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Learnable Ki Attacks

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Learnable Ki Attacks Empty Learnable Ki Attacks

Post  SSJ57G Sat Mar 05, 2011 6:53 pm

Keep in mind that if the character creator wishes, the energy attacks can be renamed, but their effects will be renamed. For example, the "Death Ball" can be renamed to "Gigantic Meteor" with the same effects.

Standard Energy Attack Techniques
These techniques can be taken multiple times each, which improves their effectiveness. It is possible that with enough improvement, these basic attacks can be more powerful than the Special Energy Attacks, as Frieza proved with his very improved Tsuihidan (Precision Beam) and Kienzan (Destructo Disk) techniques.
Each time a technique is taken more then once, the damage and range of the attack is increased by a multiple equal to the number of times that the technique has been taken. For example, if the Galick-Ho (Mega-Beam) technique is taken three times, then the damage it inflicts and its range is increased by three times, so it would cause 3D12 M.D. per level of experience and have a range of 4500’ (1371.6 m) per level of experience. Unfortunately, the Ki cost is also increased by 50% of its original cost, rounded up, each time it is taken. So the improved Galick-Ho mentioned above would cost 31 Ki (15+8+8 = 31) per use. It is possible to regulate how powreful each attack will be used if the martial artist has taken that technique multiple times. For example, if a technique was taken four times, it can be used as if it was taken just once, twice, three times, or all four times, with the appropriate affect on damage, range, and Ki cost.
The Galick-Ho, Sokidan, Makosen, Renzoku Energy Dan, and Kiaiho attacks are already known by all characters, and are taken once.
1. Galick-Ho (Mega-Beam)
This attack creates a beam of energy with a diameter, in feet, equal to its minimum damage capability. For example, a beam that will inflict 3D12 points of damage would be 3’ (0.9 m) in diameter. This is a very basic energy attack and almost all martial artists trained in the Art of Ki Manipulation learn it.
Damage: 1D12 M.D. per level of experience
Range: 1500' (457.2 m) per level of experience
Bonuses: +2 to strike
Ki: 15
2. Guruguru (Sticky Gum)
This attack shoots a very sticky substance from the mouth of the martial artist. When the opponent is hit by the attack, the gum will envelope the target and impair the target movement. After the gum hits the target, the martial artist that created the gum can cause it instantly disappear, which will cause the penalties to end immiediately. If taken multiple times, only the range, duration, and Ki cost of the gum will increase, not the penalties.
Damage: None, but the target suffers -5 to Prowess, -The gum will remain sticky for 1 melee per level of the martial artist.
Range: 100’ (30.5 m) +10’ (3.1 m) per level of experience.
Ki: 10
3. Honoo (Fire Breath)
The martial artist can shoot a powerful stream of fire from his mouth. This attack will instantly ignite any combustible materials in comes in contact with and there is a 60% it will combust any such material within a 5’ (1.5 m) radius of the stream of flame. The flame comes out in a cone shape with an end radius of 10’ (3.1 m) per level of experience and it will inflict full damage on all targets caught within the cone. If taken multiple times, only the damage, range, and Ki cost will increase, not the radius of the cone.
Damage: 1D6 M.D. of fire damage per level of experience.
Range: 50’ (15.2 m) +5’ (1.5 m) per level of experience.
Ki: 8
4. Ki No Tsurugi (Energy Sword)
This technique creates an energy sword similar to a psi-sword. The sword can be of any style that the martial artist wants, but it cannot be longer then the range listed below. The length of the sword cannot be changed once it is created and the sword cannot be used by anyone besides its original creator. In addition, all attempts to disarm the martial artist or to attack the sword will fail.
Damage: 1D6 M.D. per level of experience
Range: 3’ (0.9 m) +1’ (0.3 m) per level of experience.
Ki: 4
5. Kiaiho (Moving Force)
This is a form of telekinesis that can be used in combat to damage opponents, lift objects, and throw things around. This attack allows the martial artist to lift 2 tons (1.8 metric tons) per level of experience and throw an object up to the weight they can lift at speeds of 25 mph (40.2 km/h) per level of experience. If taken multiple times, only the weight able to be lifted, speed, range, and Ki cost will increase, not the damage caused by hitting a target.
Damage: Caused only when an object hits someone at high speeds or a person is thrown. Normally, S.D.C. objects do not hurt M.D.C. beings, instead they smash harmlessly without causing any damage. But for every 2 tons (1.8 metric tons) of an object and for every 50 mph (80.4 km/h) it is traveling at, an object will inflict 1D6 M.D.. For example, a 10 ton (9.1 metric ton) rock hitting a target at 250 mph (402.3 km/h) would inflict 10D6 M.D. or 1D6x10 M.D.. Damage is reduced depending on the weight of the object thrown. For example, a 1 ton (0.9 metric ton) object would do half the damage of a 2 ton (1.8 metric ton) object. When a person is thrown they take damage equivalent to an object weighing the same as they do hitting them.
Range: 1000’ (305 m) +50’ (15.2 m) per level of experience.
