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Alex's DBZ RPG 5 // Special Techniques

 

Move
Damage
Ki Cost
Actions
Description
Absorption
-
-
-
(Androids, Buu Only) After defeating an opponent in battle, an android can learn one of his moves instead of killing him. Buu can learn this anytime after hitting level 10 by paying 10 SP.
Acid Blast
5
3%
1
(Saibamen & Biomen only) The user's head splits open and a stream of acid explodes forth burning anything it touches.
Unaligned Defense
5%
1
(Neutral Only) Some believe in doing good, others go around committing acts of evil. For you, you have found neither appealing. You have found a way to block out either side and keep your soul for yourself. In this technique you channel that defense against any advanced technique with an alignment Good or Evil (lawful and chaotic count as well) restriction and find a way to save yourself or your allies from their attack (Heal is not impacted). Can be used 2 times in combat. Defense Negates Advanced Aligned Techniques unless charged with 2 or more actions at that point it only defends 50% of the damage. (Costs 16 SP)
Advanced Fisticuffs
-
-
-
Passive ability. Learn from any master for 25 SP. Must know Fisticuffs. While you have this ability you get 2 extra Rush techniques slots and 1 extra power up slot. Also increases damage dealt from physical technique attacks by +0.5 DR and hybrid attacks by +0.25 DR (stacks with Fisticuffs). May only learn if you don't know any weapon techniques. Learning this can erase any weapon techniques you currently know.
Beginner's Aura
-
-
-
Passive ability. New members start with this. Prevents all sneak attacks from members with power levels 200,000 and up. Increases the gains from each of your spars by +10 all stats and gives a 10% bonus to anyone roleplaying with you (does not effect zeni, RPC, etc). Once you surpass 150,000 power level, this no longer does anything. Cannot be used with second or third souls.
Brewing
-
-
-
Allows you to brew special drinks. Each drink provides a bonus to whomever drinks it, but you can only have one drink bonus active at a time. Each drink takes one week to make and takes up a build slot and costs 200z. They can be drank yourself, traded, or sold to others. Each type of drink must be learned by spending 15 SP to learn a Recipe of your choice. You may know up to three recipes at any one time. A recipe can be forgotten like a technique with the use of an amnesia green. Each drink created with this ability can only be drank up to 5 times (once per week) per created instance, before the bottle is completely empty, but drinks do not have a lifetime limit of consumption.

Brewing can also be used to enhance Tonics, Super Tonics, Elixers, CC Mega Elixers, and CC Sodas. Enhancing an item costs 300z, one week and a build slot, but the item provides +50% benefits (rounding up). You must already have the item in your inventory, or you can enhance an item in someone else's inventory. Enhancing an item removes the limit on how many times that item can be used, but limits it to use of once per month (so you cant use more than one Enhanced Elixir per month, as an example).
Built In Scouter
-
-
-
(Androids Only) Passive ability. A scouter built into the heads of androids. Allows you +1 action on your first post in a battle. Decreases additional attacks from sneak attacks against you from +2 to +1. Increases intelligence by +5.
Bunkai Teleport
-
10%
1 / 2
(Janemba Only) Janemba can cross between dimensions by dematerializing into cubes. Can also be used in battle to dodge 1 attack (1 action) or make 1 attack nearly undodgable. If being used to dodge an attack that requires 3 or more actions to perform, bunkai teleport costs 2 actions to use. Can be used once per battle. Must know Dimensional Battling to use and cannot be used to dodge or enhance finishers. Can be learned by Janemba anytime after hitting level 10 by paying 50 SP.
Chaos Form
-
0%
1
Your body becomes surrounded by thick black armor and your eyes glow red with a feral ferocity. Takes 1 action to transform. For 3 turns you gain +250 + 1% all stats and during that time any ki attacks that hit you restore half of their ki cost back to you (to a minimum of 1%.)
Clone
-
-
-
(Cell & Cell Jr Only) A technique that may be used by Cell & Cell Jr once they has achieved their Perfect Form that will birth a Cell Jr. Cell Jr. will have half of the original Cell or Cell Jr's stats and have knowledge of all fundamentals except Moonshine Blast and Nova Inferno. Can be used once per battle. After the battle, the new Cell Jr. will die.
