| Techniques
and Attacks |
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Techniques work much like feats, where you must meet certain
prerequisites and each one costs a feat. Anytime your
character gains a feat, they may spend it on a
technique. There are two types of techniques, basic
and advanced. The difference between the two is that a
character can learn a basic technique on their own, while an
advanced technique requires someone else who
knows it teach the character. Learning a
technique takes a minimum of one week. After that
week, a Ki Craft check is made. If you make the
techniques Learn DC, then you now know the technique.
If you don't, then you may try to learn another, or wait
until you gain another rank in Ki Craft to make another
attempt. If you trained with a teacher and missed your
initial check, you need not train with your teacher to make
another check, but you must still train for a week on your
own. Your character can also develop their own
Techniques, contact a GM for details.
Gigantic Disclaimer - This technique
list is by no means complete. New techniques will be added
rapidly.
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| Basic
Technique
Descriptions |
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Blink:
Blink is a combat maneuver
which may be used to quickly navigate the battlefield,
avoid attacks, or surprise opponents. When used
for pure movement, you are able to move 4 spaces (20
ft) for each channel DC step you meet.
When using Blink to avoid attacks, you gain a 10% miss
chance for every channel DC step you meet. Likewise,
Blink can be used to negate another person's miss
chance gained by way of this technique. You are
able to negate 10% of an opponents miss chance from
Blink for every channel DC step you meet. Lastly
Blink can be used to gain an edge on your
opponent. When used in this fashion, you are
able to gain a +2 bonus to your attack roll for every
step you exceed your opponents Blink channel DC (zero
if they are not Blinking at all). While
Blink counts as a free action, it may only be used
once per round.
|MT:
free action; Channel DC: 10; Range: Personal; Type:
Maneuver; Learn DC: 30; Prerequisites: Ki 17+,
Dexterity 19+| |
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Crippling
Blow: You can deliver crippling blows to an
unprepared enemy. When making a sneak attack
against an unarmed opponent, you may spend 2 energy
points to inflict one point of temporary Dexterity
damage for every die of sneak attack damage you
inflict. A successful Fortitude save negates the
effect. The DC of the save is equal to 10 plus
the number of power points channeled. Using the technique counts as a free action, however it uses
up a melee sneak attack.
|MT: free action; Damage:
variable; Channel DC: 5; Range: Touch; Type: Touch
Attack; Learn DC: 20; Prerequisite: Ki 13+, Base
Attack +4 or higher, ability to sneak attack|
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Empowerment:
Empowerment is the weakest form of power up, however
it does have advantages over some of the more advanced
versions. When
used, the character gains a +2 power up bonus to the
combat stat of their choice (Strength, Dexterity,
Constitution, Ki or Speed) for every power point channeled.
This bonus lasts a number of rounds equal to
double the character’s base Constitution modifier. If used for the Speed stat, then it is done as a free action.
|MT: 1 action; Channel DC:
10; Range: Personal; Type: Power Up; Learn DC: 20;
Prerequisites: Constitution 15+, Ki 13+|
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Jiyusoken (Empowered
Strike): By concentrating Ki into your melee
attacks, you are able to deal more damage then normal.
Each melee attack deals additional 1d4 damage
for every power point channeled.
Using the technique counts as a free action.
|MT: free action; Damage: 2 per channel; Channel DC: 8; Range: Touch; Type: Touch Attack; Learn DC: 20; Prerequisite: Ki 13+, Strength 11+, proficient with weapon if applicable|
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Kamikaze Attack:
A technique wherein the character unleashes all of their energy at once, severely damaging everything around them and killing themselves instantly. Any character that meets the prerequisites for this technique may use it if they desire. This technique may not be learned. After the channel check has been made, and the power points spent, all additional power points the character has are expelled, dealing +1 damage per additional power point used in this way. The area of effect is equal to 10ft radius centered on the character. . Victims caught in the area of effect are entitled to Fortitude saves for half damage (DC equal to 10 plus one quarter the number of power points channeled).
|MT: 1 round; Damage: 1d6 per energy point; Channel DC: 1; Type: AOE; Learn DC: N/A; Prerequisites: Ki 19+, Unrefined Ki Blast|
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Shield:
Responding to an attack you are able to throw up a
shield to protect your self as a free action, though
it only lasts for one round. You are able to
reduce the incoming damage by 1d4 for every energy
point channeled.
|MT:
free action; Damage: N/A; Channel DC: 4; Range:
Personal; Type: effect; Learn DC: 20; Prerequisites:
Ki 15+|
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Stunning Fist: With this technique, you can attempt a stunning blow that temporarily stuns an opponent, denying him his Dexterity bonus and also disabling him for the remainder of the round. The opponent gets a Fortitude saving throw to negate the effects of this attack. The saving throw is equal to 10 +1 per power point per channeled.
|MT: free action; Damage: normal + effect; Channel DC: 3; Range: Touch; Type: Touch Attack; Learn DC: 20; Prerequisite: Ki 13+, Dexterity 13+| |
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Unrefined
Ki Blast: This is a simple uncontrolled blast
of pure energy. It
is the most basic form of ranged energy blast, and is
the first step for anyone hoping to use energy
attacks. While
Unrefined Ki Blast isn’t very damaging, it’s a
good attack for beginners. Unlike all other
techniques, Unrefined Ki Blast may be learned without
the aid of a tutor.
