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Races of the RPG

Saiyan

Saiyans start with 35 character points.

Abilities

Saiyan Heritage - a saiyan with this ability has his natural tail and has the ability to turn Oozaru, although all saiyans have the natural ability to turn Oozaru, without this starting ability they will have no tail and therefore not able to turn. Costs 5 character points.

Critical Strength - after every battle a saiyan fights in he gains power level according to the amount of power level they lost in that battle. This ability increases the saiyan's power level after a battle by 1,000 for every 5% of health lost in that battle. At 500,000 this gets changed to 1,000 for every 20% of health loss and this become non existent at 750,000 power level. Costs 5 character points.

Enhanced Muscle - saiyans are a natural fighting race and tend to be stronger then other races. Therefore saiyan deals more damage when attacking physically. This ability adds 6,000 to the starting physical attack power. Costs 10 character points.

Controlled Oozaru - all saiyans have the ability to turn Oozaru, but some of the more rare saiyans have the ability to control themselves in the Oozaru state. This ability allows the saiyan to control his actions and all negative side effects from the Oozaru form are taken away. The saiyan can still only use ki attacks designed for the Oozaru form. Costs 10 character points.

Second Class Saiyan - all common saiyans are of the third class but some saiyans are born a bit stronger then the average, these are second-class saiyans. They are usually about as strong as a third class but with a bit more power. These saiyans have an extra ki, an extra block, and 15,000 extra power level. Costs 15 character points.

Elite Saiyan - most saiyans are of the third class; this is the lowest class in saiyan culture. However some rare saiyans are of noble birth and tend to be stronger then the third class. These have been named the Elites in the saiyan culture. These saiyans are faster, stronger, and more powerful then the Third Class. These saiyans get an extra ki, an extra evade, and two extra blocks. They also receive an extra 25,000 to power level and an extra $2,000 per week if they are on Planet Vegeta for the entire week (exceptions are fighting on another planet but coming back the same day). Costs 25 character points.

Legendary Saiyan - this is the rarest of the rare and most powerful. These saiyans are born with an extremely high power level. These saiyans start with the ability to go Super Saiyan at the beginning. They also start with an extra two kis, an extra two evades, an extra two criticals, and an extra three blocks. These saiyans also get an extra 100,000 power level and plus 10,000 to attack power to all attacks. These saiyans also can never lose their tail. This saiyan also receives the Critical strength ability but only at half the normal amount. Because of their love for battle a legendary saiyan will not refuse a fight, therefore the challenge rule does not apply to legendary saiyan unless more then one opponent is involved. Costs 35 character points.

Saiyan Rage - most saiyans are angered when beaten or when their pride is injured. When a saiyan is in a battle and has lost half of his power level, they can go into a berserk like state. In this state a saiyan's physical strength doubles and all his remaining kis are changed into blocks plus an additional 3. In this state a saiyan attacks twice per turn plus their initiative turns. You can also use a regular ki blast at will, meaning you may use a ki blast without having kis but only a regular ki blast, and this can take place of one of you phsyical attacks you recieve from Saiyan Rage. The saiyan cannot evade in this state and cannot use his desperation. In this state a Saiyan is in a blind rage to destroy and can not be Telepathically Controlled or stunned by non-physical stun attacks, physical stun attacks only stun for half the time. (Ex. Solar Flare would not stun, but Galactica Donut would). This ability can be used in Controlled Oozaru. IN a fight you will stay in saiyan rage until you are either dead or knocked out or the opponent is dead. In a spar you will stop when the opponent or you is knocked out. Costs 10 character points.

Critical Strike - these saiyans hit harder then most and have more of a chance of stunning the opponent then normal saiyans. These saiyans get plus 3 criticals. Costs 5 character points.

Transformations

Super Saiyan - Training: 2 Weeks, Base Power Level: 300,000, Bonuses: +50,000 power level, +1 to all stats, +3,000 to all attacks.

Super Saiyan II - Training: 3 Weeks, Base Power Level: 550,000, Bonuses: +100,000 power level, +2 to all stats, +7,000 to all attacks.

Super Saiyan III - Training: 4 Weeks, Base Power Level: 750,000, Bonuses: +150,000 power level, +3 to all stats, +10,000 to all attacks.

