Saiyans are a naturally aggressive warrior race who were brought to the brink of extinction by a powerful Arcosian named Frieza. The Saiyans are a race who, since ancient times, have lived a violent and inhumane lifestyle, attacking numerous planets to build up their wealth and power. Saiyans are from the planet Vegeta, originally named planet Plant, though they aren’t native to that planet. It is unknown how exactly they made their way there, but the Saiyans used to share Plant with another race called the Tuffles. After many years of war, the Saiyans destroyed nearly all the Tuffles. Before the destruction of Planet Vegeta, the Saiyan race was employed by Frieza as hired mercenaries in a galactic planet trading scheme.

Without a doubt one of the most powerful combatants in the North Quadrant, or even the known universes, Saiyans are known for their natural combat prowess and the ability to improve after each battle. Always searching for a good- yet fair- fight, Saiyan characters will always be up for a bout.

Saiyan Lore

Saiyan Aptitudes

Attribute Score Increase. Both your Force and Tenacity scores are increased by +3 and your Agility score is increased by +2.

Age. Saiyans mature from childhood to adulthood quickly, they can live up to one hundred years and they stay in prime condition until the last few years of life.

Health Modifier. +3

Size. Saiyans are muscular and bulky, so they can weigh anywhere from 140 pounds to 300 pounds and have a height range from 5’0” to roughly 7’0”. Saiyan characters can choose to be Small, Medium, or Large.

Z-Soul. Most Saiyans share a lot of the same personality traits. A warrior race who thrives on strength and power, Saiyans have an innate hunger for combat and battle. Saiyan characters will typically have a Z-soul related to conflict, violence, competition, or desire.

Saiyan Proficiencies
Saving Throw: Corporeal
Skills – Select two of the following: Athletics, Acrobatics, Intimidation, Survival, Creature Handling

Battle Born (Saiyan Trait). Every part of the Saiyan body has evolved for two things: fighting, and getting better at fighting. Every two Combat Rounds, at the start of the Combat Round, you gain +1 stack of Battle Born. Whenever you gain a stack of Battle Born, you can choose to have it affect Strike, Dodge or Wound. You can only have 2 stacks of Battle Born on a single Combat Roll. Each stack of Battle Born increases the selected Combat Roll by +1(T). Reaching a Health Threshold grants a stack to either Strike, Dodge or Wound (your choice). This effect can be cumulative, up to the limit.

If a Saiyan reaches 0 Life Points and then gains Life Points, either due to passing the Corporeal Saving Throw for the Powerful Physique racial trait or by the actions of another character; set the number of Battle Born stacks on each Combat Roll to 3, regardless of the limit. This effect cannot decrease the number of Battle Born stacks on any Combat Roll.

Optional (Your ARC decides if this is included): When a Saiyan character is reduced to the Wounded Health Threshold for the first time in a Combat Encounter, they gain +2 Attribute Points to be spent immediately. A Saiyan character can only gain a maximum of +10 Attribute Points through this method throughout their entire existence.

Blood of the Warrior (Saiyan Trait). A Saiyan is always breaking their limits, especially in the heat of battle. They can release their innate limiters, or even unlock hidden reserves of stamina. When you are knocked through a Health Threshold, immediately activate a Power Surge Maneuver even if you have already used one in this Combat Session, and gain +1 Counter Action to be used until the start of your next turn.

Powerful Physique (Saiyan Trait). The body of a Saiyan is known for its natural power and resilience. Increase your Soak Value by 1/4 of your Force Modifier (rounded up, min. +1). You do not suffer the negative effects of the Bloodied Health Threshold, and reduce the negative effects of the Injured and Wounded Health Thresholds by -1(T).

Additionally, once per Combat Encounter, if a Saiyan’s Life Points are reduced to 0, they may attempt a Corporeal Saving Throw, TN Very Hard. If they fail, nothing happens. If they succeed, their health is instead set to 1 (this effect takes place before the Undying Determination Talent). Any threshold met this way is automatically failed. After this trait activates, the Saiyan can make an Out-of-Sequence attack with their full Capacity Rate. This attack deals Lethal Damage. The Saiyan can choose to not reset their Life Points and instead use the Empower Maneuver. When using the Empower Maneuver this way, ignore the usual method and instead, you can send either up to 4x their current Force Modifier or up to 1/2 of what remains of their Ki Points (rounded up) – whichever is higher.

Warrior’s Pride (Saiyan Trait). If there is one thing a Saiyan is known for other than being monsters of combat, it’s having an overwhelming pride and a powerful force of will. Increase your Cognitive Saving Throw by +1(T).

Additionally, when you use the Power Up Maneuver, you can spend an additional 3(T) Ki Points to gain the Combat Condition Superiority on all Combat Rolls until the end of your next turn. You can only use this effect of Warrior’s Pride a number of times per Combat Encounter equal to your current Tier of Power (if your Tier of Power would increase, you would gain an additional usage of Warrior’s Pride).

Saiyan Heritage (Saiyan Trait). You naturally possess a tail. While you still have this tail, you have access to the Oozaru Alternate Form. It will automatically activate if you stare at a Full Moon, causing you to use the Transformation Maneuver as soon as you can do so.

If you suffer from Tail Restraint during a Grapple, you are considered Prone and you must make a TN Hard Corporeal save, gaining the Weakened Combat Condition on a failure.

While you have your tail, reduce the Stress Test of all transformations with ‘Super Saiyan’ in their name by -1(T). Losing your tail suppresses this bonus until it has regrown, according to the table below. Determine the number of weeks it takes by rolling a 2d10 percentile dice.

AgeRegrows in 1d10 weeksRegrows in 2d10 weeksRegrows in 3d10 weeksRegrows in 4d10 weeks

After losing your tail or at Character Creation, you can choose to not be able to regrow your tail and/or not gain one at Character Creation. If you choose to no longer regrow your tail or simply not to have one, increase the maximum stacks of Battle Born for each Combat Roll to 3 while you do not have a tail.

Full-Blooded Saiyan Traits

Thrill of the Fight (Full-Blooded Saiyan Trait). When you begin combat, gain one stack of Battle Born immediately. Additionally, once per Combat Encounter, if you are facing an opponent that has an equal or higher Tier of Power compared to your base Tier of Power, you can use an Instant Action to increase your Tier of Power by +1 until the end of your next turn (see – Breakthrough in Core Rules).

Battle Fervor (Full-Blooded Saiyan Trait). While below the Wounded Health Threshold, increase your Damage Category by +1 (Standard becomes Direct, Direct becomes Lethal) and gain Superiority to all Wound Rolls.

Half-Blood Saiyan Traits

Explosive Potential (Half-Blood Saiyan Trait). Through your combined genetics, you’ve got a deep rooted potential. Once per Combat Round, when you score a natural result of 10 on a dice roll, gain a stack of Battle Born.

Raging Hero (Half-Blood Saiyan Trait). During a combat encounter, if you or an ally pass through the Injured or Wounded Health Threshold, you can activate Raging Hero to enter a protective rage.

When you activate Raging Hero you can select to gain one of the following effects. Note, that you can NOT benefit from Raging Hero if the trait is already active – it does not stack.

  • (1). Increase your Strike and Wound Rolls by 1d8(T) when attacking the responsible adversary. This effect lasts until the end of your next turn. 
  • (2). Increase your Strike and Wound Rolls by 1d6(T) when attacking the responsible adversary. This effect lasts for two rounds from the start of your next turn.
  • (3). Increase your Strike and Wound Rolls by 1d4(T) when attacking the responsible adversary.This effect lasts for three rounds from the start of your next turn.

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