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★ Character Creation

CREATING YOUR CHARACTER HOMELAND BONUSES


Who would you like to be in this vast, mystical world? Perhaps you When you select an origin in this chapter, you are told the
are a brilliant scientist exploring the distant planet of Eros in homeland they are assumed to have originated, although this
search of long forgotten secrets. You could run a gang of powerful might not always be true. There are a total of three homelands
warriors, stalking the wastelands for worthy foes. You might be a available to in this guidebook:
new recruit for the Time Patrol, hunting down villains who have ● Alien
traveled through time and broken the temporal law. Maybe you ● Earthling
live a simple life, tending to a radish farm in the distant lands ● Offworlder
where Porunga Rocks and the eastern plains meet.
Below, you’ll find a brief overview of the various game traits all Although all Earthlings are presumed to be from Planet Earth, the
origins provide, in addition to how they differ from the ruleset other homelands aren’t as obvious. When you create an Alien or
found within the 2014 Player’s Handbook. Offworlder character, choose details of their birthplace.
An Alien could be born on any world. Even if their species is
not normally native to the land. Offworlders are assumed to have
Origin Traits Trait Overview
been born in one of the many realms, such as Other World, the
Homeland In Dungeons & Dragons, every Sacred Realm of the Kais, or the Demon Realms.
character and monster in the game
has what is known as a Creature Type. Your homeland provides you with the following bonuses:
In this guidebook however, all origins
are considered to be Humanoids. Homeland Rerolls. Whenever you make a check to recall
Instead, you are given a Homeland.
information about your homeland, you can reroll the die if it
Ability Scores Each origin grants a +2 bonus to one rolls a 1, and you must use the new result.
ability score and a +1 bonus to a Faster Travel Times. When traveling across your homeland,
different one. These Ability Score
your total travel time is reduced by 20 percent.
bonuses are only suggestions.
Character Sizes A Character’s Size determines the
amount of space the character
occupies, as explained in the 2014
Player’s Handbook.
Movement Speed Speed fuels a Character’s Movement,
as explained in the 2014 Player’s

Life Span
Handbook.
This life span is an average for a
SUBMIT YOUR
TEXT HERE!
member of your origin.

1
ORIGINS AND ART INCREASES
Aside from these earthlings, the races featured in the 2014 Player's Handbook and Mordenkainen's Monsters of the Multiverse are
unknown on, unless they are visiting from another universe. Depending on your choice of origin, one of your arts immediately increases by one
tier. For the benefit of this art increase, see “Determining Your Arts” found later in this chapter.

Origin Homeland Art Increase Android Traits


Android Earthling One Art of your choice Homeland. You are an Earthling
Ability Scores. +2 Endurance, +1 Intelligence
Boulean Alien Focus Art
Size. You are either Medium or Small
Brench-Seijin Alien Energy Art Movement Speed. 30 feet
Cerealian Alien Focus Art Life Span. Eternal Life
Core People Offworlder Soul Art
As an android, you have the following unique traits:
Earthling Earthling One Art of your choice
Darkvision. You have Darkvision with a range of 60 feet.
Frieza Clansman Alien Energy Art
Modified Origin. If you replace an origin with this option, you
The Giras Earthling Energy Art can keep the following traits: any skill proficiencies you gained
Glass Tribe Alien Soul Art and any unique movement speeds you gained from it.
Mechanical Being. You have resistance to Poison Damage. You
Heeter Clan Alien Energy Art
also have advantage on saving throws you make to avoid or end
Hybrid Origin Earthling One Art of your choice the Poisoned Condition on yourself. Additionally, you are not
Kanassan Alien Focus Art required to eat, drink, or breathe to survive.
Konatsian Alien One Art of your choice Android Schematics. There are two models of androids
constructed according to their power supplies. Choose one of the
Majin Offworlder Soul Art following models when you select this origin:
Metalman Alien Energy Art
Energy Absorption. As an action, make one unarmed strike. On
Namekian Offworlder Focus Art a hit, the target takes an additional 1d6 necrotic damage. This
Neko Majin Earthling One Art of your choice damage increases by 1d6 when you reach 5th level (2d6), 11th
level (3d6), and 17th level (4d6).
Neo Machine
Alien Soul Art
Mutant Infinite Energy. You don't suffer Exhaustion due to lack
Saibaman Alien Energy Art of rest and you have advantage on saving throws you make to
avoid or end the Exhaustion Condition on yourself.
Saiyan Alien Energy Art
Trainee Angel Offworlder Soul Art Silent Soul. Checks made to detect your Battle Power do not
yield any information of your or your position and
Yardratian Alien Focus Art
transformations do not alert creatures to your presence.

The majority of the Alien origins found on this list are featured in
the “Extraterrestrial” section, found farther into this chapter.
CORE PEOPLE
The shinjin, or core people, are a race of divine beings descended
from the World Core. The true race of all kaioshin and
ANDROID makaioshin. Born from large, magical fruits which grow from the
Initially designed as weapons by the vengeful scientist Dr. Gero, Great Kaiju Tree, they are genderless, despite them physically
androids and artificial humans alike boast a wide array of appearing as male and female respectfully.
inorganic and cybernetic enhancement that separate them from Those who fulfill their duties are promoted to the status of
the average mortal lifeform. kaioshin, while those who fall to their darker desires are banished
Most androids are said to have unlimited energy and eternal to the lowest realm of the universe. The Demon Realm. These
life. Due to their inorganic nature, they also have no detectable ki shinjin are stripped of their spark, and given the status of
unlike others mortal beings, so they cannot be directly detected makaioshin. Corrupted into monsters by the very darkness that
using Scouters or other abilities which detect ki. initiated their wicked descent in the first place.
Your android may be designed after a figure of the past, a The title of Supreme Kai, however, is chosen only from among
powerful warrior who fell in battle, your own creator, a or grown those born of a special, golden fruit that is particularly rare. That
organically in a long forgotten laboratory. Consider who it was said, it is still possible to attain the position of Supreme Kai
that created you, and for what purpose were you intended to serve. through other, more exasperating means.
Will you still choose to follow their every will even after their Although the core people do not engage in any form of romance
passing. Do you even know who your creator was. These are all themselves, they are well known to take an overbearing interest in
possible stories for the creation of an android. the personal relationships of mortals, who they often spend a
Not every artificial creation was once an earthling. You might great deal of their time looking down upon. Making them, what
have once been a member of another origin, but you aren't any some may choose to call, hopeless romantics of a truly divine
longer. You now possess only your android traits. status. Perhaps not what they had aimed to be known for.

2
★ Character Creation

1d6 Core People Quirks STATUS: MAKAIOSHIN


Stripped of your divine abilities and banished to the Demon
1 You have a set of small horns on your head.
Realm, a dimension separate from the mortal universe created for
2 You secretly wish to be worshipped by mortals. the singular purpose of storing delinquents like yourself.
3 You possess fish-like whiskers for unknown reasons. Members of the species vary in appearance, the most numerous
of which seem to be almost identical to their kaioshin cousins.
4 Mortals are often confused by your divine status.
Given time, some makaioshin may adapt numerous physical traits
5 You were born from a one of a kind silver fruit. commonly associated with the devilmen found below, such as
6 You question the true nature of your divine power. bull-like horns or demonic wings. These mutants tend to be more
powerful than average, and are generally shown to possess

Core People Traits exceptional potential with magical abilities.

Homeland. You are an Offworlder | Examples: Demigra, Gola, Mechikabura, Putine, Towa
Ability Scores. +2 Sense, +1 Intelligence
Size. You are either Medium or Small Evil Wizardry. Your dark lineage grants you a number of
Movement Speed. 30 feet magical techniques. You gain the 1st-level benefits.
Life Span. Average of 75,000 Years Starting at 3rd level and again at 5th level, you also gain the
ability to use a technique with this trait. Once you use the
As a core person, you have the following unique traits: technique with this trait, you can’t use that technique with it again
until you finish a long rest, however, you can use the technique
Darkvision. You have Darkvision with a range of 60 feet.
using an appropriate amount of Battle Points.
Cardinal Clairvoyance. Choose one of the cardinal directions as
Intelligence, Sense, or Potential is your technique ability for
the guiding sign of your birth. You always know which way this
these techniques when you use them with this trait (choose
direction is, regardless of your place in the universe.
your ability when you select this origin).
Healing Magic. As an action, you touch a creature and roll a
number of d4s equal to your proficiency bonus. The creature
regains a number of hit points equal to the total rolled. Once you Level Evil Wizardry Benefit
use this trait, you can’t use it again until you finish a long rest.
1st The range of your Darkvision increases to 120 feet.
Disciple of Creation. You know the basic thaumaturgy
technique. You can use it to create a simple, non-mystical trinket 3rd You gain the Detect Magic technique.
or tool that can fit into your palm. The object lasts until the end of 5th You gain the Stone Spit technique.
your next turn. The gp value of the trinket or tool cannot be
more than 20 times your proficiency bonus.

STATUS: KAIOSHIN
Granted the status of kaioshin, you’ve obtained the fruits of your
divine power and earned a place among the deities, or at least the The Supreme Kai
lesser ones. There aren't many positions open these days. The Supreme Kais, also known as Divine beings of
Whenever a kaioshin passes away, the other core people will
Kings of Worlds or the Creation Gods, are core
draw lots to choose who will take their title. This, of course, only
occurs should the dead kaioshin choose to retire.
People who are naturally born divine and inherit
For those who populate the Other World, death is often nothing the ultimate duty to protect the universe. Along
more than an inconvenience. To perish in the physical realm is with the Destroyer Gods, they are the ruling and
merely an express ticket back where you started. The only overseeing class of the twelve total universes.
downside being the impossible long line. Normally, only a particular core person born from
| Examples: Aeos, Anato, Fuwa, Shin, Wairu, Zamasu an incredibly precious golden fruit can be
selected for the title of the Supreme Kai. In rare
Godly Power. Checks made to detect your Battle Power do not occasions, a regular core person can be trained
yield any information of your or your position and
into a Supreme Kai if they have a high enough
transformations do not alert creatures to your presence.
Kaioshin Telepathy. You have the magical ability to transmit Battle Power or if they accomplish a particular
your thoughts mentally to willing creatures you can see within feat. Should a player character gain the title of
120 feet of yourself. A contacted creature doesn't need to share a Supreme Kai, award them with a set of green
language with you to understand your thoughts, but it must be Potara Earrings in order to display their newfound
able to understand at least one language. Your telepathic link to a
position. They also become entwined to the God of
creature is broken if you and the creature move more than 120
feet apart, if either of you is incapacitated, or if either of you
Destruction of their universe. If their God of
mentally breaks the contact (no action required). Destruction were to die, all of the active Supreme
Kais would die too, and vice versa, as to not
offset the balance of that particular universe.

