Gear & Equipment

Capsules. Almost all items, regardless of their size, can be stored within a capsule. It’s due to this reason that the DBU system does not care about weight or how much you carry, since it can all be conveniently stored within capsules. Capsules are sorted by the size category of the item inside, and can be of varying rarities.

At Character Creation, feel free to speak to your ARC about having mundane items stored within capsules that add flavor to your character, such as Trunks having a cooler full of drinks. Some ARCs may reward your creativity in using them later.

Gear Kits

Gear Kit. Kits are special starting packages you can take at Character Creation. To make a Gear Kit, gain +2 Equipment Points. You can spend Equipment Points at Character Creation to:

  • Gain +1 piece of Apparel (Low Grade).
  • Gain +1 Apparel Quality on a select piece of Apparel.
  • Gain +1 Accessory with a Craft TN of Medium or lower.
  • Increase the Grade of one piece of Apparel.
  • Increase the Craft TN of one Basic Item by +1 Difficulty Category.

In addition to this, you can either gain a Weapon, a Vehicle or up to 2 Basic Items of your choice (with a Craft TN of Medium or lower).

Gear Kits at Higher Tiers. For each Tier of Power higher than 1 you are at Character Creation, gain +2 additional Equipment Points to spend. If your Tier of Power is 4+ at Character Creation, one piece of Apparel may gain +1 Special Apparel Quality.

Equipment: Apparel

Apparel. Outfits are a great way to experience your character’s uniqueness and through Apparel, you can design an outfit that supports not only their fighting style, but their approach to life. Apparel is a type of item that your character wears for their clothing.

Each piece of Apparel grants you effects while you are wearing them, categorized as ‘Benefits’ and ‘Apparel Qualities’. Apparel Qualities are how you customize your specific piece of Apparel, while the Benefits are inherent to the categories of your Apparel.

You can wear up to three layers of Apparel at once, but only gain access to the Benefit and Apparel Qualities of the top layer, while all pieces of Apparel increase your penalty.

Each piece of Apparel has a Break Value of 4 by default. Only the top layer of your Apparel suffers any reductions to its Break Value.

Break Value. Both weapons and apparel can break, meaning they lose effectiveness. An item only breaks when its Break Value reaches 0. All items by default have a Break Value of 5, and can be repaired via a Craft Skill Check, TN Medium, when you are not in combat and you have at least an hour of time to spend.

Melee Weapons lose -1 Break Value if you botch on a Wound Roll while attacking with one.

Ranged Weapons lose -1 Break Value if you botch on a Strike Roll while attacking with one.

Apparel loses -1 Break Value if you are knocked through a Health Threshold, or when your opponent scores a Critical on their Wound Roll. If your Weighted Clothes are broken, this counts as if you removed them.

If a weapon or piece of apparel is targeted and successfully hit by a Called Shot, they lose -2 Break Value.

Apparel Penalty. Each piece of Apparel you wear reduces your Combat Rolls by -1.

Donning Apparel. Putting on Apparel only takes a minute or so outside of a Combat Encounter, potentially less. During a Combat Encounter, putting on a piece of Apparel takes Two Actions.

Doff Bonus. Removing a piece of Apparel costs One Action. After you remove a piece of Apparel, you gain a bonus of 1/3 of X to all Combat Rolls (using that piece of Apparel’s Grade) until the end of your next turn. If you remove your last piece of Apparel and you are below the Injured Health Threshold, you retain the Doff Bonus from the last piece of Apparel you removed until the end of the Combat Encounter or until you are in the Healthy Health Threshold.

You cannot gain the Doff Bonus more than once per Combat Encounter, per piece of Apparel. If you would attempt to remove a piece of Apparel that is not your current top layer of Apparel, increase the number of actions required to remove that piece of Apparel +1 for each higher layer of Apparel.

Ripping Apparel. When you transform into a Legendary Form, you may remove and destroy a piece of Apparel you are wearing. If you do, increase the Doff Bonus for that piece of Apparel by +1/3 of X (using that piece of Apparel’s Grade). Also, if your current Size Category is 2+ Size Categories larger than your base Size Category, you must immediately remove and destroy all pieces of Apparel you are currently wearing.

Apparel Category. To create a piece of Apparel, you must first decide its category. There are four categories for Apparel, each one with their own Benefit:

  • Armor. The Benefit of Armor is that it reduces all damage you take from Attacking Maneuvers by -X.
  • Weights. The Benefit of Weights is that your Doff Bonus is +X instead of 1/3 of X and increases the duration of the Doff Bonus by +1 Combat Round. Weights reduce your Combat Rolls by -X, instead of -1 through the Apparel Penalty.
  • Combat Clothing. The Benefits of Combat Clothing are that they increase your Dodge Rolls by 2/3 of X. You cannot wear Combat Clothing as a higher layer than Armor or Weights.
  • Standard Clothing. The Benefits of Standard Clothing are that they increase your Personality Modifier by X. You cannot wear Standard Clothing as a higher layer than Armor or Weights.

The ‘X’ on each category, along with the base Craft TN for each piece of Apparel, is decided by the Apparel Grade.

