List of Moves

## Moves

A list of all learnable moves. Moves in italics are immediately mastered when bought.

### **Ki Moves**

#### *Full Power Energy Blast Volley*

A volley of energy blasts used to catch opponents off guard.

Instafires, adds no bonuses to your roll but lets you roll for another Ki attack. Costs 2 Ki to use.

**Rank 1**

#### *Full Power Energy Blast Wave*

A compact, yet potent wave of energy.

Instafires, adds a +2 to your Ki roll. Costs 2 Ki to use.

**Rank 1**

#### *Energy Saucer*

A disc of energy used to slice through enemies.

Instafires, lowers your Ki roll by a -2 but allows for wounding and severing limbs if your powerlevel is higher than the opponents. Costs 2 Ki to use.

**Rank 1**

#### *Eye Laser*

Laser beams of Ki or other energy shot from the user's eyes.

Instafires, adds no bonuses to your rolls but lowers the enemy's brace roll by a -1. Costs 2 Ki to use.

**Rank 1**

#### Kamehameha

The Turtle Hermit's signature technique. Its power increases depending on the amount of time spent charging up the technique.

Instafire: +2 to Ki roll, costs 3 Ki to use.

Two turns: +3 to Ki roll, costs 4 Ki to use.

**Rank 1**

#### Kamehameha Boost

The user fires a Kamehameha directly at the ground, propelling them up through the air in a jet-like manner.

Instafires and can be used for a +2 Strength roll and/or a +4 to the user's Speed roll.

**Rank 1/Requires Kamehameha**

#### Bending Kamehameha

A variation of the Kamehameha technique, which allows the user to change the attack’s course and surprise the opponent.

Instafire: +2 to Ki roll, costs 4 Ki to use. Allows the user to reroll their attack just once if missed.

**Rank 1/Requires Kamehameha**

#### Super Kamehameha

A stronger version of the Kamehameha.

Two turns: +4 to Ki roll, costs 4 Ki to use.

**Rank 2/Requires Kamehameha**

#### Solar Kamehameha

A special spin on the Kamehameha used by Vidal.

Two turns: +6 to Ki roll, costs 4 Ki to use.

**Rank 3/Requires Super Kamehameha**

#### Kamehameha X10

A more efficient and stronger version of the Kamehameha.

Instafire: +3 to Ki roll, costs 2 Ki to use.

**Rank 2/Requires Kamehameha**

#### Thunder Shock Surprise

The user shoots a lightning blast towards the target using both hands and traps the opponent within an electric field.

Instafire: +1 to Ki roll, costs 3 Ki to use, stuns the opponent for and skips their turn if hit.

**Rank 1**

#### Dodon Ray

The Crane School's signature technique, designed to wear down and kill opponents.

Instafire: +1 to Ki, but guarantees the loss of 1 HP extra for the target on a brace. Costs 3 Ki to use.

**Rank 1**

#### Galactic Donut

A shining ring of Ki that surrounds the opponent and restrains and stuns them, then explodes while on their body.

Instafires, the user can throw it at the opponent and make it instantly explode for a +2 to Ki or stun them for a turn and then detonate the ring. The stunning functions like a lockdown grab, except the user won't actually be grabbing them. Costs 4 Ki to use.

**Rank 2**

#### Crusher Ball

A high amount of energy in concentrated in the user's left hand which is then slammed at their target.

Instafire: +2 to Ki, allows for another regular attack on the same turn if a natural 10 is rolled. Costs 3 Ki to use.

**Rank 1**

#### Crusher Volcano

A variation of the Crusher Ball designed to deal damage to multiple opponents at the same time.

Instafire: +2 to Ki, has an AOE effect on up to six enemies at a time. Costs 5 Ki to use.

**Rank 3/Requires Crusher Volcano**

#### Spirit Ball

A special energy ball which hones in on an opponent and strikes them several times.

Instafire: +2 to Ki, allows the user to go for another hit on the same turn until a brace is landed on their opponent. Costs 2 Ki per hit to use.

**Rank 2**

#### Destructo Disc

A lethal disc of energy with the power to cut through anything and anyone.

Two turns to fire: +0 to Ki, always forces a brace and severs a limb if hit. Costs 6 Ki to use.

