DRAGON BALL Z HERO

POWERS

In the world of Dragon ball Z all powers are derived from one's mastery of chi. Manipulation of chi allows characters to fly, project energy blasts, teleport, heal others, control minds, and move objects at a distance. Summoning and gathering chi can allow a person to increase their fighting ability by boosting their strength and reflexes.

Chi Powers Used In Dragon Ball Z

Attack Powers

Chi Blast: The most common power in Dragon ball is the ability to project blasts of chi energy. The bolts can be launched from the eyes, hands, feet, or mouth, and are capable of wrecking nearly anything they impact with. In general, the more powerful the chi blast, the longer it takes to create. Gestures are also very common, with the hands being used to shape and direct the attack. Of course, the genre being what it is, most attacks are accompanied by a series of Incantations (usually the name of the attack).

Bakuhatsuha: Nappa points two fingers at the sky and makes a stabbing motion upwards. This releases a massive explosion that is capable of leveling parts of cities. Regardless of where this blast is centered, Nappa remains unharmed.

Bakuhatsuha: EB 20d6, Personal Immunity (+1/4), Explosion (-1 DC/2"; +3/4) (200 Active Points); Extra Time (Full Phase, -1/2), Gestures (points two fingers at the sky and makes a stabbing motion upward; -1/4)). Total Cost: 114 points.

Chonoryoko: Chao-zu uses telekinesis to manipulate the movements of others, usually freezing them in place. He can also cause sharp internal pains to anyone trapped by this power.

Chonoryoko: Telekinesis (30 STR), BOECV (Mental Defense applies; +1), Invisible Power Effects (Fully Invisible; +1) (135 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Gestures, Requires Gestures throughout (Requires both hands; -1), Affects Whole Object (-1/4) (Real Cost: 41) plus EB 4d6, NND (defense is non-human body (such as a cyborg or an artificial human, or an EGO Roll at -3, or Life Support vs High Pressure; +1), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Full Phase, -1/2), Linked (Telekinesis; -1/2) (Real Cost: 24) Total Cost: 65 points.

Daichiretsuzan: Freezer makes a slashing motion with his hand and creates a great rift in the earth. Note there is no visible energy beam.

Daichiretsuzan: RKA 5d6, Invisible to Sight Group, SFX Only (+1/4), Area Of Effect (38" Line; +1) (169 Active Points); Gestures (slashing motion with hand; -1/4). Total Cost: 135 points

Death Ball: This is a sphere of energy created from a single fingertip. Once fired off it will consume anything in its path. Freezer uses this to destroy planets. Stopping the Continuous advantage probably requires someone hit the Death Ball with another chi attack and overwhelm it.

Death Ball: RKA 4d6, Armor Piercing (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (see text below on how to stop this technique; +1) (240 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Gestures (must throw ball; -1/4). Total Cost: 160 points.

Kamehameha: Kamesennin's trademark chi blast that took him 50 years to develop. Goku picks it up just by watching. 4 years later, close to 6 people can use the technique.

Kamehameha: EB 20d6 (100 Active Points); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; uses both hands to shape the attack; -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations ("Kamehameha!"; -1/4). Total Cost: 36 points.

Kiaiho: An invisible bolt of force.

Kiaiho: EB 18d6, Invisible To Sight Group (+1/2) (135 Active Points). Total Cost: 135 points

Kienzan: This is Kulilin's trademark energy disc, capable of slashing through targets with ease.

Kienzan: RKA 5d6, Armor Piercing (+1/2) (112 Active Points); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must hold both arms over his head to create energy disk; -1/2). Total Cost: 56 points.

Psychokinesis: Freezer is seen throwing rocks about telekinetically and at one point he lifts Kulilin into the air remotely. Because it isn't a good damage causing power, Freezer tends not to use this in combat.

Psychokinesis: Telekinesis (60 STR), BOECV (Mental Defense applies; +1), Invisible Power Effects (Fully Invisible; +1) (270 Active Points); Gestures, Requires Gestures throughout (must manipulate objects with hand(s); -1/2), Affects Whole Object (-1/4). Total Cost: 154 points.

Renzoku Energy Dan: Basically an autofire blast of energy bolts.

Renzoku Energy Dan: EB 14d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (140 Active Points); Extra Time (Full Phase, -1/2), Gestures (Requires both hands; must "throw" energy at target; -1/2). Total Cost: 70 points.

