Ki Manipulation Techniques
(Version 1.05 - Last Modified: 12/06/2004)
Standard Energy Attack Techniques
The standard energy attacks are very basic energy attacks that fire beams of Ki energy of no
particular type, unless otherwise stated in the description of the technique. This energy does
not count as magical or psionic in nature, but creatures that take less damage from energy
attacks will take less damage from one of these attacks. 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 ISP 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 ISP (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 ISP cost.
- 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
- I.S.P.: 15
- 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 ISP cost of the
gum will increase, not the penalties.
- Damage: None, but the target suffers -5 to PP, -3 to strike, -4 to parry,
-2 to dodge, and loses half of his attacks per melee. 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.
- I.S.P.: 10
- 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 ISP 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.
- I.S.P.: 8
- 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.
- I.S.P.: 4
- 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 ISP 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.
- I.S.P.: 10
- 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.
- I.S.P.: 8
- Limb Elongation
This technique allows the martial artist to increase the length of one of their limbs.
Elongated limbs do not add any extra joints and are not any more flexible, but they
have a much longer reach. The muscles of the martial artist increase to allow the
martial artist to use the longer limbs without penalty.
- Range: Increases the length of a single limb by up to +2' (0.61 m) per level
of experience.
- I.S.P.: 2
- 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.
- I.S.P.: 12
- 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 ISP for all 25 energy blasts. If taken multiple times, only the damage, range, and
ISP 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.
- I.S.P.: 10 and +4 per five blasts fired.
- 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.
- I.S.P.: 11
- 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.
- I.S.P.: 7
- 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.
- I.S.P.: 5
- 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.
- I.S.P.: 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.
- 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.
- I.S.P.: 45
- 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. Psionics possessed by the trapped
beings may still be used. For example, 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.
- I.S.P.: 50
- 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.
- I.S.P.: 30
- 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.
- I.S.P.: 120
- 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.
- I.S.P.: 55
- 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.
- I.S.P.: 50
- 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 PS
attribute check equal to twice the level of experience martial artist combined with
the martial artist's PS attribute. Increase the roll of the target of the technique
by +5 if the target has Extraordinary (Augmented) Strength, by +10 if the target has
Robotic (Superhuman) Strength, and by +15 if the target has Supernatural Strength.
Increase the strength of the bonds by +5 if the martial artist has Extraordinary
Strength, by +10 if the martial artist has Robotic Strength, and by +15 if the martial
artist has Supernatural Strength. To perform a PS attribute check, the target must use
a melee attack and then rolls a d20 and adds his PS 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.
- I.S.P.: 40
- 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.
- I.S.P.: 60
- 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 ISP to create.
- I.S.P.: 10 per melee spent forming the bomb.
- 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.
- I.S.P.: 50
- 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 6th level martial artist could fire 60 energy blasts each
doing 1D4x10+30 M.D. with a range of 6400’ (??? m) and costing 90 ISP 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.
- I.S.P.: 30 and +10 per ten blasts fired.
- 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.
- I.S.P.: 35
- 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 ISP 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
- I.S.P.: Varies
- 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
- I.S.P.: 45
- 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.
- I.S.P.: 70
- Self Destruct
When facing an enemy vastly more powerful, a martial artist can use this desperate
technique before they die in order to take as many enemies with them as possible. By
channeling their power throughout their body, a martial artist can cause a violent
reaction that will cause a large explosion. There is no chance that the martial
artist will survive the explosion that is released when their energy explodes. For
purposes of the Cellular Regeneration legendary ki technique, living cells of the
martial artist always survives this attack, but the martial artist is reduced to zero
hit points or M.D.C. and then takes the same damage that this technique inflicts.
- Damage: +10 M.D. for every point of ISP remaining, including the ISP used
to activate this technique, and +50 M.D. per level of experience.
- Blast Radius: This attack has a blast radius of 25’ (7.6 m) per level of
experience. All targets within the blast radius take half damage except for the
point of impact, which takes full damage. If the martial artist is holding onto
something or someone, that object will take full damage.