**Rank 3**

#### Galick Gun

A powerful, purple energy beam used by Saiyans all across the galaxy.

Instafire: +2 to Ki roll, costs 3 Ki to use.

Two turns: +4 to Ki roll, costs 4 Ki to use.

**Rank 1**

#### Dirty Fireworks

The user aims their middle and index fingers at the opponent and summons an explosion right where they stand.

Instafire: +1 to Ki, -3 on the enemy's brace. Costs 3 Ki to use.

**Rank 2**

#### Atomic Flash

The user fires a powerful bolt of energy at the opponent, which pierces right through them causing lots of damage.

Instafires with a +2 to your ki-roll. Can be charged for two turns to line up two enemies, making them both roll against the +2. Being hit causes a -1 to defense for one turn, -2 if charged. Instafire uses 3 ki, Two-turn uses 4 ki.

**Rank 3**

#### Double Sunday

The user charges two purple energy spheres, then fires them at the opponent in the form of two waves.

Takes 2 turns to charge. Can be used on two enemies with a +2 to ki-roll, or the waves can be fired in a wide arc, causing a 2d10-1 AOE on any enemy in front of the user. Costs 4 ki to use.

**Rank 2**

#### Bomber DX

The user tosses a large, pure white energy sphere at the opponent that creates an explosion on contact.

Instafires, hitting the target and anyone within close range of them with a +4. Costs 6 ki to use.

**Rank 3**

#### Giant Storm

The user raises their right hand with their index and middle fingers up, releasing a white burst of energy.

Takes 2 turns to charge and adds a +4 to your AOE Ki roll. The move hits any enemy in the area. Costs 7 Ki to use.

**Rank 3/Requires Bomber DX**

#### Big Bang Attack

A powerful but compact blue energy blast that creates an enormous explosion on impact with its target.

Takes 2 turns to fire and adds a +3 to your Ki roll. The target will get a -2 to defending rolls after being hit by this attack. Costs 4 Ki to use.

**Rank 2**

#### Final Flash

A gigantic and insanely powerful yellow energy wave. The user has to be transformed but will always be dropped out of one after using this move.

+5 to your Ki roll, takes 2 turns to fire, but can also be charged up for 3 turns for a +7. Costs 5 Ki to use at two turns and 7 Ki at three.

**Rank 3**

#### Prominence Flash

The user charges energy and shoots a single energy wave out of their hands as they face the opposite direction, similar to Final Flash. This is a less powerful and consuming version of the technique, which does not require or drop the user out of their transformation.

+4 to your Ki roll, takes two turns to fire and costs 4 Ki.

**Rank 3/Requires Final Flash**

#### Eraser Cannon

The user charges up a bright green energy sphere. Next, they wave their hand forward and throw it at the opponent. It’s strength depends on how long it’s been charged for.

+2 to Ki when instafired, +4 to Ki when charged up for a turn, +6 when charged up for another turn. (Ki Costs are 3, 5, 7 respectively.)

**Rank 3**

#### God Bind

Takes 2 turns to fire, when it's launched the opponent is stunned and gets a single turn skipped. The target won't get any defense bonuses while being stunned.

Costs 2 Ki to use, no bonuses to your roll.

**Rank 1**

#### Masenko

The user places both hands above their head and charges up a yellow energy beam, then fires it at the opponent. It’s used mostly by the Namekians.

Instafires and adds a +2 to your Ki roll. Costs 2 Ki to use.

**Rank 1**

#### Super Masenko

A stronger version of the Masenko, powered up even more when the user is enraged.

Takes two turns to fire and adds a +3 to your Ki roll. (+5 when enraged.) Costs 4 Ki to use.

**Rank 3/Requires Masenko**

#### Light Grenade

The user puts their hands together in front of them and charges a yellow energy sphere in their hands, which they fire at the opponent. It unleashes a blinding light upon impact.

Instafires with a +2 to your Ki roll or takes 2 turns to fire with a -2 debuff to all enemies' defending rolls for 1 turn. Costs 3 Ki to use when instafired, and 4 Ki when charged up for a turn.

