Character Trainings


These are trainings for specific characters. Everyone will have about 1 training move each. Names for each attack are temporary because as I am making this, I don't know the official name for each attack.

Warriors:

Dr. Briefs: Remote Control[Roll your accuracy dice, then roll a 1d5. For that many turns, the opponent is effected by this attack. Only usable on Androids, you may decide what attack they use out of their arsenal. Usable only once during battle, successful or not.]
Cost: 1000 Credits

Mrs. Briefs: Bad Cooking[Roll your accuracy dice, then roll a 1d5. For that many turns, the opponent is effected by this attack. Roll another 1d2, on a 1, all of your opponents attacks are -5 off the final damage. On a 2, its -10 off the final damage. This attack is only usable successfully twice during battle.
Cost: 1000 Credits

Brolli: Mouth Blast[1d30 - 20 KI](Only while Oozaru)
Cost:750 Credits

Chaozu: Electric Charge[Roll accuracy dice, then roll a 1d5 for how many turns you grapple opponent. While grappled, opponent can only use items or KI Charge. While grappling, you can only use this attack which does 1d15. KI Usage is equal to the amount of damage done to opponent.]
Cost: 750 Credits

Chi-Chi: Wife Rage[This does not use your turn. Whenever fighting against a male, you may charge up your PL by 50,000 and all physical attacks gain +10 to the final damage. After each turn while in this state, you lose 1d10HP.]
Cost: 600 Credits

Freiza: 2nd Form[Adds +20,000PL, +15HP, -15KI to your max and +5 added to the final damage of all your attacks. You may transform before the start of the battle, in which you also gain 2 speed. Only in this transformation, may you use the attack, Bull Charge(1d20 - 35KI, roll a 1d30, if the second roll is a 29 or 30, you impale the opponent, killing him. You can only use this if your speed is higher than the opponents.]
Cost:1000 Credits

Freiza: 3rd Form[Adds +15,000PL, +15HP, +30KI to your last form and you lose your +5 to your final damage on attacks. Must have and use the 2nd form transformation first. If you transform into this form before battle, it subtracts 3 speed points. Only while in this form may you use, Rapid Lasers(10d4 - 60 KI). All of your accuracy rolls have a -15.]
Cost:2000

Freiza: 4th Form[Adds +25,000PL, -30HP, -15KI to your max and you now have a -5 to the final damage of all of your attacks and you lose the -15 on your accuracy rolls. Must have and use the 3rd form transformation first. If you transform into this form before battle, it gives you another 6 speed points. Only while in this form may you use, Finger Laser(Roll 1d2 for accuracy. On a 1 it hits. 1d10 - 25 KI, on a 9 or 10, it does 30 damage instead.]
Cost:2500 Credits

Captain Ginyu: Body Change[Only usable right after doing max damage on your attack. Must use before your opponent states their next attack. For the current battle only, switch PL, HP, KI, and attacks. Captain Ginyu is still Captain Ginyu and opponent is still opponent, but only stats and attacks are switched for the battle. Only usable once during battle and your opponent gets an extra turn after you use this.]
Cost:1500 Credits

Gohan(all): Soaring Headbutt[At all times does damage equal to the difference between you and your opponenets HP. You receive half of the damage done to your opponent, after the attack is done. This attacks takes away 100 KI](EX. Gohan has 100HP, Goku has 200HP. You use Soaring Headbutt and subtract 100 KI. You do 100 damage to Goku, and 50 to yourself. Gohan has 50HP, Goku has 100HP.)
Cost:1500 Credits

Guldo: Time Freeze[-30 KI, if your at full health, roll 1d4 for amount of turns opponent is frozen. If you reach 50% of your health, roll 1d2. If you reach below 25% of your health, opponent is only frozen for their next turn. While opponent is frozen you can only do physical attacks to them.]
Cost: 750 Credits

Master Roshi(Kame-senin): Refreshing Winter Breeze[Usable only once during battle and if your PL is greater than your opponent. Roll the accuracy dice of 1d3 3 times and if all three rolls are less than 1 or 2, continue with your attack. This attack does 1d20 damage, and +1 to the final damage for every 5,000PL you are above your opponent. If used during a tournament, knocks your opponent out of the ring and is an automatic win. This attack uses 100 KI.]
Cost: 1200 Credits

Paikuhan: Hyper Tornado Attack[Roll accuracy 3 times. If all 3 connect, then continue. Roll 1d4 and the result will be how many turns the opponent is unable to attack(can still ki charge or use items). This uses your turn so now it is the first turn of your opponent. When it is your turn again, roll 1d20 for damage without an accuracy dice. Continue to do this till the opponents turns are finished. At the end of the 1d4 amount, it must be the opponents turn. This attack uses 50 KI, successful or not]
Cost: 1000 Credits

Recoom: Recoom Boom[1d25+10 - 30 KI, Takes 1 turn to charge it up, or do the pose/dancing stuff for it.]
Cost: 750 Credits

Paragas: Mouth Blast[1d30 - 20 KI](Only while Oozaru)
Cost: 750 Credits

Toma: Mouth Blast[1d30 - 20 KI](Only while Oozaru)
Cost:750 Credits

Vegeta: Gatlic Gun[1d15 - 10 KI]
Cost:500 Credits

Zarbon: Ugly Transformation[Adds 50,000PL, 25HP, 30KI to your max. Subtract 1 from your speed once used. While in this transformation, if the opponent's speed is greater than yours, your accuracy rolls have -10. While transformed, you have the attack: Charging Slam(1d10 - 25 KI, if you get a 9 or 10, roll a 1d20 for extra damage.) You charge into the opponent and push him towards the ground full speed, releasing and slamming him into the ground. You cannot detransform till battle is over.]
Cost:750 Credits

Custom Characters: Custom Attack[1d25 - 20KI](Must give your name of the attack when buying.)
Cost: 1000 Credits


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:

    Punch [1d3]
    Kick [1d4]
    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.]
    KI Shield [Use 2 times more KI than opponents attack to deflect damage]
    Self Healing [+75 HP - 100 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.]
    Group-Healing [+70 HP - 125 KI, affects 2 other fighters.]
    Mystik Attack [1d8 - 6 KI]
    Makkenkosappo [1d22 - 24 KI, and 1d20. 20 is insta-kill, 17-19 is 30 total damage.](Yellow)
    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.]
    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.]
    Kakusanyudokodan [No accuracy roll needed, 1d28 - 35 KI](Green)
    Affliction Be-gone [Uses your turn to heal anyone in a battle of their status afflictions, even yourself. Usable 3 times per battle.]
    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.]
    Gastro Aestive [1d38(+2) - 39 KI](Purple)

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.

    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.