· 7 years ago · Feb 23, 2019, 05:32 PM
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2Restricted races are those that are either exceedingly rare, exceedingly powerful, or those that have abilities than can seriously turn the tides of battle. In order to prevent these races from dominating the entire Neoverse, without removing them from the game entirely, this special category of restricted races has been made. Their rules are few and simple, but very important. * There can only be one individual of a particular restricted race at one time. Only after that individual has died may there be a new one created, but not by the person who had the last one. If he loses his character, it's time to give somebody else a chance. This also means that if a restricted race character dies, he can not be brought back from the dead in any way if there's currently another member of the same race alive. You can not carryover restricted races to the next restart. * To obtain one of these races, you must submit a background to the GM's who will judge it and compare it to any other submitted backgrounds. If there are more than one background that is capable of getting the race submitted at one time, the best background will obtain the race. If someone with a character wants to apply for a restricted, they have to give up their character *BEFORE* they apply. You may also apply for a racial class change, or chosen if your race has these. ------------------------------------------------------------------------------------------- Restricted Backgrounds When someone applies for a restricted race, the GM's are not simply looking for a good background. A lot of people can write good backgrounds, but not everyone is dedicated to the game and making it a better environment. Because of this, not only are the backgrounds rated, but so are the players handing them in. And more important than simply writing a decent background, the character portrayed in the background needs to have a solid concept, one which will contribute to the storyline. If a person writes a good background then parts of it may be included in that restart's storyline. So, basically, keep in mind that a player who gets on the server everyday and tries to stir up a player driven storyline will always get a restricted over someone who can write an amazing background but will disappear after playing the character for a week. And those who frequently abuse the system will seldom have the honor of playing a restricted. And remember, it is an honor, not a privilege. The individual GM's are left to their own demise as to decide what score a background gets. But once every GM (and often storytellers are included) rate a background then the average is taken. If the average meets or exceeds the following list of required scores then a player will get the character he is applying for. Note: The same procedure is followed when applying for a Dragon ball, Chosen, or a Racial class change. Scores are based on a scale of ten. ------------------------------------------------------------------------------------------- The Scores are scaled from 1 - 10, ten being the highest. The following is the average score needed for that Race: Buu 9 Cell 9 Daburian 8 Dragon 8 Ghetti 8 Janenba 8 Kaio 7 Legendary Saiyan 9 Sorcerer 7 Splice Demon 6 Dragon Ball 7 (+2 if a Restricted) Saiyan Chosen 7 Icer Chosen 9 Racial Class 7 ------------------------------------------------------------------------------------------- Notes * Once you have a restricted race, you're expected to play the race. Not only are you expected to be active, but the sheer power of the restricted races does not exist simply so you can dominate your competition in the restart. * Restricteds are meant to stir things up and create player versus player conflict. A person doesn't have to be a restricted race to accomplish this, but restricted are given unique abilities to do so, or the power to survive a kneejerk reaction to them doing so. * Remaining inactive for a sufficient period of time (usually, more than a week) is grounds to lose a restricted race, unless you inform the GMs before hand.</text>
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12<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Buu are monstrosities, created for the sole purpose of destruction. Although their individual natures may vary, unifying and defining them is their ability to consume another person's soul, body, or both, and take on characteristics of that individual. They are widely feared for their ability to absorb people. Buu may never have Mercy as their path. Example: Buu ------------------------------------------------------------------------------------------- Statistics Int 6d6 Mnt 6d6+25 Str 6d6+25 Dex 6d6+25 Stm 6d6+25 Spd 6d6+25 ------------------------------------------------------------------------------------------- Buu gain 4 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 13*STM+25*level KI: 13*MNT+25*level LP: 4*STM ------------------------------------------------------------------------------------------- Pick four powers at level 1. You receive no powers when you level up. ------------------------------------------------------------------------------------------- -=( Racial Features )=- (1) Their lack of well-defined body parts to be damaged makes Buus hard to kill, and their internal energy much more available to them. A Buu's HP and Ki multipliers are both considered 2 higher than normal. (2) Buu are created as pure fighting beings. They always have a +3 bonus to all strike and dodge rolls. (3) Buu get +1 HTH damage for every 20 max HP they have. (4) Buu get +5 Ki damage for every 100 max ki they have. (5) Buu can survive in intolerable environments, such as deep space or underwater; they have no need to eat, drink, or breathe, and as such do not lose Endurance to the Choke power. This also makes their endurance equal to their STM*2 On each action, Buu regenerate level*4 HP and level*4 ki back. If reduced to LP, they regain level*1 LP back instead of HP. This regeneration can also be used to heal critical effects, costing 10 Ki per -1 penalty inflicted by the critical. This may be done immediately when the crit is received, or on any of the Buu's action. Decapitation does not prevent a Buu from fighting, instead counting as a triple critical removing all four limbs and destroying their torso; it may be healed as such. A Buu's regeneration can also prevent them from dying. If reduced to 0 LP a Buu will still regenerate, unless they receive level*200 damage beyond 0 LP. When in this extra HP, the Buu gives off no power level. This extra HP can only be reduced by ki attacks, and 2000 or more ki damage beyond 0 LP will vaporize them (making it impossible to damage them further), which makes them extremely difficult to kill. The Buu will not receive damage from any attack which isn't directed at them with the explicit intent of ensuring they stay dead. Note: Buus may not be attacked the first time they're put into Sub-LPs unless the person fighting them has Sub-LPs. Even then, knowing how to kill a Buu is especially tricky. Consult a GM to monitor the situation. Buu have no inherent creativity or uniqueness. They are, essentially, blank slates, capable of adapting to anything--but not under their own power. As such, they do not receive any personal invents of their own, unless those are granted by a unique. ------------------------------------------------------------------------------------------- -=( Racial Powers )=- Absorb When in a grapple with someone, the Buu may attempt to absorb them. This takes six consecutive actions, during which time the Buu may not do anything else; this must be declared as an action, and the action where the Buu starts the grapple can count towards the total. The person being grappled may only attempt to break free. Follow the rules in the accompanying node to determine the effects of absorption. Candy Beam This power is automatically obtained at level 6. With this power, the Buu can turn others into a small piece of candy, of a type of the Buu's choice. If the Buu eats this candy it has the immediate effect of an absorption, as per the rules above. This is a ki strike at a -10 penalty, which can only be used once per battle. This power costs 500 ki and 10 endurance, and cannot be used in grapples. Ghost Kamikaze Attack This power is gained automatically when the Buu has reached level 8. With this power, the Buu spits out ghost-like forms that closely resemble the Buu. Whenever one of the ghosts hits anything, it detonates in a massive explosion. There are two parts to this attack. The first part is a hand to hand attack against a single target. This attack inflicts 1d6*10 damage per ghost created, plus the Buu's bonuses to ki damage. For every two levels the Buu has, the multiplier of the ghosts' damage increases by 10. If this attack hits the ghosts will explode, resulting in a secondary ki attack. If the initial hand-to-hand strike misses, the ghosts dissipate and do not explode. If the hand to hand attack hits, the ghosts explode in a tremendous blast which envelops the entire battlefield. Everyone except the main target and the Buu is affected by this explosion. This is a single ki attack that affects multiple targets, so strike and damage are rolled only once. This does 1d6*5 damage per ghost created, with a +5 bonus to the multiplier for every two levels the Buu has. A Buu may create up to one ghost per level, and each ghost costs 10 ki and 3 endurance to create. *Template for Ghost Ram: 1d6*(10 * (1 + level/2)) + ki mod + misc mods *Template for Explosion: 1d6*(5 * (1 + level/2)) + ki mod + misc mods ------------------------------------------------------------------------------------------- -=( Transformations )=- Unlike those of many races, a Buu's transformations are permanent and irreversible. They have no cost, and there is no experience penalty for using them. Because of this, there is no way to force a Buu to lose the bonuses granted by its transformations, even temporarily, and they are compatible with stat boosting invents. Super Buu This transformations occurs after the Buu absorbs two people. Most Buu become taller and more musculare when they transform into a Super Buu. * +2 To their Hp/Ki Modifiers. * Hp/Ki Regeneration increases to level*6 Hp/Ki per action. * Sub-LP becomes level*300. Kid Buu This transformation occurs after the Buu has obtained Super Buu, and absorbs two more people. Most Buu become much smaller, leaner, and more evil-looking when they transform into Kid Buu. * +2 To their Hp/Ki Modifiers (stacks with Super Buu's bonus) * Hp/Ki Regeneration increasees to level*8 Hp/Ki per action. * Sub-LP becomes level*400. * The Buu may no longer absorb or use Candy Beam. * Gain one power per level (not retroactive).</text>
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19<text send_button="0" raw_mode="0" multiline="1" hide_title="0">When a person is absorbed the buu integrates their power, knowledge, spirit, and body with its own, becoming something new and uniquely different from either of its constituents--ultimately, though, the buu's personality and nature remain dominant, though they may change to reflect this. * 5% of each of the victim's stats are added to the Buu's. * The Buu learns one power the victim knows, for each level the victim had. They may not choose powers of a higher level than what the victim had if the victim's powers are already known (as is the case for schools). * The Buu loses their initial racial feature 1, 2, 3, 4, or 5 (their choice). This feature is replaced by one of the victim's racial features. The Buu may not take the same racial feature more than one time (for example, HP/500 to strike and dodge could not be taken from two different races), with the exceptions of features that give a flat (i.e +2) bonus to something, such a initiative, APR, or strikes and dodges. Buus may not taken a racial feature that grants free school acquisition, or the ability to create player made schools. * The Buu may gain a total of two racial powers from their victims. These may be two powers from one person, or one power from two people, but must be chosen when they absorb the person, and cannot later be replaced. This bypasses all normal requirements for knowing those powers (such as needing an earlier power or specific racial class), but the victim must know them. The Buu may not select transformation powers. If the power enhances a racial feature, the Buu must have that racial feature to benefit from the power. When they gain their second power this way, they lose access to Ghost Kamikaze Attack. * One of the victim's personal invents is learned. Its existing features cannot be changed, but from then on the Buu chooses how to advance it, using the victim's points formula. Other than that, it as treated as a normal invent of its level. If the Buu has a racial feature which increases their invent points, that is applied to absorbed invents, on top of any bonuses they may have naturally. If the victim is of a higher level than the Buu, the invent stays at its current level until the Buu has levelled up enough to begin advancing it. If the victim is lower level than the Buu, the invent gains the excess points immediately. * Buus may not absorb androids or restricted races. They may, however, turn them into candy to keep as ornaments * Buus may not teach powers which are normally teachable, such as Dragon Fist or Instant Transmission, that they learn through absorbing. Buu may absorb those that are already dead, but only if they have been dead for an hour or less in real life time. ------------------------------------------------------------------------------------------- Death and Absorbed PCs Whenever a Buu dies, anyone he had absorbed is spit up. Any PCs that were dead when they were absorbed remain dead, but any PCs that were alive when they were absorbed may be returned to their respective players. The following rules apply for regaining control of absorbed PCs: 1) This must be discussed with a GM 2) If the absorbed character was a restricted race, and someone else has taken the race, then the player may not regain their character. 3) If any artifacts or special items were on/attached to a character when he was absorbed, he is spit back out of the buu with those artifacts and special items on/attached to him. 4) During the time in which the character was within the Buu, they cannot train and do not gain the bonuses of weighted clothing or spirit bonds. However, credits are still stockpiled in their name. 5) In the very rare case that a character who can absorb kills a Buu who had already absorbed, then the living people the Buu spits back out may not be absorbed by the other absorber until their former player is contacted and allowed to defend themselves if they so choose.</text>