**Rank 2**

#### Hellzone Grenade

The user fires several energy spheres in the opponent's direction and surrounds them with these blasts before making them rain down on them.

Takes either two, three or four turns to fire. The move adds a +3 to Ki, a +4 to Ki or always forces a brace on the enemy respectively. The Ki Costs start at 4 and increase by 1 each turn.

**Rank 3**

#### Special Beam Cannon

A powerful energy laser charged up with one hand. It can be charged up for a long time.

Takes 2 turns to fire for +4 to your Ki roll. You can continue to charge it for a +6 after 3 turns or a +8 after 4. You’ll always get another +1 if it’s used on someone held in a lockdown. Ki Costs start at 4 and increase by 1 each turn.

**Rank 3**

#### Super Ghost Kamikaze Attack

The user summons up to 3 ghost copies at a time of themselves that explode on contact.

Instafires and summons three ghosts. They can be launched whenever the user wants and add a +1 to your Ki roll per ghost fired. You get an additional bonus of +1 to Ki when the user’s Total PL exceeds 20000. Costs 4 Ki to use.

**Rank 2**

#### Riot Javelin

A blue energy sphere or wave fuelled by the user’s anger and rage.

Instafires, add a +2 to Ki. If your HP is lower than 5, this move's power increases to a +3. If you’ve rolled a high brace on your last turn (>7 on the brace), this move will be a +4. Costs 4 Ki to use.

**Rank 2**

#### Stardust Fall

A more powerful volley of Ki, the user fires hundreds giant streaks of energy and decimates the opponent, at the cost of a ton of Ki.

Instafires, roll 3 times with a +2 to your Ki roll or one +3 AOE attack against multiple enemies. Take a -2 defense penalty on the next turn. Costs 7 Ki to use.

**Rank 3**

#### Stardust Breaker

The user charges up a rainbow energy sphere and crushes it in their hand, turning it into a scattered blast similar to stardust and then throws it at the opponent. It can take a target straight to death rolls if a 1 is rolled on their brace.

Instafires, adds a +4 to the user's Ki roll and lowers the target's brace roll by a -3. Costs 7 Ki to use.

**Rank 3**

#### Banshee Blast

A barrage of five simultaneously unleashed beams fired from a single hand, each from one of the user’s fingers.

Instafires, roll with a 3d5 against the user’s normal defense roll. Costs 4 Ki to use.

**Rank 2**

#### Spirit Stab

The user charges condensed energy in their hand and forms into a sword-like blast that can be controlled to become longer or shorter. Needs a bladed weapon or Ki Construct to be used.

Instafires and adds a +3 to Strength. (Excluding weapon bonuses.) The enemy takes a -1 to combat and survival rolls for a single turn if hit. Costs 5 Ki to use.

**Rank 2**

#### Trap Shooter

The user fires a bunch of green energy blasts in succession at their target.

Instafire, two seperate rolls with a +2 to Ki. The move can be cancelled after the first roll, allowing the user to do something else in their turn with a -4. Costs 3 Ki to use.

**Rank 2**

#### Death Beam

The user fires a fast and concentrated laser of ki from their index finger, which pierces through the opponent.

Instafire: +1 to Ki, but guarantees the loss of 1 HP extra for the target on a brace. Costs 3 Ki to use.

**Rank 1**

#### Barrage Death Beam

A lethal, rapid fire barrage of many Death Beams fired in succession at the same target.

Instafire: two rolls with a +2 to Ki, that both guarantee the loss of 1 HP extra for the target on a brace. Costs 6 Ki to use.

**Rank 2/Requires Death Beam**

#### Death Saucer

The user charges up two lethal and sharp energy discs and flings them at the enemy.

Two turns to fire: Two rolls with a -1 to Ki. A single brace will be forced and a limb is severed on a bad brace if both are hit. Costs 5 Ki to use.

**Rank 3**

#### Death Ball

The user charges up a sparking energy ball of destructive essence and throws it at their opponent. It causes massive explosions.

Can be instafired for a +2 to Ki at any point before the user's second turn, even while an enemy is still taking actions. Otherwise, it adds a +5 to the user's Ki roll. Always costs 5 Ki to use.

