List of Moves

Moves
A list of all learnable moves. Moves in italics can be bought or trained for and do not require a mentor/teacher to be learned.

Full Power Energy Blast Volley
A volley of energy blasts used to catch opponents off guard.

Instafires, adds no bonuses to your roll but lets you roll for another Ki attack. Costs 2 Ki to use.

Full Power Energy Blast Wave
A compact, yet potent wave of energy.

Instafires, adds a +2 to your Ki roll. Costs 2 Ki to use.

Energy Saucer
A disc of energy used to slice through enemies.

Instafires, lowers your Ki roll by a -2 but allows for wounding and severing limbs if your powerlevel is higher than the opponents. Costs 2 Ki to use.

Eye Laser
Laser beams of Ki or other energy shot from the user's eyes.

Instafires, adds no bonuses to your rolls but lowers the enemy's brace roll by a -1. Costs 2 Ki to use.

Kamehameha
The Turtle Hermit's signature technique. Its power increases depending on the amount of time spent charging up the technique.

Instafire: +2 to Ki roll, costs 3 Ki to use.

Two turns: +3 to Ki roll, costs 4 Ki to use.

Kamehameha Boost
The user fires a Kamehameha directly at the ground, propelling them up through the air in a jet-like manner.

Instafires and can be used for a +2 Strength roll and/or a +4 to the user's Speed roll.

Bending Kamehameha
A variation of the Kamehameha technique, which allows the user to change the attack’s course and surprise the opponent.

Instafire: +2 to Ki roll, costs 4 Ki to use. Allows the user to reroll their attack just once if missed.

Super Kamehameha
A stronger version of the Kamehameha.

Two turns: +4 to Ki roll, costs 4 Ki to use.

The Original Kamehameha
A special spin on the Kamehameha used by the Turtle Hermit himself.

Instafire: +3 to Ki roll, costs 3 Ki to use.

Two turns: +5 to Ki roll, costs 4 Ki to use.

Thunder Shock Surprise
The user shoots a lightning blast towards the target using both hands and traps the opponent within an electric field.

Instafire: +1 to Ki roll, costs 3 Ki to use, stuns the opponent for and skips their turn if hit.

Mafuba
A technique designed to seal enemies away by sucking them into a container with a special "Demon Seal" ofuda on it.

Takes three turns to use, but is always successful. The user will always die after this technique has been used, regardless of its success.

Dodon Ray
The Crane School's signature technique, designed to wear down and kill opponents.

Instafire: +1 to Ki, but guarantees the loss of 1 HP extra for the target on a brace. Costs 3 Ki to use.

Tri-Beam
A life-risking but incredibly powerful attack taught by the Crane School.

Instafire: +7 to Ki, but can only be used thrice in a person's life before they die from their life energy being drained. Costs 6 Ki to use.

Galactic Donut
A shining ring of Ki that surrounds the opponent and restrains and stuns them, then explodes while on their body.

Instafires, the user can throw it at the opponent and make it instantly explode for a +2 to Ki or stun them for a turn and then detonate the ring. The stunning functions like a lockdown grab, except the user won't actually be grabbing them. Costs 4 Ki to use.

Crusher Ball
A high amount of energy in concentrated in the user's left hand which is then slammed at their target.

Instafire: +2 to Ki, allows for another regular attack on the same turn if a natural 10 is rolled. Costs 3 Ki to use.

Crusher Volcano
A variation of the Crusher Ball designed to deal damage to multiple opponents at the same time.

Instafire: +2 to Ki, has an AOE effect on up to six enemies at a time. Costs 5 Ki to use.

Spirit Ball
A special energy ball which hones in on an opponent and strikes them several times.

Instafire: +2 to Ki, allows the user to go for another hit on the same turn until a brace is landed on their opponent. Costs 2 Ki per hit to use.

Destructo Disc
A lethal disc of energy with the power to cut through anything and anyone.

Two turns to fire: +2 to Ki, always forces a brace and severs a limb if hit. Costs 6 Ki to use.

Galick Gun
A powerful, purple energy beam used by Saiyans all across the galaxy.

Instafire: +2 to Ki roll, costs 3 Ki to use.

Two turns: +4 to Ki roll, costs 4 Ki to use.

Dirty Fireworks
The user aims their middle and index fingers at the opponent and summons an explosion right where they stand.

Instafire: +1 to Ki, -3 on the enemy's brace. Costs 3 Ki to use.

Atomic Flash
The user fires a powerful bolt of energy at the opponent, which pierces right through them causing lots of damage.

Instafires with a +2 to your ki-roll. Can be charged for two turns to line up two enemies, making them both roll against the +2. Being hit causes a -1 to defense for one turn, -2 if charged. Instafire uses 3 ki, Two-turn uses 4 ki.

Double Sunday
The user charges two purple energy spheres, then fires them at the opponent in the form of two waves.

Takes 2 turns to charge. Can be used on two enemies with a +2 to ki-roll, or the waves can be fired in a wide arc, causing a 2d10-1 AOE on any enemy in front of the user. Costs 4 ki to use.