Super Saiyan IV - Training: 5 Weeks, Base Power Level: 1,000,000, Bonuses: +200,000 power level, +4 to all stats, +15,000 to all attacks. (Must have Golden Oozaru)

Namek Nameks start with 45 character points Abilities Regeneration- all nameks begin with the ability of regeneration. Costs 0 character points. Mystic Attack- nameks have an ability to rapidly generate new cells causing their limbs to grow quite large and long. This ability allows a namek to start with Mystic Attack. Costs 10 character points. Healing- some nameks have a natural ability to cure other's wounds and their our as well. A namek with this ability will start with the Healing ability. Costs 10 character points. Namekian Rebirth- some nameks have the ability to take their dying energy and put their essence into an egg, so that he may be reborn later. This ability averts the process of death and the namek will return to life, hatching from the egg, in a few days. Costs 15 character points. Elder- some very rare nameks are the elders or guardians of a planet or tribe of nameks. These are the only nameks allowed to create dragonballs. This takes a long time to manufacture each ball and the dragon to go with it. The Set takes 1 week it's self and one week for each wish and takes and additional two weeks for universal dragonballs (these are dragonballs that are found on different planets like the Black Stars). With the creation of dragonballs these Elders can release the restrained or hidden power of anyone they choose, they cannot release their own hidden strengths. This can only be done once and only from one Elder. Costs 20 character points. Elder Bodyguard- this is the assigned namek to guard the Elder of the tribe. This is the only natural born fighter among the namek race, however all nameks can train and fight, but this one was breed and born for the sole purpose of protecting the Elder. This namek is usually stronger and more powerful. This ability gives the namek an extra ki, an extra evade, two extra blocks and an extra 30,000-power level. This job comes with a draw back in that the namek must always accompany his Elder and must follow his ways unless that Elder either betrays his bodyguard or does not fulfill his duty as Elder. Once you chose an Elder you cannot change or leave him until death or one of the event above happen. Costs 15 character points. Namekian Fusion- these nameks have learned the ancient art of fusion. This fusion is permanent and cannot be undone in anyway. When two nameks fuse, one takes control of both bodies and their strengths combine. Costs 10 character points. Expert Trainer- because nameks are a race that learns quickly, they can also train others faster then normal. The nameks with this ability can train someone in any ability they have in the time of the best trainer on the trainers' page. Costs 5 character points. Quick Learner- some nameks have an innate ability to learn faster then most other warriors. The nameks with this ability can learn attacks and techniques 2 days faster. Costs 5 character points. Transformation Super Namek- Training: 3 and a ½ Weeks, Base Power Level: 700,000, Bonuses: +350,000 power level, +6 to all stats, +25,000 to all attacks. Human Humans start with 40 character points. Abilities Discount- all humans get a 50% discount from Capsule Corps. Costs 10 character points. Create Item- humans have a natural instinctive urge to find ways of making life easier or better in anyway that gives them more free time. Therefore a human with this trait can create up to 3 items. If he wishes to make a forth, one item must be destroyed. Each item can only house one ability. Costs 5 character points. Solitude Training- some humans live monk like lives and concentrate all their time to training, these humans know how to focus their ki better and concentrate it into a stronger force. A human with this trait has 3 extra kis, an extra 20,000-power level, and an extra 20,000 to damage to ki attacks. Costs 15 character points. Initiative Boost- some humans a faster then others or have trained themselves to be faster in combat. A human with this ability gains 1 to their initiative. Costs 5 character points. Sensei- some humans become so wise in the fighting styles that they become master of the art of fighting and eventually start to teach others in their ways. The Sensei can only have one apprentice at the time and any training done by a sensei is reduced in time by 2 days of the best trainer. Once an apprentice is chosen the sensei can not have another until 2 weeks after his first is done training, however the current apprentice is welcomed to train with the sensei as long as he wants, but if he leaves the guidance of his master, he can not go back for 3 weeks. Costs 5 character points. Energy Storage- a human can store unused energy over time, letting it continue to build up for as long as they don't use it. Every week they do not participate in a fight, they can store up to 20,000 points of energy. After energy is stored, it can be used in battle in anyway the user chooses. The boost in power level and damage is equal to the amount stored. The Stored energy can be used at anytime on anything, either to