|MT:
1 action; Damage: 2 per energy point; Channel DC: 3;
Range: 3; Type: Cone; Learn DC: 15; Prerequisites: Ki
13+|
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| Advanced
Technique
Descriptions |
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Acceleration: For every power point channeled you get an extra partial action that takes a use of with blinding speed
|MT: 1 action; Damage: variable; Channel DC: 10; Range: Self; Type: Effect; Learn DC: 65; Prerequisite: Ki 25+, Con 25+, Dex 31+, Blinding Speed| |
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Ama Kakeru Ryu No Hirameki (Succession Technique): This attack is the final, most powerful move of the Hiten Mstugi Ryu style. It is an extremely fast battou jutsu (iaijutsu) strike, by hitting the attacker before the Kuzu Ryu Sen can be performed. The Ama Kakeru Ryu No Hirameki grants a +2 to the iaijutsu check per channel ki check when used. However, should a defender manage to block this tremendous strike, the true power of the maneuver is revealed: Due to the massive impact from the blow, the air is displaced between the fighters. The attacker then spins backwards, creating a vacuum between them and drawing the defender off-balance. The attacker finishes the spin with a devastating blow to the side, catching the opponent flat-footed and dealing double the bonus iaijutsu damage (based on the first attack's checks). This second phase draws 5 additional power points, and counts as a use of the Hiten Mitsurugi Ryu's Imporved Battou Jutsu ability for the day (requiring a second attack roll). If the technique is not used in melee, then the second phase isn't possible.
|MT: 1 action; Damage: As weapon; Type: Melee; Channel DC: 5; Learn DC: 45; Req: Dex 23+, Ki 23+, Weapon Focus, Weapon Specialization, Kuzu Ryu Sen, Level 10 Hiten Mitsurugi Ryu| |
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Barrier: A defensive technique where a Ki shield is formed around the user and protects him or her from Ki or similar attacks. This form is a shield coating of the body. Responding to an attack you are able to throw up a shield to protect your self as a free action, though it only lasts for one round. You are able to reduce the incoming damage by 1d8 for every energy point channeled.
|MT: free action; Damage: N/A; Channel DC: 4; Range: Personal; Type: effect; Learn DC: 30; Prerequisites: Ki 19+, Shield| |
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Bigguban
Batsu (Big Bang Attack): This powerful energy
attack is quick and deadly.
This blast is charged with the palm faced
straight out and is a single-handed blast.
The energy of this attack spreads out over an
area, and is more concentrated at it point of origin
(the hand). For
every 2 range increments this attack is extended out
from the point of origin, the area of effect increases
by 1 increment and its damage decreases by one die.
|MT:
1 action; Damage: 1d8 per energy point; Channel DC: 4;
Range: 8; Type: Cone; Learn DC: 40; Prerequisites: Ki
21+, Unrefined Ki Blast|
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Body Weapon:
The character is able to create weapons from their own
flesh. The weapon can be of any type, but deals
damage according to the channel check of the
user. The duration of the blade is equal to
double the characters Constitution modifier in rounds,
after which time it crumbles into nothingness.
|MT:
1 action; Damage: 1d8 per energy point (see above); Channel DC:
5; Type: Effect; Learn DC: 35; Prerequisites: Constitution
17+, Ki 19+|
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Burst of Speed: Focusing your spirit energy just right you are able to move at great speeds, while not very effective due to the amount of time it takes to focus for the speed. You gain +100ft per channel check for double your con mod in rounds.
|MT: 2 round; Channel DC: 10; Range: Personal; Type: Maneuver; Learn DC: 40; Prerequisites: Ki 19+, Dexterity 21+, Blink| |
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Bukujutsu
(Flight/Air Dance): Bukujutsu is the ability to
fly with the use of one's Ki.
The more skilled masters of this technique can
maneuver quite well and travel great distances.
It is also called the Air Dance by early
Martial Artists.
Learning this technique grants the character a
base flight speed of 18 (90ft). A character must
retain at least 1 energy point to use this technique.
|Range:
Personal; Type: Ability; Learn DC: 35; Prerequisites:
Ki 19+|
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Cosmic Halo: An attack used to trap enemies. The user creates a ring of Ki energy and then fires it at the target to trap them. The character is wrapped in bands of energy. These bands may be escaped with a successful Escape Artist check equal to 10 + 1 per power point channeled. The bands have a break DC of 10 + 1 per power point channeled.
|MT: 1 action; Channel DC: 3; Range: 5; Type: Effect; Learn DC: 35; Prerequisites: Ki 19+, Unrefined Ki Blast| |
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Death Ball: A
technique where the user gathers a large amount of
spirit energy into a ball, to be hurled at opponents.
This very powerful ball of energy annihilates
almost everything in its path.
Unlike most missile attacks, a character can
power struggle with a death ball.
|MT:
1 round; Damage: 1d12 per energy point; Channel DC: 5;
Range: 50; Type: Missile; Learn DC: 50; Prerequisites:
Ki 25+, Unrefined Ki Blast| |
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Detonator: An attack where the user raises two fingers, and creates a huge explosion that severely damages opponents in the area surrounding the character. The area of effect is equal to 20ft radius centered on the character. This does not damage the character manifesting the attack. Victims caught in the area of effect are entitled to Fortitude saves for half damage (DC equal to 10 plus one half the number of power points channeled).
|MT: 1 round; Damage: 1d8 per energy point; Channel DC: 5; Type: AOE; Learn DC: 35; Prerequisites: Ki 19+, Unrefined Ki Blast| |
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Dodompa:
A very powerful blast, the Dodompa is comparable to
the Kame Hame Ha in terms of power.
