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Universe 0

For cool kids who don’t need values attached to their Universe

THE ORIGINS AND GOD OF DESTRUCTION


The Tournament of Power, a tournament which Zen-Oh arranged, was one in which the greatest fighters from
the different universes fought desperately for survival. After a lengthy series of battles it ultimately came down to
a single winner, Android 17. Although he had been able to slip into entering under the guise of appearing to be a
human, 17 and 18 were not of a species that were originally robotic in nature, and had been artificially enhanced
through science. As this was brought up, Zen-oh was initially displeased and meant to destroy Universe 7, until
an idea occurred to the Future Timeline Zen-Oh.

Future Zen-Oh had something else in mind, wanting to spare the universes, with the stipulation that Son Goku
serve them as a God of Destruction for a new universe. As the presence of 12 universes, and the absence of a
much cooler number like 13, couldn’t do, Zen-Oh intended to stabilize a Universe 13 by creating a new Universe
0, and tethering it to the new universe. Needing a new God of Destruction for it, he declared Son Goku’s new
position in the universe as this, despite him not being the most powerful being currently, when compared to the
other fighters, but the fastest-growing among all the competitors, and an interesting warrior at that.

Thus, Zen-Oh created Universe 0, though with the joke that it had many things in common with Goku’s own
home universe of Universe 7, including certain figures that would appear in this universe’s history, as well as
many events bearing a significant resemblance to those of his own universe. In fact, there were even recreations
of people he once knew, such as Vegeta, and even himself in an aged-down female form, though with the saiyan
name Coriander.

This universe, in order to allow strong fighters to appear in a timely manner, however, was placed in a state of
chronal flux that allowed time to pass far faster relative to the other universes. Once it was roughly in the same
place chronologically as the lost Universe 13 was, so that they could be re-tethered to the multiverse, time
resumed its normal pace, though Son Goku experienced it all at its original speed.

While Goku spent these millennia training under his attendant to learn the techniques of a God of Destruction, he
would eventually be approached by an Earthling who had managed to approach godly power, but found himself
falling short of it. This human fascinated Goku to such a degree that he actually trained the mortal, having kept
an especially close eye on Earth when he could, believing this person to be someone he had met in his own
Universe’s history, deciding to train him. Pushing this person beyond the limits of humanity, teaching him even
The Spirit Bomb and Kaioken, Goku saw to the creation of the first, and most powerful, Sensei-Sama.
SAIYANS
A warrior race that once inhabited Planet Salada, a race of warriors who were not only to make great strides in
fighting power within a single generation, but also had the genetic ability to pass on their powers to their infants,
among particularly strong bloodlines. The saiyans quickly developed multiple castes based not only on their
moral makeup, but also their battle prowess, the latter of which is determined by a combination of latent ability
and developed power. The first caste were a group of noble-minded warriors who wished to use their superior
combat abilities to defend the universe, while the other were a more combat-hungry breed, involved in only
fighting, growing in personal strength, and dominating other races.

Naturally, this would cause a race-wide power struggle among saiyan-kind, with civil wars springing across the
planet between tribes, and even among them. The scale and destruction of these wars would quickly overtax
planet Salada, and force both sides to flee before it inevitably collapsed from the weight of multiple super
saiyans clashing with reckless abandon on it. While both factions managed to flee the planet in small numbers,
they both went about their continued survival in different ways. The noble saiyans choosing to remain nomadic,
traveling in small family clans from world-to-world, protecting the weak and meeting out justice.

Due to the loss of their most powerful members, however, and thanks to only limited interaction with other
families, the number of this saiyan ethnicity grew smaller and smaller, with the power of the super saiyan
remained perpetually lost to time. Meanwhile, the other group of saiyans traveled to a new world, Planet Plant,
and immediately began dominating it, populating it. The history which followed becomes familiar for quite a
ways, with these saiyans developing a strong military force, as well as technology which allows them to cross
systems in small squads, taking down other worlds, and selling them to the highest bidder. It wasn’t long before
they, again, would become associated with The Cold Empire, most often working closely with the galactic lord
Freeza.

This arrangement with the Arcosian would not remain indefinite, though. Soon enough the saiyans would begin
to grow somewhat resentful of the Lord’s, and his men’s, superior attitude and treatment of the saiyans as little
better than slaves. As time would pass the legends of The Mighty Super Saiyan would reach Freeza’s ears, and
he would grow fearful of the uprising that soon seemed inevitable. Intent upon disposing of the supposedly
“inferior” race once and for all, Freeza staged an assault on Planet Vegeta, coming very close to destroying it,
had it not been for the saiyan hero Bardock achieving the power of the ancient Super Saiyan transformation in a
moment of desperation, defeating the lord in combat, and prompting his people to rush in and rally behind the
warrior. Once this incident was resolved, and the saiyans were able to rescue their king, who was left on death’s
door in Freeza’s ship, proving that Bardock’s suspicions had been true all along.

Since then, saiyans have largely been entangled in battle with The Cold Empire, particularly Lord Freeza’s
forces. Their war briefly hiccuped as they encountered both Namekians and Earth, with the formation of The
Galactic Federation, which by the end, ultimately resulted in a three-pronged conflict among the trio of great
galactic military powers.

In current times, residents of the known universe either perceive saiyans as conquesting space-pirates who wish
to terraform planets that they encounter, and use them as military bases for operations against The Cold Empire;
or they are seen as guardians of freedom and the weak, protectors who act as harbingers of peace. Throughout
the universe, there are rogue saiyans as well, who don’t currently reside within the space of either faction’s
territory, preferring instead to reside independently, with a large minority living within Federation space. Some
saiyans have even been abducted into a number of galactic slavery and gladiator rings in the last few years.
Interacting with Saiyans and Saiyan party members: Depending on the dynamic of your campaign, saiyans
either serve as a useful ally, or a potentially dangerous foe. Generally, regardless of which faction your party
affiliates with, if any at all, one should approach saiyans with caution, unless one of the party members is already
acquainted with the particular saiyan in question.

Saiyan party-members are obviously something that can be easily fit in, as saiyans across this universe run the
gamut from notorious vagabonds, to warriors of justice, to rogues trying to survive in a harsh reality.
NAMEKIANS
A race of plant-slug like humanoids, these creatures evolved long ago from a race of somewhat reptilian
creatures, rumored to have been similar to the Z-Dragons of yore. These creatures reside on planets that have
at least one sun, though they favor two to three for optimal conditions, and primarily consume water for nutrients.
Namekians are capable of interstellar flight, and prior to the formation of The Galactic Federation, had two
successful homeworlds, and thirteen successful colonies.

With an ancient mystical bend, Namekians come in a few varieties, often with their predisposed powers being
determined before birth. At current, there are the following types: Warrior Namekians, Dragon-Sorcerer
Namekians, Hybrid/Super Namekians, and Mutant/Demon Namekians. The type of Namekian that one is born as
can impact their fighting power, ability to create dragon balls, or even their capability to reproduce.

The ability to create dragon balls is an ancient one that has been closely guarded by Namekian sages for
millenia, believed to be a carry-over from their previous stages of evolution. In fact, the desirability of these
wishing orbs would eventually bring the war between The Saiyan and Cold Empires to Namek Prime’s planet.
In order to properly defend themselves against the invaders, the Namekians would travel to other planets
desperately find allies that could help fight off their enemies. This would eventually bring Earth into the fold,
forging an alliance between the two core worlds of The Galactic Federation.

In the current government of The Galactic Federation, the fifteen known Namekian worlds each submit two
sages to represent the desires of the Guru, with one sage having the vote proper, and the other acting in an
advisory role.

Modern Namekian government, outside of the federation, is a confederacy of tribes who have representative
leaders forming some manner of oligarchic republic. Each leader is determined by their apprenticeship under the
previous, through which they learn their tribe’s key history, lessons, and all other things necessary to educate
their future children. Each tribe’s sage has a declared guardian who is to spend all time with them. These
guardians are determined by a tournament of succession, after the fall or resignation of the previous guardian.
This tournament is held among all of the warrior caste members of the tribe, with the two finalists serving as
guardian in some capacity. The winner of the final will fuse with the runner-up to create an even stronger
guardian.

Fusion in this universe’s Namekians is not considered taboo. It is, in fact, common for warrior clan nameks to
fuse with each other to become more powerful and effective fighters. This is further comforted by the fact that
Warrior Clan nameks cannot reproduce and therefore the fusions only affect current populations, and not
potential for future growth. Cross-Clan Fusions are still looked down upon, however, and frequently it is frowned
upon even further for Dragon Clan nameks to be absorbed by Warrior Clan, thereby rendering their ability to
reproduce and create Dragon Balls inert.

Interacting with Namekians and Namekian Player Characters: Namekians are generally aloof and difficult to
engage with in any lengthy periods of interaction, with friendships coming even more rarely. Namekians won’t
trust a stranger without reason to, but once you’ve proven yourself worthy of this trust, they’ll prove to be fast
friends for life. Generally, if you’re a known member, or citizen, of the enemy empires, or even just their races,
Namekians will be particularly wary of you, if not outright hostile.

Namekian Examples:
Warrior: Nail, Piccolo Pre-Kami-Fusion
Dragon Clan: Kami, Dende, Guru, Piccolo Pre-Nail-Fusion, Piccolo-Daimo
Hybrid/Super Namekian: The Nameless Namekian, Piccolo Post-Fusion, Lord Slug
Mutant/Demon Namekian: Tambourine, Drum, Piccolo-Daimo
Z-DRAGONS
An ancient, and mysterious, race of mystic draconic-creatures with a link to the Dragon Balls. Originating from a
place beyond space and reality, the current Z-Dragons are known as great warriors with a sort of ethereal air to
them. It is known that Z-Dragons will inhabit seemingly-random places in the universe, with almost no link to the
other groups of these creatures, such as the Z-Dragon tribe who live near Korin’s Tower. Those who do know of
Z-Dragons, and their lore, understand that on large, they are an honorable and mighty warrior race that cannot
be rivaled, except by possibly the saiyans, in combat prowess and knightly-conduct. However, just as much as
this, Z-Dragons have an unparalleled potential for evil, with a single Z-Dragon with ill-intentions being able to
become a dark god.

In the current political landscape of The Z-Dragons, they are widely considered unimportant and of little
consequence, though the recent escapabes of one Syxtrixarexia could potentially change how the Empires and
Federation perceive these creatures. As of now, they have no homeworld, or representation, within Federation or
Imperial space.

Interacting with Z-Dragons and Z-Dragon PCs: Z-Dragons are highly individualistic, and their attitudes towards
outsiders and the different galactic factions largely depends on the origin and affiliation of that particular Z-
Dragon. Generally, Z-Dragons are more friendly towards Namekians, particularly the Dragon Sorcerer caste, due
to their close nature and interactions over millenia. Generally speaking, however, most Z-Dragons are committed
to justice, and their own personal sense of honor.

ARCOSIANS
A species that evolved from an icy and harsh world, initially they were barbaric and anarchistic, with war
constantly being waged among those who thought themselves strong. With a strong predisposition towards
psychic and ki-based abilities, the face of the planet was that of a battlefield, until one rose above all others. With
a power greater than any others had seen, he went simply by the name Cold. King Cold dominated all others,
and achieved the then unique ability of flight. With this, he would lead his people to other planets, and dominate
them, learning of their science, and then taking them to be slaves or soldiers. It only took a few quick decades
for Cold to establish the most prominent planet and slave-trade organization, using his men, or sometimes a
personal appearance, to plunder and steal whatever he wanted, and selling what was left to the warlords and
like who desired them. Though, Cold cared little for the way his customers regarded him, and decided to start
keeping planets under his own tyrannical rule, stylizing himself now as a king. While over the centuries, his
empire has grown, so much so that he outsourced rulership to others in his family, with many wars fought, Cold
has only been brought to his knees once. By a group of Earthlings. The first time that doubt has ever been sewn
in Cold’s fighting prowess. Now, in the modern day, many Arcosians attempt to emulate Cold, even modulating
their transformations to resemble his own.

Part of how Cold way able to conquer of face of their homeworld Arctos, Cold figured out a way to subdue his
power, pressurizing it, and allowing his natural form to become stronger, as he would be able to effectively
remove the limitations, and benefit from an enhanced power level when doing so. Though other Arcosians have
learned to emulate this, Cold’s formula has often proved to be the most popular:

-True Form: An Arcosian’s natural state, often sleek and similar to humans in stature. Thanks to the uncapping of
one’s power, they’re able to accomplish many things they wouldn’t normally be capable of, but also can equip to
themselves specialized bio-armor to improve their combat ability. A primary downside to this form is that it can
strain the body, if you use other transformations, when you use it and lack the proper training and understanding
of how to control its energy. The True Form is greater than all others in terms of attributes, even strength and
durability despite a loss in size. Lords Cooler and Tundra often remain in this form, Lord Cooler because of the
fact that he can access a superior transformation beyond the Arcosian True Form, and Tundra because he finds
it the greatest form for martial arts.

