Ki

It is called chi in China, ki in Japan, prana in India, and The Force by Jedi. All these names describe a kind of energy field that flows through all living things like water and burns in them like fire. While in real life some doubt its existence, in Rhy'Din it is definitely a very real force, and one which should not be underestimated under any circumstances.

The mysterious energy known as chi permeates the galaxy. It is created by life, found everywhere, a part of everything. It lies beyond that which can normally be perceived, yet a few beings know how to feel its ebb and flow. With practice and study, martial artists learn to manipulate that energy, gaining control over life, thought and matter.

The cultivation of chi (the name by which it is referred to for game purposes) is difficult, and best served by the internal styles of the martial arts. In game terms, it is used to power most of the more mystical martial arts abilities; energy blasts, mystic sensitivity, and other such powers all draw upon a character’s natural chi.

Control - Sense - Alter
Control and Sense - Control and Alter - Sense and Alter - Control, Sense and Alter

Control: Control is the martial artist's ability to control his own body. A martial artist with control can access his own internal well of Chi energy, learning harmony with and mastery over the functions of his own body.
Sense: Sense teaches a martial artist to sense Chi in other things beyond his own body. The martial artist learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around the martial artist.
Alter: A martial artist with alter learns how to change the distribution and nature of Chi. Martial Artists who have mastered alter can move physical objects with their minds, can help others control their own Chi, or can manipulate Chi in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions.

Back To Basics

~Control Powers~

Absorb/Dissipate Energy
Alternate Name: Negate Energy
Control Difficulty: Very Easy for sunburn and other very minor energy sources; Easy for intense sun; Moderate for solar wind and other modest energy sources; Difficult for radiation storms and other intense energy sources. Characters may use this power to absorb energy attacks (such as blaster bolts and chi techniques) — the difficulty is Moderate plus the attack's damage.
The power may be kept "up " as long as the source of energy is constant — it may not be kept "up " for blaster bolts or Chi techniques.
Time To Use: Reaction
Target: One attack made against you that deals energy weapon damage.
Effect: This power allows the martial artist to absorb or dissipate energy, including light, heat, radiation and blaster bolts. A successful control roll means that the energy is dissipated. You spontaneously negate a single attack that deals energy weapon damage, such as a lightsaber or blaster. If the user fails the roll, she takes full damage from the energy. This power may be used to ward off sunburn, heat-stroke and radiation exposure, as well as withstand intense heat. This power may also be used to absorb blaster bolts, as Darth Vader did on Cloud City. The character must activate the power in the same round to absorb the blaster bolt or Chi techniques — the character must be able to roll the power before the attack lands. The power can't be used after the attack has hit.
Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

Accelerate Healing
Alternate Name:
Vital Transfer
Control Difficulty:
Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time To Use: One minute.
Effect: A martial artist who uses this power successfully may make two natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. Accelerate healing may only be attempted once per day. Presumably mystical in nature, it allows the user to heal another being's wounds and restore them to somewhat full strength. In general, it appears to have the same effectiveness and limitations as the more commonly-seen Healing Potions. The only limitations to this is that it takes time for the user to heal, as they need to be at close range, while the healing potions are able to be ingested anytime if available.

Afterimage Strike
Control Difficulty:
Moderate.
Required Powers: Zanzōken
Effect: Afterimage Strike is a technique in which the user distracts his/her opponent with an Afterimage Technique. When the opponent attacks the false image, the user dodges the attack. The Afterimage Strike allows the user to dodge more than once.

Bukūjutsū
Alternate Names:
Flight, Dragon Dash, Levitation, Sky Dancing
Control Difficulty:
Easy.
Required Powers: Telekinesis
Effect: Not exactly a fighting technique, this is the ability to fly with one's ki. With the concentration of ki energy, it allows the ESF martial artists to defy gravity and soar through the Heavens. Almost every major character has this talent. Since almost all of the fights in the ESF Wars occurred at least partially in the air, this technique is used all the time during fights, as well as being used to go from place to place.

Concentration
Alternate Name: Battlemind
Control Difficulty:
Easy if the martial artist is relaxed and at peace; Difficult if the martial artist is filled with aggression, fear or other negative emotions; Very Difficult if the martial artist is acting on those negative emotions.
Effect: When using this power, the martial artist clears all negative thoughts from her mind, feeling the Chi flowing through the universe and her own being.  The individual martial artist concentrates on one specific task at hand. If concentration is successful, the martial artist may add ability to any one action in that round. The martial artist may do nothing other than using the concentration power and using that one skill for one action. The martial artist receives no bonus if anything else is done in that round, including duplicate uses of the same skill or dodges or parries. This power may be used in conjunction with Force Points or Character Points. This power is only in effect for one round and may not be kept "up."

Control Pain
Control Difficulty: Very Easy for wounded or stunned characters, Easy for incapacitated characters, Difficult for mortally wounded characters.
The power can be kept "up," so the character can ignore the pain of injuries for a long period of time. However, whenever the character is injured again, the martial artist must make a new control pain roll, with the difficulty being the new level of injury.
Effect: A wounded martial artist who controls pain can act as if she has not been wounded, starting with the round after the power roll has been made. The wound is not healed, but the character doesn't suffer the penalties of being wounded: a wounded martial artist doesn't suffer any die code penalties; an incapacitated character can still act normally, as can a mortally wounded character. This power can also be used to shrug off any stun results. However, the character is still injured, and thus is prone to getting worse, even if the martial artist doesn't feel the pain. For example, a character who's been wounded twice and is wounded again would still become incapacitated. Mortally wounded martial artist may still die from their injuries, even if they aren't feeling any pain.

Detoxify Poison
Control Difficulty: Very Easy for a very mild poison, such as alcohol; Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Time To Use: Five minutes.
Effect: This power allows a martial artist to detoxify or eject poisons that have entered her body. If the martial artist makes the power roll, the poison doesn't affect her.

Enhance Attribute
Alternate Name: Burst of Speed
Control Difficulty: Moderate.
Effect: A martial artist uses this power to increase a single attribute for a limited amount of time. An increased attribute can help a martial artist jump higher, dodge quicker, see better, and run faster. All skills controlled by the enhanced attribute are increased by the appropriate amount for as long as the power is in effect. An attribute increased by this power remains enhanced for the duration listed below. Duration and attribute increase is determined by how much a character’s control skill roll beats the difficulty number. Duration can be extended through the use of character points—for every character point a martial artist spends after invoking this power, the duration is extended by one combat round. The points can be spent at any time before the power fades. A martial artist can only increase one attribute at a time. If a character invokes the power to enhance a second attribute while the first attribute is still enhanced, then the first enhancement fades and the second attribute receives the benefit.
Skill Roll                              Attribute Increase          Duration
Small success                   Slight increase                Three rounds
Moderate success            Moderate increase          Two rounds
Huge success                    Huge increase                One round

Hibernation Trance
Control Difficulty: Difficult.
This power may be kept "up."
Effect: This power allows a martial artist to place herself into a deep trance, remarkably slowing all body functions. The martial artist's heartbeat slows, her breathing drops to barely perceivable levels, and she falls unconscious. A martial artist can heal while in a hibernation trance, but can do nothing else. Anyone who comes across a martial artist in hibernation trance assumes that the martial artist is dead unless she makes a point of testing him. Another martial artist with the sense skill or the life detection power will be able to detect the Ki within the hibernating character and realize that she is alive. When a martial artist enters a hibernation trance, the player must declare under what circumstances the character will awaken: after a specific amount of time, or what stimuli need to be present (noise or someone touching them, for example). Another martial artist can use the power place another in hibernation trance to bring the user out of the trance. Hibernation trance serves two purposes. It allows a martial artist to "play dead" and it can be used to survive when food or air supplies are low. A character in hibernation uses only about a tenth as much air as someone who is sleeping — she can hibernate for a week in a dry climate or for up to a month in a wet climate before dying from lack of water. It is possible to hook the character up to an intravenous water drip to survive indefinitely. A character can hibernate for up to three months before dying of starvation. An intravenous sugar solution can extend that to one year.