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26<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Buu (Restricted) (Take Highest of the two rolls) INT: {(6d6)*1,(6d6)*1} MNT: {(6d6+25)*1,(6d6+25)*1} STR: {(6d6+25)*1,(6d6+25)*1} DEX: {(6d6+25)*1,(6d6+25)*1} STM: {(6d6+25)*1,(6d6+25)*1} SPD: {(6d6+25)*1,(6d6+25)*1} No Racial Class --End Roll--</text>
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462-<nodehandler version="1.0" name="Cell" module="containers" class="tabber_handler" icon="tabber" frame="400,400,44,58">
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465-<nodehandler version="1.0" name="Cell" module="forms" class="textctrl_handler" icon="note">
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467<text send_button="0" raw_mode="0" multiline="1" hide_title="0">------------------------------------------------------------------------------------------- Cell Androids are a unique breed of weapon. They are an amalgamation of different species, created rather than born, using genetic material from disparate species to incorporate their characteristics and abilities. Choose four races, at least three of which must be from the list in the "Cell Races/Rules" node. These are known as the parent races. Unlike most races, your specific build must be approved even after you have been awarded the race (i.e. your background was accepted). Contact a GM or Editor with your combination of races, features, powers, and uniques. Example: Cell ------------------------------------------------------------------------------------------- Statistics * Roll the statistics for each four parent races. Then take the average for each attribute, and add 5. Those are the Cell's starting attributes. ------------------------------------------------------------------------------------------- Cells gain 4 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: Add all four HP multipliers from the parent's together, divide by 5, and add 4. That is your HP modifier. You gain 30 additional HP per level. Ki: Add all four Ki multipliers from the parent's together, divide by 5, and add 4. That is your Ki modifier. You gain 30 additional Ki per level. LP: 4*STM ------------------------------------------------------------------------------------------- Pick four powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Cells can use their tail as an attack. It is considered a basic HtH attack with a +2 bonus to Strike and it inflicts 4d6 damage per level. Pick a single Racial Feature from each parent race. These are now all your racial features. Features that copy or overlap each other may not be chosen (+3 strike and +HP/500 strike/dodge would be acceptable, but HP/500 from two races would not). You may not take the free school features of Low races. A Cell has a special core inside of it that can allow it to fully regenerate even when mostly destroyed. If reduced to 0 LP or otherwise 'killed' they will slowly regenerate, according to their natural healing, until they have at least 1 HP back, at which point they are reborn and conscious again. They truly, permanently die if they are dealt level*150 damage beyond 0 LP. This is not actually a sub-LP region, and as such does not 'heal', but rather resets every time the Cell is reborn. Note: First time anyone places you in Sub-LPs you simply cannot be killed; after the first time then follow the guidelines for Sub-LP ------------------------------------------------------------------------------------------- -=( Racial Powers )=- Pick a two Racial Powers (total) from your parent races. These are now also your Racial Powers. You must still meet all requirements of that Racial Power. If a power augments a racial feature (such as a Dodorian's resistance), you must also have that racial feature. Spawn Junior You can not pick this power until you are level 5. You can create smaller, weaker versions of yourself to even up the odds in battle. A Cell Jr. has 75% of your stats, except for Int, which is equal, but only 40% of your maximum HP, Ki, and Endurance. You control them, and they act on the same actions you do, until they run out of actions. Your Jr.s have all the same powers and invents you do, and share your uses per round and per battle; only one may use Ki's Ending in a fight (and then you can't). Creating a Jr. costs 3 endurance and takes one action, but they may also be created pre-round, for 5 endurance each. You may only make a number of Jr.s to even up the odds in a battle, not outnumber your foes. ------------------------------------------------------------------------------------------- -=( Cell Evolutions )=- Cells go through an insect-like development, progressing through several stages, each progressively more powerful. When initially created, Cells exist in a larva state. By spending two weeks metamorphisizing in a thick shell of mucus hardened to rock, the larva will then transform into a humanoid-insectoid looking creature with wings and a stinger. After this point the Cell will begin to recognize it's power, and can feed on the weak and insignificant of the universe. After spending another significantly less time feasting on the strength of the weak, the cell will at last transform into it's 'normal' fom which resembles for the most part a humanoid creature with slight insect features. After this point the cell must hunt down and hunt larger prey to unlock it's fullest potential. Larval Form In this stage the Cell is barely disinguishable from any ordinary lifeform, but also virtually defenseless. The Cell's Ki and HP multipliers are both owered by 10, and all its stats are at 10% of their normal values. This form has a unique ki signature, different from any higher forms (including Insect), and it is considered 20 levels higher for the purpose of using Hide Ki. Completing the transformation to or from Larval form takes an entire Neo week. Insect Form You may transform into or out of this state by spending two hours (real-time). It is a means to hide, but it leaves you weak if you are forced to fight. In this form the Cell's stats are at 50% of normal, and their Ki and HP multipliers are lowered by 5. This form increases the Cell's ability to use Hide Ki by 10 levels. Insect Form has a different aura than any other form, and as such cannot be identified as the Cell by means of ki sensing. Humanoid Form This is the standard form of a Cell. All your stats are normal and you begin play in this form. Imperfect Form At level six the Cell has begun to reach a higher stage of its evolution, its different types of genetic material synchronizing themselves. This unlocks the true power of the Cell's core. The Cell can regenerate lost limbs, taking one hour of combat per level of the critical. The Cell can even regrow from being decapitated, but doing so takes two weeks, during which time they are effectively dead (meaning they cannot train). In addition, it gives the following stat adjustments: +2 HP and Ki multiplier +10 all stats Perfect Form The Cell automatically reaches this form at level 12, the ultimate stage in their evolution. The Flight power no longer consumes ki, as they now have wings, but advanced versions of that power have their normal costs. This also strengthens them, adding to the bonus from Imperfect: +2 to HP multiplier +2 to Ki multiplier +10 to all stats</text>
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474<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Cell (Restricted) (Take Highest of the two rolls) INT: {(a+b+c+d)/4+5} , {(a+b+c+d)/4+5} MNT: {(a+b+c+d)/4+5} , {(a+b+c+d)/4+5} STR: {(a+b+c+d)/4+5} , {(a+b+c+d)/4+5} DEX: {(a+b+c+d)/4+5} , {(a+b+c+d)/4+5} STM: {(a+b+c+d)/4+5} , {(a+b+c+d)/4+5} SPD: {(a+b+c+d)/4+5} , {(a+b+c+d)/4+5} No Racial Class --End Roll--</text>
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479-<nodehandler version="1.0" name="Cell Races/Rules" module="forms" class="textctrl_handler" icon="note">
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481<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The following races are available for Cells: Chou Dodorian Jeice-jin Konackan Makyosei-jin Martial Artist Namek Paiku Recoomian Saiyan Triclops Zargonian * You do not receive the benefits of racial classes from any of your parent races. * No type of growth form, super form, evolution, or transformation may be taken. * You may not take the Adrenaline Boost (Recoomian) power. * If you select Reptilian as an off-list race, you must choose a sub-species. The racial feature and power (if any) must come from that subspecies, but you do not receive the benefits of it as a racial class.</text>
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493<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Daburians have yellow eyes, black hair and their skin can be various shades of red. They are the lords and masters of the underworld, devils in the truest sense of the word. Man Example from the show: Darbura ------------------------------------------------------------------------------------------- Statistics Int 5d6 Mnt 5d6+5 Str 8d6+5 Dex 5d6+15 Stm 6d6+10 Spd 5d6+5 ------------------------------------------------------------------------------------------- Daburians gain 6 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 14*STM+30*level KI: 14*MNT+30*level LP: 5*STM ------------------------------------------------------------------------------------------- Pick four powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Daburians can live in the mortal realm and in hell. Daburians gain +1 to HtH Damage per 25 Max Hp they have. This does not apply to swords. Daburians are immune to the Sekikatsuba power. Daburians have STM*1.5 Endurance. Daburians start with a school of their choice at level 1, and gain another school for free at levels 8 and 13. They can not know more than one school for every 9 INT they have. If they do not have the INT to learn another school, the Daburian doesn't gain the school until their INT is high enough. Daburians use STR/4, instead of STR/5 to find their basic strength mod. However, they do not gain this benefit when using their spear with sword powers. Instead, they use DEX/4 for strike in those situations. Daburians carry a spear imbued with the powers of hell. This weapon can be used with sword powers, but can also be used as a basic HtH attack. This spear does 2d10 AP/SP per level of the Daburian, has a +3 bonus to strike, and may benefit from bulking. It may be ki enhanced but the bonus from this power only applies when the weapon is being used as a sword instead of a HtH attack. Once per round the Daburian may throw their spear, with a -2 strike penalty (replacing the normal +3), dealing 2d10*10 AP/SP damage per level of the Daburian. Picking the spear back up takes an action. If this attack inflicts damage it causes a Flaming Strike, as described in the HTH invent section of the PHB. Finally, this spear is enshrouded with the flames of Hell making it impossible for anyone except a Daburian to hold. If a Daburian's spear is ever lost, they may take an action to summon it to them, or do so before battle. This spear may be used in HtH combos anywhere it states "Any non-multi/invent HTH attack." Furthermore, the thrown version of the spear may be used at the end of an ultimate combo in place of a ki attack. ------------------------------------------------------------------------------------------- Racial Powers: Hell's Flame This power can not be taken until level 4. By allowing himself to be covered in the flames of Hell, the Daburian gains a level/2 bonus to all strike, dodge and iniative rolls. Activating this power takes an action but it lasts for the rest of the battle. While this is activate the fires protect the Daburian from attacks, like an aura. All incoming attacks are reduced by level*10 during the aura phase of defense calculation. This always applies, even in combination with other shields, or when the use of auras would normally be prohibited. This is redued to level*5 against SP attacks, and is ineffective against UP or US attacks. Template: [(Damage-(Normal Shields+Level*10))/Block-Reistance] Using this power causes the Daburian to lose 1+Level/3 Endurance on each of their actions. This can be turned off at will without spending an action, though it then has to be reactivated normally. This can be used preround, but it costs the last two actions of the round for the Daburian. In this case, it does add to initiative for that round. This does not count as a superform. Sekikatsuba This power can not be taken until level 6. You can use this power to turn other people to stone. To do so you must make a HtH strike with a -10 penalty, which may not be parried. If ths power hits, the victim is instantly turned to stone. This may only be used once per battle. When turned to stone the victim will remain that way permanently, unless the Daburian voluntarily removes the power himself, or the victim is freed by somebody with the power to do so. The statue cannot be moved or destroyed, and will remain even after the Daburian's death. This power costs 200 Ki and 15 Endurance. Improved Hell's Flame This power can not be taken until level 8. By focusing their power to strengthen their infernal flames, the Daburian can begin to blend their different styles of fighting together. When Hell's Flame is activated, Hand-to-Hand attacks use DEX/4 to determine strike; while sword attacks gain Max HP/25 to damage. However, Sekikatsuba does not gain an increased strike bonus from this.</text>