--100% Power True Form: When an Arcosian draws out the full power of their True Form, they grow in both
physical and spiritual aspects. Even with intense training, this output of power is difficult to deal with, and
naturally strains the user, giving them a comparatively brief timer to use them.
---110% Power True Form: An even greater version of the 100% True Form, your size grows to such a degree
that it provides a small tax on your actual mobility, though your combat prowess doesn’t slow down, as your
physical attributes grow, and you can attack even faster. Due to this being more a manipulation your physicality
through your chi, and not an actual enhancement to your chi, this form places the greatest physical strain of your
True Form.

-Assault Form: Often known as “The Third Form” this form possesses both power and speed physically, as well
as the size of Matador Form, while also manipulating the user’s natural body to become armor-like, while also
elongating the head and reforming the math into something more similar to a fleshy beak. While the user’s
power level is still subdued, this is considered the greatest transformation among the subdued transformations in
terms of raw combat capability.

-Matador Form: Colloquially referred to as “The Second Form”, users grow large, and the spikes on their heads
develop a bend that allows them to be used as weapons, and their strength is allowed to grow. This form’s
stature and power is often seen as a way to overwhelm smaller and faster opponents, often by using a charge
and destroy strategy. King Cold prefers to remain in this form, in order to convey a royal persona that can
intimidate others.

-Spectator Form: The most diminutive of the forms, an Arcosian who has managed to subdue their powers to this
degree has managed to compress themselves to a fraction of their true forms. Shorter than even their true form
in many cases, the spectator form appears as a smaller version of the Matador Form, only maintaining their
psychic abilities in their fullest capacity. Spectator form makes the user appear to be weak externally, providing a
perfect camouflage against foes who would underestimate them. Unsavvy individuals often mistake this for an
Arcosian’s natural state, and thus call it their “First Form”. Freeza, as well as many other Arcosians, prefers this
for their most commonly-used state, as it pressurizes their power to the greatest level, thus making their True
Form even more powerful.

-Super Evolution: Beyond the actual True Form, Arcosians are capable of transformations. The Super Evolution
is notable for being an enhancement to the user’s body and chi, though the emphasis is placed on the user’s
body, often granting them additional bio-armor, and empowering their physical attributes far beyond their True
Form. This form is very stable, not placing a great strain on the user’s body, due to it inherently enhancing the
user’s body beyond the user’s chi. However, it takes a greater amount of training to keep up with the other
evolutionary path, despite the safety of using it.

-Ultimate Evolution: Often called The Golden Form by those who don’t know better, an Arcosian who develops
this type of evolution from their true form experiences a truly powerful enhancement to their chi, making them
many times more powerful. While it still enhances the user’s physical attributes, their body does not keep the
pace well enough to withstand the sharp rise in energy. Without a great amount of training, this artificial
enhancement to chi can drain the user too fast for them to be able to win a fight, and no matter what this form
will prove to be a serious strain on its user’s power, though it can be mitigated by training up the body well
enough to keep up with the wave of power that rushes from their soul. A notable attribute of this transformation is
that the user has the ability to control the color that their chi, and body, manifests into.

Interacting with Changelings and Changeling PCs: Arcosians, in the big galactic picture, are largely seen as an
antagonistic force, though by their perspective, they see themselves as the most powerful and advanced race in
the universe; and therefore SHOULD rule. Thus, Changeling NPCs with this mentality will often be
condescending towards any of these “lesser” races, frequently underestimating them. Changeling PCs can often
have a different perspective on this, being seen as rogues or hyper-extremists inside of the primary Arcosian
society.
HUMANS
A common race in the universe, humans occur naturally in about 90 of the planets across the charted galaxy,
many of them with the ability to draw upon chi, or having access to technology that can keep par with those
powers. The most noteworthy human occurrences, however, are the Earthlings, and the humans who work
under The Cold Empire. Due to their interactions with stronger races, Namekians and Arcosians respectively,
their abilities to utilize chi became much more widespread, as well, their ability to develop advanced technology
sped up considerably. Though, even then, next to the powerful transformations, fusions, and other unique
functions of other races throughout the galaxy, humans are still perceived as a generally “weak” race, much like
the saiyans prior to The War. However, those who have tapped into the true power that humans can achieve,
such as Leroy Jefferson, and Sensei-Sama, showcase that humans are, in fact, the potentially most powerful
species in the universe.

Interacting with Humans and Human PCs: Abilities with chi and technology notwithstanding, many species in the
known universe are fearful of humans. This is thanks to, largely, humans being a pursuit predator, able to
engage in lengthy chases with typically faster and/or stronger prey, eventually coming upon them when rest is
necessary, and successfully killing the exhausted quarry. Accordingly, most races tend to make themselves
scarce around the predator race, giving humans a somewhat confused impression of them, prompting humans
to keep to themselves in return. However, humans are social animals, and as long as common ground can be
found, most human characters who aren’t an antagonist to the party can generally make a fast friend. Human
PCs will generally have varied, and diverse, perspectives, due to the self-imposed cultural isolation that humans
have grown accustomed to, even within their own home planet.

MAJIN
Majin are a rare race in Universe 0, much the same as many others, with the primary culture for Majin being
oriented towards mysticism and food, with much of the driving economy on the two Majin planets being the
production of confectionaries. While not xenophobic, Majin rarely choose to interact with off-worlders, or travel
from their homeworlds, due to a general perception that the other races are weak, but even worse boring.
The warrior tradition is very strong among Majin, however, with them having even created an entire martial art
that relies on both their natural control over their anatomy, but also mighty magic. Warriors in Majin culture are
often considered individuals of great repute and standing, with some of the greatest figures in their history being
warriors and gladiators, as well as defenders of their world from invading forces, such as The Saiyan and Cold
Empires.

In particular Majin have found great allies in the neighbors from down the solar system. The Saiyans who identify
as protectors of the weak established their new homeworld not far from the Majin’s, though with initial warriness
on both sides. However, as the both sides began talking, a mutual love for training, and combat was discovered.
With this sharing, both societies developed and traded, with Majin learning honor codes and hyper-propulsion
from the saiyans, and the Saiyans learning of spiritualism, art, and culture from their Majin neighbors.

Originally, Majin were an artificial creation of an ancient sect of wizards, wishing to create a race as powerful as
the Genic from the twin Universe 13, though under their control. However, when Majin Buu was born of these
magics, and initially began his rampage across the universe, a key difference between Universe 0 and 7
transpired. The God of Destruction from this universe, Goku, decided to intervene. He remembered Majin Buu as
a strong opponent, and one he didn’t truly defeat on his own, making the opportunity practically irresistible.

WIthout hesitation, Son Goku intercepted the Majin, and initiated an intense battle. Goku’s attitude and
demeanor immediately began to rub off onto Buu, with the tiny, practically immortal, being having a far less
malicious demeanor. In return, Buu became Goku’s disciple, for a time, before he went off to have his own
adventure. During a duel with a great being, The Kaio-Shin of North Universe, Majin Buu would suffer a fission
from one of the Kai’s attacks. This would split off massive portions of Buu’s body, and power, segmenting them
into smaller warriors, who almost immediately grew into distinctly different Majin. Feeling responsible for all of
them, now, North Kai would establish a world for these new lives to exist, though he would place them in The
Southern quadrant, finding their attitudes and behavior unbearable after less than a month. However, he would
keep what remained of Buu on-world, as his new apprentice, teaching them his techniques, and slowly rebuilding
the warrior that once was.
Majin of this universe run a gamut of many sizes and builds, with them being anywhere between very tall to very
short, slim, fat, muscular, pencil-like and what have you. This is thanks, in part, to their ability to control their
form. Generally, the less fat a Majin is, the more access to their full power that they have, prompting the Warriors
and Gladiators among Majin to have slim or muscular figures.

Interacting with Majin and Majin PCs: Majin of the Universe 0 are generally of their own world, with very few
concerns for what happens outside of their homes, or their interests. Most Majin aspire to be great chefs and
warriors, with those being the most enjoyable professions by the ideals of Majin society. Generally, unless the
character they meet has something to do with what they like, they will want to have little to do with that person.
While appearing simple, and exploitable to those outside of their culture, Majin are actually wise and witty
enough to avoid foes who could actually hold a chance of beating them, though in terms of raw power very few
exist. Majin PCs are often some type of warrior or gladiator, though all kinds can be conceptualized, generally
with an interest that would draw them off-world.

ANDROIDS
A fusion of man and machine, Androids were a creation that have been tinkered with by races across the
universe for as long as such complex technology was possible. However, the greatest strides in these
cybernetics were achieved by Earthlings, thanks to The Red Ribbon Army’s “Robotic Defense System”, which
initially began as a remote-drone series, then eventually included A.I. OS models, before eventually installing the
parts into those with existing chi powers and martial arts ability.

Currently the Androids come in the five varieties described throughout the different rulebooks in this system, with
Bio-Androids being the most recent addition to the fold. These artificial humanoids are considered a true
successor to Saibamen, with the ability to produce a hybrid of the most powerful races, a being to be truly
feared.

The Machine Mutants, who inhabit the old Tuffle ruins on Planet Vegeta are another example of this.
Interacting with Androids and Android PCs: Androids often interact with others based on how they’re
programmed to behave, the minority of androids with full sentience can actively fight their programming, and in
some regards can be assumed to act within its constraints. However, PC Androids may have some sort of
reason that they act outside of the programming they were given, or manage to act within it, either by the
purpose of their creation, or creative interpretation. Androids are usually results of their creation, and thus reflect
it accordingly.

SAIBAMEN
A race initially produced through a strange series of mutations and evolution, believed to be distantly related to
something similar to Namekians. The core Saiba species is now long-extinct, as Arcosians subjected them to
extreme, and lengthy, experiments to create an asexually reproducing species that could act as grow-a-soldiers.
These saibamen eventually came into the hands of saiyans, whose scientists eventually reverse-engineered the
process, and learned to breed saibamen of their own. During The War of The Blue Planet, humans would
eventually also learn of how to breed saibamen to act as foot soldiers for themselves. Currently, Organics United
modifies and breeds saibamen to act as a protective-force, though this process has been losing favor, thanks to
Red Ribbon’s growing popularity, by not having to use unwilling, sentient, beings to do their work. This is with
Bio-Androids not being public knowledge, that is.

SHIN
As was with every other universe, Shin were created with the birth of this universe, the Shin who had been born
at the beginning only being predated by The God of Destruction himself. The Shin are a race of great power, with
naturally potent chi, and a propensity for mysticism, they hail from the planet kaishin, with the ultimate aspiration
to become a Kaioshin, and create life. Shin can live for 75,000 years, but particularly powerful ones have been
known to last for several million.

The Shin largely serve the same purpose in Universe 0 as they do in all others, though the Kaioshin of this
universe are less nervous around Son Goku, generally, than any other God of Destruction. However, Son Goku
instils a different sort of fear than other Destruction Gods in his recklessness, and love for a fight. Accordingly,
they frequently demand that he take a stance of neutrality, not fighting when a foe of great potential power
appears that Goku wishes to battle. But in cases such as Majin Buu, however, they prove unconvincing, or
decide that Goku is indeed needed to handle the problem.
Interacting with Shin and Shin PCs: Shin are beings of an otherworldly nature, and may often come off as aloof
or reserved to mortals. However, Shin are often just as flawed as the rest of us, even those born of The Golden
Fruit. From pervy, to inept, to evil, Shin are simple creatures of simple needs. As a PC, a Shin may be sent to the
living world for numerous reasons which can include missions, training, or simply not wishing to confine
themselves to kaishin.

KONATSIAN
Konatsians in Universe 0 are very similar to those in every other, in most ways, particularly in culture and
demeanor. However, in this universe the Konatsian Holy Knights were able to overwhelm Hirudegarn, and never
had to deal with the likes of The Legendary Super Saiyan. In modern times, Konats is a thriving planet with many
citizens, and a thriving economy. As members of the grander galaxy, the Konatsians believe it their authority to
protect the weak, and maintain order. Naturally, in the last century, The Konatsians have found a new particular
trouble in their duty.

Thus, the Konatsians across the four quadrants have been skirmishing with both sides of the conflict, and on a
few occasions, have even fought The Federation, mistaking the third faction for more invaders.
The Konatsian Holy Knights are known across the universe as paragons of justice and virtue, able to defeat any
foe. And in recent months, they have been contacting prominent Federation figureheads, with the beginnings of
an alliance blooming. However, due to conflicts between the two, these interactions are still tense.

Interacting with Konatsian and Konatsian PCs: Konatsian generally see themselves as paragons of virtue and
good, which can prompt others to see them as condescending and self-righteous. While not ALWAYS the case
for this race, it is common enough to be a problem in general galactic politics, particularly when interacting with
those who would have similar goals in mind. Konatsian PCs are obviously allowed to take any direction they
wish in life, but it’s generally accepted that they will either remain in Konats to contribute to society, or be some
type of diplomat or warrior abroad.

CANID
A race that has spread far and wide across the four quadrants, even more so than humans, canids are a race of
anthropomorphised canines. Canid are known for having a strongly warrior-based society, with a particular
emphasis on honor and ferocity. Quick to take a liking to saiyans, they initially joined The Cold Empire to work
alongside the other warrior race, with a sort of jovial rivalry developing between the two. However, this wouldn’t
be the case permanently, as the race would experience an internal schism when The Saiyan Empire broke off.
With some of the Canid choosing to join their Saiyan allies, others would remain on the side that they declared
loyalty to, while many others chose to take the middle ground, advocating for independence from either empire,
hoping to possibly start their own. There aren’t currently any Canid representatives in The Federation.

