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  1. Race stats

Saiyans

  1. If a saiyan is reduced to low power then healed without dying, they become 125% of their opponents power (add 25% of each extra opponents power, 125% comes from the one who did the most damage)
  2. Tail-(Saiyans under 1,500p are paralyzed and hurt [holder's attack option changes to squeeze & halves] when tail is grabbed), all Saiyans with tails can transform (1,000%p, can enhance already transformed Saiyans (they gain mouth beam and use most other energy attacks through the mouth, a full moon is required to transform). First five chibi transformations are uncontrollable. Golden monkey available to super-saiyans. No experience is gained in transformed state.
  3. Half/fourth Saiyans, anger turns them super-saiyan [choose available level] or triples power when they don't have a super-saiyan transformation, all other Saiyan laws count. They go super-saiyan at 800,000p (1,250%p), lv.2 at 1.6 million (150,000%p), and lv.3. at 6.8 million p (2.5million% p)
  4. True Saiyans start with scouters, earth Saiyans get chi sense at 400p, chi hide at 1,000p, & fly at 500p. True Saiyans learn these from people who have them after battle, training, or sparing. True Saiyans learn fly at 300p.
  5. Saiyans earn super-saiyan transformation at 450,000p (1,000%p), lv. 2 at 1.2 million (100,000%p), lv.3 at 5 million p ([train for] 1 million % p), lv. 4 at 80 million ([train for][first transformation must be done while in ape form] 50 million % p), train for higher levels.
  6. All Saiyans with a Super-Saiyan transformation add 1 to all stat multipliers.
  7. Earth saiyans are tek lv. 2, true saiyans are tek lv. 1 but have equipement & transportation lv. 3, and equipement lv. 4

Nameks

  1. Nameks learn splitform (2)/antifusion at 800p (learn extra (#) at every 800p#[example-{for 3}800p2{64000}]), they learn chi sense at 350p, chi hide at 7,000p, and fly at 300p.
  2. Nameks start with extended range, regeneration, fusion (true Nameks [earth Nameks have to be told about it just before fusing]), and fly (true Nameks), Dragon Ball creation (Royal Nameks)
  3. True Nameks are all good. Earth Nameks (not royal) can be either,.Nameks are tek lv. 3

Humans

  1. Most diverse race
  2. human energy attacks include magic
  3. Normal humans learn fly at 150p, chi sense at 200p, chi hide at 4,500, telaport at 100,000p
  4. Extremely rare transformation for normal humans.
  5. Tekkaman human add 10 to defense & 4 to speed multipliers, and they have a transformation (200,000%) and one to Tekkaman+ gained at 100 million while transformed (2,000,000%). At 1,500p, they learn fly (only used in transformation), no power lv. is gained while transformed, strength reduced to 1/6 of norm (round down) after transformation.
  6. Antimatter weapons, while transformed, all Tekkamen gain a number of antimatter weapons set by the one who changed them into Tekkemen.
  7. Ronin gain armor (transformation-1000%, adds one move [defines ronin's basic element) at 300p. Transformation adds mystical armor and weapons. Ronin are immune to attacks of their element. Access to natural forms of their element quadruples their power while in contact with it and transformed.
  8. Ronin add 5 to defense multiplier.
  9. Normal humans and Ronin are tek lv. 2, Tekkaman humans are Tek lv. 5

Freezes

  1. All are evil (very few exceptions)
  2. Freezes learn transformation at 20,000p (most Freezes go 150%p, Royal go 400%p), 2cnd at 100,000p (300%p, Royal 1,000%p), 3rd at 200,000p (must train for, 550%p, Royal 2,000%p), 4th at 80 million(only for Royal, must train for, 10,000%p) .
  3. Freezes are tek lv. 4

Stalkers

  1. Populace=70% evil
  2. Must be taught all energy moves.
  3. Transform at 40,000p (150%p), lv. 2 at 200,000p (200%p), lv. 3 at 70 million p([train for]55,000,000% p)
  4. Start with chi sense, chi hide
  5. Stalkers are tech lv. 3

Tserujins

  1. Unusable unless there are at least 3 people with at least 800,000p & one or more transformation in the "arena"
  2. Learn mind control after losing 20 times, learns multiple mind control after winning 300 times, learns mind swipe after learning mind control and at low HP.
  3. Tserujins don't level up; they start and stay at one random level (4.5 million p-40 billion p)
  4. Tserujins are tech lv. 5

Ratam

  1. Ratam are always transformed (90,000%)
  2. Can capture and turn other races into Tekkamen. Other Tekkamen have a 75% chance of joining their side, Humans have a 45% chance of joining their side.
  3. Antimatter weapons, while transformed, all Tekkamen gain a number of antimatter weapons set by the one who changed them into Tekkamen.
  4. All Tekkamen are tech level 5

Tekkaman Transformation

  1. Tekkamen have a transformation (80,000%) no power lv. is gained while transformed, strength reduced to 1/8 of max (round down) after transformation.
  2. Tekkamen powers are in addition to racial bonuses, cannot make additional transformations while in transformed state, must do so before hand.
  3. Antimatter weapons, while transformed, all Tekkamen gain a number of antimatter weapons set by the one who changed them into Tekkemen
  4. Add 8 points to defense multiplier, add 2 points to speed and agility multiplier.

Eva Transformation

  1. At 5000p learns Berserker, (human) Eva's learn AT field at 400,000p. Start with fly; learns chi hide at 150p, chi sense at 250p.
  2. Add 1 to all multipliers. Add 15 to hp.
  3. Tech level 3 and special circumstances are required, and tech level 5 is given.
  4. When all armor plates are destroyed Eva goes into Berserker mode weather or not they have it, but gain no experience or p until Eva is exited and repaired.
  5. Transforms to 150,000%p, secondary Eva transformation to Angel at 100,000p (Depending on which Eva you have chosen, the transformation might be different. For example, Eva-00 will transform into Lillith 2,000%, Eva-01 will transform into Adam 3,000%, and Eva-02-04 will transform into just an ordinary angel 1,000%. Eva-05-13 will transform into Lillith's Clone 1,500.)
  6. Difficult to gain (don't try too hard to give your character an Eva)

 

 

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