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Ki Manipulation Techniques

 

Standard Energy Attacks

The standard energy attacks are very basic skills that are easy to learn, but difficult to master. These techniques can be chosen multiple times, which improves their ability each time they are taken. 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 ones of these techniques is taken, 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 is increased by three times, as is its range, so it would cause 3D12 M.D. at first level, with an additional +3D12 M.D. per level of experience, starting at level two, and it has 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) each time it is used. It is possible to regulate how the attack will be used, and if a technique is taken four times, it can be used as if it was taken once, twice, three times, or four times, with the different effects 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 maximum damage capability. For example, a beam that does 3D12 points of damage would be 36’ (11 m) in diameter. The diameter can be controlled by the martial artist, but cannot be smaller then the minimum damage of the blast, so a 10D12 M.D. beam must be at least 10’ (3.1 m) in diameter.
    • Damage: 1D12 M.D. at first level and +1D12 M.D. per level of experience, starting at level two.
    • Range: 1500' (457.2 m) per level of experience.
    • Bonuses: +2 to strike
    • 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 the target will move much slower. After the gum hits the target, the martial artist can instantly stop the gum from being sticky and the penalties will instantly stop target will lose all penalties. If taken multiple times, only the range, duration, and ISP cost of the gum will increase, not the penalties.
    • Damage: None, but the target suffers -5 to PP, -3 to strike, -4 to parry, -2 to dodge, and loses half of their attacks per melee. The gum will remain sticky for 1 melee per level of the martial artist.
    • Range: 100’ (30.5 m) at first level and +10’ (3.1 m) per level of experience, starting at level two.
    • I.S.P.: 10
  3. Honoo (Fire Breath)
      The martial artist can shoot a powerful breath 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 attack. The fire breath comes out in a cone shape with a radius of 10’ (3.1 m) per level of experience at its end and it will damage all targets caught within the cone for full damage. If taken multiple times, only the damage, range, and ISP cost will increase, not the radius of the fire breath.
    • Damage: 1D6 M.D. at first level and +1D6 M.D. per level of experience, starting at level two.
    • Range: 500’ (152.4 m) at first level and +25’ (7.6 m) per level of experience, starting at level two.
    • I.S.P.: 8
  4. Ki No Tsurugi (Energy Sword)
      This attack will create an energy sword similar to a psi-sword. The sword can be made to look like any style of sword that the martial artist wants. The sword does not have to reach its maximum length if the martial artist does not want it to. The sword cannot change length once it is created, it must be created again to choose a different length or style.
    • Damage: 1D6 M.D. at first level and +1D6 M.D. per level of experience, starting at level two.
    • Range: 3’ (0.9 m) at first level and +1’ (0.3 m) per level of experience, starting at level two.
    • 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 throws an object up to that weight 25 mph (40.2 km/h) per level of experience. If taken multiple times, only the weight able to be lifted, speed, range, and ISP cost will increase, not the damage caused by hitting a target.
    • Damage: Caused only when an object hits someone at high speeds or a person is thrown. Normally, S.D.C. objects do not hurt M.D.C. beings, instead they smash harmlessly without causing any damage. But for every 2 tons (1.8 metric tons) of an object and for every 50 mph (80.4 km/h) it is traveling at, an object will cause 1D6 M.D.. For example, a 10 ton (9.1 metric ton) rock hitting a target at 250 mph (402.3 km/h) would inflict 10D6 M.D. or 1D6x10 M.D.. Damage is reduced depending on the weight of the object thrown. For example, a 1 ton (0.9 metric ton) object would do half the damage of a 2 ton (1.8 metric ton) object. When a person is thrown they take damage equivalent to an object weighing the same as they do hitting them.
    • Range: 1000’ (305 m) at first level and +50’ (15.2 m) per level of experience, starting at level two.
    • 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 a tenth of the normal damage, with a minimum of 1 M.D..
    • Damage: 1D8 M.D. at first level and +1D8 M.D. per level of experience, starting at level two.
    • Range: 2000’ (610 m) at first level and +50’ (15.2 m) per level of experience, starting at level two.
    • I.S.P.: 8
  7. Limb Elongation
      This technique allows the martial artist to increase the length of any of their limbs, such as their arms or legs. Elongated limbs do not add any extra joints and are not more flexible, but they have a longer reach. The muscles of the martial artist increase to allow the martial artist to use this longer limb without penalty, but also without bonuses.
    • Range: Increases the length of a single limb by up to +2' (0.61 m) per level of experience.
    • I.S.P.: 2
  8. Makosen (Mega-Energy Ball)
      This is a more powerful version of the Energy Ball attack. It creates a ball of energy that is 10’ (3.1 m) in diameter and is harder to dodge than the normal Energy Ball attack.
    • Damage: 1D10 M.D. at first level and +1D10 M.D. per level of experience, starting at level two.
    • Range: 5000’ (1524 m) at first level and +250’ (76.2 m) per level of experience, starting at level two.
    • Bonuses: Target is -2 to dodge.
    • 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. 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 25 energy blasts each doing 5D4 M.D. with a range of 1500’ (457.2 m) and costing 35 ISP to create. If taken multiple times, only the damage, range, and ISP cost will increase, not the numbers of blasts generated.
    • Damage: Each blast inflicts 1D4 M.D. at first level and +1D4 M.D. per level of experience, starting at level two.
    • Range: 1000’ (305 m) at first level and +100’ (30.5 m) per level of experience, starting at level two.
    • I.S.P.: 10 and +3 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.
    • Damage: 1D8 M.D. at first level and +1D8 M.D. per level of experience, starting at level two.
    • Range: 6000’ (1828.8 m) at first level and +200’ (61 m) per level of experience, starting at level two.
    • 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.
    • Damage: 1D6 M.D. at first level and +1D6 M.D. per level of experience, starting at level two.
    • Range: 3000’ (914.4 m) at first level and +100’ (30.5 m) per level of experience, starting at level two.
    • I.S.P.: 7
  12. Tsuihidan (Percision Beam)
      Very thin and concentrated, this technique is used to make a precise hit on a target. It has a large maximum range and moves very fast. This attack can be fired from the warrior’s fingers, eyes, or hands (select one when this technique is chosen).
    • Damage: 1D4 M.D. at first level and +1D4 M.D. per level of experience, starting at level two.
    • Range: 1000' (305 m) per level of experience.
    • Bonuses: +4 to strike and the target has a penalty of -2 to dodge.
    • I.S.P.: 5

