Post by Deleted on Apr 10, 2017 0:41:05 GMT -5
These attacks use various sources such as Shadow's CC, and some original content I have made. I will be sorting by inventors/teachers if the inventor has yet to be statted out:
Bardock:
Riot Javelin (Level 1)
-Ranged Shot
-xd6 (8 Points)
-+x Enhancement Bonus (8 Points)
-Homing (3 Points)
Cost: 190
A pretty standard blast based on Bardock's in Xenoverse, this is the attack he used against Freeza in the original timeline. Scales as it's his main attack, fires using his ranged shot and gets that homing bonus to make it tougher to keep out from.
Rebellion Spear (Level 1)
-Unarmed Strike
-xd6 (8 Points)
-Attack is a charge (1 Point)
-All opponents must roll defense against the user’s attack roll when user passes through their square (2 Points)
-Enduring (4 Points)
Cost: 150
The closest thing in-canon is when he charged through Freeza's men, it has a great counterpart in Xenoverse, detecting a theme? This attack seems rather mediocre at first glance, until you account for the build Bardock used that made him Saiyan Juggernaut, with a heavy emphasis on Constitution and charging (including Power Drive letting him ignore DR when charging).
Tyrant Lancer (Level 1)
-Ranged Shot
-xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Line (3 Points)
-Line (3 Points)
-Penetrating (5 Points)
-Penetrating (5 Points)
-Critical Burst (1 Point)
-Increased Critical Range (19-20)(6 Points)
-Increased Critical Range (18-20)(6 Points)
-Increased Critical Range (17-20)(6 Points)
-Increased Critical Multiplier (x3)(6 Points)
-Damage Done is halved for every 5 feet from the firer a target is (-3 Points)
-Damage Done quartered every 10 feet from the firer a target is (-3 Points)
Cost: 510
Bardock's combo-blaster from Xenoverse, worked great at short range, and was a good way to punctuate a combo for extra damage. As such, the unique flaw is there to compensate for the cost of improving the criticals with this attack. The long range and reductions seem somewhat counter-intuitive, but that's why we've got criticals to deal multiply that minimal damage.
Last Riot Javelin (Level 1)(Ult.)
-Ranged Shot
-xd6 (8 Points)
-+x Enhancement Bonus (8 Points)
-Homing (3 Points)
-Homing (3 Points)
-Enduring (4 Points)
-Penetrating (5 Points)
-Burst (3 Points)
Cost: 340
In this alternate reality, Bardock developed this as a more costly version of the same attack, but with the benefits of AOE on-hit, extra homing, enduring, and penetrating. Definitely was good for taking out groups of enemies.
Spirit of Saiyans (Level 1)(Ult.)
-Ranged Shot
-xd6 (8 Points)
-+x Enhancement Bonus (8 Points)
-Cone (3 Points)
-Add Constitution to Damage (3 Points)
Cost: 220
Bardock's original Xeno Ultimate, and the easy to aim Xeno 2 version. Usually, the way he would use this is at the end of a combo, doubling up to make it a movement, or quarupling for a swift. Part of a more conservative version of Bardock's playstyle.
Burning Heat (Updated as of Level 23)(Ult.)
-Ranged Shot
-34d6 (34 Points)
-+34 Enhancement Bonus (34 Points)
-Fire Damage (1 Point)
-Cone (3 Points)
-Cone (3 Points)
-Add Constitution to Damage (3 Points)
-Critical Burst (1 Point)
Cost: 790
The full-power version of Spirit of Saiyans, utilizing the extra damage that Ultimate Attacks let you get. With a Critical Burst for extra critical hurting, this one's more meant for use on its own, thanks to its pricier nature, though if you're going thematics he'd use it the same was as Spirit of Saiyans.
Rebellion Edge
-Non-Attack
-+x Enhancement Bonus (19 Points)
-Grants an energy sword (Untyped Energy) as if the user's unarmed strike, also treats as a weapon attack (4 Points)
-Grants a second energy sword as original (4 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Ambidexterity) (2 Points)
-Bonus Feat (Combat Armsman) (2 Points)
-Bonus Feat (Improved Combat Armsman) (2 Points)
-Bonus Feat (Advanced Combat Armsman) (2 Points)
-Bonus Feat (Lightning Reflexes) (2 Points)
-Bonus Feat (Whirling Frenzy) (2 Points)
-Bonus Feat (Greater Frenzy) (2 Points)
-Bonus Feat (Mighty Frenzy) (2 Points)
-Bonus Feat (Tireless Frenzy) (2 Points)
-Bonus Feat (Uncanny Dodge) (2 Points)
-Bonus Feat (Improved Uncanny Dodge) (2 Points)
-Bonus Feat (Flurry of Blows) (2 Points)
-Bonus Feat (Improved Flurry of Blows) (2 Points)
-Bonus Feat (Improved Flurry of Blows) (2 Points)
-Bonus Feat (Improved Flurry of Blows) (2 Points)
-Bonus Feat (Greater Flurry of Blows) (2 Points)
-Sharpen Weapon (3 Points)
-Greater Sharpen Weapon (3 Points)
-Superior Sharpen Weapon (3 Points)
-Swift Sharpen Weapon (3 Points)
Cost: 770
The buff half of the Rebellion Edge combo Bardock uses, which was weirdly built after the main version, for the sake of saving on points. The idea being that it combines weapon use in an Arrancar-like fashion with his unarmed strike skills, and then proceeds to add a lot of potency to his hits per round, along with feats that make his weapon using better.
Full Charge Rebellion Edge (Level 10)
-Weapon Attack
-xd6 (17 Points)
-+x enhancement bonus (17 Points)
-This attack may be made as part of a charge action (charging and attacking being the full-round) (3 Points)
-Auto-Fire (4 Points)
-Speed (4 Points)
-Brilliant Energy (4 Points)
-Increased Reach (3 Points)
-Increased Reach (3 Points)
-Increased Reach (3 Points)
-Increased Reach (3 Points)
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
Cost: 740
Basically what Bardock follows up the buff with most of the times, again, designed to take advantage of Bardock's charging build, and making sure it can hit you without having to get into your self-centered defensive abilities.
Saiyan's Rage
-Non-Attack
-Bonus Feat (Superior Heroics) (2 Points) (trains off power drive disadvantage)
-Bonus Feat (Rage) (2 Points)
-Bonus Feat (Greater Rage) (2 Points)
-Bonus Feat (Mighty Rage) (2 Points)
-Bonus Feat (Tireless Rage) (2 Points)
-Bonus Feat (Extra Rage) (2 Points)
-Bonus Feat (Extra Rage) (2 Points)
-Bonus Feat (Extra Rage) (2 Points)
Cost: 160
I had some extra points off of a special attack feat, and raging seems very Bardock, but raging is also very inefficient to devote feats into unless you're shooting for prerequisites, or something, and given the nature of the game, it was preferable for Bardock to lose out on some extra actions to use his rage than the feats. It also helps him train off the disadvantage on his power drive, making the build even more mean.