Ki: 10
6. Kienzan (Destructo Disk)
This attack creates an energy disk that spins extremely fast and does damage by cutting into the target instead of hitting them directly. This attack cannot be parried, blocked, or deflected; it must be dodged in order to avoid damage. If the target dodges the attack, but still rolls less than a natural 10 (without bonuses), then they receive a glancing blow and take 10% of the rolled damage, rounding all fractions up.
Damage: 1D8 M.D. per level of experience.
Range: 2000’ (610 m) +50’ (15.2 m) per level of experience.
Ki: 8
7. Makosen (Mega-Energy Ball)
This is a more powerful version of the Sokidan technique. It creates a ball of energy that is 10’ (3.1 m) in diameter and is harder to dodge than the normal Sokidan attack.
Damage: 1D10 M.D. per level of experience.
Range: 5000’ (1524 m) +250’ (76.2 m) per level of experience.
Bonuses: Target has a penalty of -2 to dodge this attack.
Ki: 12
8. Renzoku Energy Dan
This creates a machine gun-like series of small energy blasts. The martial artist can create up to five energy blasts per level of experience and treat firing the Renzoku Energy Dan the same as firing a volley of missiles. The martial artist can determine how many energy blasts are actually fired, but the energy blasts must be fired in multiples of five. For example, a 5th level martial artist could fire up to 25 energy blasts each doing 5D4 M.D. with a range of 1500’ (??? m) and costing 30 Ki for all 25 energy blasts. If taken multiple times, only the damage, range, and Ki cost will increase, not the numbers of blasts generated.
Damage: Each blast inflicts 1D4 M.D. per level of experience.
Range: 1000’ (305 m) +100’ (30.5 m) per level of experience.
Ki: 10 and +4 per five blasts fired.
9. Saiko No Kogeki (Mouth Energy Blast)
This attack fires a powerful shot from the mouth of the martial artist. It is very similar to the Galick-Ho but not as strong.
Damage: 1D8 M.D. per level of experience.
Range: 6000’ (1828.8 m) +200’ (61 m) per level of experience.
Ki: 11
10. Sokidan (Energy Ball)
This is the most common energy attack available. It consists of a blazing ball of Ki energy that is thrown at the target.
Damage: 1D6 M.D. per level of experience.
Range: 3000’ (914.4 m) +100’ (30.5 m) per level of experience.
Ki: 7
11. Taiyoken (Solar Flare)
This technique generates a tremendous amount of light that can temporarily blind any nearby creatures. The light is extremely bright and causes intense pain to any targets within the area of effect. Any person that looks at the flare with open eyes will suffer 1D10 points of damage directly to their hit points (or mega-damage to M.D.C. creatures) and will be blinded for 2D4 minutes. Also, those affected will see light spots for the next 1D4 hours. Targets that can regenerate suffer only half as long as those who cannot regenerate. Targets affected suffer all standard penalties for being blinded, but suffer double the penalties for the first 1D4 melee rounds because of the intense pain generated by the light. The martial artist that created the light is immune to its effect, but can still be affected by Solar Flares created by others.
Duration: 1D4 melees per level of experience.
Ki: 5
12. Tsuihidan (Percision Beam)
Very thin and concentrated, this technique is used to make a precise hit on a target. It has a large maximum range and moves very fast, but does not do much damage compared to most of the other basic attack techniques. This attack can be fired from the warrior’s fingers, eyes, or hands (select one when this technique is chosen).
Damage: 1D4 M.D. per level of experience.
Range: 1000' (305 m) per level of experience.
Bonuses: +4 to strike and the target has a penalty of -2 to dodge this attack.
Ki: 5

Special Energy Attack Techniques
These attacks are quite different than the Standard Energy Attack Techniques. The Special Energy Attack Techniques can only be taken once each, but they improve quickly as the martial artist gains levels of experience. Because of the advanced nature of these techniques, they cannot be taken at first level.
1. Akumaitokosen (Evil Destruction Wave)
This is a special energy wave designed explicitly to quickly kill an evil opponent. When the wave strikes the target, the evil in his heart expands and causes his heart to explore. Of course, the target must have some evil in his heart for this attack to work. If the target is not killed by the attack, then the target is winded and in extreme pain; reduce all combat bonuses by half and he loses half of his attacks per melee for the next 1D4+1 minutes. This attack cannot be chosen or used by martial artists of an evil or selfish alignment.
Damage: The damage is based on the alignment of the target. A principled target will take no damage and other good alignments will take 1D6x10 M.D. +5 M.D. per level of experience. Unprincipled targets will take 2D4x10 M.D. +5 M.D. per level of experience, and other selfish alignments will take 2D6x10 M.D. +10 M.D. per level of experience. Aberrant targets will take 4D4x10 M.D. +10 M.D. per level of experience, Diabolic targets will take 6D6x10 M.D. +20 M.D. per level of experience, and other evil alignments will take 4D6x10 M.D. +15 M.D. per level of experience.
Range: 2 miles (3.2 km) +0.5 miles (0.8 km) per level of experience.