Hienrenkyaku
Alternate Names: Flying Swallow Chain Kick, Swallow Dance, Kick Attack
Control Difficulty: Moderate
Required Powers: Kiko
Effect: This technique is an anti-air technique that can be used to hit airborne enemies or to push grounded enemies into the air. This technique has appeared with most characters as a rising triple-kick combo, in which characters jump diagonally towards the target while spinning higher into the air with each kick.

Kachū Tenshin Amagūriken
Alternate Names: Chestnuts Roasting Over an Open Fire Punch, Chestnuts Roasting on an Open Fire Technique
Control Difficulty: Moderate.
Required Powers: Enhance Attribute
Effect: This is a technique taught to Walker by Mike..Sort of. The move involves punching so quickly that one could grab chestnuts from an open fire without gettting burned. Obviously, that's pretty darn fast. The Kachuu Tenshin Amaguriken, sometimes called the "Chestnuts Roasting on an Open Fire Technique," is a Joketsuzoku technique taught to him on a vague level. When he uses it, he is able to grab or punch anything in front of him so quickly that it appears as though a dozen arms are striking his foe at the same time. The technique is so fast, in fact, that Walker is able to pull chestnuts out of a fire without burning his hands.

Kinjite Shōryūken
Alternate Name: Forbidden Dragon Punch
Control Difficulty: Very Easy.
Required Powers: Shin Shōryūken
Effect: If Walker were to miss the Shin Shoryuken attack, he will just do a Kinjite Shoryuken, a Shoryuken which has multiple hits and is capable of hitting the opponent should they jump away to avoid the attack.

Kūchū Tatsūmaki Senpūkyakū
Alternate Names: Midair Tornado Whirlwind Foot
Control Difficulty: Moderate.
Required Powers: Tatstūmaki Senpūkyanū
Effect: First introduced in the ESF Wars, it was initially a mere Hurricane kick in mid-air, but was changed in later events to follow the arc of one's jump somewhat. Walker's version is straightforward and knocks the opponent down in one hit. This move earns him a victory in a fight with Joe, although Joe learns the move afterwards.

Reduce Injury
Control Difficulty: Moderate for incapacitated characters, Difficult for mortally wounded characters, Very Difficult for dead characters.
Required Powers: Control pain
Effect: A martial artist may use this power to reduce the amount of injury she suffers. This power is normally only used in desperation because of its long-term repercussions. The power must be used in the round that the injury is suffered or in the round immediately following. When the power is successful, the martial artist loses a Force Point. Any injury that is suffered is reduced to wounded. If the original injury would have killed the character, the mun will inflict a relevant permanent injury on the character.
Note: It is not always a "selfish" act to save one's life, so the character might be able to get the Force Point back. If the character was fighting to save her friends from certain doom — and if she fails, they certainly die — then this could even be considered a  heroic action.

Rejuvenation
Control Difficulty:
?
Effect: Characters with this technique can focus their adrenaline rush and internal reserves to restore lost health or energy. The Rejuvenation can only be carried out during an intense moment (usually during combat) or in the presence of an important ally. The rejuvenation requires one combat round (1-10 seconds), during which time the character cannot carry out any actions other than dodging or avoiding attacks. Taking damage from an attack during the Rejuvenation will prevent the character from regaining health or energy that round, though the character may attempt Rejuvenation again the following rounds. Neither health nor energy may be increased above the character's normal maximum values during Rejuvenation. Additionally, Rejuvenation may be used only once during a single intense moment (such as a single combat).

Remain Conscious
Control Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Required Powers: Control pain
Effect: Remain conscious allows a martial artist to remain conscious even after suffering injuries which would knock her unconscious. When a character with this power suffers this kind of injury, she loses all other actions for the rest of the round but she is still conscious (a character without this power would simply pass out). At the beginning of the next round, the character may attempt to activate the power — this must be the first action of that round; the martial artist cannot even dodge or parry. If the roll is unsuccessful, the character passes out immediately. If the roll is successful, the martial artist may only perform one other action that round — often the character will attempt to control pain. The character may make a last-ditch heroic effort before passing out. After that other action has been completed, the martial artist will lapse into unconsciousness (unless she has activated control pain or done something else to stay conscious).

Resist Stun
Control Difficulty: Moderate.
Time To Use: One minute.
This power may be kept "up."
Effect: Resist stun allows the martial artist to prepare her body to resist the effects of stun damage. The power must be activated before the character has suffered any damage. A successful result allows the martial artist to resist all stun results (except for unconscious). An unconscious result forces the martial artist to drop the power, and she is considered stunned. Other injuries — wounded, incapacitated, mortally wounded and killed — are treated normally.

Shin Shōryūken
Alternate Name: True Rising Dragon Fist
Control Difficulty: Difficult.
Required Powers: Shōryūken
Effect: The "true" Shoryuken in which the practitioner first strikes the opponent in the abdomen with extreme concussive force, then extends the other fist upward to smash into the opponent's jaw. The practitioner will strike the opponent very hard with one fist (or elbow in Walker’s early uses), and then performs a high-damage Shoryuken with the other fist. Of all the Gouken-style Shōryūken, this is the most potent Shoryuken without the "killing touch", rivaling the Shinryuken. Since Walker was the practitioner who discovered this Shoryuken, he is the only one capable of using it so far. It's weakness in the ESF Wars reflected Walker's imperfection of the technique. If done properly, Walker will distinctly shout "Shin!" while punching with his fist followed by the Shoryuken itself, dealing massive damage (Reminiscent of the Shin Shoryuken in the current times). If Walker misses with the initial strike, he will automatically perform a Shoryuken anyway, which can still hit an opponent multiple times. However, this version of the move is far less effective.

Shinkū Tatsūmaki Senpūkyakū
Alternate Name: Vacuum Hurricane Kick, Vacuum Tornado Whirlwind Foot
Control Difficulty: Difficult.
Required Powers: Tatsūmaki Senpūkyakū
Effect: A move originated by Ryu Hoshi. The practitioner creates a larger tornado of ki and hovers in place, sucking the opponent in for a powerful multi-hitting attack. Walker is the only user of this move, and learned it after the events of the first ESF War. It creates a vacuum effect whereby the opponent is drawn into the attack, and strikes the opponent multiple times, but, unlike the normal Tatsumaki Senpukyaku, it'll not move across.

Shōryūken
Alternate Name: Dragon Punch
Control Difficulty: Moderate.
Required Powers: Enhance Attribute
Effect: A spiraling punch, moving in an upward arc. The Shoryuken is invincible while the fist is rising, but completely vulnerable to counterattack when descending. When Gouken founded a non-lethal variation of Ansatsuken, he was able to tone down the killing nature of this move. Therefore, it starts out strong on the ground and ends weak in the air. This Shoryuken is based on Gouken's non-violent beliefs. Walker focused on making his Shoryuken hard-hitting, usually hitting in one blow and knocking the opponent on his back. Though still necessarily weaker than Joe's, it is powerful. However, Walker's Shoryuken generally has slightly less aerial range than Joe's and is slightly slower, but has a better recovery time.