Apparel Grade. After deciding the category, you must decide how skilfully made each piece of Apparel is. This fundamentally decides how difficult they are to create and how much of a bonus you gain from your Benefits. There are three grades:

  • Low. X=3, Craft TN 18.
  • Standard. X=6, Craft TN 24.
  • High. X=9, Craft TN 30.

Apparel Qualities

The final step to creating Apparel is to select which Apparel Qualities you gain. Some Apparel Qualities can only be gained by certain categories of Apparel, in which case they’ll have the categories that can take that Apparel Quality in brackets. If you created a High Quality or higher piece of Apparel, you gain +1 Quality to begin with. For each Quality you select, increase the Craft TN by +3. Each piece of Apparel can have up to 3 Apparel Qualities.

  • Layered. While this piece of Apparel is the top layer of your current worn pieces of Apparel, you may also apply the Benefits of the piece of Apparel immediately below it as long as it is not of the same Apparel Category. You can only wear one piece of Apparel with the Layered Apparel Quality at any one time.
  • Unique Decal. Your equipment has a cape, is encrusted in jewels, has animal fur or otherwise leaves a mark. Increase your rolls with a Skill of your choice by +1d8. The Skill must use your Personality Modifier to be chosen.
  • Sentimental Value. This piece of clothing has particular meaning to you. When you spend a Karma Point to add an additional d10 to your roll, you regain your Karma Point if you score a Natural Result of 10 on that dice. If this piece of Apparel is broken by an opponent, gain the Rage Combat Condition, but you can only make Attacking Maneuvers against the opponent that broke this piece of Apparel until the end of your next turn.
  • Weather Resistant. When you gain this quality, choose any type of Battle Weather other than Sunny Day or Fog. You do not suffer the negative effects of that Battle Weather while wearing this piece of Apparel.
  • Reinforced. If this Apparel would break, instead roll a 1d10 with a TN of 4. On meeting or exceeding the TN, it does not break. For every time it would have been broken, increase the TN by 2.
  • Stretching. This piece of Apparel will not be destroyed by your Size Category according to the Ripping Apparel rule, regardless of your current or base Size Category.
  • Team Outfit. When you select this Apparel Quality, choose a team name. For each ally with this Apparel Quality with the same team name within 4 squares of you, increase your Personality Modifier by +2.
  • Dense Armor (Armor). Increase your damage reduction from this piece of Apparel by +3 but increase your Apparel Penalty by +1 while wearing this piece of Apparel.
  • Joint Protection (Armor). Notable plating covering the shoulders, hips or other joints. The first time this piece of Apparel would break, it does not break but you may gain the Doff Bonus as if it did. If you do so, this uses your once per Combat Encounter Doff Bonus for this piece of Apparel.
  • Training Support (Weights). If you possess any stacks of Holding Back while wearing this Apparel, you may ignore the Apparel Penalty from this piece of Apparel.
  • Hefty Plating (Weights). When you use an action to remove this piece of Apparel, you may use the Throw Maneuver as an Out-of-Sequence Maneuver. If you do, the Hardness Value of this piece of Apparel is equal to 1/3 of X.
  • Lightweight (Combat Clothing/Standard Clothing). This piece of Apparel is especially easy to move in. The Apparel Penalty does not apply to this piece of Apparel. If you choose this option, the base Break Value for this piece of Apparel is 2.
  • Jacket (Standard Clothing). This piece of Apparel can be worn over Armor or Weights. If you also have access to the Layered Apparel Quality, you may benefit from the Apparel Qualities of the Armor or Weights immediately below this Apparel’s layer. If you choose this option, the base Break Value for this piece of Apparel is 2.
  • Intellectual (Standard Clothing). Instead of increasing your Personality Modifier, this Apparel instead increases your Scholarship Modifier by 2/3 of X. In addition, if the Unique Decal Apparel Quality is selected as part of this Apparel, you may select a skill that uses your Scholarship modifier for its effects instead.

Special Apparel Qualities

Certain qualities are more special than others, allowing for your Apparel to gain unique effects. These are typically gained through your ARC granting you unique pieces of Apparel but may be present on Transformations with the Battle Uniform Aspect.

  • Divine Apparel. Increase the listed X number on your Apparel Grade by +1(T).
  • Unbreakable. This piece of Apparel cannot lower its Break Value.
  • Enchanted. While wearing this piece of Apparel, treat your Soak Value as if it was +1(T) higher. This effect applies even if this is not the topmost layer of Apparel.

Accessories

Accessories. Accessories are additional pieces of worn equipment that grant some additional effect. They do not count to the maximum number of layers of Apparel you can wear, but you can only wear one Accessory at any time. Donning or Doffing Accessories follows typical Apparel rules. While they do not have a Break Value, they can be destroyed by a successful Called Shot with them as the target that deals damage equal to 1/10 of your Maximum Life Point Pool or higher. Accessories are considered to be Basic Items and therefore follow the typical crafting rules for Basic Items, but they can also be Special Items, such as Potara Earrings.

Champion Belt (Very Hard). Increase your Morale Saving Throw by +1(T) and increase all Skill Checks that use your Personality Modifier by +1d4(T).

