
In the Dragon Universe, many figures play important roles – some rule planets, some train the warriors of tomorrow, and some even stand as gods that represent both creation and destruction. Through this set of Optional Rules, you can add those Roles into your DBU campaign.
Roles are an additional set of responsibilities, permissions, traits, and (sometimes) pieces of equipment that represent a Character filling that listed role. While it may increase a Character’s options in combat, a Role also requires them to act in accordance with the responsibilities it carries with it.
Below is a list of Roles that can be taken on by characters. As an ARC, you can use these tools to help make important NPC figureheads in your games, but you can also give them to your players. Though, you should be careful when handing out Roles to your players – consider their responsibilities and if a Character seems like a good fit, as many Roles grant powerful benefits.
Roles fall into two categories: Mortal Roles and Divine Roles. Mortal Roles are the typical Roles you may find in the living world, while Divine Roles are considered ‘Gods’.
When Characters die, they typically do not keep their bodies and therefore cannot participate in any type of Combat Encounter or training. A Divine Role has the ability to allow someone to both keep their body and skip the line for judgment by King Yemma – as long as they were not killed by a Demon or a Character with the Soul Denier Racial Trait. Divine Roles also always maintain their body when they die.
Additionally, Divine Roles can sense God Ki even if they do not have access to it.
Mortal Roles
Billionaire
With immense wealth, anything is possible. While others may settle matters with flying fists and mountain-shaking blows, you have a different kind of power: the power to wave a fat wad of cash in the face of your opponents.
Whether you inherit a vast fortune, or accumulate it yourself, the path to becoming a Billionaire is as simple as becoming an unfathomably rich figure. What many people may save up over a lifetime, you can casually use in a day with no repercussions.
The only potential responsibilities of this Role is to whatever means by which you gained your finances. Perhaps, if it was family, you are beholden to a family creed, or if it was a business, then you must spend time dealing with shareholders and participating in the workings of your money-maker.
Monetary Influence: There are no problems that your money can’t solve.
-[1/Encounter]: Spend 1 Action to target an Opponent and make an Offer. An Offer is a Skill Clash (Persuasion vs Intuition). If you win, you must give 2 Basic Items, pieces of Apparel, Weapons, or Vehicles to the targeted Opponent (they may declare up to two of these categories to refuse – such as Weapons or Vehicles). If you successfully make this exchange, the Opponent becomes an Ally for the remainder of the Combat Encounter. If you fail, increase the target’s Wound Rolls against you by +1d4(T) until the end of their next turn.
-[Passive]: Increase the Dice Score of your Persuasion, Bluff and Intimidate Skill Checks by +2.
Endless Supply: With the kind of money at your disposal, you never run out of whatever you need.
-[Triggered]: After each Combat Encounter, you gain up to 2 Basic Items, pieces of Apparel, Weapons, or Vehicles with a Craft TN of Hard or less. You may reduce the number of items you gain by 1 to increase the Craft TN to Very Hard.
-[Automatic]: When you gain this Role, gain 30 Dev Points to create a Base and 2 Minions (made with the Minion Creation rules).
Elite
Among your race, you were born special – far more powerful than others of your kind. You are not quite a mutant, but you also possess something that mutants do not: Social Status. Usually, beyond just your power, you will be born into the higher echelons of your society and hold a position of significant importance. A great example of an Elite is our Saiyan Prince: Vegeta IV.
Traditionally, you must be born as an Elite – though, potentially, some may be able to rise in the ranks of their society if their power reaches that of an Elite.
While Elites do not have any specific responsibilities, they are beholden to their people and, as such, should aspire towards a greatness for their people – even if that requires them to cull members of their own species who do not meet their vision (such as a Saiyan who lost the ability to fight).
Superior Pride: Your strength represents the pride of your people, personified.
-[Automatic]: When you gain this Role, gain 4 Attribute Points to spend immediately. You cannot increase any single Attribute by more than 2 with these Attribute Points.
-[Triggered, 1/Encounter]: When you make a Saving Throw or Steadfast Roll, you may choose to automatically succeed. You cannot use this effect if you initiated the triggering Saving Throw.
Elite Training: You have learned a specific technique that represents the pinnacle of your people.
-[Option]: Choose one of the following effects:
- Gain a Unique Ability that has a TP Cost of 15 or lower.
- Create a Signature Technique with a TP Cost of 15 or lower (any remaining TP is lost).
-[Automatic]: When you gain this Role, if you have access to the Oozaru Transformation, it becomes Mastered.
