Dragon Ball (mcyoa)G!

Ver. 1.5

Have you ever wanted to blow up planets and fight space lizards by charging up your Kamehameha? Well, now you can! Welcome to Dragon Ball (mcyoa)G!, a CYOA (Choose Your Own Adventure) designed for multiplayer use first and foremost, but with singleplayer readily available as an option!
Don't feel forced to just make a martial artist obsessed with training; you can make any type of character you'd like! Feel free to make a mad scientist type who just fights via inventions and "grows stronger" by making better ones, or a wizard who does the same with alchemical creations!
The world is your oyster! Do be wary of any Threats, though...

Energy Source

You are REQUIRED to pick 1! This energy source will be what you use!

  • Ki
    Life force energy; the most common source in the multiverse. As a bonus, you get 5 points for not Trading In Basic Combat.
  • Magic
    Magical energy; typically used by divinities and magicians. As a bonus, you get 5 points for not Trading In Flight.
  • Tech
    Energy harnessed through technology: typically used by scientists and their creations. As a bonus, you get 5 points for not Trading In Sensing.
  • Custom
    An energy unlike any of the above. As a bonus, you get one discount to an Elemental Technique Modification; it costs 5 points less.
  • Hybrid
    A hybridization of 2 or more types. As a bonus, you get one discount to a Combination Type Technique; it costs 5 points less.

Background Planet

You are REQUIRED to pick 1! This is the planet you most identify with home.

  • Earth-esque Planet
    A planet similar to Earth in culture and environment. As a bonus, you get 5 points for not Trading In Sensing.
  • Vegeta-esque Planet
    A planet similar to Planet Vegeta in culture and environment. As a bonus, you get one discount to a Power Up Type Technique; it costs 5 points less.
  • Namek-esque Planet
    A planet similar to Namek in culture and environment. As a bonus, you get 5 points for having the Regeneration: Low Racial Ability.
  • Aquatic Planet
    A temperate planet mostly covered in water, with a civilization influenced by the water. Population is likely amphibious. As a bonus, you get one conditional discount to an Elemental Technique Modification; it costs 5 points less IF it is water, poison, or lightning themed.
  • Volcanic Planet
    A hot planet covered in active volcanoes, with a civilization influenced by them. As a bonus, you get one conditional discount to an Elemental Technique Modification; it costs 5 points less IF it is fire, earth, or smog themed.
  • Frozen Planet
    A cold planet covered in ice, with a civilization influenced by it. As a bonus, you get one conditional discount to an Elemental Technique Modification; it costs 5 points less IF it is ice, air, or water themed.
  • Desert Planet
    A dry planet lacking in water, with a civilization influenced by it. As a bonus, you get one conditional discount to an Elemental Technique Modification; it costs 5 points less IF it is earth, air, or dark themed.
  • Mechanical Planet
    A technological planet covered in machines, with a population likely made up by machines. As a bonus, you get 5 points for having the Not Alive Racial Ability.
  • Savage Planet
    A planet with nothing but savage and primitive cultures and an abysmal level of technology. Likely has incredibly dangerous wildlife. As a bonus, you get one discount to a Rapid Type Technique; it cost 5 points less.
  • Kaishin
    The planet all Kais were born on, likely including you if you're a Kai. As a bonus, you get one discount to a Movement Type Technique; it costs 5 points less.
  • Demon Realm
    Not a planet in a traditional sense, this is where all Demons originate from, including Majins. As a bonus, you get one discount to a Disable Type Technique; it costs 5 points less.
  • Lonely Planet
    Other than yourself and possibly a guardian to take care of you, this planet has nothing but hostile wildlife and possibly ruins. As a bonus, you get one discount to an Explosive Type Technique; it costs 5 points less.
  • None
    You identify with no planet. Possibly because you're a drifter, or you grew up in some sort of space station or pocket realm. As a bonus, you get one discount to a Movement Type Technique; it costs 5 points less.

Allegiance

You are REQUIRED to pick 1! This is whatever is closest to whatever you have Allegiance to.

  • Home
    Your Allegiance belongs to your home; that is, if it's Earth, you'll defend Earth from invaders and protect it. If it's a solar system you call home, you'll do the same. Nothing more to it. As a bonus, you get one discount to a Basic Type Technique; it costs 5 points less.
  • Conquering Empire
    Your Allegiance belongs to an empire, and its scale is up to you: maybe you're vying for control of a planet or maybe it's a galaxy. You may be a head honcho of the empire, or maybe you're just a footsoldier. Morally, you're probably not very nice. As a bonus, you get one discount to an Explosive Type Technique; it costs 5 points less.
  • Galactic Patrol
    The Galactic Patrol protects the galaxy from criminals and evildoers, enforcing its laws. Essentially, you're a space cop. The Galactic Patrol are actually quite the bastion of morality, and they do have the best interests of the general people at heart. Strength-wise... you would probably be a powerful outlier. As a bonus, you get one discount to a Disable Type Technique; it costs 5 points less.
  • Criminal League
    Space piracy. Space real estate. Space assassinations. All of these are a few of the many specialities of criminals that roam the multiverse. I mean, you COULD be locked to a specific planet, or somewhere even lower in scale, but we all know where the real money is to be made. As a bonus, you get one discount to an Alteration Type Technique; it costs 5 points less.
  • Martial Arts School
    You are a student or teacher of a Martial Arts School, and that comes with everything you'd expect. You'll likely have responsibilities you'll be expected to complete and a status you'll be expected to live up to, but it's a good life, all things considered... unless your teacher is evil. As a bonus, you get one discount to a Concentrated Type Technique; it costs 5 points less.
  • Time Patrol
    You are a member of the Time Patrol. There are some things that the Time Patrol considers very bad: things that happen that should not have happened according to the timeline. Too many of these things happen and everyone dies. As such, your job would be to make sure that things happen according to the timeline. Could be fun, like helping some retard named Goku kill a jerk who he gave too many senzu beans. Could be sad, like letting an entire planet full of innocent people die. Very hit or miss. They have the Kais on speed dial! As a bonus, you get one discount to a Power Up Type Technique; it costs 5 points less.
  • God of Destruction
    Another unsavory line of work. A blue watermelon named Zeno kills almost everyone if he throws a tantrum. You want to avoid this! One of the necessary things to avoid said tantrum is blowing up civilizations with a low power level to bring up the average across the universe. You also have to have menial playdates with Zeno if he wants. Anyway, you are either a GoD or being trained by one to replace them so they can retire. Hope you like the Kais, you'll get to know them. As a bonus, you get one discount to a Power Up Type Technique; it costs 5 points less.
  • Other
    You have Allegiance to an entity distinct from all of the above. Maybe it's a cult or something, but they don't actually do any criminal activities, so they aren't a Criminal League. Or maybe you work as security for a company that defends against space pirates. Could be anything, really. As a bonus, you get one discount to a Basic Type Technique; it costs 5 points less.
  • Yourself
    No Allegiance in particular. You just do whatever serves you current interests. Maybe you're nice? Maybe you're evil? Maybe you work alone? Maybe you don't? No one can say but yourself. As a bonus, you get one discount to a Guided Type Technique; it costs 5 points less.

Threat Level

Every Threat that is turned on will add their points to your total point pool.
A Threat defused does not mean that it's gone forever, it will never appear again, or something similar to it won't appear.
Threat Level is simple: a Threat can be any strength greater or equal to their Threat Level, except for Threat Level: 0.
Threat Level is not heavily defined, other than 2 being a whole other world of strength than 1, and so on.

In Multiplayer, every Threat is active, but will not appear immediately.

  • Chump's "Challenge" (Threat Level: 0)
    Something you literally can't fail at stopping unless you try, like a bank robbery by criminals with normal guns. Guns don't hurt you, and you should be far, far faster than a speeding bullet.
    This Threat grants 5 points.
  • Tournament Trouble (Threat Level: 1)
    Wow, a tournament! The danger of a tournament can vary wildly. It might be so safe that the only possible risk of death is accidental and you can completely avoid it by not entering the tournament, or the fate of the world might be on the line and winning the tournament is the only chance you have to save it.
    This Threat grants 10 points.
  • Planetary Problems (Threat Level: 1)
    A group of beings who wish to take over the planet they were born on, with their current aspirations ending there. May evolve into a spacial empire, but that isn't their current goal. They could just be troublemakers.
    This Threat grants 10 points.
  • Interstellar Invaders (Threat Level: 2)
    Extraterrestial beings who wish to conquer or otherwise torment the local planet, solar system, or anything smaller in scale than a galaxy. Likely a small strike team. Maybe they just wanna cause terror for fun.
    This Threat grants 10 points.
  • Galactic Gang (Threat Level: 3)
    A true galactic empire. Their leader will likely be the strongest of them, and they wish to rule an entire galaxy; perhaps even the universe. Their policies are likely going to make you angry, so don't let their rule continue.
    This Threat grants 10 points.
  • Hunting Horror (Threat Level: X)
    Someone really doesn't like you. A being has either been created or has trained for the sheer purpose of putting you through the wringer. Will not come looking for you until you've done something to give someone a grudge, and will take some time to appear. Will eventually find you.
    X signifies that they will always be stronger than you when you first encounter them.
    This Threat grants 15 points.
  • Time Terror (Threat Level: 4)
    A being from across space and time has come to your time to accomplish some goal. This goal involves being evil. Likely from the future.
    This Threat grants 10 points.
  • You? Yes! (Threat Level: X)
    An evil clone, of you. Well, if you're evil, it's good. Or maybe still evil. It just wants you dead. Specifics are up in the air: maybe a version of you possesed, corrupted, or literally grown in a lab somewhere. Has your exact powers, and possibly more.
    X signifies that they will always be stronger than you when you first encounter them.
    This Threat grants 15 points.
  • Absorbing Aggressor (Threat Level: 5)
    A destructive being with a trump card up its sleeve: the ability to absorb others. Maybe it can only absorb specific things, or specific people, or just anyone. Either way, it can very much get out of hand very quickly.
    This Threat grants 15 points.
  • Groan, Gods... (Threat Level: 6)
    A god has decided to cause problems. Specifically, a Kai, God of Destruction, or some sort of Demon God. Maybe it just wants entertainment, and can be placated with clever thinking? Or maybe you need to man up and kill them.
    This Threat grants 15 points.
  • Multiversal Malefactor (Threat Level: 7)
    The multiverse, or even something like time itself, is at stake here. Likely a multiversal protector who went rogue, or maybe the wrong powerful asshole got a ride to somewhere he can do some damage and now reality's at stake. The adventure this jerk will cause will definitely involve some sort of multiversal or timeline shenanigans. Don't mess up.
    This Threat grants 15 points.
  • Combo! (Threat Level: ?)
    A random combination of any two or more of the above. Obviously incompatible Threats can't happen. Threat Level: 0 takes precedence over all other Threat Levels, and Threat Level: X takes precedence over all but Threat Level: 0.
    This Threat grants NO points.

If all Threats are active, you should have a total of 130 points.

Trade Ins

These are energy related techniques everyone is assumed to have by default.
By trading a technique in, you no longer have access to it. Instead, you'll gain points.
Trade everything in and buy no techniques to be powerless!

  • Basic Combat
    You know how to throw a punch, kick, and other basic martial arts.
    This Trade gives 20 points.
  • Basic Energy Blast
    Simply shooting a bullet of energy.
    This Trade gives 20 points.
  • Flight
    Omnidirectional flight.
    This Trade gives 20 points.
  • Sensing
    Searching and detecting energy, and also suppressing your own.
    This Trade gives 5 points.
  • Kiai
    Shooting an invisble but weak energy blast with your mind.
    This Trade gives 5 points.
  • Vanish
    A burst of speed so great that you appear to vanish to even opponents around your speed. Can only be used for short bursts of movement.
    This Trade gives 10 points.
  • Pure Progress
    As you fight with your life on the line against challenges more powerful than you, you will grow in power, skill, and knowledge to eventually match said challenge.
    WARNING: Trading this in is the equivalent of Hard Mode! You'll be outpaced in training easily by Threats and other builds in a multiplayer setting!
    This Trade gives 100 points.

Racial Abilities

  • Racial Quirks
    Something quirky that sets your race apart from others. Asexual reproduction, an insane appetite, or your power being manipulated through increasingly elaborate forms like a Saiyan or one of Frieza's race. That last one doesn't actually do anything useful, believe it or not. That's why it's free!
    Cost: Free.
  • Regeneration: Low
    Via straining yourself, and I mean REALLY straining yourself, you can regenerate limbs and any other part of your body as long as your core remains intact. This core can be anywhere, and indistinguishable from the rest of you, but is proportional to you; about the size of a human heart to a human.
    Cost: 15 points.
  • Regeneration: High
    You can regenerate from anything short of complete cellular destruction as long as you have energy. In exchange, your general durability is decreased. People can tear your arms off with a little effort. Good thing you can grow those back!
    Cost: 25 points.
  • Extra Limb
    A simple, extra limb. You can use it for combat, and it makes you a bigger target.
    Cost: 5 points.
  • Biological Immortality
    You don't age, or require air, food, or water, and are immune to any non-technique based disease.
    Cost: 5 points.
  • Inherent Small Size
    You are small, any size from a particularly short human to an ant, making you harder to target, but easier to knock around and crush.
    Cost: 5 points.
  • Inherent Large Size
    You are large, any size from a particularly tall human to a Great Ape, making you easier to target, but harder to knock around and crush.
    Cost: 5 points.
  • Not Alive
    Different from being dead; you are currently not alive, and maybe you never were. You don't have lifeforce (although you have some alternative), and are likely not biological in nature. You could be a skeleton, but you're probably a robot. Precludes you from being affected by things that would affect lifeforce. Doesn't stop you from being destroyed and going to Hell, funnily enough.
    Cost: Free