**Rank 3**

#### Burning Attack

The user performs a series of rapid arm movements before firing an energy sphere from their palms and towards the opponent.

Instafires and gives a +1 to your Ki roll, but also debuffs the enemy with a -2 to defending rolls for one turn if it hits. Costs 4 Ki to use.

**Rank 1**

#### Finish Buster

The user raises their hands into the sky and charges a large energy sphere, before throwing it at the opponent.

Instafires and adds a +2 to your Ki roll, or takes 2 turns to fire, with a +3 to your Ki roll. Costs 2 Ki to use.

**Rank 1/Requires Burning Attack**

#### Heat Dome Attack

First, the user throws their opponent up in the air and points both of their hands up at them. They then release a giant Finish Buster beam.

Takes two turns to use and adds a +4 to the user's Ki roll. If the target is currently in a lockdown, or if the user wins a strength attack roll, it can be instafired instead straight after. Costs 4 Ki to use.

**Rank 2/Requires Finish Buster**

#### Vanishing Ball

A giant, bright, pink orb of destructive energy. This attack cannot be clashed with, and will cancel out any Ki attack aimed on the user at the same turn. It is powered up if this occurs.

Takes 2 turns to fire and adds a +4 to your Ki roll. (+6 if a weaker Ki move has been cancelled out.) Costs 5 Ki to use.

**Rank 3**

### Physical Moves

#### *Lariat:*

The user proceeds to rush at the enemy at high speed and then grabs their opponent by the neck using their arm muscles.

Instafires for a +1 on one enemy or a base d10-1 on two enemies if they're close together.  If used during a muscle-mass increasing transformation, add an additional +1. Costs 3 Ki.

#### *Chokehold*

Instafire d10+1 with an additional +1 if in a muscle-mass increasing form. Gives the enemy a -1 to their next defense roll, a heavy brace forces a turn skip debuff for one turn as well.

Costs 4 ki to use.

#### *Dynamite Punch*

The users hand ignites with ki, slamming into the enemy with explosive effect.

Instafire, +2 to your strength roll. Costs 2 ki to use.

#### *Headbutt*

The user uses their own skull to try to knock out their opponent.

Instafires. Strength roll +2. If this hits, enemy loses a turn. If it misses, the user loses a turn. Costs 3 ki to use.

#### *High Speed Rush*

A nimble combination of many punches and kicks, ending with a powerful downing strike.

Two turn charge. Roll twice, first with a d10 and once more with a +1 including weapon bonuses only on the second roll. Costs 2 ki to use.

#### *Head Scissors Rush*

The user kicks the opponent, grabs the opponent's head with their legs, and throws them back onto the ground.

Adds a +1 to your physical roll as well as a -1 debuff to all of the opponents stats for a turn. Add an additional +1 to your physical roll if used on someone of the opposite sex. Costs 3 ki to use.

#### Rock Paper Scissors

Instafire. The user and a single enemy roll a 1d3. 1 beats 2, 2 beats 3, 3 beats 1.

If a draw, keep re-rolling until someone wins. Every draw adds a -1 to the brace. Whoever loses has to brace. Costs 7 ki to use.

#### Meteor Crash

The user hits the target with a seemingly endless volley of quick kicks and punches before punching them down onto the ground.

Instafires, add a +2 to your Strength roll. Costs 2 Ki to use.

**Rank 1**

#### Meteor Combination

The user attacks the opponent with a combination of powerful barrage of kicks and punches. They then fly up and fire an additional attack straight down.

Instafires. Do two rolls, a physical one with a +3 to it followed up by an additional move, which can be anything that only hits a single target. Moves that take two turns to use normally can be instafired straight after when using this technique, and have no additional Ki Costs. Costs 7 Ki to use.

**Rank 3**

#### Shock Tornado

A versatile defensive stance capable of delivering a powerful counter attack to any opponent who strikes while its active. Takes one turn to enter the stance, if the user is attacked while it is active, they will be able to spin their opponent with roll bonuses depending on how successful their defense was.

Difference of 1: +1.

Difference of 2: +2, debuffs with -1 to all rolls.

Difference of 4: +3, debuffs with -1 to all rolls.

Difference of 5: +4, debuffs with -2 to all rolls.

