
NOTE: The techniques are pretty self-explanitory. The battle system is actually very simple. To hit with an attack, you have to use and launch a blast or so. A 20 sided dice is only used to defend. Physical blocking and deflecting are based on it. Deflecting and dodging, it depends on the range of the attack and whether or not you have the skills. If you dont have a dodge ability or a deflect ability, you cant use either. Distance is 1 for close, 20 for far far away. I recommend dodging cause its doesn't take anything from your sp. However, deflecting has a chance of hitting another enemy or so. Note you can not deflect the move back at the person who unleashed it. For successful dodges and deflecting, you have to roll under the distance you are at. If your distance is 4, you have to roll a 4 or under to dodge or deflect it. Deflecting it subtracts 5% from your sp and 10% from that beam's damage, but it would head to the next target. Note also that they would have to roll under the distance between them and you, not them and the person you are deflecting it from. Physical attacks automatically do 10% your pp. Regular ki blasts costs 10% sp to use and do 20% sp damage. For example, lets say your sp woule be 500. It costs 50 and does 100 damage, so the damage of the blast is taken before the subtraction of the ki cost. However, it does not mean it does damage to the opponent until it really hits them. The sp cost is taken immediately though. Some of the moves can be gathered. For example, those that can means you take a turn gathering energy for an attack. Each turn you gather energy, you deplete the amount from your sp. However, the attack damage grows per turn. Note: In this state of gathering, you will NOT be able to defend or dodge anything you are attacked with. Thats why you should have someone aid you. I do encourage teams and it will take teamwork to make a battle easier. Note also that when you are gathering, you can not charge up. No exceptions. YOU also can not gather energy for regular ki attacks, only moves that allows gathering.
ALL PHYSICAL ATTACKS: Basic punches and sword and kicks and head attacks. Cost nothing and does 10% pp damage.
Energy Blast: Regular energy blast doing 20% points of damage. Costs 10% ki to use and everyone has this move.
Charge up: Standard move, everyone has it. Does not count as your 4 moves and you recharge 10% your hp to your pp, sp and mp. Costs nothing.
Fly: You know what this is. Is not used in battle.
Ikoukan o Hatsusei: A defensive maneuver that opens a small portal in front of the user which can absorb small energy balls. Costs 50% ki and cancels the energy attack. Portal automatically closes after the attack.
Ki Barrier: The user forms an impenetrable barrier of ki around them. Costs 10% sp and the damage is subtracted from your sp.
Zanzouken: A popular move used throughout Dragon Ball where a person moves so fast, they leave an after-image of themselves. Costs 20% ki to use, but you subtract 2 to all your dodge rolls
Shunkan Idou "Instantaneous Movement"-Probably one of the most useful moves in DBZ ever. This technique allows the user to instantly teleport to anywhere in the universe. However, it is somewhat limited since they need to lock onto the ki of someone or something in order to teleport to the specific place. Costs 40% sp to use and you dodge the blast taking no damage.
Dodge: Allows you to dodge attacks. Costs 20% sp.
Deflect: Allows you to deflect attacks. Costs 10% sp.
Oozaru: The ability of a Saiyan to transform into a giant ape-like creature when they absorb 17,000,000 Brute Waves. You can only transform if you have the moon ball. Your tail is 10% hp of your reg. form however and if they destroy it, you revert back to normal state. You gain 2x increase to all stats. However, the amount you gained will be subtracted when you revert to normal status. If your stats would go below 0 when you do the subtraction, it goes to 0.
Moon Ball: Creates a moon ball in the sky and allows Saiyans if possible to become Oozaru. Costs 20% sp though to create. Does no damage and disapates after your turn is over. Other Saiyans in the vicinity distance of 10 would transform too.
NOTE: Kaiouken can only be taught to people who train under King Kai. They are all trainer moves. You have to learn them each in order. Kaiouken 1x: An attack mastered only by Son Gokou. It increases his power and speed as well as his senses. Your stats gain 10% and you lose the same amount you gained after you stop using Kaiouken. Costs 5% ki during each of your turn to maintain and you can not charge up. (TRAINER)
Kaiouken 4x: An attack mastered only by Son Gokou. It increases his power and speed as well as his senses. All your stats gain 20% and you lose the same amount you gained after you stop usage. Costs 10% ki each turn to maintain and you can not charge up. (TRAINER)
Kaiouken 8x: An attack mastered only by Son Gokou. It increases his power and speed as well as his senses. All your stats gain 25% increase and you lose the amount you gained after you stop usage. Costs 15% ki each turn to maintain and you can not charge up. (TRAINER)
Kaiouken 20x: An attack mastered only by Son Gokou. It increases his power and speed as well as his senses. All your stats gain 30% increase and you lose the amount you gained after you stop usage. Costs 20% ki each turn to maintain and you can not charge up.
Kyodaika: A power-up where the body of the user becomes huge and muscular. Costs 20% sp to use and 20% sp to maintain. All your stats are doubled until you are out of sp. After you revert to normal, the amount you gained is subtracted from the stats or to 0, whichever comes first.
Shi Shin no Ken "12 Eyes": One of Tenshinhan's famous attacks. He concentrates and makes three duplicates of himself. While each duplicate is a separate entity and can think on its own, Tenshinhan's power is divided between the duplicates and himself. You transforms into 3 people, each have a third of your stats. If one dies, it disappears until the final one is left. It costs 20% sp to use. You get three attacks per turn. However, you can not charge up during in this state. The final one does not gain any stat increase if he is the only one left.
Super Saiya-jin: Probably the most popular form of battle in Dragon Ball Z from the defeat of Freeza to the end. This is something only Saiya-jin or human/Saiya-jin hybrids can accomplish (example: Gohan, Goten and Trunks). When a Saiya-jin is in the Super Saiya-jin state, their hair turns a blond color, their eyes turn turquoise and they are usually surrounded by a yellow ki. The state of Super Saiya-jin is attained by accomplished by attaining several requirements. The Saiya-jin must have a quiet, pure and calm heart. The Saiya-jin must also have a certain amount of power. Vegita knew Gokou would be able to attain Super Saiya-jin when he demonstrated his skills against the Ginyu Tokusentai at a power level of 90,000. The final requirement is extreme rage and lust for battle. This is why it was so difficult for Gokou to attain SSJ, because he's not normally an angry person. Once in the SSJ state, the Saiya-jin's heart is filled with anger. Because of this, Gokou cannot form a Genki Dama when he's in the SSJ state since he needs to have a pure heart to do so. An interesting fact is that the SSJ we normally see, (the blond hair etc.), is actually a weird transformation. The true Legendary Super Saiya-jin who existed 1,000 years before Dragon Ball Z did not change in that fashion. He became a golden Oozaru. The reason Gokou and the rest change differently is because their tales are removed. All your stats are doubled until you revert back to normal. What you gained is subtracted when you go back to normal. Costs 50% sp to transform, 30% to maintain. (Trainer)
Super Saiya-jin 2: was first seen being used by Gohan in the Cell Saga. Although it's arguable as to when he first really reached this level. (Some say in the Room of Spirit and Time, some say during the Cell Game) It's clear that this is the most suitable form of SSJ to be used in battle with strong villains. The Saiya-jin's power is increased immensely and their speed does not suffer at all. And unlike Super Saiya-jin 3, it does not use up the character's energy as quickly. This costs 70% sp to transform, 40% to maintain and can only be learned after the above. Triples all stats til end of turn.
Super Saiya-jin 3: The most powerful SSJ attained in DBZ. SSJ is probably my favorite level just because it looks so COOL! The Saiya-jin's hair turns blond and their eyes turn turquoise, but the major change is that the Saiya-jin's hair grows to an incredibly long length and their eyebrows disappear. SSJ3 Gokou may even have been the strongest character in DBZ. Gokou says that if he were to reach Full Power SSJ3 he could defeat Kid Buu. Unfortunately, he never reaches Full Power because being in the SSJ3 state uses up a LOT of energy and Gokou ran out of energy before he could reach Full Power. Costs 80% sp to transform and 50% to maintain and you get 4x to all stats. Must know above to learn this.
Super Saiya-jin 4: FINAL stage for the Saiyans although there are much debate on that. All stats are 5x and costs 80% sp to transfrom, 40% to maintain. Must know above to know this.
Kaifuku Power "Healing Power": The ability to completely heal people near death with hands. Restores hp to full to anyone. Takes a turn to use and costs 60% ki.
Eye Beam: Eye beam doing 40% points of damage to target. Costs 20% sp to use.
Akumaito Kousen: An attack used to find the evil in a person's heart, then make the person explode. If there is no evil in the victim's heart, then the attack is useless. Does 40% points of damage to targets only if they are fully evil and 30% damage to targets that are neutral and no damage if fully good or are an artificial lifeform. Costs 20% ki.
Wild Boar Attack: An attack performed by Gotenks where he charges the opponent like a wild boar, then head butts the victim. Does 20% your pp.
Energy Absorption: An attack used by Artificial Humans in which they grab either their opponent's mouth, or energy attack, (Like the Kame Hame Ha). They then use the red balls on their palms to absorb their opponent's energy. Your character must be an android to use this move and subtracts 30% their sp only. If their sp is 0, your attack does no damage. You gain sp equal to half the sp they lost.
Energy Shyutou: An attack where the user forms their energy into a sword around their hand. It costs 20% sp to create the sword and requires 10% to maintain it per turn. Sword allows you to do 20% your pp for all physical attacks.
Kame Hame Ha "Turtle Destruction Blast": Dragon Ball's signature attack. The user gathers energy between the palms of their hands and then releases it. The technique was invented by Kame Sennin, and it took him 50 years to perfect it. It was performed by Gokou after only having seen the move done once. Does 50% damage and costs 30% ki to use (Gathering) (Trainer)
Chou Kame Hame Ha "Ultimate Kame Hame Ha": A very powerful Kame Hame Ha used against Piccolo in the 23rd Tenkaichi Budoukai. Does 80% damage and costs 50% sp to use. Needs to know Kame Hame Ha to learn this one. (Trainer) (Gathering)
Kienzan (Destructo Disk): A swirling disc of energy that looks and sounds like a buzz saw. It can cut through ALMOST anything. Does 50% damage and costs 30% ki to use. (Trainer)
Renzokou Kienzan: Multiple Kienzan's fired all at once. Must know Kienzan to get this one. You now can gather energy to form 1 disk per turn. Gathering rules still apply. Costs 25% ki per turn to create each disk. Disk you create does 50% damage per sp that turn you create it. The turn you attack you fire all the disks at once. (Trainer)
Kakusan Yuudou Kikou Ha: This is one of Piccolo's coolest attacks. He sends hundreds of energy balls into the air and surrounds his opponent with them. The energy balls hang in mid-air for a second, and then he lets fly. He forces all of the energy balls to converge on his victim at once causing a large explosion. Does 40% damage and costs 20% ki to use.
Kochi kara Kikou Ha: A blast energy shot from the mouth. Does 40% damage using 20% ki.
Koukyuu Gata Kikou Ha: A very powerful blast of energy in the form of a ball. Does 30% damage and costs 20% ki to use. (Gathering)
Double Kikou Ha: A double blast of energy from both of the assailant's hands. Does 30% damage and costs 20% ki to use (Gathering)
Yubisaki kara no Kikou Ha: A single blast of energy shot from the fingertips. Does 40% damage and costs 20% ki to use.
Yubisaki kara Renzokou Kikou Ha: Continuous blasts of energy shot from the fingertips. Same as above but adds Gathering to it. Must know above to know this move.
Kikouhou: Tenshinhan's signature attack. He targets his opponent in a triangle formed by his hands. He then shoots a fantastically powerful energy blast at his opponent. It does 60% damage, costs 30% to use. (Gathering)(Trainer)
Shin Kikouhou "New Kikouhou": Basically the same as above, but even more powerful. Must know the above in order to learn this. Does 60% damage, but costs 30% to use. (Gathering) (Trainer)
Ki no Tsurugi "Sword of Ki": An attack used by Vegitto to attack Super Buu. He literally forms a long sword composed of ki and then impales Buu. You have to know the energy sword above. It costs 30% sp to create the sword and requires 20% to maintain it per turn. Sword allows you to do 30% your pp for all physical attacks. (Trainer)
Gyariku Hou "Gallik Gun": Vegita's answer to the Kame Hame Ha. It's similar in appearance to the Kame Hame Ha, and the energy for the attack is even gathered in a similar fashion. Attack does 50% damage to opponents and costs 30% to use. (Gathering) (Trainer)
Kyuushyuu "Absorb": Unfortunately, for the sake of fair gameplay and the fact that someone was Buu in the previous rpg I did, This move is NO LONGER available...HAHAHAHAHA
Crusher Ball: Jiisu's signature attack. It's a ball of energy gathered in one hand, then flung at the opponent. Does 30% damage and costs 20% ki to use.