Control Bracelet (Very Hard) [Tech]. When this item is made, select a Suppression Crown Accessory. When a character is wearing your selected Suppression Crown Accessory, you can attempt to stop them from using any kind of Maneuver by spending a Counter Action in response to their attempt to use that Maneuver. Make an Opposed Cognitive Save against that character. If you lose, nothing happens and their Maneuver continues as normal. If you win, they fail to use that Maneuver and cannot attempt to use that Maneuver again until the end of their turn. If it was an Attacking Maneuver, they just cannot use an Attacking Maneuver of that same Attack Type. For instance, if they were attempting to use a Basic Attack with the Crushing Profile, they could still use a Basic Attack of the Sphere Profile.

If the target is currently in Rage, increase their Cognitive Save Dice Score by +1(T) against this effect.

Fashionable Accessory (Medium). Increase your Morale Saving Throws by +1(T) while wearing Standard Clothing in addition to this Accessory.

Galactic Receiver (Medium) [Tech]. This is a wearable device, a communication device that doubles as a tool for enhancing your hearing. When you roll a Perception Skill Check related to your hearing, increase the Natural Result by +2.

You may contact any other character with a Galactic Receiver as long as they are within the same galaxy as you and you are aware of their frequency.

Helmet (Hard). Reduce all Damage you take from Attacking Maneuvers and from being knocked into the Terrain by -1(T). Additionally, increase your Skill Checks to hide your identity (see – Transformation Watch) by +1(T).

Jetpack (Medium) [Tech]. This is a wearable device that allows flight to characters who cannot otherwise fly. A jetpack has a Ki Point Pool of 40. When you would spend Ki Points to use your Boosted Flight Speed, you may remove them from the Jetpack.

Mask (Easy). When anyone attempts to identify you, they must spend One Action to make an opposed roll – their Perception Skill against your Bluff or Performance (Actor) Skill, whichever is higher. Alternatively, they can make an opposed Clairvoyance Skill Check against your Concealment.

Increase any Skill Checks for hiding your identity by +1(T).

Metamo Ring (Nearly Impossible) [Tech]. Possessing the properties of the Potara Earring and implemented through the Fusion Dance, wearing this ring allows for an easily accessible, albeit weaker Fusion.

You cannot use the Metamorese Fusion Method while wearing this Accessory but reduce the Performance (Dancing) Skill Check from the Fusion Dance to TN Medium. Additionally, you can fuse with characters who have a different Power Level.

Micro Band (Very Hard) [Tech]. A watch that allows you to shrink. At the cost of One Action, you may reduce your Size Category to the Tiny or Nano Size Category. Reduce your Force Modifier and your Soak Value by -1/2 while you are shrunk to the Tiny Size Category and by -3/4 while you are shrunk to the Nano Size Category. While shrunk, you have Superiority on Stealth Skill Checks.

You can spend One Action to return to your base Size Category.

Sash (Medium). Increase your Impulsive Saving Throws by +1(T) while wearing Combat Clothing in addition to this Accessory.

Scouter (Medium) [Tech]. This is a wearable device, an all-purpose computer that can be used as a communication device and can track the locations of other creatures. When tracking a creature, the scouter gives out a numeric value of the creature’s strength as well as the distance to it. You can spend One Action to attempt and scan the strength of another character or you can scan the entire planet to look for notable power levels. Any character that is using the Holding Back Maneuver or is aware of the scanning can make a Concealment Skill Check, TN Hard. If they succeed, nothing happens and they automatically succeed on any further Concealment Skill Checks to avoid being spotted by a Scouter for the remainder of the Combat Encounter or for the next hour – as long as they immediately use the Holding Back Maneuver or maintain their current (or higher) number of stacks of Holding Back if they already had any number of Holding Back stacks. If their number of Holding Back stacks would decrease below their current number, they lose this benefit. If they fail, you become aware of their current Tier of Power and their current location. If their current Tier of Power is the same as their base Tier of Power, you also learn of their Power Level.

If a character has a Tier of Power of 2+ and they use the Power Up Maneuver or Transform Maneuver while within 15 squares of you, your Scouter malfunctions and is destroyed. You can increase the Tier of Power requirement by +1 by increasing the Scouter’s Craft TN to Hard and you can increase the Craft TN to Very Hard to create a model of Scouter that does not break but cannot give you information about a character who has a current Tier of Power of 4+.

Shock Collar (Hard) [Tech]. A silver collar that binds the neck of the user. While the wielder is in a Transformation, they may spend 2 Actions to break the Shock Collar.

Sunglasses (Easy). Ignore the effects of the Solar Flare Magical Ability.

Suppression Crown (Very Hard) [Tech]. Reduces the power of the wearer’s Transformations. Reduce the Attribute Modifier Bonuses (AG/FO/SP) of all Alternate Forms by -2. If the wearer would attempt to transform into a Legendary Form, increase the Stress Test Requirement by +3.

If they still make the Stress Test and successfully transform into a Legendary Form, destroy this Accessory.