Difference of 6+: +4, skips the opponent's next turn.

This move only counters physical attacks, and will not work with Ki Attacks. Costs 4 Ki to use.

**Rank 3**

#### Volleyball Attack

The user imagines they’re playing volleyball in the middle of a fight and uses their opponent as a ball, making them fly into the air with one hit before smashing them down onto the ground.

Instafires, The first roll will be a +1 to your strength, the second a +2. Miss one and the attack ends however if you hit them both you debuff them with a -1 to defensive rolls for a turn. Costs 4 Ki to use.

**Rank 2**

#### Soaring Fist

The user delivers two powerful blows from their fist releasing kiais that travel a considerable distance.

Instafire: Costs 1 Ki to use, the user can launch two +0 Strength attacks on the same turn.

**Rank 1**

#### Crane Strike

After having made their opponent brace, the user capitalizes on their defenseless state with a brutal knee drop capable of breaking bones. This attack significantly compromises the victim's ability to move or fight.

+1 to Strength. Debuffs the opponent with a -2 to Strength and Defense rolls, and a -3 to Agility rolls for one turn if it lands. Can only be used after making your opponent brace, where it fires immediately.

**Rank 3**

#### Pressure Point Attack

By touching or hitting weakly certain pressure points on an opponent's body, can incite effects such as paralysis or knock the opponent out.

+1 to Strength, always stuns the opponent for a turn on a brace and removes 1 HP extra.

**Rank 2**

#### Wolf Fang Fist

A combo of clawing and punching, finished with a double palm strike to launch the opponent away. This attack’s movements mimic the biting of a wolf.

Instafires. The user can either roll once with a +2 or take their chances with a -1, which can then be followed up by a +1 Strength roll. Always costs 2 Ki to use.

**Rank 1**

#### Dragon Throw

The user spins an opponent before throwing them off at great speeds.

Instafire: +3 strength roll. If it lands, the user can choose to throw their target at another foe and hit them with either the same roll or reroll with a +1 to Strength. Costs 5 Ki to use.

**Rank 2**

#### Blue Hurricane

The user flies through the air while spinning and charges up blue energy around them, using their speed to power this attack.

Instafire: Normally a +2 to your Strength. This bonus is increased to a +4 when used by the first to move on a given turn. Costs 3 Ki to use.

**Rank 2**

#### Soaring Dragon Strike

First, the user attacks with a sharp punch to the opponent’s gut. They then send them flying into the air with a slightly weaker but very quick uppercut.

Instafires. A +2 to strength and another +1 hit right after if you land the first one. Costs 4 Ki to use.

**Rank 2**

#### Hyper Tornado

With your pure strength alone, raise into the air as you spin creating a vortex of wind around you.

Instafire: Costs 4 Ki to use, hits any foe you choose with a +0 Strength attack.

**Rank 1**

#### Galick Breaker

A mixed combo of various different attacks, which is finished with a potent energy burst.

Instafire: Start with a +2 Strength roll, then follow this up with a +2 Ki roll if hit. Costs 4 Ki to use.

**Rank 2**

#### Flying Jab

The user slams their fist deep into their opponent’s gut before throwing them into the air for another attack.

Instafire: Roll a strength roll, If it hits, the user can use any instafire move right after at the cost of -1 Ki. Costs 3 Ki to use.

**Rank 2**

#### Tyrant Bash

A devastating slap infused with the user’s Ki is utilized to humiliate their opponent while under intense anger. This technique begins with the user slapping the shit out of their opponent with a destructive blow to the cheek, if they are able to stun their opponent they can combine it with a less powerful backhand slap.

This technique takes 5 Ki and removes the users fighting style bonus during this action, the attack has a base of +3 which becomes a +4 if the user is under intense emotion. Depending if the attack hit or not the user can roll another attack with a +2.

**Rank 3**

#### Reverse Mabakusenko

A counter attack, the user gets into a defensive counter stance and deflects the opponent’s attacks, then counters.

Can be used whenever defending at the cost of 3 Ki to counter with a +3 to Strength or Ki after a successful block.

**Rank 3**

#### Rising Eagle

A speedy and unpredictable flying knee attack used to catch opponents off guard.

