TEXT: The Essential Dragonball
  A Supplement to “The Complete Dragonball”
   
  *Warning: Most content in this book is fan stuff from a game ran by me 5 years ago called the Accidental Super Saiyajin.
  
  Forward
  What is the Essential Dragonball you might ask? Didn't I cover everything in my first book, The Complete 
  Dragonball? No. No I didn't. Firstly I didn't include items, because we're using a new type of item, powered by 
  Action Dice, that hasn't been implemented yet. They will be included in this book. Also, this book will include fan 
  fiction things from personal games that I've run in the Talsorian system including 3 new Levels of Super Saiyajin, 
  Three new Epic level Prestige Paths (Student of Overkai, Student of Underkai, Thrall of Satan), Example 
  characters such as Majin Buu and Dende, And other things that I'm going to think of on the way through this 
  book. Most of the new material comes from a game I ran called The Accidental Super Saiyajin. As always hold 
  on to your hats, it's going to be a bumpy ride.
  The Accidental Super Saiyajin was a fun game with a lot of really funny and tragic moments. The party met new 
  characters along the way and got to experience adventure and love as only Dragonball can do it. It began when 
  the party was rudely teleported to the DBZ universe from ours. The reason so many things exist, and why they 
  aren't human, is because they were teleported through Goku and Vegeta on a genetic level, thus gaining 
  Saiyajin DNA. In fact, the Saiyajin DNA was so powerful, it took over as their main DNA sequence. They weren't 
  half saiyajins, they were full saiyajins. The crux of the first campaign was that there was another universe out 
  there (Universe C) where Goku never hit his head, became the evil Kakarot and forced the humans to create 
  inter-dimensional technology after he'd conquered his entire universe. The party eventually rebuffed the attack, 
  and went on to another campaign set in the same universe where Satan and his Hell decided that they wanted to 
  be the dominant hell once again, and invaded the world of the living for a new base of operations and the 
  afterlife for their position there. They rebuffed this attack as well, but not after a lot of trouble.
  Many things happened in that campaign. The party discovered a new true Super Saiyajin level, and two more 
  levels of Oozaru. (For reference of what I mean by that, it is my belief that Super Saiyajin 4 was merely Goku 
  pushing Oozaru Beyond Super Saiyajin. That means that if there is a Super Saiyajin 3, it should be able to push 
  Oozaru to that level as well, and when I invented True Super Saiyajin 4, another level was created, Super 
  Saiyajin 6.) They travelled to alternate universes to search for allies. They died and trained under the kaios. They 
  fought villains such as Super Saiyajin Radditz, Super Saiyajin Nappa, Super Saiyajin 4 Turles (Not TSSJ4), and 
  finally Kakarot himself, who learned just as well as Goku does, and had that natural aptitude for fighting. They 
  fought demons and fallen angels, and finally, the last big boss of the campaign as far as I'm concerned Satan 
  himself. 
  But they persevered. Through everything I put them through, they did everything that was needed to win the day. 
  Yes they lost members, people died, people were born, several of the party got married and had children of their 
  own to train to take up the mantle of Defenders of the Earth. One party member married Android 18 from 
  Universe C who made up the final line of defense the Humans Rebels had mustered against Kakarot. One party 
  member actually wound up marrying Underkai, the ruler of my DBZ universe's Hell, who was surprisingly a good 
  person, she just ruled a bad place.
  This book is full of what happened in those times, and honestly a few inside jokes (Like the pictures for Overkai 
  and Underkai). In the end, it's all about having fun around the table.
  
  Racial Feats
  Saiyajin
  TRUE SUPER SAIYAJIN 4 [EPIC, SAIYAJIN]
  Beyond Super Saiyajin 3 is the true legendary True Super Saiyajin 4. Your hair becomes straight up spikey 
  regardless of your hair style, and your muscle mass becomes leaner instead of bulkier.
  Prerequisites: Saiyajin, Super Saiyajin, Beyond Super Saiyajin or Legendary Super Saiyajin, Super Saiyajin 3 
  or Legendary Super Saiyajin 3, 30+ Constitution, 5,000 Power Level
  Benefits: You may push yourself to the true state of Super Saiyajin perfection, achieving true Super Saiyajin 4. 
  This form, which lasts for one round per level and may be spread amongst multiple uses, must be activated from 
  Super Saiyajin 3 as a standard action. It multiplies your original Power Level and Physical Statistics by three. If 
  you entered this form from Legendary Super Saiyajin 3, multiply your Power Level and Original Physical 
  Statistics by three and one half instead of three.
  Special: This counts as a Ki Feat
  SUPER SAIYAJIN 5 [EPIC, SAIYAJIN]
  By pushing your Oozaru form to Super Saiyajin 3, you 
  become even more powerful.
  Prerequisites: Saiyajin, Constitution 30+, 6,000+ Power 
  Level, Super Saiyajin, Beyond Super Saiyajin or 
  Legendary Super Saiyajin, Super Saiyajin 3 or Legendary 
  Super Saiyajin 3, Golden Oozaru, Super Saiyajin 4
  Benefit: You may now push your Oozaru form to Super 
  Saiyajin 3, becoming a Super Saiyajin 5. Add up the 
  bonuses you gained from Super Saiyajin 3 and Oozaru 
  and distribute them evenly amongst your Strength, 
  Dexterity and Constitution (Round Up). Then add a bonus 
  to all statistics besides Intelligence equal to one fifth your 
  level and instead of multiplying your Power Level by two 
  and a half, multiply it by five. Super Saiyajin 5 lasts as 
  long as your Super Saiyajin 3 timer.
  Special: This counts as a Ki Feat
  SUPER SAIYAJIN 6 [EPIC, SAIYAJIN]
  You can push your Oozaru Form into True Super Saiyajin 
  4, thus becoming one of the most powerful beings in the 
  universe.
  Prerequisites: Saiyajin, Constitution 30+, 7,500+ Power 
  Level, Super Saiyajin, Beyond Super Saiyajin or 
  Legendary Super Saiyajin, Super Saiyajin 3 or Legendary 
  Super Saiyajin 3, True Super Saiyajin 4, Golden Oozaru, 
  Super Saiyajin 4, Super Saiyajin 5
  Benefits: You may now push your Oozaru form to True 
  Super Saiyajin 4 becoming a Super Saiyajin 6. Add up 
  the bonuses you gained from True Super Saiyajin 4 and 
  Oozaru and distribute them evenly amongst your 
  Strength, Dexterity and Constitution (Round Up). Then 
  add a bonus to all statistics besides Intelligence equal to 
  one fifth your level and instead of multiplying your Power 
  Level by three, multiply it by five and a half.. Super 
  Saiyajin 6 lasts as long as your True Super Saiyajin 4 
  Timer.
  Special: This counts as a Ki Feat
  
  MOONLIT MIND [EPIC, SAIYAJIN]
  Prerequisites: Saiyajin, Super Saiyajin 4
  Benefits: You may now enter Super Saiyajin 4, 5 or 6 without there being bluntz waves present. You do not have 
  to go through Golden Oozaru to get there either, you may just go Super Saiyajin 4, 5, or 6.
  IMPROVED SAIYAJIN [SAIYAJIN, KI]
  By training enough in Super Saiyajin, you can reap some benefits of it outside of that form.
  Prerequisites: Saiyajin, Super Saiyajin, 3,000+ Power Level
  Benefit: While outside of Super Saiyajin, you may activate this feat as a swift action. You gain half the benefits 
  of one of your Super Saiyajin states. This must be the Super Saiyajin state that is 2 lower than your highest 
  Super Saiyajin state. (So if you had Super Saiyajin 3, you could benefit from Super Saiyajin 1 or Natural Born 
  Super Saiyajin. If you had True Super Saiyajin 4, you could maintain one half of Beyond Super Saiyajin's bonus). 
  If you only have Super Saiyajin or Beyond Super Saiyajin, you gain one quarter the benefits of your lowest Super 
  Saiyajin State. This power up lasts till the encounter ends and can be used a number of times per day equal to 1 
  + Constitution Modifier. You can only use this powerup with Super Saiyajin, Beyond Super Saiyajin, Super 
  Saiyajin 3 and True Super Saiyajin 4 (Or the Legendary versions of each).
  
  Nameksei-Jin
  SUPER NAMEKSEI-JIN [EPIC, NAMEK]
  When a Namek becomes of sufficient power, they can force themselves into an overdrive that forces most of 
  their blood to the surface turning them a purple hue
  Prerequisite: Namek, Namek Fusion, Multifusion, Must be fused with at least 2 Nameks, 3,000+ Power Level
  Benefit: Once per day per level for an entire encounter, you may as a move action, push yourself into Super 
  Nameksei-jin. This doubles all your statistic modifiers and doubles your Power Level. You may become a Super 
  Nameksei-jin while you are in a Mystic Power up.
  Special: This counts as a Ki Feat
  SECONDARY SUPER NAMEKSEI-JIN [EPIC, NAMEK]
  Even more powerful than a Super Nameksei-jin is the power of their secondary form. 
  Prerequisites: Namek, Namek Fusion, Multifusion, Super Nameksei-jin, Must be fused with at least 2 Nameks, 
  4,500+ Power Level
  Benefit: When you enter Super Nameksei-Jin, you may choose to activate this power as a free action. Should 
  you do so, triple your Statistic Modifiers instead of doubling them, and triple your power level instead of doubling 
  it. Doing this reduces your Super Nameksei-jin Timer to one minute per level + constitution modifier.
  Special: This counts as a Ki Feat
  TERTIARY SUPER NAMEKSEI-JIN [EPIC, NAMEK]
  Prerequisites: Namek, Namek Fusion, Multifusion, Super Nameksei-jin, Secondary Super Nameksei-jin, Must 
  be fused with at least 2 Nameks, 6,000 Power Level
  Benefit: When you enter Super Nameksei-Jin, you may choose to activate this power as a move action. Should 
  you do, quadruple your Statistic Modifiers instead of doubling them, and quadruple your power level instead of 
  doubling it. Doing this reduces your Super Nameksei-jin timer to one round per level + original constitution 
  modifier.
  Special: This counts as a Ki feat.
  PERSONALITY SPLIT [NAMEK, SOUL]
  When a namekian reaches a certain state of enlightenment, they may split off all evil in their souls
  Prerequisites: Namek, 500+ Power Level
  Benefit: You may purge yourself of any of the following allegiances: Evil, Power, Self and create a duplicate of 
  yourself with these allegiances (Not necessarily in that order however). For Example, The Unnamed Namek had 
  the allegiances Good, Evil, Power. When he split into Kami and Piccolo Daimio, Kami lost Evil and Power and 
  Piccolo Daimio gained them. Kami was left with the Good allegiance, and took up Earth and Peace as his other 
  two allegiances. You may pick new allegiances as a result of this feat. Your other half is now a separate 
  character with their own goals, and ability to power up. If you have Namekian Fusion, the being you split off 
  counts as another Namek for that feat and Multifusion.
  