Bushido Brown:
Bushido Brown's Solar Flare, patent pending (22 Points)
-Ranged Attack
-Special: Fortitude Save, or Blind for 1d6+1 Rounds (10)
-Special: Fortitude Save, or Stunned for 1d3+1 Rounds (10)
-Burst (3)
-Burst (3)
-Burst (3)
Cost: 220 Ki
Fist of The Blazing Star (29 Points)
-Unarmed Strike
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Shikai Ability (Centrifugal Force) (3 Points)
-Shikai Ability (Superior Centrifugal Force) (3 Points)
-Shikai Ability (Greater Centrifugal Force) (3 Points)
-Add Dexterity Modifier to damage (3 Points)
-Fire Damage (1 Point)
-Shika Ability (Flame Blade) (3 Points)
-Shikai Ability (Greater Flame Blade) (3 Points)
-Shikai Ability (Superior Flame Blade) (3 Points)
-Shikai Ability (Igniting Touch) (3 Points)
-Shikai Ability (Faith In The Flames) (3 Points)
-Water/Cold Type anything causes immunity to this attack (4 Rebate)
Cost: 290
Monkey’s Paw Blast
-Ranged Shot
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Penetrating (5)
-Cone (3)
-Must step back 10 feet, then forwards again 5 feet in order to execute the attack, this movement does provoke AoA and consumes the movement action of that round (2 Rebate)
Cost: 220
Sun’s Restorative Embrace
-Unarmed Strike
-15d6
-+8 Enhancement Bonus
-Must be missing at least 1 limb in order to use this attack (4 Rebate)
-Water/Cold Type anything causes immunity to this attack (4 Rebate)
-Regrows 1d3+1 Lost Limbs (3 Points)
-Vampiric (5 Points)
-Auto-Fire (5 Points)
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
-Vital Pierce (10 Points)
-Flame Blade (3 Points)
-Greater Flame Blade (3 Points)
-Superior Flame Blade (3 Points)
-Centrifugal Force (3 Points)
-Greater Centrifugal Force (3 Points)
-Superior Centrifugal Force (3 Points)
-Sharpen Weapon (3 Points)
-Greater Sharpen Weapon (3 Points)
-Superior Sharpen Weapon (3 Points)
-Faith in The Flames (3 Points)
-Iron Heart Surge (12 Points)
Cost: 840
Goku:
Goku Style, Martial Arts! (36 Points)(Level 1)
-Unarmed Attack
-Unspent Points on this attack may be redistributed when this special attack is used, the cost equaling what it usually would WITH that bonus total applied. (6)
-Xd6 (8)
Cost: 140-360 ki
Basically a thing to cover the plethora of things that Goku could do throughout the series with martial arts in general.
Basic Kamehameha Wave (Muten Roshi)
-Ranged Attack
-+10d6 Damage (10)
-Line (3)
-Line (3)
-Line (3)
Cost: 190 ki
Shamelessly ripped from Dio's thing
Kamehameha (41 Points)(Level 6)
-Ranged Attack
-xd6 Damage (13)
-x enhancement bonus (13)
-Line (3)
-Line (3)
-Line (3)
-Penetrating (5)
-Add Con Modifier to Damage (3)
-Add Psychic Damage (1)
Cost: 410 ki
Also somewhat ripped from Dio's rules for kamehamehas, but giving a bit extra to Goku due to the idea that he's probably got a particularly potent kamehameha.
Eight-Arm Fist (King Chappa)
-Non-Attack
-Effect same as Greater Grip Shikai Ability, without claws, factors off of inherent racial attacks (2 Points)
-Effect same as Greater Grip Shikai Ability, without claws, factors off of inherent racial attacks (2 Points)
-Effect same as Greater Grip Shikai Ability, without claws, factors off of inherent racial attacks (2 Points)
Cost: 60 ki
Another self-explanatory attack, pretty much made to fill out Goku's roster of things he can do, he doesn't actually make frequent use of it since its use was played for a gag originally.
Afterimage Technique (Jackie Chun)
-Non-Attack
-Flash Step Decoy (2)
-Flash Step Afterimage (2)
-Flash Step Invisibility (2)
Cost: 60 ki
The most basic in a series of special attacks designed to emulate the afterimage series, and negate the need to actually take these feats. This is Jackie Chun's slow-ass version, which later gets overcome by superior versions of this attack.
Dragon Fist! (62 Points)
-Unarmed Attack
-20d6 (20)
-Piercing Damage (1)
-Bonus Feat: Improved Grab (2)
-Enduring (4)
-Dancing (4)
-Unspent Points on this attack may be redistributed when this special attack is used, the cost equaling what it usually would WITH that bonus total applied. (6)
Cost: 370-620 ki
Pretty much the same situation as with others stolen from Dio, except this is the version Goku used to beat Demon King Picollo, with the ability to pick up more to it from the Variable Spending benefit.
Solar Flare (Tien Shenhan)
-Ranged Attack
-Special: Fortitude Save or Blind for 1d6+1 Rounds (10)
-Burst (3)
-Burst (3)
-Burst (3)
Cost: 190 ki
Again, stolen from Dio for completion.
Kienzen (Krillin)
-Ranged Attack
-+25d6 Damage (25)
-Penetrating (5)
-Keen (3)
Cost: 330 ki
Yet another case of the thing. But I'm guessing based on how I level things out nowadays this is an ultimate attack because of the D6s.
Super Kamehameha (62 Points)(Level 13)
-Ranged Attack
-xd6 Damage (20)
-x enhancement bonus (20)
-Penetrating (5)
-Add Con modifier to damage (3)
-Add Str modifier to damage (3)
-Line (3)
-Line (3)
-Enduring (4)
-Special: Able to double range, by doubling technique cost (1)
Cost: 570 ki
A beefed up, scaling, version of the kamehameha that Goku uses. Since my statting of him only goes up to 25 atm, this only got efficient recently, but features better range and more damage. This isn't even his best Kamehameha, though, as I plan to re-stat him to have True Kamehameha after super powers are getting applied (Capes and Cowls adds quite a lot to your games guys).
Afterimage Strike
-Non-Attack
-Bonus Feat: Improved Flash Step (2 Points)
-Bonus Feat: Flash Step Decoy (2 Points)
-Bonus Feat: Flash Step Invisibility (2 Points)
-Bonus Feat: Flash Step Afterimage (2 Points)
-Bonus Feat: Increased Flash Step (2 Points)
-Bonus Feat: Combat Expertise (2 Points)
-Bonus Feat: Blurring Step (2 Points)
-Bonus Feat: Senka (2 Points)
-Bonus Feat: Flash Step Defense (2 Points)
-Bonus Feat: Flash Step Evasion (2 Points)
-Bonus Feat: Improved Flash Step Evasion (2 Points)
-Bonus Feat: Twin Flash Step (2 Points)
-Bonus Feat: Flash Step Anticipation (2 Points)
-Bonus Feat: Incredible Step (2 Points)
-Bonus Feat: Cartwheel Dodge (2 Points)
-Bonus Feat: Super Far Step (2 Points)
-Bonus Feat: Epic Spider Sense (2 Points)
Cost: 340
So this is an improvised Special Attack of Goku's (Spontaneous Special Attack is p good in my game in that you can design the techs multiple times, rather than just once, though the GM is usually very discerning about what you're able to pick up. This Afterimage attack is currently my "best" one I've designed< being based on the Xenoverse special attack of the same name, which you picked up from Goku himself, which was especially good for getting out of an opponent's Orb-Type Ultimate Blasts. Needless to say, you can only learn/use this technique at epic levels due to Epic Spider sense. In all other senses, it took Jackie Chun's original technique premise, and cranked it up to seven.
