: The outfit is a symbol of the Grand
Priest’s supreme authority and grants the wearer
exceptional powers, reflecting their position and
2. God of Destruction Apprentice capabilities.
Earrings
Description: The God of Destruction Apprentice
Earrings are worn by the apprentices of the Gods of
Destruction. They symbolize their training and
potential to one day become a God of Destruction.
Appearance: The earrings are sleek and metallic,
featuring a dark, imposing design with a subtle glow.
They are typically worn as a pair and have an ornate,
destructive pattern.
Durability/Health: 500,000. Durable against both
physical and energy-based attacks, though not as
robust as divine or angelic gear.
Abilities:

Destruction Aura: Emits an aura that causes


+50% damage to nearby enemies and
weakens their defenses.
Energy Amplification: Enhances the wearer’s
energy attacks by +25%, increasing their
offensive capabilities.
Destruction Manipulation: Grants the ability
to manipulate and control destructive energy,
allowing for advanced offensive techniques.
Special Feature: The earrings amplify the wearer’s
potential to harness destructive energy, reflecting
their status as an apprentice to a God of Destruction.
God Ki Process:
Invocation: The ritual begins with the
Description: participants focusing their ki and chanting
God Ki (神の気, Kami no Ki; “Life of the Gods”) is a sacred incantations to channel divine energy.
unique and exceptionally pure type of Ki used by divine Transformation: The ritual culminates in a
beings such as the Hakaishin (Gods of Destruction) and transformation where the individual
their Angels. Unlike ordinary ki, God Ki is incredibly undergoing the ritual (e.g., Gokū) is enveloped
difficult to sense by beings lower than Prestige 10 and in a divine aura, granting them the power and
carries immense power and pressure. It is a power attributes of God Ki.
acquired rather than innate, with distinct methods for Result: The transformed being gains the
its acquisition and usage. ability to use God Ki, resulting in a significant
Attributes: boost in power and the acquisition of divine
abilities.
Purity: God Ki is characterized by its exceptional
purity, making it vastly superior to ordinary ki. It is 2. Training with a Deity:
difficult for lower Prestige beings to detect and sense
directly. Overview: Training under a deity, such as an Angel
Pressure: Even beings who cannot sense God Ki can or a God of Destruction, is another method to
feel overwhelming pressure from its presence. This acquire God Ki. This process involves rigorous
pressure can affect the surroundings and intimidate training and mental conditioning to harness and
those who come into contact with it. control divine energy.
Appearance: God Ki manifests with a tranquil, flame- Methods:
like aura. Its color can vary: Specialized Training: The trainee undergoes
Purple: Typically seen with Hakaishin (Gods intense physical and mental training designed
of Destruction). to unlock and control God Ki. This training
Red/Blue: Associated with Saiyan often takes place in special dimensions or
transformations like Super Saiyan God or under unique conditions that prevent the
Super Saiyan Blue, representing a diluted or leakage of ki.
less pure form of divine energy. Focus and Control: The key to mastering God
Pink: Seen with Saiyans of true divine origin, Ki is learning to focus and contain the ki
signifying a more potent form of God Ki. within the body, preventing it from leaking out
in a chaotic manner. This control allows the
Acquisition Methods: individual to harness the immense power of
1. God Ritual: God Ki effectively.
Examples:
Overview: The God Ritual is a specific procedure to Vegeta’s Training: Vegeta acquired God Ki
bestow God Ki upon a being. It is most famously through intensive training with the Angel
used by Son Gokū to achieve the Super Saiyan God Whis. During this training, he learned to
form. The ritual involves gathering a group of power up without allowing his ki to leak out,
Saiyans and performing a ceremony that invokes which is essential for mastering God Ki.
divine power. Gokū’s Development: Gokū also achieved God
Requirements: Ki through training, where he refined his
Participants: At least five pure-hearted ability to control and contain his ki, ultimately
Saiyans (or beings of similar divine potential) leading to the Super Saiyan Blue
are required to perform the ritual. transformation.
Sacred Offering: A ceremonial object or space
that symbolizes the divine presence is
necessary for the ritual to take effect.
Key Characteristics of God Ki Users:
Invisibility: God Ki cannot be sensed by beings lower Aura: The aura of God Ki is distinct, with a calm,
than Prestige 12, making it difficult for ordinary ki flame-like appearance that contrasts with the erratic
users to detect or counter. auras of ordinary ki.
Enhanced Abilities: Users of God Ki experience a
dramatic increase in their overall power, speed, and
durability. They can also perform advanced divine
techniques and energy manipulations.

Special Notes:
Divine Pressure: Beings in the presence of someone Learning and Mastery: While mortals can learn to
exuding excessive God Ki will experience significant develop and use God Ki, it requires extensive
pressure, which can affect their mental and physical training and a deep understanding of divine energy
state. to harness it effectively.

In-Game Mechanics for God Ki


Acquisition: Methods:
Prestige Level Required: God Ki can only be God Ritual: Requires participation in a sacred
obtained at Prestige 10 or higher. ceremony with multiple divine or pure-hearted
beings.
Deity Training: Involves extensive training
under a deity to master the control and usage
of God Ki.

Effects:
Power Boost: Grants a significant increase in power, Divine Techniques: Allows access to advanced divine
speed, and durability. techniques and abilities not available to ordinary ki
Invisibility: God Ki cannot be sensed by beings lower users.
than Prestige 10.

Usage:
Aura Control: Users can control the divine aura to
prevent overwhelming pressure or unintended
detection.
Energy Manipulation: Enhances the user’s ability to
manipulate divine energy for powerful attacks and
defenses.
Temporary God Form
Appearance: The aura of this form is light red with a Duration: Initially lasts for 2 minutes with the first
divine-like flaming effect, and your muscles appear use. Subsequent uses may be adjusted based on
toned down, giving a more streamlined appearance. mastery level.
Multiplier: Provides a 100x multiplier to all stats, Ki Drain: Drains 100 Ki per turn while active.
significantly enhancing your power and abilities. Cooldown: Requires a 5-minute cooldown period
before it can be used again.

Mastery Benefits:
10% Mastery: 50% Mastery:

Progression: Each level of mastery gained Ability: You can now use God Form in
from using the God Form increases conjunction with Super Saiyan Blue and/or
effectiveness and reduces Ki drain slightly. stack it with a species form that has a 5x
20% Mastery: multiplier or less. Note that the Ki drain from
both forms will apply cumulatively.
Ability: At this level, you gain the ability to 100% Mastery:
activate God Form at will without needing
special conditions. Ability: The transformation’s Ki drain is
completely removed. God Form can be
sustained for up to 1 hour at a time, with a
reduced cooldown of just 1 turn.

Base Form Infusion:


Effect: Upon the first use of Temporary God Form,
the form permanently infuses into your base form,
multiplying all base stats, including Ki and HP, by
10x. This infusion also counts your base form as God
Ki, automatically gaining 1 deity level.

Mastery Progression
General Progression: Mastery of God Form Benefits of Mastery:
increases with each use, adding 10% mastery per 10% Mastery: Initial benefits and reduction in
activation. Additionally, each prestige level can boost Ki drain.
mastery by 10% instead of selecting a prestige talent. 20% Mastery: Access to use God Form at will.
50% Mastery: Ability to stack with Super
Saiyan or other species forms with a 5x
multiplyer or less.
100% Mastery: Total removal of Ki drain and
extended duration with minimal cooldown.

How Mastery Works


Progression: Mastery increases with each use of the
form and through prestige levels.
Benefits: Enhances the transformation by reducing
Ki drain, increasing duration, and unlocking
additional abilities.
Strategy: Investing in mastery makes the
transformation more effective and allows for longer
and more efficient use of the form, crucial for high-
level combat scenarios.
Infused God Forms Description: The Godly Android transformation
combines the advanced capabilities of Super
Golden Form (Frieza Race) Android forms with divine energy, creating an
Description: The Golden Form is a high-level impressive and powerful appearance. The form
transformation unique to the Frieza race, features a sleek, metallic sheen with divine energy
characterized by a striking golden aura and a more pulsing through it. The aura is a mixture of silver and
streamlined, muscular appearance. The aura is a divine light, signifying the perfect fusion of advanced
radiant gold with intense energy radiating from it. technology and divine power.
This form significantly amplifies the user’s power Multiplier: 200x to all stats.
and speed, making them a formidable opponent. Appearance: The user’s body is enhanced with a
When infused with God Form, it takes on a divine silver, metallic sheen and divine energy crackling
quality, combining the intense gold aura with the around them. The aura is a blend of silver and divine
tranquil, flame-like effect of divine energy. flames, reflecting the high-tech and godly nature of
Multiplier: 200x to all stats. the form.
Appearance: The form features a golden, almost
metallic sheen with a divine flame-like aura. The
Super Saiyan Blue (Saiyan)
user’s body is more defined and muscular, glowing Description: The Super Saiyan Blue transformation
with a golden radiance that signifies their enhanced is an advanced Saiyan form that infuses divine
energy with the traditional Super Saiyan power. It
power.
features a blue aura with divine flames that signify
Super Namekian God (Namekian) the perfect blend of Saiyan strength and godly
Description: The Super Namekian God power. This form provides immense power and
transformation is a potent fusion of Namekian and speed, making it one of the most formidable
divine energies. It gives the Namekian user a radiant transformations available to Saiyans.
green aura with divine flames dancing around them. Multiplier: 200x to all stats.
The form enhances their already formidable Appearance: The form is marked by a deep blue
regenerative abilities and provides a significant aura with divine, flame-like energy. The user’s hair
power boost, combining the characteristics of a and eyes turn a vibrant blue, and their overall
Super Namekian with the godly traits of divine ki. appearance becomes more streamlined and
Multiplier: 200x to all stats. powerful, reflecting the intense fusion of Saiyan and
Appearance: The form features a vibrant green aura divine energies.
interspersed with divine red and gold flames. The
user’s body appears more robust and their features Summary
are highlighted with an ethereal glow, reflecting their All infused God Forms share a 200x multiplier to all
divine power. stats and feature a unique blend of their base
transformation’s appearance with divine energy. Each
Super Human God (Maximum Overdrive) form combines the characteristics of its respective base
Description: The Super Human God transformation transformation with the overwhelming power and
merges the intense Maximum Overdrive form with tranquility of the God Form Requires Prestige 13 Or
divine energy, resulting in a powerful and intense Higher.
form. It exudes a bright red aura with divine, flame-
like streaks that give off an overwhelming pressure.
This transformation combines the raw power of
Maximum Overdrive with the purity and potency of
God Form.
Multiplier: 200x to all stats.
Appearance: The form is characterized by a blazing
red aura with divine flames intertwined. The user’s
body becomes more muscular and their energy
radiates an intense, divine light, reflecting the blend
of human and godly power.

Godly Android (Super Android)


Hakaishin Form (God of Benefits of Mastery:
0% Mastery: Form lasts for 1 minute, 5% Ki
Destruction Mode) drain per turn.
10% Mastery: Form lasts for 2 minutes, 5% Ki
Overview drain per turn.
The Hakaishin Form is a potent transformation that 20% Mastery: Allows the user to use the form
grants its user the traits and abilities of a God of at will, with no cooldown restriction.
Destruction. It significantly enhances the user’s power 30% Mastery: Reduces the strain gained upon
and offers various offensive and defensive capabilities detransforming to 2 levels.
through the Energy of Destruction. The form starts with 40% Mastery: Reduces Ki drain to 4% per
an impressive multiplier and increases in power turn.
dynamically based on the damage received. Mastery of 50% Mastery: Increases duration to 5 minutes
this form reduces its drawbacks and enhances its and reduces strain to 1 level upon
effectiveness. detransforming.
Multiplier and Power Mechanics 60% Mastery: Reduces Ki drain to 3% per
turn.
Base Multiplier: 500x to all stats.
70% Mastery: Increases duration to 7
Damage-Based Increase: For every 10 damage
minutes.
taken, the multiplier increases by 0.1x. The
80% Mastery: Reduces strain and exhaustion
maximum increase is capped at 10x per instance of
effects upon detransforming to minimal.
damage. For example, if the user takes 100 damage,
90% Mastery: Reduces Ki drain to 2% per
their multiplier increases by 10x, resulting in a total
turn.
multiplier of 510x.
100% Mastery: Eliminates Ki drain, strain,
Maximum Multiplier: 1000x.
and exhaustion effects upon detransforming.
Duration and Drain Duration is maximized to 10 minutes.
Duration: The form lasts for 1 minute per 10%
mastery. At 0% mastery, it lasts 1 minute. At 10%
Appearance
Initial Appearance: The user’s aura is a dense purple
mastery, it lasts 2 minutes, and so on. At 100%
with the Energy of Destruction flowing around them.
mastery, the duration is maximized to 10 minutes.
The user’s body gains increased muscle mass, a
Ki Drain: The form drains 5% of the user’s total Ki
darker skin tone, and light purple sclera. They also
per turn.
exhibit red markings that glow with divine energy.
Strain and Exhaustion: Upon detransforming, the
Full Strength: At maximum power, the aura becomes
user gains 3 levels of strain and exhaustion. This
more intense with the red markings glowing brightly.
effect diminishes with mastery.
The user’s physical features and aura reflect their
Mastery System full transformation into a God of Destruction.
Mastery Increase: Mastery of the Hakaishin Form
increases by 5% each time the form is used.
Usage and Power
Offensive Capabilities: The form grants the ability to
Additionally, every prestige level, the user can
use Energy of Destruction for powerful offensive
increase the mastery by 10% instead of selecting a
techniques, capable of obliterating opponents or
prestige talent.
creating devastating energy blasts.
Defensive Capabilities: It provides enhanced defense
by manipulating Energy of Destruction to block or
deflect attacks.
Balance and Strategy: The form’s dynamic nature
requires careful management of damage intake and
mastery progression. Effective use and mastery of
the Hakaishin Form can significantly alter the tide of
battle, making it a formidable transformation in high-
level confrontations. Requires Prestige 20 Or Higher
Ultra Instinct
Mechanics:
Roll Mechanic: Roll a d20 with a 50%
Overview: increase to your roll compared to UI Omen.
Apply Agility modifiers similarly.
Ultra Instinct is a powerful state that allows the user’s
body to react instinctively, without the need for Duration and Mastery:
conscious thought. This transformation is divided into Duration: 1 minute at 0% mastery. Increases
three stages: Ultra Instinct Omen (UI Omen), Ultra by 1 minute for every 10% mastery (e.g., 2
Instinct (UI), and Perfected Ultra Instinct (Perfected minutes at 10% mastery).
UI). Each stage provides different levels of mastery and Mastery Progression: Gains 5% mastery with
power. each use. Mastery is required to advance to
the next stage.
Strain and Exhaustion: Upon
1. Ultra Instinct Omen detransformation, gain 3 levels in Strain and

(UI Omen) Exhaustion.


Ki Drain: 5% of your Ki per turn.
Multiplier: 500x
Mechanics:
Roll Mechanic: Roll a d20 every time you’re
about to be attacked. Use both your Agility and 3. Perfected Ultra
the attacker’s Agility modifiers against each
other to determine the outcome.
Instinct (Perfected UI)
Multiplier: 1000x
Duration and Mastery:
Mechanics:
Duration: 1 minute at 0% mastery. Increases
Roll Mechanic: Roll a d20 with a 100%
by 1 minute for every 10% mastery (e.g., 2
increase to your roll compared to UI Omen.
minutes at 10% mastery).
Apply Agility modifiers similarly.
Mastery Progression: Gains 5% mastery with
Duration and Mastery:
each use. Mastery is required to advance to
Duration: 1 minute at 0% mastery. Increases
the next stage.
by 1 minute for every 10% mastery (e.g., 2
Strain and Exhaustion: Upon
minutes at 10% mastery).
detransformation, gain 3 levels in Strain and
Mastery Progression: Gains 5% mastery with
Exhaustion.
each use. At 100% mastery, you can use
Ki Drain: 5% of your Ki per turn.
Perfected UI at will, with no Ki drain and no
strain upon detransformation.
Strain and Exhaustion: At 100% mastery, the
2. Ultra Instinct (UI) Strain and Exhaustion effects are removed.
Multiplier: 600x Ki Drain: 5% of your Ki per turn. At 100%
mastery, the Ki drain is removed.

General Mechanics for All Stages:


Health Threshold: If your health drops to 25% or Mastery Progression: Each use of the form increases
less, you automatically transform to the next level of your mastery by 5%. Mastery levels determine the
Ultra Instinct (if applicable). duration and effectiveness of the transformation.

Summary
UI Omen: Initial form with a 500x multiplier.
Requires rolling a d20 with agility modifiers.
UI: Intermediate form with a 600x multiplier.
Enhanced roll mechanics.
Perfected UI: Final form with a 1000x multiplier.
Maximum roll mechanics and no strain at full
mastery.

Requires Prestige 20 Or Higher


Ultimate Form
Overview: Duration: Not time-limited.
The Ultimate Form, achieved through potential Ki Drain: None.
unleashed, is a powerful transformation that Mastery: No mastery required.
provides a substantial boost to the user’s stats. It can Combining Effects: The combination with other
be combined with other forms to enhance their forms allows for powerful synergies and enhanced
effects. abilities based on the secondary form used.
Strain and Exhaustion: None.
Ultimate Form Combining Examples:
Multiplier: 10x
Attributes: Ultimate Form + Super Saiyan: Provides a combined
Combining with Other Forms: Can be multiplier of 50x (10x Ultimate + 5x Super Saiyan).
combined with any transformation of a 5x Super Saiyan effects and boosts are enhanced.
multiplier or less (e.g., Super Saiyan). When Ultimate Form + Super Namekian: Gives a combined
combined, the effects of the Ultimate Form multiplier of 50x, with the Ultimate Form effects
add to the existing multiplier of the combined enhancing the Super Namekian stats and abilities.
form.
Base Stats Enhancement: Upon the first use
of the Ultimate Form, it permanently
increases your base stats by 2x as a
miscellaneous modifier. This includes
Strength, Endurance, Agility, and other stats.
Requires Prestige 7 Or Higher

Unlocking the Beast Form


Unlock Condition: Requires reaching 20 Prestiges.
Beast Form:
Multiplier: 1000x
Attributes: Provides an immense boost to
power without any additional mastery
requirements.
Duration: No time limit.
Ki Drain: 5% of your Ki per turn.
Effects: No other special effects or
transformations are linked to this form other
than its significant power boost.
Strain and Exhaustion: None.

General Information:

Ultimate Form’s First Use: Permanently increases all


base stats by 2x as a miscellaneous modifier. This
includes ki and HP.
Beast Form Characteristics: Known for its extreme
power increase and high multiplier but comes with a
consistent Ki drain of 5% per turn.

Summary
Ultimate Form: A powerful transformation with a
10x multiplier that enhances base stats by 2x
permanently. Can be combined with other forms of a
5x multiplier or less.
Beast Form: Achieved after reaching 20 Prestiges, it
provides a 1000x multiplier with no time limit but
drains 5% Ki per turn.
Orange Namekian Form Ultimate Form + Super Saiyan: Provides a combined
multiplier of 50x. The enhancement effects of both
Overview: transformations are combined.
The Orange Namekian Form is a powerful
transformation with similarities to the Beast Form but Summary
unique attributes and requirements. It offers a
significant boost in power and has visual and functional Orange Namekian Form: Achieved at 20 Prestiges or
distinctions. via Shenron’s wish. Provides a 1000x multiplier with
no time limit but drains 5% Ki per turn. The
Orange Namekian Form transformation visibly increases the user’s height
Multiplier: 1000x and enhances their overall appearance and power.
Attributes: Requires Prestige 13 Or Higher Ultimate Form: Achieved through potential
Appearance: The user becomes around 2 feet unleashed. Offers a 10x multiplier and can be
taller, with orange skin, red eyes, and a more combined with other forms. Increases base stats
muscular physique. The transformation also permanently and unlocks the Orange Namekian
features black pigmentation around the eyes Form at 20 Prestiges.
and a prominent Namekian pride symbol.
Ki Drain: 5% per turn.
Duration: No time limit.
Unlock Condition:
Achieved by reaching 20 Prestiges.
Alternatively, unlocked through a wish to
Shenron for potential unlocking, which
provides the standard Ultimate Form if used
before 20 Prestiges.

Effects:

Power Boost: Provides a 1000x multiplier, offering a


significant enhancement in combat effectiveness.
Ki Drain: Maintains a consistent drain of 5% of Ki
per turn, similar to the Beast Form.
Physical Changes: Increases height by
approximately 2 feet, with an overall more
formidable appearance and enhanced power.

Ultimate Form
Multiplier: 10x
Attributes:
Combining with Other Forms: Can be
combined with other transformations of a 5x
multiplier or less (e.g., Super Saiyan).
Enhances the combined form’s multiplier.
Base Stats Enhancement: Permanently
doubles base stats (Strength, Endurance,
Agility) and Ki/HP as a miscellaneous
modifier.
Duration: No time limit.
Ki Drain: None.
Mastery: No mastery required.

Unlocking Sequence:

First Use: Increases base stats by 2x permanently.


At 20 Prestiges: Unlocks the Orange Namekian
Form instead of the Beast Form if the Ultimate
Form was achieved earlier.

Combining Examples:
1. Earth (1x) Named NPC: Seraphina
Average Power Level: 50 Ki Points: 50
Named NPC: Aria Strength: 50
Ki Points: 10 Agility: 50
Strength: 10 Endurance: 50
Agility: 10 Intelligence: 50
Endurance: 10 Hit Points: 250
Intelligence: 10 Total Power Level: 500
Hit Points: 10
Total Power Level: 50
7. Kai Realm (2x)
Average Power Level: 50,000
2. Planet Namek (1.2x) Named NPC: Lesser Kai Zor
Average Power Level: 400 Ki Points: 10,000
Named NPC: Elder Korr Strength: 10,000
Ki Points: 60 Agility: 10,000
Strength: 60 Endurance: 10,000
Agility: 60 Intelligence: 1,500
Endurance: 60 Hit Points: 10,000
Intelligence: 60 Total Power Level: 50,000
Hit Points: 100
Total Power Level: 400
8. Planet Yardrat (0.8x)
Average Power Level: 400
3. Planet Vegeta (2x) Named NPC: Yardo
Average Power Level: 500 Ki Points: 64
Named NPC: Vegeta Strength: 64
Ki Points: 80 Agility: 64
Strength: 80 Endurance: 64
Agility: 80 Intelligence: 64
Endurance: 80 Hit Points: 80
Intelligence: 80 Total Power Level: 400
Hit Points: 100
Total Power Level: 500
9. Planet Metamor (1.3x)
Average Power Level: 500
4. Hell (5x) Named NPC: Fusion Master Taro
Average Power Level: 525 Ki Points: 100
Named NPC: Inferno Strength: 100
Ki Points: 105 Agility: 100
Strength: 105 Endurance: 100
Agility: 105 Intelligence: 100
Endurance: 105 Hit Points: 200
Intelligence: 105 Total Power Level: 500
Hit Points: 100
Total Power Level: 525
10. Planet Frieza 79 (4x)
Average Power Level: 525
5. Demon Realm (10x) Named NPC: Commander Ryuu
Average Power Level: 750 Ki Points: 105
Named NPC: Lord Zarath Strength: 105
Ki Points: 125 Agility: 105
Strength: 125 Endurance: 105
Agility: 125 Intelligence: 105
Endurance: 125 Hit Points: 105
Intelligence: 125 Total Power Level: 525
Hit Points: 125
Total Power Level: 750

6. Heaven (0.5x)
Average Power Level: 500
11. Planet Kanassa (1.5x) Named NPC: Machine General Rilldo
Average Power Level: 350 Ki Points: 150
Named NPC: Psychic Elder Kaan Strength: 150
Ki Points: 70 Agility: 150
Strength: 70 Endurance: 150
Agility: 70 Intelligence: 150
Endurance: 70 Hit Points: 150
Intelligence: 70 Total Power Level: 750
Hit Points: 70
Total Power Level: 350
17. Planet Arlia (0.9x)
Average Power Level: 600
12. Planet Vampa (2.5x) Named NPC: Arlian Warrior Korr
Average Power Level: 1,000 Ki Points: 120
Named NPC: Vampa Beast Strength: 120
Ki Points: 200 Agility: 120
Strength: 200 Endurance: 120
Agility: 200 Intelligence: 120
Endurance: 200 Hit Points: 120
Intelligence: 200 Total Power Level: 600
Hit Points: 400
Total Power Level: 1,000
18. Planet Imecka (1.4x)
Average Power Level: 400
13. Planet Tuffle (1x) Named NPC: Imepeckian Guardian Zera
Average Power Level: 500 Ki Points: 80
Named NPC: Tuffle Scientist Dr. K Strength: 80
Ki Points: 100 Agility: 80
Strength: 100 Endurance: 80
Agility: 100 Intelligence: 80
Endurance: 100 Hit Points: 80
Intelligence: 100 Total Power Level: 400
Hit Points: 100
Total Power Level: 500
Planet Pital
1. Name: Seran
14. Planet Zoon (1.1x)
Power Level: 200
Average Power Level: 400
Ki Points: 40
Named NPC: Zoon Warrior Kora
Strength: 20
Ki Points: 80
Agility: 30
Strength: 80
Endurance: 25
Agility: 80
Intelligence: 40
Endurance: 80
Hit Points: 45
Intelligence: 80
Hit Points: 80 Description: Seran is a skilled healer and the head of
Total Power Level: 400 Pital’s medicinal council. Known for her gentle nature
and exceptional
15. Planet Konats (1.7x) healing abilities, she can rapidly recover allies and
Average Power Level: 500 cure ailments. Though not a combatant, her knowledge
Named NPC: Konatsian Swordmaster Aira and wisdom are highly respected.
Ki Points: 120
Strength: 120
Agility: 120
Endurance: 120
Intelligence: 120
Hit Points: 120
Total Power Level: 500

16. Planet M2 (3x)


Average Power Level: 750
Agility: 25
Planet Kurese Endurance: 35
2. Name: Dr. Varyn Intelligence: 50
Hit Points: 70
Power Level: 350
Description: Alia is a leader in Mogina’s agricultural
Ki Points: 70
community. She is known for her skills in nurturing the
Strength: 30
land and fostering harmony among her people. Though
Agility: 40
not a combatant, her deep connection to the land
Endurance: 50
provides her with unique strengths in supporting her
Intelligence: 70
allies.
Hit Points: 70

Description: Dr. Varyn is a brilliant scientist and the Planet Colossal


leading researcher on Kurese. His advanced technology 6. Name: Titanus
and intellectual prowess make him a formidable
strategist. He excels in creating innovative weapons and Power Level: 25,000
defenses, blending technology with combat techniques. Ki Points: 5,000
Strength: 2,000
Planet Luud Agility: 1,000
3. Name: High Priest Kuro Endurance: 2,500
Intelligence: 1,500
Power Level: 600 Hit Points: 15,000
Ki Points: 120
Description: Titanus is one of the most powerful
Strength: 50
beings on Planet Colossal. His immense strength and
Agility: 40
durability are a result of the planet’s extreme gravity. As
Endurance: 60
a guardian of his world, he is known for his awe-
Intelligence: 70
inspiring power and resilience, making him a nearly
Hit Points: 250
unstoppable force.
Description: High Priest Kuro leads the worshippers
of Luud. His formidable power and mastery of dark
rituals make him a significant threat. His abilities are
enhanced by his devotion, and he wields both dark
magic and physical strength to protect his sacred
grounds.

Planet Shikk
4. Name: Karg the Unyielding

Power Level: 1000


Ki Points: 200
Strength: 90
Agility: 70
Endurance: 120
Intelligence: 40
Hit Points: 480

Description: Karg the Unyielding is a renowned


warrior from Planet Shikk, known for his exceptional
resilience and combat skills. His ability to endure
extreme conditions and his strength make him a
legendary figure among his people.

Planet Mogina
5. Name: Alia

Power Level: 300


Ki Points: 60
Strength: 30
How To Make Custom Things 5. Effects:

Primary Effect: (e.g., Increases power level by X%,


Artifact Creation Template enhances certain abilities)
Secondary Effects: (e.g., Boosts speed, provides
1. Name:
resistance to certain attacks)
2. Type:
Special Abilities: (e.g., Grants new attacks or
Weapon techniques, temporary invulnerability)
Armor 6. Drawbacks:
Accessory
Miscellaneous Negative Effects: (e.g., Causes exhaustion after use,
reduces the user’s defense, has a cooldown period)
3. Description:
7. Activation:
Briefly describe the artifact’s appearance, origin, and
lore. How It Is Activated: (e.g., By focusing ki, using a
transformation device, through a special ritual)
4. Effects:
8. Additional Notes:
Primary Effect: (e.g., Increases strength by X%)
Secondary Effects: (e.g., Grants the ability to fly, Any other relevant details or rules for the
boosts ki regeneration) transformation.
Special Abilities: (e.g., Allows the user to perform a
unique attack or spell) Species Creation Template
5. Activation: 1. Name:
2. Description:
How It Is Used: (e.g., Requires a special ritual, can be
activated with a command word, worn continuously) Describe the appearance, culture, and lore of the
species.
6. Limitations:
3. Home Planet:
Drawbacks: (e.g., Only usable a certain number of
times per day, causes fatigue, requires a specific Name and characteristics of the planet or
condition to activate) environment the species originates from.

