Section VI, Races
Subsection B, Saiyans and Halfbreeds

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These are the official technical specifications for characters created as Saiyans, Halfbreeds, and their equivalents (races which aren't them but have statistics exactly like them). If you want the literary background on Saiyans and Halfbreeds, please visit this section of the website instead.

Halfbreeds are the offspring of Saiyans and Humans. While Saiyans have been on the planet so long that complex family trees have been made between the two races, and there's any number of Saiyan and Human blood mixes (not to mention mixes with other blood types), we do not allow players to distinguish every single minute deviation. A character is to be either considered a Saiyan, a Human, or a Halfbreed ... however, which of these denominations is not entirely dependent on how much of each blood a character has, so that characters can claim that one race had dominance over the other, or one was recessive in another case. Please do not try to confuse staff by putting down your own unique blood mix in your character applications. Just pick the statistic set you want... Human, Saiyan, or Halfbreed. The latter two are listed below.

Saiyan Statistics

Tech Bias: Poor

Saiyans require an extra quarter more tech days than base (1.25x) that techniques would normally cost. Additionally, they have problems inventing techniques that have much ingenuity in them at all. They're allowed to learn more ingenious things from others, however.

Pros and Cons

  • Tail - Saiyans have a monkey-like tail which can be used just like any other limb they have. However, they may not fire ki attacks from it.

  • Racial Ability: Super Saiyan - Once reached, a Saiyan can transform his or herself into a legendary Super Saiyan. Super Saiyans effectively get a 6x boost to their Ki PL. When first achieved, a Saiyan may only turn into a Super Saiyan when he/she feels genuinely murderous toward his/her opponent, and it may only be activated once per week. In order to achieve Super Saiyan status, a Saiyan must either have 180 tech days (no bias change) deducted from his/her starting allowance, on creation, or must earn it by experiencing a staff-approved moment of extreme rage which strongly involves at least one other player's character. There is no power level requirement.

  • Inherited Technique: Emotional Control - This technique permits a Saiyan who has reached Super Saiyan to use that transformation more often, and in less restrictive circumstances. Mastery (full research) of this technique is a requisite for reaching Super Saiyan 2. This technique is measured in levels. Each level costs 60 tech days (no bias change). Super Saiyan is required to research this tech.
    • Level 1: With this, a Super Saiyan requires only legitimate anger towards an opponent to activate (as opposed to murderous intent). Frequency is adjusted to 3 times per week.
    • Level 2: Mastery of emotional control permits the Saiyan to transform when and where he/she pleases, so long as he/she is conscious. Frequency increases to once per day.

  • Inherited Technique: Ultra Super Saiyan - This is a special deviation from normal Super Saiyan which emphasizes strength over speed. The Super Saiyan's strength, while in this form, is like his/her PL was 9x base, while speed declines to the level it would be if the Super Saiyan's PL were only 3x base. In order to achieve this form, the Saiyan must have achieved Super Saiyan, have a base Ki power level of at least 5000, and have spent 30 tech days (no bias).

  • Inherited Technique: Super Saiyan 2 - This is the highest permitted form of Super Saiyan in Alt DBZ, currently. It permits the Super Saiyan 10x base PL instead of 6. It is usable once per week. In order to achieve it, a Saiyan must have achieved Super Saiyan, mastered Emotional Control (level 2), have a base Ki power level of at least 10,000, and have produced a storyline which would pass for a Human epiphany (see the Human statistics for details). Emotional Control does not alter how often Super Saiyan 2 may be used.

  • Racial Ability: Oozaru Form - As long as a Saiyan posesses his/her tail, whenever he/she gazes at the light (artificially emulated or not) of the moon, he/she transforms into an Oozaru -- a 50 foot tall, raging ape creature. All power levels are combined into Ki, and then that Ki power level is multiplied by 6. All techniques become useless except for those specifically designed for use during Oozaru. Without additional training, a Saiyan loses all sane thought while in Oozaru, blindly attacking everything that it sees, and generally acting like an enraged ape with ki powers. Oozaru lasts until the tail is removed, or the light of the moon is gone. Once transformed, the user has no control over reverting back to normal form again, aside from those already stated options.

  • Inherited Technique: Oozaru Control - Mastery of this technique permits a Saiyan to retain full sentient thought while in Oozaru form. However, this does not grant any special option of reverting out of Oozaru again, outside of normal methods. It costs 180 tech days (bias is applied).

  • Enhanced Gain: Saiyans' base fight gain is 4% (0.04x) instead of the standard 3%. Passive training and daily cap are affected accordingly.

  • Accelerated Healing: When a Saiyan is incapacitated, each real day that passes consumes 1.5 incap days. If the Saiyan is hospitalized, that becomes 3 instead.

  • "Anything that doesn't kill you...": Each real day that passes while a Saiyan is in incap gives a 2% Ki gain.

  • Power Type Specialization: Any power distributed to Psi or Magic is halved (it takes 2 PL of gain to get 1 PL of Psi or Magic).

  • Rapid Growth - Saiyans are created with 1.5x the standard PL allowance.

Halfbreed Statistics

Tech Bias: Neutral

Halfbreeds require the base amount of tech days for their techniques. They tend not to create any particularly brain-knotting techniques, but they can learn anything taught to them by others.

Pros and Cons

  • Tail - Same as a Saiyan's.

  • Racial Ability: Super Saiyan - Same as a Saiyan's, except the multiplier is 3x instead of 6x. Requires 90 tech days at creation, not 180.

  • Inherited Technique: Emotional Control - Same as a Saiyan's, but each level is 30 days instead of 60.

  • Inherited Technique: Ultra Super Saiyan - Same as a Saiyan's, except strength is 6x base instead of 9x, and speed is reduced to base instead of 3x base. Requires only 2500 KiPL and 15 tech days (and Super Saiyan).

  • Inherited Technique: Super Saiyan 2 - Same as a Saiyan's, but multiplier is 6x base instead of 10x. Requires only 5000 PL instead of 10,000, in addition to the normal epiphany storyline, super saiyan, and emotional control mastery.

  • Racial Ability: Oozaru Form - Same as a Saiyan's. However, please note that Oozaru Control is not available as a Halfbreed.

  • Accelerated Healing: Same as a Saiyan's. However, please note that Halfbreeds do not get extra PL for being incapped like Saiyans do.

  • Rapid Growth - Same as a Saiyan's, except the allowance multiplier is 1.25x instead of 1.5x.

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Modified: 27 Jan 2005