An advantage this attack has is that it can be
fired repeatedly.
The blast is a small straight beam shot from
one finger. The
number of rays fired by this technique is equal to
half the warriors Ki modifier, and each ray costs one
power point. Due
to the limited concentration of power in each attack,
the Dodompa receives a -2 penalty to DR penetration.
|MT:
full round action; Damage: 1d6 per energy point; Channel DC: 8;
Range: 30; Type: Ray; Learn DC: 35; Prerequisites: Ki
19+, Unrefined Ki Blast|
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Explosive Blow: Striking your target and letting your energy build for a split second before bursting forward in an explosion, you are able to deal great damage to a foe.
|MT: free action; Damage: +1d6 per energy point; Channel DC: 8; Range: Touch; Type: Touch Attack; Learn DC: 30; Prerequisite: Ki 17+, proficient with weapon if applicable| |
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Gallic
Gun: The Gallic Gun is a very slow and very
powerful beam attack wherein the fighter cups his
hands together at his sides and focuses energy into
his palms. After
charging this attack, it is release by thrusting the
palms forward and expelling the energy.
While charging this attack, the warrior is
bathed in energy and upon release that energy flows
from around his body outward.
Even though this attack is very powerful, the
charging time brings down its overall effectiveness.
|MT:
1 round; Damage: 1d10 per energy point; Channel DC: 7;
Range: 40; Type: Beam; Learn DC: 40; Prerequisites: Ki
21+, Unrefined Ki Blast|
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Genki Dama (Spirit Bomb): An attack where the user creates a large ball of energy. The energy is gathered from all life forms. Although the attack is very powerful, it takes time to gather enough energy. The character effectively has an unlimited power point pool from which to draw when using this attack. The planet has power that it will donate if it sees fit, as do all beings on a planet. The character can donate their own energy to the attack if they choose to. The attack does no damage to “good” characters or creatures.
|MT: 1 action; Damage: 1d6 per energy point; Channel DC: 5; Type: Missile; Learn DC: 40; Prerequisites: Ki 21+| |
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Hasten: Hasten is a power up that causes the body to become more lean, greatly enhancing its Dex. This power is however a bit strenuous to the body and thus cannot be maintained for long. When used, the character gains a +2 power up bonus to Dex for every power point channeled. This bonus lasts a number of rounds equal to the characters Constitution modifier.
|MT: 1 action; Channel DC: 5; Range: Personal; Type: Power Up; Learn DC: 25; Prerequisites: Constitution 17+, Ki 15+, Empowerment| |
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Heart of Stone: Concentrating your spirit energy to the surface of your skin you increase the chance of your Damage Reduction protecting you. You gain +1 Damage Reduction amount and deffence per channeled point.
|MT: free action; Damage: none; Channel DC: 5; Range: Touch; Type: Touch Attack; Learn DC: 30; Prerequisite: Ki 15+, Con 13+, Base Attack +5 or Higher, Empowerment| |
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Kage Bunshin: Orginaly created to improve upon tri-form the creater was able to create many more duplicates of him self, but each were much weaker then expected. You create power infused shadow clones of your self, each holding one hit point plus con mod taken from you and one power point plus ki mod taken from you as well. Other then thier hit points and power points they act exactly as you. You create a number of clones equel to your channel check they last for a number of rounds equel to double your con mod.
|MT: 1 round; Channel DC: 10; Type: Effect; Learn DC 50, Prerequisites: Constitution 19+, Ki 23+| |
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Kaifuku
(Healing Technique): This technique can heal any
wound, but cannot raise people from the dead. Kaifuku can heal a number of Hit Points equal to 1d4 per power
point channeled.
|MT:
1 round; Channel DC: 4; Type: Effect; Learn DC: 35;
Prerequisites: Ki 17+, 4th level Mystic or
higher
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Kame
Hame Ha: Quite possibly the most commonly used
technique in the series, this is a powerful energy
attack that is charged in 5 stages by slowly creating
a pinpoint ball of energy in between partially cupped
hands. Once
the hands are to the users side and back slightly, it
can be released in a torrent of energy.
This is the trademark technique of the Turtle
Style.
|MT:
1 action; Damage: 1d6 per energy point; Channel DC: 5;
Range: 50; Type: Beam; Learn DC: 30; Prerequisites: Ki
17+, Unrefined Ki Blast|
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Kienzan
(Destructo Disk): An attack where the user throws
a Ki blast in the shape of a flat disc. This disc can
be thrown with deadly accuracy and can be used to
slice through just about anything.
The combatant holds his hand in the air and
charges the attack, while the energy forms into a disc
and spins rapidly.
The energy is held a few inches above the hand
until the attack is released.
Destructo Discs receives a +2 for DR
penetration, and can sever limbs on a successful
critical (provided the DR penetration got through).
|MT:
1 action; Damage: 1d8 per energy point; Channel DC: 5;
Range: 30; Type: Missile; Learn DC: 40; Prerequisites:
Ki 21+, Energy Adept, Unrefined Ki Blast|
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Kikoho:
The Kikoho is a deadly technique that if used
properly sacrifices the life of the user.