  Shin-Jin
  PERSONALITY DISORDER [SHIN, KI]
  Prerequisites: Shin-Jin
  Benefit: You automatically win control over the being that you willingly fuse with. You give 5 Negative Levels to 
  any Majin that absobs you, and turn them into a child-like intellect for better or worse (Intelligence 6)
  MYSTIC SHIN [SHIN, KI]
  Prerequisites: Shin, 500+ Power Level
  Benefit: You may activate a lesser version of the Mystic Power up. Once per day per level, you may activate 
  Mystic Shin as a standard action. If you do, multiply your Strength, Dexterity and Constitution and Power Level 
  by one and a half. This change lasts for the remainder of the encounter, but shuts off if you are knocked 
  unconscious, killed or fall asleep.
  ULTIMATE MYSTIC SHIN [SHIN, KI]
  Prerequisites: Shin, Mystic Shin, 2,500 Power Level
  Benefit: You may activate this as a standard action while in your Mystic Shin state. Once activated multiply your 
  physical statistics and Power Level by two. This lasts for a number of minutes per day equal to your Level + 
  original Constitution Modifier. This may be spread among multiple uses.
  TRUE ULTIMATE MYSTIC SHIN [EPIC, SHIN]
  Prerequisites: Shin, 30+ Constitution, Mystic Shin, Ultimate Mystic Shin, 3,000+ Power Level
  Benefit: You may activate this as a full-round action while you are in your Ultimate Mystic Shin state. Once 
  activated, multiply your physical statistics and Power Level by two and a half. This lasts for a number of rounds 
  equal to your Level + Original Constitution modifier per day, and may be spread among multiple uses.
  Special: This feat counts as a Ki Feat
  EXTENDED SHIN [EPIC, SHIN]
  Prerequisites: Shin, Ultimate True Mystic Shin
  Benefit: Your timers for your transformations move up one rank (Encounter becomes At Will, Minutes Per Level 
  + Original Constitution Modifier becomes Once Per Level for an entire encounter, Rounds Becomes Minutes)
  SWIFT MYSTIC SHIN [SHIN, KI]
  Prerequisites: Shin, Mystic Shin
  Benefits: You may enter Mystic Shin as an immediate action.
  
  Majin
  WONDER MAJIN [MAJIN, KI]
  Prerequisites: Majin, 500+ Power Level
  Benefit: Once per day per level you may allow your inner rage to explode outward and become, a wonder majin. 
  Becoming a Wonder Majin is a standard action and lasts for the remainder of the encounter. While you are a 
  Wonder Majin, multiply your Strength, Dexterity, Constitution and Power Level by one and a half. Wonder Majin 
  ends if you are knocked unconscious or killed.
  MEGA WONDER MAJIN [MAJIN, KI]
  Prerequisites: Majin, Wonder Majin, 25+ Constitution, 2,500+ Power Level
  Benefit: You may activate this as a standard action while in your Wonder Majin state. Once activated multiply 
  your physical statistics and Power Level by two. This lasts for a number of minutes per day equal to your Level + 
  original Constitution Modifier. This may be spread among multiple uses.
  SUPREME WONDER MAJIN [EPIC, MAJIN]
  Prerequisites: Majin, 30+ Constitution, Wonder Majin, Mega Wonder Majin, 3,000+ Power Level
  Benefit: You may activate this as a full-round action while you are in your Mega Wonder Majin state. Once 
  activated, multiply your physical statistics and Power Level by two and a half. This lasts for a number of rounds 
  equal to your Level + Original Constitution modifier per day, and may be spread among multiple uses.
  Special: This feat counts as a Ki Feat
  EPIC WONDER MAJIN [EPIC, MAJIN]
  Prerequisites: Majin, 30+ Constitution, Wonder Majin, Mega Wonder Majin, 4,500+ Power Level
  Benefits: You may activate this feat as a standard action from Supreme Wonder Majin. Once activated multiply 
  your physical statistics and power level by three. This lasts for a number of rounds per level, and may be spread 
  among multiple uses.
  Special: This counts as a Ki Feat.
  EXTENDED WONDER MAJIN [EPIC, SHIN]
  Prerequisites: Majin, Supreme Wonder Majin
  Benefit: Your timers for your transformations move up one rank (Encounter becomes At Will, Minutes Per Level 
  + Original Constitution Modifier becomes Once Per Level for an entire encounter, Rounds Becomes Minutes)
  SWIFT WONDER MAJIN [SHIN, KI]
  Prerequisites: Majin, Wonder Majin
  Benefits: You may enter Wonder Majin as an immediate action.
  
  Feats for the Dragonball Character
  KI TELEPATHY [KI, SOUL]
  Prerequisites: Ki Infused Race or Ki Infused, 500+ Power Level
  Benefit: You gain Telepathy with any creature on the same plane as you as long as you know who they are and 
  approximately where they are in the universe. (For Example, Piccolo has communicated with Moori on New 
  Namek because he knew who Moori was, and that Moori was somewhere on New Namek.)
  INTERDIMENSIONAL KI TELEPATHY [KI, SOUL]
  Prerequisites: Ki Infused Race or Ki Infused, 750+ Power Level, Telepathy
  Benefits: Your telepathy now spreads across planar boundries allowing you to contact those even in the other 
  world as long as you know approximately where they are (Hell, Heaven, Snake Way or one of the Kaio Worlds. 
  Possibly Soul Society or Hueco Mundo if you are running a crossover game. The Oni Courts if you are including 
  the Nobunaga book, etc)
  VACUUM BARRIER [KI, SOUL]
  Prerequisites: Ki Infused Race or Ki Infused, 1,000 Power Level or more, Ki Barrier Ki Ability
  Benefits: By expending 130 Power Level you can create a barrier that allows you to survive in a vacuum. This 
  must be done as an immediate action upon entering a vacuum, and remains in place until you leave said 
  vacuum. You also gain the benefits of either Ki Barrier or Strong Ki Barrier if you have it.
  KI CONSERVATION [KI, SOUL]
  Prerequisites: Ki Infused Race or Ki Infused, 1 Ki Ability
  Benefit: Reduce the cost of all ki abilities you possess by 10 Power Level (Minimum 10 Power Level)
  Special: This may be taken up to 4 additional times. Each time it is taken reduce the cost by a further 5 (Min 10).
  INSTANT TRANSMISSION [KI, SOUL]
  Prerequisites: Ki Infused Race or Ki Infused, Zanzuken 10+ Ranks
  Benefit: You may, for 100 Power Level, choose to travel miles instead of feet when making a Zanzuken check. 
  (So if you may, for 100 power level, choose to go 30 miles instead of 30 feet with a 12 Zanzuken DC).
  Special: You may take this feat multiple times. Each time you do, increase the distance you can travel by a 
  factor of 10 (So the second time you take this feet, you travel 300 miles for a 12 DC, the third time you take this 
  you can travel 3000 miles for a 12 DC, etc). You must still choose what distance you are traveling before you roll. 
  Increase the cost for choosing to go in multiples by 100 per iteration of this feat. (IE If you choose to use the third 
  iteration of this feat, it would cost you 300 Power Level)
  INTERSTELLAR INSTANT TRANSMISSION [EPIC, KI]
  Prerequisites: Ki Infused Race or Ki Infused, Zanzuken 24+ Ranks, Instant Transmission
  Benefits: You may now choose to travel Light Years instead of miles with your Instant Transmission. This does 
  not allow you to survive in a vacuum by itself, but you are moving so fast, most times a vacuum won't have time 
  to affect you. You may, at any time, choose to travel less than a light year (Such as to the next planet over) for a 
  DC 10 Zanzuken check.
  Special: You may take this feat multiple times. Each time you do multiply the distance you can choose to travel 
  by 10. (So taking this twice, you can choose to go 10s of light years instead of 1s of light years. Taking this three 
  times lets you go 100s of light years, etc). Increase the cost for choosing to go in multiples by 100 per iteration of 
  this feat. (IE If you choose to use the third iteration of this feat, it would cost you 300 Power Level)
  SPONTANEOUS SPECIAL ATTACK [EPIC, KI]
  Prerequisite: Ki Infused Race or Ki Infused, Special Attack, Spellcraft 24+ Ranks
  Benefits: When you choose Special Attack as a feat for making an original attack (Not improving on one you 
  already have), you may save the points you gained and not build a Special Attack right away. You may, at any 
  time after selecting Special Attack, make a DC 40 Spellcraft Check to write your Special Attack in the middle of a 
  fight, or any time after taking this feat. Once you make your new Special Attack it is permanent.
  
