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Powers

-RULES-
Some of the powers are categorized into different classes and levels, in order to get a power 
you must have at least one of the other lower level powers in that category.

Each Power is chosen separately, to gain a higher level of a power you must first have one from
each of the levels below it.

ex. To get Multi-Fireball [lvl 2 offensive ki], you must first have a level 1 offensive KI skill, like
Discharge [lvl 1 offensive ki]
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Any level 0 power is not required to get the level 1 power but will not allow you to get the level 2
power. If there's a level 1.5 then that means you need the level 1 power to get it but you don't need
it for the level 2. There could be a level 2.5 ,3.5, 4.5, ect
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**Offensive Ki**

Level 1= Discharge: 
Gives the character the ability to discharge KI and balls of energy. The balls inflict 10 damage
per 5 KI spent. A character can never use more than 25x his level in KI. 

Level 1.5= Sphere Blast:
This is a strong attack formed by raising the index and middle finger upward making a huge blast
that forms around the character taking everything out for a varying distance. This attack does not
take your own energy but the energy you charge. Every 10 ki=1000 ft of damage. It does 50
damage per 10 ki. Costs 2 STM. Can only do 25* your level in ki.

Level 2= Multi-Fireball: 
This shoots 6 fireballs every 3 levels. Each fireball inflicts 10 damage, so 60 dmg all together. Costs 35 ki. Must have
discharge. Costs two stamina points ad +2 stm +35 ki every 1d5+1.

Level 2= Eye Beams: 
The character can blast small beams of energy through his eyes. Inflicts 18-damage and costs 10
ki. +12 damage per level.+5 strike

Level 2= Mouth Blast: 
This is a strong attack let loose through the character's mouth. 40 damage 25 KI .+20 damage per level.
+3 stk.

Level 3= Ki Combo:
This lets loose a Multi-Fireball (must have) and then a shot of discharge, mouth blast, eye beams,
or advanced discharge. It costs 6 Stm and 30 extra ki. You must be level 5 to obtain. Only be done
once per round.

Level 3= Capture Ball: 
This throws a ball at a defender and imprisons them for 4+how many levels the attacker has had
this move turns. During this time the person that attacked can beat down on the defender with
only HTH attacks. The ball is a ball until it hits the defender which it turns into an aura type thing
(think of something entering a bubble). The attack is -5 to strike, costs 150 KI. Use able
once every 2 rounds

Level 3= Kienzan:
This attack cuts through anything in it's path. It's DAC and does 300 damage. Can't be
countered. -5 to strike, DAC, 400 ki AP, SP BUT CAN BE DEFLECTED NOTE THIS
ATTACK MAY NOT ALWAYS WORK (EX like Krillen vs. cell it didn't work). The damage
always applies though just not DAC. It doesn't work i the person that is being attacked has a pl 5
times higher than the attackers. Also after the attacker has this move for 5 levels they have a
choice of making it Multiple or Remote (don't have to though). If it's multiple it cost 800 KI if it's
remote it cost 200 KI to try to strike again. You CANNOT add damage or any other thing like that
to this attack.

Level 3.5= Multi Kienzan:
For every 5 levels you can have 1 more disc to throw. The discs become Double Remote and costs
200 more ki (Each disc) Auto Critical

Level 4= Ghost Kamikaze Attack: 
It spits out a ghost-like form closely resembling the
person. The ghostlike form has a mind of its own, and when it hits anything, it explodes, severely 
damaging whatever is caught in the blast. The damage is equal to as much KI as the person creating
the ghost puts into the ghost*2. You strike for this b/c the ghost touches the person its going
to hit before exploding. The radius is 5 ft per 1 KI. This attack also costs 5 STM per 50 KI and
you can only use your level*5 KI

Level 4= Ki Combo:
This is a Multi-Fireball, and then a discharge, eye beam, advanced discharge, or mouth blast with
double damage. This cost 10 stm and 60 extra ki. This may be obtained at level 8 and may only be
done once per round.