Ki: 45
2. Area Paralysis
This attack will affect an area and all objects caught within that area are completely paralyzed. The objects trapped remain conscious but cannot move or attack. Anything outside the area of effect can still attack, and those trapped cannot dodge, parry, or use any combat actions. Ki Shield can still be used to block attacks, and Teleport techniques can still be used to escape from the area of effect. Any spells that only require a mental thought can still be used, but those trapped cannot speak, so any spells and psionic powers that require verbal commands cannot be used.
Range: 1000’ (305 m) +100’ (30.5 m) per level of experience.
Area of Effect: Radius of 50’ (15.2 m) +50’ (15.2 m) per level of experience.
Duration: 1 melee round per level of experience.
Ki: 50
3. Bakuhatsuha (Surrounding Destruction)
By raising two fingers, the martial artist can create a large explosion that will decimate the surrounding area, without harming the martial artist.
Damage: 3D6x10 M.D. +10 M.D. per level of experience.
Blast Radius: 100’ (30.5 m) per level of experience.
Ki: 30
4. Bakurikimaha (Ultimate Ki Attack)
This is considered to be the ultimate Ki attack and is very difficult to learn or find a teacher that knows it. The attack is shot from one hand while the other hand holds the shooting hand’s wrist for additional support. After shooting the blast, the martial artist is temporarily stunned and loses his next melee attack. This technique cannot be chosen until the martial artist is at least level 12.
Damage: 4D4x100 M.D. +100 M.D. per level of experience.
Range: 50 miles (80.5 km) +5 miles (8.1 km) per level of experience.
Blast Radius: This attack has a blast radius of 2 miles (3.2 km) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Ki: 120
5. Big Bang
The Big Bang is slow moving, yet densely packed beam of energy. It can cause incredible damage and is very quick to charge. It is used by putting one's hand to an angle of 90 degrees to the wrist.
Damage: 6D6x10 M.D. +15 M.D. per level of experience.
Range: 5 miles (8.1 km) +1 mile (1.6 km) per level of experience.
Blast Radius: This attack has a blast radius of 2 miles (3.2 km) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Bonuses: +2 to initiative during the melee it is used, but primary target has a bonus of +3 to dodge.
Ki: 55
6. Chou Kame Hame Ha
Devised by Goku during his years of training under Master Roshi, the Chou Kame Hame Ha is an extension of one's Ki that is expelled through one's hands. The direction of the blast can be controlled in mid-air and if the martial artist continues to concentrate on the energy blast, they can continue to make more than one attack. If the target dodges, then the martial artist can use another melee action to try to hit the target again. If the roll for a strike is a natural 1-4, then the energy blast is out of control and cannot be used to attack the target again, however, if the target was near the ground, the energy blast will hit the ground near the target.
Damage: 6D6x10 M.D. +15 M.D. per level of experience.
Range: 4 miles (6.4 km) +0.75 miles (1.2 km) per level of experience.
Blast Radius: This attack has a blast radius of 200' (61 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Ki: 50
7. Energy Bindings
This attack generates a number of special energy rings that complete surround the target of the attack. The bindings must still strike the target, so they can be dodged normally, but if they hit, they completely surround the target, preventing the target from moving and preventing the target from attacking or using any Standard Energy, Special Energy, or Maneuvering techniques (or legendary techniques that would fall in those categories). To break free of the bonds, the target must make a Strength attribute check equal to twice the level of experience martial artist combined with the martial artist's Strength attribute. To perform a Strength attribute check, the target must use a melee attack and then rolls a d20 and adds his Strength attribute, and any modifier mentioned above, to the result, if the final total is equal to or higher then the strength of the bonds, the target breaks free.
Damage: None, but the target is immobile unless they can break out of the bindings. While immobile, the target cannot take any physical actions, like attacking or dodging incoming attacks.
Range: 20’ (6.1 m) per level of experience.
Duration: 1 melee round per level of experience.
Ki: 40
8. Final Flash
This attack takes the form of a giant ball of energy that forms around the body of the martial artist and then races towards the primary target.
Damage: 1D4x100 M.D. +25 M.D. per level of experience.
Range: 3 miles (4.8 km) +0.25 miles (0.4 km) per level of experience.
Blast Radius: This attack has a blast radius of 500' (152.4 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Ki: 60
9. Genki Dama (Spirit Bomb)
This is a special attack that few people are able to master. The damage done by the spirit bomb depends on how long the martial artist spends creating it. The attack draws energy from the life force of all surrounding creatures. In space, this attack does only 10% of its normal damage. On a barren or lifeless planet (such as Mars, Venus, or the Moon), the attack does only 25% normal damage. On an extremely lush planet (such as a planet covered in forests, jungle, or teeming with other forms of life), the attack inflicts double damage. On an Earth-like planet, it does normal damage.
Damage: The attack does 50 M.D. per melee round spent forming it per level of the martial artist. For example, a 10th level martial artist creates a ball of energy that can do 500 M.D. per round spent forming it. There is no limit to how long the martial artist can spend creating the Spirit Bomb. The minimum time spent forming the Genki Dama is one melee round.