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498-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
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500<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Dabu-jin (Restricted) (Take Highest of the two rolls) INT: {(5d6)*1,(5d6)*1} MNT: {(5d6+5)*1,(5d6+5)*1} STR: {(8d6+5)*1,(8d6+5)*1} DEX: {(5d6+15)*1,(5d6+15)*1} STM: {(6d6+10)*1,(6d6+10)*1} SPD: {(5d6+5)*1,(5d6+5)*1} No Racial Class --End Roll--</text>
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502</nodehandler>
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504</nodehandler>
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507-<nodehandler version="1.0" name="Dragon" module="containers" class="tabber_handler" icon="tabber" frame="400,400,825,111">
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509
510-<nodehandler version="1.0" name="Wyrm Dragon" module="forms" class="textctrl_handler" icon="note">
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512<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Dragons are the subject of much speculation, as they appear all over the universe, unlike most species which have a home planet and then spread out. Although they are known to take many forms and unique appearances, certain characteristics unite tham as a species. In their true form, they are gigantic reptilian creatures, renowned for their ferocity and power. Example from the show: Any dragon within the dragonballs. ------------------------------------------------------------------------------------------- Statistics Int 5d6 Mnt 4d6+20 Str 5d6+15 Dex 6d6+10 Stm 5d6+15 Spd 4d6+20 ------------------------------------------------------------------------------------------- HP: 14*STM+30*level KI: 14*MNT+30*level LP: 3*(STM+STR) End: (STM+STR) ------------------------------------------------------------------------------------------- Wyrms gain an automatic +3 to all stats every level up. Wyrms do not distribute points. ------------------------------------------------------------------------------------------- Pick three powers at level one, and three powers each level thereafter. Dragons do not gain an additional power every third level. Instead, they gain an additional power every even level (two, four, six, etc) ------------------------------------------------------------------------------------------- -=( Racial Features )=- (1) Dragons are incredibly fierce creatures. They gain a ((HP+Ki)/1000) bonus to all strikes and dodges, and +1 to all Damage per 25 Max Ki (Charging does not affect either of these). In addition, their base invent points are 10 higher. (2) Dragons are not purely physical beings. Because of this they may survive in any environment, including heaven, hell, and deep space, and are immune to the Choke power. In addition, the Resistance power grants their full Strength in Resistance for Dragons. (3) Wyrms may not be majined or championed. (4) All dragons are aligned with some element or fundamental force. At creation, choose which subspecies you are. It has two bonus powers, one racial feature that only applies in Wyrm form, and a powerful invent with a special add-on. (5) Wyrm Dragons can attack with their tail. This tail inflicts 2d6 damage per level, and gains +1 to strike. The bonus to strike with their tail increases by 1 every four levels (4, 8, 12, 16...) At level five their tail becomes AP and at level eight it becomes SP. This attack may only be used twice a round. (6) Eternal Dragons are extremely awe-inspiring, and their power reflects this. When calculating Power Level, they divide it by 8, not 10. This makes the formula: [(HP+Ki)*(Str+Dex+Spd)*(Current LP/Max LP)/8] ------------------------------------------------------------------------------------------- -=( Racial Powers )=- (1) Poison Stinger The dragon automatically has this power at creation. Dragons tend to have some sort of venom, usually in a stinger on the end of their tail. Once every two rounds they can make a hand to hand attack roll at a -4 to strike (it does not gain the bonus to strike from the dragon's tail). This costs five Stm, and does 2d6*10 damage. Even if the victim takes no damage, so long as they're hit they are dazed by the poison for one action, plus one for every four levels the dragon has (1 at level 1, 2 at level 4, 3 at level 8, etc). These are the stunned person's actions, not actions in general. The victim does not actually lose these actions, but until all their poisoned actions have passed the victim suffers a -10 penalty to dodge and parry. On the poisoned actions, all the victim can do is try to overcome the poison earlier. This is treated as a grapple roll, but uses the Stamina score of both people. For example, if the victim had 50 Stm and the dragon had 40, the victim would need to roll under a 60 on [1d100-50+40], and could try to do so once on each of their poisoned actions. If they fail all their rolls, the posion still wears off after its duration has passed. (2) Armored Scales A dragon's scales are extremely resilient, tougher than most armor. Though they are always present, they don't harden enough to be useful as protection until later in the dragon's life. Starting at level 3, the dragon automatically gains +2 to all dodge rolls, and a resistance of level*7, which stacks with all other forms of resistance. (3) Universal Telepathy At level three dragons automatically gain the ability to communicate to others through ESP at no cost. This power extends as far as the dragon can sense, meaning the dragon does actually have to see or sense the person they are speaking to. This form of telepathy is two-way: If you ESP somebody they can return the message, even if they do not have the power or can't sense you. (4) Windstorm This power can not be taken until level 5. With this power the dragon can call forth a small storm, often reminescent of their aspect. By flying through this storm they can give themselves a boost to their power, extremely potent but lasting only a few moments. The dragon must be flying to use this power, which gives them +3 to strike for the attack it's used with, and adds your SPD*2 to damage. The attack becomes AP and SP, and stuns the defender if they take any damage. This can only be used with HTH and sword attacks, and is limitted to once per round. This costs five endurance, in addition to the normal cost of the attack, and is added to the last possible attack of any combos. (5) Dragon Balls At level 5, a dragon in their wyrm form can become a set of Dragon Balls. This is a very rare situation, and can only be done by a Namek of the Dragon Family. Once the wish is granted the dragon balls split up and are scattered across the planet. They will remain dormant for some period of time, often years, during which they cannot be found and appear no different from ordinary rocks. Being contained within a set of Dragon Balls is essentially the same as dying, and must be supervised by a GM. (6) Polymorph The dragon has the ability to assume the form of a humanoid being, often taking the form of an old human. This can look like virutally any species, but each dragon has only one polymorph form. The polymorphed form has a different aura from their true form, and may also have a different path and personality. The dragon loses access to: - Their tail (racial feature 5) - Racial feature 6 (their PL is calculated normally) - Poison stinger and armored scales (racial powers 1 and 2) - Any unique abilities granted by their aspect - Their dragon invent The ((HP+Ki)/1000) bonus to all Strikes and Dodge is changed to a ((HP+Ki)/800) bonus to all Strikes and Dodges in Polymorph At creation, the dragon assigns a priority, from highest to lowest, to all their attributes except Int. When they Polymorph, their base stats are rearranged in that order, from highest to lowest. Weighted Clothing is based only on their true form's stats. For example: Drakor the Firey is a dragon who selects his priority as: Str, Mnt, Stm, Spd, Dex. His base stats are: 100 Str, 200 Mnt, 150 Stm, 80 Spd, and 120 Dex. This means that in polymorph, they become: 200 Str, 150 Mnt, 120 Stm, 100 Spd, 80 Dex. Polymorph is not considered a superform, and as such is compatible with stat boosters. Transforming takes one action, and has no Endurance cost.</text>
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517-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note" frame="400,400,176,232">
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519<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Wyrm Dragon (Restricted) (Take Highest of the two rolls) INT: {(5d6+15)*1,(5d6+15)*1} MNT: {(4d6+20)*1,(4d6+20)*1} STR: {(5d6+15)*1,(5d6+15)*1} DEX: {(6d6+10)*1,(6d6+10)*1} STM: {(5d6+15)*1,(5d6+15)*1} SPD: {(4d6+20)*1,(4d6+20)*1} No Racial Class --End Roll--</text>
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521</nodehandler>
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524-<nodehandler version="1.0" name="Dragons" module="containers" class="tabber_handler" icon="tabber" frame="400,400,22,29">
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527-<nodehandler version="1.0" name="A note" module="forms" class="textctrl_handler" icon="note">
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529<text send_button="0" raw_mode="0" multiline="1" hide_title="0">All dragons have a natural connection to some element, ranging from an affinity to being living manifestations of it in its purest form. There tend to be few, if any, indications as to what this affiliation is outside of their wyrm form, but once they've assumed their true shape there is usally little doubt or room for mistake. For example, a Fire Wyrm might have red scales and smoke pouring from its mouth, or be entirely made of fire, whereas a Dragon of Air might be surrouned by a shroud of gale-like winds. The dragon's nature grants its three things: Two powers, a bonus racial feature (its Aspect ability), and an extra invent with a special addon, taken as a power (its Defining ability). The dragon gains their Aspect automatically, and though they always have access to the powers it gives they only gain its special feature when in wyrm form. The Defining Power must actually be taken as a power. When it's selected, the dragon gains the ability to use their special invent (see below). * Aspect: Two free powers, and a bonus racial feature. This is treated as a normal racial feature in all ways, except that the dragon doesn't benefit from it in their polymorphed form (though it will still know the powers). These powers sometimes ignore the ordinary prerequisites from their respective trees. The dragon does not need to know lower powers in order to use the ones granted by their aspect. If a power says it does not cost ki, this applies only in Wyrm form. * Defining Power: All Wyrms possess an attack unique to them individually, one which can surpass almost any other single attack. This is made as a normal attack invent (meaning it can not be a stat booster or shield), with a base of 50 points (this is not inreased by their racial feature). They are always considerd to have this invent (meaning it gains points starting at level 1), but they cannot use it until it is taken as a power, which requires them to be level 3. This invent has a special add-on, determined by the dragon's aspect, and may be used only once battle. This attack may only be used in Wyrm form.</text>
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534-<nodehandler version="1.0" name="Air" module="forms" class="textctrl_handler" icon="note">
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536<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Air dragons begin with the Basic Flight and Advanced Flight powers. Aspect: The Eternal Dragon of Air pays only half the ki cost for Boosted Flight, and no endurance. All other powers in the Flight tree, except Space Flight, cost no ki or endurance. Additionally, they get +1 to all Strike and Dodge rolls for every 1000 miles per hour they're flying at while in Wyrm form. Defining: Breath is a Privilege If your attack deals damage, your victim may not regenerate or recover HP, Endurance, or Ki for the remainder of the battle in any manner. This includes powers from the Powering Up tree, and the Dire Needs power. Even changing forms will not increase their current HP, Endurance, or Ki. This also restricts their ability to breathe, causing them to lose 10% of their current Endurance each action for your level in actions.</text>
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538</nodehandler>
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541-<nodehandler version="1.0" name="Celestial" module="forms" class="textctrl_handler" icon="note">
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543<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The Celestial Dragon automatically has the Flight and Taiyoken powers. Aspect: When in Wyrm form, the Celestial Dragon can redirect any Offensive Ki power of level X or below, as if it had the Remote add-on. If a power already receives this from another source, it is considered Double Remote. Defining: The Stars Stop for None The Celestial dragon's special invent must be a ki attack, and automatically has the Remote and Double Remote add-ons, for no cost. Those add-ons can be used even after the attack has hit, attacking another target for the full damage. You may not, however, strike the same person twice with this attack, unless they try to Take The Blast for another target. Your attack is also extremely accurate, getting a bonus to its strike roll equal to your level.</text>
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545</nodehandler>
