The Complete Dragonball

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Dragon Ball is a popular Japanese manga and anime series about martial arts and magical orbs called Dragon Balls. It follows the protagonist Son Goku on his adventures to find the Dragon Balls and battle villains.

Dragon Ball follows the adventures of Son Goku as he trains in martial arts and explores the world in search of the seven mystical Dragon Balls. Along the way, he makes friends and battles various villains who also seek the Dragon Balls.

The main themes in Dragon Ball include friendship, rivalry, personal growth and victory through overcoming challenges.

The Complete Dragonball

A Guide to making your game unto like DBZ


Introduction
What is Dragonball?

Dragon Ball is a Japanese manga series written and illustrated by Akira Toriyama. It was originally serialized in
Weekly Shōnen Jump from 1984 to 1995, with the 519 individual chapters published into 42 tankōbon volumes
by Shueisha. Dragon Ball was inspired by the classical Chinese novel Journey to the West. The series follows
the adventures of the protagonist, Son Goku, from his childhood through adulthood as he trains in martial arts
and explores the world in search of the seven mystical orbs known as the Dragon Balls, which can summon a
wish-granting dragon when gathered. Along his journey, Goku makes several friends and battles a wide variety
of villains, many of whom also seek the Dragon Balls for their own desires. It contains themes of friendship,
rivalry, personal loss and victory.

The 42 tankōbon have been adapted into two anime series produced by Toei Animation: Dragon Ball and Dragon
Ball Z, which together were broadcast in Japan from 1986 to 1996. Additionally, Toei has developed seventeen
animated feature films and three television specials, as well as an anime sequel titled Dragon Ball GT, which
takes place after the events of the manga. From 2009 to 2011, Toei broadcast a revised, faster-paced version of
Dragon Ball Z under the title Dragon Ball Kai, in which most of the original version's footage not featured in the
manga was removed. Several companies have developed various types of merchandising based on the series
leading to a large media franchise that includes films, both animated and live-action, collectible trading card
games, numerous action figures, along with several collections of soundtracks and a large number of video
games.

The manga series was licensed for an English-language release in North America by Viz Media, in the United
Kingdom by Gollancz Manga, Australia and New Zealand by Chuang Yi and Malay-language release in Malaysia
by Comics House. The entire anime series was licensed by Funimation Entertainment for an English-language
release in the United States, although the series has not always been dubbed by the same studio. There have
been many films of the franchise including the first live-action film adaptation being produced in 1989 in China. In
2002, 20th Century Fox acquired the rights to produce an American-made live-action film titled Dragonball
Evolution that received a negative reception from critics and fans; the movie was released on April 10, 2009 in
the United States.

Since its release, Dragon Ball has become one of the most successful manga and anime series of all time. The
manga's 42 volumes have sold over 156 million copies in Japan and more than 230 million copies worldwide,
making it the second best-selling series in manga history. Reviewers have praised the art, characterization, and
humor of the story. It is widely regarded as one of the greatest manga series ever made, with many manga
artists such as Eiichiro Oda (One Piece), Masashi Kishimoto (Naruto), Tite Kubo (Bleach), Hiro Mashima (Rave
Master, Fairy Tail), Makoto Raiku (Zatch Bell) and Yoshio Sawai (Bobobo-bo Bo-bobo) citing Dragon Ball as a
source of inspiration for their own now popular works. The anime, particularly Dragon Ball Z, is also highly
popular in various countries and was arguably one of the most influential in greatly boosting the popularity of
Japanese animation in Western culture.*

*Cited from Wikipedia.org


Main Protagonists
Son Goku
Protagonist of the Dragon Ball series, in that Goku, full name Son Goku, is immensely strong, pure of heart, and
extremely competitive, but dedicated to defending the Earth from evil. Though he appears human, Goku is
descended from an alien warrior race known as the Saiyans, who sent him, originally named Kakarrot, to the
planet to prepare it for conquest. His wife is Chi-Chi, and he has two sons, Gohan and Goten, equal or greater to
him in ability.

His alien heritage gives him superhuman strength, speed, resilience, and advantage in focusing his chi to
develop unusual offenses including his famous Kamehameha blast and the ability to assume greater degrees of
kinetic power.

Goku was originally conceived by creator Akira Toriyama as a variation of Sun Wukong, protagonist of the
Chinese novel Journey to the West; wherefore Goku also sported a prehensile tail until later in the series.

Bulma
Bulma is a character appearing early in the series in the first chapter Bulma and Son Goku ( ブルマと孫悟 悟空 Buruma
to Son Gokū?) first published in Weekly Shōnen Jump magazine on December 3, 1984. She is most credited for
inventing the Dragon Radar, a fictional device designed to detect the energy signal emitted by a Dragon Ball; but
Bulma's role as inventor becomes important at other junctures, as in the creations of a microband that could
make her shrink, the time machine that brought her son Trunks to the past, and the generator that allowed her
husband Vegeta to achieve the abilities of a "Super Saiyan 4" in Dragon Ball GT. Bulma is a direct parody of the
character Xuanzang of the Chinese novel Journey to the West; but her Japanese name "Buruma" is a slur of
"bloomer", a popular type of women's underwear. As with most characters in the Dragon Ball series, Bulma's
name is consistent with those of her family, in that all are named after underclothing: Her father's name is "Dr.
Briefs", while her son and daughter are named "Trunks" and "Bra" ("Bulla" in the English anime dub, which is the
Japanese pronunciation of "bra") respectively.

Bulma is voiced by Hiromi Tsuru in all of the Japanese media. In Funimation's dub, she was voiced by Maggie
Blue O'Hara in the first Dragon Ball film; Lalainia Lindbjerg in the first 13 episodes of Dragon Ball and the 64
episodes and first three movies of Dragon Ball Z; Leslie Alexander in the film Sleeping Princess in Devil's Castle;
Tiffany Vollmer in all other Dragon Ball, Dragon Ball Z, and Dragon Ball GT dubs including re-dubs of previously
dubbed works; and Monica Rial in Dragon Ball Z Kai. In Westwood Media's dub, Maggie Blue O'Hara returned to
voice Bulma in Dragon Ball Z. In the Blue Water Dubs, Leda Davies voiced Bulma in the 2003 re-dub of Dragon
Ball, and Kristin Nowosad in Dragon Ball GT. In the Japanese dub of the live-action Dragonball Evolution, she is
voiced by Aya Hirano.

Bulma has a cameo in the Dragon Ball/One Piece cross-over Cross Epoch, wherein she appears with the
character Nami as a pair of space pirates. Bulma has been portrayed by Jeannie Tse in the unofficial live-action
Dragon Ball movie The Magic Begins. She was also featured in the 1990 unofficial Korean adaptation where she
was played by Lee Ju Hee. Bulma appeared in the live-action film Dragonball Evolution, portrayed by Emmy
Rossum. Rossum describes her portrayal of Bulma as "She’s pretty bad-ass, but still quirky and fun, and kind of
ridiculous in the way she is in the anime."
Kame-Sen'nin
Kame-Sen'nin, also known as Muten-Rōshi and as Master Roshi in the English anime dub, is a perverted martial
arts instructor that lives on a small island and the inventor of the Kamehameha technique. Though he seems
frail, he is a mighty warrior, having trained Grandpa Gohan, the Gyū-Maō (the Ox King), Goku, Kuririn and a few
others. Despite his lechery and occasional whimsy or foolishness he is often depicted as wise, cantankerous,
and perceptive. He is often accompanied by his talking turtle companion who often tries point out his faulty ways.
He is bald, sports a thick van dyke beard, and wears sunglasses, beach clothes, or martial arts suits and, in
early appearances, a turtle's shell on his back. He usually wields a walking stick. When wishing to appear
anonymously in the Tenka'ichi Budōkai, Kame-Sen'nin uses the name "Jackie Chun" while he wears a wig and
discards his sunglasses. It is revealed that he is over 300 years old at near the beginning of the series and he
cannot die of old age as he drank from an elixir of immortality.

Kame-Sen'nin's character design was inspired by the character of Kami-sama from Toriyama's previous manga
Dr. Slump (unrelated to the Kami-sama of Dragon Ball), and accordingly was originally voiced by Kōhei
Miyauchi, who also voiced Kami-sama in the original Dr. Slump anime. Miyauchi's final acting session before he
died was for episode 260 of Dragon Ball Z, which he recorded only 3 months before his death. Since episode
288 of Dragon Ball Z, Roshi is voiced by Hiroshi Masuoka, who voices him throughout Dragon Ball GT and in the
recent video games, such as Dragon Ball Z: Budokai Tenkaichi. He is voiced by Kinya Aikawa in the 10th
anniversary special and by Masaharu Satō in the thirteenth Dragon Ball Z movie and Dragon Ball Kai. In the
Ocean dub, he was voiced by Ian James Corlett, Peter Kelamis, Dave Ward, Don Brown, and Terry Klassen at
various points. Dean Galloway voiced him in the Blue Water Dub. In the Funimation dub, Roshi has been voiced
consistently by Mike McFarland. He is portrayed by Chow Yun-fat in the live-action film Dragonball Evolution; his
voice was dubbed over by Tsutomu Isobe in the Japanese dub of the film.

Yamcha
Yamcha, known as Zedaki in the Harmony Gold dub, is introduced as an bandit or outlaw. He starts out as an
antagonist of Goku's in order to steal his Dragon Ball and wish not to feel nervous when near women. He
eventually becomes Goku's ally and one of Bulma's suitors; and later becomes the pupil of Master Roshi, upon
having fought supervised by the latter's elder sister, Baba Uranai. As a result of such training, Yamcha develops
a "Kamehameha" and the Soukidan, an energy sphere directed by psychokinesis; and later trains under some of
the story's gods. His constant companion is Pu'ar. He is voiced by Tōru Furuya in the Japanese version of the
series. In the Ocean dub, he is voiced by Ted Cole, in the Blue Water Dub, he is voiced by Victor Atelevich, and
in the Funimation dub, he is voiced by Christopher Sabat. In the 2009 Dragon Ball live-action film, he was
portrayed by Joon Park, whose voice was overlapped by Hisao Egawa in the Japanese dub of the film.

Kuririn
Kuririn, Krillin in the English anime dub, is a bald martial artist and one of Goku's best friends. He is the
classmate of Goku under Kame-Sen'nin's tutelage; initially his rival but later a friend, and a loyal companion in
adventures thereafter. He is killed by King Piccolo's mercenary Tambourine, but revived by Shenlng.

Tenshinhan
Tenshinhan, named Tien Shinhan and nicknamed Ten in the English anime dub, also known as Shinto in the
Harmony Gold dub, is first introduced in chapter 113 of the manga series, where he, having been trained by
Kame-Sen'nin's rival the Tsuru-Sen'nin, tries to kill Goku and his fellow-students, but later becomes Goku's ally,
accompanied by his friend Chaozu.[14] In the Japanese version of the series, he was voiced by Hirotaka
Suzuoki until his death in 2006; Kōichi Yamadera acted as a substitute for Suzuoki for episodes 82 and 84 of the
series. He is voiced by Mitsuaki Madono in Dragon Ball Z: Burst Limit and by Hikaru Midorikawa in Dragon Ball
Kai. In the Ocean dub, he was voiced by Matt Smith. In the Funimation dub of the series, he was voiced by Chris
Cason in the third season and by John Burgmeier from the fourth season onwards and in the redub of the third
season.

Piccolo
Piccolo, otherwise known as "Piccolo Junior", is the spawn of Piccolo Daimao, created to destroy Goku in the
wake of his death, subsequently assuming the role as the "evil half" of Kami-sama. As such, he at first sought
the Dragon Balls on his own behalf; but later became Goku's ally when opposing the invading Saiyans, and
remains an ally thereafter. He is later revealed to be a Namekian;––– a green-skinned, four-fingered (five in the
anime), hairless, capable species associated with the series' planet Namek.
Son Gohan
Gohan is Goku's first son. He is first seen in the first volume of Dragon Ball Z, called "The World's Greatest
Team", when he is kidnapped by Goku's brother, the Saiyan Raditz, and locked up in a space pod. However, his
temper flares, and he bursts out of the space pod, dealing a blow to Raditz, but also knocking him out. Raditz
intends to kill him, but Goku attacks Raditz and dies in the fight. Since Gohan was asleep during his father's
murder, Piccolo took Gohan and trains him for a year.

Vegeta
Vegeta is a Saiyan, and the prince of the entire race, being named after their home planet. He worked for the
space tyrant Freeza, and is first shown conquering a planet with his partner Nappa listening to Raditz's fight on
earth using their scouters. The two of them travel to Earth in search of the Dragon Balls. It takes them less than
a year, but when they finally arrive in a populated city, Vegeta kills everyone in the city with a single attack. They
track down Goku's allies, and soon encounter a revived Goku, who beats up Nappa. Vegeta, seeing that Nappa
has been defeated, mercilessly kills him. He then fights Goku, but runs away after Yajirobe cuts off his tail and he
is struck by Goku's Genki-Dama. He flees to planet Freeza 79, and then heads off to planet Namek to get those
Dragon Balls before Freeza.

Trunks
Trunks first appears as an unknown young man who easily defeats Freeza and his father, before Goku arrives
back on Earth. It is then revealed that he is Vegeta and Bulma's future child, who has traveled back in time to
inform Goku of the coming of the Androids, whom in his time have killed everyone including Goku. He helps fight
against the Androids and later Cell, before returning to his own time.

