Planets:
Earth, Frieza, Kanassa, Konats, Makyo Star, Meat, Namek, Yardrat, Zun

Earth


Naturally Learned Available Trainings
General Purchasable Trainings
Racial Specific Trainings/Info
Misc. Stat increasing Trainings
Extras Trainings

Available Trainings

Available at 40,000 PL

Warriors:
  • Nameks: Mystik Attack (1d8 - 6 KI)
  • Saiyans: Chou Energy Blast (2d4 - 7 KI)
  • Humans: Primitive Power Punch (1d7 - 4 KI)
  • Demons: Unholy Beam (1d8 - 6 KI)
  • Aliens: Xaxon Beam (1d9 - 8 KI)
  • Androids: Freeza Beam (1d6 - 6 KI). If a perfect roll is made, roll again (Not for damage). If the 2nd roll is also a 6, the attack does 20 damage.
  • Part Saiyans: Raging Headbutt (1d10 - 6 KI). Deals ¼(one quarter) of the damage dealt, rounded up, to the user.

    Swordsmen:

  • Humans: Accuracy Chop (Add 2 to your accuracy rolls when using a normal sword attack)
  • Aliens: Charged Slice (Minus 2 to your accuracy, but add 2 to the damage roll when using a normal sword attack, I.E. no other techniques.)
  • Anyone may simply add 1 to the damage roll (Ex. 1d8 becomes 1d9) for regular sword attacks.(It is updated on stats)

    Weapon Masters:

  • Androids: Weapon Merger (You may use 2 weapons in one attack round 2(two) successful times during a battle)
  • Tsu-furins: 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)
  • All may now hold more than 1 weapon.

    Available at 95,000 PL

    Warriors:
  • Saiyans: Astro Beam (1d13 - 10 KI)
  • Humans: Doe Dong Ray (1d12 - 8 KI)
  • Demons: Shogekiha Laser (1d14 - 10 KI)

    Swordsmen:

  • Saiyans(With Tails) and Part Saiyans(With Tails): Tail Slash (Holds the sword with their tail, and may use a minor attack as well. They simply roll both accuracy dice and both damage dice. They may not use the sword in the subsequent round)
  • Saiyans(No Tails) and Part Saiyans(No Tails): Boomerang Slash (Attack twice, normally, in 1 round, with a sword. Then roll 1d2. If it is a 1, deal 5 damage to self. If it is a 2, it does not hurt self.) Not usable for the next 4 turns.
  • Androids: Sword Merger (Allows the sword to join with the Android's arm for 1 turn. The other arm duplicates it. If the attack hits, roll 2dxx damage, instead of the usual 1dxx damage. This cannot be used for 2 more turns following this attack, and is limited to three uses per battle.)
  • All others receive 1½(One and one-Half) sword slice (Attack normally, but then roll a second damage dice. Add half the second dice's roll, rounded up, to the first dice's roll. This cannot be used for 2 turns following the usage.)

    Weapon Masters:

  • Tsu-furins: Raging Blasters (Choose one weapon to attack for 1.5x regular damage. Ex. A 1d10 attack is now 1d15 for the turn. Cannot be used for 2 turns after.)
  • Androids: Weapon Projection (Shoots the weapon out of a limb. For accuracy, roll 1d12. On a 1 or 12, you miss, and cannot use that weapon next turn.)
  • Aliens: Weapon Combo (1 successful use per battle. Attack with 3 different weapons in 1 round.)

    Available at 150,000 PL

    Warriors:
  • Nameks: Makkenkosappo (1d22 - 24 KI, and roll a 1d20. On 20, it is an instant kill, and on 17-19 it deals 30 damage.)
  • Androids: Eye Lasers (2d10+3 - 22 KI)
  • Part Saiyans: Rage Power Blast (1d25 - 22 KI)
  • Aliens: Thunder Claw (1d23 - 22 KI)

    Swordsmen:

  • Demons and Aliens: Burning Slash (Add 5 to the max damage roll. Ex. 1d12 becomes 1d17. Cannot be used for the next 2 rounds. Can only be used with a normal sword attack.)
  • Humans: Double Slash (Roll an extra damage dice. Ex. 1d12 becomes 2d12. Cannot be used for the next 3 rounds.)

    Weapon Masters:

  • Humans and Saiyans: Showing Off (The person fools around with their weapons, and get an extra attack at half the damage. Ex. 1d10 becomes 2d5. This cannot be used for the next 2 turns.)
  • Demons: Rapid Fire (With a long distance weapon, divide the damage dealt by 4, rounded down. Roll this amount 10 times. This may be used twice, successfully in battle. Ex. 1d12 becomes 10d3.)
  • Part Saiyans: Getting to the Point (Must use a Piercing Weapon. Accuracy roll is 1d2, a 1 means a hit, 2 is miss(Nothing can affect this accuracy roll). Damage rolls are doubled. Ex. 1d10 is 1d20. This may be used twice during a battle, whether or not it fails.)

    Available at 225,000 PL

    Warriors:
  • Aliens: Dodonpa (1d30 - 30 KI)
  • Androids: Barrier (May be used twice during battle. You say the attack before the opponent has rolled damage, and the attack is repelled)
  • Demons: Flaming breath (1d20+10 - 35 KI)
  • Humans: Renzoku Energy Dan (With an energy attack, divide the damage dealt by 4, rounded down. Roll this amount 10 times (with a max roll of 10d6). This may be used twice, successfully in battle. Ex. 1d12 becomes 10d3. This attack uses 35 KI)
  • Nameks: Kakusanyudokodan (No accuracy roll needed, 1d28 - 35 KI)
  • Part Saiyans: Burning Attack (1d30 - 30 KI)
  • Saiyans: Galactica Gunfire (15d2 - 35 KI)

    Swordsmen:

  • Everyone gets Rapid Chop (12d2 damage, cannot be used for the next 3 turns. This attack is not necessarily used with your sword.)

    Weapon Masters:

  • Tsu-furin: Stealthy Shot (1d20, and your opponent minuses 5 from their accuracy rolls next turn. This cannot be used two turns in a row.)
  • Everyone gets Dual Smasher (You get to fire 2 shots from a range weapon. You roll damage for the attack, and then double the damage dealt. Ex. 1d10, and you roll a 6, you deal 12 damage. This cannot be used again for 2 more turns.)

