Punch [1d3]
Punch [1d5]
Kick [1d4]
KI Charge [+5 KI per usage]
Headbutt [1d7 - 2 HP]

Mystik Attack [1d8 - 6 KI]
Chou Energy Blast [2d4 - 7 KI](Red) 
Primitive Power Punch [1d7 - 4 KI]
Unholy Beam [1d8 - 6 KI](Black) 
Xaxon Beam [1d9 - 8 KI](White)
Freeza Beam [1d6, if 6, roll 1d6 again(not extra damage), if 6 again, does 20 damage total- 6 KI](Red)
Raging Headbutt [1d10 - 6 KI, 1/4 damage to self]
Accuracy Chop[Add 2 to your accuracy rolls when using your sword attack]
Charged Slice [-2 on accuracy roll, +2 on your solo signature sword damage dice. Not 2x in a row.]
Weapon Merger [Can use 2 weapons in one round twice per battle]
Sacrificial Blast [You attack yourself with the regular rolls, and if you are attacked during your opponent's next turn, the damage you receive from their attack is sent back at them, doubled, with an accuracy roll]

Astro Beam [1d13 - 10 KI](White) 
Doe Dong Ray [1d12 - 8 KI](Yellow) 
Shogekiha Laser [1d14 - 10 KI](Yellow)
Tail Slash [Roll accuracy and damage for a Minor attack and a normal sword attack in one round. May not use sword next round.]
Boomerang Slash [Attack twice in one round with Signature, and roll 1d2. One 2, 5 self damage. May not be used for next 4 turns.] 
Sword Merger [If attack hits, roll 2dxx damage, instead of usual 1dxx damage, 3x per battle. Cannot be used for next 2 turns.]
1½ sword slice [Attack normally and roll a second damage dice. Add half the second dice's roll to the first dice's roll. This cannot be used for 2 turns following the usage.]
Weapon Projection [New accuracy: roll 1d12. On a 1 or 12, you miss, and cannot use that weapon next turn. Cannot be used for next 2 turns.] 
Weapon Combo [1 successful use per battle. Attack with 3 different weapons in 1 round.]
Raging Blasters [One Weapon attacks for 1.5x damage (1d10 to 1d15). Cannot be used for the next 2 turns.]

Makkenkosappo [1d22 - 24 KI, and 1d20. 20 is insta-kill, 17-19 is 30 total damage.](Yellow)
Eye Lasers [2d10+3 - 22 KI](Purple) 
Rage Power Blast [1d25 - 22 KI](Red) 
Thunder Claw [1d23 - 22 KI](Red)
Burning Slash [Add 5 to the max damage roll. Ex. 1d12 becomes 1d17. Cannot be used for the next 2 rounds.]
Double Slash [Roll an extra die when using your sword attack. Must wait 3 turns before using again.]
Showing Off [Choose 1 weapon, take half the damage, and +1 dice roll. 1d11 to 2d5, etc. Cannot be used for next 2 turns.]
Rapid Fire [Need a long-distance weapon, divide damage by 4, rounded down. Roll this amount 10 times. This may be used twice successfully in battle. Ex. 1d12 to 10d3.]
Getting to the Point [Piercing Weapon only. Accuracy roll is 1d2, 1=hit, 2=miss(Nothing affects this roll). Damage rolls are doubled. Ex. 1d10 is 1d20. This may be used twice during a battle, hit or not.]

Dodonpa [1d30 - 30 KI](Yellow)
Barrier [Usable twice during battle, use this before damage is rolled, and the attack is dispelled.]
Flaming breath [1d20+10 - 35 KI](Red)
Renzoku Energy Dan [Divide damage die by 4, and roll that 10 times. Usable twice. 1d12 to 10d3 (with a max of 10d6). This uses 35 KI.](Yellow)
Kakusanyudokodan [No accuracy roll needed, 1d28 - 35 KI](Green)
Burning Attack [1d30 - 30 KI](Yellow)
Galactica Gunfire [15d2 - 35 KI](Yellow) 
Rapid Chop [12d2 damage, cannot be used for the next 3 turns.](Orange)
Stealthy Shot [1d20 damage, and opponent -5 acc. next turn. Cannot be used for the next 2 turns.](Orange)
Dual Smasher [Double the end damage of an attack (7 to 14, etc.), and this cannot be used for next 2 turns]

Death Ball [1d38 - 40 KI. Hit or miss, roll 1d50. On 50, the planet will begin to die. This bonus roll is only used during Sagas and Death Matches.](Black)
Self-Destruct [You kill yourself, dealing 1d100+75 damage to your opponent. If your accuracy misses, you do not self-destruct.]
Stone Spit [Roll 1d5, and on 1 or 5, roll another 1d5 die. The opponent is stoned/unable to move for that many turns.] 
Kikoho [1d40+ - 35 KI, 10+ self-damage. You may sacrifice own HP to a maximum of 30. Ex. Sacrifice 20 HP, so roll 1d60 damage, and are self-hurt 30. Still 35 KI.](White)
Chobakuretsumaha [1d38 - 40 KI](Yellow)
Rage Killing [Only usable during Death Matches and Sagas where you have lost 3+ allies. Roll 1d10. On 1, you die, and roll 1d{Present-HP} +30 for opponent's damage. On 2-5, you have 1 HP left, and roll the same die for opponent's damage. On 6-9, the opponent is left with 1 HP, and you roll 1d{Your-Present-HP} +30 damage to yourself, and on 10, the opponent dies, and you roll the same die of damage to yourself.]
Final Flash [1d38 - 40 KI](Yellow)
Overhead Slice [1d40, but all of your accuracy rolls are -10. Cannot use this again for 4 more turns.](Purple)
Flaming Rapid Cut [10d3+5, cannot use this again for 4 more turns. Gets no sword bonuses.](Red)
Major Ego [All weapons are dropped, save one, which has a double damage die for the remainder of the battle. No other techniques may be used with this weapon.]
Wild Spinning Maneuvre [Need 2 weapons. Roll 1d5 after accuracy, 5 missing, and then roll 1d4. For each number, attack with an alternating weapon. Cannot be used for the next 4 turns.] 

KI Recharge [+10 KI per usage]
KI Barrier [Use 3 times more KI than opponents attack to deflect damage]
Energy Defence [Use your next turn to deflect an energy blast fired at you. Roll 1d2 and a 1 successfully deflects the attack. 3 successful uses only per battle.]

Destructo Disk [1d7 - 14KI, on 6-7 roll 1d20. On a 20 the opponent is killed. 17-19, it deals 15 damage total. 12-16, cuts off tails. OR roll 1d20, and no 1d7.]()
Kamehameha [1d9 damage - 8KI]()
Tail Slice [1d5 damage. Roll another 1d5, on a 5 the tail is cut off or immobalized.]()
Turtle Shield [After opponent has rolled his damage dice, use this attack to block half of the damage. Use of 3 times per battle. No dice roll is needed]
Tail Accuracy [1d4 damage. Roll 1d8, 8 is removed tail. 4-7 = no tail transformation for the rest of battle.]()

Saiyan Bomb [1d8 - 7 KI, if against any type of Saiyan, roll 1d15 - 7 KI instead]()
KI Absorption Defense [Before damage rolled, use this, and roll 1d3. On 3, opponent rolls damage, and doubles it. On 1-2, add KI used in the attack to your present KI. Usable 3 times per battle.]
Sharper Edge [Uses a turn to make a sword attack +1 to damage dice for the next 3 turns.]
KI Absorption Defense [Before damage rolled, use this, and roll 1d3. On 3, opponent rolls damage, and doubles it. On 1-2, add KI used in the attack, divided by 3, to your present HP. Usable 3 times per battle.]
Reflex Enhancement [+3 Speed for rest of battle, takes a turn.]

Majin Control [During a battle, find out what % of max HP your opponent is at. If they are 50% or less, subtract 1 from the dice roll; if they are 25% or less subtract 2 from dice roll. Roll 1d6 (Subtract from this). If the roll is 1, and the opponent is Evil, they are now completely under your control, as Majin. They may counter with 1d10 roll; if it is 1-3, the original 1d6(Or whatever it was) is rolled again]
Genocide attack [1d9 - 9 KI, no accuracy needed.]()
Demon Raising [Add 2 to the damage result of sig roll. This takes no accuracy roll and your attack will take no accuracy roll. This can only be used twice per battle and is used before your turn.]

Regeneration [Use your turn to heal +5HP and +5KI. No limit, but cannot be used 3x in a row.]
Kyodaika [Use your turn to grow in size, +15 to max and present HP. When at half of new HP, you re-shrink, losing the size and 15HP. All minor attack damage dice are doubled when large. +2 bonus to all other attacks.]