Just as the Androids arrived, the Trunks from the series' main timeline was born. Seven years later as a young
kid, Trunks, already able to turn Super Saiyan despite his age, fights against Majin Boo as Gotenks, having used
the fusion technique with Goten.
Main Antagonists
Red Ribbon Army
The Red Ribbon Army (Reddo Ribon Gun?) is a paramilitary organization bent on total world domination. The
army's initial leader, Commander Red (Reddo Sousui?) is a short man who has his forces go on a quest for
world domination by raiding towns and searching for the Dragon Balls. While the plan was secretly a ruse, so he
can really use the power of the Dragon Balls to become taller, the second in command Adjutant Black ( ブラック参謀
Burakku Sanbou?), who loyally obeyed Red, shoots him after hearing the real plan and attempts to take
command of the army, only to be killed by Goku after he was able to easily wipe out most of their forces.

The many operatives of the army served as the obstacles for Goku during his second quest for the Dragon Balls.
Goku quickly became the top of their hit list when he first came in contact with them by defeating Colonel Silver
(Shirubaa Taisa?). Though they first thought it was only a fluke, they then realized the threat Goku was when he
defeated the forces under General White (Howaito Shougun?) in their northern stronghold known as Muscle
Tower. Among the forces under General White is the ninja Sergeant Major Purple (Murasaki Souchou?, lit.
"Master Sergeant Purple"), simply Murasaki in the English anime dub, his four identical brothers and the android
brute Major Metallitron (Metarriku Gunsou?), Full Metal Jacket in Viz's English manga. After the destruction of
Muscle Tower, Mechanical Man Number 8, One of the armies defunct Androids who was kindhearted and
disliked fighting, befriends Goku and lives peacefully with the locals of Jingle Village.

General Blue (Buruu Shougun?) a high-ranking official of the army and the most powerful of them, was next to
go after Goku. He has a special psionic ability that allows him to paralyze other individuals. He is a neat freak,
and as he does not enjoy Bulma's attempts at seduction, she thinks of him as gay. He manages to steal the
Dragon Radar during their final encounter, but after returning, he is set to be executed for not obtaining any of
the Dragon Balls after multiple failures. He is allowed to fight the recently hired Taopaipai to redeem himself,
though Taopaipai easily kills Blue only using his tongue. Blue wears a brown uniform reminiscent of the
Sturmabteilung, implying parallels between the RRA and the real-life Nazi Party. Blue is voiced by Toshio
Furukawa in Japan and Sonny Strait in the Funimation dub.

Another high ranking operative is General Copper (Kappa Shougun?). Although he is never seen, he is
mentioned quite a few times and was the commander of Colonel Silver. Other members under General Copper
were Captain Yellow (Ieroo Taisa?), an anthropomorphic tiger which Goku defeated when arriving at the land of
Korin just before encountering Tao and Colonel Violet the only known female operative of the army.

In the aftermath of the Red Ribbon Army's defeat, Doctor Gero who previously worked for them, continued
creating androids and uses them in a plotted revenge on Goku which he attempts to go through with later in the
series.
In the film Dragon Ball: Mystical Adventure, General Blue and Major Metallitron appear as soldiers in Chiaotzu's
army. In the live-action Korean film, Dragon Ball: Ssawora Son Goku, Igyeora Son Goku, Murasaki appears as
one of Emperor Pilaf's subordinates. The Red Ribbon Army appears in the alternate-retelling film Dragon Ball:
The Path to Power, where many of them get altered character designs. Ninja Murasaki and General Blue appear
in the 1990s Dr. Slump remake anime, where they attempt to take the Dragon Balls from Goku and Arale.

Piccolo Daimao
The Great Demon King Piccolo, known as Piccolo Daimao in Japanese, is the evil half of the Namekian that
removed his evil in order to become the guardian of the Earth; this negative energy took on a physical form,
becoming a cast-off being. He and the good half, Kami, are linked, so if one dies, the other also will die. After
being formed, he designates himself as the Great Demon King and begins to terrorize the world. He is eventually
imprisoned by Master Mutaito, the mentor of Kame-Sen'nin, in a rice cooker for centuries by the suicidal Evil
Containment Wave (Mafūba) technique. After being released by Pilaf, he attempts to kill anyone that could
possibly seal him again (including Chaozu and Kame-Sen'nin), uses the Dragon Balls to restore his youth, and
takes over the Earth before being confronted by Goku, who, after a long battle, punches a large hole through his
abdomen. Before dying, he regurgitates the egg containing his reincarnation, Piccolo Jr., in order to pursue his
revenge. He is voiced by Takeshi Aono in Japan, Scott McNeil in the Ocean dub, and Christopher Sabat in the
Funimation dub. He was played by James Marsters in the live-action film Dragonball Evolution; his voice was
dubbed over by Hōchū Ōtsuka in the Japanese dub of the film.
Besides Piccolo Jr., King Piccolo creates several offspring in order to help him with his plans. His first offspring,
Piano, helps Piccolo formulate his plan until his death. He also creates Tambourine to hunt down the contenders
of the World Martial Arts Tournament to keep the sealing technique from resurfacing. Tambourine kills Krillin and
beats a weakened Goku, but eventually Goku's Kamehameha vaporizes him. The third, Cymbal, is created to
find Dragon Balls, but he is killed and eaten by Yajirobe. The fourth, Drum, is created to battle Tien, who he
easily defeats until Goku appears and kills him in one blow. Tambourine is voiced by Ryūsei Nakao in Japan and
Dameon Clarke in the Funimation dub; Piano is voiced by Masato Hirano in Japan and Brian Beacock in the
Funimation dub; and Drum is voiced by Daisuke Gori in Japan and Paul LeBlanc in the Funimation dub

Freeza
Freeza, written as Frieza in the English anime dub, is a galactic tyrant. He wants to get the Dragon Balls so he
can wish for immortality. In flashbacks, it is shown that Freeza had feared groups of Saiyans, so he destroyed
the Saiyan planet Vegeta, killing all but four Saiyans. Freeza hired Zarbon, Dodoria, Kiwi and Vegeta as some of
his workers. Later, it is revealed that Freeza has a trepidation of Super Saiyans, so he kills all the potential Super
Saiyans, including Vegeta. On planet Namek, Freeza kills off the entire Namekian race, including Dende. Freeza
engaged in a fight with Goku and the others, and Goku became a Super Saiyan due to his anger over Freeza
murdering Krillin. Out of anger, Freeza blasted a hole into Namek's core in order to destroy the planet. As a
Super Saiyan, Goku sliced Freeza in half with his own attack. Freeza begged for mercy, and Goku gave Frieza
some of his surplus energy. Goku supposedly killed Freeza, but he was rebuilt into a cyborg. He and his father
King Cold come to Earth, but they both get killed by a mysterious teenager, later revealed to be Trunks.

Cell
Cell is the ultimate creation of Doctor Gero. He is an artificial life form created using the cells of several
characters from the series, including Goku, Piccolo and Freeza. As a result, Cell is able to perform techniques
such as the Kamehameha, which he gains from the cells of Goku. In creating the character of Cell, Toriyama
tried many different designs before finally settling on the one used in the series. Cell evolves several times
throughout his appearances. He originally evolves from a cicada-like form into his first "Imperfect Form", which is
still insect-like in appearance. Both his first form and his second "Semi-Perfect Form" have a long tail that ends
in a stinger-like appendage and allows it to absorb other organisms. The tail recedes under his wings in his final
"Perfect Form", and he can use it to spawn Cell Jr., a minuscule childlike version of himself.

Requiring the androids #17 and #18 to evolve, he finds out that they are already dead in his timeline, so he kills
the Trunks of his timeline and uses Trunks' time machine to travel back in time. He eventually absorbs both after
many battles and ascends to his perfect form. He decides to hold the "Cell Games", a tournament in which he
fights against Earth's strongest fighters.Cell manages to defeat Goku, but he is eventually killed by Super Saiyan
2 Gohan. Cell appears in Hell in Dragon Ball Z, and makes a few appearances in Dragon Ball GT. Cell is voiced
by Norio Wakamoto in the Japanese anime, Dale Wilson in the Ocean dub, Dameon Clarke in the Funimation
dub and Dragon Ball Z Kai, and by Travis Willingham in Dragon Ball: Raging Blast and its sequel.

Majin Boo
Majin Boo, Majin Buu in the English anime dub and translated as "Djinn-Boo" in the English manga, is a magical
life form created by the warlock Bibbidi, eons before the events of Dragon Ball took place. He is eventually
sealed by Bibbidi after he becomes uncontrollable, but Bibbidi's son, Bobbidi makes it his goal to revive Boo.
After being released, Boo appears as an innocent looking pudgy pink genie-like creature. He is very naive and
easily influenced, and has a very volatile balance between his gentle and evil sides. After Boo kills Bobbidi, he
becomes close friends with Mr. Satan, which eventually causes him to expel his evil side. This evil manifests into
a taller and much skinnier, almost frail, form, who is referred to as "Pure Evil Majin Boo" (Majin Bū Junsui Aku?)
or "Evil Buu" in the English anime dub. This Boo absorbs the fat Boo, becoming what is referred to as "Evil Majin
Boo" (Majin Bū Aku?) or "Super Buu" in the English anime dub. He is interested in a challenge, and later goes on
to absorb Goten and Trunks (as Gotenks), Piccolo, and Gohan.
It is revealed by the surviving member of the Kaiō-shin that the fat form of Boo is actually the result of the original
assimilation of their leader into his body. The original is a sleek, child-sized being who is obsessed with chaos
and destruction. The original, referred to as "Pure Majin Boo" or "Kid Buu" in the English anime dub, is restored
after Goku and Vegeta remove the good side (fat Boo) from Evil Majin Boo. The good side is later spit out by the
original, and he goes on to live with Mr. Satan on Earth as Mr. Boo ( ミスター・ブウ Misutā Buu?), while the original is
killed by Goku, who wishes for him to be reincarnated as a good person. He is reincarnated into a child named
Oob, who becomes Goku's successor and goes on to participate in battles against foes such as Baby, Super #17
and Omega Shenron in Dragon Ball GT.

All forms of Boo have a rubbery body that is easily damaged. He can regenerate instantly from any wound,
regrow any part of his body, and can even restore himself from vapor. It is possible for him to become so worn
down that his regeneration begins to fail. He can reconfigure body portions into weapons, including stretching his
extremities. Boo also can heal damaged beings, shapeshift, and transfigure other objects and organisms. He
can also absorb other organisms by enveloping them with his body, and can replicate fighting techniques, even
after witnessing them once.

In the original Japanese, Boo and all his forms are voiced by Kōzō Shioya in all media. In the Ocean dub Scott
McNeil would voice Fat Buu, Brian Dobson would voice the Evil and Super Buus, and Ward Perry would voice
Kid Buu. McNeil would voice the renamed Mr. Buu in the Blue Water dub. In the Funimation dub Josh Martin
voices Fat and Kid Buus, and Justin Cook voices Evil and Super Buu. Martin and Cook voice Buu in all video
games with exception of Dragon Ball GT: Final Bout where Buu, in kid form, was voiced by Dougary Grant. Boo
was rated by Wizard magazine as the 40th greatest villain of all time. David F. Smith of IGN states that although
he is tough, Majin Boo's pink complexion prevents anybody from taking him as a serious threat.

Baby (Bebi)
Baby is a parasitic alien supervillain that first appears in the 22nd episode of Dragon Ball GT. Baby was created
by combining the DNA of the king of the Tuffles with a cybernetic body. Baby desires to destroy all of the Saiyans
to avenge his people. Baby is first reactivated from a sleep state by his creator, Doctor Myu. He attempts to fight
Goku, Trunks, and Pan, but is easily defeated. To boost his power, Baby infects various people with his DNA and
begins gathering energy from them. After a second defeat at the hands of the three Saiyans, Baby infects Trunks
and then goes to Earth. On Earth he battles Goten and Gohan, infects them both, and is able to infect Vegeta
and make him his primary host. Goku, Trunks, and Pan return to Earth to find the entire population is now under
Baby's control. Baby is able to defeat Goku, then he begins using the Black Star Dragon Balls to restore the
planet Plant and transport the Earth population to it. During this time, Baby evolves into an even more powerful
form and defeats Goku again. This causes Goku to transform into a Golden Great Ape and then into a Super
Saiyan 4. In this new form, Goku is able to defeat Baby-Vegeta. He has Bulma, also under his control, fire a
radiation beam at him from her Blutz Wave Generator which enables him to transform into a Golden Great Ape.
After a lengthy battle, Baby separates from Vegeta and attempts to escape in a spaceship, vowing to return to
destroy the Saiyans. Goku blasts the spaceship with a 10x Kamehameha attack, sending it into the sun. The
ship is destroyed and Baby is obliterated.

He is voiced by Yusuke Numata in the Japanese version and by Mike McFarland in the Funimation dub.