3
Howdy. The names Kobegyu Beef of the Beef
Family. I sell dairy and dairy products. I’m a noble
farmer and simple cow man tryin’ to make a living
while my planets’ been seized by those Frieza
Force fellers. Luckily I managed to get strong from 1d20 Animal 1d20 Animal
my milk deliveries. Anyway, like this page here
1 Basset Hound 11 Monster Rabbit
says, besides big talkin’ animals like me, you can
2 Brown Bear 12 Moon Wolf
find all walks of life. Just hope that wherever you
come from, you’ll be willin’ to buy quality milk. 3 Buffalo 13 North Polar Bear
4 Catfish 14 Ostrich
Kobegyu Beef, Dairy Farmer
5 Dinosaur 15 Panda Bear
6 Elephant 16 Papaya Monkey
7 Giant Rat 17 Prairie Gazelle
8 Giraffe 18 Rooster
EARTHLING
9 Great Shark 19 Spotted Lizards
Inhabitants of planet earth, earthlings are vastly diverse and
unique in comparison to their intergalactic neighbors. While they 10 Lion 20 WerePig
are significantly weaker than a powerful race such as the saiyans,
with an average power level reading only in the single or double Darkvision. You have Darkvision with a range of 60 feet.
digits, they make up for their lack of physical strength with Animorphaline Aspect. Your previous usage of animorphaline
bravery, ingenuity, and a mastery of techniques. has permanently marked you in unpredictable ways. Choose
Human characters in the Dragon World have the following one of the following aspects when you select this origin:
traits. If you use these human traits, do not use the variant human
● You gain a swimming speed equal to your walking speed. You
traits presented in the 2014 Player’s Handbook.
can breathe air and water, but you need to be submerged at
| Examples: Barry Kahn, Bulma, Carmine, Mercenary Tao least once every 8 hours to avoid suffocating.
● You have a climbing speed equal to your walking speed.

Earthling Traits ● you have a flying speed equal to your walking speed. You can't
use this speed if you're wearing medium or heavy armor.
Homeland. You are an Earthling
Ability Scores. +2 Endurance, +1 Sense Beast Speech. You can communicate in a limited manner with
Size. You are either Medium or Small beasts. They can understand your words, though you have no
Movement Speed. 30 feet special ability to understand them in return.
Life Span. Average of 80 Years

As an earthling, you possess the following unique traits:


MONSTER-TYPE EARTHLING
Small, impish, blue humanoids of the Meshikiya people. You are
Will of the Victorious. As a bonus action, you let loose a unfamiliar and uncompromising, accustomed to life in the
victorious roar against your enemies within 10 feet of you that can harsh wastelands of the mushroom forests.
hear you. Until the end of your next turn, you and all your allies
have advantage on attack rolls against any of those enemies Stealthy. You have proficiency in the Stealth skill.
who could hear the victorious roar. Unsettling Visage. When a creature you can see makes an attack
You can use this trait a number of times equal to your roll against you, you can use your reaction to impose disadvantage
proficiency bonus, and you regain all expended uses when you on the roll. You must use this feature before knowing whether
successfully finish a long rest. the attack hits or misses.
Once you use your unsettling visage, you cannot use it again
HUMAN-TYPE EARTHLING until you finish a short or long rest.
Whether living a peaceful life within Satan City or foraging across
the expansive Western Verge, human-type earthlings are the FRIEZA CLANSMAN
most well-rounded and diverse people on earth. Frieza Clansmen have an unsavory reputation spun from their
ancestors’ merciless behavior across the universe. Their origins are
Skillful. You gain proficiency in one skill of your choice. shrouded in mystery and their true names are lost to time.
Feat. You gain the one feat of your choice. Collectively, they have been given many other names by other
species who’ve caught rumors of their past — frost demons, glaeris,
ANIMAL-TYPE EARTHLING or changelings — although their true origin will likely never be
Those who chose to partake in animorphaline, an old and highly known. Some revere this birthright, abusing their ancestral power
experimental narcotic, were permanently transformed into to intimidate the weak. Others seek to restore honor to their
humanoids with a myriad of unique animal aspects. people and rediscover their long since shattered history.
The serum was originally developed by a mysterious company People often perceive frieza clansmen as entirely evil beings
known as Magical Pharmaceuticals. Before the fall of the Red who relish in death, destruction, fear, and power. Traits that stem
Ribbon Army, their front company, Red Pharmaceuticals, from their connection to the galactic emperor.
produced inferior quality animorphaline which was sold to raise The truth of the matter is that most clansmen don’t even know
funding for the army, and produce a helping of powerful soldiers the true genesis of their species. Legends tells that the first
in the process. Even the king of Earth got in on the trend. clansmen acted as interstellar pirates, purging plantoids of their
Nobody really takes the stuff anymore though. native species and selling them to the highest bidder.

4
★ Character Creation

As they began their rise to power, their home world and


eventually, their entire culture would be lost to time. Perhaps they
peddled their own planet for a higher seat in the universe.
The very act that would bring about the rise of the mutant Cold
The Forms of Frieza
Dynasty. Giving the appearance that history began with their While most beings transform to increase their
reign. Even with the famed dynasties’ fate now uncertain, the act Battle Power, frieza clansman choose to develop a
of erasing an entire culture can never be undone, leaving the series of physical suppressions to instead restrict
species and their heritage forever left frozen in time.
and limit their true strength. The second and third
| Examples: Chilled, King Cold, Kuriza, Frost forms existing as mere physical augmentations to
build enough strength to revert to their true
1d6 Ancestor History forms. However, with enough physical and mental
training, it is possible to obtain proper control of
1 My clan began as vicious galactic pirates.
their true forms, allowing them to access it
2 My clan was once hunted down and destroyed.
at-will and unhindered. It is assumed that player
3 My clan sold planets to the highest bidder.
characters who’ve chosen this origin begin in their
4 My clan were heralded as heroes across the galaxy. first forms, heavily suppressed, and learn to
5 My clan wandered the galaxy, in search for answers. lessen these self-restrictions. While these
6 My clan upheld powerful interstellar businesses. transformations are normally weaker than their
true forms, there are those who’ve managed to
discover new powers which, instead of suppressing
Frieza Clansman Traits
the weilder’s power, greatly increase both their
Homeland. You are an Alien
Ability Scores. +2 Potential, +1 Agility
offensive and defensive capabilities.
Size. You are either Medium or Small
Movement Speed. 35 feet
Life Span. Unknown

As a frieza clansman, you have the following unique traits:

Exoskeleton. You possess a tough, keratinous exoskeleton. While


you are not wearing any armor, your base Armor Class equals
13 + your Agility modifier.
Survive in Space. You are naturally adapted to the cold vacuum
of space, as described in chapter two of this guidebook.
Abnormal Mutation. You know a single basic technique of your
choice from the Mutant technique list.
Intelligence, Sense, or Potential is your technique ability for
these techniques when you use them with this trait (choose
your ability when you select this origin).
Imperial Prestige. You have proficiency with one of the
following skills: Deception, History, Insight, Intimidation,
Performance, or Persuasion.
Limited Suppression. As bonus action, you can loosen your
self-appointed restrictions to assume a second form. You do so by
altering your keratinous exoskeleton into a suitable shape.
This transformation lasts for the following minute, until you
die, or until you revert to your normal appearance as a bonus
action. When you transform, your reach increases by 5 feet, and if
you are smaller than Large, you become Large, along with
anything you are wearing.
You determine the appearance of your new form. You gain a
+2 bonus to your base Armor Class. When you deal damage to a
creature with an attack or a technique, you can choose to deal
GIRAS
Large and intimidating pterodactyl-like humanoids who roam the
additional damage. This extra damage is equal to your
outskirts of the Sacred Lands of Korin. Despite their frightening
Proficiency Bonus. You can use this ability only once per turn.
demeanor, they are relatively calm and peaceful amongst one
Once you use reveal your second form, you cannot do so
another. There are two classes of giras: Those who are considered
again until you successfully complete a long rest.
to be social and gather in large villages, like the residents found
within Giran’s village, and those who live in the wilds, commonly
referred to as Dengiras, Dongiras, or Midgiras. There, they’ve
grown fat and vicious off the prey they so savagely hunt.

5
Giras Traits MAJIN
Homeland. You are an Earthling Magical and childish by nature, majins are a race of magically
Ability Scores. +2 Power, +1 Endurance spawned djinn. Initially born from the majin progenitor Buu,
Size. You are Medium majins now exist in abundance following the unforeseen reading
Movement Speed. 30 feet of Hercule Satan’s Bob and Margaret: the Forbidden Games.
Life Span. Average of 80 Years Curious about the contents of this obscene novel, Buu would seek
to emulate it himself. Consequently leading to the creation of a
As a giras, you have the following unique traits: majin partner. Over many years, the two majins would develop
additional children, their power weakening as a consequence,
Flight. Because of your wings, you have a flying speed equal resulting in equally weaker offspring and the eventual
to your walking speed. You can't use this flying speed if you're passing of their renowned progenitor Buu.
wearing medium or heavy armor.
Dinosaur Build. You have advantage on Power-based ability
checks and Power saving throws. In addition, you count as one size 1d6 Eccentricities
larger when determining your carrying capacity and the weight Majins could’ve never have been evil like the legends
1
you can push, drag, or lift. tell. We’re far too colorful and fun loving.
Glu-Glu Gum. When you take the attack action, you can replace
2 I’m an amazing chef. Magic has nothing to do with it.
one of your attacks with an eruption of strange, rubbery gum in a
15-foot cone. Each creature in that area must make a Power saving 3 There are few things in this life better than a long nap.
throw against a DC equal to 8 + your Endurance modifier + your 4 Candy is the backbone of the majin race.
proficiency bonus. On a failed save, the creatures become 5 The circus is the only place I feel at home.
restrained until the start of your next turn.
So what if people think we’re strange or odd. That only
You can use your glu-glu gum a number of times equal to your 6
gives us majins an incredible edge in battle.
proficiency bonus, and you regain all expended uses when you
finish a long rest.
Majin Traits
HYBRID ORIGIN Homeland. You are an Offworlder
Born as the offspring between an earthling and a member of an Ability Scores. +2 Endurance, +1 Potential
alien or otherworldly race. Statistically, only one percent of Size. You are either Medium or Small
earthlings are half-breeds with another race. Movement Speed. 30 feet
Much like their bizzare parentage, half-breeds possess a well Life Span. Average of 120 Years
spring of untapped potential power waiting expectantly to be
As a majin, you have the following unique traits:
unleashed. Conversely, half-breeds possess a much higher
likelihood of raising their potential from a younger age. Amorphous. You can squeeze through a space as narrow as 1
inch wide, provided you are wearing and carrying nothing. You

Hybrid Origin Traits have advantage on all ability checks you make to initiate or
escape from a grapple.
Homeland. You are an Earthling Undying Body. When you take damage, you can use your
Ability Scores. 一 reaction to expend one of your Hit Dice, and then roll that die. You
Size. You are either Medium or Small regain a number of Hit Points equal to the roll plus your
Movement Speed. 30 feet Endurance modifier.
Life Span. Average of 80 Years
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when you
As a hybrid, you have the following unique traits:
finish a long rest.
Latent Power. When you make an ability check using any skill Create Candy. You can use the goodberry technique with
with which you have proficiency, you can give yourself advantage this trait. You can do so a number of times equal to your
on the check before rolling the d20. You can do so a number of proficiency bonus, and you regain all expended uses when you
times equal to your proficiency bonus, and you regain all complete a long rest. You can also use this technique using an
expended uses when you finish a short or long rest. appropriate amount of Battle Points.
When you use this variation of goodberry, you can choose to
⍟⍟⍟ have candy, cookies, donuts, chocolate, or various other treats
appear in the palm your hand, rather than berries.
Choose another origin option from this chapter to represent
your non-earthling parent. You gain a number of their MIGHTY MAJIN
unique traits equal to your proficiency bonus. Referred to as mighty, this majin confection often takes up roles as
You may then mix and match their visual characteristics — hardy warriors and head cooks, utilizing their larger size and
color, ear shape, and the like — of the two. culinary skill to the natural limit. They’ve spawned traditions
Being from two worlds allows the use of certain powers, such as which incorporate martial combat and cookery.
origin specific feats or transformations. You ignore origin These grand chefs take up culinary challenges across the world
requirements for all abilities that would normally be obtainable by and have since passed down their traditions to many
only one of your two parents. non-majin practitioners.