Instafire: Adds a +1 to strength, allows the user do another action in their turn with a -2 to their roll. Costs 3 Ki to use.

**Rank 1**

#### Super Mad Dance

The user launches a fast, powerful and erratic barrage of different attacks. The move ends if one of the hits is missed.

Consists of 3 rolls, the first one a basic strength roll, the second roll with a +1 and the next a +2. Any move can be used after finishing it on the same turn. Costs 4 Ki to use.

**Rank 3**

#### Super God Fist

The user conducts ki into their fist and hits the opponent with a full power punch. A shockwave gets released after the blow, dealing even more damage.

Instafires and adds a +2 to your physical roll. If it hits the enemy gets a -2 to defending rolls the next turn. Costs 4 Ki to use.

**Rank 2**

#### Victory Rush

The user rapidly moves towards their target and stuns them with a punch, then delivers a combo of punches and kicks, finished with an axe kick.

Instafires, two Strength rolls with a +2 to them. The second hit can still be launched if the first is missed. Can be used to intercept an escaping opponent. Costs 4 Ki to use.

**Rank 2**

#### Super God Shock Flash

An insanely powerful one inch punch, with enough force to blow your opponent away.

Instafires, -2 to your Strength roll. Can either debuff the opponent's Strength or Ki with a -3 for a single turn if hit. Costs 3 Ki to use.

**Rank 1**

#### Nova Strike

The user charges up to the max and surrounds themselves with ki, then charges at the opponent. Can also be used in Ki Clashes.

Instafires and adds a +4 to strength. If the opponent fires an energy blast, a Str v Ki clash using this technique is allowed from the second brace onwards. The user can only trigger this clash if they are intercepting an attack or if it is aimed at them. Costs 6 Ki to use.

**Rank 3**

#### Shining Sword

Catch your opponent by surprise with a powerful strike of the sword.

Instafires, can only be used on the first turn and grants the user a +3 to Strength. Cannot make the opponent brace, but debuffs their defense with a -2 when hit. Costs 2 Ki to use.

**Rank 2**

#### Rapid Slash

The swordsman unleashes a flurry of attacks hitting one person with power. They are allowed to finish this up with a Ki Technique if the opponent has to brace.

Instafires, a +1 to Strength excluding weapon bonuses. The user can use an instafire Ki Technique straight after with no added Ki Costs if the enemy braces. Costs 4 Ki to use.

**Rank 2**

#### Limb Slicer

Dash at your enemy with a sharp blade and a lust for some bloodshed! Using a razor sharp blade with razor sharp precision makes this the perfect move to detach an enemy’s limb!

Instafires and requires a weapon or ki blade to use, normal strength roll. If it makes the opponent brace then they have to get above a 7 on their brace roll to keep their limb, -2 to the user's next defense roll. Costs 6 Ki to use.

**Rank 2**

#### Brave Sword Slash

The user grabs their sword and swings it in the air, sending multiple arcs of ki slash waves at the opponent.

Instafires with three +2 strength rolls. Each hit requires 3 Ki to launch. Can be cancelled at any time.

**Rank 3**

#### Burning Slash

The user throws their opponent off their game unleashing a final strike towards their opponent to distinguish the end of their demonstration of power.

Can be used after making the opponent brace at the cost of 2 Ki, grants the user a +2 Strength roll.

**Rank 2**

#### Instant Severance

The user catches their opponent and lands a strong ki slash, comparable to a divine punishment. It can intercept people who have won an escape roll.

Instafires and +2 to Strength. Gives the enemy a -3 to braces and -2 to death rolls for one turn. If the enemy rolls a 2 or lower on their brace, a single limb can be severed. Costs 6 Ki to use and requires a Ki Construct.

**Rank 3/Requires Ki Constructs**

#### Divine Lasso

The user creates a blade and rushes toward the opponent. They then dance, sending arrow-like explosive projectiles that pierce through their body before detonating all of them.

Instafires with a +4 to Strength, followed by a +3 to Ki roll, which can be delayed and detonated on a later turn. Costs 6 Ki to use and requires a Ki Construct.