  IMPROVED KAIO-KEN [KI, SOUL]
  Prerequisites: Kaioken, Sense Motive 18+ Ranks
  Benefit: Reduce the damage you would take from any Kaioken you perform by 4d6.
  Special: This may be taken multiple times to increase the reduction by another 4d6
  IMPROVED GENKI DAMA [EPIC, KI]
  Prerequisites: Genki-Dama, Sense Motive 29+ Ranks
  Benefits: The Genki-Dama now does damage at a rate of 3d6 per full-round spent charging it. In addition, you 
  gain the additional option of adding your own energy to the Genki-Dama, even after it's fired. For each 500 
  Power Level you donate to your own Genki-Dama, add 2d6 damage to the stack. Adding damage in this way is a 
  free action which must be made either while charging, or after it has been thrown. 
  INTERDIMENSIONAL INSTANT TRANSMISSION [EPIC, KI]
  Prerequisites: Ki Infused Race or Ki Infused, Zanzuken 24+ Ranks, Instant Transmission, Interstellar Instant 
  Transmission
  Benefits: Once per day, you may break the planar boundaries with your Instant Transmission. You may use your 
  Instant Transmission as the plane shift spell. You can bring along one person per level and can arrive accurately 
  with a successful Sense Motive check with a DC of 30.
  Special: You may take this feat multiple times. Each time you do add one to the number of times you can use 
  this feat per day.
  I CAN FEEL THE OTHER SIDE [KI, SOUL]
  Prerequisites: Sense Motive 15+ Ranks, Superior Reiatsu Sensing
  Benefit: Your Sensing becomes one spirit mile per number of the check result (IE If you got a 12 check result, 
  you could sense beings on the moon from Earth sensing in around 264,000 miles.)
  EXTRA COMBAT ROLL [GENERAL, COMBAT]
  Prerequisites: Combat Roll
  Benefit: You may use Combat Roll 2 more times per combat
  Special: This may be taken multiple times. Each time it is taken add 2 to the number of times you can use 
  Combat Roll
  EXTRA MARTIAL MASTERY [GENERAL, COMBAT]
  Prerequisites: Martial Mastery
  Benefit: You may use Martial Mastery 2 more times per combat
  Special: This may be taken multiple times. Each time it is taken add 2 to the number of times you can use 
  Martial Mastery.
  SWIFT GENKI DAMA [EPIC, KI]
  Prerequisites: Genki Damage, Improved Genki Dama, Sense Motive 29+ Ranks
  Benefit: Charging your Genki Dama becomes easier for you. All the times move up one step. 10 rounds 
  becomes one full round, 20 rounds becomes 10 full-rounds, 30 full rounds becomes 20 full rounds and 40 full 
  rounds becomes 30 full rounds. You still deal the same damage with your Genki Dama as if you didn't have this 
  feat, only the speed of the Genki Dama has changed.
  SAIYAJIN HERITAGE [BASE, GENERAL]
  Prerequisites: Oldblood (Saiyajin), 1st Level Only
  Benefit: You gain a Saiyajin Tail. This gives you the following abilities: Oozaru and the Tail Weakness. You also 
  gain the scent quality. 
  NAMEK HERITAGE [BASE, GENERAL]
  Prerequisites: Oldblood (Namek), 1st Level Only
  Benefit: You gain a +10 racial bonus to Listen Checks. You also gain the Nameksei-jin Weakness to whistling as 
  long as you are not deaf.
  CHANGELING HERITAGE [BASE, GENERAL]
  Prerequisites: Oldblood (Changeling), 1st Level Only
  Benefit: You gain the ability to survive in a vacuum. This counts as a Ki Feat.
  
  MAJIN HERITAGE [BASE, GENERAL]
  Prerequisites: Oldblood (Majin), 1st Level Only
  Benefits: You do not age, and this feat counts as 2 Ki Feats.
  SHIN HERITAGE [BASE, GENERAL]
  Prerequisites: Oldblood (Shin), 1st Level Only
  Benefits: Regardless of your race, you can use Skills, except Escape Artist, as a Shinigami. This feat counts as 
  a Ki Feat.
  BULK UP [GENERAL, KI]
  Prerequisite: 18+ Constitution, 100+ Power Level
  Benefit: You gain the ability to bulk up your body in to increase your power. You may activate this Bulk Up as a 
  full-round action and it lasts for 3+ Constitution Modifier rounds. You act as if you have gained a size category for 
  all positive effects while bulked up, and this feat counts as three ki feats instead of one while the Bulk Up is 
  active. You are fatigued after using Bulk Up till the end of combat.
  
  Building your own Aliens
  Building your own Aliens is a simple process, broken down into four steps.
  Step 1: What is the premise of your race? What is their linking theme? 
  Step 2: What power scale does your race entail? Is your race weak, strong or in between. This is when you 
  decide exactly how many racial points your race receives. 10 for weak races, 20 for in between races and 30 for 
  strong races. 
  Step 3: Assign Points. This is where you assign points to your race to make them what they are for their Racial 
  Feat. How do you assign points you ask? Simple, you choose options from the following list, and add up the 
  total. All races start out as Medium sized with a 30 foot land speed and no bonuses or penalties to statistics. All 
  options may be taken multiple times unless otherwise noted.
  Advantage
  Advantage Description
  Advantage Cost
  Assign an attack form
  Choose from the following list: Unarmed Attack, Ranged Shot or Weapon Attack. 
  Your race has a racial attack with this skill which deals 1d6 damage and improves 
  by 1d6 damage per 5 ranks above one you have in the appropriate skill.
  4 points
  Assign Ki Ability Progression
  Choose from the following list:
  - A. First Level and every second level thereafter
  - B. Second Level and every second level thereafter
  - C. Second level and every third level thereafter
  - D. Third level and every third level thereafter
  You gain Ki Abilities at this progression rate
  A. 8 Points
  B. 6 Points
  C. 4 Points
  D. 2 Points
  Gain a Size Category
  You become a size category larger. You cannot both gain and lose a size 
  category.
  4 points
  Lose a Size Category
  You become a size category smaller. You cannot both gain and lose a size 
  category.
  4 points
  Monstrous Transformation
  Your race has a monstrous side. Assign points equal to your racial cost to this 
  transformation. You cannot make this transformation count as a Ki Feat nor can 
  your Monstrous Transformation have a Monstrous Transformation.  All Monstrous 
  Transformations have one Unarmed Strike Attack Form for free and keep the 
  base race's  Ki Progression with the same choices as the base character.
  10 points
  This Racial Feat counts as a Ki Feat This factors into your Power Level calculation
  5 points +5 per time 
  this is taken
  +2 to one statistic
  You gain a +2 racial bonus to a statistic
  1 point
  Gain a +4 bonus to one Core Skill
  You gain a +4 Racial Bonus to one Core Skill
  2 point
  Gain a +2 bonus to one Base Skill
  You gain a +2 racial Bonus to one Base Skill
  2 point
  You have an extra limb
  You gain one extra limb. This can be any limb including a tail, another head or a 
  wing
  2 points
  Gain a Racial Special Attack
  You gain a Racial Special attack built with 16 points
  4 points
  Raise your Racial Special attack
  Your Racial Special Attack gains 4 more points
  1 point
  Speed Capability
  Choose from the following: Flight, Burrow, Swim or Climb, your race has a racial 
  speed equal to your land speed for that type of travel
  4 points
  Can use Skills like a Shinigami
  Your race naturally can use skills like a Shinigami without having to take the feats 
  listed in The Complete Dragonball
  10 points
  Gain Spellscore modifier as Natural 
  Armor
  You gain your Spellscore Modifier as Natural armor to your Defense Rolls. This 
  may be taken only once per race.
  6 points
  Add 10 feet of land speed
  Your race moves faster than normal +10 feet per round per time this is taken
  1 point
  Your race has a type other than 
  Humanoid
  Choose one type other than Humanoid, your race has that type instead of 
  humanoid. This may be taken only once per race.
  3-10 points, up to 
  GM
  Racial Bonus Feat
  Your race automatically gains a non prestige feat as a bonus feat.
  2 points
  Natural Attack
  Your race has a Natural Attack form
  4 points
  Increase one attack's damage one 
  step
  One of your attacks (Either one of your natural attacks or your racial attack) 
  increases one dice size in strength. This may only be taken once per race.
  6 points
  Gain a Special Quality
  You gain a Special Quality chosen by you. Point Costs are assigned by the GM
  1-20 points, up to 
  GM.
  Racial Weakness
  Your race has a racial weakness. This can be anything from the Saiyajin Tail 
  Weakness to a racial allergy to a common material.
  1-10 point Refund, 
  up to the GM
  Step 4: Finalize your Race. Assign racial feats to your race and Show it and them to your GM, and have them 
  approve it. Now it's ready to play. Step 4 is kind of tricky. You have to balance a race against it's racial feat. 
  Granted that hasn't really been done in The Complete Dragonball or here in The Essential Dragonball, but when 
  creating a new race, consider their strengths and weaknesses. If you've built a 30 point race, don't give them 
  impressive transformations every 5 levels. Give them little things to accentuate their race's natural abilities. A 
  new Alien race should have at least 5-10 feats with stronger feats for weaker races. Congratulations on making 
  your own Dragonball Race. 
  