First, you have to concentrate all your Ki into
your hands, and then make a triangle form with them.
Then everything you look at through your hands
will be damaged.
With this attack, you can target a wide area,
or concentrate on a single target by “zooming in”
on the area you wish to attack.
The user of this attack looses a number of Hit
Points equal to the number of power points channeled.
Victims caught in the area of effect are
entitled to Fortitude saves for half damage (DC equal
to 10 plus the half number of power points channeled).
The damage dealt in this manner is evenly split among
everyone within the area of effect. This technique can also be used to simply gain a +10 to any
Spot check when actively using it for this purpose.
When used in this fashion, the power point cost
is 1, and the wielder does not suffer any damage.
|MT:
1 action; Damage: 1d10 per energy point; Channel DC:
5; Range: 50; Type: AOE; Learn DC: 45; Prerequisites:
Constitution 19+, Ki 23+|
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Kikou
Ha: The simplest type of controlled energy
attack, the Kikou Ha is a small ball of spirit energy
that can be hurled at an opponent.
The orb of energy is formed in the palm of the
attacker and then hurled at the opponent.
|MT:
1 action; Damage: 1d4 per energy point; Channel DC: 3;
Range: 20; Type: Missile; Learn DC: 25; Prerequisites:
Ki 15+, Unrefined Ki Blast|
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Kousengan (Eye
Beams): Twin beams of red spirit energy are shot
from ones eyes. This
can be used to surprise an enemy in a fight if the
other person is not expecting it.
Though the attack is week, the ability to use
it as a free action once per round makes it
exceptionally powerful.
Due to the fact that you are looking at your
opponent, you gain double your Dexterity modifier as a
bonus to hit.
|MT:
free action; Damage: 1 per energy point; Channel DC:
1; Range: 5; Type: Ray; Learn DC: 30; Prerequisites:
Ki 17+, Unrefined Ki Blast|
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Kuu Ha Zan (Heat Wave Slash): The fighter focuses his energy into a powerful slash.
after charging the attack the sword is swung downward,
in a vertical slash. The slash moves so fast that it
forces the air around it During the slash the
energy put into the sword combines with the air
swirling around the blade. it is then fired forward
into a vertical wave. The wave lacks any real
coloration, but it can be seen as it gives a wavy
distortion of the vision of anything looking
through, due to the heat of the wave, and the power in
the motion of the air.
|MT: 1 action; Damage: 1d8 per energy point;
Channel DC 6; Range: 30; Type: Cone; Learn DC 40; Prerequisites:
Strength 15+, Ki 19+, Weapon Focus, Unrefined Ki
Blast, Jiyusoken| |
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Kuzu Ryu Sen (9-Point Attack): The flashiest and most devastating attack of Hiten Mstugi Ryu style, the Kzu Ryu Sen levels all but the most resiliant foes. It is taught as a transition to the succession technique of the style. In all budo weapon training, there are nine points of importance: the head, left shoulder, right shoulder, left arm, right arm, chest, left hip, right hip, and crotch. Even in defense these points are taught, and every attack will in some way target one of the areas. However, the Kuzu Ryu Sen strikes all nine points simultaneously, leaving no way to defend. This attack is usually made as part of a charge action which leaves the attacker behind the target, and can be an iaijutsu strike (in which case drawing the weapon in the same round is not required). It costs 10 power points to use (plus one per channel step) and denys the target his Dexterity and dodge-type bonuses to AC. If it connects, it does weapon damage nine times to the target. Bonus damage from iaijutsu, Precise Strike, Empowered Strike, Strength (and other sources) are only added once. Using this attack is a full-round action. For every channel DC step made, it gains +1 to damage reduction penetration.
|MT: Full Round; Damage: See Text; Type: Melee; Channel DC: 10; Learn DC: 40; Req: Dex 22+, Ki 22+, Weapon Focus, Weapon Specialization, Level 9 Hiten Mitsurugi Ryu| |
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Kyodaika (Enlarge): A
technique where the user grows to a large size, making
his or her attacks stronger and more effective.
Basically this technique makes the user large,
changing their stats in the following ways; +8
Strength, -2 Dexterity, +4 Constitution, +2 Natural
Armor, -1 size modifier to attacks and defense.
The duration of the effect is dependent upon the
channel check.
|MT:
1 round; Channel DC: 10; Range: Personal; Type: Power
Up; Learn DC: 40; Prerequisites: Constitution 19+, Ki
21+, Empowerment, Mystic Attack|
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Mafuba:
An attack where the user shoots a swirling blast of
energy at an opponent, which allows the user to trap
his enemy by forcing him into an imprisonment
container. This
technique was invented by Mutaito-Sama as a way to
capture the “demon” Piccolo.
The problem with this technique is that it
sacrifices the user's life. First, you hold one hand in the air, palm up, and stick two
fingers out. Basically,
you concentrate on the user and pick them up, forcing
their spirit (and material body) into a Denshi Jar.
The jar holds the trapped entity indefinitely
or until the jar is broken and the life force is
released, allowing the body to reform.
The aim has to be perfect in order to get the
user inside the jar, and it takes a lot of practice.