7. Rarity: 4. Average Power Level:

Common/Uncommon/Rare/Legendary Typical Power Level Range: (e.g., 100 - 300)

8. Additional Notes: 5. Racial Traits:

Any other relevant information, such as how the Physical Traits: (e.g., Unique physical features,
artifact can be upgraded or its history. average height/weight)
Abilities: (e.g., Enhanced senses, natural abilities,
Transformation Creation Template resistance to certain elements)
Strengths: (e.g., High endurance, exceptional agility)
1. Name:
Weaknesses: (e.g., Vulnerable to specific attacks, low
2. Description:
tolerance for certain environments)
Describe the appearance and lore of the 6. Special Techniques:
transformation.
Unique Abilities: (e.g., Racially specific techniques or
3. Requirements:
powers)
Prerequisites: (e.g., Achieved through training, 7. Average Population:
requires a specific artifact, needs a certain power
level) Typical Population Size: (e.g., 5 million)
4. Duration:

How Long It Lasts: (e.g., Until the battle ends, limited


time, until the user expends a certain amount of ki)
Deity Creation Template Ki Consumption: (e.g., Amount of ki needed to
perform the ability)
1. Name:
2. Description: 5. Effects:
Describe the deity’s appearance, domain, and Primary Effect: (e.g., Damage dealt, protection
significance within the universe. provided)
3. Domain: Secondary Effects: (e.g., Status effects like paralysis,
area of effect)
Area of Influence: (e.g., Nature, War, Healing,
6. Activation:
Destruction)

4. Powers: How It Is Used: (e.g., Requires a specific gesture,


focused energy, a verbal command)
Primary Abilities: (e.g., Control over specific
7. Duration:
elements, divine interventions)
Secondary Abilities: (e.g., Granting blessings, Duration: (e.g., Instantaneous, lasts for several turns)
manipulating reality)
Special Powers: (e.g., Unique abilities that set this 8. Limitations:
deity apart from others)
Restrictions: (e.g., Can only be used a certain
5. Worship and Followers: number of times, requires a cooldown period)

Cultures and Species That Worship Them: (e.g., 9. Special Traits:


Specific races or civilizations)
Rituals and Practices: (e.g., How followers worship Unique Features: (e.g., Can be combined with other
the deity, ceremonies) abilities, changes based on user’s power level)

6. Artifacts: Custom Rules Template


1. Rule Name:
Associated Artifacts: (e.g., Relics or items related to 2. Description:
the deity)
Describe the new rule’s purpose and how it affects
7. Weaknesses: gameplay.
Vulnerabilities: (e.g., Limitations in power, 3. Scope:
conditions under which they are weakened)
Applicable To: (e.g., Combat, exploration, character
8. Goals and Motivations: creation)
Objectives: (e.g., What the deity aims to achieve or 4. Mechanics:
prevent)
How It Works: (e.g., Detailed explanation of how the
9. Additional Notes:
rule is applied and any specific mechanics involved)
Any other relevant lore, including historical conflicts, 5. Examples:
interactions with other deities, or how they influence
the world. Illustrative Examples: (e.g., Example scenarios
showing how the rule functions in practice)
Custom Ki Ability Creation Template
6. Balance Considerations:
1. Name:
2. Description: Impact on Gameplay: (e.g., How this rule affects
game balance and fairness)
Describe the ki ability’s appearance and lore.
7. Exceptions:
3. Type:
Any Special Cases: (e.g., Situations where the rule
Attack: (e.g., Beam, blast)
might not apply or where exceptions are made)
Defense: (e.g., Barrier, shield)
Utility: (e.g., Healing, teleportation)

4. Energy Cost:
Combat Impact: Victim may lash out
Diseases indiscriminately, targeting both enemies and allies.
+20% chance of attacking allies accidentally.
1. Insanity Social Impact: Victim’s behavior alienates them from
Description: others, causing mistrust and potential isolation.
Skill Penalty: -20 to Any Rolls That Require
Insanity is a mental illness that affects the victim’s Conversation, -10 to Intelligence.
perception of reality, causing erratic behavior,
hallucinations, and paranoia. Cures:

Symptoms: Magical Healing: High-level magic or divine


intervention may restore sanity.
Hallucinations: Victim sees or hears things that Specialized Treatment: Requires intensive mental
aren’t there. health care or magical intervention to stabilize.
Paranoia: Victim is excessively suspicious and Rare Artifacts: Certain powerful artifacts might be
fearful of others. able to cure or alleviate madness.
Erratic Behavior: Victim may act unpredictably and
irrationally.
Memory Loss: Victim has difficulty remembering 3. Standard Poison
recent events. Description:
Effects: Standard Poison is a common toxin that affects the
Combat Impact: Victim may randomly attack allies victim’s health, causing various adverse effects
or avoid combat. Reduced effectiveness in strategic depending on the dosage and type of poison.
situations. Symptoms:
Social Impact: Victim struggles to interact normally
with others, potentially causing conflicts or Nausea: Victim experiences stomach discomfort and
misunderstandings. vomiting.
Skill Penalty: -10 to any Intelligence Rolls. Weakness: Victim feels lethargic and physically
weakened.
Cures: Dizziness: Victim may experience disorientation or
Magical Healing: Spells or abilities that restore lightheadedness.
mental health can cure insanity. Pain: Victim suffers from general body aches and
Medicine: Advanced medical treatment or pain.
psychotherapy can alleviate symptoms. Effects:
Time: Without treatment, symptoms may lessen or
worsen over time. Combat Impact: Victim’s physical abilities are
reduced, causing -20% to all physical attacks and
defense.
2. Madness Skill Penalty: -10 to Agility-based.
Description: Health Impact: Victim loses 5 hit points per Turn
until treated.
Madness is a severe mental disorder characterized
by an inability to distinguish between reality and Cures:
delusion. It often leads to violent outbursts and an
unstable mindset. Antidote: Consuming or administering an antidote
can neutralize the poison.
Symptoms: Medical Treatment: Basic medical care, such as
antidotes or purification spells, can mitigate effects.
Delusions: Victim has fixed, false beliefs not based Rest: If untreated, symptoms may persist until the
on reality. poison naturally wears off, which can take several
Violent Outbursts: Victim may become hours to days.
uncontrollably aggressive or destructive.
Disorganized Thinking: Victim struggles to follow
coherent thought patterns.
Extreme Emotional Swings: Victim experiences
rapid and intense mood changes.

Effects:
Recovery: Rest and proper care can shorten the
Disease: Overdose duration of the sickness, but the character will still
Chemical PM experience significant inefficiencies with their ki
during the full period unless treated.
Description: Chemical PM is a potent substance
designed to significantly enhance the physical abilities
of individuals, granting them extraordinary powers akin Disease: Ki Rejection
to those of other species. However, the drug is highly Description: Ki Rejection occurs when a character’s
addictive and comes with severe and irreversible side body rejects the influx of ki from a transformation or
effects at higher doses. enhancement, leading to temporary instability in their ki
flow. This condition affects the character’s ability to
Symptoms and Effects harness and channel ki effectively.
At 500 PM Points:
Symptoms and Effects
Insanity: Victim experiences persistent Ki Instability: The character’s ki flow becomes
hallucinations, paranoia, and erratic behavior. This unstable, resulting in a 50% chance of ki attacks
condition mimics the effects of Insanity. failing or producing unpredictable effects.
Madness: Victim suffers from severe delusions, Duration: Lasts for four days (4 days) from the onset
extreme emotional swings, and violent outbursts, of symptoms.
akin to the Madness disease.
Natural Poison: Victim is permanently poisoned, Mechanics
leading to ongoing nausea, weakness, dizziness, and
pain. This mimics Standard Poison symptoms. Ki Attack Failure: Each time the character attempts
Skill Penalty: -30 to all rolls that require a ki-based attack, roll a d20:
conversation and/or intelligence due to the combined 1-10: The ki attack fails or produces a random
effects of insanity, madness, and poisoning. effect as determined by the DM.
11-20: The attack functions normally.
Here’s a detailed template for the Ki Sickness Visual Symptoms: The character may exhibit
disease, as well as a few additional Dragon Ball-related symptoms such as erratic energy emissions,
diseases: uncontrolled bursts of ki, or sudden ki fluctuations.

Disease: Ki Sickness
Description: Ki Sickness occurs when a character
overexerts their body and mind by using techniques like
Kaioken in conjunction with other forms or
transformations. This overuse of ki leads to a temporary
loss of control over ki, causing unpredictable and
inefficient ki usage.

Symptoms and Effects


Ki Usage Disruption: When using ki-based abilities
or transformations during the sickness, the character
might consume either half or double the amount of ki
points required. The exact effect is determined by
the DM.
Duration: The sickness lasts for one week (7 days)
from the onset of symptoms.

Mechanics
Ki Efficiency: Each time the character uses ki, roll a
d20 to determine the effect:
1-10: The character uses half the amount of ki
points they intended.
11-20: The character uses double the amount
of ki points they intended.
Visual Symptoms: Character may exhibit visible
signs of exhaustion, such as pale skin, shaking, and
heavy breathing.
Visual Symptoms:
Disease: Heart Virus The character may exhibit signs of severe
Description: The Heart Virus is a deadly, mysterious discomfort, such as sweating, pale skin, and
virus that targets the heart, causing severe malaise and erratic breathing.
eventually leading to fatal outcomes if untreated. It is
known for its ability to rapidly deteriorate a character’s Contagion
health, even overwhelming the robust immune systems
of Saiyans and other powerful beings. It became The virus might be contagious, though this is
notorious after affecting both Future Goku and the main speculative. Precautionary measures such as
timeline Goku. administering Heart Medicine to close companions
are advised.
Symptoms and Effects
Initial Symptoms:
Duration
Severe fatigue and malaise. The disease lasts for a maximum of one week (7
Mild chest discomfort and shortness of breath, days) if untreated, leading to death. With timely
which worsens with physical exertion or treatment, the character can recover and resume
transformation. normal activities.
Progression:
As the virus progresses, the character
experiences increasing chest pain and
breathlessness.
Turning into a Super Saiyan or using intense
power-ups exacerbates the symptoms.
Final Stage:
Excruciating chest pain leading to heart
failure.
Without intervention, the virus will eventually
lead to death.

Mechanics
Progression:
The virus develops in stages, with symptoms
worsening over time.
Treatment:
The only known cure is the Heart Medicine,
which must be administered to halt the
progression and cure the virus.
Senzu Beans or other healing methods do not
affect the Heart Virus.

Game Mechanics
Symptoms Onset:
Day 1-3: Mild symptoms begin to show.
Character experiences a -10 penalty to all
physical and energy-based attacks.
Day 4-6: Symptoms worsen, and character
suffers a -20 penalty to all physical and energy-
based attacks. The character’s stamina and ki
regeneration are also halved.
Day 7: Severe symptoms manifest. The
character receives a -30 penalty to all physical
and energy-based attacks. They experience
frequent bouts of chest pain, leading to
potential heart failure. Immediate
administration of Heart Medicine is required
to avoid death.
Final Stage:
Disease: Vampirism Full transformation into a vampire with all
Description: Vampirism is a supernatural affliction that benefits and drawbacks in effect. Complete
transforms its host into a vampire-like being. This loss of tolerance to sunlight and a constant
disease grants the infected individual various abilities need for blood.
and enhancements but also imposes significant
drawbacks and vulnerabilities. The transformation is Game Mechanics
often linked to dark magic or advanced biochemical
manipulation. Transformation:
The disease can be contracted through a bite
Benefits or exposure to specific magical or biochemical
agents.
Enhanced Physical Abilities:
Management:
Strength: +50 Strength.
The character must regularly consume blood
Speed: +120 base movement speed.
to maintain their health and powers. Failure
Durability: +50 Damage Reduction.
to do so results in deterioration of physical
Healing Factor: Accelerated healing allows the
and mental conditions.
character to recover 20 HP per turn.
Sunlight Exposure:
Night Vision: Enhanced vision in low-light
Prolonged exposure to sunlight may lead to
conditions, providing a +10 bonus to perception and
severe health deterioration and even death if
detection in darkness.
not mitigated.
Hypnotic Influence: The character can exert a
limited form of mental control over others, granting a
+15 bonus to persuasion and intimidation attempts.
Special Notes
Cure:
Drawbacks There is no known cure for Vampirism,
though some magical or scientific methods
Sunlight Sensitivity:
may provide temporary relief from its effects.
Exposure to sunlight causes significant
Vampiric Powers:
discomfort and damage. The character
While the powers granted can be substantial,
receives -100 Damage Reduction and takes
they come with severe limitations that must be
10% of their maximum HP as damage per
managed carefully in gameplay.
turn in direct sunlight.
Blood Dependency:
The character requires a regular intake of
Duration
blood to maintain their powers and health. The effects of Vampirism are permanent unless a
Without blood, they suffer a -20 penalty to all specific cure or remedy is found. The character’s
rolls and lose their healing factor. condition remains stable as long as they adhere to
Weakness to Silver: the necessary management of blood intake and avoid
Silver causes the character to take double sunlight.
damage from physical attacks and energy-
based attacks. The character also suffers a -30
penalty to all rolls involving physical and
energy-based combat when injured by silver.
Social Stigma:
The character faces societal rejection and
fear. They receive a -20 penalty to all social
interactions and diplomacy rolls.

Symptoms and Effects


Initial Symptoms:
Increased craving for blood and heightened
sensory perception.
Progression:
As the disease progresses, the character’s
physical attributes improve, but the need for
blood becomes more pronounced. Sensitivity
to sunlight and social rejection become more
severe.
Disease: Common Cold Cure: Hydration, rest, and anti-nausea medication.

Description: A common viral infection that affects the


upper respiratory tract. It’s typically mild but can cause Disease: Tuberculosis (TB)
significant discomfort. Description: A serious bacterial infection that primarily
affects the lungs but can also affect other parts of the
Symptoms and Effects body.
Symptoms:
Sneezing, coughing, runny nose, mild fever, Symptoms and Effects
and sore throat. Symptoms:
Gameplay Effects: Persistent cough, chest pain, weight loss,
Debuff: -10 to all physical rolls due to fatigue night sweats, and fever.
and discomfort. Gameplay Effects:
Reduction in Ki: -10 Ki Points per hour due to Debuff: -25 to all physical rolls and -20 to all
increased energy expenditure in fighting the energy-based attacks due to severe fatigue and
infection. respiratory issues.
Duration: 3 days. Ki Drain: -20 Ki Points per hour.
Cure: Rest and standard medication (e.g., medicine Reduced Health: Maximum HP is reduced by
or herbs) can quickly alleviate symptoms. 15%.
Duration: Chronic; can last for months or years
Disease: Flu (Influenza) without treatment.
Cure: Long-term antibiotics and medical supervision
Description: A viral infection that affects the respiratory are required for a complete cure.
system, causing more severe symptoms than the
common cold.
Disease: Diabetes
Symptoms and Effects Description: A chronic condition that affects the body’s
Symptoms: ability to regulate blood sugar levels.
High fever, chills, muscle aches, fatigue,
headache, and cough. Symptoms and Effects
Gameplay Effects: Symptoms:
Debuff: -20 to all physical rolls and -15 to all Frequent urination, excessive thirst, fatigue,
energy-based attacks due to muscle weakness and blurred vision.
and fatigue. Gameplay Effects:
Ki Drain: -15 Ki Points per hour. Debuff: -10 to all physical rolls due to energy
Duration: 1 to 2 weeks. management issues.
Cure: Rest, fluids, and antiviral medication. Recovery Ki Drain: -10 Ki Points per hour due to
time can be shortened with proper care. imbalanced energy levels.
Health Management: Regular management is
Disease: Gastroenteritis required to prevent further health issues.
Duration: Chronic; requires ongoing management.
(Stomach Flu) Cure: Ongoing management through diet,
Description: An inflammation of the stomach and medication, and lifestyle changes.
intestines usually caused by viral or bacterial infection.

Symptoms and Effects


Symptoms:
Nausea, vomiting, diarrhea, abdominal pain,
and fever.
Gameplay Effects:
Debuff: -15 to all physical rolls due to
dehydration and weakness.
Ki Drain: -10 Ki Points per hour.
Reduced Stamina: Characters must rest
frequently, and their maximum Ki is reduced
by 20%.
Duration: 1 week.
Cure: Treatment is complex and may include
Disease: Cancer chemotherapy, targeted therapy, or immunotherapy.
Description: Cancer is a group of diseases
characterized by uncontrolled cell growth that can
invade and damage surrounding tissues. In the context Stage 4: Distant Metastasis
of the Dragon Ball RPG, it presents significant Symptoms:
challenges to the affected character’s abilities and Cancer spreads to distant organs (e.g., liver,
health. lungs), causing severe systemic symptoms like
persistent pain, significant weight loss, and
Stage 1: Initial Diagnosis overall weakness.
Symptoms: Gameplay Effects:
Fatigue, unexplained weight loss, mild pain in Debuff: -30 to all physical rolls and -20 to
affected area. energy-based attacks due to extreme
Gameplay Effects: weakness and pain.
Debuff: -10 to all physical rolls due to Ki Drain: -20 Ki Points per hour.
discomfort and fatigue. Health Reduction: Maximum HP reduced by
Ki Drain: -5 Ki Points per hour. 30%.
Health Reduction: Maximum HP reduced by Severe Exhaustion: Characters experience
5%. extreme fatigue and can only perform one
Duration: Variable; can last for months without action per turn.
treatment. Duration: Terminal without immediate and
Cure: Early treatment options available, such as aggressive treatment.
surgery or medication, can slow progression. Cure: Treatment is palliative and focuses on
managing symptoms rather than curing the disease.
Stage 2: Localized Cancer
Symptoms:
Note on Treatment:
Noticeable lumps or tumors, more significant Advanced Treatment Options: Characters may seek
pain, and fatigue. rare or advanced treatments to slow progression or
Gameplay Effects: potentially reverse the disease. This could involve
Debuff: -15 to all physical rolls and -10 to special items, powerful healing abilities, or
energy-based attacks due to pain and interventions by high-level characters.
weakness.
Ki Drain: -10 Ki Points per hour.
Health Reduction: Maximum HP reduced by
10%.
Duration: Variable; requires more aggressive
treatment.
Cure: Advanced treatment required, including
potential surgery, chemotherapy, or radiation.

Stage 3: Regional Spread


Symptoms:
Cancer spreads to nearby tissues or lymph
nodes, causing severe pain, swelling, and
systemic symptoms.
Gameplay Effects:
Debuff: -20 to all physical rolls and -15 to
energy-based attacks due to severe pain and
decreased physical capacity.
Ki Drain: -15 Ki Points per hour.
Health Reduction: Maximum HP reduced by
20%.
Reduced Energy: Characters must rest more
frequently and have a 25% reduction in Ki.
Duration: Requires intensive treatment and
management.
Disease: Saiyan Battle Fever
Description: Saiyan Battle Fever is a condition that Gameplay Effects:
affects Saiyans after intense battles or extended Debuff: -10 to all Ki-based attacks due to loss
periods of high-stress combat. It results in an of control.
adrenaline overload that affects their bodies in Bonus: +10 to physical attacks due to
unexpected ways. heightened aggression.
Ki Drain: -5 Ki Points per hour due to
Stage 1: Adrenaline constant energy expenditure.
Duration: Lasts for 1 week; may resolve on its own
Overload or with rest.
Treatment: Rest and meditation can help stabilize
Symptoms:
Increased heart rate, heightened aggression, the condition.
and minor tremors.

Disease: Saiyan Rage Disorder


Description: Saiyan Rage Disorder occurs when a
Saiyan’s transformation into a powerful state, such
as Super Saiyan, triggers uncontrollable rage and
aggression, leading to severe psychological and
physiological effects.

Stage 1: Uncontrolled
Anger
Symptoms:
Increased aggression, irritability, and sporadic
bursts of uncontrolled power.
Gameplay Effects:
Debuff: -15 to all defensive rolls due to loss of
self-control.
Bonus: +20 to offensive rolls but with a risk of
self-harm.
Ki Drain: -10 Ki Points per hour due to
constant emotional turmoil.
Duration: Lasts for 1-2 weeks; may require
intervention from another Saiyan or a skilled healer.
Treatment: Emotional support, meditation, and
focused training can help manage the symptoms.

Stage 2: Complete Rage


Symptoms:
Severe aggression and loss of rational
thought, leading to potentially violent
outbursts.
Gameplay Effects:
Debuff: -25 to all defensive and strategic rolls
due to impaired judgment.
Bonus: +30 to physical attacks but risks
collateral damage and self-injury.
Ki Drain: -20 Ki Points per hour.
Duration: Requires urgent intervention to prevent
further harm.
Gameplay Effects:
Disease: Rabies Debuff: -50 to all rolls due to total loss of
Description: Rabies is a viral disease that affects the physical and mental control.
nervous system, causing severe neurological symptoms. Ki Drain: -20 Ki Points per hour, leading to
It is transmitted through the bite of an infected creature, rapid depletion.
often leading to aggressive behavior and eventual death Duration: Typically within a few days before death.
if untreated.

Stage 1: Incubation Treatment:


Early Stage (Incubation): Immediate administration
Symptoms:
of rabies vaccines and post-exposure prophylaxis
Initial symptoms include fever, headache, and
(PEP) can prevent progression to more severe
malaise.
stages.
Minor behavioral changes such as irritability.
Acute and Advanced Phases: Treatment focuses on
Gameplay Effects:
supportive care and managing symptoms, but the
Debuff: -5 to all rolls due to discomfort and
disease is often fatal if it reaches these stages.
minor behavioral changes.
Terminal Phase: Palliative care may be provided, but
Ki Drain: -2 Ki Points per hour due to the
survival is unlikely.
body’s response to the virus.
Duration: 1-3 weeks before progressing to more
severe symptoms.
Contagion:
Rabies is highly contagious through direct contact
Stage 2: Acute Neurological with bodily fluids or bites from infected creatures.
Phase Precautions should be taken to avoid further spread.

Symptoms:
Severe headache, confusion, hallucinations,
and agitation.
Increased aggression and erratic behavior.
Gameplay Effects:
Debuff: -15 to all rolls due to severe
neurological impairment.
Bonus: +10 to physical attacks due to
heightened aggression.
Ki Drain: -5 Ki Points per hour due to the
body’s struggle against the virus.
Duration: 1-2 weeks before further progression.

Stage 3: Advanced Neurological


Phase
Symptoms:
Difficulty swallowing, excessive salivation, and
paralysis.
Full-blown aggression and inability to
communicate coherently.
Gameplay Effects:
Debuff: -30 to all rolls due to paralysis and
loss of coordination.
Bonus: +20 to physical attacks but with a high
risk of self-harm and uncontrolled aggression.
Ki Drain: -10 Ki Points per hour due to severe
neurological damage.
Duration: 1 week before the final stage.

Stage 4: Terminal Phase


Symptoms:
Complete paralysis, loss of consciousness,
and eventual death.
Disease: Demon Transformation Gameplay Effects:
Alignment Shift: Lose an additional 10
Description: Demon Transformation is a rare and alignment points.
powerful affliction that occurs when a demon lord, Debuff: All previous racial abilities and
powerful succubus, incubus, or other high-ranking passive traits are suppressed, but stats remain
demon deliberately turns a victim into a demon. This intact.
transformation is irreversible, and once it begins, the Bonus: +10 to Strength, Agility, or Ki attacks,
infected individual gradually loses their previous racial reflecting increased demonic power.
traits, abilities, and alignment, becoming a member of a Weakness: Decreased resistance to holy
demonic subtype chosen by the demon who cursed magic and light-based attacks (-10 to saving
them. The transformation process takes a toll on both throws against holy spells).
the body and the mind, leading to a significant shift in Duration: 1 week before progressing to the final
morality and personality. stage.
Stage 1: Infection Stage 3: Full Transformation
Transmission: Symptoms:
The disease is contracted when a high-ranking Complete transformation into a demonic
demon (such as a demon lord, succubus, or subtype chosen by the infecting demon (e.g.,
incubus) deliberately infects a victim. This is Imp, Succubus, Incubus, or Primal Demon).
often through a ritual, a powerful bite, or dark All previous racial traits and abilities are
magic. permanently lost.
Symptoms: The victim gains new abilities based on their
A growing sense of malevolence and demonic subtype.
aggression.
Physical appearance is now fully demonic,
Nightmares featuring demonic imagery and
and the character becomes driven by their
whispers.
new demonic nature.
Small physical changes, such as darkening
Gameplay Effects:
skin, sharper nails, or fanged teeth.
Alignment Shift: Lose 20 alignment points
Early loss of moral restraint and a desire for
(total 35), making the character significantly
power.
more evil.
Gameplay Effects:
Debuff: Social rolls are now heavily penalized
Alignment Shift: Lose 5 alignment points outside of demonic or evil environments (-20
(sliding towards evil). to social interaction rolls with non-demonic
Debuff: -10 to all social interaction rolls as the beings).
victim becomes more aggressive and difficult Bonus: Full access to the abilities of the new
to relate to. demonic subtype, including racial powers and
Bonus: +5 to Strength or Ki-based attacks due passives.
to increasing demonic energy. Weakness: Permanent vulnerability to holy
magic and light-based attacks (-20 to saving
Stage 2: Demonic Mutation throws against holy spells).
Symptoms:
Significant physical changes, such as growing Curing the Disease:
horns, wings, or tails.
Difficulty: The disease is incredibly difficult to cure
Strong cravings for chaotic or malevolent
and requires powerful divine intervention or the
behavior. defeat of the demon who caused the transformation.
Rapid personality shifts, leading to a more Consequences: If the transformation progresses to
ruthless and power-hungry nature. the final stage, the disease becomes permanent, and
The victim’s previous race’s abilities and the victim is forever a demon.
passives start to fade.
Species: Imp Demon Demonic Trickery: Imps are naturally skilled at
deception. They gain a +5 bonus to Deception rolls
Physical Description: Imps are small, mischievous and can disguise themselves as small creatures or
demons with a fiery red or dark purple complexion. animals once per day for up to one hour.
Their size ranges from 3 to 4 feet tall, with horns, sharp Demon Resilience: Imps possess resistance to
teeth, and a devilish tail. Their eyes glow with Demonic and poison damage, reflecting their
malevolent energy, and their wings are leathery, though infernal origin -Halved.
too small for effective flight. Weakness to Holy Magic: Imps take double damage
Personality: Imps are known for their cunning and from holy-based attacks and suffer a -10 penalty to
chaotic nature. They love to cause trouble and mischief, saving throws against holy spells.
often delighting in the chaos they create. Though they Flight (Limited): Imps can hover up to 30 feet off the
are physically weaker than other demon types, their ground for short distances (up to 60 feet per turn)
intelligence and trickery make them dangerous but cannot engage in sustained flight due to their
opponents. small wings.
Relations: Imps are often looked down upon by Darkvision: Imps can see in complete darkness up to
higher-ranking demons, but they make up for this with 120 feet.
their cleverness and willingness to serve more powerful Automatic Languages: Demonic, Common.
beings in exchange for protection. Despite their chaotic Bonus Languages: Imps may learn Infernal or
tendencies, they are loyal to those who can command another language spoken by dark entities.
their respect.
Alignment: Imps are naturally inclined towards chaos Example of Creating an Imp
and evil, often enjoying causing harm or disruption.
However, a few imps may lean towards neutrality if
Demon Character
bound by strong magical contracts or other 1. Roll Ability Scores: Roll dice to determine Strength,
circumstances. Endurance, Agility, Intelligence, etc.
Imp Lands: Imps typically dwell in the fiery regions of 2. Choose Imp Demon Species: Apply species traits
the demon realm and or hell, but they can also be found such as Fire Immunity, Fire Breath, and Demonic
serving as familiars or spies in the mortal world. Trickery.
Religion: Imps do not usually follow deities, instead 3. Assign Ability Scores: Allocate rolled scores to
serving powerful demon lords or warlocks. They may, different abilities, focusing on agility, intelligence,
however, pay homage to entities that embody chaos or and charisma to reflect the Imp’s cunning nature.
trickery. 4. Record Details: Note down ability scores, species
Language: Imps speak Demonic and Common. They traits, chosen skills, and any additional details on
may also learn Infernal or other dark languages. your character sheet.
Names: Imp names are often short and sharp,
reflecting their cunning nature, such as “Zix,” “Razz,” or Gameplay Notes
“Vrel.” They may also adopt longer, more elaborate
Imps in Combat: Imps rely on their fire-based
names if they serve a more powerful demon.
abilities, cunning, and agility in battle. They are not
Adventurers: Imps rarely adventure on their own,
suited for direct combat, preferring to deceive,
preferring to follow a stronger master. However, those
manipulate, and strike when least expected.
who gain their independence may seek out new sources
Roleplay Opportunities: Imps excel at infiltration
of power or delight in causing havoc across the world.
and sabotage, often serving powerful masters or
Imp Demon Species Traits engaging in chaotic schemes to further their goals.
Their mischievous nature can lead to interesting
Small Size: As Small creatures, Imps have roleplay dynamics with other party members.
advantages in agility but may struggle against larger
foes.
Base Movement Speed: 30 feet.
Fire Immunity: Imps are completely immune to all
normal fire-based attacks, including mundane and
minor magical flames.
Fire Breath: Twice per day, as a bonus action, Imps
can unleash a fiery breath attack, dealing damage
equal to 10% Of their power level to a target within
15 feet. This damage is fire-based and cannot be
modified by external abilities.
Species: Lesser Demon Fire Immunity: Lesser Demons are immune to all
normal fire-based attacks. However, they are still
Physical Description: Lesser Demons are medium-sized vulnerable to Hellfire, a more powerful and demonic
infernal beings, standing between 5 to 7 feet tall. They form of fire.
have dark red, black, or ashen skin, glowing eyes, and Fire Breath: Twice per day, as a bonus action, Lesser
large, leathery wings that allow them to fly with ease. Demons can unleash a fiery breath attack, dealing
Their bodies are muscular and covered with demonic damage equal to 10% Of their power level to a target
runes or scars that glow with fiery energy. Horns within 20 feet. This damage is fire-based and cannot
protrude from their heads, and their fangs and claws are be modified by external abilities.
sharp and menacing. Demonic Strength: Lesser Demons have a natural
Personality: Lesser Demons are more disciplined +5 bonus to Strength rolls, reflecting their greater
than Imps, but they still retain a strong chaotic streak. physical power compared to Imps.
They are often ruthless and enjoy using their power to Demon Resilience: Lesser Demons possess
dominate others. While they serve more powerful resistance to Demonic and poison damage, reflecting
demons, they also scheme for opportunities to climb the their infernal nature and ability to withstand dark
infernal hierarchy. forces.
Relations: Lesser Demons serve higher-ranking Darkvision: Lesser Demons can see in complete
demons and demon lords, but they often aspire to darkness up to 60 feet, making them excellent at
become more powerful. They are more respected than navigating the shadowy realms of the underworld.
Imps in demon society but are still subservient to Weakness to Holy Magic: Lesser Demons take
greater demons. In the mortal world, they may act as double damage from holy-based attacks and suffer a
commanders of demon hordes or powerful enforcers for -10 penalty to saving throws against holy spells.
dark warlocks. Demonic Trickery: Lesser Demons still retain some
Alignment: Lesser Demons are usually chaotic evil, of their lesser kin’s cunning, gaining a +3 bonus to
delighting in destruction and suffering. Some may lean Deception rolls.
towards lawful evil if they are bound by infernal Automatic Languages: Demonic, Common, Infernal.
contracts or serve a structured demon hierarchy. Bonus Languages: Lesser Demons may learn
Lesser Demon Lands: Lesser Demons typically reside Abyssal or other dark languages spoken by entities of
in the infernal realms, where fire and brimstone are chaos and destruction.
commonplace. They may also be summoned to the
mortal world by dark rituals to serve as enforcers or Example of Creating a Lesser
powerful minions.
Religion: Lesser Demons do not typically follow gods
Demon Character
but instead pledge their loyalty to powerful demon lords 1. Roll Ability Scores: Roll dice to determine Strength,
or entities of destruction and chaos. Endurance, Agility, Intelligence, etc.
Language: Lesser Demons speak Demonic and 2. Choose Lesser Demon Species: Apply species traits
Common. They are also fluent in Infernal, the language such as Fire Immunity, Flight, and Fire Breath.
of the higher-ranking demons and devils. 3. Assign Ability Scores: Allocate rolled scores to
Names: Lesser Demons have guttural, harsh names different abilities, focusing on Strength, Endurance,
that reflect their infernal origins, such as “Gralnok,” and Charisma to reflect the Lesser Demon’s physical
“Azgalor,” or “Trezon.” Some may adopt titles that and infernal power.
reflect their roles or ambitions. 4. Record Details: Note down ability scores, species
Adventurers: Lesser Demons who break free from traits, chosen skills, and any additional details on
their infernal masters or are cast out may seek to carve your character sheet.
out their own power in the mortal world. Their strength
and resilience make them formidable opponents or Gameplay Notes
allies, depending on their goals.
Lesser Demons in Combat: Lesser Demons excel in
Lesser Demon Species Traits combat with their strength, fire-based abilities, and
mobility. Their ability to fly and deal fire damage
Medium Size: As Medium creatures, Lesser Demons makes them formidable opponents. However, their
have no special bonuses or penalties due to their weakness to holy magic can be exploited by divine
size. warriors and clerics.
Base Movement Speed: 60 feet. Roleplay Opportunities: Lesser Demons can be
Flight: Lesser Demons can fly with a speed of 120 played as powerful enforcers or ambitious demons
feet per turn, using their powerful wings to soar seeking to rise in the ranks. Their chaotic nature
above the battlefield and strike from the skies. may lead to interesting dynamics in parties that
include mortals or other infernal beings.
Species: Succubi/Incubi (Medium- Medium Size: As Medium creatures, Succubi and
Incubi have no special bonuses or penalties due to
Rank Demons) their size.
Physical Description: Succubi and Incubi are medium- Base Movement Speed: 60 feet.
sized demons, typically standing between 5 to 7 feet tall. Flight: Succubi and Incubi can fly with a speed of
They possess an alluring appearance, often shaped by 120 feet per turn, using their wings to navigate both
their polymorphic abilities. While their true forms combat and social situations with ease.
display demonic features such as horns, tails, and Fire Immunity: These demons are immune to all
wings, they can shift into other forms at will. Their true normal fire-based attacks but are still vulnerable to
forms often radiate an unsettling beauty, with glowing Hellfire, a more potent form of demonic fire.
eyes, smooth, infernal skin, and an aura of dark charm. Fire Breath: Twice per day, as a bonus action,
Personality: Succubi and Incubi are manipulative and Succubi and Incubi can unleash a fiery breath attack,
charismatic, using their charm and seduction to achieve dealing damage equal to 10% Of their power level to
their goals. They thrive in social situations, where they a target within 20 feet. This damage is fire-based and
can manipulate others to do their bidding. While they cannot be modified by external abilities.
can be incredibly persuasive, they are also cunning and Polymorph: Succubi and Incubi can use Polymorph
deceitful, often weaving intricate schemes. up to 5 times per hour. This allows them to change
Relations: These demons are usually tasked with their appearance at will, taking on the form of any
corrupting mortals, manipulating powerful figures, or humanoid or creature of similar size. This ability is
serving as spies and infiltrators in demon society. crucial for infiltration, seduction, and manipulation,
Succubi and Incubi often find themselves in positions of making them masters of disguise.
influence, whether through charm or deceit. They are Demonic Charisma: Succubi and Incubi receive a
highly respected among demonkind, particularly for +20 bonus to all conversation, seduction, and
their ability to sway the minds of mortals and demons charisma-based rolls, reflecting their natural charm
alike. and persuasive abilities. Their words can easily sway
Alignment: Succubi and Incubi tend to be chaotic evil, the minds of mortals and lesser demons alike.
using their powers of seduction and deception to spread Demonic Strength: Succubi and Incubi have a
corruption and chaos. Some may align with lawful evil if natural +5 bonus to Strength rolls, although their
bound by contracts or serving under strict demon lords, true power lies in their charisma and manipulation.
but their personal desires often drive them toward Demon Resilience: Succubi and Incubi possess
chaos. resistance to necrotic and poison damage, reflecting
Succubi/Incubi Lands: These demons reside in their infernal nature and ability to withstand dark
infernal courts or palaces within the demonic realms. forces.
They are also frequently found in the mortal world, Darkvision: Succubi and Incubi can see in complete
where they use their powers to manipulate and corrupt darkness up to 60 feet, making them excellent at
influential figures. navigating both the shadowy realms of the
Religion: Succubi and Incubi may serve powerful underworld and dark, secluded areas in the mortal
demon lords or entities of chaos and lust. While not world.
religious in the conventional sense, they may engage in Weakness to Holy Magic: Succubi and Incubi take
rituals or ceremonies that enhance their power or curry double damage from holy-based attacks and suffer a
favor with their demonic patrons. -10 penalty to saving throws against holy spells.
Language: Succubi and Incubi speak Demonic, Demonic Trickery: Succubi and Incubi have a +5
Common, and Infernal fluently. They often learn other bonus to Deception rolls, further enhancing their
languages to better manipulate their targets. ability to manipulate and deceive.
Names: These demons often have names that reflect Automatic Languages: Demonic, Common, Infernal.
their seductive and manipulative nature, such as Bonus Languages: Succubi and Incubi may learn
“Lilith,” “Astaroth,” or “Zaniel.” They may also adopt Abyssal, or other languages spoken by influential
mortal names to blend in when using their polymorph beings they seek to manipulate.
abilities.
Adventurers: Succubi and Incubi may embark on
adventures to expand their influence, gather followers,
or further their schemes. They excel in situations that
require diplomacy, deceit, or manipulation, and can
serve as both powerful allies and dangerous enemies.

