Board Thread:Fun and Games/@comment-24295472-20160228024027/@comment-24295472-20170422154043

Cunning, Elegant Brutality (Cui, Zarbon and Dodoria)

Monster Crush (30 ki) - Grab your opponent before piledriving them into the ground! This attack deals your normal melee damage per 10 feet you were from the ground when initiating it. You must succeed in a grapple check against the enemy to perform Monster Crush. If you are holding your opponent in a Full Nelson, you may immediately perform Monster Crush at the beginning of your turn before moving, then move afterwards. If Monster Crush is used on the ground, it simply inflicts your basic melee damage.

Giga Boost (25 ki) - Boost upwards into the air at a rapid speed to dodge attacks. If an attack that would hit you only either matches or exceeds your AC by (! +your DEX mod) points, roll a Reflex save to dodge it.

Possibility Cannon - Energy attacks can now be fired from both hands as well as from a single hand, allowing you to use your basic techniques with more power or your stronger techniques while using your other hand for something else. One-handed techniques (Milky Cannon, Crusher Ball, etc.) performed with two hands will have their damage output doubled, but at a 1.5x ki cost. Two-handed techniques (Parmesan Shower, etc.) performed with one hand suffer from a -3 accuracy penalty.

Tri-Form (50 ki) - Split yourself into three copies, each with a third of your health and stats. Your copies can perform all your techniques (except Tri-Form) and move with you on your turn. If your two copies die, the last remaining will be the “real” you and regain your normal stats upon a night of rest.

Gorgeous Shot (40 ki) - Fire a devastating blast of energy straight down below you, striking anyone within 10 feet of the point of impact. Inflicts 10d4 instantaneously to all enemies in the radius. For every 2 levels past 20, you may pay another 5 ki to increase the damage by another d4. After a successful Monster Crush or Giga Boost, you may pay 30 ki to immediately perform Gorgeous Shot, but only inflicting 7d4 damage.

Bloody Dance (30 ki) - Strike your opponent with a kick to stun them, then trap them with repeated kicks! Upon the first successful hit of Bloody Dance, roll a d4 + your DEX modifier. For that many turns, your opponent must attempt a reflex save on your turn, or be stunned during their next turn. If your opponent succeeds in the reflex save, your attack is dodged and Bloody Dance ends early. You must pay 10 ki for every strike of Bloody Dance after the first and must continue performing Bloody Dance for its entire duration, unless it is dodged.

“Ah! Lord Frieza!/Ah! Lord Beerus!” (50 ki) - Rush your opponent, then stop dead in your tracks, point behind them and claim there is a threat behind them before blasting them in the back when they turn to look! Upon dashing at your opponent, attempt a Bluff check. You gain a bonus or penalty depending on the name you choose to call out for this attack (any name may be chosen). Upon a successful Bluff check, your opponent will be forcibly turned around and instantaneously take 8d6 damage. For every level past 15, you may pay another 10 ki to increase the damage by another d6 (max: 25d6).

Elegant Blaster/Shooting Star Arrow (60 ki) - Disappear until your next turn. Upon your next turn, reappear no more than 100 feet from your original location and blast your opponent with an energy wave. You cannot be targeted or attacked while you are invisible from the effect of Elegant Blaster. Elegant Blaster inflicts 8d8 damage upon a successful ranged attack roll.

Maximum Buster (70 ki) - Fire a large beam of energy at your opponent, followed by repeated energy blasts! The beam inflicts 10d8 damage upon a successful ranged attack roll. For every other level after 10, you may pay another 10 ki to increase the damage by another d8 (max: 20d8). If the initial beam hits, continue firing blasts directly at your opponent at a cost of 10 ki per blast until you are out of energy. Each blast deals 1d6 damage instantaneously. If the initial beam misses, continue firing volleys of blasts in a cone in front of you...until you are out of energy. Everyone in a 15-foot cone in front of you takes 1d4 damage for each blast.

Armored Squadron (Salza, Dore and Neize)

Squadron Fighting Poses - The effects of your Special Fighting Poses now apply to all adjacent allies when the pose is performed.

Thruster Kick (30 ki) - Rush your opponent down and kick them in the head while their guard is open. Thruster Kick ignores your enemy’s DEX mod to AC. If an opponent within 30 feet of you is struck by an ally’s melee attack, you may attempt a reflex save to instantly dash in and strike that opponent with Thruster Kick. You may only use this effect of Thruster Kick once per round.

Can-Opener Attack (20) - If an enemy suffers knockback from an ally’s attack and is sent flying past you, you may attempt a reflex save to grab them by the head.

Synchronized Movement - Any action that must be performed alongside an ally (Fusion Technique, Combined Energy Wave, etc.) will now instantly succeed.

Spinning Blade (40 ki) - Launch into a spinning dive at your opponent, nullifying their energy attacks! When an enemy within 50 feet launches an energy attack, attempt a reflex save. If you succeed, you will dash towards the enemy in a spinning slash, nullifying their attack and inflicting your regular melee damage, plus the damage bonus from your Salza Blade. Salza Blade must be active to perform Spinning Blade.

Bind Wave (40 ki) - Launch bolts of lightning from your fingertips at your opponent. Deals 6d6 damage on initial attack, and 2d6 per turn afterwards. An opponent struck by Bind Wave is stunned and may attempt a Fortitude save on their turn to break out of the attack You must pay 15 ki per turn to continue performing Bind Wave.

Terrible Rush (20 ki) - After performing Can-Opener Attack or grabbing your opponent in a Full Nelson, you may kick your opponent at another ally, who may attempt a reflex save to Double Axe Handle them into the ground.

Salza Blade Rush - While Salza Blade is active, after a successful melee attack, you may pay another 15 ki to attack again with your Salza Blade. Each successful strike of Salza Blade Rush will knock your opponent back 5 feet, whereupon you will chase them down to attack again upon a successful subsequent strike of Salza Blade Rush.

Unity - Any stat increase (excluding transformations) applied to one of your allies is applied to all allies (stat increases that were initially applied to multiple allies do not get shared again).