What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Tuesday, January 27, 2015

Home Brew Character Generator for Star Wars Edge of the Empire!

Hi everyone I am back to tell you about a character generator.  So my friend Steve was the one who pointed this out to me originally and I gotta say that it works really well.

The creator of this program goes by the name OggDude on the Fantasy Flight Games forums.  He's put a lot of effort into crafting a program that works and gives players a character sheet with plenty of info on it for your character.  Now don't think I'm going to leave anyone hanging, I've included screen shots that the creator has provided in his forum so you all can see what it looks like.



Now the creator does do some things pretty smart.  First off character generator doesn't include any rule information.  Values are calculated for you, which isn't a problem that could get him in trouble.  What typically gets people in trouble when it comes to making a character generator is the proprietary information that they include...namely the rules for things in the book; and he isn't charging anyone anything for using it...though donations are accepted.

While stats, talent/skill names, calculations, equipment (and their basic modifiers) and such all are present.  Whats missing are descriptions, and that is fine because it keeps the creator out of trouble.  Instead what he does (and what other people tend to forget to do) is list page numbers of the books the information can be found in.  But don't get down about this as you can go into the game and input all of the info yourself from the books you own.



Another cool thing is that OggDude is ever present in the forum and he listens to folks and gives feed back and updates things.  Another cool thing is that you don't have to go back to the forum to get the update, the app updates on its own.

The app covers not only the various Edge of the Empire books, but also Age of Rebellion, and Force and Destiny (Beta).

But what if there is something you want to add to the rules?  Like that custom suit of experimental power armor the group needs to steal, or maybe that starship they had modified to cut down on its encumbrance capacity to get more space for mods?

All of this is addable including pictures for characters, gear, ships and so on.

The app has 3 distinct options:

  • Character Generator - Here you create your characters, update them, and even deal with vehicles that the player or players have access to.
  • GM Tools - In this section the GM can create minions, rivals, and nemesis type characters, set up vehicles, encounters and character groups.
  • Data Editor - And here is where you can add completely new things or modify existing data.  This is where you would input information for the talents beyond page numbers and such.

This is in addition to access to a Manual, Folders, and even the Forum Page; and the skin style of the app also can be altered to suit your likes.

And what does the character sheet look like when you print it?

Well you can always print it off directly, but hopefully you can print it off as a PDF, or image.  And you got some options on how the character sheet can look too.

The first is Full Color.  This gives the character sheet a look as if it was displayed on a datapad.  This is very color intensive for printing so expect to use alot of ink for this as you will likely be printing off around 6 pages.



The next version is Full Color - No Background.  With this option you get a more normal looking character sheet that is in color, but the background datapad is gone.  This option looks the best in my opinion and is less demanding on your color ink.



The final version is Simplified.  This cuts out almost all the color and has things mostly on a grey scale.  Checkmarks and dice pools are still shown in color however.  This is a good option if you are running low on color or just like to conserve your color for when its really needed.



And here is what vehicles look like.


As you can see this is a pretty good character generator, something those of us who have been playing Star Wars RPG's have been waiting for since the old Saga Edition game rules put out by Wizards of the Coast.


And where can you get this amazing character generator?

Right here of course:  OggDude's Fantasy Flight Games Forum - "Another Character Generator"

Just go to the bottom of his 1st posting there.  He has links in his signature for different methods of installing.  (Web Install seems to work the best I think.)

And if you are flushed with cash and are feeling generous, be sure to send a little generosity his way.  OggDude did a hell of a job here.

Monday, January 26, 2015

Still here...still job hunting...

Ok so I am still around and haven't given up on the blog yet.

Have I played any new games?

Nope.

I'm still working on Dragon Age: Inquisition, and am still just taking my time with it to get stuff done.  But I have so far killed 3 dragons and am sitting at level 19 as I have been doing all of the side quests.

Now I haven't posted anything because I've been busy looking for a job and working on my Star Wars Edge of the Empire game that I ran for my group last Saturday.

Least to say that I'm starting to get worried about being able to pay bills.  My emergency funds are just about gone, I got this one last month and my ability to juggle money will be gone and then the bills will pile up.

Some people may think that I should go and get unemployment...but I've tried that already and been declined.  Why?  Because I don't have an open schedule to work any schedule.  I have 2 kids and my wife works during the day so least to say my schedule is rather limited.

A job working about 10hrs a week making only $10 an hour is the only prospect I really have at the moment that works with my schedule.  I'll be looking again at job postings online but am at a point where I might have to look at jobs that I'm not keen on doing as their just another dead end job like any security job...which I can't even get hired on for either since I don't have a flexible schedule.

Now I have thought about getting into the youtube thing of posting gaming footage, but I lack the one thing necessary for doing that...something to record with.  I do have a terabit of memory on by computer which would be enough give me a good start...but I would also have to figure out just how you generate revenue via gaming and how to edit video's.  I did try asking someone once but they never bothered to respond.

But I'm going to look into how to get this ball rolling so that I might be able to make a living that way if I'm lucky.

Now to generate money with blogging you apparently have to have a blog kept up for 6 months so I still have a ways to go before I can use this as a means of getting money to make a living.

But thanks to anyone/everyone who is reading my blog, I appreciate that you put up with my antics.

Anyway I will be posting something for Star Wars Edge of the Empire soon, a cool character creator that a friend of mine came across that I want others to know about because the guy who built it did a really good job.







Sunday, January 18, 2015

Dragon Ball RPG Hero System Conversion - Part 3

So here I am again working out part 3 of this write-up.

Game Setting Rules

Ok so rules for this setting are not trivial as there are several ways you can play out this setting.

Like the Manga/Anime
So this is where the normal rules for Hero System just aren't adequate for really covering how things work in Dragon Ball.  As such you gotta make some concessions on rewards.  Simply handing out 1-5 points of XP a session isn't always going to be enough, especially when you see the progression of power that occurs in the series.  A lot of that is attributed to just increasing the amount of ki the characters can use, but its also their skill, and general power that is boosted too.

Starting Characters:  A character would likely start being built like a normal super hero character of 350 to 400 points.  Complications  would be about 50pts like normal.  Depending on where you want to start things, having characters of 500 or more points would not be an untoward option either.  The only variation is that they may need more END to keep pace with the other players and enemies (check below at ki reward about what this entails).

Limits?:  None.  Characters are like super heroes when they are being built, but it goes a bit more than that.  There should be no great balancing between PD/ED and damage output.  Having a high PD/ED just means you have to spend more power to do more damage.