- I.S.P.: 25
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 ISP cost, it is only paid the first time the
technique is chosen, not both times.
- Bukujutsu (Flight)
With this ability the martial artist can fly at speeds up to 100 mph (160.5 km/h)
per level of experience. However, if taken twice, the martial artist can fly at
speeds up to Mach 1 (745 mph / 1200 km/h) per level of experience. For example, a
10th level martial artist that has taken this technique twice can travel
at speeds up to Mach 10 (7450 mph / 12,000 km/h). The martial artist can stop
instantly and reach maximum velocity within 5 seconds and is not affected by
inertia or the g-forces from acceleration. This ability allows a martial artist to
break through the atmosphere of a planet, but it does not allow the martial artist
to survive in space.
- Duration: Unlimited, once this ability is selected the martial artist
can fly at will.
- I.S.P.: Permanently reduces the martial artist’s ISP by 15 points, this
cost is paid only when this technique is selected., but the martial artist
must have at least 1% of his base ISP, rounding all fractions up, in his
reserve in order to use this ability. For example, if the martial artist had
a base of 140 ISP, then he must maintain 2 points of ISP in reserve in order
to use this technique.
- Saruken (Avoid)
Saruken is used to distract an opponent and avoid an incoming attack. When this
ability is used, the martial artist begins to move quickly but erratically to
distract an opponent. When the opponent is distracted, his next attack against
the martial artist is affected and it allows the martial artist to roll twice to
perform a defensive action, like dodge or parry, against the incoming attack. If
the martial artist failed the first roll, then the he can roll a second time.
The martial artist gains +6 to the defensive action he uses for the first roll,
but only +3 for the second roll, in addition to all normal bonuses. Increse these
bonuses to +10 for the first roll and +5 for the second roll if Saruken is taken
twice. If the attack does hit, it is only a glancing blow, inflicting half of its
normal damage. This technique affects all attacks that are directed toward the
martial artist until the martial artist's next action.
- Duration: Until the martial artist's next action.
- I.S.P.: 15
- 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.
- I.S.P.: 15
- Zanzoken (Blurring)
This techniques allows the martial artist to dematerialize and quickly move to
another spot close by. The technique leaves a silhouette of the martial artist for
in their original location for a fraction of a second, causing the "blur" effect.
This technique can be used in two ways. The first way is to use it to seemingly
teleport to a new location within a range of 10' (3.1 m) per level of experience.
If this technique is taken twice, increase the range of the "blur" effect to 20'
(6.2 m) per level of experience. Using Zanzoken in this manner requires the use of
a melee attack. The second way to use this technique is in repsonse to an incoming
attack, just like how the martial can dodge in resonse to an incoming attack. If
used in this way, the martial artist moves very quickly away from the incoming
attack, providing the martial aritst a large bonus to dodge, and moving the martial
artist 10' (3.1) per level of experience from his original location with a
blur-like effect. This range is also doubled if this technique is taken twice. This
second use of Zanzoken does not require a melee attack to activate, but dodging an
attack still wastes the marital artist's next melee attack as normal. This technique
does not enable the martial artist to teleport through an object, but instead
creates an incredible burst of speed that allows the martial artist to move from one
location to another very quickly.
- Duration: Instant
- Bonuses: If used in response to an attack, the martial artist gains the
combat ability of auto-dodge and +8 to dodge. However, no bonuses to dodge are
used when using the auto-dodge combat ability. If taken twice, the martial
artist gains an additional +4 when dodging normally and +2 when using the
auto-dodge combat ability.
- I.S.P.: Permanently reduces the martial artist’s ISP by 20 points, this
cost is paid only when this technique is selected, but the martial artist must
have at least 2% of his base ISP, rounding all fractions up, in his reserve in
order to use this ability. For example, if the martial artist had a base of 140
ISP, then he must maintain 3 points of ISP in reserve in order to use this
technique.