    Available at 400,000 PL

    Warriors:
  • Aliens: Death Ball (1d38 - 40 KI. Whether or not the attack works, roll 1d50. On a roll of 50, the planet will begin to die. This bonus roll cannot be used during any type of fight, except Sagas and Death Matches. This will be explained in better detail once it is received.)
  • Androids: Self-Destruct (You kill yourself, and deal 1d100+75 damage to your opponent. You need the specified bomb for this attack. If your accuracy misses, you do not self-desruct.)
  • Demons: Stone Spit (Roll 1d5, and if the roll is 1 or 5, roll another 1d5 die, and the opponent is 'stoned' or unable to move for that many turns.)
  • Humans: Kikoho (1d40+ - 35 KI, and 10+ damage to yourself. You may sacrifice your own life to attack, as well, up to a maximum of 30. Ex. You sacrifice 20 HP, so you roll 1d60 for damage, and are hurt 30 to yourself. You still subtract 35 KI.)
  • Nameks: Chobakuretsumaha (1d38 - 40 KI)
  • Part Saiyans: Rage Killing (Roll 1d10. On a 1, you yourself dies, and you roll 1d Present-HP +30 [Before the attack] for the opponent's damage. On 2-5, you are left with 1 HP, and roll 1d Present-HP +30 [Before the attack] for the opponent's damage. If the dice roll was 6-9, the opponent is left with 1 HP, and you roll 1d Present-HP +30 [Your own HP] of damage to yourself, and on a roll of 10, the opponent dies, and you roll 1d Present-HP +30 [Your own HP] of damage to yourself. This can only be used during Deathmatches and the saga character will roll for it in a saga battle. This can only be used if 3 or more people on your side have died [Including henchmen or slaves])
  • Saiyans: Final Flash (1d38 - 40 KI)

    Swordsmen:

  • Part Saiyans: Overhead Slice (1d40, but all of your accuracy rolls have 10 subtracted from them. You may not use this attack again for 4 more turns)
  • All(Including part-saiyans) get Flaming Rapid Cut (10d3+5, and you cannot use this again for 4 more turns.)

    Weapon Masters:

  • Humans and Saiyans: Major Ego (Put all weapons away, save one, for the whole battle. That weapon's damage dice is doubled for the remainder of the battle. Ex. 1d12 is now 1d24.)
  • Everyone else gets Wild Spinning Maneuvre (You need to hold 2 weapons. You roll 1d5 for a second accuracy roll, 5 being a miss, and if it hits, roll 1d4. For each number, you attack with a weapon, alternating. Ex. You have a sword of 1d10, and a blaster of 1d12. You hit with accuracy, and roll 1d5, yielding a 4. You then Roll 1d4, yielding a 3, so you roll the damage dice for the blaster, then the sword, then the blaster again. This cannot be used for the next 4 turns.)

    Purchasable Trainings

    Note: All trainings that require credits to buy, can only be bought once unless noted otherwise.
    Wandering Wise Man(ANYONE may purchase this, anywhere.)
    Cost:500 credits
    General rewards:

  • 0 PL gain
  • 0 HP gain
  • 0 KI gain
  • 0 Skill Points gain
  • 0 Speed Points gain

    Warriors:
  • KI Recharge: Replaces KI Charge and you may spend your attacking turn recharging 10 KI points instead of the normal 5.
  • KI Barrier: If an energy attack has been fired at you, you may deflect it with your own KI. You must use up KI equal to triple the attack's KI, and you take no damage. Use before they roll damage dice. This does not take up your turn.
    Swordsmen:
  • Energy Defense: You may take your attack to deflect an energy blast fired at you. Roll 1d2, and if you roll a 1, you successfully deflect the attack. Only 3 successful uses per battle.
    Weapon Masters:
  • Energy Defense: You may take your attack to deflect an energy blast fired at you. Roll 1d2, and if you roll a 1, you successfully deflect the attack. Only 3 successful uses per battle.


    Roshi Training(Only available on Roshi's Island. Only good humans and Earth Z Fighters may train here.)
    Cost:1100 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 15 KI gain
  • 2 Skill Points gain
  • 0 Speed Points gain

    Warriors:
  • Destructo Disk: 1d7 damage, -14KI, on 6-7 dmg roll 1d20. On a 20 the opponent is killed (Or loses in the case of a spar). On 17-19, it deals 15 damage to the opponent, and the original roll does not affect it. On a 12-16, the tail would be removed from saiyans(Or immobilized in the case of a spar or if it is a non-permanent battle). You may choose, instead to not roll 1d7, and simply roll the 1d20, for the same benefits.
  • Kamehameha: 1d9 damage, -8KI.
    Swordsmen:
  • Tail Slice: 1d5 damage. Roll another 1d5, and on a 5 the tail is cut off(Or immobilized in the case of a spar or if it is a non-permanent battle).
  • Turtle Shield: State it after the opponent has rolled damage. Halve the damage dealt. This can be used 3 times per battle.
    Weapon Masters:
  • Tail Accuracy: 1d4 damage dice. Roll 1d8, and if it is an 8, the saiyan's tail is removed, permanently. If it is a 4-7, the tail cannot be used for transformations during the remainder of the battle.
  • Turtle Shield: State it after the opponent has rolled damage. Halve the damage dealt. This can be used 3 times per battle.


    Droid Testing(Only available at Dr. Gero's secret lab. Only Androids may purchase this.)
    Cost:1200 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 10 KI gain
  • 3 Skill Points gain
  • 1 Speed Points gain

    Warriors:
  • Saiyan Bomb: 1d8 - 7 KI. If it is used on a Saiyan or Part Saiyan, roll 1d15 for damage, instead.
  • KI Absorption Defense: This attack may only be used 3 times per battle, and may only be learned by artificial androids. You may, after accuracy has been rolled for, and before damage is rolled for, state that you are using this attack, in which case the opponent does not roll damage, and the KI used for the attack is added to your present KI. Before you get the heal in KI, roll 1d3. If the die is a 3, the opponent rolls damage, and doubles it. You are hurt more than normal, and receive no KI replenishment.
    Swordsmen:
  • Sharper Edge: This takes a turn to use. For the following 3 turns, every damage roll you use with your sword is +1. Ex. 1d8 becomes 1d9.
  • KI Absorption Defense: This attack may only be used 3 times per battle, and may only be learned by artificial androids. After the opponent's accuracy roll for a KI attack, but before the damage roll, state that you are using this attack. For every 3 KI points put into this attack, you may heal up 1 HP for the battle (Rounded up). Before you get the heal, roll 1d3. If the die is a 3, the opponent rolls damage, and doubles it. You are hurt more than normal, and receive no HP replenishment. This, and its upgrades, cannot be used in the same battle that Energy Defense is used.
    Weapon Masters:
  • Reflex Enhancement: +3 Speed Points for the whole battle (This does take a turn, and cannot be used for the 'Who goes first' decision).
  • KI Absorption Defense: This attack may only be used 3 times per battle, and may only be learned by artificial androids. After the opponent's accuracy roll for a KI attack, but before the damage roll, state that you are using this attack. For every 3 KI points put into this attack, you may heal up 1 HP for the battle (Rounded up). Before you get the heal, roll 1d3. If the die is a 3, the opponent rolls damage, and doubles it. You are hurt more than normal, and receive no HP replenishment. This, and its upgrades, cannot be used in the same battle that Energy Defense is used.