Temporary Weapon Upgrade [With starting weapon, +4 to dice rolls. 1d5 to 1d9. 2x per battle, and in effect for 3 rounds.]
Time Warp Hand Signal [Do not have to wait any longer for turn-waiting attacks presently being waited upon.]

Kantsu Energy Dan [1d10 - 10 KI]()
Kantsu Energy Dan [1d15 - 15 KI]()
Power Ball [-20 KI]
Power Ball [Uses this turn and next to make the Power Ball.]
Tail Regrowth [In a Saga/DM, you may sacrifice all health to 10% to re-grow a tail.]
Saiyan Rage [No more weapons for rest of battle, and Punch is 1d10, Kick 1d11 for the next 5 turns.]


Peaking Anger [When you receive >(Greater Than) 14 damage in a KI attack, use opponents dice roll and KI usage. Add 10 to base damage of dice roll and 10 to the KI usage.]
Boiling Over [If anyone on your side is hit for > 19 damage, you may power up your signature move to double the base damage, triple the KI consumption, and add 5 to the final damage dealt (Ex. 1d15 - 10 KI becomes 1d30+5 - 30 KI).]
Diving Fury Kick [-2 to accuracy. Roll 1d5, for x. Roll xd6, and if the damage is 10 or higher, subtract x from it. Oozaru changes the 1d5 to 1d3. Not usable for next 4 turns.]
Rising Fury Punch [-2 to accuracy. Roll 1d4, for x. Roll xd7, and if the damage is 10 or higher, subtract x from it. Oozaru changes the 1d4 to 1d2. Not usable for next 3 turns.]
Technical Difficulties [If opponent is waiting a number of turns for an attack, you may double the amount of remaining turns once. No more than 2 attacks may be doubled at any time.]
Boiling Over [If anyone on your side is hit for > 19 damage, you may power up your signature move to double the base damage (1d12+2 to 1d24+2).]


Arrogant Strike [-10 to all accuracy rolls, and next turn is +6 to bonus of attack damage, 3x per battle. This takes 15 KI.]
Furiiza Cutter [1d10 - 12 KI]()
Distractive Blast [This takes a turn and accuracy roll. The following turn, add 10 to accuracy rolls and +3 bonus to attacks.]
Sense of Honour [This takes a turn, and 3 time limit per battle. Add 3 damage to your opponent's previous attack, and -10 to your accuracy rolls. Roll double the base damage you took, up to 1d40.]
Cheap Shot [Only usable after Distractive Blast. No accuracy needed, deals unchangeable 1d10+3.]


Oozaru [Turns into a Giant Ape at the sight of the moon.]
Mastered Oozaru [Turns into a Giant Ape at the sight of the moon and controls it.]

Super Saiya-jin [Takes a turn to power up, and 100KI. Add 125,000 PL, 125 HP, and 125 KI to maxes, and fill HP +125 if this is used within the first 3 attacks during battle. +30 Speed, and +5 Skill. All attacks have bonuses of +5 to damage dice, and +10 to bonus, for +10 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Rapid KI Shot. KI Charge becomes 1.5x as potent. Minor/Basic attacks have another +5 to damage dice, and 5 more for a 25 KI cost. Can use Speedy Assault.]
Rapid KI Shots [Must be in SSJ. 15d3+10 - 60 KI.]
Speedy Assault [Must be in SSJ. During matches with over 6 people in them, do not attack in regular order. Instead, attack, then 5 other people attack, then you attack again.]
 
Alien Transformation [Increases PL by 15,000, HP by 20, 4 to Speed, 10 to KI, and +3 to all attacks (1d10+2 to 1d10+5)]

Other-Worldly Life [Does not die unless struck to under -10HP (1d5) times. May cross the life/death barrier (1d4) times, following the rules of the realm. One cross-over is one usage; not a return trip. May summon someone to yourself when in the dead-realm, costing 2 cross-usages.]

Tri-Form [See Trainings page]
Diving X [1d7]

Fusion Dance [With NAME, must be within +/- 50k PL. Both roll 1d3. Sum <4 = Thin. Sum =4 = True. Sum >4 = Fat. True Fusion adds all stats, x1.5. Thin Fusion adds all stats, x0.5. Fat Fusion adds all stats, x0.5. Lasts for 6 turns, or until 0 KI. Cannot re-fuse in the match.]

Self Healing [+5 HP - 10 KI. Costs more KI, based on ((# of times used)/3)*10, so long as the first variable is a whole number. The additions are cumulative.]
Self-Healing [+5HP, cannot be used for next 2 turns. 100HP limit in Spar/HM. 200HP limit in DM/Saga/Quest]


Group-Healing [+5 HP - 15 KI, affects 2 other fighters.]
Group-Healing [+5HP on 2 other people, cannot be used for next 2. 100HP limit in HM. 150HP limit in DM/Saga/Quest per person]


KI Recharge [+20 KI per usage]


Kaioken [This saps 30 KI. You then roll a 1d5. On 5, you suffer 100 HP of damage. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll 1d6, this is the number of turns you may use Kaioken before having to roll 1d5 for self-damage again.You have 10 more Speed, Speedy Evasion and Speed Increase. All physical attacks are now +6 (1d10 to 1d10+6, or 1d12+3 to 1d12+9)]
Kaioken [This saps 10 HP. You then roll a 1d5. On 5, you suffer 100 HP of damage. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll 1d6, this is the number of turns you may use Kaioken before having to roll 1d5 for self-damage again.You have 10 more Speed, Speedy Evasion and Speed Increase. All non-sig physical attacks are now +6 (1d10 to 1d10+6, or 1d12+3 to 1d12+9)]
Speedy Evasion [(With Kaioken)3 times per battle. You still takes regular base damage from any attack, but not any additional bonuses]
Speed Increase [(With Kaioken) -30 KI, only usable twice during any match. This attack works for 5 turns, and this takes an attack. For every 5 points of Speed higher than the opponent, the opponent must subtract 10 from all dice rolls]
Speed Increase [(With Kaioken) -10 HP, only usable twice during any match. This attack works for 5 turns, and this takes an attack. For every 5 points of Speed higher than the opponent, the opponent must subtract 10 from all dice rolls]
Genki Dama [See trainings page; King Kaio Chart]
Team Twister [With NAME, 50 KI gets put into the attack. This deals 1d(¼ Max PL) rolled by 1 partner. Accuracy must be rolled by both, and both must hit.]
Team Twister [With NAME, 25 HP gets put into the attack. This deals 1d(¼ Max PL) rolled by 1 partner. Accuracy must be rolled by both, and both must hit.]


Akumaitokosen [Only against Good Alignments. Roll Accuracy, roll 1d10. On 10, opponent has heart attack and dies. On 8-9, 30 damage to opponent. On 6-7, 15 damage to opponent. This uses 25 KI.]
Koshoko [Stop/End an opponents Power Up, or use your turn to stop a KI blast's damage from a good character, for solely the same amount of KI they put into the blast. Can be used before or after opponent rolls damage. Stopping bonus is 1d8 (minus 1 for every 10 KI put into bonus, to a minimal of 1d2), and 1 is self 50 dmg.]
Sword Gutting [Roll accuracy, then 1d10. On 10, the opponent is killed. On 8-9 they take 25 damage, and 6-7 hits them for 15 damage. Cannot be used for next 4 turns. Must use Signature Sword.]
Koshoko [Stop/End an opponents Power Up, or use your turn to stop a KI blast's damage from a good character, for solely half the HP as KI they put into the blast. Can be used before or after opponent rolls damage. Stopping bonus is 1d8 (minus 1 for every 10 KI put into bonus, to a minimal of 1d2), and 1 is self 50 dmg.]
Slicer Gutting [Roll accuracy, then 1d10. On 10, the opponent is killed. On 8-9 they take 25 damage, and 6-7 hits them for 15 damage. Cannot be used for next 4 turns. Must use Signature Weapon.]