Range: 1 mile (1.6 km) per level of experience per round spent forming it. For example, the 10th level martial artist would have a range of 10 miles (16.1 km) per round spent forming the Genki Dama.
Blast Radius: This attack has a blast radius of 50’ (15.2 m) per round spent forming it per level of the martial artist. All targets within the blast radius take a tenth of the normal damage except for the point of impact, which takes full damage. For example, a 5th level martial artist spends ten rounds forming the bomb, it would do 2500 M.D. to an area of 2500’ (762 m) and it would cost 100 Ki to create.
Ki: 10 per melee spent forming the bomb.
10. Hankokubikkurisho (Energy Trap)
The martial artist shoots a blast of Ki energy using both hands and when it hits the target, it will envelope them in a sphere of Ki energy from which they cannot escape. While trapped in the sphere, none of the victim’s attacks will escape and they will detonate upon hitting the inner surface of the sphere. Everyone outside of the sphere can attack into the sphere with no problems, and anything trapped in the sphere is also damaged by the blast radius of an attack that occurs from outside the sphere.
M.D.C.: The sphere has 100 M.D.C. per level of experience.
Range: 1 mile (1.6 km) per level of experience.
Ki: 50
11. Kakusandan
The martial artist shoots a blast from each hand then controls the blasts so that they merge just before hitting the target. The merged blast will fly above the heads of the target area, where they will split against into many smaller Ki bolts that rain down upon the target area. The martial artist can create up to ten energy blasts per level of experience. Treat dodging the Kakusandan attack as if dodging a volley of missiles. The martial artist can determine how many energy small energy blasts are actually created, but the energy blasts must be fired in multiples of ten. For example, a 6thlevel martial artist could fire 60 energy blasts each doing 1D4x10+30 M.D. with a range of 6400’ (??? m) and costing 90 Ki to create.
Damage: Each small energy blast inflicts 1D4x10 M.D. +5 M.D. per level of experience.
Range: 4000' (1219.2 km) +400' (121.9 km) per level of experience.
Ki: 30 and +10 per ten blasts fired.
12. Kame Hame Ha
Devised by Master Roshi, the Kame Hame Ha is an extension of one's Ki that is expelled through one's hands. Hand position is generally in the shape of an open clam. The direction of the blast can be controlled in mid-air and if the martial artist continues to concentrate on the energy blast, he can continue to make more than one attack. If the target dodges, then the martial artist can use another melee action to try to hit the target again. If the roll for a strike is a natural 1-4, then the energy blast is out of control and cannot be used to attack the target again, however, if the target was near the ground, the energy blast will hit the ground near the target.
Damage: 4D6x10 M.D. +10 M.D. per level of experience.
Range: 3 miles (4.8 km) +0.2 miles (0.32 km) per level of experience.
Blast Radius: This attack has a blast radius of 100' (30.5 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Ki: 35
13. Kikoho (Spirit Blast)
Shaping one’s hands into a triangle enables the martial artist to use this attack. It uses the life force of the martial artist to inflict damage the target. This attack is hard to dodge, but it drains so much of the martial artist's strength, that it is seldom used.
Damage: +5 M.D. for every point of Ki used to perform this attack and +10 M.D. for every Hit Point or M.D.C. point (for M.D.C. creatures only) sacrificed to use this attack.
Range: 2 miles (3.2 km) +0.1 miles (0.16 km) per level of experience.
Blast Radius: This attack has a blast radius of 50' (15.2 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Bonuses: +8 to strike
Ki: Varies
14. Makanosappo (Special Beam Cannon)
A highly condensed beam of energy, the Makankosappo can pierce the strongest of armor. It is cast by putting ones first two fingers on the forehead, pointing the fingers at the target, and the energy beam comes from the fingertips. This attack completely ignores any Natural or M.D.C. Armor Rating that the target may possess.
Damage: 5D6x10 M.D. +10 M.D. per level of experience.
Range: 5 miles (8.1 km) +0.5 miles (0.81 km) per level of experience.
Bonuses: +3 to strike
Ki: 45
15. Masenko
To form this attack, the martial artist places his hands about his head and concentrates the Ki Energy into a tightly packed ball of energy. The ball of energy is then fired in a beam towards the primary target. This is one of the most powerful attacks available to a martial artist.
Damage: 2D4x100 M.D. +50 M.D. per level of experience.
Range: 2000' (610 m) +100' (30.5 km) per level of experience.
Blast Radius: This attack has a blast radius of 25' (7.6 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Ki: 70

Maneuvering Techniques
Each Maneuvering Technique can be taken twice. If they are taken twice, then their effects are doubled. If a technique has a permanent Ki cost, it is only paid the first time the technique is chosen, not both times.
1. Teleport
With teleportation, the martial artist transforms their body into pure Ki Energy, which can instantly travel over great distances. Unlike Zanzoken, which allows the martial artist to travel at incredible speeds for a short period of time, teleport allows the martial artist to pass through barriers unhindered.
Duration: Instant
Range: 10 miles (16.1 km) per level of experience. This range is doubled if Teleport is taken twice.