increase attack power or to heal and 25,000 will stun the opponent for one turn unevadable, however no damage is dealt. Costs 15 character points. Changeling Changelings start with 45 character points Abilities Strong Birth- most changelings are born much stronger then other races and tend to have higher power level. This ability gives a changeling an extra 100,000-power level. Costs 15 character points. Breathe in Space- changeling are one of the rare races that can sustain themselves in space. This is a natural ability for all changelings. Costs 0 character points. Increased Henchmen- changelings are strong and power and usually conquer other races and planets. The inhabitants either serve the changeling or die trying to defy him. Changelings tend to have more henchmen working for them then other fighters. With this ability changelings can have 3 more henchmen more then the max. Costs 10 character points. Deathball- since changelings is a race that takes over other planets; those that become no use to them anymore are usually destroyed. Most all changelings have some way to destroy planets, each one have a slight difference in this attack. This ability allows the changeling to begin with the Deathball attack at a 10,000 increase to its damage. Costs 15 character points. Rulership- changelings usually conquer other planets and then take them over to add them to their domain of control. A changeling with this ability starts with a 50x gravity planet. Costs 5 character points. Lordship- a strong changeling will have a many planets under his control. A changeling with this ability starts with a 50x gravity planet and a 100x gravity planet. Costs 10 character points. Kingship- some changelings are very good at what they do and have a vast kingdom (domain) of territory. These changelings have conquered many worlds and have many outposts throughout the universe. These changelings start with a 50x gravity planet, a 100x gravity planet, and a 150x gravity planet. Costs 15 character points. Increased Strength- changelings are a strong race and tend to do more damage when they attack, a changeling with this ability gains an extra 5,000 to all attacks. Costs 10 character points Transformations Changeling I- Training: 2 Weeks, Base Power Level: 300,000, Bonuses: +50,000 power level, +1 to all stats, +3,000 to all attacks. Changeling II- Training: 3 Weeks, Base Power Level: 550,000, Bonuses: +100,000 power level, +2 to all stats, +7,000 to all attacks. Changeling III- Training: 4 Weeks, Base Power Level: 750,000, Bonuses: +150,000 power level, +3 to all stats, +10,000 to all attacks. Changeling IV- Training: 5 Weeks, Base Power Level: 1,000,000, Bonuses: +200,000 power level, +4 to all stats, +15,000 to all attacks. Makyo Maykos start with 30 character points. Abilities Planetary Boost- makyos are from a particular world and while on that world they occupy a stronger body and more powerful attacks. While on Mayko Star, they get a considerable increase in power and abilities. They receive 300,000 power level, an extra 2 kis, an extra 2 evades, an extra 4 blocks, an extra 2 criticals, and 20,000 to all attacks. These bonuses are halved when the mayko is three days from Mayko Star and the bonuses are non-existent more then three days away. Costs 0 character points. Increased Henchmen- maykos usually travel with extra help or servant to take care of those not worthy to fight them. Maykos get an additional 2 henchmen to their max. Costs 5 character points. Black Water Mist- some maykos posses an urn filled with black water, this black water radiates mist that can stun or take control of an opponent. An opponent stronger then the user of the mist becomes stunned for 3 turns and can only be stunned once during that match. An opponent with less then 75% of the user's power level falls completely under the user's control for 4 turns. This does no effect other maykos. Costs 20 character points. Nemesis- maykos usually seem to hate on one particular race and therefore a mayko can choose his most hated enemy. While against their Nemesis, they gain 15,000 to all attacks and 100,000 to power level. The opponent's attacks are weakened by 10,000. The Mayko must attack his nemesis race when they are seen. Costs 15 character points. Teamwork- maykos are usually a race that likes to team up on their opponents. A mayko with this trait has great combat skills while working with others. They gain Combine Attack (If your teammates have similar attacks you may use the attack together and the damage is added together and multiplied by 1.5). Also maykos with this ability are unharmed by their allies' attacks that strike all combatants (such as Solar Flare). If a team with a mayko attacks an opponent then they may have one extra team member over the limit, however two mayko maykos do not add two extra members. Costs 10 character points. Transformation Super Mayko- Training: 3 and a ½ Weeks, Base Power Level: 750,000, Bonuses: +300,000 power level, +6 to all stats, +20,000 to all attacks. Android (Mechanical) Androids start with 55 character points. Abilities Breathe in Space- mechanical androids are one of the races that can sustain themselves in space because they