What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Tuesday, March 31, 2015

Dragon Ball Z Conversion - cerca 2003! - PART 2

So I am back with the second half of my re-posting of my 2003 Dragon Ball Z conversion rules for D&D 3rd Edition from back in the day.

Again this was an extremely popular conversion that I had done back then, but looking back at the rules these days there are a lot of things I'd likely do very differently in writing the rules.  But with that said I'm just going to re-post the rules here instead of going through and editing and re-writing the rules which would be time consuming and something I just don't want to do.

And what was the name of my old website you may be asking?  It was called Possibilities Unlimited.  Though I likely had to misspell the word "Possibilities" with the word "Possabilities" due to existing websites with similar names back then.

But enough on that for now.  Below is the second section from my writing up of the rules.  So enjoy!


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Section 2: Character Class & Powers

THE MARTIAL WARRIOR
            Where the monk is the epitome of personal reflection, insight, wisdom and control, the martial warrior is all about the skill, power, focus, as well as a bit of wisdom.  The martial warrior is a master of using ki for fighting, more so than any monk. While a monk learns to focus their ki inwards, the martial warrior has learned to focus their ki in different ways.  They can focus it into a single point and release that energy.  They can also focus their ki to increase their strength, speed and their ability to defend themselves against attacks.  The martial warrior is more apt to jump into a fight than a monk.  That doesn’t mean that that martial warriors are more violent than monks, their just more prone to action than a monk is.

            As an individual the martial warrior is more than an equal for a monk in a straight out fight.  They can easily go blow for blow.  However while a monk is more up close and personal as a fighter, the martial warrior is adapt at fighting up close but more so from a range.  The goal of the martial warrior is simply to be the best, not to attain a higher level of awareness, or a higher state of being.  No a martial warrior works to perfect their fighting style, and to await the next challenge.

Adventurers: A martial warrior looks at adventures as ways to test their growing powers and skills.  Although they like monks aren’t prone to showing off, they tend to be more eager than a monk to put on an exhibition of their powers and skills than a monk would be.  Most martial warriors don’t really care about gold and silver, or other items of wealth, but they won’t turn down money earned or won.  After all you got to settle down someday, not to mention you need to eat.

Characteristics: The key feature of the martial warrior is not only their ability to fight unarmed, but their incredible ki based powers.  The martial warrior can strike their opponents just as hard as a monk, but their real powers lay in their ki based powers.

            Like monks, the martial warrior can not cast spells.  Instead they have their own unique powers.  Monks believe ki to be a subtle energy.  Truth is that ki is anything but subtle; it’s powerful and just as volatile as a storm.  Ki is spiritual energy, created and generated by life.  In essence ki is life energy.  Most people have only a small measure of ki; others with proper training have a greater amount of ki.  Monks are trained in using ki in one particular way, this keeps them from being able to use and focus ki in the ways that a martial warrior is able to.  One lacking of the martial warrior is their lack of a super natural awareness that monks are known for.  Instead they rely on their incredible speed and agility to avoid hits.

            In other words a martial warrior’s speed does not stem towards running only.  As martial warriors gain in power and experience, their ki, speed and powers increase as well.

Alignment: A martial warriors training, while requiring a great deal of discipline, does not require the level of discipline that a monk’s way requires.  Once an individual learns how to harness their ki it becomes very simple to do.  Thus any alignment is allowed for the martial warrior.

Religion: A martial warrior’s beliefs are very similar to that of the monks when it comes to religion.

Background:  While a monk trains at a monastery the martial warrior trains with a mentor.  Unlike the in mass training found at monasteries.  This training is often one on one training or training with only one other pupil.  This is much more hands on and informational than any training found in monasteries.  The martial warrior has a strong connection with their master rather than a place.  The eagerly compete with others to test their strength and, should they loose, to see how they can improve further.  The martial warrior understands that there is always some one stronger out there, if anything it will only take some time before they show themselves

            As for their relationship with the monks, one my not think it as strained as it actually is.  Monks tend to frown upon the martial warriors.  The ways of the martial warrior is often conflict with the teachings and ideals of the monks.  When a martial warrior enters into town, monks often avoid the warrior or ask them to leave, all depending on the circumstances behind the martial warrior’s arrival.  Generally it’s believed that where ever a martial warrior goes, only destruction follows.  Truth is this is only because some individuals seek to test their powers, skills and various other abilities against the warriors.  It is they who create the destruction, not the warrior.

Races: Anyone is capable of becoming a martial warrior; all’s it takes is the drive and conviction to do so.  A love for a good fight helps as well.  Humans are often martial warriors; elves rarely are as the chaotic life of a martial warrior does not always sit well with the elves.  Dwarves more apt to being a martial warrior than that of a monk.  Half orcs as well.  Some other races are apt to being martial warriors.  The life of a martial warrior is of course up to the individual rather than the indications of their race.

Other Classes: Martial Warriors are incredible fighter and very handy to have in a fight.  Their versatility is far beyond that of their monk counter parts.  They can easily fight up close and personal as well as being able to fight at a range.  Martial warriors are not distant like many monks.  Martial warriors have lives and will willingly join celebrations, drink and get drunk, have a female, or male companion.  Martial warriors enjoy the companion ship of other adventurers.  Martial warriors can make good leaders and are often underestimated by their enemies, or mistaken for the quiet and solitary monks.

GAME RULE INFORMATION
Martial Warriors have the following game statistics.
Abilities: Physical strength and endurance are not on the list for the martial warrior.  But speed and dexterity are the main things that make up the martial warriors physical main stats.  Strength is important but not all that much so.  The most important stats for a martial warrior are Dexterity, Constitution, and Wisdom.  Dexterity not only helps the characters AC, but is used when trying to hit an opponent with their Ki waves.  Constitution and Wisdom both help to determine starting ki and ki gained through the levels.
Alignment: Any.
Hit Dice: 1d8

Class Skills
The martial warrior’s class skills are: Balance, Bluff, Climb, Concentration, Intimidation, Hide Power, Jump, Listen, Sense Power, Swim, and Tumble.
Skill Points at 1st Level: (4 + Intelligence Modifier) x 4.
Skill Points at Each Additional Level: 4 + Int. Modifier.

Class Features
All of the following are class features of the martial warrior.
Weapons and Armor Proficiency: Unlike other classes, the martial warrior relies purely on their fists and kicks rather than some weapon.  They are purists of unarmed combat.  To this end their unarmed fighting abilities are very different than that of the monk.  The punches and kicks from a martial warrior do 1d6 points of damage.  These attacks can be interchangeable or a steady barrage of one type can be used.  Other less orthodox attacks such as head butts, elbow and knee strikes do 1d6 points of damage, these attacks are often used only when grappling.  As one may think that the martial warriors got the shaft compared to the monks when it comes to fighting unarmed.  This isn’t necessarily so.  The martial warrior still has a few powers that easily put the warrior on par with the much more damaging physical attacks of the monk.  (With multiclass monk/martial warrior use the better unarmed damage stats.)  A martial warrior’s unarmed damage increases to 2d6 at level 11.  The martial warrior effectively has the Improved Unarmed Strike feat and does not provoke an attack of opportunity from opponents for fighting unarmed; also they can select feats that have the prerequisite of Improved Unarmed Strike as if they actually did have the feat.  Critical hits are made on a roll of 20, and do x2 damage.  So on a critical hit, (at level 11); the character’s unarmed damage would be 4d6.

            Armor wise, martial warriors also avoid armor like the monk.  Instead the martial warrior relies on their speed, agility and physical resistance to harm.  As the character goes up in level they gain a bonus to their AC based upon their base speed rating.  This rating does not change with magical enhancements and such unless the enhancement to the characters speed already provides an AC bonus.  This bonus is listed on the chart below.

Speed Score
AC Bonus

Speed Score
AC Bonus
30
+2

130
+7
40
+3

140
+8
50
+3

150
+8
60
+4

160
+9
70
+4

170
+9
80
+5

180
+10
90
+5

190
+10
100
+6

200
+11
110
+6

210
+11
120
+7

220
+12

            Lastly wearing armor keeps a martial warrior from making use of their incredible speed, and intern they loose their speed AC bonus.  Magic items like bracers of armor, that provide a magical AC bonus can still be worn with out loosing the martial warrior’s speed AC bonus.  This AC bonus from their speed is not lost when being attacked by an opponent using a touch attack.  In other words touch attacks do not cause the character to loose their speed bonus to their AC.  (See “Applications of Speed” for more details on what can be done with the Martial Warrior’s superior speed.)