Tatsūmaki Senpūkyakū
Alternate Name: Hurricane Kick, Tornado Whirlwind Kick, Cyclone Kick, Triple Lightning Roundhouse Kick
Control Difficulty: Moderate.
Required Powers: Enhance Attribute
Effect: The standard move that Walker and Joe use. The Hurricane Kick is a special move that is usable by Walker and Joe in martial combat. In its early appearances it hit up to three times. In later scenarios, Walker’s Hurricane Kick, though spinning much, usually only knocks the foe once, harshly, while Joe's has more hits and is more combo-able. Their "evil" counterparts use it as well. This attack has Armor Breaking properties and can also become a special move. Walker's version is straightforward and knocks the opponent down in one hit. This move earns him a victory in a fight with Joe, although Joe learns the move afterwards.

Zanzōken
Alternate Names:
Afterimage Technique
Control Difficulty: Easy.
Required Powers: Enhance Attribute
Effect: Another technique created by the immortal cat deity Karin, with this technique the user can move so fast he leaves an after-image, while attacking from another standpoint. Walker can also leave multiple images, I think the maximum he used was around 7 or 8, dematerializing and quickly moving to another spot close by. Leaves a silhouette of the person for a short period of time in their original location, causing the "blur" effect. Most major characters in the group have this ability.

~Sense Powers~

Combat Sense
Control Difficulty: Moderate for one opponent, modified by +3 for every additional opponent a martial artist wants to defend against.
Required Powers: Dangers sense, life detection
Effect: Combat sense helps a martial artist focus on the battle at hand. Everything else becomes dulled and muted as the martial artist’s senses are all turned to the combat happening around him. All targets become mentally highlighted in the martial artist’s mind, aiding him in attack and defense. In game terms, by focusing his attention on his opponent’s, a martial artist gains certain important advantages. First, he gets to decide when he wants to act during a round—no initiative rolls are needed, while the power is in effect. If more than one martial artist is using this power, whichever martial artist rolled highest when invoking the power gets to determine exactly when they are acting in the round. Second, his attack and defenses are increased. Combat sense lasts for ten combat rounds and doesn’t count as a “skill use” for determining penalties.

Dairōkkan
Alternate Name: Danger Sense, Sixth Sense
Control Difficulty: Moderate or attacker’s Control roll.
Required Powers: Life detection
This power can be kept up.
Effect: Like several other martial artists in the group, Walker has displayed an extrasensory awareness, which warns him from incoming danger/attacks. Danger sense allows a martial artist to extend his senses around himself like protective sensors, creating an early warning system for as long as the power is in effect. When this power is used, the martial artist detects any attacks the round before they are made. This gives the martial artist a round to decide how to react to the danger. In game terms, if any character is going to attack a martial artist on the next round, they must declare their action the round before it happens. Characters who are going to attack the martial artist may roll their Control skill to increase the difficulty of using the power.

Instinctive Astrogation
Control Difficulty: Moderate, modified by difficulty of journey.
Required Powers: Magnify senses
Effect: This is the more well know ability of the Jedi to calculate astrogation routes without the use of a nav computer. The Jedi uses his sense skill to “feel” through the myriad hyperspace routes to determine the safest path. This ability is modified by how dangerous the path is.

Life Detection
Sense Difficulty: Very Easy if the subject has Chi skills or is Force-sensitive; Moderate if not. Modified by relationship.
This power may be kept "up. "
Effect: This power allows martial artists to detect live sentient beings who might otherwise remain hidden. When the power is activated, the martial artist knows the location of all sentients within 10 meters — if the power is kept "up," the martial artist may know whenever a sentient approaches within 10 meters of them or vice versa. When approached by or approaching sentient creatures, the martial artist should make a sense roll; each creature makes an opposed control or Perception roll to avoid detection. (These rolls don't count as actions, so there are no die code penalties except those caused by injury.) The martial artist detects each being that she ties or beats. If the martial artist beats the target's roll by 10 or more points, she is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no), if she has met the person before (yes or no), and if yes, their identity.

Life Sense
Alternate Names: Ki Sense, sensing a power level
Sense Difficulty: Very Easy. Modified by proximity and relationship.
Required Powers: Life detection
This power may be kept "up" to track a target.
Effect: Ki sensing is the ability to sense the location, life force, and power level of anyone; the stronger and closer the enemy, the more powerful the sensation. Also, if one has higher energy, he can sense strong people from afar. Once a fighter masters the skill, they can use it even when their other five senses are incapacitated. The user can sense the presence and identity of a specific person for whom she searches. The user can sense how badly wounded, diseased or otherwise physically disturbed the target is. A target may hide his identity from the martial artist using life sense by rolling his control skill and adding it to the difficulty.

Magnify Senses
Sense Difficulty: Very Easy. Modified by proximity.
Time To Use: Three rounds.
Effect: This power allows a martial artist to increase the effectiveness of her normal senses to perceive things that otherwise would be impossible without artificial aids. She can hear noises beyond her normal hearing due to distance or softness (she can't hear beyond normal frequencies). Likewise, she can see normally visible things over distances that would require the use of macrobinoculars; she can identify scents and odors that are normally too faint for human olfactory senses.

Receptive Telepathy
Sense Difficulty: Very Easy for friendly, non-resisting targets. A resisting target makes a Perception or control roll to determine the difficulty. Modified by proximity and relationship.
Required Powers: Life detection, life sense
This power may be kept "up" if the target is willing and the proximity modifier doesn't increase.
Effect: A martial artst who makes the power roll can read the surface thoughts and emotions of the target. The martial artist "hears" what the target is thinking, but cannot probe for deeper information. If the sense roll doubles the difficulty number, the martial artist can sift through any memories up to 24 hours old. A martial artist cannot sift through memories in the same round that contact is made — this process takes a full round. A martial artist can read the minds of more than one person at a time, but each additional target requires a new receptive telepathy roll. This power may be used on creatures and other sentient species, although it cannot be used on droids.

Sense Force
Sense Difficulty: Moderate for an area; Difficult for sensing details or specific objects within the area. Modified by proximity.
Effect: This power is used to sense the ambient Ki within a place. It cannot be used to specifically detect sentient beings, but there are many forms of life and many areas of the galaxy intertwined with the Ki which can be sensed with this power. Sense Ki will tell a character the rough magnitude of the Ki in an area or object (rich, moderate or poor in the Force), the rough type and quantity of life-forms ("many insects," "only microbes and bacteria," "teeming with plant and animal life, including higher predators") and whether the area or object tends toward the dark side or the light (for example, the tree on Dagobah which Luke Skywalker entered is a "dark side nexus" rich in the negative energies of the dark side of the Force). An area rich in negative or positive energies may indicate past events or the activities of past inhabitants. The martial artist may also receive "vague premonitions" about the area, such as "I sense something wrong," or "I sense a great impending tragedy."

~Alter Powers~

Emotional Control
Alter Difficulty: Very Easy.
Required Powers: Projective Telepahty
This power may be kept "up."
Effect: The martial artist has an Emotion of Influence with which they have a special bond. Martial artists with this technique have learned how to control their Emotion of Influence through sheer force of will alone. Walker Akero has demonstrated an advanced level of control over his Influence numerous times throughout the first two years of the UGoI. He has used his Influence over his Emotion of Hope many times to inspire the ESF Warriors when they are losing battles and awakened the ESF Warriors to their ability to power up their attacks against the DSW.

