Potarra Earrings(2): Earrings that when placed on two different people, will force them to fuse into one permanently until a you are pulled apart by Baba's powers. Only one set of Earrings need to be bought as this item comes with two earrings. The Potarra Earrings can only go on two fighters that are on the same side in the same fight. The two fighters must be the same class. If they are different races, then they will become either Part Saiyan or Alien, depending on what races they are(If the same race fuses, they are the same race). They can also only be used in Death Matches or in Sagas but the fused form will stay. When fused together, the stats of both fighters are combined into one to create a new fighter. When using the Potarra Earrings, you create a new character name and signature move for him.
Cost: 750 Credits
Baba's Seperation: Can only be used on a fighter that has used the Potarra Earrings. Baba will pull apart the two fighters and the fighters will be divided evenly on every stat. Warning:You might lose Stats or you might gain stats. Be careful who you fuse with and why you fuse with them. What you do while fused might be worth more than losing some of your stats.
Cost: 500 Credits
Amulet of Regen-nel(Roll 1d5 after every attack of yours, and add this to KI.)
Amulet of Regen-nel(Roll 1d3 after every attack of yours, and add this to HP.)
Holy Moon-Ray [1d25+20 - 40 KI. Only usable against Demons, Demonlords and Darklords. Against Demonlords or Darklords, double everything in the roll. When used, state the use, and wait for your next attack. If disturbed before the following round, it must be re-started. Wait one more turn, and on the 3rd turn, roll damage and KI.]
Before any battle, Mirai Trunks may choose to roll a 1d5 dice. If the opponent is not evil, a 1 will activate the special move. If the opponent is evil, a 1-2 will activate the special move. The special move deals 1d(¼PL) - (¼MaxKI) damage.
Intensive Deflection: Before battle, roll a 1d5. On a 1, this attack may be used. If the opponent is not neutral, a 2 will also activate this. This may not be used in spars. You may, at any time during the battle, Sacrifice half of your remaining HP to deflect a blast, and send it back at your opponent, doubled. This may be any blast, and cannot be deterred in any way, although it cannot kill. No dice rolls needed, this is used after the attack damage is rolled.
Frieza's 1st Unique Transformation [+30,000 PL, +30 HP, +30 MaxKI, +8 Speed, -30 PresentKI, gains the "Bull Charge" attack.]
Bull Charge [Must be in 1st Unique Transformation, usable 3x per battle, or 1 hit, whichever is less. Roll 1d10, 8-10 = Instant Kill, by impaling through the body. 6-7= 50 damage.]
Frieza's 2nd Unique Transformation [Must be in Frieza's 1st Transformation. +20,000 PL, +20 HP, +40 MaxKI, +5 Speed, -40 PresentKI. Signature Frieza Beam gains +10 damage dice and +10 bonus, costing 20 more KI, and roll 1d10, 10= Instant Kill, 9= Double damage, 8= 1.5x damage.]
Frieza's 3rd Unique Transformation [Must be in Frieza's 2nd Transformation. +10,000 PL, +10 HP, +20 MaxKI, +15 Speed, -30 PresentKI. All attacks gain +3 to Bonus. Signature Frieza Beam gets a 1d20 bonus roll, 20= Instant Kill. For every 5 Speed over your opponent, +5 to your acc. dice. For every 10 Speed over your opponent, -10 to their acc. dice. For every 20 Speed over your opponent, attack twice to their once.]
Paikuhan's 1st Unique Transformation [Adds +20,000 PL, +60 HP, +30 MaxKI, -30 PresentKI, +3 Speed, and gains the technique Split Defence.]
Split Defence [May take damage for a partner, without taking double damage, and may take a specific portion of the damage, rather than all of it.]
Podrin's moves:
Trainings upon elevation: Dende's Healing Techniques(5k), Dende's Advanced Healing Techniques(15k), Namekian Language, Wandering Wise Man, Wandering Wise Namek, Medical Healing Sciences, Namek Meditative, Wandering Wise Man Upgrade, Cargo's Natural Healing, Nameks Revisited, Gravity Training x2(100x), Wandering Wise Alien, (Wandering Wise Sentinel)
Techniques:
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.]