Speed: Starting at level 1 the character gets a bonus to their speed.  Unlike the monk’s speed where their speed increase happens slowly over a period of time, the martial warrior’s speed increases with each level, although this increase is at random.  Not every level of advancement provides the warrior with a drastic boost to their speed.  However all-in-all the martial warrior’s speed will quickly be superior to that of the monk.  This is an extraordinary ability.

Combo’s: Like monks, the martial warrior is adapt at fighting unarmed and can fight with an interchanging of punches and kicks.  However the marital warrior does not have the flurry of blows.  Instead they have something called combo’s.  Unlike how a monk will string together a variety of attacks with an interchanging of punches, kicks and such, combos are much more stylized and flashier than the average attacks of a monk.  The character can only use a curtain number of combos a single combat encounter.  Combo’s allow the character a better chance f being able to hit their opponents, rather than just trying to be able to land more blows.  They have no ki cost unless a ki attack is used.  Initially the character can only use 1 combo per combat encounter +1 more every 5 levels.  So at level 10 you can use up to 3 combo attacks per encounter.  The restriction is do to the strain put on the character to enact these attacks with a great deal of power, speed, and precision that no monk can equal.  The character makes an attack at their highest base attack bonus.  If the attack hits the character then gains a progressive +1 to hit for every attack that they have, the attack is negated if the character misses any 1one of their attack rolls for the combo.  So if they have a total of 5 actions, and the first one hits, the next attack is at a +1 to hit; if this attack hits the next attack is at a +2 to hit, if that one hits, then the 4th attack is at a +3 to hit, and of course if this attack hits then the 5th attack is at a +4 to hit.  With a ki attack the character can only launch energy attacks that are low powered enough to be fired off as a standard action.  Personalized ki attacks can not be used.  A combo can entail a series of punches followed by a grab and throw, or an interchanging of punches and kicks to finish with a quick energy blast.  Or a series of punches and energy blasts can be done. Combo’s are devastating maneuvers, but can sometimes be hard to pull off since everything is riding on the first attack.  The character can use 2 powers at the same time as a Combo as long as one of them is either a standard action, move equivalent action, or free action.  (Goku uses the “Instant Transmission” power plus the “Kamehameha” together to get the drop on opponents.) Use of this ability is a full round action.  This ability is gained at level 1.

Leap of the clouds:  While monks get this at higher levels the martial warrior doesn’t have to wait nearly as long.  The warrior’s leaping abilities are not limited do to their height.  This ability is gained at level 2.  This is an extraordinary ability.

Focus and Control Ki: The martial warrior’s mastery over ki is far different than that of a monk.  The martial warrior can focus their ki in a number of ways.  One way is to provide a temporary boost in strength allowing for greater damage in their attacks.  Another is to focus their ki around their body to allow them to deflect or block other ki or energy attacks.  A problem is that magic and ki tend to conflict at curtain levels.  Another thing tat the person can do is focus their ki into a single point and release that energy into a wave of energy referred to as an energy wave or energy blast.  Some more powerful martial warriors can even focus their ki in such a way to be able to teleport from one spot to another.  See the section on ki for more powers and abilities that the martial warrior can use as well as starting Ki points.
Personal Ki Wave: At level 3 the martial warrior has developed or learned a ki wave of their own.  This ki wave is often either a special technique developed by their mentor and taught to them or one that they have developed on their own.  This wave is often stronger than others.  This wave does d10 in damage compared to other energy waves plus a bonus +1d10 automatically.  Also unlike other energy waves with in built abilities this wave is a flexible wave in that its capabilities can be enhanced upon depending upon the situation.  As such the attack can be made more accurate or to effect an area rather than an individual target, or it can even be made to bend around corners and home in on targets.  These specific things are listed under the ki section.  Beyond these things and the greater damage the personal ki wave is like that of the basic energy wave. 
Aura Field: This isn’t so much of an attack or anything as much it is an effect.  The act of powering up automatically triggers this effect.  Any being ¾ the level of the character must make a Will save vs. the characters martial warrior level +10.  Those that fail the check can not attack the character for that round, they are too stunned by the action.  However this is only good for the first time the character powers up in combat.  Those that make it can attack normally.  Also flying at speeds greater than 90 will generate a field around the character, this field is a by product of the energy taken to fly at such speeds.  It basically keeps bugs and dirt from getting in your eyes, or the wind from bothering the character.  This is gained at level 1.  Initially the field only has a size projecting out from the character of 2 inches per level.  The character appears to have flames around them, the color of the field is often semi clear for most beings, and others sometimes have a pink/red or purplish field.  The field remains visible for a number of rounds equal to the character’s level just as an effect, nothing special.  Additionally the character gains the use of the Aura Armor Feat for free as soon as their Power Level reaches 100 points.
Boost Physical Power: At level 1 the character has the ability to temporarily boost their physical abilities.  This does alter their ability to hit targets, thus providing a bonus to hit and damage, not to mention their ability to lift things, avoid attacks, and so on.  There is a limit to how big of a bonus that the character gets.  This bonus is dependent upon the characters level.  A level 1 character can only increase their physical ability scores by 1 point.  However a level 20 character could boost their scores by 20 points.  This boost only lasts a number of rounds equal to the characters Wisdom modifier plus 2.  (This can not go lower than 1 should the character have a negative Wisdom modifier.  It takes 2 points of ki to increase the warrior’s strength by 1 point.  The strength boost does stack with other forms of strength enhancement, as does the dexterity boost, however a boost in constitution does not provide extra HP, it does however improve saving throws & Constitution related skills, as do Strength ad Dexterity related Skills.  This is an extraordinary ability.
Deflection: This is a more advanced technique, something not developed right away.  This technique allows the warrior to focus their ki through out their body creating something of a personal shield.  Thing is, is that this deflection only works against curtain types of energy attacks.  The warrior can either create a deflection before they are hit with anything, or just before they are hit as a reaction to the attack.  The character has to spend ki in order to deflect attacks.  The character can only deflect energy attacks though.  Most ki waves are energy based, as are most psionic attacks.  Magic is harder to deflect since many spells are elemental based and not energy based.  When a character deflects an attack they generally slap the attack away or just out right block it.  In order for a character to deflect an attack they must first have a deflection raised.  The ability essentially works like the deflect arrows feat.  In order to deflect an attack the character can not be restrained in anyway, they must also have energy to use to deflect an attack.  Without energy the character can’t stop attacks. 3 points of ki will stop 1d of damage from any attack, whoever the character must first make a Reflex save.  With any attack that allows a reflex save, the martial warrior makes use of the DC for that attack.  If the attack offers up no DC, then the DC is dependent upon the character’s level +10.  Deflection is used on ranged attacks, ranged touch attacks, and specific melee “energy attacks, only.  Normal physical attacks can not be blocked with deflection.  So if an arrow is shot at the martial warrior they must have the deflect arrows feat in order to deflect the attack.  Additionally just because a character can move at super human speeds does not mean that they have the skill to catch an arrow out of the air even though they may be fast enough to do so.  A character can deflect only a number of attacks equal to their Dexterity modifier +2 (never lower than 2).  Magic is unique thing to deflect.  Martial warriors have a particular weakness in their defenses when it comes to handling magic.  Magic attacks that are “rays” or are electricity, or specifically “energy” types of attacks, the character can deflect as normal.  However with other types of attacks, primarily elemental attacks like cone of cold, or fireballs the character is not as easily able to deflect these attacks.  While the character can still react normally to these attacks, their ability to deflect them requires a lot more energy.  It takes the character 9 ki points in order to deflect 1d of damage from elemental magic attacks.  The martial warrior has no way of deflecting charms, and enchantments.  Characters can only put an amount of energy into their deflection equal to their Power Up, into a deflection.  Raising a deflection is a free action, and can only be done during a characters turn.  If the character does not have a deflection raised when they are attacked with a spell or power, they can still make a normal reflex save, or just choose to make one as normal.  When the character uses their Deflection, the energy in it either blocks any damage done, or part of it.  So for a marital warrior to block a 5d6 energy blast they will need 15 ki points.  Once a deflection has been used, all of the energy in it is gone.  The character can try to reflect attacks back at the attack, but in order to do so the character has to have double the amount of energy in the deflection than the attack.  So with the 5d6 energy blast, the character only needs 15 ki to deflect it, but would need 30 points to reflect it back at the attacks, (this requires a roll to hit, but at a -6 to hit).  The ability to deflect attacks is gained at level 4.  This is an extraordinary ability.