Warrior's Spirit
-Non-Attack
-Bonus Feat: Blooded (2)
-Bonus Feat: Epic Blooded (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Strength) (2)
-Bonus Feat: Heroic Attribute (Constitution) (2)
-Bonus Feat: Heroic Attribute (Dexterity (2)
-Bonus Feat: Epic Heroic Attribute (Strength) (2)
-Bonus Feat: Epic Heroic Attribute (Dexterity) (2)
-Bonus Feat: Epic Heroic Attribute (Constitution) (2)
-Bonus Feat: Epic Heroic Attribute (Spellscore) (2)
-Bonus Feat: Intelligent Defense (2)
-Bonus Feat: Insight Defense (2)
-Bonus Feat: Incredible Defense (2)
-Bonus Feat: Molting Cicada (2)
-Bonus Feat: Defense Skill Focus (Defense) (2)
-Bonus Feat: Defense Skill Focus (Reflex Save) (2)
-Bonus Feat: Defense Skill Focus (Fortitude Save) (2)
-Bonus Feat: Defense Skill Focus (Will Save) (2)
-Bonus Feat: Resilience (2)
-Bonus Feat: Ranged Finesse (2)
Cost: 440 Ki
Goku's improvised, and high-level, variant of Saiyan Spirit, pretty much designed to let him better deal with opponents, and slough off damage with resilience, which had not made it into his main build because I'm an idiot.
Nion:
Lucky Shot (Level 1)
-Ranged Attack
-Xd6 (8)
-+X Enhancement (8)
-Fires Blast Like a Grenade (3 Points)
-Burst (3)
-Add one Target to the attack per 3 levels (3)
-Add Dexterity to Damage (3)
-Add Constitution to Damage (3)
-Enduring (4)
-Damage Done is halved for every 5 feet from the center of the blast someone is (-3)
-Damage is Quartered for every 10 feet from the center of the blast someone is (-3)
Cost: 290
A potent attack that Sensei-Sama helped Nion developed to tap into his significant stores of ki. While certainly more potent than his current kamehameha, Lucky Shot is designed as a blast that will grow with its user, with its user eventually being able to shoot multiple potent blasts which explode. The user’s precision also helps, as the center of the blast is more powerful. As with most techniques, Sensei-Sama kept in mind that his students would grow stronger with the technique.
Sword Style: Hot Dice
-Non-Attack
-Bonus Feat (Enhanced Strikes (Weapon Attack: Swords)) (2)
-Speed (3)
-Auto-Fire (4)
Cost: 90
A simple buff that Nion used to get his sword attacks going.
Sword Style: Fever Five (23)(Level 1)
-Weapon Attack
-xd6 (8)
-x enhancement (8)
-Poisoning (Strength) (2)
-Penetrating (5)
Cost: 230
A lame little sword attack Nion has, gets outpaced by other shit later and really makes me regret using it, but the penetrating and poisoning always helps.
Full Cool (124 Points)
-Non-Attack
-Iron Heart Surge (12 Points)
-Brutalize Wounds (24 Points)
-Strength of My Enemy (8 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Grants an energy sword (Untyped Energy) as if the user's unarmed strike, also treats as a weapon attack (4 Points)
-Grants a second energy sword as original (4 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Ambidexterity) (2 Points)
-Bonus Feat (Insight Defense) (2 Points)
-Bonus Feat (Intelligent Defense) (2 Points)
-Bonus Feat (Incredible Defense) (2 Points)
-Bonus Feat (Heroic Surge) (2 Points)
-Shikai Ability: Mobile Strike (3 Points)
-Shikai Ability: Greater Mobile Strike (3 Points)
-Shikai Ability: Superior Mobile Strike (3 Points)
-Shikai Ability: Whirlwind of Blades (3 Points)
-Shikai Ability: Kinetic Field (3 Points)
-Shikai Ability: Improved Kinetic Field (3 Points)
-Shikai Ability: Step of Hermes (3 Points)
-Shikai Ability: Greater Step of Hermes (3 Points)
-Shikai Ability: God of Flash (3 Points)
-Shikai Ability: Mach Step (3 Points)
-Shikai Ability: Mach Strike (3 Points)
-Shikai Ability: Flash Strike (3 Points)
-Shikai Ability: Kinetic Absorption (3 Points)
-Shikai Ability: Greater Kinetic Absorption (3 Points)
-Bonus Feat: Molting Cicada (2 Points)
Cost: 1240
So yeah, something I put way more work than I needed to on. Nion doesn't have full access to this tech at all times, having to do things like activate his hyper-stat, and ditch weighted clothing in order to get all of these things in its exactlyness. Basically abuses Speed type, and a few other key abilities to make self more potent. Funny enough, the name is a pun on the original technique, which he was trying to recreate, and misheard.
Saiyan Guts (91 Points)
-Non-Attack
-Bonus Feat (Hidden Reserves) (2 Points)
-Bonus Feat (Power Up) (2 Points)
-Bonus Feat (Bulk Up) (2 Points)
-Bonus Feat (Improved Bulk Up) (2 Points)
-Bonus Feat (Resilience) (2 Points)
-Bonus Feat (Burst of Speed) (2 Points)
-Bonus Feat (Mach Punch) (2 Points)
-Bonus Feat (Super Mach Punch) (2 Points)
-Bonus Feat (Hyper Mach Punch) (2 Points)
-Bonus Feat (Iron Will) (2 Points)
-Bonus Feat (Stubborn Heart) (2 Points)
-Bonus Feat (Combat Armsman) (2 Points)
-Bonus Feat (Improved Combat Armsman) (2 Points)
-Bonus Feat (Advanced Combat Armsman) (2 Points)
-Bonus Feat (Ultimate Effort: Unarmed Strike) (2 Points)
-Bonus Feat (Ultimate Effort: Weapon Attack) (2 Points)
-Bonus Feat (Ultimate Effort: Defense) (2 Points)
-Bonus Feat (Ultimate Effort: Fortitude Save) (2 Points)
-Bonus Feat (Melee Mastery (Longsword)) (2 Points)
-Bonus Feat (Enhanced Strikes (Unarmed strike)) (2 Points)
-Shikai Pick: Sharpen Weapon (3 Points)
-Shikai Pick: Greater Sharpen Weapon (3 Points)
-Shikai Pick: Superior Sharpen Weapon (3 Points)
-Shikai Pick: Swift Sharpen Weapon (3 Points)
-Shikai Pick: Keen Weapon (3 Points)
-Shikai Pick: Keen Weapon (3 Points)
-Shikai Pick: Weighted Weapon (3 Points)
-Shikai Pick: Weighted Weapon (3 Points)
-Shikai Pick: Weighted Weapon (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Bonus Feat (Powered Fighting) (2 Points)
-Bonus Feat (Ultimate Effort: Intimidate) (2 Points)
-Add Dexterity Modifier to Damage (3 Points)
-Add Intelligence Modifier to Damage (3 Points)
Cost: 910
Another buff, this one designed for Nion to cover up some weaknesses he has, and boost his sword abilities more efficiently. One might question why I put so many buffs as individually different attacks, but it's flavorful, and Nion can put himself out of people's range pretty easily.