Choose a Reward:  At the end of a game session allow players should be given some sort of reward.

  • XP Reward:  A normal xp reward of 1-5pts to be spent on character development.  Points spent on END should not be allowed as there is a different option below.
  • Ki Reward:  Rather than getting a normal amount of xp you can choose to gain a boost in the characters END.  This boost should be equal to half of the character's current END score.  Recovery remains normal and can be bought up later.  This should be an option because of the need to drastically increase END as the game progresses and more and more powerful opponents show up.  Spending xp to buy END up isn't always a good solultion in games where END cost for wielding powers can run 100 END per use.
  • Power Reward:  As a final option you can grant the character a new power of some sort.  Allowing them to spend xp later to pay for it should be allowed.  This is a good way to allow the player come up with a new power at the end of a game session after facing some opponents and coming to some realizations.  Gaining the Super Saiyan Form for the first time is one an example of this.

These rewards are meant to help a GM to better emulate the flow of the Dragon Ball universe where increases in power and skill often come in leaps and bounds.


Single XP Reward:  This is going the normal rout you will need dish out more xp than normal to cover these boosts in power that occur in the anime and manga.  1-5xp is all good and well for a normal Champions game, but when mimicking the actual series then players need options to get more xp.  Training off camera is an option for this but doesn't handle the increases in power that can occur as a fight progresses.  Generally a fight in Dragon Ball and DBZ occurs over the course of several sessions and during these long bouts players and enemies will see sudden increases in power that can make a big difference in how things play out.  For enemies this is usually them holding back and then cutting loose.

But that's not the case for the players typically.  Basically granting xp should be based on the situation.  In times of peace or when fights are fairly easy the PC's shouldn't get too much xp, the normal 1-5 can be fine.  However if engaging in intense training you may want to up that amount from 1-5 to 5-10.  Though another option is if training with equally strong allies or just fighting a number opponents then you may gain more xp based upon how strong they are.  How the GM wishes to handle this is up to them.

  • With training sessions take all participating characters, and add together their current xp totals.  Now divide the amount by 100 (round down if needed).  The amount given is how much XP each player gets.
  • With fighting multiple opponents of the same or a bit higher levels of strength then apply the same math for a training session, only with the enemies.  And the XP determined is what the players gain...though the reverse could apply to any opponents who happens to survive the encounter as well.


Mixing and Matching:  Of course the GM may desire to mix and match things as they want to make their game match how the anime/manga works out.


And now for something completely different...


What if you want a game to not be like the manga or anime and are just super human adventures akin to a fantasy game like D&D but taking place in a modern(ish) age?

This sort of way of doing things is a lot better for a Hero System type game where things are likely easier to handle.


Down to Earth Game
So a down to earth type game does away with the astronomical levels of power that are in the anime and manga and looks at everything as more of a guide line.  Here characters are more akin to super heroes than beings who can shatter moons.

Big bad's like Freeza, Cell and so on should have minions that do things for them as the game progresses eventually leading up to a grand confrontation with the entire group tackling the big villian together.

In a game like this, powers like turning Super Saiyan should be balanced out with things the other players can do.  For example, Goku learns the Kaioken from King Kai, but the others aren't able to get the hang of it.  Later Goku trains the rest of the group to use the Kaioken and unlike with Goku and the other Saiyans who have their Super Saiyan forms later, the rest of the z-fighters learn to perfect the Kaioken and even may create variations of it that allow them to keep pace with their Super Saiyan companions.

With this you will want to keep your xp normal, because your taking steps to make the game fairly normal.  You also may want to put some boundries in place for limits on ki powers, limits that you can train to overcome with time.

Prime Characteristic Limits:  So there should be some limits in place here for a game that is meant to be more grounded.  Characteristics (STR, DEX, CON, INT, EGO, PRE) are limited to a score of 20.  Characteristic bonuses from being a particular race however extend the limit out to include the bonus.  So if a race offered a +5 to STR then the limit would be 25.  After hitting the limit, xp spent to buy up the score is doubled.  Exceptions to this is with powers that are temporary boosts.

Secondary Characteristic Limits:  This is the second part of things.  This deals with OCV, DCV, OMCV, DMCV, SPD, PD, ED, REC, END, BODY, and STUN.

  • OCV/DCV/OMCV/DMCV:  This is limited to 8.  Skills of course allow one to bypass this limit.
  • SPD:  This is tricky.  SPEED should be limited to 3.  But this assumes you wish to even use SPEED in your game as it is not necessary to use it.
  • PD/ED:  This is limited to 10.
  • REC:  This is limited to 10.
  • END:  No limits on this.  END can be as high as you want to buy it.
  • BODY:  Limited to 20.
  • STUN:  No limits on this either.

Keep in mind that you can buy these stats past the limits too, just for double the xp.

If using Hero Designer you will need to get into its settings and make adjustments for this.


Spell Limits:  Active points in spells are limited to the character's EGO x 2.  You can also buy EGO just to increase on how many AP you can have in a spell.  This would be built as a talent that has a -1 limitation (only for determining Spell AP limits).

Ki Limits:  Since ki functions differently from magic you gotta do something about limiting it.  So obviously there is the skill penalty but there should also be a limit to how much ki you can use at a time for a power.  You cannot put more ki (END) into an attack than half your CON score.  Now this doesn't count on powers you maintain.  Rather its per power used.  So if you unleash a ki wave attack you are limited to no more ki than your CON score for it.  Like with the Spell limits, you can improve on your Ki Limit by buying CON with a -1 limitation (only for determining Ki END Limits).

Defenses:  Ok so defenses, like PD & ED should be handled similar to how they are in Fantasy games.  Combat Luck can be bought up like water.  Worn armor should inhibit movement to some degree depending on its form and function.  But you shouldn't be able to stack defenses til the cows come home.  So here is what can be done about that.  You can choose 2 sources to get defense from, plus you add your natural defenses to it.  So if you have Combat Luck then that is 1 source.  If you have a Force Field that runs off of your ki or magic then that is your second source.  Even if you are wearing armor as a third source you cannot apply it.

One exception is if you have a barrier of some sort, whether an actual obstacle you are taking cover behind, or you have a power that generates a similar effect.  Here you can treat this as its own defense separate from yours as the rules apply in this manner.

There are no limits on Defense, unless the GM puts them in place.  One limitation you could put in place is that with the sources one has to be high, and one has to be low, and then you have your base Defenses.  The high defense can be higher than your base defenses, and the lower has be below them.


