Saiyan

{| border="1" style="font-family:'TimesNewRoman';" Saiyan: --- Saiyan warriors are recognized throughout the Neoverse as ruthless mercenaries and powerful warriors. Though they seem like regular Human Beings, they have a love for battle matched by none. Though they look like your average human, they have a few key differences - namely the fact that they have a monkey-like tail, which isn't just for looks. This gives them the amazing ability to transform into giant ape-like beasts under the right circumstances. And, if that wasn't enough, in times of great need, they are known to ascend, granting them amazing powers, making them rather difficult to defeat. Those born on Vegeta are sorted by their powerlevel, ranging from petty Low Class, to the mighty Super-Elite, and as such they are trained in the ways of battle.
 * Saiyan

Average Height: 6'2" Average Weight: 260 pounds Life Span: 60-80 years (though Saiyans stay in their prime until they're nearing sixty) Interesting Traits: Monkey tail; barbarian-like warrior society ruled by King Vegeta; only race to ever revolt against the Icers and succeed - though very few have tried.

Example: Goku, Vegeta --- Statistics (52 additional points, max of 18 in 1 stat) Int 17 Mnt 19 Str 25 Dex 22 Stm 24 Spd 25 --- Saiyans gain 5 points to divide amongst their stats every level up and an automatic +1 to all stats every level up. --- HP: 13*STM+25*level KI: 13*MNT+25*level LP: 8*STM +3 to All Stats at: 5, 10, 15, etc. --- Pick four powers at level 1. Every even level (2, 4, 6, etc.) High Races gain an extra power (three, instead of two). You may only take 1 per power tree unless you have a unique that states otherwise. --- -=( Racial Features )=-

(Phys) All Saiyans have a tail, which is a source of great power and great weakness, for them. Their tail is required for both Oozaru tansformations (described in their Superforms node), however, when a Saiyan's tail is grabbed they become effectively paralyzed. The Saiyan can no longer take any actions, dodge, parry or counter, and their Str is considered to be 2 until their Tail is released.

Grabbing a Saiyan's tail is treated as a normal grab attempt, specifying that you're trying to grab their tail. A Saiyan's Tail has 5% of the Saiyan's Max HP, and will grow back if it is cut off until the age of 18. It takes a full Neo week (1 IRL day) to regrow, though it can be regrown in a rejuvenator whatever the Saiyan's age.

Trying to strike a Saiyan's tail is at a -5, and you can not use Multiattacks or Combos (They are too inaccurate to properly aim). You can not target a Saiyan's tail in a Grapple, unless you went to Grab their tail when you began the Grapple. Any Saiyan under the age of 18 begins with -5 to their Mnt, Str, and Stm.

(Ment) Saiyans gain +1 to all types of damage per 25 Max Ki they have (Charging does not affect this).

(Ment) A Saiyan's power grows with every challenging battle. If a Saiyan loses 50% of their Hp, Ki, and End in a fight, they receive +50 EXP for that fight.

(Ment) Saiyans gain Max HP/500 to all Strikes and Dodges. This bonus has a maximum bonus of +4.

(Ment) Saiyans have a 15% chance per level of controlling Oozaru (Max of 90%), and a 10% chance per level of controlling Golden Oozaru (Max of 80%).

(Ment) Saiyans begin play with Flight and Basic Discharge. --- -=( Racial Powers )=-

(Phys) Tail Training This power can not be taken until level 2. It allows the Saiyan to use their Tail in combat. Their tail is considered a basic HtH attack which has a +1 to Strike, and inflicts 4d6 per level. Someone grabbing your tail no longer paralyzes you or reduces your STR, and your Tail now has 10% of your Maximum HP.

(Ment) False Moon This power can not be taken until level 3. This power allows the Saiyan to create a pale, shining orb in the air which mimics a moon. It allows a Saiyan to transform into their Oozaru form, even if the Planet their on has no moon, or if it's daytime. It costs 25 Ki per action you want it to persist, and it can last up to your level*2 in actions (this is considered to be everyone's actions, not just yours). It can be made to stay around longer than this, up to double its original amount (up to your level*4), but costs 50 Ki per action it persist after your level*2.

The above is for a Saiyan's normal Oozaru form; the False Moon can only last your level in actions for Golden Oozaru. By paying 75 Ki per action, you can double this amount to level*2, as above.