Shalla:
Verde Fusion
-Non-Attack
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
-Fire Blade (3 Points)
-Igniting Touch (3 Points)
-Igniting Touch, non-flammable (3 Points)
-Igniting Touch, Extra 2d6 (3 Points)
-Igniting Touch, Extra 2d6 (3 Points)
-Heat Shimmer (3 Points)
-Heat Shimmer (3 Points)
-Heat Shimmer (3 Points)
-Heat Shimmer (3 Points)
-Fire Adaptation (3 Points)
-Fire Adaptation (3 Points)
-Fire Adaptation (3 Points)
-Form of Fire (3 Points)
-Improved Form of Fire (3 Points)
-Greater Form of Fire (3 Points)
-Second Degree Burns (3 Points)
-Third Degree Burns (3 Points)
-Faith In The Flames (3 Points)
-Phoenix Fire (3 Points)
Cost: 870
Enchilada Slamma!
-Unarmed Strike
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Fire Damage (1 Point)
-Add Charisma Modifier to Damage (3 Points)
-Centrifugal Force (3 Points)
-Greater Centrifugal Force (3 Points)
-Superior Centrifugal Force (3 Points)
-Bonus Feat: Enhanced Strikes (Unarmed Strike) (2 Points)
-Flame Blade (3 Points)
-Greater Flame Blade (3 Points)
-Superior Flame Blade (3 Points)
Cost: 400
Salsa Steamer
-Non-Attack
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
Cost: 270
Habanero Heat
-Non-Attack
-Heat of The Desert (3 Points)
-Heat of The Desert (3 Points)
-Heat of The Desert (3 Points)
-Heat of The Desert (3 Points)
-Improved Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
Cost: 330
Saiyan-Style Boxing
-Non-Attack
-Bonus Feat: Streetfighting (2 Points)
-Bonus Feat: Stunning Fist (2 Points)
-Bonus Feat: Nerve Pinch (2 Points)
-Bonus Feat: Knockout Punch (2 Points)
-Bonus Feat: Improved Knockout Punch (2 Points)
-Bonus Feat: Enhanced Strikes (Unarmed Strike) (2 Points)
-Bonus Feat: Two-Weapon Fighting (-4/-8) (2 Points)
-Bonus Feat: Two-Weapon Fighting (-2/-6) (2 Points)
-Bonus Feat: Two-Weapon Fighting (-0/-4) (2 Points)
-Bonus Feat: Ambidexterity (-0/-0) (2 Points)
-Special: Benefits of knockout punch are now lethal damage (2 Points)
Cost: 220
Burrito Blast
-Ranged Shot
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Cone (3 Points)
-Cone (3 Points)
-Cone (3 Points)
-Cone (3 Points)
-Cone (3 Points)
-Enduring (5 Points)
-Enduring (5 Points)
-Enduring (5 Points)
-Fire Damage (1 Point)
-Sonic Damage (1 Point)
-Add Strength Modifier to Damage (3 Points)
-Add Charisma Modifier to Damage (3 Points)
-Psychic Damage (1 Point)
Cost: 550
Vegeta:
Saiyan Spirit (Vegeta II)
-Non-Attack
-Bonus Feat: Blooded (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Strength) (2)
-Bonus Feat: Heroic Attribute (Constitution) (2)
-Bonus Feat: Intelligent Defense (2)
-Bonus Feat: Insight Defense (2)
-Bonus Feat: Ranged Finesse (2)
Cost: 180 Ki (90 Ki)
Wild Sense (Vegeta II)
-Non-Attack
-Bonus Feat: Improved Flash Step (2)
-Bonus Feat: Flash Step Decoy (2)
-Bonus Feat: Flash Step Invisibility (2)
-Bonus Feat: Flash Step Afterimage (2)
-Bonus Feat: Increased Flash Step (2)
-Bonus Feat: Combat Expertise (2)
-Bonus Feat: Blurring Step (2)
-Bonus Feat: Senka (2)
-Bonus Feat: Flash Step Defense (2)
-Bonus Feat: Flash Step Evasion (2)
-Bonus Feat: Improved Flash Step Evasion (2)
Cost: 220 Ki (110 Ki)
Galick Gun (Vegeta II)(Level 20)(65 Points)
-Ranged Attack
-30d6 Damage (30)
-+11 Enhancement Bonus (11)
-Line (3)
-Line (3)
-Line (3)
-Penetrating (5)
-Add Con modifier to damage (3)
-Add Str modifier to damage (3)
-Enduring (4)
Cost: 620 (310)
Big Bang Attack (Vegeta II)(Level 30)(71 Points)
-Ranged Attack
-45d6 Damage (45)
-+6 Enhancement Bonus (6)
-Burst (3)
-Burst (3)
-Add Con Modifier to damage (3)
-Add Str Modifier to damage (3)
-Add True Strike to attack (4)
-Enduring (4)
Cost: 670 (335)
Final Impact (Vegeta II)(Level 32)(49 Points)
-Ranged Attack
-32d6 Damage (25)
-+24 Enhancement Bonus (24)
Cost: 490 (245)
Vegeta II:
Super Galick Gun (23 Points, 5 are free)
-Ranged Attack
-xd6 (8)
-x enhancement bonus (8)
-Line (3)
-Enduring (4)
Cost: 230 (115)
Dirty Tactics (28 Points, 5 are free)
-Unarmed Attack
-12d6 (12)
-+8 Enhancement Bonus
-Speed (3)
-Auto-Fire (5)
-Dancing (4)
-Can be fired as an immediate action at normal cost (5)
Cost: 230 (115)
Galick Cannon (38 Points)
-Ranged Attack
-15d6 (15)
-+15 Enhancement Bonus (15)
-Line (3)
-Penetrating (5)
Cost: 380 (160)
Casting Off (10 Points)
-Non-Attack
-May Remove a piece of weighted training armor as a swift action x3 (9 Points)
-May use this special attack as a swift action (1 Point)
Cost: 100 (50) Chi
Bardock:
Riot Javelin (Level 1)
-Ranged Shot
-xd6 (8 Points)
-+x Enhancement Bonus (8 Points)
-Homing (3 Points)
Cost: 190
A pretty standard blast based on Bardock's in Xenoverse, this is the attack he used against Freeza in the original timeline. Scales as it's his main attack, fires using his ranged shot and gets that homing bonus to make it tougher to keep out from.
