APPEARANCE: Well... Anything! Aliens in the Dragon Ball universe are incredibly varied in appearance, though they do usually fill in the range of decidedly humanoid in shape. Anthropomorphic or even animalistic creatures are not out of the realm of possibility, though.
BACKGROUND: Up to you! Due to the incredibly varied nature of canonical Alien appearances, the choice is yours in how to design a custom alien race. Keep in mind during Character Creation, however, that if your Alien is a canon race seen in the manga or supplementary material, you can feel free leave most of the species lore up to us. If you decide to create an entirely unique Alien race, you can also feel free to provide further description to other players in the Alien Compendium!
CANON EXAMPLES Ginyu, Appule, Yakon, Jaco, Dyspo, Zarbon NAME PUN THEME: Variable
SPECIES TRAITS
CORE TRAITS
All aliens have both of these Core Traits.
ALIEN PROWESS
Choose one of:
Extraterrestrial: Twice per thread, you may add a sparking variant to a non-sparking technique. Preparation or Expansion added this way reduce the technique's initial power by -20%. Techniques cannot have more than two variants at a time. Variant Booster requires the accompanying Standard Variant as per regular technique rules but gain a +10% bonus to its initial power.
Forerunners: Choose three standard variants from the following at character creation - Homing, Bleed, Inspiring, Exhausting, Stasis, Distanced, Sustained, Shield, Taunt. The chosen variants have their TP cost changed to 1 if it ordinarily costs 2 TP, or is rendered free if it ordinarily costs 1 TP.
Full Sauce: You start with the Max Power technique for free during character creation. In addition, Max Power no longer drains momentum, instead you can gain up to 1 MP naturally per turn, and you may intercept attacks that target others.
Imperialist: When engaged with a foe that has sustained 100% or more damage, you gain a +10% boost to all techniques when attacking or defending against them, but you may not boost these techniques with momentum. If the target heals below 100%, this effect is lost.
ALIEN STURDINESS
Choose one of:
Tough as Nails: Once per thread, after all other damage reductions, reduce an incoming attack's power by an additional 50%. This is reduced to 25% if you are not within 60% PL of the attack's user.
Fastest in the Universe: You can use a free 40% evasive defense technique twice per thread. These cannot have their power boosted in any way. Your Standard Evasive Techniques gain the Evasive+ variant for free.
Hardy: Your total HP threshold is increased by +60%. Critical Damage will still defeat you at its normal rate. Wounds only reduce your HP threshold by -50% instead of -100%.
Exotic Cure: You can heal with your magical abilities. Twice per thread but once per turn, as your Attack Action, you may spend 2 KP to heal yourself or an ally for 60% HP. You may choose to increase the healing effect by 10% for every 2 MP spent, up to a max of 30% additional healing. If you heal at least 50% with the use of this trait, you also cleanse a negative status effect not afflicted by other Traits or Super Items. This heals for your BASE PL value against the target's Base PL.
OPTIONAL TRAITS
You may PICK ONE of these twelve traits!
ALIEN ARCHIVES Twice per thread you may add any non-sparking variant to any standard technique you use. Your second use must be on the opposite technique type to the first. These cannot exceed two variants on one technique.
OUT OF THIS WORLD Your small size makes you harder to hit. Escape techniques have their effectiveness increased by +20%. If you choose to use the 2MP Power Boost or the 6MP Ki Boost on an Evasive Technique, your next attack technique this turn gains +10% to its power.
UNSCATHED Your wound threshold is increased by +1, and your wound HP Penalty is reduced by -25%. This extra wound is treated the same as your second for its timers. In addition, should you join a death-enabled AT with 0 wounds and die, you may instead opt to live and take 3 wounds at once. Doing this results in a Penalty timer of 6 months.
COMMUNAL HERITAGE Once per thread, you may use a free 40% strength defense technique when you block for another player. This has the unique variant 'steadfast', which prevents bleed-through to the initial target if you are defeated by the attack and are within 60% of the attack's initial power level. You may use this trait in response to being defeated in a thread, automatically using this free technique for another player before immediately succumbing to your wounds.