Iron Cloth
Alternate Names:
Tetsū Nuno
Alter Difficulty: Varies by size.
Required Powers: Telekinesis
This power may be kept "up."
Effect: In addition, he controls an infinite supply of bandannas, which he takes off of his head and throws like shuriken at his opponents. He also wears a belt which he can charge with his ki so that it becomes rigid, the edges behaving as though they were bladed. These attacks are assumed to be possible by Walker channeling his Chi into them, vastly enforcing the tensile strength and cutting edge of the fabrics.

Kōgahazan
Alternate Names:
Tiger Fang Break Slash, Tiger Blade
Alter Difficulty: Moderate.
Required Powers: Absorb/dissipate energy
This power requires a melee weapon.
Effect: When using Tiger Blade, the character slashes upwards while jumping, then slashes downwards while landing. This technique is effective for hitting any opponents in the air, further allowing the character to force them to the ground.

Rekkūzan
Alternate Names: Fissure Sky Slash, Tempest Slash, Tempest, Spin Slash
Alter Difficulty: Moderate.
Required Powers:
Absorb/dissipate energy
This power requires a melee weapon.
Effect: When using the technique, the character somersaults into the air while extending the weapon outwards, slashing the enemies multiple times while airborne. This technique is also very helpful for enemy spell evasion, or for continuing wall combos.

Senkōreppa
Alternate Names:
Senkuureppa, Senkuuretsuha, Flash Empty Fissure Destruction, Light Spear
Alter Difficulty:
Moderate.
Required Powers:
Absorb/dissipate energy
This power requires a melee weapon.
Effect: Walker Akero's weapon becomes a long spear of light, which he thrusts at the enemy several times, raising his weapon to a higher angle with every strike to push the enemy upwards.

Shinkū Retsūzan
Alternate Names:
Vacuum Fissure Slash, Omega Tempest
Alter Difficulty: Difficult.
Required Powers: Rekkūzan
This power requires a melee weapon.
Effect: A more powerful Wind element version of Tempest Strike, with the potential to travel across the full length of a field during battle. The technique was modified in which the character spins forward as if initiating a Tempest, then spins directly upward to continue the attack. The character then jumps backwards to land close to the same position where this technique was executed.

Sōryū Rengazan
Alternate Names:
Nail Dragon Connecting Fang Slash, Dragon Blade, Dragon Swarm
Alter Difficulty:
Moderate.
Required Powers:
Absorb/dissipate energy
This power requires a melee weapon.
Effect:
When this technique is used, the character makes a chain of several wide slashes, moving forward with every strike. This is a damaging and deadly attack which is not easily avoided by grounded enemies. The implementation of this attack varies based on the character, originally Dragon Swarm for both Walker Akero and Piccollo Daimao involves a series of four slow slashes, but later differentiates the styles of the two characters. Walker now performs a very rapid series of four wide slashes, while Piccollo attacks with a slightly slower attack pattern which involves a jump with his third slash. It also introduces aerial capabilities for Piccollo's version of the attack.

Telekinesis
Alter Difficulty:
Very Easy for objects weighing one kilogram or less; Easy for objects weighing one to ten kilograms; Moderate for objects 11 to 100 kilograms; Difficult for 101 kilograms to one metric ton; Very Difficult for 1,001 kilograms to ten metric tons; Heroic for objects weighing 10,001 kilograms to 100 metric tons. Object may be moved at 10 meters per round; add +5 per additional 10 meters per round. The target must be in sight of the martial artist. Increased difficulty if object isn't moving in simple, straight-line movement:
+ 1 to +5 for gentle turns.
+ 6 to +10 for easy maneuvers.
+11 to +25 or more for complex maneuvers, such as using a levitated lightsaber to attack. Modified by proximity.
This power may be kept "up."
Effect: This power allows the martial artist to levitate and move objects with the power of her mind alone. If used successfully, the object moves as the martial artist desires. A martial artist can levitate several objects simultaneously, but each additional object requires a new telekinesis roll. This power can be used to levitate oneself or others. It can be used as a primitive space drive in emergencies. When used to levitate someone against their will, the target may resist by adding her Perception or control roll to the difficulty number. Levitated objects can be used to attack other characters, but this automatically gives the martial artist a Dark Side Point. Such objects do ID damage if under a kilogram, 2D if one to ten kilos, 4D if 11 to 100 kilos, 3D speeder-scale damage if 101 kilos to one metric ton, 3D starfighter-scale damage if one to ten tons and 5D starfighter-scale damage if 11 to 100 metric tons. Such attacks require an additional control roll by the martial artist, which acts as an attack roll against the target's dodge. If the target doesn't dodge the attack, the difficulty is Easy.

Throw (Weapon)
Aletnate Names: Lightsaber Throw, Z Sword
Alter Difficulty: Difficult.
Required Powers:
Telekinesis
This power requires a melee weapon.
Effect: Throw Weapon allows the character to attack a target at a range by throwing their weapon, guiding it using their chi. The target must be at least 5 meters away. This attack always hits.
Note: The weapon will always return to the character's hand at the end of the round.

~Control and Sense Powers~

Farseeing
Alternate Names:
Psychometry
Contol Difficulty: Very easy. Modified by proximity. Add +5 to +20 to the difficulty if the character wishes to see into the past. Add +10 to +30 if the character wishes to see into the future.
Sense Difficulty: Very easy if the target is friendly and doesn’t resist. If the target resists, make a control or Perception total for the difficulty. Modified by relationship.
Required Power: Life sense
Time To Use: At least one minute.
Effect: The user sees the person or place he wishes to see in his mind as the situation currently exists. This manifests in his ability to see and read dreams (Such as Delia's) and monitor the status of the Earth. The power can also be used to see the past or the future. The martial artist also sees the immediate surroundings, and so can know, for example, when a friend is in danger, or what has happened to his home planet in his absence. Farseeing requires calm conditions and at least one minute, but often takes a few minutes. Farseeing cannot be done in the face of danger. The martial artist ’s visions may not be entirely accurate. The past and present are set and it is merely a matter of the martial artist having the correct perceptions. However, the future is always fluid, always in motion, never set until it becomes the present—therefore it is much harder to predict. The percentages on the chart are a rough measure of how much correct information the character receives from their vision. For example, 10% means that the character will only be able to make out the most basic details of a situation, such as “My friends are in danger.” 25% means the martial artist gets a somewhat accurate vision of what will transpire, but most major details will be missing from the vision. 50% means the character’s vision was about half right. 75% means that the character has an understanding of the critical happenings, but the character has still missed a major detail or two which, of course, can complicate things. 90% means the character’s has a very accurate and very detailed vision of what has or will transpire. 100% means that the character’s vision is even more accurate and detailed, complete with minor, almost trivial details. When a character farsees into the future, the gamemaster has to make an honest effort to correctly represent what will happen: if the characters get a 75% result, the gamemaster must try to predict what he thinks the characters will do and what the outcome will be. Of course, since the future is so fluid, things are always subject to change. Farseeing is a great mechanic for the gamemaster to reveal part of the story—enough to tantalize the players, without ruining the story.