    Dark Majin Secrets(Only available at Babidi's spaceship. Only Demons, and those affected by Majin may train here. If the Majin wears off, they lose this training.)
    Cost:1200 credits
    General rewards:

  • 15,000 PL gain
  • 10 HP gain
  • 20 KI gain
  • 0 Skill Points gain
  • 1 Speed Points gain

    Warriors:
  • Majin Control: During a battle, find out what %(Percentage) of their max HP your opponent is at. If they are at 50% or less, subtract 1 from the dice roll. If they are at 25% or less, subtract 2 from the dice roll. Roll 1d6 (Subtract from this; Ex. They are at 45% HP, so roll 1d5). If the roll yields a 1, and the opponent is Evil, they now are affected by Majin, and are completely under your control. They may counter with a 1d10 roll, and if it is a 1-3, the original 1d6(Or whatever it was) must be rolled again.
  • Genocide attack: This attack requires no accuracy roll. The damage die is 1d9 -9KI.
    Swordsmen:
  • Majin Control: During a battle, find out what %(Percentage) of their max HP your opponent is at. If they are at 50% or less, subtract 1 from the dice roll. If they are at 25% or less, subtract 2 from the dice roll. Roll 1d6 (Subtract from this; Ex. They are at 45% HP, so roll 1d5). If the roll yields a 1, and the opponent is Evil, they now are affected by Majin, and are completely under your control. They may counter with a 1d10 roll, and if it is a 1-3, the original 1d6(Or whatever it was) must be rolled again.
  • Demon Raising: A demon will rise from the ground to hold your opponents while you attack with any attack. Add 2 to the damage result of any roll (ex. 1d8 yields a 5, add 2 makes it 7 damage) 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.
    Weapon Masters:
  • Majin Control: During a battle, find out what %(Percentage) of their max HP your opponent is at. If they are at 50% or less, subtract 1 from the dice roll. If they are at 25% or less, subtract 2 from the dice roll. Roll 1d6 (Subtract from this; Ex. They are at 45% HP, so roll 1d5). If the roll yields a 1, and the opponent is Evil, they now are affected by Majin, and are completely under your control. They may counter with a 1d10 roll, and if it is a 1-3, the original 1d6(Or whatever it was) must be rolled again.
  • Demon Raising: A demon will rise from the ground to hold your opponents while you attack with any attack. Add 2 to the damage result of any roll (ex. 1d8 yields a 5, add 2 makes it 7 damage). 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.


    Namek Meditative Training(Only available at Kami's Lookout. Only Nameks may purchase this.)
    Cost:1500 credits
    General rewards:

  • 15,000 PL gain
  • 15 HP gain
  • 15 KI gain
  • 1 Skill Points gain
  • 2 Speed Points gain

    Warriors:
  • Regeneration: You may spend your turn restoring 5 HP and 5 KI points. There is no limit to this attack, but it cannot be used 3 turns in a row.
  • Kyodaika: You may spend a turn using this technique, which causes your body to grow in size. After the turn is up, your Max HP and Present HP have both grown +15 HP. This will wear off once you get beaten down to half of your new HP, in which case you will lose the 15 HP, as well. (Ex. You are at 30/50 HP. You use this attack, and are at 45/65 HP. You get beaten down to 32/65 HP, and this wears off, leaving you at 17/50 HP). All minor attack dice rolls are doubled while you are large (Ex. 1d3 becomes 1d6), and all other attacks have a +2 bonus.


    Technical Tsu-furin Procedures(Only available at Tsu-furin's starting place. Only Tsu-furins may purchase this.)
    Cost:1000 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 0 KI gain
  • 3 Skill Points gain
  • 1 Speed Points gain

    Weapon Masters:
  • Temporary Weapon Upgrade: With their starting weapon, only, Tsu-furins may add 4 to the damage rolls for the attack (Ex. 1d8, becomes 1d12.) This will affect the user for 3 rounds, and may be used twice during battle.
  • Time Warp Hand Signal: For all those attacks that can't be used for 2 turns or 3 turns after you use them, this attack takes up a turn, but then finishes all the turns you had to wait (Ex. You used an attack, and can't use it for the next 2 turns. You use this as 1 turn's attack, then use the original attack, again, if you want.)


    Intense Saiyan Dashen-suu(Only available at Pure Saiyans' starting place. Only Evil Pure Saiyans may purchase this.)
    Cost:1000 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 10 KI gain
  • 0 Skill Points gain
  • 2 Speed Points gain

    Warriors:
  • Kantsu Energy Dan: 1d10 - 10 KI. Once your PL rises above 100,000, it grows to 1d15 - 15 KI.
  • Power Ball: Creates a large ball which can simulate the moon. Once the Saiyan can achieve Oozaru form, this can replace the moon. It costs 20 KI to use this ball of energy. In the turn it is created, the user may choose to look at the power ball and turn Oozaru. They may also choose to destroy the power ball after looking at it. If the user chooses to keep the power ball in the sky, then it may be used by other Saiyans with tails but it takes their turn to look at it and change into Oozaru. The user may destroy the power ball whenever they want during their turn. This attack uses up your turn.
    Swordsmen:
  • Tail Regrowth: A special technique for Saiyan Swordsmen alone. It is very risky, but the rewards are worth it. You may sacrifice much of your life force (You may have 10% of your remaining HP, or get 10 HP) and this grows your tail back. The unfortunate part is that it only happens in times of dire need; During Sagas and Death Matches.
  • Power Ball: Creates a large ball which can simulate the moon. Once the Saiyan can achieve Oozaru form, this can replace the moon. It costs this turn and next turn to use this ball of energy. In the turn it is created, the user may choose to look at the power ball and turn Oozaru. They may also choose to destroy the power ball after looking at it. If the user chooses to keep the power ball in the sky, then it may be used by other Saiyans with tails but it takes their turn to look at it and change into Oozaru. The user may destroy the power ball whenever they want during their turn. This attack uses up your turn.
    Weapon Masters:
  • Saiyan Rage: You throw down all your weapons, and attack with your bare hands and feet. In this case, Punch becomes 1d10, and Kick is 1d11. This wears off after 5 rounds of attacking, but your weapons stay down.
  • Power Ball: Creates a large ball which can simulate the moon. Once the Saiyan can achieve Oozaru form, this can replace the moon. It costs this turn and next turn to use this ball of energy. In the turn it is created, the user may choose to look at the power ball and turn Oozaru. They may also choose to destroy the power ball after looking at it. If the user chooses to keep the power ball in the sky, then it may be used by other Saiyans with tails but it takes their turn to look at it and change into Oozaru. The user may destroy the power ball whenever they want during their turn. Using this attack uses up your turn.


