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Combat, Stats, Techniques

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Combat, Stats, Techniques
Stats & Skills
Introduction
The very core of our combat system are a character's stats and skills. Understanding these is crucial to understanding how fighting works in our Dragon World, and to doing well in those fights.

Stats generally represent either something physical or more abstract about a character. Stats like Power Level, HP, and Ki are clear representations of a physical aspect of a character. Stats like Attack and Defense, however, are more abstract values made up of a number of different factors.

Skills are similar abstractions. They loosely represent a combination of natural talent, experience, training and discipline, and even a character's physique. Skills are ultimately what determines the bulk of your character's "build" in RPG terms, as they have a heavy impact on most stats.

Stat Breakdown
Stats are all numeric values, scaling based on a number of different factors.

Power Level
This can be thought of as an average of your physical power and speed. The higher your Power Level, the stronger you are, the faster, the tougher, the greater your Stamina, and more. Power Level is referred to in three, distinct ways.
  1. Base Power Level: This is your character's Power Level before the modifications of Transformations. Effects that increase Base PL stack additively unless explicitly stated otherwise. An example might be the Z-Sword and the power of the Makyo Star, a 2x and 3x bonus. This would be a total of 5x, not 6x.
  2. Transformed Power Level: This is your character's Power Level with Transformations applied, including permanent forms. Transformations, unless explicitly stated otherwise, do not stack. If they do, they will specify if they stack multiplicatively or additively. If something stacks additively, an example is a Saiyan using Oozaru (x2) and Kaioken x4 together. Their Transformed PL is 6x Base PL, not 8x. If something stacks multiplicatively, you would get the 8x.
  3. Current Power Level: This is your Current Power Level during any given turn in combat. Besides Transformations, other effects can change your Power Level further. This number is derived from your Transformed Power Level. For example: If your Transformed PL is 100,000 and something reduces your Current Power Level by 15%, then your Current Power Level is 85,000. If your Transformed PL is 100,000 and something increases your Current Power Level by 50%, then your Current Power Level is 150,000. Additionally: any stacking effects that reduce or increase Current Power Level stack additively. If you have a 50% bonus/gain, but a 20% penalty/loss, the result is +30% (1.3x) Current Power Level.

Current Power Level determines your "League" (commonly abbreviated L0, L1, L2, etc.) relative to your opponent in combat, and being in higher and higher Leagues provides ever-greater benefits. The below list shows the Power Level requirement relative to who you're fighting and is individual. If fighting multiple people, your League may be different against each.

League 0: You are effectively equal in power. No change.
League 1: 1.5x Power Level. +1 Attack, +1 Defense, +2 Damage Reduction, +1 Damage (per attack)
League 2: 2x Power Level. +2 Attack, +2 Defense, +4 Damage Reduction, +2 Damage (per attack)
League 3: 3x Power Level. +3 Attack, +3 Defense, +6 Damage Reduction, +3 Damage (per attack)
League 4: 4x Power Level. +4 Attack, +4 Defense, +8 Damage Reduction, +4 Damage (per attack)
League 5: 5x Power Level. +5 Attack, +5 Defense, +10 Damage Reduction, +5 Damage (per attack)
League 6 and higher: League scales based on the above pattern without limit. League 10, League 37, and League 1,000,000 are all possible; even if extremely unlikely.

The weaker fighter's Critical Hit Range expands by 1 if their opponent is League 2, again at League 4, and one last time at League 6.

If outnumbered 2v1 in a fight, but at least League 2 in comparison to the enemy combatants during your turn, gain 1 additional Standard Action on that turn with no associated Ki costs which must be used to attack that extra opponent — Multi-target and Area-target Techniques are valid for this. If outnumbered 3v1, get two extra Standard Actions (one targeting each), 4v1 gets you three, etc. If you also have allies then you only gain an additional Standard Action per opponent, but only if outnumbered by the same number of people as total allies on your side, such as: 2v4 (+1 SA against each), 2v3 (nothing), 3v6 (+1 SA against each), 3v5 (nothing), etc. Must still be at least League 2 against all opponents.

HP: Your total Health Points. Starts at 100. Like in most games, you lose the fight should this reach zero. Grows with your Constitution skill.
Ki: Your total Ki. Starts at 100. You are still able to fight even while this is at zero. Grows with your Ki Control skill.
Attack: The modifier added to your d20 Attack Roll to determine if a technique hits the target. It can be thought of as a form of accuracy. Primarily grows with your Combat skill.
Defense: Begins at 8. This is the number that the total of an Attack Roll must match or exceed in order for an attack to hit you. Primarily grows with your Mobility skill.

In addition to these, there are other stats not specific to the character as a whole that you should be aware of.

Damage Reduction: Abbreviated as DR. This is the amount of damage reduced from all attacks that hit you. It is important to understand that this does not reduce the damage of non-attack (usually, something not inflicted by the Damage rolls of a Technique) sources of damage such as Bleed.
Temporary HP: Also known as "Temp HP". These are additional sources of HP "on top" of your normal HP, often provided by Defensive Techniques. These cannot be stacked and go away at the conclusion of your turn unless explicitly stated otherwise.

Skill Breakdown
To begin, it is important to note that Skills come in ranks. These ranks range from "None" or "0" and then scale based on letters, in the following order: F, E, D, C, B, A, S, and Z.

These skill ranks are purchased using Skill Points, with all ranks costing 1 Skill Point. All characters begin with 20 Skill Points and can gain additional Skill Points from certain Special Quests.

Additionally, certain skills (and in even rarer cases, stats) can become different skills entirely, usually by Special Quest. Once a skill has been evolved, it cannot change back or be changed.

The effects of the various Skills as their rank increases are as follows:

Combat: Increase your Attack by 1 point. Increase by 2 points each for S and Z.
Mobility: Increase your Defense by 1 point. Increase by 2 points each for S and Z.
Ki Control: Increase your Ki by 10. Increase by 20 each for S and Z.
Constitution: Increase your HP by 10. Increase by 20 each for S and Z.
Intelligence: Characters begin with 7 Technique Slots. Each rank adds one Technique Slot. In addition to this, all of your Ki Costs (Techniques, Transformations, etc.) are reduced by 1 at S, and a total of 2 at Z.

However, as a character develops as a fighter, skills in a wide variety of disciplines provide its own series of benefits. When all skills are at a minimum certain skill rank, the below is unlocked:

F Rank: Once per battle, you may reroll one of your own d20 Attack Rolls. You must use the new result.
E Rank: Once per battle, at the start of your turn, you may increase your Defense by 4 for that turn. This does not cost an Action, Ki, or your Reaction.
D Rank: The first time you drop below 50% HP in a battle, restore 15 Ki and gain +2 to all Attack Rolls until the end of your next turn.
C Rank: When you land a Critical Hit, deal an additional +4 Damage and restore 5 Ki.
B Rank: Once per battle, when you successfully hit an opponent, you may immediately use a Single-Target Finisher Technique at no Action cost, no Ki cost, and without counting against your limited Finisher Techniques per battle.
A Rank: Once per battle, set the damage of a Finisher Technique to maximum on all dice (not those applied by external effects such as Charge Attack) and automatically apply Status Effects unless some ability/technique/other effect makes the target explicitly immune. This cannot apply to Techniques with the Overwhelming Main Effect.

Techniques
Introduction
Techniques are the very foundation of the combat on Dragon World. Very nearly everything you do in combat will be a technique of some kind, if not a Transformation or an item.

All Techniques, unless explicitly stated, require Technique Slots. You start with a certain number of these, but they do not represent Techniques you know: they represent the maximum number of Techniques you can learn.

Some techniques on Dragon World are premade, but in true Dragon Ball style, many are of your own making as well. Below, we'll break down the common fields that make up a premade technique before listing the various techniques of the main categories.

Name: The name of the technique.
Description: A sensory description of the technique.
Type: The classification of the technique, such as Utility, Defensive, and others.
Action: What kind of action it requires to perform.
Effect / Damage: The dice you roll to determine damage or the mechanical effect of the technique.
Cost: The cost of the technique in Ki.