Royal Gift: You’ve been gifted a piece of gear by the leader of your people to signify your position.
-[Option]: Choose one of the following effects. You can only select an option corresponding to when you receive this Role:
- Character Creation: Gain 2 additional Equipment Points.
- After Character Creation: Gain a High Grade Apparel with 1 additional Quality for each Tier of Power you’ve gained upon receiving this Role.
Galactic Patrol Member
You are a member of the cosmic police force, the Galactic Patrol. Fighting evil, capturing criminals, and protecting the masses are your duties. While most members of the Galactic Patrol are not exceptionally strong in the grand scheme of the Dragon Ball Universe, they will still fight tooth and nail for the sake of justice.
Becoming a Galactic Patrol Member is the same as entering any police force, though obviously the requirements are much more difficult, and requires at least some understanding of the galaxy and the languages spoken within it.
A member of the Galactic Patrol must always strive to be an upstanding member of society, uphold the laws that the Galactic Patrol enforces, follow the commands of the Galactic King, and fight evil wherever it rears its head – even if they cannot hope to stand up to it.
Determination for Justice: Your thirst for justice lets you stand against even foes whose strength outmatches yours.
-[Passive]: Increase all of your Combat Rolls against Opponents with an Evil or Pure Evil Z-Soul and a higher base Tier of Power (ToP) than you by +x(T) where x is equal to the difference in your base ToP.
Patrol Equipment: You’ve been issued the standard gear of the Galactic Patrol.
-[Automatic]: When you gain this Role, you gain the following:
- Galactic Patrol Uniform: A Standard Grade Armor with the Layered, Unique Decal and Team Outfit Qualities. The Galactic Patrol Uniform does not inflict Apparel Penalties, and the Unique Decal Quality (representing their symbol) grants its bonus to both the Persuasion and Intimidation Skills.
- An Energy Weapon of any Category.
- A Taser.
- A Galactic Receiver.
- Jetboots: a unique Accessory that does not count towards your Accessory equip limit but functions, otherwise, identical to the Jetpack Accessory.
- Extinction Bomb: A unique Basic Item that allows a Galactic Patrolman to wipe out an entire species on a planet! It is not used lightly and it can only kill characters who are Power Level 0 (see – Power Level 0, ARC Guide) – any character with a Power Level of 1+ is completely unaffected by this device.
Demon Clansman
A being of Pure Evil, you are a corrupted being with no trace of remorse for the wanton destruction you’ve wrought as a result of your pitch-black heart. There is no limit to your villainy.
The way to become a Demon Clansmen is simple: be so unforgivably evil that your very essence changes.
You are free from all responsibilities, bound by no philosophy beyond your own. However, to remain a Demon Clansmen, you must maintain your position as a being of pure evil. Even a small amount of good would result in you losing access to this Role.
Sinister Mutation: Your truly evil nature means that you feel revitalized and empowered by the destruction you bring, and your position as a Demon Clan member means that those you or your minions kill cannot ascend to the afterlife and are left trapped in limbo.
-[Triggered, Resource, 1/Round]: If you knock an Opponent through a Health Threshold with an Attacking Maneuver, you gain 1 Demon Point.
-[Triggered]: Whenever you make a Combat Roll, you can spend a Demon Point to increase the Combat Roll by 2(bT).
-[Automatic]: When you gain this Role, if your race is Namekian, change your Subrace to the Demon Clan Subrace. Your option for the Soul Denier Racial Trait must be the same Subrace you were before you gained this Role, if it changed as a result of gaining this Role.
Enemy of Good: You intentionally seek to spread evil.
-[Passive]: Increase your Wound Rolls against Characters with a Good or Pure Good Z-Soul by 1d4(bT).
-[Passive]: Double all Damage you inflict against Vehicles and Bases.
Hermit
They may be known by many names, but the Hermit Role belongs to those who are masters of a style of martial arts – they may utilize both powerful Signature Techniques and Magical Abilities. Dedicating their lives to their craft, Hermits are some of the most influential teachers and some of the best mentors in the Dragon Ball Universe, as can be seen in the most obvious example of the Role: Master Roshi.
To become a Hermit, you must have trained for decades and truly mastered your craft. A respected figure in your circle, your particular style of combat is so famous among those who seek to hone their skills that your Signature Techniques are talk of legend.
While your responsibilities are few, you must possess a passion (even if a begrudging one) for teaching the next generation and seeing your style blossom in the warriors of tomorrow.
