Open to Z Fighters, restricted access for Changeling Type 2s.

Martial Arts schools are the only places where you can train to learn ki skills. You cannot buy these moves in stores. To train a martial arts technique mostly requires only experience points to learn the move. Because of this they are generally more costly to experience to learn than magic skills. In order to train with a new martial arts master, you will be required to prove yourself. You must first find the master, and then complete the task assigned to you.

When you find the Martial Arts School building in each of the towns you may access the martial arts schools available to you.

Unlike magic schools, you may train with more than one master at a time.

Like mages and the book stores, you will come to martial arts schools to purchase new techniques. If there are no schools listed below, you have not yet found a master. You need to ask around more and convince your team to travel with you more.

 

Grandpa Gohan's School of Martial Arts

 

Name: Kamehameha Level 1 (Availability - Z Fighters and Changeling Type 2 only)
Ability: A powerful blast of blue energy from the palms. This technique was initially taught at the Turtle Hermit School of Martial Arts, and can be upgraded to higher levels there.
Roll Rules: Combat - roll intelligence D20. Requires one turn. Requires you to put down your weapons for the duration of the attack, but they remain on the ready in your defence and next turn. Ranged attack, unlimited range (within reason). Does D6 x 3 damage. Uses 3 ki.
-Cost 1100 Experience Points to learn.



Name: Jan Ken AKA Ro Sham Bo AKA Rock Paper Scissors 
(Availability - Z Fighters and Changeling Type 2 only)
Ability: Don't like the turn out of a dice roll? Redo it. IF you defeat the "trip guide" in a game of Rock Paper Scissors.
Roll Rules: Combat or passive - roll intelligence D20. In combat it requires you to give up your next turn but it can be used any time for any player for any dice roll (or series of rolls) of any type. After successfully completing the D20 roll, play a best  of 3 game of rock paper scissors with the game moderator. Winning the game allows you to allow a redo of the last roll. Winning all 3 games means it doesn't cost you any ki. Uses 2 ki per the attempt otherwise.
-Cost 1100 Experience Points to learn



Name: After Image Strike
(Availability - Z Fighters and Changeling Type 2 only)
Ability: Dodge fast, really fast, so fast the human brain can't keep up with the processing (hence the after image effect), and perform a counter strike.
Roll Rules: Combat - roll for a dodge as per usual with a defence D20. Roll an additional speed D20 against the quest difficulty. If successful you will dodge the attack, appear behind the enemy, and perform a counter strike equal in damage to your regular chosen attack roll. If you fail you receive the hit initially performed, without your armor bonuses. Uses no turn as it is performed in the defence turn. Uses 2 ki. 
-Cost 2600 Experience Points to learn



Name: Sleep 
(Availability - Z Fighters and Changeling Type 2 only)
Ability: You fall asleep on the battlefield, and recover some health and ki.
Roll Rules: Combat - Roll defence D20. Uses 1 turn. If successful, you will recover D10 health and D10 ki. You are vulnerable during the remainder of that turn until it is your turn again. Uses no ki.
-Cost 2000 Experience Points to learn



Name: Thunder Shock Surprise Level 1 (Availability - Z Fighters and Changeling Type 2 only)
Ability: Create a powerful electric field from the palms of your hands that envelopes an enemy , holds them, and electrocutes them.
Roll Rules: Requires you to put down your weapons for the duration of the attack. Combat - roll initially intelligence D20, and costs 4 ki.  Uses 1 turn. Including the initial turn and each subsequent turn, does electrical damage equal to intelligence D20.  Each turn requires an intelligence D20 roll + 1 to maintain the field as the enemy tries to escape (so in total 2 intelligence rolls each turn, one for success (which gets easier each turn by +1 for every turn maintained) and one for damage). Costs 1 ki for each turn the field is successfully maintained. The enemy cannot move and cannot attack or heal once trapped inside the electric field. However, nobody else can attack the enemy during that time (the field is lethal. Essentially, the enemy becomes your bitch and your bitch only). The field can be maintained even if you are attacked by other enemies, and you can still defend, you are not vulnerable. The field breaks when you stop putting ki into it or fail the roll. You do not get an attack turn each turn you successfully maintain the field.
-Cost 2000 Experience Points to learn



Name: Explosive Wave
(Availability - Z Fightersand Changeling Type 2 only)
Ability: A weak burst of energy is dispelled from the body and blasts enemies outside of immediate physical attack range.
Roll Rules: Combat - roll defence D10 and attack D10. Does D12 damage evenly distributed to any enemies immediately within physical attack range, and blasts them all outside the attack radius of yourself and very nearby allies. The enemy will not be able to perform a physical strike against you for their next turn, unless they have a ranged attack method. Flying enemies struck by the blast will be grounded outside the attack radius on their next turn. Takes 1 turn. Uses 3 ki.
-Cost 2000 Experience Points to learn

The Turtle Hermit School Of Martial Arts

Name: Kamehameha Level 2 (Availability - Z Fighters and Changeling Type 2 only) (Must know Kamehameha Level 1 first)
Ability: A powerful blast of blue energy from the palms. This is the second iteration of the form, more refined, more powerful.
Roll Rules: Combat - roll intelligence D20. Requires one turn. Requires you to put down your weapons for the duration of the attack, but they remain on the ready in your defence and next turn. Ranged attack, unlimited range (within reason). Does D6 x 5 damage. Uses 4 ki.
-Cost 1400 Experience Points to learn.


Name: Transformation/Power Up (Availability - Humans, Little People, Mutants , Space Men/Women only)
Ability:
The ability to power up your ki and transmorph the body to be bigger, stronger, faster for a short time.
Roll Rules: Combat - roll intelligence D20. Requires one turn. Uses no ki if successful in fact replenishes 8 lost ki. Adds +1 to all strength, speed, and defence rolls until over 60% of health has been depleted over the course of battle. Can only be used once per quest day.
-Cost 1500 Experience Points to learn.