Healing Blast [Roll acc. dice. If attacking, roll a 1d20 damage for both yourself and the enemy, no KI, and then may choose another person present and heal them the damage you were hurt. OR attack the enemy for 1d15, and heal a partner the damage dealt to the enemy, for 20 KI. No partner = First option.]
Meter Exchange [You may give away, during any group battle, up to 15 HP and/or 15 KI to any partner, using your turn and energy.]
Life Protection [If a partner is about to die from a Special attack-bonus, roll 1d10, and if it is 1-6, they are saved (Usable 2x per match). If they are about to die from wounds, you may find out what 2/3 of your max HP is, deal that much damage to yourself, and they will survive with 1 HP, regardless how much damage was dealt, as will you.]
Healing Blast [Roll acc. dice. If attacking, roll a 1d20 damage for both yourself and the enemy, no KI, and then may choose another person present and heal them the damage you were hurt.]
Meter Exchange [You may give away, during any group battle, up to 15 HP and/or 15 KI to any partner, using your turn and energy. 10 HP is 15 KI.]


Tail Targeting [Roll regular accuracy dice, and 1d15 - 20 KI. If the opponent is any part Saiyan, continue, otherwise, damage. Then, roll 1d10. If it is 10, the Saiyan tail is removed, 'permanently' (Not during Spars). If it is 7-9, the tail is immobilized, and all transformed Saiyans de-transform. Hitting the tail, at all, also deals 15 more damage]
Abnormal Reversal [If the (Part-)Saiyan is in any form/bonus other than normal, other than attacks techniques non-Saiyans can learn (So, any SSJ or Oozaru), this attack deals no damage, but needs accuracy dice. Instead, roll 1d10, and if it is 7-10, the Saiyan de-transforms. If the opponent isn't a Saiyan, this attack deals 1d2 - 5 KI. If the opponent is a Saiyan in regular form, this attack deals 1d15 - 15 KI]
Tail Targeting [1d13 damage. If opponent is any-Saiyan, roll 1d10. 10 = Tail removed. 7-9, tail is immoblized, and all tail-using transformations end and cannot be used. Hitting the tail deals 15 more damage.]
Abnormal Reversal [If opponent is transformed any-Saiyan, roll 1d10. 7-10 = they de-transform out of SSJ/Oozaru. If opponent = any-non-transformed-Saiyan, roll 1d13 dmg. If opponent is not any-Saiyan, 1d2 damage.]


Desperate Recouperation [If under 20 HP, roll accuracy, then 1d10. On 4-10, heal 50HP for 50KI. Usable twice per battle.]
Energy Necessity [Charge your KI, and give the re-charged KI amount to a partner, in HP, or double it and give it as KI. You do not receive a KI recharge, and lose 25 KI. Usable twice per battle.]
Desperate Recouperation [If under 20 HP, roll accuracy, then 1d10. On 4-10, heal 35HP. Usable twice per battle.]
Life's Blood [Hit yourself for any given dice number, maximum of 1d30, and heal your partner the max dice roll.]


Saiyan Regeneration [During a non-spar, if you lose your tail in the battle, you may use 80% of your current HP and 90% of your current KI to roll a 1d2. On a 1, your tail grows back.]
Tail-Whip Stun [Roll accuracy, roll 1d5. On 1, you stun yourself. On 2-3, opponent is stunned. Then roll 1d4 for how many turns stunned.]
Saiyan Regeneration [During a non-spar, if you lose your tail in the battle, you may use 80% of your current HP to roll a 1d2. On a 1, your tail grows back.]

---------------------------------

CLAN-NAME Beam [1d20 - 15 KI]()
CLAN-NAME Beam [+10 to your acc. rolls for this turn, does not take a turn. 3x per battle.]

CLAN-NAME Projectile [1d20+5 - 20 KI]()
CLAN-NAME Projectile [Takes a turn to -10 to opponent's acc. rolls for this turn, and next. 3x per battle.]

CLAN-NAME Attack [2d10 - 16 KI]()
CLAN-NAME Attack [+8 Speed for this turn, and next, not taking a turn. 3x per battle.]

CLAN-NAME Shot [2d10+5 - 22 KI]()
CLAN-NAME Shot [Takes a turn to -8 to opponent's Speed this turn, and next. 3x per battle.]

CLAN-NAME Fury [4d5 - 18 KI]()
CLAN-NAME Fury [Roll your signature attack twice, with 1 acc. roll. Both attacks deal damage, not usable for next 3 turns. This affects dice rolled.]

CLAN-NAME Rage [4d5+5 - 25 KI]()
CLAN-NAME Rage [Your opponent may not charge KI/HP for the next 3 turns, but must be given a turn before usable again. 3x per battle, and takes a turn.]

CLAN-NAME Flash [5d4 - 20 KI]()
CLAN-NAME Flash [Uses your turn to add +10 bonus to END of next turn's attack. 3x per battle.]

CLAN-NAME Blast [5d4+5 - 28 KI]()
CLAN-NAME Blast [Uses your turn to remove 10 KI from your opponent, cannot be used 3x in a row, and 5 uses per battle.]

CLAN-NAME Fireball [1d40 - 40 KI]()
CLAN-NAME Fireball [Roll signature attack 3x, and deal all damage to your opponent. Not usable for next 8 turns. This affects dice rolled.]

CLAN-NAME Explosion [1d(1/5 MAX-PL) - (1/5 MAX-KI) KI]()
CLAN-NAME Explosion [Roll normal signature weapon, not for damage, and divide damage by 4, then roll it 10 times. Not usable for the next 5 turns, 3x per battle.]

CLAN-NAME Tag-Team [2 members who have this can have 1 accuracy rolled; damage dice are 2d15 - 40 KI (20 HP), split how you like.]()

CLAN-NAME Dogpile [This takes 1 accuracy roll. Base damage = 1d15 - 20 KI(10HP for non-warriors). An extra die is added for every member participating, and each uses their own 20KI/10HP.]()

Swiping Deflection [May block any non-warrior technique made against you, after damage is dealt. Does not take a turn. 3x per battle.]
Swiping Reflection [May block any non-warrior technique made against you, after damage is dealt, by rolling a 1d8. On 1-2=it reflects back at the user of the attack. 3-6=it is blocked. 7=It hits for 1/2 damage. 8=It hits for 2x damage. Does not take a turn, 3x per battle.]

---------------------------------

KI Recharge [+30 KI per usage]
KI Shield [Use 2 times more KI than opponents attack to deflect damage]
Energy Defence Enhancement [Used to deflect an energy blast fired at you. Roll 1d3 and a 1-2 successfully deflects the attack. 3 successful uses only per battle.]


Furiiza Slash [1d25 - 30 KI]()
Saimin No Jutsu [Accuracy, then 1d10. 10 = +2 Bonus. 8-9 = +1 Bonus. 6-7 = +0 Bonus. 1-5 = Attack failed. Roll 1d3 + Bonus. Opponent may not charge/move during this many turns. This uses 20 KI, cannot be used consecutively, and opponent must have a free turn before usable again. 3 successful uses per match.]
Burning Slash Enhancement [Every second time using Burning Slash, you may add +2 to damage roll, and +5 to bonus.]
Saimin No Jutsu [Accuracy twice, then 1d10. 10 = +2 Bonus. 8-9 = +1 Bonus. 6-7 = +0 Bonus. 1-5 = Attack failed. Roll 1d3 + Bonus. Opponent may not charge/move during this many turns. This cannot be used consecutively, and opponent must have a free turn before usable again. 3 successful uses per match.]
Weapon Combo Enhancement [You may choose to either use 4 weapons, or use the Weapon Combo technique twice in the battle.]


Saiyan Deathbomb [1d20 - 18 KI, if against any type of Saiyan, roll 1d35 - 18 KI instead]()
KI Absorption Defense [Before damage rolled, use this, and it absorbs the opponent's KI from their attack into your present KI. You may use multiples of 5 of this KI to +1 each to bonus of your next attack. Usable 3 times per battle]
Sword Merger Enhancement [You may, every second Sword Merger, -10 from all accuracy and +5 to the Bonus]
KI Absorption Defense [Before damage rolled, use this, and add KI used in the attack, divided by 2, to your present HP. Usable 3 times per battle.]
Weapon Projection Enhancement [Every second Weapon Projection, you may roll the 1d12 accuracy, and +10 to Bonus of your attack.]


Genocide Blast [1d20 - 30 KI, no accuracy needed]()
Mafuba [Roll acc. twice, then 1d10. 8-10 = your opponent is shrunk. 'Shrunk' ends after the match, but during the match, double damage is taken, and attacks dealt deal 75% normal damage. Once per match.]
Burning Slash Enhancement [Every second Burning Slash, you may +2 to damage dice, and +5 to Bonus]
Rapid Fire Enhancement [Choose to either change Rapid Fire to divide by 3, and roll 12x, or you use Rapid Fire regularly 2 times in battle, before your first Rapid Fire.](Blue)


Kamehameha [1d25 - 25 KI]()
Kamehell [1d25 - 25 KI]()
Human Evasion [Goes into effect at the battle start. All attacks made against this human have -12 from Accuracy rolls.]
Double Slash Enhancement [Every second Double Slash, you may half the Damage Dice and add +3 to Dice rolled.]
Showing Off Enhancement [Every second Showing Off, you may half the damage dice, +2 to dice rolls, and +2 to the Bonus.]


