Powers

These powers were chosen based on the fact that they were the most common, and most often used.

1. Flight: The character can fly 250 mph. Flying costs 5 ki per hour.

2. Advanced Flight: Must have flight. The character can fly at Mach 1 tops. It costs 20 ki per hour. This generates a blue aero field around the character.

3. Discharge: Gives the character the ability to discharge ki and balls of energy. The balls inflict 1d10 damage per 5 ki spent. A character can never use more than 25x his level in ki.

4. Multi-Fireball: This shoots 1d6 fireballs levels 1-3, 2d6 fireballs levels4-6, and 3d6 fireballs levels 5-15. Each fireball inflicts 1d10 damage. Costs 35 chi. Must have discharge. Costs two stamina points.

5. Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. The character can use this to attack and dodge. Make strike/dodge roll plus usual bonuses with an additional +2 to strike/dodge. If they fail they can try to use normal strike/dodge plus usual bonuses. Costs 10 ki and must have SPD 25+.

6. Charge: This allows the character to gain chi from their surroundings. The character will gain 25 ki per action. A character can only use this 3x his level during a battle.

7. Aura of Protection: For every point of ki used the character gains 5 HP to his aura. It only lasts for one action. It costs no actions to use and can be put up automatically. He can never spend more than twenty five times his level. A level one character can only have 125 HP.

8. Sense Chi: The character can detect a chi trace across an entire planet. It costs 10 ki. There is a 50% chance that he will recognize the chi trace of someone familiar to them like a friend or an archenemy.

9. Eye beams: The character can blast small beams of energy through his eyes. Inflicts 3d6-damage and costs 10 ki. +1d6 every two levels.

10. Mouth Blast: This is a strong attack let loose through the character's mouth. 4d10 damage 25 ki, +1d10 damage each level.

11. Bulk Up: The character can spend 5 ki to give himself +1 to damage for that action. Can only use 5x his level in ki.

12. Super Bulk Up: The character can spend 10 ki to give himself +3 to damage for that action. Can only use 5x his level in ki. Must have Bulk Up.

13. Multi Punch: 1d6 punches at level 1-7, 2d6 punches at levels 8-15. These do the damage of a normal punch. This can only be used once per melee, and costs two stamina points.

14. Multi Kick: 1d6 kicks levels 1-7, 2d6 levels 8-15. Can only be used once per melee, and costs three stamina points.

15. Split Form: Takes one action to perform and makes two identical fighters. First divide all attributes by 4, and then add that to half the regular attribute. For example: Majin X has a STR of 60. Divide 60 by 4=15, then add it to half of 60 which=45. So the two identical warriors have a STR of 45 each. Divide ki and HP by 2. Determine attacks by dividing each of their DEX by 10. Note that after using one splitting technique, a character cannot split again or tri-fork etc.

 

16. Super Telekinesis: Character has the ability to move objects with his mind. They can use it to throw people or hit people with a telekinetic blast. A telekinetic blast costs 30 ki for 1d6x10 damage, and is +2 to strike.

17. Tri-fork technique: This amazing technique allows the character to split into three separate entities to allow for greater chances in battle. Each of the three produced has 50% of the original character's attributes excluding INT and MNT, which remain the same. HP is 50% as well as chi. The three will recombine after losing half of their HP. Subtract their total losses of Ki and HP from the original characters. This costs 40 ki and 8 STM points.

18. Taiyoken: costs 20 chi, and blinds anyone who doesn't close his eyes, for two actions. After the first time the characters get to roll a saving throw versus the Taiyoken. Greater than 12 means they closed their eyes in time.