Succubi/Incubi Species Traits


Species: Greater Demons (High- Greater Demon Species Traits
Rank Demons) Large Size: As Large creatures, Greater Demons
Physical Description: Greater Demons are imposing have bonuses to Strength and Endurance due to
figures, standing around 10 feet tall with a muscular, their size, but may suffer penalties in confined
battle-hardened appearance. They possess prominent spaces.
demonic features such as large, black or crimson horns, Base Movement Speed: 40 feet.
spiked tails, and tough, infernal skin. Their wings are Flight: Greater Demons can fly with a speed of 100
massive and durable, often adorned with scars from feet per turn, using their large wings to dominate
countless battles. Greater Demons are the epitome of aerial combat and traverse the battlefield quickly.
demonic power, radiating an aura of fear and Fire Immunity: These demons are immune to all
dominance. normal fire-based attacks but are still vulnerable to
Personality: Unlike the manipulative Succubi and Hellfire, which is often used by other high-ranking
Incubi, Greater Demons are combat-focused and driven demons.
by a thirst for power and destruction. They are fiercely Hellfire Breath: Greater Demons can unleash a
loyal to their demonic lords, but also ambitious, seeking devastating Hellfire Breath attack twice per day as a
to climb the ranks of demonkind through strength and bonus action. This breath attack deals damage equal
conquest. They are brutal, relentless, and highly to 15% Of their power level to all enemies in a 30-
disciplined in battle, though some have a cunning mind foot cone. Hellfire ignores normal fire resistances
that allows them to strategize and command lesser and burns with intense, infernal energy.
demons. Demonic Contracts: Greater Demons can form
Relations: Greater Demons are feared and respected Lesser Demonic Contracts with mortals or lesser
by both mortals and demons alike. They command demons as a passive ability. These contracts allow
armies of lesser demons and often act as generals in the them to offer power or boons in exchange for the
infernal hierarchy. Their ability to form Lesser Demonic recipient’s service or soul. The exact terms of the
Contracts makes them powerful figures in the demonic contract are negotiated between the Greater Demon
realm, as they can bind mortals or lesser demons to and the recipient, but typically involve granting
their will, offering power in exchange for loyalty or infernal power, transformation, or other
services. enhancements.
Alignment: Greater Demons are usually chaotic evil, Infernal Strength: Greater Demons receive a +10
driven by a desire for destruction and dominance. bonus to Strength rolls, reflecting their immense
However, some may be lawful evil if they serve powerful power and battle prowess.
demon lords who impose strict hierarchies and rules on Demonic Endurance: Greater Demons receive a +10
their subordinates. bonus to Endurance rolls, allowing them to
Greater Demon Lands: These demons reside in withstand incredible punishment in battle.
fortresses or war camps within the infernal realms, Darkvision: Greater Demons can see in complete
where they train and prepare for battle. Some may be darkness up to 120 feet, making them highly
stationed on the mortal plane, tasked with leading effective in both night raids and demonic realms.
demonic invasions or overseeing corrupted territories. Weakness to Holy Magic: Greater Demons take
Religion: Greater Demons may worship powerful double damage from holy-based attacks and suffer a
demon lords or dark entities that embody war, power, or -10 penalty to saving throws against holy spells.
chaos. While they are not particularly religious, they Battle Command: Greater Demons have the ability
may engage in rituals that enhance their power or to command up to 5 lesser demons (such as Imps or
invoke the favor of their patrons before a major battle. Lesser Demons) in battle, issuing orders as a bonus
Language: Greater Demons speak Demonic, action. These demons follow the Greater Demon’s
Common, and Infernal fluently. They may learn other commands without question and receive a +5 bonus
languages to communicate with enemies or allies on the to attack rolls while under their command.
battlefield. Demon Resilience: Greater Demons possess
Names: Greater Demons have names that reflect their resistance to Denibuc and poison damage, reflecting
power and dominance, such as “Azazel,” “Bael,” or their infernal nature and ability to withstand dark
“Zarvok.” Their names often instill fear in both mortals forces.
and demons. Automatic Languages: Demonic, Common, Infernal.
Adventurers: Greater Demons may embark on Bonus Languages: Greater Demons may learn
adventures to conquer new territories, defeat powerful Abyssal, or other languages spoken by powerful
foes, or gain favor with their demon lords. They excel in beings they seek to challenge or conquer.
combat-focused scenarios and can act as both terrifying
enemies and powerful allies, particularly in conflicts
involving infernal forces.
Species: Primal Demon (Demon out on a journey, it would likely be in pursuit of greater
power, the conquest of realms, or a demonic prophecy.
Titan)
Physical Description: Primal Demons, also known as
Primal Demon Species Traits
Demon Titans, are massive and intimidating, standing Huge Size: As Huge creatures, Primal Demons gain
at approximately 15 feet tall. These hulking beings have significant bonuses to Strength and Endurance but
an overwhelmingly powerful and feral appearance, with suffer penalties in confined spaces and when
dense, muscular builds, thick infernal hide, and large attempting to be stealthy.
horns that curve menacingly from their heads. Their Base Movement Speed: 40 feet.
eyes glow with an unholy light, and their movements Immunity to Hellfire: Primal Demons are immune to
shake the ground with each step. Primal Demons are all fire-based attacks, including Hellfire, making
covered in runic markings that pulse with dark energy, them impervious to many of the most devastating
signifying their ancient power. infernal abilities.
Personality: Primal Demons are embodiments of Titanic Strength: Primal Demons receive a +15
raw, unrelenting power. They are often more primal and bonus to Strength rolls, reflecting their immense
instinct-driven than other demons, thriving in physical power. Their attacks hit with unparalleled
destruction and chaos. Despite their ferocity, Primal force, and they can easily crush obstacles or enemies
Demons possess an inherent intelligence that makes in their path.
them dangerous foes capable of strategic thinking when Unstoppable Endurance: Primal Demons receive a
needed. Their size and strength make them natural +12 bonus to Endurance rolls, allowing them to
leaders of demonic hordes, though they are more likely withstand immense amounts of damage and keep
to crush opposition than engage in complex schemes. fighting long after most beings would have fallen.
Relations: Primal Demons command immense Medium Demonic Contracts: Primal Demons can
respect and fear from other demons, even Greater form Medium Demonic Contracts as a passive
Demons, due to their immense size and overwhelming ability, allowing them to bind powerful demons like
strength. Their ability to form Medium Demonic Succubi, Incubi, and Greater Demons to their will.
Contracts also grants them influence over mid-tier These contracts offer significant power and boons to
demons like Succubi, Incubi, and Lesser Demons. the contracted demons in exchange for their loyalty
Mortals who encounter Primal Demons often find and service.
themselves either enslaved or obliterated by their titanic Earthshaker Slam: Primal Demons can use an
presence. Earthshaker Slam once per day as an action. This
Alignment: Primal Demons are usually chaotic evil, ability causes them to strike the ground with such
driven by their instinctual desire for dominance and force that all enemies within a 50-foot radius must
destruction. However, they can also be neutral evil, make a Strength saving throw or be knocked prone
focusing on the fulfillment of personal power and and take damage equal to 30% Of the Primal
ancient ambitions rather than pure chaos. Demon’s power level. The ground is also left cracked
Primal Demon Lands: Primal Demons inhabit the and difficult to traverse for one hour.
deepest and most hostile regions of the infernal realms, Demonic Vitality: Primal Demons possess
where the landscape is a reflection of their brutal resistance to Poison damage and are immune to Fire
nature. These demons rarely settle in one place for long, Of All Kind. Their bodies are highly resilient to
preferring to roam and conquer wherever they tread. damage, and they regenerate 10 hit points per turn
Religion: While Primal Demons are not religious in unless struck by holy or divine magic.
the traditional sense, they often venerate the concept of No Weakness to Holy Magic: Unlike other demons,
primordial chaos and power. Some may pay homage to Primal Demons are not vulnerable to holy-based
ancient demon lords or entities of destruction, but most attacks. They can withstand divine magic without
see themselves as forces of nature, above worship. suffering additional penalties, making them
Language: Primal Demons speak Demonic and exceptionally difficult to defeat even for clerics or
Common. They may also learn Infernal, Abyssal, or paladins.
other ancient languages to communicate with other Darkvision: Primal Demons can see in complete
powerful beings. darkness up to 150 feet, allowing them to dominate
Names: Primal Demons have names that evoke their night battles and navigate through the darkest
titanic nature and destructive potential, such as corners of the infernal realms.
“Malzorath,” “Grondar,” or “Ragnarok.” Their names Automatic Languages: Demonic, Common.
are feared across both the mortal and infernal realms. Bonus Languages: Primal Demons can learn
Adventurers: Primal Demons rarely “adventure” in Infernal, Abyssal, or other ancient languages as
the traditional sense. They are more often encountered bonus languages.
as terrifying foes or powerful entities that heroes must
contend with. However, if a Primal Demon were to set
Species: Demon Lord than adventurers. However, in rare cases where a
Demon Lord might wander, it is usually to seek even
Physical Description: Demon Lords are beings of greater power, wage war on rival demon lords, or fulfill
immense power and authority, capable of altering their a dark prophecy.
size at will, from medium to huge, with some even
choosing to appear as colossal entities. They typically Demon Lord Species Traits
exude an aura of pure malevolence and command an Immunity to Demonic Effects: Demon Lords are
otherworldly presence. Their appearance varies greatly, completely immune to all demonic effects, including
as each Demon Lord can shape their form according to Hellfire, infernal curses, and other demon-specific
their desires, often mixing traits from various demonic abilities. No other demon can affect them with their
subtypes. Some have grand wings, while others possess powers.
infernal horns or claws that signify their immense Immunity to Poison, Sickness, and Disease: Demon
power. Lords are immune to all forms of poison, sickness,
Personality: Demon Lords are the apex of and disease, including supernatural and magical
demonkind, ruling over other demons with an iron fist. diseases. This makes them nearly invincible against
Their personalities range from cunning and status effects that would debilitate lesser beings.
manipulative to ruthless and tyrannical. They have Regeneration: Demon Lords regenerate 5% of their
mastered the balance between raw power and dark maximum HP at the start of each turn, making them
cunning, often engaging in complex schemes that span exceptionally difficult to wear down in combat. This
multiple realms. Their desire for dominance and control regeneration cannot be negated by normal means
is matched only by their cunning in achieving their and requires divine or similarly powerful
goals. interventions to stop.
Relations: Demon Lords are often feared by other Choose Two Demon Subtypes: Demon Lords can
demons, who are bound to serve them through select two demon subtypes, such as Succubi and
contracts, fear, or sheer loyalty. Even Greater Demons Primal Demon, and gain all abilities from those
and Primal Demons bow before them, as Demon Lords subtypes. This includes the abilities and traits of
possess powers beyond ordinary demonic entities. each chosen subtype, making Demon Lords highly
Mortals view them as terrifying deities of darkness, and versatile in combat and other scenarios.
only the bravest or most foolish would dare challenge Demonic Contract Mastery: Demon Lords can form
them. contracts with any demon or mortal, regardless of
Alignment: Demon Lords are almost universally their rank or power. These contracts are nearly
chaotic evil or neutral evil, driven by their hunger for unbreakable, and the Demon Lord can grant vast
power and control. They are, however, known for their powers in exchange for eternal servitude. Once a
intelligence and strategic thinking, making them much contract is signed, the bound entity is compelled to
more than mere creatures of chaos. fulfill the terms, often at great personal cost.
Demon Lord Lands: Demon Lords rule over vast Hellfire Mastery: Demon Lords can call upon and
realms within the infernal planes, each realm reflecting manipulate Hellfire at will. They can unleash
their power and personality. These lands are often torrents of this infernal flame, dealing damage equal
nightmarish landscapes of fire, darkness, and twisted to 15% their power level, and may shape it into walls,
demonic architecture. A Demon Lord’s realm is their barriers, or devastating attacks. Hellfire from a
fortress, and they can reshape it at will. Demon Lord ignores all resistances except for divine
Religion: While Demon Lords may not worship protection.
others, some venerate ancient entities of chaos and Dark Teleportation: As a bonus action, Demon Lords
destruction, seeing them as primal forces that guide can teleport to any location within their line of sight,
their path to ultimate power. More often, they expect up to 500 feet away. This ability is usable up to 3
worship from lesser beings, acting as dark gods over times per hour, allowing for strategic repositioning
their dominions. or escape.
Language: Demon Lords speak Demonic, Infernal, Automatic Languages: Demonic, Infernal, Common.
and Common. Due to their interactions with various Bonus Languages: Demon Lords can choose any
powerful entities, they also know multiple other language as a bonus language, often learning
languages, often including Abyssal, Draconic, and languages that allow them to interact with gods,
ancient tongues. otherworldly beings, and powerful mortals.
Names: Demon Lords often have names that strike
fear and awe, such as “Asmodan,” “Lilithara,” or
“Dra’gorath.” Their names are spoken with reverence or
fear across both demonic realms and mortal worlds.
Adventurers: Demon Lords are more often the end-
game villains or supreme rulers of dark domains rather
Species: Demon God Adventurers: Demon Gods are typically not
adventurers but rulers of dark realms. However, in rare
Physical Description: Demon Gods are the ultimate cases where a Demon God might take direct action, it is
embodiment of demonic power, transcending the limits often to challenge divine beings, reshape entire worlds,
of mortal and demonic realms. Their appearance varies or fulfill a dark prophecy that could threaten all
greatly, often exuding an aura of pure chaos and divine existence.
darkness. With forms that can be both majestic and
terrifying, Demon Gods can shift between appearances Demon God Species Traits
that reflect their god-like power, often incorporating Godlike Form: Demon Gods can choose any abilities
elements such as multiple wings, horns, dark energy from the various demon subtypes, allowing them to
auras, and a towering presence. Their eyes often glow wield a vast array of powers. They can select abilities
with a fiery or dark energy, symbolizing their connection from Succubi, Primal Demons, Greater Demons,
to the deepest powers of the demonic planes. and others, giving them unparalleled versatility in
Personality: As beings of supreme power, Demon combat.
Gods are often haughty, seeing themselves as the Immunity to Holy Effects: Demon Gods are
rightful rulers of not just the demonic realms, but all completely immune to all holy effects, including
existence. They are cunning, ambitious, and often divine smites, blessings, and other abilities designed
focused on expanding their influence across both mortal to harm or hinder dark beings. No divine entity can
and divine realms. Some may even seek to challenge affect them with holy powers unless the Demon God
the gods themselves, driven by their desire to reshape allows it.
the cosmos in their image. Demonic Domain Mastery: While in Hell, the demon
Relations: Demon Gods are feared and revered realm, or any other demonic plane, Demon Gods
across the demonic realms, and even gods of other gain a 2x multiplier to all stats. This includes
pantheons treat them with caution. Lesser demons strength, endurance, agility, intelligence, and any
worship them as divine beings, and Demon Lords other combat or skill-related stat. They become
acknowledge their superiority. Mortal beings view them nearly unstoppable in their own domain.
as apocalyptic threats, capable of bringing about untold Regeneration: Demon Gods regenerate 10% of their
destruction. Relationships with other beings are often maximum HP per turn Only When In Hell. This
based on dominance, subjugation, or manipulation. regeneration is far more powerful than that of
Alignment: Demon Gods are almost universally Demon Lords and can only be countered by equally
chaotic evil or neutral evil, embodying the ultimate dark powerful divine or cosmic forces.
forces of the universe. Some may be lawful evil if they Demonic Contract Deity: Demon Gods can form
prefer to impose strict and cruel order upon their contracts with any being, mortal or divine, offering
realms, but all Demon Gods share an insatiable hunger power, immortality, or forbidden knowledge. These
for power. contracts are nearly impossible to break, and those
Demon God Realms: Demon Gods rule over vast and who enter into them are bound to the Demon God’s
powerful realms within the demon planes, often will for eternity.
warping reality itself within their domain. Their realms Dark Ascension: Demon Gods have the ability to
are chaotic, ever-changing landscapes filled with ascend mortal beings to demonic or divine status.
demonic minions, twisted architecture, and apocalyptic They can create new Demon Lords, empower
scenery. In these realms, the Demon God reigns mortals with Demon Lord-like abilities, or even
supreme, and the very laws of nature bend to their will. elevate lesser demons into powerful entities. This
Religion: While Demon Gods may not worship any ability makes them feared across all realms, as they
higher beings, they often demand worship from others. can create armies of divine-level beings.
Entire cults and civilizations may arise in their name, Automatic Languages: Demonic, Infernal, Common,
offering sacrifices and performing dark rituals in hopes and any other language they wish to speak.
of gaining the Demon God’s favor or avoiding their Bonus Languages: Demon Gods can learn and speak
wrath. any language, including divine tongues, cosmic
Language: Demon Gods speak Demonic, Infernal, languages, and ancient forgotten scripts.
Common, and any other language they desire. Their
divine status grants them access to any form of
communication they wish, including telepathy and
ancient divine languages.
Names: Demon Gods often bear grand and terrifying
names, such as “Zarathor, Lord of Eternal Darkness,”
or “Malothar, the Abyssal Sovereign.” These names are
spoken with reverence and fear across the multiverse.
Demon Forms
Berserk Demon
Effect: Gain a 2x multiplier to Strength, Endurance, Duration: No time limit, but costs 5% of your Ki
Agility, and damage rolls. This form greatly enhances every turn.
physical abilities and combat prowess. Downside: Losing 5% Ki every turn. No additional
Prerequisite: Usable by all demon subtypes. downsides or requirements for mastery.

Super Demon
Effect: Gain a 5x multiplier to Strength, Endurance, Duration: No time limit, but costs 5% of your Ki
Agility, and damage rolls. Temporary hit points equal every turn.
to 5x your normal maximum health. Downside: Losing 5% Ki every turn. No additional
Prerequisite: Usable from Lesser Demon and up. downsides or requirements for mastery.

Awakened Demon
Effect: Gain a 10x multiplier to Strength, Endurance, Duration: No time limit, but costs 5% of your Ki
Agility, and damage rolls. Temporary hit points equal every turn.
to 10x your normal maximum health. Downside: Losing 5% Ki every turn. No additional
Prerequisite: Usable from Medium-ranked Demons downsides or requirements for mastery.
and up.

True Demon God


Effect: Gain a 100x multiplier to Strength, Duration: No time limit, but costs 5% of your Ki
Endurance, Agility, and damage rolls. This form every turn.
includes the effects of the Demon God form, Downside: Losing 5% Ki every turn. Upon de-
including immunity to holy effects and the ability to transformation, you switch to the Demon God
reshape reality within your domain. species after a short or long rest.
Prerequisite: Usable from Greater Demons and
higher.

Notes on Demon Forms


Ki Drain: All Demon Forms drain 5% Ki per turn,
reflecting the intense energy required to maintain
these powerful states.
Mastery: None of these forms require mastery, and
they do not gain additional benefits from mastery
levels.
Transformation Management: Due to the significant
Ki drain, strategic use of these forms is crucial to
avoid running out of energy in prolonged battles.
Demon God Transition: The True Demon God form
grants god-like abilities, making it a potent tool for
high-stakes confrontations or cosmic-level
challenges.
Demon Rank Advancement Greater Demon to Primal Demon:

System Gains: Size increase to huge, immunity to


hellfire, resistance to holy damage.
Demon Rank Advancement New Abilities: Form medium demon
Demon Ranks: contracts, exceptional strength and resilience.
Primal Demon to Demon Lord:
1. Imp
2. Lesser Demon Gains: Choice of abilities from up to 2 demon
3. Medium Demon (Succubi or Incubi) subtypes, immunity to all demonic effects and
4. Greater Demon poison, regeneration of 5% HP per turn, size
5. Primal Demon flexibility.
6. Demon Lord New Abilities: Customized combination of
powerful abilities from chosen demon
Advancement Requirements:
subtypes, high resilience and regeneration.
Level 100: Upgrade from Imp to Lesser Demon.
Demon Rank Advancement
Prestige 3: Required to initiate the upgrade. Guidelines
Prestige 3 (Level 300): Upgrade from Lesser Demon
to Medium Demon (Succubi or Incubi). Level Progression: Advancements are tied to specific
levels and prestige milestones. Ensure characters
Prestige 4: Required to initiate the upgrade. meet both level and prestige requirements to qualify
Prestige 4 (Level 400): Upgrade from Medium for rank-ups.
Demon to Greater Demon. Prestige Management: Track prestige levels
carefully, as they determine eligibility for
Prestige 6: Required to initiate the upgrade. advancement to higher demon ranks.
Prestige 6 (Level 600): Upgrade from Greater Strategic Use: Consider the benefits and abilities of
Demon to Primal Demon. each rank to strategically plan character
development and role in the campaign.
Prestige 10: Required to initiate the upgrade.
Prestige 10 (Level 1000): Upgrade from Primal
Demon to Demon Lord.

Prestige 10: Required to initiate the upgrade.

Rank Advancement Benefits


Imp to Lesser Demon:

Gains: Obtain wings for flight, increased base


movement speed, immunity to normal fire,
and fire breath ability.
New Abilities: Enhanced flight capabilities and
improved fire breath attack.
Lesser Demon to Medium Demon:

Gains: Access to polymorph ability (up to 5


times per hour), increased Charisma and
seduction bonuses.
New Abilities: Polymorph into various forms,
boosting versatility and charm.
Medium Demon to Greater Demon:

Gains: Increased combat focus, ability to form


lesser demonic contracts as a passive.
New Abilities: Enhanced combat skills and
demonic contract capabilities.
Rank 2 Deity: Kami Endurance: 6250
Intelligence: 188
Power Level: 500 Ki Points: 6250
Attributes: Hit Points: 125,000

Strength: 30 Abilities:
Agility: 35
Endurance: 35 Kaioken:
Intelligence: 40
Effect: Increases damage, strength, and agility
Ki Points: 200
by up to 20x. Each multiplier level drains 2.5%
Hit Points: 1000
of HP per turn and adds exhaustion levels.
Abilities: Carl can use Kaioken in combination with
other abilities.
Divine Aura: Kami’s presence boosts allies’ power Exhaustion Levels:
levels by 10% and provides a +10 bonus to all rolls 2x: 1 Level of Exhaustion
related to divine intervention. 5x: 2 Levels of Exhaustion
Healing Touch: Kami can heal any character within a 10x: 3 Levels of Exhaustion
100-foot radius by 50 HP once per day. 20x: 4 Levels of Exhaustion
Teleportation: Kami can instantly transport himself Ultimate Form (Supreme Kai’s Form):
and up to 5 others to any location within the same
dimension. Effect: Gains a x10 multiplier to Strength,
Endurance, Agility, and damage rolls. Grants
temporary hit points equal to 10x Carl’s
Rank 1 Deity: Mr. Popo normal maximum health.
Power Level: 400 Divine Authority:
Attributes:
Effect: Carl can command the respect of any
Strength: 30 being within his presence, granting a +30
Agility: 30 bonus to all charisma-based rolls and making
Endurance: 40 it impossible for anyone to refuse his
Intelligence: 40 commands. This ability affects up to 10
Ki Points: 150 individuals at once.
Hit Points: 750 Omnipotent Vision:

Abilities: Effect: Carl can see and perceive all actions


within his domain, granting him a +20 bonus
Mystic Shield: Mr. Popo can create a shield that to perception and allowing him to anticipate
reduces damage from any attack by 50% for 2 turns, and counter any attack or strategy with perfect
usable once per day. precision.
Mind Control: Mr. Popo can exert mental influence Cosmic Restoration:
over one opponent per day, causing them to act in a
non-hostile manner for 1 turn. Effect: Carl can restore up to 50% of his
Flight: Mr. Popo can fly at a speed of 60 feet per maximum health instantly once per day and
turn. can also heal any ally within a 100-foot radius
by 100 HP.
Rank 10 Deity: Carl
Power Level: 50,000
Physical Description:

Appearance: Carl is an entirely white humanoid with


a smooth, featureless body and a lightbulb head that
emits a soft, radiant glow. His presence is both awe-
inspiring and enigmatic, exuding an aura of divine
authority.