Kiaiho [1d25 - 25 KI] 
Namekian Regeneration [Using 50 KI, you may dispel any technique that harms/kills you due to specific bodily damage rather than normal damage.]

Raging Explosion [When you receive >(Greater Than) 34 damage in an attack, you may take the roll your opponent used, and multiply KI x4, damage dice x2, +10 to Bonus. This needs an accuracy roll, and can be used successfully twice per battle. Vs non-KI attacks, this uses 100 KI. If x*y > 150, adjust dmg dice accordingly so the product is equal or less than 150.]
Diving Rage-Assault [-10 from all accuracy, then roll 1d6. This is 'x'in xd10. -35 KI.]
Double Slash [Roll an extra die when using your sword attack. Must wait 3 turns before using again.]
Raging Explosion [When you receive >(Greater Than) 34 damage in an attack, you may take the roll your opponent used, and multiply damage dice x1.5, +6 to Bonus. This needs an accuracy roll, and can be used successfully twice per battle.]
Getting to the Point Enhancement [You may use Getting to the Point twice in battle, with any weapon.]


Maha Mach Punch [You may use the turn to change to Oozaru. 1d13 physical damage.]
Chou-Kantsu Light Dan [1d20 - 30 KI. Work as a Power Ball for an extra 10 KI, and still deals damage. 1d30 - 30 KI in Oozaru.]
1½ sword slice [Attack normally and roll a second damage dice. Add half the second dice's roll to the first dice's roll. This cannot be used for 2 turns following the usage.]
Showing Off Enhancement [Every second Showing Off, you may take 3/4 the damage dice, instead of half.]