Time Breaker Mask (Nearly Impossible). A Time Breaker Mask can only be created through the Magical Materialization Magical Ability. When you create a Time Breaker Mask, you must immediately attempt to place it on another character. Make an Opposed Cognitive Save against their Impulsive Saving Throw. If they win, the Time Breaker Mask is destroyed. If you win, the mask is placed onto their face, they cannot remove it and they gain +1 Tier of Power (see – Breakthrough). A character wearing the Time Breaker Mask cannot enter any transformation with the Battle Uniform Aspect.

Once per Combat Round, as an Instant Action, the Creator of the Time Breaker Mask may target a character they’ve given the Time Breaker Mask to. Force the Wearer to roll an Opposed Cognitive Saving Throw against the Creator, with the Creator’s roll being increased by +1(T). If the Wearer wins, they gain +2(T) in all Cognitive Saving Throws against the Creator until the end of the Combat Encounter and nothing else happens. If the Creator wins, during the Wearer’s next turn, they can only make Attacking Maneuvers against a target of the Creator’s choice, they must make at least 2 Attacking Maneuvers and all of their Attacking Maneuvers must have a Ki Wager of at least 6(T) Ki Points. If they do not have the Ki Points to make the Ki Wager, they may Ki Wager using their Life Points in place of their Ki Points to make the minimum Ki Wager.

Once per Combat Encounter, the Wearer of a Time Breaker Mask can spend One Action to attempt to remove the mask. They must make an Opposed Cognitive Save against the Creator of the mask. If the Creator wins, nothing happens. If the Wearer wins, they can remove the mask freely and even wear it as if it was a standard Mask Accessory that grants them +1 Tier of Power (see – Breakthrough) while wearing it. The mask only has this effect when worn by the original wearer.

When anyone attempts to identify a character wearing the Time Breaker Mask, they must spend One Action to make an opposed roll – their Perception Skill against your Bluff Skill. If you win, nothing happens. If they win, they correctly identify your character. While wearing a Time Breaker Mask, even if someone can sense your Ki, it feels distinctly different from how it is normally and therefore cannot be used to identify you.

While wearing a Time Breaker Mask, increase your Bluff Skill Checks by +1(T).

Transformation Watch (Very Hard) [Tech]. When you gain/craft this Accessory, build any two pieces of Apparel (one with the Standard Grade and one with the High Grade) from the Armor or Combat Clothing categories. They each possess +1 Apparel Quality. Additionally, you equip the Helmet Accessory if you are not already wearing another Accessory. The Transformation Watch does not count towards your limit of Accessories.

By spending One Action while wearing the Transformation Watch, you can change your current Apparel to the Apparel created by the Transformation Watch or return to your previous Apparel if you have already used this effect. If you would have any Doff Bonuses, they are lost during this transformation.

When anyone attempts to identify you, they must spend One Action to make an opposed roll – their Perception Skill against your Bluff or Performance (Actor) Skill, whichever is higher. Alternatively, they can make an opposed Clairvoyance Skill Check against your Concealment.

Weapons

Weapons. You can design and create your very own weapon, as described below. Once per Combat Round, you can either unsheathe or sheathe a weapon as an Instant Action but you cannot do both. The maximum number of weapons you can carry is equal to 1/2 your Force Modifier but the maximum number of weapons you can wield is equal to the amount of hands your character has.

You cannot use a Signature Technique with the bonuses of a weapon unless it has the ‘Weapon Assisted’ Advantage.

Hardness Value. Weapons have a Hardness Value of 2 by default. The Hardness Value of weapons is not added to the Wound Roll, it exists solely for the sake of throwing the weapon. If you throw a weapon, either through Telekinesis or the Throw Maneuver, you add the Hardness Value onto it.

Wielding Penalty. While wielding any type of weapon, reduce your Strike Rolls by -2(T).

Weapon Type. When you create a weapon, you must first choose the type of weapon. A weapon can be either a Melee Weapon or a Ranged Weapon. Melee Weapons follow all the rules for Physical Attacks and Ranged Weapons follow all the rules for Energy Attacks (see – Attacking & Conditions). Additionally, each Ranged Weapon has a default Ammo of 1. Ammo is a resource that is expended when making any type of Attacking Maneuver with a Ranged Weapon. You can regain all of a weapon’s Ammo by using the Reload Maneuver.

You can attempt to make a Dynamic Weapon that does not fit into either category, like a mine, by discussing it with your ARC.

Weapon Size. After you have selected the type of weapon, you must decide the size of the weapon. Weapons can be One-Handed or Two-Handed, denoting the number of hands required to use the weapon with an attacking maneuver, you may still carry or hold a Two-Handed weapon with a single hand – you just cannot use it for an attacking maneuver. Since One-Handed weapons allow you to keep a hand free, you may attack with a One-Handed weapon while grappling or wield two One-Handed weapons instead. All Wound Rolls made with a Two-Handed Weapon apply your Tier of Power Extra Dice an additional time. If you do not have Tier of Power Extra Dice, instead gain a bonus of +1d4.