Developed Style: You have created your own Fighting Style to teach to others.
-[Automatic]: When you gain this Role, create a Fighting Style (see — Fighting Styles).
-[Triggered, Ruling]: Your Style Signature for the Fighting Style created through the first effect of Developed Style becomes known as your “True Signature Technique”.
-[Triggered]: When you use your True Signature Technique, you may:
- If your True Signature Technique is a Super Signature, it gains the Ascended Advantage.
- If your True Signature Technique is an Ultimate Signature, gain an additional 1 Energy Charge.
-[Automatic]: Gain the Grandmaster Manifested Power, even if you do not meet the Tier of Power Requirement for it.
Iconic Gi: Your school has a unique and memorable outfit!
-[Ruling]: Your “Iconic Gi” is a piece of Combat Clothing of the Standard Quality. You may select any 3 Qualities for your Iconic Gi to possess. Furthermore, it gains the ‘Style Uniform’ Special Apparel Quality – with the Fighting Style you made for the first effect of Developed Style selected as the Fighting Style of the Quality.
-[Passive]: If you have an hour outside of a Combat Encounter where you can return to your home, you may gain 1 Iconic Gi to either keep for yourself or give to a Student.
Legendary Mentor: You are well-known for your Fighting Style.
-[Passive]: At any point, you may declare a willing Character as your Student. All Students increase their Morale Saving Throws by 1(bT) while you are their ally in a Combat Encounter.
-[Passive]: If you are with a Student for a Downtime Period, they have access to the Mentor Downtime Modifier.
-[Passive]: At any time, you may choose to declare that a Student has surpassed you and is no longer a Student. That Character cannot become your Student again, but gains 1 Character Perk to spend as they wish.
Ruler
A ruler of a large group of people, usually a planet or perhaps an entire system. A Ruler is exactly what it sounds like – a figurehead that demands the respect and control of all those under them. They lead and change the fate of their people with their decisions.
There are many ways to become a Ruler. You could gain the Role due to inheriting it from a parent, you may gain it through overthrowing an existing Ruler and taking on their position and you may even simply gain the role of King due to being granted a position by a greater Ruler. It may even be an elected position, more like that of a president.
As a Ruler, you have immense power over your people but as their leader, it’s your responsibility to govern those same people. A large chunk of your time must be spent actively dealing with their problems and as such, you cannot spend much time outside of your kingdom’s domain. If you would gain any Downtime, reduce the amount of Downtime Points you would gain by -1 DT.
Elite Soldiers: You are a leader of men, and keep the best of your people close to you.
-[Automatic]: When you gain this Role, you may make up to 2 Ascended Minions (as if they were chosen for the Ascended Minion Talent), following typical Minion Creation rules.
-[Triggered]: If you end your turn without using an Attacking Maneuver, each of your Ascended Minions gain 1 Action to use during their next turn.
Royal Decree: You rule over a whole nation- or more- of people, and they hang on your every word.
-[Triggered]: When you use the Command Maneuver, you may select any number of Minions you possess with its effects – rather than just one.
-[Automatic]: Gain 30 Dev Points to create a Base when you gain this Role. If you are the Ruler of a planet or multiple planets, this Base may gain the Planetary Base Special Base Quality.
Fortuneteller
Carrying a Crystal Ball and spying the past, present and future from their safe abode. The Fortuneteller’s Role is one that handles all matters, being a guide for those who come to meet them. Beyond that, due to their vast mysticism, they have strong connections to the afterlife.
Through intense spiritual connection, gaining the proper Magical Abilities, and forming the proper social connections among beings of the afterlife – theoretically any figure could become a Fortuneteller, steep though the requirements may be.
While there are no direct responsibilities, the Fortuneteller may be used by the Divine Roles of the Dragon Universe to carry out important tasks (such as leading the dead back to the living world).
Future Sight: You are possessed of the power to preview the future, allowing you to know what’s coming next.
-[Triggered, 1/Round]: When an Ally is targeted by an Attacking Maneuver, you may spend your Counter Action to warn them. A warned Ally increases their Dodge Roll by 4(T) against that Attacking Maneuver.
-[Automatic]: When you gain this Role, gain a Crystal Ball and access to the Precognition Unique Ability.
Afterlife Business: You can communicate with the spirits of the dead.
-[1/Round]: Once per Character, you may allow a targeted dead Character to return to the living world for 24 hours.
-[Passive]: You may freely travel to and from the afterlife while outside of a Combat Encounter. The amount of time this takes at any given time is decided by your ARC.