    The Part-Saiyan Anger Releasal(Only available at Satan City. Only Part-Saiyans may purchase this.)
    Cost:1500 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 15 KI gain
  • 2 Skill Points gain
  • 2 Speed Points gain

    Warriors:
  • Peaking Anger: After you receive >(Greater than) 14 damage from an attack, you may use this attack. Whatever original dice roll the opponent used, add 10 to it (Ex. 1d20 --> 1d30). The attack also uses 10 more KI than the original. Usable only on a KI Attack.
  • Boiling Over: After anyone (Not fighting against you) is hit for > 19 damage (Including yourself), you may power up your special technique to a new level. Double the base damage (1d10 to 1d20, or 1d12+2 to 1d24+2), triple the KI consumption, and add 5 to the damage dealt (1d20 to 1d20+5). (Ex. 1d15 - 10 KI becomes 1d30+5 - 30 KI).
    Swordsmen:
  • Diving Fury Kick: Subtract 2 from all accuracy rolls for this attack. Roll 1d5, and call the roll 'x'. Then, roll xd6, and tally up the rolls for the initial damage dealt. If the initial damage dealt is 10 or higher, subtract 'x' from the initial damage dealt.
  • Rising Fury Punch: Subtract 2 from all accuracy rolls for this attack. Roll 1d4, and call the roll 'x'. Then, roll xd7, and tally up the rolls for the initial damage dealt. If the initial damage dealt is 10 or higher, subtract 'x' from the initial damage dealt.
    Weapon Masters:
  • Technical Difficulties: After any opponent of yours has used an attack that cannot be used for several turns following the usage, you may use this technique to double the waiting time needed for their attack to recharge. Only 2 attacks may be doubled at any one time during the battle, and this technique uses a turn.
  • Boiling Over: After anyone (Not fighting against you) is hit for > 19 damage (Including yourself), you may power up your special technique to a new level. Double the base damage (1d10 to 1d20, or 1d12+2 to 1d24+2).


    Alien Hostile Takeover Training(Only available at the Alien starting place. Only Aliens may purchase this.)
    Cost:1250 credits
    General rewards:

  • 10,000 PL gain
  • 15 HP gain
  • 10 KI gain
  • 2 Skill Points gain
  • 1 Speed Points gain

    Warriors:
  • Arrogant Strike: This technique will power up an attack, although it may backfire on you. Roll regular accuracydice, and subtract 10 from each roll. If the attack still hits, add an extra +6 damage to the damage rolls (Ex. 1d10 to 1d10+6). This attack is used, and then you use the other attack during the same round. This technique, alone, uses 15 KI, and is usable 3x per battle.
  • Furiiza Cutter: You slice your arm like a sword, and it cuts anything near it. 1d10 - 12 KI.
    Swordsmen:
  • Distractive Blast: This technique deals no damage, but takes your turn and an accuracy roll. During the next turn, add 10 to all accuracy rolls. Also, next turn, add 3 to the damage of any damage dice rolled (1d10 to 1d10+3)
  • Sense of Honour: This technique uses a turn, and may be used 3 times per battle. Take your opponent's last turn worth of damage, and +3 to you (Ex. They roll 1d10+2, and roll a 6. They do 8 damage, and then add 3 to it, making it 11 damage). You state this after their turn is over, but the +3 damage comes then (It isn't affected by anything). Your next attack has -10 to all accuracy rolls. Your next attack is rolling double the damage you took (Including the 3), on a die (Ex. He hit you for that 11 damage, you roll 1d22). Max roll is 1d40.
    Weapon Masters:
  • Distractive Blast: This technique deals no damage, but takes your turn and an accuracy roll. During the next turn, add 10 to all accuracy rolls. Also, next turn, add 3 to the damage of any damage dice rolled (1d10 to 1d10+3)
  • Cheap Shot: This may only be used after Distractive Blast has been used during your last attack. No accuracy rolls are needed. Deals a constant 1d10+3 damage.

    Race-Known Trainings/Separately Purchasable Trainings


    Saiyans/Part Saiyans:

  • Oozaru: All Saiyan/Part Saiyans with tails can receive this transformation if they seee the full moon (Dates are the 15th of every month), or have some sort of Power Ball or Moon projector. It adds 20,000 PL to your current, 20 HP to your current, and all Physical (This is one of those "You figure it out" ideas. Some KI-using moves ARE Physical, like Rage Kick or such) attacks get an added +10 to them (1d15 to 1d25). Only Saiyan moves/Part Saiyan Moves, and minor attacks may be used in this form (Otherwords, you can't use your signature move or any moves you gained by your PL rising). Swordsmen and Weapon Masters get the same bonuses to damage and health, but get +5 to all accuracy rolls, as well. Unless you have trained extensively in this form(You have used this form enough so that the updators will put a note on your stats), roll 1d2 when transforming. If you roll a 2, you are out of control, and have a 50% chance(Roll a 1d2; 2 is self hit), during every attack, of hurting yourself for 1d5 damage (And not attacking your opponent) or, if you are on a team, a 50% chance of attacking one of your partners. You may transform back to normal form whenever you want to during the battle unless you are out of control in which you would need to do the same roll to see if you don't hit yourself. You may also be returned to normal form by an attack specified to be able to cut off or disable the tail. This is not considered a 'power-up', but a transformation (Not affected by Koshoko). Please note that Skill negatively affects base Oozaru, based upon this chart.
  • Super Saiyan Transformations: I see that every Saiyan will immediately recruite people and spar a lot to purchase these trainings, but they are received differently in this RPG. They can only be received during Sagas/Quests/Times where one of the owners of the site see you deserve it. This requires High Power Level, and a moment of extreme rage. This can also be received other ways, but you will be specially notified of this, so don't worry about it, here.
  • Near-Death Bonus: If a Saiyan fighter is beaten to near-death, and survives, they receive a massive increase in power. If, during a Death Match or Saga/Quest you are beaten to 10% or lower of your maximum HP, and survive the battle, once you are healed up, you will receive a bonus in PL, KI(Skill for non-warriors), HP and Speed. These bonuses will range, depending on how close you came to death (The person stopped fighting you, or you miraculously won). No more than 15,000 PL, 15 HP, 15 KI(3 Skill), or 2 Speed will ever be received this way.
    Aliens:
  • Alien Transformation: Any Alien form may purchase this once they have a Power Level of 85,000, or higher. This will increase your Power Level by 15,000, your HP by 20, and all attacks by +3 to damage.(1d10 to 1d10+3). You will also receive a 4 point Speed increase, and +10 KI (Or +5 Skill for non-warriors). This costs Aliens 1,000 credits.
    Demons:
  • Other-Worldly Life: After this skill has been purchased for Demons, the Demon cannot be killed in the conventional methods. They can reform themself, unless the power of the attack takes them to -10 HP. The reformation will simply mean they lose the battle, but do not die. Also, this can only be used a certain number of times(This is random, and will show up once this attack is purchased), and also gives another power. You may cross the Barrier of the Dead a smaller number of times, as well (This, too, will show up on your members page), meaning that you can return to living (While following all the rules that Dead people follow), and can be killed again(I.e. Sent back to Hell), or you can summon people to yourself, in order to try and kill them, if possible. This attack will be explained in further detail once it is received. Demons may purchase this for 1,500 credits.
    Energy Androids:
  • Energy Continuation: All Energy Androids have infinite energy supplies, but they happen to cut into the Android's health supply. When an Energy Android runs out of KI, they may still use KI attacks (And don't lose the turn), but they take half tthe usual KI, and subtract it from their present HP. (Ex. Jason has 0 KI, and uses a 10 KI attack, so he subtracts 5 HP in order to attack). This still encourages you to recharge, soon.
    Tsu-Furins:
  • Damage Limitation: All Tsu-Furins, due to the immense add-on techniques available to this race, have a limit to the max amount of damage they can do. The formula is as such: (Total Power Level)/10,000 = x. (1.5)x = Limit. This only applies at 140,000 PL, and higher, and anything lower has a 20 damage limit. You may still roll higher dice, but if you'd deal more damage than your limit, lower it to the limit. (Ex. A Tsu-Furin with 200,000 PL uses an attack that is 3d15, and rolls 10, 9, and 14, tallying for 33 damage. Since the damage limit is [(200,000/10,000)*1.5 = 30], the damage dealt is only 30, not 33.)
    Anyone Majin:
  • Anyone evil may be affected by the Demon Majin Control. One may also allow themself to be afflicted, without needing to have the rolls done. Just a note, however; Once Majin-Control has been placed, that person may not do ANYTHING without permission from the Demon who caused it. That includes Spars, Purchases or moves. All must be pre-verified, and any complaints from the Demon will result in penalization. If Majin is accepted willingly, the Demon may increase the power of their follower, by causing them extreme rage and pain, but increasing their strength by up to +20 on all stats (20,000 PL, 2(5) Skill and 5 Speed). Any Majin control may be attempted to be broken by emailing LanderZ with your request. You may only attempt this once every 3 days. If your PL is lower than the Demon's, you have a 20% chance of breaking the hold. If you have equal or higher, you have a 30% chance. If you have double his PL, 45%, and 4x his PL or more, 75%. If you break free of this control, you lose the Dark-Majin Secret Training, and any bonuses received from Majin. The Demon may send a general-freedom e-mail, but it is only good for Spars, Honour Matches, Moving, and Joining Sagas. Anything else needs a specific email, at that time.


    Pendulum Room Training(Only available at Kami's Lookout.)
    Cost:1000 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 5 KI gain
  • 1 Skill Points gain
  • 2 Speed Points gain

  • Tri-Form: For Humans and Nameks, you may use your turn to create 2 doubles of yourself, that take 25% of you present HP, each (If it isn't even, you state how much), once per battle. They also take 25% of your present KI. Then, with 2 doubles at 25% HP and KI (And same Power Level, Speed, Skill, etc.) and the real one with 50% HP and KI, you can attack with all three (Each has different accuracy dice, and can use different attacks). Remember, if you have only 1 weapon or sword, the others won't have that weapon/sword. (Attacks that can only be used once during so-many turns may only be used once every so-many turns by THAT copy; The others could both use it the next turn, if they could that round.) Once one is beaten to death, it stays dead. You may reform during battle, but that also takes a turn, and you simply add all the HP/KI back to your present, and you have your body back in 1 piece. You may not use Transformations or other stat-bonuses while in Tri-Form.
  • Diving X: For non Nameks/Humans, this attack is added to your Minor Attack arsonal, dealing 1d7 damage, for no KI expense.


    Hyperbolic Time Training(Only available at Kami's Lookout.)
    Cost:1000 credits(May split 1200 with a partner to go in together. All rewards split.)
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 10 KI gain
  • 0 Skill Points gain
  • 2 Speed Points gain

  • Note: This time counts for ½ of a day, so you may ONLY ever train here 4 times. If you fuse, or become a different person, you may train here, again (Fusion Dance does not count). Each time, you pay the same amount, and receive the same bonuses.


    Weighted/Gravity Training(100x)(Only available at Capsule Corp.)
    Cost:1000 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 10 KI gain
  • 1 Skill Points gain
  • 2 Speed Points gain

  • Notes: You may purchase from 1-4 mini robots to assist your training(150 credits, each), and if you do, their is a chance that your training benefits will be increased. There is also a chance your training benefits may be decreased, as well. You may only train here twice.


    Weighted/Gravity Training(200x)(Only available at Capsule Corp.)
    Cost:1750 credits
    General rewards:

  • 20,000 PL gain
  • 20 HP gain
  • 15 KI gain
  • 1 Skill Points gain(3 for Non-Warriors)
  • 3 Speed Points gain

  • Notes: You may purchase from 1-4 mini robots to assist your training(150 credits, each), and if you do, their is a chance that your training benefits will be increased. There is also a chance your training benefits may be decreased, as well. You must have trained at 100x Gravity before you can train at 200x gravity.


    Weighted/Gravity Training(400x)(Only available at Capsule Corp.)
    Cost:2750 credits
    General rewards:

  • 30,000 PL gain
  • 30 HP gain
  • 25 KI gain
  • 1 Skill Points gain(5 for Non-Warriors)
  • 5 Speed Points gain

  • Notes: You may purchase from 1-4 mini robots to assist your training(150 credits, each), and if you do, their is a chance that your training benefits will be increased. There is also a chance your training benefits may be decreased, as well. You must have trained at 200x Gravity before you can train at 400x gravity.


    Fusion Dance Training: Cost: 1000 Credits
    Teaches you the technique to fuse with another fighter. They must be the same Race and Class as you, must be within 50,000 PL as you, and must also know this technique. This fighter must be pre-determined, and stated upon purchase of the technique. You may only fuse with this fighter using Fusion Dance. During a battle, both fighters use up their turn doing this dance and both fighters roll a 1D3 dice. If the sum of both dice is four, they turn into their True Fusion Form. If the sum of the two dice is less than four, they turn into Thin Fusion Form. If the sum of the two dice is over four, they turn into Fat Fusion Form. In True Fusion Form, combine both fighters stats(HP, PL, Ki, Speed, Skill), then multiply the combined stats by 1.5x. In Thin Fusion Form and Fat Fusion Form you combine both fighters stats and then divide them by 2. Both Fusion forms last till the fused fighter has had 6 turns while fused or when their ki reaches 0. After unfusing, they may not re-fuse in the same battle, or for the next two battles in a Quest. Keep track of every official match you fuse in, and what the outcome is.