Ki: 15

Miscellaneous Ki Techniques
Techniques that fall into this category are not attacks, they do not affect a martial artist's maneuverability, nor do they directly increase the strength of a martial artist, but they are important. Some of the most powerful and useful techniques can be found in this category, and any master of Ki Manipulation has a few of these abilities. These techniques can only be taken once and Nameks cannot choose the Regeneration technique.
1. Healing Touch
The martial artist can heal others simply by touching them. This power can close wounds, clear the body of any toxins (both normal and magical), and dispel any magic curses, but cannot regenerate limbs or bring people back from the dead.
Ki: 1 for every 10 hit points / S.D.C. / M.D.C. points healed.

2. Kiai
The use of this technique allows the martial artist to reduce the damage he will take from any incominng ranged attack. When an opponent launches an attack against the martial artist, the martial artist can immiediately activate this ability to reduce the damage by 50%. This technique can be combined with the Ki Shield or Deflect techniques and the cost to use either technique will be based on the reduced damage of the attack, not the original damage, unlike if the martial artist attempted to roll with the attack. This technique does not work on hand-to-hand attacks, only ranged ones.
Ki: 20
3. Mask Ki Energy
This technique allows the martial artist to mask his power level so that he is considered to be much less powerful than he actually is. When this technique is active, there is only a 5% chance that psionic powers, spells, the Sense Ki technique, and other similar abilities can detect the character, and even when he is detected, the martial artist will appear to be a normal human being. While this technique is active, the martial artist can only perform the following techniques: Sense Ki, Bukujutsu (Flight, and limited to 100 mph / 161.1 km/h), and Healing Touch.
Duration: 1 hour per level of experience.
Ki: 2
4. Sense Ki
The martial artist can detect powerful beings within the area of effect. This power allows them to not only sense powerful beings, but to track them and determine their Power Level. This technique is always active and will awaken the martial artist if a power level equal to or greater than the martial artist’s power level comes within range. Using this technique, the martial artist cannot be surprised or attacked from behind without their knowledge. They receive only half the penalty when blinded, because they can still sense those around them. Also, this ability allows the martial artist to know exactly how much damage any energy attack will inflict before it hits, which is critical if the martial artist knows the Ki Shield or Deflect techniques.
Range: 5 miles (8.1 km) per level of experience.
Ki: Permanently reduces the martial artist’s Ki by 10 points. This cost is paid only when this technique is selected.
5. Sustain Power
With this technique, the body of the martial artist is less stressed when using the Power Increasing Techniques. All damage received from the Transformation technique, which includes the Saiyan's ability to transform into a Super Saiyan, is eliminated. Damage from the Kaio-Ken technique is reduced by half. Duration for the Kyadaika and Transformation techniques are increased to permanent, and the duration for all other Power Increasing Techniques are tripled. This technique is very rare and has only been mastered by a few individuals, including Goku and Gohan on Earth.
Ki: Permanently reduces the martial artist’s Ki by 40 points. This cost is paid only when this technique is selected.

Power Increasing Techniques
The power increasing techniques are usually hard to attain, a martial artist must either be specially trained by another martial artist that possesses the ability or they must spend several months training themsleves in order to get a single Power Increasing Technique. These techniques can only be chosen once each, except for Transformation and Kyadaika (Growth), both of which can be taken multiple times and each time they are taken, the martial artist is able to transform into an even more powerful creature. For example, Frieza had four separate forms that he could transform into, each more powerful than the previous one, and he had also taken the Kyadaika (Growth) technique two times. Saiyans cannot choose the Transformation or Energizing techniques. Nameks cannot choose the Fusion technique. Nameks can choose Energizing, but they still retain their own ability to become M.D.C. creatures and it overrides the M.D.C. ability of the Energizing technique, but not the M.D.C. bonus.
1. Absorb Energy
This technique allows the martial artist to permanently increase his stats at the expense of the target. Absorbing energy in this manner requires the martial artist to touch the target and use one melee attack to activate this technique. The base chance that energy can be absorbed is 25% +5% per level of experience. If this roll is failed, then the martial artist expends the required Ki, but nothing happens and the martial artist is free to try again. If the roll is successful, then the martial artist can choose a to gain one of the following bonuses: +4 to hit points, +10 to S.D.C., +6 to M.D.C. (only if the martial artist in an M.D.C. creature), +2 to Strength, +2 to Endurance, +2 to Prowess, +5 to Spd, +3 to PPE, or +3 to Ki. This bonus is permanent and the target receives a penalty equal to the bonus chosen by the martial artist. An S.D.C. creature loses 6 S.D.C. and/or hit points if the martial artist was draining M.D.C., and an M.D.C. creature loses an equal amount of M.D.C. if the martial artist was draining S.D.C. or hit points.