Condemn
-
-
-
(Celestials Only) Passive ability that increases the time an evil person must spend in hell by +1 week when you kill them (adds +1 week to overall time spent dead and increases time needed to escape hell by +1 week).
Cooking
-
-
-
Allows you to cook special meals. Each meal provides a bonus to whomever eats it, but you can only have one food bonus active at a time. Each meal takes one week to make and takes up a build slot and costs 200z. They can be eaten yourself, traded, or sold to others. Each type of meal must be learned by spending 15 SP to learn a Recipe of your choice. You may know up to three recipes at any one time. A recipe can be forgotten like a technique with the use of an amnesia green. Each meal created with this ability can only be eaten once per created instance, but meals do not have a lifetime limit of consumption.

Cooking can also be used to enhance Power Bars, Namekian Blues, and Saiyan Victory Steaks. Enhancing an item costs 300z, one week and a build slot, but the item provides +50% benefits (rounding up). You must already have the item in your inventory, or you can enhance an item in someone else's inventory. Enhancing an item removes the limit on how many times that item can be used, but limits it to use of once per month (so you cant use more than One Enhanced Namekian Blues per month, as an example).
Daemon
-
-
-
Passive ability. +5% to all transformations. Must be Evil.
Demonic Will
-
-
1
(Demons Only) Allows you to drain your traits to increase your stats during battle. Any trait can be drained to increase any stat by a factor of 1%:1,000 per trait drained. Effect lasts only for the duration of your battle (the trait remains lowered until end of battle). Can be learned by any Demon after 10 consecutive weeks of meditation training by paying 25 SP.
Dimensional Battling
-
-
-
Passive ability. May be learned from any master in the Next Dimension for 100 SP, taking 2 weeks to learn. Allows for a character to battle another character who also has this ability, regardless of location. Dimensional Battles cannot be joined, must always be one-versus-one battles, and no one can be slain and nothing can be stolen. Gains are reduced by 50% upon the battle's completion. Recovery time for losing is 2 weeks and recovery time for winning is 1 week, due to the intense strain this form of battling puts on those that use it. This ability may only be used once per month. When using this ability to battle, you may not change locations during the duration of the battle.
Dirty Fighting
-
0%
1
Twice per battle you may make a surprise special attack that is very hard to dodge and deals double damage. May not be performed with a weapon.
Energy Kyushu
-
0%
1
(Androids Only) The ability to absorb energy from the bodies or energy attacks of opponents through special holes built into the hands of androids. Can be used to absorb fundamental energy attacks in battle (one per post). Roll 1d6. If you roll a 1, 2, or 3 you will disipate the energy of the attack and not be harmed. If you roll a 4, 5, or 6 you will fully absorb it, and also increase your ki by the % cost of the attack. Each absorption uses 1 action. Once per battle you may also absorb ki directly from an opponent's body by grabbing them ('grab' is a special attack, will cause no damage but will drain the ki if successful. May continue to attempt if dodged or blocked until one success). Roll 1d6. A 1, 2, or 3 drains 5% ki from them. A 4, 5, or 6 drains 10% ki.
Fireball
3
0%
1
You hurl a ball of fire at your opponent. May use twice per battle. Can only be learned inside the Fire Temple. Must have the Inferno Rod to use. Critical Effect: Burn
Fisticuffs
-
-
-
Passive ability. Can learn from any master for 15 SP. While you have this ability you get 2 extra advanced techniques slots and 1 extra power up slot. Also increases damage dealt from physical technique attacks by +0.5 DR and hybrid technique attacks by +0.25 (stacks with Advanced Fisticuffs). You may not wield weapons and may not learn weapon techniques.
Fusion
-
10%
1
(Namekians Only) Two Namekians can fuse together if they know this move adding their power levels together. The two players co-write each battle post by splitting the actions. Fused characters know all techniques of both characters and will unfuse only after the battle.
