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In the far future, Dragon Earth is in a state of peace. The warriors that fought to protect the Earth from Majin Buu have left behind a legacy that will last until humanity is no more. Now however; there is no one left to defend earth. Human: the most common race in the universe also called earthling. This race is generally known for being weak, but there are some strong humans. Racial Ability: Tactical strike- gives (+5xStage) bonus damage to all rush attacks made. Spirit Mode: a transformation gained through aquiring stage 6. adds (+20xStage) to each stat, adds (+100xStage) to power level.

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  • DBZ: RPG (A work in progress)
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  • In the far future, Dragon Earth is in a state of peace. The warriors that fought to protect the Earth from Majin Buu have left behind a legacy that will last until humanity is no more. Now however; there is no one left to defend earth. Human: the most common race in the universe also called earthling. This race is generally known for being weak, but there are some strong humans. Racial Ability: Tactical strike- gives (+5xStage) bonus damage to all rush attacks made. Spirit Mode: a transformation gained through aquiring stage 6. adds (+20xStage) to each stat, adds (+100xStage) to power level.
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  • In the far future, Dragon Earth is in a state of peace. The warriors that fought to protect the Earth from Majin Buu have left behind a legacy that will last until humanity is no more. Now however; there is no one left to defend earth. Human: the most common race in the universe also called earthling. This race is generally known for being weak, but there are some strong humans. Racial Ability: Tactical strike- gives (+5xStage) bonus damage to all rush attacks made. Max Power Mode: a transformation aquired through gaining stage 2. adds (+5xStage) to each stat, and adds (+20xStage) to Power level. Inner Power Mode: a transformation aquired through gaining stage 4. adds (+10xStage) to each stat, and adds (+40xStage) to Power level. Spirit Mode: a transformation gained through aquiring stage 6. adds (+20xStage) to each stat, adds (+100xStage) to power level. ______________________________________________________________ Saiyan: the universes most proud warrior race. Goku and vegeta were the last of their race until human scientists got samples of both goku and vegetas DNA. They use that DNA to grow 200 saiyans on earth. the saiyans are now part of earths common folk and have roughly 20,000 living saiyans. Racial Ability: Zenkai Boost- when a saiyan has his power level reduced below 10% and is healed he permanently gains (+1xStage) to every stat, and (+5xstage) to his power level. super Saiyan : a transformation acquired through gaining stage 4. adds (+5xStage) to each stat, and adds (+30xStage) to Power level. Super Saiyan 2: a transformation acquired through gaining stage 5. adds (+10xStage) to each stat, and adds (+50xStage) to Power level. Super saiyan 3: a transformation gained through acquiring stage 6. adds (+20xStage) to each stat, adds (+110xStage) to power level. ______________________________________________________________________________ Namekian: the people of namek who have colonized new namek. They are peaceful and would most likely not come to earth... Racial Ability: flexable and regenerative body- once per fight a namekian may heal (10xstage) damage. Super namek : a transformation acquired through gaining stage 3. adds (+4xStage) to each stat, and adds (+35xStage) to Power level. Mega namek: a transformation acquired through gaining stage 5. adds (+8xStage) to each stat, and adds (+55xStage) to Power level. Hyper namek: a transformation gained through acquiring stage 6. adds (+15xStage) to each stat, adds (+120xStage) to power level. _______________________________________________________________ Brench-seijin: a race of aliens form the planet Brench, this species looks identical to humans except for their colorful skin and hair. Racial Ability: Super speed- (+4xstage) to Agility stat while in combat. Full power : a transformation acquired through gaining stage 3. adds (+6xStage) to each stat, and adds (+18xStage) to Power level. Energy mode : a transformation acquired through gaining stage 5. adds (+12xStage) to each stat, and adds (+45xStage) to Power level. Super Energy mode: a transformation gained through acquiring stage 6. adds (+23xStage) to each stat, adds (+100xStage) to power level. ___________________________________________________________________ Ogre: most Ogres are in otherworld assisting king yamma. However; there are a few Ogers on earth and planets near earth. Racial Ability: Fast learners- all Ogres gain an additional (2xstage) for Power level rewards Battle Hardened : a transformation acquired through gaining stage 3. adds (+4xStage) to each stat, and adds (+22xStage) to Power level. Battle Furry : a transformation acquired through gaining stage 5. adds (+9xStage) to each stat, and