Rebellion Spear (Level 1)
-Unarmed Strike
-xd6 (8 Points)
-Attack is a charge (1 Point)
-All opponents must roll defense against the user’s attack roll when user passes through their square (2 Points)
-Enduring (4 Points)
Cost: 150
The closest thing in-canon is when he charged through Freeza's men, it has a great counterpart in Xenoverse, detecting a theme? This attack seems rather mediocre at first glance, until you account for the build Bardock used that made him Saiyan Juggernaut, with a heavy emphasis on Constitution and charging (including Power Drive letting him ignore DR when charging).
Tyrant Lancer (Level 1)
-Ranged Shot
-xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Line (3 Points)
-Line (3 Points)
-Penetrating (5 Points)
-Penetrating (5 Points)
-Critical Burst (1 Point)
-Increased Critical Range (19-20)(6 Points)
-Increased Critical Range (18-20)(6 Points)
-Increased Critical Range (17-20)(6 Points)
-Increased Critical Multiplier (x3)(6 Points)
-Damage Done is halved for every 5 feet from the firer a target is (-3 Points)
-Damage Done quartered every 10 feet from the firer a target is (-3 Points)
Cost: 510
Bardock's combo-blaster from Xenoverse, worked great at short range, and was a good way to punctuate a combo for extra damage. As such, the unique flaw is there to compensate for the cost of improving the criticals with this attack. The long range and reductions seem somewhat counter-intuitive, but that's why we've got criticals to deal multiply that minimal damage.
Last Riot Javelin (Level 1)(Ult.)
-Ranged Shot
-xd6 (8 Points)
-+x Enhancement Bonus (8 Points)
-Homing (3 Points)
-Homing (3 Points)
-Enduring (4 Points)
-Penetrating (5 Points)
-Burst (3 Points)
Cost: 340
In this alternate reality, Bardock developed this as a more costly version of the same attack, but with the benefits of AOE on-hit, extra homing, enduring, and penetrating. Definitely was good for taking out groups of enemies.
Spirit of Saiyans (Level 1)(Ult.)
-Ranged Shot
-xd6 (8 Points)
-+x Enhancement Bonus (8 Points)
-Cone (3 Points)
-Add Constitution to Damage (3 Points)
Cost: 220
Bardock's original Xeno Ultimate, and the easy to aim Xeno 2 version. Usually, the way he would use this is at the end of a combo, doubling up to make it a movement, or quarupling for a swift. Part of a more conservative version of Bardock's playstyle.
Burning Heat (Updated as of Level 23)(Ult.)
-Ranged Shot
-34d6 (34 Points)
-+34 Enhancement Bonus (34 Points)
-Fire Damage (1 Point)
-Cone (3 Points)
-Cone (3 Points)
-Add Constitution to Damage (3 Points)
-Critical Burst (1 Point)
Cost: 790
The full-power version of Spirit of Saiyans, utilizing the extra damage that Ultimate Attacks let you get. With a Critical Burst for extra critical hurting, this one's more meant for use on its own, thanks to its pricier nature, though if you're going thematics he'd use it the same was as Spirit of Saiyans.
Rebellion Edge
-Non-Attack
-+x Enhancement Bonus (19 Points)
-Grants an energy sword (Untyped Energy) as if the user's unarmed strike, also treats as a weapon attack (4 Points)
-Grants a second energy sword as original (4 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Ambidexterity) (2 Points)
-Bonus Feat (Combat Armsman) (2 Points)
-Bonus Feat (Improved Combat Armsman) (2 Points)
-Bonus Feat (Advanced Combat Armsman) (2 Points)
-Bonus Feat (Lightning Reflexes) (2 Points)
-Bonus Feat (Whirling Frenzy) (2 Points)
-Bonus Feat (Greater Frenzy) (2 Points)
-Bonus Feat (Mighty Frenzy) (2 Points)
-Bonus Feat (Tireless Frenzy) (2 Points)
-Bonus Feat (Uncanny Dodge) (2 Points)
-Bonus Feat (Improved Uncanny Dodge) (2 Points)
-Bonus Feat (Flurry of Blows) (2 Points)
-Bonus Feat (Improved Flurry of Blows) (2 Points)
-Bonus Feat (Improved Flurry of Blows) (2 Points)
-Bonus Feat (Improved Flurry of Blows) (2 Points)
-Bonus Feat (Greater Flurry of Blows) (2 Points)
-Sharpen Weapon (3 Points)
-Greater Sharpen Weapon (3 Points)
-Superior Sharpen Weapon (3 Points)
-Swift Sharpen Weapon (3 Points)
Cost: 770
The buff half of the Rebellion Edge combo Bardock uses, which was weirdly built after the main version, for the sake of saving on points. The idea being that it combines weapon use in an Arrancar-like fashion with his unarmed strike skills, and then proceeds to add a lot of potency to his hits per round, along with feats that make his weapon using better.
Full Charge Rebellion Edge (Level 10)
-Weapon Attack
-xd6 (17 Points)
-+x enhancement bonus (17 Points)
-This attack may be made as part of a charge action (charging and attacking being the full-round) (3 Points)
-Auto-Fire (4 Points)
-Speed (4 Points)
-Brilliant Energy (4 Points)
-Increased Reach (3 Points)
-Increased Reach (3 Points)
-Increased Reach (3 Points)
-Increased Reach (3 Points)
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
Cost: 740
Basically what Bardock follows up the buff with most of the times, again, designed to take advantage of Bardock's charging build, and making sure it can hit you without having to get into your self-centered defensive abilities.
Saiyan's Rage
-Non-Attack
-Bonus Feat (Superior Heroics) (2 Points) (trains off power drive disadvantage)
-Bonus Feat (Rage) (2 Points)
-Bonus Feat (Greater Rage) (2 Points)
-Bonus Feat (Mighty Rage) (2 Points)
-Bonus Feat (Tireless Rage) (2 Points)
-Bonus Feat (Extra Rage) (2 Points)
-Bonus Feat (Extra Rage) (2 Points)
-Bonus Feat (Extra Rage) (2 Points)
Cost: 160
I had some extra points off of a special attack feat, and raging seems very Bardock, but raging is also very inefficient to devote feats into unless you're shooting for prerequisites, or something, and given the nature of the game, it was preferable for Bardock to lose out on some extra actions to use his rage than the feats. It also helps him train off the disadvantage on his power drive, making the build even more mean.