Hell Flash
4
2%
1
(Androids Only) After installing cannons into the arms, an android may use them to perform a ki blast with a strength more powerful than a power blast. Speed and strength are doubled when performing this attack. May be used once per battle. Cell & Cell Jr cannot learn this.
Hikou
-
0%
-
(Androids Only) The ability for androids to fly without using ki. Replaces bukujutsu and may be upgraded to power fly.
Ice Spear
3
0%
1
You hurl a frozen shaft of ice at your foe. May use twice per battle. Can only be learned inside the Ice Temple. Must have the Inferno Rod to use. Critical Effect: Immobilize
Improved Regeneration
-
0%
1
(Buu, Bebi, and Cell & Cell Jr Only) Allows Buu, Bebi, or Cell to regenerate lost limbs at no ki cost. Any damage suffered from the loss of that limb is healed. Can be learned by Buu and Bebi anytime by paying 10 SP. Cell & Cell Jr start with it.
Improved Speed Teleport
-
0%
-
Speed teleports now increase your speed by +50% instead of +40%.
Inscription 1
-
-
-
Passive ability. Allows you to inscript level 1 runes onto equipment.
Inscription 2
-
-
-
Passive ability. Allows you to inscript level 2 runes onto equipment.
Inscription 3
-
-
-
Passive ability. Allows you to inscript level 3 runes onto equipment.
Instant Transmission
-
10%
0 / 1 / 2
This technique allows you use a ki signature and teleport to it allowing you to instantly travel to any planet once per week. Can be used in battle to dodge 1 attack (requires 1 action) or to make 1 attack undodgable (see Instant Transmission Attack Coupling page). Ki cost only applies to in battle usage. If you are dodging an attack that takes 3 or more actions to perform, Instant Transmission takes 2 actions to use. Click here to see list of IT rulings.
Kaio-Ken Mastery
-
-
-
After significant time spent training with the Kaio-Ken technique, your vitality and ki cost for performing Kaio-Ken and Super Kaio-Ken is halved. May only learn if you know Kaio-Ken x20 or higher.
Ki Disruptor
-
-
-
(Androids Only) Passive ability. An ability possessed by androids that makes it so scouters and sense do not reduce sneak attack actions. Allows you to lower unpowered power level to any number you wish or to hide your true power level by making it seem lower than it is.
Ki Mastery 1
-
-
-
Can learn from any master for 5 SP. Passive ability. Receive only 50% of the stamina drain when you use ki in battle.
Ki Mastery 2
-
-
-
Can learn from any master for 20 SP. Passive ability. Receive only 30% of the stamina drain when you use ki in battle. Must already know Ki Mastery to learn.
Ki Mastery 3
-
-
-
Can learn from any master for 40 SP. Passive ability. Receive only 15% of the stamina drain when you use ki in battle. Must already know Ki Mastery 2 to learn.
Ki Suppression
-
-
-
Passive ability. The ability to lower your ki to such a level that scouters and sense do not reduce sneak attack actions. Allows you to lower unpowered power level to any number you wish or to hide your true power level by making it seem lower than it is.
Leadership
-
-
-
Passive ability. This passive skill will make it so your charisma affects you in battle when fighting alongside at least 1 ally. Your stats increase by +1 for every 4 points of charisma (e.g. 400 charisma = +100 all stats) to a max of +15,000 pl.
Light Eating
-
0%
-
(Yakon Only) Allows Yakon to consume sources of light and empower himself. Anytime an opponent uses an aura or powers up, Yakon eats that aura and temporarily increases his power level by +10% of the target's PL. The effect of the power up is not nullified, however. If Yakon absorbs over double his own PL in light, he explodes. Yakon can learn this anytime after hitting level 10 by paying 25 SP.
Magic Materialization
-
-
-
(Namekians,Demons,Celestials) The ability to create physical matter out of thin air. Can be used by Namekians to materialize any of their equipment for use in battle at any time without having to bring it into battle as a prepared item. It must still be equipped, however.
Martial Arts Mastery 1
1
-
1
(Humans Only) Doubles the stat gain from fighting styles. Can be learned by humans after training with any master for 10 consecutive weeks by paying 20 SP.