 

Special Energy Attacks

These attacks are quite different than the standard energy attacks. The Special Energy Attacks can only be taken once, but they improve quickly as the martial artist gains levels of experience. Because of the advanced nature of these techniques, they cannot be chosen while the martial artist is 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 the 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 they lose half of their attacks per melee for the next 1D4+1 minutes. This attack can be chosen and used by martial artist's of evil alignment.
    • Damage: The damage is based on the alignment of the target. A principled target will take no damage and other good alignments will take 1D6x10 M.D. at first level and +5 M.D. per level of experience, starting at level two. Unprincipled will take 2D4x10 M.D. at first level and +5 M.D. per level of experience, starting at level two, and other selfish alignments will take 2D6x10 M.D. at first level and +10 M.D. per level of experience, starting at level two. Aberrant will take 4D4x10 M.D. at first level and +10 M.D. per level of experience, starting at level two, Diabolic will take 6D6x10 M.D. at first level and +20 M.D. per level of experience, starting at level two, and other evil alignments will take 4D6x10 M.D. at first level and +15 M.D. per level of experience, starting at level two.
    • Range: 2 miles (3.2 km) at first level and +0.5 miles (0.8 km) per level of experience, starting at level two.
    • I.S.P.: 45
  2. Area Paralysis
      This attack will affect an area and all beings caught within that area are completely paralyzed. The beings trapped remain conscious but cannot move or attack. Beings outside the area of effect can still attack, and those trapped cannot dodge. Psionics possessed by the trapped beings may still be used, Ki Shield can still be used to block attacks, and Teleport techniques can still be used to escape from the area of effect. Any spells that only require a mental thought can still be used, but those trapped cannot speak, so any spells and psionic powers that require verbal commands cannot be used.
    • Range: 1000’ (305 m) at first level and +100’ (30.5 m) per level of experience, starting at level two.
    • Area of Effect: Area with radius of 50’ (15.2 m) at first level and +50’ (15.2 m) per level of experience, starting at level two.
    • Duration: 1 melee per level of experience.
    • 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.
    • Damage: 3D6x10 M.D. at first level and +10 M.D. per level of experience, starting at level two.
    • Blast Radius: 100’ (30.5 m) at first level and +100’ (30.5 m) per level of experience, starting at level two.
    • 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.
    • Damage: 4D4x100 M.D. at first level and +100 M.D. per level of experience, starting at level two.
    • Range: 50 miles (80.5 km) at first level and +5 miles (8.1 km) per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 2 miles (3.2 km) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • I.S.P.: 120
  5. Big Bang
      The Big Bang is slow moving, yet densely packed beam of energy. It can cause incredible damage and is very quick to charge. It is used by putting one's hand to an angle of 90 degrees to the wrist.
    • Damage: 6D6x10 M.D. at first level and +15 M.D. per level of experience, starting at level two.
    • Range: 5 miles (8.1 km) at first level abd +1 mile (1.6 km) per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 2 miles (3.2 km) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • Bonuses: +2 to initiative during the melee it is used, but primary target has a bonus of +3 to dodge.
    • I.S.P.: 55
  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 cannot be used to attack the target again.
    • Damage: 6D6x10 M.D. at first level and +15 M.D. per level of experience, starting at level two.
    • Range: 4 miles (6.4 km) at first level and +0.75 miles (1.2 km) per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 200' (61 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • I.S.P.: 50
  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.
    • Damage: 1D4x100 M.D. at first level and +25 M.D. per level of experience, starting at level two.
    • Range: 3 miles (4.8 km) at first level and +0.25 miles (0.4 km) per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 500' (152.4 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • I.S.P.: 60