Variant Rules
So there is one problem with Hero System...fights take a long time to get through and typically Dragon Ball fights are long, but fast paced.  Because of how the system is made it can be adapted to try and speed things up.

  • SPEED:  Rather than having speed determining order of actions what it can do is determine the number of half phase actions you can take on your phase of actions.  With this your character is limited to a Speed of 2 instead.  Order of actions is based completely on DEX, or INT.  Any Speed score over 2 makes the character capable of moving at super speed.  Abort actions still use up a half phase or full phase to use, but they are sacrificed from their current boosted speed so long as they have not used all their speed up.
  • OCV/DCV:  Typically when rolling to hit there's a bit of math involved to determine what DCV it is that you hit.  But there are other ways of handling combat.  One way to speed things up is to add 9 to the character's DCV, and then roll 3d6 + OCV score for your attack rolls.  Thus with an OCV 3 and DCV 3 you would roll 3d6 +3 to hit (rolling high) the DCV of 12.
  • Quick Build Opponents:  One thing you may want to do as the GM is not spend time building each opponent or completely filling out a character sheet to apply for multiple types of opponents.  It can be tough keeping track of so many opponents and of course it can take quite a bit of time to write them up.  So its a good idea to come up with a means of creating opponents quickly so your not spending a lot of time on making them.  You can do this by editing down an opponent to the basics you need in a fight.  Also you should break down skills to an array of 5 to 8 different rolls and assign a skill to a roll as needed.  Then you just assign powers as needed.  You can also make builds for different varieties of opponents in this way, such as a fast opponent, a tank, artillery types, and so on.  From there you can stagger their strengths vs. the players so that their either easy fights or tough ones.  But ultimately its up to the GM how they want to do their opponents and most of what I've put forth here is mainly for new GM's who might want an easier time at things.
  • BODY & STUN:  Simply put, fights can take a long time when you have to juggle Body damage and Stun damage.  One way to speed up fights is have some opponents not make use of STUN.  Here damage is entirely built on BODY.  Additionally the opponent takes 2x the normal BODY damage when received in the place of taking any STUN.
So that is it for the rules section.  If anyone has any questions just post them and I'll respond and may even edit my posting here to incorporate any changes and additions.



Tuesday, January 13, 2015

Dragonball RPG Hero System Conversion - Part 2

So here we are continuing with our Dragonball conversion.  We are working on the powers today.  Now we could go on to skills, talents, and perks, but the meat of things are the powers.

Powers

Powers to be used in the game are broken up into 3 groups:  Tech, Magic, and Ki.

Tech:  Tech is anything that is based on some form of technology.  Of the powers, Tech powers are the cheapest because they can be damaged, taken away, and/or require maintenance.  For example, imagine Bulma developing a suit of powered armor that would allow her to fight along side her friends instead of being the damsel in distress all the time.  This is an example of a Tech power you spend points on.  Things like her capsule car/bus/plane/etc. are more common placed and don't always count as a tech power.  A tech power is typically something that is not overtly common placed, and is unique enough that its not something you can just buy with money...though it may cost you money to build.


Magic:  Magic is the alteration of the material world by manipulating its energy flow to create, alter, or take away from reality.  One common example of magic being used is the creation of cloths and items from nothing.  Piccolo used a magic spell to create cloths and a sword for the young Gohan when he was training him.  King Kai (a god by the way) essentially used magic to create the massively heavy hammer Goku was to use to hit Gregory.  And of course there is the witch Baba who used magic for a variety of purposes that included using her crystal ball to see what was going on in places far away.  And of course there is Majin Buu, a being created from magic who could use magic to turn anything into candy/cookies for him to eat.  And lets not forget the Fusion Dance.

Magic functions very similarly to ki except that it typically does not use a person's stamina to cast a spell.  Instead it requires concentration, skill, and often enough time or a medium.  This is not always the case as spells can sometimes need to only an instant to perform...though this often comes from using the spell so often its second nature.


Ki:  The main source of power for nearly every fight in Dragonball.  Ki is a type of magic that comes from with in.  Now before anyone would argue, yes ki is magic, it is simply a different type of magic.  Ki is an inner energy that is controlled and manipulated to allow one to fly, enhance themselves, or fire blasts of energy.  While ki doesn't function the same as magic itself it can be countered with magic and intern it can counter some magic too.  The difficulty comes in that a magic spell has a set strength to itself.  Ki is only as strong as the amount of power put into it meaning that only some magic spells are capable of countering ki, but not all of them.



So with everything laid out we will start ironing out the rules for each power build.


TECH
So tech can fall into one of two categories: Personal, and Impersonal.  Personal tech is tech you spend points on.  You don't loose the points but if you loose the tech you have the option of rebuilding or redistributing the points in some manner via in game options given by the GM.  Impersonal tech is tech you can buy.  These are items that can be easily lost, destroyed, or have only a limited number of uses before becoming useless.  Tech powers fall under the personal group and examples include:
  • Power Armor
  • Robotic Armor
  • Ki Arm Blaster
  • Battle Jackets
  • Magic Weapons/Equipment
Tech powers are built pretty much as how one would expect them to be built.  Building tech powers requires several applicable skills that your GM deems necessary, plus a certain applicable Perk called Tech Level.

Perk - Tech Level:  The character has knowledge or access to technology greater than what is common for any normal person to have.  Tech levels are broken up into 5 levels starting with a base level that a normal person starts at:
  • [0pts] Average - This is the tech level all characters have. This means that the character can buy any normal piece of technology on their world that they would normally have access to.  In special occasions or if very wealthy the character could get more expensive or exotic technology though you may lack the knowledge to use it.
  • [5pts] Above Average - This is tech that is at least 5 to 10 years more advanced than what is commonly available.  An example of the difference between average and above average is the a smartphone and a pager.  At this level you can acquire parts or have the capacity to make parts.  you still need the proper skills but you now have the means and expanded know-how to do what you need.
  • [10pts] Advanced - This tech level is generally more than 10 years ahead of anything commonly available, but not more than 50 years.  An example of the difference between Above Average and Advanced tech is a smartphone to wrist watch that acts not only as a watch but has a holographic display that allows it to essentially function as a smartphone or laptop computer.
  • [20pts] Accelerated - At this tech level things are more complex than ever; your looking at things being more than 50 years more advanced.  Nano tech is possible as are advanced robotics like mechanical androids and AI's.  Intergalactic travel is also possible so one can create various space ships like the Saiyan space pods.
  • [40pts] Futurist - The final tech level, here things are quite advanced by 100 years.  Biotech machinery is possible and technology essentially works like magic at this point.  A creature like Cell or Android 18 is easily possible at this point, not to mention creating saibamen, or other genetically engineered monsters.