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548-<nodehandler version="1.0" name="Earth" module="forms" class="textctrl_handler" icon="note">
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550<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The Eternal Dragon of Earth begins with the Advanced Block and Power Block powers. Aspect: When using Block, Power Block or Advanced Block, the Dragon of Earth divides damage taken by 2.5 instead of 2. With the Goon Unique these are raised to 3. Furthermore, the final ki cost of its shields (after all other calculations) is reduced to 75%. Defining: Remember Your Roots If your attack deals damage, your opponent loses the ability to use any Flight powers for the remainder of the battle, as well as any bonuses associated with them. If they were using any such power, they crash and take damage as if they had thrown themselves (as per the grapple move Throw), including the stun. Any sort of teleportation outside of the Super Speed tree (such as IT or Kai Kai) also may not be used.</text>
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552</nodehandler>
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555-<nodehandler version="1.0" name="Fire" module="forms" class="textctrl_handler" icon="note">
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557<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The Eternal Dragon of Fire automatically begins with the Basic Flight and Damaging Aura powers. Aspect: Damaging Aura adds 25% damage (*1.25) instead of the normal 10% for the Dragon of Fire, and its bonus is not halved for multi attacks. Defining: Scorch the Soul Your attack's damage, after all reductions (auras, blocking, armor, and resistance) does its full damage to your opponent's HP and Ki. So, if you hit for 2000 damage, and between auras and blocking it was reduced to 500, your opponent would lose 500 HP and Ki.</text>
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559</nodehandler>
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562-<nodehandler version="1.0" name="Metal" module="forms" class="textctrl_handler" icon="note">
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564<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Metal Dragons start with the Advanced Block and Resistance powers. Aspect: The Armor Piercing attack aspect has no effect against the metal dragon, due to its extremely resilient scales, and Armor Shattering acts as Armor Piercing. Ignore Armor still acts normally. In addition to this, the Metal Dragon also receives a bonus level*5 resistance. Defining: Pierce all Veils If your attacks deals any damage, your victim loses any and all forms of resistance and armor, or abilities that act like them, for the remainder of the fight. Your attack is automatically considered to be Armor Piercing and Armor Shattering.</text>
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566</nodehandler>
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569-<nodehandler version="1.0" name="Void" module="forms" class="textctrl_handler" icon="note">
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571<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The Eternal Dragon of Void is an NPC. Aspect) It is impossible to sense the Dragon of Void. Ki sensing powers, scouters, androids, and even the Kaios and Kaioshin themselves are incapable of locating it through any means. Void ragons may not allow themselves to be sensed, even if they want to be. The Void Dragon does not have a Defining attack, but rather has its own, unique power. Fate's Ending Once per battle, the dragon of the void may call upon the full power of its nature, bending the very laws of the universe and twisting fate to suit its own ends. In game terms, it can cancel the activation or use of any single power, invent, or ability. The power still counts as being used, in terms of uses per round and cost, but it has no effect whatsoever. If the power can be used multiple times per round or battle, it can still be used later. In the case of 'constant' powers, they may not be reactivated until the next round. If used on a super form, the victim may not re-enter it until the next round, when they must again pay the full cost.</text>
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573</nodehandler>
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576-<nodehandler version="1.0" name="Shadow" module="forms" class="textctrl_handler" icon="note" frame="400,400,110,145">
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578<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The Eternal Dragon of Shadow automatically begins with the Basic Flight and Combat Teleport powers. Aspect: No powers from the Super Speed tree cost any Ki or Endurance for the Shadow Dragon. Defining: Reveal thy Weakest Self If your attack hits, your victim is dropped out of any super form, or anything treated like one (including stat boosters and Adrenaline Boost), and may not enter any such form for the rest of the battle. Majins and Champions will temporarily lose the bonuses conveyed by their statuses, though in the case of Majins they still remain under control. The only things which this does not effect are: Cell or Buu evolutions, a Janenba's Small Form, and a Splice Demon's Ultra Form.</text>
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580</nodehandler>
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583-<nodehandler version="1.0" name="Water" module="forms" class="textctrl_handler" icon="note">
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585<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The Eternal Dragon of Water begins with the Telekinesis and Psionic Aura powers. Aspect: Telekinetic powers cost the Water Wyrm no Endurance, and only half Ki. Their Psionic and Solid Aura powers recover the Dragon's full Mnt on each action, and they may use Freeze twice per battle. Defining: Unleash the Ocean If your attack deals any damage, your victim loses a number of actions equal to half your level. This does not stack with any form of stunning. The victim is at a -8 to strike, dodge, parry, and initiative rolls until they spend an action to re-orient themselves (which can't be done until they are no longer stunned). No form of blocking negates this stun. They can go about normal activities instead of re-orienting themselves (such as attacking), but the penalty will not go away until they do so.</text>
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587</nodehandler>
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590-<nodehandler version="1.0" name="Wood" module="forms" class="textctrl_handler" icon="note">
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592<text send_button="0" raw_mode="0" multiline="1" hide_title="0">The Eternal Dragon of Wood automatically begins with the Rest and Rejuvenation powers. Aspect: Rejuvenation and Dire Needs have no costs. Rest, Rejuvenation, and Dire Needs all restore twice their normal amounts. Defining: Force of Nature More than any other dragon aspect, the Wood Dragon has a particularly strong connection to life and nature. Rather than letting that life force go to waste, your attack absorbed it from your foe, healing you for however much damage it dealt to their HP. Whether or not the initial strike does damage, residual forces continue to pummel your opponent, dealing 10% of the original, pre-reduced damage each action for your level in actions. This damage cannot be blocked, dodged or parried, but auras work against it normally. All extra effects on the original attack (such as SP, or UP) apply to the residual damage, except for AC. This residual damage does also heal you. The Wood Dragon's defining attack can not be a ki invent.</text>
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601-<nodehandler version="1.0" name="Ghetti" module="containers" class="tabber_handler" icon="tabber" frame="400,400,66,87">
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604-<nodehandler version="1.0" name="Ghetti" module="forms" class="textctrl_handler" icon="note" frame="400,400,22,29">
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606<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Ghettis are cyborgs, members of a different race who have been augmented by the power of technology without completely destroying their organic nature. They have the advantages of both biological and mechanical beings, making them a truly dangerous foe. Example: Metal Cooler ------------------------------------------------------------------------------------------- Statistics * As core race, +10 to all. ------------------------------------------------------------------------------------------- Ghettis gain 6 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: As the core race, +2 to the multiplier, per-level bonus doubled. Ki: As the core race, +2 to the multiplier, per-level bonus doubled. LP: 1*STM ------------------------------------------------------------------------------------------- Ghettis begin with 4 powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Ghettis are members of another race who have been augmented through advanced technology. Pick a single race within the limitations of the attached 'Races' node. Ghettis have all racial features of their core race. A Ghetti's augmentation has them constantly functioning at a much higher standard than a normal being; they do not get tired as easily, they judge distances better, they're able to apply force more effectively, and so forth. Because of this they are considered to be in a permanent superform which grants +20% to all stats, but is incompatible with any stat boosters. Since this is not actually a transformation it cannot be suppressed by the racial abilities of Yarkons; a Shadow Dragon's breath, however, will cause the Ghetti and all active incarnations to used the reduced clone stats (see Racial Powers). Due to their nature, Ghettis may not use the Split Form or Tri-Fork powers, nor may they pick the Enhanced Awareness unique. As machines, Ghettis have build-in scouters. They may still use the Sense Ki power normally, but they can also use this as a scouter with a 100+INT*2 % chance of success. This can be used to completely replace the Sense Ki power, meaning it can detect a person's path, lock in combat, or sense across light years, once the Ghetti has the appropriate powers. ------------------------------------------------------------------------------------------- -=( Racial Powers )=- Ghettis have all racial powers of their core race. Create Clones The Ghetti can create perfect replicas of itself, with all the same capabilities and features. These are treated as permanent split forms, with 80% of all your base attributes. They have their own HP and Ki totals, and when they fight with you they share uses of powers and invents like they were split forms. They have all your powers and features, except for Ghetti's innate superform (racial feature 3). However, other than that they are all treated as fully independant beings. Your clones can travel any distance from one another and still remain in contact, and can interact with people even when you're not there. XP and training are still calculated as only a single character. Functionally, these clones are all identical. The only thing distinguishing them from the original is which one the main consciousness resides in, and due to a Ghetti's nature they can transfer this between clones at will out of battle, or as a pre-round action entering combat. The main body uses full tsats, with the Ghetti's racial +20% to all attributes applied. If the main body ever dies, one of the clones automatically becomes the new main body. Despite how powerful these are, they are not easily created or reproduced. A Ghetti has 1 clone when they take this power, +1 every 4th level (level 4, 8, 12, etc., no matter when they acquire the power). These clones may not be replaced. If a level 12 Ghetti has two of its clones killed, it will permanently have only 2 others.</text>
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608</nodehandler>
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611-<nodehandler version="1.0" name="Races" module="forms" class="textctrl_handler" icon="note">
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613<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Ghettis may be created from any Medium or High race except for: * Namek * Recoomian * Reptilian * Android * Kibitain * Yarkon No matter what their species, Ghettis have no type of superform, transformation, or evolution from their core race. They must roll normally for any racial class (in the case of Bojackans rolling is required; picking a class is not an option), but no form of class or feature may place them on an experience table other than Restricted.</text>
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615</nodehandler>
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618-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
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620<text send_button="1" raw_mode="1" multiline="1" hide_title="0">As Core Race.</text>
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622</nodehandler>
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627-<nodehandler version="1.0" name="HGM" module="containers" class="tabber_handler" icon="tabber" frame="724,400,22,29">
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630-<nodehandler version="1.0" name="HGM" module="forms" class="textctrl_handler" icon="note">