Sage
Far above the common people of Earth, you reside beneath only the Guardian. This role is often accompanied by the Hermit Role, though not necessarily. For one reason or another, you are one of the few beings on the planet who are aware of the Senzu Bean and the only one entrusted with its growth.
You are responsible for overseeing those who would climb your tower and who may strive to reach the realm of the Guardian above, typically through the use of the Power Pole you possess. A keen judgment and an eye for the hearts of those around you is crucial.
Senzu Growth: You are charged with producing the valuable resources known as Senzu Beans.
-[Passive]: Every 3 months, you may create a Small Bag of Senzu Beans. For each additional month spent cultivating the Senzu Beans, increase the size of the Bag of Senzu Beans created by 1 category. For instance, if 5 months were used to create the Bag of Senzu Beans, it would be a Large Bag of Senzu Beans.
Sagely Goods: You are the keeper of the means necessary to reach the heavens.
-[Automatic]: Upon gaining this Role, you gain access to the Power Pole.
-[Passive]: You may give any other character a Flying Nimbus Special Vehicle.
Divine Roles
Guardian
Each planet has a ‘God’ or an ‘Elder’ that looks out for the planet’s well-being and future. That is the Guardian, a being of pure good who exists at the highest point over the world they govern.
A Guardian is chosen by their predecessor, though they must have a heart of pure good to properly take on the position. As the protector and overseer of a planet, they must do all in their power to protect it while not directly involving themselves in the matters of the ‘normal people’, if it can be avoided. Of course, training warriors and having them face the threats to the world you govern is acceptable, but only in extreme circumstances should you intervene in this manner.
Divine Overseer: You are tasked with watching over a world, ensuring its safety and the unhindered growth of its peoples.
-[Passive]: Gain access to the Second Sight Unique Ability, if you do not already possess it (you must still meet the prerequisites to use this Magical Ability).
-[Passive]: Gain a pool of 30 Technique Points to spend on any number of Unique Abilities or their Advancements. Any leftover Technique Points are retained and can be spent at a later date, but they can only be used for Unique Abilities or their Advancements.
-[Passive]: You gain access to the Possession Maneuver. You can only use this Maneuver on NPCs with a lower Power Level than you while you are outside of a Combat Encounter, but you can ignore the first unique rule applied to Possession and calculate the bonuses to your Attribute Modifiers as you would normally for One-Sided Fusions.
-[Passive]: You may freely travel to and from the afterlife while outside of a Combat Encounter. The amount of time this takes at any given time is decided by your ARC.
Potential of the People: You can provide the defenders of your world with a means to grow their strength.
-[Passive]: You gain 20 Dev Points to create a Base. This Base may also have the Environmental Positioning (Upper Atmosphere) Base Quality for free.
-[Option]: When you first gain this role, you may choose one of two benefits:
- Potential Seeker. Once per Character, you may grant a Character +1 stack of Unlock Potential.
- Chamber of Power. The Base granted by this Role has the Room of Spirit and Time Base Quality.
Cardinal Kai
The Universe is divided into four directional quadrants: North, South, West and East. Each of these quadrants is overseen by a Cardinal Kai, their title typically being derived by the cardinal direction of their quadrant. Cardinal Kais are often given their own planet in Otherworld, where they can perform their duties in peace.
This position is traditionally given to a Shinjin, and assigned through a lottery whenever one is free. The responsibilities of a Cardinal Kai are incredibly important, being tasked with observing and ensuring the safety of their quadrant. While they are prohibited from interfering directly, they are allowed to develop powerful techniques to teach to the fallen warriors who seek them out to use, so they may act to protect others in their stead.
Fist of the Kaio: You are the keeper of a secret set of techniques, allowing you to pass them on to a worthy mortal.
-[Automatic]: When you first gain this role, create an Ultimate Signature Technique with a TP Cost of 20 or lower. It gains one Advantage for free, but that Advantage must only be available to Ultimate Signature Techniques.
-[Passive]: Gain access to one Enhancement Power with a Tier of Power Requirement of 2 or lower.
-[Passive]: If you would be selected as the Mentor for a character using the Technique Training or Unlocking Form Downtime Activities, and they intend to use their Downtime Activities to gain either the Signature Technique or Enhancement Power you gained through Fist of the Kaio, they may also increase 2 Attribute Scores of your choice by 1 (you choose which Attribute Scores). This effect can only be used once per Character.
Galactic Overseer: You have the important duty of watching over a quadrant of the galaxy.