Fundamental Techniques
These are the most basic techniques of Dragon World. All characters begin with these and do not need to spend any of their Technique Slots on them, including their starting Technique Slots.

The Team type makes an appearance here, designating a technique that can only be used when fighting alongside allies.

Name: Physical Strikes
Description: The most basic expression of a fighter's power. A single devastating punch, a rapid flurry of kicks, a crushing elbow, or even a whip of the tail.
Type: Offense, Single
Action: Standard
Damage: 2d4+2
Cost: 0 Ki

Name: Energy Blasts
Description: The first thing any Ki-wielding fighter learns to do with their energy: hurl it at the enemy. Thin beams, rapid-fire orbs, sweeping waves, spiraling bolts — the shape varies, but the principle is universal. Crude compared to a refined Signature Technique, but effective enough to never be irrelevant.
Type: Offense, Single
Action: Standard
Damage: 2d6+2
Cost: 5 Ki

Name: Power Up
Description: Your aura erupts around you in a violent flare as you draw deeply on your body's reserves, pulling Ki from every cell. The ground shakes, debris lifts, and for a brief moment the air itself seems to burn. It is perhaps the most iconic sight in a battle.
Type: Utility
Action: Extra
Effect: Three times per battle. Restores 4d6+20% of your maximum Ki. This may put you over your maximum Ki, but only until the end of battle.
Cost: None

Name: Charge Attack
Description: You channel a surge of extra Ki through your body and into your attacks, flooding them with more power than they'd normally carry. Even a simple punch carries the weight of a Ki blast when properly charged up.
Type: Utility
Action: Extra
Effect: Add 1 die of the appropriate type to all attacks that turn.
Cost: 10 Ki

Name: Rush
Description: Your aura bursts around you as you dash about to surprise your opponent with a sudden change in speed, and then attack from a superior position.
Type: Utility
Action: Extra
Effect: Add 1d4 (rolled separately for each attack) to all of your Attack Rolls this turn.
Cost: 10 Ki

Name: Rapid Movement
Description: A sudden burst of Ki-fueled speed — a sidestep, a duck, a split-second blur of motion. Not dramatic enough to leave afterimages, but fast enough to throw off an attacker's aim. Every fighter knows this instinct. The trained ones can do it on command.
Type: Utility
Action: Reaction
Effect: Increase your Defense by 1d4 for this turn.
Cost: 10 Ki

Name: Guard
Description: You brace your body, tighten your muscles, and meet the incoming blow head-on. Fists crossed, arms up, jaw set — pure physical toughness absorbing what your skill can't avoid. A clean enough block leaves the attacker exposed for a quick counter.
Type: Defense
Action: Reaction
Effect: Gain 2d6+3 Temp HP for this turn only.
Cost: 10 Ki

Name: Second Wind
Description: Through gritted teeth and sheer refusal to stay down, you force your battered body to stabilize. Breathing steadies, bleeding slows, and for a moment the pain recedes just enough to keep fighting.
Type: Utility
Action: Extra
Effect: Once per battle, restore 3d6+2 HP. End the effects of Bashing and Slashing. Additionally, roll a d10 and end the Bleed status effect on a roll of 6 or higher. Cannot be used while above 75% HP or below 25%.
Cost: 10 Ki

Name: Pursuit
Description: You anticipate your opponent's retreat and immediately give chase, refusing to let them escape so easily.
Type: Utility
Action: Reaction
Effect: If the opponent attempted to flee (usually via their Extra Action) on their turn, gain +2 to an Action-free Physical Strikes. As always with attempts to retreat: If it hits, the flee attempt fails. You may still attack with your Standard Actions as normal.
Cost: 10 Ki

Name: Clash
Description: When an incoming attack is too much to merely block or dodge, counter it with one of your own! Whether this is going blow for blow with colliding fists, catching an energy orb and throwing it back, physically charging through a Kamehameha, or the classic beam struggle, is up to you.
Type: Defense
Action: None
Effect: Twice per battle, once per turn. You may use this Technique before all incoming attacks have been resolved. Spend a Standard Action to counter an incoming Signature Technique with your own Signature Technique, Finisher with a Finisher, Energy Blasts with Energy Blasts, or Physical Strikes with Physical Strikes. If your rolled damage, including modifiers, exceeds the incoming damage? Negate the incoming Technique and instead deal your rolled damage to the attacker. If your rolled damage does not exceed the incoming damage, you take the damage from their Technique. In both cases, this damage cannot be avoided nor reduced by any Techniques, such as Guard or Rapid Movement. If both damages are tied, both attacks are nullified. You can only counter Physical Strikes in this manner by using your own Physical Strikes.
Cost: 10 Ki

Name: Feint
Description: A sudden shift — a false step, a shout, a burst of Ki aimed nowhere in particular — anything to pull the enemy's attention for a critical moment. Just long enough for an ally to exploit the opening you've created.
Type: Utility, Team
Action: Extra
Effect: You give up a single Standard Action to give an ally an extra Standard Action during their next turn.
Cost: 0 Ki

Name: Grapple
Description: Usually a physical grapple and hold, but sometimes via other means, you devote all your effort to holding the opponent in place!
Type: Utility, Team
Action: 2 Standard Actions
Effect: Roll to hit a normal attack. If hit, the opponent becomes Grappled and can no longer use their Reaction or Extra Action and their Defense and Attack both take a 2d4 penalty (rolled once) until no longer Grappled. They can escape only by using 2 Standard Actions to make an attack roll against you (without the 2d4 penalty to Attack) and, if they hit, are no longer Grappled. The grappler may choose to end the hold on one of their turns for no Action, but must continue to consume their 2 Standard Actions and Free Attack every turn to maintain. If the target is hit by someone else's Signature or Finisher Techniques, the grappler takes full damage as well.
Cost: 5 Ki to activate and sustain

Name: Intercept
Description: You rush to the aid of your ally in order to protect them from an attack.
Type: Utility, Team
Action: Extra
Effect: Must be used after you've resolved all incoming attacks on that turn. You change the target of an attack upon an ally, to yourself, except Area-target Techniques. Like normal, it must overcome your Defense to hurt you.
Cost: 0 Ki

Name: Ki Transfer
Description: You pass on some of your own energy to an ally.
Type: Utility, Team
Action: Extra
Effect: You transfer 25 Ki from yourself to an ally. Even if the Ki Cost of this Technique is changed, 25 Ki is still transferred.
Cost: 25 Ki

Defense Techniques
These techniques focus on preventing or minimizing damage in some way. These techniques often use the Reaction and need to be learned.

Name: Ki Shield
Description: A flash of concentrated Ki materializes between you and the incoming attack — a barrier of light, a spinning disc of energy, an invisible wall of force. Its shape and nature is yours to define, but the purpose is universal: absorb the blow.
Type: Defense
Action: Reaction
Effect: Gain 4d6+6 Temp HP for this turn only.
Cost: 15 Ki

Name: Ki Barrier
Description: A massive spherical shell of Ki erupts around you, dense enough to warp the air and bright enough to cast shadows. This is Ki defense taken to its extreme — an investment of energy that can absorb punishment far beyond what lesser shields endure.
Type: Defense
Action: Reaction
Effect: Requires Ki Shield. Gain 4d12+12 Temp HP for this turn only.
Cost: 25 Ki

Name: Aura Barrier
Description: You compress your aura until it clings to your body like a second skin, dense and blazing with energy. This shroud of Ki shields against both damage and the debilitating effects of status techniques for as long as it holds.
Type: Defense
Action: Extra
Effect: Requires Ki Shield. You are immune to any effects that would inflict a Status Effect.
Cost: 25 Ki initial, 15 Ki to sustain

Name: Afterimage
Description: Also known as the Zanzoken. You pour Ki into a single explosive burst of speed, moving so fast that a lingering image of where you were hangs in the air for a crucial instant. Attackers swing at the phantom while you've already moved — and unlike bracing for impact, what doesn't connect can't hurt you at all.
Type: Defense
Action: Reaction
Effect: Increase your Defense by 2d4 for this turn.
Cost: 15 Ki