Damage Reduction: At level 8 the character the character gains a degree of natural resistance to physical injury.  At level 8 the character gains a DR 1/--.  Every 4 levels there after, it increases by 1 point.  This is an extraordinary ability.

Energy Resistance: In relation to their Damage Reduction, the character gains a degree of resistance to different forms of energy.  These types of energy are divided into the following basic groups: Fire, Ice, Ki, Arcane, Psionic, Electrical, Acid, and Sonic.  (Specifics of each are described in either the layers handbook, or the DM’s hand book with the exception for Ki, Arcane, and Psionic energies which are described in this setting enhancement.)  The character has 10 points that they may distribute between any of these types of energy.  This is gained at level 12.  Every 4 levels there after, the character gains 1d4 more points to distribute between the energy types.  This is an extraordinary ability.

Bonus Feats: A Martial Warrior gains a bonus feat at levels 3, 7, 11, 15, & 19. Bonus feats can be selected from any Ki feats, or Meta-Ki feats. All others they must select form this list: Ambidexterity, Blind-Fight, Combat Reflexes, Expertise (Improved Disarm, Improved Trip, Whirlwind attack), Improved Initiative, Deflect Arrows, Stunning Fist, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Sunder, Great Cleave), Weapon Finesse. Additionally the following feats can be selected as well: Blindsight, Circle Kick, Close-Quarters Fighting, Death Blow, Dirty Fighting, Eagle Claw Attack, Extra Stunning Attacks, Eyes in the Back of Your Head, Feign Weakness, Fists of Iron, Lightning Fists, Snatch Arrows.

Starting Gold: 5d4

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Attack Bonus
Speed Bonus
1
+0
+0
+2
+2
Unarmed Strike (1d6), Combo’s, Focus & Control Ki
+0
+1d6+4
2
+1
+0
+3
+3
Leap of the Clouds
+1
+1d6+4
3
+2
+1
+3
+3
Bonus Feat
+2
+1d6+4
4
+3
+1
+4
+4
Focus & Control Ki: Deflection
+3
+1d6+4
5
+3
+1
+4
+4

+3
+1d8+3
6
+4
+2
+5
+5

+4/+1
+1d8+3
7
+5
+2
+5
+5
Bonus Feat
+5/+2
+1d8+3
8
+6/+1
+2
+6
+6
DR: 1/--
+6/+3
+1d8+3
9
+6/+1
+3
+6
+6

+6/+3
+1d10+2
10
+7/+2
+3
+7
+7

+7/+4/+1
+1d10+2
11
+8/+3
+3
+7
+7
Bonus Feat, Unarmed Strike (2d6)
+8/+5/+2
+1d10+2
12
+9/+4
+4
+8
+8
DR: 2/--, ER: 10pts
+9/+6/+3
+1d10+2
13
+9/+4
+4
+8
+8

+9/+6/+3
+2d6+1
14
+10/+5
+4
+9
+9

+10/+7/+4/+1
+2d6+1
15
+11/+6/+1
+5
+9
+9
Bonus Feat
+11/+8/+5/+2
+2d6+1
16
+12/+7/+2
+5
+10
+10
DR: 3/--, ER: +1d4pts
+12/+9/+6/+3
+2d6+1
17
+12/+7/+2
+5
+10
+10

+12/+9/+6/+3
+2d8
18
+13/+8/+3
+6
+11
+11

+13/+10/+7/+4/+1
+2d8
19
+14/+9/+4
+6
+11
+11
Bonus Feat
+14/+11/+8/+5/+2
+2d8
20
+15/+10/+5
+6
+12
+12
DR: 4/--, ER: +1d4pts
+15/+12/+9/+6/+3
+2d8


Power of Life & the Spirit: Ki
            Often referred to as “Energy” in Dragon Ball Z, Ki is sort of like the “Force”; it is apart of all living things, and is generated by their existence.  In D&D, ki is less grandiose than it actually is.  The monk claims to be a master of ki, that their mastery is absolute.  They couldn’t be farther from the truth.  The truth is, is that there are many levels of mastery.  The monk concentrates on using their ki to adapt their bodies and minds, allowing them to harm creatures of exceptional toughness, leap extraordinary heights, survive deadly falls, to resist mind affecting spells and powers, or to transcend their bodies own aging process.  The monk restricts their knowledge of ki to focusing it inward.  They focus it throughout their bodies in different ways often relying on mysticism to allow them to do what they do.  They don’t learn how to increase their ki, believing that they are born only with a certain amount of ki that grows only with age.  They also do not know how to focus it into a single point, and releasing it in an explosion of raw power, and force.

            The martial warrior however knows things that no monk learns in their monasteries.  The martial warrior often learns their powers on a one-on-one basis from a master, rather than from some mass training, although some monks learn in this same manner.  The martial warrior however learns to focus their ki in many different ways, most of which are outward, affecting their physical strength, and allowing them to fire off beams of pure energy & kinetic force that can hit with more destructive power than any fireball, or lightning bolt.  Martial warriors have been known to pulverize boulders with a wave of their hands, and some have even been known to put dents in mountains.

            Ki is related to everything, and yet it is a power of its own, a cosmic force that can never be destroyed.  Magic and even psionics fall prey to special spells or places that negates or blocks the mystic energies derived to cast spells, or they block a person’s ability to access the part of their mind that allows them use their psionic powers.  Ki is not subject to these restrictions…entirely.  These anti-magic zones/fields hinder a martial warrior’s powers, but do not stop them out right.  Anti-psionic zones have no affect on them at all.  In order to use their powers martial warriors have to “power up”.  They have to draw out their energy, their ki, in order to increase their physical strength or to fire off an energy wave.  So to just how things are different:  Ki is life/spiritual energy generated by all living things, it is a true cosmic force.  Magic involves calling upon mystic energies to transfer properties of “components” onto a person or object, or to create some other effect.  Psionics allows a person to use their mind to manipulate reality, often allowing them to perform various spell like actions/effects with out the need to gesture or utter some incantation.

Determining Power Level & Power Up
            The class, and all of the prestige classes in this document, all make use ki.  A persons ki is a combination of their physical energy, and spiritual energy, represented by the character’s Constitution and Wisdom.  When a character either starts as a Martial Warrior, or gains 1 of the various prestige classes to follow (unless other wise stated in the class), the character gains a Power Level.  This power level is the representation of how much ki a person is capable of drawing upon from their own body in a single day. A person’s power level is determined by adding together the character’s Constitution, and Wisdom scores.  If the person has any sort of racial modifiers to their power levels, like Saiyans, and Namekkians, it is added in at this time. After that you multiply this total by 2.  This is the character’s base power level.

            Each level the character’s power level increases.  This increase is 1d8, plus the character’s Constitution, and Wisdom bonuses, plus any racial modifiers.  After a character’s power level has been determined, you divide the amount by 5, (round up if the decimal point is above 5, round down if under 5.  Decimals like “12.249, would be rounded to 12.25=12.3= “12”.

Energy Techniques
            When a person learns to control and manipulate their ki, they learn to apply it in different ways.  Any character who has a power level has the ability to create energy techniques.  These techniques can take on various forms.  Some techniques are used to enhance a persons unarmed fighting skills.  Others are more devastating, coming in the form of energy waves, ki that is focused into a single point, and released in a wave of energy and kinetic force that few beings are ever capable to being able to do the same thing.  Initially the character only learns techniques for fighting unarmed.  These are mundane techniques referred to as janken.  Techniques like Yamcha’s “Wolf Fang Fist” fall under this category.  Some other techniques are more advanced.  These techniques, like the “Kamehameha wave”, require time to learn…for some, and other techniques require a person to reach a plateau of power first before they can use certain powers.