Weapon Increaser [Makes one weapon 1.5 times stronger for rest of battle, in damage dice and bonus. Takes present, and 2 more turns of doing nothing, to use. One weapon upgraded at a time, you may un-upgrade your weapon using a turn. All bonuses on the weapon count towards the new total, but still go away at the regular turn.]
Raging Blasters Enhancement [Every second time you use Raging Blasters, double the base damage, instead of making it one-and-a-half times stronger. Ex. 1d21 to 1d42.]
Affliction Be-gone [Uses your turn to heal anyone in a battle of their status afflictions, even yourself. Usable 3 times per battle.] ========================================= Energy Lich [Roll acc. twice, and 1d4, 4=miss. Opp. is 'Liched' until they roll max dmg, or are healed of this. After every attack of theirs, they roll 1d(1/20 Max HP) or 1d10, whichever is higher, healing the Alien this while hurting themselves. 2 people 'Liched' at a time, one Lich per person.] Explosive Survival [Takes a turn. If Self-Destructing next turn, roll a 1d5 at that time, 1 = you survive with 1 HP/KI.] Brimstone Fire [15d3 - 55 KI](Red) Racial Peace [1d40 - 55 KI, 1d2 - 1 KI if vs Human. If used vs a non-Human in a group battle, roll a 1d5, 1 = Roll 1d5 for turns opponent is affected. All damage they make vs a Human is halved.](White) Vegitative Drain Seed [Roll acc. twice, and 1d4, 4=miss. Opp. is 'Seeded' until they roll max dmg dealing over 20 dmg. For Warriors, they pay an extra ¼ the KI cost, per attack, and you get this KI. For non-Warriors, all dmg done to you is reduced by 1/5. Only 2 Seeds out at any time.] Extremespeed [When taking dmg for someone, roll 1d3, 3= you take no dmg at all. 3x per battle.] Saiyan Explosion [1d60+20 - 60 KI, 1d30 self-damage.] Stunning Tone [Not usable vs Aliens or same Align. Roll 1d2 (1d5 with Flute) for turns opp. is stunned. Uses 10 HP, 2x per battle.] Grim Slice [1d35, or 1d10. On 10, roll 1d35 and 3x the dmg, and 9, roll 1d35 and 2x the dmg. On 8, roll 1d35 and 1.5x the dmg, and on 7, roll 1d35. Not usable for next 4 turns.](Black) Racial Peace [If used vs a non-Human in a group battle, roll a 1d5, 1 = Roll 1d5 for turns opponent is affected. All damage they make vs a Human is halved.] Dim-Witted Reflexes [Only usable on first turn, takes a turn. All attacks made vs you have -25 acc., but you take double damage. Lasts whole battle.] Grim Flame [1d35, or 1d10. On 10, roll 1d35 and 3x the dmg, and 9, roll 1d35 and 2x the dmg. On 8, roll 1d35 and 1.5x the dmg, and on 7, roll 1d35. Not usable for next 4 turns.](Black) Time Manipulatory Command [2x per battle, for next two turns, you have no Damage Limit, save for Field effects. ALL wait 'x' turns counters are reset.] Earthen Multi-Toss [Roll 1d10+10 for x, then roll xd2 - 35 KI.] Mortality Increment [Not taking a turn, if you use an Instant-Kill attack/bonus, add 10% to the result. Once per battle.] Earthen Multi-Strike [Roll 1d10+10 for x, then roll xd2, with 1d9 recoil. Not usable for next 3 turns.] Telekinesis [In group battle, you may redirect an attack to one person to another member of the same group. 2x per battle.] Healing Reversal [Usable after opponent has attacked. Roll a die with same sides to damage received, then 1d3. 1= Heal yourself half this roll, 2= Hit your opp. this roll in dmg. 3= Heal opponent half this roll. If heals occur, your turn is used. 2x per battle.] Healing Recoil [2x per battle, use this before opp. rolls acc. After they deal damage, roll 1d3, 1-2= negate the damage and heal yourself half of it, but on 3, take 1.5x damage. This takes your next turn.] Damage Evasion [3x per group battle, when taking damage for partner. If taking Neutral member's damage, roll 1d2, 1= do not take double damage. On Good Member, roll 1d3-1, and multiply the damage by this. Kaioken [This saps 30 KI. You then roll a 1d4. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll 1d4+2, this is the number of turns you may use Kaioken before having to roll 1d5 for self-damage again. You have 10 more Speed, Speedy Evasion and Speed Increase. All physical attacks are now +6 (1d10 to 1d10+6, or 1d12+3 to 1d12+9)] Kaioken [This saps 10 HP. You then roll a 1d4. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll 1d4+2, this is the number of turns you may use Kaioken before having to roll 1d5 for self-damage again. You have 10 more Speed, Speedy Evasion and Speed Increase. All physical attacks are now +6 (1d10 to 1d10+6, or 1d12+3 to 1d12+9)] Kaioken X2 [This saps 30 KI. You then roll a 1d5. On 5, you suffer 100 HP of damage. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll 1d5+1, this is the number of turns you may use Kaioken before having to roll 1d5 for self-damage again. You have 6 more Speed, and Sig. gets a 1d4 after damage, 4= 1.5x dmg. All physical attacks have another +3 Bonus, and non-phys/sig attacks get +3 Bonus.] Kaioken X2 [This saps 15 HP. You then roll a 1d5. On 5, you suffer 100 HP of damage. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll 1d5+1, this is the number of turns you may use Kaioken before having to roll 1d5 for self-damage again. You have 6 more Speed, and Sig. gets a 1d4 after damage, 4= 1.5x dmg. All physical attacks have another +3 Bonus, and non-phys/sig attacks get +3 Bonus.] Team Twister [With NAME, 60 KI gets put into the attack. This deals 1d{(¼ Max PL)+10} rolled by 1 partner. Accuracy must be rolled by both, and both must hit. Two damage dice points may be removed to add +1 to attack Bonus. Bonus cannot be higher than Damage dice.] Team Twister [With NAME, 30 HP gets put into the attack. This deals 1d{(¼ Max PL)+10} rolled by 1 partner. Accuracy must be rolled by both, and both must hit. Two damage dice points may be removed to add +1 to attack Bonus. Bonus cannot be higher than Damage dice.] ========================================= KI Recharge [+40 KI per usage] Quick Counter [You may use a block when taking damage for a partner. Roll dice for the block, and if it hits, roll a 1d2, 2= fail. If the original dice worked, the attack used up one of its limited uses, regardless of the 1d2's outcome.] Propulsive Rage [Starts at 1d10 - 10 KI. Every turn you are attacked, if you use this next turn, +5 to damage dice and +4 to KI. This must be used consecutively to keep the bonus.]() Mysterious Guard [3x per battle. No stunners or status afflictions can hit you for the next 1d6 turns. Takes a turn.] Increasing Rage Chop [Starts at 1d8 - 4 HP. Every turn you are attacked, if you use this next turn, +3 to damage dice and +2 to recoil. This must be used consecutively to keep the bonus.] Increasing Rage Blast [Starts at 1d8 - 4 HP. Every turn you are attacked, if you use this next turn, +3 to damage dice and +2 to recoil. This must be used consecutively to keep the bonus.] Energy Absorption Offense [3x successfully per battle. You gain KI from blocking a Non-War's attack. Multiply the Non-War's dice rolls by the amount of turns the technique cannot be used again, and add it to the maximum possible damage. ({Dice*Turns}+MaxDam). OR roll acc. 2x, and a 1d3, 1= fail. For every 5,000 PL over opp., +1 to 'y', with 'y' min = 20 and max = 60. Take the 1d3 and -1 for 'x'. Roll 'x'd'y'+5 for the damage dealt to opponent and healed to you.] Limitless Energy [2x per battle. Before attacking, state this, and the attack uses no KI. Blocking it works on it's supposed-normal KI.] Kanki Toko Gala [1d45 - 45 KI]() Energy Absorption Offense [3x successfully per battle. You gain HP from blocking a Non-War's attack. Multiply the Non-War's dice rolls by the amount of turns the technique cannot be used again, and add it to the maximum possible damage, then halve it all. ({Dice*Turns}+MaxDam)/2. OR roll acc. 2x, and a 1d3, 1= fail. For every 5,000 PL over opp., +1 to 'y', with 'y' min = 20 and max = 60. Take the 1d3 and -1 for 'x'. Roll 'x'd'y'+5 for the damage dealt to opponent and healed to you.] Heavy Tackle [1d10, with 1d10 recoil. If normal sig. is used next, it gains +5 Bonus, and recoil roll of half the damage dice. Not usable for next 2 turns.] Chronoryobouka [3x per battle. Roll acc. 3x, then 1d4+1. For this many turns, the opponent must repeat the technique they just used. If they can't, they use their weakest minor attack.] Other-Worldly Life [Does not die unless struck to under -10HP XXX times. May cross the life/death barrier XXX times, following the rules of the realm. One cross-over is one usage; not a return trip. May summon someone to yourself, from another realm.] Demon Raising Enhancement [A Demon with a 2d100 acc., 20 HP, a 1d3 Scratch and Grapple (Roll accuracy twice, and then a 1d10. 1-3= opp. grappled for 1d3 turns and must roll accuracy dice once more than usual, while capable of being attacked without Accuracy Dice and taking +5 more damage) is summoned. This uses a turn, and is usable 2x per battle.] Sticky Aruko Web [Roll acc. 3x, then 1d4, 4= miss. All acc rolls made vs the afflicted opponent have +10 for the next 1d5 turns. Cumulative effects, and usable 3x per battle.] Futile Guard [In group battle, if someone is reduced to <10% of their max HP, you may use this, once per battle. No attacks can hit that partner, and all of your own damage dice have +20 to them, but you take recoil of half the damage you deal. This runs out after 5 turns of attacking like this, and does not use a turn.] Regeneration Enhancement [You get 30 points to split between HP and KI, costing 2 points for 1 HP, and 1 point for 1 KI. Both HP and KI must receive some stats. This is usable only on every third turn.] Tri-form Ghost [Once you use Tri-form, you gain a 'ghost' that can be kept up with 15 KI after every one of your turns. While up, opponents roll a 1d4 whenever attacking you, 4= miss.] Daitonoy Blast [1d38+3 - 40 KI]() Sovya no Cheiko [3x per battle, and takes a turn. The technique opp. just used loses another usage] Overhead Slice Enhancement [If the Overhead Slice deals >32 dmg, roll 1d10. 