Bomber DX
The user tosses a large, pure white energy sphere at the opponent that creates an explosion on contact.

Instafires, hitting the target and anyone within close range of them with a +4. Costs 6 ki to use.

Giant Storm
The user raises their right hand with their index and middle fingers up, releasing a white burst of energy.

Takes 2 turns to charge and adds a +4 to your AOE Ki roll. The move hits any enemy in the area. Costs 7 Ki to use.

Big Bang Attack
A powerful but compact blue energy blast that creates an enormous explosion on impact with its target.

Takes 2 turns to fire and adds a +3 to your Ki roll. The target will get a -2 to defending rolls after being hit by this attack. Costs 4 Ki to use.

Final Flash
A gigantic and insanely powerful yellow energy wave. The user has to be transformed but will always be dropped out of one after using this move.

+5 to your Ki roll, takes 2 turns to fire, but can also be charged up for 3 turns for a +7. Costs 5 Ki to use at two turns and 7 Ki at three.

Prominence Flash
The user charges energy and shoots a single energy wave out of their hands as they face the opposite direction, similar to Final Flash. This is a less powerful and consuming version of the technique, which does not require or drop the user out of their transformation.

+4 to your Ki roll, takes two turns to fire and costs 4 Ki.

Eraser Cannon
The user charges up a bright green energy sphere. Next, they wave their hand forward and throw it at the opponent. It’s strength depends on how long it’s been charged for.

+2 to Ki when instafired, +4 to Ki when charged up for a turn, +6 when charged up for another turn. (Ki Costs are 3, 5, 7 respectively.)

God Bind
Takes 2 turns to fire, when it's launched the opponent is stunned and gets a single turn skipped. The target won't get any defense bonuses while being stunned.

Costs 2 Ki to use, no bonuses to your roll.

Masenko
The user places both hands above their head and charges up a yellow energy beam, then fires it at the opponent. It’s used mostly by the Namekians.

Instafires and adds a +2 to your Ki roll. Costs 2 Ki to use.

Super Masenko
A stronger version of the Masenko, powered up even more when the user is enraged.

Takes two turns to fire and adds a +3 to your Ki roll. (+5 when enraged.) Costs 4 Ki to use.

Light Grenade
The user puts their hands together in front of them and charges a yellow energy sphere in their hands, which they fire at the opponent. It unleashes a blinding light upon impact.

Instafires with a +2 to your Ki roll or takes 2 turns to fire with a -2 debuff to all enemies' defending rolls for 1 turn. Costs 3 Ki to use when instafired, and 4 Ki when charged up for a turn.

Hellzone Grenade
The user fires several energy spheres in the opponent's direction and surrounds them with these blasts before making them rain down on them.

Takes either two, three or four turns to fire. The move adds a +3 to Ki, a +4 to Ki or forces a brace on the enemy respectively. The Ki Costs start at 4 and increase by 1 each turn.

Special Beam Cannon
A powerful energy laser charged up with one hand. It can be charged up for a long time.

Takes 2 turns to fire for +4 to your Ki roll. You can continue to charge it for a +6 after 3 turns or a +8 after 4. You’ll always get another +1 if it’s used on someone held in a lockdown. Ki Costs start at 4 and increase by 1 each turn.

Super Ghost Kamikaze Attack
The user summons up to 3 ghost copies at a time of themselves that explode on contact.

Instafires and summons three ghosts. They can be launched whenever the user wants and add a +1 to your Ki roll per ghost fired. You get an additional bonus of +1 to Ki per roll when the user’s Total PL exceeds 20000. Costs 4 Ki to use.

Riot Javelin
A blue energy sphere or wave fuelled by the user’s anger and rage.

Instafires, add a +2 to Ki. If your HP is lower than 5, this move's power increases to a +3. If you’ve rolled a high brace on your last turn (>7 on the brace), this move will be a +4. Costs 4 Ki to use.

Stardust Fall
A more powerful volley of Ki, the user fires hundreds giant streaks of energy and decimates the opponent, at the cost of a ton of Ki.

Instafires, roll 3 times with a +2 to your Ki roll or one +3 AOE attack against multiple enemies. Take a -2 defense penalty on the next turn. Costs 7 Ki to use.

Stardust Breaker
The user charges up a rainbow energy sphere and crushes it in their hand, turning it into a scattered blast similar to stardust and then throws it at the opponent. It can take a target straight to death rolls if a 1 is rolled on their brace.

Instafires, adds a +4 to the user's Ki roll and lowers the target's brace roll by a -3. Costs 7 Ki to use.

Banshee Blast
A barrage of five simultaneously unleashed beams fired from a single hand, each from one of the user’s fingers.

Instafires, roll with a 3d5 against the user’s normal defense roll. Costs 4 Ki to use.

Spirit Stab
The user charges condensed energy in their hand and forms into a sword-like blast that can be controlled to become longer or shorter. Needs a bladed weapon or Ki Construct to be used.