6
★ Character Creation

| Examples: Mani Mani, Mr. Buu, Titima While namekians can pay their respects to any god, they
particularly revere the wish-granting Eternal Dragons above all
Grand Chef. You have proficiency with Cook’s Utensils.
other deities. According to ancient legend, the first namekians stole
Miraculous Body. Your hit point maximum increases by two,
shards from the original set of Dragon Balls and molded a set of
and it increases by two every time you gain a new level.
seven wish granting orbs for themselves in their image.
Imbuing their creations with magic, they brought forth an
WONDER MAJIN Eternal Dragon of their own volition, and bestowed the neonate
Skilled in bizarre magic that hails from their djinn lineage, deity with the namekian name Porunga, which roughly
wonder majins have inherited an inkling of Buu’s arcane aptitude. translates to the dragon of dreams and laws.
Though not as physically stout as their mighty cousins, they more
than compensate with an array of mystical charms.
Bending fate in their own favor, they hold a fierce and mostly
Namekian Traits
harmless rivalry with their mighty siblings, challenging them to Homeland. You are an Alien
all manner of games and competition. Be that as it may, these Ability Scores. +2 Sense, +1 Endurance
contests of skill often amass spectators from around the world, Size. You are either Medium or Small
with the greatest of games raising entire carnivals around Movement Speed. 30 feet
their childish conflicts. Life Span. Average of 700 Years

| Examples: Kabra, Miss Buu, Ninny As a namekian, you possess the following unique traits:

Plasma. You have proficiency with one musical instrument. Namek Finger. As a bonus action, you can elongate an arm up to
Merry Making. You know one of the following basic techniques: 10 feet or return it to its normal length. As part of the same bonus
friends, prestidigitation, or vicious mockery. action, you can manipulate an object, open or close a door or
Intelligence, Sense, or Potential is your technique ability for container, or pick up or set down a tiny object.
these techniques when you use them with this trait (choose Meditative Trance. You don’t need to sleep, and magic
your ability when you select this origin). can’t put you to sleep. You can complete a long rest in 4 hours if
you spend those hours in a trance-like, meditative state.
Whenever you finish a long rest, you gain two proficiencies,
NAMEKIAN each one with a weapon or a tool of your choice, and you retain
Peaceful sages from a world since destroyed twice over, namekians them until you complete your next long rest.
guard the newly terraformed countryside known as Porunga Sensitive Ears. You have proficiency in the Perception skill.
Rocks, the last reminder of their homelands. Namekian Regeneration. As an action, you can restore one or
While most namekians wish for nothing more than a simple more limbs severed from your body. Moreover, you regain a
life, reforesting the beautiful, blue woodlands they once called number of hit points equal to your Endurance modifier.
home, they’re no longer bound to their pacifistic beliefs. You can use your regeneration a number of times equal to your
Namekians tend to be taller and leaner when compared to most proficiency bonus, and you regain all expended uses when you
humans, with an array of viridescent skin tones. Bowed antennae finish a long rest.
hang from namekian brows. Namekians are slug-like humanoids
with a sense of courage and mysticism.
DARK NAMEKIAN
Practitioners of black magic, members of the demon clan are often
exiled from their tribes early on. Cast out and tainted by their
own greed which corrupts them into unnatural beings.
Following the sudden destruction of New Namek in AGE 851,
numerous namekians settled on Planet Earth. Those who found
themselves near Demon King Piccolo’s abandoned throne
slowly gained evil in their hearts. These dark namekians grew in
numbers over time, leading to a civil war between them and
the pure namekians still ruled over by Elder Moori.

| Examples: Baralika, Gamelan, King Piccolo

Darkvision. You have Darkvision with a range of 60 feet.


Narak Magic. You are part of a dark namekian lineage that
grants you supernatural abilities. You gain the 1st-level benefit of
that lineage.
Starting at 3rd level and again at 5th level, you also gain the
ability to cast a spell with this trait. Once you cast the spell with
this trait, you can’t cast that spell with it again until you finish a
long rest, however, you can use the technique using an
appropriate amount of Battle Points.
Intelligence, Sense, or Potential is your technique ability for
these techniques when you use them with this trait (choose
your ability when you select this origin).

7
Become Giant. Starting at 3rd level, you can use the
Level Narak Magic Benefit
enlarge/reduce technique on yourself, without requiring a
1st You gain the basic Antenna Beam technique. material component. Once you use this technique with this trait,
3rd You gain the Find Familiar technique. you can't use this technique with it again until you finish a long
rest. You can also use this technique using an amount of BP
5th You gain the Darkness technique.
you have of the appropriate level.
Intelligence, Sense, or Potential is your technique ability for
these techniques when you use them with this trait (choose
DRAGON CLAN
when you select this origin).
Tasked with studying the mythic arts of the past and unlocking
ancient secrets to further the species, the dragon clan makes up
the vast majority of the total namekian population.
These are the few namekians capable of crafting their own sets
of magical dragon balls, calling forth a dragon of their own Namekian Reproduction
design from beyond the plane of dreams.
In Planet Namek's society, where gender does not
| Examples: Dende, Guru, Monaito, Necke exist, anyone born as a member of the Dragon
Clan is able to produce offspring alone. However,
Healing Hands. As an action, you touch a creature and roll a
number of d4s equal to your proficiency bonus. The creature in Namek's current hierarchy, only the Eldest
regains a number of hit points equal to the total rolled. Once you namekian lays eggs. Should your Dungeon Master
use this trait, you can’t use it again until you finish a long rest. allow, once every year, you may spit out an egg
Create Dragon Balls. At 5th level, you can create a set of as an action. After one minute, this egg hatches
dragon balls by spending one year and 500 gp worth of materials.
into a young namekian. You determine the
The process yields a set of 1d6 + 1 dragon balls and a dragon
appearance of the namekian child in contract is
statuette of your own design. When these dragon balls are placed
adjacent to one another, a creature of your choice can use their yourself. There is a 25 percent chance this child is
action to summon forth an eternal dragon. a member of the warrior clan. Otherwise, they are
The dragon offers to grant a single, limited wish on the born as a member of the dragon clan. The
creatures behalf, duplicating the effects of a technique of 4th level namekian child ages normally and acts as an NPC
or lower. The dragon balls are consumed in the techniques usage,
under the control of the Dungeon Master.
which take the place of any costly components. The eternal
dragon then vanishes, returning to its native plane.
Once a wish has been asked of the eternal dragon, you cannot Pokopen Reproduction
begin construction on a new dragon ball set for one week, per level At your Dungeon Master’s discretion, members of
of the technique replicated by the dragon. Creating a new set of the demon clan can also lay eggs. In these cases,
takes only a third of the time it originally took.
the namekian child is always born a member of
The eternal dragon has a number of hit points equal 10 x your
proficiency bonus. If the eternal dragon should be reduced to 0 hit the demon clan, with a 75 percent chance to be
points while summoned, there is a 25 percent chance that you born with some form of demonic mutation, such as
will be unable to create dragon balls again. one or more sets of wings, noticeable reptilian or
As the creator, you determine the unique traits of the dragon slug related physical features, fins or other spiky
balls and the appearance of the eternal dragon you summon. For
protrusions, or even bovine-live horns.
example, the dragon balls of Planet Namek are much larger
than the dragon balls of Planet Cereal.

WARRIOR CASTE
Tasked with upholding peace across the planet and defending the NEKO MAJIN
species from dangerous threats, the warrior clan makes up only a Not to be confused with the aforementioned majins, neko majins
small percentage of the namekian population. are a species of cute yet strong magical cats who’ve quietly played
Often trained in seclusion, these warriors are typically assigned a supporting role in Earth’s history.
to the guardians of small villages and serve as the first line of Neko majins come in a wide variety of colors and fur patterns,
defense, for people and the dragon balls. much like actual cats do. Most neko majins are the height of the
average earthling child. There are cheerful ones, pessimistic
| Examples: Maima, Nail, the Namekian Savior, Tsumuri ones, as well as quiet intellectual ones. They are a simple people
who enjoy martial arts, practicing magic, and pulling pranks.
Facing Fate. If you miss with an attack roll or fail an ability
Neko majins are an extremely long-lived, possibly immortal, and
check or a saving throw, you can draw on your bonds to gain a
can even sleep for 30-straight years. Scientists theorize that they
bonus to the roll equal to the number of allies you can see within
have existed on Earth longer than humanity itself.
30 feet of you, to a maximum of three allies.
Strong is the standard power of the neko majin race; this is
You can use this trait a number of times equal to your
relatively normal for them, even from the very start.
proficiency bonus, and you regain all expended uses when you
finish a long rest. | Examples: Abra, Long-Hair, Neko Majin Z, Singapura

8
★ Character Creation

Neko Majin Traits SAIYAN


Homeland. You are an Earthling Stories from distant lands tell of the tribe of saiyan people, once
Ability Scores. +2 Potential, +1 Agility thought lost to the hands of a powerful emperor. Legends speak of
Size. You are Small their unparallelled skills in martial combat, their unsquashable
Movement Speed. 30 feet pride, and their ferocious appetites.
Life Span. Possibly Immortal

As a neko majin, you have the following unique traits:

Darkvision. You have Darkvision with a range of 60 feet.


Cat's Claws. You can use your claws to make unarmed strikes.
When you hit with them, the strike deals 1d6 + your Power
modifier slashing damage, instead of the bludgeoning damage
normal for an unarmed strike.
Mimicry. You can accurately mimic any sounds you have
heard, including voices. A creature that hears the sounds you
make can tell they are imitations only with a successful Sense
(Insight) check against a DC of 8 + your proficiency bonus
+ your Potential modifier.
Majin-Dama. The majin-dama is a tiny magical orb which
acts as a source of power for all neko majins. Traditionally, they
keep this orb inside their bodies but can spit it out from their
mouth as a bonus action.
While in the possession of the orb, a creature has advantage on
Intelligence, Sense, and Potential saving throws and can use the
majin-dama as a focus for their techniques.
If your majin-dama should ever be destroyed, you lose the
ability to speak and cannot use techniques with verbal
components. To the untrained eye, you become indistinguishable
from a common house cat. However, you can perform ten good
deeds to receive a replacement.

