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Z Fighters



Ki Manipulation martial arts styles:


Ki Manipulation' Revised by Wildstar64
Original by Cheethorne
Entrance Requirements: must have some potential for psionics (races that have no psionics cannot use this art). PE of 15 or higher and ME of 12 or higher
Skill Cost: 12 years (8 years as a secondary style)
It is not know where or how this art originated, however it has grown to wide use among certain areas of the megaverse. Any race with psychic potential can learn this potentially devastating art. Finding a willing teacher however can be difficult, as some masters of this art zealously guard its secrets for fear of empowering some force that could one day crush them.


Should one find and gain the acceptance of a master however they will discover a startling and deadly style that puts power above all else. The manipulation of ki or psychic energy is the primary focus of this style leaving room for relatively few physical attacks and techniques. The abilities gained however more than makeup for that lacking edge. A master of this art is most likely to enter combat feeling out his opponent with light hand to hand techniques, a few punches and kicks to gauge his opponent's skill. Once he has taken his measure the master will unleash an overwhelming array of energy attacks to destroy his enemy.


=Finding a master of this art can be simple and impossible at the same time. While a master of this art is easy to recognize in combat, finding one outside of combat is likely to take researching rumors and myths about legendary fighters and other such information.
Costume:
None, normally the training uniform is decided by the master. Also sometimes Outside the dojo anything is worn. Training is conducted in a sleeveless karate style gi with a heavy dry fitting short sleeve undershirt. Weighted boots, weighted wrist bracers, small weighted shoulder pads, and a weighted spider silk sash are also worn for training. Gi are typically red, blue, black , green, purple, etc. The color is dependent on the students preference. Bracers, boots, shoulder pads, and undershirt are the same color as the Gi. Sashes are used to show rank: White: beginner Yellow: 4th year student Orange: 8th year student Silver: senior student Gold: Master Stance: None, most of the techniques have no specific stance and the art focuses more on energy manipulation than physical combat
CHARACTER BONUSES
Add +1 to M.E.
Add +1 to P.S.
Add +1D6x10 to S.D.C.
Add +2D6x10 to I.S.P.
Add +15 I.S.P. per level of experience starting at level two students of this art are considered master psychics.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Back Flip, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Parry, Dodge.
Advanced Defense Moves: Break Fall, Disarm, Multiple Dodge.
Hand Attacks: Knife Hand, Palm Strike, Punch, Power Punch.
Foot Attacks: Kick Attack, Roundhouse Kick, Wheel Kick.
Jumping Foot Attacks: Jump Kick, Flying Jump Kick.
Special Attacks: Death Blow, Body Flip/Throw, Body Block/Tackle, Elbow, Knee.
Holds/Locks: Arm Lock, Elbow Lock, Neck Hold.
Weapon Kata: None.
Modifiers to Attacks: Critical Strike, Knockout/Stun.
SKILLS INCLUDED IN TRAINING
Martial Art Powers:
Gains four techniques from any of the ki manipulation categories save legendary and special energy attacks. Gains two additional techniques at every level starting with level two. Techniques can be from any category save legendary. Can start choosing from the legendary category at level 10. Because of the time spent mastering and developing ki the student also gains the chi defense, chi relaxation, and sense chi abilities +10 of choice.
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, + to Dodge.
2nd: +1 to Parry and Maintain Balance.
3rd: +1 Attack per Melee, +2 to Strike.
4th: +2 to Damage, +1 Initiative.
5th: +1 to Parry, Critical Strike on a Natural 20.
6th: +2 Roll with Punch/Fall/Impact, +2 Ki Manipulation Techniques.
7th: +1 Attack per Melee, +1 to Strike.
8th: Critical Strike on Natural 18-20, +1 to Initiative.
9th: +2 to Dodge, +1 to Parry.
10th: +1 Initiative and Damage, Knockout/Stun on Natural 19-20.
11th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
12th: +2 to Strike, +1 to Maintain Balance, +2 Ki Manipulation Techniques.
13th: +1 to Initiative, +2 to Damage.
14th: +1 Attack per Melee, +2 to Parry, +1 to Dodge.
15th: +1 to Strike, +1 to Dodge, Death Blow on Natural 19-20.
Why Study Ki Manipulation?
Who doesn't want to yell Kame Hame Ha and watch the GM's latest creation go up in smoke. Ki Manipulation Techniques
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Flowing Dragon Spirit (Exclusive) By WIldstar64
Entrance Requirements: None.
Skill Cost: 12 Years.