            Characters learn techniques sporadically.  They either spend time trying to develop a technique on their own, or they learn a technique from someone.  When a character wants to learn a new technique they need to spend time developing one first.  At level 1, martial warriors can learn 1 technique; and at level 3 they learn 1 more technique plus 1 personalized technique.  This doesn’t mean that they are learned right away necessarily.  The way how characters learn their powers is dependent upon the DM.  There are 2 ways that this can be handled.  First off is that at every 3 levels, after level 3, the character gets to learn 1 new technique.  Alternatively the DM can have characters take time and learn techniques first before they can use them.  This could take a day or even weeks.  (I’ll leave this up to the DM as to how the want to control this.)  This sort of thing is done a lot in DBZ.  For example, Gohan taught Videl how to fly, but not much else in regards of how to user her energy.  Goku learned the Kamehameha wave only after seeing Master Roshi do it once.

            Characters that gain prestige classes that allow them to use ki, can begin to learn techniques.  They start learning techniques every 3 levels, but gain only 1 technique each time (6, 9, 12, 15, 18, 21, 27, 33, 39, 45, 51, 57 etc).  Some prestige classes however do not allow character to learn techniques.  These classes will state as much.  Characters do have a very large degree of flexibility in how to make their techniques.  Energy waves can have certain “effects” added in at any time, on the other hand only customized techniques like Krillin’s destructo disk.  Customized techniques are what the character gains with their level advancement.  Normal energy waves are just as flexible as to when and what effects can be added as personal energy waves.

            Most techniques are full round actions, while others count as standard actions.  Such techniques will state as much.  Customized techniques can only have up to 3 effects on them, and no 2 techniques can be the same.  The normal energy blast is used to create new techniques.  On its own it automatically gets to make use of several effects, but when a technique is being made, it is made by adding at least 1 of the following effects to it (no more than 2 additional ones can be added though): Rapid Fire, Deadly, Vorpal, Ignore Hardness/Armor, False Attack, and After Effect.  These effects: Continuous Fire can be used on any energy blast except for ones that have the following effects: Rapid Fire, Deadly, Vorpal, Ignore Hardness/Armor, and False Attack.  Counter blast can be used with any energy blast.  Also note that characters can choose to do subdual damage with their energy blasts and attacks.  Also characters can transfer their ki to other ki using characters if desired, but requires them to be touching.  (This is a free ability.)