Name: Multi-Afterimage
Description: Also known as the Tajyuu Zanzoken. Your speed becomes so extreme that dozens of phantom images scatter in every direction. The real you could be any of them — or none of them. Even seasoned fighters struggle to pick the truth from the illusion. Only the sharpest strikes, or the luckiest, find their mark.
Type: Defense
Action: Reaction
Effect: Requires Afterimage. Increase your Defense by 4d4 for this turn.
Cost: 25 Ki

Name: Kiai
Description: A focused shockwave of pure Ki — released from a shout, a gesture, a palm thrust, or sheer force of will — directed squarely at a single opponent. The concussive blast strikes with invisible force, staggering the target and leaving a residual shell of pressure around the user that dulls incoming blows. A precise application of the same principle that fuels larger, wilder eruptions of Ki.
Type: Defense
Action: Reaction
Effect: Choose one attacker targeting you this turn. Roll 3d6. That attacker takes damage equal to the result (no Attack Roll needed and this damage bypasses DR). You gain Damage Reduction equal to the result for this turn only. That attacker suffers -2 to all Attack Rolls on their next turn.
Cost: 15 Ki

Name: Iron Body
Description: In the instant before a devastating blow lands, you pour Ki into the point of impact with absolute precision and reinforce muscle, bone, and skin far beyond their natural limits. A strike that should have been catastrophic instead meets unyielding resistance. The energy spent bracing is returned to you as the would-be critical blow is turned aside.
Type: Defense
Action: Reaction
Effect: Once per battle. All Critical Hits against you this turn are treated as normal hits.
Cost: 20 Ki

Name: Explosive Wave
Description: Your Ki detonates outward in every direction — a violent, expanding sphere of raw energy that punishes anyone close enough to be attacking you and blasts them back. The same eruption that hurts them also forms a momentary shell of force around your body, blunting their blows. An aggressive defense that makes every enemy pay for closing in.
Type: Defense
Action: Reaction
Effect: Roll 2d8. All attackers targeting you with any attacks this turn take that much damage (no Attack Roll needed and this damage bypasses DR). You gain Damage Reduction equal to the result for this turn only. All attackers who took damage from this technique suffer -3 to all Attack Rolls on their next turn.
Cost: 25 Ki

Name: Wild Sense
Description: Your senses sharpen to a razor's edge and your body responds before your mind can fully process the incoming attack. Blows that should connect find only empty air as you sway, duck, and weave with an almost supernatural awareness. Even what does manage to land is diminished, your instincts already having shifted your body to minimize the impact. The heightened state lingers just long enough for you to plan your next move.
Type: Defense
Action: Reaction
Effect: Requires Afterimage. Once per battle. Roll 3d4 and add the result to your Defense for this and the next turn. No Reaction needed to maintain this effect.
Cost: 25 Ki

Name: Repel
Description: With precise, practiced movements, you intercept each incoming attack individually — batting aside strikes, slapping away Ki blasts, redirecting force with minimal effort. Sloppy attacks are turned back on the attacker entirely, their own power used against them. The controlled rhythm of this defense carries into the next exchange, keeping you protected while your hands are free to prepare a counteroffensive.
Type: Defense
Action: Reaction, each turn
Effect: Once per battle. Gain Damage Reduction equal to 3d8+2 per incoming attack for this and the next turn. If an attack's total Attack Roll is no more than 5 above your Defense (unmodified by Techniques or Transformation Traits), the damage absorbed by this Damage Reduction is dealt back to the attacker. This damage bypasses Damage Reduction.
Cost: 25 Ki

Name: Last Stand
Description: You channel every ounce of your remaining strength into simply refusing to fall, weathering an assault that should have finished you.
Type: Defense
Action: Reaction
Effect: When an incoming attack would reduce you to 0 HP, you survive at 1 HP unless the attack did 40 more Damage than your total remaining HP. Example: It did 50 Damage and you only had 7 HP. You cannot use your Extra Action and only have one Standard Action for the rest of the turn this Technique was activated, but gain +4 to all Attack Rolls on that turn and all Damage bypasses Temp HP and DR. At the conclusion of that turn, you are defeated.
Cost: 15 Ki

Utility Techniques
These techniques provide some other, miscellaneous effect distinct from Defense Techniques. They often use the Extra Action and need to be learned.

The Mystic type makes an appearance here, designating a technique that can only be used and learned by characters with a Race Trait or Class Trait that grants Mystic access, such as the Namekian Mystic trait or the Human Spiritualist trait.

Name: Flight
Description: Also known as Bukujutsu or Lighter Than Air Art, this technique is the ability to push your Ki beneath you and then propel yourself through the skies.
Type: Utility
Action: None
Effect: Allows new kinds of travel, or reduced times. Your Defense and Attack increases by 1 but only if the opponent doesn't also utilize Flight in battle. It costs no Action, so you only need to mention that you have activated the technique.
Cost: 3 Ki to activate, 3 Ki to sustain

Name: Ki Sense
Description: You have developed a sixth sense that allows you to detect and measure Power Levels even at cosmic distances.
Type: Utility
Action: None
Effect: You have access to the Character Locations channels in Discord. You may ask the Game Master if you recognize the Power Level and, if so, they'll tell you who it is. Beginning at a Base Power Level of 10,000,000, you may sense characters in the Afterlife while you're in the living Universe and vice-versa.
Cost: 0 Ki

Name: Ki Suppression
Description: You are able to raise and lower your functional Power Level through simple will. This can disguise your true power or hide it entirely.
Type: Utility
Action: None
Effect: Must already know Ki Sense. Able to hide your Power Level from the Character Locations channels in Discord by setting your Power Level to 0. However, you cannot fight at a Power Level of 0 and must raise it at least to 1 at the start of battle. In combat, you can raise or lower your Power Level once per turn.
Cost: 0 Ki

Name: Predator's Eye
Description: The world narrows. Everything that isn't the target falls away — sound, peripheral vision, even pain. Your body moves with a focused precision that borders on prescient, every attack finding its mark with unnatural accuracy. But tunnel vision cuts both ways. If your confidence was justified, the momentum carries into your next assault. If it wasn't, you're caught flat-footed and exposed.
Type: Utility
Action: Extra
Effect: Once per battle. Add 2d4 (rolled separately for each attack) to all Attack Rolls this turn. If every attack this turn hits, your first attack next turn automatically hits (no roll needed, does not count as a Critical). If any attack misses, you lose your Reaction next turn.
Cost: 25 Ki

Name: Unleash
Description: You stop holding back. Ki pours into every strike unchecked, overwhelming your attacks with raw, escalating power. The longer you sustain it, the more devastating each blow becomes — but every moment spent feeding the surge is a moment you can't spend on anything else. Eventually, the body gives out or the Ki runs dry. Until then, everything you throw hits like it was your last attack.
Type: Utility
Action: Extra
Effect: Once per battle. Add 2 dice of the appropriate type to all attacks this turn. Your Attack Rolls are reduced by 2. At the start of your next turn, you may spend 15 Ki to sustain the effect and add 1 additional die (cumulative), with the Attack Roll penalty increasing by 1. Sustaining costs the Extra Action every turn. The effect ends when you choose not to sustain, or cannot pay the Ki/Extra Action cost. Maximum of +4 bonus dice and -4 to Attack Rolls.
Cost: 25 Ki initial, 15 Ki per sustain

Name: Dragon Rush
Description: With far more power and precision than before, your aura flares to life as you rapidly reposition yourself, disorienting your opponent and gaining the best angle on them you can.
Type: Utility
Action: Extra
Effect: Requires Dragon Rush. Add 2d4 (rolled separately for each attack) to all of your Attack Rolls this turn.
Cost: 15 Ki

Name: Dragon Burst Rush
Description: Your aura erupts around you explosively before you explode through the air at your opponent, often attempting to get behind them in the blink of an eye for a sudden and unavoidable assault.
Type: Utility
Action: Extra
Effect: Add 4d4 (rolled separately for each attack) to all of your Attack Rolls this turn.
Cost: 25 Ki