Interacting with Canid and Canid PCs: Canid are generally very diverse, and difficult to gauge until after you’ve
already spoken with one. Depending on the subculture that Canids hail from, a Canid’s temperament can vary
from traditionalistic warriors, to modernistic buffoons. Canid PCs work out pretty well and easily, much like
humans, though Canids will often experience dog and wolf-like tendencies, either for the better or worse.

KEDAMA
Cat-like mystics from near the center of the universe, Kedama worship the sun, and practice ancient blood
magics that many other sorcerers have long forbidden in their own societies. Extremely similar to their
counterparts from Universe 13, Kedama are known for exploring and mercantile pursuits, oftentimes taking a
neutral stance in most wars, but being able to use their powerful magic to fend off any of the other three.
Interacting with Kedama and Kedama PCs: They’re cat-peoples….. Have fun!!
NEW FEATS
Racial Feats
GERI [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feats
Benefit: You are a Geri, a race of peaceful aliens with infinite potential, but little to no practical power. As such
you never take feedback damage from not overcoming damage reduction. You do not naturally have Ki Abilities
or a Racial Attack, but if you gain the ability to take Ki Abilities, it counts as being taken at the earliest level you
could take it, and increase the rate of gaining them by 1 step. If you gain a feat that grants a [BW] progression
for your Unarmed Strikes, treat your Geri as having the benefits of Supersonic Strike without having the feat.
Sadly, you also have a hard time leveling as your race naturally detests violent encounters. You take a 20%
reduction in experience from such events. In addition, you cannot use Prodigy or Savant to qualify for your
Racial Feats early.

INSTINCTUAL FEAT MIMICKRY [GERI, KI]


Prerequisites: Geri, Ki User
Benefit: Once per day per point of Charisma Modifier you have, you may instinctually copy one racial feat of an
opponent's racial listRe. You don't need to meet any prerequisites for the feat, but must make a DC 50
Concentration check to copy an epic ability. This ability lasts for 1 minute per [Level + Charisma Modifier] before
disappearing. You may have multiple feats copied at once.

INSTINCTUAL ABILITY MIMICKRY [GERI, KI]


Prerequisites: Geri, Ki User, Instinctual Feat Mimickry
Benefit: Once per day per point of Charisma Modifier you have, you may instinctually copy one ability from
either a racial list or Ki ability of an opponent. This ability lasts for 1 minute per [Level + Charisma Modifier]
before disappearing. You may have multiple abilities copied at once.

INFINITE EQUILIBRIUM [GERI, KI]


Prerequisites: Geri, Ki User, Level 2+
Benefit: You gain a temporary boost to your Power Level equal to one half the Power Level expended by your
opponent/s. This becomes a temporary pool that lasts 1 hour per level. You gain a +1 bonus to all
combat related d20 rolls per 100 Power Level you gain from this.

REFLEXIVE APPLICATION OF FORCE [GERI, KI]


Prerequisites: Geri, Instinctual Feat Mimickry, Unarmed Strike 8+ Ranks
Benefit: You gain the ability to tap the potential of opponents. When fighting an opponent, you gain
a +1 bonus to all combat d20 rolls per level the opponent is above you. If you are fighting multiple
opponents, use the highest level opponent.
IMPROVED APPLICATION OF FORCE [GERI, KI]
Prerequisites: Geri, Instinctual Feat Mimickry, Reflexive Application of Force, Unarmed Strike 13+ Ranks
Benefit: You gain an additional +1 per difference in level between you and your opponent. In addition, for every 5
levels of difference between you and your opponent, you gain +1[BW] to all damage types you possess. This
does count as a [BW] increase for your racial feat.

ALTERED FOCUS OF POTENTIAL [GERI, KI]


Prerequisites: Geri, Target Attack Skill 8+ Ranks
Benefit: You don't gain Supersonic Strike benfeits when you increase in [BW] damage. Choose, Melee Mastery,
Ranged Mastery or Increadible Natural Attack, you gain this bonus instead.

TOTAL FOCUS OF POTENTIAL [GERI, KI]


Prerequisites: Geri, Altered Focus of Potential, Each attack skill 13+ ranks
Benefit: You gain the [BW] benefit from your Racial Feat to all attacks you make instead of normal. In addition,
for every 3[BW]'s you gain from your Racial Feat, you gain an additional one.

ADVERSE DISSEMINATION OF AGGRESSIVE OUTPUT [GERI, KI]


Prerequisites: Geri, Ki User, Instinctual Feat Mimickry, Must have a teacher of at least 5 levels higher than you.
Must have copied and used at least 2 Transformation feats from opponents, Level 2+
Benefit: You no longer take the 20% reduction in experience from violent encounters, and if you are with your
teacher, you instead gain +10% experience from all sources.

FOCUSED APPLICATION OF EQUALIZED FORCE [GERI, KI]


Prerequisites: Geri, Ki User, Infinite Equilibrium, Reflexive Application of Force, Altered Focus of Potential, Total
Focus of Potential, Level 2+
Benefit: You gain the ability to focus your potential into a unique form all your own. You must have a
Transformation Feat copied already. You gain 4 points that you may spend to improve that feat for you for it's
duration. Spend from the following options:
• Gain a +.5x multiplier to Stats (2 Points)
• Gain Damage Mitigation equal to your current Level + Charisma Modifier (3 Points)
• Gain +1 Tier (1 Point)
• Gain knowledge of an additional 2 feats from the target (1 Point)
• Gain knowledge of 1 additional non racial feat from the target (2 Points)
• Gain +1[BW] damage per Tier of the current transformation. (2 Points)

HEALER CASTE MEMBER [GERI, KI]


Prerequisites: Geri, Treat Injury 4+ Ranks
Benefit: You are a healer among your people. When you use a Geri Aquafir, you heal twice the number of dice
as normal. If you empty the Aquafir completely, you heal four times the number of dice instead. You don't need to
expend action dice to inact this effect.
Other Feats
IMPROVE TRANSFORMATION [CHANGELING, KI]
Prerequisites: Changeling, Changeling Transformation, 5 ki abilities
Benefit: You gain half of your spellscore modifier in points to improve a transformation the character has already
taken, rounding down on non-whole numbers. This feat may be taken multiple times, and applied to any
transformation each time, but, a character may only take it a number of times up to 1/5th their level.

CHANGELING DE-MORPHOSIS [CHANGELING, KI]


Prerequisites: Changeling, Changeling Transformation, Having selected a permanent transformation at least
once for a Changeling Transformation, 1000+ Power Level
Benefit: A character who has a permanent transformation may revert to their previous forms during a period of
extended rest. This feat also allows a character to take Changeling Transformation and Improved Transformation
up to 1/4th the character's total number of levels (Min. 1).

Note For These Feats: Change to Temporary Transformation


When choosing Temporary Transformation, a character's transformation automatically gains the following, in addition to the typical boons
they would reap from a transformation:

-+1 bonus to every stat, for each transformation that was built prior to the current. (This does not change spellscore for the purposes of
calculating a new power level)

-Power Level is increased 1.5x (adds .5 to the multiplier per temporary transformation the character has previously, perm. transformations
interrupt this)

-May build 1 special attack per 10 character levels the character has, this counts as a bonus feat and is put forth towards power level
calculation.

SAIYAN PARAGON [PARAGON, KI]


Prerequisites: Saiyan, Constitution 18+, Exclusive Oldblood.
Benefit: Add +20 to spellscore for ki calculation. You are considered 2 levels higher for saiyan feats. As well,
your saiyan racial feat and saiyan feats are considered ki feats. Saiyans with this feat gain Trained-Off Tail
Weakness as a bonus feat.

CHANGELING PARAGON [PARAGON, KI]


Prerequisites: Changeling, Exclusive Oldblood, Charisma 18+
Benefit: A Changeling Paragon is considered 2 levels higher for all Changeling-related feats, and for purposes
of BW calculation on their unarmed strikes. The Changeling also gains Extra ki twice, and increased reiatsu
capacity, as bonus feats.

KI-USING HUMAN PARAGON [PARAGON, KI]


Prerequisites: Wisdom 18+, Exclusive Oldblood
Benefit: You gain +20 to your spellscore for ki calculation. You are treated as 2 levels higher for all ki-using
human feats, additionally, you gain extra ki and psychic ability as bonus feats regardless of prerequisites.

SHIN-JIN PARAGON [PARAGON, KI]


Prerequisites: Shin-Jin, Wisdom 18+, Exclusive Oldblood
Benefit: You gain +20 to your spellscore for ki calculation. You are treated as 2 levels higher for all shin-jin feats,
additionally the kaio-shin Prestige Path no longer has the epic tag, and does away with the skill-related
prerequisites.

NAMEKIAN PARAGON [PARAGON, KI]


Prerequisites: Namekian, Wisdom or Constitution 18+, Exclusive Oldblood
Benefit: You gain +20 to your spellscore for ki calculation. You are treated as 2 levels higher for all namekian
feats, additionally, you gain Namek Limb Regrowth and qualify for Multifusion, both regardless of the
prerequisites.
LOW-CLASS SAIYAN [SAIYAN, SOUL]
Prerequisites: Saiyan, can be granted as a bonus feat when joining the Saiyan Imperial Military
Benefit: You are of the lower caste in saiyan society, having a lower natural power level. Your personality is
generally viewed as less complex, unless you suffer some sort of traumatic event or mental reprogramming. You
benefit from the No Tail feat, and actually taking No Tail doubles the existing bonuses. As well, you gain an extra
5% experience on violent encounters.

ELITE-CLASS SAIYAN [SAIYAN, SOUL]


Prerequisites: Saiyan, can be gained as a bonus feat when taking the Elite Saiyan PrP, or have a parent with
that PrP
Benefit: You are able to control your Oozaru form without the feat to do so, and are counted as having said feat,
when helpful. You benefit from training far better than others of your race, gaining an extra 10% to experience
gained from training methods, but not violent encounters.

SADALAN SAIYAN [SUB-RACE, SOUL]


Prerequisites: Saiyan, may be taken as a bonus feat when taking the saiyan feat.
Benefit: A saiyan from the planet Sadala, you are considered “more evolved” than your fellows from Vegeta.
Sadalan Saiyans are generally less muscular, and lack the tails of their ancestors, coming with it any of their
abilities and transformations that require Oozaru or the tail to be present. With this, Saiyans from Sadala do not
need to meet the prerequisites of Super Saiyan feats (EPIC is not a prerequisite and therefore may not be
bypassed), excepting those that require a tail, and must instead meet the concentration checks as per
Transformations without feats “sorta”. In order to master and take the transformation as a feat, however, the
saiyan must successfully transform 3 times, making the concentration checks each time. If the player botches 3
times after transforming, they may never master the transformation in question.

SUPER SAIAYJIN BERSERKER MODE [KI, SAIYAJIN] (As Created by Dionon)


Prerequisites: Saiyajin, Level 1 Only
Benefit: Whenever you are in a rage or frenzy, or are in a Super Saiyajin state, roll 1d100. For Rage or Frenzy, if
you roll below a 26, triple the bonuses to Statistics they give. For Super Saiyajin, you always increase the
multiplier of Super Saiyajin by .5x, and if you roll under 11 on the dice, add another .5x to the stack.
You may attempt a second d100 roll in Super Saiyajin only, if you roll a 1, and only a 1, increase the multiplier by
an additional 1, but you take your Strength Modifier in divine or profane (Your choice) damage and 10 times that
in Power Level Damage every round as your body literally attempts to explode. If you reach 0 Power Level while
this is in effect, you literally explode as per the Death Throes ability. You may mitigate the damage and recover
your Strength Modifier x30 Power Level by expending your Constitution Modifier x10 Power Level in any fashion
that isn't directed internally (No Rules for Reiatsu for this)
Special: You may gain this feat as a bonus feat, if you kill a character who has this feat. This feat is treated as
Legendary Super Saiyajin for purposes of prerequisites.