Nearly four hundred years ago an enlightened immortal called Nameless found his way into the Center on Phase World. Fascinated by what he saw he strove to adventure and learn more. It was during this time he met an Oni martial arts master. Amazed at how similar the Oni were to his native homeland Nameless decided to challenge this man. After the duel finished they both acknowledge each others skills and formed a fast friendship. They traveled for years together learning martial arts and exploring the universe. As they traveled a new art grew between them. This art was focused on the mastery of ones energy and the use of martial arts to this end. As they traveled their shared art grew however the Oni did not have the immortality held by his friend. When his friend passed Master Nameless choose to teach the art that had grown between them to others who were willing to seek him out. To this end he established a dojo on a lush but deadly and foreboding world. The natural dangers and predators of this world were so dangerous that many civilizations simply chose not to colonize it. Armed only with his martial skill he used his resources to build a school. Located on a planet in the corkscrew galaxy it is close enough to the CCW to not be harassed by most of the major powers. Also as many people now live on the world it is now under the protection of the CCW even though it is not an official member. The school is attended by those seeking a new quiet life. As it is generally unknown many people come here for a fresh start. Nameless teaches many arts but the major art of the school is flowing dragon spirit. Practitioners train for a minimum of twelve years, after which they either join the school as instructors, join the community, or leave the planet. Should the planet ever come under attack all students will return to defend the world.
A master of flowing dragon spirit is amazing to watch in battle. They will appear to explode from defensive to aggressive only to return to defensive in the blink of an eye. In combat a master would cautiously gauge his opponent with feints and dodges before appearing to explode into a devastating series of attacks and counterstrikes. Once an opening is found it is exploited until it is closed, however usually the opponent is unconscious long before they can close an opening. Their mastery of CHI and various martial art techniques can make a master appear almost super human in their ability.


Costume: Outside the dojo anything is worn. Training is conducted in a sleeveless karate style gi with a heavy dry fitting short sleeve undershirt. Weighted boots, weighted wrist bracers, small weighted shoulder pads, and a weighted spider silk sash are also worn for training. Gi are typically red, blue, black , green, purple, etc. The color is dependent on the students preference. Bracers, boots, shoulder pads, and undershirt are the same color as the Gi. Sashes are used to show rank: White: beginner Yellow: 4th year student Orange: 8th year student Silver: senior student Gold: Master (Master ranking must be attained in a master test conducted by Nameless himself. One test is conducted every five years.)
Stance: Loose foreword stance with knees slightly bent, left hand extended in front of the body and fingers spread slightly. The right hand is held close to the stomach with the knuckles pointed down. Weight is rested lightly on the balls of the feet.
CHARACTER BONUSES Add +2 to M.E.
Add +2 to M.A.
COMBAT SKILLS Attacks per Melee: 3
Escape Moves: Back Flip, Leap, Maintain Balance, Roll with Punch/Fall/Impact.
Attack Moves: Back Flip, Leap.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Back Flip, Breakfall, Combination Parry/Attack.
Hand Attacks: Back Fist, Knife Hand, Palm Strike, Power Punch, Punch (Human Fist).
Foot Attacks: Crescent Kick, Kick Attack, Reverse Turning Kick, Roundhouse Kick, Snap Kick, Sweep Kick.
Jumping Foot Attacks: Flying Jump Kick, Flying Reverse Turn Kick, Jump Kick.
Special Attacks: Body Flip/Throw, Elbow, Knee, Leap Attack.


Dragon Fist Martial Art Technique: A punch, jab or open hand strike that inflicts an additional 1D4x10 M.D. to supernatural beings, demons, elementals, and creatures of magic, including dragons and, incidentally, other oni ninja! This attack counts as two melee attacks/actions and cannot be combined with a power punch. On a natural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Flowing Dragon Spirit master is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Flowing Dragon Spirit master can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.