9-10= 2x damage. 8= 1.5x] Getting to the Point Enhancement [Every second usage of Getting to the Point, you may +5 Bonus to end damage] True Final Flash [You may charge for up to 5 turns. Every turn will +1 to damage dice of 1d0. Roll this, then roll 1d38, and multiply the rolls. For every turn charged, +18 KI to 40 KI.](Yellow) Yodan no Tsuki [2d13 - 30 KI. If in Oozaru,2d23 - 45 KI] Saiyan Slice [Roll a 1d4, and charge this many turns. For every turn, +5 to damage dice. If you have a tail, the damage dice are 1d25; 1d20 if not. Not usable for next 4 turns.] Ultimate Slice [2d24, roll recoil of 1d'dmg'. Not usable for next 5 turns.] Saiyan Blast [Roll a 1d4, and charge this many turns. For every turn, +5 to damage dice. If you have a tail, the damage dice are 1d25; 1d20 if not. Not usable for next 4 turns.] Ultimate Blasters [2d24, roll recoil of 1d'dmg'. Not usable for next 5 turns.] Damage Overdose [3x per battle, and takes a turn. Roll a 1d5, and have no dmg limit for this many turns. Does not affect field effect rolls, though.] Ro-Staff [1d10, with 1d10 bonus. See Trainings.] ========================================= KI Recharge [+50 KI per usage] KI Recharge [Roll 1d3. 1-2=+30 KI, 3=+80 KI] Multi-Targetting [When not in transformation/fusion, may choose up to 6 people to target with attacks, splitting up the effects. 2=3/4, 3=2/3, 4=1/2, 5=1/3, 6=1/3. Effects are split, as well as damage. If not only damage, the move uses 4 of these from the limit. kPL/150 (min 3, round down, and triple this for quest) is limit of uses. Roll individual acc. for each, any single portion may miss.] Multi-Targetting [When not in transformation/fusion, may choose up to 6 people to target with attacks, splitting up the effects. 2=3/4, 3-4=1/2, 5-6=1/3. Effects are split, as well as damage. If not only damage, the move uses 4 of these from the limit. kPL/150 (min 3, round down, and triple this for quest) is limit of uses. Roll individual acc. for each, any single portion may miss.] Propulsive Introduction [Propulsive Rage starts at 1d40 - 40 KI] Planetary Death Ball [1d50 - 60 KI. In DM/Saga/BSDB Quest, roll 1d10. 10=Planet killed, 9=If done >35 dmg, Planet killed] Propulsive Introduction [Increasing Rage Chop starts at 1d30 - 15 HP] Saimin No Jutsu Enhancement [Roll acc 3x, then 1d10. 10=+3, 8-9=+2, 6-7=+1, 5=+0. Roll 1d4+(number) for turns opponent is asleep, if 1d10 > 4] Propulsive Introduction [Increasing Rage Blast starts at 1d30 - 15 HP] Barrier Sphere [Disables Barrier. Use like Barrier, 3x, or use all uses at once, to stop ANY attack] Racial Deathbomb [Roll 1d8 at battle start for which race this affects. 1d50 - 30 KI to this race, 1d30 - 30 KI for others] Barrier [Usable twice during battle, use this before damage is rolled, and the attack is dispelled. Not usable in same match as Energy Defense of KI Absorption Defense.] Explosive Survival [Takes a turn. If Self-Destructing next turn, roll a 1d5 at that time, 1 = you survive with 1 HP/KI.] Sneaky Counter [2x per battle, after spending a turn KI Charging, you may, on your next turn, roll acc. and 1d3, 3= This fails and you take 2x damage. 1-2= Send damage from an attack you took, at the opponent who used it, doubled. This uses a turn, and is not usable on other Demons] Otherworldly Existence [Lasts until you die. Use 3 current -10_HP-Death and Border-Crossing counts each. KI attacks cost 1/2 normal KI, and you get 3 attacks free-of-KI per battle.] Ultra Mafuba [Roll acc. twice, then 1d10. 6-10 = your opponent is shrunk and put into a Bottle(Must have Bottle before you can use this). You may choose to break the Bottle, dealing 1d300 damage (not killing), or they remain shrunk for 3 turns, and deal only 25% normal damage, while you deal 3x] Otherworldly Existence [Lasts until you die. Use 3 current -10_HP-Death and Border-Crossing counts each. All attacks deal -5 damage to you (min 0), and you get to dodge 3 attacks before damage rolled, per battle.] Renzoku no Kochi [10d8 - 45 KI. One successful use per battle] Dokegu Arukeni Webs [Roll acc. 2x, then 1d4, 4= miss. Roll 1d5-1, and multiply by 5. Opponent loses this much speed and accuracy for 1d5 turns. On 5, they are 'wrapped up', stunned (uncurable by Afflication Be-Gone) for 1d3 turns, as well as losing 20 speed and Acc. Only one web on a person at a time, and usable 3x per battle.] Triple Slash [+3 to Dice Rolls, and 3x Bonus. This is usable 3x per battle (based on 2dxx sig limit) and not usable for next 4 turns. After this is done, may use 2nd function: Using the default sig-Damage-Dice, +1 Dice Roll, 2x Bonus, not usable for next two turns. 2nd function has no battle limit, and is unaffected by default 2dxx limit.] Split Form [See Earth Trainings page on general rules. Roll 1d3, 1=Quad Form (1/2, 1/4, 1/8, 1/8), 2=Tri Form (1/2, 1/4, 1/4), 3=Split Form (1/2, 1/2). Once per battle.] Satal Noiche Keftin [Usable 3x per battle, after being hit by a move with limited uses, roll acc. then 1d3-1. This many extra uses of their move are wasted. This takes a turn.] Kakusanyudokodan Upgrade [1d43 - 50 KI, no accuracy needed] Recollective Blast [STATED ON PURCHASE] Raging Energy Retrieval [On any rage/fury/anger return/reversal technique, you may reduce the KI by 1/2 or 50, to min of 10, and the return is physical. Usable 2x per battle.] Triple Slash [+3 to Dice Rolls, and 3x Bonus. This is usable 3x per battle (based on 2dxx sig limit) and not usable for next 4 turns. After this is done, may use 2nd function: Using the default sig-Damage-Dice, +1 Dice Roll, 2x Bonus, not usable for next two turns. 2nd function has no battle limit, and is unaffected by default 2dxx limit.] Power Plexus Punch [(1d7+11 ROLLED ON PURCHASE for x)1dx. Physical] Triple Smasher [Triple the end damage of a non-sig, long range weapon. Usable 2x per battle.] Power Plexus Punch [(1d7+11 ROLLED ON PURCHASE for x)1dx. Physical] Tail Regrowth [If have SSJ, USSJ, or SSJ2, may not use. Regrow a lost tail, but lose 30k PL, 30 HP, 15 KI and 1 Speed.] Brute Wave Enhanced Oozaru [Must own a Small Focus Lens, a Retroprojector, and a Small Brute Wave Enhancer. Oozaru will add +50k PL, +50 HP, and +3 Speed. No Clothes, Gi's, or non-Saiyan Armor. Can use your Minor Attacks, and techniques gained through Saiyan-series trainings. Physical attacks have +15 damage dice, and +5 bonus, while non-physical techniques have +5 damage dice.] Tail Regrowth [If have SSJ, USSJ, or SSJ2, may not use. Regrow a lost tail, but lose 30k PL, 30 HP, 3 Skill and 1 Speed.] Brute Wave Enhanced Oozaru [Must own a Small Focus Lens, a Retroprojector, and a Small Brute Wave Enhancer. Oozaru will add +50k PL, +50 HP, and +3 Speed. No Clothes, Gi's, or non-Saiyan Armor. Can use your Minor Attacks, and techniques gained through Saiyan-series trainings. May use Signature, but no modifiers on it, but it gains (1d15, rolled on transform) to damage dice.] Damage Exploitation [Damage limit is now (PL/10k)*2.5. Every damage has, at very end (before split for Multi), 1.25x multiplier.] Ultimate Technical Blaster [Only usable with Sig, 2x per battle. Multiply end damage by 4(disregard Exploitation's 1.25). Not usable with other multipliers.] Team Twister Upgrade II [See Articles, Technical Formulas, Team Twister. -80 total KI(Or -50 HP if both non-wars)] Genki Dama Upgrade [May put KI in at any time, but no regeneration methods for KI may be used on/by you. Your charges add +45 KI, people over half your PL add +30, everyone under +20. See Meat Map Trainings Page] ========================================= GOOD WARRIOR SUPER-SAIYA-JIN Base, 5 successful uses, reset count 10 uses, 20 uses, 40 uses Super Saiya-jin [Takes a turn to power up, and 70KI. Also roll a 1d3, on 2-3, this technique costs nothing, but fails and cannot be used for the remainder of battle. Add 80,000 PL, 80 HP, and 80 KI to maxes, and fill HP +80 if this is used within the first 3 attacks during battle. +20 Speed, and +3 Skill. All attacks have bonuses of +3 to damage dice, and non-minor attacks have +7 to bonus, for +8 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Rapid KI Shot. KI Charge becomes 1.5x as potent. Minor/Basic attacks have another +5 to damage dice, and 5 more for a 25 KI cost. Can use Speedy Assault.] Super Saiya-jin [Takes a turn to power up, and 100KI. Add 125,000 PL, 125 HP, and 125 KI to maxes, and fill HP +125 if this is used within the first 3 attacks during battle. +30 Speed, and +5 Skill. All attacks have bonuses of +5 to damage dice, and non-minor attacks have +10 to bonus, for +10 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Rapid KI Shot. KI Charge becomes 1.5x as potent. Minor/Basic attacks have another +5 to damage dice, and 5 more for a 25 KI cost. Can use Speedy Assault.] Super Saiya-jin [Takes a turn to power up, and 50KI. Add 140,000 PL, 140 HP, and 140 KI to maxes, and fill HP +140 if this is used within the first 3 attacks during battle. +35 Speed, and +5 Skill. All attacks have bonuses of +5 to damage dice, and non-minor