Name: Punish
Description: A fighter who overextends, swings too wide, or commits to an attack that was never going to land has made the worst mistake in combat: they've left themselves open. You exploit that opening instantly and without mercy, answering their failed attack with one of your own before they can recover.
Type: Utility
Action: Reaction
Effect: Requires Afterimage and Ki Shield. If an incoming attack's Attack Roll is 5 or more below your Defense (unmodified by Techniques or Transformation Traits), you may use one Offensive Fundamental or Signature Technique as part of this Reaction.
Cost: 5 Ki (in addition to the cost of the Offense Technique used)

Name: Phantom Limbs
Description: Whether through blinding speed that creates the illusion of extra limbs — like the Eight-Arm Fist, the Four Witches Technique itself, or limbs of pure Ki sprouting from your body — you strike with more than what nature gave you.
Type: Utility
Action: None
Effect: You can use one Physical Strikes technique without an Action cost this turn. This technique cannot be used multiple times for additional Physical Strikes.
Cost: 10 Ki

Name: Multi-Form
Description: Using your Ki you're able to manifest multiple versions of yourself to fight simultaneously! All of them are you, allowing combat with an unparalleled coordination.
Type: Utility
Action: Extra
Effect: You spread your remaining Ki and HP between yourself and 3 copies, for a total of 4. Each one possesses 50% of your Power Level. Each new fighter receives their own set of Actions. There is no original, and the "real" you becomes whoever is the last one remaining. Opponents at League 2 or higher do not gain additional Standard Actions from Multi-Form copies, they all count only as one fighter. You can end the technique for no Action, merging remaining Ki and HP between all copies as well as Power Level.
Cost: 0 Ki

Name: Gather
Description: You abandon all offense, planting your feet and drawing everything inward — feeling the flow of Ki, the rhythm of your opponent's breathing, the weight of the air itself. You can still react to incoming threats, but every ounce of aggression is held back, coiled, waiting. When your moment comes, everything is sharper, faster, clearer. One perfect turn to follow one restrained turn.
Type: Utility
Action: 2 Standard Actions
Effect: On your next turn, gain +4 to all Attack Rolls, +4 Damage to all attacks that hit, and your Critical Hit Range expands by 1. If no attack hits on that next turn, restore 15 Ki.
Cost: 0 Ki

Name: Ki Forge
Description: Through immense concentration, you condense your Ki until it takes solid, physical form: a blade, a hammer, a spear, whatever weapon your mind can shape and your will can sustain. It requires constant effort to maintain, but in your hands it functions as well as any forged steel, unlocking techniques that demand a physical edge.
Type: Utility
Action: Extra
Effect: You form a physical weapon out of Ki, allowing the use of Techniques with the Slashing or Bashing (chosen at activation) effects. You may change weapon types by spending another Extra Action.
Cost: 4 Ki to activate, 4 Ki to sustain

Name: Solar Flare
Description: Also known as the Taiyouken. Every source of light in the area — the sun, ambient Ki, even the glow of the user's own aura — is gathered and magnified into a single, searing flash. The result is an instant of absolute, blinding white that overwhelms the senses of everyone unfortunate enough to be looking. A technique as old as Ki itself, and still devastating in the right hands.
Type: Utility
Action: Extra
Effect: 60% to inflict the Stunned Status Effect on all opponents.
Cost: 15 Ki

Name: Solar Flare x100
Description: Also known as the Hyakubai Taiyouken. An overwhelmingly intense burst of light and Ki that saturates every sense at once. Even fighters who close their eyes or rely on Ki Sense find themselves momentarily blinded to the world around them. The flash is brief, but the disorientation lingers just long enough to matter.
Type: Utility
Action: 1 Standard Action
Effect: Requires Solar Flare. Once per battle. 80% to inflict the Stunned Status Effect on all opponents. Affected targets lose access to Ki Sense and Scouters until the end of their next turn — they cannot read Power Levels, sense locations, or use any ability that requires Ki Sense (such as Instant Transmission) during that time.
Cost: 25 Ki

Name: Psychokinesis
Description: Ki constructs, telekinetic powers, electricity surging through the target, or something else has allowed you to paralyze your opponent entirely; but only for a brief time!
Type: Utility
Action: 1 Standard Action
Effect: 40% to inflict the Paralyzed Status Effect on a single opponent. If the status fails to apply, the target suffers -2 to all Attack Rolls on their next turn. One use per turn.
Cost: 15 Ki

Name: Taunt
Description: A shout, a gesture, a display of contempt or power so blatant that it cannot be ignored. You make yourself the center of the enemy's world and the threat that must be answered before anything else. Those foolish enough to ignore you will regret it.
Type: Utility, Team
Action: Extra
Effect: Choose one opponent. That opponent must target you on their next turn. If they attack someone else instead, you may make two Physical Strikes attacks against them on your next turn for no Action.
Cost: 10 Ki

Name: Telekinesis
Description: Through your magical powers, you're able to move objects with nothing but your mind, such as moving them great distances or preventing them from moving entirely.
Type: Utility, Mystic
Action: Extra
Effect: Prevent your opponent from using weapons (Basic Weapons, Blasters, Magic Weapon, etc.) and consumable items (Battle Stimulant, Senzu Bean, etc.) that turn. Armors and uniforms cannot be affected.
Cost: 10 Ki

Name: Heal
Description: You are able to use your Ki on another in order to restore their bodies.
Type: Utility, Team, Mystic
Action: Extra
Effect: Effect: You spend 25 Ki to restore 4d10+3 HP to a single ally. Ends the Bleed status, as well as the effects of both Bashing and Slashing, on that ally. Additionally, resets all Corruption stacks on that ally to 0.
Cost: 25 Ki

Name: Telepathy
Description: Allows you to communicate simply through thoughts to someone else, as long as you can sense their Power Level. It even allows for improved coordination in battle.
Type: Utility, Team, Mystic
Action: N/A
Effect: Allies gain +1 to their Attack Rolls. Does not stack with other users of Telepathy. Allows you to establish two-way communication with a willing target that can be sensed (such as with Ki Sense) as long as they're on the same planet, even if in different locations. At 1,000,000 Current Power Level, this extends to the entire dimension (Afterlife or living Universe); and at 40,000,000,000 this applies to any character in any dimension.
Cost: 0 Ki

Name: Awaken Potential
Description: You are able to pull out the dormant power of other living beings, considerably enhancing their strength.
Type: Utility, Mystic
Action: 2 Standard Actions
Effect: Increase another character's Base Power Level by 50%. Can be used in or out of battle. A character can only be affected by this technique once, regardless of who used it. This Technique consumes two of the user's limited Mystic Techniques.
Cost: 50 Ki

Name: Magic Materialization
Description: You can use your energy, or some source of magical spells, to materialize common items and materials out of thin air.
Type: Utility, Mystic
Action: N/A
Effect: Pick one item, with a recharge/repair cost, that has purchase cost of 3,000z or less. You own that item without having to buy it, and never have to pay repair/recharge costs for it. If this item is ever stolen from you, you can rematerialize it and the stolen item vanishes from the one who took it. You can never change which item you've chosen.
Cost: 0 Ki

Signature & Finisher Techniques
While we have provided lists of certain techniques to cover the basics, or create unique mechanics for Dragon World, you'll notice that there are only two offensive techniques listed. Here in Dragon World, to keep with the spirit of Dragon Ball, you the player will create your own offensive techniques using the steps and options below. Most of these will be Signatures, but some can also be powerful Finisher Techniques.

  1. Choose a name and description.
  2. Choose a core type, Signature or Finisher.
    • Signature: Costs 15 Ki and deals 2d8+4 Damage.
    • Finisher: Costs 20 Ki and deals 2d12+10 Damage. Status Effects gain +10% chance to inflict. Can only use two Finisher-type Techniques per battle, and one only per turn, unless explicitly stated otherwise.
  3. Choose if it's single-target, multi-target, or an area of effect.
    • Single: Targets a single opponent.
    • Multi: Targets 2 or more opponents with the same Technique and Attack Roll. -1 damage die from the Technique and its Ki Cost doubles. For each target above 2, Ki Cost increases by a further 10.
    • Area: Doubles Ki Cost and targets everyone in the fight, including allies.
  4. Choose one Main and one Status effects from the below list, if desired.
  5. Post it as a reply to your private Character Sheet for validation. Once confirmed there are no mistakes, add it to your other Signature and Finisher Techniques within your sheet, in spoilers. Use the template below.