When this technique is used, the fighter must
succeed at a ranged touch attack to “hit” their
opponent. The
defender then gets a Will save to negate the effect
(DC equal to 10 plus the number of power points
channeled). If
the defender failed their save, then the attacker
makes another touch attack for the jar.
If both attack rolls succeeded, the defender is
now trapped inside the Denshi Jar.
Whether the effect is successful or not, the
attack looses a number of Hit Points equal to the
number of power points channeled.
|MT:
1 round; Channel DC: 6; Range: 6; Type: Effect; Learn
DC: 50; Prerequisites: Ki 25+|
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Makenkosappo
(Special Beam Cannon): This technique is
amazingly powerful, but in order for it to be
effective, it has to be charged for a while. To charge
for this attack, the user places two fingers on the
forehead, and the Ki is charged into the fingers.
Then, when the blast is fired, there are 2 beams, one
going out straight and the other spiraling around the
straight one. The
Makenkosappo receives a +2 inherent bonus to DR
penetration.
|MT:
1 round; Damage: 1d8 per energy point; Channel DC: 5;
Range: 60; Type: Beam; Learn DC: 50; Prerequisites: Ki
25+, Energy Adept, Unrefined Ki Blast|
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Masenko
Ha (Demon Blast): A very powerful attack where
the user puts one hand behind the other above his
head, powers up, and brings both hands down to fire
the blast. A
good beam attack for beginners, the Masenko Ha is
fairly fast yet still packs a punch.
|MT:
1 action; Damage: 1d8 per energy point; Channel DC: 6;
Range: 40; Type: Beam; Learn DC: 35; Prerequisites: Ki
19+, Unrefined Ki Blast|
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Moon
Blast: A technique where the user creates a ball
of light in the sky that emits moonlight and brute
rays similar to those produced by a full moon. This
allows Saiya-jins and other lycanthropes to transform
whenever they please. Those who are within view of the ball of light may make a
Will save to resist changing shape.
The DC for the save is equal to 15 + the amount
of power points channeled.
Duration of the ball of light is equal to 5
rounds plus one round per energy point channeled. Once the duration expires, those within the effected area
revert to back to their normal form.
|MT:
1 round; Channel DC: 5; Type: Effect; Learn DC: 40;
Prerequisites: Ki 21+|
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Mystic
Attack:
A technique
where the user extends his/her arm at the opponent
from a distance, therefore surprising him/her. This
technique can be used to give the character
reach. For every power point channeled, the
reach is increased by 1 space (5 ft). If used in
conjunction with a successful grapple, the enemy can
be pulled in.
|MT: free action; Damage:
variable; Channel DC: 8; Range: 1 space per energy
point;
Type: Touch Attack; Learn DC: 30; Prerequisite:
Constitution 15+, Ki 17+| |
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Renzokou
Kikou Ha: The Renzokou Kikou Ha is an attack
where the user fires a continuous stream of Ki blasts. The blasts aren't very powerful, because the user must fire
them off fast and can't take time to put a lot of Ki
into them. Because
of this, unlike most missile attacks, Renzokou Kikou
Ha cannot be charged.
The number of missiles fired by this technique
is equal to the warriors Dexterity modifier, and each
missile costs one power point.
|MT:
full round action; Damage: 1d4 per missile; Channel
DC: N/A; Range: 20; Type: Missile; Learn DC: 30;
Prerequisites: Ki 17+, Unrefined Ki Blast, Kikou Ha|
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Sand Blast: Using this technique you pull land from the earth and thrust it violently into the air at your target ripping over there body causing a the victim to feel like sand paper is washing over thier body, deal 1d8 damage per channel step. The power also is affected by physical damage reduction, instead of ki.
|MT: 1 action; Channel DC: 5; Type: Effect; Learn DC 40, Prerequisite: Constitution 15+, Ki 19+| |
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Sand Sphere: Using this technique summons up a cloud of sand that will snap into a protective sphere when the wielder is attacked. This sphere can only ever protect the user, and will not react for anyone else. Its effect is a cover bonus to AC equal to 2 AC per power point spent. This AC stacks with normal AC, but you must choose a direction to protect from.
|MT: 1 action; Channel DC: 6; Type: Effect; Learn DC 40, Prerequisite: Constitution 15+, Ki 19+| |
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Shiyoken
(Four Arms): An technique
where the user sprouts out an extra pair of arms from
each shoulder. The effect is one extra melee
attack at the users highest attack bonus. The
duration of the effect is dependent upon the channel
check.
|MT:
1 round; Damage: variable; Channel DC: 5; Range:
Touch;
Type: Touch Attack; Learn DC: 30; Prerequisite:
Constitution 15+, Ki 17+| |
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Sky Dragon Slash: The
warrior focuses his energy into the blade of his
weapon. He then jump into the air, and thrusts the
weapon into the ground. a circular glyph born of the energy
in the sword appears on the ground, and emits the
stored energy strait up. The radius of the circle is
about 10 feet, and it fires about 10 feet high. it
deals the same amount of damage to all enemies in are
of effect, due to the full discernment of energy in
all directions.
|MT:
1 round; Damage 1d10 per energy point; Channel DC 10;
Type AOE; Learn DC 50; Prerequisites: Strength 17+, Ki
19+, Weapon Focus, Jiyusoken| |
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Sokidan:
An attack where the user shoots a small ball of
energy that they can guide with hand motions.