Name
Description
Basic Energy Wave
This is the basic most energy attack.  This attack counts as a full round action to fire.  The attack does not have to be a beam, it can be a disk, or ball shaped attack, whichever you desire.  The attack has a base damage of 1d6 points of damage.  It increases at a rate of 1d6 every other level for a max of 10d6.  The ki cost to fire is 5 points per 1d6 in the attack.  It has an automatic base cost of 5 ki points for 1d6 damage.  The attack has a range of 200ft +15ft every level.  This is used as the base for all energy attacks.  A reflex save can be made for half damage.  Energy blasts can also be fired off as standard actions, however the character can only put an amount of energy into these blasts equal to ½ their power up rating, any more and the attack is a full round action.  No more than 2 energy blasts can be fired in a round as part of a standard action.  The attacks normally uses a characters ranged BAB, however if an energy blast is used as part of a “Combo” the character then uses their unarmed BAB.  Energy blasts can only have these effects added in at any time: Homing, Bending, Area Effect, and Delay.  A character must have a power level of at least 90 before they can select this technique.
Multiple Image
This is very spendy, but can be very helpful.  By spending 20 ki points the character can create a number of physical doubles equal to their charisma modifier, the 20 ki points are for the initial clone, it costs another 20 points per each clone up to the characters max.  (If the character has no Charisma Modifier they can only create 1 clone.)  All of the doubles look exactly like you and have the exact same physical stats as you.  However they only have 10 ki each to spend for energy use, and they have 1/4th of your HP, and their AC is ½ of yours.  Their combat skills are also at ½ of yours (but no lower than zero).  They get no saving throws either, but luckily can be targeted by spells, thus shunting away harmful and deadly attacks from the original.  The clones will only last a number of rounds equal to the characters Wisdom modifier +1.  An even more massive draw back is that it puts such a strain on the body that clones can only be created once per day.  Creating Clones is a Full Round action.  A character must have a power level of at least 80 before they can select this technique.
Eye Beams
Once a character has a power level of at least 200 they can select this attack.  Eye beams have no ki cost and thus don’t require the character to power up.  They do only a number of points of damage equal to 1/4th the character’s level, and have a range of 60ft, + the characters level in feet.  This counts as a full round action to perform.  This can also not be enhanced with effects.  The attack however is at a +4 to hit.
Ki Force Attack
This is an invisible blast of force launched from the eyes or palm.  Although it does no damage it does push opponents back.  Again the character must have a power level of at least 200 before they can select this technique.  Opponents must make a reflex check, vs. the characters own will check.  If the opponent does not beat the characters check they move back 5ft per number they are below the characters.  Thus if they had a 10 and the character had a 16 they would be moved back 25ft.  If they succeed in their reflex save they only move back 5ft regardless of what they gain.  This counts as a full round action to perform, and can not be enhanced upon with effects.  The power can be used to slam someone into a wall or knock them off a cliff/ledge.  If used to slam someone they take fall damage but at half the amount, so if they move back 20ft they take 1d6 points of damage rather than 2d6.  If they fall off a cliff or ledge they take normal fall damage.  The range of this is line of sight.
Immobilization
This is an attack designed to immobilize a target rather than harm them.  This can come in a any type of effect that the character desires: webbing, ice encasement, sticky goo, and so on.  When hit with the attack targets get to make a reflex save to avoid the attack.  If failed they are caught.  The character can not move until they break free.  The material, regardless of the chosen look, has a Break/Escape Artist DC of 15 +1 per 2 points of ki in the attack, not counting the base.  (It takes 10 points of ki to use, and counts as a full round action.)  The character needs to have a power level of at least 100 before they ca select this technique.
Instant Transmission
This technique requires that the character have a Power level of at least 300 before they can select this.  This technique allows the character to teleport from one point to another.  The character must either have been there them selves or knows the person there, and must be able to sense their energy. It takes 10 ki per 100 yards that the character wishes to cover, or 330ft.  This can easily be line of site teleportation.  To teleport a mile it would cost 40 ki points.  To teleport to someone 20 miles away it would be 200 ki points.  The character can easily teleport anyone along so long as they are touching the character.  The character essentially teleports with out error.  The ki cost increases by 5 points per person taken.  In combat the power can be used in the place of a move equivalent action, standard action, or as a reaction.  Using the power as a reaction requires the character to designate a target to use it against.  When attacked the character must make a reflex save vs. the opponents attack roll, if hit they do not get to teleport out of the way and take damage, but if they make the save, they teleport to their chosen destination.  2 people with instant transmission can not use the power like this, if done as such the attacker may make the same reflex save vs. the targets own reflex save to teleport after them and still make the attack roll.  It can only be used once per round as a reaction however.  Used as such has no boost in its cost.  Lastly the Character can teleport across the boundaries of time and space, in other words the character can teleport to other planes.  This level of teleportation is not easy, and comes at a cost of 150 ki points regardless of where they are teleporting to, however the character must have been to that plane at least once in some way, or they know someone there.
Binding Attack
This is an attack used to immobilize a person.  It takes 10 ki points plus a number of additional points equal to the targets Strength. (This number is generally a guess based upon how the target physically looks.)  Upon a successful ranged attack, rather than doing damage the target is bound in energy rings, or bound to an object or structure.  It takes a strength check DC equal to the amount of energy in the bindings.  The bindings will last only 4 rounds however.  A bound target can not use any spells or powers that require their hands to do.  Note though that the binding attack can not have more than 30 ki points in it, including the base cost.  The character needs to have a power level of at least 120 before they can select this technique.
Melee Attack
This effect enhances upon the characters abilities in melee combat.  Essentially the character can pump ki into their fists and punches to do extra damage.  This is similar to the monk’s ki strike ability.  For 5 ki points the characters unarmed attacks hit as if they had a +1 enchantment.  While the monk’s version is permanent, this one is temporary lasting only a number of rounds equal to the characters Wisdom score +2 rounds.  Up to a +5 equivalent enchantment can be given.  This does not increase the characters damage or ability to hit.  The equivalent enchantment bonus can extend beyond +5 as soon as the characters over all level goes beyond 20, as such the character can power up this attack beyond a +5 by 1 more point at every 5 levels beyond 20.  This technique however can be enhanced upon only with the following effects: Deadly, Vorpal, and Ignore Hardness/Armor.  With these effects they only last for 1 round, after which the user must pay the ki cost for the effects only each round, not the cost of the effect plus the “Melee Attack” techniques ki cost.
Time Stop
This unusual power allows a person to expand their ki in such a way that they become out of sink with time, (unlike the Time Stop Spell used by a Wizard or Sorcerer).  The power can only be maintained for a brief period of time (a number of rounds equal to the characters Constitution Modifier +1, but never lower than 1).  During this time the character can move about normally or attack, however do to the amount of concentration needed to maintain this, the character can only take partial actions.  With moving the character can only move at their normal speed.
Create/Control Material
The character has the ability to create simple objects and items.  This can include an hour glass, clothing, or a mundane weapon.  To create an object the character must spend an amount of ki equal to ½ of the objects cost.   Objects that cost more than 200 gp can not be made with this power until the character’s power up is proportionate to the cost of the item.  Objects are very real and can be destroyed.  The character can also repair any object by expending ½ of the energy it would take to make the object.  The character can also alter an object for a different use.  One set of clothing can be transformed into a different set; a sword can be turned into a baton, or toy.  In order to do so the character must make either a touch attack or ranged touch attack against the target (if unwilling).  Magical items can not be created, although eventually master work items can be made.  Complex objects (often with moving parts or with unique materials like Mithral, can never be made.)
Beam Sword
This power allows the character to create a beam of energy that can be of varying length depending on the user’s needs.  The user must have a Power level of 400 before they can use this power.  The beam created is yellow in color.  It automatically has the Ignore Hardness/Armor effect.  The beam does 1d8 points of damage (instead of 1d6); it has a critical of 19-20/x2; the damage can be increased in increments of +1 per 2 ki points spent (max of +10).  The beam has a range of a normal melee weapon (dagger to a long sword), and can be extended 10ft per 10 points of ki put into it  (becomes something akin to a spear and needs a range attack when used as such).  Using the beam sword has a ki cost of 20 per round of use plus any increase in range.  The blade can be caught like a normal swords blade and even sundered, automatically negating the beam sword.  (Sundering must beat a DC equal to the users level plus their Constitution and Wisdom modifiers combined.)  Attacking with the beam sword counts as a melee attack so long as the blades length is under 10ft, any more and it is a ranged attack.  This technique however can be enhanced upon only with the following effects: Deadly, Vorpal, and Ignore Hardness/Armor.
Meteor Smash
This is a single powerful attack.  The character can forfeit their normal number of attacks for the round to try and land a single powerful punch.  The character instead of firing off an energy blast applies that power as a bonus to the characters unarmed damage.  So if you fork out 20 ki points for a 4d6 energy wave you instead gain the 4d6 as bonus damage for your unarmed attack, (Punch: 2d6 +4d6 damage.)  When hit a target flies back a number feet equal to the damage dealt.  The target can make a Reflex save to reduce the number of feet by ½.  If done in the air the target takes fall damage, but gets to make a reflex save to stop from hitting the ground (reduced fall & negating damage).  The attack can be used as part of a charge attack.  No effects can be added.
Blitz
This attack is an all out energy blast attack.  The attack is meant to affect an area and not just 1 target.  As a full round action the character can fire off a rapid shot energy blast, however instead of the normal 2 energy blasts in the place of 1 the character can get off 3. Each blast does a max of 4d4 points of damage and each shot effects a 7ft area, since a single action is made up of 3 beams you add a multiplier for each beam, or x3 for all 3, damage would then be 4d4x3.  After this you have to account for each other action that the character has, These additional actions increase the multiplier by 1 more, and so with 3 actions the damage to the area affected increases to 4d4x6.  Since the attack is an area effecting attack the character gets no roll to hit, but targets do get to make a Reflex save, (DC is equal to the number of beams in the attack, plus the characters level), for half damage   The ki cost and maximum number of shots fired is dependent upon the characters normal number of actions as if firing off ranged attacks.  So if the character has 3 actions they fire off a total of 9 blasts, doing a total of (at max damage, 4d4x9) 144 points of damage to a 63ft area.  The ki cost for the attack is 15 for each ranged action of the characters, or 45 if the character has only 3 ranged actions.  The character must have a power level of over 200 in order to use this, and they must already have a rapid fire energy blast technique.  Only Homing, Delay and Area effects can be added.
Energy Barrier
The character is able to use their energy to generate a force-field like globe around themselves, providing protection form all directions.  For every 5 points of ki the character puts into the barrier, it can with stand up to 10 points of damage.  This can allow the character to survive tremendous assaults so long as the have the energy to maintain the barrier.  Creating a barrier is a full round action.  The character can maintain the barrier for any number of rounds so long as it still has points left to it. The character however can not attack through it.  The Barrier stops any assaults, and it negates touch attacks, and any spell that would effect the character (good or bad).  If the spell/power does damage it is deducted form the number of points the barrier can with stand.  If it does no damage, subtract the spells level +2 from the number of points the barrier can withstand.  The barrier can be dropped at any time as a free action.  You have to have a power level of at least 150 in order to select this technique.
Instill Energy