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.
- Barrier
The Barrier technique is similar to the Ki Shield, but instead of defending
against each attack individually, the martial artist can create a force field
around himself to absorb the damage. The Barrier can be used to cover just the
martial artist or it can be extended to cover an area with a radius of up to 5’
(1.5 m) per level of experience. This technique can be used in combination with
the Kiai technique to reduce the damage that would be caused by an incoming
attack.
- Duration: 1 minute per level of experience.
- M.D.C.: 100 M.D.C. +15 M.D.C. per level of experience.
- I.S.P.: 15 to create the barrier and 2 ISP to recharge the barrier
by 1 M.D.C. point. Recharging the barrier requires one melee action, but
any amount of ISP can be used to recharge the barrier with that action.
- Deflect
This technique is used to deflect an incoming attack so that the martial artist
will not be hit by it. To successfully deflect an incoming attack the martial
artist must activate this technique, which uses the martial artist's next attack,
just like dodging the attack would, then the martial artist must successfully
roll to parry the attack, using all normal bonues to parry, and then they must
pay ISP to deflect the attack, but they must spend more ISP to deflect a more
powerful attack. Most times the martial artist does not know the strength of an
attack or how much ISP to use to block it, but if the martial artist is wearing a
Saiyan Scouter or has the Sense Ki
technique, then they will instinctively know how strong any Ki attack or psionic
attack is. If the martial artist spends more ISP then needed to block an attack,
the extra ISP is wasted. This technique does not work on physical attacks, only
energy-based attacks, but some Ki attacks cannot be deflected and this will be
mentioned in their description. Finally, an incoming attack cannot be partially
deflected, the martial artist must deflect the entire attack.
- I.S.P.: Permanently reduces the martial artist’s ISP by 20 points;
this cost is paid only when this technique is selected.. The marital artist
must pay one fifth of the amount of damage inflicted by the attack in order
to deflect it, rounding all fractions up and with a minimum of 1 ISP point.
The martial artist sets how much ISP they wish to use with this technique,
but if they do not spend enough, the ISP is wasted and the martial artist is
hit with the full strength of the blast. For example, if an incoming
Galick-Ho (Mega-Beam) attack was to inflict 42 points of damage, the martial
artist would have spend 9 ISP to deflect the attack; spending any less then 9
would result in the martial artist getting hit by the full force of the blast.
- Focus Energy
The martial artist has the ability to gather his energy into making a more powerful
attack. This technique can be used with any Standard Energy Attack Techniques for
each additional melee attack that the martial artist uses to "focus" his energy,
increase the damage of the attack by 100% of its base damage. For example, if a
martial artist used four melee attacks with this ability on an attack that would
normally inflict 4D6 points of damage, the attack would inflict a total of 4D6x4
points of damage. However, the attack is not launched until the final melee attack
spent focusing and during the time the martial artist is focusing, he cannot attack
or use any offensive actions, but he can still defend himself normally and use other
defensive techniques, like Deflect and Ki Shield.
- I.S.P.: Increase the ISP cost of the technique that is being focused on
by 50% for each melee spent focusing. For example, if a martial artist spent 3
melee attacks focusing on a technique that normally costs 10, then the final
cost would be 25 (10 + 3 x [10 x 50%] = 10 + 15 = 25).
- 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.
- I.S.P.: 1 for every 10 hit points / S.D.C. / M.D.C. points healed.
- Ki Shield
When using the Ki Shield, the martial artist is nearly immune to less powerful
opponents. To successfully use this technique on an incoming attack, the martial
artist must activate this technique, which does not require the martial artist's
next next melee attack, just like parrying the attack would not, then the martial
artist must successfully roll to parry the attack, using all normal bonues to
parry, and then they pay ISP to reduce the damage inflicted by the attack. Most
times the martial artist does not know the strength of an attack, but if the
martial artist is wearing a Saiyan
Scouter or has the Sense Ki technique, then they will instinctively know how
strong any Ki attack or psionic attack is. If the martial artist spends more ISP
then needed to reduce an attack to cause no damage, the extra ISP is wasted. This
technique can be used to reduce the damage from any incoming attack. Finally, an
incoming attack can be partially reduced to cause less damage. This technique
does allow a non-M.D.C. creature to defend himself against M.D. attacks, at least
while they still have ISP to use.