Android #17
Android #17 (Jinzōningen Jū Nana Gō?, Artificial Human #17) is a human forcefully turned into a cyborg by Dr.
Gero along with his sister, #18. The two are released by Doctor Gero as a last resort, but they turn on their
creator and quickly kill him instead. They begin to travel in order to find and kill Goku, coming into contact with
the main characters several times. In Future Trunks' timeline, as an android he is a mass murderer who is later
killed by Trunks. #17 returns in Dragon Ball GT, when he fuses with a new #17 created by Doctor Gero and
Doctor Myu in order to become Super Android #17, who is finally defeated by Goku and #18. He is voiced by
Shigeru Nakahara in Japan, Ted Cole in the Ocean dub, and Chuck Huber in the Funimation dub.
Shadow Dragons
The Shadow Dragons, known as the Evil Dragons in Japanese, are a group of evil beings born from the evil
energy caused by overuse of the Dragon Balls in Dragon Ball GT. When attempting to repair the damage caused
by Super #17, the cigar-smoking Evil Shenron is summoned from the Dragon Balls instead of the regular
Shenron. He splits out the tainted Dragonballs before fading away, each manifesting into one of the seven
dragons as they proceed to cause chaos across the world. They are known as the One-Star through Seven-Star
Dragons in Japan, and Syn Shenron, Haze Shenron, Eis Shenron, Nuova Shenron, Rage Shenron, Oceanus
Shenron, and Naturon Shenron in the English versions.
Goku and Pan manage to kill the other Shadow Dragons before encountering Eis and Nuova Shenron, the latter
voiced by Ken Yamaguchi in Japan and John Burgmeier in the English dub. Being much more honorable than
his siblings, Nuova helps Goku defeat Eis. However, Syn Shenron kills Nuova before absorbing both his Dragon
Ball and the others as well to increase his power.

Syn Sheron, known as the One-Star Dragon in the Japanese version, appears in Dragon Ball GT. He was
created as the result of Mr Popo's wish on Earth's Dragon balls to revive everyone on Namek that died at the
hands of Frieza and his forces. The nature of the wish in turn made Syn Sheron both the most powerful and
most evil of the Shadow Dragons. Making himself known after the death of Eis Shenron, killing Nuova Shenron
in the process, Syn Shenron manages to swallow the other six Dragon Balls to become Omega Sheron with
access to all of the abilities of his Shadow Dragon brethren. In his state, Omega Shenron's power was only
dwarfed by Gogeta in his Super Saiyan 4 form. After a long battle, he is killed by Goku's Super Genki Dama, and
the Dragon Balls are purified. Syn/Omega Shenron is voiced by Hidekatsu Shibata in Japan, with Bob Carter
and Christopher R. Sabat respectively voicing Syn Shenron and Omega Shenron in the Funimation dub.
Map of Dragonball Earth

Notes on the Map of Dragonball Earth

The map of Dragonball Earth is much different than the map of our Earth. It is also notable that the Dragonball
Earth also has creatures not found on our Earth any longer such as dinosaurs. The Ecology of that Earth is
vastly different than our earth with flaura and fauna that stands out as different.

Technology Level of Dragonball Earth

The technology level of Dragonball Earth is much higher than our Earth with the ability to make flying cars a
commonplace thing, and hoi-poi capsules (Capsule Corp's specialty product that shrinks anything inside.) Also,
the technology of Dragonball Earth is so great, that it is able to create world destroying androids that compare in
power to the Gods themselves.

Power Level of Dragonball Earth

Most games should begin within the Dragonball Power Level, which is Levels 1-20. Dragonball Z would be from
levels 21-40 and Dragonball GT would be between 41-60.
Races
Saiyajin
SAIYAJIN [RACIAL, SOUL]
Prerequisite: Exclusive any other racial feat
Benefit: You are a Saiyajin. Your Unarmed Strike deals 1d6 damage and increases by 1d6 per 5 ranks of
unarmed strike you have above 1. Also, as you gain power you gain abilities that most don't have. At 2 nd level
and every two levels thereafter, you gain a Ki Ability chosen from the Ki Abilities chart later in this chapter.
Saiyajin is a Living Race. Saiyajins have two weaknesses built into their race. One is the weakness of their tail.
Saiyajins have a prehensile tail. This allows them to use the tail as an extra hand. This doesn't grant the Saiyajin
an extra attack per round. If you can grab a saiyajin's tail (Which is a standard grapple check with the Saiyajin
gaining a +4 bonus to resist), the saiyajin becomes immobilized as long as you hold the tail with one hand. They
become paralyzed if you hold it with both hands. The second weakness is that if a Saiyajin with a tail looks at the
full moon, the transform into into a 40 foot tall ape, called an Oozaru, with vast destructive powers. The Ape is
colossal and grants a +4 bonus to Wisdom and Charisma, also, while in Oozaru, they gain a special attack with
the following wording (+xd6 damage where X is the Saiyajin's Level, Line attack, Line attack, Blooded, Blooded,
Column). You may make a (DC 15 + Character Level + [Your Charisma Modifier after transforming]) Will Save
each minute to control your Oozaru form without the Controlled Oozaru feat. A Saiyajin counts as one size
category larger when eating. Saiyajins have the Scent quality. A Saiyajin gets more powerful the closer to death
they become. When a Saiyajin is knocked below 0 hit points and survives, they gain an extra 10% experience
from the encounter. A Saiyajin gains one quarter experience on a lost battle as long as they don't die. Saiyajins
don't take penalties from aging.

CONTROLLED OOZARU [SAIYAJIN, SOUL]


Prerequisites: Saiyajin, 18+ Constitution, At least 3 Ki Abilities
Benefit: Your Intelligence no longer drops to 2 when you enter Oozaru form. It remains where it was when you
began the transformation.

TRAINED OFF TAIL WEAKNESS [SAIYAJIN, SOUL]


Prerequisites: Saiyajin, 18+ Constitution, At least 2 Ki Abilities
Benefit: You no longer suffer from the Tail Weakness of the Saiyajin.

NO TAIL [SAIYAJIN, SOUL]


Prerequisites: Saiyajin, Must have had your tail removed.
Benefit: Your tail is gone. You no longer suffer the Tail Weakness of the Saiyajin, nor do you have Oozaru form.
But you gain +2 Strength and +2 Constitution, also you gain + 1 Bonus Feat if you had the feat Controlled
Oozaru and/or +1 Bonus feat if you had the Trained Off Tail Weakness feat.

SAIYAJIN POWER BOOST [SAIYAJIN, KI]


Prerequisites: Saiyajin, At least 4 Ki Abilities
Benefit: Instead of gaining an extra 10% experience after being knocked to negative hit points, you now gain an
extra 5% for each point you are knocked below zero max 50%. In addition, you gain one half experience instead
of one quarter for a lost battle, even if you die and come back. Also, if you have a child, add your power level to
your partner's, that is the starting power level of your child before they calculate power level.

SUPER SAIYAJIN [SAIYAJIN, KI]


Prerequisites: Saiyajin, 500+ Power Level, Must express a supreme rage at yourself for some personal failing.
Benefits: Once per day per level, you may enter Super Saiyajin for an entire encounter as a standard action.
Entering Super Saiyajin multiplies your Power Level and all your Physical Statistics by one and a half.
NATURAL BORN SUPER SAIYAJIN [SAIYAJIN, KI]
Prerequisites: Saiyajin, 20+ Constitution, Power Level 1,000+, At least one Parent must have the Super
Saiyajin feat and the Saiyajin Power Boost Feat
Benefit: You can become a Super Saiyajin at will. This counts as Super Saiyajin for feats and prerequisites.
Special: You cannot take This Feat and Super Saiyajin at the same time.

SWIFT SUPER SAIYAJIN [SAIYAJIN, SOUL]


Prerequisites: Saiyajin, Super Saiyajin, 500+ Power Level
Benefit: You may now choose to turn into a Super Saiyajin as an Immediate action.

BEYOND SUPER SAIYAJIN [SAIYAJIN, KI]


Prerequisites: Saiyajin, 25+ Constitution, 2,500+ Power Level, Super Saiyajin, Must express supreme rage at
another while in Super Saiyajin
Benefits: You may push yourself Beyond Super Saiyajin as a standard action from Super Saiyajin. Doing this
multiplies your base Power Level and Physical Statistics by two for one minute per level + original constitution
modifier per day. This may be spread among multiple uses.
Nameksei-jin
NAMEK [RACIAL, SOUL]
Prerequisite: Exclusive any other racial feat
Benefit: You are a Nameksei-jin. Your Unarmed Strike deals 1d6 damage and increases by 1d6 damage per 5
ranks of Unarmed Strike you have above 1. Also as you gain power, you gain abilities most don't have. At 2 nd
Level and every three levels thereafter you gain a Ki Ability chosen from the Ki Abilities chart later in this chapter.
Namek is a Living Race. Nameks have one weakness. They can't stand loud noises. Whistling in their presence
makes them immobilized until the whistling stops a deafened namek doesn't suffer this effect. This comes as
enhanced hearing. Nameks gain a +10 racial bonus to Listen Checks. Namekians age as Shinigami and do not
need to eat. They do not sleep as normal humans, requiring only 4 hours of rest instead of 8.

NAMEK LIMB REGROWTH [NAMEK, SOUL]


Prerequisites: Namek, 18+ Constitution, At least 2 Ki Abilities
Benefit: You gain the ability to regrow any limb short of your Head. You must pay a number of Power Level
equal to the hit points of the separated limb to regrow it. It regrows after a full-round action on your part that does
not provoke an attack of opportunity.

NAMEKIAN GROWTH [NAMEK, SOUL]


Prerequisite: Namek, 18+ Strength, At least 3 Ki Abilities
Benefit: You become able to grow to enormous sizes. You gain the Growth Zanpakutou Ability.
Special: You may gain this feat multiple times. Each time you do you gain the Growth Zanpakutou Ability once
again. You cannot have this feat more times than one third your level.

SUPER NAMEKIAN GROWTH [NAMEK, SOUL]


Prerequisites: Namek, 18+ Strength, At least 3 Ki Abilities, Namekian Growth
Benefit: You may now have Namekian Growth as many times as half your level. In addition, when you grow you
gain +2 Strength and Constitution above what the growth would give you per size category grown.

NAMEKIAN FUSION [NAMEK, SOUL]


Prerequisites: Namek, 20+ Constitution, 1,000+ Power Level.
Benefits: You may fuse with another Namek. The Fusor is always the dominant one of the Fusion. To determine
the Fusor, the Fusor is the one that places their hand on the other Namek. Doing so adds the following to your
Character Sheet:
– You gain their Statistic Modifiers as bonuses to your Statistics.
– You gain their Power Level added to your own
– You gain any Special Attacks they had as your own.
Namekian Fusion is permanent, and must be done between 2 willing Nameks. If either is unwilling, the fusion
fails. You may only be fused with one Namek at a time.

INCREASED HEARING [NAMEK, SOUL]


Prerequisite: Namek
Benefit: Your racial bonus to Listen Checks becomes +20.

MYSTIC ATTACK [NAMEK, KI]


Prerequisites: Namek, 18+ Strength
Benefits: You gain the Stretching Zanpakutou Ability
Special: You may take this up to one third your level times. Each time it is taken, you gain the Stretching
Zanpakutou quality.
Changeling
CHANGELING [RACIAL, SOUL]
Prerequisite: Exclusive any other racial feat
Benefit: You are a Changeling. Your Unarmed Strike deals 1d6 damage and increases by 1d6 per 5 ranks of
unarmed strike you have above 1. Also you gain abilities that most don't have. At 1 st level and every 2 levels
thereafter, you gain a Ki Ability chosen from the Ki Abilities chart later in this chapter. Changeling is a Living
Race. Changelings can Survive in a vacuum and age at half the rate of a Shinigami. They have a tail slap that
does damage equal to their Unarmed Damage. As an arrogant and proud race, you take a -2 penalty on all
Charisma based skills besides Intimidate with all other races. This counts as a Ki Feat.

CHANGLING TRANSFORMATION [CHANGELING, KI]


Prerequisites: Changeling, At least 2 Ki Abilities, Power Level 200+
Benefit: You gain a changeling transformation. You decide when you build the transformation whether it is a
permanent transformation or a temporary one. If it is a permanent transformation, you cannot adopt it willingly,
and it must be activated as a full round action when you are at half hit points or less. If it is a temporary
transformation you can activate it as a full round action and can keep it going for a number of minutes per day
equal to your (Character Level + Constitution Modifier) and may enter it willingly. Each transformation is separate
and does not carry over to the next one. You gain points equal to your Spellscore Modifier to build your new form
from the following list.
– +2 bonus to a Statistic - 1 Point
– +1 Natural Attack - 1 Point
– Gain your Spellscore Modifier as Natural Armor. This cannot be selected more than once per
transformation - 2 points
– Gain Damage Reduction as the feat - 1 point
– Gain 1 extra limb - 1 point
– Gain Special Attack as a bonus Feat - 2 points
– Gain any Base Feat you qualify for as a bonus Feat - 1 point
– Gain any other non prestige non transformation feat you qualify for as a bonus feat - 2 points
– Gain one size category - 2 point
– Gain a +4 bonus to any one core skill of your choice or +2 to a base skill of your choice – 1 point
– Lose one size category - 2 point refund
– Lose one Natural Attack - 1 point refund
– -2 penalty to a statistic - 1 point refund
You gain your Spellscore modifier in points per tier of the transformation to build your transformation (IE If you've
taken Transformation once, you gain your Spellscore Modifier. If you take it twice, your second transformation is
built with twice your Spellscore Modifier, etc) Transformations do not stack with each other, each is separate. A
Permanent Transformation, once activated, becomes your base form for all effects thereafter.
Special: You can take this feat multiple times. Each time double the Power Level cost of the previous
transformation (200 becomes 400, 400 becomes 800 etc.). If you have a Transformation from one source, and
gain a Transformation from another source, you build the new transformation as the next tier transformation.
Android
ANDROID [RACIAL, SOUL]
Prerequisite: Exclusive any other racial feat
Benefit: You are an Android. Your Unarmed Strike deals 1d6 damage and increases by 1d6 per 5 ranbks of
unarmed strike you have above 1. You gain Construct Traits. Anyone with ranks of Craft (Electronic) or the craft
construct feat can upgrade an android with Ki Abilities. Each Ki Ability has a Craft (Electronic) DC of 15 + The
Number of Ki Abilities already on the Android. An Android begins play with 2 Ki Abilities. Androids do not breath,
eat, sleep or age. You gain, Generator, Absorber or Bio-Android as a bonus feat when you take this feat.
Androids cannot be sensed with Sense Motive or Reiraku Hunter. Absorbers do not age, Living Generators age
at one quarter the rate of normal humans, Non-living Generators do not age and Bio Android age at the slowest
rate of the three races under their Bio-Android Feat.