Lightsaber Combat
Control Difficulty: Moderate.
Sense Difficulty: Easy.
This power requires a melee weapon and may be kept "up."
Effect: Jedi use this power to wield this elegant but difficult-to-control weapon while also sensing their opponents' actions through the Force. This power is called upon at the start of a battle and remains "up" until the Jedi is stunned, wounded or worse; a Jedi who has been injured or stunned may attempt to bring the power back "up." If the Jedi is successful in using this power, she adds her sense dice to her lightsaber skill roll when attacking and parrying. The Jedi may add or subtract part or all of her control dice to the lightsaber's damage; players must decide how many control dice they are adding or subtracting when the power is activated. A Jedi who fails when trying to activate lightsaber combat may only use the lightsaber skill for the duration of the combat. Finally, the Jedi may use lightsaber combatto parry blaster bolts as a "reaction skill." The Jedi may also attempt to control where deflected blaster bolts go; this is a "reaction skill" and counts as an additional action. (The Jedi cannot full parry when trying to control deflected bolts.) If the Jedi tries to control the blaster bolt, she makes a control roll: the difficulty is the range of the target (use the original weapon's ranges) or the target's dodge roll. The blaster bolt's damage stays the same.

Perfect Timing
Contol Difficulty: Very easy. Modified by proximity.
Sense Difficulty: Very easy if the target is friendly and doesn’t resist. If the target resists, make a control or Perception total for the difficulty. Modified by relationship.
Required Power: Farseeing
Time To Use: At least one minute.
Effect: Walker Akero's spiritual connection to Abby Kiiro and the other Earth Special Forces allows him to arrive to help his friends in combat at exactly the right moment.

Projective Telepathy
Control Difficulty: Very Easy. Increase difficulty by +5 to +10 if the martial artist cannot verbalize the thoughts she is transmitting (she is gagged or doesn't want to make a sound). Modified by proximity.
Sense Difficulty: Very Easy if target is friendly and doesn't resist. If target resists, roll Perception or control to determine the difficulty. Modified by relationship.
Required Powers: Life detection, life sense, receptive telepathy
Effect: If the martial artist successfully projects her thoughts, the target "hears" her thoughts and "feels" her emotions. The martial artist can only broadcast feelings, emotions and perhaps a couple of words — this power cannot be used to send sentences or to hold conversations. The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the martial artist doesn't "verbally" identify herself, the target doesn't know who is projecting the thoughts. This power can only be used to communicate with other minds, not control them.

~Control and Alter Powers~

Bakūhatsūha
Alternate Names: Kiaihō, Explosive Wave, Exploding Wave, Shock Wave
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: An invisible force attack that knocks one's opponent back. It can be shot either from an open palm or from the eyes. Explosive Wave is a technique that bursts out ki from all over the users body that can hurt or block someone something in a sphere surrounding the user. It is is a powerful attack in which the user manipulates their ki to disrupt the planet's geomagnetic field. With a swift upwards motion of the hand, this technique's user can create a massive atomic explosion that has the potential to cause an almost endless crater in a desired area nearby. There is stronger variation called Super Explosive Wave.

Bakūmadan
Alternate Name: Explosive Madan, Explosive Demon Bullet, Explosive Cannon
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Masenkō
Effect: Explosive Madan is a short-ranged version of the Masenko used by Walker. First, Walker raises his hands above his head and charges yellow energy in his palm. Then, he thrusts his hands forward and fires a short, but giant yellow shockwave of energy at the opponent, inflicting a high amount of damage.

Bakūretsū Ranma
Alternate Names: Explosive Violent Demon Blast, Wild Rush Blaster, Full Power Masenko
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Bakurikimaha, Masenkō
Effect: Bakuretsu Ranma is a combination of the Explosive Demon Wave and the Masenko used by Walker. First, Walker holds one hand with the other supporting it upward in a fashion similar to the Explosive Demon Wave. Then, he shouts, "Masenko!," as he forms an energy sphere with excess energy releasing off of it in the form of medium sized energy rings. Finally, Walker brings his hands forward and fires a powerful yellow energy wave with a large energy sphere at the end at the opponent, inflicting a high amount of damage.

Bakūrikimaha
Alternate Names: Explosive Demon Wave, Destructive Wave, Exploding Powerful Demon Wave, Exploding Demon Wave
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: An ultimate ki attack, this is an extremely powerful ki blast shot from one hand, the other gripping the shooting hand's wrist for support. The time Piccolo Daimao shot this one might possibly be the biggest ki blast fired in the first Dragon Ball series.

Burning Attack
Alternate Names: Burning Sphere Attack
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Effect: Joesph Ash’neel Dar Kane’s trademark ki attack, this is a powerful energy blast shot from both hands. Walker holds both hands forward, does some strange arm moves, and then puts both hands forward again, index fingers and thumbs touching. Then he releases the blast. Even though the move is very flashy, it's relatively weak. The Burning Attack is primarily used as a distraction (say from...Walker's sword). It's slow, weak, and easy to see. Perfect for shifting attention from a real threat.

Chō Bakūmadan
Alternate Names: Super Explosive Madan, Super Explosive Demon Bullet, Super Explosive Cannon
Control Difficulty: Difficult.
Required Powers: Bakūmadan
Effect: Super Explosive Madan is a more powerful version of the Explosive Madan used by Walker in his Super Walker form. First, Walker raises his hands above his head and charges yellow-orange energy in his palms like the normal Explosive Madan, but charges it with much more power. Then, he throws his hands forward and fires a bigger and more powerful Explosive Madan with a yellow-orange flame-like appearance at the opponent, inflicting an enormous amount of damage.

Chō Bakūhatsūha
Alternate Name: Zrahhh!
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Bakūhatsūha
Effect: The user stands charging energy around their body, then they explode with a gigantic energy sphere around their body. If the foe contacts with the Super Explosive Wave, it will deal much greater damage than the normal Explosive Wave. It can also be used for defense and offense at the very same time. The larger the user or the more ki they have, the wider and more enhanced it will become.

Chō Masenkō
Alternate Name: Hyper Masenko
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Masenkō
Effect: Super Masenko is a more powerful version of the Masenko used by Walker. First, Walker raises his hands above his head like the normal Masenko, but charges it with more power. Then, while it is being prepared, some of the excess energy is released as streaks of yellow electricity. Finally, Walker brings his hands forward and fires the attack at the opponent, inflicting a high amount of damage.

Dankūken
Alternate Names:
Failure Emptiness Sword, Severing Wind, Vortex
Control Difficulty:
Moderate.
Alter Difficulty:
Perception or control roll of target.
Required Powers: Absorb/dissiptat energy, Kikō
This power requires a melee weapon.
Effect:
When Severing Wind is used, the character spins around, slashing upwards while jumping into the air, creating a cyclone of wind that hits all surrounding enemies.

Denjin Hadōken
Control Difficulty: Difficult
Alter Difficulty: Perception or control roll of target.
Required Powers: Hadōken
Effect: A chargeable Hadoken that electrifies the defender, stunning them momentarily, backed by the power of a Japanese Thunder God. The user utilizes all of his will and calls for the backing of the Japanese Thunder God. The practitioner then charges up all will onto his/her palms and when fully charged, the user then thrusts both his/her palms to generate a thunder-powered surge shock that will dizzy an opponent if well-placed. The most deceiving Hadouken of all light-sided Hadoukens, Ryu, the originator of this Hadouken, took extra care to ensure that this Hadouken would not result in death regardless of the situation.

Double Masenkō
Alternate Name: Double Demon Blast, Double Devil Flash
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Masenkō
Effect: Double Masenko is a two-handed version of the Masenko used by Walker. First, Walker puts both of his hands out at his left and right sides. Then, he fires a Masenko energy wave out of each hand in opposite directions, inflicting a high amount of damage.