Dragon Kick Martial Art Technique: The ninja learns to channel his Chi into a powerful kick that does 1D6x10 M.D. to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and cannot be combined with a power punch kick. On a ntural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Flowing Dragon Spirit master is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Flowing Dragon Spirit can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Dragon Leap Kick/Punch Martial Art Technique: A powerful leap kick that inflicts 3D6x10 M.D. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself. On a natural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Flowing Dragon Spirit is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Flowing Dragon Spirit can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Fast Hands Martial Art Technique: The Flowing Dragon Spirit master can move his hands so quickly that he can block/parry every attack leveled at him simultaneously from multiple attacks without using up a melee attack/action. (Essentially an Automatic Circular Parry, this is classified as a Martial Art Technique because of it's incredible combat power.)


Spirit Fist (Chi Mastery Ability, Negative or Positive): A punch, jab or open hand strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D. punch. Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack. Cannot be used as a power punch or dragon fist. Cost: 10 Positive or Negative Chi per strike.


Inner Strength (Chi Mastery Ability, Positive): The Flowing Dragon Spirit master does not fatigue, P.S. and speed attributes are temporarily increased by six points, +4 to save vs poison, drugs or disease, +10% to save vs coma, +2 to save vs mind control, and +1 to save vs magic. Chi must be spent every melee the power is "on." Activating it counts as one melee attack/action. Cost: 5 Positive Chi per melee round (15 seconds).


Holds/Locks: Arm Hold, Leg Hold, Elbow Lock, Wrist Lock.
Weapon Kata: None
Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knock-out/Stun, Pull Punch.
SKILLS INCLUDED IN TRAINING Martial Art Powers: Select a total of 10 Powers from among Chi Mastery. Also, Select 10 Powers from among Martial Art Techniques, and Body Hardening Techniques. Automatically Receives Stone Ox, Kanshu (iron hand), Tamashiwara(Board Breaking) and Chagi (kick practice), also Gains eight techniques from any of the ki manipulation categories save legendary and special energy attacks. Gains two additional techniques at every level starting with level two. Techniques can be from any category save legendary. Can start choosing from the legendary category at level 10.
Languages: Trade Four, Trade One
Cultural (Choose one): Calligraphy, Go, Gardening, or Bonsai.
Physical: Climbing, Running, Swimming.
Survival: Land Navigation.
Temple: Fasting.
Philosophical Training: Bushido.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Isshin-Ryu (4 years), Kyokushinkai Karate (3 years), Te (4 years), Yu-Sool (6 years), Tai Chi-Chuan ( 6 years), and Shao-Lin (5 years).
LEVEL ADVANCEMENT BONUSES 1st: +1 to Strike and Parry, +2 to Dodge.
2nd: +1 Attack per Melee, +2 to Disarm.
3rd: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques.
4th: +1 to Roll with Punch /Fall/Impact, +1 to Back Flip.
5th: +1 Attack per Melee, +1 to Parry and Dodge.
6th: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques.
7th: Double existing Chi, +2 to Strike.
8th: +1 Attack per Melee, +1 to Disarm and Roll with Punch /Fall/Impact, +2 to Maintain Balance.
9th: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques, Knockout/Stun on Natural 18-20.
10th: +1 to Back Flip and Leap.
11th: +1 Attack per Melee, +2 Parry and Dodge, +1 Maintain Balance.
12th: Select One additional Martial Art Power from Body Hardening, Chi Mastery, or Martial Art Techniques, +1 to Strike, Critical Strike on Natural 19 or 20.
13th: +1 to Disarm, +2 Pull Punch.
14th: Double existing Chi, +1 Attack per Melee.
15th: +1 to Parry, Dodge, and Strike, +2 Pull Punch.
Why Study Flowing Dragon Spirit? Flowing dragon spirit is a controlled and focused art that stresses control over one's spirit. A master is nearly invincible in combat thanks to a reinforcement of chi and martial art techniques. Although nearly unbeatable in single combat it can be overwhelmed by multiple attackers


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=Ki Manipulation Techniques =






===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.