Ultimate Raging Assault [Before any battle, Raziel may choose to roll a 1d5 dice. If the opponent is not evil, a 1 will activate the special move. If the opponent is evil, a 1-2 will activate the special move. The special move deals 1d(1/3PL) - (1/3MaxKI) damage.]
Swordsmen:
Soul Blade: Must be an evil or neutral swordsmen [Before your attack, you can put in HP into your sword for extra power. For every 10 HP placed into your sword, 3 points are placed into your dice roll. 1d14 becomes 1d17 for 10hp.]
Cost: 1200 Credits
Hero's end: Must be a Good Swordsmen [This is only usable once in a battle, only usable in hm's/quests/sagas/dms. Your HP is reduced to 1(You don't officially lose the HP till after your turn, even if you miss, you lose the HP though). For every 10HP you lost using this attack, add 3 points to the final damage of your signature sword attack only. Use this attack before your turn. 1d14 becomes 1d14+6 for 20hp.]
Cost: 1500 Credits
Weapons' Masters:
All of the following are of course only for Custom characters.
Double Daggers: Upgrades Dagger to add an extra dice roll.
Cost: 300 Credits
Double Steel Daggers: Upgrades Double Daggers to add a +3 to final damage.
Cost: 500 Credits
Warriors and Weapons' Masters
Steel Power Pole: Upgrades Power Pole to add +6 to base damage.
Cost: 700 Credits
3-Round Hand Blaster: Upgrades Hand Blaster to make it 3d5.
Cost: 600 Credits
Charged Arm Blaster: Gives the Arm Blaster the ability to charge for 1 turn. This makes your next shot fire a 1d25 damage. You are still able to do the normal 1d15 damage when you wish to.
Cost: 1000 Credits
[Evil Doers Clan]Evil Charge:When a fellow clan member dies during the same battle, or your HP reaches 30% of your max health, you may use this move. This adds 50,000PL, 20HP, 30KI, and gives you a Rapid Blast(5d5 - 20 KI) attack.
Cost: 1500 Credits
New Trainings to Appear Later
Underworld Demon Training: (Must be in the non-living world, otherwords either dead or have Otherworldly life)
Cost: 3000 Credits
5,000PL
5HP
110KI
1(2) Skill points
3 Speed points
Body Regeneration(For this to work, you must also have Other-Worldly Life): During any battle, whenever you reach below 1HP, you will regenerate and be brought back to 5HP. Body Regeneration is unable to regenerate the body if the warrior's HP reaches -10 and the fighter will die.
Absorbtion: After hitting your opponent with a physical attack and doing max damage, state that you are using this attack before they roll their accuracy dice. This uses your next turn. Roll a 1d20 and if the dice is 19-20, then you absorb the fighter, adding 1/4 of all their stats to your stats. Many factors can determine your dice roll. If your Power Level is greater than your opponent, then your chance of absorbing the opponent grows by 1. Meaning instead of 19-20 absorbing the opponent, 18-20 will absorb the opponent. If the opponents HP reaches 50% or less of their max HP, your chances grows by 1. If they reach less than 25%HP, then your chances grow by 1 again. For every 6 speed points greater than your opponent, you chances grow by 1. If at anytime, does your HP reaches below 10HP, then all absorbed fighters will be released and you will lose the stat bonuses they give you, reducing you to 1HP. Max of 4 people.
Candy Beam(I don't know the name of the attack): If your opponent reaches 10HP or less, you may use this attack. This uses your turn and you must roll your accuracy dice twice. If they both succeed, then you roll a 1d10 dice. If you get a 9-10, then the opponent turns into a candy of their choosing. They can still fight you, but they only have the attack, Candy Bash(1d15).
Chow Time: If your opponent is in Candy form, you may use your turn to try and eat them. This takes no accuracy dice. Roll a 1d5 and if you roll a 5, you successfully eat them, killing them, and adding 1/5th of their stats to your stats.