adds (+50xStage) to Power level. Battle Born : a transformation gained through acquiring stage 6. adds (+19xStage) to each stat, adds (+110xStage) to power level. ____________________________________________________________________________ The close combatant uses classic up close and personal moves to attack his opponents. The close combatant also has superior defense capabilities. This may seem like a highly capable fighter, but when fleshed out he lacks speed and Ki manipulation abilities, at least when compared to other capable fighters. --Starting statistics-- Strength: 15, Agility: 8, Endurance: 7, Ki manipulation: 8, Charisma: 10, Wisdom: 10 Power level: 150 Starting moves: · Flying · Ki Charge · Rush attack! · Punch combo · Kick combo _______________________________________________________________________________ The blitzer uses his speed and Ki energy as his greatest power! he makes swift strikes and retreats to a safe distance so the close combatant can take over the fight again! The blitzer is the groups ultimate DPS --Starting statistics-- Strength: 8, Agility: 15, Endurance: 3, Ki manipulation: 15, Charisma: 10. wisdom: 10 Power level: 150 Starting moves: · Flying · Ki Charge · Ki Blast barrage · Punch combo · Kick combo ______________________________________________________________________________ The combat medic is the groups healer, anytime a member of the group is damaged you can count on this guy to patch you up. Don't take this guy for a weakling though, he still has a few tricks up his sleeve --Starting statistics-- Strength: 8, Agility: 10, Endurance: 3, Ki manipulation: 15, Charisma: 15. Wisdom: 12 Power level: 150 Starting moves: · Flying · Ki Charge · Energy restoration · Punch combo · Kick combo ______________________________________________________________________________ This is the character that knows what it means to take a beating, he’s the guy who you can count on to be alive after a fight. If the others get tired he'll be the one to take over while the medic takes care of them. --Starting statistics-- Strength: 8, Agility: 8, Endurance: 7, Ki manipulation: 10, Charisma: 10. wisdom: 10 Power level: 200 Starting moves: · Flying · Ki Charge · Iorn Skin · Punch combo · Kick combo ______________________________________________________________________ Flying- allows you to move through the air at (AgilityxStage) mph. This is your basic move action. Ki Charge- by using this technique you charge one energy. Certain attack require you to use this technique before using them. Punch combo- when your in melee range of a target you may use this attack, 1d4+Strength opponents get (-1) on dodge chances. kick combo- when your in melee range of a target you may use this attack, 1d4+strength, opponents get (-1) on block chance. Rush attack: Requires one energy, you move from medium range to melee range with one target. That target is then hit with one combo of your choice. Ki blast barrage: Requires one energy, you may split this attack between up to two targets in medium range. 1d6+KI manipulation the damage may be split between two targets, you may determain how much damage is delt to each target. Energy restoration- requires 1 energy, heals one target for 1d6+ Ki manipulation Iron Skin- Requires 1 energy, boosts your endurance by 10xStage for the next incoming attack. ________________________________________________________________________________ Our Dragon Ball heroes didn't go super saiyan over night, they had to make progress to get were they are now. In this RPG, we put our character's progress into stages. -All statistics are multiplied by your stage -your power level is multiplied by your stage - all damage and healing (done by you) is multiplied by your stage ----here a list of stages---- Stage 1- the first stage, everyone starts here stage 10- the second stage attained by getting 10 stage points stage 100- the third stage attained by getting 100 stage points stage 1000- the fourth stage attained by getting 1000 stage points stage 10,000- the fifth stage attained by getting 10,000 stage points Stage 100,000- the sixth stage attained by getting 100,000 stage points stage 1,000,000- the seventh and currently final stage attained by getting 1,000,000 stage points. EXAMPLE if you were playing the close combatant, and using the punch combo attack, on stage 10, your damage would be ... (1d4x10 +150) for a maximum of 190 damage or a minimum of 160 damage. the typical stage 10 combatant would have a power level of 1,500 or more. a successful attack with 190 damage (not including -50 to the attack due to the enemies endurance). would reduce your opponents power level to 1,310! ______________________________________________________________________________ Combat Action: this is the most major action done on your turn. your may use a technique, charge your Ki, or attack on this turn. --Charge-- certain attacks require you to prepare them by charging your Ki. you can use the Ki charge ability as your Combat Action to do this. Movement: allows your to use your flight ability to move to a closer or farther range. stage 