Weapon Categories

Now that you know the type of weapon and what size it is, you must choose a category to decide what kind of weapon it is. Both types of weapon have their own categories:

Melee Weapon. Melee Weapon Categories can only be chosen by Melee Weapons, and relate to what occurs when you score a Critical Result on your Strike Roll. When you score a Critical Result with any type of Melee Weapon, increase the Damage Category of your attack by +1 (Standard becomes Direct, Direct becomes Lethal).

  • Bludgeoning. When you score a Critical Result on your Strike Roll, your target suffers from the Guard Down Combat Condition until the start of your next turn.
  • Piercing. When you score a Critical Result on your Strike Roll, your target suffers from 5(T) Lethal Damage. The Damage Category and amount of damage dealt cannot be reduced by any means.
  • Slashing. When you score a Critical Result on your Strike Roll, reduce your target’s Strike Rolls and Dodge Rolls by -1(T) until the start of your next turn. This effect can stack up to -2(T).

Ranged Weapon. Ranged Weapon Categories can only be chosen by Ranged Weapons, and relate to the type of weapon it would be or relate to what occurs when you score a Critical Result on your Strike Roll. When you score a Critical Result with any type of Ranged Weapon, increase your Wound Roll by +3(T).

  • Ballistic. This category of Ranged Weapon uses the Ballistic Attack Type instead and cannot gain any Weapon Qualities. Instead, you select from a list of Ballistic Weapons shown below.
  • Standard. When you score a Critical Result on your Strike Roll, you do not spend any Ammo for this attacking maneuver and regain +1 Ammo.
  • Pinpoint. When you score a Critical Result on your Strike Roll, reduce your opponent’s Soak Value by -1(T) until the start of your next turn. This effect can stack up to -2(T).
  • High Power. When you score a Critical Result on your Strike Roll, increase your Wound Roll by +1d4(T).

Weapon Qualities

When you first create a weapon, select 3 qualities for that weapon. Qualities are how you design a weapon and make it unique. They are split between ‘Generic Qualities’, ‘Melee Qualities’ and ‘Ranged Qualities’ – Melee Weapons cannot gain Ranged Qualities and Ranged Weapons cannot gain Melee Qualities.

You can only take each quality once, unless specified otherwise.

Generic Qualities. Generic Qualities can be gained by all types of weapons.

  • Artisan. Increase your Wound Roll when using this weapon by +1(T). This quality can be gained twice.
  • Resilient. Double the Break Value of this weapon and increase its Hardness Value by +1.
  • Telekinetic. You can control this weapon with your mind. You do not need hands free to wield this weapon but it can still only be used to make an attack within your Melee Range if it’s a Melee Weapon. Increase your penalty to Strike Rolls from wielding a weapon for this weapon to -4(T) if it is a Two-Handed Weapon. You can only wield one weapon with the Telekinetic Quality at a time.
  • Lasting Wounds. If you successfully inflict damage with this weapon, your opponent suffers 3(T) Lethal Damage at the start of their turn for the next 3 Combat Rounds. This effect stacks but you do not extend the number of Combat Rounds the target suffers from this instance of Damage Over Time.
  • Breaker. You may reduce your Wound Roll by -2(T) to inflict 1d4 damage against a weapon or armor’s Break Value.
  • Spiritual. Use your Spirit instead of Force for the Wound Roll. If you possess the Magic Warrior Talent, you may immediately replace any instance of this Weapon Quality on a weapon with another Weapon Quality upon gaining the Talent.
  • Hidden. Your weapon is difficult to observe and know when you will utilize it. At the start of each Combat Round, your opponents must make an Opposed Skill Check, their Perception against your Bluff or Stealth (whichever is higher). You roll once and your opponents must beat that roll. If they pass, nothing happens to that opponent. If they fail, the failing opponent suffers from Guard Down on their Dodge Roll against your first attack with your weapon this Combat Round.
  • Dynamic Quality. With the help of your ARC, you can create a custom weapon quality.

Melee Qualities. Melee Qualities can only be gained by Melee Weapons.

  • Variable. Once per Combat Round, you can spend an Instant Action during your turn to treat this weapon as either One-Handed or Two-Handed instead of its natural Weapon Size.
  • Extending. You may increase your Melee Range by +2 for the duration of your attack with this weapon.
  • Serrated Edge. If you successfully strike (hit) an opponent, they must make a Corporeal Saving Throw, TN Hard. If they succeed, nothing happens. If they fail, their Soak Value is reduced by -1(T) until the start of their next turn. This effect can stack up to a maximum of -3(T) and cannot reduce an opponent’s Soak Value to be lower than 2.
  • Protective Shield. Once per Combat Round, you may use the Guard Parry Maneuver without spending a Counter Action. To do so, you must reduce this weapon’s Break Value by -2. This Weapon Quality cannot be taken by the Energy Focus Aura unless it has the Fragile Weapon Disadvantage.
  • Dual Blade. Only Two-Handed Weapons can gain this Quality. When you would sheathe this weapon, you may instead swap to using its other side. Create the other Melee Weapon after you’ve created this Melee Weapon. Your other Melee Weapon has the same Weapon Size as this weapon but can be another category. Additionally, it can have different qualities but must also have the Dual Blade quality (you do not create another additional weapon due to this).
  • Grappling. You can use the Grapple Maneuver even while your hands are occupied by wielding this weapon. For example, this means that you can initiate a grapple even while using a Two-Handed Weapon or dual wielding two One-Handed Weapons and still be able to use this weapon to attack.
  • Quick Sheathe. You may use Unarmed attacks even while wielding this weapon. Unarmed attacks made with this weapon through the Quick Sheathe Quality do not apply the benefits of the Weapon Size, Category or any other Qualities.
  • Boomerang Return. If you throw this weapon at an opponent, you can equip it as an Instant Action at the start of your next turn without having to pick it up.
  • Snaring. This weapon can be used to entangle enemies. Once per Combat Round, when you successfully strike (hit) a target with this Weapon, you may initiate a Grapple against that target. You may apply Artisan bonuses to Grapple Checks made with this weapon.