    Dende's Healing Techniques:(Only available at Kami's Lookout, must not be Evil)
    Cost:1000 credits
    General Penalties:

  • -15,000 PL
  • -15 HP
  • -25 KI
  • -1 Skill Point
  • -1 Speed Point

    Warriors:
  • Self-Healing: Gives the fighter the ability to heal himself. Learning to heal takes concentration off fighting skills so it deducts the fighters skills. The amount of healing done and Ki usage will be decided by your PL but it starts off at +5HP & -10KI. This attack uses up your turn. Every third use of this attack in a Quest/battle will cause it to cost 10 MORE KI than what it previously had. (Ex. A +60 HP - 80 KI heal is used three times, each costing 80 KI. The fourth time it is used, it costs +10 KI, so 90 KI. It costs 90 KI on the fifth and sixth usages, as well. On the seventh, it costs ten more than before, so +20, and 90+20 = 110, so the next three uses would cost 110 KI). Every new Quest battle gets one free usage without adding to the triple-counter.
    Weapon Masters and Swordsmen:
  • Self-Healing: Gives the fighter the ability to heal himself. Learning to heal takes concentration off fighting skills so it deducts the fighters skills. The amount of healing done will be decided by your PL but it starts off at +5HP. This attack uses up your turn, and cannot be used for the next 2 turns. Also, you may not heal yourself after 100HP have been recovered during a spar/HM, or 200HP in a Saga/DM/Quest.


    Dende's Advanced Healing Techniques:(Only available at Kami's Lookout. Must have Dende's Healing Techniques)
    Cost:1750 credits
    General Penalties:

  • -10,000 PL
  • -10 HP
  • -15 KI
  • -2 Skill Point
  • -0 Speed Point

    Warriors:
  • Group-Healing: Gives the fighter the ability to heal up to two other fighters in a battle(Cannot be used to heal self). Learning to heal takes concentration off fighting skills so it deducts the fighters skills. The amount of healing done and Ki usage will be decided by your PL but it starts off at +5HP & -15KI. This attack uses up your turn. Using this in battle can heal up to two other people using only the usage and healing designated.
    Weapon Masters and Swordsmen:
  • Group-Healing: Gives the fighter the ability to heal up to two people at once(Cannot be used to heal self). Learning to heal takes concentration off fighting skills so it deducts the fighters skills. The amount of healing done will be decided by your PL but it starts off at +5HP. This attack uses up your turn, and cannot be used for the next 2 turns. Also, you may not heal a partner after 100HP have been recovered during an HM (By them), or 150HP in a Saga/DM/Quest. When this technique is used, it heals up to two different fighters at once only giving the amount of HP designated.


    Extras:


    Wandering Wise Man Upgrade(ANYONE with the first WWM may purchase this, anywhere.)
    Cost:1000 credits
    General rewards:

  • 0 PL gain
  • 0 HP gain
  • 0 KI gain
  • 0 Skill Points gain
  • 0 Speed Points gain

    Warriors:
  • KI Recharge: Replaces KI Recharge and you may spend your attacking turn recharging 20 KI points instead of the normal 10.
  • Signature Upgrade: Your Signature move will have a further +2 to the attack. So, 1d10 to 1d10+2, or 1d20+4 to 1d20+6.
    Swordsmen:
  • Turn lessening: If you had to wait a number of turns to do an attack, you may choose ONE attack of yours, and that attack takes 1 less turn to wait, permanently.
  • Signature Upgrade: Your Signature move will have a further +2 to the attack. So, 1d10 to 1d10+2, or 1d20+4 to 1d20+6.
    Weapon Masters:
  • Turn lessening: If you had to wait a number of turns to do an attack, you may choose ONE attack of yours, and that attack takes 1 less turn to wait, permanently.
  • Signature Upgrade: Your Signature move will have a further +2 to the attack. So, 1d10 to 1d10+2, or 1d20+4 to 1d20+6.


    King Kaio Training(Only available when dead. Read below for more details.)
    Cost:0 credits(Read below)
    General rewards:

  • 20,000 - 50,000 PL gain (Read below)
  • 20 - 50 HP gain (Read below)
  • 20 - 60 KI gain (Read below)
  • 2(5) - 4(10) Skill Points gain (Read below)
  • 4 - 8 Speed Points gain (Read below)

    NOTES:
    King Kaio training is relatively rare, and hard to achieve. There are several ways one can increase their chance of being accepted:
    1) Being a Good character. Evil characters have no more than a 25% chance of getting in, even if they did a good deed. Neutral has a 60% chance, tops. Good characters can have, at most (without items) 80% acceptance.
    2) Doing a good deed. By doing some sort of good deed, especially a noble one that caused your death, your chances improve 10-30%.
    3) Paying admission. You may pay when alive, or when dead, anywhere from 100-1000 credits. This money goes to the 'Church', and increases your chances of being accepted.
    4) Having moderate Power Level. If your PL is around average in the RPG, you have the highest chance, whereas the highest and the lowest PLs have the lowest chances.
    5) Having certain trainings, such as your own race's, or Dende's healing will affect your chances. Having some such as Dark Majin Secrets also affects your chances.
    6) Having a certain item. If you have an item which affects your chances, it will be specifically stated.
    Bonuses:
    The bonuses will be affected as follows:
    1) If you're Good, you receive the highest bonuses, and Neutral and Evil get less.
    2) Getting in due to good deeds alone gives the highest bonuses, paying the 'Church' is slightly lower, and having an Item is even less.
    3) The amount of time you actually spend AT King Kaio's (It must be pre-determined) will affect the bonus, also.
    4) A random roll will also minorly alter how much bonus you receive.
    5) A last note, for every spar you do with another person at King Kaio's, you receive double the normal spar-bonuses.
    Attacks:
    When training at King Kai's, you may or may not learn new attacks, based on your Skill score, and a random roll.
  • Kaioken: (75% base) This is a power and speed increase, used during the battle. You will only have a base start with it, but it may grow with time and Power Level increase. To use it, it either saps 30 KI, or 10 HP(If you have no KI). You then roll a 1d5. On 5, your body bursts, and you suffer 100 HP of damage. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll a 1d6, and this is the number of turns you may use Kaioken (You may turn it off whenever) before having to roll 1d5 for self-damage again. Either way, you now 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).
  • Speedy Evasion: (With Kaioken) Usable 3 times per battle, the defender may choose to use these when they wish. They still takes regular base damage from any attack, but not any additional bonuses. This is used after all rolls are done.
  • Speed Increase: (With Kaioken) -30 KI, only usable twice during any match. This attack is in play for the following 5 turns, as 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: (50% base) This is the ultimate charging attack. You begin it with any amount of KI you desire (0 for non-Warriors). And then charge (You may charge on the same turn you start this). For every turn spent charging, it adds 15 KI to the Bomb. The base damage for this attack is 1d20. For every full 5 points of KI, add another point to the damage die (1d20 to 1d21, etc.) There is no limit to the damage possible. Other people in the match may also help charge the ball. They may spend their turn charging it, counting as 10 KI points more. Once the ball's damage exceeds 1d50, it becomes 1d20+15. Once that exceeds 1d50+15, it is 1d20+30, etc. No special attack-alterer may affect this, such as Koshoko or Ki Barrier and the like, although if it is used on a person of Evil alignment, after damage is rolled, multiply it by 1.5, as it hurts more. Furthermore, it uses HP to charge. For every turn you spent charging, after you throw the bomb, add 1 to the 1d15 (1d15 to 1d16, etc.) and roll this damage to yourself. Lastly, this attack has it's own accuracy dice; If it is at 1d30+15 or higher, you simply roll the next backfire roll. If not, you roll 1d20, and 1-8 meant it missed, and you still roll backfire. The backfire roll is a 1d3. If you roll a 3, the bomb exploded in your face, and you roll all the damage to yourself, as well as the 1d15 for turns spent charging, etc. Nothing can stop/block/decrease this attack.
  • Team Twister: (Needs two people present to be taught, 80% base) each person rolls accuracy, and 50 KI must be put into the attack (If two Non-warriors use it, 25 HP total, split up as you wish.) The partner you train with will always be your twister partner. This attack deals 1d(¼PL) damage, rolled by one partner. If either missed accuracy, the move fails, although KI/HP is still used up.
  • Pity Bonus: (Only available if you got NO other attack from King Kaio. 100% base) Since you got nothing else from him, you choose one of your no-KI attacks (Or non-signature move, for non-Warriors) and it gets +5 to the end roll (1d10 to 1d10+5, 1d12+4 to 1d12+9 etc.)