Tech items should be built with advantages and limitations that are appropriate for items to have.  Once an item is built divide the real cost by 5, but for Hero Designer input 0.2 for the cost multiplier.

(Note that if you need to figure out an appropriate percentage for Hero Designer, take the amount you want to divide with and apply against 100 - for example, divide 100 by 5 and you get 20.  Now move the decimal point over 2 spaces to be in front of the 20 to get the number you would multiply with in Hero System.)

Damaging Tech
This is a problem you face with using tech.  Now there are a number of ways for determining the Body and PD/ED for tech/equipment.  But I like keeping things simple.

  • Figuring Body:  Every 10AP in the power = 1 BODY
  • Figuring Def (PDr/EDr):  Every 5 AP in the power = 1 Def (1PDr/1EDr)
  • You can buy 5pt Adders that makes the equipment more resilient to being damaged, increasing the Def by 3.  You cannot increase the Body however.
  • Tech takes damage only if the PC takes Body Damage.  When Body damage is taken the damage is also applied against the tech.  The Tech's Def is applied against the damage taken taken as well with the resulting damage applied to the Tech's Body.  When Body is reduced to 0 then the Tech is so damaged it can no longer be used.  The GM may allow it to keep being used with an activation roll of 8-, but if failed then the Tech is completely useless until repaired.
  • Repairing Tech requires the appropriate skill roll and Tech Level perk (though you can still attempt to repair tech of a higher level, but at a penalty (-3 per Tech Level above you current level of ability).  You suffer a -1 per 10 AP in the power being repaired.  The time taken is 1 day per 10 AP.  Note that you can buy powers as talents to increase your ability to repair things more quickly (like having a superior lab to work in).
  • Unified:  Note that when you make your Tech powers unified, there are two ways to figure damage to the tech.  The first is to figure the BODY and Def of each piece individually and then apply damage individually.  This is a long process and can take away from the game.  The other way is to just add it all together to get one over arching Body and Def.  In this case everything keeps functioning until the lot of the Body is reduced to 0.  This keeps things simple and won't slow the game down.
  • Tech Immune to Damage:  This is a nonsensical thing as all tech can be damaged.  But you can buy regeneration for your tech that essentially gives it a self repair feature.  This could be a magical enchantment or maybe nanomachines.
  • Magic as Tech:  Enchanted items do count as a tech item.  However the idea is that they are bought tougher than normal and possibly applying the Difficult to Dispel advantage.  In all calling something magic is simply a descriptor for it.

MAGIC
Now magic, (as mentioned before), is the alteration or manipulation of reality.  Magic is often something that requires complex incantations, some gestures, and possibly a medium of some sort that allows the magic user to focus their power, but this is not always the case.  Magic costs no END from the user to use, but instead relies upon skill and knowledge.

  • Spells do not Cost END to use.
  • All spells require a Magic Use skill roll (EGO, 3/2).
  • Concentration is needed and adjacent opponents can make an attack of opportunity against a spell caster.  Taking damage increases the skill roll penalty cast by 1 per 10 STUN of damage taken.
  • Gestures are needed to some capacity.
  • Invocations are needed.
  • Having a medium or Foci is optional.
  • Spells need at least a full-phase action to cast.
  • Casting a spell draws on the user's will power to manipulate reality.  If a skill roll is failed then all subsequent skill rolls receive a cumulative -1 penalty, with the penalty increasing with each additional failed roll.  You can buy skill levels to counter act this to show your expanded skill.
Once a magic spell is crafted divide the real cost by 3.  If using Hero Designer use 0.33 for the multiplier.



KI
Finally we come to ki, the bread and butter of the the Dragonball universe.  So here is the thing about ki abilities that is different from Magic.  Your abilities are only as strong as the amount of Ki you put into it.  As such ki powers need to be built a bit differently and handled differently.

  • Focus Ki skill rolls are needed for all ki powers.  You suffer the usual -1 per 10 AP in the power to the roll.
  • Ki powers are built off a single base level, or 1 die.  When you craft your ki power you apply all of your advantages and limitations to that single level.  You then buy the Ki power at that level.  Ki powers must all use END.
  • If a ki power is built with more than 1 die in the base level then you must increase the END cost of the ki power equally by taking a level of the Increased END Cost Limitation.
  • Ki Powers come in two types:  Enhancement, and Expelling.  An enhancement power is one that doesn't require gestures or an incantation, you simply focus your ki inward to enhance your body, or to provide defense from attacks.  Expelling powers are your ranged ki attacks and ability to fly.
  • Enhancement ki powers do not have to have END to be spent to constantly keep things enhanced.  Rather you should have to pay END once per Turn in order to maintain an enhancement.  Enhancement powers come in a few varieties - Boost Characteristics, Power Up, Transformation, and Fusion
  • Expelling ki powers use END everytime they are used or maintained.  Ki attacks come in a few varieties - Wave, Blast, Bomb, Breaker
  • A ki power is built off of that level.  You pay the full real cost for the power.  There is a limit as to what constitutes 1 level.  For Characteristics its 5pts.  For dice its 1d6.  For skill bonuses its a +1.  And for anything else which is more of a static effect you pay for the effect like normal.  An example of this is:  Ki Blast Barrage - Blast 1d6, Autofire (20 shots, +1 1/2) (AP 12); Extra Time (Full Phase, -1/2) (RC 8) - END 1 per shot.  Thus this constitutes 1 level.
  • To use a Ki attack you have to have the energy to use it, and be able to make the skill roll.  You have to decide how many levels you want to use and then attempt your skill roll and pay the END for it.  Using the above example of the Ki Blast Barrage:  I decide to use 5 levels, so I'm hurlying 20 5d6 ki blasts.  Skill roll Penalty is -5, and END cost is 100pts!  If I make the roll I then get to batter an area with 20 blast type attacks doing only 5d6.  Its not bad if you got the END to pay for it.  Not to mention it takes a full phase action to use.
Enhancement Ki Powers
Boost Characteristics:  This is enhancement allows you to boost one or more Characteristics at a time depending on how you build it.  There are limits on just what can be boosted with the ki power.
Characteristics that you are allowed to boost are:  STR, DEX, OCV, DCV, SPD, PD, and ED.  You can build these individually or group them together.  They all need to cost END to activate and be maintained once per Turn.

