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, select one piece of Apparel with a Craft TN of Easy and gain 3 Basic Items of your choice that have a Craft TN of Medium or lower. You can choose to gain 2 Basic Items, in which case one of them can have a Craft TN of Hard or lower.

You may trade any number of Basic Items to gain an equal number of weapons or vehicles.

Discuss with your ARC if you’d like to start with access to a Special Item.

Gear Kits at Higher Tiers. For each Tier of Power higher than 1 you are at Character Creation, increase the Craft TN of your Apparel by +1 Difficulty Category. At Tier of Power 5, you are able to gain access to the “Divine” Apparel options.

Equipment: Apparel

Apparel. Apparel is split into three categories: Armor, Weighted Clothing and Standard Clothing. Armor protects your body at the cost of potentially restricting movement, Weighted Clothing allows you to limit your power and improve your abilities while training and Standard Clothing is traditionally normal attire, with only some granting benefits. The tables below represent the benefits of each item.

Weighted ClothingDoff BonusDodge PenaltyForce Score RequirementCraft TN
Small Weights+2-14+Easy
Clothing Weights+4-28+Medium
Bulky Weights+6-312+Medium
Multi-Ton Weights+8-416+Hard
Divine Weights+10-520+N/A

As shown above, Weighted Clothing has a requirement based on your Force Score. If you are below the Force Score Requirement and attempt to wear Weighted Clothing, you suffer from the Prone Combat Condition while wearing it. The number of Actions required to remove the clothing is increased by 3x if you are attempting to remove it yourself and you are under the Force Score Requirement. Your allies can use their actions to help remove the attire. If they meet the Force Score Requirement, count their actions towards removing the clothes as if they each were worth Two Actions.

While wearing Weighted Clothing, reduce your Dodge Rolls by the number shown by the Dodge Penalty column in the table above. When you remove Weighted Clothing, until the end of your next turn, you gain a bonus to all Dodge or Strike Rolls equal to the Doff Bonus. You can only gain this bonus if you have worn your Weighted Clothing for a number of Combat Rounds equal to 1/4 of the Force Score Requirement.

ArmorDamage ReductionStrike PenaltyStealth ImpedimentCraft TN
Ancient Model+2YEasy
Classic Model+2-1Easy
Heavy Model+4-2YMedium
Full-Body Model+8-3YHard
Advanced Model+6-2Hard
Divine Model+8N/A

As shown above, Armor has a certain amount of Damage Reduction. The listed amount of Damage Reduction is applied after all other reductions and reduces all incoming damage by that amount, regardless of Damage Category. Unfortunately, due to difficulty moving, your attacks can be less accurate. This is depicted through the Strike Penalty column, representing your penalty to Strike Rolls while wearing that Armor. Finally, if a piece of Armor has a Y on the Stealth Impediment column, it means they have Impediment when making Stealth Rolls.

Standard ClothingPersuasion + Bluff BonusDodge BonusPerformance BonusCraft TN
Civilian Clothes+2Easy
Combat Gi+2Easy
Fashionable Clothes+4+4Medium
Stylish Gi+2+2+2Medium
Champion Gi+4+2+4Hard
Divine Gi+6+4N/A

As shown in the table above, clothing can add onto your Bluff, Persuasion or Performance Skill Checks – the amount it adds is depicted in the table above. Certain types of gi, made to fight in, help you move more freely and assist you by increasing your Dodge Bonus.

Don & Doff. This is the time it takes to put on apparel or take it off. The amount of time depends on the type of armor.

ArmorThree ActionsOne Action
Weighted ClothingThree ActionsOne Action
Standard ClothesOne ActionInstant Action

Divine Apparel. Apparel with “Divine” in their name cannot be gained through normal means, and must be acquired due to them being created by a deity – such as the Kaioshin, God of Destruction or an Angel.

Equipment: 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 Ballistic Attacks (see – Attacking & Conditions). Additionally, after making an attack with a Ranged Weapon, you must use the Reload Maneuver before you can attack again.