You can instill an object; most often a magic weapon with your energy (does not count with unarmed attacks, including ones made with gauntlets or weighted gloves and other such things.)  This is dependent upon the normal energy blast power (ki cost is increased to 10 ki points per +d6 for this power.)  With normal & masterwork weapons the character can only put up to 1d6 of energy into the weapon.  A +1 weapon can have up to a +2d6 only; +2 weapons can have up to a +3d6, and so on.  The amount of energy that the weapon can hold is dependent upon its enchantment bonus to hit and damage, or lack there of.  So if a sword has a +10 enchantment bonus the character could fork out up to 110 ki points to do an additional 11d6 points of damage with the weapon, but only if they hit.  The energy remains in the weapon until its charge is used up; it looses 1d from the damage infused into it at a rate of 1d per hit.  You have to have a power level of at least 150 in order to select this technique.  Additionally you can use the following effects at any time, but they are only good for 1 action: Deadly, Vorpal, & Ignore Hardness/Armor.
Elemental Magic Empowerment
This is a unique power in that the character must have at least 1 level as a Sorcerer or Wizard.  The character may use their ki, to empower 1 magic spell of their choosing.  This spell is used as both a spell and a technique.  The character is limited in how many times a day they can use it, just like a spell, its elemental type remains the same, but the user can enhance upon its damage and range via their ki.  (Uses the stats for a normal energy blast with no effects at all).  The spells damage is now equal to that of the character’s ki blasts (unless the dice type is higher, in which case makes use of the better dice type.)  For example, if a character has Burning Hands as their chosen spell for this technique, then the damage for the spell is increased to 1d6, rather than 1d4.  If the character is level 10 The damage of this other wise mundane spell is at 5d6 at its max, damage is fire damage, it’s considered magic, and has greater range but affects the same basic area as Burning Hands only since its range is increased, so is the area (automatically).  How the spell is casted can be altered as well as it is over all look.  (The martial warrior, Pikon, uses a technique called Thunder Flash Attack, this is a powerful fire spell that he can only do a few times.  Only combat spells like Burning Hands can be the target of this.  This only works with elemental based spells as well.  (Magic missile and any other spell of this nature, like Disintegration, can not be used with this power.)  The character has to have a power level of at least 90 in order to select this technique.  Only the area effect can be applied to this technique.
Flight
Once a character’s Power Level has reached 90+ they are able learn how to focus their ki in such a way as to allow them to fly about at will as well as being able to fight in mid air.  This form of flight, when compared to the fly spell, or even the fly, and advanced flight powers of a psion or psychic warrior is superior (perfect).  The characters actual flight speed is equal to their movement speed as if they were walking or running.  All other rules for flight apply.  However for the martial warrior there are no penalties for fighting in mid air.  The downside, unlike using the leap of the clouds ability, is that flying costs energy.  Thus 10 ki must be spent per hour of flight time.  This does not change if used in combat.  This ability only extends to the character; they can not pass on this ability to anyone else like how a fly spell can.
Meditation
Meditating is generally a simple thing that many beings know how to do.  However few know how to completely focus their minds and energy when meditating.  When a character meditates they are able to draw out the most from their powers, as well as sharpen their mind.  For each hour that the character meditates their power up increases by 10 points, allowing the character to power up much more quickly.  This can effect the over all number of times the character can power up.  Additionally The character gains a +1 per hour of meditation to their Will or Reflex Saves.  The bonus is split between both of them.  A character can not meditate any longer than 6 hours.  Additionally the character can not be interrupted while they are meditating.  If interrupted they may continue to meditate, but will no longer gain any benefits beyond what they have already gained.  The meditation technique can only be used once per day.  Mediating also speeds up a character recovery of ki, but again can only be done once per day.  (See ki, recovering.)
Telekinesis
The character is capable of using their ki to emulate the effects of the Telekinesis psionic power for lifting, not the combative use (Violent Thrust).  The amount of weight that the character can lift is based upon their power level.  While the character’s power level is below 100, they can only lift 25lbs, times their level at a speed equal to 1/4th the character’s speed.  After the character’s power level has reached over 100 they can lift 50lbs, times their level at a speed equal to ½ the character’s speed.  When the character’s power level reaches 200 they can lift 100lbs times their level at a speed equal to 3/4th the character’s speed.  When the character’s power level has risen above 300 they can lift 200 times their level at a speed equal to the character’s speed.  When the character’s power level has risen above 400 they can lift 400 times their level at a speed equal to the character’s speed.  This continues on form there, with the base weight doubling for every 100 point increase in the character’s power level.  Regardless of who much is lifted the character pays 15 ki points per round of use.  Objects lifted can still be used to strike at opponents with.  The range of telekinesis is line of sight, meaning anything that the character can see (300 yards).
Effects
Homing
This effect allows an attack to a much greater chance of hitting its target.  Even if the attack misses on the first try the character can try on each of their other actions to try and it the target with the same attack.  At the end of the characters turn the attack fizzles out and hits something, (like a tree or a rock, or something).  The character must spend 5 ki per action to hit the target.  Damage is not reduced.
Bending
This effect allows an attack to go around corners, or go over walls.  This essentially can reduce a person’s use of cover to nothing.  Add 5 to the ki cost per bend (up to a 90degree angle each time).  Damage is not reduced.
Area Effect
This effect allows an attack to affect an area rather than a single target.  Add 5 ki to the attack per 10ft effected by the attack.  Damage is not reduced.
Delay
This effect allows an attack to be delayed for a few rounds.  This can allow for several other attacks to happen before this one will go off.  For example: you can fire off several rapid shots filling an area, all are delayed for a few rounds.  You spend your next turn doing the same as well as the turn after that.  Next turn you get the heck out of the way as all of the attacks activate on their predetermined actions.  It costs 2 ki per round that the attack is delayed.  Damage is not reduced.
Rapid Fire
This effect allows you to fire a large amount of attacks at one or more targets with in a given action.  For every single action that the character has they can fire off 2 shots.  The draw back is that not only are these attacks very fast, but they don’t do a lot of damage.  Damage dice type of blasts is reduced to a d4.  It costs 5 ki per action of rapid fire. (Not 5 ki per shot fired.)  (If you have 2 actions, you can spend those actions using a rapid fire attack at the cost of an additional 10 ki points.)  The character uses their ranged actions, not their melee actions unless as part of a combo.  This changes the over all attack.
Deadly
This effect takes the damage of the attack and applies it directly against the targets Constitution score.  If their constitution is reduced to zero they are dead.  Every 10 points of ki in the attack cancels out 2d of deflection.  (Should they have deflection.)  Damage is based upon the character’s normal energy blast damage, only at a -3d from the total amount of damage in the attack.  (Note wit the Epic Feat “Deflection” this power automatically negates that feat so long as the damage of the attack is greater than the targets Dexterity.)  This changes the over all attack.
Vorpal
This effect provides the attack with the ability to have critical hits.  The attack has a critical hit range of 19-20.  On a critical hit, (once its been confirmed), the attack will instantly kill the opponent, just like a vorpal sword.  Reflex saves can be made (verses the characters total roll to hit on their initial roll).  If the save is made they take double damage instead, and there is a 25% chance that they loose a limb.  The damage of the attack can only have a number of dice for damage in it equal to 1/4th the character’s level.  Add 15 points to the ki cost of the attack.  Deflection is used normally against these attacks.  The critical range can be increases by spending another 15 ki points to increase its range by 1 point; damage is reduced by an additional -1d however.  The critical range can only be reduced down to 15.  For any rule purposes this works exactly like the Vorpal enchantment in the DM’s hand book.  This changes the over all attack.
Ignore Hardness/Armor
This effect is particularly deadly.  The attack has the ability to cut through armor, and natural armor.  It can also cut through other forms of protection including DR, and the Hardness of structures.  5 ki points will negate 2 points from a targets AC (up to the targets AC bonus from armor), and/or 2 points from a targets DR/Hardness.  With targets that have a DR with a +1 or higher bonus (ex. DR 5/+1, or DR 10/+2) the character needs to fork out an additional amount of ki points proportionate to the enchantment restriction but multiplied by 2.  So with a +1 enchantment restriction the character will need to fork out an additional 2 points of ki to affect the target.  With a +3 the character will need to fork out 6 ki points.  This changes the over all attack.
False Attack
This is an effect that makes an attack appear much deadlier and flashier than it actually is.  The attack does no damage, regardless of any amount of energy put into it still explodes upon impact but no damage is done.  (See, flashy but harmless.)  5 ki is spent and a bluff check is made.  The amount of the check is added into the amount of energy in the attack.  Opponents must make a sense motive check equal to the amount of supposed energy in the attack.  If the check is made they’ll notice that something is off about the attack, that its simply a diversion of some sort.  If they fail, the character can make an attack of opportunity against the target, who in turn is considered flat footed.  The more energy put into the attack the more convincing it is.  This attacks base energy cost is for that of the standard energy blast and is boosted by that amount.
Blinding Flash
This is an effect that affects an area in front of the characters.  This flash has the normal range of an energy blast, but effects a cone shaped area rather than a straight line.  The attack emanates out from the character in a very wide area.  Anyone caught with in that area will be blinded for a number of rounds equal to the amount of energy in the blast.  The energy of the blast is based upon the characters normal energy attacks.  This adds 10 points to the attacks ki cost and is not factored into determining the length of time a target is blinded.  The length of time is 2 rounds per 5 ki in the attack.  The attack does no damage.   This changes the over all attack, no other effects can be applied.
Continuous Fire
This is an effect that can be added to any energy beam automatically except for those that have the Rapid Fire, Area Effect, Deadly, Vorpal, Ignore Hardness/Armor, False Attack, and Blinding Flash effects.  The effect allows a character to keep pouring in an additional amount of damage equal to ½ of the of the initial power for each round up to 1d4+2 rounds with out having to re-roll to hit.  So for the first round you fire off your custom energy blast doing 10d10 points of damage at a 50 ki point cost.  The next round you can keep the pressure on the same target doing 5d10 points of damage in that round at 25 ki points, with out re-rolling to hit.  The target does get to make a reflex save each round, if failed they can not move from out of the blast, and take damage.  If they make the save, they take half damage (or none if they have evasion, and they move out from the beams path.  The character would have to make a spot check to notice that their target has moved, as such they will have to drop the attack and make a new one.
After Effect
This attack is similar to the Continuous Fire effect, but is a bit different.  This effect must be apart of an attack in order to use it unlike the Continuous Fire attack.  This energy attack is some what unusual in that it does an initial amount of damage and then a second amount of damage much like poison.  The attack can only do up to 6d of dice in damage.  In the first round that the attack lands the target takes the amount of damage of the attack, but each round after that they automatically take damage equal to the amount of damage they were initially hit with but -1d for each round after that.  During each round after the initial hit the target can make a Fortitude save (DC equal to the damage of the initial hit) to reduce damage in half.  If they beat the DC by more than half though they take no damage for that round.  This changes the over all attack.  No other effects can be added, except for area effect, area range is reduced by ½ though.
Counter Blast
A counter blast is essentially stopping an energy blast by hitting it dead on with your own energy blast.  To perform a counter blast, the character forfeits their normal Reflex save for half damage.  Instead they make an attack roll against the incoming energy blast, the character’s attack roll needs to beat or break even with the incoming attack’s AC.  If made then the attack is countered (you must spend ki for your own energy blast.)  If the counter blast misses then the character takes the full brunt of the hit, with no reflex save.  This can result in power struggles if 2 custom energy waves are used (see the Continuous Fire effect for details.)  The countering blast needs to have at least an amount of energy in it equal to more than ½ the energy in the other blast.  If the character puts more energy in their attack than the incoming attack then the character’s attack negates the other persons attack and their attack fly’s in at the attacker. (The attacker does get to make a normal reflex save.)  With all spells and powers their effective AC is equal to the user’s level “+” how many dice of damage it has in it.  If it does not do any damage but has a different effect then use only the targets level for its AC.