  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 does double damage. On Earth-like planets, it does normal damage.
    • Damage: The attack does 50 M.D. per melee spent forming it per level of the martial artist. For example, a 10th level martial artist creates a ball of energy that can do 500 M.D. per round spent forming it. There is no limit to how long the martial artist can spend creating the Spirit Bomb. The minimum time spent forming the Genki Dama is one melee round.
    • Range: 1 mile (1.6 km) per level of experience per round spent forming it. For example, the 10th level martial artist would have a range of 10 miles (16.1 km) per round spent forming the Genki Dama.
    • Blast Radius: This attack has a blast radius of 50’ (15.2 m) per round spent forming it per level of the martial artist. All targets within the blast radius take a tenth of the normal damage except for the point of impact, which takes full damage. For example, a 5th level martial artist spends ten rounds forming the bomb, it would do 2500 MD to an area of 2500’ (762 m) and it would cost 100 ISP.
    • 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 attack 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.
    • M.D.C.: The sphere has 100 M.D.C. per level of experience.
    • Range: 1 mile (1.6 km) at first level and +1 mile (1.6 km) per level of experience, starting at level two.
    • I.S.P.: 50
  10. Kakusandan
      The martial artist shoots a blast from each hand then controls the blasts so that they merge. The blasts will fly above the heads of the enemies, where they will split against into many smaller Ki bolts that rain down upon the enemies. The martial artist can create up to ten energy blasts per level of experience. Treat firing the Kakusandan 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 ten. For example, a 6th level martial artist could fire 60 energy blasts each doing 1D4x10+30 M.D. with a range of 1500’ (457.2 m) and costing 35 ISP to create.
    • Damage: Each blast inflicts 1D4x10 M.D. at first level and +5 M.D. per level of experience, starting at level two.
    • Range: 4000' (1219.2 km) at first level and +400' (121.9 km) per level of experience, starting at level two.
    • 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 cannot be used to attack the target again.
    • Damage: 4D6x10 M.D. at first level and +10 M.D. per level of experience, starting at level two.
    • Range: 3 miles (4.8 km) at first level and +0.2 miles (0.32 km) per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 100' (30.5 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • I.S.P.: 35
  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. Almost impossible to dodge, it is similar to the Kame Hame Ha, but affects a smaller radius and is much more concentrated.
    • Damage: +5 M.D. for every point of ISP used to perform this attack and +10 M.D. for every Hit Point sacrificed to use this attack.
    • Range: 2 miles (3.2 km) at first level and +0.1 miles (0.16 km) per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 50' (15.2 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • Bonuses: +6 to strike
    • 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.
    • Damage: 5D6x10 M.D. at first level and +10 M.D. per level of experience, starting at level two.
    • Range: 5 miles (8.1 km) at first level and +0.5 miles (0.81 km) per level of experience, starting at level two.
    • Bonuses: +3 to strike
    • 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.
    • Damage: 2D4x100 M.D. at first level and +50 M.D. per level of experience, starting at level two.
    • Range: 2000' (610 m) at first level and +100' (30.5 km) per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 25' (7.6 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • I.S.P.: 70
  15. Self Destruct
      When facing an enemy vastly more powerful, a martial artist can use this desperate attack 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 result in a large explosion. There is no chance that the martial artist will survive the explosion that is released when their energy explodes.
    • Damage: +10 M.D. for every point of ISP remaining and +50 M.D. per level of experience.
    • Blast Radius: This attack has a blast radius of 25’ (7.6 m) per level of experience. All targets within the blast radius take half damage except for the point of impact, which takes full damage. If the martial artist is holding onto something or someone, that object will take full damage.
    • I.S.P.: 25