-[Passive]: If you have access to (or when you would gain access to) the Telepathy Unique Ability, gain access to the Wide-Range Telepathy Advancement.
-[Triggered]: When using the Telepathy Unique Ability, you may target an Ally within your Melee Range who is making physical contact with you, or a Character you have currently targeted with the Second Sight ability. You may allow the targeted Character to use the Unique Ability as if they were you (including all Advancements).
-[Passive]: Increase the Dice Score of any Skill Checks made with all Skills that use your Insight Score by 1d4.
Kaioshin Disciple/Attendant
The Attendant of a Kaioshin is the one who serves and assists their Kaioshin directly, while a Disciple learns from and may eventually replace their Kaioshin. Regardless, both of these roles are highly respected positions, and those who have them carry them with honor.
To become an attendant or disciple, you simply need to be picked by a Kaioshin. Chosen to serve, or train as a successor, you enter into the Kaioshin’s service at the Kaioshin’s behest.
The job of an attendant is simple, they are to aid their Kaioshin in any way they can. Making tea, reminding them of the time, or protecting them if the need arises. Though the attendant’s responsibilities are simple, they are demanding, requiring the attendant’s full attention. The responsibilities of a disciple, on the other hand, can be quite daunting, being tasked with learning all that the Kaioshin position requires and undergoing special training.
Abilities of the Apprentice: You have been trained in the arts of the Kaioshin.
-[Triggered, 1/Round]: If you successfully use the Block or Deflect options of the Parry Maneuver to defend against an attack, you may use the Power Up Maneuver as an Out-of-Sequence Action.
-[Passive]: Gain access to the Healing Hands Unique Ability and, if your race is Shinjin, gain access to the Kai Kai Unique Ability (see — Kaioshin).
Next in Line: You have been chosen to replace the Kaioshin in the future.
-[Passive]: Gain the Kaioshin Garb Apparel (see – Kaioshin).
-[Passive]: You gain access to one of the following Special Items (decided by your ARC):
- A set of Potara Earrings.
- Z-Sword.
Kaioshin
The Kaioshin are the watchers and guiding forces of the universe. They create the impetus for new life, and govern over the Otherworld. It is a position of the highest order, sometimes being held by only a single person. Though, in some universes, there are multiple Kaioshin.
Kaioshin are chosen from the very best of Shinjin, most commonly from one born of the golden fruit. However, some Kaioshin choose less prominent individuals to take their place.
The responsibilities of a Kaioshin are potentially more important than those of any other. It is their divine duty to watch over their universe and work in tandem with the God of Destruction to keep it safe. Kaioshin are to never interfere with the lives of mortals in all but the most dire of scenarios.
Universal Overseer: You’ve been tasked with overseeing the whole of the universe.
-[Passive]: Halve the Technique Point Cost of all Unique Abilities and Advancements. This applies retroactively, meaning that you regain 1/2 of the Technique Points spent on any Unique Ability you have learned by spending Technique Points.
-[Passive]: Increase the Dice Score for all of your Knowledge Skill Checks by 1d6, and the Dice Score for all Skill Checks by 2.
-[Passive]: You are bound to the life of the God of Destruction of your universe. If the God of Destruction from your universe dies, you will also immediately die.
Perks of Godhood: You bear the marks of your office as a god of Creation.
-[Passive]: Gain the Kaioshin Garb (detailed below), access to the Kai Kai Magical Ability (detailed below), a set of Potara Earrings, and you become an Owner of the Kaioshin Planet.
-[Passive]: You are always in the God Ki Special State.
Kaioshin Garb
Category. Standard Clothing
Grade. High
Qualities. Divine Apparel, Mystical, and Combat Ready.
Kai Kai
You are able to instantly transport yourself to any location you’re aware of.
–Ability Type: Magical
–Prerequisites: 3+ Skill Ranks in Clairvoyance
–TP Cost: 20
–KP Cost: 4(T)
–Maneuver Type: Instant
–Action Cost: N/A
–Passive Bonus: N/A
–Effect: Select 1 Square or location you are aware of. You instantly place yourself on that Square or in that location. When you use this Unique Ability, you can make a Clash (Physical Strike vs Strike/Dodge) against any number of Characters within your Melee Range. If you win, they are immediately brought with you to your chosen location, instantly being placed on a Square within your Melee Range after you have arrived at your Square. If you use Kai Kai within a Grapple, you must target the other Character within the Grapple, and if the other Character wins the Clash, the Grapple immediately ends and the Grappled Character is freed.
