Ill be adding pictures to go with descritions soon!

Sensitive Powers

These powers result from mental focus and meditation.  Some are similar or identical to psychic senstive abilities.

1 Sense Chi:

The character has attuned himself to the fighting spirits of those around him.  He can sense the general location of any being with a PPE base of 50 or more out to his MEx10 in meters.  The character can sense beings with unusually high levels of PPE (250 or more) out to double his ME in miles.  This skill also grants the character the Ley Line Walker abilities of Sense Ley line (half range) and Sense rift.  The character can gauge roughly how powerful a person is by focusing on them for one melee round.  The character can get a relative reading on a persons power level.  The character can tell whether the person is more powerful than himself, more powerful than a friend, the most powerful he has ever felt, etc. but only in relative degrees (�he�s stronger than me, but not by much...�).  Also, this ability grants the character the equivalent of the Sixth Sense psychic power.

2 Suppress Chi:

This ability grants the character the ability to push down and hide most of his PPE and power.  When not in a combat situation, the character has 1/10th of his normal PPE, MDC.  The character still has access to his normal power, and can access it in degrees of 1/10th(ie let out 1/5th, 3/10ths, 1/2, etc.), or can release it all at once.  Releasing his power takes 1 melee action.  For purposes of determing his power level, the character is considered one half his normal level.  This power is primarily used to conceal the character from enemies with power sensing abilities or devices (such as scouters) and to fool an enemy into being too confident.  This power, once learned, can be assumed to be always active until combat is entered and/or the character intentional releases his power.  The character's power may slip out during stress, like hiding from a substantially more powerful opponent.


3 Meditate:

The character has attuned himself to the living source of his energy and has learned to draw on it and shape it to increase the rate at which his PPE replenishes itself.  The character places himself into a deep trance, and becomes oblivious to events around him.  Forceful shaking will rouse the character in about 30 seconds.  Every hour spent in this trance restores 1/4th of the characters total PPE.  (i.e., if a character has 50 PPE at full strength, his trance restores about 12 per hour).


4 Focus Chi:

This is one of the first skills most Spirit Warriors choose.  It can be essential to pulling off some of the more energy intensive powers in the various schools.  The character has learned to amplify the living energy in himself to increase his base PPE. 
Taking this skill once gives the character an additional 1d4x10 PPE.  Subsequently taking this skill gives the character 4d6 additional PPE.



5 Empathy:

Identical to the Psychic power by the same name.


6 Telepathy:

Identical to the Psychic power by the same name.



Physical Powers

These powers are the result of the vigorous physical training under gone by the character. 

1 Focus Body:

This is the physical compliment to the Focus Chi sensitive ability.  The character has learned to instinctively tense his muscles when struck, to roll with heavy impacts, and has conditioned his body to withstand more physical punishment.  Taking this skill once give the character an additional 1d4x10 MDC.  Subsequently taking this skill gives the character 4d6 additional MDC.


2 Fly:

The character can fly in the air using his chi.  The maximum speed attainable by this ability is the characters normal SPD x2.  The highest altitude the character can fly is his SPDx10 in feet.  Flying gives the character an extra +3 to dodge attacks.  Combat while flying is more than possible, and actual happens frequently between powerful warriors.

Cost: 6 PPE/hour



3 Superior Flight:
requirements: fly

This skill is used for long distance travel or to evade pursuit.  A field of Chi energy surrounds the character and he travels through the air at phenomenal speeds.  The speed the character can travel is
60 mph + 30 mph per level.  The character can pay the cost of this ability again to add an additional 60 mph to his speed.  The bonus to dodge is +4, and combat while flying with ability is still possible.

Cost : 8 PPE/hour


4 Power Tap:


With this skill, the character learns to draw energy from his surroundings.  He creates a temporary store of PPE drawn from around him to use to increase his power.  This temporary store is used up before his personal PPE and lasts 1 melee round per level of the user after the character finishes doing it.  The character draws 10 PPE per melee action spent doing this ability.  It should be noted that this isn't an ability that can be done surreptitiously.  Any small rocks and lose debris around the character performing this levitate to around waist to head level and a glow (player's choice what color) surrounds the character.  On Ley Lines, the rate of PPE drawing is increased 50%, and it is doubled at Nexus Points.




5 Solar Flare:

This is an ability that I think was once isolated to one school, but was later incorporated by other people outside that school.  The character spreads his fingers in front of his face and eyes and a blinding flash of light appears from his forehead.  The power is identical to the first level spell Blinding Flash except that it must originate from the caster, and the area of effect is increased by 10 feet radius and it costs 2 PPE instead of 1.


6 One Pattern:


The character places his index and middle finger on his forehead and disappears from sight in a blur.  The One Pattern is a teleportation only in the strictest sense.  It is limited to line of sight locations, and is blocked by walls, force fields, and anything else that would prevent a person from walking (or perhaps flying) to the location being teleported to.

Cost: 15 PPE
Range: Character can �teleport� up to 10 feet away per level.  This can be used to more easily dodge attacks, or put the character in a better attack position.  Using this ability the character can gain +1 dodge per level.  If used offensively, the character gains attack bonuses for attacking from behind (or by surprise if applicable).


7 Healing Touch:

Identical to the psychic ability of the same name.

8 Purification:


Idenitcal to the psychic ability of the same name.


Super Abilities

These are abilities that cannot be taken regularly, and may require special conditions be met. 



1 Kaiou-Ken:

This ability can be learned as a normal physical ability.  The character must travel along the snake road and then fly to King Kai-Sama�s planet. Traversing Snake road itself can take years, if not decades.  The planet is very small, but is so dense that the force of gravity on the planet is 10 times that of earth.  However, in order to attempt the journey to King Kai, the character must first be dead.  King Kai resides in the after life, another dimension that can only be reached by dying. Rifting there is impossible unless the character has died before and been there.
The Kaiou Ken attack sacrifices the character�s life force to temporarily increase fighting prowess.  This ability has certain levels of use associated with it.  For every level of Kaiou Ken used, the character sacrifices 10 times the level per round it is maintained.  Once the character has learned the skill, he may subtract double the number of levels he has gained since learning it from the sacrificed total.  (ex. Emik, a 4th level Spirit Warrior, died while defending his comrades.  He made it down Snake Road and has learned the Kaiou Ken attack.  Upon reaching 5th level, he may subtract 2 MD points from the sacrificed amount of MD per round.  At 6th level, he can subtract 4 points, etc.)

For example:
Level 1 KK:  Sacrifice 10 MD per round to gain 1 PS, 1 PP, 15 PPE, and 20 Speed.  Superior flight speed increased 50 MPH

Level 4 KK:  Sacrifice 40 MD per round to gain 4 PS, 4 PP, 60 PPE, and 80 Speed.  Superior flight speed increased 200 MPH.

Level 10 KK(This is as high as I have ever seen it done): Sacrifice 100 MD per round to gain 10 PS, 10 PP, 100 PPE, and 200 speed.  Superior flight speed increased 500 MPH.

For every 3 levels of Kaiou Ken, the character gains +1 to strike/parry/dodge.
For every 4 levels of Kaiou Ken, the character gains 1 melee attack.


2 Renzou Energy Dan


This power allows the character to hurl multiple blasts of energy at a time.  Every melee action, the character can toss 3 blasts of Chi energy (alternating hands.  One hand can be used if desired, but only 2 per action can be thrown).  Treat each volley as such, with only a +1 to hit per blast.  A character can choose to combine this power with his own natural energy blasts (provided they only use 1 attack) by spending 10+ the base cost to use the other skill.  (Examples are combining this with Ha, Kame Ha, Sokidan).