 

Maneuvering Techniques

The maneuvering techniques can only be taken twice each. If they are taken twice, then their effects are doubled. For example, if taken twice, Bukujutu would allow the martial artist to travel at Mach 2 at level one, plus Mach 2 per level of experience. If a technique has a permanent ISP cost, it is only paid the first time the technique is chosen, and not the second time.

  1. Bukujutsu (Flight)
      With this ability the martial artist can fly at speeds up to Mach 1 at level one, and for every additional level of experience can travel one Mach speed faster. For example, a 10th level martial artist can travel at speeds up to Mach 10. The martial artist can stop instantly and reach maximum velocity within 5 seconds and is not affected by inertia or acceleration. This ability allows a martial artist to break through the atmosphere of a planet, but it does not allow the martial artist to survive in space.
    • Duration: Unlimited, once this ability is selected the martial artist can fly at will.
    • I.S.P.: Permanently reduces the martial artist’s ISP by 15 points, 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 no matter how much higher his ISP was increased through non-permament means, such as the Transformation and Energy Drain techniques, he must have at least 2 points of ISP in reserve in order to use this ability.
  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 dodge / parry the incoming attack. If the martial artist failed the first attempt to dodge / parry, then the martial artist can roll a second time. The martial artist gains +6 to dodge / parry for the first roll and +3 to dodge / parry for the second roll, in addition to their normal bonuses. If the attack does hit, the opponent is so distracted that the attack only causes half damage.
    • Duration: Instant
    • I.S.P.: 10
  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.
    • Duration: Instant
    • Range: 10 miles (16.1 km) per level of experience. Range is doubled if Teleport is taken twice.
    • I.S.P.: 15
  4. Zanzoken (Blurring)
      This techniques allows the martial artist to dematerialize and quickly moving to another spot close by. The technique leaves a silhouette of the person for a short period of time in their original location, causing the "blur" effect. The attack takes a single melee action to use and is limited to a range of 10’ (3.1 m) per level of experience (or 20’ (6.1 m) per level if taken twice). This technique also gives the martial artist an impressive boost to their dodge skill and their speed. This technique does not enable the martial artist to teleport, but instead creates an incredible burst of speed that allows the martial artist to travel from one location to another seemingly instantaneously.
    • Duration: Instant, once this ability is selected, the martial artist can use it at the cost of one melee action.
    • Bonuses: The martial artist gains the ability of auto-dodge, +6 to dodge, and +2D4x10 to Spd. These bonuses are not doubled if Zanzoken is taken twice. Every time the martial artist dodges using the auto-dodge ability, the blur effect will occur.
    • I.S.P.: Permanently reduces the martial artist’s ISP by 20 points.

 

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 them. 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 abilities of the Energizing technique.