Full Power Energy Blast Volley
Alternate Names: Energy Squall
Control Difficulty: Difficult.
Required Powers: Renzōkū Kikō Dan
Effect: Full Power Energy Blast Volley is a version of the Full Power Energy Barrage Wave used by many fighters. The user fires flurries of large, bright Ki Blasts that is more powerful than the average energy volley. It is useful for quick, effective, and causing massive accumulations of damage to the foes. The difference with the Full Power Energy Barrage Wave is that the user doesn't move his hands while firing it.

Gekiretsū Madan
Alternate Names: Makosen, Violent Rending Demon Bullet, Continuous Masenko, Energy Blast Barrage
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers:
Kikō
Effect: This is a Ki blast that was first used by Piccollo. Walker gathers ki into both his arms, then fires a blast from each, one after the other. Not a particularly powerful attack when compared to some of the later moves, but it almost killed Renki' once.

Golden Dome Attack
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: Golden Dome Attack is an energy sphere used by Walker. First, Walker forms a massive golden-yellow energy shield around his body. Then, he charges more power, condensing the energy shield into a large spiraling energy sphere in front of him. Finally, Walker fires the energy sphere at the opponent in a fashion similar to the Kamehameha, inflicting high amount of damage.

Hadōken
Alternate Names: Fireball, Surge Fist, Wave Motion Fist, Wave Motion Punch
Control Difficulty: Moderate.
Required Powers: Kikō
Effect: The basic type of Hadoken. A staple surge fist which the user utilizes all of his/her will to contain and focus the ki within his/her palms, and as he/she thrusts his/her fists with both hands, a surge of shock is then expelled from his/her palms resulting in a surge punch that travels in a straight line. As the palms are thrust outwards towards the target, a surging energy (or ki) wave is expelled that results in a punching force traveling through the air. The user will usually be immobilized for a short time after performing this move, leaving them vulnerable to counterattack. The color of the Hadouken greatly depends on the type of karma and/or the type of ki a user has and/or uses. Walker focuses more on the Hado principle of the fighting style, which makes him very skilled with his usage of ki. Most of Walker's finishing attacks are variations of the Hadoken technique, which make him generally a better user than Joe. As time progressed, Walker's version was the most outstanding of its practitioners, with superior speed and recovery time compared to his rivals.

Himetarū Chikara
Alternate Names: Energy Dan, Hidden Potential, Hidden Power
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: Hidden Potential is an energy wave used by Walker. First, Walker charges up and creates a whitish-blue energy sphere around his entire body. Then, he flies forward with his arms in front of him and fires a huge whitish-blue energy wave from his fists at the opponent, inflicting a massive amount of damage.

Hishō Kōryū Ha
Control Difficulty: Very Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: An incredibly powerful energy blast technique!

Kiai
Alternate Names: Kiai Cannon, Energy Cannon, Spirit Cannon
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: Kiai or Kiai Cannon is a ki attack that appeared throughout the ESF Wars. It is a very powerful, white-clear force emits from the user's body and inflicts severe damage to the surrounding area; alternatively, this force can be used to dispel weaker attacks, as shown by Renki’ Sar Kane on few occasions. The blast's power, speed, range, and force vary based on its user; however, there are also variations of the technique that have been shown to have different effects.

Kikō
Alternate Name: Energy Wave, Fireball
Control Difficulty: Easy.
Alter Difficulty: Perception or control roll of target.
Effect: Standard energy wave blasts. The most basic form of energy wave. They aren't particularly strong and are just used as defensive moves or as distractions. Energy Waves (Kikou) are a generic term for numerous techniques in the world at large. In essence, energy waves are a type of technique where their user utilizes an assortment of ki-based waves, cast from (but not limited to) their palms, nose, fingertips, eyes, body, or mouth. The color of the aura they emit varies between users (for example, Kamehamehas launched by various users have ranged in color between blue, red and yellow). The most commonly seen energy waves in Rhy’Din are the Kamehameha and Continuous Energy Bullets. Some of these waves can also home in on their targets, and with enough energy, their power, speed, force and size can be augmented. These attacks are capable of being improved as their users' concentration becomes more adept or they assume some type of transformation.

Knight Attack
Alternate Names:
Rose Throw
Control Difficulty:
Moderate.
Alter Difficulty: Moderate.
Required Powers: Emotional Control
Effect: Although not as damaging as the Kiko technique, the Knight Attack of Walker Akero has often given allies the combat advantage needed to defeat their enemies. The Knight Attack can perform two function, either seperately or simultaniously: delivering damage and/or offering a special defense. Like Walker Akero's Rose Throw, all Knight Attacks involve a ranged strike using a non-traditional weapon associated with the Knight's Emotion of Influence. Thus a Knight who possesses Influence over Vanity might throw mirrored discs, while a Knight with Influence over Despair might throw flaming Tarot cards. If the Influence of the martial artist ever changes, either by his own will or by the will of another, the weapon used will change accordingly. This was demonstrated by the transformation of red roses to black roses when Walker Akero's mind was controlled by the Grendel Demon and his influence changed from Hope to Aggression. The Rose Throw Knight Attack can target mutliple (up to 6) opponents, stop and negate any physical or energy-based attack, cut through physical restraints, prevent the target from taking an acton the following combat round, or knock any object from the target's grasp.

Kūchikara Kikō
Alternate Names: Chou Makouhou, Super Demon Blast Cannon, Mouth Energy Wave, Mouth Blast Wave, Super Mouth Blast
Control Difficulty: Moderate.
Required Powers: Kikō
Effect: Mouth Energy Waves are several almost identical attacks used by different characters in the same way: by blasting a huge amount of energy from their mouth. It is a very swift technique and quite powerful with exploding and piercing properties depending on the way it is used.

Magekisenkōdan
Control Difficulty: Very Difficult.
Required Powers: Kikō
Effect: Walker shoots out a massive, green Ki Blast that is much more powerful than a normal ki blast and hits with great force.

Majinken
Alternate Names: Demon God Sword, Demon God Fist, Demon God Dog, Demon Fang, Demon Fist, Demon Dog, Missile Sword
Control Difficulty: Moderate.
Alter Difficulty:
Perception or control roll of target.
Required Powers: Absorb/dissiptate energy, Kikō
This power requires a melee weapon.
Effect: When the Demon Fang technique is used, the character launches a ground projectile towards a target. This technique is useful for melee characters who need to stay away from enemies temporarily and damage them from a distance, while waiting for healing or support from an ally. However, this technique can travel only along the ground , causing it to miss any flying or jumping targets.

Majinken Shōga
Alternate Names: Demon God Sword: Soaring Fang
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Majinken
This power requires a melee weapon.
Effect: Similar to Demon Fang and other techniques in the same family, this technique creates a ranged projectile can damage enemies from a distance. However, this technique is an aerial adaptation, forcing the character to jump into the air and shoot the projectile force downwards at a fixed diagonal angle. If this technique is activated from the ground, the jumping creates a significant delay that can break a combo chain. Therefore, it is most preferred to activate the technique during an aerial combo. The technique is most useful to hit an enemy as it is falling, if it has broken from an aerial combo, to deal additional damage before the enemy hits the ground and recovers. In Walker's case, this strategy can be followed with Shakkouken, which will teleport the enemy into the character's grasp, due to a possible glitch or developer oversight. This will allow the aerial combo to continue safely.

Majin Sōhazan
Alternate Names: Demon God Pair Destruction Slash, Demonic Tiger Blade
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Majinken, Kōgahazan
This power requires a melee weapon.
Effect: This technique is a combination of the two base techniques Demon Fang and Tiger Blade. Upon activation, the character releases a projectile along the ground, and chains it to two vertical slashes moving upward and downward, essentially emulating the use of Demon Fang and Tiger Blade chained in this order.