KI CONTROL [RELEASE, KI]


Prerequisites: Ki-Infused, 3+ [BW] Unarmed Strike or Weapon Attack Damage, Concentration (Power) 15+
Ranks, Oceanic Spiritual (Ki) Pressure
Benefit: By developing your personal ki control, you can focus and amplify your output to astounding effect,
making the pressure of your ki abilities, and their results, something to behold! When activating this release you
may double your current and maximum reiatsu, as well, when the release is activated your ki is immediately
returned to its maximum. This release may be used character’s constitution modifier + level times per day, for the
remainder of the encounter.
Activation Action: Movement Action

ANTI-EGO [RELEASE, KI]


Prerequisites: Ki-Infused Human, Unarmed Strike or Weapon Attack 21+ Ranks, Potential Unleashed, Must
face your truest fears and conquer them
Benefit: By putting a lid on the ki that emanates from your body, you’re able to only release it from your intended
points of impact, even if that’s a weapon. When activating this release, the character doubles their current and
maximum reiatsu, restoring it to maximum in the progress. This release is also defined by gaining 1 Ki Release
Ability per 3 levels. This release may be used character’s constitution modifier + level times per day, for the
remainder of the encounter. By taking a Full-Round Action to focus their power, a character who has released
their Anti-Ego, can halve the costs of all ki expenditures, stacking with other sources of this.
Activation Action: Movement Action
SUPER SAIYAN UNLEASHED [RELEASE, KI]
Prerequisites: Saiyan, Super Saiyan, Concentration (Power) 21+ Ranks, Saiyan Power Boost, Must have died
while transformed as a super saiyan
Benefit: Super Saiyan, a transformation that enhances the power of its user, this is far from the true power that it
holds. By tapping into the true power of a Super Saiyan, you learn how to manipulate and control your ki to bring
about special powers that Super Saiyan wouldn’t typically grant. To define this release, gain 1 Ki Release Ability
per 3 levels. When this release is activated, double the character’s current and maximum ki, as well as restore
the character’s health to maximum. This release may be used the character’s constitution modifier + level times
per day, for the remained of the encounter. This release may only be activated if the user is in the Super Saiyan
transformation.
Activation Action: Movement Action

BEYOND SUPER SAIYAN UNLEASHED [RELEASE, KI]


Prerequisites: Saiyan, Beyond Super Saiyan, Concentration (Power) 26+ Ranks, Saiyan Power Boost, Super
Saiyan Unleashed, Must have undergone extreme training to “Master” Super Saiyan Unleashed (Requires 6
months at least, and a DC 50 Concentration Check; remove a month for each 5 the character succeeds by)
Benefit: When pushing your Super Saiyan transformation beyond its limits, the raw power that a saiyan can
access grows. With this, the potential that can accompany controlling and manipulating your ki masterfully grows
too. To define this release, double the ki release abilities gained by Super Saiyan Unleashed. When this release
is activated, multiply the characters current and maximum ki by 5, as well as doubling their health, restoring both
to the maximum in the process. This release may be used for up to the character’s constitution modifier + level
minutes per day, spreading this time over multiple uses. This release may only be activated if the user is in the
Beyond Super Saiyan transformation.
Activation Action: Movement Action

SUPER SAIYAN 3 UNLEASHED [RELEASE, KI]


Prerequisites: Super Saiyan 3, Beyond Super Saiyan Unleashed, Concentration (Power) 31+ Ranks, Improved
Super Saiyan
Benefit: When you have pushed your body to its limits through Super Saiyan 3, the depths of the power that you
can access seems almost impossible. With this release, a user can practically feel their body ripping apart, but
they can also feel a power they never fathomed before. To define this release, multiply the character’s Ki
Release Abilities, as well as selecting 2 Ki Release Abilities per 3 character levels you have, and 1 Bankai Pick
per 10 character levels. When this release is activated, multiply the character’s current and maximum ki by 7,
and double their health, healing both back to maximum. The statistic multipliers of whatever Super Saiyan
transformation the character is in are improved by an additional .5x. This release may only be activated if the
user is in the Super Saiyan 3 transformation.
Activation Action: Full-Round Action

PERFECT CALM [RELEASE, SOUL]


Prerequisites: Beyond Super Saiyan Unleashed
Benefit: A character with this feat may release at a lower tier than normally necessary by one.
Special: This feat may be taken multiple times, its effects stack. Super Saiyan 3 Unleashed requires Super
Saiyan to be activated to be used at all.

SUGAR SIPHON [RELEASE, KI]


Prerequisites: Majin, Concentration (Power) 21+ Ranks, Spellcraft (Arcana) 21+ Ranks, Oceanic Spiritual (Ki)
Pressure
Benefit: By training intensely, and working on their abs, a Majin can release their true power, with less of the fat
in their body getting in the way. A Majin who activates this release is able to burn all the sugar that they’ve stored
up for a boost of energy. When this release is activated, the character is treated as 1 size category smaller for all
positive purposes, doubling these benefits, as well as gaining 1 Ki Release ability per 2 character levels. This
release may be only used once per day, and lasts for as long as the Majin’s character level+Constitution modifier
minutes per day. Once the release is expired, the character becomes exhausted. A Majin may elect to decrease
by another size category (positive purposes only) during this release, choosing how many to decrease by when
releasing, though rather than becoming exhausted, they will fall asleep irreversibly for one month per size
category they choose to decrease by.
Activation Action: Movement Action
BLADE OF THE BEYOND [RELEASE, KI]
Prerequisites: Makyan, Bodily Weapon, Weapon Attack 21+ Ranks, Concentration (Power) 21+ Ranks, Greater
Power Weighted Form
Benefit: Through those that you’ve killed, or simply the massive exposure from your own ki, the weapons that
your body produces takes on an otherworldly quality. Up to your Character Level + Constitution Modifier times
per day, for the remainder of the encounter, the weapons that your Bodily Weapon feat creates releases with
your true power. Upon taking this feat, define the release by selecting 1 shikai pick per 3 character levels, and 1
bankai pick per 5 character levels. When this release is activated, the user’s current and maximum reiatsu are
doubled, restoring it to full in the process.
Activation Action: Movement Action

ZALAMA SOUL [RELEASE, KI]


Prerequisites: Z-Dragon, Concentration (Power) 21+ Ranks, Unarmed Strike or Weapon Attack 21+ Ranks,
Dragon’s Might taken 4 or more times, Zalama’s Superior Blessing
Benefit: As you develop an intimate understanding of Zalama’s tennants, it becomes almost as if his and your
souls are one in the same. By tapping into this, for up to your character level + Constitution Modifier minutes per
day, this may be split into multiple uses, you can become a mighty force of reckoning. To define this release, the
character doubles his current and maximum reiatsu, restoring it to full in the process; as well as gaining 1 Ki
Release Ability per 3 character levels. As well, the Z-Dragon’s physical statistic multipliers, during their
transformations, gains an additional .5x; as well as their charisma score now benefiting from their transformation
multipliers.
Activation Action: Movement Action

NEW KI ABILITIES
Ki Reflection: (Prerequisite: Ki Deflection) When using Ki Deflection, the character may choose to pay half of the
cost to negate the entire attack’s damage again, to instead of just negating it, send the attack returning on its
current trajectory. When hitting a new target, damage is not rerolled. This may only be applied to Ki Blasts (Or
Special Attacks which take the form of Ki Blasts). If an attacks Area of Effect would go beyond the user of this
ability (Such as a Cone or Cylinder, or a line with greater than 5’ in width) then only the portion of the attack that
would have affected the character that the user of this ability was protecting would have been reflected; the
remainder of the attack resolves and continues to travel normally.

Aimed Reflection: (Prerequisite: Ki Reflection) When successfully reflecting a Ki Blast (Or Specia Attack taking
the form of some manner of Ki Blast), the user may direct the reflected attack in any feasible direction they
desire, using their own relevant attack skill in substitution if they desire.
NEW PRESTIGE PATHS
Weight Ditcher
Due to extreme weight training, you can experience massive spikes in physicality, simply by shrugging off a
couple of weights.

Prerequisites:
Feats: Heroic Attribute (Strength, Dexterity, and Constitution), Blooded, Run
Skills: Concentration 8+ ranks

1 - MUSCLE INTENSITY [PRESTIGE]


Every feat in this prestige path doubles the character's landspeed, and adds +2 to their damage, when the
character with this feat has removed all weighted training clothing.

2 - Bonus Feat

3 - HYPER-AGILITY [PRESTIGE]
All Climb, Jump, Tumble, Balance, and Swim checks benefit from double their modifiers when all weighted
training clothing is removed.

4 - Bonus Feat

5 - BODY MASTERY [PRESTIGE]


By removing fewer piece of weighted training clothing, you can
access the benefits of the first feat in this prestige path,
treating it as one feat per piece of weighted clothes removed
(Max. Feats in this prestige path).
Cyborg
Technology and life do not combine in quite the same way as you have. You are more than an android, but also
more than whatever you were before.

Prerequisites:
Feats: Ki-Infused, Spiritually Aware, or any racial feat
Skills: Knowledge (Physical Sciences) 6+ Ranks, Knowledge (Biology) 6+ Ranks
Exclusive: Any Android, Oldblood (Any Android)
Special: Constitution 20+

1 – ANDROID FRAME [PRESTIGE]


You gain Oldblood (Android) as a bonus feat. In addition, you gain one Android Subracial feat as a bonus feat.
Your Spellscore is increased by +4 for Storage and Generation Capacities.

2 – Bonus Feat

3 – ANDROID ABILITIES [PRESTIGE]


You gain 2 additional Ki Abilities and can have additional Ki Abilities installed within you as per the Android Feat.
Anyone attempting to install a Ki ability (Including you) takes a -5 penalty to the check.

4 – Bonus Feat

5 – CYBERNETIC MARVEL [PRESTIGE]


You gain the full Android Feat, including a second Sub-Racial Feat. As well, you gain one bonus feat from your
or race equal to the number of Ki Abilities you have gained thus far, from your original race’s Ki Ability
Progression.
Warrior Clan Nameksei-Jin
Being of the warrior clan of Namekians, you are born and bred to fight. You’re trained specifically to protect the
Dragon Clan and your homeworld from invaders.

Prerequisites:
Feats: Namek, Supersonic Strike, Advanced Unarmed Strike.
Skills: Unarmed Strike 10+ Ranks, Flash Step 10+ Ranks, Martial Lore 10+ Ranks.
Special: Spellscore is physical stat. Spellscore 18+. Exclusive Dark Warrior Prestige Path.

1 – WAY OF THE TWO SUNS [PRESTIGE]


A character with this feat has the size of their unarmed strike’s damage dice increase by one. Additionally, if they
didn’t have it before, the character gains Reaitsu Healing as a bonus feat. If a character with this feat already
had Reiatsu Healing, or takes it a second time later, they may heal themselves with that feat as a swift action.

2 – Bonus Feat

3 – WHIPLASH STYLE [PRESTIGE]


When gaining this feat, the penalty to strength for
stretching is halved, and the feet increments in which
those penalties would be applied are doubled (40 feet,
80 feet, 120 feet, etc.).

4 – Bonus Feat

5 – DRAGON’S REDEMPTION [PRESTIGE]


Special Prerequisite: Must be the designated guardian of
a Namekian Elder or Sage.
An ancient technique passed down by Namekain Elders
to their current Guardian. This feat grants an attack that
reads as the following (Ranged Shot, Scaling Damage,
Scaling Enhancement Bonus, Auto-Fire, Homing x4,
Enduring x3). This technique may be learned through
Namekian Fusion if the dominant fusor meets the
prerequisites of this PrP with +4 added to the skill rank
prerequisites.
Dark Warrior
An elite Namekian Martial Artist, you are able to heal yourself in the heat of combat, by leeching it from your
opponent.

Prerequisites:
Feats: Namek, Namek Limb Regrowth, Mystic Attack, Weapon Skill Focus (Unarmed Strike), Weapon Skill
Specialization (Unarmed Strike)
Skills: Unarmed Strike 10+ ranks, Concentration 10+ ranks
Special: Must have regrown own limb at least once, Hammer Blow Ki Ability

1 – CLAWED BOXING [PRESTIGE]


When gaining this feat, the character is now proficient in using their natural talons in combat, granting them a
claw natural attack which deal 1d8 +1 [BW] per 5 ranks in unarmed strike beyond 1. Additionally, this increases
the size of their unarmed strike's damage dice by one. By charging their natural attacks with 50 ki, for one attack
per round, these claws gain the vampiric quality.

2 – Bonus Feat

3 – WHIPLASH STYLE [PRESTIGE]


When gaining this feat, the penalty to strength for stretching is halved, and the feet increments in which those
penalties would be applied are doubled (40 feet, 80 feet, 120 feet, etc.).

4 – Bonus Feat

5 – DRAGON’S PUNISHMENT [PRESTIGE]


You gain a special attack which reads as the following (Unarmed
Strike, Scaling Damage Dice, Scaling Weapon Enhancement, Auto-
Fire, Vampiric). Additionally, vampiric effects stack with the vampiric
quality of your natural attacks, though they cannot heal more than
100% of the damage dealt.
Gravity Master
Most people would be crapping out their spine, but you’ve managed to thrive under these conditions! Your body
can survive conditions that would destroy someone else, and your body reflects that.

Prerequisites:
Attributes: 20+ Constitution
Feats: Blooded, Seasoned
Skills: Fortitude Save 12+ Ranks
Special: Must have gained a level in which you gained experience from training in at least 10x your normal
gravity, training weights do not count for this.

1 – GRAVITY SURVIVAL [PRESTIGE]


For up to your constitution modifier+3 rounds per day, your body may enter an elevated state, effectively
doubling all of your movement speeds, and allowing you to add your strength modifier to all defensive checks
during the duration. This is a temporary boost linked to an initial adrenaline rush you experience when the gravity
is pumped up. Most effects, non-binding, that would slow or prevent your movement are canceled out by this
feat.

2 – Bonus Feat

3 – IMPROVED PHYSIQUE [PRESTIGE]


Your gravity training has given your physicality a boost, allowing you to gain 2 stat points for your attributes at
every 3rd level (3, 6, 9, 12, etc.), rather than every 4thlevel. This applies retroactively.