Main Effects
  • Damaging: No effect, but adds 2 dice to damage.
  • Bashing: Requires a Bashing Weapon. The target of this attack loses 5% of their Current Power Level and their Defense is reduced by 1, per hit. Both effects stack up to four times and last until the end of the fight or until subject to an effect that explicitly ends it.
  • Slashing: Requires a Slashing Weapon. Signature Techniques get +1d4 Damage per hit and Finishers get +2d4. Attack is reduced by 1 and stacks per hit up to a maximum of four times and lasts until the end of the fight or until subject to an effect that explicitly ends it.
  • Draining: The target loses 1d12+4 Ki from this technique on-hit or 2d12+4 on a Finisher.
  • Piercing: The technique deals double damage to Temp HP. Damage remaining after depleting Temp HP is halved back to normal. e.g. 20 Temp HP hit by 12 Damage becomes 24, and then remaining 4 Damage goes through as the original 2 Damage it represented. Additionally, the technique bypasses up to 4 Damage Reduction.
  • Homing: If the attack misses, for a flat 5 Ki and no additional Action cost, it can be redirected back at the original or a new target. The redirected attack gains +2 to the Attack Roll. You may do this redirect only once.
  • Overwhelming: Technique now costs 40 HP on a Signature-type Technique, or 60 HP on a Finisher-type Technique, in addition to Ki. HP costs increase 50% (to 60 HP and 90 HP) if applied to a Multi-target or Area-target Technique. Add 5 dice to damage. This technique's damage bypasses all Damage Reduction except that gained from League.
  • Sacrificing: Must be a Finisher Technique. Technique costs no Ki. Add all remaining HP and Ki, after all other techniques and actions in that turn, to total Damage. The user dies after using this technique. Cannot be used in conjunction with clones, such as from Multi-Form. Cannot be used while Immortal or otherwise unable to die.
Status Effects
Roll a d10 for the below effects with a percentage chance to inflict. The roll must be in the top number of sides corresponding with the percentage chance to inflict. For example: A roll of 8, 9, or 10 successfully inflicts on a 30% chance effect, as those are the three largest face values out ten.

A single Technique (the same Signature, Finisher, Solar Flare, etc.) cannot re-apply a Status Effect it has already successfully inflicted upon the same target during the same battle. Once a Technique's Status Effect triggers, that specific Technique can no longer roll for that Status Effect against that target for the rest of the fight. You will need a diversity of Techniques to do so!

Additionally, if Damage Reduction fully negates all damage from an attack (reducing it to 0), no Status Effect roll occurs for that attack. This applies only to Status Effects, not to Main Effects, which always resolve on-hit regardless of Damage Reduction.
  • Extra Damaging: No effect, but adds 1 die to damage.
  • Crippling: 40% Chance to inflict the Crippled Status on a limb of your choice, on-hit.
  • Severing: 20% Chance to inflict the Severed Status on a limb of your choice, on-hit.
  • Bleeding: 30% Chance to inflict the Bleed Status, on-hit.
  • Stunning: 30% Chance to inflict the Stunned Status for that turn, on-hit.
  • Paralyzing: 20% Chance to inflict the Paralyzed Status for that turn, on-hit.

The Statuses
Dragon World has in it a number of effects for techniques that can inflict a Status upon a character. These Statuses and how they work are listed here.

Note! Statuses can be inflicted in many ways in-character, so be creative! Bleed could simply be a heavily bleeding wound, or it could be an active burn, encroaching ice, or poison. Similarly, Bound could be threads of Ki, poison, or even just a physical hold.

Crippled: A limb is broken or otherwise rendered near-impossible to use. Requires four Quarters after the fight to properly heal, sequential per limb. Healing begins the Quarter after the fight, or the Quarter after the user recovers from being Knocked Out if they were defeated. Does not persist into death. Can only be applied to two limbs at a time. Lowers Current Power Level by 10%.
Severed: A limb is removed entirely. Does not persist into death. Lowers Current Power Level by 20%. When applied to Saiyan Tail, it does not apply the 20% penalty but instead triggers the penalty described in the Saiyan Tail itself. Does not heal on its own. Can only be applied to two limbs at a time.
Bleed: Lose 2d8+1 HP per turn for three turns, beginning on the turn you take the hit. Does not stack with itself, but a successful application from a different Technique resets the timer.
Stunned: Beginning the turn after this Status Effect is inflicted and lasting two total turns, the target loses one Standard Action and cannot attack fleeing characters. Does not stack with itself, but a successful application from a different Technique resets the timer.
Paralyzed: On the turn after this Status Effect is inflicted, the target loses all Reactions, Extra Actions, and Standard Actions. Does not stack with itself, but a successful application from a different Technique resets the timer.

Code:
[B]Name:[/B] The name of your technique!
[B]Description:[/B] A sensory description of your technique. Be as detailed as you'd like!
[B]Type:[/B] Offense, Signature/Finisher, Single/Multi/Area
[B]Action:[/B] Standard
[B]Damage:[/B] The dice you roll for damage.
[B]Effects:[/b] List effects.
[B]Cost:[/B] The cost of your technique in HP and/or Ki.

Special Techniques
These techniques are unique in that they can only be acquired through unusual means, typically a Special Quest. These are often some of the most powerful techniques, providing access to unique combat mechanics and abilities.

Name: Spirit Bomb
Description: An orb of destructive energy formed by drawing power from all lifeforms. The Spirit Bomb can reach across a planet, the entire universe, and even between dimensions to draw on the Ki it needs.
Type: Offense, Single
Action: 2 Standard Actions
Effect: Deals 10 Damage, and gains +1 to the total Attack Roll, per Standard Action spent charging the Spirit Bomb. Deals 1 additional Damage per 2 points of Ki contributed by the user or their allies, if any, for no Action cost. Attacking with your completed Spirit Bomb also requires no Action after the minimum 2 Standard Actions spent gathering it. One use per battle. Cannot be used in conjunction with clones, such as from Multi-Form.
Cost: Optional

Name: Evil Containment Wave
Description: An immense spiral of Ki erupts from the user's hands, forming a swirling vortex of green energy that envelops the target entirely. If the target has been sufficiently weakened, the vortex compresses them into a stream of energy and drags them into a sealed container. The strain of channeling this much power through a mortal body is catastrophic — many who have attempted it have died, whether the seal succeeded or not.
Type: Utility
Action: 2 Standard Actions
Effect: Once per battle. Can only be used against a target currently below 50% of their maximum HP. Roll a normal Attack Roll against the target's Defense. If it hits, the target is sealed and removed from battle (treated as Knocked Out for all post-battle purposes). Whether it hits or misses, the user takes damage equal to 40% of their own maximum HP + 4d10. If this reduces the user to 0 HP, they die (not Knocked Out). This damage cannot be reduced or prevented by any effect, and no effect can prevent the user from dying if reduced to 0 HP by this technique.
Cost: 50 Ki

Name: Instant Transmission
Description: With great concentration, the user can not only sense Power Levels, but instantly relocate themselves to those Power Levels. This allows the user to traverse not just cosmic distances, but even the barriers between dimensions.
Type: Utility
Action: None
Effect: Requires Ki Sense and Spirit Control. Can teleport to any Power Level able to be sensed. Once per battle, can be used to add +10 to an Attack Roll or +5 to Defense, for the turn; or to automatically flee battle if there is a valid Power Level elsewhere to be teleported to. Cannot bring any allies when fleeing. At the cost of an additional Technique Slot each, but no EXP or Quarters required to upgrade, this technique can be further enhanced and then mastered.
Enhanced: Can be used to teleport to other locations entirely as long as they're in the same dimension (Universe vs. Afterlife), traveling instantly between them, twice per Quarter (one roundtrip). Can bring one other character when traveling or when fleeing, including Knocked Out characters.
Mastered: Able to teleport between the Afterlife and living Universe. Can bring any number of other characters when traveling or two when fleeing, also including Knocked Out characters.
Cost: 25 Ki