Bushido Brown:
Bushido Brown's Solar Flare, patent pending (22 Points)
-Ranged Attack
-Special: Fortitude Save, or Blind for 1d6+1 Rounds (10)
-Special: Fortitude Save, or Stunned for 1d3+1 Rounds (10)
-Burst (3)
-Burst (3)
-Burst (3)
Cost: 220 Ki
Fist of The Blazing Star (29 Points)
-Unarmed Strike
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Shikai Ability (Centrifugal Force) (3 Points)
-Shikai Ability (Superior Centrifugal Force) (3 Points)
-Shikai Ability (Greater Centrifugal Force) (3 Points)
-Add Dexterity Modifier to damage (3 Points)
-Fire Damage (1 Point)
-Shika Ability (Flame Blade) (3 Points)
-Shikai Ability (Greater Flame Blade) (3 Points)
-Shikai Ability (Superior Flame Blade) (3 Points)
-Shikai Ability (Igniting Touch) (3 Points)
-Shikai Ability (Faith In The Flames) (3 Points)
-Water/Cold Type anything causes immunity to this attack (4 Rebate)
Cost: 290
Monkey’s Paw Blast
-Ranged Shot
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Penetrating (5)
-Cone (3)
-Must step back 10 feet, then forwards again 5 feet in order to execute the attack, this movement does provoke AoA and consumes the movement action of that round (2 Rebate)
Cost: 220
Sun’s Restorative Embrace
-Unarmed Strike
-15d6
-+8 Enhancement Bonus
-Must be missing at least 1 limb in order to use this attack (4 Rebate)
-Water/Cold Type anything causes immunity to this attack (4 Rebate)
-Regrows 1d3+1 Lost Limbs (3 Points)
-Vampiric (5 Points)
-Auto-Fire (5 Points)
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
-Vital Pierce (10 Points)
-Flame Blade (3 Points)
-Greater Flame Blade (3 Points)
-Superior Flame Blade (3 Points)
-Centrifugal Force (3 Points)
-Greater Centrifugal Force (3 Points)
-Superior Centrifugal Force (3 Points)
-Sharpen Weapon (3 Points)
-Greater Sharpen Weapon (3 Points)
-Superior Sharpen Weapon (3 Points)
-Faith in The Flames (3 Points)
-Iron Heart Surge (12 Points)
Cost: 840
Goku:
Goku Style, Martial Arts! (36 Points)(Level 1)
-Unarmed Attack
-Unspent Points on this attack may be redistributed when this special attack is used, the cost equaling what it usually would WITH that bonus total applied. (6)
-Xd6 (8)
Cost: 140-360 ki
Basically a thing to cover the plethora of things that Goku could do throughout the series with martial arts in general.
Basic Kamehameha Wave (Muten Roshi)
-Ranged Attack
-+10d6 Damage (10)
-Line (3)
-Line (3)
-Line (3)
Cost: 190 ki
Shamelessly ripped from Dio's thing
Kamehameha (41 Points)(Level 6)
-Ranged Attack
-xd6 Damage (13)
-x enhancement bonus (13)
-Line (3)
-Line (3)
-Line (3)
-Penetrating (5)
-Add Con Modifier to Damage (3)
-Add Psychic Damage (1)
Cost: 410 ki
Also somewhat ripped from Dio's rules for kamehamehas, but giving a bit extra to Goku due to the idea that he's probably got a particularly potent kamehameha.
Eight-Arm Fist (King Chappa)
-Non-Attack
-Effect same as Greater Grip Shikai Ability, without claws, factors off of inherent racial attacks (2 Points)
-Effect same as Greater Grip Shikai Ability, without claws, factors off of inherent racial attacks (2 Points)
-Effect same as Greater Grip Shikai Ability, without claws, factors off of inherent racial attacks (2 Points)
Cost: 60 ki
Another self-explanatory attack, pretty much made to fill out Goku's roster of things he can do, he doesn't actually make frequent use of it since its use was played for a gag originally.
Afterimage Technique (Jackie Chun)
-Non-Attack
-Flash Step Decoy (2)
-Flash Step Afterimage (2)
-Flash Step Invisibility (2)
Cost: 60 ki
The most basic in a series of special attacks designed to emulate the afterimage series, and negate the need to actually take these feats. This is Jackie Chun's slow-ass version, which later gets overcome by superior versions of this attack.
Dragon Fist! (62 Points)
-Unarmed Attack
-20d6 (20)
-Piercing Damage (1)
-Bonus Feat: Improved Grab (2)
-Enduring (4)
-Dancing (4)
-Unspent Points on this attack may be redistributed when this special attack is used, the cost equaling what it usually would WITH that bonus total applied. (6)
Cost: 370-620 ki
Pretty much the same situation as with others stolen from Dio, except this is the version Goku used to beat Demon King Picollo, with the ability to pick up more to it from the Variable Spending benefit.
Solar Flare (Tien Shenhan)
-Ranged Attack
-Special: Fortitude Save or Blind for 1d6+1 Rounds (10)
-Burst (3)
-Burst (3)
-Burst (3)
Cost: 190 ki
Again, stolen from Dio for completion.
Kienzen (Krillin)
-Ranged Attack
-+25d6 Damage (25)
-Penetrating (5)
-Keen (3)
Cost: 330 ki
Yet another case of the thing. But I'm guessing based on how I level things out nowadays this is an ultimate attack because of the D6s.
Super Kamehameha (62 Points)(Level 13)
-Ranged Attack
-xd6 Damage (20)
-x enhancement bonus (20)
-Penetrating (5)
-Add Con modifier to damage (3)
-Add Str modifier to damage (3)
-Line (3)
-Line (3)
-Enduring (4)
-Special: Able to double range, by doubling technique cost (1)
Cost: 570 ki
A beefed up, scaling, version of the kamehameha that Goku uses. Since my statting of him only goes up to 25 atm, this only got efficient recently, but features better range and more damage. This isn't even his best Kamehameha, though, as I plan to re-stat him to have True Kamehameha after super powers are getting applied (Capes and Cowls adds quite a lot to your games guys).
Afterimage Strike
-Non-Attack
-Bonus Feat: Improved Flash Step (2 Points)
-Bonus Feat: Flash Step Decoy (2 Points)
-Bonus Feat: Flash Step Invisibility (2 Points)
-Bonus Feat: Flash Step Afterimage (2 Points)
-Bonus Feat: Increased Flash Step (2 Points)
-Bonus Feat: Combat Expertise (2 Points)
-Bonus Feat: Blurring Step (2 Points)
-Bonus Feat: Senka (2 Points)
-Bonus Feat: Flash Step Defense (2 Points)
-Bonus Feat: Flash Step Evasion (2 Points)
-Bonus Feat: Improved Flash Step Evasion (2 Points)
-Bonus Feat: Twin Flash Step (2 Points)
-Bonus Feat: Flash Step Anticipation (2 Points)
-Bonus Feat: Incredible Step (2 Points)
-Bonus Feat: Cartwheel Dodge (2 Points)
-Bonus Feat: Super Far Step (2 Points)
-Bonus Feat: Epic Spider Sense (2 Points)
Cost: 340
So this is an improvised Special Attack of Goku's (Spontaneous Special Attack is p good in my game in that you can design the techs multiple times, rather than just once, though the GM is usually very discerning about what you're able to pick up. This Afterimage attack is currently my "best" one I've designed< being based on the Xenoverse special attack of the same name, which you picked up from Goku himself, which was especially good for getting out of an opponent's Orb-Type Ultimate Blasts. Needless to say, you can only learn/use this technique at epic levels due to Epic Spider sense. In all other senses, it took Jackie Chun's original technique premise, and cranked it up to seven.