Powering Up:  This is an action you take to recover or increase your END by tapping into reserves of ki within you.  There are two versions, REC and Aid.  With Recovery it is a restricted REC score that applies only to END (not STUN).  Beyond that it applies whenever you attempt to take a recovery, but you could limit it to no more than being able to use it 5 times during an encounter.  Then there is Powering Up as an Aid.  Here you boost just your END instantly to essentially heal back spent END, or to increase the amount of END you would normally have.  Obviously you are limited to your maximum allowed for Aid.  Using Aid like this should be a full phase action.  Its visible as well in that once you power up a blast field or aura appears around the character showing that they are empowered.

Transformation:  Here is the top tier of enhancements.  Transformations generate specific boosts to a character so long as they pay END.  While one would think that Aid would be a good source for this it is only good if your looking for an unstable boost in power where when you transform the increase in power could be low or high its always a gamble when its used...but after that it you can keep drawing out the power to eventually achieve the best effect.

  • Transforming is maintained by spending ki, and a single amount of ki should be spent per turn to maintain the transformed state.
  • Transforming is a full phase action.
  • There is always some change in appearance.
  • Transforming is always a set thing and not broken up into levels, though you can develop multiple stages of transformation.  Creating a new transformed state should always be a big deal.  For example the Super Saiyan Form is just one form - however there are two variations of that form SS2 and SS3 which give increases in over all power of the Super Saiyan form but also eat up ki/END at an increased rate. (again I prefer to ignor the SS4 form as Akira Toryama didn't have a hand in making it).  The kaioken is also a type of transformation as well, allowing you to increase physical stats but at the cost of ki and you run the risk of pushing your body beyond what it can endure and doing damage to it, this makes it a gamble to use the kaioken over that of the Super Saiyan form.  And yes, you have to pay END for each transformed level you push yourself toward.  (This is why Akira Toryama has gone on record saying that Goku will now only seek to master his normal state and the SS1 state while pushing to attain the power of the Super Saiyan God.)  More on the Super Saiyan form will be noted later.
  • Stat boosts should be similar to the Boost Characteristics option above in what can be increased, though several are boosted at the same time.  Large increases in your END pool are not untoward either as transformations are meant to unlock deeper levels of reserves of power.
  • The Saiyan's Oozaru transformation is already figured out for their race and is an example of what a transformation can offer.


Fusion:  This is touchy ground and there are reasons for this.  Fusion is the combining of two beings to form a single more powerful being.  Each type of fusion is different and it takes away from one player or another so that one gets a massive boost in power.

Basically a fused character combines the skills and characteristics of the two characters into a single being.  They also retain knowledge of all of their powers too, or in some cases the powers are similar enough that they combine to form a new variation of the old.

Namekian Fusion - This is one type of fusion that is a bit different.  Here two Nameks fuse to form a single being, often with one of the two being the primary personality.  Here you combine all the aspects of the two and divide the new numbers by two.  Here you should see increases across the board, or in some cases characteristics probably remain about the same.  Skills are similarly affected where if the two have the same skills the better skill is retained.  Perks only of the main personality are kept, while talents are sort of combined.  Talents are acquired if the main personality doesn't have them, or if they have the same talent, the better is retained - essentially giving an improvement.  Powers for both are kept as well unless the two have powers that are too similar to eachother in which case the weaker power is forgotten.  END is one point that is not halved, instead the END of both beings being fused is combined.

But what is the XP cost of all this?  Here's the thing about fusion.  Its often a game play gimmick or is used as a means of explaining expending large amounts of xp to improve on the character in a short period of time.  In some cases the GM may feel like its a suitable reward in exchange for gaining xp.  Or the other option is to allow the Player to pay back the XP with time as the game goes on.

However XP isn't something that needs to be worried about right now, we'll cover that later.

The other means of Fusion includes magical means like Majin Buu absorbing beings, using the magical Porta earings, performing the fusion dance, and so on.  Some types of fusion are allowed on a temporary basis and completely combine both beings which is typical of the Fusion Dance and the Porta earings.

  • The Fusion Dance is a rare magic skill that is separate from normal magic.  It is an actual skill that is INT based and requires both parties to know (5/3 cost).  If the roll succeeds the two fuse for 30 minutes then cannot fuse again for 1 hour.  But if the roll fails then the two fuse but are weaker, often resulting in a fat or ultra skinny version of the two being fused.  These failed fusions often seem to not last as long either.  both parties fusing typically must have similar powers at their disposal in order to fuse.  And if one party is capable of transforming but the other can't then the ability cannot be used.  If they both can transform then the power can be used, but only up to the skill level that the two possess.  Transforming will typically shorten a fusion to half the normal time, regardless of the number of stages in transforming that are used.  the time is halved only once.




  • The Porta Earings are supposed to create a permanent fusion that functions like that of the Fusion Dance, but there are means of separating the fusion.  The idea is that if the GM allows this fusion its with the possibility of it eventually separating or with the characters being fused no longer being apart of the players control allowing them to create new characters as the fused character goes on to become a GM character.
  • Majin Buu/Cell:  This is a possibility for a player character but not likely.  The fusions that occur with these villains are steps in the story.  As the PC's get stronger and stronger, so to must the villians.  In some cases the villian will absorb a PC to gain their power.  This creates story and a need for other heroe's to some how find away to rescue them.  For example, SS2 Gohan punch Cell so hard he threw up Android 18.  Or with Majin Buu Vegito allowed himself to get absorbed but protected himself from it by creating a barrier as he was swallowed, but upon this happening the fusion of the Porta Earings was canceled out and the two were given the chance to search for everyone absorbed and free them from inside Majin Buu.  Like wise when the fusion time for SS3 Gotenks ended in Majin Buu all of the power that he had while the fusion was in place vanished and became that of just Goten and Trunks.

In the end Fusion isn't something the GM even needs to use in the game.  They can just allow the players to gain XP enough to give them a fighting chance.


Expulsion Ki Powers
This use of ki includes firing different types of attacks in addition to being able to fly, or create a protective barrier against attacks.