100 characters may move from any range to melee with a target, the can also move from melee to long range. Secondary Action: This is most likely the most minor thing you do on your turn. This does have a condition though, this action MUST be taken each turn even if you did skip your combat and move action. Secondary actions include- Having your character speak or make a comment, have your character form a plan, use an item/equip a weapon, or have your character describe his or her situation. (This basically represents what your character is thinking about his current situation. Also known as the dramatic pause) --Charge-- at stage 1000 your character may charge their Ki as a secondary action. your character will start off with some basic techniques, but as your progress you will gain training points which will allow you to buy feats and create techniques. This RPG is in alpha, here is a small list of buy able feats. --FEAT LIST-- Name: Warrior Cost: 10 training points effect: melee attacks do an additional (1xStage) damage if they successfully hit your opponent. ------------------------------ Name: Ki adept Cost: 10 training points effect: ki attacks made by you from short range no longer give your opponent a dodge bonus. ----------------------------- Name: Good Health Cost: 15 training points effect: each turn your character regenerates (1xStage damage) ---------------------------- Name: Overkill Cost: 20 training points effect: for 1 energy you can double the damage of one punch combo, usable once per fight. ----------------------------- Name: Ariel Predator Cost: 15 training points effect: while in the air your ki based attacks do an additional (1xStage) damage. _______________________________________________________________________ there are three types of techniques DPS attacks, Healing, or defense/boost -------------------------- Name: (anything) Max Range: (May not chose outside) Damage: ( 2 TP for each D4 added, 3 TP for each D6 added, 4 TP for each D8 added, 5 TP for each D12 added) (all multiplied by your Stage) (+KI manipulation) cost: (anything stronger than 1d4 requires an energy cost) Additional effect: (This costs extra, whatever effect you want, GM digression) Appearance: (Whatever you want your attack to look like a beam or disk, or anything really) ------------------------- Name: (anything) Max Range: (May not chose outside) Heals: ( 2 TP for each D4 added, 3 TP for each D6 added, 4 TP for each D8 added, 5 TP for each D12 added) (all multiplied by your Stage) (+KI manipulation) Cost: (anything stronger than 1d4 requires an energy cost) Additional effect: (This costs extra, whatever effect you want, GM digression) Appearance: (Whatever you want it to look like a ray of light or a bubble of health , or anything really) ------------------------- Name: (anything) effect: (This costs extra, whatever effect you want, GM digression) Cost: (GM's choice) Appearance: (Whatever you want it to look like a bubble or perhaps a wall...) ------------------------- EXAMPLE Name: Kamehameha! Range: Long Damage: 3d6+ Ki manipulation Cost: 2 energy Appearance: you charge your energy to fire forth a blast of blue power. TP cost: 9 --------------------------- =============================================================================== here's the list of skills. All characters who are trained in a skill get a +5xStage bonus to checks with it. Flight- this has to do with flying over long distances, or quickly moving around in the air. KI MANIPULATION Intimidate/Taunt- When trying to scare or impress an opponent this is the skill used. If done sucessfully, you gain +1xstage to your next action involving a calculation. CHARISMA Diplomacy- your ability to make demands, and have them met. CHARISMA Deception- your ability to fool an opponent. CHARISMA Technology- Your ability to use technological items. WHISDOM Vehicles- Driving vehicles on the surface of a planet. WHISDOM Star Ships/pods- Driving ships through space. WHISDOM Investigate- Your ability to investigate a crime scene and determine how it happened WHISDOM Swim- the ability to swim through water. STRENGTH ========================================================================== Shop- the shop allows you to buy Items that could be very helpful on your journey. Here's what we have so far Senzu bean- restores user's power level to max within one turn. 200 zeni Sunglasses- (+1xStage) to charisma stat if worn. 100 zeni Turtle school Gi- gives (+1xStage) to endurance if worn 300 zeni Power pole- this weapon can be extended from some awesome moves. User gains power pole attack- (Range: short-melee, Damage: 1d4+1 +Strength stat) 800 zeni Dragon Radar- this item can track the location of dragon balls. 500 zeni (Many more shop Items will be added! once again alpha!) __________________________________________________________________________________ I'm going to make one for each stage, because I encourage you all to make your own villians to fight. Also... alpha.... _______________________________________________________________________________
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