Level 4= Ring Jyoul:
This is an attack that is used by Vegeta when he fights Goku for the last time. Vegeta bashes him
against a rock wall and then shoots out five rings of ki that bind his wrists, feet, and neck to the
wall. Then he tells Goku "To Death By Dismemberment!" This attack, the user creates five
rings made of ki that lock around the enemies arms/legs and neck and dismember them, killing the
enemy instantly. This costs 300 ki per level of the user and 20 stm points, this attack is at a -10 to
strike. Not all rings will attach to the enemy, some they shall dodge and the others they might not.
If you dismember:
Neck=death
Arm=-8 to strike
Leg=-8 to dodge
I choose what body part is hit.

Level 4.5= Super Ghost Kamikaze Attack: 
Same thing as Ghost Kamikaze only it's KI*3 and the radius it 8 feet per 1 KI. This attack also
costs 5 STM per 50 KI and you can only use your level*5 KI

Level 5= Advanced Ki Combo:
This is two ki attacks put together. The Kamehameha and the Dodonpa plus a multi. fireball
attack. Costs the normal ki costs to do the Kamehameha and the Dodonpa and the Multi-Fireball and
also an extra 10 stm.

Level 6= Master Ki Combo:
This is a Multi-Fireball, than a Ki Invention that is a BEAM, thus it must have counter ability,
and cannot be a multi attack. This is extremely powerful, and takes your enemy out for an action.
This cost 15 stm and 200 extra ki. This may only be done once per battle.
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**Defensive Ki**

Level 1= AOP: 
For every 1 KI you put in, you block 4 hp in damage. This might not go too far, seeing as you
may get hit badly. It only lasts for one action. It costs no actions to use and can be put up
automatically. He can never spend more than 25 times his level.

Level 2= KI Shield: 
The character creates a wall of KI in front of himself, and uses his arms to support the wall. This is
only used to block ki attacks, by modifying his aura of protection the character tries to block an
immensely strong attack. Must block 1/4 of the damage with Aura of Protection or this maneuver
does not work. Damage is split several ways:
1/4 of the damage can be blocked by the character's Aura of Protection, or the Ki attack is not
blocked at all.
1/4 of the damage continues on to the armor and hp of the character
1/2 of the damage is totally dispersed

Level 3= Deflection:
The character shapes his KI around himself to redirect the path of a KI attack. This maneuver
requires a KI strike, with different difficulties depending on the type of diversion wanted. 

Normal Deflection: 
Involves striking the blast with a limb while simultaneously using KI to redirect a blast: requires a
strike of 20 or higher. Costs: Half the KI used to fire the blast. If you use the whole price it
automatically deflects it

Complex Deflection: 
this is a more finesse based move, the user creates a plate of ki which is used
to deflect the ki off of like a mirror: must be done from at least 1000 ft away. Cost: the full KI
used to fire the blast. Difficulty: Must use a KI strike higher then opponents, with a +4 bonus.
[a variation of this move allows you to target something else with the blast, without the 
+4 bonus. After redirecting the blast you may target it at something else without any bonuses,
doing a KI strike.]

Level 4= Ki Aura:
This is an add-on to AOP, and it cost 1 ki per 1 damage blocked but to an added advantage, may
not be pierced by Shield Piercing Attacks. This may done as many times as needed, but remember
it does cost a lot, and you are still required to be within the Aura of Protection guidelines of Ki
Usage.

Level 4= Final Block: 
You may Use as much ki as you need to block out the damage. But it cost double the amount of ki
done to do so. This is an Add-On to Aura of Protection, and may be used with the Chi Aura
technique.

Level 5= Ki's Ending: 
Lose all of your Ki, and Stm, to Cancel out all the damage for that action from yourself and to
them. This is the true ending attack, and may be only done if you have 1 stm or more left.
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**Avoidance**

Level 1= Discharge Dodge:
A character uses the power of discharge (must have to use this technique) to dodge more quickly.
do Discharge damage, and each 10 damage adds +1 to ranged dodge. (note: cannot also use combat
teleport, zanzoken or anything else of that type along with this move.

Level 1= Combat Teleport: 
This allows character to move extremely fast for a short period of time. It is not an actual teleport
They can only teleport within their line of sight and it does not use an action. The character can
use this to attack and dodge. Make strike/dodge plus usual bonuses with an additional +2 to
strike/dodge. If a Dodge fails they can try to use normal dodge plus usual bonuses. Costs 10 KI
and must have SPD 25+. 