- I.S.P.: Permanently reduces the martial artist’s ISP by 10 points;
this cost is paid only when this technique is selected.. For every point of
ISP used to activate this technique, reduce the damage from an incoming
attack by four points. For example, if an incoming Galick-Ho (Mega-Beam)
attack was to inflict 42 points of damage, the martial artist could spend
11 ISP to completely negate the damage of the attack.
- 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.
- I.S.P.: 20
- 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.
- I.S.P.: 2
- One Final Shot
Like Focus Energy, this technique does nothing on its own and is instead combined
with a Standard Energy or Special Energy Ki Technique. With this technique, the
martial artist can increase the range, area of effect, and destructive capability
of a single attack, but afterwards, the martial artist is exhausted and incredibly
weakened. Using this technique consumes all but one point of the martial artist's
ISP and exhausts the martial artist, making them lose all but two attacks per melee
and suffering -10 to all combat rolls and no Standard Energy, Special Energy, Power
Increasing, or Legendary Ki Techniques can be used. This weakened state lasts for
one hour, but ISP is regained at the martial artist's normal rate. This technique
cannot be combined with the Self-Destruct Special Energy Ki Technique. Out of the
pool of consumed ISP, divide this amount by the cost of activating the selected ki
technique and this is the number of ISP increments for determining the final strength
of the attack. Multiply the duration, damage, range, blast radius, and any numbers
created or chosen by this technique by the number of ISP increments. For example, if
a third level martial artist had 101 ISP when this technique was used in conjunction
with Makosen, original ISP cost of 12, then this consumes 100 ISP and creates 8 ISP
increments (100 / 12 = 8 with a remainder of 4) then the final attack would have a
range of 46,000' (14,021 m) and would inflict 3D10x8 points of damage.
- Damage: Increase damage by 100% of the attack's normal damage per ISP
increment.
- Range: Increase range by 100% of the attack's normal damage per ISP
increment.
- Blast Radius: Increase damage by 100% of the attack's normal damage per
ISP increment.
- I.S.P.: This attack consumes all but one point of the martial artist's ISP.
- Regeneration
Although most races can heal themselves over time or with the help of advanced
technology, few creatures can regenerate entire limbs in an instant. This
technique allows the martial artist to direct a portion of his ISP into
regenerating lost limbs and internal organs. Any limb or internal organ can be
regenerated as long as the martial artist can live long enough without the organ
in order to use this technique. So, while they might be able to regenerate a
stomach or their liver, they would not live long enough to regenerate a heart or
brain. It takes one melee round of concentration in order to regenerate an
external limb, such as an arm or a leg and two melees to regenerate an internal
organ, such as an eye, a single failed lung, or repairing minor heart damage.
The martial artist also regenerates at a constant rate of 10 S.D.C. / hit points
/ M.D.C. per minute, but if they drop below 1% of their maximum hit points, then
they only heal at a rate of 1 S.D.C. / hit points / M.D.C. per minute. Hit points
must be restored to maximum before any S.D.C. is regenerated.
- I.S.P.: Permanently reduces the martial artist’s ISP by 10 points;
this cost is paid only when this technique is selected. It costs 15 ISP to
regenerate a limb and 40 to regenerate an internal organ.
- 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.
- I.S.P.: Permanently reduces the martial artist’s ISP by 10 points.
This cost is paid only when this technique is selected.
- 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.
- I.S.P.: Permanently reduces the martial artist’s ISP 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.