  Example Races
  Example Race: Saiyajin.
  –
  Step 1: They are a race of advanced primates that transform into a giant ape at the full moon.
  –
  Step 2: Saiyajins are a medium scale race... 20 points
  –
  Step 3: Assigning Points, Saiyajins have the following (Monstrous Transformation [10], Unarmed Attack 
  Attack Form [4], Ki Ability Progression: B [6], Extra Limb: Tail [2], Scent Quality [4], Saiyajin Power Up 
  [4], Racial Weakness: Counts as a Large Creature when Eating [-4], Racial Weakness: Tail Grab [-4] 
  Transformation only at Full Moon [-2]) Thus equaling 20 points. Their Monstrous Transformation goes as 
  follows (Gain a Size Category x4 [16], Racial Attack built with 20 points [6], +4 Charisma [2], Bonus Feat: 
  Blooded [2], Bonus Feat: Blooded [2], Racial Weakness: Cut off tail and lose transformation [-4], Animal 
  Intellect while in Transformation [-4])
  –
  Step 4: Looking at the race, the GM approves the race for play.
  Example Race: Shin
  –
  Step 1: The Shin are a race of gods that rule over the universe
  –
  Step 2: Shin are a powerful scale Race... 30 points
  –
  Step 3: Assigning Points (Unarmed Attack Form [4], Ki Ability Progression: A [8], Can use Skills like a 
  Shinigami [10], Feat Counts as a Ki Feat [5], Special: Longer Life Span and survive in a vacuum[3]) The 
  race costs 30 points.
  –
  Step 4: Looking at the race, the GM approves the race for play.
  Example Race: Majin
  –
  Step 1: The Majin are a magical race of jinn that are all innocent and child-like
  –
  Step 2: Majin are a powerful race... 30 points
  –
  Step 3: Assigning Points (Unarmed Attack Form [4], Ki Ability Progression: A [8], Counts as 2 Ki Feats 
  [15], Does not die of old age and can survive in a vacuum [3]) The race costs 30 points.
  –
  Step 4: Looking at the Race, the GM approves the race for play.
  Example Race: Ki Using Human
  –
  Step 1: Ki Using Humans are humans that have learned to use their Ki.
  –
  Step 2: Ki Using Humans are a weaker race... 10 points
  –
  Step 3: Assigning Points (Unarmed Strike Attack Form [4], Ki Ability Progression: D [2],+2 Charisma [1], 
  +2 Dexterity [1], +4 Sense Motive [2]) The Race costs 10 points
  –
  Step 4: Looking at the Race, the GM approves the race for play.
  Example Race: Canid
  –
  Step 1: Canids are beings descended from canines from Canus Major
  –
  Step 2: Canids are a moderate race... 20 points
  –
  Step 3: Assigning Points (Unarmed Strike Attack Form [4], Ki Ability Progression: C [4], Scent Quality 
  [4], Monstrous Transformation [10], Racial Weakness: Silver deals +1d6 damage to a Canid [-2]) The 
  Race costs 20 points. The race's Monstrous Transformation is as follows (Gain a size category [4],New 
  Natural Attack: Bite [4], Special Attack built with 20 points [6], +8 Dexterity [4], +4 Intimidate Checks [1], 
  +10 foot Land Speed [1])
  –
  Step 4: Looking at the Race, the GM approves the race for play.
  Example Race: Konatsan
  –
  Step1: Konatsans are a race that look and act very much like fantasy elves
  –
  Step 2: Konatsans are a weaker race... 10 points
  –
  Step 3: Assigning Points (Weapon Attack Attack Form [4], Ki Ability Progression: C [4], Enhanced 
  Hearing +4 on Listen Checks [1], Extended Lifespan: 10x Human [1])
  –
  Step 4: Looking at the race, the GM approves the race for play.
  
  Extreme Training
  There are extremes in the Dragonball universe that require special rules to accomplish. They are as follows.
  Gravity Training: For each multiple of 10 gravities that you train in, you receive 10% bonus experience. This 
  doesn't have a cap, as in the core Dragonball Z, Vegeta trains in 400 Gravities. For every week you train in a 
  multiple of 10 gravities, you receive 500 experience modified by the gravity's bonus and any other bonus you 
  may have such as Weighted Training Clothing, a Shin teacher, etc. Up to 100 Gravities you receive a -2 penalty 
  to Strength and Dexterity for as long as you are in said gravity field. Above 100 gravities, you must make an 
  Endurance Check every week with a DC equal to (10 + 1 per 10 gravities.) If you fail you become winded. If you 
  fail twice you become fatigued If you fail three times you become exhausted. For each 5 that you fail by increase 
  the condition by one stage of failure, max unconscious. These penalties go away when you leave the field and 
  receive one day of rest for each failure you received.. These penalties disappear when you leave the gravity 
  field.
  Extreme Environmental Training: In any environment that requires a Fortitude Save to remain conscious, you 
  receive an additional 50% experience, for each harsh condition you lose 1/10th of your maximum hit points per 
  day of training. You can still rest while in harsh training, but receive only half the benefit. If the environment would 
  deal you damage for entering, you still take that damage (Such as Lava)
  The Hyperbolic Time Chamber: Within the Hyperbolic Time Chamber, you are training under 10 gravities at all 
  times. It is also considered a Extreme Environment. You receive one year of training in one day, and can stay in 
  the room for 2 days of outside time before going insane. You may enter the Hyperbolic Time Chamber twice in 
  your life, for up to 2 days each. If there is more than one Hyperbolic Time Chamber in existence the restrictions 
  noted are for each chamber individually. You must wait at least one day between trips into a Hyperbolic Time 
  Chamber. Food and water is supplied by the chamber, and always has enough food to feed all occupants for the 
  time required. The door of the chamber, the only entrance or exit from the Hyperbolic Time Chamber, can be 
  destroyed as if the door were a heavy steel door. The Dais and bedrooms of the Hyperbolic Time Chamber do 
  not contain the gravity field or extreme environment of the rest of the chamber. By expending 4,000 power level 
  and making a DC 25 Spellcraft Check you may rip a hole in the dimensional fabric of the Hyperbolic Time 
  Chamber back to the dimension you entered. To enter a different dimension, you must expend 5,000 power 
  level, be aware that the dimension exists,  and must make a DC 50 Spellcraft Check. The training benefit of the 
  Hyperbolic Time Chamber only works if there is 2 or less occupants. Should a third occupant enter, the Gravity 
  and Extreme Environments shut off.
  The Room of Spirit and Time: This room, with a large pendulum within, allows one to train with warriors of the 
  past. Upon entering this room, you travel through time to a point in time where warriors are awaiting you at the 
  proper challenge rating for you of extreme difficulty. Any number of people can enter the Room of Spirit and Time 
  at one time, and even if you lose you receive one half experience for the battle. Should you win you receive full 
  experience for the battle. Any damage taken within the chamber is non-lethal once you leave the chamber. If you 
  die by any means within the Chamber, you are merely rendered unconscious in the real world. You cannot take 
  anything from the fake world to the real world. Any items you possess are transferred with you and are not left 
  behind when you leave.
  
  Items
  Items have normal bonuses all on their own. They are made better by expending action dice into them. Some 
  items gain a temporary bonus, which lasts till the end of the game session. Others, such as consumables, gain 
  permanent bonuses. Regardless of the expenditure, you regain Action Dice normally at the beginning of every 
  game session/day.
  Nyobo: Staff, 1d6[BW], Crit x2, Reach 10 Feet, Level 4
  This item is a simple staff. It's true power lies in the fact that not only is it indestructible, but it has reach. It can 
  also attack adjacent targets, and you threaten all squares around you.
  Investing one Action Dice within Nyobo increases the range of the Reach by 10 feet while keeping the ability to 
  attack adjacent targets and threaten within range.
  Investing two Action Dice within Nyobo increases the critical hit range by 3 (17-20) and keeps the benefits from 
  investing one Action Dice.
  Investing three Action Dice within Nyobo increases the critical multiplier by 1 (x3) and keeps the benefits of 
  investing two Action Dice.
  Investing four Action Dice within Nyobo increases the damage it deals from 1d6 [BW] to 2d6 [BW] and keeps the 
  benefits of investing three Action Dice.
  Kintoun: Magical Flying Device, Level 4
  Kintoun, otherwise known as Nimbus or the Candy Cloud, allows those of the Good allegiance to ride it at a 
  speed of 120 feet per round with perfect maneuverability.
  Investing one Action Dice into Kintoun increases the speed by 30 feet.
  Investing two Action Dice into Kintoun allows anyone to ride Kintoun as long as they do not have the Evil 
  Allegiance.
  Senzu Beans: Consumable Item, Level 10
  These magical beans are grown by Korin in his home under Kami's Tower. They provide healing as if you spent 
  a night of full bedrest under long term care. They normally come in single units, or bags of 10.
  By Investing one Action Dice into a Senzu Bean, they heal a target fully from whatever hit point total they were at 
  as long as they were not dead. This also fully restores Power Level
  By Investing two Action Dice into a Senzu Bean, they heal broken bones along with their normal healing.
  By Investing three Action Dice into a Senzu Bean, they do all that the first to investments did, in addition they 
  instantly heal all Ability Damage, Ability Drain and Level Loss, permanent or otherwise.
  By Investing four action dice into a Senzu Bean, they remove any and all conditions on a target along with the 
  other investments.
  
  Tree of Might Fruit: Consumable Item,  Level 21+
  These fruit are made from the energy of an entire planet. Normally the food for Dragons, Tree of Might fruit can 
  be eaten by anyone if they create one. Eating a Tree of Might Fruit instantly refills your Power Level to full from 
  where ever it was originally. 
  Investing one Action Dice into a Tree of Might Fruit grants you a temporary +4 bonus to Strength, Dexterity and 
  Constitution for the rest of the encounter.
  Investing three Action Dice into a Tree of Might Fruit doubles your current and Maximum Power Level for the rest 
  of the combat.
  Investing eight Action Dice into a Tree of Might Fruit permanently Doubles your current and maximum power 
  level and grants you a permanent +4 bonus to Strength Dexterity and Constitution.
  Coconut Sword: Shortsword, 1d6[BW] Damage, 17-20 x2 Crit, Level 13+
  The Cocoanut Sword has the following Enchantments on it when you first receive it: Keen and Speed
  Investing two Action Dice into the Cocoanut Sword, you gain the Defending and Accurate special abilities
  Investing six Action Dice into the Cocoanut Sword, you gain the Vorpal special ability
  Ensenji: Consumable Item, Level 21+
  Eating this fruit, which is usually only food for Enma-Daioh and is guarded by several high level demons in Hell, 
  doubles the user's current Power Level (Maximum of their Max Power Level) and restores provides them with 
  one night's full bedrest with long term care.
  Investing six Action Dice into Ensenji grants the user the ability to go for three months without food or water.
  Investing eight Action Dice into Ensenji grants the user a permanent doubling of their current and maximum 
  power levels, and the ability to go for three months without food or water and complete healing.
  Sacred Water: Level 21+
  The Sacred Water can be used to end Mental Domination on a target. Upon drinking the Sacred Water or having 
  the water poured on them, the target is cured of any effect that charms them or dominates them. They cannot be 
  effected by that same effect for 24 hours after drinking the Sacred Water. Sacred Water mysteriously never runs 
  dry.
  By investing four Action Dice into the Sacred Water, you may cure an area the size of a city from mental 
  domination
  By investing six Action Dice into the Sacred Water, you can cure an entire continent of mental domination
  By investing eight Action Dice into the Sacred Water, an entire planet can be purged of mental domination
  Potara Earrings: Level 30+
  Creating a permanent fusion between two that wear the earrings (One on the left ear, one on the right), Potara 
  Earrings are unlike most items. When each puts on the earring, they invest Action Dice into the earring, the one 
  that invested the most Action Dice to the Earrings is the dominant personality. Either way the personality is a 
  conglomeration of the two fused. This is stronger than the Fusion Dance. Add together the two power levels, and 
  multiply by one and a half. Secondly, add the modifiers of the lesser personality to the statistics of the dominant 
  personality. Thirdly, the fusion has access to all the feats of the dominant personality, and one quarter the feats 
  of the lesser personality. You still must meet all prerequisites for feats you gain through Potara earrings and 
  count as both races.. Potara is permanent and should only be undone by extreme magical powers such as the 
  stomach of a Majin, or a Wish on the Dragonballs.
  