do not require oxygen to live. This is a natural ability for all of these android types. Costs 0 character points Enhanced Endoskeleton- these androids are built out of the strongest metal in the universe. And with that strength comes extra defense. With this ability these androids get half damage from physical attacks and all ki attacks are reduced by 20,000. Costs 10 character points. Self Destruction Device- this is a kamikaze technique and can only be used once and then the user dies. But unlike kamikaze, this does not deal your power level in damage it deals your power level x2 in damage. Once this is done once, you cannot do it again until you purchase a replacement from Capsule Corps. Costs 10 character points. Energy Absorption- some androids absorb ki energy or can drain it from the opponent's body. They have crystal like orbs on the palm of their hands and when it is touched to a living thing or when ki is fired at it, it absorbs the energy. This ability absorbs 15,000 from ki attacks and 20,000 directly from an opponent's body. Any excess is dealt damage and if the attack is weaker then the Energy absorption then health is gained from the remaining. Costs 20 character points. Unlimited Energy- these androids do not use as much energy as other fighters. It takes only a half of a ki for them to use any ki attack. However, they only receive half as many kis as normal to begin with. They also get 50,000 extra power level because of their conservation of energy. Costs 20 character points. Iron Fists- these androids have solid metal fists and when they strike the opponent they deal an immense amount of damage. These androids can hit so hard they can break bones, rendering a limb useless. This ability gives the android 15,000 to all physical attacks. Costs 15 character points. Built-In Scouter- Androids with this ability starts with the sense power level technique. Costs 5 character points. Hell's Flash- these androids start with the Hell's Flash technique and 5,000 is added to the damage. Costs 5 character points. Initiative Boost- some androids are built to perfection where every piece fits together in the most perfect order. these androids are faster then others. An android with this ability gains 1 to their initiative. Costs 5 character points. Upgrade Microchip- these microchips are an enhanced brain and improve all the characters of the android with it. These androids get 2 extra kis, 2 extra evades, 1 extra block, and one extra critical. They also receive a 50,000 power level boost and 10,000 to all attacks. Costs 20 character points. Mind Blank- mechanical andriods sometimes don't have an organic brain, but instead Artifical Intelligence made by computer programs. These andriods do not act on thinking but more on the contents on their programs and those programs can not be changed, therefore these androinds can not be affected by mental attacks.. Costs 5 character points. Android (Organic) Organic Androids start with 45 character points. Abilities Breathe in Space- organic androids are one of the races that can sustain themselves in space. This is a natural ability for all of these android types. Costs 0 character points. Perfect Regeneration- these androids have a natural ability regenerate from a single cell. Cost 0 character points. Consume- after an organic android has beaten an opponent to death or unconsciousness; he can then consume his entire body and his energy, giving the android a boost in power level and attacks. Once absorbed the opponent dies and the android's power level increases by 30,000 and their attacks increase by 5,000(excluding physical). This android type must have this ability to get their Semi-Perfect and Perfect forms. Costs 10 character points. Creation Trait- because these androids are made from the DNA of other races they may sometimes inherit abilities from that race. With this ability an organic android may purchase any ability (that is not a status, ex. Elder or Elite) from any race for the amount of points of that race -5(If the ability is 0 or 5 character then the cost is 5) this ability cannot be taken from the Mechanical Android category. This ability may be purchased three times but the same ability cannot be purchased more then once. Costs ?? character points. Transformations Evolved- Training: 2 Weeks, Base Power Level: 350,000, Bonuses: +75,000 power level, +1 to all stats, +5,000 to all attacks. Semi-Perfect-Training: 4 Weeks, Base Power Level: 600,000, Bonuses: +150,000 power level, +2 to all stats, +7,000 to all attacks. Perfect- Training: 5 Weeks, Base Power Level: 900,000, Bonuses: +150,000 power level, +5 to all stats, +13,000 to all attacks. Alien Aliens start with 50 character points. Abilities Additional Attack- aliens can sometimes be born with natural attacks; therefore an alien may receive an additional No Star attack. Costs 5 character points. Racial Trait- because aliens are all different they may have some abilities of other races. With this ability an alien may purchase any ability (that is not a status, ex. Elder or Elite) from any race for the amount of points of that race -5(If the ability is 0 or 5 character then the cost is 5) this ability cannot