Duration: Permanent
Ki: 40
2. Energy Drain
This technique allows the martial artist to temporarily increase his stats at the expense of the target. Draining energy in this manner requires the martial artist to touch the target and use one melee attack to activate this technique. Unlike, the Absorb Energy technique, this technique is automatically successful and drains energy at a faster rate, even though it only lasts for a short while. When draining energy, the martial artist can choose a to gain one of the following bonuses multiplied by his level of experience: +2 to hit points, +5 to S.D.C., +3 to M.D.C. (only if the martial artist in an M.D.C. creature), +1 to Strength, +1 to Endurance, +1 to Prowess, +2 to Spd, +2 to PPE, or +2 to Ki. For example, a 5th level martial artist could drain 10 hit points with a single use of this technique. However, the martial artist cannot drain more from a single stat then the target has. For example, when used on a target with a Strength of 6, the martial could not drain 7 or more Strength. This bonus is temporary and the target receives a penalty equal to the bonus chosen by the martial artist. An S.D.C. creature loses an equal amount of S.D.C. and/or hit points if the martial artist was draining M.D.C., and an M.D.C. creature loses an equal amount of M.D.C. if the martial artist was draining S.D.C. or hit points.
Duration: 20 minutes per level of experience. At the end of the duration, the martial artist loses the bonuses listed above and the target regains them.
Ki: 20
3. Fusion
When two beings find that they are overwhelmed by a greater power, they have little choice but to fuse into one being in order to defeat their opponent. This technique allows two beings that are genetically compatible to fuse into a single being of greater power. Creatures that can mate and bear on offspring are genetically compatible. For example, Humans and Saiyans are genetically compatible, but Humans and Elves are not. The two personalities of the beings also fuse, but usually a single personality will become dominant. For example, if a good and an evil being merge, then either the good side or the evil side will be dominant. A fused creature, the combination of two beings, can then be fused with another being to make an even more powerful creature, but only two beings can fuse with a single use of this technique. The fused creature knows all techniques and skills known by both of the fused beings. Any special abilities owned by one being are owned by the fused being. For example, if one of the being's had supernatural strength, then the fused being will also have supernatural strength.
Duration: 1 minute per level of experience, using the new fused being's level of experience.
Bonuses: The two beings fuse into a single beings and all physical attributes are combined, combat bonuses are determined by taking the highest between the two beings and are increased by a further +3, and the attacks per melee are determined by taking the highest between the two beings and increasing it by +2. All non-physical attributes are determined by taking the highest between the two. The fused being's Ki, level of experience, hit points, S.D.C., and M.D.C. (only if both beings are M.D.C. creatures) are determined by combining the numbers of both beings together. If only one of the beings was an M.D.C. creature, then the fused being will have an M.D.C. value equal to the M.D.C. of one being added to the hit points and S.D.C. of the other being. For example, if one being was third level and had an IQ of 12, a Strength of 13, a Prowess of 6, 2 attacks per melee, +1 to strike, 14 hit points, and 10 S.D.C., and the other being was third level, had an IQ of 14, a Strength of 9, a Prowess of 7, 3 attacks per melee, +1 to dodge, and 25 M.D.C., then the fused being would be sixth level, have an IQ of 14, a Strength of 22, a Prowess of 13, 49 M.D.C., 5 attacks per melee, +4 to strike, +4 to dodge, and +3 to all other combat actions.
Ki: Each being must spend 40 Ki in order to fuse together.
Note: Both beings must know this technique in order to use.
4. Kaio-Ken
Devised by the North Kaio, otherwise known as King Kai or the God of the North Galaxy, the Kaio-Ken is a powerful technique that enables a person to move faster and hit harder. This technique must be used sparingly because of the enormous stress that it places on the body of the martial artist. A martial artist can control a Kaio-Ken level up twice his level of experience. For example, a 5th level martial artist could control up to a Kaio-Ken x10 level. For every Kaio-Ken level used, the martial artist adds +5 to Strength, Prowess, and Endurance, +10 to Spd, +25 to S.D.C. (or M.D.C. for an M.D.C. creature), and all physical or ki technique attacks are multiplied by the Kaio-Ken level used. For example a normal punch would do 1D4 times the Kaio-Ken level. However, the strain of using the Kaio-Ken can be as great as the increase in power it provides. For every Kaio-Ken level that the martial artist is using that is equal to or less then his own level of experience he takes 1D4 points of damage directly to hit points, for every Kaio-Ken level between his level of experience and the level he can control he takes 1D6 damage directly to hit points, and for every level that he cannot control he takes 2D6 damage directly to hit points. This damage occurs when the martial artist first uses the Kaio-Ken technique and the martial artist takes half this damage at the beginning of each melee round that he continues to use it. For example, a 5th level martial artist using a Kaio-Ken x8 would add +40 Strength, Prowess, and Endurance, +80 to Spd attribute, +200 to his S.D.C., and if an attack would normally do 1D6 points of damage, it would now do 1D6x8 points of damage instead. But the martial artist would take 5D4+3D6 points of damage directly to his hit points when this technique was activated and would take (5D4+3D6)/2 at the beginning of each melee round while he continued to use it. If the same 5th level martial artist tried to use a Kaio-Ken level of x15, he would take 5D4+5D6+10D6 points of damage directly to his hit points and an additional (5D4+5D6+10D6)/2 points of damage at the beginning of each melee round, but he would be able to add +75 to Strength, Prowess, Endurance, +150 to Spd attributes, +375 to his S.D.C., and if an attack would normally do 1D6 points of damage, it would now do 1D6x15 points of damage instead. Once selected, the Kaio-Ken level cannot be changed without cancelling this technique and activating it again.