    Dark Powers Revealed(Evil members of any race may purchase this, anywhere. Must have 100,000 PL or greater.)
    Cost:1500 credits
    General rewards:

  • 15,000 PL gain
  • 15 HP gain
  • 20 KI gain
  • 1(3) Skill Points gain
  • 3 Speed Points gain

    Warriors:
  • Akumaitokosen: This attack may only be used against characters with Good alignments. Roll regular accuracy, and then 1d10. If the roll is 10, the opponent's heart explodes, and they die. If it is 8-9, they suffer 30 points of damage. If it is 6-7, they only take 15 points of damage. This attack uses 25 KI. This can only work on biological opponents (I.e. No Androids)
  • Koshoko: The user 'eats light', or any energy/power ups, from Namek size increase, to Super Saiyan. You use this attack, and either end the opponent's bonus if you are stopping a bonus, 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. If stopping a bonus, for every 10 KI put into the bonus(from the opponent), subtract 1 from the dice roll coming. When stopping a bonus, roll 1d8 (minus the points here, to a minimal of 1d2) and on 1, your body bursts from too much energy, dealing a self 50 damage.
    Swordsmen:
  • Sword Gutting: This attack cannot be used again for the next 4 turns. Roll regular accuracy, and then 1d10. If the roll is 10, the opponent is gutted, and they die. If it is 8-9, they suffer 25 points of damage. If it is 6-7, they only take 15 points of damage.
  • Koshoko: The user 'eats light', or any energy/power ups, from Namek size increase, to Super Saiyan. You use this attack, and either end the opponent's bonus if you are stopping a bonus, or use your turn to stop a KI blast from a good character, for solely ½(One half) the HP as KI that they put into the blast(20 KI = 10 HP). If stopping a bonus, for every 10 KI put into the bonus(from the opponent), subtract 1 from the dice roll coming. When stopping a bonus, roll 1d8 (minus the points here, to a minimal of 1d2) and on 1, your body bursts from too much energy, dealing a self 50 damage.
    Weapon Masters:
  • Slicer-Gutting: This attack cannot be used again for the next 4 turns. Roll regular accuracy, and then 1d10. If the roll is 10, the opponent is gutted, and they die. If it is 8-9, they suffer 25 points of damage. If it is 6-7, they only take 15 points of damage.
  • Koshoko: The user 'eats light', or any energy/power ups, from Namek size increase, to Super Saiyan. You use this attack, and either end the opponent's bonus if you are stopping a bonus, or use your turn to stop a KI blast from a good character, for solely ½(One half) the HP as KI that they put into the blast(20 KI = 10 HP). If stopping a bonus, for every 10 KI put into the bonus(from the opponent), subtract 1 from the dice roll coming. When stopping a bonus, roll 1d8 (minus the points here, to a minimal of 1d2) and on 1, your body bursts from too much energy, dealing a self 50 damage.


    Freedom Fighters Sanctum(Good members of any race may purchase this, anywhere. Must have 100,000 PL or greater.)
    Cost:1500 credits
    General rewards:

  • 15,000 PL gain
  • 15 HP gain
  • 20 KI gain
  • 1(3) Skill Points gain
  • 3 Speed Points gain