While most species continually strive to advance themselves,


saiyans seem contempt with their technological status. Saiyans are
typically found in remote settlements far from the reaches of
Majin Copycats society, living out of caves and mountains. To them, the only thing
Although they do not possess any transformations important is power. It is not that they lack the ability to
comprehend the advancements of other species, but more so that
of their own, neko majins have been known to
they do not see the need to care. Instead they spend their days
mimic the awakened states of those they are
pillaging armor, tools, and advanced technology from other species
relatively close with. At your Dungeon Master’s and retrofitting them to suit their needs.
discretion, your neko majin character may be Saiyans are known to take pleasure in combat, waging battles
eligible to use certain transformations that would against other races for thrill and sport alone. However, this innate
otherwise be restricted to specific origins, such as hunger for battle is not reserved for other species. Conflicts
regularly breakout among their own kind, often over petty
the super saiyan form. This may only occur if your
squabbles, disagreements, or potential mates. Saiyans do not
character has witnessed the forms in question at celebrate any holidays. Instead of playing like most children,
least once before the power can be copied. saiyan children fight amongst themselves. Conflicts such as these
date back to the beginning of the saiyan race itself. Saiyan
scientific staff speak of ancient battles that occurred on their true
homeworld, Planet Sadala, between two tribes of ancient saiyans.
Historic records and forgotten tales label these two tribes as the
defeated and the tainted. Not much is known of this conflict
outside of the fact that it led to the complete destruction of
Sadala, the original saiyan homeworld.

SUBMIT YOUR
| Examples: Beets, Caulifla, Prince Vegeta, Shallot

Saiyan Traits
TEXT HERE! Homeland. You are an Alien
Ability Scores. +2 Power, +1 Endurance
Size. You are either Medium or Small

9
Movement Speed. 30 feet You can use your selfish doctrine a number of times equal to
Life Span. Average of 80 Years your proficiency bonus, and you regain all expended uses
when you finish a long rest.
As a saiyan, you possess the following unique traits: Temporal Do-Over. You can use your reaction upon ending your
turn, rewinding time and returning you to the space where you
Battle-Hardened. You gain proficiency in the Athletics skill.
had begun your turn seconds earlier. When you do so, you regain
In addition, you count as a creature one size larger when
a number of hit points equal to your proficiency bonus.
determining your carrying capacity and the weight you are
Once you use your temporal do-over, you cannot do so again
capable of pushing, dragging, or lifting.
until you have successfully finished a long rest.
Warrior’s Resolve. Descending from a race of warriors, you have
advantage on saving throws you make to avoid or end the
frightened condition on yourself.
Saiyan Spirit. If you have not taken damage for 10 or more
minutes and you are missing half or more of your hit points, you
regain a number of hit points equal to your two times your
Angelic Laws
proficiency bonus. You cannot use this feature again until you In accordance with angelic laws, angels are not
successfully complete a long rest. allowed to commit to combat with a mortal
Battle Maniac. Your saiyan strength allows you to make creature unless given explicit permission by a God
unarmed strikes. When you hit with them, the strike deals 1d6 +
of Destruction. If an angel is currently in training,
your Power modifier bludgeoning damage, instead of the
they instead cannot use the full range of their
bludgeoning damage normal for an unarmed strike.
Saiyan Tail. You can grasp things with your ape-like saiyan tail. divine powers. Any angel who is witnessed
It has a reach of 5 feet and it can lift a number of pounds equal breaking these laws is erased, and cannot be
to five times your Power score. restored to life by any means short of a wish or
You can use it to do the following simple tasks: lift, drop, hold, authorization from the Grand Priest himself.
push, or pull an object or a creature; open or close a door or a
container; grapple someone; or make an unarmed strike. Your tail
cannot wield weapons or shields or do anything that requires
precision, such as using tools or mystical items or performing the
somatic components of a technique. If your tail is severed, it EXTRATERRESTRIAL ORIGINS
regenerates after roughly 1d4 weeks have passed. Although the true scale of the universe is relatively massive in
When you choose this origin at character creation, you gain comparison, the amount of intelligent life that calls this
access to the the great ape transformation. macrocosm home is constantly shifting. In truth, there is an untold
number of planets and intelligent species. However, planets are
TRAINEE ANGEL often conquered and sold to the highest bidder, completely
Lifeforms of extremely high status within the hierarchy of the exterminating or relocating the natives.
multiverse. Their common role is to mentor and teach the Gods of Most planets are considered gems in the eyes of monarchs.
Destruction while they learn master their abilities. But of course, Others are not. Earth, the primary setting of this guidebook, is
every angel was once a beginner themselves. designated as Planet 4032-877, according to the Galactic Patrol
As an angel in training, you possess only a small fraction of planetary scale. The species found in the following section of this
divine power. Sent to the Mortal Realm in order to broaden your chapter have traveled from the far corners of the universe.
perspective, you are limited to only using your angelic powers in Extraterrestrials truly are strangers in a strange land, having left
short bursts, so as to not break any angelic laws. their various home planets to walk a new path in life.
Numerous species from across the stars have integrated

Trainee Angel Traits themselves into earthling culture, while the extraterrestrials found
in this section are utterly forign, thriving across the stars.
Homeland. You are an Offworlder
Ability Scores. +2 Sense, +1 Potential
OTHER ORIGIN OPTIONS
Size. You are either Medium or Small
There are a large number of races found across the universe. If
Movement Speed. 35 feet
your Dungeon Master allows, you may choose from the races
Life Span. Immortal, Unless Deemed Otherwise
found on other D&D worlds. For all practical purposes, these races
As a trainee angel, you have the following unique traits: are considered alien in origin, but may be reimagined for your
own setting. Take the tabaxi for example. You and your Dungeon
Godly Power. Checks made to detect your Battle Power do not Master might choose to reimagine them as a race of
yield any information of your or your position and extraterrestrial, hairless catfolk with purple skin and broad ears.
transformations do not alert creatures to your presence. Identical to the mysterious race of Champa and Beerus, the twin
Sleepless Revitalization. You do not require sleep and can Gods of Destruction from the sixth and seventh universes.
choose to remain conscious during a long rest, though you must
still refrain from strenuous activity to gain the benefits.
Selfish Doctrine. In response to being hit by an attack, you can 1d10 Oddities
use your reaction to enter a highly advanced mental state. You 1 You execute every action with flair and style.
may roll a d4 and add the number rolled to your Armor Class,
potentially causing the attack to miss instead. 2 Only the most advanced worlds are worthy of respect.

10
★ Character Creation

3 You are infatuated by the cuisine of other cultures. Naturally Agile. You can take the Disengage or Hide action as a
bonus action. Additionally, you are proficient in the Acrobatics
4 You care for everyone, regardless of their home.
skill. Whenever you make an Acrobatics ability check, roll a d4,
5 You take great pride in the sports of other species. and add the number rolled to the check’s total.
6 You’re curious about the workings of alien technology. Sauzer Blade. Starting at 3rd level, you can use spirit saber
technique. Once you use this technique with this trait, you can’t
7 To you, science and magic are often one in the same.
use it again until you finish a long rest.
8 You believe your species to be the first of the universe. Intelligence, Sense, or Potential is your technique ability for
9 You judge every species by their standard of beauty. these techniques when you use them with this trait (choose
when you select this origin).
10 You believe that your intelligence surpasses all.
Technique Resistance. You have advantage on Intelligence,
Sense, and Potential saving throws against techniques.
Boulean Traits
Homeland. You are an Alien Cerealian Traits
Ability Scores. +2 Intelligence, +1 Sense Homeland. You are an Alien
Size. You are either Medium or Small Ability Scores. +2 Sense, +1 Agility
Movement Speed. 30 feet Size. You are either Medium or Small
Life Span. Unknown Movement Speed. 30 feet
Life Span. Average of 200 Years
As a boulean, you have the following unique traits:
As a cerealian, you possess the following unique traits:
Darkvision. You have Darkvision with a range of 60 feet.
Additional Eyes. You have proficiency in the Perception skill and Darkvision. You have Darkvision with a range of 60 feet.
can see in all directions. Moreover, you cannot be surprised and Cerealian Senses. You gain proficiency in the Perception skill. In
have advantage on saving throws made to avoid or end the addition, attacking at long range doesn’t impose disadvantage on
blind condition on yourself. your ranged weapon attack rolls.
Psycho Escape. As a bonus action while holding your breath, you Vital Point Strike. You can use your evolved eye to make
can briefly stop the flow of time for everyone other than yourself, unarmed strikes with pinpoint accuracy. When you hit with an
teleporting up to 30 feet to an unoccupied space you can see. unarmed strike, the strike deals 1d4 psychic damage, instead of the
You can use your psycho escape a number of times equal to bludgeoning damage normal for an unarmed strike.
your proficiency bonus, and you regain all expended uses when Evolved Right Eye. As a bonus action, you can awaken the
you finish a long rest. greater potential of your right eye. Until the end of your next turn,
Boulean Psionics. Your origin grants you a number of psionic you gain a bonus to attack rolls equal to your proficiency bonus.
techniques. You gain the 1st-level benefits below. Upon transforming, you can make a single vital point strike.
Starting at 3rd level and again at 5th level, you also gain the Moreover, you gain the following benefits:
ability to use a technique with this trait. Once you use the
● You can see through materials up to 10 feet thick and
technique with this trait, you can’t use that technique with it again
creatures cannot be obscured to you in any way if you can
until you finish a long rest, however, you can use the technique
see through the obstruction.
using an appropriate amount of Battle Points.
Intelligence, Sense, or Potential is your technique ability for ● You learn the relative power level of a creature without
these techniques when you use them with this trait (choose needing to make a check first. If a creature has their Battle
your ability when you select this origin). Points suppressed, you learn this upon observation.

You can use your evolved right eye a number of times equal to
Level Boulean Psionics Benefit your proficiency bonus, and you regain all expended uses
when you finish a long rest.
1st You gain the basic Mage Hand technique. The hand is
considered invisible when you use it with this trait.
3rd You gain the Catapult technique.
5th You gain the Hold Person technique.
Enhanced eyes, a long physical prime, and
according to the ship’s internal log and Zuub’s
The People of Planet Brench Traits notes, they’re totally extinct since the saiyans
Homeland. You are an Alien wiped them out! UGH! Still… if the saiyans and
Ability Scores. +2 Agility, +1 Endurance namekians could recover from Frieza’s a󰏠acks,
Size. You are either Medium or Small then maybe there are still some cerealians out
Movement Speed. 35 feet
there. Might make fine additions to the crew if we
Life Span. Unknown
can find any. If nothing else, we can stock up on
Being from planet brench, you have the following unique traits: supplies and maybe find some treasure while we’re
there. Toma, take to the helm! Pai, plot a course
Unearthly Endurance. Adapted to the intense atmosphere of
your homeworld, you ignore any of the drawbacks caused by high
for our next destination!
gravity environments or techniques.
Solar winds to your backs, everyone.
We’re going to Planet Cereal!