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 +2.

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 opponent must make an Opposed Force Ability Check against you. If they win, they suffer from Guard Down against your next attack. If they lose, they are knocked prone.
  • Piercing. When you score a Critical Result on your Strike Roll, your opponent must make an Opposed Impulsive Save against you. If they win, they take 2(T) Lethal Damage. If they lose, they take 4(T) Lethal Damage. The Lethal Damage from Piercing cannot be reduced by any means.
  • Slashing. When you score a Critical Result on your Strike Roll, your opponent must make an Opposed Impulsive Save or Force Check against you (you decide). If they win, they take 1(T) Lethal Damage and a reduction of -1(T) to their next Dodge Roll. If you win, they take 2(T) Lethal Damage and a reduction of -2(T) to their Dodge Rolls until the start of your next turn.

Ranged Weapon. Ranged Weapon Categories can only be chosen by Ranged Weapons, and relate to how many targets you can attempt to hit with a single ranged attack.

  • Focused. Gain +1 additional Weapon Quality.
  • Buckshot. When making a ranged attack, the attack can damage multiple targets in front of your character. Any combatants within a 3×3 Square cone in front of your character are targeted by the attack. You only roll Strike once, while each target must roll a separate Dodge Roll.
  • Piercing. When making a ranged attack, the attack can damage multiple targets in front of your character. Any combatants within a 6×1 Square line in front of your character are targeted by the attack. You only roll Strike once, while each target must roll a Separate Dodge Roll.
  • Explosive. When making a ranged attack, the attack can damage multiple targets around your target. Any combatants within a 3×3 Square explosion centered on your target are targeted by the attack. You only roll Strike once, while each target must roll a separate Dodge Roll.

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 using a Ranged Weapon, this weapon does not require Connecting Wires to add a Modifier. If you possess the Magical Adept 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.
  • Mounted. This weapon is attached to your body and does not require hands to be able to use it. Increase the penalty to Strike Rolls for a Two-Handed Weapon with this Quality by -1.
  • Connecting Wires. You may Ki Wager for attacks when using this Ranged Weapon and add your Force Modifier onto the Wound Roll.
  • Scope. Increase the number of squares before an opponent is at Long Range by +2(T).
  • Large Clip. You can select this Quality multiple times for a Ranged Weapon; for each instance of this Quality, you can increase the number of times you can attack before having to Reload by +2.
  • Rapid Reloader. If you didn’t use your Counter Action this Combat Round, you may use the Reload Maneuver as an Out-of-Sequence action at the end of the Combat Round.
  • Rapid Trigger. This Ranged Weapon can fire multiple times with one Attack Maneuver. Roll a Strike Roll for the attack normally. If you are successful, roll 1d6(T) instead of a traditional Wound Roll. This is the number of hits the target suffers. For each hit, your opponent suffers 2 damage. Apply any additional bonuses, such as Tier of Power dice or bonuses to your Wound Roll after this calculation.
  • Precision Shot. When declaring a Called Shot, you can reduce the penalty to Strike by -2(T). If this reduces the penalty to 0, increase your Wound Roll by +2(T).
  • Tripping. This weapon can be used to entangle enemies. When you successfully strike (hit) a target with this Weapon, the target must roll an Impulsive Saving Throw, TN Hard. If they fail, they are Prone.

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.

Basic Items

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.

Capsule (Medium). 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.

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

Capsule House (Medium). 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.

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.

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

Dragon Radar (Very Hard). 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.

Blutz Wave Generator (Very Hard). A large machine capable of projecting the same energies produced by a full moon in a much more concentrated dose. It can be installed onto a vehicle for ease of travel and use. You can spend One Action to target a Saiyan character. That character can instantly transform into the Oozaru Alternate Form as an Out-of-Sequence Action even if there is no full moon and even if they do not possess a tail.