- 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 ISP, 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 PS, +2 to PE, +2 to PP, +5 to Spd, +3 to
PPE, or +3 to ISP. 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
- I.S.P.: 40
- Body Training
Sometimes a martial artist will hear of a danger that will threaten him at
some point in the future. In order to meet this danger, a martial artist often
trains hard to become strong enough to defeat this unknown danger. With this
technique, the martial artist is able to focus his mind and body on the task of
training. The artist can train for any length of time that they wish in intervals
of hours, but for every day that they spend training they must rest for an entire
day at the end of their training, rounding extra hours up to the nearest day. For
example, if a martial artist trained for 30 days and 6 hours, they would require
31 days of complete rest. During this rest period, the martial artist is mentally
and physically exhausted and all of the physical attributes, except for P.B., are
reduced to 5 each until the rest period is over.
For every day that the martial artist spends training, he gain 12 training points
(0.5 training points per hour) multiplied by the current level of gravity in g’s.
For example, training for 10 days at 100g (100 times Earth’s gravity) will result
in 12,000 training points. Training points can only be accumulated over a single
training period and must be used at the end of that traning period or they are
lost. It costs 50 training points to increase a physical attribute by one point,
30 points to increase hit points by one point, 20 points to increase S.D.C. by one
point, 25 points to increase M.D.C. by one point (for M.D.C. creatures only), 20
points to increase I.S.P. by one point, 250 points to gain one psychic ability
from either the Healing, Sensitive, or Physical categories, and 300 points to gain
one Ki Manipulation Technique from any category except Legendary Ki Techniques and
Power Increasing Techniques.
- Duration: Permanent
- I.S.P.: 10 for each day spent training, with a minimum cost of 10 ISP.
- Energizing
With this ability, a martial artist is able to focus their energy into increasing
their strength and speed. A martial can spend ISP and several melee actions and
increase his physical attributes to incredible levels. For each level of
experience, a martial artist can spend one melee action and 2 ISP to add +4 to PS,
+2 to PP, +2 to PE, +5 to Spd, +1 to Natural and M.D.C. Armor Ratings, +5 to his
M.D.C. (M.D.C. calculated below), and all Ki Manipulation Techniques except Power
Increasing Techniques are used as if the martial artist had +1 level of experience.
For example, a 3rd level martial artist can spend up to 3 melee actions
and 6 ISP (2 ISP per action) to gain a total bonus of +12 to PS, +6 to PE, +6 to
PP, +15 to Spd, +3 to Natural and M.D.C. Armor Ratings, +15 to his M.D.C., and
uses all non-Power Increasing Techniques at 6th level. However, a
martial artist does not need to increase to his maximum level all at once, he can
spend one melee action at the beginning of a fight and more at any point during a
fight. When “energized,” a martial artist’s S.D.C. and Hit Points are combined and
divided by two to determine the martial artist’s M.D.C., rounding all fractions
down. For example, a martial artist with 80 S.D.C. and 42 Hit Points would have
61 M.D.C. before the bonus mentioned above is applied. Also, when “energized,” a
martial aritst’s PS and PE become supernatural and he becomes a supernatural
creature when attacked by magical weapons. When a martial artist chooses to stop
being energized, he instantly loses all bonuses and returns to normal.
- Duration: 2 minutes per level of experience from the first time the
martial artist begins energizing.
- I.S.P.: 2 per melee action spent “energizing”. At the end of the
duration, the martial artist can spend the same amount of ISP that he did
energizing himself up to his current level in a single moment to reset the
duration. For example, a fifth level martial artist that spent four melee
actions and 8 ISP energizing can spend 8 ISP at the end of the 10 minute
duration to gain an additional 10 minutes on the duration. This process can
be repeated as many times as the martial artist wishes.
- 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 PS, +1 to PE, +1 to PP, +2 to Spd, +2 to PPE, or +2 to ISP. 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 PS of 6, the
martial could not drain 7 or more PS. 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.