Janken
            Janken attacks are essentially nothing more than a hodgepodge of various techniques that hold no really importance of significance.  They often makes use of a characters class features like the Monk’s flurry of blows, and/or the Marital Warriors Combo features.  For Example:

Yamcha’s Wolf Fang Fist technique is essentially his Flurry of Blows monk technique.  Yamcha however has learned to incorporate Melee Attack and the Martial Warrior feature “Combo” to make the attack even deadlier after he has picked up the Martial Warrior class.  Goku’s Janken attack “Paper, Rock, Scissors” is a special combo attack of that incorporates the Melee Attack technique.  Goku eventually however gives up this combo technique for more practical ones.
  
Personal Energy Waves
            The martial warrior eventually gets to have their own personalize energy wave.  It has an especially personalized look to it, often varying in color and how its fired.  This wave is a flexible wave, meaning that at any point in time the character can add effects to it, or they can just use it with out any effects.  These attacks have no limit to how much damage they can do.  On the down side you are still restricted in that you can only do as much damage based on how much energy you can put into it.  This attack always counts as a full round action to fire off.  At level 3 the attack automatically does 2d10 points of damage for 5 ki points, the boosting of damage in the attack is still like that of the normal energy blast, not counting the additional 1d of damage.  Damage for the attack in general uses 1d10’s instead of 1d6’s.  Personal energy waves can only have the following effects used in them: Homing, Bending, Area Effect and Delay, Continuous Fire, and can be used as a Counter Blast as well.  These can be added in at any point in time.  So if an energy blast is fired off during a tournament and misses its target, the person can quickly redirect its direction away from the spectators with “Bending”.  Personal energy waves have an initial range equal to that of a normal energy blast +200ft.

Saiyan’s and Namekian’s
            Saiyans and Nameks are a bit different than most other races in that they can instinctively use ki.  Regardless of class, (except for the Martial Warrior class), Saiyans and Namekians have a Power level, which incorporates their Racial bonuses.  This power level is the Saiyan and Namekian’s Constitution score, plus their racial bonus, times 2.  Their Power Up is also determined by dividing the total by 5.  Techniques are still gained every 3 levels, with 1 at level 1, but they do not gain any personal energy waves.  The characters power level only increases per their racial bonus +1d4, plus their Constitution Modifier.

Magic vs. Ki
            Ki is an oddity in that it exists in all living things.  Ki is one form of energy.  In D&D there are essentially 3 forms of energy: magic, elemental, and psionic.  Ki is a new form of energy; ki is life energy completely different from magic, elemental, and psionic energy.  As long as a person has a pulse they can manipulate their ki.  However some beings have learned to control ki beyond death, becoming a parasite of sort that can manipulate their negative energy.  Ki can be wielded in anti-magic fields/area’s, and in anti-psionic fields/area’s.  Ki is not present in Psionics, but both deal in wielding energy, as such they have more in common than ki and magic.  Magic is the “yang” to ki’s “yin” after a fashion.  While ki is destructive, it is apart of life.  Magic is less apart of life, and more about destruction in some shape or way.  Divine magic is unique in that it’s not so much magic as divine powers granted by the gods, but it is in its essence magic.  Martial warrior’s have a particular weakness when it comes to dealing with magic, at the same time they are particularly difficult to deal with.  A martial warrior’s ability to deflect energy attacks is practically useless against magic spells since most spells are elemental based, and not energy based.  (See Deflection for details on the increased cost in ki points needed to deflect elemental attacks.) 

This is one of the major differences between the Monk and the Martial Warrior.  The monks attunement of their mind and body provides them with some unique defenses against magic.  While the martial warrior has no such defenses since they are more combat orientated than monks are.  The character can try to counter spells and such but it takes even more energy to do so.  (See how many dice of damage the spell does, use this as your basis for how much energy is needed to counter the attack.  Once this is determined the character then needs double the normal amount of energy just to counter the attack.)  While it takes more energy to deal with some spells, a martial warrior can often just avoid the spells or get up close to a spell caster before they can react, or cast a spell.  Martial Warriors are not the best tool to use against a powerful mage, unless they can get in close, at which point they can easily handle the mage.

            Additionally some spells have some unique effects on the martial warrior.  First off, the spell Time Stop, essentially speeds the caster up to the point where they are able to act before anyone else does in a round, they move that fast, and the effects of it aren’t felt until their done.  Martial Warriors are subject to this spells effects for a while.  The martial warrior is only effected by it so long as their speed is under 200.  By the time a character’s speed has hit 200+ they are not bound by certain rules.  As such, when a mage uses Time Stop, the character can move and react during the rounds its in effect, but they do not move at their vast speed, instead they move and react as a normal person would.  The same goes for any other such types of spells.  The martial warrior still retains their speed bonus to their AC when Time Stop is in effect.

            Lastly there is 1 spell of special note that must be mentioned: Shield.  This spell essentially allows the spell caster to stop any and all attacks from 1 direction (in which the shield is directed.)  There are ways to get an energy blast around that shield, but it is kind of ridiculous for a character to fire off a 50d10 personal energy blast at a spell caster with this up and to have the spell block all of that damage.  First off the shield spell is visible so the character would be able to see while it is in effect.  The Bending effect can easily get an energy blast around it, as can an area effecting attack that is not centered directly on the target so much as next to them or behind them.  DM’s have the option of putting a limit to just how much damage the Shield spell can take.  Personally I’d give the shield spell a limit of up to 50 HP, +2 per level of the caster of damage that it can stop at any point in time.

Spell Resistance and Energy Resistance
            I had someone point out to me that I should go into a bit more detail regarding these two issues.  First off, Spell Resistance is still only half effective against Ki attacks.  (Caster level is determined by taking the characters over all Ki user levels and using those.)  Spell resistance does imply that it is able to stop some amount of energy, weather it be arcane or otherwise.  However Energy Resistance is much more effective since it singles out particular aspects and types of energy.  To this end a Special Energy Resistance (ki) is created.  No normal creatures would have this; even other creatures like dragons wouldn’t have this.  If a creature has an all purpose energy resistance then it includes Ki.  Aside from this few beings if any actually have the ability to actually resist ki attacks.  (Frieza is one of the very few beings with such a resistance to ki attacks which is how he survives Goku’s spirit bomb.)