4 – Bonus Feat

5 – PERFECT MUSCLES [PRESTIGE]


The rounds from Gravity Survival are now improved to minutes, and now counter every effect that would stop, or
slow, movement. Additionally, you now gain your 2 stat points to distribute into attributes at every even level, this
effect being applied retroactively.
Student of The Sensei-Sama
You are the chosen disciple of Sensei-Sama, he has decided to instruct you in the other-worldly techniques that
go with his title.

Prerequisites:
Feats: Any Ki-Infused or Spiritually Aware Racial Feat OR Spiritually Aware OR Ki Infused, Special Attack,
Ultimate Attack, Blooded
Skills: Unarmed Strike 15+ Ranks, Ranged Shot 15+ Ranks, Concentration (Power) 15+ Ranks, Intimidation
(Power) 15+ Ranks, Sense Motive 15+ Ranks
Special: Ki Blast Ki Ability, Superior Ki Blast Ki Ability, Infused Strikes Ki Ability; Must have been chosen by
Sensei-Sama to inherit his ancient techniques.

1 - IMPROVED GRAVITY TRAINING [PRESTIGE]


In order to survive learning Sensei-Sama's techniques, you must go through intense training under conditions of
10x Earth's gravity. Every even level you gain 2 stat points to your attributes instead of 2 stat points every 4
levels. This works retroactively.

2 - KAIOKEN [PRESTIGE] OR GENKI DAMA [PRESTIGE]


Upon taking this level, the character must select either kaioken or genki dama.
You learn the famed Kaioken Technique. This technique amplifies your powers by a factor determined by you.
You state a number, and the following happens. Firstly, all your physical statistic modifiers are multiplied by this
number +1. Secondly, your Power Level is multiplied by this number +1. Kaioken lasts for a number of rounds
equal to 3 + Old Constitution Modifier. Once this is over, you take 4d6 times the number you called out in
damage that over comes damage mitigation. (So if you called out Kaioken x3, you would take 12d6 damage at
the end of it.) You cannot use Kaioken while in any transformation or Super Saiyajin state. The Kaioken is a
special attack that you can teach to other students. OR
You learn the dreaded Genki Dama technique. The Genki Dama technique is charged up by spending a number
of full- round actions. The number is decided by the size of the area that is being charged from. Up to a planet
sized area it takes 10 full-round actions to charge. In a solar system wide area it takes 20 Full Round actions to
charge. In a galaxy wide area it takes 30 full rounds to charge. Anything larger and it takes 40 full rounds to
charge. Once the Genki Dama is charged, it must be harnessed as a move action and thrown as a standard
action. It does 2d6 damage per Full Round action was used to charge it. The Genki Dama cannot harm beings
with the same moral alignment allegiance as you (Good) and is rebounded by someone with that allegiance in a
direction of their choice. Should you be struck by an attack while charging the Genki Dama, you must make a
Concentration Check equal to one half the base damage (Before Damage Reduction) to remain concentrating on
the Genki Dama. The Genki Dama is a Special attack that you can teach to other students.
In addition to this feat, you gain one bonus feat which is treated as a Ki feat, two ki feats if the feat chosen is
already a Ki feat.

3 - IMPROVED KAIOKEN [PRESTIGE] OR IMPROVED GENKI DAMA [PRESTIGE]


You gain the feat Improved Kaioken, or Improved Genki Dama, based on the feat you gained at the second
level. In addition, you gain one bonus feat, which is
treated as a Ki feat, two ki feats if the feat chosen
is already a Ki feat.

(4th, 5th, 6th and so on levels may only be taken


under further instruction by Sensei-Sama. At level
4, the choice for choosing the feat NOT taken at
the second level in the path becomes available,
and the following level after this feat is taken, the
improved feat that goes to it may also be chosen.
Disciple of Destruction
Chosen for whatever reason by your universe's god of destruction, you are their student, and someday will
succeed him as the god of destruction, if you or he so wish for that to be the case.

Prerequisites:
Feats: Ki-Infused or Ki-Infused Race, Special Attack, Ultimate Attack, Blooded, Seasoned
Skills: Any two Attack Skills 13+ Ranks, All Defense Skills 13+ Ranks
Special: Must be receiving or received training by a God of Destruction, or their attendent, while also being
under consideration as a successor to a God of Destruction.

1 – TRAINING UNDER THE GODS [PRESTIGE]


Intense training and work make it so that you can keep up in a fight with godly beings such as your master. Your
racial attacks, and special attacks, now ignore all forms of Damage Reduction and Damage Mitigation, although
it may still be reduced by effects such as Resilience.

2 – Bonus Feat

3 – BODY OF YOUR MASTER [PRESTIGE]


At any time that you would gain bonus statistics, except at levels divisible by 10, you gain an extra point to use to
increase your statistics. This may be applied retroactively.

4 – Bonus Feat

5 – SUCCESSOR TO GODS [PRESTIGE]


You are now ready to take on your godly position when one becomes available, usually that of your own
universe. For your character level + constitution modifier rounds per day, you can tap into your true godly
abilities. This causes all of your attacks to now deal divine damage, and your statistics are now retroactively
calculated as if you had taken the Sealed Feat during this transformation. As well, once per day, you may use
the Destruction's Wake attack freely, without a consideration for limits in use per day. This transformation's
duration may be split among multiple uses in a single day. This feat allows you to, once the title is given to you,
replace your taken feats with the God of Destruction Prestige Feats (gaining two
bonus SPECIAL ATTACK feats in the process) to their respective steps in this path.
You may still access the transformation granted by this feat if this feat is replaced with
Destruction's Wake, although it only allows you to use that attack without limit per day
during the duration (uses of the attack during the transformation does count towards
your daily total outside of it).
Violent Savior
You've freed the Geri race from oppression, and they now worship you, granting you power as their "Violent
Savior"

Prerequisites:
Feats: Any Racial Feat (Virtual or other), Advanced Unarmed Strike, Ki Genius
Skills: Unarmed Strike 12+ Ranks, Defense 12+ Ranks, Will Save 12+ Ranks
Special: 2,000+ Power Level, 26+ Strength, Dexterity pr Constitution, Must have fought a being of their level or
higher attempting to subjegate the Geri, and defeating them.

1 - ADMIRATION OF THE VIOLENT SAVIOR [PRESTIGE]


You have become the violent savior and have the admiration of the Geri race, and, their infinite potential. You
gain a Geri cohort built at level 1 that does not receive the experience penalty normally associated with the race.
The Geri attempts to train with you and gains 30% additional experience on violent encounters they are in
without you that they win, and receive 1/4 experience (Modified by the above percentage) in violent encounters
they lose and survive while under your tutilage. While you have a Geri Cohort, they receive your Wisdom
Modifier to combat d20 rolls to signify your training, and you receive their Charisma Modifier to your combat d20
rolls to signify the emboldening relationship that teachers and students have. Should you have a willing Geri with
you at the time you take this feat, they become your Cohort, and are built at level 2 instead of 1.

2 - Bonus Feat and 1 Ki Ability

3 - WORSHIP OF THE MEEK [PRESTIGE]


You are now worshiped by the Geri race, and have been honorarily deified. As such, all Geri treat you as Helpful
initially, and your Geri Cohort is seen as an inspiration to others to follow. As such, they offer you a tithe per
game session, increasing your wealth by +3 per game session. You are always offered succor on the Geri
homeworld, and other Geri installations elsewhere in the universe should your universe have a more advanced
Geri race. Lastly, you can sense the presence of Godly Ki, but still cannot sense it fully. If someone has Godly Ki,
you notice a slight glowing shimmer around them that is one of the primary colors.

4 - Bonus Feat and 1 Ki Ability

5 - SAVIOR'S DEIFICATION [PRESTIGE]


You have fully been deified by the Geri, but, cosmically, their voice doesn't mean much. However, their worship
pools part of each of their infinite potential, granting it to you. As such, Godly Ki and all feats dependant on Godly
Ki have their Epic tag removed and if you are a Kaio-Shin, the Power Level requirement is halved. In addition,
while on the Geri Homeworld, you gain Fast Healing equal to your Highest Statistic in addition to your normal
Fast Healing if any, Damage Mitigation equal to your Second Highest Statistic in addition to any existing Damage
Mitigation if any and finally, a bonus to all d20 rolls to defend the Geri and their homeworld equal to your third
highest modifier. Transformational and other temporary bonuses to Statistics count for this bonus.
Violent Savior Asparent
You are of the Geri that wish to defend the Geri homeworld by themselves, instead of relying at Violent Saviors
all the time. In fact, Asparents regard Violent Saviors of other races as Friendly, not Helpful. As you can imagine,
they aren't very numerous.

Prerequisites:
Feats: Geri, Ki User, Instinctual Feat Mimickry, Reflexive Application of Force
Skills: All Attack Skills 8+ Ranks, Defense 8+ Ranks
Special: Must get to the requisite skill ranks without using Prodigy or Savant

1 - INTENSE GERI TRAINING [PRESTIGE]


You've shirked the natural instinct of the Geri race, and have given into "violent tendancies" You play
rock/paper/sissors, you can make a fist, you even have the audacity to fight people who bully you. As such, you
gain a 10% bonus to all violent encounters, and lose the penalty normally associated with your race's
experience.

2 - Bonus Feat and +2 to 2 Different Physical Stats

3 - A GERI PUNCHES WITH GUSTO! [PRESTIGE]


You gain a Unarmed Strike progression that deals 1d6[BW] damage +1d6[BW] damage per 5 ranks above 1 you
possess. In addition, you gain a +1 bonus to Unarmed Strike, Defense and Reflex Saves per dice of [BW]
damage you deal.

4 - Bonus Feat and +2 to 2 different physical Stats

5 - VIOLENT SAVIOR GERI! [PRESTIGE]


You've finally gained what you desire. The true tap into the infinite potential your race is proported to have.
Whenever you fight an opponent, you gain a bonus to d20 rolls equal to the difference in power level between
you and your opponent divided by 200. This counts transformational bonuses to Power Level.
Aqua Meister
You are a healer, even among your own people. The water on your planet has naturally healing and longevity
properties. You've learned to employ this water for various purposes that improve on its functions.

Prerequisites:
Feats: Geri, Healer Caste Member, Skill Focus (Treat Injury)
Skills: Treat Injury 6+ Ranks
Special: Must possess a Geri Aquafir (Wealth Check 25)

1 - CONDENSED WATER [PRESTIGE]


You've learned how to condense the water in your aquafir even further allowing you to increase the dice to 1d10
per dice instead of 1d8. In addition, you can remove non-magical/supernatural poisons and diseases from a
target using one use of the water. You can also add a +4 bonus to any other single Fortitude save a target
makes after drinking the water in addition.

2 - Bonus Feat

3 - GERI GELALIN [PRESTIGE]


You've managed to make the healing water into a semi solid lozenge, allowing you to heal 1d12 instead of 1d10.
In addition, you can remove any poison or disease from the target. Lastly, after eating the lozenge, is healed of
Fatigue, exhaustion and bleeding effects.

4 - Bonus Feat

5 - GERI PILL! [PRESTIGE]


You've managed to fully solidify the healing water. Upon injestion you may enact one of three things. Either you
heal 10 hit points per level +1d12 per dice, you may remove any condition from the target that isn't death, or you
may restore 1 Action Dice to the target. You may only use one pill per day per target.

ITEM

Geri Aquafir: Level 1, Geri


The Geri Aquafir is a general use item of the Geri that allows them to utilize the water of their planet in a mildly concentrated form to heal
damage. Initially healing a target of 2d8 + Charisma Modifier damage. For each Action Dice expended upon use, add 2d8 additional
healing.
Donor of Infinite Potential
You have a veneration for fighters, but you don't want to be violent. So, you make it your mission to support
those that would defend you and the Geri people.

Prerequisites:
Feats: Geri
Skills: All Charisma based Skills, 6+ Ranks
Special: Must have witnessed at least 1 violent encounter.

1 - POWER DONATION [PRESTIGE]


You have the ability to donate your Power Level to another fighter. For every point of power level you donate to
another character, they gain 100 points. If this would put them over their natural maximum, they gain it as
temporary power level. If this would make their send their power level total to 2 or more times their natural limit,
and they have a Power Level multiplying Transformation, they are pushed into it without expending timer or
action until their Temporary Power level is fully expended.

2 - Bonus Feat and +100 Power Level

3 - SKILL DONATION [PRESTIGE]


You've gotten better at giving upliting energy to others. You have a pool of Temporary Skill points equal to your
level x5. You may disseminate these points to others on a 1 for 1 basis. This can push a target above their Level
maximum. If the Geri grants 3 or more points to a single skill, they are granted the Geri's Charisma modifer in
addition as a Insight bonus.

4 - Bonus Feat and +100 Power Level

5 - FUNNELED DONATION [PRESTIGE]


When you donate Power or Skills to a target, you may grant that same bonus to your Charisma Modifier number
of targets within 30 feet of the initial target. In addition. In addition, you may expend 1 Action Dice to copy a feat
from one target, and grant it to another target within 30 feet of you. You copy/paste multiple feats from one target
to another, but each expends a seperate expenditure of Action Dice. Action dice costs of this feat cannot be
mitigated or reduced.
Skill Mimic
One thing Geri can't normally copy from an opponent is their Skills. Not so for the Skill Mimic. They've pulled
from the Geri infinite potential and now gain the ability to match an opponent blow for blow, using their own skills
against them.