Attributes:

Strength: 6250
Agility: 12,500
Kais (Rank 5-9 Deities) Kaioken: Same as North Kai, with the same effects
and exhaustion levels.
North Kai Temporal Stasis: Can temporarily freeze an
Power Level: 5000 opponent in time for 1 turn, rendering them unable
Attributes: to act. Usable once per day.
Barrier Creation: Can generate a protective barrier
Strength: 500 that absorbs up to 200 damage.
Agility: 500
Endurance: 1500
East Kai
Intelligence: 50
Power Level: 3000
Ki Points: 1000
Attributes:
Hit Points: 7500

Abilities: Strength: 500


Agility: 500
Kaioken: Increases damage, strength, and agility by Endurance: 500
up to 20x. Each multiplier level drains 2.5% of HP Intelligence: 38
per turn and adds exhaustion levels. Ki Points: 500
Foresight: The North Kai can foresee and counteract Hit Points: 5000
any attack or strategy, providing a +20 bonus to
Abilities:
defense rolls and tactics.
Dimensional Manipulation: Can create a small Kaioken: Same as North Kai, with the same effects
pocket dimension to trap enemies or store items for and exhaustion levels.
up to 10 turns. Healing Aura: Can heal allies within a 50-foot radius
by 25 HP per turn for 3 turns. Usable once per day.
South Kai Teleportation: Can teleport short distances up to 30
Power Level: 4500 feet, including allies.
Attributes:

Strength: 500
Agility: 1000
Endurance: 1000
Intelligence: 45
Ki Points: 1000
Hit Points: 5000

Abilities:

Kaioken: Same as North Kai, with the same effects


and exhaustion levels.
Cosmic Awareness: The South Kai can sense and
detect any presence or disturbance in their domain,
granting +15 to perception and investigation rolls.
Energy Projection: Can fire a devastating energy
beam that deals massive damage once per day.

West Kai
Power Level: 4000
Attributes:

Strength: 500
Agility: 500
Endurance: 1000
Intelligence: 40
Ki Points: 1000
Hit Points: 5000

Abilities:
Rank 20 Deity: Taffy, The God Kaioken:

of Destruction of Hell Effect: Increases damage, strength, and agility


by up to 20x. Exhaustion levels:
Power Level: 15,000,000
2x: 1 Level of Exhaustion
Physical Description:
5x: 2 Levels of Exhaustion
Appearance: Taffy is a medium-sized fox-like deity, 10x: 3 Levels of Exhaustion
standing at 5’7”. His fur is a striking mix of light blue 20x: 4 Levels of Exhaustion
and bright red. He wears all-black sweatpants and a Drain: 2.5% of HP per turn.
sweatshirt, adding to his unique, casual appearance. Duration: Can be maintained indefinitely.
Taffy’s demeanor is energetic, with a constant air of Demonic Abilities (Demon God Powers):
mischief and a penchant for destruction and chaos.
Cosmic Restoration: Restores up to 100% of
Attributes: maximum health Twice per day and heals
allies within a 100-foot radius by 100 HP.
Strength: 3,000,000 Divine Authority: Grants a +30 bonus to
Agility: 3,000,000 charisma-based rolls and imposes commands
Endurance: 3,000,000 on up to 10 individuals.
Intelligence: 1,000
Ki Points: 3,000,000 Personality and Behavior:
Hit Points: 15,000,000
Energetic: Taffy is always full of life and movement,
Abilities: rarely staying still.
Menace: He enjoys causing chaos and destruction
Hakaishin Form (God of Destruction Mode): for fun.
Zoomies: Frequently has bursts of high-speed
Multiplier: 500x to all stats. movement.
Damage-Based Increase: For every 10 Likes Arson: Finds joy in setting things ablaze,
damage taken, the multiplier increases by
adding to his chaotic nature.
0.1x, up to a maximum increase of 10x per
instance of damage. Usage and Power:
Maximum Multiplier: 1000x.
Duration: 1 minute at 0% mastery. Increases Offensive Capabilities: Taffy can utilize the Energy of
by 1 minute for every 10% mastery, up to 10 Destruction for massive, devastating attacks,
minutes. obliterating opponents and causing widespread
Ki Drain: 5% of total Ki per turn. damage.
Strain and Exhaustion: Upon detransforming, Defensive Capabilities: Uses the Energy of
gain 3 levels of strain and exhaustion. Destruction to create powerful barriers and blocks
Reduces with mastery. attacks.
Appearance: Dense purple aura with Strategic Usage: His abilities make him an
darkened skin and glowing red markings. immensely powerful deity with a range of offensive,
Ultra Instinct Omen (UI Omen): defensive, and manipulative powers. Effective use of
his transformations and abilities can turn the tide of
Multiplier: 500x. any confrontation.
Roll Mechanic: Roll a d20 to counter attacks
using Agility modifiers.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and exhaustion upon detransforming.
Rank 30 Deity: Cat, The Divine 4. Demonic Abilities:

Attendant of Hell Infernal Command: Allows Cat to command


and control lower demons and infernal
Base Power Level: 5,000,000,000
entities. They can summon and direct legions
Physical Description:
of demonic creatures.
Appearance: Cat There is a towering 6-foot-tall Hellfire Manipulation: Can generate and
anthromorphic cat with sleek black and grey fur. control hellfire, which causes severe damage
They have long, menacing demonic horns curving and has corruptive effects on both physical
from their forehead and a red cracked halo hovering and spiritual entities.
above their head. Their angelic outfit is a dark Dark Restoration: Restores up to 50% of
combination of black and red, matching their maximum health once per day and heals allies
formidable and intimidating presence. They wield a within a 100-foot radius by 200 HP.
black and red angel staff, enhancing their divine 5. Divine Presence: As a high-ranking divine being, Cat
aura. exudes a powerful aura that can suppress or
influence the actions of others. Their presence is
Attributes: both awe-inspiring and intimidating.

Strength: 100,000,000 Personality and Behavior:


Agility: 100,000,000
Endurance: 100,000,000 Authoritative: Cat There commands respect and
Intelligence: 5,000,000 authority, often delegating tasks and making
Ki Points: 100,000,000 strategic decisions with a clear sense of purpose.
Hit Points: 500,000,000 Calculating: They are highly strategic, preferring to
outthink their opponents rather than rely solely on
Abilities and Traits: brute force.
Malevolent: Despite their divine role, they embody a
1. Demonic True Ultra Instinct (Crimson): certain malevolence typical of their infernal domain.
Multiplier: 1000x Their actions often carry a sense of ruthless
efficiency.
Mechanics:
Detached: Cat There maintains a certain level of
Roll Mechanic: Roll a d20 with a 200%
emotional detachment, focusing on their duties and
increase to your roll compared to
standard Ultra Instinct Omen. Apply objectives with a cold precision.
Agility modifiers similarly. Usage and Power:
Duration: Can be maintained
indefinitely with no Ki drain, no time Offensive Capabilities: Cat can unleash devastating
limit, and no mastery required. attacks using their Hellfire Manipulation and staff
Appearance: A crimson aura envelops Cat abilities, capable of overwhelming even the most
There, with their hair and fur becoming more formidable opponents.
intense and sharp. Their movements are swift, Defensive Capabilities: They use their staff and
fluid, and seemingly effortless, evoking an demonic powers to create powerful barriers and
overwhelming sense of both power and fear. protections, making them highly resilient in battle.
2. Normal Demonic UI (Red): Strategic Usage: Their abilities make them a
formidable strategist in any confrontation. Their
Multiplier: Always active with no additional continuous access to Ultra Instinct and powerful
multiplier needed, maintaining its effects. demonic abilities ensures they are always a
Appearance: This form continuously provides significant threat.
the passive benefits of Ultra Instinct, making
Cat There’s defensive and offensive
maneuvers nearly instinctual and automatic.
3. Angel Staff of Cat:

Power: The staff channels both divine and


demonic energy, providing a significant boost
to offensive and defensive capabilities. It can
unleash powerful energy blasts and create
protective barriers.
Rank 19 Deity: Super Saiyan God Yamoshi
Base Power Level: 100,000
Appearance: This form maintains the crimson hair
Transformations and and aura of Super Saiyan God but with additional
Multipliers: enhancements. Yamoshi’s hair spikes up to the size
of Super Saiyan 3, and his aura becomes more
1. Standard Super Saiyan intense and divine. His energy and combat abilities
are at their peak in this form.
(SSJ):
Multiplier: 5x
Power Level in SSJ Form: 500,000
Abilities and Traits:
1. Divine Presence: As a Rank 19 Deity, Yamoshi has a
Appearance: Yamoshi’s hair turns golden and spikes commanding presence. His aura can suppress other
up, his eyes become turquoise, and a golden aura
energy forms and instills a sense of awe or fear in
surrounds him. This form significantly boosts his
those around him.
power and combat abilities.
2. Energy Manipulation: Yamoshi excels in energy
manipulation, using his transformations to both
2. Super Saiyan God attack and defend with great precision. He can

(SSG): channel and control vast amounts of energy in his


True Super Saiyan God form.
Multiplier: 100x 3. Enhanced Combat Skills: His combat prowess is
Power Level in SSG Form: 10,000,000 elevated to divine levels, with each transformation
Appearance: Yamoshi’s hair turns crimson red and providing increased strength, speed, and agility. His
takes on a more ethereal appearance, and his aura fighting style is a blend of raw power and refined
becomes a vivid red. This form grants him immense technique.
power and energy control. 4. Wisdom and Strategy: Yamoshi possesses immense
wisdom and strategic insight, allowing him to assess
3. True Super Saiyan God and counter threats effectively. His divine nature
grants him an understanding of cosmic balance and
(True SSG): justice.
Multiplier: 500x (similar to Super Saiyan Blue but 5. Aura Influence: His Super Saiyan God and True
Alot Stronger) Super Saiyan God forms have an aura that can
Power Level in True SSG Form: 50,000,000 influence the environment, creating powerful effects
and suppressing other forms of energy.

Attributes:
Strength: 20,000 Intelligence: 1,000
Agility: 20,000 Ki Points: 20,000
Endurance: 20,000 Hit Points: 100,000

Personality:
Yamoshi embodies grace, responsibility, and a deep
sense of duty. As a deity, he is committed to
maintaining balance and protecting the realms. His
demeanor is calm and collected, with a strong sense
of justice and an unwavering resolve to confront
significant threats. Despite his formidable power,
Yamoshi approaches conflicts with a sense of
purpose and fairness.
Kai Deities Overview Power Level: 500,000
Appearance: An ancient Kai with a quirky and
1. Grand Kai eccentric personality, dressed in traditional robes.
Deity Rank: 10 He is knowledgeable and has a vast understanding of
Power Level: 50,000 divine magic and ancient techniques.
Appearance: An elderly, yet spry figure dressed in Stats:
traditional martial arts attire. Grand Kai exudes
wisdom and experience, with a laid-back demeanor Strength: 100,000
and a love for music and tournaments. Agility: 100,000
Endurance: 100,000
Stats:
Intelligence: 120,000
Strength: 10,000 Ki Points: 100,000
Agility: 10,000 Hit Points: 500,000
Endurance: 10,000 Abilities:
Intelligence: 3,000
Ki Points: 10,000 Unlock Potential: Can unlock the hidden potential of
Hit Points: 50,000 a being, boosting their power significantly.
Ancient Wisdom: Provides a +20 bonus to
Abilities:
intelligence-based rolls.
Kai Barrier: Creates a powerful energy barrier that Kaioshin Healing: Similar to Shin, but with
can deflect attacks. enhanced potency.
Divine Judgment: Calls down divine energy to strike Divine Shield: Creates a powerful shield of divine
a target, dealing massive damage. energy that absorbs damage.
Ancient Martial Arts: Uses highly refined martial
arts techniques, granting a +10 bonus to combat
4. Kibito
rolls. Deity Rank: 12
Power Level: 300,000
2. Supreme Kai (Shin) Appearance: A large, muscular attendant of Shin,
Deity Rank: 14 dressed in Kai attire. He is loyal, strong, and highly
Power Level: 500,000 proficient in healing and support techniques.
Appearance: A youthful Kai with a purple Stats:
complexion, dressed in traditional Kai robes. He
takes his duties very seriously and exudes an aura of Strength: 50,000
divine authority. Agility: 50,000
Endurance: 50,000
Stats:
Intelligence: 20,000
Strength: 100,000 Ki Points: 100,000
Agility: 100,000 Hit Points: 250,000
Endurance: 100,000 Abilities:
Intelligence: 50,000
Ki Points: 100,000 Kaioshin Healing: Can restore health and remove
Hit Points: 500,000 negative effects, though not as potent as Elder Kai.
Instant Transmission: Teleports to various locations
Abilities:
instantly.
Kaioshin Healing: Can restore health to others and Supportive Combatant: Provides a +10 bonus to ally
remove negative status effects. rolls while in combat.
Kiai: Emits a powerful shockwave of energy that Divine Aid: Reduces damage taken by allies within a
pushes opponents back. 50-foot radius by 25%.
Instantaneous Movement: Teleports to any location
instantly within a certain range.
Divine Intervention: Calls upon cosmic forces to
alter the outcome of battles, granting a +15 bonus to
rolls.

3. Elder Kai
Deity Rank: 15
Supreme Kais of the Other Power Level: 500,000
Appearance: Eyre is a Supreme Kai with a focus on
Universes technology and innovation. He has a more
mechanical and analytical appearance, reflecting the
1. Universe 1: Anato scientific nature of Universe 3.
Deity Rank: 14
Power Level: 500,000 Stats:
Appearance: Anato is a composed and wise
Supreme Kai, known for his calm demeanor and Strength: 100,000
elegant attire. He exudes an aura of peace and Agility: 100,000
balance, reflecting the harmony of Universe 1. Endurance: 100,000
Intelligence: 60,000
Stats: Ki Points: 100,000
Hit Points: 500,000
Strength: 100,000
Agility: 100,000 Abilities:
Endurance: 100,000
Intelligence: 60,000 Techno-Healing: Uses advanced technology to heal
Ki Points: 100,000 and enhance allies.
Hit Points: 500,000 Analytical Strike: Grants a +20 bonus to intelligence-
based combat rolls.
Abilities: Energy Overload: Eyre can channel excess energy
into a devastating attack, dealing significant damage.
Harmonious Healing: Restores health and removes
debuffs for multiple allies at once.
Balance of Power: Anato can shift the energy flow in 4. Universe 4: Kuru
battle, providing a +20 bonus to all allies’ rolls. Deity Rank: 14
Cosmic Unity: Can merge the energy of his allies to Power Level: 500,000
create a powerful attack, dealing massive damage. Appearance: Kuru is a sly and cunning Supreme
Kai, often seen with a calculating expression. He is
skilled in strategy and manipulation, reflecting
2. Universe 2: Pell Universe 4’s focus on trickery and deception.
Deity Rank: 14
Power Level: 500,000 Stats:
Appearance: Pell is a Supreme Kai with a
flamboyant and vibrant personality, known for his Strength: 100,000
love of beauty and elegance. His colorful robes Agility: 100,000
reflect his universe’s emphasis on aesthetics and Endurance: 100,000
harmony. Intelligence: 60,000
Ki Points: 100,000
Stats: Hit Points: 500,000

Strength: 100,000 Abilities:


Agility: 100,000
Endurance: 100,000 Deceptive Healing: Heals allies while simultaneously
Intelligence: 60,000 weakening enemies.
Ki Points: 100,000 Strategic Strike: Grants a +20 bonus to intelligence-
Hit Points: 500,000 based rolls when planning and executing traps.
Illusionary Barrier: Creates false barriers that
Abilities: mislead and confuse enemies.

Aesthetic Healing: Heals and beautifies allies,


increasing their morale and effectiveness.
Graceful Combat: Grants a +15 bonus to agility-
based rolls for allies.
Radiant Defense: Creates a dazzling barrier that
reduces damage taken by allies by 20%.

3. Universe 3: Eyre
Deity Rank: 14
5. Universe 5: Ogma Appearance: Iru is a tall, regal-looking Supreme Kai
Deity Rank: 14 with a strong presence. He is known for his focus on
Power Level: 500,000 strength, order, and leadership, guiding Universe 8
Appearance: Ogma is a serene and intellectual with a firm hand.
Supreme Kai, known for his vast knowledge and Stats:
wisdom. He often meditates and reflects on the
deeper meanings of existence, guiding Universe 5 Strength: 100,000
with a balanced perspective. Agility: 100,000
Endurance: 100,000
Stats:
Intelligence: 60,000
Strength: 100,000 Ki Points: 100,000
Agility: 100,000 Hit Points: 500,000
Endurance: 100,000 Abilities:
Intelligence: 60,000
Ki Points: 100,000 Commanding Presence: Grants a +15 bonus to all
Hit Points: 500,000 allies’ rolls when under Iru’s leadership.
Strength of Unity: Boosts the physical strength of
Abilities:
allies, granting them a +20 bonus to strength-based
Enlightened Healing: Restores health and clears rolls.
mental debuffs from allies. Titan’s Shield: Creates a powerful, protective barrier
Cosmic Insight: Grants a +20 bonus to intelligence- that reduces incoming damage by 30%.
based rolls, allowing allies to see through enemy
tactics. 8. Universe 9: Roh
Tranquil Defense: Reduces all incoming damage by Deity Rank: 14
25% for allies within a certain radius. Power Level: 500,000
Appearance: Roh is a Supreme Kai with a brash and
6. Universe 6: Fuwa outspoken demeanor. He can be arrogant, but his
Deity Rank: 14 commitment to Universe 9 is undeniable. He often
Power Level: 500,000 speaks his mind and acts with a sense of
Appearance: Fuwa is a plump and jovial Supreme righteousness.
Kai who takes a more laid-back approach to his Stats:
duties. His Universe 6 is similar to Universe 7, but
with its own unique characteristics, and Fuwa Strength: 100,000
reflects this with his carefree attitude. Agility: 100,000
Endurance: 100,000
Stats:
Intelligence: 60,000
Strength: 100,000 Ki Points: 100,000
Agility: 100,000 Hit Points: 500,000
Endurance: 100,000 Abilities:
Intelligence: 60,000
Ki Points: 100,000 Defiant Healing: Heals allies while boosting their
Hit Points: 500,000 resistance to debuffs, making them harder to
weaken.
Abilities:
Righteous Fury: Grants a +20 bonus to strength-
Joyful Healing: Heals allies and increases their based rolls when fighting against perceived injustice
morale, granting a +15 bonus to rolls. or evil.
Carefree Combat: Fuwa’s relaxed nature allows him Barrier of Resolve: Creates a defensive barrier that
to reduce the stress and strain on his allies, reducing increases resistance to all forms of damage by 25%.
Exhaustion by 1 level.
Protective Aura: Creates a gentle but powerful aura
that reduces incoming damage by 20%.

7. Universe 8: Iru
Deity Rank: 14
Power Level: 500,000
9. Universe 10: Gowasu Appearance: Agu is a calm and composed Supreme
Deity Rank: 14 Kai, known for his intellectual approach and
Power Level: 500,000 attention to detail. He is a master of time
Appearance: Gowasu is a wise and contemplative manipulation and oversees the balance of Universe
Supreme Kai, dedicated to guiding Universe 10 with 12 with great care.
a strong moral compass. He values balance and the Stats:
preservation of life above all else.
Strength: 100,000
Stats:
Agility: 100,000
Strength: 100,000 Endurance: 100,000
Agility: 100,000 Intelligence: 60,000
Endurance: 100,000 Ki Points: 100,000
Intelligence: 60,000 Hit Points: 500,000
Ki Points: 100,000 Abilities:
Hit Points: 500,000
Temporal Healing: Heals allies and manipulates time
Abilities:
to undo damage.
Moral Healing: Heals allies while instilling them with Time Shift: Grants a +15 bonus to intelligence-based
a sense of righteousness. rolls when manipulating the flow of time.
Divine Authority: Grants a +15 bonus to charisma- Temporal Barrier: Creates a time-based shield that
based rolls when dealing with moral dilemmas. reduces damage by 20% and can slow down enemy
Cosmic Justice: Calls upon the divine to strike down attacks.
evildoers, dealing significant damage.
Present Zamasu (Gowasu’s
10. Universe 11: Khai Attendant)
Deity Rank: 14 Deity Rank: 13
Power Level: 500,000 Power Level: 500,000 (Same as Gowasu)
Appearance: Khai is a calm and focused Supreme Attributes:
Kai, known for his strong sense of justice and Strength: 100,000
dedication to the Pride Troopers of Universe 11. He Agility: 100,000
is a guiding force for order and discipline in his Endurance: 100,000
universe. Intelligence: 50,000
Ki Points: 100,000
Stats: Hit Points: 500,000
Strength: 100,000
Agility: 100,000 Future Zamasu (Twice as Strong
Endurance: 100,000 as a Supreme Kai)
Intelligence: 60,000
Deity Rank: 14 (Same as Gowasu)
Ki Points: 100,000
Power Level: 1,000,000
Hit Points: 500,000
Attributes:
Abilities: Strength: 200,000
Agility: 200,000
Justice Healing: Heals allies and grants them a sense Endurance: 200,000
of purpose, increasing their combat effectiveness. Intelligence: 200,000
Guidance of Order: Grants a +20 bonus to agility- Ki Points: 200,000
based rolls for disciplined and organized combat. Hit Points: 1,000,000
Barrier of Justice: Creates a powerful shield that
absorbs damage and reduces incoming attacks by
25%.

11. Universe 12: Agu


Deity Rank: 14
Power Level: 500,000
1. Universe 1: Iwan Hakaishin Form (God of Destruction Mode):

Deity Rank: 20 Multiplier: 500x to all stats.


Power Level: 10,000,000 Damage-Based Increase: For every 10
Appearance: Iwan is an imposing figure with sleek damage taken, the multiplier increases by
dark purple and black armor adorned with intricate 0.1x, up to a maximum increase of 10x per
patterns. His presence exudes a commanding aura. instance of damage.
Maximum Multiplier: 1000x.
Stats: Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
Strength: 2,000,000
minutes.
Agility: 2,000,000
Ki Drain: 5% of total Ki per turn.
Endurance: 2,000,000
Strain and Exhaustion: Gain 3 levels of strain
Intelligence: 1,000,000
and exhaustion upon detransforming.
Ki Points: 2,000,000
Reduces with mastery.
Hit Points: 10,000,000
Appearance: Dense purple aura with
Abilities: darkened skin and glowing red markings.
Destruction Energy Mastery: Capable of wielding
Hakaishin Form (God of Destruction Mode): destruction energy at will, causing reality-warping
effects.
Multiplier: 500x to all stats.
Damage-Based Increase: For every 10
damage taken, the multiplier increases by
0.1x, up to a maximum increase of 10x per
instance of damage.
Maximum Multiplier: 1000x.
Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
minutes.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and exhaustion upon detransforming.
Reduces with mastery.
Appearance: Dense purple aura with
darkened skin and glowing red markings.
Destruction Energy Mastery: Capable of wielding
destruction energy at will, causing massive, reality-
altering effects.

2. Universe 2: Heles
Deity Rank: 20
Power Level: 10,000,000
Appearance: Heles has an elegant yet intimidating
presence, characterized by her flowing robes in red
and gold, with a confident demeanor.

Stats:

Strength: 2,000,000
Agility: 2,000,000
Endurance: 2,000,000
Intelligence: 1,000,000
Ki Points: 2,000,000
Hit Points: 10,000,000

Abilities:
3. Universe 3: Mosco/Mule Hakaishin Form (God of Destruction Mode):

Deity Rank: 20 Multiplier: 500x to all stats.


Power Level: 10,000,000 Damage-Based Increase: For every 10
Appearance: Mosco, known for his mechanical damage taken, the multiplier increases by
enhancements, has a cold, efficient appearance with 0.1x, up to a maximum increase of 10x per
a mix of metal and energy-based features. instance of damage.
Maximum Multiplier: 1000x.
Stats: Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
Strength: 2,000,000
minutes.
Agility: 2,000,000
Ki Drain: 5% of total Ki per turn.
Endurance: 2,000,000
Strain and Exhaustion: Gain 3 levels of strain
Intelligence: 1,000,000
and exhaustion upon detransforming.
Ki Points: 2,000,000
Reduces with mastery.
Hit Points: 10,000,000
Appearance: Dense purple aura with
Abilities: darkened skin and glowing red markings.
Destruction Energy Mastery: Mastery over
Hakaishin Form (God of Destruction Mode): destruction energy allows Quitela to wield it for
cataclysmic effects.
Multiplier: 500x to all stats.
Damage-Based Increase: For every 10
damage taken, the multiplier increases by
0.1x, up to a maximum increase of 10x per
instance of damage.
Maximum Multiplier: 1000x.
Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
minutes.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and exhaustion upon detransforming.
Reduces with mastery.
Appearance: Dense purple aura with
darkened skin and glowing red markings.
Destruction Energy Mastery: Uses destruction
energy at will, causing devastating effects that alter
reality.

4. Universe 4: Quitela
Deity Rank: 20
Power Level: 10,000,000
Appearance: Quitela is lean and agile with a
mischievous demeanor, dressed in dark blue and
silver attire that highlights his dexterity.

Stats:

Strength: 2,000,000
Agility: 2,000,000
Endurance: 2,000,000
Intelligence: 1,000,000
Ki Points: 2,000,000
Hit Points: 10,000,000

Abilities:
5. Universe 5: Arak Hakaishin Form (God of Destruction Mode):

Deity Rank: 20 Multiplier: 500x to all stats.


Power Level: 10,000,000 Damage-Based Increase: For every 10
Appearance: Arak is muscular and battle-worn, with damage taken, the multiplier increases by
tribal markings on his heavy armor, reflecting his 0.1x, up to a maximum increase of 10x per
warrior spirit. instance of damage.
Maximum Multiplier: 1000x.
Stats: Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
Strength: 2,000,000
minutes.
Agility: 2,000,000
Ki Drain: 5% of total Ki per turn.
Endurance: 2,000,000
Strain and Exhaustion: Gain 3 levels of strain
Intelligence: 1,000,000
and exhaustion upon detransforming.
Ki Points: 2,000,000
Reduces with mastery.
Hit Points: 10,000,000
Appearance: Dense purple aura with
Abilities: darkened skin and glowing red markings.
Destruction Energy Mastery: Skilled in harnessing
Hakaishin Form (God of Destruction Mode): destruction energy to inflict cataclysmic damage.
Multiplier: 500x to all stats.
Damage-Based Increase: For every 10
damage taken, the multiplier increases by
0.1x, up to a maximum increase of 10x per
instance of damage.
Maximum Multiplier: 1000x.
Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
minutes.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and

exhaustion upon detransforming. Reduces with


mastery.

Appearance: Dense purple aura with darkened skin


and glowing red markings.
Destruction Energy Mastery: Can manipulate
destruction energy to unleash potent and reality-
altering attacks.

6. Universe 6: Champa
Deity Rank: 20
Power Level: 10,000,000
Appearance: Champa is rotund and powerful, with a
robust physique and a fierce, commanding presence.

Stats:

Strength: 2,000,000
Agility: 2,000,000
Endurance: 2,000,000
Intelligence: 1,000,000
Ki Points: 2,000,000
Hit Points: 10,000,000

Abilities:
7. Universe 7: Beerus Agility: 2,000,000
Endurance: 2,000,000
Deity Rank: 20 Intelligence: 1,000,000
Power Level: 15,000,000 Ki Points: 2,000,000
Appearance: Beerus is sleek and feline in Hit Points: 10,000,000
appearance with a menacing presence and an
elegant, yet intimidating design. Abilities:

Stats: Hakaishin Form (God of Destruction Mode):

Strength: 3,000,000 Multiplier: 500x to all stats.


Agility: 3,000,000 Damage-Based Increase: For every 10
Endurance: 3,000,000 damage taken, the multiplier increases by
Intelligence: 1,000,000 0.1x, up to a maximum increase of 10x per
Ki Points: 3,000,000 instance of damage.
Hit Points: 15,000,000 Maximum Multiplier: 1000x.
Duration: 1 minute at 0% mastery. Increases
Abilities: by 1 minute for every 10% mastery, up to 10
minutes.
Hakaishin Form (God of Destruction Mode):
Ki Drain: 5% of total Ki per turn.
Multiplier: 500x to all stats. Strain and Exhaustion: Gain 3 levels of strain
Damage-Based Increase: For every 10 and exhaustion upon detransforming.
damage taken, the multiplier increases by Reduces with mastery.
0.1x, up to a maximum increase of 10x per Appearance: Dense purple aura with
instance of damage. darkened skin and glowing red markings.
Maximum Multiplier: 1000x. Destruction Energy Mastery: Masters destruction
Duration: 1 minute at 0% mastery. Increases energy to execute potent and reality-altering attacks.
by 1 minute for every 10% mastery, up to 10
minutes.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and exhaustion upon detransforming.
Reduces with mastery.
Appearance: Dense purple aura with
darkened skin and glowing red markings.
Ultra Instinct Omen (UI Omen):

Multiplier: 500x.
Roll Mechanic: Roll a d20 to counter attacks
using Agility modifiers.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and exhaustion upon detransforming.
Destruction Energy Mastery: Utilizes destruction
energy to cause vast and devastating effects.