  Scouter: Level 1+
  A scouter can detect any power levels on the same planet as it is on. When creating a Scouter, you must invest 
  Action Dice into it. These action dice give a permanent bonus to the Scouter, you regain your Action Dice on the 
  next game session after making one. A scouter also allows interstellar communication. Crafting a Scouter is a 
  DC 35 Craft (Electronic) check with a purchase DC of 30. Action dice are invested at item creation and can only 
  be changed by rebuilding the item. You still regain your Action Dice per session, this is not a permanent 
  expenditure of Action Dice
  Investing one Action Dice into the scouter grants it the ability to sense up to Moderate power levels before 
  exploding dealing 2d6 damage to the wearer.
  Investing three Action Dice into the scouter grants it the ability to sense up to Massive power levels before 
  exploding dealing 2d6 damage to the wearer
  Investing five Action Dice into the scouter grants it the ability to sense up to Titanic power levels before exploding 
  dealing 2d6 damage to the wearer.
  Investing seven Action Dice into the scouter grants it the ability to sense any power level without exploding.
  Hoi Poi Capsules: Level 1+
  A hoi poi capsule holds objects within making them smaller than they really are and lighter than they really are. A 
  Hoi Poi capsule holds a medium item without having to invest action dice. It takes a standard action to retrieve 
  anything from a Hoi Poi capsule. You can return an item back to it's Hoi Poi capsule as a move action. Hoi Poi 
  capsules cannot hold living creatures. Crafting a Hoi Poi capsule is a DC 20 Craft (Electronic) check with a 
  purchase DC of 10. Action dice are invested at item creation and can only be changed by rebuilding the item. 
  You still regain your Action Dice per session, this is not a permanent expenditure of Action Dice
  Investing one action dice allows the Hoi Poi capsule to hold a large item.
  Investing two action dice allows the Hoi Poi capsule to hold a huge item.
  Investing three action dice allows the Hoi Poi capsule to hold a gargantuan item.
  Investing four action dice allows the Hoi Poi capsule to hold a colossal item.
  Dragon Radar: Level 1+
  When people really need to find the Dragonballs, you can turn to a Dragon Radar. Dragon Radars can pick up 
  the unique energies that are exuded by the Dragonballs. For no Action Dice, they can find Dragonballs within a 
  city's limits. Creating a Dragon Radar requires a DC 30 Craft (Electronics) Check with a purchase DC of 25. 
  Action dice are invested at item creation and can only be changed by rebuilding the item. You still regain your 
  Action Dice per session, this is not a permanent expenditure of Action Dice
  For one Action Dice they can find Dragonballs on a planet sized area
  For three Action Dice they can find Dragonballs in a solar system wide area
  For five Action Dice they can find Dragonballs in a galaxy wide area
  For seven Action Dice they can find Dragonballs anywhere in the universe
  
  Saiyajin Armor: Level 5+
  While wearing this form fitting armor, a character gains a +4 armor bonus to Defense and +2/- Damage 
  Reduction The Max Dex bonus of this armor is +4 and it has no skill check penalty. Creating Saiyajin Armor is a 
  Craft (structural) check DC 25 with a purchase DC of 20. Action dice are invested at item creation and can only 
  be changed by rebuilding the item. You still regain your Action Dice per session, this is not a permanent 
  expenditure of Action Dice
  With one action dice invested, this armor bonus becomes a +6 and the damage reduction bonus becomes +4/- 
  The Max Dex Bonus of this armor is +8 and it has no skill check penalty
  With four action dice invested, this armor bonus becomes +8 and the damage reduction bonus becomes +6/- 
  The Max Dex Bonus of this armor is +12 and it has no skill check penalty
  With seven action dice invested, this armor bonus becomes +10 and the damage reduction bonus becomes +8/- 
  The Max Dex Bonus of this armor is +16 and it has no skill check penalty.
  Ultimate Body: Level 7
  This body suit makes it easier to shrug off status effects. Investing no action dice in this item makes you immune 
  to the effects of Sickened and Frightened. Creating Ultimate Body is a Craft (Electronic) DC of 30 with a 
  purchase DC of 15. Action dice are invested at item creation and can only be changed by rebuilding the item. 
  You still regain your Action Dice per session, this is not a permanent expenditure of Action Dice
  Investing two Action Dice into Ultimate Body makes you immune to the effects of Nauseated and Shaken
  Investing four Action Dice into Ultimate Body makes you immune to the effects of Stunned and Panicked
  Investing six Action Dice into Ultimate Body makes you immune to the effects of Paralysis and Cowering
  Saibamen Pills: Consumbale Item Level 10+
  These seeds make mook warriors to fight for you. You receive one mook warrior of your level per seed used. 
  Generally, they come in packets of 10 seeds. The seeds grow in one full round. Saibamen always have the 
  following abilities. Hollow Growth Power: Caustic Blood, Hollow Growth Power: Special: Death Throes and 
  Special Attack (+xd6 where X is level, Enduring, Enduring, Ranged Attack, Extra Damage Type: Acid). They 
  cannot gain more hollow growth powers.
  For three action dice invested in Saibamen Pills, the warriors created are of the normal level, but are built two 
  levels lower than you.
  For seven action dice invested in Saibamen Pills, the warriors created are of the elite level, but are built four 
  levels lower than you.
  Saiyajin Healing Pod: Level 8+
  These pods grant you the benefits of long term care, complete bedrest and Reiatsu Healing every round your 
  within the pod. The pod has a Spellscore Modifier is +10. This device never succumbs to Fatigue or Exhaustion.
  For three action dice the pod's Spellscore Modifier is +16
  For five action dice the pod's Spellscore Modifier is +22
  Lucifer's Mantle: Level 25+
  This mantle is given by Satan to a follower that becomes his personal avatar in the world. Without action dice 
  invested, this is merely a mantle giving a +5 armor bonus with no Max Dex penalty nor an Armor check penalty. 
  For four action dice invested, Lucifer's Mantle also grants you fast healing equal to it's armor bonus.
  For eight action dice invested, Lucifer's Mantle's Armor Bonus becomes 10.
  
  Blasters: Level 1+
  This device that fits over your hand and has a button to to press to fire blasts allows a race that cannot normally 
  use a ki blast, the ability to use the Ki Blast Ki Ability as if they were using it themselves (Meaning that it is 
  increased in potency with their unarmed strike ranks.). It is a DC 25 Craft (Electronic) check and has a 
  purchased DC of 15. You invest Action Dice into the creation of the individual item, and receive them back as 
  normal.
  For 3 Action Dice invested, this device allows you to use Superior Ki Blast also.
  For 5 Action Dice invested, this device allows you to use Super Blast also.
  Saiyajin Attack Pod: Level 1+
  Attack Pods are capable of traveling great distances within the same galaxy. It takes one year to cross a galaxy 
  with a Saiyajin Attack Pod. All Saiyajin Attack Pods come with a remote control for the pod. Getting into a pod 
  places you in stasis that you come out of one day before you reach your destination. Creating an Attack Pod 
  requires a DC 30 Craft (Mechanical) check and comes with a purchase DC of 20.You invest Action Dice into the 
  creation of the individual item, and receive them back as normal.
  If you invest 3 Action Dice into the creation of the Saiyajin Attack Pod, it can cross the galaxy in half a year and 
  adds 5 to the purchase DC.
  If you invest 5 Action Dice into the creation of the Saiyajin Attack Pod, it can cross the galaxy in one month and 
  adds 10 to the purchase DC.
  If you invest 7 Action Dice into the creation of the Saiyajin Attack Pod, it can cross the galaxy in one week and 
  adds 15 to the purchase DC.
  Changeling Battleship: Level 20+
  Battleships follow the same rules as a Saiyajin Attack Pod, except that they can hold up to 500 occupants at 
  once. You are not placed in stasis upon entering a Changeling Battleship, it has it's own food and water stores. 
  Creating a Changeling Battleship requires a DC 30 Craft Mechanical check and has a purchase DC of 35.
  If you invest 3 Action Dice into the creation of the Changeling Battleship, it can cross the galaxy in half a year 
  and adds 5 to the purchase DC.
  If you invest 5 Action Dice into the creation of the Changeling Battleship, it can cross the galaxy in one month 
  and adds 10 to the purchase DC.
  If you invest 7 Action Dice into the creation of the Changeling Battleship, it can cross the galaxy in one week and 
  adds 15 to the purchase DC.
  
