TECHNIQUE AND ABILITY POINTS:
All new players must use the following chart to find out which moves they can start out with! Each player starts out with 4 points to distribute! You then pick which moves you want by the points! When you have 0 points you can no longer pick a move to use! Each move will have a game description, write this down on your character sheet, (surrounded in parentheses as shown below) so before used, a ref. or G.M. knows its affects! [Note # 1: It might be easiest to copy and paste this to your character sheet] To earn more move points, your p.l. has to at least double, if you're a non-warrior race, or go up x1.5, if you are a warrior race! If you do not use a move point it can be saved for a later date!
[Note: Moves that cost 0 points are assumed that you can use the move if you meet the requirements, any questions e-mail a G.M.)
The game descriptions for the moves are in parenthesis. Use the following key, to find out what each move does. Just because a move does not have that characteristic, it does not mean that the move can not have it. To get the desired affects, please check with your G.M. or ref. before you use it. If they approve the move change, then you will have to spend some extra points, to perform you desired affect. When you place moves on your character sheet please write out the move description, next to your move.
KEY:
(p.u.) There is a minimum power up required to perform the move.
(h.c.) Has automatic Homing Capabilities. Cost is + 20 per phase of homing (This doubles your to hit die roll.)
(a.b.) Move automatically Bends. Cost is + 5 per bend, up to 90 degrees. (This can shoot around corners.)
(a.e.) Move automatically has an Area Effect. Cost is + 5 per move from attack center. (This hits everything in its area.)
(a.d.) Move will automatically Delay. Cost is + 2 per phase delayed. (This delays your fire time of a ki.)
(r.f.) Move automatically is a Rapid Fire. Cost is + 10 for each additional target you fire at. (You can fire at multiple targets. Thus breaking down the attack into equal pieces. Which means that each of these pieces must be in equal amounts.)
(d.e.) Move automatically has a Deadly Effect. Cost is + 1 for every 10 dice of deflection that it goes through. (This move can automatically go through a ki shield, or anything similar.)
(m.l.d.)Move's Learning Difficulty. This is used to see how quickly a person can learn another move, from someone else.
MOVES:
Moves You Can Only Learn By A Trainer:
Move's Learning Difficulty = (m.l.d.)
- To find out how long it will take you to learn a certain move under a master that you are training under, use this formula:
Time it takes to learn a move in days = m.l.d. divided by (Master's mental + Your mental)
Trainers that teach the move are surrounded in [ ].
12 Eyes (Aka Shishin no Ken) (Split Form):(m.l.d. = 250)(Cost of 1 clone = 100 energy points per phase) [Tenshinhan]
Kamehameha:(m.l.d. = 750) [Master Roshi] (Blast = +20 % of ki put into it)
Genki-Dama:(Click here to see the devastating results of the Genki-Dama)(m.l.d. = 2,000) [King Kai]
Fusion: (This is the namekian method) (m.l.d. = 1,000) [Guru] (This is the dance method) (m.l.d. = 2,000) [Any Kaioshin, that knows it]
Healing:(maximum healing = your p.u.)(m.l.d. = 500) [Guru]
Instant Transmission:(m.l.d. = 2,000) [Any Yadaration, or King Kai]
Kaio-Ken (x 1 - x 20): (Click here to see the devastating results of the Kaio-Ken)(m.l.d. = 500) [King Kai]
Lay Dragonballs:(You must be Namekian, to create a dragonballs) (m.l.d. = 10,000) [Guru or Kami]
Learn Another Language:(m.l.d. = 1,000) [any speaker of the language you want to learn]
Moon Blast Explosion:(p.u. = 1,500) (m.l.d. = 250) [Bardock]
Reveal True Powers:(m.l.d. = 1,000) [Guru] (increases a persons ability anywhere from 1/2 - 1/8)
Rogaine:(m.l.d. = 250) [King Vegeta]
Shunkanido: (same as instant transmission)
Split Form:(m.l.d. = 250)(Cost of 1 clone = 100 energy points per phase) [Piccolo]
Transformation (x 200): (m.l.d. = 1,500) [Koola] [Only G.M. appointed races, can use this move] (Must have Transform x150, before you can get this transformation.)
Transformation (x 250): (m.l.d. = 1,500) [Massacre (Gladiator)] [Only G.M. appointed races, can use this move] (Must have Transform x200, before you can get this transformation.)
