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Alex's DBZ RPG 5 // Technique Categories

Progression
 

For each advanced technique that you learn, you must have already learned at least 3 fundamental moves. This means to learn all 4 advanced techniques, you must already know at least 12 fundamental ones. Also, to learn your finisher, you must already know at least 2 advanced techniques.

Fundamental Moves
 

Each character holds 15 fundamental technique slots. This means you can learn up to 15 moves in this category. There is no limit to the amount of times you may use each fundamental move (provided you have enough ki). Fundamental moves cannot be charged but can be leveled up once by paying an additional 2 SP. A level 2 fundamental move will have an increased damage of 1%.

Advanced Moves
 
Each character holds 4 advanced technique slots. Advanced techniques are the moves that your character should be best known for in battle. Each advanced technique may only be used three times per battle.

The action system most directly affects this category. The number in the actions column is how many actions in battle the move requires for you to perform it. If a move has a range of actions such as 1-2 or 2-3 then that means if you use the minimum number of turns you are only doing that move at half of its maximum power potential. To fully perform the move to it's meant potential, you will have to spend the minimum number of actions +1.

Any action used after that will further boost the move past it's potential to make it extra lethal.

Charging from 1 action to 2 increases ki usage by +2% and damage by +4%
from 2 actions to 3 increases ki usage by +4% and damage by +8%
from 3 actions to 4 increases ki usage by +6% and damage by +12%
from 4 actions to 5 increases ki usage by +8% and damage by +15%


Power Ups
 

Each character holds 3 power up slots. A power up is a technique which can enhance you in combat. The bonus of using power ups is that if they are used non-defensively, they may be used in addition to an attacking action. For example, Zanzoken does not itself require an action. You may use power ups as many times per battle as you like.

Finishers
 

Each character has a maximum of 1 finisher slot. Since you only can have one finisher, this technique is your viewed as your characters signature move. Some finishers have the capability of seriously hurting or completely destroying your opponent if they are successful (determined by ref). You may only use a finisher once per battle.

Stances
 

Each character may learn one stance. Stances can only be used in certain situations in battles and do not require an action to perform. You may always use your stance at the beginning of any battle. After that, you will need to look for a lull in the fighting to get back into your stance. An example of this might be that you and your opponent take a break to have dialogue or if you are in a group battle you are not currently fighting. To judge if either of these are happening if your opponent(s) make one full post without attacking you, you may go into your stance again.

Special
 

Special abilities are miscellaneous skills that can be used both in and out of battle. There is no limit to how many you can have.

Weapon Techs
 

To learn a sword technique, you must have a sword equipped and be training with self. You must have a blade level higher or equal to the move you are trying to learn. You can learn 1 sword technique at a time.

Note: Unless otherwise specified, each attack can only be done once per battle.

 


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