Kaz, Captain of the Rogue Wind


11
Glass Tribe Traits Heeter Clan Traits
Homeland. You are an Alien Homeland. You are an Alien
Ability Scores. +2 Potential, +1 Endurance Ability Scores. +2 Power, +1 Potential
Size. You are either Medium or Small Size. You are either Medium or Small
Movement Speed. 30 feet Movement Speed. 30 feet
Life Span. Unknown Life Span. Unknown

Being from the glass tribe, you have the following unique traits: Being from the heeter clan, you have the following unique traits:

Darkvision. You have Darkvision with a range of 60 feet. Planet Dealers. You gain proficiency with two of the following
Radiant Resistance. You have resistance to radiant damage. skills of your choice: Arcana, Deception, Insight, Nature,
Glassification. As an action, you can attempt to turn a creature Persuasion, or Survival.
you can see within 10 feet to glass. The creature must succeed on Survive in Space. You are naturally adapted to the cold vacuum
an Endurance saving throw or become restrained until the end of of space, as described in chapter two of this guidebook.
your next turn (DC 8 + your proficiency bonus + your Potential Surprise Attack. If you hit a creature with an attack roll, the
modifier). Once you use this trait, you can’t use it again until creature takes an extra 2d6 damage if it hasn't taken a turn yet
you complete a long rest. in the current combat.
Floating Mirror. As an action, you can conjure a 10-foot radius Release Inner Nature. When you choose this origin at character
barrier of glass which appears in a space within 30 feet of you. For creation, you gain the the inner nature transformation.
the following minute, it moves with you, grants half cover, and
acts as difficult terrain for creatures of your choice.
You can use your floating mirror a number of times equal to
your proficiency bonus, and you regain all expended uses when
you finish a long rest. Variant Origin Options
Glass Manipulation. You know the basic thaumaturgy
With a little help from your Dungeon Master, the
technique. You can use it to manifest an array of fractal shapes
made from glass within the palm of your hand. heeter clan can easily be rewritten to reflect the
When you take the attack action, you can replace one of your abilities of Zarbon and Yuzuns’ unnamed alien
attacks with a series of crystalline projectiles. This attack is a species, or even the warrior race of hera.
ranged technique attack, with a range of 30 feet. You are proficient
with it, and you add your Agility modifier to its attack and damage
rolls. Its damage type is piercing, and its damage die is a d6.
This damage increases by 1d6 when you reach 5th level (2d6),
11th level (3d6), and 17th level (4d6). Kanassan Traits
If you’ve conjured your floating mirror, you can target creatures Homeland. You are an Alien
with your crystalline projectiles as if you were standing in the Ability Scores. +2 Sense, +1 Endurance
location of your barrier of glass. Size. You are either Medium or Small
Movement Speed. 30 feet
Life Span. Unknown

As a kanassan, you have the following unique traits:

Hold Breath. You can hold your breath for one hour at a time.
Kanassans aren't natural swimmers, but they can remain
underwater for some time before needing to resurface.
Bravery. You have advantage on saving throws made to avoid
or end the frightened condition on yourself.
Premonition. As bonus action, you can glimpse into the
immediate future. You have advantage on the next attack roll,
ability check, or saving throw you make within the following
minute. Once you use this ability, you cannot use it again
until you successfully finish a short or long rest.
Moreover, you receive visions, flashes of insight, or general
feelings of foreboding or oncoming dangers. Within 24 hours of
danger threatening you or those close to you, you may receive
some form of premonition from your Dungeon Master.
Telepathy. You have the ability to communicate mentally with
any number of willing creatures you can see within 120 feet of
you. A contacted creature doesn't need to share a language with
you, but it must be able to understand at least one language. Your
telepathic link to a creature is broken if you and the creature move
more than 120 feet apart, if either of you is incapacitated, or if
either of you breaks the contact (no action required).

12
★ Character Creation

SUBMIT YOUR
Konatsian Traits
Homeland. You are an Alien
TEXT HERE!
Ability Scores. +2 Agility, +1 Sense
Size. You are either Medium or Small
Movement Speed. 30 feet
Life Span. Unknown

As a konatsian, you have the following unique traits:

Darkvision. You have Darkvision with a range of 60 feet.


Mental Discipline. Your innate defenses grant you advantage proficiency bonus). On a failed save, the creature takes 1d10 fire
on saving throws you make to avoid or end the charmed and damage. On a successful save, it takes half as much damage.
frightened conditions on yourself. This damage increases by 1d10 when you reach 5th level
Enchanted. You can ignore the attunement requirements for (2d10), 11th level (3d10), and 17th level (4d10).
a single mystical item. Moreover, the amount of time required to You can use your blazing lava a number of times equal to your
attune to mystical items is halved. proficiency bonus, and you regain all expended uses when you
Melody of Hirudegarn. Your origin grants you a number of finish a long rest.
purifying techniques. You gain the 1st-level benefits below. You
can manifest these blessings with an enchanting melody, which
Neo Machine Mutant Traits
could be played on an instrument or hummed quietly.
Homeland. You are an Alien
Starting at 3rd level and again at 5th level, you also gain the
Ability Scores. +2 Intelligence, +1 Endurance
ability to use a technique with this trait. Once you use the
Size. You are either Medium or Small
technique with this trait, you can’t use that technique with it again
Movement Speed. 30 feet
until you finish a long rest, however, you can use the technique
Life Span. Unknown
using an appropriate amount of Battle Points.
Intelligence, Sense, or Potential is your technique ability for As a neo machine mutant, you have the following unique traits:
these techniques when you use them with this trait (choose
your ability when you select this origin). Mechanical Nature. You have resistance to poison damage and
immunity to disease, and you have advantage on saving throws
against being paralyzed or poisoned. You don't need to eat,
Level Melody of Hirudegarn Benefit
drink, or breathe.
1st You gain the basic Guidance technique. The range Absorbed Knowledge. You can access a reservoir of experiences
increases to 30 feet when used with this trait. from species your people have possessed. Whenever you finish a
3rd You gain the Protection from Evil and Good technique. long rest, you gain proficiency in one skill of your choice and with
one weapon or tool of your choice. These proficiencies last until
5th You gain the Calm Emotions technique.
you successfully complete another long rest.
Possession of the Hated. As a bonus action, you can attempt to
Metalman Traits possess one wounded creature within 5 feet of you. The creature
must succeed on an Endurance saving throw or be possessed.
Homeland. You are an Alien
While possessing a creature, your body occupies the same space
Ability Scores. +2 Endurance, +1 Power
as the host. You cannot be targeted or affected by any attacks or
Size. You are Medium
techniques, but you suffer damage equal to half of any damage
Movement Speed. 30 feet
dealt to the host while possessed. If the host moves, you move with
Life Span. Unknown
them. You can only perceive what the hosts senses, and can
As a metalman, you possess the following unique traits: communicate with them telepathically.
A possessed creature acts as normal on its turn. However, you
Fire Resistance. You have resistance to fire damage. can use your action to force the creature to make an immediate
Armored Plating. Your metal skin is reinforced with armor attack against a target of your choice within range. You can also
plates. While you aren't wearing armor, your base Armor Class is use your action to force the creature to move in a direction of your
14 + your Agility modifier. choice. The possession lasts for one minute, until the host drops to
Extreme Weight. You have advantage on saving throws made 0 hit points, or you drop to 0 hit points. You then reappear in an
to avoid being knocked prone or moved against your will. unoccupied space within 5 feet of the creature.
Mental Weakness. Metalmen are strong and durable, but they You can choose to end your possession for free at the start of
lack the mental aptitude to go along with their iron bodies. your turn. The host creature is immune to your possession for 24
When you start you turn having heard an insult in a language hours after succeeding on the possession saving throw or after
you can understand, you suffer disadvantage on the first attack the possession ends, unless the creature wishes otherwise. Once
roll made in that time. You can only be affected by an insult you use this ability, you cannot use it again until you
once on each of your turns. successfully finish a short or long rest.
Blazing Lava. When you take the attack action on your turn, you Amorphous. You can squeeze through a space as narrow as
can replace one of your attacks with a stream of powerful magma 1 inch wide, provided you are wearing and carrying nothing. You
energy in a 15-foot cone. Each creature in that area must make an also have advantage on ability checks you make to
Agility saving throw (DC = 8 + your Endurance modifier + your initiate or escape a grapple.

13
SUBMIT YOUR
TEXT HERE!
You can use your acidic spray a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest.

Yardratian Traits
Homeland. You are an Alien
Ability Scores. +2 Sense, +1 Potential
Size. You are Small
Movement Speed. 30 feet
Life Span. Unknown
Saibaman Traits
As a yardratian, you have the following unique traits:
Homeland. You are an Alien
Ability Scores. +2 Endurance, +1 Sense Yardratian Talent. You gain proficiency with two of the
Size. You are Small following skills of your choice: Arcana, History, Insight,
Movement Speed. 30 feet Investigation, Perception, or Religion.
Life Span. Unknown Spirit Control. An advanced ki manipulation technique known
primarily to the yardratian species. Starting at 1st level, the
As a saibaman, you have the following unique traits:
distance you can discern battle powers twice as far.
Spawn Bulbaman. As an action, you spawn a bulbaman in At 3rd level, you learn a new way to utilize your spirit control.
an unoccupied space that you can see within 30 feet of you. The This power is represented by Spirit Control dice, which are each a
creature has the statistics of the spawned bulbaman shown below, d6. You have a number of these dice equal to your proficiency
and remains for hour or until it is reduced to 0 hit points. The bonus, and they fuel the various traits listed below:
bulbaman is friendly to you and your companions, and obeys
Instantaneous Movement. As a bonus action, you can teleport a
your verbal commands. Once you use this ability, you cannot use
number of feet closer to an allied creature you are aware of. Roll
it again until you successfully finish a short or long rest.
one Spirit Control die and multiply the result by 5.
Natural Resilience. Your modified biology grants you resistance
to acid and poison damage, and you have advantage on saving Experience Gained on Planet Yardrat. Choose one of the
throws against being poisoned. following spirit control options now. You gain access to the other
Claws. You have claws that you can use to make unarmed two options upon reaching 5th level.
strikes. When you hit with them, the strike deals 1d6 + your Power
modifier slashing damage. Multi-Form. As a bonus action, you can expend one Spirit
Acidic Spray. When you take the attack action on your turn, you Control die to take the Dodge action. You can use this ability
can replace one of your attacks with a stream of acidic energy in a regardless of incapacitation or if your speed drops to 0.
15-foot cone. Each creature in that area must make an Agility Gigantification. As an action, you grow a number of feet in size.
saving throw (DC = 8 + your Endurance modifier + your This growth increases your size by one category. Roll one Spirit
proficiency bonus). On a failed save, the creature takes 1d10 acid Control die and multiply the result by 5.
damage. On a successful save, it takes half as much damage.
This damage increases by 1d10 when you reach 5th level (2d10), Healing. As an action, choose one creature that you can see
11th level (3d10), and 17th level (4d10). within 30 feet of you. That creature regains hit points equal to one
roll of your Spirit Control die + your Sense modifier.