GENERATOR [ANDROID, SOUL]


Prerequisite: Android, Can be gained as a bonus feat when you take Android, Exclusive Bio Android and
Absorber
Benefit: You do not have a Power Level rating. Instead you have an infinite number of uses of the Regain
Reiatsu action and regain your Spell Score times 15. You can only hold your Spellscore times 15 in Power Level
at a time. You count as having a power level equal to your Regain Reiatsu Rate for feats. You may choose
whether or not you are a living race or not as a Generator at character creation. This choice cannot be changed
afterwards unless you die. Either way you need feats to use certain skills as detailed below.

ABSORBER [ANDROID, SOUL]


Prerequisites: Android, Can be gained as a bonus feat when you take Android, Exclusive Bio Android and
Generator
Benefit: You do not have a Power Level rating. Instead you have the potential for infinite Power Level.
Whenever you are targeted by an ability that uses Power Level (Mystic Arts, Ki Blasts, The Ki Strike feat, Special
Attacks) you may make a special Parry roll versus the Attack roll used to attack you. If no attack roll was made,
you gain the Parry Roll versus the save DC of the ability. Should you succeed, you absorb the Power Level that
the enemy expended instead of taking any damage. Should you fail, you take damage normally. Should you
miss by 11 or more, you take double damage. You may also absorb power level by making a grapple check. You
absorb your Spellscore x10 of power level per round. You need your hands to use these abilities. If your hands
are cut off, you lose these abilities until they can be repaired. Absorbers are not a living race, but cannot use
skills as a non-living race without feats.

BIO-ANDROID [ANDROID, SOUL]


Prerequisites: Android, Can be gained as a bonus feat when you take Android, Exclusive Absorber and
Generator
Benefits: You have a power level rating like a normal being. Choose three other races and place them under
this feat. You count as those races for feats and prestige paths (This counts as Oldblood for each race). You can
choose to allow yourself to be sensed. Bio-Androids are a living race.

INCREASED CAPACITY [ANDROID, SOUL]


Prerequisites: Android, Generator
Benefit: You gain an additional +5 to the multiplier of your Spellscore that you can hold at one time.
Special: You can gain this feat multiple times, each time you do, add 5 to the multiplier that you can hold in
power level at one time.

IMPROVED KI ABSORPTION [ANDROID, SOUL]


Prerequisites: Android, Absorber
Benefit: You no longer take double damage if you fail your check to absorb Ki by 11 or more.
ABSORB ANDROID [ANDROID, SOUL]
Prerequisites: Android
Benefit: You may absorb another android by making a coup de grace against them. You may have only one
absorbed android at a time. Absorbing the android grants you the benefits of their Android bonus feat. If an
opponent makes a called shot to the gut and does more damage than your Constitution score after Damage
reduction, you must make a Constitution Based Fortitude save or be forced to expell the android/s absorbed.
You do not lose your power level for absorbing an Absorber or Generator android.

IMPROVED ABSORB ANDROID [ANDROID, SOUL]


Prerequisites: Android, Absorb Android
Benefit: You may absorb another android. If you absorb the same type of android, double the bonuses gained.
Ki Using Human
KI USING HUMAN [RACIAL, SOUL]
Prerequisite: Exclusive any other racial feat.
Benefit: You are a human that can use Ki. Your Unarmed Strikes deal 1d6 damage and increase by 1d6 per 5
ranks of Unarmed Strike you have above 1. Also you gain abilities that most don't have. At 3 rd level and every 3
levels thereafter, you gain a Ki Ability chosen from the Ki Abilities chart later in this chapter. Ki Infused Human
gain a +2 racial bonus to Dexterity and Charisma, and a +4 bonus to Sense Motive Checks. Ki Infused Human is
a living race.

NATURAL FLIGHT [KI USING HUMAN, SOUL]


Prerequisites: Ki Using Human, At least 2 Ki Abilities
Benefit: You gain a fly speed equal to your land speed with perfect manuverability.
Special: You can take this multiple times. Each time increase the speed at which you fly by 10 feet.

THIRD EYE OPEN [KI USING HUMAN, SOUL]


Prerequisites: Ki Using Human, At least 2 Ki Abilities
Benefit: You have opened your third eye, gaining the ability to see Auras. You gain the benefits of detect evil,
detect good, detect magic and discern lies at all times unless you close your third eye.

PSYCHIC ABILITY [KI USING HUMAN, SOUL]


Prerequisites: Ki Using Human, At least 1 Ki Ability
Benefit: You may spend 100 Power Level to use telekinesis as a supernatural ability without weight limit. You
may also spend 50 Reiatsu to use telepathic bond as a supernatural ability.

KI GENIUS [KI USING HUMAN, SOUL]


Prerequisites: Ki Using Human, 18+ Wisdom
Benefit: When making Special Attacks you gain an additional amount of points equal to your Intelligence
Modifier. When you gain the Special Attack feat to improve an attack you gain 5 extra points instead of 4. This
increase in points gained does not increase the cost of your techniques
Majin
MAJIN [RACIAL, SOUL]
Prerequisites: Exclusive other racial feats
Benefit: You are one of the Majin. You have an unarmed strike that deals 1d6 damage + 1d6 damage per 5
ranks of Unarmed Strike you have above 1. As you gain power you gain Ki abilities. At first level and every 2
levels thereafter you gain a Ki ability from the list below. Majins begin with an additional 2 levels for Power Level
calculation. Majins do not die of old age and can survive in a vacuum.

MAJIN REGENERATION [MAJIN, SOUL]


Prerequisites: Majin, At least 2 Ki Abilities
Benefit: You gain Fast Healing equal to your level. This fast healing even works if you are dying.

IMPROVED MAJIN REGENERATION [MAJIN, SOUL]


Prerequisites: Majin, Majin Regeneration, At least 3 Ki Abilities
Benefit: Your Fast Healing regrows lost limbs in 1d6+1 rounds. This includes your head. You cannot die for
having your head removed.

MAJIN DETATCH [MAJIN, SOUL]


Prerequisites: Majin, Majin Regeneration, At least 3 Ki Abilities
Benefit: You can detach a limb and use it as a melee or ranged weapon that deals 1d6 damage + 1d6 damage
per 5 ranks of the relevant attack skill you have above 1. The limb stays detached as long as you wish, but deals
you 1 Con damage to remove it. You can reattach it as a standard action that provokes an attack of opportunity.
If you throw the detached limb, it disintegrates after 1 round of being out of your hands.

MAJIN CONTROL [MAJIN, SOUL]


Prerequisites: Majin, Majin Regeneration, Majin Detach, At Least 4 Ki Abilities
Benefit: When you throw a limb at someone, it gains the Dancing property for as long as you wish.

MAJIN BODY MANIPULATION [MAJIN, SOUL]


Prerequisites: Majin, Majin Regeneration, At least 3 Ki Abilities
Benefit: You manipulate your body to alter your appearance. You gain the ability to use disguise self as a spell-
like ability at will.

MAJIN EXPANSION TECHNIQUE [MAJIN, SOUL]


Prerequisites: Majin, Majin Regeneration, At least 4 Ki Abilities
Benefit: You gain the Growth and Stretching Zanpakutou Abilities.
Special: You may take this multiple times. Each time it is taken, choose one of the above abilities and add an
additional version. You cannot have either ability more times than one third your level.

MAJIN ANATOMY [MAJIN, SOUL]


Prerequisites: Majin Regeneration, Improved Majin Regeneration, At least 6 Ki Abilities
Benefit: You are resistant to critical hits reducing their multiplier by 1 (Minimum 1.5x). You are also resistant to
nonleathal damage, ability damage or ability drain, taking only one quarter the amount registered. Lastly you are
resistant to Sneak Attack and Death Attack, needing the user of such abilities to be 4 levels higher than you to be
effective.
Shin-Jin
SHIN-JIN [RACIAL, SOUL]
Prerequisites: Exclusive any other racial feat
Benefit: You are of the Shin race, destined to become a god. You gain an unarmed attack that deals 1d6
damage + 1d6 damage per 5 ranks of unarmed strike you have above 1. At first level and every two levels
thereafter you gain a Ki Ability chosen from the Ki Abilities section below. Shin counts as a Ki Feat. Shin-Jin age
one quarter the speed of a Shinigami and can survive in a vacuum. Shin-Jin are a living race that can use skills
like a Shinigami except Escape Artist.

BORN OF THE GOLDEN APPLE [SHIN-JIN, SOUL]


Prerequisites: Shin-Jin, At least 3 Ki Abilities
Benefit: You are born of a Golden Apple. You qualify for the Kiao-Shin Epic Prestige Path. This counts as 2 Ki
Feats. This feat prevents a Shin-Jin from aging past maturity.

SUPERIOR SPECIAL ATTACK [SHIN-JIN, KI]


Prerequisite: Shin-Jin, Special Attack, At least 2 Ki Abilities
Benefit: When making Special Attacks you gain an additional amount of points equal to your Intelligence
Modifier. When you gain the Special Attack feat to improve an attack you gain 5 extra points instead of 4.

SUPERIOR EYESIGHT [SHIN-JIN, SOUL]


Prerequisite: Shin-Jin
Benefit: You gain a +10 Bonus to Spot and Search checks.

LEARNING [SHIN-JIN, SOUL]


Prerequisites: Shin-Jin, Teaching
Benefit: While being trained under you, a character gains a 10% experience bonus per four levels you possess
in addition to other training benefits they gain for items/class features.

SUPERIOR HEARING [SHIN-JIN, SOUL]


Prerequisite: Shin-Jin
Benefit: You gain a +10 bonus to Listen Checks.
Feats for Dragonball Characters
KI INFUSED [KI, SOUL]
Prerequisite: A Racial Feat that does not automatically gain Ki Abilities or No Racial Feat
Benefit: You gain one ki ability upon taking this feat, and one ki ability every three levels thereafter.

EXTRA KI [KI, SOUL]


Prerequisites: 1 Ki Ability
Benefit: You gain one additional Ki Ability.

FLIGHT [GENERAL, KI]


Prerequisites: 1 Ki Ability
Benefit: You gain the ability to use the Swim Skill to Fly. Furthermore you gain a +5 bonus to Swim Skills to fly.
Special: This may be taken multiple times. Each time it is taken add 5 to your Swim Checks to fly

SENSE POWER LEVEL [GENERAL, KI]


Prerequisites: The Infuse Power Ki Ability
Benefit: You can sense Power Level with Sense Motive. Furthermore, you gain a +5 bonus to Sense Motive
checks to sense Power Level
Special: You may take this multiple times. Each time it is taken add 5 to your Sense Motive Checks to Sense
Reiatsu. If you are running a crossover game, this feat becomes redundant if you are trained in sense motive.

SUPRESS POWER LEVEL [GENERAL, KI]


Prerequisites: 1 Ki Ability
Benefit: You may Supress your Power Level with Bluff. Furthermore you gain a +5 bonus to Bluff Checks made
to supress your Power Level.
Special: You may take this multiple times. Each time it is taken add 5 to your Bluff Checks to supress your
Reiatsu.If you are running a crossover game, this feat becomes redundant if you are trained in bluff

STAND ANYWHERE [GENERAL, KI]


Prerequisites: 1 Ki Ability, Flight
Benefit: You may Stand on Air with Balance. Futhermore, you gain a +5 bonus to Balance Checks.
Special: You may take this multiple times. Each time it is taken add 5 to your Balance checks.

POWER UP [KI, SOUL]


Prerequisites: 1 Ki Ability
Benefit: You may Soul Crush a target with Intimidate. Furthermore, you may automatically make a Soul Crush
check each time you regain Power Level as an action (This does not trigger when being healed, only with the
Regain Reiatsu special action.)

SPECIAL ATTACK [KI, SOUL]


Prerequisite: Ki Infused Race or Ki Infused
Benefit: You create one special attack as a Fullbringer. You gain your Spellscore in points to distribute in this
manner. You may make this a Ranged, Weapon, Unarmed attack or Non Attack. If it is a ranged attack, it has an
initial range of 90 feet. You may buy increased range incriments of 30 feet per 2 points spent. Special Attacks
cost 10 times their point cost in Power Level (IE if you built a Special Attack with a final cost of 40 Points, it would
require you having 400 Power Level to use it.)
Special: You may take this feat multiple times. Each time you can create a new Special Attack or gain 4 points to
improve an old special attack. If you take bonus feats with your special attack, they last one minute per level
after you've used your special attack. You can hold Special Attack points for later and if your Spellscore ever
goes up, you may increase a Special Attack by that amount.