Level 2= Advanced Combat Teleport: 
This ability is basically the same as the normal combat teleport, but gives a +5 to strike/dodge.
Costs 25 KI, and must have SPD 50+

Level 3= Zanzoken: 
This lets the user move so fast that he leaves an after image. This will allow the character to attack
from a different spot while the enemy is confused. For every 15 points of SPD the character has
he leaves one after image. Each after image costs 5 KI. For every after image created, the character
gets +1 to Strike. This can also be used while dodging, having the same effect, but adding the bonus
to dodging. This technique costs 3 STM points. 

Level 3= Multi-Combat Teleport:
1 teleport per 75 SPD, must have at least 150 SPD 10 KI per teleport, each teleport adds +2
Strike/Dodge

Level 4= Multi-Advanced Combat Teleport:
1 advanced teleport per 100 SPD, must have at least 200 SPD 25 KI per teleport, each teleport
adds +5 Strike/Dodge

Level 5=Dimension Warp:
The user opens a portal in time and space and jumps through the portal to dodge the attack. It
costs 100 ki and you must have at least 250 Spd to use the technique. This gives +20 to all dodges.

Level 6= Instant Transmission/Instantaneous Movement:
This is the IT that Goku learns from the Yardrat-jin. You can go anywhere in the universe, but you must be able to detect their ki signal. Uses 100 Ki per teleport. In battle 1 IT per 300 SPD.
50 KI per teleport during battle. Each IT gives +50 to dodge/strike. Out of battle this can be used
to go from any place in the universe to any other place in the universe without the passage of time.


Level 6=Perfect Teleport:
This attack allows you to auto dodge the attack. It costs the dmg divide by 2 ki to dodge this
attack. (Ex. Cell tries to Perfect Teleport 17's kick,17 would have done 108 dmg, but Cell dodged it
costing him 54 ki to dodge the kick.) You must be at least lvl15 to use this and have a Power Level
of 50,000,000+.
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**Flight**

Level 1= Flight: 
Flight: The character can fly, SPD times 5 mph. Flying costs 5 KI per hour.

Level 2= Advanced Flight: 
The character can fly, SPD times 10 mph. Flying costs 10 KI per hour.

Level 2, Damaging Aura:
This adds +10% damage to all hand to hand attacks in the air. Cost the
power of the flight you are using divided by 10 to use (minimum of 1).

Level 3= Boosted Flight: 
The character can fly, SPD times 15 mph. Flying costs 20 ki and 5 STM points per hour. At this
level a character can spend even more KI and stm to increase his flight speed to the max. At as cost
of 5 KI and 1 stm per 5 minutes, the character can increase his flight speed by a factor of one, up
to a max of SPD times 30 mph.

Level 4= Light-year Flight
The character can fly, SPD times 20.Flying costs 30ki and 10 STM points per hour.


Level 5= Space Flight: 
The character can fly at 1 lyh for every 100 SPD. They may only do this in space, can only do if
you have protection from space harshness (Racial bonus). This cost 500 ki per hour.

*To use in battle with Any of the Flights, it cost the amount of stm & ki for an hour, in a round.
If you specially use boosted flight, it costs the ki & stm for 5 minutes, per 1/3 of your actions.
*For every 200 mph you have, you are +1 to strike and dodge, which means ki, ranged, and
normal. There is no maximum on this, sometimes it's great to be a great flyer.
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**KI Awareness**

Level 1= Sense Ki: 
The character can detect a KI trace across an entire planet at a 60% chance gains +10% to this skill
each level after obtaining this power.

Level 2= Suppress Ki: 
The character can lower their fighting power by up to 50%, [this also lowers bonuses to 50% of
normal], this ability increases by 10% for each level after having this power.

Level 2= Sense Alignment:
The character may now know the other persons basic alignment at the presence of them, unless
they Hide their Ki. This gives a general reading, Evil, Neutral, or Good. If you notice your against
the wrong alignment, you gain a +1 strike and dodge every round.

Level 3= Hide Ki: 
The character hides his power from those with scouters or KI sense, only those who already know
his ki signature even have a chance of sensing them (-50% to chi sense if the ki signature is known
by the searcher; -90% if the chi is unfamiliar, scouters are at a -70% chance of sensing someone... if
concentrating and not taking other actions that require KI to use or attacking this drops to a -90%
chance) (gets an -5% per level of having this power)

Level 3= Masking KI: 
The character can choose to give off a different aura than normal. You can use this in conjunction
with any other KI Awareness technique. What it does is prevent others from sensing your
presence from a distance. This starts at a 50% chance of working, and +10% each level of having
the power.