Genki Dama "Spirit Bomb": A very powerful attack that Gokou uses only when he absolutely has to. Gokou gathers energy from his surroundings and forms a POWERFUL ball of energy. The downside of this attack is that it takes a long time for Gokou to gather the necessary energy for the attack to be useful. While the Genki Dama he created to beat Vegita was only about 2 feet wide, the Genki Dama he created on Nameck was 50 meters wide. Takes one turn or more to gather energy. You cant defend and gets hit if opponent attacks...Does 80% damage per turn you gather energy. Ball stays in your hand if you get hit, but if you get hit gathering energy, it cancels that turn of adding energy for the ball. It costs 50% sp to use per turn. Only fully good can use it and have to learn it from Gokou. (Trainer)(Gathering)
Kousengan: The attacker shoots energy at the victim from their eyes. Does 30% damage and costs 20% sp to use.
Saikou Waza "Ultimate Skill": Nappa's best move. A blast of energy fired from his mouth. Does 40 damage and costs 20 sp to use.
Saishyuu Saigo no Waza "Ultimate Final Skill": Vegita's most devastating attack, (in all definitions of the word.). It is a suicidal attack that uses Vegita's own life as the source of the energy for the attack. The explosion from the attack is over a kilometer wide. When the attack is finished all that's left of you is stone. Costs all your stats, but does damage equal to the total of both. Barriers and shields only subtracts a quarter of the damage. It hits anyone within the 20 radius, friend and foe. Any portals do not work on it. (Trainer)
Saisei "Regeneration": The ability to grow back a part of the body that's been disabled or damaged. Nameckians can only regenerate if their head is intact. Cell can only regenerate if he has either a cell left, or the central nerve in his brain. Majin Buu can regenerate from if even only the littlest dust particle is left of him. Costs 30% sp to use but you gain 10% hp each turn.
Super Ghost Kamikaze Attack: Gotenks' first successful attack used on Super Buu. Gotenks spits out a white blob which turns into a floating ghost of him. The ghost has its own personality and is semi-cocky. When the ghost is touched or jarred even lightly, it will explode. Buu finds this out the hard way. Costs 40% ki per ghosts, but if the ghosts hits, does 80% damage each. However, if the ghost is hit once by any attack, it blows up no matter what damage.
Taiyouken "Solar Flare": Throughout the series, Tenshinhan has invented some really useful attacks, but this is the one attack he created that's used the most by other characters as well. In order for the attack to work, the sun has to be out. The user raises their hands to the sides of their face, and then shout out the name of the attack. The sun's light is then reflected directly into the face of the unfortunate victim, causing them to lose sight for a period of time. Opponent loses the ability to defend or attack for 2 full turns. However, if they have the ability power sense, they can defend. Costs 50% sp to use.
Chou Baku Retsu Ma Ha: During the 23rd Tenkaichi Budoukai, this was Piccolo's "Trump Card". It was probablly the most powerful attack performed in Dragon Ball and destroyed almost everything on Papaya Island. Piccolo needs to charge up for a long time before carrying out the attack, but when he's ready, he spreads all of his appendages out and lets loose a fantastic growing dome of destruction with him at the center. Costs 50% to use and does 80% damage. (Trainer)(Gathering)
Special Beam Cannon: Powerful beam attack used by Piccolo as his ultimate move too. Costs 50% to use and does 90% damage. (Trainer)(Gathering)
Power Sense: You sense the power of the opponents near you. This works throughout the battle unless the opponent has power mask. This works with finding dragonballs too, but you wont know where exactly it is. (Ability)
Power Mask: Masks your power level throughout the battle. (Ability)
FAST LEARNING: You can learn abilities faster than other races. To learn an ability, you must train with the trainer for about 2 sessions to get the move. However, fast learning people can learn the ability within 1 session. NOTE: IT has to also be trained by the person that HAS the ability too.