Underworld Android Training:(Must be in the non-living world)
Cost: 2000
15,000PL
20HP
10KI
1(2) Skill Points
2 Speed Points
Android Absorbtion(Usable only on other androids): During any battle at anytime, if an android reaches 20HP lower, you may use this attack. Roll a 1dx, x = the android's hp. The roll will do that much damage but if you roll a 1, you absorb the android. Absorbing the android adds 1/2 of their stats to your stats. If at anytime does the android reaches 10HP or lower, the last android they absorbed will be freed and the android will lose any stat bonus they were given. If the android absorbed more than one android, the first android absorbed will become officially dead as soon as the second android is absorbed. Using this technique, a max of 2 androids may be absorbed.
Intensive Scan: This uses your turn and the next. This turn, you scan the opponent, and you use up your next turn to attack, but the two turns are combined. The scan allows your next attack to double the base damage but you must double the KI usage. For Non-Warriors, instead of doubling the KI, take damage equal to half of the final damage. For Non-Warriors, cannot use for next 3 turns.
Tsu-Furin Secret Training(Must be bought on ??? or can be bought if a tsu-furin in your square has this technique. The money for this training never goes to the tsu-furin)
Cost:2000 Credits
10,000PL
10HP
2 Skill Points
4 Speed Points
Body Cutter: You can only use this attack if your opponent is at 50% of their max HP or lower. You do not need to follow this rule if your PL is 20,000 greater and your speed is 4 points greater than your opponents. Roll a 1d10 and on a 8-10 damage, you cut open the body of the opponent. If your PL is 20,000 lower or more than your opponent, you must roll a 10 in order to cut open the body of the opponent.
Body Inhabitation: You may leave your body and enter the body of a person with an open cut in them. Roll a 1d5+1 and you need a total damage of 6 in order to inhabit their body. For every cut you open on their body, excluding the 1st one, add another +1 to the final dice roll. Every full 7 days you are out of your body, you lose 5,000PL, 5HP, 1 Skill. You can only be in one body at a time and you can totally control the body you inhabit.
Tricky Maneuvers(Must buy on Kanassa, May only be purchased by Demons and Aliens)
Cost: 1500 Credits
15,000PL
15HP
10KI
2 Speed Points
1(2) Skill Points
Frail Body: Decide to use this technique before each battle begins. If activated, your body becomes frail, making it easily damaged, but also easily reformed. Whenever you receive anything from an attack(Healing or damage), roll a 1d2. On a 1, you take half of what is done to you. On a 2, you take double of what is done to you.(EX. Healing Blast used to heal you. Dice roll is a 15, you roll the 1d2 and receive a 1. You get healed 8HP. EX. Same attack and result, but you roll a 2. You get healed 30HP.)
Pure Saiyan Sacrifices(Must be a Pure Saiyan, be in a clan, and have at least 250,000PL)
Cost: 2000
10,000PL
10HP
15KI
2 Speed
1 Skill
Final Atonement: No accuracy roll is needed but someone on your side must die first. Sacrifice yourself for your loved ones. This attack kills yourself, but before you die, it does 1d150+50 damage to everyone in the battle. Each person taking damage must roll the 1d150+50 damage for how much they will be taking. After you use this attack, your max stats are dropped by 10,000PL, 10HP, 10KI, 1 Speed, 1 Skill.
Saiyan Pride: Usable once per battle. For the next 5 turns, you take 1.5 times the damage done to you. All your KI attacks are doubled for double KI. Your Punch attack is now 1d10. If you reach 50% of your max HP, then you are no longer able to use this attack.
New Quests to be added
Quests: Escape from Hell
Must be in hell, otherwords must be evil and not have reached King Kaio's planet. You may return to the living world i.e. come back to life if you complete this quest. You may only take this quest once a month, failing or not. You must either pay 1000 Credits to take this quest or lose 30,000PL, 20HP, 20KI, 1 Skill, 2 speed after the quest takes place.
Escape from a Demon's Body
If you have been absorbed and you equal 1/2 or greater of the demon's PL, you may take this quest at the risk of losing 20,000PL, 10HP, 10KI, 1 Skill, 1 Speed. If the combined Power Level's of all the absorbed people are greater than the demon's PL, everyone may try together to escape at the risk of everyone losing 10,000PL, 5HP, 5KI, 1 Skill, 1 Speed. They go through a quest in which they fight through the demon's body(i.e. the episode in the buu saga) to try and escape.