Micro Band (Very Hard). A watch that allows you to shrink. At the cost of One Action, you may reduce your Size Category to the Tiny Size Category. Reduce your Force Modifier and your Soak Value by 1/2 while you are shrunk. While shrunk, you have Superiority on Stealth Skill Checks. You can spend One Action to return to your normal size.

Transformation Watch (Very Hard). A watch that allows you to change your clothes to a fitting superhero design! With the touch of a button and the cost of One Action, you can be transformed into a superhero visage. When anyone attempts to identify you, they must make an opposed roll – their Perception Skill against your Bluff Skill.

While wearing your superhero design, you can select one piece of apparel from the Armor and one piece of apparel from the Standard Clothing sections, each with a TN of Medium or less, and gain their effects. The Break Value of your costume is 10 instead of the standard 5.

If your costume is destroyed, you can’t create another one during this Combat Session. If your watch is destroyed by a Called Shot, your costume is destroyed as well and you return to what you were wearing previously.

Scouter (Hard). 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. When you attempt to scan a target, they can make a Concealment Skill Check, TN Medium. If they fail, their Power Level is revealed. If your opponent passes the roll their Power Level is revealed to you, but it is randomly reduced by 1d10. Increase this roll by the target’s Tier of Power Extra Dice. If this reduces their Power Level to 0, the reading is no higher than a non-powered individual and if you are attempting to find their location, you cannot differentiate them from minor lifeforms on the planet.

Galactic Receiver (Medium). 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 result by +2 and you may score a Critical on a result of 8 or higher.

Jetpack (Medium). 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 due to flight, remove them from this pool instead. When the Ki Point Pool reaches 0, you cannot use the Jetpack anymore. These points can be restored at a suitable recharging area.

Medical Machines (Hard). Large, pod-like machines that can be found in large enough spaceships or in buildings of sufficiently scientifically advanced planets. They can also be stored in capsules. By placing an injured character inside of a Medical Machine, they will have their Life Points and Ki Points fully restored after a day. It can save someone who is critically injured, deal with illnesses, and even fix damaged organs, but it cannot fully regenerate lost limbs.

Gravity Machine (Very Hard). An item that is able to produce a gravitational force able to be used for training. It must be stored within a suitably durable room, otherwise it will violently explode.

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 Magic Materialization, the TN for this item is Medium.

Cooking Utensils (Hard). 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.

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. 


Bag of Senzu Beans. A bag containing the miraculous senzu beans. When any fighter eats a senzu bean, their Life and Ki Points will be fully restored, even if they were defeated, and any wounds will be instantly healed. It costs One Action to feed a Senzu Bean to another character within your Melee Range, to consume one yourself, or 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.

Fruit from the Tree of Might. These spiked, orange fruits are a delicacy born from the power of planets. They’re incredibly potent, granting immense strength upon eating them, but it is said that only gods are allowed to consume them. When a character spends One Action to consume a fruit, they will immediately double their Maximum Ki Point Pool (until the end of combat) and then regain all of their Ki Points. In addition, you gain +8 Attribute Points to spend on any Attributes other than Scholarship and Personality.

Ultra Divine Water. A poisonous drink that can bring out the full power of those who survive its effects. When you drink the water, roll a Corporeal Saving Throw, TN Very Hard. If you fail, suffer 8d10(T) Lethal Damage and gain the Impediment Combat Condition on your next roll. If you succeed, suffer 4d10(T) Lethal Damage and gain one instance of the Unlocked Potential Manifested Power.

The Lethal Damage inflicted by the Ultra Divine Water cannot be reduced by any means.

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

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.


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. 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.

Weather Resistance. When making any form of Apparel, you can increase the Craft TN by +1 Difficulty Category to grant it Weather Resistance. Weather Resistance means that the wearer is immune to the effects of one type of Battle Weather. You may increase this bonus by an additional +1 Difficulty Category to make that piece of apparel immune to an additional type of Battle Weather or Battle Environment. You can repeat this effect up to the Nearly Impossible Difficulty Category.

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