SURVIVALIST Your defensive techniques now fizzle out stronger attack techniques if their power is within 80% of each other. You can still fizzle against Overflowing techniques that are stronger than yours. In addition, Pressure techniques cannot cause bleedthrough if they win against your defensives, your defensive techniques do not lose their variants if they intercept a Sniper technique, and your defensive technique gains +10% power after a Piercing technique cuts it's power.
KINETIC GENETICS You can gain a maximum of 3 MP per post instead of 2. You still have to meet the prerequisites for doing so, and once per thread either taking two separate instances of at least 20% damage or using two techniques on your turn will allow you to gain MP. Additionally, usable once per thread, you can enter negative MP if you have at least half of the MP required to use a Momentum Boost effect.
GALAXY BRAIN You may use up to three Defense Actions OR Attack Actions in a single post. This is thrice per thread, and is only usable on Standard Techniques.
EFFICIENT ADAPTATION Twice per thread, you may reduce the cost of a Standard Technique by 1 KP. This can not make techniques free, and you cannot use both uses on the same technique.
Additionally, you gain a third General Trait during character creation.
ASTRAL APTITUDE You gain Sparking Technique slots every 70,000 PL. Additionally, you gain the Quick Learner general trait for free.
MULTITASK KING You gain the Dual, Tri, and Quad Multiform support techniques for free. Your Multiform Base PL gains an additional +10% power. Additionally, you may use Distanced & Merging techniques as well as items as per the Buddy Companion rules.
PARTING SHOT Upon being defeated in a thread, you may choose to automatically fire a free 60% offensive technique with the Overflowing Variant toward anyone who had dealt damage to you over the course of the thread.
EXTENSIVE TRAINING Whenever you use a unique item for the first time in a thread, gain the ROUSED status.
TRANSFORMATIONS
TRANSFORMATION NAME
MULTIPLIER
PREREQUISITES
Base Transformation
x4
Starter Transformation
Potential Transformation
x5 - x6 - x8
50,000 PL
Potential Transformation
x14 - x16 - x18
100,000 PL
Potential Transformation
x16 - x19 - x22
150,000 PL
Potential Transformation
x22 - x26 - x30
200,000 PL
Potential Transformation
x27 - x31 - x35
250,000 PL
Potential Transformation
x32 - x36 - x42
300,000 PL
Potential Transformation
x38 - x43 - x50
350,000 PL
Aliens are permitted to choose five of the seven available transformations starting from 50,000 PL, excluding their starter transformation which they receive for free. They may opt to, during creation, mark a transformation as a BOON. If they do this, a transformation within 100,000 PL of that one must be marked as a BANE. For every boon, you must have a bane. Transformations that are not changed are considered BANAL.
When opting to character transfer or New Game Plus into an Alien character, depending on the amount of total XP avaliable from that transfer, the closest highest form must be banal or bane and cannot be a boon (I.E. If you NG+'d and started with 110k total XP, your 150k would have to be Banal (x19) or Bane (x16))
Aliens must list all chosen transformations at creation.
All transformations can be renamed and re-flavored within reason for the species.
Last Edit: Nov 11, 2024 19:15:46 GMT -5 by Dingo: Removed a semicolon + fixed number of how many optional traits there now are
Oct 20, 2024 18:31:30 GMT -5
Marimba: Yep. Better than ever too.
Oct 20, 2024 21:26:39 GMT -5
Rhuba: I wish I saw Marimba talk more in the Discord.
Oct 21, 2024 16:21:05 GMT -5
Yakito: Marimbus will perish by my hands.
Oct 22, 2024 2:13:57 GMT -5
Chomei: Marimbus will persevere by my hands.
Oct 22, 2024 4:38:31 GMT -5
Rhuba: Why is he preserving your hand?
Oct 22, 2024 15:18:52 GMT -5
Pom: Maybe he likes it?
Oct 22, 2024 17:04:34 GMT -5
Marimba: It'll come in handy some day
Oct 23, 2024 12:26:15 GMT -5
Mister Steel: Chomei's estate is vast, and marriage into the family can only benefit Marimba with access to cattle, pasture land, and much grain to feed his armies.