**Rank 3/Requires Ki Constructs**

#### Spirit Sword

The user charges condensed energy in their hand and forms into a sword-like blast that can be controlled to become longer or shorter. This sword can be used to cut through or stab the target.

Instafires and adds a +3 to Strength. Debuffs the enemy with a -3 to all rolls for a single turn when hit. Costs 6 Ki to use and requires a Ki Construct.

**Rank 3/Requires Ki Constructs**

#### Darkness Rush

The user stretches out their arm and grabs the opponent, then delivers a rush of attacks before knocking the opponent away and firing an eye laser at them.

Instafires and adds a +3 to your Strength roll, followed by any instafired Ki Attack. If the former has made the opponent brace, the latter will have no Ki Costs of its own. Costs 5 Ki to use.

**Rank 3**

### **Other Moves**

#### *Afterimage*

Allows the user to dodge any incoming attack at any time using their Agility instead of their Defense. Costs 2 Ki to use, and grants the user an additional action on their turn whenever successful.

**Rank 1**

#### *Ki Sense*

Provides the user with the ability to sense energy signatures nearby. This can be used to track people down and as a sixth sense of sorts during fights.

**Rank 1**

#### *Flight*

A special technique which allows the user to float and fly through the air at the expense of virtually no energy at all.

**Rank 0 (Anyone can start with this and add it to their stat sheet at no extra costs.)**

#### Telepathy

A way to communicate with others using one's mind. It cannot be used to read minds, only to speak to others from great distances.

**Rank 1**

#### Power Redirection

The user uses the strength from their muscles and turns it into ki, making themselves much skinnier in the process.

Takes up a free action and adds the user's strength bonuses to their Ki Attacks at the cost of 1 Ki. It'll only last for a single turn.

**Rank 1**

#### Spirit Coat

The user powers up, revealing their Ki before mending it into a coat of armor.

Takes up a free action and adds the user's ki bonuses to their Strength Attacks at the cost of 1 Ki. It'll only last for a single turn.

**Rank 1**

#### Energy Shield

The user forms a barrier of ki around themselves, protecting them from attacks. The user cannot take any actions while it is active.

Adds a +3 to the user's defense at the cost of 2 Ki. It can be held for however long the user desires and deactivated on any free action, but can only shield a single other person.

**Rank 1**

#### Aura Shield

A more advanced variation of the basic Energy Shield. The user forms a skin-tight barrier of ki around their body, resembling an extension of their aura.

Adds a +2 to the user's defense and costs 1 Ki per turn active. Can only shield the user, and can be deactivated on any free action. The user can still fight like normal while using it.

**Rank 2/Requires Energy Shield**

#### Punisher Shield

The user slices the air and manipulates their Ki to form a Shield shape, when hit by any projectile below or of its caliber the shield reflects the attack right back at the opponent.

Puts the user in a stance for a turn where they reflect back any Ki Attack launched at them with the same roll, as long as they are able to beat it themselves. Adds a +2 to the user's defense and costs 2 Ki to use.

**Rank 2**

#### Multi-Form Technique

Using this strange technique, the user can split their body up and use an action to create a clone.

Clones cost 2 Ki a piece to form and only have 2 Ki to spend, after which they dissipate. The user can create up to 3 of them every turn, and have as many of them active as they want. These clones are destroyed when hit.

**Rank 2**

#### Solar Flare

The user creates a flash of light with their Ki, blinding opponents.

If near a light source like a sun, add a +2 to your roll, if not just do a normal roll out of 10. Targets anyone in the area. Costs 3 Ki to use and debuffs with a -4 to attack and a -2 to defense and agility rolls for anyone blinded.

**Rank 1**

#### Healing Hands

A magical technique which is able to heal injuries.

Instafires and heals a single tier of wounds per turn used on a target. Costs 1 Ki a turn to use.

**Rank 2/Requires Spirit Control**

#### Ki Constructs

The user focuses Ki and forces it out of a single point in their body. Through superb Ki focus, this Ki can be formed into a weapon.

Can be activated on a free action and used with or without a blade to grant access to any weapon and ki weapon technique the user desires to utilise. Adds +1 to the user's roll by default when no weapon is used, when a weapon is used it does not stack with it. Costs 1 Ki whenever used.

**Rank 1**