Level 4=Switching Ki:
The character can give off someone else's aura. You must at least be within 25% of the person's
PL if you are to give off his aura. This costs 100ki *level and you have a 40% chance of giving off
the persons aura correctly. If you screw up, you lose 1% from your total chance of doing this. If
you do this correctly you gain +3% to your total chance.

Level 4= Throwing Chi Aura:
The character may 'throw' their chi aura to a different spot, thus giving those with sense ki a
penalty. You have a 30%, +10% chance per level against their Sense Ki roll, if you succeed, then
you have a +3 to dodge for the rest of the round. You may only do this one round. This may not
be used against those who don't' have Sense Ki

Level 5= Increase Power Level:
This is the ability to increase your power level by 5% and by each time doing this gives a +1 to
strike and dodge but costs 3 STM per level. Max is (level)*5% at any one time.
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**KI-Body Enhancements**

Level 1= Bulk Up: 
The character can spend 5 KI to give himself +2 to damage for that action. Can only use 25x his
level in KI.

Level 2= Super Bulk Up: 
Same as above but each 5 KI gives +3 to damage.

Level 3= Mega Bulk Up:
Same as above but each 5 KI gives +4 to damage. 

Level 4= Ultra Bulk Up: 
Same as above but each 5 KI gives +5 to damage. 

Level 5= Ultimate Bulk Up:
Same as above but each 5 Ki gives +6 to damage.

Level 6= Final Bulk Up:
Same as above but each 5 ki gives +7 to damage.
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**HTH**

Level 0= KI Charging:
You can charge KI into your attack. You can charge 5 KI per action and each KI you charge will
then be added to your HTH attack whenever you make your attack. NOTE you can charge then
immediately take your attack in the same action with the +5 damage. This attack cant be used on
multi's and combo's

Level 1= Multi Punch: 
6 punches at level 1-5, 12 punches at levels 6-10, 18 punches at levels 11-15, and 24
punches at levels 16-20. These do the damage of a normal punch. This can only be used once per
round, and costs two stamina points. 

Level 1= Multi Kick: 
6 kicks levels 1-6, 12 levels 7-13, 18 level 14-20. Can only be used once per round, and costs
three stamina points.

Level 2= Combo: 
Any attack but: ram, power punch, jumpkick, or dropkick, then any attack, then a multi punch
or kick. Costs 10 STM points Must be level 3 to obtain

Level 3= Double Jumpkick:
*2 damage to a jumpkick (HTH bonuses included). Costs 10 STM useable once per combat round

Level 4= Combo Level 2:
Any attack but: ram, power punch, jumpkick, or dropkick, then any attack, then a multi punch
or kick and last a level 3 power. Costs 35 STM points Must be level 5 to obtain

Level 5= Dragon Uppercut:
The character will uppercut spinning in circles hitting multiple times and throwing the enemy higher
in the air. Does 3 uppercuts and costs 10 STM. -3 to strike. If the enemy does not have fly
they will face a falling damage of (18+Weight)*Gravity.

Level 5= Tornado Kick:
Does5 round house kicks and at level 10 goes to 9 round house kicks. This costs 7 STM
and is -4 to strike. At level 10 STM cost goes up to 10. This attack may only be done once per
battle.

Level 5= Ultimate Combo:
Combo Level 2- Any attack but: ram, power punch, jumpkick, or dropkick, then any attack, then
a multi punch or kick next a level 3 power, then a KI attack. last the ultimate punch: 120+hth
bonuses. Costs 75 STM points must be level 8 to obtain

Level 5= Kuukanteni Punch:
Where the attacker opens portal in time and space to attack his enemy without moving his entire 
body. This can only be used for HTH attacks and this gives you +5 to strike.

Level 6= Final Knockout:
This attack is a series of combos. You do Combo 1 & 2 and the Ultimate Combo. This costs 130
Stm points to do. You may only do this 5 times in your whole life and must be level 15 to obtain. 

