Board Thread:Fun and Games/@comment-24295472-20160228024027/@comment-26568813-20170206202548

Hmm. I'll have half of all three branches.

Infinite Energy Model Android Barrier - Erect a barrier of energy around yourself to shield yourself from attacks. You must spend 7 ki per turn to keep the barrier up. While Android Barrier is active, Infinite Energy Generator is disabled. The barrier will be broken if you try to block an attack that should have taken off at least half your current HP.

Revenger Cannon (60 ki) - Fire a massive burst of energy from your chest at your opponent, detonating on impact and dealing 8d8 damage to them and 4d8 damage to everyone adjacent to them. If this move is performed a round after Revenger Charge, deal 8d8 to all adjacent enemies instead. For every level past 8, you may pay an additional 10 ki to inflict an additional 1d8 damage (max: 20d8).

Grappling Ki Blast (15 ki) - Grab your opponent by the back of the neck and disgrace them with a ki-charged bitch slap. Deals 1d6 in addition to your regular melee damage. You must succeed in a grapple check to perform Grappling Ki Blast. For every level past 1, you may pay an additional 5 ki to increase the damage by another d6 (max: 6d6).

Swiss Army Android Built-In Scouter - Your eyes contain an integrated scouter, eliminating any need for you to wear one and allowing you to detect energy of other beings. You may perform a second scan to learn the target’s remaining health and ki, and a third time to learn basic stats.

Hell’s Flash (45 ki) - Grab your opponent and throw them to the ground before revealing large laser cannons hidden in your arms and blasting them. You must succeed in a grapple check on your opponent, dealing your normal melee damage, followed by 5d8 damage for the beam itself. For every level past 5, you may pay an additional 5 ki to increase the damage by another d8 (max: 10d8).

S.S. Deadly Hammer (5 ki per melee attack, then 50) - Grab your opponent, throw them across the room, then give chase to punch them once more and give them a farewell present in the form of an S.S. Deadly Bomber. If you succeed in a melee attack, you may follow up with another melee attack, up until you either miss or your remaining ki is between 50 and 55. The final strike will send the enemy flying a distance of 5 feet x your level, followed by inflicting the damage of S.S. Deadly Bomber (damage scaling for the final hit may be applied the same as S.S. Deadly Bomber).

Initiate Combat Sequence Thunder Eraser (30 ki) - Dash at the opponent and punch them in the face with an energy-charged fist. Deals 3d6 damage and blinds the opponent for 1d4 rounds. You must succeed in a melee attack to deal damage or blind the opponent. Your opponent may attempt a Fortitude save to avoid being blinded.

Super Electric Strike (65 ki) - Wave your hand and fire an arcing wave of electricity that hits everything in a 15-foot cone in front of you, starting 10 feet away from you. Deals 8d6 damage instantaneously but targets may halve damage with a successful reflex save.For every level past 8, you may pay an additional 10 ki to inflict an additional 1d6 damage (max: 15d6).

Photon Wave (15 ki) - Fire a blast of concentrated energy from your hands at the enemy, dealing 1d4 damage instantaneously. This attack cannot be absorbed by energy-absorbing techniques. You may pay additional ki to increase the damage of Photon Wave by 1d4 for every additional 5 ki spent, (max: 5d4).