  Prestige Paths
  Legendary Master
  Prerequisites: 
  Feats: Super Saiyajin, Legendary Super Saiyajin, Beyond Super Saiyajin
  Special: 3,000 Power Level, Each feat in this tree counts as a Ki Feat
  1 – HI TENSION
  You may push your other Super Saiyajin forms into a Legendary state increasing their statistic and power level 
  multipliers by one. Meaning in Legendary Beyond Super Saiyajin you would push your physical statistics and 
  power level to a factor of 3.
  2 – IMPROVED FORM
  You gain damage mitigation 5 per legendary form you are in (Meaning DM 15 for Legendary 3, etc).
  3 – HARDER TO KILL
  When you are in your legendary forms, you gain Fast 
  Healing equal to twice the rank of your Super Saiyajin 
  form. Meaning in Super Saiayjin 2, you would have Fast 
  Healing 4. Instead of dying at negative half your 
  maximum hit points, they die at negative three quarters 
  their maximum hit points, and can still act until they 
  reach negative half their hit point total.
  4 – ENDURING FORM
  You may maintain any Legendary form for a timer equal 
  to your lowest super saiyajin form. If you maintain 
  legendary 2 or higher for longer than your character level 
  + Con Modifier in rounds per day, you lose 3% of your hit 
  points and power level for every 2 rounds spent 
  thereafter. This damage cannot kill. You cannot receive 
  healing to this effect while remaining in Legendary, even 
  your fast healing cannot heal this damage.
  5 – IMPROVED ENDURING FORM
  You may now receive healing to the damage dealt to you 
  for maintaining your Legendary status longer than you 
  should. You only receive half the normal healing for this 
  effect, but you gain your full fast healing benefits.
    
  
  Epic Prestige Paths
  Student of Overkai
  Overkai, a being of supreme power and majesty in the universe. Only one exists at one time, and is the head of 
  the food chain when it comes to power in the universe. Being his student means that you have ascended past 
  the need for mortal concerns, and are seeking higher power.
  Prerequisites: 
  Feats: Ki Infused Race or Ki Infused, Flight (Or the ability to fly in another way), Sense Power Level (Or, if in a 
  crossover game, training in Sense Motive), Supress Power Level (Or, if in a crossover game, training in Bluff), 
  Power Up, At least one Special Attack
  Skills: At least one attack Skill at 24+ Ranks, Defense 24+ Ranks, Any two saves 24+ Ranks, Spellcraft 24+ 
  Ranks
  Special: 3,000+ Power Level, Each feat in this tree counts as a ki feat
  1 – EXTREME POWER REALIZING [PRESTIGE]
  Overkai exerts his power over you and further realizes your potential. If you have had your potential realized you 
  now calculate your power level with a 75 instead of a 60. If you have not, you now count as if you have had your 
  power realized as the feat. If you have both Underkai and Overkai's Extreme Power Realizing, your power level 
  is treated as being calculated with the number 90.
  2 – Bonus Feat
  3 – COMBINED ATTACK [PRESTIGE]
  You gain the unique ability to combine two special attacks into one super attack. When you choose to fire a 
  special attack, you may pay half the second special attack's cost to add in anything that is not on the first attack 
  from the second attack. (IE If you had an attack that dealt +10d6 damage, was Auto-Fire and Homing and a 
  second Special Attack that dealt +10d6 damage, was Enduring and Homing, you could combine those special 
  attacks into one special attack that was +10d6 damage, Auto-Fire, Homing and Enduring). This combination 
  lasts for one use of the Special Attack, but may be done at will.
  4 – Bonus Feat
  5 – ANGELIC WING TATTOO [PRESTIGE]
  You gain a set of angelic wing tattoos on your back that enable you to enter a state akin to the Mystic Power up 
  at will. This bonus can be used 
  while you are in a Mystic Power 
  up, and you can enter this 
  stage if you are already in a 
  mystic power up. If you have a 
  racial transformation, you may 
  also use this power up while in 
  that transformation and may 
  enter that transformation while 
  using this power up.
   
  
  Student of Underkai
  Where Overkai is in charge of everything in the universe, there is a place where even his power doesn't extend. 
  Hell. That is where Underkai comes in. She is the true ruler of Hell and keeps those within it in line regardless of 
  their power. She only comes out when something can't be handled by those within the heavens, but takes 
  students from those she deems worthy. Underkai is exceedingly beautiful, but too bad for those trying to court 
  her, she's already taken.
  Prerequisites: 
  Feats: Ki Infused Race or Ki Infused, Flight (Or the ability to fly in another way), Sense Power Level (Or, if in a 
  crossover game, training in Sense Motive), Supress Power Level (Or, if in a crossover game, training in Bluff), 
  Power Up, At least one Special Attack
  Skills: At least one attack Skill at 24+ Ranks, Defense 24+ Ranks, Any two saves 24+ Ranks, Spellcraft 24+ 
  Ranks
  Special: 3,000+ Power Level, Each feat in this tree counts as a ki feat
  1 – EXTREME POWER REALIZING [PRESTIGE]
  Underkai exerts her power over you and further realizes your potential. If you have had your potential realized 
  you now calculate your power level with a 75 instead of a 60. If you have not, you now count as if you have had 
  your power realized as the feat. If you have both Underkai and Overkai's Extreme Power Realizing, your power 
  level is treated as being calculated with the number 90.
  2 – Bonus Feat
  3 – AKUMAKEN [PRESTIGE]
  You gain the Akumaken technique. By activating this technique as an immediate action, you gain Fast Healing 
  equal to your level for 3+ Constitution Modifier rounds. This reduces your damage output for all forms of combat 
  by 2[BW]. The Akumaken is a Special Attack that can be taught to other students.
  4 – Bonus Feat
  5 – REVENGE DEATH BALL [PRESTIGE]
  You learn the dreaded Revenge Death Ball technique. The Revenge Death Ball technique is charged up by 
  spending a full-round action. The Revenge Death Ball takes one full-round to charge and does 2d6 damage per 
  character level of the user. Once the Revenge Death Ball is charged, it must be harnessed as a move action and 
  thrown as a standard action. Should you be struck by an attack while charging the Revenge Death Ball, you 
  must make a 
  Concentration Check 
  equal to one half the 
  base damage (Before 
  Damage Reduction) to 
  remain concentrating on 
  the Revenge Death Ball. 
  The Revenge Death Ball 
  is a Special Attack that 
  can be taught to other 
  students.
  
  Thrall of Satan
  During the Accidental Super Saiyajin game, one of the arcs revealed that Afterlifes don't simply vanish when a 
  new religion comes into play. They are merely submerged beneath the new religion's version of the afterlife and 
  the world continues on. In this arc, Satan, tired of being forgotten, decided to martial his version of hell, and 
  march on the world of the living in an apocalyptic battle. Made even worse when he took our most powerful 
  player and made him his thrall at least for a while, until an alternate universe version of Vegeta drained the evil 
  out of him...
  Prerequisites:
  Feats:  Ki Infused Race or Ki Infused, Flight, Stand Anywhere, Sense Power Level (Or, if in a crossover game, 
  training in Sense Motive), Supress Power Level (Or, if in a crossover game, training in Bluff), Power Up, 
  Realized Potential
  Skills: Any Attack Skill 38+ Ranks, Defense 38+ Ranks, Intimidate 38+ Ranks
  Special: 5,000+ Power Level, Must wear Lucifer's Mantle
  1 – EXTREME POWER [PRESTIGE]
  Once per day per point of spellscore modifier you may increase your power level as if your power level was 
  calculated using the number 100 instead of 60. This extreme power lasts for 3 + Constitution Modifier in rounds 
  before you are left fatigued for the remainder of combat.
  2 – Bonus Feat
  3 – DEATH'S SCYTHE [PRESTIGE]
  You are gifted with the scythe of death itself. This works as a Constant Released Zanpakutou with the following 
  Zanpakutou Abilities (Alternate Weapon Form; Scythe, Gravetouched Weapon, Greater Gravetouched Weapon, 
  Superior Gravetouched Weapon, Swift Gravetouched Weapon, Tenacious Wounds.) This does not increase your 
  power level for possessing.
  4 – Bonus Feat
  5 – POWER OF THE DEVIL [PRESTIGE]
  You hold Lucifer's power within yourself and can unleash it upon unsuspecting people. Once per day you can 
  make a blast of pure evil energy. This works as the Genki Dama charged for 20 full rounds. This is a standard 
  action to produce.
   
  
  Sample Special Attacks
  Here are some sample Special Attacks and their associated costs. Most of these are epic level techniques, as I 
  believe that all of Dragonball Z and Dragonball GT were Epic Level campaigns.
  Basic Kamehameha Wave, Level 10: (Muten Roshi): (+10d6 Damage [10], Line [3], Line [3], Line [3], Ranged 
  Attack) (Total: 19 Points) (190 Power Level)
  2x Kamehameha Wave, Level 36: (Gohan, Cell Saga): (+20d6 Damage [20], Line [3], Line [3], Line [3], 
  Ranged Attack) (Total: 29 Points) (290 Power Level)
  10x Kamehameha Wave, Level 40: (Goku, Bebi Saga): (+40d6 Damage [40], Line [3], Line [3], Line [3], Line 
  [3], Ranged Attack) (Total: 52 Points) (520 Power Level)
  Galick Gun, Level 25:(Vegeta, Saiyajin Saga): (+25d6 Damage [25], Line [3], Line [3], Line [3], Ranged Attack) 
  (Total: 36 Points) (360 Power Level)
  Big Bang Attack, Level 32: (Vegeta, Cell Saga): (+30d6 Damage [30], Burst [3], Burst [3], Ranged Attack) 
  (Total: 36 Points) (360 Power Level)
  Dragon Fist, Level 40: (Goku, Hirudegarn Movie): (+20d6 Damage [20], Extra Damage Type: Piercing [1], 
  Bonus Feat: Improved Grab [2], Enduring [4], Dancing [4], Unarmed Attack) (Total: 31 Points) (310 Power Level)
  Super Kamehameha Wave, Level 40: (Goku, DBGT): (+40d6 Damage [40], Line [3], Line [3], Line [3], 
  Penetrating [5], Ranged Attack) (Total: 54 Points) (540 Power Level)
  Ki Shower, Level 6: (Original Attack): (+6d6 Damage [6], Extra Damage Type, Piercing [1], +6 Enhancement 
  Bonus [6], Auto-Fire [4], Keen [1], Speed [3], Ranged Attack) (Total: 21 Points) (210 Power Level)
  Continuous Die Die Missiles!, Level 35: (Gotenks, Hirudegarn Movie): (+30d6 Damage [30], Penetrating [5], 
  Auto-fire [4], Ranged Attack) (Total: 39 points) (390 Power Level)
  Kienzen, Level 25 (Krillen, Frieza Saga): (+25d6 Damage [25], Penetrating [5], Keen [3], Ranged Attack) 
  (Total: 33 points) (330 Power Level)
  Saiyajin Spirit, Level 3 (Any Saiyajin, Budokai games): (Bonus Feat: Blooded [2], Bonus Feat: Heroic 
  Attribute (Spellscore) [2], Bonus Feat: Heroic Attribute (Spellscore) [2], Bonus Feat: Heroic Attribute (Spellscore) 
  [2], Bonus Feat: Heroic Attribute (Strength) [2], Bonus Feat: Heroic Attribute (Constitution) [2], Bonus Feat: 
  Intelligent Defense [2], Bonus Feat: Insight Defense [2], Non Attack) (Total: 16 Points) (160 Power Level)
  Energy Drain: Level 30 (Cell, Cell Saga): (+20d6 Damage [20], Vampiric [5], Extra Damage Type: Piercing [1], 
  Unarmed Attack) (26 points) (260 Power Level)
  Super Explosive Wave: At least level 20 (Everyone): (+15d6 [15], Burst [3], Burst [3], Enduring [4], Ranged 
  Attack) (25 points) (250 Power Level)
  Solar Flare: Level 15 (Tienshinhan, DB on): (Special: Fortitude Save or Blind for 1d6+1 Rounds [10], Burst [3], 
  Burst [3], Burst [3], Ranged Attack) (19 Points) (190 Power Level)
  Split Form: Level 15 (Tienshinhan, DB on): (Fission Power [32], Special: Creates 1d2+1 copies [4] Non 
  Attack) (36 Points) (360 Power Level)
  Special Kamehameha Wave using my House Rule: (Most Any Z Fighter, Level X): (+xd6 Damage where X 
  is level [7], +x Enhancement Bonus where x is Level [7], Line [3], Line [3], Line [3], Penetrating [5], Ranged 
  Attack) (Total: 28 Points) (280 Power Level)
  