be taken from the Mechanical Android category. This ability may be purchased four times but the same ability cannot be purchased more then once. Costs ?? Character points. Breathe in Space- some aliens have a natural ability to breathe in space, however not all aliens can. Costs 5 character points. Regeneration- some aliens have a natural ability to regenerate lost limbs and other such injuries, however not all alien species are having this natural ability. Costs 5 character points. Transformations- not all alien races have the ability to power up or transform into a stronger form, but some species do. This character must be purchased for each transformation and can not be purchased more then 4(depending on the amount of transformations you purchase it may take longer to achieve them and the weaker they will get, ex. transformations of saiyan vs. transformations of namek. the first two transformations are 5 and the third and forth are 10 character points. Konatsa Konatsas start with 45 character points. Abilities Ambidexterity- this is the ability to use both hands equally. A Konatsa with this ability can do everything equally well with each hand, therefore they are able to wield two weapons (single handed) at once. Since they may wield two weapons they may also attack twice a turn, but only with their weapons. Wielding two weapons means ki attacks cannot be used while both your hands have weapons in them. Costs 10 character points. Channeling- channeling is an ability to send ki through your weapons. This is hard to do and it does reduce the effectiveness of the ki, decreasing the damage by 15,000. Costs 10 character points. Weapon Expertise- these Konatsas have trained all their lives in one weapon and are an expert in all the styles and defenses of that weapon. These Konatsas receive 10,000 to damage and +3 parries with that weapon. This ability may be purchased twice either with the same weapon or two different ones. If you get this ability you start with the weapon you choose it for. Costs 5 character points. Weapon Master- these are extremely dedicated Konatsas that have trained all their lives in the art of weapons. Whenever this Konatsa picks a weapon up he will receive an extra 15,000 to its damage and receives +3 blocks. Costs 10 character points. Bladesinger- the Bladesinger is the most deadly of all swordsmen. They are masters of their weapons and have spent their lives in the study of their chosen weapons. Bladesingers are distinctive in their appearance, in that they are graceful and catlike, their weapon becoming part of them as they weave their dance, the Bladesong. Truly, no one can match a Bladesinger in melee combat. Bladesingers may only practice in one type of long bladed weapon, and may only use one of those weapons. (Ex. long swords, bastard swords, great swords, etc.) The bladesong allows the wielder to use a two handed weapon with one hand, and use a ki blast with the other in the same turn. If you were using two weapons before you gained this transformation, you get an additional 5,000 to sword damage, but must resort to using one blade only. Bonuses: For each 50,000 power level that the bladesinger has after he reaches the transformation, he gets a 1,000 bonus to sword damage. The Bladesinger also receives a natural 20,000 damage bonus to their weapon of choice. When the status of bladesinger is attained, the Konatsa gains 150,000 power level. They cannot gain this transformation until they have 750,000 base power level. Bladesingers get +3 to all stats, but +5 to parries. You do not have to power up to this transformation, because once you become one, you are one for life. Costs 25 character points. Parry- this is using your weapon to block oncoming attacks. This ability adds +3 to parries. Costs 5 character points. Kanassa Kanassas start with 35 character points Abilities Planetary Boost- kanassas are from a particular world and while on that world they occupy a stronger body and more powerful attacks. While on Planet Kanassa, they get a considerable increase in power and abilities. They receive 250,000 power level, an extra 2 kis, an extra 2 evades, an extra 4 blocks, an extra 2 criticals, and 15,000 to all attacks and 25,000 to all telepathic attacks. These bonuses are halved when the Kanassa is three days from Planet Kanassa and the bonuses are non-existent more then three days away. Costs 0 character points. Psychic Absorption- this is a rare Kanassian ability that allows them to fully absorb a Ki attack and then turn it into positive energy healing him for the amount of the attack. A Kanassa can only manage to do this 3 times a battle. Costs 10 character points. Psychic Mutation- a Kanassa with this ability is skilled in metabolic psionic powers, meaning they can change their limbs into any metallic weapon. This cannot be a mechanical device. Damage of the weapons is the same as the weapon on the Items page. Costs 5 character points. Telepathy- all Kanassas use their minds to communicate and rarely talk. This is the ability to communicate long distances (across galaxies) and a Kanassa with this ability will start with telepathy. Costs 0 character points. Psychic Intuition- intuition is a