Warrior's Spirit
-Non-Attack
-Bonus Feat: Blooded (2)
-Bonus Feat: Epic Blooded (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Strength) (2)
-Bonus Feat: Heroic Attribute (Constitution) (2)
-Bonus Feat: Heroic Attribute (Dexterity (2)
-Bonus Feat: Epic Heroic Attribute (Strength) (2)
-Bonus Feat: Epic Heroic Attribute (Dexterity) (2)
-Bonus Feat: Epic Heroic Attribute (Constitution) (2)
-Bonus Feat: Epic Heroic Attribute (Spellscore) (2)
-Bonus Feat: Intelligent Defense (2)
-Bonus Feat: Insight Defense (2)
-Bonus Feat: Incredible Defense (2)
-Bonus Feat: Molting Cicada (2)
-Bonus Feat: Defense Skill Focus (Defense) (2)
-Bonus Feat: Defense Skill Focus (Reflex Save) (2)
-Bonus Feat: Defense Skill Focus (Fortitude Save) (2)
-Bonus Feat: Defense Skill Focus (Will Save) (2)
-Bonus Feat: Resilience (2)
-Bonus Feat: Ranged Finesse (2)
Cost: 440 Ki
Goku's improvised, and high-level, variant of Saiyan Spirit, pretty much designed to let him better deal with opponents, and slough off damage with resilience, which had not made it into his main build because I'm an idiot.
Nion:
Lucky Shot (Level 1)
-Ranged Attack
-Xd6 (8)
-+X Enhancement (8)
-Fires Blast Like a Grenade (3 Points)
-Burst (3)
-Add one Target to the attack per 3 levels (3)
-Add Dexterity to Damage (3)
-Add Constitution to Damage (3)
-Enduring (4)
-Damage Done is halved for every 5 feet from the center of the blast someone is (-3)
-Damage is Quartered for every 10 feet from the center of the blast someone is (-3)
Cost: 290
A potent attack that Sensei-Sama helped Nion developed to tap into his significant stores of ki. While certainly more potent than his current kamehameha, Lucky Shot is designed as a blast that will grow with its user, with its user eventually being able to shoot multiple potent blasts which explode. The user’s precision also helps, as the center of the blast is more powerful. As with most techniques, Sensei-Sama kept in mind that his students would grow stronger with the technique.
Sword Style: Hot Dice
-Non-Attack
-Bonus Feat (Enhanced Strikes (Weapon Attack: Swords)) (2)
-Speed (3)
-Auto-Fire (4)
Cost: 90
A simple buff that Nion used to get his sword attacks going.
Sword Style: Fever Five (23)(Level 1)
-Weapon Attack
-xd6 (8)
-x enhancement (8)
-Poisoning (Strength) (2)
-Penetrating (5)
Cost: 230
A lame little sword attack Nion has, gets outpaced by other shit later and really makes me regret using it, but the penetrating and poisoning always helps.
Full Cool (124 Points)
-Non-Attack
-Iron Heart Surge (12 Points)
-Brutalize Wounds (24 Points)
-Strength of My Enemy (8 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Superior Heroics (2 Points)
-Grants an energy sword (Untyped Energy) as if the user's unarmed strike, also treats as a weapon attack (4 Points)
-Grants a second energy sword as original (4 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Two-Weapon Fighting) (2 Points)
-Bonus Feat (Ambidexterity) (2 Points)
-Bonus Feat (Insight Defense) (2 Points)
-Bonus Feat (Intelligent Defense) (2 Points)
-Bonus Feat (Incredible Defense) (2 Points)
-Bonus Feat (Heroic Surge) (2 Points)
-Shikai Ability: Mobile Strike (3 Points)
-Shikai Ability: Greater Mobile Strike (3 Points)
-Shikai Ability: Superior Mobile Strike (3 Points)
-Shikai Ability: Whirlwind of Blades (3 Points)
-Shikai Ability: Kinetic Field (3 Points)
-Shikai Ability: Improved Kinetic Field (3 Points)
-Shikai Ability: Step of Hermes (3 Points)
-Shikai Ability: Greater Step of Hermes (3 Points)
-Shikai Ability: God of Flash (3 Points)
-Shikai Ability: Mach Step (3 Points)
-Shikai Ability: Mach Strike (3 Points)
-Shikai Ability: Flash Strike (3 Points)
-Shikai Ability: Kinetic Absorption (3 Points)
-Shikai Ability: Greater Kinetic Absorption (3 Points)
-Bonus Feat: Molting Cicada (2 Points)
Cost: 1240
So yeah, something I put way more work than I needed to on. Nion doesn't have full access to this tech at all times, having to do things like activate his hyper-stat, and ditch weighted clothing in order to get all of these things in its exactlyness. Basically abuses Speed type, and a few other key abilities to make self more potent. Funny enough, the name is a pun on the original technique, which he was trying to recreate, and misheard.
Saiyan Guts (91 Points)
-Non-Attack
-Bonus Feat (Hidden Reserves) (2 Points)
-Bonus Feat (Power Up) (2 Points)
-Bonus Feat (Bulk Up) (2 Points)
-Bonus Feat (Improved Bulk Up) (2 Points)
-Bonus Feat (Resilience) (2 Points)
-Bonus Feat (Burst of Speed) (2 Points)
-Bonus Feat (Mach Punch) (2 Points)
-Bonus Feat (Super Mach Punch) (2 Points)
-Bonus Feat (Hyper Mach Punch) (2 Points)
-Bonus Feat (Iron Will) (2 Points)
-Bonus Feat (Stubborn Heart) (2 Points)
-Bonus Feat (Combat Armsman) (2 Points)
-Bonus Feat (Improved Combat Armsman) (2 Points)
-Bonus Feat (Advanced Combat Armsman) (2 Points)
-Bonus Feat (Ultimate Effort: Unarmed Strike) (2 Points)
-Bonus Feat (Ultimate Effort: Weapon Attack) (2 Points)
-Bonus Feat (Ultimate Effort: Defense) (2 Points)
-Bonus Feat (Ultimate Effort: Fortitude Save) (2 Points)
-Bonus Feat (Melee Mastery (Longsword)) (2 Points)
-Bonus Feat (Enhanced Strikes (Unarmed strike)) (2 Points)
-Shikai Pick: Sharpen Weapon (3 Points)
-Shikai Pick: Greater Sharpen Weapon (3 Points)
-Shikai Pick: Superior Sharpen Weapon (3 Points)
-Shikai Pick: Swift Sharpen Weapon (3 Points)
-Shikai Pick: Keen Weapon (3 Points)
-Shikai Pick: Keen Weapon (3 Points)
-Shikai Pick: Weighted Weapon (3 Points)
-Shikai Pick: Weighted Weapon (3 Points)
-Shikai Pick: Weighted Weapon (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Shikai Pick: Pierce Metal (3 Points)
-Bonus Feat (Powered Fighting) (2 Points)
-Bonus Feat (Ultimate Effort: Intimidate) (2 Points)
-Add Dexterity Modifier to Damage (3 Points)
-Add Intelligence Modifier to Damage (3 Points)
Cost: 910
Another buff, this one designed for Nion to cover up some weaknesses he has, and boost his sword abilities more efficiently. One might question why I put so many buffs as individually different attacks, but it's flavorful, and Nion can put himself out of people's range pretty easily.