    Warriors:
  • Healing Blast: The user may either deal damage to the enemy, as well as himself, or may hurt the enemy, and heal a partner. Roll regular accuracy dice. If you are attacking, roll 1d20 damage, for both yourself and the enemy, no KI needed, and then may choose another person present and heal them the damage you, yourself, were hurt. You may also attack the enemy for 1d15, and heal a partner the damage dealt to the enemy, for 20 KI. If no partner is present, you must do the first option.
  • Meter Exchange: You may give away, during any group battle, up to 15 HP and/or 15 KI of your own power to any partner, using your turn. No accuracy needed.
  • Life Protection: If a partner of yours is about to die, you may save him, for a price. If he is about to die due to a Special attack-bonus, added onto the attack, roll 1d10, and if it is 1-6, they are saved from it (Usable 2x per match). If they are about to die due to wounds, you may sacrifice life force to save them. Find out what 2/3 of your max HP is, and deal that much damage to yourself, if you wish to save them, and they will survive with 1 HP, regardless how much damage was dealt (This roll goes after the damage is rolled). This is mainly used when attacks are not allowed to be taken by a parter, as the 2/3 cannot kill you; it leaves you at 1 HP and 0 KI.
    Swordsmen:
  • Healing Blast: The user may either deal damage to the enemy, as well as himself, or may hurt the enemy, and heal a partner. Roll regular accuracy dice. If you are attacking, roll 1d20 damage, for both yourself and the enemy, and then may choose another person present and heal them the damage you, yourself, were hurt.
  • Meter Exchange: You may give away, during any group battle, up to 15 HP and/or 15 KI of your power (You sacrifice 10 HP to give 15 KI) to any partner, using your turn. No accuracy needed.
  • Life Protection: If a partner of yours is about to die, you may save him, for a price. If he is about to die due to a Special attack-bonus, added onto the attack, roll 1d10, and if it is 1-6, they are saved from it (Usable 2x per match). If they are about to die due to wounds, you may sacrifice life force to save them. Find out what 2/3 of your max HP is, and deal that much damage to yourself, if you wish to save them, and they will survive with 1 HP, regardless how much damage was dealt (This roll goes after the damage is rolled). This is mainly used when attacks are not allowed to be taken by a parter, as the 2/3 cannot kill you; it leaves you at 1 HP and 0 KI.
    Weapon Masters:
  • Healing Blast: The user may either deal damage to the enemy, as well as himself, or may hurt the enemy, and heal a partner. Roll regular accuracy dice. If you are attacking, roll 1d20 damage, for both yourself and the enemy, and then may choose another person present and heal them the damage you, yourself, were hurt.
  • Meter Exchange: You may give away, during any group battle, up to 15 HP and/or 15 KI of your own power (you sacrifice 10 HP to give away 15 KI) to any partner, using your turn. No accuracy needed.
  • Life Protection: If a partner of yours is about to die, you may save him, for a price. If he is about to die due to a Special attack-bonus, added onto the attack, roll 1d10, and if it is 1-6, they are saved from it (Usable 2x per match). If they are about to die due to wounds, you may sacrifice life force to save them. Find out what 2/3 of your max HP is, and deal that much damage to yourself, if you wish to save them, and they will survive with 1 HP, regardless how much damage was dealt (This roll goes after the damage is rolled). This is mainly used when attacks are not allowed to be taken by a parter, as the 2/3 cannot kill you; it leaves you at 1 HP and 0 KI.


    Saiyan-Resistance(Anyone with no Saiyan-Blood may purchase this, anywhere. Must have 100,000 PL or greater.)
    Cost:1500 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 10 KI gain
  • 2(4) Skill Points gain
  • 3 Speed Points gain

    Warriors:
  • Tail Targeting: Roll regular accuracy dice, and 1d15 - 20 KI. If the opponent is any part Saiyan, continue, otherwise just deal 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 may not be used for any transformations, 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 above 6 (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.
    Swordsmen:
  • Tail Targeting: Roll regular accuracy dice, and 1d13. If the opponent is any part Saiyan, continue, otherwise just deal 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 may not be used for any transformations, 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 above 6 (7-10), the Saiyan de-transforms. If the opponent isn't a Saiyan, this attack deals 1d2. If the opponent is a Saiyan in regular form, this attack deals 1d13 damage.
    Weapon Masters:
  • Tail Targeting: Roll regular accuracy dice, and 1d13. If the opponent is any part Saiyan, continue, otherwise just deal 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 may not be used for any transformations, 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 above 6 (7-10), the Saiyan de-transforms. If the opponent isn't a Saiyan, this attack deals 1d2. If the opponent is a Saiyan in regular form, this attack deals 1d13 damage.


    Medical-Healing Sciences(Anyone may purchase this, anywhere. Must have 150,000 PL or greater, and Dende's Advanced Healing.)
    Cost:2000 credits
    General Penalties:

  • 10,000 PL loss
  • 10 HP loss
  • 10 KI loss
  • 1(3) Skill Points loss
  • 2 Speed Points loss

    Warriors:
  • Desperate Recouperation: If the user of this attack has been damaged to less than 20 HP, he may heal himself, greatly. Roll accuracy dice, and then 1d10. If the 1d10 yields above 3 (4-10), then he is healed 50 HP, and hurt 50 KI. This attack may only be used 2 times per battle.
  • Energy Necessity: You may charge your KI, using this attack, and heal another person's Ki or HP with it. You use this attack, and charge KI, and heal 1 other person that much HP, or double the amount and heal them that much KI. You do not get the KI recharge bonus, however, and this attack uses up 25 KI.
    Swordsmen:
  • Desperate Recouperation: If the user of this attack has been damaged to less than 20 HP, he may heal himself, greatly. Roll accuracy dice, and then 1d10. If the 1d10 yields above 3 (4-10), then he is healed 35 HP. This attack may only be used 2 times per battle.
  • Life's Blood: One may attack themself on any die of damage (from 1d1 to 1d30) and heal a partner the max dice roll in health (Ex. You roll 1d25 and hurt yourself 15, but your partner is now healed 25.)
    Weapon Masters:
  • Desperate Recouperation: If the user of this attack has been damaged to less than 20 HP, he may heal himself, greatly. Roll accuracy dice, and then 1d10. If the 1d10 yields above 3 (4-10), then he is healed 35 HP. This attack may only be used 2 times per battle.
  • Life's Blood: One may attack themself on any die of damage (from 1d1 to 1d30) and heal a partner the max dice roll in health (Ex. You roll 1d25 and hurt yourself 15, but your partner is now healed 25.)


    Saiyan's Second Chance(Any Saiyan or Part-Saiyan may purchase this, anywhere. Must have 100,000 PL or greater.)
    Cost:1000 credits
    General rewards:

  • 10,000 PL gain
  • 10 HP gain
  • 10 KI gain
  • 1(3) Skill Points gain
  • 1 Speed Points gain

    Warriors:
  • Saiyan Regeneration: During a saga/quest/HM/DM, if you have lost your tail in the same battle earlier, you may use this attack. Use 80% of your current HP and 90% of your current Ki to use this attack. Roll a 1d2 and if you get a 1, your tail grows back.
  • Tail-Whip Stun: Roll accuracy. Roll 1d5, and on 1, you are stunned, on 2-3 your opponent is stunned. Roll 1d4 for the number of turns that the player cannot do any movements, but can still charge.
    Swordsmen:
  • Saiyan Regeneration: During a saga/quest/HM/DM, if you have lost your tail in the same battle earlier, you may use this attack. Use 80% of your current HP to use this attack. Roll a 1d2 and if you get a 1, your tail grows back.
  • Tail-Whip Stun: Roll accuracy. Roll 1d5, and on 1, you are stunned, on 2-3 your opponent is stunned. Roll 1d4 for the number of turns that the player cannot do any movements, but can still charge.
    Weapon Masters:
  • Saiyan Regeneration: During a saga/quest/HM/DM, if you have lost your tail in the same battle earlier, you may use this attack. Use 80% of your current HP to use this attack. Roll a 1d2 and if you get a 1, your tail grows back.
  • Tail-Whip Stun: Roll accuracy. Roll 1d5, and on 1, you are stunned, on 2-3 your opponent is stunned. Roll 1d4 for the number of turns that the player cannot do any movements, but can still charge.
    (Thanks to Brolli and Toma)


    More to come!