PPE Cost: 15 PPE per volley
Damage:   2d6 per blast (6d6 per volley) or as per energy attack used
Range:    500 feet


3 Power Rage

The character spends a large amount of PPE and goes into an accelerated state of combat awareness.  He can attack faster and with greater accuracy.  The character gains 2 melee attacks per round, and is at a +4 to strike.  However, the character can perform no defensive maneuvers (parry, dodge, etc.) for the duration of the Rage.  Oppenents must roll higher than a natural 10 to strike the character, since he is surrounded by a shimmering aura of Chi energy that masks his specific location, and he is moving quickly and erratically.

PPE cost:   35 PPE
Duration: 1+1 melee round per 3 levels of the user. (on a 1st level character, it lasts 1 melee round, on a level 3 character, it lasts 2 melee rouns.  On a level 6 character it lasts 3 melee rounds etc.)


4 Shunkanido

This skill allows the character to instantly teleport to any person who�s Ki he can sense.  This person can be across planets if their Ki is strong enough, but it is usually limited to the same planet, so long as the character is reasonably familiar with the Ki he is teleporting to.  The only place that this skill can be learned is on a distant planet.  Visitors to the planet have a 10% cumulative chance per day of catching a fatal heart disease to which the natives of the planet are immune.  The disease has no physical symptoms, but it WILL kill the character after 1d4 years.

PPE cost: 50


5 Super Tap:

The character can absorb so much energy from around him, that he becomes physically more powerful.  It takes one melee action to set up, and every melee action spent adds 5 PPE and 5 MDC to a temporary total.  The temporary store of power fades 1 melee per level after the Tapping stops.  Successive tapping (i.e. tapping, stopping, tapping, stopping) will only create multiple stores of power.  The MDC and PPE gained from this cannot be made permanent.  Also, this ability is more spectacular than the normal Power Tap ability.  The glow around the character is a thick aura of flame (player chooses color when the ability is taken) that extends out about 2 feet from the character.  The aura itself will absorb 2 points of damage per character level from incoming attacks.  Also, like the normal Power Tap, this ability causes nearby objects to levitate and float in the air.  However, this effect is much more spectacular here.  Any object within 10 feet of the character is lifted by a Supernatural Strength equal to the characters ME.  Anyone attempting to enter this field must make a saving throw vs. ritual magic to keep from being forced out (unless the victim�s supernatural PS is greater than the characters ME, or the victim weighs more than the character�s ME can take.)  Objects beyond this 10 radius out to 20 feet levitate just like in Power Tap, though they tend to float twice as high.


6 Fusion:


This power, like the Shunkanido, can only be learned on a distant planet (the same one actually).  With this power, the character can fuse together with another character having this ability to create one entity.  This new entity is more powerful than the individuals.  The entity has a distinct personality that is a melding of the individuals, though it tends to favor the member with the higher MA.  The physical apperance of the two is basically a merging of the physical characterisitics of the pair.  If one has a prominent scar, it will be on the new entity.  The entity has a name of its own that is a merge of the individual names (i.e. Goten+Trunks = Gotenks, Gohan+Vegitta = Gogitta) and its voice sounds as though both are speaking at the same time (a rather unsettling sound...).  If one or both of the fusers have the Super Sai-yan ability, they must do it before fusing since it is near impossible afterwards.  The Physical characteristics of the new person are:
PS: Higher of the two, plus 25% of the lower one.
PE: Higher of the two, plus 25% of the lower
PP: Higher of the two, plus 25% of the lower
IQ: Higher of the two
MA: Higher of the two
ME: Sum of the two (having two separate minds together makes it harder to affect the one)
PB: The average of the two
Speed: Double the higher of the two.

MDC: Sum of the two, plus 200
PPE: Sum of the two, plus 150

Attacks per melee: Higher of the two, plus 50% of the lower

The fused person has all the skills and knowledge of the two.



Shishin No Ken:

With this technique, the character can split himself into 2 people, each one having all the skills, knowledge and abilities of the original.  However, each person has half the MDC/HP and PPE of the original, as well as 2 less attacks per melee.

PPE Cost: 35
Duration: 4 melee rounds (about a minute)

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