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More RPG House Rules "I've never felt a power like this one" The new skill "Sense Ki" will NOT allow a character to sense the exact amount of energy that someone has powered up but will let the character sense the general power level of someone unless they are hiding some of their power. The character doing the sensing uses their own power level as a reference. They can sense if the person's power level they are sensing is lower, same, higher, alot higher, OH MY GOD! HIS POWER LEVEL IS INCREDIBLE!, etc. Also, having this skill allows you to recognize people's unique power signature after spending at least a week around the person (This is how the Z fighters can identify Goku etc. even if they can't see him). On the other hand, Saiyan scouters only tell you how much energy someone currently has powered up. It's easy to hide your true, full power from a scouter. A scouter can also act as a communicator. Another useful feature of a scouter (which Frieza demonstrates when on the planet Namek) is the ability to "record" a power technique that the Saiyan witnesses and the Saiyan can then practice the power to be able to use it himself. In either case, you can sense the general direction that a power level reading is coming from miles away. 
Energy 101 We all know the rules for energy based powers as set forth in the DBZ Anime Adventure Game rule book, now here are a few extra's from yours truly. 1) If you already have energy built up, you can kick in flight and still do another action as long as the other action doesn't require expending energy and it isn't a power-up. 2) The book says you can't go over mach 4 in an atmosphere. I say hogwash, but there is a catch. It costs 10 energy points per 10 minutes of flight. This 10 energy surrounds the character with an aura that will keep his clothes on his back and flies out of his eyes. 3) If you are on the recieving end of an attack and take knockback, you can spend energy to stop yourself. It costs 10 energy for every 100' of knockback. There is also one other condition. You can't use this ability if the attacker is still pursuing (like the attacker has more attacks and is still pummeling you). But if that is the case, you might still be able to gain footing and try to evade. See "Combat What-Have-You".
Combat What-Have-You We all know that one of the actions you can take during your turn is to get-up if you've been knocked down or thrown and do another action (except run or sprint). But what do you do if you get whomped by someone who has extra actions and you take knockback and they are still attacking? Well, if you hit something like the ground or a mountain, you've basically got your footing back so you can try and evade the attackers next assault (but if he hit you the first time, chances are your gonna get whomped again). Which leads to this next little insight. If someone has extra actions, they can continue to beat you and knock you around until they are out of actions or you hit something and gain footing and try to evade as above. Of course, even if you gain footing and evade, the attacker can still pursue until his extra actions are up. Finally, if you are getting knocked around like a pinball and don't hit the earth or a mountain etc. (which means you can't evade), you are basically a plaything for your attacker until he runs out of attacks. And there's nothing you can do about it. Dueling Energy Blasts We've all seen a character from DBZ shoot an energy blast at someone else and then that person shoots one back at the attacker and next thing you know, one energy blast hits the other one and a sort of duel begins. Here are my rules for resolving energy blast duels. 1) First of all, if either character has multiple actions when a duel is started, they are automatically gone. 2) The second person that fires the blast to counter the first blast must let the GM know that he is initiating a duel. 3) The second person that fires the blast to counter better hope he puts in enough energy to at least equal the attackers blast or else the duel will be over rather quickly. 4) Once both blasts are fired, (both blasts meet in the center between both characters) whichever blast is more powerful will begin to move toward the weaker blast and the character that shot it. The distance the blast moves is determined by taking the amount of dice in the stronger blast, subtracting the amount of dice in the weaker blast from it and then dividing that number by 10. This is the amount of move that the blast travelled so far. Example: Potare is fighting Sun-tsu. They are standing 600 feet away from each other (100 MOVE). Sun-tsu fires a 100 die blast at Potare. Potare announces his duel and fires a 50 die blast in retalliation. Since Sun-tsu's blast is 50 points stronger, the blast moves 30 feet (or 5 MOVE) toward Potare because 100-50=50. 50 divided by 10 is 5. 5 MOVE=30 feet. 5) If the initial blast doesn't get all the way through and hit the target, the duel continues with the first person that attacked going first. They can pump more energy into the attack or do something else. Then it's the defenders turn to pump more energy in, dodge, etc. 6) When one of the characters finally gets hit with the blast damage is determined by taking the stronger blast and subtracting the weaker blast from it. (And it the person who got his had a deflection up, use the standard deflection rules. Full Example: Continuing from the above example. Now the blast is 270 feet from Potare and 330 feet from Sun-tsu (remember the blasts met in between the two fighters). Second round of the duel starts and Sun-tsu adds another 100 dice to his blast pushing it another 30 feet toward Potare. Potare counters by adding 750 dice to his blast. Now Sun-tsu's blast has 200 die of energy and Potare's has 800. The blast moves 60 MOVE toward Sun-tsu and hits him for 600 dice of damage. (I know it was a rather short duel but you get the idea) Dragon Ball Z images and characters ©2000, Bird Studio/Shueisha, Toei Animation. Licensed by FUNimation Productions, Inc. All Rights Reserved.
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