Val	CHA	Cost	Roll	Notes
35	STR	25	16-	Lift 3200 kg; 7d6 HTH Damage [3]
25	DEX	45	14-	OCV:  8/DCV:  8
30	CON	40	15-
16	BODY	12	12-
13	INT	3	12-	PER Roll 12-
15	EGO	10	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
12	COM	1	11-

20	PD	13		Total:  20 PD (0 rPD)
20	ED	14		Total:  20 ED (0 rED)
5	SPD	15		Phases:  3, 5, 8, 10, 12
14	REC	2
60	END	0
50	STUN	1		Total Characteristic Cost:  186

Movement:	Running:	9"/18"
		Flight:		25"/100"
		Gliding:	5"/10"
		Leaping:	18"/36"
		Swimming:	2"/4"
		Teleportation:	18"/18"

Cost	Powers & Skills
5	Self Confidence:  +10 PRE; Only To Defend Against PRE Attacks (-1)

	Martial Arts:  Kamesennin-ryu
	Maneuver	OCV	DCV	Damage
4	Block		+2	+2	Block, Abort
4	Dodge		--	+5	Dodge, Affects All Attacks, Abort
4	Elbow Strike	+2	+0	11d6 Strike
5	Flying Kick	+1	-2	13d6 Strike
5	Kick		-2	+1	13d6 Strike
4	Punch		+0	+2	11d6 Strike
3	Throw		+0	+1	9d6 +v/5, Target Falls
8	+2 HTH Damage Classes (Already Added In)

125	Chi Techniques:  Multipower, 125-point reserve
9u	1)  Chi Blast:  EB 14d6, Reduced Endurance (1/2 END; +1/4), END 3
6u	2)  Double Tsuikidan:  EB 16d6, No Range Modifier (+1/2); Extra Time 
	(Full Phase, -1/2), Gestures (Requires both hands; uses both hands to project attack and 
	guide them to the target; -1/2), END 12
4u	3)  Kamehameha:  EB 25d6; Extra Time (Full Phase, -1/2), Gestures (Requires both 
	hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost 
	(x2 END; -1/2), Incantations ("Kamehameha!"; -1/4), END 24
3u	4)  Taiyoken:   Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2); No 
	Range (-1/2), Gestures (must throw out arms and legs to "project" the light energy; -1/4), 
	Incantations ("Taiyoken!"; -1/4), END 7
6u	5)  Kakusandan:  RKA 4d6, Indirect (comes from above; +1/4), Area Of Effect 
	Nonselective (8" Radius; +3/4); Extra Time (Full Phase, -1/2), Gestures (Requires both 
	hands; uses both hands to create attack and guide them into the target(s); -1/2), END 12
6u	6)  Kienzan:  RKA 5d6, Armor Piercing (+1/2); Extra Time (Full Phase, -1/2), Gestures 
	(Requires both hands; must hold both arms over his head to create energy disk; -1/2), END 11

44	Movement Techniques:  Multipower, 44-point reserve
2u	1)  Zazoken:  Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls; No 
	Range (-1/2), Must Perform A Half-Move At Minimum (-1/2), END 4
2u	2)  Sanzouken:  Teleportation 18"; Only To Places The Character Can Normally Reach (-1/2), 
	No Noncombat Movement (-1/4), Must Pass Through Intervening Space (-1/4), END 4
1u	3)  Invisible Jumping:  Invisibility to Sight Group , No Fringe; Only When Not 
	Attacking (-1/2), Must Make A Full Move (-1/2), END 3
55	Bukujutsu:  Flight 25", x4 Noncombat, END 5
5	Gliding 5"
11	Leaping To The Horizon:  Leaping +11" (18" forward, 9" upward), END 1
6	Fast On His Feet:  Running +3" (9" total), END 1
24	Chi Sense:  Detect Fighting Ability 12- (Unusual Group), Discriminatory, Increased Arc 
	Of Perception (360 Degrees), Range, Sense, Telescopic:  +8
23	Chi Supression:  Invisibility to Sense Chi/Sense Fighting Ability, No Fringe, Reduced 
	Endurance (0 END; +1/2); Only When Not Attacking (-1/2)

1	Reputation:  powerful fighter (The Martial World) 8-, +1/+1d6

24	+3 with All Combat
5	+1 with HTH Combat

3	Acrobatics 14-
3	Breakfall 14-
3	Climbing 14-
3	KS: Martial World 12-
2	KS: Kamesennin-ryu 11-
0	Language:  English (idiomatic; literate)
1	PS: Fighting Monk/Priest 8-
5	TF:  Common Motorized Ground Vehicles, Large Planes, Small Planes, Small Rowed 
424	Total Powers & Skills Cost
610	Total Character Cost

200+	Disadvantages
10	Distinctive Features:  Style (Not Concealable; Noticed and Recognizable; Detectable By 
	Large Group)
15	Psychological Limitation:  Code Versus Killing (Common, Strong)
15	Psychological Limitation:  Easily Flustered By A Pretty Face (Common, Strong)
10	Psychological Limitation:  In Love With Android #18 (Common, Moderate)
5	Rivalry:  Professional (Goku; Rival is More Powerful; Seek to Outdo Rival; Rival 
	Unaware of Rivalry)
5	Unluck: 1d6
350	Experience
610	Total Disadvantage Points

Background/History: Kulilin is Son Goku's best friend, and one of the best (all around) characters in Dragon Ball Z. He first appears very early in the series, as a young monk who wishes to learn fighting arts from Kame-sennin (and thus, improve his self-image). Initially, Kulilin is a bit of a jerk, who bribes Kame-sennin with adult magazines and cheats in several contests. This attitude is quickly replaced by a more "pure" work ethic and he and Goku soon become excellent students of Kame-sennin, surpassing even the old master's expectations.

With time, Kulilin will age and grow up (literally), although he will always be one of the shortest Z fighters (and characters for that matter). He is a close friend of Son Gohan, and hangs out with him quite a bit. Kulilin is also one of the more unlucky cast members, dying at least three times during the series. His second death, at the hands of Freezer, is probably his most "important" as this is action that pushes Son Goku to hit Super-Saiyajin Level 1 (and kick Freezer's tail something fierce). Eventually, he will marry Android (or Cyborg) #18 and raise a daughter, Marrion.

Kulilin's name has more variations that anyone else's in the series (except maybe Beedel). Toriyama writes Kulilin and Kuririn in English in the manga. I am using Kulilin since that is the first English version I could find. I have seen other versions for his name as well.

Personality/Motivation: Kulilin starts out as Son Goku's rival, although this rivalry is never very serious. Goku and Kulilin quickly become close friends, and train together as students of Kame-sennin for most of the series. As the shortest cast member, Kulilin seems to be the butt of many jokes and slapstick scenes. In the movies, he is often the first to get trashed by an opponent (hence, his Unluck). He also has been killed more times than anyone else in the series (3 to be exact—Demon King Piccolo, Freezer, and Majin Buu).

Kulilin has an interesting Code vs Killing. Although he is more than willing to destroy "monsters," he is less than eager to kill a "human" opponent. He can't bring himself to run Vegita through with Yarijobee's sword for example, even though Vegita was responsible for the deaths of Yamcha, Tenshinhan, Chao-zu, and Piccolo (not to mention smashing Son Goku and Son Gohan around). He also can't bring himself to use the self-destruct switch and destroy Android #18. Instead, he destroys the switch itself (and eventually marries #18, but that's a different story). On the other hand, against people like Cell and Freezer, who are obviously evil to the core, Kulilin will use his powers to their fullest extent.

Kulilin can also be suckered by a pretty face. We see this several times in both the manga and in the movies. Any highly attractive female performing a PRE attack on Kulilin should get a few extra dice!

Powers/Tactics: Kulilin has a number of potent chi powers, most of which are variations on powers used by other people. He is a skilled fighter, and can hold his own against most opponents. As with all other major characters, he can fly, sense one's chi, leap great distances, and move faster than the eye can follow. He can also perform Son Goku's "Invisible Jumping" trick (Or, he should be able to, since Goku said he would teach it to him.) and leave after images of himself behind while moving. Finally, Kulilin also has a number of powerful chi energy powers. They are:

Appearance: Kulilin is short, standing no taller than 5' in height. He has a very strong build and is a powerful fighter. He is bald, with no nose and six small dots mark his forehead. Toward the end of the series, Kulilin lets his hair grow out and stops placing the dots on his forehead. Up until the Cell Game, Kulilin wears the standard orange ghi that marks students of Kamesennin, afterwards he dresses in more Western clothing.

Kulilin's Designer File

(Kulilin created by Akira Toriyama, character sheet created by Michael Surbrook)

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