Duration: 1 melee per level of experience.
Bonuses: +5 to Strength, Prowess, Endurance, and Spd and +25 S.D.C. for every level of Kaio-Ken used, and multiply damage from all attacks by the level of Kaio-Ken used.
Ki: In addition to taking damage from using the Kaio-Ken technique, it costs the martial artist 15 Ki multiplied by the Kaio-Ken level selected.
5. Kyadaika (Growth)
Using this technique, the martial artist can grow to an enormous size, which increases the martial artist's strength tremendously. Each time this technique is selected, the martial artist can activate it and double their size and increase their mass by three times. However, the martial artist must activate this technique once for each time it is taken. For example, if a martial artist that was 5' (1.5 m) tall and weighing only 100 lbs (?? kg) selected this technique three times would grow to 10' (?? m) tall and 300 lbs (?? kg) by activating this technique once, then would grow to 20' (?? m) tall and 900 lbs (?? kg) by activating it twice, and finally would grow to 40' (?? m) tall and 2700 lbs (?? kg) by activating it a third time. Each time this technique is activated, the bonuses provided below are applied to the martial artist, but at the end of the duration for the first activation of this technique, the martial artist will return to normal.
Duration: 3 minutes per level of experience.
Bonuses: +10 to Strength, +5 to Endurance, +25 to Spd, +25% of their maximum S.D.C. as a bonus to their S.D.C. , +10% to hit points, and +25% of their maximum M.D.C. as a bonus to their M.D.C. (for M.D.C. creatures only).
Ki: 35
6. Split Form
This special technique allows the martial artist to create multiple copies of their body and mind, each not as powerful as the original being, but more powerful combined than the original. Each split essence has 75% of the original’s power. For example, a martial artist splits into two forms, both have 75% of the original’s physical attributes, S.D.C., hit points, M.D.C. (for M.D.C. creatures only), and Ki, but both forms would possess the same non-physical attributes, skills, Ki manipulation techniques, spells, and special abilities as the original. Those two forms could also split into two more forms (making 4 forms total), giving the two newer forms 75% of the power level of the already split form (or 56.25% of the original’s power).
Duration: 5 minutes per level of experience.
Ki: 30 for each split into two beings.
7. Transformation
When a being runs into an opponent it cannot defeat in its original form, this techniques allows it to transform into a more powerful state. This process can take a long time to complete, and costs a lot of energy to perform. Creatures that do have the ability to transform often avoid it because it places a lot of strain on their bodies. Some races undergo small genetic changes when they transform, such as a Saiyan’s hair changing color when they go Super Saiyan, but races like Changelings would undergo a radical transformation, exploiting the race’s natural transformation ability. To transform, the martial artist activates this technique and spends the next 1D6 melee actions transforming (roll when this technique is selected, the transform will always take the same amount of time each time it is activated). In addition, this technique can be selected multiple times, allowing the martial artist to transform into a stronger and stronger creature. Unfortunately, each transformation takes 1D6 melee actions per the number of transformation the martial artist is attempting to use. For example, the first transformation takes 1D6 melee actions, the second transformation takes 2D6 melee actions, the third takes 3D6 melee actions, and so on. As mentioned above, roll these numbers when this technique is selected, once rolled the number of melee actions required to transform cannot be changed. Each time the martial artist transforms, they also gain the bonuses listed below.
Duration: 5 minutes per level of experience.
Bonuses: +15 to Strength, Prowess, and Endurance, +30 to Spd, +2D4x10 to Ki, +2 attacks per melee, +2 to all combat rolls, Strength and Endurance become supernatural, and all Ki Manipulation Techniques except Power Increasing Techniques are used as if the martial artist had +2 levels of experience. If the martial aritst was an S.D.C. creature, then combine their hit points and S.D.C. and double it to determine their M.D.C. value. If the martial artist was an M.D.C. creature (including from a previous use of this technique), then double their M.D.C. value. The martial artist also gains a Natural and M.D.C. Armor Rating of 10 plus the number of transformations they have completed (so after two transformations, they would an Armor Rating of 12). Determine these bonuses each time the technique is chosen and they are the same every time the martial artist transforms.
Penalties: If the martial artist does not have a natural transformation ability, such as a Changling's ability, then the martial artist immiediately takes 1D6 points of damage directly to hit points (or M.D. if naturally an M.D.C. creature) multiplied by the number of times this technique has been activated and at the beginning of each melee round. For example, a Human using this technique three times would take 1D6 points of damage directly to hit points for activating it once, then 1D6x2 for activating it twice, and then 1D6x3 for activating it the third time, and would continue to take 1D6x3 at the beginning of each melee round he remained transformed.
Ki: 50 and the martial artist must pay 1 Ki at the beginning of every minute that he remains transformed.

Legendary Ki Techniques
These are incredibly powerful techniques and only one technique can ever be known by a single martial artist. To learn one of these abilities, the martial artist must be trained by another being that already possesses that ability.