When you expend a Spirit Control die, it becomes temporarily


Spawned Bulbaman unavailable to you until you finish a short or long rest.
Tiny Plant (Saibaman), Unaligned

LANGUAGES
Armor Class 11
Be it fate or an odd coincidence of creation, the majority of species
Hit Points 12 (4d4)
Speed 20 ft. found across the cosmos speak a single, universal language. Be
that as it may, this hasn't prevented numerous planets from
developing their own languages. In truth, there are over seven
POW AGL ENDR INT SEN PTNL
thousand unique dialects in the seventh universe alone, yet only a
6 (-2) 12 (+1) 10 (+0) 2 (-4) 10 (+0) 2 (-4)
handful of these are actual spoken.
Your player character can speak, read, and write the Universal
Damage Resistances acid, poison Language, along with one other language that you and your
Damage Vulnerabilities fire Dungeon Master agree is appropriate for the character. This could
Senses passive Perception 10
very well be their own native tongue, or perhaps something else.
Languages Understands the languages you speak
Challenge 1 (200 XP) PB +2
Languages Common Speakers

Actions Bas Bouleans


Brench The People of Planet Brench
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: (1d4 + 1) piercing damage plus (1d4) acid damage. Cerealian The People of Planet Cereal

14
★ Character Creation

Choo-po Metalmen CALCULATING POWER LEVELS


Demonic Demons, Majins Battle Points can be detected and interpreted by trained
individuals or by those who possess a scouter. Details on this
Kanassan Kanassans
mystical item appear in chapter four of this guidebook.
Konatsian Konatsians
Power levels are calculated as follows:
Language of the Gods Angles, Offworlders
Namekian Eternal Dragons, Namekians Total Power Level = 10 times the product of your current hit
points, current Battle Points, and total class levels
Sadalan Saiyans
Saiba Saibamen For the purpose of simplification, a power level of 50,000 is
equal to one kili, a unit of measurement used within the Demon
Tsufruian Tuffles, Neo Machine Mutants
Realm. Keep in mind that power is an ever-changing element.
Universal Language Earthlings, Most Species Transformations, as described in chapter five, provide characters
Yardratian The People of Planet Yardrat with power level multipliers which shake things up.
We recommend not taking these numbers too seriously, as they
are not an accurate, one-to-one conversion of how power levels
CHOOSING YOUR Z-SOULS function within the world of Dragon Ball. They should only be
Every player character begins with three z-souls and makes minor used as a rough estimate when comparing characters or as
adjustments to them over the span of their battles. Z-Souls are prompts to dramatically yell out how strong someone is.
often short phrases which sum up a character’s motivations or
drives. They could define a role, calling, or style of combat. BATTLE POINT ABILITIES
Whenever a player character’s actions call to mind one of their You begin with three such Battle Point features: A New Power
z-souls, consider awarding them with inspiration. Z-Souls should Awakens, Discern Battle Power, and the Dancing Sky Art.
vary widely from character to character, but they all share a
number of common features as shown below:
A New Power Awakens
Z-Souls Are Unique. Your z-souls should be unique. Check with Your Battle Points manifest as a glowing aura around your form,
your Dungeon Master beforehand to prevent multiple players shedding dim light in a 5-foot radius. You choose the color and
from creating similar characters with similar motivations. shape of your aura. As a bonus action on your turn, you can
choose to awaken or suppress this aura.
Z-Souls Enhance Moments. Reference your z-souls when
deciding on your actions. If an action seems out of character, your Awakened. While your aura is awakened, you can perform acts
Dungeon Master might impose disadvantage on a roll. If an action that would otherwise seem impossible. Your jump distance, along
is in character, they may grant you advantage instead. with the weight you can push, drag, or lift is multiplied by your
total Battle Points. While traveling, the number of miles you can
Z-Souls Should Evolve. One or more of your z-souls will almost
cover in a single hour is multiplied by thrice your total BP.
certainly change over time. This could be a positive or negative
improvement, but will always signal a sense of change. Suppressed. While suppressed, you lose the benefits of your
Battle Points and cannot expend Battle Points in any way.
BATTLE POINTS However, you cannot be detected by other creatures attempting to
detect you at a distance. If scanned by a creature using a scouter,
Battle Points (BP) are the representation of the tangible force
you are only shown to have a number of BP equal to half your
inside every living being which dares to defy physical limitations.
character level or less, should you choose.
In the Dragon World, big muscles can only get you so far.
When you create a 1st level character, you begin with a single In addition, you learn one of the following basic techniques of
Battle Point, unless your Dungeon Master determines otherwise. your choice: force-flash strike or spirit blast, both of these are
So long as you strive to gain greater power, your Battle Points detailed later in chapter four of this guidebook.
will continue to increase. Intelligence, Sense, or Potential is your technique ability for
As a general rule, you can expect to increase your Battle Points these techniques. You choose when you gain this ability.
by at least 1 during most sessions of play. If an episode features a

Discern Battle Power


rather intense bout of combat or training, you may be awarded 2
points. If you’ve just defeated a powerful enemy or completed a
saga, you may be awarded with 3 or more points. You gain a new way to make a Sense (Perception) check. When
Certain character classes grant you additional Battle Points at you do so, you close your eyes and sense for the BP of any nearby
varying levels. These Battle Points grant you new abilities which creatures. You can survey a number of feet equal to your Sense
help to emulate the feeling Akira Toriyama’s Dragon Ball. If a score times your total BP. You learn the approximate distance
feature requires you to expend BP, those points are temporarily between yourself and any creatures you detect.
unavailable to you until you complete a long rest. Additionally, you learn their relative power in comparison to
your own, but you do not learn an exact value, unlike the
properties of a scouter.

Dancing Sky Art


You gain a flight speed equal to your walking speed while in

15
combat and twice that out of combat. If you already have a flight SOUL ART DIE
speed from your origin or class, it instead increases by 30 feet. Boosted Scores: Endurance and Intelligence
Soul measures the composition of your ki and spirit. Like how a
DETERMINING YOUR ARTS low wind rises into the force of a chaotic hurricane, your spirit
Your arts are ranked using multiple tiers of power, as shown on varies depending on how much control you have. These two
the table below. When you create your character, each of your arts aspects of control go hand in hand, and are the key to achieving
begin at tier-c. Your arts increase by one tier at the suggested the limitless potential that your spirit can possess. Your ki must
levels provided below. Depending on your chosen origin, one of follow suit. Be it flowing like water, still as a lake, or a rushing
your arts increases by one earlier than others. rapid, your soul art represents the level of control and
manipulation you are able to access.
Art Boost. When you make an ability check, you can expend one
Battle Point to add an art die to the result of the roll. The art you
use corresponds to the ability check you made. You can do so after CREATING NEW TECHNIQUES
seeing the d20 but before the effects are resolved. While some character classes provide you with techniques, any
character who possess Battle Points can develop their own moves.
In addition, arts are used when calculating certain aspects of
These techniques are referred to as “Custom Techniques.”
transformation statistics. For more information on
During periods of downtime, you can develop a your own
transformations, reference chapter five.
Custom Techniques. You can have a number of these Custom
Techniques equal to your proficiency bonus.
Suggested Levels Art Power Tier Art Die When you develop a Custom Technique, choose one
fundamental art for which you base the power around. Each
1st-4th Tier-C 1d4
technique can have only one fundamental art.
5th-8th Tier-B 1d6
9th-12th Tier-A 1d8
Fundamental Art Fundamental Effect
13th-16th Tier-S 1d10
Energy Art Choose between Power or Potential
17th-20th Tier-Z 1d12 for this techniques ability.
Additionally, you gain a +2 bonus to
damage rolls made with this
technique.
ENERGY ART DIE
Focus Art Choose between Agility or Sense for
Boosted Scores: Power and Potential
this techniques ability. Additionally,
Energy measures potential, one's vigor or life energy, and the you gain a +2 bonus to attack rolls
amount of power a person can conjure at any given time. Some made with this technique.
people are born filled with more life energy than others. While Soul Art Choose between Endurance or
some can take the the life energy around them and add it to their Intelligence for this techniques
own. Whatever the case energy is only the sum of the parts. Power ability. Additionally, the total Battle
Point cost for this technique is
itself is useless if one does not know how to wield it properly.
reduced by two points.

FOCUS ART DIE


The process of conceptualizing, developing, and applying these
Boosted Scores: Agility and Sense
Custom Techniques takes a number of workweeks equal to half of
Focus measures your composure and mastery over martial arts. the final Battle Point cost.
Many of which require command over precision and execution, all
of which cannot be done without focus. To quickly obtain the task
CUSTOM TECHNIQUE ABILITY
before it, your mind must close in on the goal. It must become
You use your chosen fundamental art score when setting the
aware of the body, how it moves, how it functions. How to control
saving throw DC for a Custom Technique and when making an
itself in every fiber of your being. From punching, kicking,
attack roll with one:
jumping, hand and foot placement, to vital point striking work. To
become stronger and smarter, it takes wisdom to learn from those
very mistakes themselves. Adapt from your failures and you too
Technique Save DC = 8 + your proficiency bonus + your
chosen Fundamental Art Score modifier
will have a sound body and a sound mind.
Technique Attack Modifier = your proficiency bonus + your
chosen Fundamental Art Score modifier

Custom Techniques may vary from creator to creator, but they all
share the same core attributes: talents and flaws.

SUBMIT YOUR Talents improve your Custom Techniques. Next to each talent is
a number which indicates an amount of Battle Points. To add this

TEXT HERE! talent to your Custom Technique, you must first be capable of
expending this amount of Battle Points.

16
★ Character Creation

Flaws make your techniques less effective while also helping to Blast Armor // +5BP
reduce the final Battle Point cost, as indicated by the numbers
listed adjacent to the flaw. While the Battle Point cost of your Repeatable: Yes
Custom Technique may be reduced to zero, it may never
Your technique provides you with a momentary barrier of energy
become a negative number.
which can shield you from harm. Immediately after using this
technique, your Armor Class increases by one until the end of
HOW TECHNIQUES WORK your next turn.
As an action, you can choose to use a Custom Technique, making

Brutal Technique // +10BP


an attack roll against a creature you can see within 30 feet of you,
taking into account any talents and flaws. When calculating the
damage of your Custom Technique, reference the current size of
Repeatable: No
the fundamental art die. You roll a number of these dice equal
to your proficiency bonus. When you hit a target with this technique, you can roll the
You choose the damage type of the Custom Technique upon its technique’s damage dice twice and use either roll against the
creation. Whenever you reach a level in your class which would target. You can use this benefit only once per turn.
grant you an Art Tier Improvement, you can replace one
talent and flaw with another. Critical Strike // +10BP
Repeatable: No
When you score a critical hit with this technique, you can roll one
Mentor Talents additional damage die and add it to the final result.

Some mentor characters you encounter across the


world may provide you with new and unique
Destructive Pressure // +10BP
technique talents. These abilities are added to the Repeatable: No
technique talent list upon completing a specific
When you hit a target this technique, you can use a bonus action
challenge. Your Dungeon Master may also allow to leave a 5-foot diameter area of energy in the target’s space,
you to apply these talents to your techniques which remains until the start of your next turn. When a creature
immediately upon the challenges completion. Be enters the affected area for the first time on a turn or starts its turn
warned, talents may come with unforeseen flaws. there, the creature takes an amount of damage equal to one roll
of your chosen fundamental art die.

