In Dragon Ball Z, the Z-Fighters often display a “Ki Aura.” In many video games, this is used as a gameplay mechanic—typically to regenerate Ki and fuel super moves. You use a power, your Ki drops, and so on.
In Planet Mado, we don’t have a Ki gauge. Everything is based on Power Level. But it could be fun to give the Ki Aura some mechanical purpose beyond simple narration.
We previously introduced the idea of Ki Channel—a pseudo attempt at replicating Ki Auras—but it never quite scratched the itch. I’m not suggesting we remove Ki Channel, just giving context. (this is my perception, btw. I dunno if others share the same perception of Ki Channel as mine.)
Now that we’ve got more tools in modern PM, I’m hoping to explore a more meaningful implementation.
Here’s my rough idea:
A toggle move, like Flight or a martial arts stance.
When activated, it gives the player some kind of passive benefit.
But there’s a tradeoff—something to encourage players to occasionally turn it off, just like in the show.
Potential benefits (randomized or situational):
Minor PL restoration over time.
Slight damage boost.
Reduced self-damage from Ki-based attacks.
Small heal one turn, moderate heal the next.
Or maybe a passive way to “charge” a major Ki attack planned for later in the fight (e.g., turn 4 or 5).
I’m not sure how much I like my original idea, but I do want us to find a version that feels right. Maybe the toggle effect grants light, variable bonuses—but nothing too aggressive. Ideally, it adds tension and strategic depth.
Thoughts? Ideas?
In terms of power scale… ShinKick being a 1. Something like SSJ being a 10. Final Flash hovering around a 7 or 8. Ki Channel being a solid 4 or 5. Your traditional “Ki Blast” or “Kick” being a 2 to 3.
Albeit this is a lazy replay, but why not add depth to the Ki Aura and have it linked to your Martial Arts Style? Whichever style you’re using, you get a designated boost based on a list of 2 or 3 different ‘Ki Auras’ available for that style.
Which would also, in turn, make people want to train with a Master more and seek out Roleplaying opportunities to gain more knowledge from them.
Hmmmm, this ki aura idea is interesting. I do like the idea of players dedicating to different abilities to make them more unique. Adds more than “oh he’s just another Saiyan” to each encounter. Similar to adding the custom signature attacks.
I think the fighting styles started out as actual styles in real life, that gave passive abilities, but could only have 1 “equipped” at a time. This made players unique. Later we started to just want to add passive abilities so made them styles as well, because we either weren’t creative or it was just easy enough to slot them into the existing fighting styles mechanic because of how similar they were. Maybe we can rethink fighting styles, ki auras, passive abilities, etc.
In terms of power scale… ShinKick being a 1. Something like SSJ being a 10. Final Flash hovering around a 7 or 8. Ki Channel being a solid 4 or 5. Your traditional “Ki Blast” or “Kick” being a 2 to 3.
I’ll put some numbers in place, but not intended to be anything concrete. Aiming to generate creative juices. Some of these ideas were proposed by ChatGPT.
Ki Aura: Activate and deactivate occasionally throughout your fight - your aura is exposed for all to see and wonder! …(continued through bullet points; all different concepts)
Ki Aura: Radiant Focus
Effect: While active, all chance-based rolls tied to your actions are increased by +10% (rounded up). This includes:
Critical Hits, Dodge Rolls, Block Rolls, Combos, Aim, Ki Absorb Mechanics, & other abilities that include chance rolls.
Cost: -4% PL activation, free action - go again. Restores that 4% PL when deactivated.
Tradeoff: Reduces the reliability of Ki Charge attacks — every turn you attempt to charge a Ki move, there’s a 20% chance it fails to charge (i.e., only an 80% success rate per turn).
Use Case: Best used by adaptive fighters who rely heavily on dice mechanics, counters, or unpredictable plays. Not ideal for pure blasters or beam-spammers. Thematic for characters who fight with flair and precision rather than brute force.
Power Scale Aim: Level 3
Ki Aura: Ward
Effect: On activation, creates a temporary barrier that reduces incoming damage by 20% after damage calculations and defenses.
Cost: -1% PL activation, free action - go again. Restores that 1% PL when deactivated.
Tradeoff: Your ability to execute combos has diminished considerably.
Use Case: Defensive option to counter heavy first strikes or stall for time.
Power Scale Aim: Level 2
Ki Aura: Power Restore
Effect: On activation, creates an aura of ki indicating you are trying to restore power lost durring the fight. Adds 8% to 12% ‘fake powerlevel’ at the start of your turn. This does not affect your ‘current powerlevel’, and is only considered when calculating damage from special moves that use Ki.
Cost: -10% PL activation, free action - go again. Restores that 10% PL when deactivated.
Tradeoff: Your ability to execute combos has diminished considerably.
Use Case: Midfight seeking stronger attacks.
Power Scale Aim: Level 4
I dunno how much I like these overall… but throwing them out there for creative juices to flow.
I think the themes of these ideas fluctuate around manipulating your Ki for different situations throughout the fight. I think this is the general goal: ki manipulation.
All things are rolled up into a fighters Powerlevel; strength, health, skill, ki, etc…
How can we ‘squeeze’ the long balloon on one side to inflate the other piece of the balloon. Similar to buying a car. The car is $10,000. Your downpayment is $1000, your APR is 10%, your contract length is 4 years. You talk the dealership/bank into reducing the down payment, but the contract length goes up; and your APR is affected.
Really liking the possibilities that could be created here! Love anything that can make players more unique, or have to make choices in a fight to throw their opponent off.
Here’s a link to a similar topic we have been having about ki channel: