TECHNIQUE AND ABILITY POINTS:

All new players must use the following chart to find out which moves they can start out with! Each player starts out with 4 points to distribute! You then pick which moves you want by the points! When you have 0 points you can no longer pick a move to use! Each move will have a game description, write this down on your character sheet, (surrounded in parentheses as shown below) so before used, a ref. or G.M. knows its affects! [Note # 1: It might be easiest to copy and paste this to your character sheet] To earn more move points, your p.l. has to at least double, or go up x1.5, if your race has that ability! If you do not use a move point it can be saved for a later date!

[Note: Moves that cost 0 points are assumed that you can use the move if you meet the requirements, any questions e-mail a G.M.)

The game descriptions for the moves are in parenthesis. Use the following key, to find out what each move does. Just because a move does not have that characteristic, it does not mean that the move can not have it. To get the desired affects, please check with your G.M. or ref. before you use it. If they approve the move change, then you will have to spend some extra points, to perform you desired affect. When you place moves on your character sheet please write out the move description, next to your move.

It takes 1 move point to permanantly add one of the below abilities to an attack (can't add d.e.)

KEY:

(p.u.) There is a minimum power up required to perform the move.

(h.c.) Has automatic Homing Capabilities. Cost is + 20 per phase of homing (This doubles your to hit die roll.)

(a.b.) Move automatically Bends. Cost is + 5 per bend, up to 90 degrees. (This can shoot around corners.)

(a.e.) Move automatically has an Area Effect. Cost is + 5 per move from attack center. (This hits everything in its area.)

(a.d.) Move will automatically Delay. Cost is + 2 per phase delayed. (This delays your fire time of a ki.)

(r.f.) Move automatically is a Rapid Fire. Cost is + 10 for each additional target you fire at. (You can fire at multiple targets. Thus breaking down the attack into equal pieces. Which means that each of these pieces must be in equal amounts.)

(d.e.) Move automatically has a Deadly Effect. Cost is + 1 for every 10 dice of deflection that it goes through. (This move can automatically go through a ki shield, or anything similar.)

(m.l.d.)Move's Learning Difficulty. This is used to see how quickly a person can learn another move, from someone else.

(W) Can be learned  by wizards.

(P) Can be learned by passifists.

(F) can be learned by warriors.

If none of the above 3 are listed, can be learned by anyone

MOVES:

RULES FOR TRAINER MOVES

Move's Learning Difficulty = (m.l.d.)

- To find out how long it will take you to learn a certain move under a master that you are training under, use this formula:

Time it takes to learn a move in days = m.l.d. divided by (Master's mental + Your mental)

Trainers that teach the move are surrounded in [ ].

Moves You Can Only Learn By A Trainer:

12 Eyes (Aka Shishin no Ken) (Split Form):(m.l.d. = 5,000)(Cost of 1 clone = 100 energy points per phase) [Tenshinhan] [Piccolo (MaJr)]

Kamehameha:(m.l.d. = 7,500) (AND 2 Move Points) [Master Roshi] (Blast = +20 % of ki put into it) (max 1.5x pl can be put in) (F)

Genki-Dama:(Click here to see the devastating results of the Genki-Dama)(m.l.d. = 2,000) [King Kai] (F)

Fusion: (This is the namekian method) (m.l.d. = 10,000) [Guru] (This is the dance method) (m.l.d. = 20,000) [Any Metamouri]

Instant Transmission:(m.l.d. = 20,000) Can only be used outside of Battle [Any Yadaration, or King Kai]

Kaio-Ken (x 1 - x 20): (Click here to see the devastating results of the Kaio-Ken)(m.l.d. = 10,000) [King Kai] (F) 

Lay Dragonballs:(You must be Namekian, to create a dragonballs) (m.l.d. = 100,000) [Guru or Kami] (P)

Learn Another Language:(m.l.d. = 10,000) [any speaker of the language you want to learn]

Moon Blast Explosion:(p.u. = 1,500) (m.l.d. = 2,500) [Bardock]

Reveal True Powers:[Guru] (increases a persons ability anywhere from 1/2 - 1/8)  (CAN'T BE TAUGHT)

Shunkanido: (takes same amount of time as Instant transmission and taught by same people)

Transformation (x 200): (m.l.d. = 15,000) [Koola] [Only G.M. appointed races, can use this move] (Must have Transform x150, before you can get this transformation.)

Transformation (x 250): (m.l.d. = 15,000) [Massacre (Gladiator)] [Only G.M. appointed races, can use this move] (Must have Transform x200, before you can get this transformation.)

Compress Power Level: (m.l.d. = 5,000) (Allows you to lower apparent power level to the single digits. Characteristic, active power level, and skills also lower until you actively stop using the move.) [Kami or Future Trunks]

Final Enchanted Blast Variations: (Requires All the other Enchanted Blast Variations.)(Blast = + 60 % of ki put into it) (m.l.d. = 20,000) (Taught by a hidden wizard.) (W & F)

COST:

0:

Run Away: Attempt to escape battle

Barrier:(Almost everyone can create a barrier)

Breathe In Space: (Must be a changeling)

Bukujutsu:(Almost everyone can fly, unless you are Mr. Satan, ha ha!!!!)

Fade: (Any one can do this if they are fast enough)

Gekitotsu Buu Buu Volleyball:(to perform, both men need to know the move Haikyuken)

Generic Ki Blast:(Almost everyone knows how to use a ki blast.) (max = 1x power level) (F)

Healing:(maximum healing = your p.u.)(P)

Fireball Spell: (Acts like a ki blast) (max= 1.5x power level)(W)

"Invisible" Jumping: (Result of moving fast)

Kintoun:(only 1, and it is located on Earth.)

Haikyuken: (just a funny, and embarrassing [for the opponent] move !!!)

Mystic Attack: (Only Namekians can learn, after they become a mystic Namekian)

Nyoibo:(only 1 pole made.)

Purification:(only Namekians can do.)

Regeneration: (only Namekians can do. After losing a limb, it costs 1,000 ki, to regenerate a new one.)

1:

Body Sword: (sword = +5) You can pull a natural sword from your own body. Who can use: Ginger, Nikki. (Demons only) (F)

Control Golden-Oozaruu: (Can learn only after mastering Control Oozaruu) (A Saiyan can not control his Golden-Oozaruu state, unless he has this technique)

Control Oozaruu: (A Saiyan can not control his Oozaruu state, unless he has this technique)

Extended Sensory: (You do not need a scouter to recognize or locate certain people, powers or things. Although you have these powers you can not sense if a power is good evil or even how powerful the thing is.)

Hasshuken: (Every 10 points of energy you put into the move, you gain 2 points on attack) (F)

Hide power level: (You my hide up to a maximum of 99/100 of your true p.l.)

Improve Body Sword (s): Every time you buy this technique you gain +5 for weapons skill, when using your body sword. (F) 

Kiai: (For every 100 energy points an opponent puts into a move, you only need to put 10 energy points, to disperse it.)

Naturalized Transformation: (Once you master this technique, the transformation you place this on, you can stay in your transformed state twice as long as you would without this technique. [Energy technique wastes = regular number, divided by 2.]) (Note: You can only use this once per each transformation. However, you can still place it on another, you just have to buy this technique again.)

Self Destruct: (Damage that you do = your hits + p.u. at the time of explosion) [automatically kills you]

Super Sensory: (Can learn only after mastering Extended Sensory) (You do not need a scouter to recognize or locate certain people, powers or things. You can also differentiate between the powers good and evil, through this sensory. You can also tell if a being is more or less powerful than you.)

Taiyoken: [enemy can not attack, or draw power for1-6 phases (roll 1 die)]

Enchanted Blast Variations: (Requires Enchanted Blast, Normal blast with a special and unique ability. Can be purchased up to 3 times.) (W & F)

Expertise: Gain double money from Training Page Jobs a month. (P)(for others it costs 2)

Some Stupid Satan Move: [ +5 to physical attack]

2:

2 Body Swords: (each sword = +5) You can pull 2 natural swords from your own body. Who can use: Nikki. (Demons only) (F)

Chaozu's Chonoryoku: (If your mental+3d6 is higher than opponent's+3d6, he does 1 physical attack against himself)

Dodonpa: (Blast = +0%)(explosion does an extra 10 more hit dice) (Maximum of 2x pl can be put in) (F) (Can't be shot through, can't be used to shoot through)

Weights Resistance: Allows NWR to use x3-x5 weights

Energy Kyushu: (For every 100 points put into a move you gain 100 points of power up) (Only androids can use)

Enrage: (all stats get +5 for the next 1-6 phases. As an added bonus, while in this mode Hits = + 10, but Mental = -10) [If Mental goes to or below 0, the G.M. will control your character, until enrage is over.] [Can be used 1 time per battle, unless, the G.M. allows more use of it.] < P align = center > Highest Sensory: (Same effects as super sensory, except can also detect dragonballs.) [Requires Super Sensory]

Fireball: (Blast = + 15 % of ki put into it)(maximum of 1.5x pl can be put in)  (F) (Can't be shot through, can't be used to shoot through)

Galick-Ho: (Blast = + 20% of ki put into it) (maximum of 1.25x pl can be put in) (F) 

Guruguru Gum: (Opponent can't move for 1d6 turns)  (F)

Learn Moves Twice As Fast: Divide m.l.d. by 2.

Makosen: (Blast = + 5 % of ki put into it) (maximum of 2x pl can be put in) (F)

Renzoku Energy Dan: (r.f.)  (maximum of 1.5x pl can be put in)  (F)

Spinning Cyclone: (a.e. = anywhere within your move) (Does normal physical damage to multiple opponents) (F)

Taiyoken Protection: (Protected from Taiyoken)

More Enchanted Blast Variations: (Requires Enchanted Blast, Normal blast with a special and unique ability. Can be purchased up to 3 times.) (F & W) 

Pilaf's Ultimate Torture: (Causes lower (actual) power level characters to not attack you due to fear. Lasts 1d6 turns, once per battle.)

Tao's Puzzle Trick: Causes lower mental characters to not attack you fro 1d6 turns. Once per battle.

Toy With Enemy: Takes 2d6 turns to perform.  If successful (50% chance), gains 2x the power level from the battle.

Jan-Ken Punches: ( + 10% of mental to damage) [Physical attack] 

3:

Bakurikimaha: (Blast = + 20 % of ki put into it)  (1.5x pl can be put in) (F)

Big Bang Attack: (Blast = + 25 % of ki put into it) (1.25x pl can be put in) (F) 

Burning Attack: (Blast = + 30 % of ki put into it) (1x pl can be put in) (F) (Can't be shot through, can't be used to shoot through)

Chobakuretsumaha: (Blast = + 20 % of ki put into it) (1.25x pl can be put in) (h.c.) (F) 

ESP: (You can talk to other beings telepathically)

Evolved Tail: (Pulling on the tail will not immobilize a being with a tail, who learns this technique.) (Also increases tail defense by 10 %)

Galactica Donut: (If it hits, opponent can't do any actions for 1-6 phases. For every phase he is in it he loses 10% of his ki and his power up before being trapped.)

Hankokubikkurisho: (If it hits, opponent can't get out for 1-6 phases, if they try the get shocked for 50 % of ki put into)

Hell's Flash: (Only androids can learn) (Blast = + 35 % of ki put into it) (1x pl can be put in) (F)

Honoo: (extra dice = +2, per 100 ki put into it)

Hurricane Attack: (requires 2 people) (both men must together overcome the move difficulty to pull this move off) (a.e. = anywhere within the average of both men's move) (F)

Kakusandan: (a.e. = + 20) (h.c.) (Blast = + 15% of ki put into it) (1.25x pl can be put in)  (F)

Kienzan (Distruto Disc): (d.e.) (pu= opponent's pl x3 ) (F) (or Wizard for 4) (Can't be shot through, can't be used to shoot through)

Kikoho: (Blast = + 15% of ki put into it) (2x pl can be put in) (F)

Ki no Tsurugi:  (.5x pl can be put in)(Creates a sword for physical uses. Weapon strength = ki put in) (F) 

Masenko: (Bast = + 10 % of ki put into it) (2.5x pl can be put in) (F)

Mechanical Abilities: (able to make machines at half the cost's rate) (P) (or others for 4)

Mind Freeze: (if it hits, opponent's can not move for 2-16 rounds)

Natural Defense and Attack: Rocks combined will do damage = to your ki put into the move, + 15% more.

Gravity Resistance: Allows NWRs to use any level of gravity

Nullify Powers:(Reduces specific power effects to 50%) (P) (or others for 4)

Psychic Abilities: (Manipulation of objects = what ever G.M. lets)

Purple Commit Attack: (requires 2 people) (both men must together overcome the move difficulty to pull this move off) (a.e. = anywhere within the average of both men's move) (Counts as a physical attack + 5% of both people's speed) (F)

Quick Healing: You heal twice as much each round, as a regular person. Healing = x2 more a round, then the others. (P) (or others for 4)

Time stop: (time stop = 1-6 phases. Each phase it is up, the person doing it loses 1,000 energy. No one, except for the person performing this move can do any actions during this time. All ki blasts remain still, even if they are fired, within this move.)

Two Man Ki Blast: (requires 2 people) (Blast = + 20 % of ki put into it) (both men must together overcome the move difficulty to pull this move off) (1.5x the combined pl of people can be put in) (F) (Can't be shot through, can't be used to shoot through)

Tenkubekejiken: (extra dice = 1/4 of your physical)

Super Ghost Kamikaze Attack: (Blast = + 25 % of ki put into it) (r.f.) (x1 of pl can be put in)  (F) (Can't be shot through, can't be used to shoot through)

Transformation boost: (Add x10 to transformation played upon for 2d6 phases. Must re-purchase for every transformation played on. Maximum of 3 transformations can be boosted in this way.)

Flaming Energy: (Gives character power (acts as x15 transformation) for 2d6 phases. May not be used in conjunction with any other power up move or transformation. May be learned by Any races that do not learn Move Points Transformations.)(pu= 2,000)

Even More Enchanted Blast Variations: (Requires Enchanted Blast, Normal blast with a special and unique ability. Can be purchased up to 3 times.) (F & W)

Shocking Speed: (Automatic) If your opponent has 1/4 of your move or less, you may attack twice as often.  Also, under the same conditions, running away automatically suceeds.

Luck: Increases AT for any action by 10, 1/6 of the time. (All the time if the character is Shen.) CAN NOT BE COPIED

Breathe in Space (Spell)  (W)

4:

Cho-Kamehameha: (Can learn only after mastering Kamehameha) (Blast = + 40 % of ki put into it) (max 1.5x pl can be put in) (F)

Build Transformation: (Starting from your last transformation, you can add on an extra, x50. (Maximum for your last transformation = 250.)

Body Change: (If it hits, you permanently change bodies with the opponent. However you can not learn his powers, or your own, with the exception of Body Change for 4-24 rounds [roll 4 dice]. Until this time, you master his body with only 50 % proficiency (as does the opponent in your former form). Once you do master his body, however, you can use it with full benefits.) [Note #1: Even when you switch bodies, you keep your own mind, and know nothing of your opponent's.] [Note # 2: Even when you do change bodies, and master it's full potential, you can not use moves that he previously knew, because you do not know how to perform them, however you can still use moves in which you previously mastered.]

Crasher Ball: (Blast = + 30 % of ki put into it) (max 1.75 can be put in) (F) (Can't be shot through, can't be used to shoot through)

Death Ball: (Makes huge kis conpactable, for a + 10 % of ki put into it, if it hits) (max x4 pl can be put in) (F) (Can't be shot through, can't be used to shoot through)

Eraser Cannon: (a.e. = + 50) (Blast = 25% of ki put into it) (max 1.5x pl can be put in) (F)

Freezer Beam: (d.e.) (p.u. 2x opponent's pl) (F)

Papparapar: (A teleportation spell) (W)

Koshoku: (if it hits, you can revert the any racial transformation back to regular for 2-12 rounds)  

Mafuba: (h.c.) (p.u. 1.5x opponent's pl)

Makankosappo (Corkscrew Blast): (d.e.) (Blast = + 25 % of ki put into it. Also, because of the explosion, extra dice = + 10) (max x2 pl can be put in) (F)

Natural Transformation: (You are born with a natural ability to transform. Also every transformation afterwards needs 1/2 of the power level needed to achieve.) (1: You can only get this ability if you were born to a parent that already received a transformation. 2: To get, you must use all of your starting move points (4) in order to buy this technique.)