HIDDEN RESERVES [KI, SOUL]


Prerequisites: Ki Infused Human with Oldblood (Saiyajin) or Saiyajin with Oldblood (Ki Infused Human) or Majin
Benefit: When you are enraged, your Power Level multiplies by one and a half for 3 + Constitution Modifier in
rounds. All Power Level Skills cost half as much for you during this time.
Special: You may take this multiple times. Each time it is taken, your rage lasts for 2 more rounds.
REALIZED POTENTIAL [KI, SOUL]
Prerequisites: Ki Infused or Ki Infused Race, Must get the ceremony, which is a Full-Round Action, by the
Nameksei-jin Elder or being of equivalent power.
Benefits: When you gain this feat, you recalculate your Power Level using the number 60 instead of 40. From
now on, you calculate your Power Level using the number 60 instead of 40.

POTENTIAL REALIZING CEREMONY [KI, SOUL]


Prerequisites: Ki Infused Race or Ki Infused, Constitution 18+, 2,000 or more Power Level
Benefit: You may realize someone's potential by placing a hand on their head and wishing it so. This grants
them the Realized Potential feat upon their next level up as a bonus feat and deals 1 Constitution Damage to
you. You cannot do this to yourself and may only do it to a person once. This takes a full-round action that
provokes an attack of opportunity to perform.

FUSION DANCE [KI, SOUL]


Prerequisites: Ki Infused Race or Ki Infused, Must have been taught the Fusion Dance
Benefit: You and another person can perform the Fusion Dance. First, the stronger of the two, who must have
the Fusion Dance Feat, must expend Power Level till they are within 100 of the less powerful, who also must
have the Fusion Dance Feat. They then make a DC 40 Perform (Dance) check. If both pass the check, they
fuse. If they fail by 6 or more, they become either a Fat version or a super Skinny version of the fusion. The more
powerful of the two fusors is always the dominant personality, but the personality of the fusion is always a
conglomeration of the two fusors. Fused characters gain several benefits. Firstly, you add the power levels of the
two together Secondly, the fusion has access to all the feats of the dominant personality, and one quarter the
feats of the lesser personality. You must meet all prerequisites for feats you have and count as both races.
Thirdly, add one half the lower of the two party's statistic modifiers to the higher. Fusion lasts for 3 + Constitution
Modifier in rounds before splitting. You can teach this to others as if it were a Special Attack.

CREATE DRAGONBALLS [KI, SOUL]


Prerequisites: Ki Infused Race or Ki Infused, Wisdom 20+, 1,000+ Power Level, Must have been taught by
someone with the Create Dragonballs feat or be a Nameksei-jin
Benefit: You can create a set of Dragonballs. Consult your GM on how they work and what their restrictions are.
In any event, they should go by the creation guide at the end of this book.

PASS DRAGONBALLS [KI, SOUL]


Prerequisites: Ki Infused Race or Ki Infused, Wisdom 20+, 1,000+ Power Level, Create Dragonballs
Benefit: You grant the target the Create Dragonballs feat as a bonus feat, and pass the link of your dragonballs
to them. They may choose to keep your Dragonballs or remake them.

TEACHING [KI, SOUL]


Prerequisites: Ki Infused Race or Ki Infused, Charisma 18+, Special Attack at least once
Benefit: You may pass on your techniques to others. Any person you designate may take the Special Attack feat
as a bonus feat with your attack built as if it were you instead of the person taking the feat. You may have as
many students at once as twice your level. You may only teach to a Ki Infused person or someone with the Ki
Infused Feat.
Ki Abilities
Ki Barrier: You gain universal damage mitigation equal to your Constitution Modifier. You must activate this ability
as a free action that does not provoke an attack of opportunity that costs 35 Power Level. The Ki Barrier lasts for
the rest of combat, until dismissed, you fall unconscious or die. By spending 70 Power Level you may double this
universal damage mitigation for 3+ Constitution Modifier rounds.

Strong Ki Barrier: Double the universal damage mitigation you gained from Ki Barrier by paying 55 Power Level
instead of 35. You may pay 110 Power Level to double (a true doubling) this universal damage reduction for 3 +
Constitution Modifier rounds.

Ki Blast: You gain the ability to make a ranged attack as an attack action that deals damage as your full
Unarmed Strike (including Modifiers) for 10 Power Level. This blast has a range of 90 feet and deals x3 critical
damage on a 20.

Superior Ki Blast: Increase the damage you deal with your Ki Blast by one dice size This increases the price of
your Ki Blast by 20 Reiatsu. You may fire the lower Ki Blast instead of using Superior Ki Blast at it's normal cost.

Ki Cone: This requires Ki Blast to take. You may, at the cost of 70 Reiatsu, turn your Ki Blast into a 30 foot cone.
The reflex DC for half damage is Constitution Based. This may be taken multiple times. Each time it is taken
increase the area of the cone by 10 feet. This may also be used with Superior Ki Blast.

Ki Burst: This requires Ki Blast to take. You may, at the cost of 50 Reiatsu, deal your Ki Blast damage in a 20
foot area around you. The DC for half damage is Constitution Based. This may be taken multiple times. Each
time it is taken increase the area of the burst by 10 feet. This may also be used with Superior Ki Blast.

Ki Emanation: This requires Ki Blast to take. You may, at the cost of 110 Reiatsu, turn your Ki Blast damage into
an Emanation that deals damage to any that are in the emanation or enter the emanation equal to your Ki Blast's
Damage for 3 turns. The Reflex save for half damage is Constitution Based. This may be taken multiple times.
Each time it is taken increase the area of the emanation by 10 feet. This may also be used with Superior Ki
Blast.

Ki Column: This requires Ki Blast to take. You may, at the cost of 70 Reiatsu, turn your Ki Blast into a column
within close range (25ft + 5ft/2 levels) with a diameter of 5 feet per level by a height of 10 feet per level. This may
also be used with Superior Ki Blast.

Improved Zanzuken: Once per hour, you may multiply your speed by 10 when charging or running. This costs 30
Reiatsu.

Greater Zanzuken: Requires Dark Speed to take. You may multiply your speed by 20 when charging or running
once per minute. This costs 50 Reiatsu.

Ki Charged Shot: You may, three times per day, multiply the damage of your unarmed strike by one and a half
times. If your unarmed strike is altered by a Ki Ability, it's Reflex DC increases by 2. This costs 10 Reiatsu to use.

Homing Ki: This requires Ki Blast to take. You can infuse your Ki so that it homes in on a target instead of just
disappating upon release. If your attack misses it's target, you may pay 20 Reiatsu to make it attack the target
again on the next turn with the same attack bonus you used to attack in the first place. You can keep as many of
these going as you have Wisdom Modifier. This may also be used with Superior Ki Blast.

Ki Deflection: You can knock away attacks targeting their teammates using their ki blast or unarmed strike. When
an ally of theirs takes damage from an attack within their range, the user may choose to pay a number Power
Level equal to the damage dealt to negate that damage. This ability may be used to protect themselves. Doing
either is treated as making an attack of opportunity, although it is not attacking a foe, and may only be done once
per encounter.
Ki Pierce: You can fire your Ki Blast straight through an opponent and into the creatures behind it. You select a
line of effect equal in length of your range, and then make a single attack at their highest base attack bonus. This
is compared to the Defense of all individuals within range, and all that it would hit take damage equal to your
normal Ki Blast damage plus any relevant modifiers. If an individual takes up multiple squares within the Line of
Effect, then they are rolled as only one individual, and if they are hit, are hit by a number of attacks equal to the
number of squares they occupy within the Line of Effect. Using Ki Pierce costs 100 Reiatsu.

Anticipatory Blast: The Ki User follows the Ki signatures of others, catching them off guard after they come out of
a teleportation-like maneuver. Whenever an opponent uses Zanzuken, or any similar ability, if it ends their move
within this character’s Ki Blast range, this character may make an attack of opportunity on them by paying 50
Reiatsu. You my not exceed your normal number of attacks of opportunity in this way.

Hammer Blow: You may clasp your hands together and bring them down on an opponent sending them sailing
backwards or downwards. Choose a direction and make an attack at your highest base attack bonus as a
standard action. If you hit, you initiate a bullrush attempt as per Knockback. The damage you would have dealt
with Hammer Blow is doubled for the Bullrush calculation.

Overwhelming Fire: Requires Ki Blast to take. You may fire hundreds of thousands of little blasts at a target
within range, This effects an area eqaual to 5 feet per level of the Ki User. You must still make an attack roll to hit
with Overwhelming Fire, but if you do hit, you deal double damage. You may make an attack roll to everyone
within the Overwhelming Fire radius. You are not harmed by Overwhelming Fire even if you are caught in the
area. Overwhelming Fire costs 130 Reiatsu to use.

Ki Spear: Requires Ki Blast to take. You may make your Ki Blast's range 250 feet. This power adds 10 to the Ki
Blast you are using. This effects the range of all Ki Blasts you have except Ki Emanation. You may use this with
Superior Ki Blast.

Super Blast: Requires Ki Blast to take. You may pay 200 Reiatsu to double the dice of damage of your ki blast
for one attack. You cannot use this ability for 1d6+1 rounds after using it. This may be used with Superior Ki
Blast.

Sacrifice: You may sacrifice HP to deal extra damage in your attacks. For every 1d6 damage you deal to
yourself, you deal an additional 3 damage on your next ki attack.

Trapping Power: This requires Ki Blast to take. You may attempt to trap an opponent with your Ki. When you hit
with a Ki Blast, you may immediately make a grapple attempt against your opponent using your Wisodm Modifier
instead of your Strength Modifier. Should you win the attempt the opponent is grappled, and you must
concentrate to keep up the grapple. Trapping Power costs 100 Power Level to use, and 30 Power Level per
round to maintain. You may do this with Superior Ki Blast.

True Trapping Power: Requires Trapping Power to take. Using this technique doubles the price of Trapping
Power, but you no longer have to concentrate to maintain the grapple, and can attack freely. You are not
considered grappled when you use this power.

Infuse Power: You may infuse ki into your Unarmed Strikes. When you make an unarmed strike, you may, as an
immediate action, spend 20 Power Level to increase the damage of your unarmed strikes by 1[BW]. This
increase lasts for 1 attack and cannot be made as part of a full attack action.

Greater Infuse Power: Requires Infuse Power to take. Your infuse power now lasts for one full round, and can be
used during a full attack action. This increases the cost of Infuse Power to 50 Power Level.

Ki Push: You can spend 30 Power Level to initiate a bullrush attempt as a move action. Use your Spellscore
Modifier in place of your Strength Modifier for this attempt. You do not have to travel with the target of this ability.
You may spend 10 Power Level to increase the modifier by 1 each time.
Changes to feats to make them seem Dragonball-ish
Flash Step Feats

Change the names of all Flash Step feats to be Zanzuken Feats. They function in exactly the same fashion, only
the names and prerequisites are changed. The names are changed to be Zanzuken […] and all prerequisites
refer to Zanzuken instead of Flash Step

Reiatsu Feats

Reiatsu Feats are now called Ki Feats. They function in exactly the same way, only the type is changed. They
still grant you +1 Level to your Reiatsu Calculation. Any mention of Reiatsu should be changed to Power Level.

Kido Feats

Kido Feats are renamed using the term Mystic Arts. As such the Spellcaster Feat, for Dragonball Use requires
the Knowledge (Mystic Arts Lore) Skill instead of the Knowledge (Kido Lore) skill.

Spellcaster Feat

Majins, Shin and Nameks can take Spellcaster at level 1, Saiyajins and Ki Infused Humans can take Spellcaster
at level 3. Androids and Changelings can take Spellcaster at level 5.

Skills Changes
The only skills that have to change in a purely Dragonball game are Knowledge and Flash Step. Knowledge
(Kido Lore) should be changed to Knowledge (Mystic Arts Lore), Knowledge (Soul Society, Hueco Mundo and
Rukongai) should all be removed for Knowledge (Chikyuu) and Knowledge (The Other Realm). Flash Step
should be changed to Zanzuken.

In a crossover style game, simply add Knowledge (Mystic Arts Lore) and Knowledge (The Other Realm) to
Knowledge Skills.

In a purely Dragonball game, the restriction to sensing Power Level to 3 categories above you is lifted, allowing
you to sense whatever power level comes your way. In a cross-over game, you decide whether it's lifted or not.

In a purely Dragonball game, flight maneuverability is changed to Good.


Reincarnation in a Dragonball Game
In a purely Dragonball game, when you die you head to “The Other Realm” where you are judged. If you were
good in life, you head on a plane to Heaven. If you were evil you head through a trap door into Hell (HFIL in the
English Anime). You can also petition to run down Snake Way to see the God of the North, North Kai (King Kai).
Either way, after a few hundred years you are reincarnated if you so choose.

In a purely Dragonball game, the Dragonballs exist, throwing off the cycle of Reincarnation. The Dragonballs of
Earth can cast True Resurrection on any number of people once per wish. Wishes can be worded to bring back
the dead in different ways (Such as, if you were part of a mass wish, you can be the target of a singular wish as
well.) Each time the Dragonballs bring back someone from the dead, the dragonballs take in negative energy.
Roll 1d10 per 1,000,000 people (round up) and add that as negative energy damage to the Dragonball's total.
Once the Dragonballs have taken 1,000 points of Negative Energy damage, they crack and release the Shadow
Dragons.

In a crossover game, you must decide where people go when they die. Do they go to the Other Realm? Do they
go to Soul Society? Or is there some sort of hybrid where people can go to either depending on how they died?
That is for you to decide. Either way, You must decide which Hell you are going to use. The one where people
eventually get Reincarnated from (DBZ Earth) or the one that's permanent (Bleach Earth).
Prestige Paths and Dragonball
In a purely Dragonball game, most of the prestige paths put forth don't exist. The following Prestige Classes exist
in a purely Dragonball game from the core rulebook.