8. Universe 8: Liquiir
Deity Rank: 20
Power Level: 10,000,000
Appearance: Liquiir is a tall, slender figure with a
calm and composed demeanor, dressed in flowing
robes that signify his elegance and grace.

Stats:

Strength: 2,000,000
9. Universe 9: Sidra Hakaishin Form (God of Destruction Mode):

Deity Rank: 20 Multiplier: 500x to all stats.


Power Level: 10,000,000 Damage-Based Increase: For every 10
Appearance: Sidra is a muscular and imposing damage taken, the multiplier increases by
figure with a strict demeanor, often clad in heavy 0.1x, up to a maximum increase of 10x per
armor that emphasizes his authority. instance of damage.
Maximum Multiplier: 1000x.
Stats: Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
Strength: 2,000,000
minutes.
Agility: 2,000,000
Ki Drain: 5% of total Ki per turn.
Endurance: 2,000,000
Strain and Exhaustion: Gain 3 levels of strain
Intelligence: 1,000,000
and exhaustion upon detransforming.
Ki Points: 2,000,000
Reduces with mastery.
Hit Points: 10,000,000
Appearance: Dense purple aura with
Abilities: darkened skin and glowing red markings.
Destruction Energy Mastery: Uses destruction
Hakaishin Form (God of Destruction Mode): energy for devastating and reality-warping effects.

Multiplier: 500x to all stats.


Damage-Based Increase: For every 10
damage taken, the multiplier increases by
0.1x, up to a maximum increase of 10x per
instance of damage.
Maximum Multiplier: 1000x.
Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
minutes.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and exhaustion upon detransforming.
Reduces with mastery.
Appearance: Dense purple aura with
darkened skin and glowing red markings.
Destruction Energy Mastery: Able to harness
destruction energy for massive, universe-altering
effects.

10. Universe 10: Rumsshi


Deity Rank: 20
Power Level: 10,000,000
Appearance: Rumsshi is an experienced and stern
figure with a seasoned look, adorned in traditional
attire that reflects his long-standing role.

Stats:

Strength: 2,000,000
Agility: 2,000,000
Endurance: 2,000,000
Intelligence: 1,000,000
Ki Points: 2,000,000
Hit Points: 10,000,000

Abilities:
11. Universe 11: Belmod Hakaishin Form (God of Destruction Mode):

Deity Rank: 20 Multiplier: 500x to all stats.


Power Level: 10,000,000 Damage-Based Increase: For every 10
Appearance: Belmod is a stoic and formidable figure damage taken, the multiplier increases by
with an imposing presence and attire that reflects his 0.1x, up to a maximum increase of 10x per
serious nature. instance of damage.
Maximum Multiplier: 1000x.
Stats: Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
Strength: 2,000,000
minutes.
Agility: 2,000,000
Ki Drain: 5% of total Ki per turn.
Endurance: 2,000,000
Strain and Exhaustion: Gain 3 levels of strain
Intelligence: 1,000,000
and exhaustion upon detransforming.
Ki Points: 2,000,000
Reduces with mastery.
Hit Points: 10,000,000
Appearance: Dense purple aura with
Abilities: darkened skin and glowing red markings.
Destruction Energy Mastery: Mastery over
Hakaishin Form (God of Destruction Mode): destruction energy allows Kusu to execute potent
and reality-altering attacks.
Multiplier: 500x to all stats.
Damage-Based Increase: For every 10
damage taken, the multiplier increases by
0.1x, up to a maximum increase of 10x per
instance of damage.
Maximum Multiplier: 1000x.
Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10
minutes.
Ki Drain: 5% of total Ki per turn.
Strain and Exhaustion: Gain 3 levels of strain
and exhaustion upon detransforming.
Reduces with mastery.
Appearance: Dense purple aura with
darkened skin and glowing red markings.
Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
attacks.

12. Universe 12: Kusu


Deity Rank: 20
Power Level: 10,000,000
Appearance: Kusu is an elegant and serene figure
with a graceful demeanor, dressed in attire that
reflects her divine nature.

Stats:

Strength: 2,000,000
Agility: 2,000,000
Endurance: 2,000,000
Intelligence: 1,000,000
Ki Points: 2,000,000
Hit Points: 10,000,000

Abilities:
1. Universe 1: Anato Stats:

Deity Rank: 25 Strength: 200,000,000


Power Level: 1,000,000,000 Agility: 200,000,000
Appearance: Anato is a tall, elegant angel with an Endurance: 200,000,000
ethereal, almost celestial presence. His attire is Intelligence: 100,000,000
adorned with golden accents, and his wings are vast Ki Points: 200,000,000
and shimmering. Hit Points: 500,000,000

Stats: Abilities:

Strength: 200,000,000 Ultra Instinct Omen (UI Omen):


Agility: 200,000,000
Endurance: 200,000,000 Multiplier: 500x
Intelligence: 100,000,000 Roll Mechanic: Roll a d20 to counter attacks
Ki Points: 200,000,000 using Agility modifiers.
Hit Points: 500,000,000 Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Abilities: Ki Drain: None
Strain and Exhaustion: None
Ultra Instinct Omen (UI Omen): Ultra Instinct (UI):
Multiplier: 500x Multiplier: 600x
Roll Mechanic: Roll a d20 to counter attacks Roll Mechanic: Roll a d20 with a 50%
using Agility modifiers. increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery. by 1 minute per 10% mastery.
Ki Drain: None Ki Drain: None
Strain and Exhaustion: None Strain and Exhaustion: None
Ultra Instinct (UI): Perfected Ultra Instinct (Perfected UI):
Multiplier: 600x Multiplier: 1000x
Roll Mechanic: Roll a d20 with a 50% Roll Mechanic: Roll a d20 with a 100%
increase to your roll compared to UI Omen. increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery. by 1 minute per 10% mastery.
Ki Drain: None Ki Drain: None
Strain and Exhaustion: None Strain and Exhaustion: None
Perfected Ultra Instinct (Perfected UI): Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
Multiplier: 1000x
attacks.
Roll Mechanic: Roll a d20 with a 100%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
attacks.

2. Universe 2: Pell
Deity Rank: 25
Power Level: 1,000,000,000
Appearance: Pell is an androgynous angel with an
aura of serenity. Their attire is white with purple
highlights, and their wings are sleek and
streamlined.
3. Universe 3: Eyre Strength: 200,000,000
Agility: 200,000,000
Deity Rank: 25 Endurance: 200,000,000
Power Level: 1,000,000,000 Intelligence: 100,000,000
Appearance: Eyre has a powerful, commanding Ki Points: 200,000,000
presence with intricate armor and dark, flowing Hit Points: 1,000,000,000
wings. Their gaze is intense and focused.
Abilities:
Stats:
Ultra Instinct Omen (UI Omen):
Strength: 200,000,000
Agility: 200,000,000 Multiplier: 500x
Endurance: 200,000,000 Roll Mechanic: Roll a d20 to counter attacks
Intelligence: 100,000,000 using Agility modifiers.
Ki Points: 200,000,000 Duration: 1 minute at 0% mastery, increasing
Hit Points: 1,000,000,000 by 1 minute per 10% mastery.
Ki Drain: None
Abilities: Strain and Exhaustion: None
Ultra Instinct (UI):
Ultra Instinct Omen (UI Omen):
Multiplier: 600x
Multiplier: 500x
Roll Mechanic: Roll a d20 with a 50%
Roll Mechanic: Roll a d20 to counter attacks
increase to your roll compared to UI Omen.
using Agility modifiers.
Duration: 1 minute at 0% mastery, increasing
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
by 1 minute per 10% mastery.
Ki Drain: None
Ki Drain: None
Strain and Exhaustion: None
Strain and Exhaustion: None
Perfected Ultra Instinct (Perfected UI):
Ultra Instinct (UI):
Multiplier: 1000x
Multiplier: 600x
Roll Mechanic: Roll a d20 with a 100%
Roll Mechanic: Roll a d20 with a 50%
increase to your roll compared to UI Omen.
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
by 1 minute per 10% mastery.
Ki Drain: None
Ki Drain: None
Strain and Exhaustion: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
Perfected Ultra Instinct (Perfected UI):
energy to create immense and reality-bending
Multiplier: 1000x attacks.
Roll Mechanic: Roll a d20 with a 100%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
attacks.

4. Universe 4: Kuru
Deity Rank: 25
Power Level: 1,000,000,000
Appearance: Kuru is a sleek and agile angel with a
fluid, almost liquid-like presence. Their attire is
decorated with flowing patterns and their wings are
gracefully elegant.

Stats:
5. Universe 5: Ogma Strength: 200,000,000
Agility: 200,000,000
Deity Rank: 25 Endurance: 200,000,000
Power Level: 1,000,000,000 Intelligence: 100,000,000
Appearance: Ogma exudes a regal aura with Ki Points: 200,000,000
elaborate, ornate attire and a majestic set of wings. Hit Points: 1,000,000,000
Their presence is both commanding and reassuring.
Abilities:
Stats:
Ultra Instinct Omen (UI Omen):
Strength: 200,000,000
Agility: 200,000,000 Multiplier: 500x
Endurance: 200,000,000 Roll Mechanic: Roll a d20 to counter attacks
Intelligence: 100,000,000 using Agility modifiers.
Ki Points: 200,000,000 Duration: 1 minute at 0% mastery, increasing
Hit Points: 1,000,000,000 by 1 minute per 10% mastery.
Ki Drain: None
Abilities: Strain and Exhaustion: None
Ultra Instinct (UI):
Ultra Instinct Omen (UI Omen):
Multiplier: 600x
Multiplier: 500x
Roll Mechanic: Roll a d20 with a 50%
Roll Mechanic: Roll a d20 to counter attacks
increase to your roll compared to UI Omen.
using Agility modifiers.
Duration: 1 minute at 0% mastery, increasing
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
by 1 minute per 10% mastery.
Ki Drain: None
Ki Drain: None
Strain and Exhaustion: None
Strain and Exhaustion: None
Perfected Ultra Instinct (Perfected UI):
Ultra Instinct (UI):
Multiplier: 1000x
Multiplier: 600x
Roll Mechanic: Roll a d20 with a 100%
Roll Mechanic: Roll a d20 with a 50%
increase to your roll compared to UI Omen.
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
by 1 minute per 10% mastery.
Ki Drain: None
Ki Drain: None
Strain and Exhaustion: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
Perfected Ultra Instinct (Perfected UI):
energy to create immense and reality-bending
Multiplier: 1000x attacks.
Roll Mechanic: Roll a d20 with a 100%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
attacks.

6. Universe 6: Awamo
Deity Rank: 25
Power Level: 1,000,000,000
Appearance: Awamo is a sleek and sophisticated
angel with a calm demeanor. Their attire is a deep
blue with silver accents, and their wings are majestic
and broad.

Stats:
7. Universe 7: Whis Agility: 200,000,000
Endurance: 200,000,000
Deity Rank: 25 Intelligence: 100,000,000
Power Level: 5,000,000,000 Ki Points: 200,000,000
Appearance: Whis is an angel with a graceful and Hit Points: 1,000,000,000
serene presence. His attire is a deep purple and blue,
with elegant patterns and radiant wings. Abilities:

Stats: Ultra Instinct Omen (UI Omen):

Strength: 1,000,000,000 Multiplier: 500x


Agility: 1,000,000,000 Roll Mechanic: Roll a d20 to counter attacks
Endurance: 1,000,000,000 using Agility modifiers.
Intelligence: 500,000,000 Duration: 1 minute at 0% mastery, increasing
Ki Points: 1,000,000,000 by 1 minute per 10% mastery.
Hit Points: 5,000,000,000 Ki Drain: None
Strain and Exhaustion: None
Abilities: Ultra Instinct (UI):
Ultra Instinct Omen (UI Omen): Multiplier: 600x
Roll Mechanic: Roll a d20 with a 50%
Multiplier: 500x
increase to your roll compared to UI Omen.
Roll Mechanic: Roll a d20 to counter attacks
Duration: 1 minute at 0% mastery, increasing
using Agility modifiers.
by 1 minute per 10% mastery.
Duration: 1 minute at 0% mastery, increasing
Ki Drain: None
by 1 minute per 10% mastery.
Strain and Exhaustion: None
Ki Drain: None
Perfected Ultra Instinct (Perfected UI):
Strain and Exhaustion: None
Ultra Instinct (UI): Multiplier: 1000x
Roll Mechanic: Roll a d20 with a 100%
Multiplier: 600x
increase to your roll compared to UI Omen.
Roll Mechanic: Roll a d20 with a 50%
Duration: 1 minute at 0% mastery, increasing
increase to your roll compared to UI Omen.
by 1 minute per 10% mastery.
Duration: 1 minute at 0% mastery, increasing
Ki Drain: None
by 1 minute per 10% mastery.
Strain and Exhaustion: None
Ki Drain: None
Destruction Energy Mastery: Can utilize destruction
Strain and Exhaustion: None
energy to create immense and reality-bending
Perfected Ultra Instinct (Perfected UI):
attacks.
Multiplier: 1000x
Roll Mechanic: Roll a d20 with a 100%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
attacks.

8. Universe 8: Makarita
Deity Rank: 25
Power Level: 1,000,000,000
Appearance: Makarita has a graceful and wise
appearance, with intricate robes and an aura of
wisdom. Her wings are elegant and graceful.

Stats:

Strength: 200,000,000
9. Universe 9: Cognac Stats:

Deity Rank: 25 Strength: 200,000,000


Power Level: 1,000,000,000 Agility: 200,000,000
Appearance: Cognac has a striking, imposing Endurance: 200,000,000
presence with a powerful build. His attire is adorned Intelligence: 100,000,000
with fierce, protective symbols, and his wings are Ki Points: 200,000,000
strong and majestic. Hit Points: 1,000,000,000

Stats: Abilities:

Strength: 200,000,000 Ultra Instinct Omen (UI Omen):


Agility: 200,000,000 Multiplier: 500
Endurance: 200,000,000
x
Intelligence: 100,000,000
Ki Points: 200,000,000 Roll Mechanic: Roll a d20 to counter attacks using
Hit Points: 1,000,000,000 Agility modifiers.
Abilities: Duration: 1 minute at 0% mastery, increasing by 1
minute per 10% mastery.
Ultra Instinct Omen (UI Omen): Ki Drain: None
Strain and Exhaustion: None
Multiplier: 500x Ultra Instinct (UI):
Roll Mechanic: Roll a d20 to counter attacks
using Agility modifiers. Multiplier: 600x
Duration: 1 minute at 0% mastery, increasing Roll Mechanic: Roll a d20 with a 50%
by 1 minute per 10% mastery. increase to your roll compared to UI Omen.
Ki Drain: None Duration: 1 minute at 0% mastery, increasing
Strain and Exhaustion: None by 1 minute per 10% mastery.
Ultra Instinct (UI): Ki Drain: None
Strain and Exhaustion: None
Multiplier: 600x Perfected Ultra Instinct (Perfected UI):
Roll Mechanic: Roll a d20 with a 50%
increase to your roll compared to UI Omen. Multiplier: 1000x
Duration: 1 minute at 0% mastery, increasing Roll Mechanic: Roll a d20 with a 100%
by 1 minute per 10% mastery. increase to your roll compared to UI Omen.
Ki Drain: None Duration: 1 minute at 0% mastery, increasing
Strain and Exhaustion: None by 1 minute per 10% mastery.
Perfected Ultra Instinct (Perfected UI): Ki Drain: None
Strain and Exhaustion: None
Multiplier: 1000x Destruction Energy Mastery: Can utilize destruction
Roll Mechanic: Roll a d20 with a 100% energy to create immense and reality-bending
increase to your roll compared to UI Omen. attacks.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
attacks.

10. Universe 10: Kusu


Deity Rank: 25
Power Level: 1,000,000,000
Appearance: Kusu is a serene and graceful angel
with a calming presence. Her attire is a blend of
white and green, and her wings are delicate yet
strong.
11. Universe 11: Marcarita Strength: 200,000,000
Agility: 200,000,000
Deity Rank: 25 Endurance: 200,000,000
Power Level: 1,000,000,000 Intelligence: 100,000,000
Appearance: Marcarita is a graceful and composed Ki Points: 200,000,000
angel with a sophisticated demeanor. Her attire is a Hit Points: 1,000,000,000
blend of elegant blues and whites, and her wings are
both striking and refined. Abilities:

Stats: Ultra Instinct Omen (UI Omen):

Strength: 200,000,000 Multiplier: 500x


Agility: 200,000,000 Roll Mechanic: Roll a d20 to counter attacks
Endurance: 200,000,000 using Agility modifiers.
Intelligence: 100,000,000 Duration: 1 minute at 0% mastery, increasing
Ki Points: 200,000,000 by 1 minute per 10% mastery.
Hit Points: 1,000,000,000 Ki Drain: None
Strain and Exhaustion: None
Abilities: Ultra Instinct (UI):
Ultra Instinct Omen (UI Omen): Multiplier: 600x
Roll Mechanic: Roll a d20 with a 50%
Multiplier: 500x
increase to your roll compared to UI Omen.
Roll Mechanic: Roll a d20 to counter attacks
Duration: 1 minute at 0% mastery, increasing
using Agility modifiers.
by 1 minute per 10% mastery.
Duration: 1 minute at 0% mastery, increasing
Ki Drain: None
by 1 minute per 10% mastery.
Strain and Exhaustion: None
Ki Drain: None
Perfected Ultra Instinct (Perfected UI):
Strain and Exhaustion: None
Ultra Instinct (UI): Multiplier: 1000x
Roll Mechanic: Roll a d20 with a 100%
Multiplier: 600x
increase to your roll compared to UI Omen.
Roll Mechanic: Roll a d20 with a 50%
Duration: 1 minute at 0% mastery, increasing
increase to your roll compared to UI Omen.
by 1 minute per 10% mastery.
Duration: 1 minute at 0% mastery, increasing
Ki Drain: None
by 1 minute per 10% mastery.
Strain and Exhaustion: None
Ki Drain: None
Destruction Energy Mastery: Can utilize destruction
Strain and Exhaustion: None
energy to create immense and reality-bending
Perfected Ultra Instinct (Perfected UI):
attacks.
Multiplier: 1000x
Roll Mechanic: Roll a d20 with a 100%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
energy to create immense and reality-bending
attacks.

12. Universe 12: Martinu


Deity Rank: 25
Power Level: 1,000,000,000
Appearance: Martinu is a tall, dignified angel with an
air of authority. His attire is a regal blend of gold and
black, with large, imposing wings.

Stats:
Zeno (Omni-King) Perfected Ultra Instinct (Perfected UI):

Deity Rank: 50 Multiplier: 1000x


Power Level: Infinite Roll Mechanic: Roll a d20 with a 100%
Appearance: Zeno is a small, child-like figure with an increase to your roll compared to UI Omen.
ethereal and omnipotent presence. Despite his Duration: 1 minute at 0% mastery, increasing
innocent appearance, he exudes an aura of absolute by 1 minute per 10% mastery.
authority and boundless power. His attire is simple Ki Drain: None
yet regal, reflecting his supreme status. Strain and Exhaustion: None
Destruction Energy Mastery: Can utilize destruction
Stats: energy to create immense and reality-bending
attacks. Zeno’s version of this ability allows him to
Strength: Infinite
erase entities from existence rather than merely
Agility: Infinite
destroy them.
Endurance: Infinite
Omni-King Erasure:
Intelligence: Infinite
Ki Points: Infinite Mechanics: Zeno can erase anything, from
Hit Points: Infinite individual beings to entire universes, with a
mere thought. This ability operates without
Abilities:
the need for energy expenditure or physical
Omni-King Authority: effort, reflecting his supreme power over
existence.
Erasure: Zeno has the power to erase Absolute Control:
anything from existence, including entire
universes, beings, and all of reality. This Mechanics: Zeno has complete control over
power is absolute and cannot be countered or all aspects of reality, including time, space,
resisted. and the fundamental laws of the universe. He
Existence Manipulation: Can manipulate the can alter or negate any ability, spell, or attack
fabric of reality itself, including time, space, as he sees fit.
and the very essence of existence.
Additional Notes:
Destruction Energy Mastery: As with Gods of
Destruction, Zeno can utilize destruction energy to Interaction with Other Entities: Zeno’s powers
create immense and reality-bending attacks, with the supersede those of all other beings, including Gods
added capability of erasing anything from existence. of Destruction, Angels, and even other deities. His
Ultra Instinct Omen (UI Omen): presence ensures absolute order and control over
the multiverse.
Multiplier: 500x
Roll Mechanic: Roll a d20 to counter attacks
using Agility modifiers.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Ultra Instinct (UI):

Multiplier: 600x
Roll Mechanic: Roll a d20 with a 50%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Grand Priest Perfected Ultra Instinct (Perfected UI):

Deity Rank: 35 Multiplier: 1000x


Power Level: 1 Trillion Roll Mechanic: Roll a d20 with a 100%
Appearance: The Grand Priest has a dignified and increase to your roll compared to UI Omen.
celestial appearance with an aura of immense Duration: 1 minute at 0% mastery, increasing
authority. His presence is marked by an air of divine by 1 minute per 10% mastery.
majesty and power. When he transforms into his Ki Drain: None
True Form, his appearance shifts dramatically, Strain and Exhaustion: None
becoming a colossal entity with immense and True Form:
otherworldly features.
Multiplier: 10,000x
Stats: Mechanics: The Grand Priest transforms into
a colossal entity with immense power, visible
Strength: 200,000,000,000 even from distant galaxies. This form has no
Agility: 200,000,000,000 time limit or Ki drain and offers unmatched
Endurance: 200,000,000,000 strength and control.
Intelligence: 50,000,000,000 Appearance: The transformation process
Ki Points: 200,000,000,000 causes massive explosions and disturbances
Hit Points: 1,000,000,000,000 visible from the superclusters of galaxies. In
Abilities: True Form, the Grand Priest emits an
overwhelming aura of divine energy, capable
Hakaishin Form (God of Destruction Mode): of manipulating space and reality.
God Detonation:
Multiplier: 500x to all stats.
Damage-Based Increase: For every 10 Mechanics: While in True Form, the Grand
damage taken, the multiplier increases by Priest can emit colossal explosions, powerful
0.1x, up to a maximum increase of 10x per enough to be seen from distant galaxies. This
instance of damage. ability is used to demonstrate his raw power
Maximum Multiplier: 1000x. and can cause widespread devastation.
Duration: 1 minute at 0% mastery. Increases Instant Transmission:
by 1 minute for every 10% mastery, up to 10
minutes. Mechanics: The Grand Priest uses Instant
Ki Drain: 5% of total Ki per turn. Transmission to teleport instantaneously
Strain and Exhaustion: Gain 3 levels of strain across vast distances, including from the
and exhaustion upon detransforming. supercluster of galaxies to Earth, showcasing
Reduces with mastery. his superior speed and control.
Appearance: Dense purple aura with Additional Notes:
darkened skin and glowing red markings.
Ultra Instinct Omen (UI Omen): Interactions with Other Entities: The Grand Priest’s
abilities and power level place him above all other
Multiplier: 500x deities and entities, making him a figure of
Roll Mechanic: Roll a d20 to counter attacks unmatched authority and capability within the
using Agility modifiers. multiverse. His True Form represents the pinnacle
Duration: 1 minute at 0% mastery, increasing of divine power, emphasizing his role as a supreme
by 1 minute per 10% mastery. overseer of all existence.
Ki Drain: None
Strain and Exhaustion: None
Ultra Instinct (UI):

Multiplier: 600x
Roll Mechanic: Roll a d20 with a 50%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Zeno (True Form) Perfected Ultra Instinct (Perfected UI):

Deity Rank: 50 Multiplier: 1000x


Power Level: Infinite Roll Mechanic: Roll a d20 with a 100%
Appearance: Zeno in his True Form is a 7-foot-tall increase to your roll compared to UI Omen.
humanoid whose body is a living embodiment of Duration: 1 minute at 0% mastery, increasing
space and the universe. His form is covered with an by 1 minute per 10% mastery.
almost exact texture of space, featuring thousands of Ki Drain: None
tiny stars and galaxies that shift and swirl across his Strain and Exhaustion: None
skin. This cosmic texture not only represents his True Form:
divine nature but also allows him to utilize the stars
and galaxies on his body for various purposes. Multiplier: 10,000x
Mechanics: Zeno’s True Form allows him to
Stats: harness the cosmic power of his body, which
is covered in stars and galaxies. This form has
Strength: Infinite no time limit or Ki drain and provides
Agility: Infinite unmatched control over space and reality.
Endurance: Infinite Appearance: In this form, Zeno’s body
Intelligence: Infinite shimmers with the light of countless stars and
Ki Points: Infinite galaxies, and he can manipulate these cosmic
Hit Points: Infinite elements to attack, defend, or create.
Abilities: Cosmic Manipulation:

Hakaishin Form (God of Destruction Mode): Mechanics: Zeno can use the stars and
galaxies on his body to perform a wide range
Multiplier: 500x to all stats. of actions, including creating cosmic attacks,
Damage-Based Increase: For every 10 generating star-like projectiles, and even
damage taken, the multiplier increases by reshaping reality on a universal scale. This
0.1x, up to a maximum increase of 10x per ability reflects his profound control over
instance of damage. existence and cosmic forces.
Maximum Multiplier: 1000x. Reality Erasure:
Duration: 1 minute at 0% mastery. Increases
by 1 minute for every 10% mastery, up to 10 Mechanics: As the Omni King, Zeno can erase
minutes. anything from existence, including entire
Ki Drain: 5% of total Ki per turn. universes, with a mere thought. This power
Strain and Exhaustion: Gain 3 levels of strain extends to all forms of life, matter, and even
and exhaustion upon detransforming. the fabric of reality itself.
Reduces with mastery. Additional Notes:
Appearance: Dense purple aura with
darkened skin and glowing red markings. Interactions with Other Entities: Zeno’s True Form
Ultra Instinct Omen (UI Omen): represents the ultimate pinnacle of cosmic power,
with the ability to reshape and erase reality itself. His
Multiplier: 500x presence and abilities surpass all other deities,
Roll Mechanic: Roll a d20 to counter attacks making him the supreme ruler of all existence.
using Agility modifiers.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Ultra Instinct (UI):

Multiplier: 600x
Roll Mechanic: Roll a d20 with a 50%
increase to your roll compared to UI Omen.
Duration: 1 minute at 0% mastery, increasing
by 1 minute per 10% mastery.
Ki Drain: None
Strain and Exhaustion: None
Energy of Destruction (Hakai) God of Destruction Hakai:

Hakai (破壊 Hakai, lit. “Destruction”) is a powerful Application: Performed with advanced
ability utilized predominantly by Gods of Destruction techniques and precision. Can erase large
and Angels in the Dragon Ball universe. It allows users objects or beings of immense power.
to erase beings and objects from existence with Limitations: Requires a high level of mastery
immense power. The usage and effectiveness of Hakai and energy. The user must maintain focus on
vary based on the user’s rank and strength. destruction to ensure effectiveness.

Levels of Destructive Power


1. Basic Hakai:
Variations
1. Energy of Destruction:
Effectiveness: Can erase beings with a power
Description: The general power of Hakai,
level up to half of the user’s power level.
used for both offensive and defensive
Usage: Commonly used by individuals with no
purposes. Gods of Destruction can grant this
formal training in Hakai. It turns the target
power to others if desired.
into dust without significant destructive force.
Examples: Includes Justice Blast, Destructive
2. Normal Hakai:
Fission, Sphere of Destruction, Destruction
Effectiveness: Can erase beings with a power before Creation, and Wrath of the God of
level equal to the user’s power level. Destruction.
Usage: Suitable for skilled users who can 2. Justice Blast:
destroy targets of comparable strength. It has
Description: A large orb of Energy of
more precision and power compared to Basic
Destruction used for widespread destruction.
Hakai.
3. Destructive Fission:
3. God of Destruction Hakai:
Description: A small but highly concentrated
Effectiveness: Can erase beings with a power
orb of Energy of Destruction with immense
level up to 2x the user’s power level.
power.
Usage: Exclusive to Gods of Destruction and
4. Sphere of Destruction:
Angels. This level of Hakai can obliterate even
those significantly stronger than the user. It is Description: Two orbs of Energy of
the most potent form of Hakai, enabling large- Destruction combined and fired at the
scale destruction. opponent.
5. Destruction before Creation:
Usage
Description: An energy wave of Hakai, used to
Basic Hakai:
obliterate large areas.
Application: Used through simple gestures or 6. Wrath of the God of Destruction:
non-verbal commands. Targets are
Description: A powerful finger beam of Hakai,
disintegrated into dust.
capable of focused and intense destruction.
Limitations: Limited by the user’s skill and
power level. Immortal or regenerating beings
may survive or recover from incomplete
Hakai.
Normal Hakai:

Application: Can be manifested by a broader


range of gestures or energy waves. Effective
against beings of similar or lower power.
Limitations: Requires greater concentration
and energy. More advanced targets may resist
or evade destruction.
Power Balance: Although extremely powerful, the
True Ultra Instinct is an user’s ability to dodge and attack still relies on their
enhanced version of Agility stat. Opponents with higher Agility or special
abilities may still challenge the user.
Perfected Ultra Instinct True Ultra Instinct represents the pinnacle of combat
with several powerful mastery in your Dragon Ball RPG game, combining
immense power with unparalleled reflexes and
improvements. endurance. With its enhanced dodge mechanics and
limitless stamina, this form offers ultimate combat
True Ultra Instinct (TUI) potential without any drawbacks.
True Ultra Instinct is the ultimate form of the Ultra
Roll Mechanic: Roll a d20 to counter attacks using
Instinct state. It represents total mastery of the body
Agility modifiers You Gain a 500% Bonus to said
and mind, allowing the user to instinctively react and
rolls.
attack with absolute precision. Unlike previous forms of
Ultra Instinct, True Ultra Instinct is completely free
from any limitations.