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632<text send_button="0" raw_mode="0" multiline="1" hide_title="0">------------------------------------------------------------------------------------------------------------------------------------------------------ HGM's are known to be complete assholes. The gods cry when they think of the might a HGM has. Luckily, the universe only ever sees one of these creatures at a time and he is usually dormant. ------------------------------------------------------------------------------------------------------------------------------------------------------ Attributes: INT (100d6)*10+100*10 MNT 100d6+100 STR 100d6+100 DEX 100d6+100 STM 100d6+100 SPD 100d6+100 ------------------------------------------------------------------------------------------------------------------------------------------------------ HGM receive 50 points per level up to divide amongst their stats. Example from the Show: Akira Toriyama ------------------------------------------------------------------------------------------------------------------------------------------------------ HP: STMx130+250/level KI: MNTx130+250/level ------------------------------------------------------------------------------------------------------------------------------------------------------ Pick twenty powers at level 1. ------------------------------------------------------------------------------------------------------------------------------------------------------ Racial Features: 1) HGM are created as pure fighting beings. They always have a +30 bonus to all strike and dodge rolls. 2) HGM can survive in intolerable environments, such as deep space, underwater, flamewars or newbiechannels. 3) HGM get +10 H2H damage for every 25 max ki they have. (Note: charging does not increase the damage to this.) 4) HGM get +50 Ki damage for every 100 max ki they have. (Note: charging does not increase the damage to this.) 5) On each action they get level*30 HP, and level*30 ki back. If reduced to LP, they get level*10 LP back instead of HP. This regeneration can also prevent them from dying. If reduced to 0 LP they will still regenerate, unless they receive level*1000 damage beyond 0 LP. When in this extra HP, the HGM gives off no power level. A HGM extra HP can only be reduced by Ki attacks, making them extremly hard to kill. Note: First time anyone places you in Sub-LPs you simply cannot be killed; after the first time then follow the guidelines for Sub-LP 6) A HGM's regeneration can be augmented to cure critical hits because well they can! For a regular crit, you must pay 15% of your normal, full ki. For a double-crit, you must pay 30% of your normal, full ki. For a triple-crit, you must pay 50% of your normal, full ki. 7) HGM's have no soul and thus Genyan's may not body switch them. 8) HGM's are the ultimate source of evil in the universe. Furthermore, their powerlevel is always indeterminate, as it is usually too large to be comprehended by mere mortals. And if those mere mortals could comprehend it, sensing it would make them cry like sissy little girls. 9) HGM's have an increased crit range. Anything from 3-20 is a crit. With brutal fighting style this increases to 2-20. ------------------------------------------------------------------------------------------------------------------------------------------------------ Racial Powers: 1) GET IN MAH BELLAH! By rolling a H2H strike at -4 a HGM may attempt to absorb someone, this takes 3 actions to complete. Treat this exactly like a normal grapple. However, on each action of the HGM the other person may forfeit their next action (or actions from the next round) to try and break free of the absorption. If the HGM successfully absorbs the victim, the HGM gains 100% of the victim's stats added to each of his own. The HGM also gains 10 powers/level of the victim. You may not chose powers of a higher power tree if you already know the powers, as you can with schools. Your alignment shifts one towards Pure Good for every Pure Good person you have absorbed. HGM may absorb those that are already dead but only if they have been dead for an hour or less real life time. HGM's have unlimited absorbs. Also, if a HGM dies anyone that he absorbed is spit up. If they were dead when they were aobsrbed then that character is still dead. However, if the HGM absorbed them while they were alive then that character's PC may once again take control of them. The following rules apply: 1) This must be discussed with a GM 2) If that character was a restricted and someone else has taken the race, then they cannot take their character back. If they were legendary and another legendary exists they may take their character back but lose the bonuses they gained from being legendary. 3) If any artifacts were carried on a person when he was absorbed, he gets them back. Note: If an artifact is absorbed, then that artifact is carried around within the HGM, they do not gain the effects of it but if they die it is spit back up. 4) During the time in which the character was within the HGM, they cannot train and do not gain bonuses of weighted clothing. However, credits are still stockpiled in their name. 5) In the rare case that someone who may absorb kills another person who had already absorbed several people, then the people they absorbed that are spit back up may not be reabsorbed until their former owner is contacted and allowed to defender theirself if they so chose. 2) Racial Class HGM's always have a racial class, however, on this roll they gain +100 to it. 1-99: Shitty HGM, Example: Vlaid 1 in all stats 100 or higher: Fucking Awesome HGM, Example: Cloud +10 HP and Ki Mod 3) Shunkan Idou (Mental This power allows you to transport yourself to any place you can see, or to a person whose ki you can sense. When used in battle, it gives you a MNT/5 bonus to a strike or dodge roll. You can use it an unlimited amount of times, and it costs you 50 ki and 10 stamina. 4) Boot By teleporting from the Neo universe to the real universe, a HGM may remove anyone from a room, the server, or permanently mute them. Booting them from a room knocks them out, off the server kills them. Muting them is much worse, however, and means they cannot make a new character. This power costs ten ki and one endurance. ------------------------------------------------------------------------------------------------------------------------------------------------------ Note: Only the HGM may obtain this race and unlike other restricted races, he doesn't need a BG for it. This race is *not* a joke.</text>
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637-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
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639<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: HGM (Restricted) (Take Highest of the two rolls) INT: {(100d6+100)*10,(100d6+100)*10} MNT: {(100d6+100)*1,(100d6+100)*1} STR: {(100d6+100)*1,(100d6+100)*1} DEX: {(100d6+100)*1,(100d6+100)*1} STM: {(100d6+100)*1,(100d6+100)*1} SPD: {(100d6+100)*1,(100d6+100)*1} Racial Class: {(1d100+100)*1,(1d100+100)*1} --End Roll--</text>
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652<cell>Date</cell>
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1008-<nodehandler version="1.0" name="Janenba" module="containers" class="tabber_handler" icon="tabber" frame="400,400,176,232">
1009
1010
1011-<nodehandler version="1.0" name="Janenba" module="forms" class="textctrl_handler" icon="note">
1012
1013<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Janenba are, quite frankly, demons. They are very rare, and only come into existence when pure, distilled evil coalesces into a solid form. Such a creature is known as a Janenba. Example: Janenba ------------------------------------------------------------------------------------------- Statistics Int 4d6 Mnt 5d6+12 Str 5d6+10 Dex 3d6+6 Stm 5d6+10 Spd 5d6+5 ------------------------------------------------------------------------------------------- Janenbas gain 6 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 16*STM+35*level KI: 12*MNT+25*level LP: 4*STM ------------------------------------------------------------------------------------------- Pick five powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Janenbas can attack with their tail. This is a basic HtH attack with a +1 bonus to strike, which inflicts 5d6 AP damage per level. It may be used to attack in grapples. Janenbas regain level*2 ki on each action. Janenbas gain +1 to all types of damage per 25 Max Ki they have (Charging does not affect this). ------------------------------------------------------------------------------------------- -=( Transformations )=- A Janenba has a normal, large form, and an alternate, smaller form. In their large form they have a +3 bonus to strike, use Stm*2 to determine their maximum endurance, and use the powers in the Large Form node (which they must purchase normally). The Janenba does not choose when to transform. Rather, it happens automatically when they have 10% or less of their max HP remaining. When they transform they are restored to 75% of their (new) maximum HP, Ki, and Endurance; any shields or barriers (Ki Shield, Solid Aura, etc.) are also restored to 75% of their maximum values. This happens regardless of how much damage the Janenba received, and even if their body was destroyed completely or they were unconscious at the time. This transformation occurs automatically at the end of the action which reduced the Janenba to this amount of HP. After combat, or if they receive an effect which fully heals them regardless of their condition (such as eating a Senzu Bean), they will return to Large Form. In Small Form, the Janenba has the following modifiers: -15% Str +15% Mnt +20% Spd +1 APR +4 Initiative * Natural Armor with 20% of their Max HP * Natural Resistance of STR/4 (becomes STR*3/4 with the Resistance Power) * They use the powers in the Small Form node; they do not buy these powers normally.</text>
1014
1015</nodehandler>
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1017
1018-<nodehandler version="1.0" name="Large Form" module="forms" class="textctrl_handler" icon="note">
1019
1020<text send_button="0" raw_mode="0" multiline="1" hide_title="0">A Janenba's normal, large form is fittingly large, and often appears to be made primarily out of jelly or fat. This may vary, but as the name suggests, it should be significantly more massive than their small form. Clone Counter Once per battle you may counter someone's attack with themselves. You create a replica of the attack, or even the person themselves, which collides with the original. This is automatically successful. They roll damage twice, using the first roll for theirs, and the second roll for yours. Any damage extra is dealt to the loser, and is UP. This costs 25 endurance, and the full ki cost of the technique being used. Rain of Fire You shoot a storm of fireballs at your enemy, each doing 1d6*10+Mnt/5 damage. You can attack with a total of 4d6 fireballs, +1d6 per 2 levels (2, 4, 6, etc.). This attack has a +4 bonus to strike, costs 100 ki +50 per 2 levels, and can be used only once per round. It becomes SP at level 10. Template: (4d6 +1d6 per 2 levels)*(1d6*10+Mnt/5)+Misc Portal You can not take this power until level 6. You can create portals through space, using them to dodge or attack through. This costs 20 ki to use, and can give a +4 bonus to strike or dodge. A Janenba can also open a portal in front of someone else's ki attack, to redirect it. Using this function of the portal costs 150 ki, and requires a strike roll. If this is successful the Janenba may choose any new target in the battle. The Portal's defense roll is used as the attack's new Ki strike, and the original attacker's damage is used. This is incompatible with any super speeds. Create Mini You can not take this power until level 10. You are able to create miniature versions of yourself to aid you in battle. This takes 1 action per mini in battle; they may also be created pre-round, but if you do so you sacrifice your last action in combat for each mini you want to create. They use 80% of your base stats, and act on your actions, using your initiative and APR; however, they have only 30% of your max HP, Ki, and Endurance. They share your uses per round and battle of abilities, and are all in large form. Only one mini may use Ki's Ending per battle, and you may create up to level/4 minis per battle. They are considered 4 levels lower than you for the purposes of determining how effective powers are. These creations may not enter Small Form. When you enter Small Form, any surviving minis disappear.</text>
1021
1022</nodehandler>
1023
1024
1025-<nodehandler version="1.0" name="Small Form" module="forms" class="textctrl_handler" icon="note">
1026
1027<text send_button="0" raw_mode="0" multiline="1" hide_title="0">A Janenba's Small Form counts as a superform; however, they may not be forced out of it through any means (such as Shadow Dragons or Yarkons), and its activation may not be prevented, even by the complete destruction of their Large Form. The Janenba also may not willingly revert to Large Form. The small form's powers replace those of the Janenba's large form. They do not need to be learned as separate powers, but rather, the Janenba automatically knows them if it has the corresponding Large Form power. Beam Sword You acquire this weapon only if you know Clone Counter in your large form. The Janenba may, at will, create or dissolve a special sword which only they can use. It has a +level/3 bonus to its strike rolls, does 2d10 damage per level, and is AP. At level 8 it becomes SP. Beginning at level 5 this sword can fire a special beam attack up to twice per battle. This is a ki attack which does 2d10*10 damage per level. Its receives all bonuses to ki damage, but is treated as an AC weapon attack. This does not need to be purchased like a normal power. Needle Beam The Janenba may use this ability only if they have Rain of Fire in their large form. This is a special multi-attack which fires an enormous amount of small, thin ki blasts at a target. Each blast does 2d10+Mnt/5 damage, and you fire a total of 3d8 blasts per 50 ki spent, to a maximum of 50 ki per level. This power may only be used once per battle, and has a -5 penalty to its strike roll. Template: (3d8 per level)*(2d10+Mnt mod)+Misc Portal The Janenba may use this ability only if they have Portal in their large form. You can create portals through space, using them to dodge or attack through. This costs 50 ki to use, and can give a +6 bonus to strike or dodge. A Janenba can also open a portal in front of someone else's ki attack, to redirect it. Using this function of the portal costs 150 ki, and requires a strike roll. If this is successful the Janenba may choose any new target in the battle. The Portal's defense roll is used as the attack's new Ki strike, and the original attacker's damage is used. This is incompatible with any super speeds. Dissolve You may use this ability only if you have Create Mini in your large form. This power allows you to dissolve yourself into a blur of cubes, and then reappear somewhere else. It may not be used with super speeds, and gives a +15 bonus to strike or dodge rolls. Dissolving yourself costs 300 ki and 5 endurance.</text>