Duel Tech // +10BP


PERSONALIZING TECHNIQUES Repeatable: Yes
The exact nature of a Custom Techniques’ appearance is
Your technique can target one additional creature within 10 feet
determined by the creator. When developing your Custom
of the initial target. Make a technique attack for each target.
Techniques, consider the cosmetic effects: How do you perform the
technique, what is the color and shape of the energy you amass,
how does the environment react. When developing multiple Energy Drain // +0BP
Custom Technique for a single character, consider creating a
Repeatable: No
theme which unites them — often, the broader and more versatile
the better. As an example, the Custom Technique of a pastry chef Your technique does not deal damage. Instead, it drains Battle
majin might revolve around their favorite cuisine or a delicious Points from the target. If a creatures Battle Points are depleted, this
candy, while the Custom Technique of a gardener namekian technique begins to deal damage as per normal.
might intertwine with the beauty of Planet Namek and the ajisa
trees that grow there. Of course, there is nothing wrong with a
straightforward beam of colorful energy.
Force Explosion // +5BP
Repeatable: No
TECHNIQUE TALENTS When you hit a creature with this technique, you can move it 10
feet to an unoccupied space, provided the target is no more than

Awesome Adaptability // +15BP one size larger than you.

Repeatable: No Full Charge Shot // +10BP


Instead of rolling to attack, a creature targeted by this technique
Repeatable: No
must make a saving throw instead. The creature takes the full
damage on a failed save, or half as much damage on a successful Your technique has incredible potential for landing damage. This
one. You choose the type of saving throw required. technique scores a critical hit on a roll of 19 or 20.

17
Sometimes I miss the city. Seeing my old friends
and just hanging out. Yet, ever since my father
returned to earth I've been hunted like an animal. I
really feel like it's been ages since I last saw
someone... at least someone who wasn't a󰏠empting Final Stand // -10BP
to invade the mountain that I liberated. Well,
guess a guy like me can't have it all. Time to Repeatable: No
teach these tyrants who owns this mountain! You may only use this technique once you are missing half or
more of your total hit points.
Cross, World Explorer

Fighting Dance // -5BP


Repeatable: No

Homing Energy Blast // +5BP Your technique requires you to perform a set of elaborate gestures.
You cannot be holding items in either hand when using this
Repeatable: No technique, nor can you be grappled or restrained.

Your technique can be freely manipulated to hone in on a target


once fired. Should you miss with an attack, you can use your Inexperienced Power // -5BP
reaction to to reroll the die. You must use the new result.
Repeatable: Yes

Intense Beam // +5BP You’ve yet to perfect this technique. You receive a quarter of the
damage that you inflict with the attack, rounded down.
Repeatable: Yes
The range of your technique increases by 30 feet. Maximum Charge // -10BP

Phantom Image // +10BP Repeatable: No


You cannot take any actions or reactions on your turn. Your
Repeatable: Yes technique takes effect at the start of your next turn.
Your attack rolls act as if the targeted creature’s Armor Class were
reduced by two. If the target’s Armor Class is reduced to zero by Maximum Recoil // -5BP
this talent, there is no additional benefit.
Repeatable: No
Unique Talent // +?BP Immediately after you make an attack with this technique, you are
forcibly pushed 15 feet away from the direction that you fired it.
If you do not see a talent here that reflects the one you are looking
for, speak with your Dungeon Master. Together, the two of you can
create a new technique talent with the appropriate Battle Point Platonic Energy // -5BP
cost and add it to your technique.
Repeatable: Yes

Vanishing Technique // +5BP Your technique requires the energy of others. One allied creature
must forfeit their action, expending a number of Battle Points up
Repeatable: No to half this techniques final cost for you in return.

When you target a creature with this technique, you can choose to
change the technique’s point of origin to an unoccupied space Powered Fist // -5BP
within 30 feet of you.
Repeatable: No

TECHNIQUE FLAWS The range of your technique is reduced to a range of touch,


requiring you to make physical contact before activating.

Battle Weakness // -5BP Transforming Ability // -5BP


Repeatable: No
Repeatable: No
Your technique temporarily exhausts your body. Once you’ve
You may only use this technique while you are transformed. To
performed this technique, attack rolls against you have advantage
choose this flaw, you must possess at least one transformation.
until the start of your next turn.

Unique Flaw // -?BP


Dramatic Finish // -10BP
If you do not see a flaw here that reflects the one you are looking
Repeatable: No
for, speak with your Dungeon Master. Together, the two of you can
You may only use this technique once the intended, target create a new technique flaw with the appropriate Battle Point
creature is missing half or more of their hit points. decline and add it to your ability.

18
★ Character Creation

Example Custom Technique


As an example, we will be working through the
process of building a Custom Technique for a
Konatsian character known as Casava. For her
fundamental art, Casava will choose Focus. For
her, her Focus Art die is a d6. She will also choose
Sense as her technique ability. She selects the
following talents: Blast Armor, Phantom Image,
and Full Charge Shot. She also selects the
following flaws: Powered Fist and Final Stand.
Altogether, this technique requires Casava to
expend 15 Battle Point. She decides that the
technique will deal psychic damage and gives it
the title Blitzer Shield Psi. For Casava, this
technique draws upon her latent power to summon
psionic armaments which he uses in battle.

NEW BACKGROUND OPTIONS


When you create a character in the world of Akira Toriyama’s
LEARNING PRE-EXISTING TECHNIQUES Dragon Ball, consider choosing one of the following background
Instead of developing your own technique, you may which to options. Background provide you with a set of proficiencies in
learn a pre-existing technique from a mentor, or by copying what addition to a unique, background feature.
you saw performed in a previous brawl.
You can learn techniques of a level equal to or less than your
character level, divided by three, rounded down. BRILLIANT SCIENTIST
Skill Proficiencies: Insight, Medicine
Tool Proficiency: Tinker’s Tools
CUSTOMIZING CUSTOM TECHNIQUES
Consider rolling on the following table to help inspire the general Wherever the road may take you, you’re still an inventor at heart.
appearance, color, and style of your Custom Technique. From a young age you’ve found a fascination with complex
mechanisms, robotic equipment, and other engineering skills.
1d4 Appearance You might have grown up among other brilliant scientists or
mechanics, or perhaps one night you found yourself in the
1 Sphere, One or More Energy Bullets, Energy Mass company of a wrecked spaceship.
2 Beam, Concentrated Blast or Laser, Finite Shot Upon choosing this background, work with your Dungeon
3 Weapon, Blade, Scythe, Trident, Bow and Arrow Master to determine what equipment you specialize in and how
might you aid in outfitting your companions.
4 Abstract, Unique Shape, Disc, Cube, geometric

1d8 Power Color Feature: Greasy Monkey


1 Blue: oceanic, resembles water You have an eye for machinery and mechanical inventions and
understand their basic inner workings and components. You can
2 Green: violent, warps other colors
also gain access to any workshop or garage.
3 Pink: divine, radiance, calm yet unnatural
4 Red: powerful, resembles fire or blood DRAGON BALL SEEKER
5 White: peaceful, slow, nearly imperceptible Skill Proficiencies: History, Investigation
Tool Proficiency: Navigator’s Tools
6 Yellow: angry, lashing out in every direction
7 Black: evil, chaotic, oddly disturbing For as long as you can remember, you’ve always found the promise
8 Plasma: lightning, unhinged force of a near-limitless wish to be so captivating. Perhaps you’d wish
for eternal youth, limitless riches, more power, or even true love.
1d4 Martial Arts These were all just fairy tales, until the day came when you heard
1 Punching Technique, Brute Strength the stories. The Dragon Balls were real, and with enough skill and
2 Kicking Technique, Acrobatic a little in the ways of luck, they could become yours.
Work with your Dungeon Master to ascertain exactly how long
3 High Speed Ram, Dash, Afterimage you’ve been searching for the Dragon Balls. Consider what you’ve
4 Ninjitsu, Hypnosis, Sorcery, Other had to give up on this granious hunt, and what you’ve gained.

19
Feature: Dragon Ball Know-How Many factions thrive across space. The Galactic Patrol, also known
under the name Space Police or Galaxy Police, keep watch over the
You’ve traveled a great distance in search of the Dragon Balls and
Milky Way Galaxy in an effort led by the Galactic King.
in doing so you’ve heard all the stories. From the orbs’ origins to
You’ve served as an agent for this particular force. You might
the deity that created them in the first place. Given time
have traveled alone or with a team, hoping from planet to planet,
socializing with locals, you might even learn the general direction
arresting dangerous invaders. Perhaps you could never escape
of the nearest Dragon Ball, assuming one is close by.
headquarters until now, eternally stuck keeping watch over
the cosmos’ most dangerous.
FRIEZA'S MINION
Skill Proficiencies: Intimidation, Performance Feature: Cosmic Police
Tool Proficiency: Cook’s Utensils You are well versed in galactic law. Whether you choose to follow
said law is entirely up to you. Wherever you go, you can utilize
The Frieza Force is perhaps one of the evilest and most powerful
your connections to attain information or enter areas that would
empires in galactic history. Societies tremble at the thought of
otherwise be inaccessible to the general galactic population, so
occupation, or even destruction, at his hands. Now you find
long as you are not outside of cosmic police jurisdiction.
yourself in the familiar armor of that organization. Part of the
rank and file, you walk an ever almost-invisible tightrope, doing
your best to stay out of Frieza’s crosshairs but also striving for the KIKOUKENJUTSU SWORD SCHOOL
kind of recognition that could see you promoted to such lofty and Skill Proficiencies: Athletics, Insight
cushy positions at the side of the emperor, enjoyed by such Tool Proficiency: Calligrapher’s Supplies
figures as Zarbon, Dodoria, and Captain Ginyu.
Energy Control Fencing Sword School! Now that’s a mouthful. This
How did you find yourself among their number? Was your
prestigious martial arts academy has historical ties to the
planet conquered and brought to heel by the galactic tyrant? Or
half-saiyans Trunks and Goten.
did you join of your own volition, driven by ambition and the
By combining energy control and swordsmanship, the two
promise of glory among the force? Are you a loyal subordinate of
quickly started up a esteemed academy with the generous funding
Lord Frieza or do you seek to strike when the time is promising
of Capsule Corporation. Focusing on physical strikes with a blade,
and usurp his position and power for yourself ?
this school has been known to output students with immense
Feature: Low-Rank Underling power control that seemingly grants their sword attacks a near
fifty percent boost in power. This is also the only academy that
The Frieza Force provides you with free, modest lodging and food.
stood in AGE 820 when the evil Frieza Force invaded Planet Earth,
In addition, you’ve earned the friendship of another soldier. Work
capable of handling enemies who appeared to be impervious to
with your Dungeon Master to flesh out the details of this
damage from physical damage and even ki.
friendship. The Dungeon Master might use the alien soldier stat
block found in Chapter Six to represent this companion.
Feature: Master of Weapons
You gain the Weapon Master feat from the 2014 Player's
FUSED FIGHTER Handbook. In addition, your schools relative fame can provide you
Skill Proficiencies: Arcana and one skill of your choice with free, modest lodging and food for one night at any occupied
Tool Proficiency: One type of Musical Instrument Kikoukenjutsu Temple or home.