Key Attributes:
Form Multiplier: 1,000x base power level (same as
Perfected UI).
No Drain: Unlike Ultra Instinct and Perfected Ultra
Instinct, True Ultra Instinct has no Ki drain, stamina
depletion, or cooldown period. The user can
maintain this form indefinitely.
No Time Limit: True Ultra Instinct can be sustained
without any time restrictions, allowing the user to
remain in the form as long as needed.
Dodge Bonus: The dodge bonus is significantly
increased. Instead of the usual 100% bonus to
Agility, True Ultra Instinct adds 500% of the user’s
Agility to their dodge rolls, making them nearly
untouchable in battle.
Maximum Reflexes: All attacks and defensive
maneuvers are executed at the maximum possible
speed, with no delays between thought and action.

Effects:
Instant Reaction: The user’s body automatically
dodges any attack that they have the Agility to avoid,
even before they consciously realize the danger.
Perfect Accuracy: Every attack launched by the user
will hit with perfect precision unless blocked by an
opponent with a higher Agility or special
countermeasures.
Effortless Movement: The user can move fluidly and
react to threats without wasting any energy or effort,
making their combat style appear graceful and
untouchable.

Usage:
Combat Mastery: True Ultra Instinct allows the user
to fight at their absolute peak, with no concerns
about tiring out or being overwhelmed by sustained
combat.
Kaioken Technique (2x to 20x) Intermediate Kaioken (4x to 10x): As the user
pushes the Kaioken to higher levels, their aura
The Kaioken is a powerful, yet dangerous technique intensifies, becoming larger and more chaotic. The
that allows the user to greatly amplify their abilities, but red energy surrounding their body thickens and
at the cost of their own health and stamina. Developed flares out like a roaring inferno, occasionally
by King Kai and mastered by Goku, the Kaioken pushes bursting into bright red sparks. The user’s muscles
the body far beyond its normal limits, multiplying the become more pronounced, veins bulging as their
user’s power exponentially for a short period. The body struggles to contain the immense power. Their
technique requires immense control and discipline, as movements become faster, more forceful, and the
using it recklessly can result in severe consequences. ground beneath them cracks under the pressure of
their power. The toll on their body becomes more
Overview: apparent, with visible signs of strain in their posture
Type: Transformative Power Boost and facial expressions.
Multipliers: Ranges from 2x to 20x depending on Advanced Kaioken (20x): At the highest levels of
mastery. Kaioken, the user’s aura becomes a massive,
Boosted Stats: Ki, Damage, Agility, and Strength are pulsating storm of red energy, radiating outwards in
all increased by the chosen multiplier (2x, 4x, 6x, waves that shake the very environment around them.
etc.). Their body swells with power, muscles straining to
Health Drain: For every 2x increase in the Kaioken, contain the energy, and their aura creates visible
the user suffers a 2% health drain per turn. shockwaves with every movement. The user appears
2x Kaioken: Drains 2% HP per turn to be in a constant state of battle with their own
4x Kaioken: Drains 4% HP per turn power, every motion creating a ripple of force.
10x Kaioken: Drains 10% HP per turn Despite the immense power boost, the toll on their
20x Kaioken: Drains 20% HP per turn body is severe, and their expressions show the pain
Strain and Exhaustion: Upon deactivating the and effort required to maintain control. Their veins
Kaioken, the user gains 1 level of strain and 1 level of bulge visibly, and every breath becomes a challenge
exhaustion for every use, making repeated uses in as they fight to keep from burning themselves out.
the same battle extremely taxing on the body.
Mechanics and Usage:
How to Obtain: The Kaioken technique is a high-risk, high-reward
The Kaioken technique is not something that can be ability. It offers immense power for a limited time, but
learned through books or observation; it must be taught the strain it places on the user’s body is tremendous.
by a master of the technique, such as King Kai or Here’s how it works:
another character who has mastered Kaioken. Learning
Kaioken is a serious commitment and requires Activation: The user can activate the Kaioken as a
immense discipline and training. free action, instantly boosting their Ki, Damage,
The training to learn Kaioken is grueling and involves Agility, and Strength by the chosen multiplier (2x, 4x,
rigorous meditation, body conditioning, and mental 6x, etc.). The boost lasts for a number of turns equal
fortitude. The user must learn to control their Ki with to half the user’s level (rounded down). After the
precision and prepare their body to endure the immense duration ends, the user must deactivate the Kaioken
strain that comes with the technique. Upon successfully or suffer extreme consequences (e.g., forced
completing the training, the user will be granted access deactivation with additional strain and exhaustion).
to the basic 2x Kaioken technique. Health Drain: For every turn the Kaioken is active,
the user loses a percentage of their max HP based
Visual Appearance: on the level of Kaioken used. This drain is
Base Kaioken (2x): When activated, the user’s body cumulative, meaning that at higher levels, the user’s
becomes enveloped in a fiery red aura, flickering and health will drop rapidly if they do not deactivate the
surging with energy. Their muscles become slightly technique in time.
more defined, and their eyes glow with intense Strain and Exhaustion: After deactivating Kaioken,
determination. The aura pulses rhythmically with the user gains 1 level of strain and exhaustion. These
their heartbeat, and they appear to be surrounded by effects stack with each use, and the more the user
an ethereal flame that flickers with every movement. relies on Kaioken, the weaker and more fatigued
they become. This makes it crucial to time the usage
of Kaioken strategically in battle.
Kaioken Description: combined with transformations like Super Saiyan Blue,
but not with Ultra Instinct (UI) or Hakaishin forms. The
Kaioken is an advanced technique that dramatically drain persists when Kaioken is stacked, applying the
boosts the user’s power for a short period, invented by same percentage-based health drain per turn based on
King Kai. This ability enhances a fighter’s Ki, Damage, the multiplier used.
Agility, and Strength, multiplying these attributes by a Prerequisites:
factor determined by the level of Kaioken used.
However, it comes with a cost—a severe drain on the Level Requirement: Minimum Level 10 required to
user’s health. learn the Kaioken.
Mentor: The user must train under a character who
Visual Effects and Appearance: already knows the Kaioken technique (e.g., King Kai)
When a character activates Kaioken, their aura shifts and spend a significant amount of time mastering its
into a vibrant red hue, pulsating with intense energy. fundamentals.
The character’s muscles enlarge slightly, veins Talent Requirement: Learning the Kaioken requires
becoming more pronounced as the energy surges the user to forego their next Talent, dedicating that
through their body. The glow intensifies with higher opportunity to acquiring and mastering the
levels of Kaioken, making the aura flare more violently technique.
with each multiplier. At the highest levels of mastery,
this aura becomes a swirling vortex of crimson energy, Once learned, the character begins their journey with
engulfing the user in a fiery inferno of power. 2x Kaioken, but further mastery will unlock greater
power.
2x Kaioken: The aura is a light red, surrounding the
user like a gentle flame. The strain on the body is Kaioken Mastery System:
noticeable but manageable, and the user’s Mastery over Kaioken reduces the strain and increases
appearance shows signs of exertion. the user’s access to higher multipliers. Mastery is
4x Kaioken: The aura intensifies, becoming darker gained every 10 levels past when the character first
and more aggressive. The strain is more apparent, learns Kaioken:
with visible tension in the user’s muscles and a slight
0% Mastery: 2x Kaioken
distortion in their energy signature.
10% Mastery: 4x Kaioken
10x Kaioken: The energy aura becomes wild and
20% Mastery: 6x Kaioken
uncontrollable, with the user’s body showing
30% Mastery: 8x Kaioken
extreme strain. Blood vessels bulge, and the sheer
40% Mastery: 10x Kaioken
power radiates from them in waves, making them
50% Mastery: 12x Kaioken
appear almost unstable.
60% Mastery: 14x Kaioken
20x Kaioken: At the highest level, the red energy
70% Mastery: 16x Kaioken
aura burns like an inferno, and the user’s body is
80% Mastery: 18x Kaioken
under incredible pressure. Each movement creates
90% Mastery: 20x Kaioken
shockwaves, and their entire form flickers as if it’s
100% Mastery: When Kaioken reaches 100%
struggling to contain the immense power.
mastery, it no longer drains health when used in the
Health Drain Mechanic: base form. However, when stacked with
For every level of Kaioken beyond the basic 2x, the user transformations, the health drain mechanic still
suffers an additional health drain per turn. The health applies.
drain increases by 2% for each multiplier increment:
Role-Playing Description:
2x Kaioken: 2% health drain per turn. When a character learns and masters Kaioken, it
4x Kaioken: 4% health drain per turn. becomes a signature part of their fighting style. The
10x Kaioken: 10% health drain per turn. explosive red aura and raw power make the user stand
20x Kaioken: 20% health drain per turn. out on the battlefield, but seasoned warriors know that
every use of Kaioken comes with a cost. The character
Once the user detransforms, they gain 1 level of strain must balance their desire for victory with the knowledge
and exhaustion, reflecting the intense toll this technique that pushing too far could leave them vulnerable. As
takes on their body. they train and grow stronger, they may push the limits
of Kaioken, seeking greater power at the risk of greater
Combining Kaioken with injury.
Transformations:
(2x) Kaioken can be stacked with other transformations,
up to a maximum of 500x multiplier But Will Drain 10%
Of The Users Health Every Turn. For instance, it can be
Spirit Bomb 3. Visual and Practical Description:

Description: The Spirit Bomb is one of the most Appearance: As the Spirit Bomb charges, a
powerful techniques in the Dragon Ball universe, massive sphere of radiant energy forms above
harnessing the collective energy of all living beings and you, pulsating with a spectrum of colors
using it to unleash a devastating attack. This ability reflecting the diverse sources of energy
requires significant training and alignment with those gathered. The sphere grows in size and
willing to provide their energy. To acquire the Spirit brilliance with each passing turn.
Bomb, you must train under a Kai or another individual Activation: Upon completion of the charging
who possesses the ability and is willing to pass on their phase, you release the Spirit Bomb towards
knowledge. This technique is granted automatically your target, causing a massive explosion of
upon meeting the alignment and training requirements, energy that devastates all enemies within its
without the need to sacrifice a feat. impact radius. The visual effect is a blinding
Charging the Spirit Bomb: burst of light followed by a powerful
shockwave.
Duration: The Spirit Bomb requires 4 turns to 4. Learning and Mastery:
charge fully. During this time, you must focus
intently and gather energy from willing beings. Training: To learn the Spirit Bomb, you must
Siphoning Ki: You can siphon 5% of a creature’s Ki if undergo rigorous training with a Kai or
they are willing, which contributes to the Spirit another capable individual. This training
Bomb’s energy. This act of siphoning does not harm involves mastering energy manipulation and
the creature but transfers a portion of their energy to alignment synchronization with the source of
fuel your attack. the Spirit Bomb.
Automatic Acquisition: Once you meet the
Effects of the Spirit Bomb: alignment requirements and complete the
training, you gain the Spirit Bomb ability
1. Damage Calculation:
without the need to sacrifice any additional
Base Damage: The Spirit Bomb deals damage feats.
equal to 10% of your Ki Points for each Strategic Use:
alignment point below 100. For instance, if
The Targets Alignment alignment is at 80, the Offensive Power: The Spirit Bomb is a formidable
Spirit Bomb will deal damage equal to 200% offensive weapon, particularly effective against large
of your Ki Points (10% x 20 alignment points groups of enemies or powerful foes.
below 100). Healing and Boost: The ability to absorb the Spirit
Alignment Impact: The more There alignment Bomb’s energy provides a critical advantage in
deviates from 100, the stronger the Spirit prolonged battles, allowing you to recover and
Bomb becomes. This reflects the gathering of enhance your combat effectiveness temporarily.
energy from a broader spectrum of sources.
2. Absorption Ability:

Requirement: If your alignment points are at


90 or higher, you have the option to absorb
the Spirit Bomb’s energy.
Absorption Effects: Absorbing the Spirit
Bomb will:
Refill Health and Ki: Restore 100% of
your maximum HP and Ki Points.
Temporary Boost: Grant a temporary
10x multiplier to all your attributes for
4 turns.
Duration: The temporary multiplier
lasts for 4 turns, enhancing your overall
power significantly during this period.
Instant Transmission Teleportation: Upon success, you will instantly
appear at the location of the sensed Ki signature.
Description: Instant Transmission is a highly advanced The visual effect of the teleportation is a brief,
teleportation technique that allows you to instantly shimmering distortion of space followed by your
travel to any location as long as you can sense a Ki immediate arrival at the target site.
signature. This ability requires specialized training,
typically undertaken on Yardrat, the planet renowned Visual and Practical Description:
for its teleportation techniques, or from an individual
Appearance: The teleportation is marked by a flash
who possesses and is willing to teach this skill. The
of light and a ripple in the air as you vanish from
learning process takes 3 days of dedicated training to
your current location and reappear at the desired
master.
destination.
Learning Process:
Accuracy: The success of teleportation is contingent
Training Duration: 3 days of intensive training are on your ability to clearly sense the target’s Ki. Poor
required to learn Instant Transmission. This training sensory perception or extreme distances may result
involves honing your Ki control and focusing your in misjudgment or failure to reach the intended
sensory perception to accurately pinpoint and location.
teleport to distant locations.
Strategic Use:
Mentorship: You must be trained by a Yardratian or
another master of Instant Transmission who can Tactical Advantage: Instant Transmission offers
teach you the precise techniques required for unparalleled mobility, allowing you to quickly
successful teleportation. reposition yourself in combat, escape dangerous
situations, or reach strategic points instantly.
Usage Mechanics:
Combat and Exploration: This technique is
1. Teleportation Range: invaluable for both offensive and defensive
strategies, enabling rapid engagement or retreat. It
Detection Requirement: You can teleport to also aids in exploration and reconnaissance by
any location with a detectable Ki signature. allowing you to reach distant locations with
The effectiveness of this ability depends on precision.
your ability to sense the target’s Ki.
Distance Factor: The farther away the Ki
signature is, the more challenging it becomes
to accurately sense and teleport to it. Each
additional 10,000 feet adds +1 to the DC
(Difficulty Class) required to successfully
execute the teleportation.
2. DC Calculation:

Base DC: The base DC for teleportation is 30.


Distance Modifier: For every 10,000 feet away
from your location, the DC increases by +1.
For example, teleporting to a location 30,000
feet away would require a DC of 33 (30 base
DC + 3 for the distance).
3. Ki Point Cost:

Usage Cost: Each use of Instant Transmission


consumes 5% of your total Ki Points.

Execution:

Activation: To initiate Instant Transmission, focus on


the Ki signature of your desired destination. Channel
your Ki and attempt to lock onto the signature to
pinpoint the exact location.
Autonomous Fist Combat Effectiveness: Autonomous Fist is a
devastating technique in combat, allowing you to
Description: Autonomous Fist is a powerful technique overwhelm opponents with a barrage of high-damage
that activates automatically when you are in the Ultra attacks. The rapid succession of strikes ensures that
Instinct Omen (UI Omen) or Ultra Instinct (UI) state. even highly evasive or defensive foes are likely to be
This ability represents the pinnacle of speed and hit multiple times.
precision, allowing you to execute a rapid series of Tactical Advantage: This ability is particularly
attacks with such incredible speed that it appears as effective against enemies who rely on quick reflexes
though you are not moving. When using this ability, you or agility, as the sheer volume of attacks can bypass
attack with a relentless flurry of strikes, overwhelming their defenses and inflict significant damage.
your opponent with sheer force and speed.
Activation Conditions: Summary: Autonomous Fist exemplifies the essence
of Ultra Instinct’s unparalleled speed and precision.
Transformations Required: Autonomous Fist can When in the UI or UI Omen states, this ability allows
only be used while in Ultra Instinct Omen or Ultra you to unleash a relentless flurry of 20 attacks, each
Instinct (UI). The technique is seamlessly integrated dealing substantial damage based on your Strength and
into these states, enhancing your combat capabilities Ki Points used. The overwhelming speed and seemingly
without requiring additional actions or input. static nature of the strikes make it a formidable
Automatic Activation: When you enter either of technique that capitalizes on your heightened state of
these states, Autonomous Fist is automatically combat awareness and reflexes.
activated, and you do not need to explicitly use it.

Usage Mechanics:

1. Number of Attacks:

Total Attacks: You deliver a total of 20 attacks


in quick succession. Each attack is executed
with exceptional speed, making it difficult for
opponents to perceive or counter.
Attack Frequency: The attacks occur in a blur,
giving the impression that you are not moving.
Your opponents will struggle to react to the
rapid series of blows.
2. Damage Calculation:

Strength-Based Damage: Each attack deals


damage equal to 10% of your Strength.
Ki-Based Damage: Additionally, each attack
deals damage equal to 10% of your Ki Points
used. This bonus damage is a result of the
enhanced focus and energy channeling that
occurs in Ultra Instinct states.
3. Visual and Practical Effects:

Appearance: When performing Autonomous


Fist, the visual effect is a continuous stream of
strikes that appear as a rapid blur. Opponents
will see a whirlwind of punches and kicks,
making it nearly impossible to track each
individual attack.
Perception: The speed of the attacks creates
an illusion of stillness or minimal movement,
as the technique is executed with such
rapidity that it defies normal perception.

Strategic Use:
Galick Gun 3. Strategic Use:

Description: The Galick Gun is a powerful energy-based Long-Range Attack: The Galick Gun is best
attack, originating from the Saiyan warrior Prince utilized as a long-range attack, capable of
Vegeta. This iconic technique allows the user to gather hitting distant targets with precision. Its beam
their Ki and unleash a concentrated beam of destructive is straight and focused, making it an effective
energy with immense force and precision. The Galick choice for engaging enemies at a distance Can
Gun is capable of devastating entire landscapes and Shoot Up To 60 Feet.
overpowering even the strongest opponents when Destructive Force: Due to its high damage
utilized effectively. potential, the Galick Gun is particularly useful
Learning Requirements: for dealing with tough opponents, breaking
through defenses, and causing significant
Training Time: The Galick Gun can be learned destruction to the battlefield.
through dedicated training, requiring 2 days of 4. Additional Effects:
focused instruction to master. You can seek out a
mentor who knows the technique, such as Vegeta Area of Effect (AoE): The Galick Gun’s beam
himself, or choose to take this ability as your first- is narrow and concentrated, but upon impact,
level skill if starting your journey with this signature it can create an explosive force that affects a
move. small area around the point of contact. This
Instructional Guidance: Learning the Galick Gun AoE effect is determined by the amount of Ki
involves understanding how to focus and condense spent on the attack, with higher Ki
your Ki into a powerful beam. This process requires expenditure leading to a larger area of
not only physical training but also mental discipline destruction.
to control and channel your energy effectively. Overpowering Effect: If the Galick Gun is
charged with a substantial amount of Ki, it has
Usage Mechanics: the potential to overpower and cancel out
weaker energy attacks, making it a versatile
1. Ki-Based Damage:
countermeasure against incoming energy-
Damage Output: The Galick Gun deals based abilities.
damage equal to the total amount of Ki Points 5. Drawbacks:
spent to execute the attack. This means the
Ki Consumption: The Galick Gun’s power is
more Ki you channel into the beam, the
directly tied to the amount of Ki used,
greater the destructive force unleashed upon
meaning that using the attack repeatedly or
your target.
with maximum force can quickly deplete your
Scalability: This technique scales directly with
Ki reserves, leaving you vulnerable in
your Ki reserves, allowing you to adjust the
prolonged battles.
power of the attack depending on the
Charging Vulnerability: During the charging
situation. You can choose to expend a
phase, you are vulnerable to attacks, as your
moderate amount of Ki for a quick blast or
focus is on gathering energy. Proper timing
pour a significant portion of your energy into
and positioning are crucial to avoid being
the beam for maximum impact.
interrupted or damaged before the attack is
2. Charging the Attack:
unleashed.
Charge Time: The Galick Gun requires a short Summary: The Galick Gun is a devastating energy
charging period before it can be fired. This beam attack that channels your Ki into a concentrated
takes 1 turn of focused concentration, during blast of destructive force. This technique can be learned
which you gather your Ki and prepare to over the course of 2 days of training or taken as a first-
unleash the attack. level ability, allowing you to wield a powerful long-range
Visual Effect: As you charge the Galick Gun, attack capable of dealing damage equal to the Ki Points
your hands are positioned in front of you, with spent. The Galick Gun requires a brief charge period
your palms facing outward. A vibrant purple and can create an explosive area of effect upon impact,
glow forms between your hands as the energy making it a formidable choice for Saiyan warriors and
builds, intensifying until it reaches critical energy combat specialists alike. With its scalability and
mass. The charged energy beam is then fired potential to overpower weaker attacks, the Galick Gun
with a powerful shout, creating a beam of is a versatile and deadly addition to any fighter’s
purple light that streaks toward the target. arsenal.
Death Beam 3. Strategic Use:

Description: The Death Beam is a highly lethal, Precision Over Power: The Death Beam
precision-based attack developed and used by the excels in situations where precision and speed
tyrannical Frieza. This technique focuses the user’s Ki are more important than raw destructive
into an incredibly thin, fast-moving beam of energy power. It is especially useful against agile or
capable of piercing through opponents with deadly heavily armored opponents, allowing the user
accuracy. Unlike more explosive Ki attacks, the Death to bypass defenses and strike critical areas.
Beam is designed for pinpoint strikes, allowing the user Single-Target Focus: The Death Beam is a
to deal massive damage in a single, concentrated shot. single-target attack, making it ideal for picking
Learning Requirements: off specific enemies or dealing massive
damage to a key opponent. Its focused nature
Training Time: The Death Beam can be learned after allows for minimal energy waste, ensuring
3 days of intense training under the guidance of that the Ki you expend is directly translated
someone who already knows the technique. The into damage.
training involves mastering the control of Ki to the 4. Additional Effects:
degree needed to fire such a concentrated and fast-
moving beam. Piercing Effect: The Death Beam is designed
Instructional Guidance: Learning the Death Beam to pierce through flesh, armor, and energy
requires absolute focus and mastery over your Ki, as shields with ease. If the target’s defenses are
even a slight mistake can diminish the technique’s not sufficient, the beam can go straight
effectiveness. You need to train to channel and through them, potentially causing damage to
condense your energy into a single point, preparing it multiple opponents lined up behind one
to be fired at a moment’s notice. another.
Minimal Energy Signature: Due to the
Usage Mechanics: condensed nature of the Death Beam, it leaves
behind very little energy signature, making it
1. Ki-Based Damage:
harder for opponents to sense and react to it.
Damage Output: The Death Beam deals This gives the user an element of stealth,
damage equal to 200% of your Ki Points. This especially when firing the beam from a
makes it one of the most dangerous and distance or out of sight.
destructive energy attacks, as it can deal 5. Drawbacks:
double the amount of damage compared to
Ki Consumption: While the Death Beam is
the Ki spent.
highly efficient in dealing damage, the 200%
Instantaneous Attack: Unlike other energy
damage multiplier can quickly deplete your Ki
techniques that require charging, the Death
if used repeatedly. The user must be mindful
Beam is fired instantly, giving your opponent
of their Ki reserves when relying on this
very little time to react or defend. Its speed
technique in prolonged battles.
makes it ideal for surprise attacks or finishing
Limited Range: The Death Beam has a
moves.
relatively short range of 20 feet, requiring the
2. Range and Targeting:
user to get closer to their opponent to make
Range: The Death Beam can be fired up to 20 the most out of the attack. In some cases, this
feet away from the user. While it may not have can put the user in harm’s way if they are not
the long-range capability of some other careful with their positioning.
techniques, its precision and power make it Summary: The Death Beam is a fearsome technique
effective at medium range. that deals 200% damage based on the user’s Ki Points
Pinpoint Accuracy: The Death Beam is and fires instantly, making it one of the deadliest
designed to target vital points on the body, precision attacks in combat. Learned through 3 days of
piercing through defenses with deadly focused training, this technique is ideal for delivering
accuracy. It can be used to strike weak points devastating single-target strikes with minimal energy
in armor, deliver fatal blows to enemies, or waste. With a range of 20 feet and the ability to pierce
disable specific parts of the body (such as through armor and defenses, the Death Beam is perfect
shooting through an arm to render it useless for agile and tactical fighters who value precision and
in combat). speed over raw power.
Metamoran Fusion:
4. Re-fusion: After defusing, the characters must wait 1
Mechanics Overview: hour (in-game time) before they can perform the
1. Stat Increase: When two characters perform the fusion again. If the fusion fails due to incorrect
Metamoran Fusion Dance successfully, the resulting poses, they can immediately retry.
fused character will have all their stats multiplied by 5. Fusion Clothes: Upon successful fusion, the
4x. This includes all attributes like Strength, Agility, character will automatically wear the traditional
Ki, and Hit Points. Metamoran attire (white pants, blue sash, vest, black
2. Fusion Duration: The fusion lasts for 30 minutes (or shoes). Any accessories or gear that the individual
the in-game equivalent), regardless of the fused characters wore will be merged into the fused
character’s power level or transformations used character’s equipment, retaining all the benefits.
during this time.
3. Health and Defusion: If the fused character is
defeated in battle, the two original characters will Weaknesses:
defuse immediately, each with 50% of their Syncing Issues: If the participants’ power levels fall
maximum health. This prevents instant death for too far out of sync during the fusion (due to energy
both participants but puts them in a weakened state. drain, transformations, etc.), the fusion will
prematurely end.

Metamoran Fusion (Extended Description)


Metamoran Fusion is a powerful and complex but when mastered, it can turn the tide of even the most
technique used to merge two characters into a challenging battles.
single, exponentially stronger warrior. This fusion
technique, originating from the Metamorans,
requires both participants to perform a precise series
of synchronized movements, culminating in the
iconic “Fusion Dance.” When executed correctly, the
two individuals combine into a single entity, their
bodies and powers merging seamlessly.

The fusion character possesses a significant boost in


power, with all base stats of both participants multiplied
by 4x. This dramatic increase allows the fusion to tap
into abilities and transformations far beyond what either
character could achieve independently. The fusion
process also harmonizes the personalities, skills, and
fighting styles of both participants, creating a warrior
with a perfect blend of their strengths.
The fusion is limited to a 30-minute duration, which
remains constant regardless of the transformations or
abilities the fused character utilizes. This means that
even if the fusion undergoes intense forms like Super
Saiyan Blue or Ultra Instinct, the time limit remains
unaffected. Once the 30 minutes elapse, the fusion
automatically defuses, returning the participants to their
original forms.
However, the fusion’s power comes with risks. If the
fusion character sustains fatal damage, the fusion will
end immediately, leaving both participants in a
weakened state with half of their original health.
Additionally, if the Fusion Dance is not performed with
perfect synchronization, the result may be a failed
fusion, leading to a much weaker, often comical, fusion
that lasts the same 30-minute duration but without the
significant power boost.
Metamoran Fusion is a technique that requires
practice, precision, and trust between the participants,
Death Ball (Extended Targeting: Once fully charged, the user can hurl the
Death Ball at their intended target, whether it’s a
Description) single opponent, a group of enemies, or even a
The Death Ball is a devastatingly powerful attack, often planetary body. The Death Ball is slow-moving but
associated with malevolent beings who seek to immensely powerful, and once it connects, it
obliterate their enemies in a single, decisive strike. unleashes a cataclysmic explosion of destructive
Unlike other energy-based attacks, the Death Ball is energy, vaporizing anything caught in its blast radius.
designed for total annihilation, capable of reducing Risk and Reward: Due to the two-turn charge time
planets to rubble and obliterating even the most and the immense Ki drain, using the Death Ball
formidable foes. requires careful planning. It is not a technique to be
used lightly or recklessly, as missing the target or
How to Learn being interrupted during the charge can leave the
To master the Death Ball, a character must undergo user vulnerable. However, when executed correctly,
four days of intense training, often under the guidance the Death Ball can turn the tide of battle in a single,
of a malevolent master or through sheer force of will. devastating strike.
This training focuses on manipulating one’s Ki energy
in a way that concentrates it into a singular, unstable, Visual and Sensory Effects
and immensely powerful sphere of destruction. During When charging the Death Ball, the air around the user
this period, the practitioner learns to harness their Ki, crackles with dark energy, and the atmosphere becomes
refine its density, and stabilize it enough to prevent heavy with the weight of impending doom. The sphere
premature detonation, but unstable enough to release of energy itself is a deep crimson or black, swirling with
an immense explosion upon impact. chaotic energy and emitting an ominous glow. The
The training emphasizes focus, control, and user’s aura often flares with malicious energy as they
understanding of destructive energy manipulation. It is channel their Ki into the attack.
not a technique for the faint of heart, as it requires the When unleashed, the Death Ball travels slowly but
practitioner to embrace darker aspects of power and with an unrelenting force. Upon impact, the resulting
channel them into the most destructive form explosion is blinding, accompanied by a shockwave that
imaginable. can be felt for miles. The ground trembles, and the air is
filled with the deafening roar of the detonation. The
Mechanics and Usage aftermath leaves nothing but smoldering ruins and
Once learned, the Death Ball becomes a potent tool in echoes of the destruction wrought by the Death Ball.
the practitioner’s arsenal, capable of dealing damage
equal to 300% of their Ki Points. The immense energy
required for this attack means that it draws heavily on
the user’s Ki reserves, making it a high-risk, high-
reward technique.