  1. Absorb Energy
      This technique allows the martial artist to permanently increase their stats at the expense of the target. It is only possible to absorb energy from a single stat from a single creature and there is a chance that the martial artist will be unable to devour any energy at all. The base chance that energy can be devoured is 10% +1% per level of the martial artist. If this roll is failed, then the martial artist expends the requires ISP, but can try to absorb the energy again. If the roll is successful, then the martial artist must touch the creature and choose which stat they wish to absorb, but only one touch and one stat is allowed per creature. The following stats are available to absorb from a creature: +4 to hit points or +6 to S.D.C. (even if the target is an M.D.C. creature), +10 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 stat increase is permanent, and the target is permanently drained by the same amount. If a target does not have enough for the martial artist to drain then the martial artist only absorbs as much as possible after they choose which stat to absorb. For example, if the martial artist chooses to drain S.D.C. from a person that only has 2 points of S.D.C., then the martial artist will only receives +2 to their S.D.C. and the target permanently loses their two remaining points.
    • Duration: Permanent
    • I.S.P.: 50
  2. Body Training
      Often 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 in to become strong enough to defeat this unknown danger. With this ability, 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, but they must train for at least 1 hour, and for every day that they spend training they require a complete day of rest at the end of their training, with a minimum of one day (round fractions up). For example, if a martial artist trained for 30 days, they would require 30 days of rest, but if they trained for 6 hours, they would only require 1 day of 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 they 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 time, so if the martial artist trained for 10 days, he would gain 120 training points, but if he trained for 10 one day training periods, he would get 10 groups of 12 training points. It costs 50 training points to increase a physical attribute by one point, 30 points to increase hit points by one point, 25 points to increase M.D.C. by one point (for M.D.C. creatures only), 20 points to increase S.D.C. by one point, 20 points to increase I.S.P. by one point, 2 points to increase experience points 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.
    • Duration: Permanent
    • I.S.P.: 10 for each day spent training, with a minimum cost of 10 ISP.
  3. Energizing
      With this technique, the martial artist is able to focus their Ki energy into increasing their strength and speed. The martial arist can can spend ISP and several melee actions and increase his physical attributes to incredible levels. For each level of experience, the martial artist can spend one melee action and 2 ISP to add +4 to PS, +2 to PE, +2 to PP, +5 to Spd, and +5 to his M.D.C. (M.D.C. calculated below). For example, a 3rd level martial aritst can spend up to 3 melee actions and 6 ISP to gain a bonus of +12 to PS, +6 to PE, +6 to PP, +15 to Spd, and +15 to his M.D.C.. The martial artist does not need to increase to his maximum all at once though, he can spend one melee action at the beginning of the fight and more at any point until the duration has ended. When “energized,” a martial artist’s S.D.C. and Hit Points are combined and divided by two to determine the martial aritst’s M.D.C., rounding all fractions down. For example, a martial artist with 130 S.D.C. and 51 Hit Points would have 90 M.D.C. before the bonus mentioned above is added. Also when “energized,” a martial artist’s PS and PE become supernatural and he becomes a supernatural creature when attacked by magical weapons. When a martial artist chooses to stop being energized, he instantly loses all bonuses and returns to normal.
    • Duration: 2 minute per level of experience from the first time the martial artist begins energizing.
    • I.S.P.: 2 per melee action spent “energizing”. At the end of the duration, the martial artist can spend the same amount of ISP that he did energizing himself up to his current level in a single moment to reset the duration. For example, a fifth level martial artist spends only four melee actions and 8 ISP energizing and the 10 minutes of the duration is about to end, so the martial artist spends 8 ISP to reset the duration back to zero.
  4. Energy Drain
      This technique is used to temporarily drain energy from a another being. It can used with physical contact between the two beings and energy can only be drained from one being at a time. As long as contact can be maintained, the martial artist can drain energy from one being into his own body. Energy is drained at a rate of 5 S.D.C., 3 hit points, 4 M.D.C. (for M.D.C. creatures only), 2 PS, 1 PE, 1 PP, 3 Spd, 2 PPE, and 2 ISP per melee attack spent draining a target. Any M.D.C. drained is either added on as extra M.D.C. (for M.D.C. creatures only) or as double the amount drained in S.D.C.. The energy drained can be used to restore a damaged martial artist or temporarily add to his own stats. So after ten melee attacks spent draining a target, the martial artist could be able to add +50 S.D.C., +30 hit points, +40 M.D.C. (for M.D.C. creatures only), +20 PS, +10 PE, +10 PP, +30 Spd, +20 PPE, and +20 ISP. Once a being is reduced to zero in one of the drained stats, the martial artist no longer gains additional energy for that particular stat. Once a target’s hit points reach zero it dies and the energy drained that resulted in the death of the target causes ten times the regular bonus. A character can only drain energy once per melee per level of experience, but this number cannot exceed their attacks per melee. For example, a fifth level martial artist can use this technique five times per melee, even if they had more attacks per melee.