- I.S.P.: 20
- 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. Natural and M.D.C. Armor Rating is
determined by taking this highest between the two. The fused being's ISP,
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 PS of 13, a PP 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 PS of 9, a PP 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 PS of 22, a PP of 13, 49 M.D.C., 5 attacks per melee, +4 to strike,
+4 to dodge, and +3 to all other combat actions.
- I.S.P.: Each being must spend 40 ISP in order to fuse together.
- Note: Both beings must know this technique in order to use.
- 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 PS, PP, and PE, +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
PS, PP, and PE, +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 PS, PP, PE, +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 PS, PP, PE, 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.
- I.S.P.: In addition to taking damage from using the Kaio-Ken technique,
it costs the martial artist 15 ISP multiplied by the Kaio-Ken level selected.
- 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 PS, +5 to PE, +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). In addition,
the martial artist's Natural and M.D.C. Armor Rating becomes 12 and PS and PE
become supernatural.
- I.S.P.: 35
- Second Wind
A fight can last a long time and a martial artist may find himself in a desperate
situation where he is wearing down faster then his opponent. This technique helps
tip the balance of power back into the hands of the martial aritst. This technique
automatically activates whenever the martial artist is reduced to 10% of their
S.D.C., M.D.C., (if an M.D.C. creature), or ISP, but only once per encounter and
only once per day. As soon as the martial aritst meets one of the conditions above,
the bonuses listed below immiedietely take effect and last until the end of the
encounter.
- Duration: Until the end of the encounter / fight.
- Bonuses: +10 to PS, PP, and PE, +15 to Spd, +20% of their maximum S.D.C.
as a bonus to their S.D.C., +20% of their maximum M.D.C. as a bonus to their
M.D.C. (for M.D.C. creatures only), and +25% of their maximum ISP as a bonus to
their ISP.
- I.S.P.: Permanently reduces the martial artist’s ISP by 20 points. This
cost is paid only when this technique is selected.
- 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 ISP, but both forms would possess the same non-physical attributes,
skills, physical beauty attribute, ki manipulation techniques, spells, psionic
powers, 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.
- I.S.P.: 30 for each split into two beings.
- 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 PS, PP, and PE, +30 to Spd, +2D4x10 to ISP, +2 attacks
per melee, +2 to all combat rolls, PS and PE 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.
- I.S.P.: 50 and the martial artist must pay 1 ISP 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.
- Body Transfer
This is usually only used when an opponent greatly outmatches the martial artist.
A common tactic for using this technique is to allow the opponent to heavily injure
the martial artist and then perform the transfer, so that when it is complete, the
opponent will find himself trapped in a badly beaten body. This is a devastating
technique that is only known by a few beings, one of these beings in the leader of
the mercenary group known as the Ginyu Force. This technique can be used to extend
the natural life span of the martial artist indefinitely, as long as new bodies are
acquired. When this technique is used, the martial artist unleashes a energy beam
from his mouth and the target of the technique must dodge the attack or be forced to
switch bodies with the martial artist. All non-physical attributes are transferred
from one being to another, as is ISP, PPE, all skills, spells, psionic powers, Ki
Manipulation Techniques, and experience level, but the martial artist uses the
physical attributes of the body they now occupy. Unfortunately, it takes a while for
the martial artist to adjust to the new body and they will be unable to use any
natural abilities for 1D4 hours after the transfer has occurred.
- Range: 10' (3.1 m) per level of experience.