Name: Kai Kai
Description: A powerful transportation technique that allows the user to teleport themselves and others to any location they wish. They vanish with a high-pitched sound and in rays of bright, vertical light.
Type: Utility
Action: None
Effect: Able to teleport to other locations, as well as between the Afterlife and living Universe, once per Quarter. No allies can be brought along. At the cost of an additional Technique Slot each, but no EXP or Quarters required to upgrade, this technique can be further enhanced and then mastered.
Enhanced: Can be used for travel up to twice per Quarter (one roundtrip). Can bring one other character.
Mastered: Can be used for travel up to four times per Quarter (two roundtrips). Can bring any number of other characters.
Cost: Irrelevant

Name: Regeneration
Description: Also known as Saisei. This technique is the unique ability of the Namekians to regenerate, in a flash, large portions of their own body, including tissue, complex organ, and bone.
Type: Utility
Action: Extra
Effect: Restores 4d10+3 HP. Each use removes one instance of the Crippled or Severed status effect. Crippled and Severed statuses that remain are also cleared after battle. Cannot restore more than a character's total HP over the course of a battle.
Cost: 25 Ki

Name: Energy Absorption
Description: Through some mechanical means, you are able to forcibly drain the Ki of a living target through direct physical contact. Seizing an opponent and pulling the energy from their body, you replenish your own reserves at their expense.
Type: Utility
Action: Standard
Effect: Roll a normal Attack Roll against the opponent's Defense. This attack cannot be blocked by Temp HP. On hit, the opponent loses 2d10+5 Ki and you gain Ki equal to the amount drained. Can temporarily exceed your maximum Ki. This attack does not deal damage and cannot trigger on-hit effects from Main or Status Effects.
Cost: 0 Ki

Name: Energy Absorption: Reaction
Description: You reach out to intercept an incoming blast of energy, catching it before it can land. If your reflexes and power are sufficient, the attack dissipates harmlessly into your body, converted into fuel. If not, it hits you with full force.
Type: Defense
Action: Reaction
Effect: Choose one incoming Ki-costing technique. Roll your Attack Roll — if the result exceeds the incoming technique's Attack Roll, the attack is negated (no damage, no effects) and you absorb Ki equal to the technique's Ki cost. If you fail, the attack hits at full damage. You may only attempt this against one attack per turn. Cannot attempt against attacks that automatically hit.
Cost: 0 Ki

Name: Fusion Dance
Description: A three-stage dance performed by two or more participants. At its completion, a flash of light envelopes the fighters before they're instantly merged into a single, unified being.
Type: Utility
Action: Extra
Effect: Both participants must use this technique in their turns. The fused being begins fighting with the next round of combat. Their Base Power Level is the sum of the Base PLs of both fighters, multiplied by 2x. They have access to all items, Race and Class Traits, and Transformations of both fighters. If you cross any Power Level thresholds for a Transformation, the fused fighter may use it as well. Their Skills are the highest of each fighter's. Their current HP and Ki is equal to whichever fighter has the most remaining at the time of fusion. The fusion lasts for 5 turns and, when it ends, each individual fighter has the same HP and Ki as the fused being, up to their own maximums. One use per battle.
Cost: 0 Ki

Name: Potara Fusion
Description: By wearing one earring of a matching Potara pair in different ears, two people can be fused into a single being in a flash of white light.
Type: Utility
Action: Extra
Effect: Same as the Fusion Dance, except: Base Power Level is 3x the sum instead and the fusion lasts for 10 turns. After the battle, the Potara Earrings used to perform this technique are destroyed.
Cost: 0 Ki

Special Signature Techniques
These are Signature Techniques that can only be acquired through Special Quests. They follow the same core rules as player-created Signature Techniques (15 Ki cost, 2d8+4 base Damage) but possess predetermined Main Effects, Status Effects, and unique abilities that no custom technique can replicate.

Name: Kamehameha
Description: Earth's most famous technique. Cupped hands drawn to the user's side, blue-white Ki concentrating into a single point between the palms, then thrust forward to release a powerful beam-like wave of energy. "Ka-me-ha-me-HA!!"
Type: Offense, Signature, Single
Action: Standard
Damage: 5d8+4
Effects: Damaging Main Effect. Extra Damaging Status Effect. +2 Damage. Gains an additional 1d8+3 Damage only when used with Clash.
Cost: 15 Ki

Name: Dodon Ray
Description: A superheated beam of Ki fired from a single fingertip. What it lacks in raw destructive force it makes up for in blinding speed, allowing a master to fire two in the time it takes most fighters to unleash a single blast.
Type: Offense, Signature, Single
Action: Standard
Damage: 4d8+4
Effects: Damaging Main Effect. Stunning Status Effect. When the user attacks with Dodon Ray, the target cannot apply Defense bonuses from Techniques, items, or Transformation Traits to that attack. Only their base Defense (that is, modified by Mobility and League) applies.
Cost: 15 Ki

Name: Neo Tri-Beam
Description: A forbidden technique of the Crane School. The user forms a triangle or diamond with their hands and channels not just Ki but their own life force through it, releasing a blast of devastating power that can be repeated in rapid succession, each more destructive than the last.
Type: Offense, Signature, Single
Action: Standard
Damage: 4d8+4
Effects: Damaging Main Effect. Stunning Status Effect (30% chance). Costs 25 HP instead of Ki. Requires the user to possess at least 15 Ki (which is not spent). +2 to the Attack Roll. Before rolling, the user may commit to firing additional times within the same Standard Action; each additional firing costs an additional 25 HP and deals +1d8 cumulative Damage (first is base, second is base +1d8, third is base +2d8, etc.). All firings use the same Attack Roll. The Stunning Status Effect is rolled only once regardless of how many times the Tri-Beam is fired. HP cost cannot be reduced by any effect.
Cost: 25 HP (see Effects)

Name: Masenko
Description: A powerful energy wave fired from above the head, palms layered and fingers spread. A versatile blast designed for precision and coordination, striking with far greater force when following an ally's assault.
Type: Offense, Signature, Single
Action: Standard
Damage: 5d8+4
Effects: Damaging Main Effect. Extra Damaging Status Effect. If the target took damage from an ally's attack on the target's most recent turn, Masenko gains +3 to its Attack Roll and +1d8 Damage against that target. If no ally hit the target on their most recent turn, the user may instead choose a second target for a separate Attack Roll at base damage (no bonuses) at no additional Ki cost.
Cost: 15 Ki

Name: Galick Gun
Description: The user curls his fingers and places both hands together at chest level, palm of one on the back of the other, gathers Ki, and thrusts both hands forward to fire a huge, fuchsia-colored energy blast that emanates from both hands and body.
Type: Offense, Signature, Single
Action: Standard
Damage: 5d8+4
Effects: Damaging Main Effect. Extra Damaging Status Effect. When the user is under 50% of their maximum HP, this technique gains 2 additional damage dice.
Cost: 15 Ki

Name: Big Bang Attack
Description: A single condensed sphere of Ki, gathered in one open palm and released in an instant. No drawn-out charge, no dramatic stance — just absolute destructive force delivered with cold efficiency.
Type: Offense, Signature, Single
Action: Standard
Damage: 5d8+4
Effects: Damaging Main Effect. Extra Damaging Status Effect. Deals +4 Damage against targets currently below 50% of their maximum HP. If Big Bang Attack reduces a target to 0 HP, they die immediately (not Knocked Out) without needing to win the entire fight first.
Cost: 15 Ki

Name: Death Beam
Description: The user extends his right arm and fires a small, thin, very fast and concentrated laser-like beam of Ki from his index finger, which barrels down and pierces through the opponent. Its speed allows the technique to be repeated rapidly.
Type: Offense, Signature, Single
Action: Standard
Damage: 3d8+4
Effects: Piercing Main Effect. Extra Damaging Status Effect. For double the Ki cost and a -2 Attack penalty, can be fired a second time in one Standard Action; and for triple the cost with a -4 Attack penalty can be fired a third time in one Standard Action.
Cost: 15 Ki

Special Finisher Techniques
These are Finisher Techniques that can only be acquired through Special Quests. They follow the same core rules as player-created Finisher Techniques (20 Ki cost, 2d12+10 base Damage, limited to two Finisher-type Techniques per battle and one per turn unless explicitly stated otherwise) but possess predetermined Main Effects, Status Effects, and unique abilities that no custom technique can replicate.