    • Duration: 20 minutes per level of experience. At the end of the duration, the martial artist loses the bonuses listed above and the target regains them.
    • I.S.P.: 5 per melee action spent draining the energy from a being.
  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 be fused with another being to make an even more powerful creature, but only two beings can fuse at the same time. 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. If one of the being's had supernatural strength, then the fused being will also have supernatural strength.
    • Duration: 1 minute per level of experience (combined experience level).
    • 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 +2, and the attacks per melee is determined by taking the highest between the two beings and is increased by +1. All non-physical attributes are determined by taking the 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 is 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 has an IQ of 12, a PS of 13, 2 attacks per melee, +1 to strike, 14 hit points, and 10 S.D.C., and the other being had an IQ of 14, a PS of 9, 3 attacks per melee, +1 to dodge, and 25 M.D.C., then the fused being would have an IQ of 14, a PS of 22, 4 attacks per melee, +3 to strike, +3 to dodge, and 49 M.D.C..
    • I.S.P.: Each being must spend 40 ISP in order to fuse together.
    • Note: This technique must be known by both beings for it to work.
  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, PE, and Spd, +25 to S.D.C., 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. 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 only when the martial artist first uses the Kaio-Ken attack, but for every minute that this technique is active and for every Kaio-Ken used, the martial artist takes 1 point of damage directly to his hit points. For example, a 5th level martial artist using a Kaio-Ken x8 would add +40 PS, PP, PE, and Spd attributes, +200 to his S.D.C., and if an attack did 1D6 damage normally, 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 8 points of damage every minute thereafter. 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 15 points of damage every minute thereafter, but he would be able to add +75 to PS, PP, PE, and Spd attributes, +375 to his S.D.C., and if an attack did 1D6 damage normally, it would now do 1D6x15 points of damage instead.
    • Duration: 1 melee per level of experience.
    • Bonuses: +5 to PS, PP, PE, and Spd and +25 S.D.C. for every level of Kaio-Ken used, and multiply all damage from physical attacks by the level of Kaio-Ken used.
    • I.S.P.: In addition to taking damage from using the Kaio-Ken technique, it costs the martial artist 15 ISP for every level of Kaio-Ken they use.
  7. Kyadaika (Growth)
      Using this technique, the martial artist can grow to an enormous size, which increases the martial artist's strength tremendously. The martial artist's mass is doubled and his physical attributes are increased dramatically.
    • Duration: 3 minutes per level of experience.
    • Bonuses: +15 to PS and becomes supernatural, +10 to PE, +25 to Spd, +25% to S.D.C., +10% to hit points, and +25% to M.D.C. (for M.D.C. creatures only).
    • I.S.P.: 35
  8. Split Form
      This special technique allows the martial artist to split into multiple versions 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, each of those essences can split and each new form would have 75% of that essence’s power, and so on. 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, then those two forms split into two more forms (making 4 forms total), giving the four new forms 56.25% of the power level of the original form (or 75% of the split form’s power). All non-physical attributes, PB, skills, natural abilities, experience level, and martial art techniques remain the same for each split form.
    • Duration: The split forms can last for 5 minutes per level of experience.
    • I.S.P.: 30 for each split into two beings.
  9. Transformation
      When a being runs into an opponent it cannot defeat in its original form, it often transforms 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. The transformation process usually takes 1D6 melee actions times the level of transformation to complete (roll once, transformation will always take same length of time). For example, the first level of transformation will take 1D6 melee actions, the second level will take 1D6x2 melee actions, etc. Once transformed, a martial artist’s S.D.C. and hit points combine and are doubled to determine the martial artist's current M.D.C. value. A martial artist that is a natural M.D.C. creature, would simply double their maximum M.D.C. level to determine its new value. The martial artist also gains the following bonuses: +15 to PS, PP, and PE, +30 to Spd, +2D4x10 to ISP, +2 attacks per melee, and +2 to all combat rolls.
    • Duration: Indefinitely, the transformed state can be maintained for as long as the martial artist wishes.
    • Bonuses: Becomes a supernatural M.D.C. creature, and S.D.C. and hit points combine and are doubled to determine the creature’s M.D.C. value, and +15 to PS, PP, and PE, +30 to Spd, +2D4x10 to ISP, +2 attacks per melee, and +2 to all combat rolls. Determine these bonuses when the technique is chosen and they are the same every time the martial artist transforms.
    • I.S.P.: 50 to transform and 1 point per hour that the martial artist remains transformed.