  Cruel Ruin: Level 60 (Player Created, Jeroitz, Accidental Super Saiyajin Game): (+60d6 damage [60], +60 
  enhancement bonus [60], Auto-Fire [4], Homing [4], Dancing x2 [8], Enduring x2 [8], Multi-Target x2 [6]) (148 
  Points) (1480 Power Level) (Note, that this can be scaled down by reducing the damage and enhancement 
  bonuses)
  Angel Shot: Level 20 (Player Created, Jeroitz, Accidental Super Saiyajin Game): (+20d6 Damage [20], 
  Special: Ingores Damage Reduction and Mitigation [10], Homing [4], Keen [1], Vampiric [5]) (40 Points) (400 
  Power Level)
  Phoenix Blast: Level 7 (Player Created, Jeroitz, Accidental Super Saiyajin Game): (+7d6 Damage [7], +7 
  Enhancement Bonus [7], Homing [4], Accurate [1], Enduring x3 [12]) (31 Points) (310 Power Level)
  Crush Dance: Level 65 (Player Created, Jeroitz, Accidental Super Saiyajin Game): (+65d6 Damage [65], 
  +65 Enhancement Bonus [65], Auto-Fire [4], Poisoning x5 per stat [60], Vampiric [5], Penetrating [5]) (204 Points) 
  (2040 Power Level) (To properly play this at lower levels, reduce the Damage and Enhancement Bonuses and 
  the Poisoning quality appropriately)
  Keep Your Eye on the Birdy: Level 21 (Radditz, DBZ): (+21d6 Damage [21], +21 Enhancement Bonus [21] 
  Homing [4], Burst x3 [9]) (56 Points) (560 Power Level)
  Special Beam Cannon: Level 20 (Piccolo, DBZ): (+20d6 Damage [20], +20 Enhancement Bonus [20], 
  Penetrating [5], Piercing Damage [1], Enduring [4]) (50 Points) (500 Power Level)
  Reflective Ki Barrier: Level 63 (Player Created, Jeroitz, Accidental Super Saiyajin Game): (Special: As 
  Strong Ki Barrier, but if the attack didn't overcome the Damage Mitigation, attack reflected back at user, can 
  reflect areas [60]) (60 Points) (600 Power Level)
  
  Premade Characters
  Below are three Premade Characters, Majin Buu and Son Goku who are Epic Levels, and Dende who is not.
  Dende
  Dende is the guardian of Earth from the year 767. Small in stature, his magical might is formidable.
  Name: Dende
  Height: 3'10"
  Weight: 70lbs
  Hair: None
  Eyes: Black
   
  Level: 12
  HP: 90
  RR: 2,268
  SPV: Grade Bracket 5
  DR: 12/-
  Wealth: At Need
  Reputation: 6
  Action Dice: 5
  Dam: 2d6+0 Unarmed
  Exp: 
   
  STR: 
  11
  DEX: 
  11
  CON: 21
  INT: 
  19
  WIS: 
  21
  CHA: 19
  BASE SKILLS
  1. Fortitude
  2. Reflex
  3. Will
  4. Defense
  CORE SKILLS
  1. Swim
  2. Sense Motive
  3. Spellcraft
  4. Knowledge (Mystic Arts Lore)
  5. Concentration
  6. Treat Injury
  7. Listen
  8. Spot
  Flaws
  - Poor Hands
  - Noncombatant
  
  Feats
  Fan Service: Sentai
  1 
  - Namek
  - Special Attack (Gate as the spell, Requires another Caster 32 Points)
  - Supress Power Level
  - Special Attack (Gate)
  - Special Attack (Gate)
  - Special Attack (Gate)
  - Spellcaster (3 Ki Feats)
  2 
  - Realized Potential (Ki Feat)
  3 
  - Sense Power Level
  - Heroic Attribute (Constitution)
  4 
  - Flight
  5 
  - Reiatsu Healing (Ki Feat)
  6 
  - Namek Limb Regrowth
  - Stand Anywhere
  7 
  - Inner Strength (Ki Feat)
  8 
  - Create Dragonballs (Ki Feat)
  9 
  - Increased Inner Strength (Ki Feat)
  - Reiatsu Healing Aura (Ki Feat)
  10
  - Superior Reiatsu Sensing (Ki Feat)
  11
  - Special Attack (Telepathic Bond, 20 Points)(Ki Feat)
  12
  - Superior Reiatsu Healing (Ki Feat)
  - Run
  - Namekian Fusion
  Ki Abilities
  Infuse Power, Ki Blast, Ki Barrier
  Creator of the Second Set of Earth Dragonballs
  Invested 3 Action Dice into their creation, Included stipulation that they grant 3 wishes for a downtime of one 
  year. Included moderate restriction that if there are a large amount of people ressurrected, that it uses 2 wishes. 
  A large amount of people is defined by 1,000,000+ which added 3 Action Dice to his expenditure.
  Porunga:  540 Hit Points
  
  Majin Buu (Kid Buu)
  Kid Buu is the true form of Buu without anything inhibiting his wrath or lust for battle. The final villain of 
  Dragonball Z, Kid Buu nearly destroyed the Z-Fighters in 774, killing most of them, and nearly winning the day.
  Name: Majin Buu (Kid Buu)
  Height: 4'5"
  Weight: 100lbs
  Hair: None
  Eyes: Red
   
  Level: 40
  HP: 710 / 1,470 / 1630
  RR: 6,672 / 10,008 / 15,012
  SPV: Epic
  DR: 40/-
  Wealth: 0
  Reputation: 20
  Action Dice: 11
  Fast Healing: 40
  Damage: 9d6+28/48/52 Unarmed
  Exp: 
   
  STR: 
  22 / 62 / 70
  DEX: 
  20 / 60 
  CON: 22 / 62 / 70
  INT: 
  10
  WIS: 
  14
  CHA: 22
  BASE SKILLS
  1. Unarmed Strike
  2. Defense
  3. Reflex Saves
  4. Zanzuken (Flash Step)
  5. Fortitide Saves
  6. Reflex Saves
  7. Ranged Shot
  8. Initiative
  CORE SKILLS
  1. Swim
  2. Balance
  3. Intimidate
  4. Bluff
  5. Sense Motive
  6. Concentration
  7. Treat Injury
  8. Listen
  9. Spellcraft
  10.Knowledge (Mystic Lore)
  Flaws
  None
  
  Feats
  1 
  - Majin (2 Ki Feats)
  - Hidden Reserves (Ki Feat)
  - Blooded
  - Heroic Attribute (Constitution)
  - Talented (Spellcraft, Knowledge (Mystic Lore), Initiative)
  - Spellcaster (3 Ki Feats)
  2 
  - Rage
  3 
  - Majin Regeneration
  - Improved Flash Step
  4 
  - Sense Power Level
  5 
  - Improved Majin Regeneration
  6 
  - Majin Detatch
  - Majin Body Manipulation
  7 
  - Majin Control
  8 
  - Ki Shield
  9 
  - Supress Power Level
  - Stand Anywhere
  - Power Up (Ki Feat)
  10
  - Improved Ki Shield
  11
  - Talented (Fortitude Save, Will Save, Ranged Shot)
  - Reiatsu Healing (Ki Feat)
  12
  - Greater Ki Shield
  - Advanced Reiatsu Healing (Ki Feat)
  13
  - Greater Rage
  14
  - Extra Rage
  15
  - Mighty Rage
  - Tireless Rage
  16
  - Extra Rage
  17
  - Superior Reiatsu Healing (Ki Feat)
  18
  - Perfect Reiatsu Healing (Ki Feat)
  - Superior Reiatsu Sensing (Ki Feat)
  19
  - Reiraku Hunter (Ki Feat)
  20
  - Improved Reiatsu Capacity (Ki Feat)
  21
  - Majin Absorb
  - Mystic Unleashed
  22
  - Extra Absorbtion
  