Technique Template

  • Basic Type
    A large, basic energy blast.
    Examples: Big Bang Attack, Supernova
    Cost: 5 points.
  • Rush Type
    A short burst of power allows you to unleash a flurry of physical blows, or maybe a lower amount of particularly powerful physical blows.
    Examples: Arm Break, Fatal Combination
    Cost: 5 points.
  • Concentration Type
    A wave of concentrated energy.
    Examples: Special Beam Canon, Kamehameha
    Cost: 10 points.
  • Explosive Type
    An explosion that surrounds the user. Depending on the severity, it may involve harm to the user.
    Examples: Angry Explosion, Final Explosion
    Cost: 10 points.
  • Accumulation Type
    An energy attack that's exceptionally powerful but relies on what you can gather from your surroundings. The more specific and rare the thing you gather, the stronger it is.
    Examples: Spirit Bomb, Revenge Death Ball
    Cost: 15 points.
  • Alteration Type
    An energy attack based on creating weapons or items via energy.
    Examples: Destructo Disc, Galactic Donut
    Cost: 5 points.
  • Rapid Type
    Firing many small energy blasts at once. Examples: Vegeta's Techniqueâ„¢, Die Die Missile Barrage
    Cost: 5 points.
  • Guided Type
    An energy technique that is freely manipulated by the user.
    Examples: Spirit Ball, Death Saucer
    Cost: 5 points
  • Telekinetic Type
    Any technique that involves telekinesis. May be used to damage an opponent directly, gathering rocks to throw at them, or anything else that would use telekinesis.
    Examples: Psycho Javelin, Death Psycho Bomb
    Cost: 10 points
  • Draining Type
    A close-range technique based on draining stamina, lifeforce, or something else directly from its target.
    Examples: Life Absorption
    Cost: 15 points
  • Movement Type
    An energy technique focusing on the user's movement.
    Examples: Instant Transmission, Bunkai Teleport, Afterimage
    Cost: 10 points
  • Defense Type
    A technique based on defense.
    Examples: Tenma Defense, Android Barrier
    Cost: 10 points
  • Disable Type
    Any technique that focuses on dealing anything other than damage to another target. Always temporary, unless the gap in power between user and victim is sufficiently high.
    Examples: Solar Flare, God Bind, Candy Beam
    Cost: 15 points
  • Power Up Type
    A technique that is based on powering up the user, or even buffing others.
    Examples: Kaioken, Super Saiyan, Great Ape
    Cost: 10 points
  • Form Type
    A technique in the most literal sense, that does not change the user's power, but instead how they use that power in order to gain an edge. Could be a modification of the user's body, a specific fighting style, or both. This is a catch-all category: if you can't fit something in the others, it could work here. Try and be balanced.
    Examples: Drunken Fist, Multi-Form, Great Namekian, Demon Hand
    Cost: 10 points
  • Summon Type
    A rare technique that has the user spawn another being. These beings usually don't last very long.
    Examples: Pokopen, Super Ghost Kamikaze Attack
    Cost: 10 points
  • Blended Type
    Two or more Technique types combined into one.
    Examples: Bending Kamehameha, Death Saucer, Super Ghost Kamikaze Attack
    Cost: Combined Cost of All Combined Techniques

Technique Modifications

A Technique Modification can be applied to any Technique individually, with a few exceptions. You can not gain more points than the applied Technique's cost.

  • Elemental
    Instead of being normal energy it may be acid, fire, ice, or some other element-themed energy. Your choice could be on the more esoteric side, like "Psychic" or "Angelic". This needs to only be purchased once per element, and can be applied to any of your techniques.
    Cost: 5 points
  • Strain
    This technique causes strain to the user, draining their lifeforce. If you don't have lifeforce, this will drain whatever equivalent of "HP" you have.
    Gain: 5 points
  • Limited
    You can only do this so many times per day, due to the sheer strain it causes. Or maybe you just run out of ammo, and it takes downtime to reacquire it.
    Gain: 5 points
  • Item
    Instead of a technique being innate, this means it requires an item. The main niche of this option is that you could pass it along to someone else for their use. Be warned; it could also be used by your enemy if they get their hands on it.
    Cost: Free
  • Incantation
    Use of this technique requires a lengthy incantation. This lowers its energy cost, but increases your vulnerability while using it.
    Cost: Free
  • Berserk
    Exclusive to Power Up Type techniques, Berserk heavily reduces your tactical competency and intelligence in exchange for increased power, speed, and durability. Although people with close connections to you will be fine and can even calm you down, you will target anyone else in your rage.
    Cost: Free

Credits

Have you made a character you're happy with? I hope so!
Special credits to:

  • Me
  • Anonymous
  • Anonymous, again
  • Anonymous, once again

and last but not least, you, for playing the CYOA! Thanks, and have a good day!

Edit

Pub: 10 Jan 2025 06:41 UTC

Edit: 26 Apr 2025 23:25 UTC

Views: 475