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1029</nodehandler>
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1031
1032-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
1033
1034<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Janenba (Restricted) (Take Highest of the two rolls) INT: {(4d6)*1,(4d6)*1} MNT: {(5d6+12)*1,(5d6+12)*1} STR: {(5d6+10)*1,(5d6+10)*1} DEX: {(3d6+6)*1,(3d6+6)*1} STM: {(5d6+10)*1,(5d6+10)*1} SPD: {(5d6+5)*1,(5d6+5)*1} No Racial Class --End Roll--</text>
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1036</nodehandler>
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1038</nodehandler>
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1040
1041-<nodehandler version="1.0" name="Kaio" module="containers" class="tabber_handler" icon="tabber" frame="400,400,110,145">
1042
1043
1044-<nodehandler version="1.0" name="Kaio" module="forms" class="textctrl_handler" icon="note">
1045
1046<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Kaios are known throughout the Neoverse as wise mentors and teachers of powerful techniques. They are mortal gods in their own right, one step below the Kaioshin. Most are greater in theory than even the Kamis of planets, but they lack any sort of authority over those figures. Example: King Kai ------------------------------------------------------------------------------------------- Statistics Int 5d6 Mnt 6d6+10 Str 5d6+5 Dex 6d6+5 Stm 5d6+5 Spd 6d6+5 ------------------------------------------------------------------------------------------- Kaios gain 5 points to divide amongst their stats every level up and an automatic +1 to all stats every level up.. ------------------------------------------------------------------------------------------- HP: 9*STM+20*level KI: 17*MNT+35*level LP: 4*STM ------------------------------------------------------------------------------------------- Pick four powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Kaios automatically start with the Sense Ki power. Kaios have antennae which they can use to sense anybody automatically, at any distance, even in other dimensions. This bypasses the use of Hide Ki, Suppress Power Level, Psionic Surge, and anything else that would conceal, disguise, or disrupt a power level. This may be used for any ability which depends upon sensing your opponent, but not for Ki Locks in combat. This does bypass a Sorceror's inability to be sensed, or the Enhanced Awareness unique. Androids, having no power level, still cannot be sensed. Kaios have an unusual mastery of ki, so their base Invent points are 10 higher. All of a Kaio's Ki attacks gain +10 damage per 100 Max Ki they have (Charging does not increase this damage). Whenever an attack is enhanced with this bonus, you must pay your level*10 extra Ki, which does not effect Enlarged Ki Blast. In situations where this does not apply, they instead receive +1 Damage per 25 Max Ki. Kaios can live in the mortal realm, in heaven, and in hell. Getting there (without dying, anyway) is easier said than done. All Kaios have their own school. Follow the rules in the node, 'Player Taught Schools, in chapter Seven Schools.' Kaios may only teach their school to a total of three people, but unlike other people who can teach schools, the Kaio does not have to commit traning days to doing so, and may even teach multiple people at once. Kaios are a symbol of all that is holy and therefore cannot be afflicted by the Majin curse. Kaios have a limited knowledge of what the Majin spell is: enough to identify the mark, and confirm that it means the person has been enslaved. They do not know enough to identify a Sorcerer, or link their slaves back to them, or even what other powers a Sorcerer may possess. Kaios use the High XP chart, instead of the Restricted. Kaios get +1 to ki strike per 750 max ki. ------------------------------------------------------------------------------------------- -=( Racial Powers )=- Universal ESP Kaios automatically have the power to contact anyone in the universe through their mind, even if they cannot be sensed. The person you connect with can respond to you regardless of whether or not they can sense you, or even if they're normally capable of ESP. You can also let someone else in on the conversation by having them place a hand on your shoulder. Enhanced Mentality This power can not be taken until level 3. The Kaio's Solid Aura now has MNT*6 HP, and his Ki Shield now has MNT*15 HP. These stack with the increases from any applicable uniques. Champion This power can not be taken until level 6. A Kaio may pick a being to be their champion, entrusting some of their divinity in that person. The Champion is immune to the effects of Majin, but a Kaio may not bless a person already under the curse's effects. The champion receives the following bonuses: + (Kaio's level)/2 strike, dodge, and initiative + (Kaio's level)/2 *10 damage added to all attacks + (Kaio's level)/5 to their HP and Ki multipliers. Their total Endurance is multiplied by 1+0.(Kaio's Level)/2. The Kaio can revoke this status and later bestow it to someone else, and the champion may voluntarily discard it. The Kaio may not choose a new Champion within four weeks of the position being vacated. Restore Body This power can not be taken until level 8. This power enables you to restore someone who has been afflicted by a Daburian's Sekikatsuba, transformed into candy by a Buu, or any similar effect which 'kills' someone by altering their body. This takes an action if used in combat, and costs 10 Endurance, alongw ith 40% of the Kaio's maximum Ki. The victim restored permanently loses 10 points of STM from the stress. Divine Presence This power can not be taken until level 10. The presence of a Kaio is an inspiring sight for their allies, letting them know that the gods truly are on their side. On each of the Kaio's actions, all of their allies regenerate (Kaio's level)*5 HP and Ki, and (Kaio's level)/5 Endurance. Who qualifies for this is purely at the Kaio's discretion, but may change from one action to the next as the tides of battle shift. This does not affect the Kaio himself. ------------------------------------------------------------------------------------------- Note: Kaios are not all-knowing beings, despite their status as demigods, and despite the popular belief of the universe's masses they do not have exhaustive knowledge on every race in the universe.</text>
1047
1048</nodehandler>
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1050
1051-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
1052
1053<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Kaio (Restricted) (Take Highest of the two rolls) INT: {(5d6)*1,(5d6)*1} MNT: {(6d6+10)*1,(6d6+10)*1} STR: {(5d6+5)*1,(5d6+5)*1} DEX: {(6d6+5)*1,(6d6+5)*1} STM: {(5d6+5)*1,(5d6+5)*1} SPD: {(6d6+5)*1,(6d6+5)*1} No Racial Class --End Roll--</text>
1054
1055</nodehandler>
1056
1057</nodehandler>
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1059
1060-<nodehandler version="1.0" name="Legendary Saiyan" module="containers" class="tabber_handler" icon="tabber" frame="400,400,22,29">
1061
1062
1063-<nodehandler version="1.0" name="Legendary Saiyan" module="forms" class="textctrl_handler" icon="note">
1064
1065<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Legendary Saiyans are among the most feared warriors of the Neoverse. Although superficially identical to ordinary Saiyans, they have a terrible power locked within them. Some claim they're the next stage of Saiyan evolution, but throughout history these 'ascended' Saiyans have been nothing more than rampaging monsters consumed by their own lust for blood. Example: Brolly ------------------------------------------------------------------------------------------- Statistics Int 4d6+15 Mnt 4d6+15 Str 6d6+15 Dex 5d6+15 Stm 5d6+19 Spd 6d6+15 ------------------------------------------------------------------------------------------- Legendary Saiyans gain 5 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 14*STM+50*level KI: 14*MNT+50*level LP: 5*STM ------------------------------------------------------------------------------------------- Pick six powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Legendary Saiyans have outgrown the weakness their tail presents, and the benefits. They may use their tail to attack with, as a basic HtH attack with a +1 bonus to Strike, which deals 4d6 damage per level. However, they may not transform into an Oozaru form. Legendary Saiyans gain +1 to all types of damage per 25 Max Ki they have (Charging does not affect this). A Legendary Saiyan's power grows with every challenging battle. If a Saiyan loses 50% of their Hp, Ki, and End in a fight, they receive +50 EXP for that fight. Legendary Saiyans begin with the Basic Flight and Discharge powers. Legendary Saiyans gain Max HP/500 as a bonus to all Strikes and Dodges. Moreso than even other members of the race, Legendary Saiyans are indomitable. Even once all their LP have been depleted, it takes Level*100 damage to finally kill the Saiyan. They appear completely dead in this sub-LP range, and are only damaged by attacks made with the direct intent of ensuring the Saiyan 'stays dead'. This doubles once they've ascended to their LSSJ form. Note: First time anyone places you in Sub-LPs you simply cannot be killed; after the first time then follow the guidelines for Sub-LP ------------------------------------------------------------------------------------------- -=( Racial Powers )=- Legendary Resistance In their transformed state, a Legendary Saiyan's body becomes a wall of muscle that absorbs the impact of stronge blows, and stops weaker ones outright. The Saiyan gains a natural resistance of STR/2. If they have the Resistance power, this instead improves it to STR resistance, and stacks normally with other sources of resistance (such as Juggernaut). Legendary Strength This power can not be taken until level 12. A Legendary Saiyan's might increases drastically when in their ascended form. In SSJ and LSSJ, your STR mod becomes STR/4, instead of STR/5. Hard to Kill You automatically obtain this power the first time you recover from being damaged into your sub-LP. All your base stats except Int are permanently increased by 5% of their current values when you acquire this power, and your HP and Ki multipliers are both increased by 1. For example, if you had 136 Strength this would be a permanent, one-time bonus of +6 Strength. Berserk You automatically acquire this power when you reach LSSJ for the first time. Despite their phenomenal power, the few Legendary Saiyans throughout history are not remembered as great heroes, or almighty leaders. Rather, they are considered monitors, horrible brutes who crush those in their way wthout remorse. When you activate your LSSJ superform, and at the start of every round when you're in that form (this provokes only one roll if you use it pre-round), you have a chance to enter a berserk rage. There is a base 20% chance to lose control, +5% for every level you have, -(Int/2)%. You may not deliberately fail this roll. If you do fail (and go berserk), you immediately gain 50% of your max Ki, in an extra pool separate from your others, and you have limitless endurance. When you drop out of your berserk state, you lose 50% of your max ki, and must pay all endurance costs you accrued while enraged; this cannot bring you below 1 endurance when you leave the form. However, you must fight until either you are unconscious, or everyone else in battle is dead. You may defeat targets in whichever order you desire (so if you're on a team you can focus on bringing down your enemies first), but eventually, you will turn against everyone present. Specifically, you may not do any of the following things: * Use Rest, Rejuvenation, or Mediation. * Use Charge powers other than Mega Charge, except when charging into an attack. * Pass an action. * Surrender, accept any opponent's surrender, or choose not to chase a fleeing enemy (you may stop only once you are no longer able to sense them). * Use the power Ki's Ending. Before dealing a killing blow, you are allowed another check against your rage. This has a -20% bonus, with an additional -20% for every person you have already killed in this bout of rage. Success allows you to stop yourself before killing them, and drops you back to your base form. How this manifests varies from one individual to another. Some degenerate into animalistic and remember nothing of their actions. In others, an alternate personality may take over, which is completely incapable of being reasoned with. ------------------------------------------------------------------------------------------- -=( Superforms )=- (Phys) Legendary Super Saiyan (LSSJ) Activating this form for the first time can only be done in a situation of intense stress, such as a difficult fight to the death, or watching a close friend be killed in front of you while you were helpless to save them, or failed in doing so. This must be approved by a GM, but it is acceptable to temporarily pause a battle to allow for this. If this is done, no intervention from people who weren't around at the time of the pause is allowed until everything has been resolved. After transforming for the first time, this stress is no longer required. For the very first transformation, you are healed fully to maximum HP, Ki, and Endurance, and all critical effects you are suffering from are healed. This is a uniquely advanced form of the Super Saiyan transformation, and as such it has only one stage. It has no Endurance cost, and can be maintained permanently, even activated pre-round, out of combat, or in response to an attack along with another reflexive action. The Saiyan's body grows larger, their hair sticks up and changes to something between gold and and another color, and their eyes become an intense or very deep emerald green. Someone who has seen a Super Saiyan before will realize that this is clearly different. Transforming into Legendary Super Saiyan grants the following bonuses: +25% To all base stats, except INT. +1% more to all base stats per level, except INT. +3 To their Hp/Ki Modifiers. Character loses 100 EXP for being in this form at any point during a battle. However, this form has a downside of causing intentense, uncontrollable rage. The first time this is activated, the Saiyan is healed to their full HP, Ki, and Endurance, and is automatically sent berserk. (Phys) SSJ You automatically gain the ability to use this form after reaching LSSJ for the first time. It is weaker, and less physically impressive, but does not carry the risk of consuming its user in rage. Transforming into Super Saiyan grants the following bonuses: +15% To all base stats, except INT. +2 To their Hp/Ki Modifiers. This has no Endurance cost, and may be activated any time LSSJ could.</text>