Outcast – Replace the 5th Level Ability with the following Feat:

5 – TRUE OUTCAST [PRESTIGE]


Whenever you interact with a member of the race that you were outcast from, you gain a +5 bonus to Soul
Crushing checks. Furthermore, this feat counts as a Reiatsu Feat.

Battlecaster – This path does not change except that all mentions of Kido are changed to Mystic Arts.

Bounty Hunter – Bounty Hunter's Death Attack becomes the following:

5 – KNOCKOUT SHOT [PRESTIGE]


By studying your chosen target for 3 rounds in combat, you can attempt to knock them out. Once you make the
attack roll, if it hits, the target must make a Fortitude save versus your attack roll or be knocked unconscious
instantly and stay unconscious for a number of hours equal to your Strength Modifier. This is a supernatural
ability.

From Darkness and Starlight the following prestige paths are available in a purely Dragonball game.

Reiatsu Conservationalist – This class' only changes are that it is renamed the Power Level Conservationalist
and all mentions of Reiatsu are converted to Power Level. Kido is renamed Mystic Arts.

Hero – This prestige path doesn't change

Switcher – This prestige path doesn't change

Guardian – This prestige path doesn't change

If you are running a crossover style game, feel free to use any of the prestige paths in the books. There will be
Prestige Paths in this book as well that can be used for either type of game. Especially with the advent of the Ki
Infused feat.

Transformational Requirements
Transformation requirements are to be met by the BASE stats (and reiatsu rating). (IE: You cannot transform into
Super Saiyajin to gain the Con points and Reiatsu to reach Beyond Super Saiyajin)
Prestige Paths
Ki Juggernaut
Ki Juggernauts have learned the secret of making their Power Level work for them to increase their ability to take
damage. They are nearly unstoppable forces on a battlefield, and generally take at least 2 or more foes with
them before expiring.

Prerequisites:
Feats: Ki Infused or Ki Infused Race
Special: At least 3 Ki Abilities, one of which must be Ki Barrier

1 – KI SHIELD [PRESTIGE]
You may activate Ki Shield as an immediate action when you would take damage from an attack. You may
delegate 75% of the damage to your Power Level on a 1 for 10 basis for that attack you take the rest from Hit
Points. This may be done a number of times per day equal to your spellscore modifier (Min 1, Max 5).

2 – Bonus Feat

3 – IMPROVED KI SHIELD [PRESTIGE]


You may activate Ki Shield on your turn as a swift action instead of as an immediate action. Should you activate
Ki Shield in this fashion, it lasts for 3 + Constitution Modifier in rounds. You may only activate Ki Shield in this
fashion once per day.

4 – Bonus Feat

5 – GREATER KI SHIELD [PRESTIGE]


Your ki shields now costs you 5 power level per damage absorbed and you may use normal Ki Shield once more
per day.
Ki Tactician
Ki Tacticians are those that use Ki to their best advantage, sometimes in ways no one ever thought of before.
Such beings skirt the line between Ki and Mystic Arts.

Prerequisites:
Feats: Ki Infused or Ki Infused Race
Skills: Spellcraft 9+ Ranks
Special: At least 2 Ki Abilities

1 – GENIUS KI [PRESTIGE]
When you gain a Special Attack, you gain an additional 5 points over your Spellscore to build it. Each time you
take the feat to add to a special attack, you gain 6 points to add to it instead of 4. This increase in points gained
does not increase the cost of your techniques

2 – Bonus Feat or Bonus Ki Ability or Bonus Special Attack or 5 more points to an existing Special Attack

3 – EXPANDED KI ABILITY [PRESTIGE]


Your ability to perceive Ki increases. Whenever you sense for power levels, double the range at which you can
sense them (1,000 feet per point of result instead of 500). In addition, you may detect one allegiance when you
sense a being's Ki.

4 – Bonus Feat or Bonus Ki Ability or Bonus Special Attack or 5 more points to an existing Special Attack

5 – SHAPE KI [PRESTIGE]
Whenever you use a Ki Shaping ability (Ki Cone, Ki Column, Ki Burst or Ki Emanation or Special Attack with an
area), you may designate up to one five foot square per level to be unaffected by the ability.
Martial Arts Master
You have mastered the Martial Arts. People know your name far and wide for your mastery of the martial arts.

Prerequisites:
Feats: Combat Martial Arts, Defensive Martial Arts, Blooded
Skills: Unarmed Strike 12+ Ranks, Defense 12+ Ranks

1 – MARTIAL MASTERY [PRESTIGE]


Once per combat, you may reroll one missed Unarmed Strike roll. You must accept the second roll even if it's
lower than the first.

2 – Bonus Combat Feat

3 – COMBAT ROLL [PRESTIGE]


While in combat you may attempt to make a Combat Roll once per combat. You may use this when you would
be hit with an attack. You may make a second Defense roll, or Parry roll against the attack with a +4 bonus. This
defense or parry roll takes no penalties for multiple uses. You must accept the second result even if it's lower
than the first.

4 – Bonus Combat Feat

5 – SPEEDING FLURRY [PRESTIGE]


You've gained the ability to move faster and attack more than normal. At a penalty of -2 to attack and damage
per extra attack (Minimum Damage of 0), you may attack any number of times in a round. This cannot more than
double your attacks for a round. You must choose how many attacks you are making in the round before you
make your first attack roll, and once chosen you take the prescribed penalty to attack and damage rolls. You no
longer take damage for not breaking someone's damage reduction when using this feat.
Student of the Turtle Hermit
You are a student of the Turtle Hermit, master of the Kame Style of fighting.

Prerequisites:
Feats: Ki Infused Race or Ki Infused, Combat Martial Arts
Skills: Unarmed Strike 6+ Ranks, Weapon Attack 6+ Ranks, Ranged Shot 6+ Ranks, Sense Motive 6+ Ranks
Special: Must have been selected by the current Kamesenin for training.

1 – IMPROVED STAMINA TRAINING [PRESTIGE]


You have endured greatly at the hands of the Kamesenin's improved stamina training. As such you gain a +4
Bonus to your Constitution Score and a +3 Bonus on Concentration Checks. In addition, you gain Endurance
and Diehard as bonus feats.

2 – Bonus Feat

3 – IMPROVED STRENGTH TRAINING [PRESTIGE]


By wearing a one ton shell on your back you have improved your muscle control granting you increased
strength. As such you gain a +4 bonus to Strength and a +3 bonus on Strength related Core Skill Checks. In
addition you gain Whirling Frenzy and Tireless Frenzy as bonus feats

4 – Bonus Feat

5 – IMPROVED MOBILITY TRAINING [PRESTIGE]


By endlessly practicing your Zanzuken you have improved your speed and mobility greatly. As such you gain a
+4 bonus on Dexterity and a +3 bonus on Dexterity related Core Skill Checks. In addition, you gain Dodge and
Mobility as bonus feats.
Disciple of the Crane Hermit
You are a disciple of the Crane Hermit a heated rival of the Turtle Hermit.

Prerequisites:
Feats: Ki Infused Race or Ki Infused, Combat Martial Arts
Skills: Unarmed Strike 6+ Ranks, Weapon Attack 6+ Ranks, Ranged Shot 6+ Ranks, Sense Motive 6+ Ranks
Special: Must have been selected by the current Tsurusenin for training.

1 – FLIGHT TRAINING [PRESTIGE]


Through rigorous training you have learned the arts of Bukujutsu. You fly at a speed of 40 feet per round with
perfect maneuverability. If you already have a fly speed from a feat, increase it by 10 feet instead. In addition,
You gain a +4 bonus to Wisdom and a +3 bonus to all Core Skill Checks involving Wisdom

2 – Bonus Feat

3 – MIND TRAINING [PRESTIGE]


You've gone through rigorous academic training in your time with Tsurusenin. As such you gain a +4 Bonus to
Intelligence, and a +3 bonus to all Core Skills regarding those statistics. In addition, you gain Skill Focus (Any
one Knowledge) and Skill Focus (Any one Skill) as bonus feats.

4 – Bonus Feat

5 – DODONPA [PRESTIGE]
You gain a Special Attack that reads the following (+Xd6 where X is level, Extra Element Piercing Damage,
Accurate). You also gain a +4 Bonus to Charisma and a +3 Bonus on all Charisma Based Core Skill Checks. In
addition you gain Skill Focus (Intimidate) and Overbearing Power Level as bonus feats.
Student of North Kaio
It is the rare person that gets to meet, much less train with the Kaio of the North. Those that do might just learn
the massively powerful Kaioken and possibly, even the Genki Dama.

Prerequisites:
Feats: Any Racial Feat or Spiritually Aware or Ki Infused, Special Attack
Skills: Unarmed Strike 15+ Ranks, Ranged Shot 15+ Ranks, Sense Motive 15+ Ranks
Special: Ki Blast Ki Ability, Superior Ki Blast Ki Ability, Must have died and petitioned to go to North Kaio's
planet. Then must make it down Snake Way without falling off.

Special: While on King Kai's Planet you gain 200% experience.

1 – IMPROVED GRAVITY TRAINING [PRESTIGE]


Because you made it down Snake Way, you gained great physical powers. Every even level you gain 2 stat
points to your attributes instead of 2 stat points every 4 levels. This works retroactivly.

2 – Bonus Feat

3 – KAIOKEN [PRESTIGE]
You learn the famed Kaioken Technique. This technique amplifies your powers by a factor determined by you.
You state a number, and the following happens. Firstly, all your physical statistic modifiers are multiplied by this
number +1. Secondly, your Power Level is multiplied by this number +1. Thirdly you gain a +2 bonus to Listen,
Search and Spot checks and a +10 Bonus to all speeds per
Kaioken Number called out. Kaioken lasts for a number of
rounds equal to 3 + Old Constitution Modifier. Once this is
over, you take 4d6 times the number you called out in damage
that over comes damage mitigation. (So if you called out
Kaioken x3, you would take 12d6 damage at the end of it.) You
cannot use Kaioken while in any transformation or Super
Saiyajin state. The Kaioken is a special attack that you can
teach to other students

4 – Bonus Feat

5 – GENKI DAMA [PRESTIGE]


You learn the dreaded Genki Dama technique. The Genki
Dama technique is charged up by spending a number of full-
round actions. The number is decided by the size of the area
that is being charged from. Up to a planet sized area it takes
10 full-round actions to charge. In a solar system wide area it
takes 20 Full Round actions to charge. In a galaxy wide area it
takes 30 full rounds to charge. Anything larger and it takes 40
full rounds to charge. Once the Genki Dama is charged, it
must be harnessed as a move action and thrown as a
standard action. It does 2d6 damage per Full Round action
was used to charge it. The Genki Dama cannot harm beings
with the same moral alignment allegiance as you (Good) and
is rebounded by someone with that allegiance in a direction of
their choice. Should you be struck by an attack while charging
the Genki Dama, you must make a Concentration Check equal
to one half the base damage (Before Damage Reduction) to
remain concentrating on the Genki Dama. You cannot use the
Genki Dama while in a transformed state unless the
transformation is permanent. The Genki Dama is a Special
attack that you can teach to other students.
Epic Levels
Going Beyond 20th Level in a Dragonball World
Going beyond 20th Level in a Dragonball world isn't uncommon. In fact some things are only possible at epic
levels. All of Dragonball Z was an Epic Campaign (21-40 Level), and Dragonball GT was High Epic (41-60 Level)
Follow the Epic Rules from the beginning of the Epic Level Handbook when dealing with this along with the
supplemental rules here.

Epic Feats
LEGENDARY SUPER SAIYAJIN [EPIC, SAIYAJIN]
Prerequisites: Saiyajin, 30+ Constitution, Power Level 3,000+, Super Saiyajin, Only one available per universe
at one time, must have killed the previous Legendary in order to gain this feat, or if there is no one with the
Legendary feat.
Benefit: When you become a Super Saiyajin, you may activate this feat as a move action. Instead of multiplying
your power level and base physical statistics by one and a half, multiply them by two. You may choose to
activate this at a later time instead of when you become a Super Saiyajin. Doing so is a full-round action.

SUPER SAIYAJIN 3 [EPIC, SAIYAJIN]


Prerequisites: Saiyajin, 30+ Constitution, 3,000+ Power Level, Super Saiyajin, Beyond Super Saiyajin or Fusion
Dance
Benefits: You may push your self to Super Saiyajin 3 from Beyond Super Saiyajin. Firstly you must be in
Beyond Super Saiyajin or be in a Fusion while in Super Saiyajin. Then you must spend a full round action
powering up to Super Saiyajin 3. In Super Saiyajin 3 your base Power Level and Physical Statistics are
multiplied by two and a half. This form lasts for one round per level + original constitution modifier per day and
may be spread amongst multiple uses.
Special: This counts as a Reiatsu Feat

GOLDEN OOZARU [EPIC, SAIYAJIN]


Prerequisites: Saiyajin, 25+ Constitution, 1,500+ Power Level, Super Saiyajin, Must still have a Tail
Benefit: When you are in Oozaru Form, you may go Super Saiyajin. Add up the bonuses you gained from Super
Saiyajin and Oozaru and distrubute them evenly amongst your Strength, Dexterity and Constitution (Round Up).
Then add a bonus to all statistics besides Intelligence equal to one fifth your level and instead of multiplying your
Power Level by one and a half, multiply it by four. This form lasts only as long as your Oozaru form does. You
cannot use the Legendary Super Saiyajin feat with this feat.
Special: This counts as a Ki Feat

SUPER SAIYAJIN 4 [EPIC, SAIYAJIN]


Prerequisites: Saiyajin, 30+ Constitution, 4,500+ Power Level, Super Saiyajin, Beyond Super Saiyajin, Golden
Oozaru, Must still have a tail
Benefit: You may now push your Oozaru form Beyond Super Saiyajin, becoming a Super Saiyajin 4. Add up the
bonuses you gained from Beyond Super Saiyajin and Oozaru and distrubute them evenly amongst your
Strength, Dexterity and Constitution (Round Up). Then add a bonus to all statistics besides Intelligence equal to
one fifth your level and instead of multiplying your Power Level by two, multiply it by four and a half. Super
Saiyajin 4 lasts as long as your Beyond Super Saiyajin timer.