Makankōsappō
Alternate Name: Special Beam Cannon, Demon Impaling Light Killing Gun, Light of Death, Killing Laser Gun, Demonic Penetrating Light Death Cannon
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: A highly condensed beam of energy, the Makankosappo can pierce the strongest of armor. It is cast by putting ones first two fingers on the forehead. The makankosappo is faster than a bullet, but takes a few minutes to charge to a reasonable strength. A penetrating blast shot from two fingers. It is actually two blasts, one going straight ahead and the other coiling around the first for drilling power. This attack drills through everything it hits, and eventually blows up when it hits something big enough.

Masendan
Alternate Names: Demon Blast Bullet, Devil Flash Bullet, Masenko Ball
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Masenkō
Effect: Masendan is an energy sphere version of the Masenko used by Walker. First, Walker puts his hands above his head like the normal Masenko, but keeps charging it until it forms an energy sphere. Then, he grabs the energy sphere with his hand and draws it back up to his side. Finally, Walker shouts, "Masenko!", and throws the attack at the opponent, inflicting a great amount of damage.

Masenkō
Alternate Name: Demon Blast, Devil Flash
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: This is Walker's trademark energy blast, and is fairly powerful. Basically Walker's version of the Kame Hame Ha, the only difference is that it is charged above the head and hurled like a soccer throw. Walker powers up a blast over his head with both his hands, one palm behind the other, then brings his hands down in front of him to fire the blast. Walker used this blast fairly often during the second UGoI incarnation, especially during the ESF Wars.

Renzōkū Kikō Blast
Alternate Name: Full Power Consecutive Ki Blast, Full Power Energy Barrage Wave, Full Power, Full Power Consecutive Energy Blast
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Renzōkū Kikō Dan
Effect: Full Power Consecutive Ki Blast is an energy wave barrage used by Walker, Rahan, and Joepsh. It is featured as their ultimate attacks. First, the user draws their right hand back as they charge a blue energy sphere. Then, they throw their hand forward to fire the attack and follow up by firing a barrage of blue energy spheres from both hands at the opponent, inflicting a massive amount of damage. Negative Chi users can also use this attack, though their blasts are purple instead of blue.

Renzōkū Kikō Dan
Alternate Name: Continuous Energy Bullets, Renzoku Energy Dan, Massive Wave Bullets, Continuous Fusillade, Full Power Energy Wave Volley, Full Power Energy Blast Volley, Full Power Energy Barrage Wave, Super Energy Wave Volley, Full Power Consecutive Ki Blast, Energy Barrage
Control Difficulty: Moderate.
Required Powers: Kikō
Effect: While many characters can use this technique, the undisputed master of this technique is Renki’ Sar Kane. The user of this technique can shoot ki bolts continuously from his hands, resulting in somewhat of a "machine-gun ki blast" effect. While the individual blasts are not particularly powerful, the effect of hundreds together can be devastating.

Senkūreppa
Alternate Names:
Senkuuretsuha, Flash Empty Fissure Destruction, Light Spear
Control Difficulty:
Moderate.
Alter Difficulty:
Perception or control roll of target.
Required Powers: Absorb/dissipate energy, Kikō
This power requires a melee weapon.
Effect:
This attack has appeared several times throughout the history of the Anime Gaming, but it has had many variations in both effect and appearance. Walker's Senkuureppa allows him to spiral upwards and around the enemy, followed by a downward strike onto the ground, which causes light to shoot upwards at the enemy.

Shinkū Hadōken
Alternate Name: Vacuum Wave Motion Punch, Burst Fireball
Control Difficulty: Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Hadōken
Effect: A Super charge of the Hadoken; when executed, the Shinku Hadoken can hit the opponent multiple times and destroy other projectiles launched by the opponent. With enough will to contain the surge within the palms, a user can then launch a more concentrated surge shock with larger gauge than a regular Hadouken. The user utilizes all of his surge and will and gives even greater attention to the amount of will and ki the user places on his/her palms. In some circumstances, it’s a very devastating move and looks more like a beam than a fireball. It is much more powerful than a normal Hadoken. It's appearance comes in the form of a large beam that highly resembles the Kamehameha from the Dragon Ball series. The move can be aimed in various directions.

Shishi Senkō
Alternate Name: Beast, Lion Battle Roar
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: When this technique is activated, the character slams the target with extreme force, creating a blast of energy in the image of a lion's head, which forces all nearby enemies to be blasted away and knocked to the ground. This is an effective technique to clear mobs when surrounded by many enemies because of its power and force. This was one of the first techniques that Walker acquired that can cause enemies to be knocked down.

Sohajin
Alternate Names:
Green/Blue Destruction Blade, Azure Edge
Control Difficulty:
Moderate.
Alter Difficulty:
Perception or control roll of target.
Required Powers: Absorb/dissipate energy, Kikō
This power requires a melee weapon.
Effect:
Souhajin originally appeared as a green-colored projectile physical arte that is usually the basic ranged technique for a swordsman without Demon Fang. It is in a way similar to Majinken in that it can be used from long range, though it travels through the air rather than along the ground.

Super Breath
Alternate Name: Mystic Breath
Control Difficulty: Moderate.
Alter Difficulty: Perception or control roll of target.
Required Powers: Kikō
Effect: Walker inhales deeply,and then exhales creating a huge gust of wind similar to a hurricane. Walker used it to counter attacks.

Tuxedo la Smoking Bomber
Control Difficulty: Moderate. Modified by proximity, but limited to line of sight.
Alter Difficulty: Perception or control roll of target.
Effect: Tuxedo la Smoking Bomber was an attack used by The Tux and taught to Walker subsequently years later. The attack consisted of a blast of energy that was fired from their hands and caused potentially fatal damage to their opponents.

Ultimate Masenkō
Alternate Name: Ultimate Demon Blast, Ultimate Devil Flash, Genkai Masenko
Control Difficulty: Very Difficult.
Alter Difficulty: Perception or control roll of target.
Required Powers: Masenkō
Effect: Ultimate Masenko is the most powerful version of the Masenko used by Walker. First, Walker raises his hands above his head and charges streaks of yellow energy around his hands. Then, he puts his hands forward and forms a white energy sphere. Finally, Walker fires a huge golden-yellow shockwave of energy from the energy sphere against the opponent, inflicting a massive amount of damage.

~Sense and Alter Powers~

Bakūchai Tenkechū
Sense Difficulty: Moderate
Alter Difficulty: Easy.
Required Powers: Bakūsai Tenketsū
Effect: At some point, Walker develops a version of the Bakusai Tenketsu which works on wood.

Bakūsai Tenketsū
Alternate Names: Blasting Point, Breaking Point, Earth Tremor Attack
Sense Difficulty: Moderate.
Alter Difficulty: Easy.
Required Powers: Sense Ki, Magnify Senses
Effect: He has mastered the Bakusai Tenketsu (or 'Breaking Point') technique, which allows him to hit an object with his finger in a certain point, and cause it to shatter, and then explode with great force. This technique was taught to Walker by Rahan to help him try to beat Mike. It involves seeing the breaking point of something with your mind, and hitting it with one finger, shattering the object. This only works on inanimate objects (ideally, rocks) made of stone and rock, however, as it involves the disruption of the static ki within. One of the real benefits of the "Breaking Point", though, is that in training to do it, the trainee's threshold for pain increases by a large factor. The trainees is able to take a larger amount of damage, as well as keep fighting for extended periods of time without really tiring. This mostly has to do with the fact that training for the technique involves using the Bakusai Tenketsu to break a huge rock that swings toward you. One must learn to use the technique properly - or get viciously hit by the rock. The repeated failures are what build up the trainee's stamina. Because of the added endurance he received from the training, he can weather the blasts without taking any significant damage while his opponents must do their best to dodge the flying shards of rock. Also, this technique is what allows Walker to tunnel underground.