  • Ki Wave:  This is a sustainable ki attack that is often the signature move for a character.  A ki wave has to have the continuous advantage applied to it.  For an attack that can be bent or moved to track an opponent that fails to hit the first time you can apply the Indirect advantage (always originates from the character).  Ki wave attacks typically always have names that are called out to help one focus the attack, not to mention specific motions/gestures are made that allow one to focus their energy properly.  Ki waves also typically can apply in a line as well.
  • Blast:  A blast can be made in one of a few types.  First it can be a single powerful blast that is similar to a ki wave attack, but is not a  sustained attack.  The other type is an autofire type attack where multiple small blast attacks are shot that allow one to pepper an area with fire.
  • Bomb:  This can also be a signature attack, or a combined effect of the Blast type attack.  Here the attack obviously affects an area, and whether or not it is an actual explosion is up to the creator.  Typically the area is a radios but other variations are possible (Tien for example can use the Tri-Beam which creates a unique blast area.)
  • Breaker:  Also an attack type that can be a signature attack, this is an attack that is commonly more lethal than other attacks in that it cuts through protective defenses on top of typically being a killing attack.  Piccolo's special beam cannon and Krillin's Destructo Disk is an example of this.
  • Drain's and Suppression:  These are actually not common placed attacks that exist in the Dragon Ball world.  Such attacks would be better served as magic spells, but don't feel as if you are limited to this.

Here's the other thing about ki powers.  Once created, you cannot change it.  Instead if you want to have a different variation of the power you build a new one.  Goku for example could do a delayed double Kamehameha underwater.  This was a one time power mind you and could be explained by the character succeeding in making a higher than normal difficulty roll to use the attack like this.  But if Goku wanted it to be a permanent part of his arsenal he would have to buy it as a variation of this Kamehameha wave.


Planet Busters:  These are not normal attacks and are mostly a means of progressing the story.  A planet buster attack is something that tunnels to the core of the planet and then detonates in a massive explosion.  In some cases the destruction of the planet is instantaneous, while in other cases it destabilizes the planet to where it will explode, but there is some time before that will happen.

To instantly destroy a planet an attack needs to have a megascale triggered explosion that occurs only after an attack has penetrated the crust of the planet.  The attack needs to do massive amounts of damage in both the initial strike and the trigger, as such its not a faint of heart attack and is limited to being known only by the villains.  In these cases its treated as a once per day charge that limits the villain to just how often they can pull that one out of the bag.

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Super Saiyans

GokuSuperSaiyanVsCooler

There's no simple way to really put the super saiyans into game rules.  Their increase in power is monstrous on the order that their power boost is somewhere along the lines of 50x their normal level.  But for a game this doesn't make much sense as its quite unbalancing unless the GM wishes to allow extremes like this to better match the manga/anime.

Things you should keep in mind.

  • The form can be achieved as a part of the story generally when a Saiyan is pushed to unprecedented levels of anger it unlocks the Saiyan's ability to evolve, pushing it into hyper-mode.  When this happens the Saiyan suddenly suffers a massive up-swell in power as this potential with in them is released.  The change is close to instantaneous, but sometimes needs a few moments for them to build up to the final breaking point.  As a super saiyan they are not quite the same as they were as they become more prone to solving problems with violence and tend to act brashly or more so than before.  With time and training this personality shift can be overcome so that the Saiyan remains like their normal self in their super saiyan form.  For this persona shift you can attach a Complication to the power that mimics this effect.
  • Ascended Super Saiyan:  This is a state of released power that offers an increase in strength, agility and speed.  There is a balance point in this power level, but if pushed too far the Saiyan sees a boost in physical power, but looses out in speed and agility.
  • Full-Power Super Saiyan:  This is the Super Saiyan form at its full potential without using the Ascended power ups making it more practical and more powerful in general.  A saiyan retains their normal personality in this form and can enter and remain in this form with out expending much energy, they can even sleep in the form as well.
  • Super Saiyan Stage 2: This is a deeper state of the Super Saiyan form, often considered a new transformation when in fact its a forcing of the already hyper evolved state that is the Super Saiyan to generate more power.  The effect of this is as if the person had transformed into a higher state of power.  Hair stands up straighter and electricity crackles visibly around the person.
  • Super Saiyan Stage 3: This is the final extended state of the Super Saiyan form.  The means by which it is attained is unknown, except that Gotenks manages to figure it out after watching Goku do it once.  Like stage 2, the form unlocks greater depths of power.  Hair is forced to grow out to 3 times its normal length in addition to the electricity effect.
  • Super Saiyan God:  This is a transformation that requires the power of 5 Super Saiyans to achieve.  The power allows the one saiyan who is chosen to receive the power to ascend to the levels of power that is equal to that of a god. The saiyan gains a red aura and their hair turns red, aside from that they appear completely normal.  However the saiyan god state doesn't last forever as its not a state attained on one's own, and once the extra ki is expended the saiyan reverts to being fairly normal, but still changed.  Their body still remembers the power they had and even after the extra ki vanishes they will see that their own ki will not drop for a time, but they will eventually return to normal - though someday they will be able to attain the power of the Saiyan God once again.  After this the saiyan typically understands the nature of what being a Super Saiyan is.
  • Crafting the Super Saiyan:  This really should be a form that the GM crafts and awards to the player since its a game changer.  There are some requirements.  Transforming should be a full phase action - always.  It should use ki to initiate the transformation and to maintain, but not every phase, every turn or only to activate.  Each stage of the Super Saiyan that is unlocked however increases the END drain on the character. The same applies if the character makes use of the ascended super saiyan variation.
  • Pay END for More END:  This is the double standard of the Super Saiyan.  If you want more power you have to pay for it.  The initial Super Saiyan power up does grant extra END and has an END cost that pulls from the total pool.  Each Super Saiyan power up does this same thing, except for the ascended forms which don't boost ki, but over all general power is increased.  This all just adds more and more END cost to what the character is paying for enhancements.  Simply put, the boosts in the END pool need to be substantial enough that the form won't just come to an end after a turn or two.

Now just the degree of how powerful things will be and the type of game that is being played is up to the GM.

But considering that I've spent several days going over this and trying to work out some sort of rules for powers I think I'll work on the GM part of things later.



Friday, January 2, 2015

Hero System - Dragon Ball Z Setting Game Rules (Conversion) Updated: 01/06/2015

So one of the more difficult conversions I could think of was DBZ for Hero System.  Now some of you may think...that's not too hard, but it is if you think about it and want to make something that is playable.

First off you have to decide just how much like DBZ your game rules need to mimic.  But what we are going to do is find a middle point.  DBZ is very much a superhero game setting and not just a fighting game setting.