COST:
0:
Barrier:(Almost everyone can create a barrier)
Breathe In Space: (Must be a changeling)
Bukujutsu:(Almost everyone can fly, unless you are Mr. Satan, ha ha!!!!)
Fade: (Any one can do this if they are fast enough)
Gekitotsu Buu Buu Volleyball:(to perform, both men need to know the move Haikyuken)
Generic Ki Blast:(Almost everyone knows how to use a ki blast.)
Haretsu no Maho:(It is a spell.)
"Invisible" Jumping: (Result of moving fast)
Kintoun:(only 1, and it is located on Earth.)
Mystic Attack: (Only Namekians can learn, after they become a mystic Namekian)
Nyoibo:(only 1 pole made.)
Papparapar:(It is a spell.)
Purification:(only Namekians can do.)
Regeneration: (only Namekians can do. After losing a limb, it costs 1,000 ki, to regenerate a new one.)
1:
Body Sword: (sword = +5) You can pull a natural sword from your own body. Who can use: Ginger, Nikki. (Demons only)
Control Golden-Oozaruu: (Can learn only after mastering Control Oozaruu) (A Saiyan can not control his Golden-Oozaruu state, unless he has this technique)
Control Oozaruu: (A Saiyan can not control his Oozaruu state, unless he has this technique)
Dynamite Kick: (extra dice = + 2)
Eye Beam: (extra dice = + 5)
Extended Sensory: (You do not need a scouter to recognize or locate certain people, powers or things. You can also locate dragonballs. Although you have these powers you can not sense if a power is good evil or even how powerful the thing is.)
Fusenko: (every 10 points of energy you put into it, you gain 1 more point on evasion) (You must be falling)
Gotenks' Ultra Kicks, Punches, Headbutts, etc.: (extra dice = + 5)
Haikyuken: (just a funny, and embarrassing [for the opponent] move !!!)
Hasshuken: (Every 10 points of energy you put into the move, you gain 2 points on attack)
Hide power level: (You my hide up to a maximum of 99/100 of your true p.l.)
Improve Body Sword (s): Every time you buy this technique you gain +5 for weapons skill, when using your body sword.
Jan-Ken Punches: (extra dice = + 2)
Kiai: (For every 100 energy points an opponent puts into a move, you only need to put 10 energy points, to disperse it.)
Kiaiho: (p.u. = 500) (use knock back) [Mental Move] [Dose not hurt opponent]
Kyoken: [enemy's mental = -5 for next 2 phases.]
Mutenroshi Saruken: [enemy's mental = -5 for next 2 phases.]
Naturalized Transformation: (Once you master this technique, the transformation you place this on, you can stay in your transformed state twice as long as you would without this technique. [Energy technique wastes = regular number, divided by 2.]) (Note: You can only use this once per each transformation. However, you can still place it on another, you just have to buy this technique again.)
Rolling Satan Punch: (extra dice = 5)
Saimin no Jutsu: [enemy's mental = -5 for next 2 phases.]
Satan Special Ultra Super Megaton Punch: (extra dice = + 5)
Self Destruct: (Damage that you do = your hits + p.u. at the time of explosion) [automatically kills you]
Suiken: [enemy's mental = -5 for next 1-6 rounds.]
Super Sensory: (Can learn only after mastering Extended Sensory) (You do not need a scouter to recognize or locate certain people, powers or things. You can also locate dragonballs. You can also differentiate between the powers good and evil, through this sensory. You can also tell if a being is more or less powerful than you.)
Taiyoken: [enemy can not attack, or draw power for1-6 phases (roll 1 die)]
Udebunrikogeki: (detached limbs can attack a person)
Yoikominminken: [enemy's mental = -5 for next 2 phases.]
2:
2 Body Swords: (each sword = +5) You can pull 2 natural swords from your own body. Who can use: Nikki. (Demons only)
Chaozu's Chonoryoku: (If your p.l. is the same or above opponent's p.l., then opponent's move is decreased by 50% for the next 2 rounds, and loses 20 hits)
Dodonpa: (explosion does an extra 10 more hit dice)
Energy Kyushu: (For every 100 points put into a move you gain 100 points of power up) (Only androids can use)
Enrage: (all stats get x5 for the next 1-6 phases. As an added bonus, while in this mode Hits = + 10, but Mental = -10) [If Mental goes to or below 0, the G.M. will control your character, until enrage is over.] [Can be used 1 time per battle, unless, the G.M. allows more use of it.]