  

Types of Energy
            Generally in D&D there are only a few basic types of energy resistance: Fire/Heat, Ice/Cold, Acid, and Electricity.  However there are generally a few other types of energy out there that can be applied: Arcane, Psionic, Ki.
  • Arcane/Mystic/Divine: This is the mystic energy used in spells and magic in general.  A person who has a resistance to arcane energy is resistant to anything that has its primary form of energy as Arcane energy.  Such things would be spells like Magic Missile, or Ray of Disintegration, and so on.  However spells like Fireball, or cone of cold do not have their primary energy source as Arcane energy but as a different form of energy so they are not effected by this resistance.  Unfortunately this also translates into a resistance to spells that can be helpful.
  • Psionic: Psionics have their own form of energy.  Generally a person who is resistant to this form of energy is something of a bane to psionic creatures and foes.  This form of energy resistance deals with any type of psionic power except for those that deal in elemental damage (Fire, Ice, Electricity and so on.)  Hitting a person with a Mind Blot could be a wasted effort if they are resistant to Psionic energy, same with telekinetic strikes.
  • Ki: Since ki is an energy of its own.  However people who can truly wield it are few and far spread.  But it stands to reason that there are people and creatures that may very well have built up a resistance to ki attacks.  Resistance to ki energy means that a person is resistant to virtually any form of ki powered attack.  Ki energy that is mixed with arcane energy can not be blocked by this.

Saving Throws
            Generally, all energy waves offer a reflex save for half damage.  The target has to beat a DC equal to the attackers roll to hit.  (Unless it’s other wise stated someplace else.)  When the Area effect is added to an Energy blast, a roll to hit is a bit redundant.  Instead start with a base of 10, for every 5ft area affected adds a +1 to the reflex save DC, plus ½ the characters level.  This was a small fact that I over looked before, but am correcting.  Additionally when in doubt for a saving throw do a base of 10, for every +1 equivalent enchantment, or 5ft affected and so on add a +1 to the DC, plus ½ the characters level.



Applications of Speed
            The martial warrior’s vast speed is their greatest asset.  They are able to move far faster than any normal being and can and can launch attacks with both speed and precision.  I am making this new addition to the rules in light of some questions that people have had.  So example, if the character has a speed of 200, they should be able to easily dodge a fireball just by moving out of the way.  Before I left speed as a somewhat vague thing that dealt with movement, and defense.  So I’m going to get a bit more in depth about the speed of martial warriors, and how it’s used in and out of combat.
  • When out of combat or in combat the character can move up to their full speed or can move slower if desired.
  • When a character’s speed reaches 100+ points the martial warrior automatically gains the benefits of having the Evasion class feature.  Once the character’s speed reaches 200+ points they gain the benefits of the Improved Evasion class feature.
  • A spell/powers range determines how fast it is able to travel.  If the character’s speed is greater than the spell’s speed of travel they gain a bonus to their reflex save based upon how much faster they are.  For every 25 points in speed the character has over the speed of the spell, they gain a +1 bonus to their reflex saves.  A spells speed is equal to its range.  So if a spell has a range of 100ft, then the attack moves at a speed of 100.  If the character has a speed of 200, they gain a +4 speed bonus to their reflex check against that spell.  With the Fireball spell, it has a range of 400ft, it flies in at its target at a speed of 400, making it a pretty difficult attack for anyone to avoid, or at least until the martial warrior’s speed is greater than the fireballs.  (However while the fireball may fly in at an astonishing speed it lacks any great amount of power initially to match its speed/range.)  If DM’s desire this is a rule that can be applied to any character with a high speed.
  • When the character’s speed has reached 200 they are able to move across un-firm ground such as quicksand and even water with ease, however the character can not stop when doing so, and if they do they will immediately fall in.
  • When the character’s speed has hit 200 they can not be affected by the Time Stop spell.  On a down side the character becomes immune to the haste spell.
  • Characters can move at double and triple their normal speed.  They may only move at double their speed while on the ground, but may move triple their speed while in the air/flying.  They can move at 4x their speed only when not in combat, and only when flying.  The character’s speeds are generally so high that they must acknowledge a different set of rules for moving.  These rules only apply to the character as soon as when their speed increases to 100+.  (Again this rule may be applied to other characters with high speeds.)
  • The character may sacrifice speed for the ability to launch more attacks.  The character can sacrifice 25 points of speed to gain 1 extra attack, but at a -5 to hit.  Each extra attack after the 1st attack adds another -5 to hit to the previous one.  So if a character has an unarmed BAB of +25/+22/+19/+16/+13; and they wish to gain 3 extra attacks, it will reduce their speed by 75 points.  Their new BAB for fighting unarmed +25/+22/+19/+16/+13/+8/+3/-2.  The character can only go up to a total of 12 actions in a round and no more than that.  On a down side, the reduced speed does affect the character’s AC Speed Bonus for that round.  In order to do this though the character must have a speed of 200+.  The character’s speed can not be reduced below 100 though.  Additionally the character must spend 3 ki points per additional action taken.
  • For every 50points of Speed the character has, they can do 1d6 points of extra damage when performing a charging attack.  However for every 50 points in Speed that the character has, they must have 10ft of space between them and the target.  Thus with a Speed of 200 the character needs the initial 10ft of room, plus an additional 40ft of room.  If they decided to get a running charge then their speed doubles to 400.  This does change things substantially.  The character would now need a total of 90ft of space in order to take off at that speed and hit a target.  But if they got the room and they hit, they can do 8d6 points of extra damage.  Additionally this Speed damage can be used against a character when moving at 2x their normal speed.  If the character collides with a structure they take a 1d6 points of damage per every 50ft of speed they were going over their base speed.  Thus at a speed of 400 the character would only take damage for moving about at 200, so only 4d6 points of damage are taken.  With these speed damages targets can try to roll with the punch in hopes of reducing the harm of the hit.  A reflex save is made, DC 10 + the attack roll.  If the check is made the target takes half damage, if failed they take full damage.  The evasions ability helps with this.
  • When moving at high speeds, characters can pretty much stop on a dime when flying at any speed.  When running that is not possible, the character must make a Reflex save (DC 20, +1 for every 25 points of speed over their base speed they are moving.)  If they make the save, they stop where they desire.  If failed they travel an additional number of feat equal to ½ of their remaining speed that they have not moved.  (Example: A character has no ki left and they need to get a cross a 200 foot wide pool of quicksand as fast as they can, something nasty lives in it and they need to get across it ASAP.  They have a speed of 178.  They can run at double their normal speed increasing their over all speed to 356.  They don’t want to go too far however since there is a wall about 20ft past the hazardous area.  The character has plenty of room to get going.  The character moves a total of 240ft (40ft to start, +200ft for the quicksand).  The character still has 116ft of speed left.  The character has planed to stop short of hitting the wall, which is just 20ft beyond the pool of quicksand.  The DC to stop short of the wall is 24.  [The character has, say a +15 to their reflex saves.]  The character gets a 33 on their Reflex save.  The character kicks up a rooster tail of sand and liquid as he tears across the pit of quicksand only to stop abruptly on the other side.  Had he failed the check he would have traveled an additional 58ft beyond his intended stopping spot, he would do damage as out lined above, for charging, for the total amount of speed traveled to the wall, and only an amount of damage to themselves  based on their base speed.  So if he was physically in bad shape, he would have just killed himself, or would be even worse off than before.)
  • Once a character’s speed has reached a certain point they are able to move quickly from one point to another so fast that they leave behind a “residual” image of themselves, or this is better known as an After Image.  In a sense this is similar to the Blur spell.  When the character’s speed goes above 70, they can leave 1 after image every time they move to 1 point and then to another (can not be in 1 straight line, must stop and adjust direction each time.)  Each After Image provides the character with an accumulative 10% chance of being missed by and attack.  When a character’s speed is equal to or with in 1-40 points of their opponents they are not affected by this.  After Images are only left when a character moves at their superior speed.  Opponents however, can make either a Spot or Sense Motive check to negate the After Image’s effects on them.  The DC for the checks is 5 + the % of the After Images.  So if 2 after images are left behind by a character, they have a 20% chance of not being hit during that round, as such the person attacking them must beat a DC of 25 in order to negate the bonus of the After Image.  A character does not have to move their full movement rate to leave an After Image.  They must however move more than 10 feet for their movement action, this can be in any direction including jumping/flying up into the air.  Leaving an After Image is not an automatic thing; a character must choose to do so, in addition to moving the character must spend 2 ki points per image made.
Part 1 is here!         Part 3 is here!

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