Samin no Jutsu: This technique allows Kamesennin to alter another's moods and thoughts.

Samin no Jutsu: Mind Control 12d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2) (90 Active Points); Extra Time (Full Phase, -1/2), Gestures, Requires Gestures throughout (-1/2), Incantations (Requires Incantations throughout; -1/2). Total Cost: 36 points.

Taiyoken: This technique releases a bright flash of light from the body, blinding anyone nearby.

Taiyoken: Sight Group Flash 8d6, Personal Immunity (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Gestures (must throw out arms and legs to "project" the light energy; -1/4), Incantations ("Taiyoken!"; -1/4). Total Cost: 35 points.

Defensive Powers

Naturally, one can use their chi to defend their self. The typical way is by deflecting other chi attacks (Missile Deflection: All Ranged Attacks) or through the creation of chi barriers. For example:

Chi Barrier: FW (20 PD/20 ED) (100 Active Points); No Range (-1/2), Self Only (-1/2), Cannot Move While Force Wall Is Active (-1/2). Total Cost: 40 points.

Movement Powers

Bukujutsu: The ability to fly.

Bukujutsu: Flight 20" (40 Active Points). Total Cost: 40 points.

Sanzouken: Moving so fast you can't be seen.

Sanzouken: Teleportation 12" (24 Active Points); Only To Places The Character Can Normally Reach (-1/2), No Noncombat Movement (-1/4), Must Pass Through Intervening Space (-1/4). Total Cost: 12 points.

Zazoken: Moving so fast as to leave afterimages. Also called "One Pattern."

Zazoken: Sight Group Images Increased Size (16" radius; +1), -4 to PER Rolls (44 Active Points); No Range (-1/2), Must Perform A Half-Move At Minimum (-1/2. Total Cost: 22 points.

Sensory Powers

Sense Chi: The most basic of all chi powers is the ability to sense another's chi. Everyone (well, almost everyone) who can manipulate chi can also sense another's chi. True masters can also sense where this chi is located, how powerful it is, and (occasionally) whose chi it is. The power is normally written up like this:

Chi Sense: Detect Fighting Ability 11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +8. (24 Active Points). Total: 24 points.

Variations include adding more levels of Telescopic (or Megascale), added Analyze, or removing the Discriminatory adder.

Other Powers

Summoning One's Chi: Aside from the impressive power levels seen with Super Saiyajin modes, several other characters can "summon their chi." This is usually accompanied by a great blast of wind that rushes out and away from the character. In game terms, this could be a simple special effect for getting ready to fight, or Change Environment, or a purchased bonus to PRE, or an actual Aid to a character's characteristics. Both Kamesennin and Freezer have this power, which looks like this:

Chi Summoning: Aid TR, DEX, CON, PD, ED, SPD, END, STUN, and Chi Techniques 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), all chi powers simultaneously (+2) (97 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4). Total Cost: 43 points.

and

Summoning His Chi: Summoning His Chi: (Total: 150 Active Cost, 47 Real Cost) Aid STR 10d6 (100 Active Points); Aid Effects Last For Only One Turn (-1), Extra Time (Full Phase, -1/2), Self Only (-1/2) (Real Cost: 33) plus Aid END 5d6 (50 Active Points); Aid Effects Last For Only One Turn (-1), Extra Time (Full Phase, -1/2), Self Only (-1/2), Linked (Aid; -1/2) (Real Cost: 14). Total Cost: 47 points.

Suppressing One's Chi: This is the opposite of the summon chi power discussed above. Here the character in question suppresses their chi, rending it virtually nil (at least when compared to other chi-powered martial artists). This is defined as Invisibility, since the character is pretty much undetectable by Scouters and those with chi sense. As a side note, cyborgs all have this ability naturally, due to their physical make-up, which is yet another reason they were so feared. As far as can be told the only characters to really develop this ability where the Earth-based Z-fighters. Freezer, his minions, and the Saiyajins (with the eventual exception of Vegita) never seemed to have conceived of this ability or bothered to develop it.

Suppressing One's Chi: Chi Supression: Invisibility to Mental Group and Detect (Chi and Fighting Ability) , No Fringe, Reduced Endurance (0 END; +1/2) (34 Active Points); Only When Not Attacking (-1/2). Total Cost: 23 points.

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