Prerequisites:
Feats: Geri, Ki User, Instinctual Feat Mimickry, Instinctual Ability Mimickry
Skills: Concentration 10+ Ranks, Will Save 10+ Ranks
Special: Must have copied at least 2 Feats and 2 Abilities from opponents.

1 - SKILL OF THE MIMIC [PRESTIGE]


You've gained the basic abilities of the Skill Mimic, gaining the super power Photographic Muscle Memory at a
Power Level equal to your current level. Every level you gain grants you +1 level of Photographic Muscle
Memory.

2 - Bonus Feat and +2 Power Levels of Photographic Muscle Memory

3 - SUPERIOR SKILL OF THE MIMIC [PRESTIGE]


You gain the advantage "Superior Cognition" for your Photographic Muscle Memory super power.

4 - Bonus Feat and +2 Power Levels of Photographic Muscle Memory

5 - PERFECT COGNITION [PRESTIGE]


You gain the ability to copy non-physical skills from a target by making a Charisma based Concentration check
against the character (DC: 15 + Target Level + Target Charisma Level). Success means you may choose one
skill that cannot be physically shown to apply your Photographic Muscle Memory to, and copy that skill.
KI RELEASE ABILITIES
A series of enhancements to the existing Ki Abilities, as well as some new ones, these are devised for the
specific purpose of enhancing a user temporarily, for the duration of their releases. Generally speaking, unless
the tier of the release would change this, a character may not apply more than ⅓ their character level in the
same release ability to a single release.

Elemental Striker: (Prerequisite: Infused Strikes) A character selects one type of energy (Except for Divine and
Profane) damage, the name of this Ki Release Ability gets changed to “Selected Energy Damage” Striker. With a
Movement Action, the character’s Infused Strikes gain +1 [BW] added to their damage of this energy type.
Special: This may be taken multiple times, for different energy types, before Epic Levels this extra damage may
not exceed 4 [BW] between all energy types. One may not select more Energy Types than their character level
divided by 10 (rounding down).

Hyper-Flight: A character with this ability gain Flight as a bonus feat, if they already have the Flight feat, then
double their Flight Speed.
Special: This may be taken multiple times, its effects stack.

True Ki Barrier: The benefits of Ki Barrier Ki Abilities cannot be negated, or overcome, by any means.

Powerful: Select one stat, improve it by +4 while the release is active.


Special: This Ability may be taken multiple times, stacking if necessary.

Sensory Mastery: (Prerequisite: Sense Power Level) Your ability to detect chi around you becomes so precise
that you can imprint even the faint chi paths which travel throughout the world that surrounds you, determining
what the landscape looks like, and a precise image and location of other living beings around you. This ability
grants you 40’ Blindsight that can even function in a vacuum. However, targets who completely seal their chi and
chi abilities become invisible to this Blindsight.
Special: This Release Ability may be taken multiple times, adding 5’ to the Blindsight granted by this ability each
time.

Sensory Combat: (Prerequisite: Sensory Mastery) Add your Wisdom Modifier to all d20 combat-related rolls, as
if it is Powered Fighting.

Shortest Path: If you and another character rolled the same on an initiative check, for group fights, you
automatically get to act before the other, regardless of GM’s rule of determining the result. If the fight is one-on-
one, you automatically get to act before your opponent.
Special: This Release Ability may be taken a second time, if taken a second time, this ability allows its user to
immediately act again if it’s released during combat (in a one-on-one fight) once per combat.

Overwhelming Power: This grants a certain density to your chi. This grants a +10 to your Soul Crush checks,
with targets who are successfully Soul Crushed becoming sickened. By each 5 points you successfully exceed
your Soul Crush check by (like the additive -2) you apply an extra Sickened condition, with the penalties
stacking, to that target.

Greater Shape: When applying a Ki Shape, double the size of the shape, at regular cost. You can double the
cost again to quadruple the Ki Shape’s base size.

Perfect Charged Shot: By paying ten times the cost of a Charged Ki Shot, it doesn’t count against the normal
maximum uses per day.

Enhanced Homing Ki: Double the number of Homing Ki blasts that you have active at a time. Now, you only
need to pay the cost of the Homing blast in full once, with the cost to maintain them being halved from then on.
Perfected Homing Ki: (Prerequisite: Enhanced Homing Ki) Now any Ki blasts with Homing Ki applied to them
have the Homing Quality applied, functioning as that. After paying the initial 10 ki to allow them to continue
going, a payment need not be made. A character with this ability may pay an additional 10 ki onto a blast to add
an additional application of homing. The number of Homing Ki Blasts that remain in play is now triple the user’s
wisdom modifier.

Ki Mixer: (Prerequisite: Ki Reflection) When using the Ki Reflection ability to redirect an attack, a character with
this ability may choose to add their own ki to the attack to enhance its damage. By using the Rules for Ki
(Reiatsu) as a free action, a character with this ability may as much as double the damage dealt by reflected
attack with their own ki, and if it’s a Special Attack that was Reflected, may also apply Metaspecial feats that they
know to further enhance the attack, except for Maximized, Critical, or Double Special Attack.

Sledge Striker: (Prerequisite: Hammer Blow) In addition to the normal functions of Hammer Blow, you may now
deal your attack’s damage as-normal.

Controlled Swarm: (Prerequisite: Overwhelming Fire) Add your Wisdom and Intelligence Modifiers to the
number of 5’ squares your Overwhelming Fire can be applied to affect, as well, any target within the area of
Overwhelming Fire’s effect can be unaffected at the user’s delegation.

Rapider Super Blast: (Prerequisite: Super Blast) Reduce the refresh duration of the Super Blast Ki Ability to
1d3 rounds.

Controlled Damage: (Prerequisite: Sacrifice) When using Sacrifice, reduce the die size of damage you deal
yourself to 1d4.

Telekinesis: (Prerequisite: Trapping Power) Upon successfully grappling a target with Trapping Power, you may
pay an extra 50 ki to treat the target as if they are under your telekinetic manipulation. As a swift action, during a
turn where Trapping Power was successfully applied, or that the grapple has been maintained, the user of this
ability may send the target moving any direction that they wish as if they had the telekinesis power. No fine
manipulations, such as control over the opponent’s limbs or digits, may be achieved, though if a target collides
with an obstacle, they suffer damage as if falling the distance they’ve already flown this round, and are treated
as a weapon to damage those obstacles based on their size and constitution scores.

Sustained Infuse Power: (Prerequisite: Greater Infused Power) The benefits of Infused Power now last for
1d4+1 rounds, rather than a single round.

Cloaked Blasts: (Ki Blast) When firing a Ki Blast, you may pay 200 ki to make the blast appear to be invisible.
This blast, accordingly, attacks the target as flat-footed, and can only be predicted by a character with the
Sensory Mastery ability well enough to not become flat-footed, but they will still be denied their statistic modifiers
to defense rolls against it. This may be applied to Superior Ki Blast and Super Blast, but not other Ki Shapes or
Blast abilities such as Overwhelming Fire.

Double Strike: When initiating a Strike Maneuver, you may activate a second Strike maneuver with an activation
time equal to or less than the first Strike maneuver’s activation time as a free action by paying 1.5x the second
Strike’s Ki cost.

Don’t Think, Just Act: Reduce the activation time of maneuvers by one step, to a minimum of 1 swift action, or
its normal action time, whichever is faster.
Special: This may be taken multiple times, its effects stack.

Swift Strike: Gain 1 additional swift action each round, though this may only be used for maneuvers.
Special: This may be taken multiple times, its effects stack.

Focused Edge: You may infuse ki into your weapon attacks. When you make a weapon attack pay 20 ki as an
immediate action to increase the damage dealt by 1 [BW]. This increase lasts for 1 attack, and cannot be made
as part of a full-round attack action.
Greater Focused Edge: (Prerequisite: Focused Edge) Your Focused Edge lasts for one round, and can be
made as part of a full-round attack action. This increases the cost of Focused Edge to 50 ki.

Sustained Focused Edge: (Prerequisite: Greater Focused Edge) The benefits of Focused Edge now last for
1d4+1 rounds, rather than a single round.

Heavy Fists: Increase your base critical hit threshold for unarmed strikes, prior to other feats and options, by 1.
This can be applied by paying 15 ki, remaining applied for 1d6+1 rounds.
Special: This may be taken multiple times, to a maximum of 15-20.

Driving Force: Increase the base critical hit multiplier for your unarmed strikes, prior to other feats and options,
by x1. This can be applied by paying 15 ki, remaining applied for 1d6+1 rounds.
Special: This may be taken multiple times, to a maximum of x5.

Ripping Attacks: When an attack is infused with ki (By Infused Power or Focused Edge) it may ignore the first 5
points of DR, DM, or Hardness.
Special: This may be taken multiple times, increasing the first points ignored by 5 each time.

Combat Maneuver: Choose a single combat maneuver from the following list: Trip, Feint, Sunder, or Disarm.
You may perform this maneuver as a free action on your turn. Doing so costs 20 ki.
Special: This may be taken multiple times, selecting a new combat maneuver each time.

Advanced Combat Maneuver: (Prerequisite: Combat Maneuver) This grants the benefit of the Improved Trip,
Improved Disarm, Improved Sunder, Improved Feint, or Whirlwind Attack feat, or it allows you to initiate a
grapple or bullrush an opponent as a free action.
Special: This may be selected multiple times, either selecting a new feat to benefit from each time, or applying
an extra +2 to a type of maneuver (Trip, Disarm, Feint, or Sunder). These effects stack.

Real Power: The character with this ability gains a +1 enhancement bonus to their unarmed strike, or weapon
attack, when infused with ki.
Special: This may be taken multiple times, increasing the enhancement bonus by 1 each time. This cannot
exceed +5.

Improved Power: (Prerequisite: Real Power x2) The character gains a +1 or +2 Weapon Enhancement applied
to their ki-infused unarmed strike or weapon attack.
Special: This may be taken multiple times, gaining a new Enhancement Bonus each time.

Greater Power: (Prerequisite: Real Power x3) The character gains a +3 or +4 Weapon Enhancement applied to
their ki-infused unarmed strike or weapon attack.
Special: This may be taken multiple times, gaining a new Enhancement Bonus each time.

Superior Power: (Prerequisite: Real Power x5) The character gains a +5 Weapon Enhancement applied to their
ki-infused unarmed strike or weapon attack.

God’s Power: (Prerequisite: Real Power x5) The character’s cap to their Enhancement Bonus is now the
maximum for their level. This also increases the Enhancement Bonus by +1 (making it +6).

God of Might: (Prerequisite: God’s Power, Real Power x9) The character gains a +5 Weapon Enhancement
applied to their ki-infused unarmed strike, or weapon attack.
Special: This may be taken multiple times, increasing the Real Power prerequisite by 5 more takes, selecting a
new Weapon Enhancement applied each time.
TIMELINE OF UNIVERSE 0
It’s a new year! 2017! Meaning a few things, the 45th anniversary of the Saiyan Insurrection, and subsequent
founding of The Saiyan Empire, the world is still freshly abuzz from the win of Mr. Satan in the previous year’s
26th World Martial Arts Tournament, and the 30th anniversary of The Galactic Federation’s Treaty of Universal
Protection Against Genocide. Saiyan and Changeling hostility is at an all-time low, with the two empires reaching
something that resembles a cold war, whilst the Federation brings in more planets and systems each day. You
are a student under the renowned Sensei-Sama, winner of the most, non-consecutive, world martial arts
tournaments at ten. Taking on you, and a group of other students, on to learn his greatest martial arts techniques
and secrets. But there are things going on, threats within the Federation that could bring the entire thing toppling
down, and it’s your duty to end it.