natural instinct to sense things before they happen, a Kanassa with this ability senses attack before they happen and in turn has more evades. This ability gives the kanassa +3 evades. Costs 10 character points. Psionic Gift- a Kanassa can give his opponent to gift of Intuition and when this is done he will foresee his future. The opponent is so shocked by his visions that he is thrown off guard. One of the visions he sees is the next attack that he will be struck with and the fear and shock of this vision magnifies the power of the blow, increasing to double it's amount. This ability can only be done once a battle because the initial shock wears off after the first attack. Costs 10 character points. Mind Flare- this is an onslaught on the opponents mind, disabling his mind and causing his body to become paralyzed. This attack stuns the opponent for 2 turns, all damage during the stun is multiplied by 1.5. This ability can only be used 2 times per battle. Costs 5 character points. Tower of Iron Will- these kanassas have an exceptionally strong mind and will. A kanassa with this ability cannot be mind controlled under any circumstances. Costs 5 character points. Mind Control Bonus- if the kanassa receives telepathic control the power level needed to control the opponent is halved. Costs 5 character points. Magical Creation Magical Creations start with 50 character points. Abilities Breathe in Space- Magical Creation are one of the races that can sustain themselves in space. This is a natural ability for all of this race type. Costs 0 character points. Boneless Body- this race has no skeleton in their body and can not have their limbs broken. The can also repair any features of his body whenever it is wanted. Costs 5 character points. Magical Skin- this race has a special skin that is like putty and can be shaped into anything, also the skin can be added back to the main body so if a piece got cut off it could be put back. This makes it impossible to cut off a Magical Creations limbs because they could just replace it. They are also unaffected by holds such as Galatic Dounut and other attack of the sorts. Weapons and Physicals also only have half the affect on a Magical Creations beause their bodies will absorb physical contact damage. Costs 15 character points. Healing- magical creations have a natural ability to cure other's wounds and their our as well. A magical creation with this ability will start with the Healing ability. Costs 10 character points. Matter Manipluation- this is a strong ability to change matter into other things. But the item must have common quailities so a weapon could be changed into another weapon or a ship could be changed into another ship, these items cannot be sold and change back upon the users wishes ot upon his death. This is also an ability to turn a critical level opponent into an eatible substance. When a magical creation does this he will receive 25,000 to power level and one attack of the opponents. Costs 20 character points. Mystic Attack- because of their body type a Magical Creation can strech their limbs to any distance like the namaccian mystic attack. Costs 10 character points. Steam Burst- this is the ability for this race to let out a cloud of steam that will confuse the opponent. An opponent in the steam cloud can not evade the next attack targeted at him. This can only be used once per battle. This may be used at anytime. Costs 10 character points. Transformations Transmutation- Training: 3 Weeks, Base Power Level: 400,000, Bonuses: +100,000 power level, +2 to all stats, +10,000 to all attacks. Evolution-Training: 4 ½ Weeks, Base Power Level: 600,000, Bonuses: +250,000 power level, +4 to all stats, +30,000 to all attacks. Buriah Buriah start with 55 character points. Abilities Transformation- this takes one turn to perform. When used the Buriah grows a foot taller and all body parts grow in size as well including muscles. The skin of the Buriah gets more dense and hard protecting like armor making damage cut by ¼. Also all attributes are raised by 2, an increase of 100,000 power level, and all attacks deal 50% more damage. This transformation can be done anytime but uses 2 ki's because of the power gain. Costs 20 character points. Armor- most Buriah can be seen wearing Saiyan Elite armor, with this ability the Buriah will have an unlimited supply of the armor but can not receive another set until after a battle. Costs 5 character points. Ki Bonus- Buriah are a natural ki race because they use so much of it in their transformation and a buriah with this ability has more ki then normal. They will recieve 2 extra kis to strat with. Costs 10 character points. Ruthless-If an evil buriah purchases this ability he can after knocking an opponent down with a critical, once during a battle,fly down at incredable speed smashing the opponent's head far into the ground causing alot of damage dealing the buriah's physical x2 times the buriah's initiative.If the opponent is in the critical zone this automatically kills the opponent. Costs 10 character points. Initiative Bonus- some buriah are faster then others and start with an initiative boost of 1 to their initiative. Costs 10 character