Kai Kai Advancements
Kai Kai Transporter
You are able to instantly transport others to your location.
–Prerequisites: 5+ Skill Ranks in Clairvoyance
–TP Cost: 5
–Effect: Make a Clash (Cognitive vs Impulsive) against your targeted Character. If you win, instead of moving yourself, move your targeted Character to an adjacent Square next to you. You may instead select a Basic Item, Special Item, Ingredient, or Weapon possessed by an Opponent (you must be aware they possess the item). If you do, and you successfully win the Clash, you may transport that selected target to one of your free hands.
God of Destruction
Before creation comes destruction. These are the words which a God of Destruction lives by. They are their universe’s most powerful warrior, capable of completely erasing planets and individuals with mere gestures. As much as they are respected, they are equally feared. They are almost always seen with their attendants.
Becoming a God of Destruction is no easy task. You must be one of the strongest beings in your universe, as well as receive training from the current God of Destruction to use the energy of destruction.
Gods of Destruction have strict responsibilities. They must pave the way for new life to be born, and protect the universe from extreme threats. They must also train with their attendants to ensure that they remain strong, and make sure to use their power wisely.
Universal Destroyer: Charged with clearing away the rot of the universe so that others can create anew, you possess the Power of Destruction.
-[Passive]: Halve the Ki Point Cost of all Attacking Maneuvers and Unique Abilities after all other reductions.
-[Passive]: If an Opponent is not in the God Ki Special State, increase your Combat Rolls by 2(T) against that Opponent and increase the Damage Category of all Attacking Maneuvers made against them by 1.
-[Passive]: Increase the Dice Score for all Skill Checks for the Intimidation Skill by 1d6 and the Dice Score for all Skill Checks that use your Personality Score by 2.
-[Passive]: You are bound to the lives of the Kaioshin of your universe. If all Kaioshin from your universe die, you will also immediately die.
Perks of the Destroyer: Garbed in the symbols of your station, you are clearly marked as a Destroyer.
-[Passive]: Gain the Destruction Garb (detailed below), access to the Hakai Unique Ability, an Earring of the Destroyer (detailed below), and gain 20 Dev Points to make a Base. This Base is isolated from the remainder of the universe on a small planet.
-[Passive]: You are always in the God Ki Special State.
-[Passive]: Gain access to the God Aura, Ultra Ego and Power of Destruction Transformations.
-[Passive]: Increase your Stress Bonus by 2.
Angel Tutor: You have been assigned an all-powerful aide from among the Angels that watch over the multiverse.
-[Passive]: You gain access to a Special Minion known as an Angel Minion. Angel Minions are not created through the Minion Creation rules, have 5 Skill Ranks in up to 4 Skills of your choice, 2 Skill Ranks in all remaining Skills, and all of their Attribute Scores are 26 but they do not possess any Talents. The Angel Minion’s base Tier of Power is 8. Angel Minions possess every Unique Ability and all Advancements (except Instant Transmission and Kai Kai). An Angel Minion cannot enter a Combat Encounter, and automatically avoids all Attacking Maneuvers and succeeds at the Clashes for the effects of all Unique Abilities that target them. Angel Minions cannot suffer from Combat Conditions, effects of the Battle Environment, or Battle Weather, and are permanently in the Ultra Instinct “Complete” Transformation (with all Masteries). Your ARC controls your Angel Minion, but outside of a Combat Encounter, you may request them to:
- Make a Skill Check in your place.
- Use a Unique Ability.
- Take you (and any willing Allies you choose) to a location you are aware of, even if it is outside of the universe, in a different timeline, point of time, or in another dimension. Although this is an incredibly fast mode of transportation, it is not instantaneous.
- Reverse time (this may undo a Combat Encounter).
- Act as a Mentor during Downtime to you or up to 2 other Characters of your choice.
- Anything else you can imagine (that is approved by your ARC).
If a God of Destruction is replaced, the new God of Destruction gains their Angel Minion instead.
Destruction Garb
Category. Combat Clothing
Grade. High
Qualities. Divine Apparel, Master’s Garb, Unbreakable
Earring of the Destroyer (Accessory)
Earring of the Destroyer: This earring marks those who can wield the Power of Destruction.
–Effects: Increase the Wound Roll of all Attacking Maneuvers of the Destruction Profile by 4(T). Apply this bonus to any reduction to an Opponent’s Life Points or any Wound Rolls made through your use of the Hakai Unique Ability.