1. Death Ball
This attack devastates the tectonic plates of the area around the point of impact, or if the martial artist is powerful enough, it can destroy an entire planet. This ball of energy is incredibly dense and nearly unstoppable and it cannot be parried or absorbed, but it can be destroyed by energy attacks before it hits a planet. All energy attacks do a quarter their normal damage and are at -10 to strike the ball of energy. The ball cannot dodge any incoming attacks but it is only affected by direct hits and is not damaged by the blast radius of an attack. Any physical object caught in the path of the ball are simply pushed along in front of it as it plunges towards the surface of a planet. When it reaches the surface, it plunges towards the center of the planet and disrupts the tectonic plates as it travels. The martial artist expends Ki to determine the intensity of the Earthquake, the more Ki spent, the more intense the Earthquake will be. After tenth level, the martial artist is capable of destroying a planet by launching a death ball that is capable of literally pulling the planet apart, the Death Ball will reach the planet’s core, disrupt it, and the planet will explode 4D6 minutes later.
Duration: The earthquakes will last for 1D6 minutes per level of experience.
Area of Effect: 5 miles (8 km) per level of experience
M.D.C.: 200
Speed: 10 mph (16.1 km/h)
Ki: 1 point per tenth of a point on the Richter scale desired by the martial aritst. For example, to create an earthquake with a strength of 8.7 on the Richter scale, it would cost 87 Ki. It costs 300 Ki to create a Death Ball capable of destroying a planet, but the martial artist must be tenth level or above to create it.
2. False Moon
This attack creates a ball of Ki Energy that perfectly simulates the light of a full moon, similar to the manner that a Globe of Daylight recreates the light of the sun. This allows Saiyans to transform into their Oozaru form for as long as the False Moon is active. The existence of the False Moon will also affect any other creature that has some effect that occurs during a full moon or in moonlight. This technique was developed by a Saiyan named Bardock from the planet Vegita and is very rare, even among the remaining Saiyans.
Duration: 3D6 minutes per level of experience.
Area of Effect: 5 miles (8.1 km) per level of experience.
Ki: 100
3. Ki Ghost
The Ki Ghost technique was developed on Earth by the sons of Vegeta and Goku and used against the demon monster Majin Buu. Called the Super Ghost Kamikaze Attack by Trunks and Goten, this technique creates a special creature made out of Ki energy that will explode upon contact with its target or with another Ki Ghost. The ghost is capable of full movement and flies at a speed of 500 mph (804.7 km/h), but has only a limited intelligence. The ghost is in telepathic communication with its creator, so the martial artist can direct the ghost at will to a new target. There is no maximum distance that the ghost can travel away from its creator, but if it is sent into another dimension, it will instantly disappear.
Duration: 1D4 minutes per level of experience.
Damage: 1D6x100 M.D. +20 M.D. per level of experience.
Blast Radius: This attack has a blast radius of 100' (30.5 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
Ki: 150
4. Shunkanido (Instantaneous Transport)
The martial artist with this technique can theoretically go anywhere in the dimension they are currently in, the only thing the martial artist has to do is concentrate. The martial artist places two fingers on his forehead, searches for a location he wants to go to, and once he finds it, the martial artist can teleport there. Individual locations are hard to distinguish, but every race has its own unique Ki signature that the martial artist can identify if they have ever met a member of that race at least once. For example, after meeting his first Namek, a martial artist could search for the Ki signature of the Nameks and be able teleport to any location or near any location in the same dimension that has a least one Namek. Once a destination has been selected, the martial artist will be instantly transported there and can always return to where he left from without needing to search for it. It takes 3D6 minutes to search for a physical location that the martial artist has never been to, even if it is described to him in detail, and 1D6 minutes to search for a race's Ki signature.
Range: Self or touch only.
Ki: 60
5. Time Freeze
Altering time can allow much weaker opponents to defeat stronger ones by moving positions so that they easily dodge all incoming attacks or launch attacks that opponents do not have time to dodge. Because of the intense concentration required to freeze time, the being loses control over most of their bodily functions and they stop breathing. When time is stopped the martial artist can automatically dodge all attacks that were directed at him before time was frozen (no roll is necessary) and this technique can be activated in response in an incoming attack, just like how it is possible to dodge or parry an incoming attack. Once time is frozen, the martial artist has his normal number of attacks and can attack any target around him. But only hand-to-hand attacks will hit the target until the Time Freeze ends. For example, the martial artist freezes time and fires an energy beam at the target in front of him and then moves to the side of that target and fires another energy beam. When the Time Freeze ends, both attacks will race towards the target simultaneously. If the attacks are coming from an unexpected directions, then the target has a penalty of –6 to dodge each of those attacks. Anything that enters the area of effect is unaffected by the Time Freeze and can interact with the martial artist that started the time freeze, but their ranged attacks suffer the same penalty as the martial artist that started the Time Freeze.
Duration: 1 melee per level of experience or until the martial artist must breathe, whichever comes first.
Area of Effect: 5' (1.5 m) per level of experience.
Ki: 50
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