Energy Shield
Alternate Names: Barrier, Energy Barrier, Lesser Force Shield, Evil Barrier, Explosive Wave
Sense Difficulty: Easy.
Alter Difficulty: Moderate.
Required Powers: Absorb/dissipate energy, Concentration, Magnify senses, Telekinesis
This power can be kept up.

Effect: This power allows the martial artist to surround his body with a Ki-generated shield. This purely defensive technique forms a Ki-shield around the body that protects the user from Ki or similar attacks. The shield can be used to repel energy and physical matter away from the martial artist's body, down to the molecular level. The shield acts as armor to all energy and physical attacks made against the martial artist, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the martial artist from serious injury. There are two forms of this maneuver. One is a spherical shield that surrounds the body, the other is more of a coating of the body.

~Control, Sense and Alter Powers~

Affect Mind
Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity.
Sense Difficulty: The target's control or Perception roll.
Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the character doesn't care one way or another. Easy for brief, visible phenomena, for memories less than a year old, or if the character feels only minor emotion regarding the conclusion he is reaching. Moderate for short hallucinations, for memories less than a day old, or if the target has strict orders about the conclusion. Difficult for slight disguises to facial features, hallucinations which can be sensed with two senses (sight and sound, for example), for memories less than a minute old, or if the matter involving the conclusion is very important to the target. Very Difficult for hallucinations which can be sensed by all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Effect: The target character's perceptions are altered so that he senses an illusion or fails to see what the user of the power doesn't want him to see. This power is used to permanently alter a target character's memories so that he remembers things incorrectly or fails to remember something. This power can also be used to alter a character's conclusions so that he comes to an incorrect conclusion. Before making skill rolls, the martial artist must describe exactly what effect she is trying to achieve. The power is normally used on only one target; two or more targets can only be affected if the power is used two or more times. The target character believes he is affected by any successful illusions — a character who thinks he is struck by an illusory object would feel the blow. If he thought he was injured, he would feel pain, or if he thought he had been killed, he would go unconscious. However, the character suffers no true injury. This power cannot affect droids or recording devices.

Chiri Metsūretsū
Alternate Names: Battle Meditation
Control Difficulty: Varies based on the number of targeted individuals:
Number of Individuals      Difficulty
1-2                                         Very Easy
3-20                                       Easy
21-100                                  Moderate
101-1,000                            Difficult
1,001-10,000                      Very Difficult
10,000+                               Heroic
Sense Difficulty: Varies based on the number of targeted individuals:
Number of Individuals      Difficulty
1-2                                         Very Easy
3-20                                       Easy
21-100                                  Moderate
101-1,000                            Difficult
1,001-10,000                      Very Difficult
10,000+                               Heroic
Alter Difficulty: Varies based on the number of targeted individuals:
Number of Individuals      Difficulty
1-2                                         Very Easy
3-20                                       Easy
21-100                                  Moderate
101-1,000                            Difficult
1,001-10,000                      Very Difficult
10,000+                               Heroic
This power can be kept up.
Effect: With a bizarre, flamboyant dancing routine, Walker can baffle and confuse multiple foes at once. Battle Meditation has two possible effects. The martial artist can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weakening her enemies. Before initiating the power the martial artist must state which effect she wishes to use. The targets of this power must have initiated combat for the effects to take hold. In game terms, a martial artists may only use this power effectively on or after the first round of combat, not before. Enemies are defined as those who seek to oppose the martial artist's immediate goal (rescuing a prisoner, defeating a group of dark siders, et cetera); allies are defined as those who seek to uphold and forward the martial artist's goal. When attempting to turn attackers against each other, the martial artist's highest skill roll (control, sense, or alter) to activate the skill becomes the difficulty the target must beat to avoid the effect. Otherwise they immediately see their allies at the "true" enemy and attack. The martial artist must maintain the effect each round for the combatants to continue fighting. Once the power is dropped, its effects wear off instantly. On a successful roll to change the balance of battle in the martial artist's allies' favor (the power's second function), the martial artist's enemies lose competence in a skill determined by the martial artist (i.e., Strength, Dexterity, et cetera) to a minimum, while her allies receive a bonus of the same value to an attribute of her choosing.

Combined Attacks
Control Difficulty: Very Easy
Sense Difficulty: Very Easy
Alter Difficulty: Very Easy
This power requires a melee weapon.
Required Powers: Affect Mind
Examples: Sailor Planet Power, Father-Son Kamehameha, etc.
Effect: Although the ESF do not combine their powers frequently, the results can be astounding when they do. There are three different ways they can combine their attacks and powers. If two or more martial artists are attacking the same opponent, they can combine their spiritual attacks to increase the damage if they all possess this technique. The combined attack is executed on the lowest initiative number and requires that each participant double the normal energy expenditure of their respective attacks. The opponent may still attempt to defend against the combined attack, but a penalty is added for each participating martial artist. If the opponent does not successfully defend against the attack, the delivered damage is equal to twice the sum of the individual attacks. When the martial artists only combine raw energy for an attack, they have the option of contributing as much of their personal energy reserves as desired. When an opponent is too powerful for one martial artist to defeat, it is possible to channel any or all of the individual character's remaining energy through a single martial artist. The martial artist who serves as the focus for the energy can convert it into combat damage equivelant to half the sum of the channeled energy (if a successful attack has been made). The central character must possess the Combined Attacks technique at a sufficiently high level to combine with all the participating martial artists. The other martial artists only need basic knowledge of this technique, since they are only in active contact with the one character who is accepting their energies. The character at the focus can even channel energy from unconcious martial artists, or from martial artists who have died within the previous hour (called "The Strength of the Fallen"), provided the other unconcious character has not dropped below 0 energy. Only willing characters can participate in this combined attack.

Sekiteki Kairin Gasa
Control Difficulty: Very Easy
Sense Difficulty: Very Easy
Alter Difficulty: Very Easy
This power requires a melee weapon.
Required Powers: Affect Mind
Effect: Walker opens his umbrella horizontally and spins it rapidly, using this to hypnotize a foe and render them unable to move.

Shinteki Kairin Gasa
Control Difficulty: Varies based on the number of targeted individuals:
Number of Individuals      Difficulty
1-2                                         Very Easy
3-20                                       Easy
21-100                                  Moderate
101-1,000                            Difficult
1,001-10,000                      Very Difficult
10,000+                               Heroic
Sense Difficulty: Varies based on the number of targeted individuals:
Number of Individuals      Difficulty
1-2                                         Very Easy
3-20                                       Easy
21-100                                  Moderate
101-1,000                            Difficult
1,001-10,000                      Very Difficult
10,000+                               Heroic
Alter Difficulty: Varies based on the number of targeted individuals:
Number of Individuals      Difficulty
1-2                                         Very Easy
3-20                                       Easy
21-100                                  Moderate
101-1,000                            Difficult
1,001-10,000                      Very Difficult
10,000+                               Heroic
This power requires a melee weapon.

Required Powers: Sekiteki Kairin Gasa
Effect: A more potent variant of the Sekiteki Kairin Gasa that works on multiple opponents.

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