Now we also want our game to start off low and build every character up to the god-like behemoths they will become.  And just a note...Dragon Ball GT - does not exist.  I am one of those guys that chooses to ignore the series because it was made with out Akira Toryama's consent/input.  As such we will ignore the whole GT series.

And just so you know - yes Goku would win against Superman.  Ignore the thing done up on youtube for the vs. match for the two.  They don't take enough into account, like Goku being able to fight a being who can blow up planets (Frieza) which would imply that Goku is powerful enough to do that himself.  Then he fights Majin Buu who can destroy entire systems!  Sure Superman can move planets, but so can Goku if he was inclined to.  Also Superman destorying the Earth just to beat Goku...nope - wouldn't happen at all.  The whole thing was badly researched and figured out.  Goku may have only a finite supply of Ki but he's got enough that he could outpace superman easily.  More over ki can be used not just for his transformations, but he can boost his strength/speed/toughness with it.  Goku would never put the Earth in danger, and neither would Superman.  So the fight setup was complete and utter crap too.

ANYWAY...



In the anime/managa Dragon Ball starts with the main characters being fairly young in age, about 11 to 18 years old in age.  This really won't do for a RPG that is played mostly by men who are well over the age of 18.

And while I hesitate to use it as an example, the Dragon Ball Evolution movie does give a good alternative starting method, with Goku and his friends as high school students and 18yrs old too.  Also it won't do for Goku and his friends to exist in our world...but that is really up to the GM too.


So in crafting our setting we will have the following:

  • Characters will be at least 18yrs old.
  • Martial Arts has a higher degree of fan base than it does in the real world.  In this world it is more popular than American Football.
  • Beast-people: They are a staple of the dragon ball setting and Akira Toryoma's work in general.  They will/should exist as well.  But you gotta have an explanation as to how they exist.  And that's easy - the Dragon Balls.
  • Alien Races:  They exist too, like the Saiyan's and Namekians.  Players should feel encouraged to come up with an alien race themselves if they like, but they should look almost completely human or animal like so as to blend in on Earth.
  • Super Technology:  This exists as well via the Capsule Corporation.  Robots, robot suits, flying cars/trucks/buses, and capsulizing technology all exist.  To that extent power armor would also exist.  Intergalactic travel is also a very real thing.
  • Ki:  This is the power from which nearly all characters get their powers.  It is a spiritual/inner energy that comes from training and uniting one's mind, body, and spirit.
  • Magic:  Magic is less seen but it is there.  Magic often does somethings that ki can but it also does a lot of things ki can't.  Creating objects out of thin air is magic and something that Piccolo and a number of other characters can do.
  • The game should start during the Legend of Goku story arch.  Starting Points should be around 300 with 25-50pts in Complications.
  • Minions:  Big baddies should always have minions who are skilled enough to give the players a good fight.  And there should be other people traversing the world who can challenge the players in other ways.  Think of the game as something of a low level Champions game setting (to start) - but with specific requirements on what powers people can have.  In DBZ this isn't really common placed.  This should change so that players have more opportunities to gain XP for game sessions.
  • Big Bads:  The villians in Dragon Ball and DBZ are typically so tough that it takes a team to take them down.  This is common with master villians in Champions like Dr. Destroyer where one villian is more than a match for a team of hero's.  In some cases (like General Red, or Emperor Pilaf) it may be more called for to have the villian be underwhelming when met...or maybe you may want to make a few creative changes to make them and the story more interesting.
  • Game Rules:  We will be using the 6th Edition rules for this write up.
  • SPEED:  All characters cannot have a speed greater than 3.  To increase speed you have to expend Ki for this purpose.
  • Mental Attacks:  Not used in the setting and shouldn't really be used in the game either.  Those who do have mental attacks are few and far between as psychics are not common.  Mind control is even rarer.  Typically every one has some degree of mental resistance as well, even if its just the initial amount given by one's MDV & MD.
  • Skill Rolls:  Powers will require skill rolls to use.  For magic a Magic Use skill roll is appropriate (INT, 3/2).  For Ki however there will be two seperate skill rolls depending on what you are doing.  Focus Ki deals with focusing your ki to enhance youself.  Release Ki deals with releasing your ki to create energy blasts.
  • Powers:  These can be tech based, magic, or even ki.  Tech does have to be built appropriately if anyone can just pick it up and use it.  If you limit it to just you then this needs to be reflected. Magic powers need to have incantations and gestures and they should always take extra time to cast.  Ki powers on the other hand are going to be built differently and will be explained later.  A cost multiplier will be used for powers.  In this case you want to divide the cost.  Equipment which can be damaged or taken away has its RC divided by 3 or 0.33 if using Hero Designer.  Magic spells have their RC divided by 2, or 0.5 in Hero Designer.  Note that to activate the cost multiplier for Hero Designer you have to open the Campaign Rules and go to the Rules tab.  The option is right at the top "Allow Cost Multipliers".

So with these things in mind we have to decide on how the Saiyan and Namekian's will work.