Name: Super Kamehameha
Description: The ultimate evolution of the Turtle School's signature technique, channeling even greater Ki into an overwhelmingly powerful beam that dwarfs its predecessor in both scale and destructive force.
Type: Offense, Finisher, Single
Action: Standard
Damage: 5d12+10
Effects: Damaging Main Effect. Extra Damaging Status Effect. +3 Damage. Gains an additional 1d12+4 Damage only when used with Clash.
Cost: 20 Ki

Name: Destructo Disc
Description: One of the most dangerous and deadly techniques in the universe. With an arm up and palm flat to the sky, the user forms a razor-sharp disc of golden Ki that can slice through almost any substance.
Type: Offense, Finisher, Single
Action: Standard
Damage: 4d12+10
Effects: Damaging Main Effect. Severing Status Effect. Severing has a 30% chance to apply and nothing can reduce this or provide immunity from it.
Cost: 20 Ki

Name: Hellzone Grenade
Description: Dozens of Ki blasts are scattered across the battlefield in a seemingly random pattern before converging from all directions at once. There is no angle to dodge, no gap to exploit. The ring closes, and everything within it is destroyed.
Type: Offense, Finisher, Single
Action: See Effects
Damage: 4d12+10
Effects: Damaging Main Effect. Stunning Status Effect. Uses 1 Standard Action to scatter the blasts around the target, gaining +1 damage die in doing so. Detonation requires 1 Standard Action on a subsequent turn. Roll twice for the Attack Roll on detonation and use the higher result. If the user takes damage exceeding 25% of their maximum HP from a single hit between the scatter and detonation, the technique is disrupted and fails (Ki is still spent, counts as a Finisher use). The user may still use their remaining Standard Actions, Extra Action, and Reaction normally on both turns.
Cost: 20 Ki

Name: Special Beam Cannon
Description: The user touches the index and middle fingers of one hand to the forehead and charges Ki. When ready, two thin energy beams are unleashed — one straight, one coiled around it — drilling through most targets and exploding on those it cannot pierce.
Type: Offense, Finisher, Single
Action: Standard (see Effects)
Damage: 3d12+10
Effects: Piercing Main Effect. Extra Damaging Status Effect. Each Standard Action spent charging it adds 2 damage die. However, if the user takes damage from a single hit exceeding 10% of their maximum HP, the Technique is canceled but counts as used and Ki expended — an ally to use Grapple on the target is strongly recommended! If this Technique reduces a target to 0 HP, they die immediately (not Knocked Out) without needing to win the entire fight first.
Cost: 20 Ki

Name: Final Flash
Description: The ultimate in sheer destructive power. The user throws both arms open, gathering Ki into a sphere between palms that emits sporadic bolts of electric yellow Ki, before discharging a massive golden beam with electric Ki streaming around it.
Type: Offense, Finisher, Single
Action: Standard (see Effects)
Damage: 5d12+10
Effects: Damaging Main Effect. Extra Damaging Status Effect. Each Standard Action spent charging it adds 2 damage dice. However, if the user takes damage from a single hit exceeding 15% of their maximum HP, the Technique is canceled but counts as used and Ki expended. An additional Standard Action is used to launch the Technique.
Cost: 20 Ki

Name: Death Ball
Description: A spark of energy on the index finger, grown to the size of a small moon, thrown towards the planet. The ultimate expression of the power to destroy worlds.
Type: Offense, Finisher, Single
Action: See Effects
Damage: 5d12+10
Effects: Damaging Main Effect. Extra Damaging Status Effect. Requires 2 Standard Actions to charge (gaining +6 Damage total!) and then another Standard Action to use on the following turn, and if the user takes damage from a single hit exceeding 15% of their maximum HP, the Technique is canceled but counts as used and Ki expended. If someone in battle uses Intercept or attempts Clash, they become the target and would take the damage (if it still hits them) instead of the planet.
Cost: 20 Ki

Combat System
Actions
In short, the system of combat here at Dragon World is very similar to most editions of Dungeons and Dragons. In that sense, it is based on a system of Actions wherein your character does certain things. Here, that is usually the use of a technique of some variety, but may also include Transformations and items.

There are four kinds of actions.

Standard Actions are the bread and butter of combat. All Offense Techniques, with few exceptions, require Standard Actions. You get two of these per turn.
Extra Actions are quick actions that are easy to perform and usually the domain of Utility Techniques. The activation of a Transformation and the use of most items fall here as well. You get one of these per turn.
Reactions are fast responses to the actions of your opponent, and therefore are usually the domain of Defense Techniques. You get one of these per turn.
None! Some things in battle take no time at all, or an insignificant amount. These can only be used once per turn unless explicitly stated otherwise.

Additionally, once per turn, you may make one Physical Strikes or Energy Blasts attack at no Action cost. This free attack follows normal rules for hitting (requires an Attack Roll versus Defense) and costs the technique's normal Ki, if any. Physical Strikes is free (0 Ki); Energy Blasts costs 5 Ki. This free attack cannot be replaced by or upgraded to any other technique. This represents general combat in battle between the use of more specific Techniques.

How to Fight
Above, and in other sections, Combat has been referred to with both Actions and turns. To clarify: fights are made up of turns, and each turn is made up of Actions. Every participant takes their turns in a set order, with the attacker(s) going first. A full set of turns from all participants is sometimes referred to as a "round" of combat.

Fights can begin in a number of ways. You can use the Challenge Activity to find and attack a target of your choosing, start fights in threads by attacking participants, be attacked yourself, or be attacked by an NPC in a thread you're writing. Whoever initiates the fight gets to go first.

Turn Structure
On your turn, events resolve in the following order:

  1. Start of Turn: Pay any sustain costs (Transformations, Flight, etc.) and resolve any start-of-turn effects (Bleed ticks, Status Effects, passive gains, etc.).
  2. Incoming Attacks: Review the attacks your opponent made on their previous turn.
  3. Reaction & Extra Action (Defensive): You may use your Reaction to defend against incoming attacks. You may also use your Extra Action defensively at this stage, such as to activate a Transformation or Power Up for more Ki.
  4. Damage Resolution: Any incoming attacks that meet or exceed your Defense (after Reaction adjustments) hit you. Apply Damage, reduced by any Temp HP or Damage Reduction, and resolve any on-hit Effects.
  5. Standard Actions & Extra Action (Offensive): After all incoming attacks are dealt with, you may use your two Standard Actions and, if unused, your Extra Action offensively. In addition, once per turn every fighter may use one Physical Strikes or Energy Blasts at no Action cost. This free attack is not free of Ki — Energy Blasts still costs 5 Ki — but it does not consume a Standard Action.

Attack Rolls
To attack, you first choose what techniques you are using. Remember that you get two Standard Actions, plus one action-free Physical Strikes or Energy Blasts, meaning you can attack up to three times per turn! For each attack, you roll a d20. This is your natural Attack Roll. That value, plus your Attack stat and any other modifiers you possess, is your total Attack Roll. This total must match or exceed the Defense stat of your opponent. If it does, the attack hits and the opponent is subject to its Damage and any Effects. If it doesn't, the attack misses entirely.

Damage
Damage is the primary consequence of being hit by an attack. When you attack, you roll the damage dice associated with your technique at the same time as your Attack Roll, regardless of whether the attack will hit. You won't know for sure until your opponent does or does not use their Reaction, after all!