1066
1067</nodehandler>
1068
1069
1070-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
1071
1072<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Legendary Saiyan (Take Highest of the two rolls) INT: {(4d6+15)*1,(4d6+15)*1} MNT: {(4d6+15)*1,(4d6+15)*1} STR: {(6d6+15)*1,(6d6+15)*1} DEX: {(5d6+15)*1,(5d6+15)*1} STM: {(5d6+19)*1,(5d6+19)*1} SPD: {(6d6+15)*1,(6d6+15)*1} --End Roll--</text>
1073
1074</nodehandler>
1075
1076</nodehandler>
1077
1078
1079-<nodehandler version="1.0" name="Sorcerer" module="containers" class="tabber_handler" icon="tabber" frame="400,400,67,196">
1080
1081
1082-<nodehandler version="1.0" name="Sorcerer" module="forms" class="textctrl_handler" icon="note">
1083
1084<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Sorcerors are people who have mastered the dark arts, giving them frightening and inexplicable powers. Many of them are immortal as a result, or live for incredibly long times. This does not usually stop their aging, leaving them as small, physically weak people, heavily wrinkled and stunted in height. Due to the nature of their powers, sorcerors are almost always manipulative or evil. The dark arts are called that for a reason, and no pure-hearted person would want to do some of the things they can. Example: Babidi ------------------------------------------------------------------------------------------- Statistics Int 5d6+3 Mnt 5d6+10 Str 5d6 Dex 5d6+3 Stm 5d6+3 Spd 5d6+8 ------------------------------------------------------------------------------------------- Sorcerers gain 5 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 10*STM+20*level KI: 16*MNT+35*level LP: 4*STM ------------------------------------------------------------------------------------------- Pick six powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Sorcerers always have +4 to dodge against opponents due to their small size. All of a Sorcerer's's Ki attacks gain +10 damage per 100 Max Ki they have (Charging does not increase this damage). Whenever an attack is enhanced with this bonus, you must pay your level*10 extra Ki, which does not effect Enlarged Ki Blast. A sorcerer has an understanding of mystical energies beyond the comprehension of most mortals. They regain level*3 ki on each of their actions. Sorcerers use the High XP table, instead of the Restricted table. All Sorcerers have their own school. Follow the rules in 'Player Taught Schools', in Chapter 7, Schools. Howerver, Sorcerors may not teach this school to others. A Sorcerer's magic makes him unable to be detected by the Sense Ki and Sense Path powers, even when using ki or in combat. He may allow others to sense him normally if he so desires. This aura also makes Dragon Radars 25% less effective on any Dragon Balls the Sorcerer has with them. ------------------------------------------------------------------------------------------- Racial Powers: Globe By spending an action in combat, a sorceror can project a protective globe of force around themselves. When it is active the sorceror cannot attack, parry, counter, or charge. They may only dodge attacks which completely ignore the globe's presence. While this power is active they may not be grappled. This globe has MNT*5 HP, and regenerates MNT/2 each of the sorceror's actions, and it is immune to SP. Once the globe runs out of HP damage can be stopped by spending 1 ki per 2 points of damage, with no limit on the amount of ki spent. UP damage can also be stopped this way, but costs 1 ki per point of damage. If ki suppression is used, the ki cost of this defense may not be reduced below 50%. Pappa Pai You can not take this power until level 2. When using this ability you fire off several blobs composed of arcane energy, using a ki strike with a -2 penalty. If the blobs make contact with a living being (androids are immune), they will latch on to the target. While attached, the blobs cause the victim's muscles to involuntarily contract, causing extreme pain and draining their energy. This causes the victim to suffer a -3 penalty to all strike and dodge rolls. On each of their actions they lose 5% of their current HP and 2 Endurance. The only way to get rid of the blobs is by charging up ki, which will cause the blobs to evaporate. For every point of ki the sorceror spent when firing this attack, the victim must charge 2 points of ki before they're free. Ki charges up under the effects of Pappa Pai is not added to the victim's ki pool. This ability may not be parried, countered, or blocked, and no form of shield, armor, or other protection can stop it; its damage is not reduced by resistance. It may be used once per round; multiple applications only increase the amount of ki which must be charged to free the victim from its effects. The sorceror may spend up to 25 points of ki per level they have. Levitation This power can not be taken until level 3. This ability can be activated pre-round, or on any action during a round, costing level*1 endurance and level*20 ki. This gives the sorceror a 1+level/2 bonus to all dodge rolls, and +5 to heir flight speed multiplier. This can be used with super speeds, and stacks with other dodge bonuses. Unlimited Shields This power can not be taken until level 5. With this power a sorceror may use any number or type of shields at the same time, or the same shield repeatedly in a combo situation. For example, they could use Aura of Protection, Solid Aura, and Supreme Aura all on a single attack, in any order they desired. Similarly, they could use Aura of Protection on every attack in a combo. However, they cannot use a single aura multiple times on the same attack. This does function with their globe. Majin Change You can not pick this power until you are level 6. This is both the most easily recognizable ability of sorcerers, and their most feared one--but due to their rarity, it is virtually unknown by any except the Kaios. Through this power a sorceror can force another being to become their servant. An individual so affected will have a black "M" on their forehead, which cannot be concealed through any means; if covered, it will glow through the covering. This may only be used once per battle, and has no cost. If you find an unconscious person only one attempt may be made on them per out of battle per Neo week. This has no strike or dodge roll, instead being based on a percentile.</text>
1085
1086</nodehandler>
1087
1088
1089-<nodehandler version="1.0" name="Majin" module="forms" class="textctrl_handler" icon="note">
1090
1091<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Using the Majin spell on someone has a base success chance of 20%, modified as follows: +1% for every 5 points of MNT you have. +1% for every 10 points of STM you have +5% for every level you are higher than your target. Automatic if your target is willing. -1% for every 10 points of MNT the target has. -1% for every 10 points of STM the target has. -5% for every level your target is higher than you. Restricted Races have a strong enough will that they cannot unwillingly be Majined. Any person under the effects of this curse have all their stats except Int increased by 10%, stacking with superforms (with a +20% superform it would be a total of +30% to base stats, not +32%). They also automatically gain the invent for the Sorceror's school, but not the powers or stat bonuses. All of these bonuses are lost if the curse is broken. A person who is Majined retains control of their character, but must follow all orders given to them by the sorcerer. Whenever a Majin receives an order they must complete it immediately and to the best of their ability. This means that if they're ordered to kill a friend they can't warn that friend, leave, and then wait until plenty of allies have shown up to make sure they fail. Nor can they buy for time, try to make excuses, or find loopholes in the orders. If a Majin is told to kill someone, they'll do just that; if they know that person has some way of avoiding normal death, they'll act to make sure the death is final, to the best of their knowledge. They won't hold back, will use their best attacks and strongest forms, and in general will use all their knowledge and willpower to fulfill their goal, even if they may not want to. A sorceror cannot order a Majin to harm or kill themselves, or allow themselves to be killed. They could send their minion into an impossible battle, but not order them to stop defending themselves, or fly into a sun. A sorcerer can have up to three Majins at a time. If he wants to replace one of the current Majins with some other, more suitable warrior, he must first release one of his current Majins before attempting to establish control of the new one. Releasing a Majin is instantaneous, and the Majin in question doesn't have to be online for it to be done. A sorcerer can communicate with his Majins accross any distance for no cost. ------------------------------------------------------------- Breaking Majin: When given an order that strongly conflicts with a character's beliefs or morals, they have a chance to break free from the Majin enslavement. Just being something they wouldn't like to do isn't enough. This means that 'killing someone' will usually be an acceptable order, even for most Mercy characters (how many can truly say they would never kill for any reason, after all?). On the other hand, destroying their life work or killing their best friend are things that most people will have serious objections to. If there's any doubt as to whether or not a reason is valid, all parties involved should wait for a GM to get on and review the situation. Regardless, a GM should always be notified when such an attempt is made. The chance to break begins at 15%, but is modified by the following criteria: +1% for every 5 points of MNT -or- STM (one or the other, whichever's higher) the Majin has. +5% for every level the Majin is higher than the Sorcerer. -1% for every 10 points of MNT -or- STM (whichever is higher) the Sorcerer has. -5% for every level the Sorcerer is higher than the Majin. -20% if the Majin was willing (meaning it happened automatically) When calculating the chance to break the Majin bonus is not included, nor are bonuses from super forms unless the Majin is already in them when they receive the order (you can't receive an order you don't like, transform, and then try to break free). Upon breaking the Majin bond, it would be as if the Sorcerer had released the Majin from their control, and all normal rules for that situation would apply.</text>
1092
1093</nodehandler>
1094
1095
1096-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
1097
1098<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Sorcerer (Restricted) (Take Highest of the two rolls) INT: {(5d6+3)*1,(5d6+3)*1} MNT: {(5d6+10)*1,(5d6+10)*1} STR: {(5d6)*1,(5d6)*1} DEX: {(5d6+3)*1,(5d6+3)*1} STM: {(5d6+3)*1,(5d6+3)*1} SPD: {(5d6+8)*1,(5d6+8)*1} No Racial Class --End Roll--</text>
1099
1100</nodehandler>
1101
1102</nodehandler>
1103
1104
1105-<nodehandler version="1.0" name="Splice Demon" module="containers" class="tabber_handler" icon="tabber" frame="400,400,911,98">
1106
1107
1108-<nodehandler version="1.0" name="Explanation" module="forms" class="textctrl_handler" icon="note">
1109
1110<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Splice Demons are a rare breed: beings of incredibly potential, who are in some way lacking. Perhaps they are constructs without a soul, or souls without a true body to call their own. Others are simply warrior who gained awareness at some point in life that there was an 'other' out there--some person, or some thing, they needed to possess. Whatever the nature, this is a supernatural calling, one that they cannot simply push aside. Two people will be granted this race, and will not know who the other one is. Their backgrounds should reflect this: although they may have lost a fragment of their power, they don't know what happened to it. Of the two, only one can regain their whole power: the other will be sacrificed, dissolved into raw essence to fuel the other half.</text>
1111
1112</nodehandler>
1113
1114
1115-<nodehandler version="1.0" name="Splice Demon" module="forms" class="textctrl_handler" icon="note">
1116
