Board Thread:Fun and Games/@comment-24295472-20160228024027/@comment-24295472-20170306065911

Okay so here are the branches, based on Fat, Super and Kid Buu respectively.

Innocent Destroyer

Flame Shower Breath (15 ki)- Fire a blast of air from your mouth at the opponent. Deals 1d6 damage and knocks opponent back 5 feet. For every level past five, you may pay an additional 2 ki to blow them back another 5 feet. (max: 25 feet). Magic Barrier - Place a barrier around yourself to block all incoming attacks. While the barrier is up, damage you would take is instead subtracted from your ki. You must use 7 ki per turn to keep Magic Barrier active. Magic Barrier will fail if you try to block a critical hit, or if an attack reduces you to 50% ki or less.

Innocence Express (5 ki)- Shiny~! Spot something exciting on the other side of the battlefield and dash at it at twice your movement speed! If any poor soul happens to be in your way, you may roll to hit with an unarmed strike (at an additional cost of 25 ki) and deal double damage if you hit. Full-round action.

Majin Kamehameha (25 ki) - The Turtle School’s signature technique, only now it’s big! Scary! And pink! If you succeed in a ranged attack, inflict 3d8 to your opponent. Additionally, for every level after 3 you can pay 5 ki per level increase the damage by 1d8 (max: 8d8). If an opponent fires an energy beam at you, you may attempt a reflex save to counter with this attack (at 1.5x the cost) and initiate a Beam Struggle.

Fission (20 ki) - If you are poisoned, intoxicated or sick, you may attempt a Fortitude save to expel the effect in the form of a cloud of steam. This cloud of steam may be blown in a direction on your turn using Flame Shower Breath, and will afflict anyone who touches it with the effect if they fail a Fortitude save.

Angry Explosion (50 ki) - Get so mad that you blow up! Deals 4d8 to everything in the within 30 feet, including allies. Additionally, for every level after 3 you can pay 5 ki per level to increase the damage by 1d8 (max: 15d8).

Countdown to Despair

Absorption - You may attempt a touch attack or spend spend 25% of your health to detach a piece of yourself and throw it for a ranged touch attack on an enemy with 25% or less health to absorb them. If you are successful, you recover health and ki equal to that enemy’s health and ki, as well as one non-race-specific technique they knew and an article of their clothing. Not all beings can be absorbed. If you fail a ranged Absorption, you may attempt to recover the piece to regain your health. At level 10, the health cost for a ranged Absorption is reduced to 10% max HP.

Super Mouth Blast/Ill Flash (30 ki) - Fire a blast of energy from your mouth at the opponent, dealing 3d6 damage. Additionally, for every level after 3 you can pay 5 ki per level increase the damage by 1d6 (max: 10d6). However, an enemy directly adjacent to you may attempt a reflex save to punch you in the jaw. If they succeed, you will swallow the blast, dealing 2d6 damage to yourself. Ouch!

Human Extinction Attack/Extermination of Mankind Homing Blasts/Ill Rain - Hold your hand in the air and fire a volley of ki blasts that are nearly impossible to dodge. You may fire one blast at first level and an additional blast for every two levels past 1 (max: 5 blasts). Each blast deals 1d6 +1 damage. Opponents may attempt one reflex save per blast to dodge them.

1 blast: 10 ki 2 blasts: 15 ki 3 blasts: 20 ki 4 blasts: 25 ki 5 blasts: 30 ki

Revenge Death Bomber/Ill Bomber/”I’ll Kill You!” (40 ki) - Blow yourself up, dealing 6d6 to everyone in a 30-foot radius and splitting into 4 pieces which fly 20 feet in four directions. Additionally, for every level after 6 you can pay 5 ki per level increase the damage by 1d6 (max: 11d6) and increase the radius by 5 feet (max: 45 feet). User reforms if a piece succeeds in absorbing an enemy, if two pieces touch, or when 5 turns pass. Each piece has a quarter of the user’s HP/WP and can move a quarter of the user’s normal movement speed (rounded down).

Mystic Ball Attack (30) - Tuck yourself into a ball and fling yourself at the opponent. Deals 4d8 damage if you succeed in an attack roll. If you are in Pure Form, you may use an additional 15 ki to attempt a second attack roll to “rebound” off the enemy and hit a second for 1d8. Additionally, for every level after 4 you can pay 5 ki per level to increase the initial strike’s damage by 2d8 (max:10d8) and the rebound’s by 1d8 (max: 5d8).

Vice Shout (Weak, 20 ki), Dimension Scream (Strong, 40 ki) - A multi-use attack with different properties. Scream shrilly to stun and deafen nearby enemies for 1d4 turns, or scream so loud that you tear a hole in reality, nullifying all energy attacks that come near you. You must spend 7 ki per turn and succeed in a Fortitude save to continue screaming, and can only scream for a maximum number of turns equal to 1+ your CON modifier (min: 1). If you use Dimension Scream for its full duration, you become fatigued and mute for 1d4 rounds.

Pure Destruction and Carnage

Nightmare Impact (15 ki) - After a successful melee attack, you may pay 15 ki to instantly deal 1d8 ki damage to your opponent.

Sleep - Fall asleep for 1d4 rounds in the middle of a fight to recover health. Heals 1d8 + your level (max +5) per turn you are asleep. You cannot wake yourself up before the duration ends.

Massacre of the Billions and Millions of Bountiful Mini Bitty Maliciously Baneful Majin Buus (20 ki) - Split yourself into multiple copies, each of which pummel the opponent. You may split into a number of copies equal to your level at a cost of 10 ki for every copy after the first (max: 5 copies). Roll for each copy as if you had attempted an unarmed attack, but only inflict half the result (if an odd number, round up). The copies reform back to you after the attack is over. Apply your base attack bonus to each strike only if you can say the entire attack name in one try without laughing, pausing or starting over.

Pure Majin - Take on traits of the original Majin, Kid Buu. You take a -2 penalty to your STR mod, but reduce the cost of all techniques and damage scaling by 5 ki (do not apply if initial cost or cost for damage increase is already 5) and increase DEX mod by 1. If you have taken on the traits of an absorbed being, you must expel the absorbed traits to enter Pure Form. Your alignment is also temporarily changed to Chaotic.

Electric Shock (20 ki) - You can electrify your body to hurt physical attackers. Deals 2d6 damage per turn to anyone you touch, and can be used while being grabbed (via a Heran Bear Hug, Frost Demon Tail Attack, etc.). You may use this attack while grappling someone.

Planet Burst (60) - Hurl a large, pink ball of ki at your opponent, detonating on impact. Deals 7d8 to a single opponent but removes your DEX bonus to AC until your next round. Additionally, for every level after 7 you can pay 10 ki per level to increase the damage by 1d8 (max: 20d8). An enemy may attempt a Fortitude save to push the ball back at you, dealing half damage. Full-round action.