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Alex's DBZ RPG 5 // Power Ups

 

Move
Ki Cost
Actions
Description
Aura
1%
1
An aura of ki surrounds you, reducing ki consumption by 1% (to minimum of 1% - ignores ki reduction cap) for your next 10 actions. Taught by any master for 5 SP.
Barrier
5%
1
This purely defensive technique forms a spherical ki shield around the body that protects the user from weaker ki attacks (fundamentals or uncharged advanced). Lasts for 3 attacks made against you. Blocks 90% of the first attack, 50% of the second attack, and 25% of the third attack. Can also block half damage from an advanced attack charged with 1 action, but will dissipate completely after that. Limit to use three times per battle. If used by Bojack, the technique is re-named "Psycho Barrier" and will block 100% of the first attack.
Body Shield
5%
1
Thin film of ki over the skin that protects you from physical attacks. Lasts for 3 attacks made against you. Blocks the first attack completely, 50% of the second attack, and 25% of the third attack. Limit to use three times per battle.
Double Zanzoken
6%
-
Increases actions you may perform in one of your posts by +2. Doubles your speed for those two actions. Ignores maximum action limit. Can only be used once per battle. Cannot be combined with Zanzoken.
Divine Aegis
7%
1
(Celestials Only) Can create a body shield or a barrier. Limit to use four times per battle.
Dyne Power Up
-
1
Replaces the Power Up ability. Raises ki to its maximum. Will restore 25% of ki used prior to powering up to maximum ki. Can be later used to restore 5% of used ki in battle to a maximum of 25% when used (five uses).
Energy Charger
-
-
Passive ability. Allows you to charge up ki attacks. This move must be learned in order to use more than the minimum actions.
Energy Doubler
-
-
Passive ability. Allows you to further charge up ki attacks past their maximum. With this move you can spend one additional action from said maximum charging any blast or beam which will increase its damage. Knowing this technique will also increase the PL boost cap of all your advanced and finishers by +10%. Cannot be learned by Hatchiyack.
False God State
10% then 1% per action
-
Takes 3 weeks to learn, Learned anywhere in the ND. Only learnable when you actually die to get to the ND. Costs 25 SP. Ki costs can't be reduced by transformation training. You probably aren't really a god, but dammit this power up lets you pretend. Stacks with any transformation to give an added +10% to the transformation's benefits. Will also stack with Kaio-ken or Flames of Hell for 1 action, however since the strain on your body is so great, it then revokes your access to any power ups or transformations for the rest of the battle.
Flames of Hell
4%
-
Evil Or Demons Only: A power up that can increase the any one of the user's stats in battle. Saying "Flames Of Hell - Speed" would increase the users speed. The user's body is surrounded by and covered by fire and said stat is increased by +10% for one post (minimum of +500). If used by demons will do +15% to that stat instead. Cannot be stacked. Demons may use even if not evil.
Ganr's Hand
5%
1
Can only be learned and used by those of neutral alignment who do not have a Chaotic or Lawful tag. This technique creates a powerful force field around anybody on the battlefield which will protect them from one fundamental, physical combo, special technique attack, or an advanced attack charged fewer than two times. If used on an opponent, it will prevent them from attacking for one action (they must use this action to break free). May be used twice per battle.
Hassuken
-
-
You move your arms so fast that it seems as if you have eight, then you attack with all eight at once. Allows you to perform 8 arm-related quick attacks in your physical combo or 3 arm-related power/special attacks. Can be done in the same action this move is used. Lasts for 3 actions. Limit to use twice per battle. Fisticuffs and Advanced Fisticuffs raise this limit by +1 each. Must know Shiyoken to learn. Once Hassuken is learned, Shiyoken no longer takes up a technique slot.
Illusion Wolf
4%
-
An upgrade to Wolf Fang Fist. Must know Wolf Fang Fist to learn. Once learned, Wolf Fang Fist will no longer take up a technique slot. For 4 attacks (6 if used by Yamcha), your punches hurt +50% and chances of a critical hit on Special attacks increase to 10%. You also split into a second form of yourself but this form is only an illusion which fools your opponent into blocking the wrong attacks making your Wolf Fang Fist punches unblockable. Limit to use once per battle. Advanced Fisticuffs allows you to use it twice per battle.
Kaio-Ken
1% ki & 1% vitality/level
-
This will allow you raise your strength and speed by +500 base and +10% for 3 actions. Additional levels will add +500 base and +1% onto the gain. To learn higher levels, simply pay 10 additional SP and you will learn another level. May learn up to level 20. Ki and vitality cost are subtracted after Kaioken wears off. Cannot be used by Demons. Kaio-ken takes 2 modifier slots.
Mach Kick
-
-
(Aliens Only) You are able to kick so quickly it appears as if you have multiple legs all kicking at once. Allows you to perform 8 kick-related quick attacks in your physical combo or 3 kick-related power/special attacks. Can be done in the same action this move is used. Lasts for 3 actions (4 if used by Burter). Limit to use twice per battle. Does not take up a slot if you already know Hassuken.
Power Up
-
1
Raises ki to maximum in battle. Will restore 25% of ki used prior to powering up to maximum ki. Can later be used to restore 3% used ki to a maximum of 15% (five uses). All characters start the RPG with this move and it does not take up a power up slot.
Opal Electricity
9%
1
This will surround you in an electrical field and will absorb all damage from one advanced ki attack that has not been charged or any fundamental ki attack in battle. The ki cost of that attack is added to your ki for the remainder of the battle. Limit once per battle.
Revenger Charge
-
-
(Hatchiyack Only)Passive ability. Replaces his regular Energy Charger ability after it is learned. Allows him to spend one additional action from said maximum charging any blast or beam which will increase its damage. Knowing this technique will also increase the PL boost cap of all his advanced and finishers by +15%.
Shiyoken
1%
-
You sprout two extra arms on your shoulders. Allows +2 quick attacks or +1 power/special attacks in your physical combo. Can be done in the same action this move is used. Lasts 3 attacks. Limit to use twice per battle. Fisticuffs and Advanced Fisticuffs raise this limit by +1 each. Does not stack with Hassuken.
Super Kaio-Ken
2% ki & 2% vitality/level
-
Must know Kaio-Ken and Kaio-Ken Mastery to use. Does not take up a power up slot. May be used once per battle. Produces double the effect of regular Kaio-ken but at double the cost.
Wolf Fang Fist
2%
-
A powerup for the hands. For 4 attacks (6 if used by Yamcha) your punches hurt by +50% and chances of a critical hit on Special attacks increase to 10%. Can be used once per battle. Fisticuffs and Advanced Fisticuffs raise this limit by +1 each.
Yokata Power Up
-
1
Replaces the Power Up ability. You plant your feet in the ground and take a martial arts stance. Your body begins to glow as you groan and power up for several minutes. Raises to max ki when used and will restore 25% of ki used prior to powering. Adds +250 all stats and increases power level and speed by 3% at the time of powering (PL gains divided evenly amongst all stats). If used by Nappa, his next 3 physical attacks have a chance to inflict critical effect: burn.
Zanzoken
3%
-
The ability to move so fast that you leave a blue after image. Temporarily doubles your speed when used in conjunction with an attack or to help dodge one. This can be used twice per battle.


 

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