Martial Arts Mastery 2
1
-
1
(Humans Only) Increases Rush technique slots by +1. Can be learned by humans after training with any master for 10 an additional consecutive weeks by an additional paying 20 SP.
Mystic
-
-
-
Passive ability. +5% to all transformations. Must be Neutral or Good.
Mystic Attack
1
-
1
(Namekians Only) Using the Namek ability to extend their arms, Nameks extends their arm at the enemy from a distance, thus surprising them. Doubles strength and speed when performing for the first time.
Otashi
-
-
-
(Namekians Only) A special ability that will allow its user to tap into their potential thus raising their max ki +10%.
Possession
-
0%
1
(Bebi And Ginyu Only) After defeating an opponent, Bebi can possess their body. He takes on their appearance and will temporarily acquire 25% of the host's power level added onto his own. Bebi will be forced out of the host's body the next time he is defeated in battle. (As a game mechanic, the victim still has his own separate body, so effectively it creates a double). Bebi can learn this technique anytime after hitting level 10 by paying 25 SP.
Psychic Spark
-
0%
-
(Chiaotzu Only) Chaozu uses his psychic abilities to incapacitate an opponent. Stuns them for 2 actions. Can be used once per battle. Must know telekinesis and precognition. Can be learned by spending 25 SP.
Pure Blooded
-
-
-
(Whis & Beerus Only) Passive ability. Whis and Beerus are considered Celestial/Demon hybrids but receive the full racial advantages/disadvantages for both Celestial and Demon races with exception to super forms (receive Celestial super forms & cannot Majin).
Recall
-
-
-
(Celestials Only) Allows you to teleport instantly to planet Toffit. Can be used once per month.
Regeneration
-
1%
1
(Namekians/Cell/Cell Jr only) Ability to regenerate one's limbs. Any damage suffered from the loss of that limb is healed.
Revenger Cannon
5
2%
1
(Hatchiyack Only) Replaces Hatchiyack's Hell Flash ability after it is learned. It is much more powerful and may be used twice per battle. Speed and strength are doubled when performing this attack.
Revive
-
X%
1
(Celestials Only) Allows you to bring back 1 ally who has died in battle by touching their corpse (use before battle ends). Restores a % of health based on the % of vitality spent. Minimum of 10%. Limit once per battle.
Righteousness
-
-
-
Passive ability. All attacks do +10% extra damage to evil and chaotic evil aligned opponents.
Moonshine Blast
-
-4%
-1
]A technique created to simulate a Full Moon. To destroy the Moonshine Blast it must be targeted by two DR 4 or higher.
Rocket Punch
1
1%
1
(Androids Only) After pointing a closed fist toward your opponent, it breaks off at the wrist and rockets toward them for a surprise attack. When used for the first time, strength and speed are doubled. If used by Android 16, deals DR1.5 instead. Cell & Cell Jr cannot learn this.
Sense
-
-
-
Passive ability. Ability to sense others' ki signatures. Decreases free hits from sneak attacks from 2 to 0 (battle order is determined normally).
Shishio
-
-
-
Passive ability. You may pick one technique that has been used against you during a battle and that technique will not work on you again during the remainder of that battle.
Slippery Mind
-
-
-
Passive ability. Psychic opponents will get nothing but static when they try to tune into your mind. This makes you immune to the effects of telepathy in battle. Your intelligence must be higher than your opponent's to use this ability.
Sneeze
-
-
-
(Launch Only) When Launch sneezes she becomes like a whole different person. Her hair turns blonde and she gets much more aggressive and mean. Whenever Launch transforms into one of her super forms, she receives +5% extra all stats.