Name: Ma Fu Ba/ Evil Containment Wave
(Availability - One Person Only, all races except Daemoni or anyone deemed inherently or actively evil by their actions so far)
Ability: This powerful technique traps specifically a demonic or evil entity or person or entity summoned by such a person into a containment vessel of some kind (could be a jar, a pot, any trapping device, an empty flask, etc) and takes them out of battle/quest, no matter how powerful the entity. 
Roll Rules: Combat - roll intelligence D20 x 3 against the entity or person's intelligence D20 x 3 rolls. Requires one turn. This technique will kill its user, absorb all of its ki. Please note. I
f this technique is used, looting of that entity or person will not be possible.
-Cost 2100 Experience Points to learn.


Name: Hypnosis Level 1 (Availability - Everyone)
Ability: The ability to control the actions/known techniques of an enemy for 1 of their turns
Roll Rules: Combat - roll intelligence D20 against the enemies' intelligence D20 roll. Requires one turn. Uses 3 ki.
-Cost 1900 Experience Points to learn.

Kami-Sama's School Of Martial Arts

Name: Finger Beam (Availability - Z Fighters only)
Ability: A powerful blast of sparkling energy from the tip of the finger.
Roll Rules: Combat - roll intelligence D20. Requires one turn.  Does not require you to drop your weapons for the duration of the attack. Ranged attack, medium range. Takes one turn. Targets one enemy. Does D10 x 3 damage to an enemy. Uses 3 ki.
-Cost 1300 Experience Points to learn.



Name: Eye Beams (Availability - Z Fighters only)
Ability: A powerful blast of white energy from the eyes.
Roll Rules: Combat - roll intelligence D20. Requires one turn.  Does not require you to drop your weapons for the duration of the attack. Ranged attack, long range. Takes one turn. Targets one enemy. Does D10 x 4 damage to an enemy. Uses 4 ki.
-Cost 1600 Experience Points to learn.



Name: Explosive God Wave (Availability - Z Fighters only)
Ability: A strong burst of energy is dispelled from the body and blasts enemies outside of medium physical attack range.
Roll Rules: Combat - roll defence D10 and attack D10. Does D20 + D10 damage evenly distributed to any enemies immediately within medium attack range, and blasts them all outside the attack radius of yourself and very nearby allies. The enemy will not be able to perform a physical strike against you for their next turn, unless they have a medium ranged attack method. Flying enemies struck by the blast will be grounded outside the attack radius on their next turn, even large enemies. Takes 1 turn. Uses 6 ki.
-Cost 3000 Experience Points to learn



Name: Sense (Availability - Z Fighters  only)
Ability: The ability to sense the power levels of enemies
Roll Rules: You will need to roll intelligence D20 for each power level you want to know, against the quest difficulty. The enemy must be nearby or in visible range. You can sense as many power levels as you'd like per one turn. Uses 3 ki for each attempt. Only one attempt per enemy per turn.
-Cost 1200 Experience Points to learn.



Name: Resurrection (Availability - Z Fighters  only)
Ability: The ability to revive self
Roll Rules: Once you die, you may take your regular turns to attempt to resurrect. You must roll a D20 for intelligence, a D20 for wisdom, both against the quest difficulty, and then  choose 7 numbers between 1 and 20, and roll a D20 for success. If you succeed you will revive with half your health and half whatever ki you had left.  
-Cost 3000 Experience Points to learn.

Korin's School Of Martial Arts

Name: Korin's Staff (Availability - Z Fighters and Changeling Type 2 only) (Requires a weapon)
Ability: A powerful blast of invisible energy from the tip of a weapon.
Roll Rules: Combat - roll intelligence D20. Requires one turn. Ranged attack, medium range (250 feet or less ). Does your normal weapon strike worth of damage plus D12. Uses 3 ki.
-Cost 800 Experience Points to learn.




Name: Flight level 1 (Availability - Z Fighters and Changeling Type 2 only)
Ability: Flight without the use of wings
Roll Rules: Passive or Combat - roll intelligence D20 against the quest difficulty. Requires one turn in combat. Flight will last 2 turns in combat and only a short duration passively at this level. Uses 3 ki.
-Cost 1700 Experience Points to learn.




Name: Telepathy (Availability - Z Fighters and Changeling Type 2 only)
Ability: The ability to read minds and to send thoughts to people
Roll Rules: You will need to roll intelligence D20 for each thought you want to know, against both the quest difficulty and then the opponents defence roll, and intelligence D20 for each thought you want to send to someone against the quest difficulty level. There is no distance limit for the thought send (ie: send distant messages to allies far away or different rooms). The mind read must be in short range (less than 45 feet).  
-Cost 2000 Experience Points to learn.

Raditz' School Of Martial Arts

Name: Oozaru Level 1 (Availability - Z Fighters and Changeling Type 2 only)
Ability: Raditz only teaches you one thing: have a tail, protect your tail. Oh, that and that you're secretly a giant murderous ape bent on destruction and mayhem. You summon a full moon.
Roll Rules: Not easy to pull off. Combat only - roll attack D20  3 times against the quest difficulty successfully. Takes 2 turns and you are vulnerable for both turns. Uses all your ki so it can only be attempted once. You grow in size by a factor of about 20 and become enraged, destroying everything that gets in your field of view, even potentially allies. This will triple your hit damage done (your weapons "vanish" to become hairy fists so you can no longer use projectiles or other special attacks, but your current weapon and armor are still in play and counted towards your attack and defenses calculations) and halves your hit damage taken. Your tail is vulnerable, so protect it at all costs.
-Cost 4500 Experience Points to learn.

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