Your body is not your own, or rather it is not wholly your own. At a
certain point in time which has long since passed, you possessed LOW-CLASS WARRIOR
your own body, your own memories. But then everything changed. Skill Proficiencies: Animal Handling, Survival
For reasons unknown, you were required to fuse with another, and Tool Proficiency: Leatherworker’s Tools
this new found form is all you’ve known ever since.
In a society where warriors are judged at birth, there are bound to
Ask yourself when choosing this background, who exactly are
be those who are deemed to be of a lower class. Those who could
you fused with? What circumstances occurred that led you to
not contend with the super elite. You are one of these warriors.
fusion? For what reasons are you still fused? Maybe you attempted
As a low-class warrior, consider what beliefs have been
to perform the metamoran’s dance of fusion and failed so
oppressed upon you since birth. Have you come to terms with your
spectacularly that you remained one forever. Perhaps a magical
predetermined status, or do you wish to prove your elders wrong,
spell conjoined you with another. Discuss with your Dungeon
achieving a power that no super elite has ever seen?
Master who you are, and if you plan to undo this curse.
Feature: Plucky Low-Class Warrior
Feature: Unconventional Fusion
Born as a low-class warrior, you’re expected to be nothing more.
You have knowledge of various mentors, friends, and even
You’re generally ignored when in presence of the mid-class or
enemies your two halves once knew. You can communicate with
super elite, allowing you to move about relatively unnoticed
these contacts, gaining information at the Dungeon Master's
and climb the ranks in secret.
discretion. You might even still qualify for various positions or
titles that one of you had held at a point in time.
MARTIAL ARTS HERMIT
Skill Proficiencies: Acrobatics and one skill of your choice
GALACTIC PATROL AGENT
Tool Proficiency: Brewer’s Supplies or Herbalism Kit
Skill Proficiencies: Acrobatics, Investigation
Tool Proficiency: Cartographer’s Supplies You are (or were formerly) a skilled mentor to many students

20
★ Character Creation

seeking training in martial arts. In the past you had undergone NEW TURTLE SCHOOL
your own in depth studies with a mentor. Years later you continue Skill Proficiencies: Athletics, Persuasion
to pass down their teachings to new students. Work with your Tool Proficiency: One type of Gaming Set
Dungeon Master to come up with your teachings. As an instructor,
your name carries with it the generations of lessons that are being When Groundbreaking Science released to the world, many
passed on through you. Is your school well known or is it remote inspired martial artists attempted to locate hermits like Master
and unheard of ? Are you an excellent teacher or do you struggle to Roshi to learn of the Turtle Style. However, he had retired, so his
pass down your knowledge? How many students have you former pupil, Krillin, stepped to train the new generation.
instructed and where are they now? Do they still respect you? While the master changes, their teachings stay the same. The art
of peace is as important to the art of war. To protect those who
Feature: Aspiring Pupils cannot protect themselves Teamwork can conquer any foe.
You’ve trained many strong and talented warriors in the past and Earthlings by themselves may not be able to contend with the likes
are still in contact with at least one of them. They may be willing of saiyans or namekians, but at the very least they won't go down
to offer a place to hide, rest, or recuperate, so long as you both as easily as they did in the past.
departed on good terms. In addition, you know a number of While delivering milk as a part of their training, members of
regiments to properly instruct new students if needed. this school also go out of their way to help those in need.
Constantly working to improving themselves. Train well, learn
well, eat well, and rest well. That is the Turtle School way!
MESSENGER FROM THE FUTURE
Skill Proficiencies: History, Deception Feature: Turtle Spirit
Tool Proficiency: Disguise Kit
You gain the Resilient feat from the 2014 Player's Handbook. In
By some miracle or twist of fate, you have successfully traveled addition, your schools relative fame can provide you with free,
back in time with a grimm warning. You have changed the course modest lodging and food for one night at any occupied New
of history, at least for some. Now you know exactly what you are Turtle School Dojo.
required to do to put things right.
Ask yourself, what is it that you are running from? What SPACE PIRATE
nightmare could be so dangerous that you’d risk violating the rules Skill Proficiencies: Deception, Sleight of Hand
of space and time just for a second chance? Now that you’re here, Tool Proficiency: Thieves’ Tools
do you plan on staying? Do you intend to fight alongside warriors
of the past, regardless of your own outcome, or are you set on In space, nobody can hear you scream, cry, or beg for your life. A
returning to your own time? Is there anyone even left? lawless place where the strong can take what they want.
Organizations like the Galactic Patrol may see themselves as some
Feature: Fate-Changing Messenger sort of authority, but in truth, even they can’t see everything that
You’ve arrived aware of a future which may come to pass and the goes on in the void of space. To be a space pirate, is to put your
crucial events which occurred prior to the disaster. trust in yourself and your crew, to chart your destinies with your
Despite this, there always exists the possibility of rewriting own hands. Good or evil, you know this life isn’t for the faint of
history (see “Laws of Reality” detailed within Towa’s Tome of heart but instead for the strong of will.
Infinite History). You recognize when crucial events leading to Space travel is difficult to come by for many, as are ships that
this dark future have changed or been altered. can carry a crew. How did you stumble upon this life? Were you
stranded and pressed into servitude of another pirate before
escaping? Are you on the run from a former employer after a
NEW CRANE SCHOOL
transport job went bad, forcing you into even more illicit forms of
Skill Proficiencies: Insight, Stealth
work? Do you fly solo, or are you building a crew? To what ends
Tool Proficiency: One type of Musical Instrument
do you continue to commit your piracy?
Once a bitter rival to the Turtle School owned by the vile Master
Shen and deadly assassin Mercenary Tao. It was recreated by
Feature: Space Piracy
former student Tien and forgo it's assassian ways. Opting for new Piracy is dirty work, but somewhere along the chain, someone is
techniques revolving around collecting large amounts of Ki and issuing out the paperwork. Be it the Frieza Force, Heeters, or a
unleashing it at the right time after watching Son Goku use a larger band of pirates. There’s always a bigger space fish. They can
powerful Spirit Bomb to defeat the monster Kid Buu. almost always point you in the direction of new gig and some coin
They focus on offensive power more than the Turtle School when inquired. Just be wary you don’t fall in debt with them.
does supportive techniques. Due to this, the two have established
something of a rivalry, though they are on friendly terms. Other STORIED FIGURE
techniques were passed down from the founder Tien as well. From Skill Proficiencies: Religion and one skill of your choice
ones he learned from Shen like the Dodonpa and the Sky Dance Tool Proficiency: Jeweler’s Tools
Art, to those he picked up on by watching others.
Across time and even space, there are those who forge legacies so
Feature: Fan The Flames immense, so amazing, that they themselves become figures of
You gain the Savage Attacker feat from the 2014 Player's legend. Some are heralded for deeds of great strength, courage, and
Handbook. In addition, your schools relative fame can provide you character, and others are known throughout the cosmos for their
with free, modest lodging and food for one night at any occupied wicked acts of villainy. However, it’s not uncommon for legends to
New Crane School Dojo. twist and grow as they spread from their place of origin. An

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individual chasing off an erratic babarian can be misconstrued Feature: Adventure in Another Time
over time. Transformed into a hero who stood up against a Somewhere in history a change has occurred and you’ve been sent
villainous horde and single-handedly won the day. A famous back in time to correct it. You’ve been instructed by Trunks, the
world champion may be little more than a lucky fool with a Lord of Time, or some other influential figure of the Time Patrol.
charisma and world-class microphone skills. For this reason, you’ve been made aware of a number of key events
Storied Figures are famous individuals of some acclaim to those and the manner in which they should play out. Of course, you’re
that know them. What sets people like this apart from proper here investigating what has changed.
legends, such the Turtle Hermit Roshi or the terrifying King
Piccolo, is that it isn’t uncommon for the actual figure in question
to fail to live up to their own reputation.
What makes you a storied figure? Are you known as a hero to
the people of your land? Have you accomplished a feat others The Factions of The Future
thought to be impossible? Or does your reputation outpace your
acts? Do you openly admit to the truth surrounding you or do you Several of these backgrounds, such as: Frieza’s
choose to let people see you through the lens of hearsay and Minion, Galactic Patrol Agent, and Time Patroller,
speculation? Do you gain any profit, material or otherwise from make reference to various factions. To learn more
your act or is celebrity status prize enough? about these factions in addition many more, see
“The Factions of Earth” located later in chapter
Feature: The Hero Chosen by History
two of this guidebook.
You gain the Actor feat from the 2014 Player's Handbook. In
addition, you can receive shelter and succor from those who’ve
heard of your tales. This comes in the form of shelters and meals,
and healing when appropriate, as well as occasionally risky
assistance under your affluent order. WASTELAND BANDIT
Skill Proficiencies: Nature, Survival
TIME PATROLLER Tool Proficiency: Herbalism Kit
Skill Proficiencies: History, Investigation
Whether you’ve made the wastelands your home by choice or by
Tool Proficiency: Navigator’s Tools
force, the wastelands have become your home. More than that,
Although the act of using a time machine to alter the natural flow they’ve become your protector, training field, and provider. Those
of history is considered a multiversal crime, your actions have unfamiliar with the harsh conditions face the wrath of the
been deemed a necessary evil. You’ve been given permission the unforgiving wilderness that has forged you into a focused warrior
the Supreme Kaioshin of Time herself to conduct your mission. To who knows and does what it takes to survive.
travel back in time and correct a variety of temporal distortions, Pick an area that is considered generally inhabitable or
time rifts, and the like. You are an agent of time. inhospitable to most as your wasteland of choice. Deserts are a
When creating a member of the time patrol, work with your obvious choice, but dense forests, frozen tundras, and isolated
Dungeon Master to answer some of the following questions. Do islands are all valid options. How did you find your way to your
you still operate out of Toki Toki City, or have you transferred into chosen wasteland? What is your relationship with it. Was it an
the new and improved Conton City? How did you become unforgiving taskmaster or a provider for those who earned their
acquainted with the Lord of Time in the first place? Where do this keep? Were you alone while you were there and why have you
temporal anomalies continue to come from? Are they aimless left? Was it a choice, or were you removed by force?
distortions, like the stray branches of a delicate tree that need to be
clipped? Or is there a greater, villainous threat working behind the Feature: The Great Robbery
scenes? While out on mission, do you attempt to avoid socializing You’re aware of various caravans, trade routes, or other marches
with warriors of the past, or can you not help but ask for an which move near or through your wasteland, making them perfect
autograph from a warrior who has yet to become legend? targets for an sudden ambush if you so choose. In addition, you’ve
learned how to adapt to your wasteland. You and one other
creature of your choice ignore any restrictions that would
accompany navigating your chosen wasteland.

I remember my first patrol, like it was yesterday. I


was investigating a registered, temporal anomaly. NEW BACKGROUND EQUIPMENT
Not only did I get slightly lost in the mountains, Though the backgrounds in this chapter do not feature a list of
but a󰏟er a small altercation trying to send the equipment, you are not exempt from having any. Alongside your
Dungeon Master, reference preexisting background to collect a list
person home... they might have busted all my
of equipment: a change of clothes, an item or two of importance to
equipment. You would've thought snow was so󰏟
you or your background, and a pouch containing 10-15 gp.
until your get slammed onto your back! Oh and let For example, a member of the Galactic Patrol might carry
me tell you something. It is HARD trying to keep around some type of galactic receiver. Someone who has traveled
your cover from being blown when time breakers through time might have brought with them memorabilia from
are rampant and causing chaos! Just ask Totoma, happier days. Figures of legend may keep with them some type of
Kiwi, or Oko... They know it all way too well. badge or symbol which declares them as being a hero. Bandits
might carry with them an item from their very first score.
Takashi Shimuhara of the Time Patrol

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