NOTE: ALL COMBOS ARE USEABLE ONCE PER BATTLE. Any racial attacks can substitute
the first attack in any combo, and sword attacks can always substitute the last.
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**Powering Up**

Level 1= Charge: 
This allows the character to gain KI from their surroundings. The character will gain 25 ki per
action. A character can only use this 3x his level during a battle. KI gained is kept in a separate
pool, Can gain a max of 2x normal KI total. Unspent Ki dissipates after battle.

Level 2= Enhanced Charge:
Same as level 1, but gains 50 KI per action

Level 3= Power Charge: 
Same as Level 1, but instead of gaining only 25 KI, you gain 10% of your max each action.

Level 4= Mega Charge: 
Takes 1 action, You gain +50% of your max KI, in addition to normal charging. Can only Mega-
charge once per battle. May have more then normal allowance of KI.
*note- Mega charge adds to Normal KI, not the KI pool like other charges.*

Level 4= Charging AOP: 
When charging, if a KI attack does less dmg to you than what is in your KI pool, not natural KI,
(only while charging) it will do 1/3 dmg.

Level 5= Ultra Charge: 
Takes 1 action, You gain +75% of your max KI, in addition to normal charging. Can only Ultra-
charge once per battle. May have more then normal allowance of KI.
*note- Ultra-charge adds to Normal KI, not the KI pool like other charges*
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**Body Reproduction**

Level 1= Split Form: 
Takes one action to perform and makes two identical fighters. First divide all 
attributes by 4, and then add that to half the regular attribute. For example: Majin X has a STR 
of 60. Divide 60 by 4=15, then add it to half of 60 which=45. So the two identical warriors have 
a STR of 45 each. Divide KI and HP by 2. Determine attacks by dividing each of their DEX by 10
Note that after using one splitting technique, a character cannot split again or tri-fork etc. 
Also: Not available for starting characters not from earth (can be learned later, just no to start).

Level 2= Tri-fork Technique: 
This amazing technique allows the character to split into three separate 
entities to allow for greater chances in battle. Each of the three produced has 50% of the original 
character's attributes excluding INT and MNT, which remain the same. HP is 50% as well as 
chi. The three will recombine after losing half of their HP. Subtract their total losses of KI and 
HP from the original characters. This costs 40 ki and 8 STM points.
Also: Not available for starting characters not from earth (can be learned later, just no to start)
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**Special Tricks**

Level 1= Taiyoken: 
Costs 20 KI, and blinds anyone who doesn't close his eyes, for two actions. 
While blinded you are at -10 to dodge unless
you have Chi sense and then you are at only -5 to dodge. 
Also: Not available for starting characters not from earth (can be learned later, just no to start)

Level 1= Super Telekinesis: 
Character has the ability to move objects with his mind. They can use it 
to throw people, objects or hit people with a telekinetic blast. A telekinetic blast costs 30 KI per 60 
damage, and is +2 to strike, max 30 KI per level. Lifting objects costs 5 KI per meter, for each item lifted it
costs an additional 3 KI, the damage determined by throwing the object is the characters KI Dam+ GM's 
discretion for damage that the object would cause.
*NOTE= All DBZ Characters with flight have telekinesis, just not as powerful as this power*

Level 2=Psionic Control:
The character can control a ki attack with simple hand motions. This may be used to redirect a
ki blast coming at you or to help your ki blast hit your enemy. This costs 200ki per +1 to strike/dodge.
You may also control someone attacking you with HTH attacks, you may even make the enemy attack
himself! You must make a dodge then make a strike using Psonic control, if you dodge and
win the strike, you have turned the enemies attack around and made him attack himself. This
costs 10 ki per damage the attack would have done.

Level 3= Psionic Wave: 
This adds Shield Piercing and Armor Piercing to the Teleketic Attack, thus for Super Telekinesis
costing 20 ki per 60 dmg.

Level 3= Psionic Aura: 
This is the aura of choice for "Psionics". It has an hp level equal to your Mental score times 3, and
can only be pierced by Armor Piercing and Shield Piercing. It regenerates at MNT/2 per action. After 
achieving the entire psionic power tree, this is completely piercing resistant.

Level 4= Psionic Surge: 
If anyone in the battle field has any psionic type of receiver, such as chi tricks or Telekinesis types
themselves, they suffer loss of those powers for 1 round. This shall also stun them for 2 actions, and acts as a Taiyoken for the duration of the time, except Ki 
Tricks couldn't help. This cost 120 ki.