500 Billion years ago: The universe was established, and Son Goku was appointed The God of Destruction
250 Billion years ago: The Kaio-Shin develop a full organization, with their numbers appropriately filled out
100 Billion years ago: The Namekians evolved from their naturally reptillean state (Not FROM the Z-Dragons,
but a similar sort of ilk)
900 Million years ago: Namekians became linked with their spiritual-brethren The Z-Dragons to be able to
create Dragon Balls in this universe
75 Million years ago: The Cult of Nilats worked to create Majin Buu, based off of a mysterious race of creatures
they encountered in their magically-fueled travels
Later this same year: Majin Buu goes on a rampage, only to be stopped by Son Goku
Later in this set of Million Years: Majin Buu duels with The Burning Kai of The North, King Kai, and is ultimately
diffused by North Kai's Hyper-God-Fist
50 Million years ago: The Cold Kingdom finds its start as the rulers over Arcosia
45 Million years ago: The Cold Empire sells its first planet
1 Million years ago: Sensei-Sama starts his training under Son Goku
9,000 years ago: The Saiyan Civil War comes to a climax, before the race splinters into two.
8,500 years ago: The Saiyans of Planet Vegeta allign themselves with The Cold Empire
400 years ago: The current Sensei-Sama assumes his post
1972 – The Saiyans catch wind of Freeza’s intent to destroy their planet, King Vegeta rallies together every on-
planet and in-system, creating a strategic counter-force that decimates Freeza’s forces, and force the tyrant to
retreat.
1972.1 – Emboldened by their victorious defense of Planet Vegeta, King Vegeta I relays orders to all saiyans in
the universe, no more will they remain under Freeza’s and Cold’s heel, and instead become conquerors
themselves! The Saiyan Empire is formed.
1972.2 – All Saiyan Attack Pods are destroyed on-sight, if they didn’t indicate as an ally to The Cold Empire.
1973 – All-out war breaks out between the newly-formed Saiyan Empire, and The Cold Empire, over not only the
Saiyans breaking free from Freeza’s forces, as well as disputes over planets being attack, and competition for
worlds to be conquered.
1975 – The war spreads out, eventually coming upon Namek. A planet that not only had an abundance of water
and breathable air, as well as farm-able land, but mystical orbs which could grant nearly any wish. However, the
residents of the planet proved not only much more powerful than anticipated, but technologically advanced
enough to reach out to the stars and recruit allies. Planet Namek declares war on both empires.
1976 – Another set of orbs are rumored to be elsewhere in the universe, possibly the northern quadrant, a
search is launched.
1977 – The rumored planet is discovered, a small blue one in a Type S Solar-System known as Earth. A
primarily humanoid planet with other assorted species, and a high ki-potential. Scouting missions prove fruitless
from both imperial forces, as some creature, or creatures, fights them all off each time.
1977.1 – A Namekian diplomatic force approaches the planet, with peaceful intentions, warning the world of the
two-pronged invasion. Namekians, as well as the Guardian of Earth, Turra, begin to introduce Earth’s armed
forces to ki.
1977.2 – Saiyan forces begin to invade Earth, Earth’s strongest martial artists, and their greatest military forces,
rush to the planet’s aid. It feels as if it’s a losing battle, but with the aid of The Namekians, they have a chance to
survive.
1977.3 – The Saiyan Empire’s forces, at least their initial strike, are driven back by Earth’s fighters, though at a
great cost.
1978 – After nearly a year of searching, the Dragon Balls are used for the first time in nearly 300 years to
resurrect those who had fallen. Some of the returning warriors brought back powerful new ki techniques from the
individuals they met in the afterlife, providing them with a renewed degree of strength, and a better fighting
chance.
1978.1 – The Cold Empire invades, with a more dramatic force than The Saiyans had used.
1978.2 – Many aliens being immigrating to Earth, due to its accommodating environment, unique technology,
and plentiful resources.
1980 – The Saiyans return, more persistent and ready to destroy.
1980-1986 – The war rages on.
1985 – Earth’s Guardian, Turra, absorbs a number of other great Namekian warriors and sages, increasing his
power level to rival that of the two great emperors.
1986 – Turra manages to defeat both King Cold and King Vegeta I in combat, forcing the two invading forces to
retreat.
1987 – Earth and Namek officially found The Galactic Federation, and pass legislature declaring that any race
which wishes to not be under empirical tyranny is welcome in their alliance.
1988 – The Saiyan Civil War commences.
1988.1 – The Civil War rages, eventually ending the departure of a number of Saiyans to take up residence on
Earth.
1989 – Kame and Crane Senseis both found the United Martial Arts Academy of Earth. They accept any
students, and perpetuate ki training further into Earth’s society.
1992 – King Vegeta II rises to rulership of The Saiyan Empire, as his father retires due to injuries sustained in
The War of The Blue Planet.
2000 – Prince Vegeta III is Born
1990-2016 – Kame and Crane have sent a number of students to Sensei-Sama for training, particularly the ones
who either showed much promise, or knew of the enigmatic master previously.
KEY FACES
Sensei-Sama: An elderly martial artist who seems to appear, then disappear once again throughout history. He
has developed many powerful techniques, and is something akin to a sagely person. People are unsure of how
he has been able to live to become so old, but the techniques he's developed are used throughout the entire
world. He was, at one point, a teacher to Kame-Senin, and learned the Kamehameha. Since then, the man has
developed a number of versions of the turtle wave blast with his massive power. He currently has taken on
students, in order to pass on his knowledge before dying. Specifically, he has intents to pass on the Kaio Ken
and Genki Dama to two different students.

Turra: Guardian of Earth and current master of Earth's Dragonballs. He is a powerful fusion between a number
of Namekians (roughly 7, one of which was the original Namekian Guardian of Earth), and was instrumental in
fighting off both the Cold and Saiyan Empires 50 years prior to the start of the game.

Leroy Jefferson: Greatest hero of Earth, a man of mighty power and magic, this blond superman-like figure has
been banned from fighting in federation tournaments due to his seemingly impossible powers. Leroy rarely
bothers to fight with opponents who aren’t of a similar level to himself, for some reason. A student of Sensei-
Sama, he has been known to occasionally assist in the training of his former teacher’s current students.

Bushido Brown: The greatest tournament fighter in The Galactic Federation. Bushido Brown is a martial artist
of impossible ability, unmatched in terms of raw skill. His only true rival is Tundra, the Changeling Martial Lord.
Bushido Brown is notable for being able to, and having, participated in nearly every Federation Martial Arts
Tournament. His only loss was handed to him recently by Hercule, though some consider it a fluke.

King Vegeta II: The most powerful Saiyan in The Saiyan Empire, and the son of Vegeta I The Great Conqueror.
Vegeta II has presided over the empire, after having proven himself far stronger than his father, even during The
Great Conqueror’s peak. Vegeta II is the first saiyan in the universe to master the ability to transcend the Super
Saiyan transformation, and has made it mandatory for all of his highest ranking officers to train to learn this
tactic, those being successful being brought into his highest ranks.

Prince Vegeta III: The prodigy son of the current King, Prince Vegeta is regarded as something of a genius by
his peers, though lazy and coddled. The Prince hasn’t trained at all during his lifetime, and only been in a handful
of battles. After learning a few techniques from his father, Vegeta III was able to transcend the super saiyan
transformation, something he was already capable of naturally. However, following a rousing defeat on Earth,
during a simple extraction mission, something has changed about the prince’s disposition, and he has not been
seen since then.

King Cold: The ruler of the largest galactic empire in existence. A Changeling of immense power, he has
fathered two sons who delegate over half of his current territories. A jovial, but ruthless, being, King Cold has
only suffered defeat on one occasion, at the hand of the Earth’s guardians. Since then he has recovered, but it is
unknown to the general public if he is in any fighting condition.
FACTIONS
The Saiyan Empire – The majority of the Saiyans in the known universe identify as members of this faction. A
political power that was formed in retaliation to an attack from a high-lord in The Cold Empire, which had at the
time ruled over Saiyans as their masters, the Saiyans quickly spread across the universe as conquerors for
themselves, at war with the changelings and Galactic Federation. Of course, some have seceded, but it remains
a quickly growing force that is unlikely to be trumped.

The Saiyan Empire is ruled by might, and thus your position in society is based on a military hierarchy, while still
having the echoes of a monarchy system, with the highest positions being the king and his family, then followed
by elite class officers (The caste which are typically born with power levels over 100) then low class officers (The
caste which usually features children born with power levels of 100 or lower), followed by elite class infantry,
then low class infantry. The lowest social class are non and former-military, as if you don’t serve the saiyan
military, you have little use to their society, as even most of the workers in the saiyan society frequently hold a
rank of some sort, and answer to the chain of command. The generals and high-generals are generally
considered the elite of the elite (with a general never being any weaker than level 15, and a high general being
at least level 21) being second only to the royal family themselves. Succession may only be achieved by killing
the previous ruler in one-on-one combat, or by being the heir of the current ruler.

Planets under the saiyan empire will usually have some sort of outpost with saiyan soldiers to protect the planet
from other military interests, though they’re usually quite brutal and unkind to the locals. Thus, most saiyan
planets are taken under the banner of their empire for strategic points and resources, not for potential drafting,
as most planets with the potential to not stand for that manner of occupation would be more trouble than they’re
worth.

Saiyans in this universe have common personality traits among certain tiers of power. Most saiyans, the weak
ones, are simple bullies who like to fight, but also pick on those weaker than themselves. Believing that their
current level of strength was something earned, and thus should be flaunted over those who have not earned as
much power as them. Whereas those of the elite caste tend to have more diverse personalities, and depth in
their feelings and actions, these attributes are still common among the infantry ranks, and only begin to ebb
when you see them at the power level of what is appropriate to see in an officer. Among stronger saiyans, you
begin to see them fighting less for the sake of domination, and more often for the sake of strength, or simply for
fun. And aside from that, saiyans of a level appropriate for a general often develop more complex motivations to
push them even further, aside from simple combat. Certain saiyans can develop this earlier, and it’s been noted
among hybrids that they tend to behave in a more similar manner to a high-ranked officer at an even lower level
of power.

Saiyan hybrids have managed to travel all over the systems, particularly the northern galaxy, and occur with
every race that has a human-compatible means of reproduction.
Current Leader: King Vegeta II

The Galactic Federation – Formed in the original alliance of Earthlings and Namekians, the planet of plantoids
came seeking the world's help, as well as several others, in an attempt to find species that could produce
individuals with powerful chi. It mostly features humans and Nameks, but you can find all kinds in this world.
They most feverishly appose The Saiyan Empire, and The Cold Empire as well.

Federation worlds usually have some manner of embassy so that representatives from other worlds may stay
on-planet without paying for the room and board. Oftentimes, Federation soldiers will often reside in a barracks
on the site of the embassy in order to protect it. The Galactic Federation is encumbered with bureaucracy,
however, as its galactic sentate is known quite well for not being able to get much accomplished, leaving the
primary driving force to be the Federation’s military, who are known to get most of the work done. As forces are
frequently spread thin as a result of the complex necessity of modern ki-based military training, local defense is
most commonly outsourced to a private organization, much like The Red Ribbon Army, or Organics United.

Federation law has specific legislation which protects all member races, and those classified as “refugee”
citizens. Usually a refugee citizen is regarded as any member of a race wholly serving under another
government faction, specifically The Cold Empire or Saiyan Empire. All Pure-Blood Saiyans who take Federation
citizenship fall under this distinction.
Ki-use is very popular among citizens of the Federation, with Namekians having a strong natural propensity for it,
and being taught from early ages to use it, while most embassies have at least one proficient “master” to teach it,
though on Earth the tutoring of soldiers to The Galactic Federation in Ki-use is left to one of Earth’s more popular
martial arts tutors, such as The Kame and Tsuru Martial Arts Academies, The Bushido Brown Sarutobi Video
“Whoop-ass” Tutorial series, or The Satan-Style Dojo of Martial Arts Domination.
Current Leader: The Namekian Elders, The Galactic Senate, Turra Guardian of The Earth

The Cold Empire – Lead by King Cold and his family, this group have had control over much of the Northern
Universe for centuries, with many technological advances, and being the first to develop technology which could
determine the level of ki given off by others.

This empire practically dominated the known universe for the better part of a century prior to the lack of
opposition from other significant parties. Though this came to an end when Lord of The Northern Quadrant
Freeza attempted to destroy Planet Vegeta, but botched the attempt. This has caused him to be the butt of many
jokes from his peers Cooler (Lord of The West Quadrant), Tundra (Lord of The South Quadrant), and Blizx (Lord
of The East Quadrant).

Each Lord has a personal army which answers to them, but all four are obligated to answer to the call of their
King Cold in any time that he demands. Additionally Cold has his own personal Kingsguard that he maintains by
absorbing his subordinates elite soldiers. In recent years Cold has been something of a shut-in since his defeat
at the hands of Leroy Jefferson and Turra in a group battle between himself, the pair, and King Vegeta I on
Earth’s moon.

Soldiers in The Cold Empire are often equipped with ki blasters, as ki use training isn’t considered a popular
practice, due to its lengthy process, many fly through artificial anti-grav generators housed in their armor. Those
who are able to use ki naturally are the ones who most often develop it, and rise in ranks more quickly than
others, usually earning the distinction of “Mutants” excepting any Arcosian (Changeling) who have a particularly
potent propensity towards being able to manipulate their ki, and do so to great affect. Each Lord also has their
own elite squadron that they call in for the most difficult and dangerous missions.

The Lords and their Elite Squads:


Freeza (The Ginyu Force) – The most sadistic and bratty of the Quadrant Lords. Freeza has a very strong
natural talent (a level 21 without training!) he stands on the soldiers of a Saiyan High-General, and can destroy
massive planets with little effort. However, when he encounters a foe of a similar power level, Freeza quickly
grows angry, and will not only fight dirty, but attempt downright suicidal strategies to finish off these foes before
they can embarrass him further. Only having ever been handed defeat by the likes of his own father, though,
Freeza is quite arrogant, and regards most others as little more than bugs on his boot….. That is if he wore
them. The Ginyu Force are a group of powerful mutants collected from across the four quadrants with unique, or
otherwise outstanding, abilities and powers. They answer to the eccentric Captain Ginyu who has a penchant for
dance, and dynamic poses.

