S ON GOK UA member of the warrior Saiyan race, Goku was sent to Earth as an infant to conquer it. After hitting his head, forgetting his mission and being raised by a martial artist, Son Goku became one of the Earth’s foremost protectors, defending it from the likes of the Red Ribbon Army and other, more villainous Saiyans. Though a hero in his own way, all Goku really seeks is to challenge himself, and to engage with stronger and stronger opponents. With the Great Collide bringing so many worlds together, Goku is given new opportunities to face the toughest fighters from other universes. His powers have been dramatically weakened, but this only makes the challenge more palpable.CHECKSRoll 3d10and take the highest result for checks to identify or recognize fighting styles and understand martial arts techniques.Roll 2d10 and take the highest result for unarmed and ki-based attack checks, all defense checks, checks involving physical strength or stamina, and checks involving sheer speed.Roll 1d10 for anything else.XPWhenever your refusal to take things seriously, or to not treat a threat with its proper gravity creates tension with your teammates or causes other problems, gain 1 XP.When you allow an enemy to escalate a fight or make a situation more dangerous for you for the sake of the challenge, gain 3 XP.When a powerful enemy brings you to the brink of death but you manage to survive, gain 5 XP.YOU BEGIN WITHTurtle Style Martial Arts: You have trained under numerous masters, from Master Roshi to King Kai, and have become a martial arts master yourself. You can manipulate ki, to the extent that you can throw generic blasts of pure energy as a ranged attack. You can sense ki around you, allowing you to detect even invisible foes; you are immune to the status effect Blind. Lastly, whenever you roll a 10 on any attack check, you may choose to inflict the status effect Challenge on the target.LEVEL UP CHOICESAfter Image Technique: You are able to move incredibly fast in short bursts, so quickly that you leave behind an after image. When you fully defend against an enemy’s attack, you may immediately counter-attack without using your turn. Your enemy is fooled by your after image, and you rush up to 30 feet to make a melee attack, or fire a ki blast from up to 30 feet away. If you roll a 6 or higher on your counter-attack, shut this ability down.Flight: You can channel your ki to lift yourself into the air, attaining flight. You can fly about as fast as you normally move on the ground.Instant Transmission: By locking onto a familiar life force, you can then teleport to the individual’s side. You can use Instant Transmission as a side action, blinking out of existence and reappearing next to someone you’ve spent time with and become accustomed to the ki patterns of. You can use this technique over any distance.Kaio-ken: You have mastered a powerful and dangerous technique developed by King Kai. Your damage and speed are increased; however, the power up steadily takes a toll on your body. You can activate Kaio-ken as a side action, and de-activate it as a main action; your body is engulfed with red energy. You roll 3d10 and take the highest on all attack and defense checks, and you can move twice as far per turn. However, every round you take 2 automatic damage, which cannot be raised or lowered.Kamehameha:The ultimate technique of Turtle Style martial arts, and one that Master Roshi took fifty years to develop. You draw a great deal of energy into the palms of both hands before firing it as one powerful beam. When you use the Kamehameha, treat the enemy’s defense as though it were 2 lower against this, and the next attack to hit the same target (by anyone). You can push the target up to 15 feet backward. If you roll a 6 or higher on the attack check, shut this ability down.Spirit Bomb: Another of King Kai’s techniques, you spend a great deal of time charging a massive ball of ki in the sky, drawing energy from all the life forms you can reach, before bringing the Spirit Bomb down on your enemies. You must spend 1 main action charging the Spirit Bomb, and cannot take any side actions but speaking on the turn you’re charging it. On the next turn you can attack with the Spirit Bomb. Treat the attack as though you had rolled a 10 against every enemy in the area, and treat their defense score as though it were 2 lower against this attack. Shut this ability down after it’s used the first time.Super Saiyan: You are able to ascend to a more powerful form, the legendary transformation of the Saiyan race. Your hair turns gold and rises toward the air, and your resilience increases dramatically--it’s like you’re a whole new fighter. However, you tend to save it until it’s necessary. You can go Super Saiyan as a side action; you immediately gain 10 HP, up to a total of 20 HP--double your normal capacity until the end of combat. If you have more than 10 HP at the end of the fight, your HP total is dropped back to 10. Shut this ability off the first time it’s used. You must have unlocked this ability to unlock the next one:Super Saiyan 3: You have achieved the most powerful, natural state of a Saiyan, milking your biological advantages for all they’re worth. However, the form takes an immense amount of energy to maintain, so you typically only dip into it for brief moments and individual attacks. You may grant yourself a +3 bonus on any attack check; however, if you roll a 6 or higher on an attack where you utilize Super Saiyan 3, shut it down.