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.


o Damage: 1D12 M.D. per level of experience


o Range: 1500' (457.2 m) per level of experience


o Bonuses: +2 to strike


o I.S.P.: 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 ISP cost of the gum will increase, not the penalties.


o 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.


o Range: 100’ (30.5 m) +10’ (3.1 m) per level of experience.


o I.S.P.: 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 ISP cost will increase, not the radius of the cone.


o Damage: 1D6 M.D. of fire damage per level of experience.


o Range: 50’ (15.2 m) +5’ (1.5 m) per level of experience.


o I.S.P.: 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.


o Damage: 1D6 M.D. per level of experience


o Range: 3’ (0.9 m) +1’ (0.3 m) per level of experience.


o I.S.P.: 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 ISP cost will increase, not the damage caused by hitting a target.


o 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.


o Range: 1000’ (305 m) +50’ (15.2 m) per level of experience.


o I.S.P.: 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.


o Damage: 1D8 M.D. per level of experience.


o Range: 2000’ (610 m) +50’ (15.2 m) per level of experience.


o I.S.P.: 8


7. 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.


o Range: Increases the length of a single limb by up to +2' (0.61 m) per level of experience.


o I.S.P.: 2


8. 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.


o Damage: 1D10 M.D. per level of experience.


o Range: 5000’ (1524 m) +250’ (76.2 m) per level of experience.


o Bonuses: Target has a penalty of -2 to dodge this attack.


o I.S.P.: 12


9. 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.


o Damage: Each blast inflicts 1D4 M.D. per level of experience.


o Range: 1000’ (305 m) +100’ (30.5 m) per level of experience.


o I.S.P.: 10 and +4 per five blasts fired.


10. 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.


o Damage: 1D8 M.D. per level of experience.


o Range: 6000’ (1828.8 m) +200’ (61 m) per level of experience.


o I.S.P.: 11


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.


o Damage: 1D6 M.D. per level of experience.


o Range: 3000’ (914.4 m) +100’ (30.5 m) per level of experience.


o I.S.P.: 7


12. 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.


o Duration: 1D4 melees per level of experience.


o I.S.P.: 5


13. 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).


o Damage: 1D4 M.D. per level of experience.


o Range: 1000' (305 m) per level of experience.


o Bonuses: +4 to strike and the target has a penalty of -2 to dodge this attack.


o 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.


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.


o 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.


o Range: 2 miles (3.2 km) +0.5 miles (0.8 km) per level of experience.


o I.S.P.: 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. 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.


o Range: 1000’ (305 m) +100’ (30.5 m) per level of experience.


o Area of Effect: Radius of 50’ (15.2 m) +50’ (15.2 m) per level of experience.


o Duration: 1 melee per level of experience.


o I.S.P.: 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.


o Damage: 3D6x10 M.D. +10 M.D. per level of experience.


o Blast Radius: 100’ (30.5 m) per level of experience.


o I.S.P.: 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.


o Damage: 4D4x100 M.D. +100 M.D. per level of experience.


o Range: 50 miles (80.5 km) +5 miles (8.1 km) per level of experience.


o 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.


o I.S.P.: 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.


o Damage: 6D6x10 M.D. +15 M.D. per level of experience.


o Range: 5 miles (8.1 km) +1 mile (1.6 km) per level of experience.


o 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.


o Bonuses: +2 to initiative during the melee it is used, but primary target has a bonus of +3 to dodge.


o I.S.P.: 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.


o Damage: 6D6x10 M.D. +15 M.D. per level of experience.


o Range: 4 miles (6.4 km) +0.75 miles (1.2 km) per level of experience.


o 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.


o I.S.P.: 50


7. 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.


o Damage: 1D4x100 M.D. +25 M.D. per level of experience.


o Range: 3 miles (4.8 km) +0.25 miles (0.4 km) per level of experience.


o 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.


o I.S.P.: 60


8. 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.


o 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.


o 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.


o 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.


o I.S.P.: 10 per melee spent forming the bomb.


9. 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.


o M.D.C.: The sphere has 100 M.D.C. per level of experience.


o Range: 1 mile (1.6 km) per level of experience.


o I.S.P.: 50


10. 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.


o Damage: Each small energy blast inflicts 1D4x10 M.D. +5 M.D. per level of experience.


o Range: 4000' (1219.2 km) +400' (121.9 km) per level of experience.


o I.S.P.: 30 and +10 per ten blasts fired.