Cooler (Cooler’s Armored Squadron) – Cooler is a much more mature, and potentially powerful, counterpart to
Freeza. Older, Cooler is disgusted by how his little brother has been coddled for so long, and wishes to see his
little brother brought down a peg or two at any opportunity. Cooler is not only more powerful in terms of raw ki,
thanks in part to his ability to transform more times than the younger changeling, but is also a more skilled and
sophisticated fighter due to having actually trained under King Cold. However, he doesn’t serve as a much more
impressive foe than his younger brother (a level 22/23 at best, if not a more powerful 21 build) and comes
nowhere close to Freeza in terms of raw talent, having to have trained casually to get to his current level. The
Cooler’s Armored Squadron are comparable to Freeza’s Elite forces, though are fewer in number, as Cooler
feels he doesn’t need to hide behind as many soldiers as his “baby brother”. Quite similar to The Ginyu Force in
many regards, Salza has actually had to fight on Ginyu’s level in order to get the position in Cooler’s Squadron.
Blizx (The Deep Freezes) – Blizx is a xenophobic cyborg who has undergone significant reconstructive surgery
and enhancement so that he could crush others under his foot. By far the weakest of the Quadrant Lords, it is
primarily thanks to his artificial upgrades that the Cold Empire has afforded him. Blizx is able to destroy a planet
roughly as large as Mars at his most powerful, but serves as a more potent threat due to his host of cheap tricks
and attacks used to make himself seem more powerful, as well as artificial enhancements held within his
cybernetic upgrades to get brief, but overwhelming, bursts of raw power.
Tundra (The Doggo Patrol!) – Tundra is a noble and powerful Arcosian, favoring martial combat over all others.
Though he is the strongest of the four, his primary feat of note has been destroying a planet roughly the size of
Jupiter with a single punch. Tundra only has one transformation, however, only recently discovering that the
genetic anomaly among the Arcosian royals which allows it exists in his genealogy. As such, this is even more
remarkable due to Tundra’s already overwhelming power without it. He has been the only known member of The
Lords to successfully injure King Cold when he was fighting seriously. Tundra uses a host of martial tactics he’s
picked up from across the galaxy, and weapons of nearly endless make. Tundra has no interest in galactic
domination, and has simply earned the title of Lord as it’s one that invites challenge, occasionally from a
powerful opponent. Tundra’s elite squadron is The Doggo Patrol, a group of martial artists who scour the known
universe in search of opponents for their master. And sometimes, in promise of being good boys, they’ve been
known to undertake missions for Tundra.

The Red Ribbon Army – Currently lead by Professor T, the original incarnation of The Red Ribbon Army was
dissolved some time ago. This Red Ribbon Army is an outsource to The Earth’s branch of The Galactic
Federation’s military. It provides cheaper, albeit non-ki-trained, soldiers, but also android defenders which can
simulate ki, though they lack the higher functions that a warrior needs to be an effective threat against a skilled
warrior. However, there are current dabblings into cybernetic warriors that could hasten the progress of a person
who can already use their ki exponentially. Professor U is secretly [SPOILERS REDACTED FOR COMPLETION
OF RED RIBBON ARMY ARC] and has most recently begun to work on a project that would allow him to
combine pre-compatible cyborgs into a hyper-cyborg. There is significant tension between the RRA and the
corporation Organics United, who has been not only leading espionage missions into The RRA’s research
facilities, but been accused of outright attacking The Army’s outposts to undermine their integrity.

Organics United – A privately-owned corporate organization which is owned by Donnie Dolson. It specializes in
producing organic lifeforms based on the designs that have been purchased privately from The Saiyan Imperial
Military in order to create a line of Saibamen Supersoldiers. Currently, it creates a wide degree of models that
can be parked as high as level 20. However, recently there has been work on a truly powerful species known as
“Modular Saibamen” which grow and develop like any other sentient, something which standard models aren’t
usually able to accomplish, given their being programmed with information.

The Saiyan Galactic Defense Squadron – Contrary to the name, this actually represents a minority in the
universal Saiyan population. Members of this faction often reside in personal ships, or on planet New Sadala. In
the Southern and Western quadrants of the known universe, Saiyans are perceived as great heroes who can
bring a stop to any tyrant, having topped a number of planet-wide threats. However, despite their more just
actions, those who are aware of both The Saiyan Empire, and this Squadron, will acknowledge that, on average,
Imperial Saiyans tend to be more powerful.

KAIS IN THIS UNIVERSE


The Supreme Kai of The Universe – Artorious (A mystic warrior who, counter to his linked God of Destruction,
detests fighting. As far as fighting goes, he is considered unimpressive on a multiversal scale, only being able to
just match King Cold in pure fisticuffs, but this is offset by his magical prowess, allowing him to keep up with
weaker Gods of Destruction for a brief time.)

The Supreme Kai’s Apprentice – Thorin (A young and brash shin who believes in what’s doing right and just.
This juxtaposed to Artorious, who believes in impartiality and peaceful resolution. Thorin is currently training to
become Universe 13’s Supreme Kai successor, though in his eagerness, he’ll gladly take any position that
comes along. Thorin is a powerful warrior in terms of combat, who favors lightning-based attacks, and has been
known to project his chi into various energy-maces.)

The Four Quadrential Kais and The Grand Kai:

Grand Kai – Vollus (An old warrior who is considered the greatest of the shin to not be born of the golden fruit.
A mystic and a swordsman, Vollus studies the techniques of warriors from other dimensions, having even
learned how to call upon the soul which resides in his blade, bringing about even greater power.)
North Kai – Taius (A martial artist who was said to be trained by the god of destruction himself. Taius is an
eager warrior who enjoys fighting, though has short patience for his students. Reputed among kais as a great
fighter, it’s said that his fists will catch fire without even the assistance of his chi.)

East Kai – Pannai (A psionic kai with the ability to bend opponents to his will with a mere thought. Generally
friendly and personable, Pannai is known as a master manipulator, and rarely actually utilizes his psychic powers
to get what he wants. Most of his students are trained in rudimentary mind powers, but often times Pannai will
attempt to emphasize his student’s existing abilities.)

West Kai – Xavius (The elder sister of Chronoa, Supreme Kai of Time, Xavius is a mystic swordswoman who
studied under Vollus, having similar powers. When utilizing her full powers, she is able to manipulate the very
flow of time itself.)

South Kai – Dallia (The Kai who is known as the physically strongest among them. Standing a full head and
shoulders taller than the next-tallest of the kais, Taius, she is a boisterous woman who treats her students like
her children. Often her training focuses on conditioning.)
Godly Ki
Godly Ki is a state that your ki eventually reaches when it becomes pressurized to the point of becoming like that
of a god's. This can be achieved one of two ways:

-Having so much Ki in your pool that it spills out at such a desired pressure

-Being able to control and focus your ki to the point that it reaches this level of efficiency and pressure

In order to achieve the former, your ki must exceed 500,000, thus resulting in the character's ki becoming so
dense and powerful that when it releases from their body it becomes that high pressure level needed to function
like godly ki.

For the latter, a character must take a swift action to focus their ki, making a concentration check DC 50+5 for
each 10,000 below 500,000 ki your character has. When this check is succeeded, their ki becomes pressurized
for the remaining duration of the encounter.

Via either of these methods, your character's ki will depressurize at a certain point (at 50% the former method
simply ceases to work, and at 75%, 50%, 25% the latter has to make the check again with the new modifiers
inflicted by their current ki). Via this method, Godly Ki Pressure may also be maintained by making this check
every 8 hours.

Upon achieving the pressure necessary to have Godly Ki activate, the character now spends their ki on a 1:2
ratio (stacking with identical and similar effects to 1:4). When this pressure is met through either method,
something fundamentally changes about the nature of it, making your require a special feat to even be able to
sense it, when achieved by means of control. Characters who gained this powerful ki by simply front-loading still
cannot sense the ki of other deities.

NOTE: A character with The Super Saiyan God feat, who is benefiting from the pseudo-transformation it grants,
is always treated as having godly ki pressure, as per the concentration method, regardless of the amount of ki,
and without needing to make a second check. Losing ki does not prompt you to have to re-check for pressure.
NOTE 2: A character with Godly Ki Pressure is 1 higher reiatsu category, and gain +1 to their sliding scale
according to the variant from quintessential dragon ball.
GODLY KI [EPIC, KI]
Prerequisites: Level 21+ or Kaio-Shin, 20,000+ Ki, Oceanic Spirit Power
Special: The character must be able to maintain a state of Godly Ki without stop for a year, without taking it
easy. You must either be training or fighting at least once a day nearly every day of the year. There's no point in
this method of maintaining your ki's pressure if you don't push yourself during the training.
Benefit: Your character now benefits from Godly Ki at all times, their training and conditioning have allowed them
to reach the point where they no longer need to constantly focus, or keep their reserves topped up, in order to
achieve the power pressure that comes with a god's ki. As such, you can still elect to have your ki behave
normally, but then it can be sensed normally as well.

GODLY KI SENSE [EPIC, KI]


Prerequisites: Ki Sense, Sense Motive 24+ Ranks, Godly Ki
Benefit: Godly Ki cannot normally be sensed, with this feature the character is able to sense those who have
Godly Ki. One doesn't need to have their Ki use the Godly pressure in order to sense godly ki with this feature.

GODLY SAIYAN [EPIC, SAIYAN]


Prerequisites: Saiyan, Godly Ki
Benefit: When using any Saiyan transformation, your ki increase is improved by a step ex. x1.5 -> x2. This
counts as a Ki Feat

GODLY HUMAN [EPIC, KI USING HUMAN


Prerequisites: Ki-Using Human, Godly Ki
Benefit: A Ki-Using Human's ki, when they've achieved this godly level of power, are able to passively
regenerate their energy faster than normal. Each round, a Ki-Using Human recovers a number of ki points equal
to their Wisdom Modifier. They cannot regenerate Temporary Ki gained this way, and may only recover up to
their maximum. This counts as a Ki Feat

GODLY NAMEKIAN [EPIC, NAMEKSEIJIN]


Prerequisites: Namekian, Godly Ki
Benefit: A Godly Namekian is treated as having taken their Mystic Attack and Namekian Growth feats the
maximum number of times they can at their current level. Of either has already been taken a maximum number
of times, then for the purposes of these feats they are treated as having taken the feat up to 1/2 their level
number of times. This counts as a Ki Feat

GODLY CHANGELING [EPIC, CHANGELING]


Prerequisites: Changeling, Godly Ki
Benefit: Select a special attack the character has, increase the number of points that may be spent to create it
by 1.5x. The version of the special attack enhanced by this feat is treated as its own special attack, this allowing
the original version to remain in use. The number of times options are able to be taken when constructing this
special attack are also increased by 1.5x, as well as any abilities (such as genius ki or ki conservation) that
would otherwise affect the ki points spend-able on the attack. This counts as a Ki Feat
Special: This feature must be selected multiple times, but each time must be applied to a different special
attack.
God of Destruction
You have taken one of the highest stations in this universe, you have been declared a Kaio of Destruction. Your
job? To sow destruction and death to make way for creation and life, so that it may make way for more of your
destruction.

Prerequisites:
Feats: Special Attack, Ultimate Attack, Godly Ki
Skills: 24+ Ranks All attack skills, 24+ Ranks Intimidate
Special: Have been selected, and undergone 3 years, of preliminary training by this universe's Angelic
Attendant, before the attendant formally gives you the title.

Note: All feats in this PrP are Reiatsu feats

1 – DIVINE STATUS [PRESTIGE]


You are officially a God of Destruction, all of your attacks now deal divine damage. You are automatically placed
at an 8 level on the sliding scale, on the higher end.

2 - Bonus Feat and Special Attack Feat

3 – TRAINING OF THE GODS [PRESTIGE]


Your attendant's training becomes more intense, you gain an inherent bonus of +1 per 5 character levels you
have to all checks. Additionally, all transformations and releases you activate improve their reiatsu modifier by .
5x (Changeling transformations add 1 itteration of this per tier to their transformations for multiplying). Your ki is
permanently doubled.

4 - Bonus Feat and Special Attack Feat

5 – DESTRUCTION'S WAKE [PRESTIGE]


The culmination of your destructive powers. You gain the Destruction' Wake special attack which builds as
follows:
• Destruction's Wake
• Ranged Shot
• Burst
• Burst
• Burst
• 1 Point of Mega-Damage Per user's level
• May only be fired at non-living objects, or planets
This attack may be fired 1 time per day, per 4 character levels.
NOTE: Mega-Damage deals 1,000 points per damage per point of Mega-Damage
The following people are responsible for the creation of this book, or the creation/inspiration of this system.

Tite Kubo: Writer and Illustrator of the Bleach Manga

Draxredd: This is the guy that created the Classless Bleach d20 system

Dionon: This is Me. I was responsible for formatting and editing. This is the first book that I am not 90%
responsible for writing. I also was involved with playtesting.

Maddwaffles: The pen to this volume. Congratulations to the first non Dio-Release going to one of our second
crop of developers.

Google: For having wonderful images to borrow.

The Hypertext D20 SRD (Open Gaming Licence)

Peter Kisner for the classless d20 inspiration

Special Snowflake, Tummy: Playtesting content.

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