Now to determine a persons Ki rating or Power Level role 1 1d4, and 1 1d6. The 1d4 represents the 100s place and the 1d6 represents the tens place. A role would look like this: 460. This would be the person's power level. This is how much ki a person can power up to.
Now that you have that number you need to find out how much the person can power up per round. Powering Up is the action of summoning up ones Ki to be used.
Powering Up also costs 3 actions.
The persons Power Up rating is a combination of the characters PS, and ME times 3. If any of these ratings change in anyway the characters Power Up rating also changes. If your character has a PS of 29, and a ME of 15, they would have a Power Up rating of 132. This means that when the character Powers Up they get to use 132 points of ki. If they powered up again they would get to use 264. However, once this energy is used the person can power up again to restore their power, so if they used 130 for an energy blast they would be down to 134, but they can Power Up again and go up to a Power Level of 268/460.
To make it simpler; Whenever a chatacter uses some of thier power, they'll need to spend an action to gain it back using their remaining Ki.
Now the power level of the character is 460, but this is the max at which the character can power up to. The higher the characters Power Level is the more powerful they are, but it also takes a bit longer for them to reach their full strength.
Ki can be used in several different ways, from firing energy blasts, to boosting ones strength. Damage is very easy to figure out. 10 points of ki is equal to 1d6 points of mega damage. So if you fire a 340-point energy blast it will do 85d6 points of damage. But to simplify this at every 10d it goes to x5. So 85d6 would actually be 5d6x40. This blast could due up to 1200 points of mega damage!
A blast of this size and power can only be done using the FOCUSED power up option. All other blasts are restricted to being able to only have 200 ki put into them.
But this isn't the end of what you can do. Below is a list of effects that can be used to enhance upon energy blasts as well as effects that can be used to boost stats like PS, or SPD. All of these cost some amount of ki. This cost is added in to the amount of ki to be used in an attack, but you cannot put more than 200 ki into an attack unless you're using the Focus power up option. You will want to see the individual descriptions of each effect for a better understanding of each.
Effect and Cost
Homing
Bending
Area Attack
Delay
Deadly Effect (see below)
Boost Physical self
Boost Actions
Deflection
Damage Control
Homing: Allows the attack to follow an opponent, making it harder to dodge.
Bending: Allows the attack to go around corners or obstacles. Good to use if you wish to avoid hitting something in particular.
Area Affect: Allows the attack to cover a circular area rather than strike a single target.
Delay: Allows the effects of the attack to be postponed up to a certain time.
Deflection/Reflection: This is sort of like a body hugging force field that reflects or deflects energy attacks. Deflections keep the attack from affecting the character. Deflections stop energy attacks only.
Once established a Deflection remains up until one of the following happens:
1. Knocked down by a superior energy attack, an attack that has more power in it than the Deflection.
2. Dropped by the one that raised it.
3. The person who raised it is physically attacked, like a weapon, or hand-to-hand blow, breaking concentration.
If the Deflection is powered up higher than the energy attack it is automatically reflected. Basically the excess energy blasts back at the original attacker, and does damage to them. Do take note that you can put more ki into the deflection at any time you like. Thus boosting it higher. The quick power up option can allow you to through up a small and quick Deflection. You cannot deflect energy weapon attacks, and magical attacks but you can still parry them.
Boosted Actions: Simply put the character is able to move and react faster than normal. In a fight the character can end up blurring in and out of a fight. You can only go up to +6 actions. This is for only 1 melee.
Boosted Reactions: Also simply put, the character is able to react faster than normal. The character gets a +1 to initiative that is accumulative. However you can only go up to a +10 to initiative. This is per new initiative and must be done just prier to the new role.
Boost Physical self: This works similarly to Boosted Reactions, only it increases the characters physical strength. The character gets a +2 to the PS and it is accumulative. This is for only one melee.
Damage Control: This is nothing really special. All this does is allows you to fire off more or less potent energy blasts than normal. A normal energy blast that costs 10 ki does 1d6 damage, but if you fork out 10 more ki you can boost that damage up to 2d6, and 10 more will give you 3d6. This turns all of your dice in the attack to this new die code. Alone this alteration is best left unchanged, but if you use the Focus power up option then you might be able to do something with this change in the die code. This is best used with area affecting attacks.