The Saiyans
  • Tails:  Saiyans are similar to humans in appearance except for their tails.  Hair color is typically only black or dark brown, but other hair colors do exist - often due to a Saiyan wishing to dye their hair a different color.  A Saiyan's tail is a weakness unless they have it removed or train extensively to remove the weakness.  Also some Saiyans learn to do tricks with their tails, but for the most part the keep their tail wrapped around themselves like a belt to keep it from being targeted easily.  This comes as a Physical Limitation:  Tail Weakness - If grabbed the Saiyan's strength is reduced to 1, a point where they can barely stand.  Squeezing the tail will inflict 2d6 STUN damage.  If the Tail is removed the Saiyan suffers 1d6 DEX Drain that lasts a week as their body gets used to the change.  Also with out the tail the Saiyan cannot assume the Oozaru battle form. (Infrequent, Fully Impairing (AP 20))
  • Strong and Durable:  Saiyans are physically primed for fighting.  They can take beatings and injuries that would kill lesser beings.  Minimum Characteristics for Saiyan's are:  STR 15, DEX 15, CON 15.  PD & ED must be bought as Resistant with a minimum of 6 PDr/EDr.  The player must at a minimum buy these stats up to the noted minimum requirements.
  • Natural Warriors:  Saiyans are natural fighters and are required to have a minimum starting OCV/DCV of 5 instead of 3.  The player must at a minimum buy these stats up to the noted minimum requirements.
  • Natural Ki Users:  Saiyans have a natural capacity to use their ki, plus they are put through automated training programs as infants that tells them how to focus their ki.  Once they receive formal training they can use ki quite quickly, or in some cases they can see someone use their ki and figure out how to use their own in just a few minutes.  The character has a +1 to all skill rolls involving the use of their Ki (AP 3) - RC 3
  • Oozaru Form:  This form can only be used if the Saiyan has their tail and see's a full moon.  This allows them to assume a transformed state of a giant ape.  Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide) (Tail Weakness is counteracted wile in the Oozaru form), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (140 Active Points); Conditional Power Power Only Works Under A Full Moon (-2), No Conscious Control (Only Effects cannot be controlled; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power, Side Effect does a predefined amount of damage; Berserk - In the Oozaru form the character cannot control themselves or distinguish between friend or foe except on an animalistic level.  The GM now takes control of the PC and will need to make Perception rolls to identify friendly targets and avoid attacking them.  Mouth Ki blasts can also be fired at teh GM's discretion -1), Limited Power Power loses about half of its effectiveness (Cutting off the Tail will cause the PC to revert back to their normal form.; -1) - RC 23
  • Shtick:  Due to a Saiyan's uncanny physiology the Saiyan needs to eat larger amounts of food than most people normally do.  Also a Saiyan's hair will always grow to a certain length and style and stay that way heedless of what they Saiyan does, short of shaving their head bald.  A Saiyan's hair will grow at 10x the natural rate of a humans.  Facial hair seems to grow at a normal rate though.
  • That Which Doesn't Kill Me:  Saiyan's get a boost in their capabilities when nearly killed and healed back.  Aid  STR, PD, ED, SPD, END, REC 4d6, Persistent (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Being Healed From near death, or restored to life will trigger power.; +3/4), Delayed Return Rate (points return at the rate of 5 per Day; +2 1/4), Expanded Effect (x6 Characteristics or Powers simultaneously) (+2 1/2) (180 Active Points); Conditional Power Power only activtes if Character is put into a near death state or has been killed and is then restored to near full health or restored to life again. (-1 1/2), Only to Aid Self (-1), No Conscious Control (Only Effects cannot be controlled; -1) - RC 40
BASIC TOTAL COST:  66pts + 20 for Complication, not including Characteristics Minimums.
                                        With Characteristic Minimums met:  100pts + 20 for Complication

So This is more or less what I would have in mind for a write-up on Saiyans.  It works with out being to over powered.


The Namekian's


Ok so the thing to keep in mind about Namekian's is this.  First there are no females.  They are physiologically similar to slugs (thus the pun on their name) and reproduce A-Sexually, so there are no females because of that.  Nameks also subsist on primarily water but can eat food on occasions that they deem fit to.

Namekians are also broken up into 3 different Caste Clans:  Warrior, Dragon, and Demon.

The Warrior Clan is made up of highly skilled/powerful fighters.  The Dragon Clan primarily uses magic and is more philosophical and intellectual in nature.  And those who are of the Demon Clan are outcasts, Nameks who are bent toward acts of evil and increasing their power like any villain would, they are also not above creating any number of offspring and mutating those offspring into new forms to suit their own needs for minions.

Some Namekians also bridge the gap between being Warrior and Dragon (like Piccolo), but they are exceptionally rare.

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01/06/2015:  Alright so I decided to just update the last blog entry with information on the Namek's abilities.
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  • Enhanced Hearing:  (Total: 20 Active Cost, 20 Real Cost) +4 PER with Hearing Group (Real Cost: 8) plus +6 to offset Range penalties for PER rolls for Hearing - RC 12
  • Thick Skinned:  Life Support  (Safe in Intense Cold; Safe in Intense Heat) - RC 4
  • Expended Life Span:  Life Support (Longevity 1,600 years) - RC 4
  • Ki Regeneration: The Namekian can use their ki to regenerate damaged or lost portions of their anatomy but by expending large amounts of ki.  The ability has to be built as a ki power that one has to learn.
  • Stretching & Expansion:  Nameks can learn ki powers that allow them to stretch their arms and legs or they through the expenditure of a great deal of power then can grow in size.  These are ki powers that have to be learned.
  • Fusion/Fission:  Nameks have the ability to fuse with other Namek's to gain greater power, and at the same time they can make copies of themselves.  While the ability to make a copy of one's self is doable, it can also be done in such away that a complete new being is created.  A Namek can also give their life to instantly create an offspring because of their Fission ability, and some can even infuse their soul into it to essentially resurrect themselves.  The ability to do this is a separate Ki power that has to be learned.  And by fusing with another Namek the Namekian can acquire incredible power.
  • Propagation:  Namek's reproduce by creating an egg which they then excrete from their mouth.  The egg is child sized and and cracks open soon after.  The Namek child then quickly grows in age from an infant to that of a child.  However at this point the Namek's aging slows allowing them time to learn and figure out which clan they are apart of.  They then grow rapidly to their adult height.
  • Natural Ki Users:  Namekians have a natural capacity to use their ki, and are typically trained to use it shortly after birth.  Once they receive formal training they can use ki quite quickly, or in some cases they can see someone use their ki and figure out how to use their own in just a few minutes.  The character has a +1 to all skill rolls involving the use of their Ki (AP 3) - RC 3
  • Chosen Caste Clan:  Nameks typically need to choose to be between one clan or another.  Those who become Warriors will focus on learning to harness their ki and fight.  Those who are of the Dragon Clan will concentrate more on intellectual pursuits than fighting or using ki and often develop a talent to use magic.  Few have the skill to allow them to bridge the gap between the two clans and be capable of using both ki and magic.  Those with the Warrior Caste will have minimum characteristic score of DEX 20, CON 20, REC 8, BODY 15.  PD & ED must be bought as Resistant with a minimum of 6 PDr/EDr.  Those of the Dragon Caste will have a minimum characteristic score of INT 20, EGO 15, REC 8.  PD & ED must be bought as Resistant with a minimum of 6 PDr/EDr.  The player must at a minimum buy these stats up to the noted minimum requirements.
  • Alien Appearance:  Nameks are decidedly very alien looking and tend to stand out on most planets as being such.  Distinctive Features: Alien (Not Concealable, Noticed Recognizable, Detectable with common senses (AP 20))

BASIC TOTAL COST:  20 +20 in Complication, not including Characteristics Minimums.
                                        With Characteristic Minimums met:  79pts + 20 for Complication

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Ok so with the Namek's out of the way we'll move on to powers next time as it will require some crafting finesse to properly work them out to mimic how things work in Dragon Ball.