Charge Time: The Death Ball requires two turns to


charge fully. During the charging process, the user
must remain focused and uninterrupted, channeling
their Ki into the growing sphere of destructive
energy. If the user is interrupted, the Death Ball
dissipates, and the charging process must be
restarted.
Size and Power: The size of the Death Ball is
determined by the amount of Ki funneled into it, and
at its maximum charge, it becomes an overwhelming
mass of dark energy, crackling with raw power. The
sphere itself is dense and pulsating with malevolent
energy, hovering above the user’s palm, ready to be
unleashed. The sheer force of the Death Ball can
obliterate landscapes, leaving nothing but
devastation in its wake Every 5% Of Your Ki Points
Used Increases The Range By 60 Feet And The
Overall Size by 50 Feet.
Ki Suppression (Extended Concealment: While using Ki Suppression, the
user’s presence is much harder to detect through
Description) energy-sensing abilities, and scouters will register
Ki Suppression is a highly advanced technique that their power level as whatever value they have
allows the practitioner to lower their power level, stats, suppressed it to. This makes it an invaluable tool for
and damage output to any desired level beneath their stealth, subterfuge, or simply keeping a low profile
current maximum. Often used by skilled warriors to when necessary.
conceal their true power or avoid detection, Ki Gradual Return: Returning to full power can be done
Suppression is as much a mental discipline as it is a instantly or gradually. The user can choose to raise
physical one. It requires careful control over one’s Ki their Ki level incrementally during a fight, allowing
and is learned through a focused day of training. them to surprise their opponent or react to a
changing battle situation.
How to Learn
Ki Suppression can be learned in just one day of Applications
training. The training primarily revolves around Ki Suppression has a variety of practical uses:
mastering the flow of Ki within one’s body and learning
to consciously dampen or limit that flow. This training Concealment: By lowering their power level, a user
emphasizes control over one’s internal energy and the can avoid detection by enemies who might otherwise
mental discipline required to hide or reduce one’s target them due to their high power level. This can
power without entirely cutting off their access to it. be especially useful in situations where remaining
During this training, the practitioner learns to undetected is critical.
manipulate their Ki in such a way that they can appear Strategic Deception: Lowering one’s power level can
weaker to scouters, energy sensors, or even other trick opponents into underestimating the user,
warriors who can detect power levels. The technique allowing for strategic ambushes or baiting enemies
requires a deep understanding of how to control the into a false sense of security before unleashing the
intensity of their Ki, from reducing it to near-zero levels user’s true power.
to regulating it at various points beneath their maximum Training and Sparring: Ki Suppression is also used
potential. in training or sparring with weaker allies. By
lowering their power level to match their training
Mechanics and Usage partner’s, the user can ensure a fair fight without
Once learned, Ki Suppression allows the user to overwhelming their opponent. It allows powerful
consciously lower their stats and damage output to any warriors to engage in practice battles without
level beneath their own. This can be useful in a variety causing unnecessary harm.
of situations, from disguising oneself among weaker
foes to luring opponents into a false sense of security. Visual and Sensory Effects
When using Ki Suppression, the user’s aura visibly
Suppression Range: The user can lower their power diminishes or disappears entirely, depending on the
level as far down as a single point, or any value in level of suppression. The previously vibrant and
between their maximum power and their chosen powerful energy signature becomes subdued, and their
suppression level. For example, if a user’s power presence feels much weaker to those who can sense
level is 10,000, they can suppress it to as low as 1, or energy.
to any other level between 1 and 10,000. To an outside observer, the user’s body language may
Dynamic Suppression: Ki Suppression can be also appear less imposing, and their movements slower
dynamically adjusted at will. If a situation changes and less forceful, corresponding to the lower power
mid-battle, the user can alter their suppression level level they are projecting. When concealed at a low
accordingly, either raising or lowering their power power level, the user blends in more easily with less
level as needed. powerful beings, making them harder to detect or
Stat Adjustment: Suppressing one’s Ki also affects distinguish from ordinary individuals.
the user’s strength, agility, endurance, and damage
output. These attributes are reduced proportionally
based on the amount of Ki being suppressed. If a
user lowers their Ki to 50% of its maximum, their
stats and damage output will also be halved.
Ki Overdrive (Example Ability) energy. This creates a sense of overwhelming power
that is felt by all nearby, though the user’s body shows
Ki Overdrive is a dangerous and advanced technique clear signs of strain—sweat, tremors, and an aura that
that pushes the user beyond their natural limits by flickers unpredictably.
allowing them to surpass their maximum Ki reserves.
However, doing so comes with significant risks, as the
user’s body and life force are strained to sustain the
surge in power.

Description:
Upon activating Ki Overdrive, the user can exceed their
maximum Ki points, increasing their power output
dramatically. For every 100% increase beyond their
maximum Ki, the user suffers a -5% penalty to their
total hitpoints and gains 1 level of Strain. Strain
accumulates with each additional 100% increase, and
while no other bonuses are gained from this surge, the
ability to harness immense amounts of Ki can turn the
tide of battle in desperate situations.

Mechanics:
Activation: Using Ki Overdrive is a conscious
decision that the user makes as a Free Action on
their turn.
Ki Expansion:
100% of maximum Ki = No penalty.
For each 100% increase above the user’s
maximum Ki, they gain:
-5% hitpoints penalty.
1 level of Strain (penalties from Strain
apply as normal).
No Other Bonuses: Beyond surpassing their
maximum Ki, the user does not gain additional
benefits from this ability. The risk lies purely in
maintaining an overwhelming level of Ki at great
personal cost.
Duration: Ki Overdrive lasts as long as the user can
sustain the strain or until they voluntarily stop the
ability. Deactivating Ki Overdrive is a Free Action,
but the accumulated penalties remain until they are
healed or mitigated.

Strain:
Strain: With each use of Ki Overdrive, the user gains
1 level of Strain for every 100% increase. Strain
impacts the user’s effectiveness, reducing their
combat capabilities over time and pushing them
closer to collapse if overused.

Learning Time:
Time to Learn: Ki Overdrive requires 3 days of
intense training to master. The training focuses on
pushing the boundaries of the user’s endurance and
teaching them to manage the immense toll this
ability takes on their body.

Visual and Sensory Effects:


When activated, the user’s aura swells beyond normal
capacity, appearing almost unstable and crackling with
Final Flash
Description: The Final Flash is a devastating, high- 5. Drawbacks:
risk energy attack capable of obliterating everything
in its path. The user channels a massive amount of Ki Consumption: The more Ki you spend, the
Ki into a focused beam of energy, dealing higher the damage, but it also leaves you
catastrophic damage equal to 10 times the amount heavily drained, limiting your ability to sustain
of Ki Points spent. However, the immense power of combat afterward.
the Final Flash takes a severe toll on the user’s body, Strain Levels: Gaining 2 levels of Strain after
pushing them to dangerous limits. the attack reduces the user’s combat
effectiveness and recovery speed, pushing
Learning Requirements: them toward potential collapse if Strain is not
carefully managed.
Training Time: Learning the Final Flash requires 3 6. Visual and Sensory Effects:
days of intense training due to the high risk and
energy management involved. Mastering this ability The user raises their hands, drawing in energy
demands focus, resilience, and experience with high- until their entire body surges with a blinding,
level Ki manipulation techniques. electric-yellow aura. The beam itself is thick,
vibrant, and crackling with raw energy,
Usage Mechanics:
making its impending release feel like an
1. Ki-Based Damage: earth-shattering event.

Summary: The Final Flash is a high-risk, high-reward


Damage Output: The Final Flash deals 10x
technique designed to unleash catastrophic damage at
the Ki Points spent in pure energy damage.
the cost of severe strain and Ki depletion. It is an
The user determines how much Ki to invest
ultimate ability, best used as a finishing blow or in
before firing, with more Ki resulting in
desperate moments, as it leaves the user vulnerable due
exponentially higher damage.
Scalability: The ability scales according to the to Strain penalties. Mastery of this technique requires
user’s Ki pool, offering flexibility depending on both mental and physical endurance.
how much energy they are willing to sacrifice.
The higher the Ki spent, the more destructive
the attack.
2. Strain Penalty:

Upon using Final Flash, the user immediately


gains 2 levels of Strain, regardless of the
amount of Ki spent. This represents the
immense toll the attack takes on the user’s
body and mind.
3. No Other Bonuses: Beyond dealing immense
damage, Final Flash grants no additional buffs or
bonuses. The strain and Ki cost is purely for the
damage output.
4. Long-Range Power:

The Final Flash can reach up to 100 feet in a


straight line, dealing damage to anything
caught in its path.
Area of Effect (AoE): While primarily a
concentrated beam attack, the sheer force can
create a small explosion at the point of impact,
potentially damaging nearby enemies within a
10-foot radius.
Big Bang Attack
Description: The Big Bang Attack is a large-scale, 4. Drawbacks:
explosive energy attack that unleashes devastating
force both directly at the target and in a wide area Ki Consumption: The attack requires a large
around it. This powerful technique is designed to expenditure of Ki, especially if aiming to
cause significant damage to a primary target while maximize both direct and AoE damage.
also creating a massive shockwave that affects Overuse can deplete Ki reserves quickly.
anyone within the blast radius. It deals direct Potential Collateral Damage: The expansive
damage equal to double the Ki Points spent, while AoE can make it difficult to avoid harming
everyone within 60 feet of the explosion takes triple allies or neutral parties, making it essential to
the Ki Points spent as Area of Effect (AoE) damage. use with careful consideration.
5. Visual and Sensory Effects:
Learning Requirements:
The user gathers a sphere of glowing,
Training Time: The Big Bang Attack requires 3 days crackling energy in one hand, expanding it
of focused training due to its explosive nature and rapidly until it’s the size of a large boulder.
the Ki control needed to prevent self-harm or Upon release, the ball streaks toward the
accidental destruction. target, erupting into a massive explosion that
engulfs the battlefield in a brilliant light and
Usage Mechanics:
deafening roar, sending shockwaves through
1. Ki-Based Damage: the air.

Direct Damage: The primary target of the Big


Bang Attack suffers damage equal to 2x the Ki
Points spent. This attack is aimed directly at a
single opponent or location.
AoE Damage: All creatures and objects within
60 feet of the impact point take 3x the Ki
Points spent as damage. This explosive force
makes the Big Bang Attack highly effective
against multiple foes or for demolishing
structures.
2. Area of Effect (AoE):

The AoE extends in a 60-foot radius from the


point of impact, affecting all enemies, allies, or
terrain within that zone. The wide blast radius
makes it difficult for opponents to avoid,
forcing them to endure the full brunt of the
explosion.
3. Strategic Use:

Crowd Control: The Big Bang Attack excels at


crowd control, dealing massive damage to
both single targets and large groups caught
within the explosion.
Tactical Placement: Proper positioning is
crucial when using this ability, as the large
AoE can cause collateral damage to allies or
important terrain features.
Kamehameha
Description: The Kamehameha is an iconic energy- Ki Consumption: The damage output is tied directly
based attack, harnessing raw Ki into a focused, to the amount of Ki spent. Using the Kamehameha
powerful beam of destruction. Developed as a too often or at high power levels can quickly deplete
versatile technique, it allows the user to channel the user’s Ki reserves, leaving them vulnerable.
their Ki into a concentrated energy blast that can be
used to inflict precise damage based on the amount
of Ki invested into the attack.

Learning Requirements:

Training Time: Learning the Kamehameha requires


2 days of focused training, allowing the practitioner
to master the precise control needed to unleash such
a concentrated energy beam.

Usage Mechanics:

1. Ki-Based Damage:

Damage Output: The Kamehameha deals


damage equal to 1x the Ki Points spent. The
user can decide how much Ki they wish to
invest into the attack, making it adaptable for
different combat situations.
2. Scalability:

The Kamehameha can be scaled based on


how much Ki is channeled. A low-Ki
Kamehameha results in a quick, moderate
blast, while a high-Ki Kamehameha can
become a devastating attack capable of
overwhelming even the toughest opponents.
3. Charging the Attack:

Charge Time: The Kamehameha can be


charged over 1 turn for maximum power.
While charging, the user cups their hands
together, gathering Ki into a bright, glowing
ball of energy.
Instant Fire: The user may choose to release
the Kamehameha instantly without charging,
although this will result in a standard power
attack rather than a charged one.
4. Visual and Sensory Effects:

As the user charges the Kamehameha, a


glowing blue energy sphere forms between
their hands, growing in intensity as they focus
their Ki. Upon release, the energy shoots
forward as a concentrated beam,
accompanied by a massive surge of light and
sound, creating a powerful shockwave as it
travels.

Drawbacks:
Super Kamehameha
Description: The Super Kamehameha is an Summary: The Super Kamehameha is a devastating
advanced and more potent version of the traditional energy attack dealing 3x the Ki Points spent. With its
Kamehameha. This technique amplifies the power of amplified power and increased damage potential, it is
the original energy blast, allowing the user to ideal for obliterating powerful enemies or turning the
channel even greater amounts of Ki for devastating tide in a critical battle. However, its high Ki
damage. consumption means it should be used wisely.

Learning Requirements:

Training Time: Mastering the Super Kamehameha


requires 3 days of intensive training to control the
massive energy output and maintain focus during the
attack.

Usage Mechanics:

1. Ki-Based Damage:

Damage Output: The Super Kamehameha


deals damage equal to 3x the Ki Points spent.
This exponential increase in power allows the
user to overwhelm opponents with sheer
destructive force, making it a high-risk, high-
reward technique.
2. Scalability:

Like its predecessor, the Super Kamehameha


can be scaled based on the amount of Ki the
user channels into the attack. The more Ki
invested, the greater the destructive output.
3. Charging the Attack:

Charge Time: Charging the Super


Kamehameha takes 1 full turn, during which
the user gathers and compresses massive
amounts of Ki.
Instant Fire: While the attack can be
unleashed without charging, this reduces its
overall damage potential compared to a fully
charged blast.
4. Visual and Sensory Effects:

During the charging phase, the energy sphere


is significantly larger and more radiant than
the standard Kamehameha. The beam, once
unleashed, creates a massive shockwave, its
brilliant blue energy illuminating the
battlefield as it barrels toward its target.

Drawbacks:

Ki Consumption: The Super Kamehameha requires


a substantial investment of Ki, and repeated use can
quickly drain the user’s energy reserves.
Charging Vulnerability: As with other powerful
energy attacks, the user is vulnerable to interruption
or damage while charging the technique.
Ultimate Kamehameha
Description: The Ultimate Kamehameha is the Ki Consumption: The Ultimate Kamehameha
pinnacle of the Kamehameha series, representing consumes a significant amount of Ki, making it
the highest level of energy manipulation and power. unsustainable for prolonged battles. The user must
This extraordinary technique channels a vast amount carefully manage their energy reserves to avoid
of Ki into an enormously powerful beam, capable of becoming vulnerable.
causing unparalleled devastation at an incredible Charging Vulnerability: The lengthy charging phase
range. leaves the user exposed to attacks. Proper timing
and positioning are crucial to avoid interruptions
Learning Requirements: during this critical preparation phase.
Training Time: Mastery of the Ultimate Summary: The Ultimate Kamehameha delivers a
Kamehameha requires 5 days of rigorous training to devastating blow, dealing 5x the Ki Points spent in
master the immense control and focus necessary for damage and boasting an impressive 420 feet range.
such a high-powered attack. This technique represents the zenith of Kamehameha
mastery, providing unparalleled destructive capability
Usage Mechanics:
and long-range engagement. Due to its high Ki
1. Ki-Based Damage: consumption and lengthy charge time, it should be used
strategically to maximize its effectiveness while
Damage Output: The Ultimate Kamehameha mitigating risks.
deals damage equal to 5x the Ki Points spent.
This immense power allows the user to
deliver catastrophic damage, making it an
ultimate weapon against formidable foes.
2. Attack Range:

Range: The Ultimate Kamehameha has an


impressive range of 420 feet, allowing the
user to strike distant targets with precision
and power. This range makes it a highly
versatile attack, capable of engaging enemies
from extraordinary distances.
3. Charging the Attack:

Charge Time: Charging the Ultimate


Kamehameha takes 2 full turns due to the vast
amount of Ki required. During this time, the
user focuses intensely to gather and compress
an enormous energy reserve.
Instant Fire: The attack can be fired
immediately without charging, though this will
reduce its overall damage potential compared
to a fully charged blast.
4. Visual and Sensory Effects:

The charging phase produces a massive,


swirling sphere of energy, glowing with
intense blue light and radiating powerful
waves of energy. Upon release, the beam is so
large and bright that it can be seen from great
distances, creating a blindingly bright streak
in the sky as it travels toward its target.

Drawbacks:
Spiritual Fusion
Description: Spiritual Fusion is a powerful and 4. Limitations and Considerations:
mystical ability that allows the user to permanently
merge their soul with another, combining their stats, Power Balance: Since the fused soul must be
abilities, and experiences while retaining their own within 50% of your power level, the
physical body. Unlike traditional fusion techniques, effectiveness of Spiritual Fusion depends on
Spiritual Fusion offers a unique blend of individual the compatibility and strength of the soul
and ancestral strengths, granting the user temporary being merged.
access to the abilities and knowledge of all previous Ancestral Knowledge: The temporary abilities
fusions, similar to the Avatar’s state of mind. gained from the ancestral state depend on the
abilities and experiences of previous fusions.
Learning Requirements: This can provide a significant advantage but
also requires strategic use to maximize
Training Time: Mastering Spiritual Fusion requires effectiveness.
1 year of dedicated study and spiritual training. This Rare Usage: Given the long cooldown period
training involves deep meditation, rituals, and of 50 years, each instance of Spiritual Fusion
understanding the metaphysical aspects of soul is a rare and powerful event, necessitating
merging. careful consideration and planning before use.
Usage Mechanics: Visual and Sensory Effects:
1. Fusion Process: When Spiritual Fusion is activated, the user’s aura
becomes radiant, with swirling patterns of light
Permanent Merge: Spiritual Fusion allows
representing the merging of souls. The user may also
you to permanently fuse with another soul,
exhibit a momentary glow or shift in energy that
gaining their stats, abilities, and experiences.
reflects the spiritual connection.
Your physical body remains unchanged, but
your spiritual essence and capabilities are Summary: Spiritual Fusion is a rare and potent
enhanced by the fusion. ability that allows for permanent soul merging with
Eligibility: The soul to be fused must be within another entity, combining their stats and abilities while
50% of your power level. This ensures retaining your own physical body. By drawing upon the
compatibility and balance between the two collective power and knowledge of past fusions, you can
entities. access temporary enhancements that provide a
Frequency: Spiritual Fusion can only be significant tactical advantage. With a long cooldown
performed once per 50 years, making it a rare period and specific requirements, Spiritual Fusion is a
and significant ability that should be used with powerful tool to be used strategically and thoughtfully.
careful consideration.
2. Ancestral State of Mind:

Temporary Abilities: Upon merging with


another soul, you gain access to a state of
mind that allows you to temporarily use the
stats and abilities of all ancestors who have
undergone Spiritual Fusion. This provides a
powerful boost during critical moments.
Duration: This ancestral state can be
accessed for a limited time, typically lasting
for 1 hour. During this period, you can draw
upon the collective knowledge and power of
past fusions, enhancing your combat and
strategic capabilities.
3. No Physical Transformation:

Unlike traditional fusion techniques, Spiritual


Fusion does not alter your physical
appearance. The fusion occurs entirely on a
spiritual and mental level, preserving your
individual identity and body.
Meditation Training Time: Advanced Meditation requires 4 days
of dedicated training to master. This training
Description: Meditation is a powerful and focused involves advanced techniques in energy flow, mental
technique that allows the user to channel their inner discipline, and physical conditioning.
energy to recover Ki and alleviate physical or mental
strain. Modeled after Jiren’s meditation practice, this Usage Mechanics:
ability enhances the user’s stamina and resilience
1. Ki Recovery:
during extended battles or periods of exertion.
Usage Mechanics: Recovery Rate: Each turn you choose to
meditate, you recover 10% of your maximum
1. Ki Recovery:
Ki. This increased recovery rate allows for
Recovery Rate: Each turn you choose to rapid replenishment of energy, making it
meditate, you recover 5% of your maximum highly effective for sustained combat or
Ki. This provides a steady replenishment of prolonged energy expenditure.
energy, allowing for sustained combat 2. Relief from Strain and Exhaustion:
effectiveness and prolonged use of abilities.
Strain and Exhaustion Removal: Every 2
2. Relief from Strain or Exhaustion:
turns of consecutive meditation, you remove 1
Consecutive Meditation: After meditating for 3 point of either Strain or Exhaustion. This
consecutive turns, you can choose to reduce helps mitigate the negative effects of
your Strain or Exhaustion by 1 point. This overexertion and stress, improving your
provides relief from the penalties associated combat effectiveness and overall well-being.
with these conditions, improving your overall 3. Health Restoration:
combat performance and resilience.
HP Recovery: Every 5 turns of meditation, you
3. Turn Decision:
recover 5% of your maximum HP. This
Active Choice: You must choose to meditate provides additional healing and vitality,
each turn to benefit from the recovery and ensuring that you can maintain your physical
relief effects. If you take any other action health during extended battles.
during your turn, you forgo the benefits of 4. Turn Decision:
Meditation for that turn.
Active Choice: To benefit from Advanced
4. Strategic Use:
Meditation, you must choose to meditate each
Sustainability: Meditation is particularly turn. If you take any other action during your
useful during prolonged encounters or after turn, you forgo the benefits of Advanced
using high-energy abilities. By recovering Ki Meditation for that turn.
and alleviating Strain or Exhaustion, you can 5. Strategic Use:
maintain your effectiveness and extend your
Comprehensive Benefits: Advanced
combat capabilities.
Meditation is particularly valuable during
5. Visual and Sensory Effects:
protracted encounters or when facing enemies
Meditative State: While meditating, the user’s that drain your resources. By recovering Ki,
aura may take on a calming, focused alleviating Strain and Exhaustion, and
appearance, with a gentle glow or visual effect restoring HP, this ability ensures that you
representing the flow of energy and the relief remain at peak performance.
of physical or mental strain. 6. Visual and Sensory Effects:

Enhanced Meditative State: While using


Advanced Meditation Advanced Meditation, your aura may exhibit a
Description: Advanced Meditation is a highly refined vibrant and calming presence, with a
technique that goes beyond basic meditation to noticeable glow or visual effect representing
provide substantial benefits for both Ki recovery and the profound flow of energy and restoration
overall physical rejuvenation. By mastering this occurring within.
ability, practitioners can significantly enhance their
endurance, alleviate fatigue, and restore vitality
during extended periods of combat or intense
exertion.

Learning Requirements:
Energy Charge
Description:
Energy Charge is a quick and disruption to your other
efficient technique that allows actions, making it a valuable
you to recover a portion of tool for maintaining combat
your Ki points as a free action. effectiveness and ensuring a
This ability enables you to steady flow of Ki during
regain energy with minimal encounters.
Usage Mechanics:
Ki Recovery:
Recovery Rate: You recover 5% of your maximum Ki
points each time you use Energy Charge. This
provides a swift and convenient method to replenish
your energy reserves without consuming a full
action.

Free Action:
Action Type: Energy Charge is a free action, meaning
you can use it in conjunction with your standard,
movement, or attack actions during your turn. This
allows for seamless integration into your combat
routine or other activities.

Turn Decision:
Active Choice: You may choose to use Energy
Charge at any point during your turn. Since it is a
free action, it does not interfere with your other
actions and can be used strategically to maintain a
steady flow of Ki.

Strategic Use:
Efficiency: Energy Charge is particularly useful for
recovering Ki in situations where you need to
balance offensive and defensive actions. By regaining
energy quickly, you can continue using your most
powerful abilities and remain adaptable in dynamic
combat scenarios.

Visual and Sensory Effects:


Charging Effect: When using Energy Charge, you
may notice a brief visual effect, such as a faint glow
or energy surge, indicating the replenishment of your
Ki. This effect is subtle but signifies the flow of
energy returning to your reserves.
Tri-Beam (Kikoho) 4. Tactical Applications:

Description: The Tri-Beam, also known as Kikoho, is an Sustained Barrage: By chaining blasts
immensely powerful and destructive energy attack. By together, the user can overwhelm opponents
focusing their Ki into a triangular formation with their with repeated high-damage strikes. However,
hands, the user fires a highly concentrated beam of this aggressive tactic comes at the cost of their
energy capable of inflicting devastating damage over own life force, meaning they must carefully
long distances. However, this technique is incredibly balance their desire to deal damage with their
taxing on the user, draining not just their Ki but also dwindling hit points.
their very life force with each subsequent blast. Desperation Move: The Tri-Beam is often
Learning Requirements: used as a last-ditch effort to defeat powerful
enemies. Its ability to be used multiple times
Training Time: It takes 2 days of intense training to with increasing risk makes it a dangerous but
learn the Tri-Beam technique. During this time, the potent option in high-stakes situations.
user must master the ability to focus their Ki into the
triangular blast formation and learn to endure the Drawbacks and Risks:
physical strain this technique inflicts on their body.
Mentor Guidance: Ideally taught by a master of the Hit Point Drain: After the initial blast, every
technique, such as Tien Shinhan, the Tri-Beam is as subsequent Tri-Beam shot costs the user 5% of their
much a mental discipline as it is a physical one due maximum hit points. This life-force drain is
to the immense toll it takes on the user’s life force. unavoidable and continues with each additional
blast.
Usage Mechanics: Ki Consumption: While the Tri-Beam is powerful, it
still consumes Ki points per use. Repeated usage not
1. Ki-Based Damage: only drains the user’s health but also rapidly depletes
their energy reserves.
Damage Output: The Tri-Beam deals damage Self-Sacrifice: The technique is extremely dangerous
equal to your total Ki points spent per blast. to the user if overused, as repeated blasts can leave
The user channels all their energy into a them on the brink of death. This makes the Tri-Beam
focused beam, maximizing the destructive a high-risk, high-reward attack suited for desperate
potential of the attack. or strategic scenarios.
Scaling: The more Ki points spent, the higher
the damage output of the Tri-Beam. You can Visual and Sensory Effects:
adjust the power of each beam based on how
much Ki you are willing to expend. Triangular Blast: When performing the Tri-Beam,
2. Multi-Blast Mechanic: the user forms a triangle shape with their hands and
focuses their Ki into the center of the triangle. The
Unlimited Usage: The Tri-Beam can be used blast erupts as a bright, concentrated beam of energy
any number of times in succession within the that tears through the air with immense speed and
same encounter. Each additional blast can be force, creating an explosion on impact.
fired after the first, allowing for continuous Life Drain: After each blast, the user visibly weakens,
pressure and damage output. their energy and vitality fading slightly as the cost of
Health Cost: For every extra blast beyond the the technique takes its toll. This effect becomes
first, the user must sacrifice 5% of their total more pronounced with each additional blast fired.
hit points. This life-draining effect adds a
significant risk factor but allows for a Summary: The Tri-Beam (Kikoho) is a devastating
devastating barrage of attacks. energy attack that deals damage equal to the Ki points
3. Range: spent and can be fired multiple times within the same
encounter. However, every additional blast costs the
Attack Range: The Tri-Beam can target user 5% of their maximum hit points. With a range of
opponents within 120 feet, giving the user a 120 feet and the ability to unleash a continuous barrage
considerable distance to strike with precision of destructive beams, the Tri-Beam is a powerful yet
and devastating force. dangerous technique that requires careful management
of both Ki and health. It takes 2 days to learn this life-
draining attack, and it is often reserved for dire
situations where overwhelming power is necessary to
win.
Ultimate Tri-Beam (Kikoho) 4. Tactical Applications:

Description: The Ultimate Tri-Beam is an enhanced Destructive Barrage: The Ultimate Tri-Beam
version of the devastating Tri-Beam attack. This excels when used as a sustained barrage of
technique pushes the user’s Ki manipulation to its overwhelming energy. While each shot drains
absolute limits, allowing for overwhelming destructive health, the sheer damage potential makes it
power. The blast is exponentially more powerful, but the an ideal choice for critical moments or to wear
cost to the user’s life force is significantly higher with down extremely powerful enemies.
each consecutive blast. This is a technique of last resort, Strategic Use: Due to its extreme range and
reserved for moments when nothing less than absolute damage output, this technique is often used as
destruction will suffice. a game-changer in long-range encounters. The
Learning Requirements: ability to fire at distant targets with
unmatched destructive force gives the user a
Training Time: It takes 4 days of intense training to significant tactical advantage.
master the Ultimate Tri-Beam. The training involves
developing the ability to push Ki output to extreme Drawbacks and Risks:
levels while also enduring the strain that the
technique places on the body. Severe Hit Point Drain: Every additional blast after
Mentorship: Typically taught by a master of Ki the first costs the user 10% of their maximum hit
manipulation, like Tien Shinhan, this technique points. This drain rapidly weakens the user, making
demands a high degree of mental focus and physical it dangerous to overuse this technique.
resilience. The user must prepare to channel Ki Consumption: The Ultimate Tri-Beam requires a
immense energy and withstand the severe life- substantial amount of Ki per use, and maintaining a
draining effects. barrage of blasts will quickly exhaust both the user’s
Ki reserves and their health.
Usage Mechanics: Life-Threatening Technique: Overuse of this
technique can leave the user severely weakened or
1. Ki-Based Damage: even near death. This makes it a dangerous option
that should only be used when absolutely necessary.
Damage Output: The Ultimate Tri-Beam deals
damage equal to 5x your Ki points spent per Visual and Sensory Effects:
blast. This intense amplification of energy
allows for a massive increase in damage Enhanced Triangular Beam: The Ultimate Tri-
output compared to the original technique. Beam’s signature triangle shape is even more
Scaling: The more Ki points spent, the greater pronounced, with a blinding intensity that radiates
the destructive power. Each blast grows from the center of the user’s hands. The energy
exponentially in its ability to damage, making beam is far larger and more explosive, tearing
it a devastating force on the battlefield. through the air with tremendous force.
2. Multi-Blast Mechanic: Life Drain: After each blast, the user visibly
deteriorates, with each subsequent blast leaving
Unlimited Usage: The Ultimate Tri-Beam can them more haggard and weakened. The toll on their
be used any number of times consecutively life force is apparent with every use.
within a single encounter, allowing for a
barrage of high-damage attacks. Summary: The Ultimate Tri-Beam (Kikoho) is a
Health Cost: For every extra blast after the significantly more powerful version of the Tri-Beam,
first, the user loses 10% of their maximum hit dealing damage equal to 5x the Ki points spent. It can
points. This intense life-force cost rapidly be fired any number of times within a single encounter,
drains the user’s vitality with each blast but but each additional blast after the first costs 10% of the
allows for sustained and relentless damage. user’s maximum hit points. With an extended range of
3. Range: 680 feet, the Ultimate Tri-Beam is an extreme long-
range attack, capable of delivering massive damage.
Attack Range: The Ultimate Tri-Beam has an However, the life-draining effect makes it a high-risk,
extended range of 680 feet, allowing the user high-reward technique, suitable for only the most
to strike enemies at extreme distances with critical moments in battle. The technique takes 4 days
precision. to learn due to its demanding nature.
Dodon Ray 4. Tactical Applications:

Description: The Dodon Ray is a quick and precise Ki Precision Strike: The Dodon Ray is highly
attack, often used by expert martial artists for its speed effective for eliminating specific targets or
and efficiency. This deadly beam fires instantly and can dealing quick damage when time is of the
penetrate targets with concentrated energy. Unlike essence. Its quick execution and high damage
many Ki-based techniques, the Dodon Ray sacrifices multiplier allow for fast, decisive attacks.
raw power for accuracy and immediate execution, Combo Potential: Due to its free-action
making it a highly versatile ability in fast-paced combat nature, the Dodon Ray can be combined with
situations. other techniques in the same turn, increasing
Learning Requirements: your overall damage output in short bursts.