attacks have +10 to bonus, for +10 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Every turn in this form uses 15KI. Can use Rapid KI Shot. KI Charge becomes 1.5x as potent. Minor/Basic attacks have another +5 to damage dice, and 5 more for a 25 KI cost. Can use Speedy Assault. Can use Removal-Negation] Super Saiya-jin [Takes a turn to power up, and 75KI. Add 150,000 PL, 150 HP, and 150 KI to maxes, and fill HP +150 if this is used within the first 3 attacks during battle. +40 Speed, and +5 Skill. All attacks have bonuses of +5 to damage dice, and non-minor attacks have +10 to bonus, for +10 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Every turn in this form uses 15KI. Can use Rapid KI Shot. KI Charge becomes 2x as potent. Minor/Basic attacks have another +5 to damage dice, and 5 more for a 20 KI cost. Can use Speedy Assault. Can use Removal-Negation] Super Saiya-jin [Takes a turn to power up, and 150KI. Add 175,000 PL, 175 HP, and 175 KI to maxes, and fill HP +175 if this is used within the first 3 attacks during battle. +45 Speed, and +5 Skill. All attacks have bonuses of +6 to damage dice, and non-minor attacks have +10 to bonus, for +10 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Every turn in this form uses 20KI. Can use Rapid KI Shot. KI Charge becomes 2x as potent. Minor/Basic attacks have another +5 to damage dice, and 5 more for a 20 KI cost. Can use Speedy Assault. Can use Removal-Negation] Rapid KI Shots [Must be in SSJ. 15d3+10 - 60 KI.] Speedy Assault [Must be in SSJ. During matches with over 6 people in them, do not attack in regular order. Instead, attack, then 5 other people attack, then you attack again.] Removal-Negation [If a technique would normally remove SSJ, after all the rolls of this technique, you may use 20 KI and roll a 1d3, and on 1-2 that technique is wasted. This does not take a turn.] =================== EVIL WARRIOR SUPER-SAIYA-JIN Base, 5 successful uses, reset count 10 uses, 20 uses Super Saiya-jin [Takes a turn to power up, and 60KI. Also roll a 1d3, on 2-3, this technique costs nothing, but fails and cannot be used for the remainder of battle, unless your only opponents are Good-aligned SSJ's, in which case you may use this a second time, not counting towards successful uses if successful. Add 65,000 PL, 70 HP, and 110 KI to maxes, and fill HP +70 if this is used within the first 3 attacks during battle. +15 Speed, and +1 Skill. All attacks have bonuses of +5 to damage dice, and non-Minor attacks get +8 to bonus, for +8 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Easy Kill. Minor/Basic attacks have another +10 to damage dice, and 5 more for a 20 KI cost. Can use Speedy Assault.] Super Saiya-jin [Takes a turn to power up, and 75KI. Add 125,000 PL, 100 HP, and 150 KI to maxes, and fill HP +100 if this is used within the first 3 attacks during battle. +20 Speed, and +2 Skill. All attacks have bonuses of +8 to damage dice, and non-Minor attacks get +10 to bonus, for +10 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Easy Kill. Minor/Basic attacks have another +10 to damage dice, and 5 more for a 20 KI cost. Can use Speedy Assault.] Super Saiya-jin [Takes a turn to power up, and 125KI. Add 140,000 PL, 120 HP, and 175 KI to maxes, and fill HP +120 if this is used within the first 3 attacks during battle. +25 Speed, and +2 Skill. All attacks have bonuses of +10 to damage dice, and non-Minor attacks get +15 to bonus, for +15 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Easy Kill. Minor/Basic attacks have another +10 to damage dice, and 5 more for a 30 KI cost. Can use Speedy Assault. Can use Removal Negation.] Super Saiya-jin [Takes a turn to power up, and 50KI. Add 150,000 PL, 130 HP, and 190 KI to maxes, and fill HP +130 if this is used within the first 3 attacks during battle. +28 Speed, and +2 Skill. All attacks have bonuses of +12 to damage dice, and non-Minor attacks get +15 to bonus, for +12 KI more. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Easy Kill. Minor/Basic attacks have another +12 to damage dice, and 5 more for a 25 KI cost. Every turn in this form uses 20KI. Can use Speedy Assault. Can use Removal Negation.] Easy Kill [Must be in SSJ. During matches with over 6 people in them, if you lower an opponent's HP by over 400, to <10% of their max, you may use this to finish them. Unblockable, usable twice per battle. Roll a 1d3. On 3, the opponent dies. On 2, the opponent takes 50 damage. On 1, you take 100 damage, and the opponent takes 25. The HP-damage cannot kill.] Speedy Assault [Must be in SSJ. During matches with over 6 people in them, do not attack in regular order. Instead, attack, then 5 other people attack, then you attack again.] Removal-Negation [If a technique would normally remove SSJ, after all the rolls of this technique, you may use 20 KI and roll a 1d3, and on 1-2 that technique is wasted. This does not take a turn.] ============================== EVIL NON-WARRIOR SUPER-SAIYA-JIN Base, 5 successful uses, reset counter Super Saiya-jin [Takes a turn to power up, and 40HP. Also roll a 1d3, on 2-3, this technique costs nothing, but fails and cannot be used for the remainder of battle, unless your only opponents are Good-aligned SSJ's, in which case you may use this a second time, not counting towards successful uses if successful. Add 65,000 PL, 70 HP, +15 Speed and +22 Skill to maxes (may adjust sig), and fill HP +70 if this is used within the first 3 attacks during battle. All non-multiplier/sig techniques have +5 to damage dice. Sig gets +5 Bonus. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Easy Kill. Minor/Basic attacks have another +10 to damage dice, above the previous bonuses. Can use Speedy Assault. Any techniques that require waiting a certain number of turns must wait an extra 4 turns.] Super Saiya-jin [Takes a turn to power up, and 50HP. Add 85,000 PL, 90 HP, +20 Speed and +25 Skill to maxes (may adjust sig), and fill HP +90 if this is used within the first 3 attacks during battle. All non-multiplier/sig techniques have +10 to damage dice. Sig gets +5 Bonus. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. Can use Easy Kill. Minor/Basic attacks have another +15 to damage dice, above the previous bonuses. Can use Speedy Assault. Any techniques that require waiting a certain number of turns must wait an extra 4 turns.] ============================== Ultimate SSJ (All events) Ultimate Super Saiya-jin [Takes a turn to power up, and 150KI. Add 200,000 PL, 200 HP, and 50 KI to maxes, and fill HP +200 if this is used the turn immediately after using SSJ. -5 Skill, all SSJ Speed bonuses removed and original Speed cut in half, then -5. All non-minor attacks have additional bonuses of +10 to damage dice, and +5 to bonus, for +15 KI more. Can use Easy Kill. Minor/Basic attacks have another +20 to damage dice for 20 KI more, and 15 more for a 40 KI cost. Cannot use Speedy Assault. Can use Removal Negation. For every 5 Speed your opponent has over you, they add +10 to their accuracy dice. For every 10 Speed they have over you, you subtract -10 to your own accuracy dice. For every 20 Speed they have over you, you must roll an extra 1d3 with every attack, 3 being a miss.] Ultimate Super Saiya-jin [Takes a turn to power up, and 50KI. Add 200,000 PL, 250 HP, and 100 KI to maxes, and fill HP +250 if this is used the turn immediately after using SSJ. -5 Skill, all SSJ Speed bonuses removed and original Speed halved, then -5. All non-minor attacks have additional bonuses of +12 to damage dice, and +5 to bonus, for +15 KI more. Can use Easy Kill. Minor/Basic attacks have another +20 to damage dice for 20 KI more, and 15 more for a 40 KI cost. Every turn in this form uses 45KI. Cannot use Speedy Assault. Can use Removal Negation. For every 5 Speed your opponent has over you, they add +10 to their accuracy dice. For every 10 Speed they have over you, you subtract -10 to your own accuracy dice. For every 20 Speed they have over you, you must roll an extra 1d3 with every attack, 3 being a miss.] ============================== GOOD DEMONIC Base, 20 uses, 25 uses, 45 uses Angelic Transformation [Takes a turn to power up, and 25HP. Add 70,000 PL, 70 Max HP, 5 Speed, and +3 to Sig. damage dice, while healing yourself 70 HP (Aside from the Transformation Cost) if used in the first 3 rounds of battle. All non-sig. attacks have bonuses of +5 to them. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. You may add 2 to the damage dice of any non-sig. attack for 1 HP, to a limit of 12 HP, with xdy, where x is affected if x>y. Techniques dealing extra damage to Demons does normal damage, and Holy Light and Visionary may now be used. Any techniques that require waiting a certain number of turns must wait an extra 4 turns.] Angelic Transformation [Takes a turn to power up, and 25HP. Add 60,000 PL, 60 Max HP, 4 Speed, and +2 to Sig. damage dice, while healing yourself 60 HP (Aside from the Transformation Cost) if used in the first 3 rounds of battle. All non-sig. attacks have bonuses of +5 to them. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. You may add 2 to the damage dice of any non-sig. attack for 1 HP, to a limit of 5 HP, with xdy, where x is affected if x>y. Techniques dealing extra damage to Demons does normal damage, and Holy Light and Visionary may now be used. Any techniques that require waiting a certain number of turns must wait an extra 5 turns.] Angelic Transformation [Takes a turn to power up, and 35HP. Add 90,000 PL, 90 Max HP, 6 Speed, and +3 to Sig. damage dice, while healing yourself 90 HP (Aside from the Transformation Cost) if used in the first 3 rounds of battle. All non-sig. attacks have bonuses of +5 to them. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. You may add 3 to the damage dice of any non-sig. attack for 1 HP, to a limit of 6 HP, with xdy, where x is affected if x>y. Techniques dealing extra damage to Demons does normal damage, and Holy Light and Visionary may now be used. Any techniques that require waiting a certain number of turns must wait an extra 3 turns.] Angelic Transformation [Takes a turn to power up, and 35HP. Add 100,000 PL, 90 Max HP, 7 Speed, and +4 to Sig. damage dice, while healing yourself 90 HP (Aside from the Transformation Cost) if used in the first 3 rounds of battle. All non-sig. attacks have bonuses of +5 to them. Sig. has 1d4(-1) roll, where 0=1, and multiplies total damage by this number. You may add 3 to the damage dice of any non-sig. attack for 1 HP, to a limit of 7 HP, with xdy, where x is affected if x>y. Techniques dealing extra damage to Demons does normal damage, and Holy Light and Visionary may now be used. Any techniques that require waiting a certain number of turns must wait an extra 3 turns.] Holy Light [Must be in Angelic Transformation. Usable twice per battle, on Non-good characters, but affects up to 4 characters per group. Roll accuracy twice, then, roll 1d4 for peoples affected on each side. The same roll applies to both, but one less of your own team-mates are affected. On Neutral characters, roll 1d5, while on Evil, roll 1d10. New roll per person. Multiply the roll by 10, for damage, and only Visionary may affect this.] Visionary [Must be used the turn after transforming, or not at all. Uses present turn, and following two turns, stunned, to charge it. Afterwards, before rolling accuracy, on every attack, roll a 1d3, and on 3, you may ignore all accuracy modifiers/technique dodgers for that attack. If Holy Light is used, multiply the dice roll by 1.5, rounding up.] ============================== FUSIONS Base, 4 True, 4 Fat, 4 Thin (True has precedence. Can change 2-4 thin/9-10 fat, depending on which has more. 2-3 thin/8-10 fat.) Gains an attack after 7 True uses 10 True Fusion Dance [With NAME, must be within +/- 50k PL. Both roll 1d3. Sum <4 = Thin. Sum =4 = True. Sum >4 = Fat. True Fusion adds all stats, x1.5. Thin Fusion adds all stats, x0.5. Fat Fusion adds all stats, x0.5. Skill only adds. Lasts for 6 turns, or until 0 KI. Cannot re-fuse in the match.] Fusion Dance [With NAME, must be within +/- 50k PL. Both roll 1d5. Sum <4 = Thin. Sum 4-7 = True. Sum >7 = Fat. True Fusion adds all stats, x1.6. Thin Fusion adds all stats, x0.5. Fat Fusion adds all stats, x0.5. Skill only adds. Lasts for [6+(1d2)] turns, or until 0 KI. Cannot re-fuse in the match.] Fusion Dance [With NAME, must be within +/- 50k PL. Both roll 1d4. Sum <3 = Thin. Sum 3-5 = True. Sum >5 = Fat. True Fusion adds all stats, x1.5. Thin Fusion adds all stats, x0.3. Fat Fusion adds all stats, x(2/3). Skill only adds. Lasts for 6 turns, or until 0 KI. Cannot re-fuse in the match.] Fusion Dance [With NAME, must be within +/- 50k PL. Both roll 1d4. Sum <4 = Thin. Sum 4-6 = True. Sum >6 = Fat. True Fusion adds all stats, x1.5. Thin Fusion adds all stats, x(2/3). Fat Fusion adds all stats, x0.3. Skill only adds. Lasts for 6 turns, or until 0 KI. Cannot re-fuse in the match.] Fusion Dance [With NAME, must be within +/- 50k PL. Both roll 1d6. Sum 2 = Thin. Sum 2-11 = True. Sum 12 = Fat. True Fusion adds all stats, x1.75. Thin Fusion adds all stats, x0.5. Fat Fusion adds all stats, x0.5. Skill only adds. Lasts for [7+(1d5)] turns, or until 0 KI. Cannot re-fuse in the match.] Ali-War = Gekitotsu Buu Buu Volleyball Ali-Swo = Charging Wild Bull Attack Ali-WMa = Tornado Kick And-War = Detonation Kick And-Swo = Charging Wild Bull Attack And-WMa = Detonation Kick Dem-War = Nobu Tsuguri Dem-Swo = Detonation Kick Dem-WMa = Tornado Kick Hum-War = Giyarakuteika Dona Hum-Swo = Charging Wild Bull Attack Hum-WMa = Spinning Uppercut Nam-War = Kakusan-Tsuidan PSa-War = Super Ghost Kamikaze PSa-Swo = Gekitotsu Buu Buu Volleyball PSa-WMa = Gekitotsu Buu Buu Volleyball Sai-War = Nobu Tsuguri Sai-Swo = Spinning Uppercut Sai-WMa = Detonation Kick Tsu-WMa = Robotic Engineering Gekitotsu Buu Buu Volleyball Charging Wild Bull Attack Tornado Kick Detonation Kick Nobu Tsuguri (Fires blast up, comes back down and slices.) Giyarakuteika Dona (Cosmic Halo) Spinning Uppercut Kakusan-Tsuidan(Combo of Kakusandan [Kril vs Saiba] and Tsuidan [A homing blast]) Super Ghost Kamikaze Robotic Engineering(Builds a Robot like Dr. Raichi did) Gekitotsu Buu Buu Volleyball [One successful use per match, or 3x failed. Roll acc. 2x, and then 1d3. 3 = works. You may use physical attacks on it up to twice, never repeating techniques(Does not take a turn), and then you roll final damage. 'x' = 1/10 kPL, 'y' = 1/50 presentHP * (# of uses this has taken to work). Roll 1d'x' + 'y', and take recoil of 1d(|x-y|).] Charging Wild Bull Attack [Not usable for the next 3 turns if successful. Roll acc. 2x, and 1d3. 1 = This fails, but continue, and take the total recoil, while dealing no damage. 3 = This works. Roll a Headbutt, and call the total damage 'x'. Multiply this by Headbutt's Damage Dice, and call this 'y'. 'z' = 9-'x'. Roll 'z'd'y' + 'x', with recoil of 1d((z*x) + y).] Tornado Kick [Not usable for the next 2 turns if successful. Roll acc. 2x, and 1d5. 1 = This fails, and you are stunned for an extra turn. 4-5 = This works. Roll a Kick, and multiply this by the original Damage Dice to get 'x'. Add the original roll and 'x' to get 'y'. If 'y'>22, 'y'=22. 20-'y'= 'z'. Add 'z' to the Damage Dice, and make 'y' the Dice Rolls. Roll this, for damage, and then roll 1d20 recoil.] Detonation Kick [Not usable for the next 5 turns. Roll two Kicks, not for damage, and call the total damage 'x'. Roll 1d'x', and multiply this by the Kick's damage dice to get 'y'. If 'y'>65, 'y'=65. Roll a regular Kick, for damage, and if it deals equal or more than 50% of max possible damage, roll 2d'y' for extra damage. If it's under 50%, roll 1d'y'.] Nobu Tsuguri [One successful use per match, or 3x failed. Roll acc. 2x, and then 1d3. 3 = works. This still uses 50 KI if failure. Roll 1d4-1, 0=1, for 'x'. Then, find 1/10 of your kPL for 'y'. Roll 'x'd'y' for damage. (x+1)*10 = 'z'. Find out how much damage you did, as a percentage to the max your roll could yield, and then find the number with the same percentage on 'z', to the nearest 1. Divide this value by 100, to earn a decimal, and multiply it by your max KI to find how much KI is used.] Giyarakuteika Dona [Roll acc. 2x, and then 1d3, 3= this works. Roll 1d3+1, and for this many turns both you and your opponent are stuck, as you attempt to keep them within the ring. After every turn that they are stuck, you roll 1d(1/20 kPL)+5, and they take this much damage. This costs (1+(# of turns supposed to be stuck))*10 KI, or 25 KI if you fail. After every turn stuck, your opponent may try to break free, rolling a 1d10. If they are <50kPL weaker than you, a 1 frees them. If they are +/- 50kPL of you, 1-3 frees them. If they are >50kPL stronger than you, 1-6 frees them.] Spinning Uppercut [Roll acc. 2x, and then 1d4, 4= this works. Roll 1d3-1, and add this to your Punch's Dice Rolls, and call this 'x'. Find 1/12 of your kPL, and call this 'y'. Roll 'x'd'y'. Not usable for the next 3 turns, if successful.] Kakusan-Tsuidan [No acc. needed for this. This costs 10% of your MaxKI. You may use your turn charging the blast, doing nothing else. If you do, the second turn in using the blast costs another 15% of your MaxKI, and you may charge again. Third turn = 25% of MaxKI (50% total MaxKI used), and must be released. If held for 1 turn, roll 1d(1/10 kPL). 2 turns = 2d((1/10 kPL)+10). 3 turns = 3d(1/6 kPL).] Super Ghost Kamikaze [You first create Ghosts, spending your turn and (1d4+3)*10 KI to create 1d3 Ghosts. You may create as many Ghosts as you like. At the end of each turn, for every Ghost you still have, it saps 5 of your KI. When releasing the Ghosts, it takes a turn, and if you have over 5 Ghosts roll a 1d3, 3= They argue, and you do nothing for your turn. If they argue for two turns in a row, roll a 1d3 for every Ghost, 3= It self-destructs, doing nothing but ending its own existance. Roll acc. for every Ghost being used. The number of Ghosts that hit = 'x'. 1/15 of your kPL = 'y'. Roll 'x'd'y' for damage dealt. Ghosts may not be attacked, or take damage for you.] Robotic Engineering [Spend your turn, and any number of following turns, creating a Robot to protect and serve you during your battle. The number of turns spent making it(not pre-decided) = 'x'. 11 - 'x' = 'y'. The Robot will have an HP of (1/y) of your own max HP, limit of 1/4. If charged 1-2 turns, it has a 1d20 Punch for an attack. 3-5 turns = 1d28 Punch. 6-9 turns = 1d35 Punch. 10+ turns = 1d50 Punch, and +50 Bonus to SelfDestruct. It always has SelfDestruct as an attack, usable when under 10% of its own max HP, dealing 1d50+15 damage. The Robot stays after de-fusing, if it is alive, and can still block for either partner. If charged for 4+ turns, it does not take double damage in these blocks. It attacks immediately after you, with your acc. roll. It cannot be healed. One Robot per match/Quest.] --- Shunkan Ido = Instant Transmission