Ranged Qualities. Ranged Qualities can only be gained by Ranged Weapons.

  • Versatile. This Ranged Weapon can be used as a Melee Weapon against targets within your Melee Range. Create a Melee Weapon following the typical rules with 2 Qualities, this weapon is treated as that weapon when used as a Melee Weapon. It must retain the same Weapon Size.
  • Scope. Increase the number of Squares before an opponent is at Long Range by +4.
  • Large Clip. You can select this Quality multiple times for a Ranged Weapon; increase the Ammo of this weapon by +2.
  • Rapid Reloader. You may use the Reload Maneuver as an Out-of-Sequence action at the end of the Combat Round.
  • Precision Shot. When declaring a Called Shot, you can reduce the penalty to Strike by -2(T).
  • Support Battery. Reduce the Ki Point Cost for any Energy Attacking Maneuvers made with this Weapon by -1(T). You can take this Quality up to twice.
  • Burst Shot. When making any type of attacking maneuver with this weapon, you may spend any amount of Ammo in addition to the usual cost to increase the Wound Roll by +4(T) for each Ammo spent.

Ballistic Ranged Weapons. All Ballistic Ranged Weapons do not apply your Tier of Power Extra Dice or Force Modifier for their Wound Roll. Additionally, you cannot select an Attacking Maneuver using a Ballistic Ranged Weapon for the Energy Charge Maneuver.

Instead of having 1 Ammo inherently, each Ballistic Ranged Weapon has their own set amount of Ammo listed in brackets after its name.

  • Handgun (6/6). If you successfully strike (hit) an opponent, decrease their Defense Value by -1(T) until the start of your next turn.
  • Machine Gun (4/4). Instead of your base 1d10, roll 5d4 for your Wound Rolls using this weapon. If you manage to successfully deal damage to an opponent, decrease their Soak Value by -1(T) until the start of your next turn. You cannot select an Attacking Maneuver using this weapon for the Called Shot Manuever.
  • Rifle (2/2). You suffer no penalty from Called Shots while using this weapon.
  • Rocket Launcher (1/1). Increase your Wound Roll by +1d10. If you successfully strike (hit) an opponent, they suffer from the Slowed Combat Condition during their next turn. You cannot select an Attacking Maneuver using this weapon for the Called Shot Manuever.
  • Stun Gun (3/3). If you successfully strike (hit) an opponent, they suffer from Impediment on their Strike Rolls until the end of their next turn. If you successfully strike (hit) an opponent with the Guard Down Combat Condition, they also gain the Prone Combat Condition. You cannot select an Attacking Maneuver using this weapon for the Called Shot Manuever.

Basic Items

Capsule (Medium) [Tech]. An item that can hold almost anything in it, keeping it in a compact, easy to carry manner. If you obtain an item that is not fitted with capsule technology, you can have it installed with the technology through the Crafting System. Just don’t try to put anything living in a capsule or to put a capsule in another capsule. Bad things happen.

Capsule House (Medium) [Tech]. An entire house that can be used from a capsule. They come in three size categories: Small, Medium or Large. When attempting to make a Medium or Large house through the Crafting system, increase the TN of this item by one category and two categories respectively.

A Capsule House has supplies and all the amenities of home. A small house can suitably allow for two people to stay in it, while a medium house can allow for five people to comfortably stay in it and a large house can accommodate ten characters without difficulty.

Communicator (Easy) [Tech]. With this device, you can communicate with anyone else that has a Communicator as long as they are within the same galaxy!

Scouters and Galactic Receivers count as Communicators for this effect and can contact Communicators or one another in the same way.

Cooking Utensils (Medium) [Tech]. A container, usually stored in a capsule, that contains various equipment used for cooking, spices, sauces and some complimentary food items used to make more delicious meals.

When you gain this item, select up to 4 Ingredients (see – Cooking). They are stored along with your Cooking Utensils. Additionally, while using your Cooking Utensils, increase the Dice Score of your Craft (Cooking) Skill Checks by +3.

Crystal Ball (N/A). A fortune teller’s ball that can be made to float with magical abilities, allowing you to ride upon it or use it to see far away things. You may use the Second Sight Magical Ability through a Crystal Ball without paying its Ki Point cost. If you do not know the ability, you can make a Use Magic Skill Check, TN Hard. If you fail, nothing happens. If you pass, you may use the Second Sight Magical Ability through the Crystal Ball even if you don’t know it. While using this item, when making a Clairvoyance or Use Magic Skill Check, increase your result by +3.