Shalla:
Verde Fusion
-Non-Attack
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
-Negate Defenses (10 Points)
-Fire Blade (3 Points)
-Igniting Touch (3 Points)
-Igniting Touch, non-flammable (3 Points)
-Igniting Touch, Extra 2d6 (3 Points)
-Igniting Touch, Extra 2d6 (3 Points)
-Heat Shimmer (3 Points)
-Heat Shimmer (3 Points)
-Heat Shimmer (3 Points)
-Heat Shimmer (3 Points)
-Fire Adaptation (3 Points)
-Fire Adaptation (3 Points)
-Fire Adaptation (3 Points)
-Form of Fire (3 Points)
-Improved Form of Fire (3 Points)
-Greater Form of Fire (3 Points)
-Second Degree Burns (3 Points)
-Third Degree Burns (3 Points)
-Faith In The Flames (3 Points)
-Phoenix Fire (3 Points)
Cost: 870
Enchilada Slamma!
-Unarmed Strike
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Fire Damage (1 Point)
-Add Charisma Modifier to Damage (3 Points)
-Centrifugal Force (3 Points)
-Greater Centrifugal Force (3 Points)
-Superior Centrifugal Force (3 Points)
-Bonus Feat: Enhanced Strikes (Unarmed Strike) (2 Points)
-Flame Blade (3 Points)
-Greater Flame Blade (3 Points)
-Superior Flame Blade (3 Points)
Cost: 400
Salsa Steamer
-Non-Attack
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
-Cauterize Wounds (3 Points)
Cost: 270
Habanero Heat
-Non-Attack
-Heat of The Desert (3 Points)
-Heat of The Desert (3 Points)
-Heat of The Desert (3 Points)
-Heat of The Desert (3 Points)
-Improved Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
-Greater Heat of The Desert (3 Points)
Cost: 330
Saiyan-Style Boxing
-Non-Attack
-Bonus Feat: Streetfighting (2 Points)
-Bonus Feat: Stunning Fist (2 Points)
-Bonus Feat: Nerve Pinch (2 Points)
-Bonus Feat: Knockout Punch (2 Points)
-Bonus Feat: Improved Knockout Punch (2 Points)
-Bonus Feat: Enhanced Strikes (Unarmed Strike) (2 Points)
-Bonus Feat: Two-Weapon Fighting (-4/-8) (2 Points)
-Bonus Feat: Two-Weapon Fighting (-2/-6) (2 Points)
-Bonus Feat: Two-Weapon Fighting (-0/-4) (2 Points)
-Bonus Feat: Ambidexterity (-0/-0) (2 Points)
-Special: Benefits of knockout punch are now lethal damage (2 Points)
Cost: 220
Burrito Blast
-Ranged Shot
-Xd6 (8 Points)
-+X Enhancement Bonus (8 Points)
-Cone (3 Points)
-Cone (3 Points)
-Cone (3 Points)
-Cone (3 Points)
-Cone (3 Points)
-Enduring (5 Points)
-Enduring (5 Points)
-Enduring (5 Points)
-Fire Damage (1 Point)
-Sonic Damage (1 Point)
-Add Strength Modifier to Damage (3 Points)
-Add Charisma Modifier to Damage (3 Points)
-Psychic Damage (1 Point)
Cost: 550
Vegeta:
Saiyan Spirit (Vegeta II)
-Non-Attack
-Bonus Feat: Blooded (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Spellscore) (2)
-Bonus Feat: Heroic Attribute (Strength) (2)
-Bonus Feat: Heroic Attribute (Constitution) (2)
-Bonus Feat: Intelligent Defense (2)
-Bonus Feat: Insight Defense (2)
-Bonus Feat: Ranged Finesse (2)
Cost: 180 Ki (90 Ki)
Wild Sense (Vegeta II)
-Non-Attack
-Bonus Feat: Improved Flash Step (2)
-Bonus Feat: Flash Step Decoy (2)
-Bonus Feat: Flash Step Invisibility (2)
-Bonus Feat: Flash Step Afterimage (2)
-Bonus Feat: Increased Flash Step (2)
-Bonus Feat: Combat Expertise (2)
-Bonus Feat: Blurring Step (2)
-Bonus Feat: Senka (2)
-Bonus Feat: Flash Step Defense (2)
-Bonus Feat: Flash Step Evasion (2)
-Bonus Feat: Improved Flash Step Evasion (2)
Cost: 220 Ki (110 Ki)
Galick Gun (Vegeta II)(Level 20)(65 Points)
-Ranged Attack
-30d6 Damage (30)
-+11 Enhancement Bonus (11)
-Line (3)
-Line (3)
-Line (3)
-Penetrating (5)
-Add Con modifier to damage (3)
-Add Str modifier to damage (3)
-Enduring (4)
Cost: 620 (310)
Big Bang Attack (Vegeta II)(Level 30)(71 Points)
-Ranged Attack
-45d6 Damage (45)
-+6 Enhancement Bonus (6)
-Burst (3)
-Burst (3)
-Add Con Modifier to damage (3)
-Add Str Modifier to damage (3)
-Add True Strike to attack (4)
-Enduring (4)
Cost: 670 (335)
Final Impact (Vegeta II)(Level 32)(49 Points)
-Ranged Attack
-32d6 Damage (25)
-+24 Enhancement Bonus (24)
Cost: 490 (245)
Vegeta II:
Super Galick Gun (23 Points, 5 are free)
-Ranged Attack
-xd6 (8)
-x enhancement bonus (8)
-Line (3)
-Enduring (4)
Cost: 230 (115)
Dirty Tactics (28 Points, 5 are free)
-Unarmed Attack
-12d6 (12)
-+8 Enhancement Bonus
-Speed (3)
-Auto-Fire (5)
-Dancing (4)
-Can be fired as an immediate action at normal cost (5)
Cost: 230 (115)
Galick Cannon (38 Points)
-Ranged Attack
-15d6 (15)
-+15 Enhancement Bonus (15)
-Line (3)
-Penetrating (5)
Cost: 380 (160)
Casting Off (10 Points)
-Non-Attack
-May Remove a piece of weighted training armor as a swift action x3 (9 Points)
-May use this special attack as a swift action (1 Point)
Cost: 100 (50) Chi