1117<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Statistics Int 3d6+5 Mnt 3d6+15 Str 3d6+15 Dex 3d6+15 Stm 3d6+15 Spd 3d6+15 '------------------------------------------------------------------------------------------- Splice Demons gain 5 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 13*STM+50*level KI: 13*MNT+50*level LP: 6*STM ------------------------------------------------------------------------------------------- Pick four powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- At their core, Splice Demons are inherently destructive beings. They always have a +3 bonus to strike and dodge rolls. Splice Demons gain +1 to all types of damage per 25 Max Ki they have (Charging does not affect this). A Splice Demon's natural base resistance is STM/2, their natural resistance and armor are immune to the effects of Armor Piercing. Splice Demons gain (level/3) as a bonus to all Strikes and Dodges. ------------------------------------------------------------------------------------------- Sense Other This power can not be taken until level 7. With this power the Splice Demon can sense their other half. When making a Sense Ki roll, include (SO) in parenthesis next to it. Their other half then must respond, out of character, with their identity, if they are present. It is impossible to hide from the Sense Other power. As long as the Splice Demon's other half is in range, they will be sensed: no amount of Hide Ki, Enhanced Awareness, or guild aspects can stop this sensing. Combine When your other dies (or is absorbed), by your hand or anyone else's, the lost fragment of your power is released and will find its way to you. Nothing can contain it, not time nor space nor the very walls of heaven and hell themselves. Ultra Form Even after combining with their other half, a Splice Demon is still flawed. The first time they die after combining, they will come back to life one week later, at any location in the universe of their choosing. Beyond just a ressurrection, this brings them to new heights of power as the fusion becomes complete, breaking down any lingering distinctions and vastly increasing their power. This grants +2 to the Splice Demon's HP and Ki multipliers, and gives them a permanent superform which increases all stats, including Int, by 20% of their base values (this does not allow them to train extra schools or wear higher levels of weighted clothing). Additionally, their natural armor increases to 50% of their maximum HP. Attacks with Armor Shattering and Ignore Armor are treated only as Armor Piercing against the Splice Demon's natural resistance and armor, but may not be reduced further. Finally, their bonus to all Strikes and Dodges becomes (level*3/4) Stat Boosters are incompatible with this form. Void Shell The Splice Demon acquires this power automatically when they reach Ultra Form. This ability creates a third layer of skin which acts as the ultimate defense. When in this state the Splice Demon may only defend himself with shields (dodging, blocking, and parrying are not possible), but attacks which breach them do only 10% damage. This form lasts for half his level in actions. He may not do anything on those actions, but on each one regains 10% of his maximum HP, Ki, and Endurance. This may only be used once per battle, and may be ended prematurely. In this shell the Splice Demon is immune to Capture Ball, Candy Beam, and Sekikatsuba, and all critical hits.</text>
1118
1119</nodehandler>
1120
1121
1122-<nodehandler version="1.0" name="Combining" module="forms" class="textctrl_handler" icon="note">
1123
1124<text send_button="0" raw_mode="0" multiline="1" hide_title="0">When you combine with your other half, you gain the following: * A bonus to all of your base attributes of +25, or 25% of the other half's base score in that attribute, whichever is higher. So if your other half had 40 Int and 200 Mnt, you would gain +25 Int and +50 Mnt. * +5 to your HP and Ki multipliers. * Natural resistance equal to your Stamina, stacking with any other source. * Natural armor equal to 25% of your maximum HP. * All schools your other half has, not including fighting styles. This may take you temporarily over your maximum allowed by Int, but if so you may not learn any new schools until your Int has been sufficiently increased. If you and they both know a player-taught school you only keep the one you had. * Their bonus to all Strikes and Dodges becomes (level/2)</text>
1125
1126</nodehandler>
1127
1128
1129-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
1130
1131<text send_button="1" raw_mode="1" multiline="1" hide_title="0">--Character Roll-- Race: Splice Demon (Restricted) (Take Highest of the two rolls) INT: {(3d6+5)*1,(3d6+5)*1} MNT: {(3d6+15)*1,(3d6+15)*1} STR: {(3d6+15)*1,(3d6+15)*1} DEX: {(3d6+15)*1,(3d6+15)*1} STM: {(3d6+15)*1,(3d6+15)*1} SPD: {(3d6+15)*1,(3d6+15)*1} No Racial Class --End Roll--</text>
1132
1133</nodehandler>
1134
1135</nodehandler>
1136
1137</nodehandler>
1138
1139
1140-<nodehandler version="1.0" name="NPC" module="containers" class="tabber_handler" icon="bullet">
1141
1142
1143-<nodehandler version="1.0" name="Mystic Avatar" module="containers" class="tabber_handler" icon="tabber" frame="400,400,154,203">
1144
1145
1146-<nodehandler version="1.0" name="Mystic Avatar" module="forms" class="textctrl_handler" icon="note">
1147
1148<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Mystic Avatars typically take the form of a small animal or humunculae, and are intergrally attached to their owner at a spiritual level. Example: Dr Brief's cat ------------------------------------------------------------------------------------------- Statistics Int 4d6+2 Mnt 4d6+3 Str 2d6 Dex 2d6 Stm 2d6 Spd 2d6+4 ------------------------------------------------------------------------------------------- Mystic Avatars gain 5 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 8*STM+10*level KI: 10*MNT+25*level LP: 1*STM ------------------------------------------------------------------------------------------- Pick two powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- Mystic Avatars begin with the Aura of Protection power. Mystic Avatars cannot learn schools, or benefit from guild membership. In addition, they may not make HtH or Sword invents, or perform HtH or Sword attacks. This includes parries, but not telekinetic parry. Mystic Avatars can return to their creator once per day, by spending 25% of their maximum ki. If done instead of a dodge, roll the damage of the attack normally. The Avatar and the owner of the avatar take 10% of the damage rolled, provided it could hurt the Avatar. Mystic Avatars count as a Low race. Furthermore they have their owner's EXP/3. If a Mystic Avatar is destroyed, the owner loses EXP equal to the Avatar's EXP/3. They will not lose a level for this, but must catch up the difference. This does not apply if it is stolen. Mystic Avatars cannot be more then ten feet from their creator. If forced to exit that radius, or threatened with a dangerous attack, the Mystic Avatar may vanish and reappear in contact with their creator. This can be done after an unsuccessful dodge, and the damage going towards the Avatar is reduced to 10% and made UP, as the essence that could not vanish imediately is injured. This may only be done once per week. As a further defense, between rounds and before combat they may hide their essence within their creator, thus making it impossible to target them. The avatar cannot seperate once combat is under way, is considered dormant, and has effectively fled the battle if it was already under way. Mystic Avatars are immune to grappling attacks and any attack that does not call for ki in the cost. Ki enhanced weapons will effect them fully, unenhanced weapons will not. Mystic Avatars may train Spd, Mnt, and Int. No other training is allowed, nor is working or income allowed due to their nature. A Genyan attempting to take over a mystic avatar simply makes the avatar their own, stealing it from the original owner. If they already have one, they must choose which one to keep. Buu may absorb a Mystic Avatar but gain nothing from it (not even stats), and it still counts against their maximum absorbs. ------------------------------------------------------------------------------------------- Mystic Avatars do not get uniques. For an additional cost of 75 credits (paid at creation, cannot be paid more than once) you can choose one of the following uniques instead: Power Ki Summoned for war, gain a free power from the offensive ki tree every level, and +3 to ki attacks. Defense Ki A natural guardian, your AoP stops 3 damage per ki spent. Just Plain Mean You have teeth, and they really work. You gain a bite attack that does 1d4*10 damage per level at the cost of 1stm and 20ki/level. If parried, you are stunned for one action. (This allows them to make one and only one type of hth attack) Will O' Wisp You are smoke-like, even more then most of your kind. +5 to dodge melee or sword attacks. Balanced Fighter You start with +2 to all stats. HP or Ki modifier (your choice) is 1 higher than normal. You always have a +2 bonus to all strike, dodge and initiative rolls. Very Fast You start with either +5 to DEX and +10 to SPD or +5 to SPD and +10 to DEX. You start with either Combat Teleport, or Multi-fireball. Mentally Unique Increase your Ki modifier by 3, and your 'per level' bonus to Ki is doubled. Tough Increase your HP modifier by 3, and your 'per level' bonus to HP is doubled.</text>
1149
1150</nodehandler>
1151
1152
1153-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
1154
1155<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Mystic Avatar (NPC) (Take Highest of the two rolls) INT: {(4d6+2)*1,(4d6+2)*1} MNT: {(4d6+3)*1,(4d6+3)*1} STR: {(2d6)*1,(2d6)*1} DEX: {(2d6)*1,(2d6)*1} STM: {(2d6)*1,(2d6)*1} SPD: {(2d6+3)*1,(2d6+3)*1} No Racial Class --End Roll--</text>
1156
1157</nodehandler>
1158
1159</nodehandler>
1160
1161
1162-<nodehandler version="1.0" name="Saibaman" module="containers" class="tabber_handler" icon="tabber">
1163
1164
1165-<nodehandler version="1.0" name="Saibaman" module="forms" class="textctrl_handler" icon="note">
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1167<text send_button="0" raw_mode="0" multiline="1" hide_title="0">Saibamen are green humanoids, bred for war as cannon fodder. They always look like green short humanoids, they cannot look like whatever you desire. Example: Saiba ------------------------------------------------------------------------------------------- Statistics Int 2d6 Mnt 3d6 Str 3d6+2 Dex 2d6+4 Stm 4d6 Spd 2d6+3 ------------------------------------------------------------------------------------------- Saibamen gain 5 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. ------------------------------------------------------------------------------------------- HP: 9*STM+15*level KI: 10*MNT+20*level LP: 1*STM ------------------------------------------------------------------------------------------- Pick two powers at level 1. ------------------------------------------------------------------------------------------- -=( Racial Features )=- (Ment) Saibamen begin with the Discharge power. (Ment) Saibamen do not benefit from Guild-benefits. They can also not learn schools or special techniques, though they do get Invents like everybody else. (Phys) Saibamen can commit suicide by exploding themselves. To do this, they must first grab an opponent. On any of their actions afterwards, if they still hold the opponent, they can decide to blow themselves up. This kills them instantly, but it inflicts 2 damage to the opponent for every point of ki they had left. (Ment) Saibamen count as a Low race. Furthermore they have their owner's EXP/3. (Ment) If a Saibaman's owner dies the saibamen cannot continue on its own, and bursts into flames, incinerating it in seconds. (Ment) If a genyan tries to transfer bodies with a Saibaman, then his former body dies after one Neo week (one day real life) as the saibaman is too stupid to function in it properly. However, the Genyan in the Saibaman's body has complete control over it and does not need to take commands from the former Saibaman's master. (Ment) Saibamen can train, and wear weighted clothing as normal. However, they are not intelligent enough to work. (Ment) Saibamen do not get any sort of income whatsoever. This means they don't get the daily income PC's get. (Ment) Saibamen cannot use ki's ending. ------------------------------------------------------------------------------------------- Saibaman do not get uniques, nor do they qualify for legendary. For an additional cost of 50 credits (paid at creation, cannot be paid more than once) you can choose one of the following uniques for the saibaman: Extremely Strong You start with +10 to STR and +2 STM. You start with the Bulk Up power. Natural Strength You start with +5 to STR and SPD. You have a +2 bonus to all strikes and dodges. Very Small You always have a +2 bonus to dodge against opponents who are not as short as you are. Other short people include Tsufuru, Bas-jins, Chou-jin, Sorcerers, Yardrat-jin and anybody else with the Very Short unique. You start with -2 STR but +5 SPD. Very Tall You always have a +2 bonus to strike. You start with -2 SPD but +5 STR. Balanced Fighter You start with +2 to all stats. HP or Ki modifier (your choice) is 1 higher than normal. You always have a +2 bonus to all strike, dodge and initiative rolls. Very Fast You start with either +5 to DEX and +10 to SPD or +5 to SPD and +10 to DEX. You start with either Combat Teleport, Multi-fireball, Multi-punch or Multi-kick. Mentally Unique Increase your Ki modifier by 3, and your 'per level' bonus to Ki is doubled. Tough Increase your HP modifier by 3, and your 'per level' bonus to HP is doubled.</text>
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1172-<nodehandler version="1.0" name="Character Rolls" module="forms" class="textctrl_handler" icon="note">
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1174<text send_button="1" raw_mode="1" multiline="1" hide_title="0"> --Character Roll-- Race: Saibaman (NPC) (Take Highest of the two rolls) INT: {(2d6)*1,(2d6)*1} MNT: {(3d6)*1,(3d6)*1} STR: {(3d6+2)*1,(3d6+2)*1} DEX: {(2d6+4)*1,(2d6+4)*1} STM: {(4d6)*1,(4d6)*1} SPD: {(2d6+3)*1,(2d6+3)*1} No Racial Class --End Roll--</text>