- I.S.P.: 80
- Cellular Regeneration
This technique is very rare and incredibly powerful. With it, a martial artist is almost
impossible to kill. If even a single cell of the martial artist remains, then the body
will regenerate and the martial artist will survive, no matter how damage or how many
pieces their body might have been blown into. As long as the martial artist had at least
1 point of ISP at the time of his death and as long as at least a cell of his body
remains (as in his body was not completely disintegrated), he will regenerate at a rate
of 1 hit point or M.D.C. per level of experience per melee round until he has is at least
1 hit point above zero. During this time, the martial artists remaining cells, if they
are near each other, will come together and begin to multiply and combine until a whole
body is completed as the martial artist gains 1 hit point. When the martial artist has
reached this threshold, he regains consciousness and can use other regenerative or healing
abilities to restore the rest of the damage. To ensure that the martial artist's body is
disintegrated, he must be attacked with in such a way as the entire body is consumed by
the attack, such as an explosion or a area effect technique, and he must be brought to
a negative hit point or M.D.C. value of at least equal to his maximum combined hit points
and S.D.C. or his M.D.C. value if he is a natural M.D.C. creature. If this happens, then
there is a 60% chance that all of the martial artist's cells have been destroyed. To be
effective at all, any attack directed at the martial artist's remains must inflict at
least 10% of the necessary negative value to have a chance of destroying his cells. For
example, if a martial artist has a maximum value of 100 S.D.C. and 60 hit points, then he
must be reduced to at least -160 hit points and an attack that effects an area that
covers his entire body must deal at least 16 points of damage to have a chance of
destroying the last of his remaining cells.
- I.S.P.: Permanently reduces the martial artist’s ISP by 100 points. This cost
is paid only when this technique is selected.
- 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 ISP to determine the intensity of the Earthquake, the
more ISP 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)
- I.S.P.: 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 ISP. It costs 300 ISP to create
a Death Ball capable of destroying a planet, but the martial artist must be
tenth level or above to create it.
- 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.
- I.S.P.: 100
- 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.
- I.S.P.: 150
- 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.
- I.S.P.: 60
- Super Absorption
This technique is similar to the Absorb Energy technique from the Power
Increasing Techniques, but it is much more powerful. Instead of merely
absorbing some of the energy from the target, all of the target's energy is
instantly absorbed, in addition, any Ki Manipulation Techniques known by the
absorbed target are instantly known by the martial artist using this technique.
Each of the target's physical attributes, except PB, are added to the martial
artist's attributes and any special properties on those attributes, such as
supernatural PS or PE, are also gained by the martial artist. Any mental
attributes that the target has that are higher then the martial artist's
replaces the martial artist's values. In addition, the target's S.D.C. and
Hit Points are added to the martial artist's. If the martial artist is an M.D.C.
creature and the target is an M.D.C. creature, then the M.D.C. of the target is
added to the martial artist, but if the target was an M.D.C. creature and the
martial artist is not, then the M.D.C. is doubled and split evenly between S.D.C.
and Hit Points and added to the martial artist, which remains an S.D.C. creature.
If the target is an S.D.C. creature and the martial artist is an M.D.C. creature,
then the target's S.D.C. and Hit Points are combined and divided by two and then
absorbed by the martial artist and added to his M.D.C. value. To actually absorb
a creature, the target must be weakened to at least 90% of its S.D.C. / Hit
Points or M.D.C. and the martial artist must concentrate on absorbing the creature
for an entire melee round. During this melee round, the martial artist can take
defensive actions, but cannot attack or take any other offensive actions. At the
end of the melee round, the target must roll to save vs. psionics, and if the roll
is failed, the target is absorbed, but if the roll succeeds, the martial artist can
concentrate for another melee round and try again. While this technique appears to
be permanent, there is a chance to free the absorbed victims, but it is very
difficult. First, the marital artist must be weakened to at least 75% of his S.D.C.
/ Hit Points or M.D.C. and a permanent Mind Wipe must be done on the martial artist
to erase the knowledge that a specific creature was absorbed. Once the Mind Wipe
for that specific creature is done, that creature will be ejected from the martial
artist's body and materialize nearby. Once the creature has been ejected, the
martial artist will once again remember everything erased by the Mind Wipe.
- Duration: Conditionally permanent; if an absorbed creature is
released from the martial artist, all bonuses and techniques the creature
provided are instantly lost.
- I.S.P.: 300
- 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.
- I.S.P.: 50