For example, the Physical Strikes technique uses 2d4+2 for damage — that is, two four-sided dice plus an additional 2 points of Damage added to the total, not per die. The result of this roll, plus any modifiers, is your total Damage for that attack. Your opponent only takes this Damage if the attack hits. Importantly, Damage from your attacks is resolved on your opponent's next turn, giving them an opportunity to respond with Defense Techniques and other choices.

Effects
Effects such as Status Effects can trigger on-hit or through other means. Those applied by Signature and Finisher Techniques require a d10 roll at the start of your turn to determine if the Effect applies. Other situations may require a d10 roll as well, both in and out of combat.

Main Effects (such as Draining, Bashing, Slashing, etc.) always resolve on-hit regardless of whether Damage Reduction reduces the attack's damage to zero. Status Effects, however, require the attack to deal at least 1 point of damage after Damage Reduction in order to roll for application. If Damage Reduction fully negates all damage from an attack, no Status Effect roll occurs.

Critical Hits
A Critical Hit occurs when your natural Attack Roll is a 20. On a Critical Hit, the attack hits regardless of the opponent's Defense and you roll an additional set of damage dice for the technique. All damage from a Critical Hit — not just the extra dice — bypasses Temp HP entirely, ignoring it rather than reducing it.

League, and other exceptionally rare effects, can expand the range of results that trigger a Critical Hit. This is referred to as your Critical Hit Range, and these effects can stack. For example, if something increases your Critical Hit Range by 1, you now trigger a Critical Hit on a natural 19 or 20 instead of only 20. However, your Critical Hit Range can never expand beyond 17, 18, 19, and 20.

Critical Misses
A Critical Miss occurs when you roll a 1 on your Attack Roll. The attack misses regardless of the opponent's Defense.

Fleeing
Fleeing from battle is possible, but you will be considered defeated. Use your Extra Action to begin fleeing. If no attacks hit you before the end of your next turn — and you may use your Reaction at the beginning of that turn to help protect yourself — you successfully exit the fight and any associated thread.

If you choose to take a Knocked Out character with you when fleeing, likely to protect them from being killed by the victor, your Defense is lowered by 5 per character taken.

Dice & Discord
Dice are a critical part of our combat system. All dice rolls and turns are handled in our Discord server using our dice bots, primarily Avrae. When rolling, leave notes about what each roll is for (to hit, damage, status effects, etc.) and list any modifiers, such as bonuses to your Attack Roll or Damage.

If you make a mistake with your dice and need to reroll, a Game Master can help you. If you accidentally roll too few dice, you may throw the additional dice. If you roll too many, use only the first dice appropriate for the number you should have rolled.

Note! Be certain to list your Current Power Level with each turn in Discord, as well as your League relative to each other character present in the fight.

Note! There is a strict 24-hour time limit on taking your turn in combat. After this period, any participant in the fight can request to skip you, and your character will be Knocked Out. The victors can then decide your fate. Be timely with your turns!

When roleplaying the fight itself, it is strongly recommended not to make one post per turn. Instead, try to cover two or three rounds of fighting per roleplay post. Players can go back and forth quickly in Discord, but writing the fight is more involved. Decide this with the other combatants and prioritize a good pace!

Ultimately, all of combat centers around the back and forth of attacking and being attacked. Defense Techniques, Utility Techniques, items, Transformations, and everything else in the game exists to manipulate the numeric values and rules surrounding this simple process.

Victory & Defeat
Now that you know how to fight, in the most basic sense, how do you win? How do you lose? What happens?

In your typical one-on-one fight, it ends when the opponent reaches 0 HP and is considered Knocked Out, therefore unable to continue fighting, or flees. Once a character hits 0 HP, they cannot regain HP or re-enter combat unless explicitly stated otherwise. In fights with multiple opponents, it ends when all participants on one side or another are Knocked Out or have fled.

At the conclusion of a fight, a few things occur.
  • The victor(s) gains 5% of the strongest opponent's Base Power Level.
  • The victor(s) may choose to kill any of the Knocked Out losers. No one can be killed until the entire fight is over unless explicitly stated otherwise.
  • If all the losers are killed instead of Knocked Out/Fled:
    • The victor(s) gains 10% of the strongest opponent's Base Power Level.
    • The loser(s) gains 5% of the strongest opponent's Base Power Level.
  • The victor(s) may take one item and half the Zeni (half total, not half per victor) from each of their Knocked Out opponents. They must then distribute these spoils amongst themselves.
    • Note! Any one character cannot lose more than one item when they're Knocked Out. Powerful one-of-a-kind items, such as the Z-Sword, can be taken and will be popular targets! Dragon Balls are the exception: all of those may be taken in addition to the one item mentioned before.
  • The loser(s), if they survive, spend one Quarter recovering from the battle and may not start any other fights via Challenge. They may also not be attacked via Challenge for two Quarters after the fight.
  • All surviving participants regain Ki and HP only at the beginning of the next Quarter.

In fights with more than two participants, the winning side is those with at least one character remaining that isn't Knocked Out or hasn't fled. Even if your character is Knocked Out, if their allies win the battle, they are considered among the victors.

If you lose a fight, any current Activity requiring time is interrupted except traveling. After the recovery period, the activity can begin again, effectively extending the length of the Activity by a single Quarter. If you die, however, the time already spent is lost.

Death
As you can see, there are strong incentives for killing your opponents in battle. However, the Dragon World makes death unlike what it is in other, fictional settings. Here, dying opens up entirely new worlds of possibilities. Not only are there ways to return from the dead, and not just through a wish on the Dragon Balls by still-living friends, but when you do, it is extremely likely that you will be far more powerful than before.

It is expected for player-characters to die many times during their journey in the Dragon World. Embrace and make the most of it.

When you do die, you have a quick choice to make.

Continue to the Afterlife and begin your adventures there. This is by far the most common choice. You will retain your body as well as any items and Zeni that were not taken from you, though you will have little use for Zeni or items the likes of Spaceships. You appear at the Check-In Station to have your soul judged. Your path in the Afterlife from there is determined by your Alignment. If your character is Good, they can be teleported to Heaven, or choose to travel freely to any other location except Hell, such as along Snakeway to reach one of the Four Kaio Worlds. If your character is Evil, they will be teleported to Hell. If your character is Neutral, they can choose their own fate at the cost of further traveling being difficult.

In addition, it is entirely possible to fight in the Afterlife. However, you cannot be killed even if you're Knocked Out. Blows that would otherwise be deadly simply are not, thanks to the magic of the dead.

The real risk, however, is if you have found a means by which to return to the living Universe while still dead. Should you choose to do this, as it can never be forced upon you, you will not be protected by the Afterlife. If you are knocked out, and then killed again, you will not return to the Afterlife. Instead, your character will end up in Maikai. This is the only way in which your character can permanently die, beyond the reach of even the most powerful of Eternal Dragons.

For more information on the Afterlife, read about it in Locations & Travel.

Reincarnation & Retirement
Upon death, you can choose to Reincarnate. This is not the literal reincarnation of the dead character's soul, but it allows you to transfer your character's Power Level as-is to the new character, making that their Starting Power Level. It also allows you to give them 200 EXP per learned Technique beyond the starting five, as well as the Zeni value of any items (which have a Zeni value at all) still in your possession, as well as all EXP and Bonus EXP you possess. Special Items, whether the Z-Sword or a Senzu Bean, cannot transfer. All of this is in addition to the typical starting resources. This is recommended for players who want to replace their current character with a new one.

Sometimes, a still-living character may step away from the events of the wider world and undergo Retirement. In this case, they cease to be active characters or NPCs and cannot interact with the game world again. However, they may designate a successor that can be a new character or an existing player-character. Similar to Reincarnate, this transfers their Power Level to a new character as-is. However, it allows them to also give all Zeni, all items, all Bonus EXP and EXP, and any learned Techniques that the successor is eligible to learn themselves.

If that successor is a current player-character, that character gains a one-time 25% increase to their Base Power Level instead of the Power Level of the retiring character. Any player-character may only be named a successor once.

If players attempt to abuse this, any benefits may be undone or the player may be ejected from Dragon World entirely, all at the discretion of the Game Master(s).
 
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