Instafires and adds a +3 to Strength. (Excluding weapon bonuses.) The enemy takes a -1 to combat and survival rolls for a single turn if hit. Costs 5 Ki to use.

Spirit Bomb
The user of the Spirit Bomb gathers huge amounts of energy from surrounding life forms, resulting in a massive sparkling sphere of astounding destructive power.

Takes at least three turns to use, and its power increases by +2 per person from its usual +4 depending on the amount of people gifting the user Ki. Costs 8 Ki to use.

Trap Shooter
The user fires a bunch of green energy blasts in succession at their target.

Instafire, two seperate rolls with a +2 to Ki. The move can be cancelled after the first roll, allowing the user to do something else in their turn with a -4. Costs 3 Ki to use.

Death Beam
The user fires a fast and concentrated laser of ki from their index finger, which pierces through the opponent.

Instafire: +1 to Ki, but guarantees the loss of 1 HP extra for the target on a brace. Costs 3 Ki to use.

Barrage Death Beam
A lethal, rapid fire barrage of many Death Beams fired in succession at the same target.

Instafire: two rolls with a +2 to Ki, that both guarantee the loss of 1 HP extra for the target on a brace. Costs 6 Ki to use.

Death Saucer
The user charges up two lethal and sharp energy discs and flings them at the enemy.

Two turns to fire: Two rolls with a -1 to Ki. A single brace will be forced and a limb is severed on a bad brace if both are hit. Costs 5 Ki to use.

Death Ball
The user charges up a sparking energy ball of destructive essence and throws it at their opponent. It causes massive explosions.

Can be instafired for a +2 to Ki at any point before the user's second turn, even while an enemy is still taking actions. Otherwise, it adds a +5 to the user's Ki roll. Always costs 5 Ki to use.

Burning Attack
The user performs a series of rapid arm movements before firing an energy sphere from their palms and towards the opponent.

Instafires and gives a +1 to your Ki roll, but also debuffs the enemy with a -2 to defending rolls for one turn if it hits. Costs 4 Ki to use.

Finish Buster
The user raises their hands into the sky and charges a large energy sphere, before throwing it at the opponent.

Instafires and adds a +2 to your Ki roll, or takes 2 turns to fire, with a +3 to your Ki roll. Costs 2 Ki to use.

Heat Dome Attack
First, the user throws their opponent up in the air and points both of their hands up at them. They then release a giant Finish Buster beam.

Takes two turns to use and adds a +4 to the user's Ki roll. If the target is currently in a lockdown, it can be instafired instead. Costs 4 Ki to use.

Vanishing Ball
A giant, bright, pink orb of destructive energy. This attack cannot be clashed with, and will cancel out any Ki attack aimed on the user at the same turn. It is powered up if this occurs.

Takes 2 turns to fire and adds a +4 to your Ki roll. (+6 if a weaker Ki move has been cancelled out.) Costs 5 Ki to use.

Devilmite Beam
A strange attack which takes advantage of the evil in your opponent's heart.

Takes four turns to use, but always forces anyone who has ever killed an OC into straight Death Rolls. Costs 6 Ki to use.

Lariat:
The user proceeds to rush at the enemy at high speed and then grabs his opponent by the neck using their arm muscles.

Instafires for a +1 on one enemy or a base d10-1 on two enemies if they're close together. If used during a muscle-mass increasing transformation, add an additional +1. Costs 3 Ki.

Chokehold
Instafire d10+1 with an additional +1 if in a muscle-mass increasing form. Gives the enemy a -1 to their next defense roll, a heavy brace forces a turn skip debuff for one turn as well.

Costs 4 ki to use.

Dynamite Punch
The users hand ignites with ki, slamming into the enemy with explosive effect.

Instafire, +2 to your strength roll. Costs 2 ki to use.

Headbutt
The user uses their own skull to try to knock out their opponent.

Instafires. Strength roll +2. If this hits, enemy loses a turn. If it misses, the user loses a turn. Costs 3 ki to use.

High Speed Rush
A nimble combination of many punches and kicks, ending with a powerful downing strike.

Two turn charge. Roll twice, first with a d10 and once more with a +1 including weapon bonuses only on the second roll. Costs 2 ki to use.

Head Scissors Rush
The user kicks the opponent, grabs the opponent's head with their legs, and throws them back onto the ground.

Adds a +1 to your physical roll as well as a -1 debuff to all of the opponents stats for a turn. Add an additional +1 to your physical roll if used on someone of the opposite sex. Costs 3 ki to use.

Dragon Throw:
The user spins an opponent before throwing them off into the air to send another attack at them.

+1 strength roll. If it lands, the user can use any instafire attack with an added +2 right after. Costs 4 ki to use.

Rock Paper Scissors
Instafire. The user and a single enemy roll a 1d3. 1 beats 2, 2 beats 3, 3 beats 1.

If a draw, keep re-rolling until someone wins. Every draw adds a -1 to the brace. Whoever loses has to brace. Costs 7 ki to use.