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Techniques for Dragonball: A New Legacy
Listed below are the rules for making your own techniques, as well as some common techniques to buy, as well as basic techniques to base your own techniques off of.
Creating your own Special Fighting Techniques (or Martial Art Styles)
When creating your own Special Fighting Techniques or Martial Art Styles, you must remember that all bonus must be off set by an equal penalty. Special Fighting Techniques are moves that help to increase damage at the cost of fighting, or helps to increase fighting at the cost of damage. Martial Art Styles increase a characteristic or skill at the cost of another characteristic or skill. Below are some examples of created Special Fighting Techniques and Martial Art Styles.
Tiger Upper Cut
A strong upper formed by a warrior. The Warrior dashes forward and upper cuts their opponent into the air, spinning in mid-air and upper cutting them again.
Damage: +2 Damage Dice, -2 Fighting Skill
Experience Cost: 5 experience
Energy Point Cost: None
Martial Arts Form: Karate
A martial arts form based on power hitting, more focused on strength.
Form: +2 Physical, -2 Combat
Experience Cost: 10 experience
Energy Point Cost: None
Martial Arts Form: Iaijutsu
A martial arts weapon form based on the speed of a katana draw and the ability to slash in the same drawing action.
Form: +5 Mental (with Katana), +10 Weapon Skill (with Katana), -5 Move, -10 Evasion Skill. Only on the first turn the Katana draw.
Experience Cost: 10 experience
Energy Point Cost: None
Creating your own Ki Techniques (aka Power Techniques)
Creating your own Ki Techniques (or Power Techniques) is different from a special fighting technique, the techniques don't normally cause bonus or penalties in characteristic or skills (though if combined with a martial art style it may). All Ki techniques have a energy (or Power Level) cost. Also a Ki technique normally has to be activated before it can be used. (See Energy Powers in Combat Rules). Created techniques have a -10 Difficulty Value when rolling to activate them then a generic ki attack would have. Below are the example of a created Ki Technique as well as some common Ki Techniques.
Sonic Boom
The warrior concentrates on their inner energy, pulling forth a burst of personal energy, pulling their hands apart and ripping them forward to release the energy in a wave.
Damage: 50d6
Experience Cost: 10 experience
Energy Cost: 50 PL
Ki Techniques: Deflections
Deflection is sort of like a body-hugging forcefield that reflects or deflects energy. Mosts Dragonball Warriors rely on Deflections to ward of energy attacks; very few just stand there and take the hit. In practice, a Deflection actually keeps the attack from affecting the fighter at all, he won't even take Knockback; the Deflection is what takes the hit. However; Deflections are not effective against physical attacks. A Deflection remains in place until either it is knocked down by a superior energy attack, dropped by the person who raised it, or the person who raised it is hit by a physical attack, like a weapon, or hand to hand blow, breaking concentration. Deflections are not automatic, it requires some kind or physical attacks to activate, like raising your hands or assuming a stable position. If the Deflection is Powered Up higher than the Energy attack it's deflecting, its automatically turns into a reflection. *Example: Karma Sen tackles the Master of Shadows with his best 100 point Fire Fusion Fingerbolt. The Master carelessly throws up a 200 points Deflection. 100 points Reflect back on Karma Sen.
Experience Cost: Free
Energy Cost: One Point per Point of Energy from the Attack.
Ki Techniques: Flight
This Power is what Dragonball: A New Legacy characters use to get around fast. At low energy levels, this power allows for flight at hypersonic speeds. (You may not exceed Mach 4 in atmosphere of a planet, unless you want to burn up your clothes, in space you may travel up to Mach 12. You must buy flight in 10 minutes amounts, at the maximum speed you plan to travel. Mach/Cost for 10 minutes.
Experience Cost: Free
Energy Cost: Less then Mach 1/10 PL; Mach 1/20 PL; Mach 2/40 PL; Mach 3/60 PL; Mach 4/80 PL; etc.
Ki Techniques: Super Reflex Boost
Thanks to Super Reflex Boost, entire combats can be decided in a flash, as hypercharged refleces kick in, driven by ki energy. A Super Reflex Boost can be done in either or two ways: Faster Reactions or Increased Actions. Both require their own individual expenditures of energy, but combined, can have devastating effects.