  23
  - Extra Absorption
  24
  - Extra Absorbtion
  - Extra Absorbtion
  25
  - Extra Absorbtion
  26
  - Extra Absorbtion
  27
  - Extra Absorbtion
  - Extra Absorbtion
  28
  - Extra Absorbtion
  29
  - Epic Blooded
  30
  - Epic Prowess
  - Fusion dance (Ki Feat)
  31
  - Extra Absorption
  32
  - Majin Expansion (Growth and Stretching)
  33
  - Majin Expansion (Stretching)
  - Majin Expansion (Growth)
  34
  - Majin Expansion (Stretching)
  35
  - Boost (Strength) (Ki Feat)
  36
  - Improved Boost (Strength) (Ki Feat)
  - Heroic Surge
  37
  - Epic Heroic Surge
  38
  - Weapon Skill Focus (Unarmed)
  39
  - Hover
  - Weapon Skill Specialization (Unarmed)
  40
  - Faster Ability Healing
  Ki Abilities
  Infused Power,  Ki Blast,  Superior Ki Blast,  Ki Barrier,  Super Ki Barrier,  Ki Cone,  Ki Burst,  Ki Emanation,  Ki 
  Column, Ki Charged Shot, Homing Ki, Ki Burst (+10 Feet), Ki Burst (+10 Feet), Ki Burst (+10 Feet), Ki Burst (+10 
  Feet), Ki Burst (+10 Feet), Ki Spear, Greater Infuse Power, Hammer Blow, Super Blast
  
  Son Goku, End of Dragonball Z
  Name: Son Goku / Kakarot
  Height: 5'9"
  Weight: 137lbs
  Hair: Black / Golden
  Eyes: Black / Green
  Level: 40
  HP: 870 / 1,190 / 1,510 / 1,830
  RR: 5,040 / 7,560 / 10,080 / 12,600
  SPV: 0
  DR: 40/- / 80/- (Reiatsu Shield)
  Wealth: At Need
  Reputation: 31
  AD: 11
  Dam: 9d6+32/39/42/54 (Unarmed) 
  Exp: 
   
  STR: 30 / 45 / 60 / 75
  DEX: 30 / 45 / 60 / 75
  CON: 32 / 48 / 64 / 80
  INT: 06
  WIS: 20
  CHA: 30
  BASE SKILLS
  1. Unarmed Strike
  2. Defense
  3. Fortitude Saves
  4. Weapon Attack
  5. Ranged Shot
  6. Reflex Save
  7. Zanzuken
  8. Initiative
  CORE SKILLS (+3 Strength, Dexterity and Constitution 
  based Skill Checks)
  1. Listen
  2. Spot
  3. Survival
  4. Treat Injury
  5. Sense Motive
  6. Bluff
  7. Swim
  8. Intimidate
  9. Concentration
  10.Balance
  11.Craft (Structural)
  12.Spellcraft
  13.Climb
  Flaws
  - Pathetic (Intelligence)
  - Pathetic (Intelligence)
  
  Feats
  1 
  - Saiyajin
  - Blooded
  - Talented (Concentration, Balance, Craft (Structural))
  - Skill Focus (Intimidate)
  - Overbearing Reiatsu (Ki Feat)
  - Combat Martial Arts
  2 
  - Extra Ki (Ki Feat)
  3 
  - Extra Ki (Ki Feat)
  - Ki Conservation (Ki Feat)
  4 
  - Power Up (Ki Feat)
  5 
  - Reiatsu Healing (Ki Feat)
  - Bonus Feat: Special Attack (Kamehameha, Learned from Muten Roshi) (Ki Feat)
  6 
  - Genius Ki
  - Defensive Martial Arts
  7 
  - Improved Stamina Training
  - Bonus Feat: Endurance
  - Bonus Feat: Diehard
  - Trained Off Tail Weakness
  8 
  - Expanded Ki Ability
  9 
  - Bonus Feat: Talented (Ranged Shot, Flash Steps, Reflex Save)
  - Improved Strength Training
  - Bonus Feat: Whirling Frenzy
  - Bonus Feat: Tireless Frenzy
  - Superior Reiatsu Sensing (Ki Feat)
  10
  - Shape Ki
  11
  - Martial Mastery
  12
  - Sense Power Level 
  - Improved Mobility Training
  - Bonus Feat: Dodge
  - Bonus Feat: Mobility
  - Reiatsu Burst (Ki Feat)
  13
  - Combat Roll
  14
  - Extra Ki (Ki Feat)
  - Ki Telepathy (Ki Feat)
  15
  - Speeding Flurry
  - Advanced Reiatsu Burst (Ki Feat)
  16
  - Reiatsu Bullrush (Ki Feat)
  17
  - Reiatsu Shield (Ki Feat)
  18
  - Reiatsu Shielding Aura (Ki Feat)
  - Talented (Spellcraft, Climb, Initiative)
  
  19
  - Sense Power Level
  20
  - Flight
  21
  - Epic Blooded
  - Epic Prowess
  - Improved Gravity Training
  - Interdimensional Ki Telepathy (Ki Feat)
  - Bonus Feat: Special Attack (Solar Flare: Tienshinhan) (Ki Feat)
  22
  - Bonus Feat: Stand Anywhere
  - Spontaneous Special Attack (Ki Feat)
  23
  - Kaioken
  24
  - Bonus Feat: Power Up (Ki Feat)
  - In Can Feel the Other Side (Ki Feat)
  - Weapon Skill Focus (Unarmed Strike)
  25
  - Genki Dama
  26
  - Super Saiyajin
  27
  - Instant Transmission (Ki Feat)
  - Interstellar Instant Transmission (Ki Feat)
  28
  - Improved Super Saiyajin
  29
  - Bonus Feat: Weapon Skill Focus (Weapon AttacK)(And +1 Uses of all Super Saiyajin Levels per day)
  - Weapon Skill Specialization (Weapon Attack)
  30
  - Greater Super Saiyajin
  - Interplanar Instant Transmission (Ki Feat)
  31
  - Bonus Feat: Combat Reflexes  (And +1 Uses of all Super Saiyajin Levels per day)
  - Weapon Skill Specialization (Unarmed Strikes)
  32
  - Superior Super Saiyajin
  33
  - Supress Power Level
  - Improved Kaioken (Ki Feat)
  - Bonus Feat: Special Attack (Kienzen)
  34
  - Beyond Super Saiyajin
  35
  - Fusion Dance (Ki Feat)
  36
  - Improved Kaioken (Ki Feat)
  - Super Saiyajin 3
  37
  - Improved Genki Dama (Ki Feat)
  38
  - Improved Kaioken (Ki Feat)
  39
  - Special Attack (Dragon Fist) (Ki Feat)
  - Vacuum Barrier (Ki Feat)
  40
  - Extra Ki (Ki Feat)
  
  Ki Abilities: 
  Infuse Power, Greater Infuse Power, Ki Blast, Superior Ki Blast, Ki Cone, Ki Burst, Ki Emanation, Ki Column, Ki 
  Charged Shot, Homing Ki, Ki Deflection, Ki Push, Super Blast, Ki Spear, Overwhelming Fire, Hammerblow, 
  Anticatory Shot, Ki Pierce, Improved Zanzuken, Greater Zanzuken, Ki Barrier, Strong Ki Barrier, Ki Burst (+10 
  Feet), Ki Burst (+10 Feet)
  Special Attacks:
  1. Kamehameha (xd6 damage where x is level, +x enhancement bonus where x is level, 3x Line, Penetrating, 
  Ranged Attack) (31 Points) (310 Power Level)
  2. Solar Flare (Special: Fortitude Save or Blind for 1d6+1 Rounds, Burst x3, Ranged Attack) (19 Points) (190 
  Power Level)
  3. Kienzen (xd6 Damage where X is level, +x Enhancement Bonus where X is level, Accurate, Penetrating, 
  Keen, Vorpal, Ranged Attack) (26 Points) (260 Power Level)
  4. Dragon Fist (+xd6 Damage where X is level, +x Enhancement Bonus where X is level, Enduring, Dancing, 
  Melee Attack)  (22 points) (220 Power Level)
  
  Credits
  Akira Toriyama: Writer and Illustrator of the Dragonball Manga
  Draxredd: This is the guy that created the original Classless Bleach d20 system
  Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or wasn't created 
  by someone else. Feel free to use it as you see fit, as long as I get credit for it.
  Jusditz and Jeroitz: Two people who have a talent for finding the loopholes in systems and have been
  invaluable in helping me root out the ones in this game system that even my discerning eye missed. They have 
  also been invaluable in editing this project and correcting the many mistakes I made along the way. They've also 
  contributed quite a bit to the project in terms of material including Jeroitz's kido system and the balancing efforts 
  of Jusditz which have kept this project from completely getting out of control.
  Giants in the Playground and Gleemax community: For constantly inspiring me to create d20 stuff.
  Wikipedia and Dragonball Wiki contributors (GNU Free documentation license)
  The Hypertext D20 SRD (Open Gaming License)
  Peter Kisner for the classless d20 inspiration
  Google: For having a lot of Great Images
   
  
  The Essential Dragonball
  The Essential Dragonball is the second guide in the Dragonball series and includes feats and prestige 
  paths for your game.
  Features
  •
  3 new Epic Prestige paths
  •
  Several new feats for Saiyajin, Shin and Nameksei-jin and all users of Ki
  •
  Several Premade attacks for all levels
  •
  Several Items made for your campaign
  •
  3 Premade Characters (Dende, Son Goku and Kid Buu) and more!
  The Essential Dragonball is meant to be used with the Bleach D20 Classless system. It can be a 
  standalone campaign or as part of a crossover event. 
  LEAGALISE
  Almost all content within is the intellectual property of Brian Korot, AKA Dionon.  It may be used by 
  anyone that wishes, and may be changed to fit your campaign. If you are going to publish this in any 
  format, or add to it, please be kind and give me credit, as I am going to be giving credit the Dragonball 
  anime and Manga including mentions of Saiyajins, Nameks, Ki and anything else, are used with fair use 
  from Akira Toriyama, Shoen Jump Comics and anyone else I am forgetting to give credit to.
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/1) Related to Specific Anime or Cartoon/Bleach/The-Essential-Dragonball.pdf