11. 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.


o Damage: 4D6x10 M.D. +10 M.D. per level of experience.


o Range: 3 miles (4.8 km) +0.2 miles (0.32 km) per level of experience.


o 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.


o I.S.P.: 35


12. 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.


o 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.


o Range: 2 miles (3.2 km) +0.1 miles (0.16 km) per level of experience.


o 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.


o Bonuses: +8 to strike


o I.S.P.: Varies


13. 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.


o Damage: 5D6x10 M.D. +10 M.D. per level of experience.


o Range: 5 miles (8.1 km) +0.5 miles (0.81 km) per level of experience.


o Bonuses: +3 to strike


o I.S.P.: 45


14. 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.


o Damage: 2D4x100 M.D. +50 M.D. per level of experience.


o Range: 2000' (610 m) +100' (30.5 km) per level of experience.


o 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.


o I.S.P.: 70


15. 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.


o 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.


o 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.


o 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.


1. 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.


o Duration: Unlimited, once this ability is selected the martial artist can fly at will.


o 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.


2. 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.


o Duration: Until the martial artist's next action.


o I.S.P.: 15


3. 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.


o Duration: Instant


o Range: 10 miles (16.1 km) per level of experience. This range is doubled if Teleport is taken twice.


o I.S.P.: 15


4. 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.


o Duration: Instant


o 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.


o 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.


1. 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.


o Duration: 1 minute per level of experience.


o M.D.C.: 100 M.D.C. +15 M.D.C. per level of experience.


o 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.


2. 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.


o 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.


3. 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.


o I.S.P.: 1 for every 10 hit points / S.D.C. / M.D.C. points healed.


4. 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.


o 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.


5. 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.


o I.S.P.: 20


6. 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.


o Duration: 1 hour per level of experience.


o I.S.P.: 2


7. 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.


o 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.


8. 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.


o Range: 5 miles (8.1 km) per level of experience.


o I.S.P.: Permanently reduces the martial artist’s ISP by 10 points. This cost is paid only when this technique is selected.


9. 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.


o 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.


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 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.


o Duration: Permanent


o I.S.P.: 40


2. 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.


o Duration: Permanent


o I.S.P.: 10 for each day spent training, with a minimum cost of 10 ISP.


3. 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.


o Duration: 2 minutes per level of experience from the first time the martial artist begins energizing.


o 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.


4. 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.


o 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.


o I.S.P.: 20


5. 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.


o Duration: 1 minute per level of experience, using the new fused being's level of experience.


o 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.


o I.S.P.: Each being must spend 40 ISP in order to fuse together.


o Note: Both beings must know this technique in order to use.


6. 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.


o Duration: 1 melee per level of experience.


o 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.


o 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.


7. 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.


o Duration: 3 minutes per level of experience.


o 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.


o I.S.P.: 35


8. 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.


o Duration: Until the end of the encounter / fight.


o 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.


o I.S.P.: Permanently reduces the martial artist’s ISP by 20 points. This cost is paid only when this technique is selected.


9. '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).


o Duration: 5 minutes per level of experience.


o I.S.P.: 30 for each split into two beings.


10. 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.


o Duration: 5 minutes per level of experience.


o 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.


o 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.


o 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.


1. 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.


o Range: 10' (3.1 m) per level of experience.


o I.S.P.: 80


2. 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.


o Duration: The earthquakes will last for 1D6 minutes per level of experience.


o Area of Effect: 5 miles (8 km) per level of experience


o M.D.C.: 200


o Speed: 10 mph (16.1 km/h)


o 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.