Due to this fact you gain double your Dexterity
modifier as a bonus to hit.
The Sokidan will stay in effect and can be
controlled for a number of rounds equal to the
characters Ki modifier, until it hits its target, or
until the attacker stops concentrating on directing
it.
|MT:
1 action; Damage: 1d4 per energy point; Channel DC: 3;
Range: 20; Type: Missile; Learn DC: 40; Prerequisites:
Ki 21+, Energy Adept, Unrefined Ki Blast, Kikou Ha|
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Spirit Gun: The warrior who learns this technique may concentrate a ray of energy into their finger, aim and shoot it as if it were a gun.
|MT: 1 action; Damage: 1d8 per energy point; Channel DC: 6; Range: 10; Type: Ray; Learn DC: 30; Prerequisite: Ki 17+, Unrefined Ki Blast| |
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Spirit Missile: Gathering energy in their arm, the user of this attack fires a missile-like beam that travels long distances and explodes on impact, just like a real missile.
|MT: 1 action; Damage: 1d12; Channel DC: 8; Range: 30; Type: Beam; Learn DC: 50; Prerequisite: Ki 21+, Unrefined Ki Blast, Spirit Gun, Spirit Scatter Gun| |
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Spirit Scatter Gun: Much like the spirit gun, the spirit scatter gun fires in a more scattered array once released instead of the straight beam as the spirit gun does.
|MT: 1 action; Damage: 1d10; Channel DC: 8; Range: 4; Type: Beam; Learn DC: 40; Prerequisite: Ki 17+, Unrefined Ki Blast, Spirit Gun| |
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Spirit Weapon:
The character is able to create weapons from their
spirit energy. The weapon can be of any type,
but deals damage according to the channel check of the
user. The duration of the blade is equal to
double the characters Ki modifier in rounds, after
which time it dissipates.
|MT:
1 action; Damage: 1d6 per energy point (see above); Channel DC:
4; Type: Effect; Learn DC: 40; Prerequisites: Ki 21+|
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Split
Form: With this technique, you can divide
yourself into two beings, creating a duplicate up to 5
feet away. Your
duplicate thinks and acts exactly as you do and
follows your orders, although it will not do anything
you wouldn’t do yourself.
Your duplicate has all your abilities but none
or your equipment (except for duplicate clothing).
Your duplicate has half your hit points, half
your energy points (figured after deducting the cost
of this power), and other physical traits you had at
the time you manifested the power.
In addition, your DR defense is halved as well.
Powers, spells, or other effects affecting you
do not affect the duplicate.
When the duration expires or when you dismiss
the power, you and your duplicate rejoin, no matter
how far apart from each other you are.
You take the full amount of damage your
duplicate has suffered at the time of rejoining. This could potentially put you at 0 hit points or fewer, but
it cannot kill you.
Also you lose the full amount of the power
points your duplicate used up. If you die before the
duration expires, then the duplicate immediately disappears.
The effect lasts one round per power point.
|MT: 1 round; Channel DC: 5;
Type: Effect; Learn DC: 60; Prerequisites: Ki 29+|
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Strengthen: Strengthen is a power up that causes the body to
bulge with muscles, greatly enhancing its Strength.
This power is however a bit strenuous to the
body and thus cannot be maintained for long.
When used, the character gains a +2 power up
bonus to Strength for every power point channeled.
This bonus lasts a number of rounds equal to
the characters Constitution modifier.
|MT:
1 action; Channel DC: 5; Range: Personal; Type: Power
Up; Learn DC: 25; Prerequisites: Constitution 17+, Ki
15+, Empowerment|
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Taiyoken
(Solar Flare): This technique is very effective,
but has little to no actual fighting power.
The user places both hands beside the face,
palm in, and shouts out Taiyoken.
A very bright Solar Light is created behind the
user and blinds their opponent. If successful, the victim is blinded for 1d4 rounds.
A successful Reflex save negates the effect.
The DC for the save is equal to 15 + the amount
of power points channeled.
|MT:
1 action; Damage: blindness; Channel DC: 5; Range:
N/A; Type: Effect; Learn DC: 25; Prerequisites: Ki 15+|
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Terra-form
Avatar: An advanced technique wherein the user
gains a large amount of temporary Strength and Damage
Reduction with a decrease in Speed and Dexterity.
While in this form you gain damage reduction
20/+2 which stacks with any other DR you may have, and
gain a +6 power up bonus to Strength, a –6 power up
penalty to Dexterity, your speed is reduced by half,
and your unarmed damage increases by +1d4.
The user also gains about 1 foot in height,
their skin changes to resemble stone, their weight
increases by a factor of 10, and for all intents and
purposes counts as a construct, granting certain
immunities. The
effect lasts for a number of rounds equal to the
number of power points channeled.
|MT: 1 round; Channel DC: 7;
Range: Personal; Type: Power Up; Learn DC: 55;
Prerequisites: Constitution 19+, Ki 27+, Terra-Form
Style level 10|
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Tobi Izuna (Ranged Cut): A ranged Empowered Strike of sorts, this attack throws beams of cutting energy through the air. The attacker channels his energy through their weapon, "throwing" its sharpness at the target. It can be fired up to as many times per round as the user has attacks per round, but each shot uses one or more power points. This attack cannot be charged. Empowered Strike may be added to the damage as normal.