(Ment) SSJ Training You must have the Chosen unique and the ability to transform into SSJ 2 before this power can be taken. Transforming into SSJ does not cost Endurance to transform into, meaning you could stay transformed indefinitely, and you can transform as a preround action. All other superforms still cost their regular amount of Endurance, and must be transformed into as an action in the round. --- -=( Restricted Class )=- This class must be applied for with a character background. There will be a maximum of one Royal Saiyan at any given time.

[ Royal Saiyan]
This class is the highest class amongst Saiyans, and is considered to be the most powerful. Royal Saiyans likely had high powerlevels at birth, while Royalty are automatically given the best training Saiyans have to offer. Vegeta was from the Royalty Cass.

The Super Elite and Royalty classes are identical in terms of game mechanics, but Royalty are still considered to be ranked above Super Elite. --- -=( Restricted Unique )=-

Chosen (Can only be taken by Icers and Saiyans) This unique represents the hidden potential of a Saiyan or Icer; their capacity to improve, and their true limits on what they can achieve. Some Saiyans and Icers will live their entire lives never finding it.

Effects:
 * +5 to all Stats.
 * +1 to Hp/Ki Modifiers.
 * +level*2 Hp/Ki Regeneration per action in any Superform.
 * This allows you to unlock Form 5 (for Icers) or SSJ 3 (for Saiyans).

Notes:
 * This is the only means of attaining chosen for Icers and Saiyans. There is no longer a roller and you MAY NOT submit a background to gain access to chosen. You must spend a unique on this and it can not be in place of your developmental unique.

Superforms: Oozaru Forms Oozaru and Golden Oozaru can not be combined with any other superforms. --- (Phys) Oozaru A Saiyan transformed into an Oozaru looks like a gigantic, brown-furred ape, about 50 feet tall. Oozaru grants the following bonuses: +100% Str -20% Dex -20% Spd +100% Hit Points +6 to all Strike rolls -6 to all Dodge rolls

The Saiyan's Tail has 10% of his Maximum HP now, 20% of he has Tail Training. All parries rely on Dex while in Oozaru form, even Parry Blast.

Oozaru can take a rock or uproot a tree and use them as a weapon, dealing 3d6*10 damage. They can also bite, though it's considered dishonorable to do so, it deals 1d6+STR damage. They can also fire a special mouth blast which costs 25 Ki/level, and deals 1d6*10 damage per 25 Ki.

Oozaru may not use the grapple move Bearhug, or the Bear invent power KureKumaKen. Oozaru can hold up to two people, one in each hand. When grappled this way, each person can break out against half the Oozaru's STR to get free. If one breaks free, and the Oozaru has an action before the second attempts to break out, the second person must use the Oozaru's Full STR to break out (like normal). If the Oozaru does not have an action before their break out attempt, they only have to break out against half the Oozaru's STR. The Oozaru can not move when attempting to grapple a second person, so Superspeeds and other bonuses from movement can not be used with the second grab attempt.

There is a chance that the Oozaru will go berserk, and indiscriminately attack everybody and everything in sight. The chance to remain in control is determined by the Saiyan's racial class and level. The limit for their control chance is also determined by their level. The maximum chance you can have to control this superform is 90% reguardless of your level.

Rolls to remain in control are done upon the initial transformation, and at the start of each round they remain transformed. If they ever lose control, they lose control the remainder of the round, and their next roll for Control has a -10% penalty, which is cumulative. Once they regain control, the penalty is removed until they lose control again.

An Oozaru's actions when it is out of control are random. The player with an uncontrolled Oozaru rolls a 1d4, and consults the chart below to determine what the Oozaru does. 1 Do nothing (beat chest, roar, etc..) 2 Attack the nearest person using Ki (At full power; can not pull) 3 Attack the nearest person using HtH (At full power; can not pull) 4 Attack the environment around them. (Buildings, trees, rocks, etc) --- (Phys) Golden Oozaru A saiyan must be in their Super Saiyan form in order to transform into a Golden Oozaru. They look the same as a regular Oozaru, except that their fur is bright yellow instead of brown. Golden Oozaru grants the following bonuses, based off of the Saiyan's base stats, not their SSJ stats: +150% Str -20% Spd +150% Hit Points

The Saiyan's Tail has 10% of his Maximum HP now, 20% of he has Tail Training. All parries rely on Dex while in Oozaru form, even Parry Blast.

His special mouth blast now deals 1d8*10 damage per 25 ki spent; a Golden Oozaru has the same basic rock/tree attacks and Bite attack as a Oozaru, listed above.