 

Other 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 each 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 the attack.
    • Duration: 1 minute per level of experience.
    • M.D.C.: 100 M.D.C. at first level and +15 M.D.C. per level of experience, starting at level two.
    • I.S.P.: 15 to create the barrier and 2 ISP to recharge the barrier by 1 M.D.C. point.
  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 parry it, but the martial artist suffers no penalties and all bonuses take effect as if the incoming attack was a hand-to-hand attack, such as a punch or a sword thrust. This technique can be used in combination with the Kiai technique to reduce the damage that would be caused by the attack, and, therefore, reduce the cost of using this technique. Some attacks cannot be deflected, and any attempt to do so results in instant failure and full damage against the martial artist. 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 technique Sense Ki, then they will instinctively know how strong any attack is, no matter the source. If the martial artist spends more ISP then needed to block an attack, the extra ISP is wasted. This technique does not work on hand-to-hand attacks, only ranged ones and an attack cannot be partially deflected, the martial artist must deflect the entire attack.
    • I.S.P.: Permanently reduces the martial artist’s ISP by 20 points. The marital artist must pay one fifth of the amount of damage inflicted in order to deflect the attack, rounding all fractions up and with a minimum of 1 point.
  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.
    • 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. When the Ki Shield is used, the marital artist must make a successful parry roll and then the martial artist can expend ISP to reduce the amount of damage inflicted by the attack. It costs one point of ISP to reduce an attack by four points of damage. For example, if an incoming attack would do 40 points of damage and the martial artist expended 5 ISP to use the Ki Shield, then the attack would only inflict 20 points of damage. To successfully use this technique against an incoming attack the martial artist must parry it, but the martial artist suffers no penalties and all bonuses take effect as if the incoming attack was a hand-to-hand attack, such as a punch or a sword thrust. 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 technique Sense Ki, then they will instinctively know how strong any attack is, no matter the source. If the martial artist spends more ISP then needed to block an attack, the extra ISP is wasted. This technique can be used to block any incoming attack, no matter the source. This technique allows a non-M.D.C. creature to defend himself against M.D. attacks.
    • I.S.P.: Permanently reduces the martial artist’s ISP by 10 points. For every point of ISP used against an attack, the damaged inflicted by that attack is reduced by four points.
  5. Kiai
      The use of this technique allows the martial artist to reduce the damage he will receive from a ranged attack. When an opponent launches an attack against the martial artist, the martial artist must successfully parry the attack. If successful, the damage from the attack is reduced by half. 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. This technique does not work on hand-to-hand attacks, only ranged ones. Only a single parry roll is needed to use this ability with either Deflect or Ki Shield. To successfully use this technique against an incoming attack the martial artist must parry it, but the martial artist suffers no penalties and all bonuses take effect as if the incoming attack was a hand-to-hand attack, such as a punch or a sword thrust.
    • I.S.P.: 10
  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 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 Healing Touch.
    • Duration: 1 hour per level of experience.
    • 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 it 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 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 heals at a 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.
    • I.S.P.: Permanently reduces the martial artist’s ISP by 10 points. It costs 15 ISP to regenerate a limb and 40 for 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 them, 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 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 if attacked by the Taiyoken technique, because they can still sense those around them. Also, this ability allows the martial artist to know exactly how much damage any attack will inflict before it hits, which is critical if the martial artist knows the Ki Shield or Deflect techniques.
    • Range: 5 miles (8.1 km) per level of experience.
    • I.S.P.: Permanently reduces the martial artist’s ISP by 10 points.
  9. 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 in the flare with open eyes will suffer 1D10 points of damage directly to their hit points (or mega-damage to M.D.C. creatures) and will be blinded for 2D4 minutes. Also, those affected will see light spots for the next 1D4 hours. Targets that can regenerate suffer only half as long as those who cannot regenerate. Targets affected suffer all standard penalties for being blinded, but suffer double the penalties for the first 1D4 melee rounds because of the intense pain generated by the light. The martial artist that created the light is immune to its effect, but can still be affected by Solar Flares created by others.
    • Duration: 1D4 melees per level of experience.
    • I.S.P.: 5