MULTIFUSION [EPIC, NAMEK]


Prerequisites: Namek, 25+ Constitution, 2,000+ Power Level, Must be fused with another Namek
Benefits: You may fuse with one extra Namek.
Special: You may take this feat multiple times. Each time you do you may fuse with another Namek.
ABSORBER GENERATOR [EPIC, ANDROID]
Prerequisites: Android, At least 8 Ki Abilities, Improved Capacity taken 4 times.
Benefit: If you are a Generator Android, you can now automatically absorb ki thrown at you on a point for point
basis. Melee Special Attacks are not absorbed. You can hold a number of Power Level equal to your Spellscore
x 75. If you are an Absorber android, you now can use the Regain Reiatsu ability an infinite number of times, you
can hold up to your Spellscore x75 Power Level in this fashion and can absorb ki without your hands. You are
immobilized while absorbing Power Level. If you absorb too much, you begin leaking Reiatsu at a rate of your
Spellscore per round. You take 1d6 damage per 50 Reiatsu you take in over your limit.

MYSTIC UNLEASHED [EPIC, SOUL]


Prerequisites: Ki Infused or Ki Infused Race, Must get the 64 hour ceremony from Elder Kaiosama or someone
of equivalent power
Benefits: You gain the Mystic Upgrade which does several things for you. Firstly, it permanently multiplies your
Power Level by 2. Secondly, you may enter Mystic Power Up mode, where you gain one stat point per level to
your physical statistics. You cannot use Super Saiyajin or it's betters while in this state without the Epic Mystic
Unleashed feat.
Special: This feat may be taken multiple times. Each time it is taken add +1 to all your physical statistics per four
levels you possess when you unleash Mystic Power Up.

EPIC MYSTIC UNLEASHED [EPIC, SOUL]


Prerequisites: Ki Infused or Ki Infused Race, Mystic Unleashed, 4,000+ Power Level
Benefits: You may now enter a Super Saiyajin state while you have Mystic Unleashed and get both bonuses.
When you use Mystic Power Up while using Super Saiyajin, multiply your base stats first, then apply the Mystic
Power Up.
Special: You may take this multiple times up to the number of Super Saiyajin feats you have. You may enter that
state of Super Saiyajin while you have Mystic.

MYSTIC CEREMONY [EPIC, SOUL]


Prerequisites: Ki Infused or Ki Infused Race, 2,000+ Power Level
Benefits: You may grant a character the Mystic Unleashed feat in a 64 hour ceremony. You must make a DC 40
Perform (Dance) Check, should you succeed, the target gains the Mystic Unleashed feat at their next level up as
a bonus feat and you take 2 Constitution Damage. You cannot do this to yourself and can do this only once per
person.

MAJIN ABSORB [EPIC, MAJIN]


Prerequisites: Majin, 10 or more Ki Abilities, Majin Regeneration
Benefit: You can absorb an unaware foe. To be caught unaware, they must be flatfooted, be denied their
Dexterity or Intelligence bonus to Defense, or be flanked. Once you have them unaware, you make an attack roll
versus their defense. If you hit they must immediately must make a Constitution based Fortitude save or be
absorbed into the Majin. You take on physical traits associated with the absorbed member, and gain the following
benefits: Firstly you add their power level to your own. Secondly you gain their Statistic Modifiers as a bonus on
your Statistics. If the being was a Fused being, you gain these benefits as long as they remain fused. Once the
fusion ends, you gain the benefits of absorbing the lower of the two fused. You may only have one being
absorbed at one time. Absorbing another being instantly spits out the former occupant of your body. You may
choose to end the absorption at will as a standard action.

EXTRA ABSORPTION [EPIC, MAJIN]


Prerequisites: Majin, 10 or more Ki Abilities, Majin Regeneration, Majin Absorb
Benefits: The number of people you can absorb increases by 2
Special: You may take this multiple times. Each time you do you gain the ability to absorb 1 additional being.
While you have multiple beings absorbed, you gain the best bonuses from each member.

110% FINAL FORM [EPIC, CHANGELING]


Prerequisites: Changeling, At least 3 Transformations
Benefit: You can assume a final, more powerful form as a full-round action. While in this form you gain a +4
bonus to Strength, Dexterity and Constitution and another attack at your highest base attack bonus. While in this
form you gain the benefits of the Blooded feat. If you already have the Blooded feat, you gain the secondary
benefits of the feat. The downside of this form is that you are slower than normal due to your excess size. You
suffer a -4 penalty to Defense for the remained of combat.
LEGENDARY SUPER SAIYAJIN 3 [EPIC, SAIYAJIN]
Prerequisites: Saiyajin, Constitution 30+, Super Saiyajin, Legendary Super Saiyajin, 5,000+ Power Level
Benefits: You may, as a full round action from Legendary Super Saiyajin, activate Legendary Super Saiyajin 3
which multiplies your base Power Level and physical statistics by three. This form lasts for a number of rounds
equal to your level + original constitution modifier and may be spread over multiple uses.

POTARA OWNERSHIP [EPIC, SHIN-JIN]


Prerequisites: Shin-Jin, At least 10 Ki Abilities
Benefit: You own a pair of Potara earrings. You may give them to someone or use them yourself as you see fit.
Epic Prestige Paths
Super Saiyajin Master
Someone that masters Super Saiyajin can perform deeds that make the greatest human accomplishments pale
in comparison.

Prerequisites:
Feats: Saiyajin, Super Saiyajin
Stats: 30+ Constitution
Special: 3,000+ Power Level, Each Feat in this tree counts as a Ki Feat.

1 – IMPROVED SUPER SAIYAJIN [PRESTIGE]


All Super Saiyajin timers for you move up one category (Per Encounter becomes At Will, Per Minute becomes
Per Encounter and Per Round becomes Per Minute.) This cannot be used with the Improved Saiyajin feat from
The Essential Dragonball.

2 – Bonus Feat and +1 Uses of all Super Saiyajins you have (or will have) per day. This cannot be used with the
Improved Saiyajin feat from The Essential Dragonball.

3 – GREATER SUPER SAIYAJIN [PRESTIGE]


You may total up the stat points that you gained from Super Saiyajin and place them in Strength, Dexterity and
Constitution as you see fit instead of an even split.

4 – Bonus Feat and +1 Uses of all Super Saiyajins you have (or will have) per day. This cannot be used with the
Improved Saiyajin feat from The Essential Dragonball.

5 – SUPERIOR
SUPER
SAIYAJIN
[PRESTIGE]
You may sleep
while in Super
Saiyajin. You
still drop out of
Super Saiyajin
if you are killed.
Also, increase
the number of
bonus points
you gain from
going Super
Saiyajin by 5.
Android Regenerator
Prerequisites:
Feats: Android, Bio-Android, Absorb Android, Improved Absorb Android, Namek Limb Regrowth
Skills: Unarmed Strike 24+ Ranks, Defense 24+ Ranks, Initiative 24+ Ranks
Special: 2,000+ Power Level

1 – ANDROID REGENERATION [PRESTIGE]


Instead of paying one power level per hit point of a lost limb, you pay one half this amount

2 – Bonus Feat

3 – IMPROVED ANDROID REGENERATION [PRESTIGE]


When you regenerate a limb, you regain hit points equal to the power level you spent to regenerate the limb

4 – Bonus Feat

5 – PERFECT ANDROID REGENERATION [PRESTIGE]


You may regenerate your head with Namek Limb Regrowth.
Kaio-Shin
The Kaio-Shin watch over the universe. There are only ever five in existence at one time, North, South, East,
West, Grand.

Prerequisites:
Feats: Shin-Jin, Born of the Golden Apple, Learning
Skills: Zanzuken 24+ Ranks, Unarmed Strike 24+ Ranks, Sense Motive 24+ Ranks
Special: 3,000+ Power Level, Must take the place of a former Kaio-Shin, Each feat in this tree counts as a ki
feat.

1 – PLANAR TELEPORTATION [PRESTIGE]


You can cross from any plane of existence to another within the same cosmology (This means that you cannot
teleport outside your cosmology. If you only have The Living World, Heaven and Hell, that is where you can
teleport. Should another plane of existance be discovered within your cosmology, you may teleport to that realm
after you know of it's existance.) This acts as the spell plane shift and is at will and you land on target each time.

2 – Bonus Feat

3 – CREATE KECHITE ORE [PRESTIGE]


You create a large amount of Kechite ore, the hardest substance in the universe. This material is permanent and
can be forged into weapons or armor if you so choose. When you create it, it comes in a cube that is one foot by
one foot by one foot per level you possess. To you it is weightless, though to others it's weight is like steel.
Kechite Ore has a hardness of 35 and 60 hit points per inch of thickness. If forged into a weapon, it automatically
comes with an expanded critical range (+2) and an increased critical multiplier (+1x). If forged into a suit of
armor, it grants damage reduction +3/- and the Heavy Fortification property. It can be shaped by your will alone,
or it can be forged by more traditional methods.

4 – Bonus Feat

5 – KAIOSHIN TRAINING [PRESTIGE]


You know how to train others to maximum effect. Anyone training under you gains doubles the experience gain
from the Learning Feat.
The Dragonballs
Dragon Balls come in sets of seven with each ball containing the number of stars that signifies its respective
number in the set. It was said by Colonel Silver that the Dragon Balls are unbreakable when he dropped a fake
Dragon Ball. Vegeta probably did not know this when he ordered Krillin to destroy one before the Ginyu Force
took them on Namek. In the Fusion Saga, while Super Saiyan 3 Gotenks is fighting Super Buu, Piccolo says "If
you break even one of the balls they can never be used again", which may mean that they are not completely
indestructible, though the balls were turned to stone at the time, so that might have been the cause for the
warning.

Dragon Balls are difficult to find because they are scattered all over their respective planet (Earth and a few
other planets which have their own set, although the Black-Star Dragon Balls scatter all across the galaxy), and
are deactivated for a year after every wish, disguising themselves as stones. To have the opportunity to summon
an Eternal Dragon, one must travel all over the globe to retrieve them. As technology eventually progressed, this
became somewhat easier, and became relatively simple with Bulma's invention of the Dragon Radar. Though the
Dragon Balls usually scatter across the Earth after having been used, Goku stops this from happening once by
jumping into the air and catching the Four-Star ball before it can fly away at the end of the Fortuneteller Baba
Saga.

Restrictions on the Dragon's powers are set by the relative capabilities of the Dragon Ball set's creator. A big
problem throughout the series is that with any set of Dragon Balls is that their creator must be alive for them to
function, otherwise they will be stones for eternity, such as in Future Trunks' alternate timeline, due to Future
Piccolo's death; this often results in the Z Fighters protecting their creator with their lives. The Dragon Balls are
inactive if the model of the dragon breaks; if the dragon is destroyed, the model breaks.

Without a model of the dragon and a set of Dragon Balls (in its plain rock form), it would take about 100 days to
create the Dragon Balls (as mentioned by Dende before he modified them). If the creator allows it, the Dragon
Balls can be used even if a year has not passed; this happens only once in the series, when Kami allowed Goku
and his friends to revive all people killed by King Piccolo, even though it had only been a few days since King
Piccolo wished to restore his youth.

Since all seven Dragon Balls must be brought together (though it is unknown exactly what the maximum
distance between the balls for them to be considered together is), it is often a sound strategy employed by the
villains of the series to find one Dragon Ball and hold on to it, while the Z Fighters go through the trouble of
finding the other six, after which the villain will step in and steal them. Since this strategy technically works, but is
considered cheap, the Z Fighters do not usually employ it, as they prefer to fight fair.

Old Kai once warned the Z Fighters not to overuse the Dragon Balls. This is elaborated upon in the Shadow
Dragon Saga of Dragon Ball GT, since the Dragon Balls are only supposed to be used once every 100 years.

The most well known Dragon Ball is the Four-Star Dragon Ball, being the one Grandpa Gohan had and which
Goku kept after he passed away, also being the one which Goku put on his first son Gohan's hat. The Namekian
Dragon Ball Vegeta stole, and that was later stolen from him by Gohan, was also the Four-Star Dragon Ball. In
Dragon Ball Z: Broly - The Second Coming, the Four-Star Dragon Ball is the last Dragon Ball to be collected
before Trunks, Goten and Videl summon Shenron, and was also the last ball to be found by Bulma before
summoning Shenron to wish back those who were killed by Majin Vegeta at the 25th World Martial Arts
Tournament. In the Black Star Dragon Ball Saga of Dragon Ball GT, the first Black Star Dragon Ball collected is
the Four-Star. Later, in the Shadow Dragon Saga, the only good Shadow Dragon, Nuova Shenron, is the Four-
Star Dragon Ball Dragon.
Dragonball Creation Guidelines
Creating a set of Dragonballs is much like creating any other item. It requires a skill check, though in this case
the skill in question is Spellcraft, not Craft. The reason for this is simple. Dragonballs are inherently Mystic items,
and Spellcraft deals with that sort of thing.