3. 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.


o Duration: 3D6 minutes per level of experience.


o Area of Effect: 5 miles (8.1 km) per level of experience.


o I.S.P.: 100


4. 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.


o Duration: 1D4 minutes per level of experience.


o Damage: 1D6x100 M.D. +20 M.D. per level of experience.


o 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.


o I.S.P.: 150


5. 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.


o Range: Self or touch only.


o I.S.P.: 60


6. 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.


o Duration: Conditionally permanent; if an absorbed creature is released from the martial artist, all bonuses and techniques the creature provided are instantly lost.


o I.S.P.: 300


7. 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.


o Duration: 1 melee per level of experience or until the martial artist must breathe, whichever comes first.


o Area of Effect: 5' (1.5 m) per level of experience.


o I.S.P.: 50



Senzu Beans


People that eat a single senzu bean feel instantly restored and they regain all lost Hit Points, S.D.C., M.D.C., PPE, and ISP, all poisons and toxins are instantly cured, and all negative spells are instantly ended. Multiple beams can be consumed at once or within a short time span, but they will only restore health, not improve it. If only a fraction of a beam is consumed, then only that portion of energy is restored. For example, if a person consumes half of a Senzu Beam, they will be healed 50% of their maximum Hit Points, S.D.C., M.D.C., PPE, and ISP to their current level. No matter how much of the beam is consumed, it will always cure all poisons and toxins, both normal and magical and will cancel any negative spells affecting the eater. Consuming a full beam will give a bonus of +50% to save vs. coma / death for up to 12 hours after the consumption of the beam, but multiple beams will not add any additional bonuses to save vs. coma. Senzu Beans are grown by Korrin who lives at the top of an impossibly high tower and are only given out to proven heroes of good alignment, usually in a bag holding 1D6 beans.


===Saiyan Scouter ===


Designed by a race that worked briefly with Frieza before he destroyed them, these Scouters allow the wearer to determine the exact power level of any nearby person. This Scouter can also locate any creature that has a power level of over 10 within a radius of 50 miles (80.5 km). The Scouter can also be used to locate powerful magical items, such as rune objects, within a radius of 5 miles (8 km). The Scouters are also equipped with extremely powerful Faster-Then-Light transmitters and can instantly transmit information from one Scouter to another within a radius of 10 light years. Two-way communication is possible only within a radius of 2 light years. (reads PS/PP/PE/SPD/MDC/LV/PPE/CHI/ISPx10 is the battle potential)


  • M.D.C.: 15


Regeneration Tube


The Regeneration Tube allows any being inside of it to be healed much faster than normal. Frieza’s men had only a basic regeneration tube until the discovery of the Saiyans and using samples of Saiyan DNA, they created a new healing fluid that allows for a much greater rate of regeneration. Any being in the tube regains their S.D.Cx10 is the battle potential)., Hit Points, ISP, and M.D.C. back at a rate of 5% per hour in the tube, this means that at maximum, no being would take longer to heal then 20 hours straight, no matter how much S.D.C., Hit Points, ISP, or M.D.C. they had. While in the tube, the being is in a state of near meditation, their body and muscles are perfectly relaxed, but their minds are active. Although most prefer to sleep while in the regeneration tube, some prefer to stay awake while they are healed.


  • M.D.C. per Location: Main Body - 150

===Saiyan Armor ===


Originally designed by the peaceful race that inhabited the planet of Vegita, the Saiyans decided to retain the ability to produce these suits of armor when they destroyed the other race. When Frieza first contacted the Saiyans, he was quite impressed with the technological level of the armor and acquired the ability to produce these suits, and has since then made them standard issue on all of his troops. The armor is virtually weightless, highly flexible, and instantly expandable. This allows a Saiyan to wear the armor in their normal form and then transform into an Oozaru and still be protected by the armor. This armor provides a penalty of -5% to prowl.


  • M.D.C. per Location: Main Body - 200


Advanced Saiyan Armor


This is a more advanced version of the regular Saiyan Armor that Frieza’s forces designed. Very few of these suits were built before Frieza’s death, but Frieza and Captain Ginyu, leader of the mercenary group known as the Ginyu Force, wore sets. It is nearly identical to the regular Saiyan Armor, but does not have shoulder guards, hip guards, or a crotch guard, eliminating the penalty to prowl. Using technology on Earth, the Capsule Corporation was able to produce Advanced Saiyan Armor, and during the battle against the android Cell, the Saiyan warriors on Earth wore suits of armor of this type.


  • M.D.C. per Location: Main Body - 500

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