Shape Shift: (lasts for 2-16 phases) (P & W)

Steal Opponents current power up: You can only be used once every 10 rounds.

Transformation (x 10): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x5, before you can get this transformation.)

Transformation (x 25): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x10, before you can get this transformation.)

Transformation (x 50): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x25, before you can get this transformation.)

Transformation (x 100): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x50, before you can get this transformation.)

Transformation (x 150): (Can be used only once in battle, unless you self revert, then transform again. If you revert again, it costs no power.) [Only G.M. appointed races, can use this move] (Must have Transform x100, before you can get this transformation.)

Mind Freeze Protection: (Protected from Mind Freeze)

Enchanted Blast: (Blast = + 20 % of ki put into it) (Base Move for other blasts) (max 1.5x pl can be put in) (F & W)

Henchman Call: If you are outnumbered in battle, you can use this move to call 1 henchman (2 if you have a millitary base) at 1/2 your power level to fight alongside you. ($ cost- $1000) ) (One time per battle, may not be copied)

Stinkiness: KO's opponent 10% of the time, unless they have no nose.  (20% if you are Bacterium) If you have this move, you may not join a team. (Can only be used twice per battle.) MAY NOT BE COPIED.

Holding it Together (Spell) : (p.u.=1/4 x your max hits per turn can be performed while powering up) Allows a dying wizard to stay alive & concious after he would normally be unconcious or dead. (W)

Ressurection: (Revive one from the Next Dimension) (Costs either your life or p.u.= 1/2 of target's power level) (W & P)

5:

Akumaitokosen: (does not hurt a person with a good heart) (Damage = 5x energy put into move) (max 1x pl can be put in) (F & W)  (Can't be shot through, can't be used to shoot through)

Copy Power: (you can copy up to 4 powers, [within your racial abilities, or what ever the G.M. allows you] a year) (CAN ONLY COPY MOVES YOUR CHARACTER SEES IN ACTION DURING AN ENCOUNTER)

Dead Zone:(p.u. = 5,000 / a.e. = + 20) [When Deadzone is up, all power, powered up, automatically goes into the Deadzone](Every 10 ki put into it (after it is raised), can suck a person of 1 physical into the Deadzone (excluding the creator). When the strength of the Deadzone is = to or above a person?s physical, roll 3 dice. If dice roll + person?s physical is above the Deadzone?s strength, then that person is ok ! If it is below, then they are sucked into it. [roll of 1,1,1 automatically fails.] [Note: There are only 3 ways to stop the Deadzone, and they are 1) If the person who makes it, is knocked into it, knocked out, or dies. 2) If the person who makes it, decides to stop it. 3) If the person who makes it runs out of energy for it.] 

Dementional Blast:(p.u. = 2,500) (Sends target to Next Dimension immediately if it hits. Target doesn't die and can return any time)

Endurance: (Permanently increases hits x2, and you also heal x2 per endurance, each phase.) [A person can only get a maximum of 3 endurances.]

Enemy Transformation:(p.u. = 5,000) Changes Opponent into anything you want, if it hits 

Explosive Bubble: (p.u. = 5,000)   (F)

Jinruizetsumetsukogeki:(p.u. = 3,000) (F)

Mental Explosion:(p.u. = 1/2 of opponent's p.l.) (d.e.) (F)

Haretsu no Maho:(d.e.) (p.u. = 1/2 of opponent's p.l.)(W)

Bring Back From the Deadzone: ( costs 1/8 x target's power level) (W & P)

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