Level 5=, Psionic Entemperment: Forging the pure molecules of the air into a weapon of your
choice. It starts as 60 dmg per level, but may have and add on of your choice: Damage, An Extra
+60 per 2 levels; Piercing, Shield Piercing and Armor Piercing; Phasing, 10% chance of a 1
action phase; and Homing, +5 Strike. This costs 12 ki per 60 of damage in it, except for the
extra add on of the damage, per 3 actions.
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**ESP**

Level 1= Minor ESP:
Allows the character to communicate through his mind with other people at 
the cost of 5 KI per minute. 

Level 2= Full ESP: 
Allows communication through thoughts at no cost for
up to your MNT stat in minutes. After that, you pay the standard cost.

Level 3= Mind Reading: 
You can sense another person's past experiences.
You place your hand on the person's head, and you have a 40% (+10% per
level of having the power) chance of sensing the person's experiences.
This is what Goku did when he reached Namek, and also what Saichourou
did with Gohan and Krillen. You can't read everything that has happened
in a person's life, just recent (and major) events. The length of time
that you can "go back" in a person's mind is your MNT stat in hours.
You can't do this if the person won't let you (usually a major villain)
This costs 10 KI, and 2 KI for every hour you go back into someone's mind. It is also a -2% chance
for every hour you go back.
(you can protect against this if you have at least Level 2 ESP)
*Note: Higher beings, such as the Kaioshins , can do this regardless of how much
you resist it, it's just a matter of getting close enough to perform it.


**Self Destruction**

This is NOT a power. It's just like Telekinesis, in that as long as you have the requirements, you
are capable of using it.

(note: If you are a pure good guy, or even remotely good, you usually will only use this in an area
where there is no threat to anyone else besides you or your target(s). As far as the bad guys go, 
just as it says, it's a last resort)

(another note: If you are going to Namek to fight a bunch of guys, then getting to the Icer boss, don't
use this against one of the Icer's henchmen. I doubt Krillen would have done this if he fought Kuwi.
However, you'll notice that Chaotzu did this against Nappa (like it or not, he was still a major villain)
and Vegeta did it to Buu, in both cases, the villain still survived, and for the most part was unharmed.)

Self Destruction:
This is the supreme last resort. For sake of fairness, the user will always die when
they perform it (duh). So here's the details:
By releasing all of your KI in one major rush, you can create a huge surge of energy. The damage is
equal to how much KI and HP you currently have added together. You can use the Charge power to increase this, if you
want. To use it, it is heavily recommended that you have fallen to within 10% max health, and
little to no STM left. 

Ok, here are the rules.
1. You must charge for at least 5 actions in order to build up enough ki. During these 5 actions, you
can't use Charge. You can Charge however, after the 5 actions have passed, and it will add to the
damage. (You can't Charge any more than you can normally)

2. Each of the 5 actions you charge, you get 20% of your CURRENT KI to the damage. Note that
this does not mean you get 20% back, it just means that 20% of your current KI has been gathered.

3. While you are charging, you cannot attack, and you are -5 Dodge ALL attacks that come at you.

4. If you are killed during before you can release the energy, you will explode for however much
energy you have gathered. (EX: I have 100 current KI, I've charged for 3 actions, and I get killed. I
blow up for 200 damage to all those within range. (cause I have 100 HP too))

5. The range of this attack is for every 5 points of damage, it's 1 square foot. So therefore 500 damage
would be equal to 100 square feet in range. 

6. You can't use this as a standard attack. Like I mentioned, you DIE when you use it, so the
penalties are extremely high.

(People at the epicenter are usually hit for more damage than someone at the outskirts of the explosion,
but this is left up to me for further effects.)

(EX: During a fight with a really strong Icer, I've been knocked to about 90 HP, out of my max of
900. I haven't used any KI in the fight, so i still have a good amount left. But sensing that
my comrades are also being beaten, I tell them to hold him off long enough for me to "Try something".
I begin to power up, and energy is swirling around me (SSJ's will always have gold energy swirling
around them) After the 5 actions, I've gotten my 1000 ki ready to be released (each action gaining
200 ki/damage) But feeling that this is not enough, i begin to Charge. I spend 3 more actions using
Power Charge, to get an extra 300 damage (10% of 1000= 100, so 100 damage each action). I then
bid my friends adieu and order to them to get away, fast. After they are gone, I tell the Icer that
he's screwed, and I blow up for 1390 points of damage! The dome of energy is 260 square feet
large! At the very center of the eruption is the Icer, rather, the atomized remains of him.)