If attempted to be created through Magical Materialization, the TN for this item is Easy.

Dirty Magazine (Very Easy). A book featuring erotic images, which can be very useful in persuading more perverted characters! A Dirty Magazine can be presented to another character by spending One Action. If that character is not pure of heart and is being presented with a magazine that matches their orientation, they must make a Morale Saving Throw, TN Easy. If they fail, nothing happens. If they pass, they must spend all of their actions on their next turn reading from the magazine.

Your ARC may increase the TN if a character is notably perverted. This is a gag item, use it appropriately.

Dragon Radar (Very Hard) [Tech]. A portable device that helps you locate Dragon Balls by scanning for the electromagnetic pulse emitted by them. Notably, the radar gives a visual representation of depth and height, but it doesn’t give actual values for those metrics. Pressing the button on the top causes the view to zoom in and show a more detailed map of the area, helping narrow down the precise location. The radar can locate Dragon Balls at great distances, such as across a continent, planet, or even the universe. Your ARC will decide the maximum range for your radar based on the game. The minimum range for your radar is 10 squares.

Robotic Minions (Hard) [Tech]. Create a Minion using the Minion Creation rules.

Scout Scope (Medium) [Tech]. You can spend Three Actions to attempt and scan the strength of another character, or you can scan the entire planet in a certain direction to look for notable power levels. Any character that is using the Holding Back Maneuver or is aware of the scanning can make a Concealment Skill Check, TN Medium. If they succeed, nothing happens and they automatically succeed on any further Concealment Skill Checks to avoid being spotted by a Scout Scope for the remainder of the Combat Encounter or for the next hour – as long as they immediately use the Holding Back Maneuver or maintain their current (or higher) number of stacks of Holding Back if they already had any number of Holding Back stacks. If their number of Holding Back stacks would decrease below their current number, they lose this benefit. If they fail, you become aware of their current Tier of Power and their current location. If their current Tier of Power is the same as their base Tier of Power, you also learn of their Power Level.

Sealing Talisman (Hard). A charm used to make yourself feel free of evil. You can spend One Action to apply it to a container holding a character sealed with the Mafuba Magical Ability. If you do so, they are sealed indefinitely until the seal is removed. The seal can be removed by an attack with a Called Shot or by spending One Action to remove it when adjacent to the container.

If attempted to be created through Magical Materialization, the TN for this item is Medium.

Shock Remote (Hard) [Tech]. When this item is made, select a Shock Collar Accessory. When a character is wearing your selected Shock Collar Accessory, you can attempt to stop them from using any kind of Maneuver by spending a Counter Action in response to their attempt to use that Maneuver.

If you do, your target must make a Corporeal Saving Throw (Very Hard). If they succeed, nothing happens and the Maneuver continues as normal. If they fail, they fail to use that Maneuver and cannot attempt to use that Maneuver again until the end of their turn. If it was an Attacking Maneuver, they just cannot use an Attacking Maneuver of that same Attack Type. For instance, if they were attempting to use a Basic Attack with the Crushing Profile, they could still use a Basic Attack of the Sphere Profile.

If the target is currently in Rage, increase their Corporeal Save Dice Score by +1(T) against this effect.

Tool Kit (Medium). All the items needed for crafting, messing with machinery and otherwise allowing your brilliance to shine in a more technical world.

Special Items

Special Items are unique items that have unique- typically magical- abilities. Special weapons do not suffer from Break Values unless specifically stated to. 

Consumables

Bag of Senzu Beans. A bag containing the miraculous senzu beans (see – Cooking). It costs One Action to throw one to another character who is not at Long Range. If you throw a senzu bean to another character, make an Insight Ability Check, TN Medium. If you fail, the senzu bean misses them and lands on a Square on the opposite side of them, 1d4 squares away.

Bags of Senzu Beans come in various sizes:

  • Small. Roll a 1d4, that’s how many Senzu Beans are in the bag.
  • Standard. Roll a 1d6, that’s how many Senzu Beans are in the bag.
  • Large. Roll a 1d10, that’s how many Senzu Beans are in the bag.
  • Extra Large. Roll a 2d6, that’s how many Senzu Beans are in the bag.

Seed(s) from the Tree of Might. These small, green seeds can give way to the growth of a Tree of Might. When planted on a planet with sufficient life force, a Tree of Might will begin to grow. It takes a total of ten hours for a Tree of Might to grow to a point where it is able to bear fruit. When a tree is fully grown, roll a 1d6 – this is the total number of Fruit from the Tree of Might that will be created.

The Tree of Might, once grown, has a Hardness Value of Two, 100(T) Life Points and has a Soak Value of 10(T). All damage inflicted against a Tree of Might is considered Standard Damage. Before it is properly grown, any attack that deals over 100 damage will destroy it.

Saibamen Capsule. Each Saibamen Capsule has 10 Saibamen Seeds inside of it.