 

Legendary Ki Techniques

There are incredibly powerful techniques and only one technique can be chosen from the following list. No martial artist can have more than one legendary technique and he must be at least fifth level before he can even select one. To learn one of these abilities, the martial artist must be trained by another being that already possesses this 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 the it is complete, the opponent will find themselves trapped in a badly damaged body. This is a devastating technique that is only known to 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 a transfer occurs, the target must roll a save vs. Ritual Spell. If the target fails, then the target and the martial artist switch bodies. If the roll succeeds, then the target must dodge the attack, or they will be forced to switch bodies with the martial artist. All non-physical attributes are transferred from one being to another, as are all spells, psionic powers, Ki Manipulation Techniques, OCC's, and experience level, but the martial artist uses the physical attributes of the body they now occupy.
    • Range: 10' (3.1 m) per level of experience.
    • 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 a 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. 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 is 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 the spend, the more intense the Earthquake will be. After tenth level, the martial artist is capable of destroying a planet by launching a death ball that is capable of literally pulling the planet apart, the Death Ball will reach the planet’s core, disrupt it, and the planet will explode 4D6 minutes later.
    • Duration: The Earthquakes will last for 1D6 minutes per level of experience.
    • Area of Effect: 2 miles (3.2 km) per level of experience
    • M.D.C.: 150
    • I.S.P.: 1 point per tenth of a point on the Richter scale. For example, it would cost 87 points to cause an earthquake with strength of 8.7 on the Richter scale. It costs 250 points to create a Death Ball capable of destroying a planet, but the martial artist must be tenth level to do 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 the Oozaru form for as long as the False Moon is active. The existence of the False Moon will also affect any other creature that has some effect that occurs during a full moon or in moonlight. This technique was developed by a Saiyan named Bardock from the planet Vegita and is very rare, even among the remaining Saiyans.
    • Duration: 4D6 minutes per level of experience.
    • Area of Effect: 5 miles (8.1 km) per level of experience.
    • 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, the 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) and has a limited intelligence. The ghost is in telepathic communication with its creator, so the martial artist can direct the ghost at will to new targets. There is no maximum distance that the ghost can travel away from the creator, but if it is sent into another dimension, it will instantly disappear.
    • Duration: 1D4 minutes per level of experience.
    • Damage: 1D6x100 M.D. at first level and +20 M.D. per level of experience, starting at level two.
    • Blast Radius: This attack has a blast radius of 100' (30.5 m) from the point of impact. All targets within the blast radius take half damage except for the point of impact, which takes full damage.
    • I.S.P.: 150
  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 Nameks. Once a destination has been selected, the martial artist will be instantly transported there and can always return to where he left from without needing to search for it. It takes 3D6 minutes to search for a physical location that the martial artist has never been to, even if it is described to him in detail, and 1D6 minutes to search for a race's Ki signature.
    • Range: Self or touch only.
    • I.S.P.: 60
  6. Super Absorption
      This technique is similar to the Absorb Energy technique from the list of 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 considerations, 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 original 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 there is no change, 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 artists. 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. 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. 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 must concentrate for another melee 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 leave the martial artist's body and materialize nearby. While the marital artist may have been forced to eject the absorbed creature, they will still remember that the creature had been absorbed at one time and the conditions around the actual absorption, such as how difficult it might have been to defeat the formerly absorbed creature, but they will not have clear memories as to how powerful the formerly absorbed creature made the martial artist.
    • Duration: Conditionally permanent; if an absorbed creature is released from the martial artist, all bonuses and techniques they provided are instantly lost.
    • 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). 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 there ranged attacks suffer the same penalty as the martial artist that started the Time Freeze.
    • Duration: 1 melee per level of experience.
    • Area of Effect: 5' (1.5 m) per level of experience.
    • I.S.P.: 50

Copyright © 2002-03, Cheethorne (Kevin Barrett).
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