The base DC for crafting a set of Dragonballs is a Spellcraft check of 25. It is then modified by how many Action
Dice you invest in their creation as follows.

For 0 Action Dice invested, the Dragonballs can grant anything that a Limited Wish could grant. They cannot
grant the same wish twice, cannot kill, cannot create love, and if used they stay as stones for ten years (3652
Days). Dragonballs of this caliber grant only one wish per use.

For 3 Action Dice invested, the Dragonballs can grant anything that a Limited Wish could grant. They cannot
grant the same wish twice, cannot kill, cannot create love, and if used they stay as stones for one year (365
days). Dragonballs of this caliber can grant only one wish, or two wishes if they stay as stone for ten years (3562
days) This choice must be made when the Dragonballs are created and cannot be changed afterwards without
rebuilding the Dragonballs from the ground up. Increase the Spellcraft DC by 5

For 5 Action Dice invested, the Dragonballs can grant anything that a Wish could grant. They cannot grant the
same wish twice, cannot kill, cannot create love, and if used stay as stones for 127 days. Dragonballs of this
caliber grant only one wish, two wishes if they stay as stone for one year, three if they stay as stone for 10 years.
This choice must be made when the Dragonballs are created and cannot be changed afterwards without
rebuilding the Dragonballs from the ground up. Increase the Spellcraft DC by 10

For 7 Action Dice invested, the Dragonballs can grant anything that a Wish could grant. They can grant the same
wish more then once, can kill if the power level of the user exceeds the power level of the target, cannot create
love and if used stay as stones for 65 days. Dragonballs of this caliber grant two wishes or three if they stay as
stones for 127 days. If they grant one wish, they never turn to stone or split up. If they stay as stone for one year,
they can also grant love. If they stay as stone for 10 years, they can kill regardless of the target's power level.
This choice must be made when the Dragonballs are created and cannot be changed afterwards without
rebuilding the Dragonballs from the ground up. Increase the Spellcraft DC by 15

You may place flaws on your Dragonballs to grant them extra powers. Depending on the flaw, the GM may allow
you to exceed the restrictions set above. For example, the Black Star Dragonballs act as if they had 0 Action
Dice invested but they can grant any wish and don't turn to stone. The downsides are that they will blow up the
planet that that wish was made on unless the wish was undone by the same dragonballs and that you have to
scour the galaxy looking for them. That's one moderate flaw and one major flaw, and deserves the reward that
was placed on it.

The Namekian Dragonballs on the other hand, require a password and another language that most don't speak
to function. This flaws allowed the player that created them (Guru) the ability to act as if he'd invested 7 Action
Dice even though he'd only invested 5.

As a rule of thumb, a restriction should be based on the following. Minor restrictions (Such as Language Barriers,
and Passwords) should be allowed in lieu of 1 Action Dice. Moderate Flaws (Such as having to scour the galaxy
instead of the planet) should be allowed in lieu of 3 Action Dice. Major Flaws (Such as having the Dragonballs
blow up the planet they are on if they don't have the wish reversed within a certain timeframe) Is worth 5 Action
Dice. Should you modify the Action Dice expenditure in this way, use the lower DC. (IE If you had two Minor
Restrictions and invested 3 Action Dice, you would be creating a set of 5 Action Dice Dragonballs with a
Spellcraft DC of 30.)

Also, you may invest Power Level into a set of Dragonballs to simulate the expenditure of Action Dice. You may
invest 1,000 Power Level into a set of Dragonballs in lieu of an Action Dice. This, as with restrictions, reduces
the Spellcraft DC should your provide enough power to provide the difference in levels of Dragonballs. The
Dragon created has the number of action dice invested in the Dragonballs +1 times the hit points of the
Dragonball's maker and each Dragonballs themselves have hit points equal to one quarter this amount.
Destroying even one Dragonballs renders the entire set inert until they can be recreated.
Earth's Dragonballs
The Earth Dragon Balls are about 7.5 cm (approximately 3 in) in diameter, and they summon a dragon named
Shenron. They were created by Kami, and later re-created by Dende. Shenron can grant a wish within its powers
as long as it does not kill, create love, repeat a wish he previously granted, and a few more restrictions.
Legitimate wishes include eternal youth, immortality, bringing back a scorched forest or even an annihilated
planet. Also, it is possible to return a person to life, although only if they meet certain criteria, like dying of
unnatural causes or within the time-frame of a year, and each individual can only be brought back once. The
Eternal Dragon will grant the first wish uttered after it was called, by whomever is present.

In game terms, this means that Earth's Dragonball, once per year, grant the first person to collect them and
make a wish, a free, no XP cost, miracle spell. If used to bring someone back to life, this function as the spell
true resurrection instead of what would normally be used for Miracle. There are restrictions to the dragonballs of
Earth as follows.

The first Set of Dragonballs has the following restrictions


– Only 1 Wish per year (365 days)
– Cannot repeat a wish
– Cannot kill
– Cannot create love
– Can bring back as many people as you like with one wish

The second set of Earth Dragonballs have the following Restrictions


– Can grant up to 3 Wishes per year, 2 if a massive amount of people were revived. (365 Days)
– Can save wishes for later
– Can repeat a wish
– Cannot bring back someone from the dead more than once
– Cannot Kill
– Cannot create love
– Can bring back as many people as you like with one wish

The Black Star Dragonballs have the following restrictions


– Can only grant one wish per year, anything (365 days)
– If the wish is not reversed within a year, the planet that the Black Stars were used on will explode.

Every time the Dragonballs are used, roll 1d10 and keep track of that number. If multiple people were revived
with a single wish, this increases to 1d10 per million (Round Up). If the total reaches 1,000, the Dragonballs
Crack and the Shadow Dragons are released onto the world.
Namek's Dragonballs
Unlike the Dragon Balls of Earth, the approximately basketball-sized Dragon Balls of planet Namek summon a
different dragon, Porunga and can grant three wishes, due to their creation by Grand Elder Guru. Since the
years on Namek are shorter (127 Earth days), they can also be used more frequently. However, Porunga is
initially only capable of one individual's revival per wish, whereas the Eternal Dragon of Earth can wish many,
even an entire planet's population (if you can state your will in one wish). Additionally, the Namek Dragon Balls
require the summoner to say a password before the dragon can be summoned, and the wish must be spoken in
the Namekian language (the Z Fighters used Dende to translate their wishes). One notable advantage that the
Namekian Dragon Balls have over that of Earth is that they can revive a person as many times as wished to
(something that even Dende's upgraded Shenron could not do).

The Namekian Dragon Balls are a unique exception to the link between their creator and their existence, since
Guru, at the end of the Frieza Saga was able to name Moori as the new Elder right before he died, after which
the Dragon Balls' existence rested on the new Elder's fate. It is unknown if the Earth's Dragon Balls can be
passed on in such a manner. Sometime after settling on New Namek, the Namekians decided to modify their
existing Dragon Balls, giving Porunga the ability to grant the wish of resurrecting an entire populace not just
individually (this was done as a reaction to their experiences dealing with Frieza). Also in the Kid Buu Saga, it
was apparently revealed that now Porunga can also grant a wish that is not spoken in Namekian language, as
Dende asked for the wish of all those killed by Buu in normal language.

The Namekian Dragonballs in Game Terms means that you get three no cost wish or miracle spells granted for
you with the following restrictions

– Only three wishes per Namekian Year (127 Earth Days)


– May revive anyone any amount of times
– May only revive one person at a time
– Must make wish in the Namekian Language
GM'ing a Dragonball Game
Basic Dragonball GMing
Dragonball is different than most Anime out there. The powers are off the charts, even now. World destruction is
a normal course of Dragonball life, even from early Epic Levels. Not that I'm telling you to blow up your worlds,
I'm just saying that it happens in Dragonball.

Enemies in Dragonball need to be a true threat to the heroes. As such any enemy that a character fights in a
Dragonball game, unless they're cannon fodder should be at least five levels higher than the character. This
gives the player a true challenge, and grants them a good chunk of experience.

Main Villains in a Dragonball game should be 10 – 15 levels above the starting level of the PCs (So if you begin
your game at level 10, the main antagonist of the arc should be level 20 – 25). This should make it impossible to
defeat until the players train, fight other villains, take part in events and generally get their butts kicked for a
while.

Even if the players do defeat your villain early, just remember there's always someone stronger out there. You
just have to go to the well once again and make another villain. It should probably be tied to the last villain,
especially if your party gave your villain an unexpected thrashing at a lower level than you thought possible (If at
level 15, your party beats your level 25 villain, just remember, they might have a boss...)

Using the Dragonballs responsibly


When a party uses the Dragonballs, they are adding player controlled plot kai to the mix. Perhaps they are going
to wish back their friend. Perhaps they are going to wish for a super weapon to defeat the next boss. Any way
you slice it Dragonballs present their own problems. Things to remember:
– Always remember that you can say that it can't be granted
– Dragonballs cannot be used to kill
– Any wish made on the Dragonballs adds 1d10 negative energy to the Dragonball's total. If the total
reaches 1,000 Evil Shenron summons the Shadow Dragons. The players DON'T want to mess with the
Shadow Dragons. Also remember that for every million people brought back, you increase the dice of
negative energy by +1d10 (round up for partial millions).

Destroying Worlds
Once in mid epic levels (Level 30+), It can be completely possible to destroy worlds. However, this should be
handled as plotkai and should leave the being that committed the atrocity at 1 Power Level. That is however,
unless they are your main villain. There should always be a way to stop the destruction of a world, such as when
Vegeta attempted to destroy Earth, and Goku blocked with a Kamehameha.

Valiant Deaths
If a party member valiantly commits an act that would instantly get them killed, such as when Chioutzu sacrificed
his life to try and stop Nappa or when Vegeta did the same to attempt to stop Majin Buu, let them. Don't be afraid
to let your players die as long as it moves the story along and keeps them into it. Don't be afraid to kill your
players either. I'm not saying go for the kill all the time, I'm saying that as long as the Rule of Cool applies, go for
it. Always reward a player for destroying themselves in a valiant manner. Extra action dice, Consideration by
Enma, and other rewards should await the player after their death, as you can still roleplay them in the afterlife.

Bringing a Party Member Back to Life


Remember there are many ways in Dragonball to be brought back to life. Dragonballs are the most common
way, but you could also be the victim of Mystic Arts that are used to bring someone from the other world to the
living one. Also, if a sufficiently powerful being gives their life to bring you back, you can come back (Such as
when Elder Kai gave his life so Goku could come back and fight Buu). By sufficiently powerful I mean to their
station. Goku had to be brought back by an elder kai because of his power, but a life is a life. Use your best
judgement. There might be other ways to bring a character back to life, but that's for GM's to figure out.
Energy Clashes
When two special attacks are fired at the same time (Provided they can be fired) by one readying an action for
the other's fire, an energy clash usually occurs. Each round that a clash continues, both parties push with their
power levels as hard as they can. This is done by investing power level into your special attack. The one that
invests the most, subtracts that number from the number that the opponent invested and divides that number by
10. That is how many feet the attack moves towards the target. Should the attack reach the target, and then,
with one final push, moves over the target, the attack hits with it's full force. If one party runs out of Power Level,
the other person's attack instantly attacks the one that ran out of Power Level. Also, add 1d6 damage per 500
Power Level invested in the struggle by the winner.

Charging an Attack
If you charge an ki attack/special attack for your Spellscore modifier in rounds, you can empower a ki
attack/special attack.
Credits
Akira Toriyama: Writer and Illustrator of the Dragonball Manga

Draxredd: This is the guy that created the original Classless Bleach d20 system

Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or wasn't created
by someone else. Feel free to use it as you see fit, as long as I get credit for it.

Jusditz and Jeroitz: Two people who have a talent for finding the loopholes in systems and have been
invaluable in helping me root out the ones in this game system that even my discerning eye missed. They have
also been invaluable in editing this project and correcting the many mistakes I made along the way. They've also
contributed quite a bit to the project in terms of material including Jeroitz's kido system and the balancing efforts
of Jusditz which have kept this project from completely getting out of control.

Giants in the Playground and Gleemax community: For constantly inspiring me to create d20 stuff.

Wikipedia and Dragonball Wiki contributors (GNU Free documentation license)

The Hypertext D20 SRD (Open Gaming License)

Peter Kisner for the classless d20 inspiration

Google: For having a lot of Great Images


The Complete Dragonball
The Complete Dragonball is the quintessential guide to converting the Bleach D20 system to
Dragonball. From Saiyajins to Nameks to Androids, The Complete Dragonball contains everything you
will need to add new depth to any campaign.

Features
• 7 New Races (Saiyajins, Nameksei-Jins, Changelings, Ki Infused Humans, Majins, Shin-Jins and
Androids)
• 30+ New Feats
• 6 New Prestige Paths
• 10+ New Epic Feats
• 3 New Epic Prestige Paths

The Complete Dragonball is meant to be used with the Bleach D20 Classless system. It can be a
standalone campaign or as part of a crossover event.

LEAGALISE
Almost all content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by
anyone that wishes, and may be changed to fit your campaign. If you are going to publish this in any
format, or add to it, please be kind and give me credit, as I am going to be giving credit the Dragonball
anime and Manga including mentions of Saiyajins, Nameks, Ki and anything else, are used with fair use
from Akira Toriyama, Shoen Jump Comics and anyone else I am forgetting to give credit to.

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