You can spend One Action to plant a Saibamen Seed, the number of seeds you can plant at once is equal to your current Tier of Power. At the start of the next Combat Round, the seeds will sprout and turn into a number of Saibamen equal to the number of seeds you planted.

The power of your planted Saibamen is dependent on the quality of the soil. You may make a TN Medium Investigation or Survival Check (whichever is higher) to figure out the soil quality of the area you’re in (see the Soil Quality table for its effects). Generally speaking, planets with higher life force will have higher soil quality. Due to their variable strength and wild behaviour, Saibamen can only be controlled by characters that have a higher Power Level than them and will become enemies if their master has a lower Power Level than them. If you are a lower Power Level than a planted Saibaman, you may attempt to make a TN Hard Intimidation or Animal Handling Check (whichever is higher) to regain control of your minion(s).

Soil Quality TableCurrent Power LevelTier of PowerAttribute Modifier Increases(AG/FO/TE/IN)
Bad Quality11+0
Good Quality62+2
Extremely Good Quality113+4
Weapons

Power Pole. A magical staff able to change its length to almost any size. This Weapon is a Two-Handed Weapon with the Bludgeoning Category. It benefits from the Artisan (2), Breaker and Quick Sheathe Qualities.

Additionally, when making a basic Physical Attack with the Power Pole, you can treat your Melee Range as if it was 8 squares.

Brave Sword. An enchanted blade, made to stand up against the most evil of opponents. This Weapon is a Two-Handed Weapon with the Slashing Category. It benefits from the Artisan (2), Variable and Lasting Wounds Qualities.

Additionally, increase your Wound Roll against characters with an Evil Z-Soul by +1d4(T).

Bansho Fan. An incredible fan that can create tornadoes with a single swing. This Melee Weapon is a Two-Handed Weapon with the Bludgeoning Category and Artisan (2), Lasting Wounds and Hidden qualities.

Additionally, whenever you make a basic Physical Attack with this weapon, all combatants within a 4×4 cone AoE in the direction of your attack are targeted. You roll one Strike Roll, compared against each of their Dodge Rolls individually.

Other

Flying Nimbus. A magical cloud that can only be ridden by those who are pure of heart. You can call it and ride upon the Nimbus by spending One Action. Once per Combat Round, while riding the Nimbus, you can use a Movement Action as an Instant Action through the Nimbus. If you use the Movement Maneuver except in this manner, you leave the Nimbus. The Nimbus has a Flight Speed of 15 squares and spends no Ki Points to travel that distance.

Hero’s Flute. A magical flute that carries the wishes of the people. You can play the flute by spending One Action. You do not need to make a Performance Skill Check, as the flute plays its own melody when blown into. After playing the flute, you gain a barrier that protects you from harm – reduce all damage you take by -3(T) until the start of your next turn.

Additionally, the flute can have a Magical Ability infused into it. Even if you do not have access to the Magical Ability or meet the requirements, you can use it by spending Two Actions to play the flute instead of paying the Action or Ki Point cost of the Magical Ability.

Potara Earring. A set of magical earrings worn by the Supreme Kai that can allow two people wearing a single set on opposite ears to combine into one supremely powerful warrior!

Crafting

Crafting. Scientists and those of high IQ have the ability to create almost anything when not under pressure. If you are not in combat, have sufficient time, and have the resources, you can create a great deal of equipment; all Basic Items can be created along with vehicles, battle jackets, weapons and apparel. If you meet the conditions described above, you may begin crafting by spending one Karma Point. There are multiple steps to crafting. Your ARC may decide to make things more complicated, requiring you to find suitable materials and potentially even blueprints.

The steps to crafting are:

Step One (Research). The first step to creating any item is to know what it is you’re trying to create. Make a Science Skill Check, using the TN listed in brackets after each Basic Item or piece of Apparel. If you are intending to create a weapon, they have a Very Hard TN. Vehicles and Battle Jackets do not have a set TN, allowing you to choose your own TN for your Science Skill Check.

If you fail this Skill Check, you cannot craft the item on this attempt. If you pass, you can move to the next step and do not have to repeat this step if you are making the item again in the future. If you are making a weapon, a vehicle or a battle jacket, this only applies if you are making an exact copy of the item you have already created (meaning no variation in qualities or other aspects of creation).

Step Two (Assembly). If you possess a Tool Kit, make a Craft or Science Skill Check (your choice) with an equal TN to what you rolled in Step One If you fail, the crafting fails and you fail to make your product. If you succeed, move onto Step Three. 

If you lack a Tool Kit, you (or a willing ally) must make an Athletics Check to begin assembling the materials. The TN is one category lower than what was previously rolled in Step One but if you are making a Vehicle or a Battle Jacket, use the same TN as Step One. If you fail, the crafting fails and you fail to make your product. If you succeed, move onto Step Three.

Step Three (Crafting). Finally, put together your creation. Make a Craft Skill Check with an equal TN to what you rolled in Step One. If you fail, you fail to create your item. If you succeed, you make your intended item!

You cannot benefit from Craft Proficiencies on crafting rolls that you did not select through the Encompassing Skill rules.

You cannot craft items of Very Hard or higher TN without the appropriate Skill Proficiency.

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