Fireball: (Blast = + 20 % of ki put into it)
Galick-Ho: (Blast = + 20 % of ki put into it)
Guruguru Gum: (opponent's movement decreases by 50%)
Invisible Wall: (no one can pass threw this, and for every 10 points put into the wall, the opponent must use 100 points of ki, to get past it.) (Wall stays up for 1-6 phases (roll 1 die)) (After the wall goes down, person can not perform this attack again for at least 2-12 phases)
Kyodaika: (This move costs 250 ki per phase) (All Characteristics, not skills, will increase x 4. Evasion skill = -10.) [This technique lasts until the person who started it, stops it, or the person runs out of ki.]
Learn Moves Twice As Fast: Divide m.l.d. by 2.
Makosen: (Blast = + 5 % of ki put into it)
Renzoku Energy Dan: (r.f.)
Rikum Kick: (extra dice = + 5)
Rikum Mahha Attack: (extra dice = + 5)
Rogafufuken: (extra dice = + 4)
Shogekiha: (p.u. = 800) (use knock back) [Mental Move] [Dose not hurt opponent]
Sokidan: (h.c. = + 30 instead)
Spinning Cyclone: (a.e. = anywhere within your move)
Tenkubekejiken: (extra dice = 1/4 of your physical)
Tsuihidan: (h.c. = + 20)
3:
Bakurikimaha: (Blast = + 20 % of ki put into it)
Big Bang Attack: (Blast = + 25 % of ki put into it)
Burning Attack: (Blast = + 30 % of ki put into it)
Chobakuretsumaha: (Blast = + 20 % of ki put into it)
Cho-Kamehameha:(Can learn only after mastering Kamehameha) (Blast = + 40 % of ki put into it)
Double Tsuihikidan: (h.c. = + 20)
ESP: (You can talk to other beings telepathically)
Evolved Tail: (Pulling on the tail will not immobilize a being with a tail, who learns this technique.) (Also increases tail defense by 10 %)
Galactica Donut: (If it hits, opponent can't do any actions for 1-6 phases. For every phase he is in it he loses 10% of his ki and his power up before being trapped.)
Kakusanyudokodan: (r.f.)
Hankokubikkurisho: (If it hits, opponent can't get out for 1-6 phases, if they try the get shocked for 50 % of ki put into)
Hell's Flash: (Only androids can learn) (Blast = + 25 % of ki put into it)
Honoo: (extra dice = +2, per 100 ki put into it)
Hurricane Attack: (requires 2 people) (both men must together overcome the move difficulty to pull this move off)
(a.e. = anywhere within the average of both men's move)
Kakusandan: (a.e. = + 20) (h.c.)
Kienzan (Distruto Disc): (d.e.)
Kikoho: (Blast = + 25 % of ki put into it)
Ki no Tsurugi: (sword's damage = + 20% of energy put into it)
Masenko: (Bast = + 20 % of ki put into it)
Mechanical Abilities: (able to make machines at half the cost's rate)
Mind Freeze: (if it hits, opponent's can not move for 2-16 rounds)
Natural Defense and Attack: Rocks combined will do damage = to your ki put into the move, + 15% more.
Naturally Advanced Trainee: No matter how you train you always get better results than most. Always add x2 more every time you train. (This means power level, as well as experience.)
Nullify Powers:(Reduces specific power effects to 50%)
Psychic Abilities: (Manipulation of objects = what ever G.M. lets)
Purple Commit Attack: (requires 2 people) (both men must together overcome the move difficulty to pull this move off) (a.e. = anywhere within the average of both men's move)
Quick Healing: You heal twice as much each round, as a regular person. Healing = x2 more a round, then the others.
Renzoku Shine, Shine Missile: (Blast = + 20 % of ki put into it)
Shiyoken: (Attack and defense = x2, for 2-12 rounds)
Super Dodonpa: (Can learn only after mastering Dodonpa) (explosion does an extra 20 more hit dice)
Time stop: (time stop = 1-6 phases. Each phase it is up, the person doing it loses 1,000 energy. No one, except for the person performing this move can do any actions during this time. All ki blasts remain still, even if they are fired, within this move.)