Faster Reactions: Since when you go in the phase is determined by who has the highest Mental characteristic, another advantage of a Reflex Boost is to increase your Mental so that you get to act before the other guy does. Here's how it works. For every 10 PL spent you can increase your Mental Characteristic by one level, for the purposes of determining who goes first.
Experience Cost: 10
Increased Actions: Normally, characters in Dragonball can only do one thing each phase (3 seconds). But by channeling energy into their nervous systems, trye warriors can perform many feats in the same blink of an eye. To increase the number of actions by one for a single phase costs 10 PL.
Experience Cost: Doubles each additional action. 1/10, 2/20, 3/40, 4/80, etc.
Ki Techniques: Super Strength
Much like Reaction Speeds, energy can be channeled to momentarily increase a character's strength as well. To raise your physical characteristic requires spending 10 PL for every 1 of additional physical characteristic each phase.
Experience Cost: Free
Ki Techniques: Hyperspeed
This technique allows for hypersonic speed during combat, this is the equalivant of moving Mach 4. Going into Hyperspeed requires spending 100 enery points for every phase in which you plan on being in Hyperspeed (Bought at the Beginning of Hyperspeed). When in Hyperspeed, you are literally fighting faster then the average eye can normally see, during Hyperspeed you are effectively invisible and undetectable, unless your opponent is moving equally as fast or can make a 1d20 + Mental + Mind check of 22. It requires a phase to try to spot someone moving around. If someone attacks you, you get a 'spot check' against DV 22 to be able to evade the attack, everytime you are attacked you get the 'spot check'. This does not give you the ability to see them, only spot the attack coming and evade.
Experience Cost: Free
Ki Techniques: Multi Image
This technique allows the user to create multiple, exact physical copies of himself. These clones fight and act as the user would, doing the same damage as the real person. Neither the original or his clones may use any other powers while Multi Image is in effect, and they must all act in the same turn as the original character. Each additional image costs 100 energy points each phase (must be brought at the beginning of the technique).
Experience Cost: 10 Per Image the Technique Allows
Ki Techniques: Special Effects
Special Effects: An energy attack can also be shaped or give special abilities that adds to the Difficulty Value for activation. Homing allows the attack to follow an opponent, making it harder to dodge (doubling your to-hit die roll). Bending allows the attack to go around corners or obstacles (but doesn't actually follow the target). An Area Effect allows the attack to cover a circular area rather than strike a single target. A Delay allows the effect of the attack to be postponed up to a certain amount of time. Rapid fire breaks the attack up into multiple smaller blasts that can be aimed at more then one target (these must be in equal amounts). Deadly Effect gives the attack a material component that allows it to tip through Deflections by neating their effects (Krillin's Destructo Disk is a good example of this in action. Everyone gets out of the way of that).
Homing................+20 per phase of homing (doubles your die roll)
Bending...............+5 per bend, up to 90 degrees. (Can shoot around corners)
Area Effect...........+5 per MOVE from attack center (can hit everything in that area)
Delay.................+2 per phase delayed
Rapid Fire............+10 for each additional target you fire at
Deadly Effect.........+1 for every 10 dice of deflection negated
Generic Ki Blasts can have special effects added to them on the fly, created Ki Attacks can have special effects made into them that allows the difficulty value to be -10. Characters may also charge ki attacks to divide the DV up between a number of rounds. EX: Karma Sen charges Tiger Energy Strike with 300 Energy and Homing which would normally give him a DV 50 to activate, but if he charges for two rounds that would allow him two DV 25 rolls to release the technique.
Experience Cost: +5 per effect
Ki Techniques: Blinding Flashes
A Blinding Flash is a non-aimed, non-directed area based energy attack, it goes off just infront of the user's hands. The radius of effect increases at a difficulty of +5 for every MOVE (3 yards) from center of the attack. Each victim rolls 1d20. Failure to roll lower than his Mental Characteristic means he looked. Failing to avoid looking leaves him blinded for 1d6 turns, unable to follow, fight, or evade.
Experience Cost: 15
Energy Cost: 10 PL