Training Time: The Dodon Ray is a relatively simple Drawbacks and Risks:
but deadly technique, requiring only 1 day of training
to master. Its ease of use and speed make it a Limited Range: The 60-foot range may require the
popular choice for fighters who value precision and user to close the distance to effectively target
rapid responses. enemies, making it less suitable for long-range
Mentorship: The technique can be learned from any combat.
martial artist familiar with the Crane School style, Moderate Ki Consumption: Although it deals 150%
such as Master Shen. However, the technique’s damage, the Dodon Ray still requires Ki expenditure.
simplicity means it can also be learned Careful Ki management is necessary if the user
independently with practice. plans to rely on this technique frequently.

Usage Mechanics: Visual and Sensory Effects:

1. Ki-Based Damage: Narrow, Concentrated Beam: The Dodon Ray is a


thin, yellow beam of energy fired from the tip of the
Damage Output: The Dodon Ray deals user’s finger. Despite its size, the beam travels
damage equal to 150% of the Ki points spent. quickly and cuts through the air with deadly
This increased damage multiplier makes it precision, leaving a trail of energy in its wake.
more potent than standard Ki blasts despite Instant Execution: There is no noticeable delay or
its small size and quick execution. charging effect before the Dodon Ray is fired. The
Efficiency: The Dodon Ray focuses on user simply extends their finger, and the beam is
delivering as much energy as possible into a released instantly, delivering damage in the blink of
precise, narrow beam, making it efficient for an eye.
fast, targeted strikes.
2. Free Action Usage: Summary: The Dodon Ray is a fast and precise Ki-
based technique that deals damage equal to 150% of the
Instantaneous Attack: The Dodon Ray can be Ki points spent. It can be used as a free action, allowing
fired as a free action, meaning it doesn’t for rapid execution without consuming your main action
consume your primary action for the turn. for the turn. With a range of 60 feet, the Dodon Ray
This allows you to weave it into a combination excels in mid-range combat and can be learned in just 1
of other moves, enhancing your versatility in day. Its combination of high damage and immediate
battle. firing makes it a versatile and deadly tool for fighters
No Charge Time: Unlike many other powerful who prioritize speed and precision in battle.
Ki techniques, the Dodon Ray requires no
charging phase and can be fired immediately
upon command.
3. Range:

Attack Range: The Dodon Ray has a limited


range of 60 feet, making it best suited for mid-
range combat scenarios where precision is
key. Despite its short range, the instant
execution makes it effective in quick
engagements.
Final Explosion 3. Range:

Description: The Final Explosion is an ultimate Attack Range: The Final Explosion has an
sacrifice technique, famously used by Vegeta in his most attack range of 240 feet, allowing the energy
desperate moments. This devastating move allows the blast to cover a massive area. This ensures
user to channel all of their remaining Ki into a colossal that no enemy within the blast zone can
explosion, dealing catastrophic damage to everything in escape its destructive force, though allies
range. However, the cost is immense, as the attack within the range are also at risk.
drains every last bit of the user’s life force, leaving them
near death or even completely spent after its execution. Tactical Applications:
Learning Requirements:
Ultimate Last Stand: The Final Explosion is used
Training Time: Mastering the Final Explosion when the user has no other option to turn the tide of
requires intense focus and a deep connection to battle. It’s an all-or-nothing attack that can potentially
one’s Ki, as it involves pushing the body far beyond eliminate multiple enemies at once, but at the cost of
its normal limits. It takes 7 days of training to learn the user’s own life.
this technique, during which the practitioner must Defensive Sacrifice: In certain situations, the Final
come to terms with the toll it will take on their life. Explosion may be used to protect allies by wiping out
Mentorship: This ability is only taught by the most a formidable opponent who threatens everyone on
seasoned warriors, or learned through intense, self- the battlefield. The user’s sacrifice may buy enough
driven training motivated by extreme determination time or clear the field of enemies to allow the rest of
or a willingness to sacrifice everything in battle. their team to survive or escape.

Usage Mechanics: Drawbacks and Risks:

1. Ki-Based Damage: Self-Destruction: The most significant drawback of


the Final Explosion is that it costs 100% of the user’s
Damage Output: The Final Explosion deals HP, effectively removing them from combat after the
damage equal to 50x your Ki Points spent. move is used. The user is left vulnerable or dead,
This immense damage output ensures that the depending on the severity of the system’s rules for
attack can obliterate even the most powerful HP depletion.
opponents and cause devastation across the Extreme Ki Consumption: Although this attack only
battlefield. uses a set amount of Ki based on the user’s choice,
Explosive Power: The overwhelming energy the nature of the ability means that the user must
released in this attack is capable of carefully manage their Ki and HP to make this attack
annihilating everything in its radius, making it viable without leaving themselves entirely
one of the most destructive techniques vulnerable.
available.
2. Health Cost: Visual and Sensory Effects:

Total Life Sacrifice: Using the Final Explosion Massive Energy Surge: As the user prepares to
costs 100% of your HP. This means that unleash the Final Explosion, their body glows with a
immediately after using the attack, the user massive, intense aura that expands outward. The
will either fall unconscious with 0 HP or die, energy swells to an almost blinding intensity before
depending on the game system’s rules for exploding outward in all directions.
reaching 0 HP. Total Battlefield Annihilation: The explosion covers
Self-Sacrifice: The user knowingly sacrifices an enormous area, obliterating everything within a
their entire life force to perform the attack, 240-foot radius. A shockwave of destructive energy
making it a move of absolute last resort. This radiates outward, reducing the battlefield to rubble
move represents a selfless or desperate act, and causing massive environmental damage.
often used when there is no other option left Aura of Sacrifice: The moment before the explosion,
in battle. the user’s body shows signs of strain and fatigue,
with their energy and life force visibly draining. The
attack feels final, as though the user has poured
everything they have into one last, devastating strike.
Dragon Fist
Description: The Dragon Fist is a powerful, close- Close Range: While the Dragon Fist is extremely
range attack that channels the user’s Ki into the form powerful, it is limited by its 30-foot range, which
of a mighty dragon. The dragon, made entirely of requires the user to be close to their opponent to
energy, surges forward and delivers a devastating land the attack.
blow to the opponent, often overwhelming them with Ki Consumption: Since the attack’s damage scales
its sheer force. This technique is known for its with 10x the Ki Points spent, using it frequently can
incredible power and the symbolic representation of quickly deplete your Ki reserves, limiting your ability
strength and determination. to sustain long battles.

Learning Requirements: Visual and Sensory Effects:

Training Time: Mastering the Dragon Fist requires 5 Dragon Manifestation: When the Dragon Fist is
days of intense training, during which the user must unleashed, a massive dragon made of pure energy
learn to shape their Ki into the form of a dragon and materializes from the user’s fist. This glowing,
control its explosive force in battle. roaring dragon rushes forward with incredible
Mentorship: To learn this technique, one must seek speed, engulfing the opponent in its terrifying force
a master who understands the intricacies of before striking.
controlling energy forms or train alone, tapping into Energy Ripples: The air around the user crackles
their inner strength and willpower. with power as the dragon charges forward. The
attack leaves behind a faint trail of energy,
Usage Mechanics: symbolizing the raw power of the user’s Ki.
Impact Explosion: Upon impact, the dragon
1. Ki-Based Damage:
explodes with a thunderous crash, sending
Damage Output: The Dragon Fist deals shockwaves through the surrounding area and
damage equal to 10x your Ki Points spent, creating a powerful aura of energy.
making it a highly destructive ability for close-
Summary: The Dragon Fist is a formidable close-range
range combat. The impact of this attack can
attack that deals damage equal to 10x your Ki Points
annihilate enemies or severely wound them
spent and has an attack range of 30 feet. The technique
due to the concentrated power of the dragon-
manifests a massive dragon-shaped energy force that
shaped energy.
surges toward the enemy, delivering a devastating blow
2. Range:
upon impact. This ability requires 5 days of training and
Attack Range: The Dragon Fist has a range of is ideal for high-damage, single-target attacks in close
30 feet, making it a close to medium-range combat. However, its limited range and Ki consumption
technique. The dragon’s energy form rushes make it best used for finishing moves or critical strikes
toward the target, striking with overwhelming in battle.
force once within range.

Tactical Applications:

High-Damage Burst: The Dragon Fist is best used as


a high-impact, burst damage ability. Its concentrated
energy makes it ideal for dealing significant damage
to a single target or demolishing a powerful enemy in
one blow.
Quick, Close-Combat Finish: In situations where you
are within 30 feet of an opponent and need to deliver
a finishing strike, the Dragon Fist serves as a
devastating blow that can end the fight swiftly.
Visual Intimidation: The appearance of the dragon-
shaped Ki charging at an opponent adds an element
of fear and awe to the attack, potentially intimidating
foes before they even take damage.

Drawbacks:
Destructo Disc (Kienzan)
Description:
The Destructo Disc is a razor-sharp energy disc that
can cut through almost anything with precision and
devastating force. This technique is feared for its
ability to bypass traditional defenses due to its high
accuracy and slicing power.

Learning Requirements:
Focus: Learning the Destructo Disc requires
Training Time: 3 days to learn. mastering control over your Ki to shape it into a
sharp, circular disc of energy that maintains its form
and power over long distances.

Usage Mechanics:
Accuracy: The disc is incredibly accurate and
Damage: The Destructo Disc deals damage equal to bypasses most defenses, although it can be dodged
5x the Ki Points spent on the attack. by extremely agile opponents.
Range: The Destructo Disc has a maximum attack Piercing: It has the unique property of slicing
range of 120 feet, making it effective for mid- to long- through solid objects and enemies, allowing it to cut
range combat. through tough armor or barriers.

Drawbacks:
Linear Path: Once thrown, the Destructo Disc
Ki Consumption: This technique requires a follows a straight path, meaning it can’t be guided
significant amount of Ki to maintain its sharpness after release. Proper aim is crucial.
and cutting power, so using it repeatedly can quickly
drain your reserves.

Visual Effect:
When the user creates the Destructo Disc, a circular
blade of glowing energy forms above their hand,
spinning rapidly with a humming sound. As the disc
is hurled toward its target, it slices through the air,
leaving a faint trail of energy behind.

Summary:
The Destructo Disc is a highly effective long-range
energy attack, capable of dealing 5x Ki Points in
damage and bypassing traditional defenses due to its
sharp, piercing nature. With a range of 120 feet, it’s a
powerful weapon for combatants who rely on precision
and cutting power.
Special Beam Cannon (Makankōsappō)
Description:
The Special Beam Cannon is a focused, high-power
energy attack that drills through its target with
pinpoint accuracy. This technique, developed by
Piccolo, is infamous for its deadly precision and
ability to penetrate through even the strongest
defenses.

Learning Requirements:
Focus: Learning the Special Beam Cannon requires
Training Time: 5 days of focused practice to master. intense concentration and energy control to build up
the necessary power over two turns.

Usage Mechanics:
Range: The Special Beam Cannon has a maximum
Damage: The Special Beam Cannon deals damage attack range of 60 feet, making it effective for mid-
equal to 10x the Ki Points spent. range combat.
Charge Time: The attack requires 2 turns to charge. Piercing Power: The beam drills through obstacles
On the first turn, the user gathers energy into their and enemies, allowing it to penetrate even the
fingertips, and on the second turn, they release it as strongest defenses and armor.
a concentrated energy beam.

Drawbacks:
Ki Consumption: Due to its high damage output, the
Charge Vulnerability: While charging the attack, the Special Beam Cannon consumes a substantial
user is vulnerable to enemy attacks. Timing and amount of Ki, making it costly to use in quick
positioning are critical to avoid being interrupted. succession.

Visual Effect:
As the user charges the Special Beam Cannon, a
spiraling beam of energy gathers around their
fingertips, glowing with intense light. Once released,
the beam shoots out in a straight line, spinning
rapidly as it drills toward the target.
Hellzone Grenade
Description:
The Hellzone Grenade is a powerful technique in
which the user fires multiple energy blasts that hang
in the air before closing in on the target from all
directions. This ability was perfected by Piccolo and
is known for its unpredictability and near-guaranteed
hit due to its inescapable nature.

Learning Requirements:
Mastery Focus: Controlling multiple energy blasts
Training Time: 3 days of focused practice to master. simultaneously requires precision and mental
discipline to coordinate their trajectory for a
coordinated strike.

Usage Mechanics:
Inescapable: Once the blasts are fired, they hang in
Blast Count: The Hellzone Grenade fires 10 energy the air momentarily before closing in from all sides
blasts, each dealing damage equal to 50% of the Ki on the target, making it incapable of missing.
Points spent. Range: The Hellzone Grenade has a range of 120
Total Damage: The combined total of all blasts feet, allowing the user to strategically place the
amounts to 500% of the Ki Points spent (10 blasts × energy blasts around the target.
50% per blast).

Drawbacks:
Ki Consumption: Firing and controlling 10
Delayed Impact: The blasts take a moment to simultaneous blasts requires a substantial Ki
converge on the target after being launched, which investment, making this a powerful but costly attack.
may give opponents a brief chance to react.

Visual Effect:
As the user releases the Hellzone Grenade, the 10
blasts are fired outward in different directions,
creating an almost chaotic visual. The energy orbs
hang in the air momentarily before rapidly closing in
on the target, creating an explosion of light as they
converge.

Summary:
The Hellzone Grenade is a powerful technique that
unleashes 10 energy blasts, each dealing 50% of the
Ki Points spent. The blasts surround the enemy and
converge on them from all angles, making the attack
impossible to dodge. With a range of 120 feet, it
allows for strategic placement and coordination,
though its delayed impact requires some tactical
foresight.
Solar Flare
Description:
The Solar Flare is a technique that emits an intense
burst of blinding light, temporarily disorienting all
opponents within its range. This ability allows the
user to blind enemies, creating opportunities for
attacks, retreats, or gaining the upper hand in
combat.

Learning Requirements:
Mastery Focus: Learning to control the energy flow
Training Time: 1 day of practice to master. that creates a flash so intense it overwhelms the
vision of others without affecting the user.

Usage Mechanics:
Range: The bright flash covers an area of 40 feet,
Blinding Effect: When Solar Flare is used, all centered on the user, affecting all enemies within the
creatures (except the user) within 40 feet are blinded radius.
for 2 turns, making it difficult for them to see or Ki Cost: Using Solar Flare requires 5% of your Ki
react. Points, making it a relatively low-cost technique for
disrupting enemies.

Drawbacks:
Proximity-based: The technique is most effective in
Limited Duration: The blinding effect only lasts for 2 close-range combat, as the blinding radius is limited
turns, giving enemies time to recover afterward. to 40 feet.

Visual Effect:
When Solar Flare is activated, the user places their
hands to their forehead and emits a dazzling flash of
light. The intensity of the light blinds everyone within
the radius, making their vision go white and leaving
them disoriented for a brief period. Meanwhile, the
user remains unaffected and able to act freely.

Summary:
The Solar Flare is a versatile technique that blinds
all enemies within 40 feet for 2 turns, costing 5% of
your Ki Points. It is a useful tool for gaining a
strategic advantage in battle by disorienting foes, but
its limited duration and short range make it ideal for
fast-paced, close-combat scenarios.
Galactic Donut
Description:
The Galactic Donut is a versatile energy-based attack
used to trap and immobilize opponents. This move
creates a ring of energy that can be launched at a
target, binding them in place like a lasso. Once the
opponent is grappled, the ring can close in, dealing
additional damage.

Learning Requirements:
Mastery Focus: The key to this technique is shaping
Training Time: 2 days of focused practice to master. your Ki into a cohesive ring and controlling its
trajectory and grip strength to ensure an effective
grapple.

Usage Mechanics:
Ki-Based Damage: Upon successfully grappling the
Range: The Galactic Donut can be fired at targets target, the Galactic Donut deals damage equal to
within 120 feet, allowing you to ensnare distant foes. your Ki Points spent.
Grapple Effect: On a successful hit, the Galactic Closing Effect: After grappling, the ring can tighten,
Donut grapples the target, rendering them immobile. dealing an additional 2x damage as it constricts the
While grappled, the target is restrained, limiting target.
their ability to move or attack.

Drawbacks:
Grapple Mechanics: The grapple can potentially be
Requires a Hit: The initial attack must hit to broken depending on the target’s strength or special
successfully ensnare the opponent, making it abilities, so it’s not guaranteed to hold indefinitely.
important to target weaker or distracted foes.

Visual Effect:
When the Galactic Donut is activated, the user forms
a glowing, golden ring of energy in their hands. This
ring expands and flies toward the target at high
speed, encircling them in a radiant, binding loop. If
successful, the ring glows brighter as it grapples the
target. Once the ring tightens, a surge of energy
pulses through, dealing additional damage.

Summary:
The Galactic Donut is a ranged, grappling technique
with a 120-foot range, dealing damage equal to your
Ki Points spent upon hitting the target. The grapple
immobilizes the opponent, and the ring can close in,
dealing 2x additional damage as it constricts. It’s a
powerful tool for controlling the battlefield and
setting up follow-up attacks, though it relies on
accuracy and may be resisted by stronger foes.
Energy Shield
Description:
The Energy Shield is a defensive technique that
allows the user to create a powerful barrier of Ki to
block, deflect, or absorb incoming attacks. The shield
provides a protective field, allowing the user to
withstand massive damage as long as they can
maintain it.

Learning Requirements:
Mastery Focus: Training involves learning to rapidly
Training Time: 3 days of focused training to master. channel and maintain a steady flow of Ki, as well as
managing the intense focus required to maintain the
shield for an extended period.

Usage Mechanics:
Full Turn Action: Maintaining the shield takes your
Range: The Energy Shield can be deployed to cover entire turn, requiring intense concentration and
an area within 60 feet, providing protection for the preventing you from performing any other actions
user and nearby allies within the shield’s radius. during that turn. You cannot attack, move, or use
Damage Absorption/Deflection: The shield can other abilities while maintaining the shield.
block, deflect, or absorb damage equal to 3x the Ki
Points spent. This means if you spend 10 Ki Points,
the shield can withstand up to 30 points of incoming
damage.

Additional Effects:
Deflection: For projectile or energy-based attacks,
Barrier Durability: The Energy Shield remains the Energy Shield has a chance to deflect the attack,
active until it absorbs its maximum damage capacity redirecting it away from its original target.
or you choose to deactivate it. Once the damage
threshold is reached, the shield dissipates, and you
must expend more Ki Points to create another
shield.

Visual Effect:
When activated, a shimmering, translucent dome of
energy forms around the user and their allies within
60 feet. The shield pulses with a soft glow, radiating
a protective aura. As attacks collide with the shield,
the energy barrier ripples and flashes, indicating the
absorption or deflection of damage.

Summary:
The Energy Shield is a powerful defensive ability
that blocks or absorbs up to 3x the Ki Points spent in
damage. It can protect you and allies within a 60-foot
radius but requires your full turn to maintain. The
shield can deflect projectiles and absorb damage
until its limit is reached, providing crucial defense
during intense battles.
Afterimage Technique
Description:
The Afterimage Technique allows the user to move
at such incredible speed that they create a temporary
illusion of themselves, tricking opponents into
attacking the wrong target. This leaves the real user
free to evade the attack with heightened agility,
making it an essential defensive maneuver.

Learning Requirements:
Mastery Focus: To master the Afterimage
Training Time: 2 days of dedicated training. Technique, the user must develop lightning-fast
reflexes and learn to momentarily shift their position
at high speeds without disturbing their surroundings.

Usage Mechanics:
Bonus Action: The technique can be activated as a
Ki Cost: The technique costs 5% of your Ki Points to bonus action, allowing you to use it in response to an
use each time. incoming attack or preemptively to boost your
Evade Bonus: When you use the Afterimage evasion for that round.
Technique, you gain a 3x bonus to checks (such as
Dexterity or Reflex saves) to evade all attacks thrown
against you during that turn.

Additional Effects:
Temporary Illusion: This technique not only
Visual Effect: Upon activation, your form blurs increases your chances of evasion but also briefly
briefly, leaving behind an afterimage that appears disorients enemies, making them momentarily
solid for a split second. Attacks aimed at you seem to unsure of your true position.
pass through the afterimage, leaving your opponents
striking only air as you swiftly evade.

Strategic Use:
Burst Defense: In situations where you expect heavy
Escape Mechanism: The Afterimage Technique can incoming damage or multiple attacks in a single
be used to avoid powerful attacks or gain a positional round, this ability significantly improves your
advantage by outmaneuvering your opponent. Since chances of avoiding hits.
it’s a bonus action, it pairs well with other offensive
or defensive moves during your turn.

Summary:
The Afterimage Technique grants a 3x bonus to
evasion checks for all attacks thrown against you
when activated, using 5% of your Ki Points. It can be
triggered as a bonus action, allowing you to maintain
the flow of combat while gaining a heightened
chance to dodge incoming attacks. This speedy,
illusion-based technique offers a powerful defense
against powerful foes, keeping you safe while leaving
your attackers disoriented.
Ki Flight
Description:
Ki Flight enables the user to channel their Ki into
levitation and flight, allowing them to soar through
the air with agility and speed. By focusing their
energy, the user can defy gravity and navigate the
skies, making it an essential technique for both travel
and combat versatility.

Learning Requirements:
Mastery Focus: Mastering Ki Flight requires not only
Training Time: 2 days of dedicated practice to proficiency in Ki control but also balance and spatial
master controlling your Ki for flight. awareness to maintain steady flight and
maneuverability.

Usage Mechanics:
Flight Duration:
Ki-Based Speed: Once activated, you can maintain flight for as long as
The speed at which you can fly is determined by the you have sufficient Ki Points. However, the Ki cost is
Ki Points spent. For every Ki Point spent, you can fly continuous, requiring you to spend the same number
at a speed equal to that number in feet (e.g., of Ki Points per turn to sustain the flight at the
spending 10 Ki Points allows you to fly at 10 feet per chosen speed.
second or 60 feet per round in combat).

Additional Effects:
Combat and Travel Use:
Aerial Maneuvering: Ki Flight can be used both in combat situations for
You can fly in any direction, including hovering in rapid movement or evasion, as well as for long-
place or changing your altitude, allowing for dynamic distance travel by spending Ki over time to cover
combat tactics and evasion in the air. great distances.

Strategic Use:
Versatility in Movement:
Aerial Advantage: With the ability to control your flight speed based on
Gaining flight provides you with a significant the Ki spent, you can adapt the technique to either
strategic advantage in combat, allowing you to strike short bursts of high-speed flight or maintain a steady
from above, evade ground-based attacks, or pursue pace for exploration and travel.
fleeing enemies who lack aerial capabilities.

Drawbacks:
maintaining flight costs Ki Points each turn. This
Continuous Ki Drain: technique provides unparalleled mobility and aerial
Sustaining flight for extended periods can deplete combat capabilities, giving you a significant advantage
your Ki reserves, so it’s crucial to manage your Ki over grounded opponents, whether in battle or
carefully, especially during long battles or when exploration.
covering vast distances.

Summary:
Ki Flight allows you to fly at a speed determined by the
Ki Points spent. Each point spent translates directly
into flight speed (1 Ki Point = 1 foot per second), and
Dead Calm
Description: Activation: Activating Dead Calm requires a full turn
Dead Calm is an advanced Ki technique that reflects of concentration to establish the low energy
unparalleled mastery and control over one’s Ki. presence and achieve the state of calm.
When activated, it allows the user to exude an aura Maintenance: Once activated, Dead Calm remains in
of calm and minimal energy presence, making them effect for 5 turns or until the user voluntarily
nearly invisible to energy detection and impervious deactivates it. The user must remain focused to
to blinding effects. This state of tranquility also maintain the state and cannot perform actions that
grants the user an additional turn in combat, would disrupt their calm.
allowing them to act with heightened efficiency.
Drawbacks:
Learning Requirements:
Energy Drain: Maintaining Dead Calm can be
Training Time: 1 year of intensive Ki control training mentally and energetically taxing. Prolonged use
to master the ability to maintain a low profile and might drain the user’s Ki reserves, necessitating
gain the extra turn. careful management of their energy.
Mastery Focus: This ability requires profound Focus Requirement: The user must maintain a high
mastery over one’s Ki, focusing on controlling and level of focus and control to sustain the ability.
suppressing energy levels to remain undetected and Distractions or interruptions can potentially disrupt
react more swiftly in combat. the effect.

Usage Mechanics: Summary:


Dead Calm is a powerful Ki control technique that
1. Minimal Power Level Presence: allows the user to appear with a power level of 1,
rendering them invisible to energy detection and
Perceived Power Level: When Dead Calm is
immune to blinding effects. It also provides the user
active, the user’s power level (PL) appears as
with an additional turn in combat, enhancing their
1 to any energy detection or sensing methods.
ability to act swiftly and strategically. This ability
This allows the user to conceal their true
requires extensive training and mastery of Ki control to
power and potentially deceive opponents or
maintain the state of calm and suppress one’s energy
avoid detection.
signature effectively.
Energy Suppression: The user’s energy
signature is suppressed to the point where it is
effectively invisible, making it difficult for
enemies to gauge their actual strength or
sense their presence.
2. Blinding Immunity:

Immunity Effect: While Dead Calm is active,


the user is completely immune to any blinding
effects or status conditions that would impair
their vision or ability to act.
Visibility Control: This immunity allows the
user to function at full capacity despite any
attempts to hinder their sensory perception.
3. Additional Turn:

Extra Turn: Activating Dead Calm grants the


user an extra turn at the start of their combat
sequence. This additional turn allows the user
to perform actions such as moving, attacking,
or using abilities before their normal initiative
order.
Strategic Advantage: This extra turn provides
a significant tactical advantage, allowing the
user to either act first in crucial situations or
gain an early upper hand in battle.

Activation and Maintenance:


Energy Pressure
Description: 4. Drawbacks:
Energy Pressure is a potent technique that utilizes
the user’s immense Ki to create an oppressive field Focus Requirement: Maintaining the Energy
of energy around them. This technique allows the Pressure requires continuous concentration
user to exert a powerful force that repels opponents and focus. While it does not consume
who are significantly weaker, pushing them back and additional Ki, the user must remain vigilant to
causing them damage whenever they attempt to get keep the pressure constant.
close. Potential Exhaustion: Prolonged use of
Energy Pressure can be mentally taxing and
Learning Requirements: may contribute to overall fatigue or
exhaustion.
Training Time: 3 days of focused training to master
the control of energy pressure and learn to maintain Summary: Energy Pressure is an advanced technique
the field effectively. that creates a powerful energy field around the user,
Mastery Focus: Training involves learning to project repelling opponents who are weaker by knocking them
and control the energy field around oneself, ensuring back and inflicting damage. This ability allows the user
that the pressure is exerted correctly and to exert control over the battlefield, keeping lesser
consistently. opponents at a distance and causing them harm if they
attempt to get too close. With its versatile application,
Usage Mechanics: Energy Pressure enhances the user’s strategic
advantage while requiring focused concentration to
1. Repelling Force:
maintain.
Knockback Effect: Opponents who are at least
25% weaker than the user (based on power
level) are knocked back 10 feet each time they
attempt to close within 30 feet of the user.
Damage Infliction: In addition to being
repelled, these opponents also take damage
equal to the user’s Strength each time they are
knocked back by the energy pressure.
2. Activation and Maintenance:

Activation: Energy Pressure can be activated


as a standard action and remains in effect for
as long as the user wishes.
Maintenance: While active, the user maintains
a constant energy field around them, which
exerts pressure on opponents. The user can
choose to deactivate this effect at any time as
a free action.
3. Strategic Benefits:

Control of Space: By keeping weaker


opponents at bay, Energy Pressure provides
the user with enhanced control over the
battlefield, allowing them to maintain distance
and avoid close combat with less powerful
foes.
Damage Output: The damage inflicted on
opponents who attempt to approach adds an
extra layer of offense, making it risky for
weaker enemies to engage the user up close.

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