|MT: free action; Damage: as weapon per shot; Channel DC: 5; Range: 3+1 per point channeled; Type: Ranged Touch; Learn DC: 25; Prerequisites: Str 15+, Ki 17+, Unrefined Ki Blast, Empowered Strike, Weapon Focus|
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Tri-Form: With this technique, you can divide yourself into three beings, creating two duplicates up to 5 feet away. Your duplicates think and act exactly as you do and follow your orders, although they will not do anything you wouldn’t do yourself. Your duplicates have all your abilities but none or your equipment (except for duplicate clothing). Your duplicates have a third of your hit points, a third of your energy points (figured after deducting the cost of this power), and other physical traits you had at the time you manifested the power. Powers, spells, or other effects affecting you do not affect the duplicates. When the duration expires or when you dismiss the power, you and your duplicates rejoin, no matter how far apart from each other you are. You take half the damage your duplicates have suffered at the time of rejoining. This could potentially put you at 0 hit points or fewer, but it cant bring you to –10 hit points or less. Also you loose half or the power points your duplicates used up. If one of you dies before the duration expires, you gain one negative level and the effect ends. The effect lasts one round per power point.
|MT: 1 round; Channel DC: 7; Type: Effect; Learn DC: 70; Prerequisites: Split Form, Ki 33+| |
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Tsuibi
Kienzan (Controlled Destructo Disk): The Tsuibi
Kienzan is very similar to the Kienzan in appearance
and function. The
only difference in appearance is the color, where as a
normal Kienzan is yellow, a Tsuibi Kienzan is red.
However, what really sets it apart is the fact
that the attacker can control it after it has been
thrown. Due
to this fact you gain double your Dexterity modifier
as a bonus to hit.
The Tsuibi Kienzan will stay in effect and can
be controlled for a number of rounds equal to the
characters Ki modifier, or until the attacker stops
concentrating on directing them.
|MT:
1 action; Damage: 1d8 per energy point; Channel DC: 5;
Range: 30; Type: Missile; Learn DC: 55; Prerequisites:
Ki 27+, Energy Adept, Unrefined Ki Blast, Kienzan|
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Void
Strike: By concentrating Ki into your fist or foot, you are able to make an attack that penetrates another warrior's defenses.
By spending 1 energy point you can resolve an
unarmed attack as a touch attack, thus negating quite
a few armor bonuses of your opponent as well as
granting a +1 for purposes of DR penetration.
For each additional power point channeled, you
gain an additional +1 DR penetration bonus. The damage of the attack is dependant on your unarmed melee
damage. Using
the technique counts as a free action, however it uses
up a melee attack.
|MT:
free action; Damage: variable; Channel DC: 5; Range:
Touch; Type: Touch Attack; Learn DC: 30; Prerequisite:
Ki 15+, Strength 13+, Base Attack +5 or higher,
Empowered Strike|
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Whirlwind: By spining your spirit energy just right through the air you are not only able to create a whirlwind, but also infuse it with your energy. Pulling creatures off the ground and holding them in place while your spirit energy. Targets of the whirlwind must make a reflex save DC: 13 + power points channeled or be pulled up off the ground and held in place untill they pull free. If you fail you may try and break free agian on your turn with an opposed ki check.
|MT: 1 action; Channel DC: 5; Type: Effect; Learn DC 40, Prerequisite: Dexterity 15+, Ki 19+| |
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Yubisaki Kara (Finger Blast): This attack is extremely fast and powerful.
The user points his finger at his opponent and
a small beam of powerful red energy shoots from it.
This attack is very similar to Dodompa, however
it can be charged before releasing allowing for more
rays. Each
channel step DC made grants another blast.
This particular attack can pierce right through
the target, and as such receives a +2 inherent bonus to DR penetration.
|MT:
1 round; Damage: 1d8 per ray; Channel DC: 8; Range:
30; Type: Ray; Learn DC: 35; Prerequisites: Ki 21+,
Unrefined Ki Blast|
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Zanzoken:
The Zanzoken technique is the art of leaving behind
after-images.
This skill must be used in conjunction with
Blink. The
way it works is you move so fast that it leaves an
after-image of you in one place while you attack from
another. The
speed however is not what causes the images to stay;
your Ki produces this effect.
It takes a lot of practice to learn this
technique, but it becomes very useful in battle. A skilled Martial Artist can use several Zanzoken at once.
One after image can be left for every 4 spaces (20
ft) you move using the Blink technique. While
Zanzoken counts as a free action, it may only be used
once per round. When
used, the opponent may make a Spot check against your
Bluff check. If
the enemy beats you, he sees the after image for what
it truly is.
|MT:
free action; Channel DC: 10; Range: Personal; Type:
Maneuver; Learn DC: 45; Prerequisites: Ki 21+,
Dexterity 21+, Blink|
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| Custom
Technique Descriptions |
This is a list of techniques that have been created by the characters through out the events of the game. Any character may learn these techniques although they must have either viewed the technique being used or been taught it by the creator. For anyone other than the creator, the technique's DC is +10 more than what is listed below.
