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
(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.
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.
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.
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.
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
Super Saiyans
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.
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.
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.
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