(Note: A crater, be it small or extremely fucking huge, will always be left)
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**Sword Powers**

You need a sword to do any of these powers then they are achieved just like any other powers.

Level 0= Thrust: 
This is a simple thrust of your sword. It adds SPD to the damage instead of HTH.
Usable once per round costs 3 STM

Level 0= Focus: 
You sit back quickly evaluating a perfect time to strike, thus gaining maximum damage with the 
attack. You lose your last action this round, and you may only do this once per round. This cost 2
stm to do.

Level 0= Slash: 
You bring the sword from the left to the right in a fast movement causing double damage
Useable once per round costs 4 STM

Level 0= Parry:
You use your sword to deflect an attack. You strike they strike. You get +5 to the strike
and if yours is higher then theirs then you do damage to them though it's divided by 3. If theirs is higher then yours they do normal damage +1/2. Costs 2 STM

Level 1= Multi Strike: 
You do 5 attacks with your sword. Useable once per round costs 1 STM pr 2 attacks (round up)

Level 1.5= Multi Thrust: 
You do 5 thrusts with your sword (see the level 0 power thrust) 3 STM per 2 thrusts useable once per round

Level 1.5= Double Slash: 
You do two slashes (see the level 0 power slash) Costs 6 STM useable once per round

Level 2= Spin Blade: 
You take your sword in both hands spinning very very rapidly. This has a -3 to strike but 
can hit all in a 25 ft. radius. Triple damage with the sword costs 10 ki and 3 STM

Level 2= Counter: 
Now when you counter, you may use a sword power with it. This doubles any costs on the 
power.

Level 2= Swoop:
You can swoop down with your blade doing a lot of damage.
+SPD to Damage. Costs 5 STM

Level 2= Slice: 
The sword will go through shields and armor this action. No cost, no nothing.

Level 3= Twice: 
Do two attacks on the same enemy, the 1st being at -3 strike, the 2nd being at +3 strike. This cost
6 stm to do and may only be done twice per round.

Level 3= Sword Pump:
You can pump your sword with as much ki as you want. 
For Each 10 ki you pump in. it does 1 Extra Damage

Level 3= Blade Beam:
This shots a beam of KI from the blade. It does 48+MNT bonuses damage +3 to strike. Costs 20 KI and gains
24 damage each level

Level 3.5= Sword Charge:
You can charge up your sword. *Must have Charge Power*
For each 1 ki charged into the sword. it does 1 damage

Level 4= Ki Enhance: You may add 1 unit of damage for every level you are by enhancing the blade
with ki. You must pay 15 ki for every unit of damage placed in. The sword then goes ap, sp, and
+2 strike until the end of the battle. You may dispel the added damage into a single shot, which
does 60 dmg for every unit added into the sword. Doing this costs 20 ki, and is Ap/Sp, +5 to
strike. It lasts for the battle.

Level 4= Fire Sword: 
Turns the sword on fire. Add 3 to strike and 60 damage+mnt bonuses. Gains 30 damage per level you have it.
Costs 40 ki.

Level 4= Ice Sword: 
Turns the sword into a freezing cold blade. This freezes a person for 1 action+1 per 3 levels of user. Costs
40 STM roll regular strike

Level 5= Perma Ki Enhance: 
Permanently enhancing a sword. This takes a week of game time to do and x10 the ki to do it. The
sword can still dispel the damage, buts it's at half the dmg rounded down, and costs 10 ki per 
60 in it. The enhancer gains an extra die of damage from the sword. 
can only do once!

Level 5= Perfect: 
Combining the Focus attack with double damage this, is technically the perfect shot. By doing this,
you take full damage out times two. This removes 2 actions from the end of your moves, and 
removes 20 stm from your count. You may do this only once per battle and only with regular 
attacks

Level 6= Ragnorak: 
Your fighter will split itself 7 times creating that many copies of your character. The copies 
and original will surround the enemy upon creation and all slash right through the enemy leaving 
streaks of ki from the sword slashed. Does regular damage x number of copies. Costs 30 STM. 
Can only be done once per round. Gets a +1 to number of splits every 5 levels.