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Empty Fist: By
concentrating ones energy just right they are able to
fuse the kinetic energy with there spirit energy,
allowing them to turn a melee attack into a ranged
one.
|MT: free action; Damage: normal; Range 2 +1
per power point channeled; Channel DC: 5; Learn DC:
25; Prerequisites: Strength 15+, Ki 19+|
Creator: Sypher |
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Kakuzen Ichijin (Razor Wind): This unique technique requires the user to set himself in a very specific and very very precise stance. Once in the stance, the user blasts forward at intense speeds, moving in a straight line a number of spaces as per the Blink technique. This counts as using Blink for that round. Behind the user, the speeds create a suction void, very similiar to the effects of a sonic boom. However, the user channels his ki to refine, focus and sharpen the void into a thin plane that follows him. Any opponent the user moves through is attacked by this, and due to its almost 2-dimensional sharpness it gains a +2 Damage Penetration. While Ki is used to make this attack, it is essentially physically based, and defenders use their physical damage reduction versus it.
|MT: 1 action; Damage: d10 per power point; Channel DC: 5, Range: AOE; Type: Attack Effect; Learn DC 45, Prerequisite; Dex 21+, Ki 23+, Energy Adept, Blink|
Creator: Rakiss |
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Shadow Void: This technique is the polar opposite of the Taiyoken technique. When activated it creates a sphere of darkness around the user, blinding everyone except him. The size of this sphere is equal to 10 ft radius. Duration is equal to the number of powerpoints channeled. The use of Taiyoken cancels this technique, and vice versa as well. By readying an action, warriors can attempt to counter the others technique with the opposing technique, much like sorcerors can counter other sorcerors spells.
|MT: 1 action; Channel DC: 5; Type: Effect; Learn DC 25, Prerequisite; Ki 17+|
Creator: Belial |
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Sharingan: A powerful ability that enhances ones visual sight a hundred fold, allowing you to follow the movments of others easily. This ancient technique was rediscored on a scroll by Victore. Yielding double the bonus for Reflex Save and AC from Dex and giving a +5 bonus on spot, search and sence motive checks. The power up lats for a number of rounds equel to power points channeled.
|MT: 1 action; Channel DC: 6; Range: Personal; Type: Power Up; Learn DC: 40; Prerequisites: Dex 15+, Ki 17+|
Creator: Victore |
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| Meta-Ki Feat Descriptions |
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Controlled Ki: Characters
with this feat are able to control to a greater degree
where their attacks land. Using this feat grants
the character double their Dexterity modifier
as a bonus to the attack roll. If the attack
misses, the character may spend 2 power points per
round to keep the attack in effect until they are able
to strike their opponent with it. A character
may attempt an attack roll with the controlled attack
once for every attack the character can make.
The effect dissipates when either the character looses
concentration or hits their opponent with the
attack. When using this technique, the base
channel DC step increases by 1 for missile attacks and
by 2 for beam attacks. This feat may only be
used in conjunction with missile attacks or beams.
|Prerequisites: Ki
21+, Any
missile attack or beam technique| |
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Cooperative Ki: Characters
with this feat are able to pull together and simultaneously attack
with a single technique. This allows both
characters to channel Ki into the attack, thus yielding
a stronger and more powerful outcome. One person
is designated as the leader and makes the channel
check for the technique while the other uses the aid
another action and to bolster the leaders roll.
Then both power point cost is split evenly between the
two. Both characters must posses the Cooperative
Ki feat in order for this to work, however only the
leader need know the attack. This feat may not
be used in conjunction with power ups, maneuvers,
touch attacks, rays, or effects.
|Prerequisites: Ki
21+, Any
missile attack, beam, cone, or AOE technique| |
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Empowered Ki: Characters
with this feat are able to channel more energy into
their Ki techniques. When using this feat, you are
able to make an additional channel check and add the
result to your initial roll as a single action.
When using this technique, the base channel DC step
increases by 3. Fighters typically referred to their
empowered attack with a x2 suffix at the end.
Ex. Kame Hame Ha x2.
|Prerequisites: Ki
21+, Any
technique| |
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Penetrating Ki: Characters
with this feat are able to focus more Ki into their
attack in such a way as to grant the attack a bonus to
DR penetration. When used in conjunction with
this feat, an attack receives a +2 inherent bonus to DR
penetration. When using this technique,
the base channel DC step increases by 2. This
feat may not be used in conjunction with power ups,
maneuvers, or effects.
|Prerequisites: Ki
21+, Any technique (excluding power ups,
maneuvers, or effects), Energy Adept| |
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Quicken Ki:
Characters with this feat are able to manifest their
powers more quickly. Manifesting a quickened
technique is a free action. Only one technique
may be quickened per round, and only on the
character's turn. When using this technique,
the base channel DC step increases by 2. This
feat may only be used in conjunction with techniques
that have a manifestation time of 1 action.
|Prerequisites: Ki
21+, Any technique| |
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Twin Power: Characters
with this feat are able to manifest the same power
twice at the same time. When using this feat,
one channel check is made for both attacks and double
the amount of power points are spent. Then two
attacks may be made with a single action, however each
attack suffers a -2 penalty to the attack. When
using this technique, the base channel DC step
increases by 2. This feat may only be used
in conjunction with missile attacks or cones.
|Prerequisites: Ki
21+, Any missile attack or cone technique|
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Twin power up: Characters with this feat are able to manifest two powers at the same time. When using this feat, one channel check is made for both power ups. Then two power ups may be made with a single action. When using this technique, the base channel DC step increases by 3. This feat may only be used in conjunction with power ups.
|Prerequisites: Ki 21+, Any two power up techniques| |
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