Special Energy Attacks

Diameter

Level

Round/Phases

Genki Dama

The Genki Dama is the ultimate attack. The user raises their arms in the air and gather energy from the landscape, water, animals, and even from other planets! The downside is that it takes time to gather the energy and is often used as a desperation attack.

The rules are as follows-
For each extra level you charge, it adds 1 phase to the time it needs. The base time is 1 round (4 phases). To determine damage, you take your Power Up score and multiply it by the level of charging. The player throws the attack on the beginning of that turn regardless of who normally goes first.

1
2
3
4
5
6
7
8
9
10
11

1r1p
1r2p
1r3p
1r4p
2r1p
2r2p
2r3p
2r4p
3r0p
3r2p
4r1p

2 ft
6 ft
10 yd
20 m
60 m
180 m
500 m
1 mi
5 mi
20 mi
50 mi

Kaiohken

Raises certain stats depending on what level you reach. No matter what level it is, you get 1 extra action per phase. For every level of Kaioken, you roll a Saving Throw vs Body to see if you can do it. If you fail, you take the alotted amount of damage in HP, and waste the action. For every level, it's a cumulative 30 to make it work. For every phase you hold it, add 1/3 of what it took to see if it works. For every Kaioken level, there's a certain amount that Power Level increases, and your chars/skills raise.
Max Kaioken level is x20.
PL Raise goes for both total power AND Power Up.

Kaioken Level

PL Raise

Body Needed

Ext Bod/Phase

Skill Raises

Characteristics Raise

Failed Dmg

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

1.5x
2x
3x
4x
5x
6x
7x
8x
9x
10x
11x
12x
13x
14x
15x
16x
17x
18x
19x
20x

30
60
90
120
150
180
210
240
270
300
330
360
390
420
450
480
510
540
570
600

10
20
30
40
50
60
70
80
90
100
110
120
130
140
150
160
170
180
190
200

1 1/4
1 1/2
2
2 1/4
2 1/2
3
3 1/4
3 1/2
4
4 1/4
4 1/2
5
5 1/4
5 1/2
6
6 1/4
6 1/2
7
7 1/2
8

1 1/10
1 1/5
1 1/3
1 1/2
2
2 1/10
2 1/5
2 1/3
2 1/2
3
3 1/10
3 1/5
3 1/3
3 1/2
4
4 1/10
4 1/5
4 1/3
4 1/2
5

200
400
600
800
1000
1200
1400
1600
1800
2000
2200
2400
2600
2800
3000
3200
3400
3600
4000
5000

Explanations- Kaioken takes 1/2 action (like moving). To determine if you can achieve a certain Kaioken level, roll Body + 3d6 vs Body Needed. Every round it does this- Body+3d20 vs Body Needed + Ext. Body (amount of phases). The saving throw is rolled at the very beginning of a phase (or your action if you're starting from Nothing to Kaioken). If you fail the roll to begin with, you can't do it, waste your action for the phase, and take the 'failed damage' with no defense (reason-Something inside you ruptures/explodes/gets a bad boo-boo). If you fail the roll during your kaioken, you take half of that damage off of you.

Raising Kaioken Levels- To go from Kaiokenx1 to Kaiokenx2, you just roll for the next one to see if you can raise it. If you fail, you retain your same level and lose an action. If you succeed, it spends 1/2 action. Note- You can only move up one level per phase.

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