Level 7= Omni slash: 
Must be level 10 to obtain. Does 10 strikes each with a +10 to strike against your opponent. After the 10th attack then you pull of
the Final Blow. Triple damage on it. Costs 20 STM. 1 per battle.


**Defense**

Level 1= Resting: 
Character may learn to rest quicker, thus using their action to regain 2 stm.

Level 1= Block:
You cover your self from an attack and only receive 1/2 damage. Takes 3 stm to do.

Level 2=Counter Block:
This allows you to cover your self from an attack and then this allows you to counter
with the same attack, if you don't have the attack the enemy does or an attack that does the
same damage, this attack is useless. This costs 10 Stm to use.

Level 2= Advanced Block: 
Character may block as normally, but can use a defensive ki move with this defensive move.

Level 3=Absorb Counter:
You block the whole round, but instead of blocking you absorb all the damage done to you,
then after the round is over, next round you fire the damage in a ki blast, doing double the damage you
received. Costing you ki twice the amount of dmg.

Level 4= Power Resting: 
Character absorbs some of the energy to gain 5 stm in that action, but this may only be done twice
per round, and costs 10 ki.

Level 4= Ki Block: This allows you to block HTH and sword attacks by protecting a limb
with Ki blocking out any Dmg. This costs is dmg divide by 2.(ex.Trunks attacks Goku
with his Z sword and Goku uses Ki block to deflect out any dmg. Trunks sword does 20 dmg
so it costs Goku 10 ki to block the attack.)


**Weapon Powers**
Level 1= KI Shaping: 
The character shapes a Weapon of some sort. It may be a sword
knife, staff, dagger, etc. if it is a ranged weapon the creation cost must be paid for each one 
thrown. Damage:60+STR+MNT(+60 each level) (Costs 50 ki each weapon, every round)
Double Length: +180 to damage. costs 50 more ki every round
You can only make 6 different Weapons. see list below-
( Weapon List )
Weapons: Powers:
------------------------------------------------------------------
Sword (Melee) Can Pierce through armor and shields.
Spear (Melee or Long Ranged) Can Pierce through armor and shields. Throwing Spears does 240 more damage
Whip (Long Ranged) For every 50 ki put into the Whip it gains 120 damage(Can only put up to 300 Ki)
Hammer (Melee) Does *2 to damage
Axe (Melee) Can Pierce Through Armor. +120 damage
Staff (Melee) Costs 10 ki per round instead of 50. 

Level 2= Tripping (Staff)
You can trip a warrior with your staff
Strike with -3, if successful opponent loses 2 actions.
Costs 2 STM

Level 3 = Whip Lash (Whip)
you cut the opponent's body with your whip
Strike with -5, if Successful, opponent receives slices on his body
1st time: Lash is not that serious and leaves a scar(-2 to dodge from pain)
2nd time: Lash is serious, and opponent loses 2 actions from pain
3rd time: Lash is Extremely serious, and is deep enough to cause Major damage. (-15 damage from Pain)
Costs 10 STM

Level 4= Body Piercing (Swords, Spears)
you are able to slice or stab someone. 
Pierces Skull: (98% chance of Death)
Pierces Chest: (78% chance of Death)
Pierces Leg: (-2 to dodge.)
Pierces Arm: (-2 to Strike)

I decide which body part is hit.
Costs 50 STM

Level 4.5= Spinning Blade (Sword, Spears, Axes)
Does damage to all opponents
costs 30 STM

Level 5= Bone Crushing (Hammer)
Your Hammer is able to smash other's Bones
Crushes Head: (Instant Death)
Crushes Arms (-6 to strike.)
Crushes Legs (-6 to dodge)
Crushes Back (67% chance of Spine breaking, if Spine breaks you can't move)
Crushes Chest (78% of Death)
Smashes upper body (Instant Death, very messy)
Costs 80 STM

Level 5.5= Shock-Wave (Hammer)
You slam your huge hammer to the ground, causing a large ripple in the ground
Enemies who aren't flying lose 3 actions
Costs 5 STM

Level 6= Body Slicing (Axe)
Your Axe is now able to slice through bone
Auto-Crit, I choose.
Costs 100 STM to use