points. Follower- buriah know how to follow directions well and when so they may choose a master and follow him until that master dies. While following the master they will receive an extra 50,000 to power level and 5,000 damage to all attack, but they may never leave their master's side unless instructed to. The bonus is received from their determination to protect their master. They will also receive an extra $3,000 a week as payment. Costs 10 character points. Demon Demons start with 55 character points. Abilities Sekika Tsupa- this is a natural ability where the being will spit stone, this is a strong attack but can only be done once a battle and if it is evaded you can't use it again, blocking doesn't work. If you do choose to evade it you must use 2 evades and if you are stunned you will not be turned to stone if this attack is used. If you are hit with this attack you will be petrified, turned to stone, for 4 days, at which you can not train and if you are broken you will die. Races will regeneration will come back to life if broken but not if ki blasted, only races with perfect regeneration can be revived after being ki blasted. Costs 10 character points. Dimension Door- this is a technique that is done by few races when they bend space and time and step from one reality to the next and then appear back as though nothing happened. This ability may be done any number of times during a battle but costs 2 kis to perform. This allows the user to evade any attack and counter attack on the opponent, you can not evade the counter attack and not even sense power level with help against it because the demon is in another plane of existence. Also the coutner damage is multiplied by 1.5. Costs 10 character points. Materialize- an ability to make an weapon form in they users hands. This can be done at anytime but takes one turn to charge and the weapon disappears after the battle. Also the weapon can be destoryed by attacking it twice, but you must target the weapoon, however he can create another one if he charges for a turn. Costs 5 character points. Meditation- this is a powerful ability that can be done in battle. In this the user goes into a deep state of meditation where he focuses all his power. It take 2 turns to charge the attack and 5 turns for it to activate, during these 5 turns they can not evade or block and must accept all damage dealt to them. When the charging is done the demon gains 400,000 power level and 25,000 to all ki attacks. Plus 10,000 to physical and plus 3 to all stats. The only time you may do this before a battle is in tournaments when you know you are gonna fight, you may not charge this before a battle in a normal battle or spar. Costs 15 character points. Unholy Gaze- the demon looks upon the opponent and delivers a peterfiing sense of fear to the opponent, the look cause the opponent to become crippled with fear for 2 turns and an extra 1 turn for good aligned characters, even neutralgood. This can only be done twice per battle. Costs 5 character points. Sinister- because demons are an evil race they receive a bonus to attacks against good aligned opponents. They receive an extra 10,000 to all attacks against them and any evil attack learned gives them a permenent 10,000 to damage, ex: Super Wolf fang Fist. Costs 10 character points. Initiative Boost- raises initiative by 1. Costs 10 character points. Henchmen bonus- demons have a gift for charming the evil and making them follow them, therefore they receive 1 henchmen to the mzx number of henchmen. Costs 10 character points. Good Demon- all demons are evil no matter what but with this ability a demon character could be good with the switch of all abilities that affect good characters, switched to evil characters. Their alignment cannot be changed from Chaotic/Good or Lawful/Good. Costs 20 character points. Neutral Demon- these demons choose not to follow any alignment good nor evil but wish to stay neutral, a demon with this ability cannot change his alignment from anything without Neutral/ in front of it. They may purchase abilities for both alignments. Costs 15 character points. Immune to Fire- demons are fire based creatures and are unaffected by any blame attacks or attack that burn. All damage from such attack are reduced to zero. Costs 10 character points. *Note on Half Breeds- if you decide to be a mix of two races, and only two races, then you will receive half the points of each race rounded up and you may spend the points on whatever abilities you want from both race categories, however you must purchase at least one ability from each race. A half breed can not exceed half of the transformations of their main race (you choose your main race). If only one transformation is offered they may receive it but at an increase of 100,000 power level for the base requirement.Nameks, Organic Andriods, Demons, and mechanical androids, except for Mechanical Android/Human, cannot be half-breeds. *Note on Left Over Character Points- left over character points are are multiplied by 1,000 and you then either recieve that much money or power level. Example: you have 5 points left over, 5*1,000=5,000, that's either $5,000 or 5,000 power level added.