Two Man Ki Blast: (requires 2 people) (Blast = + 20 % of ki put into it) (both men must together overcome the move difficulty to pull this move off)
Super Ghost Kamikaze Attack: (Blast = + 25 % of ki put into it)
4:
Bakuhatsuha: (Blast = + 20 % of ki put into it)
Build Transformation: (Starting from your last transformation, you can add on an extra, x50. (Maximum for your last transformation = 250.)
Body Change: (If it hits, you permanently change bodies with the opponent. However you can not learn his powers, or your own, with the exception of Body Change for 4-24 rounds [roll 4 dice]. Until this time, you master his body with only 50 % proficiency (as does the opponent in your former form). Once you do master his body, however, you can use it with full benefits.) [Note #1: Even when you switch bodies, you keep your own mind, and know nothing of your opponent's.] [Note # 2: Even when you do change bodies, and master it's full potential, you can not use moves that he previously knew, because you do not know how to perform them, however you can still use moves in which you previously mastered.]
Crasher Ball: (Blast = + 30 % of ki put into it)
Daichiretsuzan: (d.e.)
Death Ball: (Makes huge kis conpactable, for a + 10 % of ki put into it, if it hits)
Eraser Cannon: (a.e. = + 50)
Freezer Beam: (d.e.)
Koshoku: (if it hits, you can revert the super saiyan back to regular for 2-12 rounds)
Mafuba: (h.c.)
Makankosappo (Corkscrew Blast): (d.e.) (Blast = + 25 % of ki put into it. Also, because of the explosion,
extra dice = + 10)
Natural Transformation: (You are born with a natural ability to transform. Also every transformation afterwards needs 1/2 of the power level needed to achieve.) (1: You can only get this ability if you were born to a parent that already received a transformation. 2: To get, you must use all of your starting move points (4) in order to buy this technique.)
Saiko no Kogeki: (Blast = + 20 % of ki put into it)
Shape Shift: (lasts for 2-16 phases)
Special Netting: (if it hits, opponent can not move for 1-6 phases)
Steal Opponents current power up: You can only be used once every 10 rounds.
Transformation (x 10): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x5, before you can get this transformation.)
Transformation (x 25): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x10, before you can get this transformation.)
Transformation (x 50): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x25, before you can get this transformation.)
Transformation (x 100): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x50, before you can get this transformation.)
Transformation (x 150): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x100, before you can get this transformation.)
5:
Absorb Spirit Bomb: (You can absorb the Spirit Bomb in which you made (can't do it if someone else made it), making yourself more powerful. 1- You can not be transformed before, or during this state. 2- Treat this move as a transformation.)
Akumaitokosen: (does not hurt a person with a good heart) (Damage = 5x energy put into move)
Build Transformation: If you know more than 1 transformation, you can build your stats (when you transform), on top of your pervious transform stats.
Copy Power: (you can copy up to 4 powers, [within your racial abilities, or what ever the G.M. allows you] a year)
Dead Zone:(p.u. = 5,000 / a.e. = + 20) [When Deadzone is up, all power, powered up, automatically goes into the Deadzone](Every 10 ki put into it (after it is raised), can suck a person of 1 physical into the Deadzone (excluding the creator). When the strength of the Deadzone is = to or above a person?s physical, roll 3 dice. If dice roll + person?s physical is above the Deadzone?s strength, then that person is ok ! If it is below, then they are sucked into it. [roll of 1,1,1 automatically fails.] [Note: There are only 3 ways to stop the Deadzone, and they are 1) If the person who makes it, is knocked into it, knocked out, or dies. 2) If the person who makes it, decides to stop it. 3) If the person who makes it runs out of energy for it.]
Dementional Blast:(p.u. = 2,500)
Endurance: (Permanently increases hits x2, and you also heal x2 per endurance, each phase.) [A person can only get a maximum of 3 endurances.]
Enemy Transformation:(p.u. = 5,000)
Explosive Bubble: (p.u. = 5,000)
Jinruizetsumetsukogeki:(p.u. = 3,000)
Mental Explosion:(p.u. = 1/2 of opponent's p.l.)
Sekikatsuba:(a.e. = +10)