Oozaru may not use the grapple move Bearhug, or the Bear invent power KureKumaKen. Oozaru can hold up to two people, one in each hand. When grappled this way, each person can break out against half the Oozaru's STR to get free. If one breaks free, and the Oozaru has an action before the second attempts to break out, the second person must use the Oozaru's Full STR to break out (like normal). If the Oozaru does not have an action before their break out attempt, they only have to break out against half the Oozaru's STR. The Oozaru can not move when attempting to grapple a second person, so Superspeeds and other bonuses from movement can not be used with the second grab attempt.

There is a chance that the Golden Oozaru will go berserk, just like a normal Oozaru. The chance to remain in control is determined by the Saiyan's racial class and level. The limit for their control chance is also determined by their level. The maximum chance you can have to control this superform is 80% reguardless of your level.

Rolls to remain in control are done upon the initial transformation, and at the start of each round they remain transformed. If they ever lose control, they lose control the remainder of the round, and their next roll for Control has a -10% penalty, which is cumulative. Once they regain control, the penalty is removed until they lose control again. A Golden Oozaru's actions when berserk follows the same 1d4 chart as Oozaru does. --- Super Saiyan Transformations

--- (Phys) SSJ In times of great need, very powerful Saiyans have been known to transform into a Super Saiyan. In this form, a Saiyan's hair turns golden and stands up a bit, and their pupils become green. Their aura turns a bright, flaring gold.
 * All* SSJ Transformations must be supervised by a GM. If there is not enough need or stress for it, you will not get it. You must have a reason better than your friend is really powerful.

This superforms requires at least level 5, and the Saiyan must undergo extreme stress, which is approved by a GM (this is only required for the initial transformation). The first time a Saiyan transforms into a Super Saiyan, he instantly recovers all lost Hp, Ki, and End.

Transforming into Super Saiyan grants the following bonuses: +15% To all base stats, except INT. +2 To their Hp/Ki Modifiers.

If a Saiyan ever runs out of HP, Ki, or Endurance while a Super Saiyan, they instantly revert back to their normal form. --- (Phys) USSJ The Ultimate Super Saiyan, or the 'Ascended Saiyan'. This form is automatically gained once the Saiyan reaches level 7 without the need for stress, as long as they're capable of transforming into SSJ. This form is similar to Super Saiyan, but more physically powerful. In this form, a Saiyan's hair will become a bit more spiky and he becomes more muscular. USSJ grants the following benefits, based off of their base (non-SSJ) stats: +25% Str +15% Mnt +10% Dex +15% Stm +10% Spd STR mod becomes STR/3 instead of STR/5. The Saiyan's STR mod can never go below STR/3 in this form, even if a unique grants a better regular STR mod. Parry Blast uses STR/5, still.

A Saiyan can further improve their physical power while in this form, at the cost of their speed and accuracy. For every -1% they take to both Dex and Spd, their STR bonus gains +2%. You can not modify this superform while in a grapple.

Example: Vegeta knows he's fast enough to handle Goku in his base form, so he concentrates on improving his strength to pummel him into the ground. He takes -10% to both Dex and Spd (reducing the total bonus to 0%, from their original +10%, so they stay the same), and adds +20% to his Str, to gain a total Str bonus of +45%. --- (Phys) SSJ 2 This form is a perfected version of USSJ. The Saiyan's hair stands straight up and grows a bit longer. In order to become SSJ 2, a Saiyan must first be level 10, already have SSJ, and undergo extreme stress, similar to that which is required for SSJ, however they do not get the full heal they gain from going SSJ. Transforming into SSJ 2 grants the following bonuses:

Transforming into Super Saiyan 2 grants the following bonuses: +30% To all base stats, except INT. +3 To their Hp/Ki Modifiers. STR mod becomes STR/4 instead of STR/5 --- (Phys) SSJ 3 This is a Saiyan's most powerful form. His hair, golden and spiked, grows and falls all the way down to his waist and his eyebrows completely disappear. Only pure blooded Saiyans can become SSJ 3. In order for him to transform into SSJ 3, he must have already unlocked SSJ 2, have the Chosen unique, have reached level 15, and undergo stress similar to what is required for unlocking SSJ and SSJ 2. You may only gain access to this form if you take the chosen unique. Chosen can not be gained in any other way.

Transforming into Super Saiyan 3 grants the following bonuses: +30% To all base stats, except INT. +1% more to all base stats per level, except INT. +4 to HP/Ki Modifiers STR mod becomes STR/4 instead of STR/5
 * }