Speed Teleport
-
0%
-
The ability to move so fast that you disappear from sight and reappear where you stop moving. Temporarily raises your speed by +40% (minimum +1,000) for that action to improve attack success rates as well as dodging success. When used in conjunction with an attack, can be used with physical attacks or uncharged ki attacks. (See how to play page)
Stone Spit
-
12%
1
(Dabura Only) Dabura spits on an opponent and turns them to stone. The first time this successfully lands, your opponent is forced to block it with an arm, thus turning the arm to stone and rendering it unusable for the remainder of battle. The second time, it will turn his other arm to stone. The third time, he is turned completely to stone and is defeated. Speed is doubled during the first time used per battle. Can be learned anytime by Dabura after hitting level 10 by paying 25 SP. If Dabura is defeated, the stone will revert.
Siphon
-
-
-
(Token Item, Cell Only) Siphons an opponent after defeating them in battle. It kills the opponent and the user will gain 10% of the victims power level. Stat gains from this ability are capped at 2x the stat gains of the battle.
Telekinesis
-1
-
1
Must know precognition to use. Allows you to move objects with your mind. You may throw objects at your opponent in battle counting as a "special" physical attack. These special attacks will deal +50% damage.
Telekinetic Mastery
-
-
1
Twice per battle you can make special telekinetic attacks that deal double damage instead of +50% damage.
Telepathic Link
-
-
-
Passive ability. The ability to communicate with another person telepathically. If another person knows this then you can spar with them regardless of what planet they are on. Spars done in this fashion give only +33 all stats instead of +35. Can only be used with someone else that knows telepathic link or a gem of telepathy.
Mastery of precognition
-
-
- / 1
Allows you to dodge 1 additional physical attack combo in battle with precognition.
Precognition
-
-
- / 1
The ability to foresee some events before they happen (not to read minds). Dodges the first attack made on you in battle. May be used later to dodge 1 fundamental, 1 physical attack and 1 weapon technique using 1 action. If your intelligence is over 300, decreases additional actions from sneak attacks against you from +2 to 0.
Teleport
-
10%
0 / 1 / 2
You can teleport to any planet once per week using this technique, as long as you have set foot on the planet at least once before. Can also be used in battle to dodge 1 attack (1 action) or make 1 attack nearly undodgable. If being used to dodge an attack that requires 3 or more actions to perform, teleport costs 2 actions to use. Can be used once per battle.
The Hidden Style
-
-
-
Doubles the in-battle stat bonuses received from fighting styles.
Transmute Energy
-
-
1
Transmute the destructive force from 1 fundamental ki attack or 1 uncharged advanced ki attack into a Flame Shield that follows the rules per the advanced tech listing. May perform once per combat.
Tsu no Beam
2
3%
1
(Namekians Only) A blast of electricity shot from a Namekian's antennae. Speed is +50% the first time using this technique per battle.
Zenkai
-
-
-
A genetic trait of Saiyans that allows them to get much stronger after losing a battle.
Hardiness
-
-
-
If a Saiyan enters battle within 30 days of recovering from their previous one, they will enter that battle with +5% toughness battle bonus.
Weapon Affinity
-
-
-
Passive ability. Can learn from any master for 15 SP. While you have this ability you get 2 extra prepared weapon slots and 1 extra Stance Slot (Has to be Weapon Stance). Allows for use of dual wielding weapons of the same type. Also increases damage dealt from weapon techs by +0.5 DR, decrease the cost of weapon techniques by .5% to a min of .5% (stacks with Advanced Weapon Affinity). You must always have a tech allowing weapon equipped in an Accessory Slot for Weapon Affinity to be active.
Advanced Weapon Affinity
-
-
-
Learn from Any Master for 25 SP. Must know (Above Name). While you have this ability you get 2 extra Rush techniques slots (Weapon Rushs Only can be taken) and (Weapon)manship allows for 1 extra use of level 1 and 2 attack techniques (No Windmill, Cripple or Similar Techniques) with that style of weapon after the first level (Example Swordsmanship 2 allows for 1 extra use of Level 1 and 2 Sword Skills, Stacks with Expertise). Also increases damage dealt from Weapon techs by +0.5 DR, decrease the cost of weapon techniques by .5% to a min of .5% (stacks with Weapon Affinity). You must have Weapon Affinity and You must always have a tech allowing weapon equipped in an Accessory Slot for Weapon Affinity to be active.


 


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