Frieza's Wrath Teaching(Only available at C4. This is only for Frieza's Army and henchmen members.)
Cost:1500 credits
General rewards:
10,000 PL gain
10 HP gain
25 KI gain
1(5) Skill Points gain
1 Speed Points gain
Ginyu Dance-Lessons(Only available at C2. This is only for Ginyu Force members and trainees.)
Cost:1500 credits
General rewards:
10,000 PL gain
10 HP gain
10 KI gain
1 Skill Points gain
5 Speed Points gain
Guru's Hidden-Power(Only available at B2. This is only for Earth Z Fighters.)
Cost:1500 credits
General rewards:
25,000 PL gain
10 HP gain
10 KI gain
1(2) Skill Points gain
1 Speed Points gain
Muri Revitalization(Only available at B3. This is only for Good and Neutral non-Z Fighter/non-Frieza's Army/non-Ginyu Force members.)
Cost:1500 credits
General rewards:
10,000 PL gain
25 HP gain
10 KI gain
1(2) Skill Points gain
1 Speed Points gain
Zarbon's Tutouring(Only available at C2. This is only for Evil non-Frieza's Army/non-Ginyu Force members.)
Cost:1500 credits
General rewards:
10,000 PL gain
10 HP gain
10 KI gain
5(6) Skill Points gain
1 Speed Points gain
Cargo's Natural Healing(Only available to Good members with Dende's Advanced Healing Techniques, anywhere on Namek.)
Cost:1000 credits
General penalties:
10,000 PL gain
10 HP gain
10 KI gain
1 Skill Points gain
1 Speed Points gain
Warriors:
Affliction Be-gone: Taking up this present turn, and rolling no dice, you may cure any 'Status' afflictions occured to yourself or others, if you are capable of movement. These afflictions include Stun(From Tail Stun, etc.), Hypnotizing, Stone (Stone Spit), Freeze, Burn, Poisoned, and others found in Sagas, and too innumerable to all list. If you are unable to move, as you are stunned or the like, you cannot heal yourself. This may be used in any battle on any single person a maximum of three times.
Healing Advancement: Not a new technique, but at +200,000 PL, you get a self heal of 75HP - 100 KI, and a group heal of 70HP - 125 KI.
Swordsmen:
Affliction Be-gone: Taking up this present turn, and rolling no dice, you may cure any 'Status' afflictions occured to yourself or others, if you are capable of movement. These afflictions include Stun(From Tail Stun, etc.), Hypnotizing, Stone (Stone Spit), Freeze, Burn, Poisoned, and others found in Sagas, and too innumerable to all list. If you are unable to move, as you are stunned or the like, you cannot heal yourself. This may be used in any battle on any single person a maximum of three times.
Healing Advancement: Not a new technique, but at +200,000 PL, you get a self heal of 55HP, and the new limits are 130HP for Spars/HMs, and 230HP for other matches. Group heal becomes 55HP, and the limits are now 170HP Non-HM, and 130HP for HMs.
Weapon Masters:
Affliction Be-gone: Taking up this present turn, and rolling no dice, you may cure any 'Status' afflictions occured to yourself or others, if you are capable of movement. These afflictions include Stun(From Tail Stun, etc.), Hypnotizing, Stone (Stone Spit), Freeze, Burn, Poisoned, and others found in Sagas, and too innumerable to all list. If you are unable to move, as you are stunned or the like, you cannot heal yourself. This may be used in any battle on any single person a maximum of three times.
Healing Advancement: Not a new technique, but at +200,000 PL, you get a self heal of 55HP, and the new limits are 130HP for Spars/HMs, and 230HP for other matches. Group heal becomes 55HP, and the limits are now 170HP Non-HM, and 130HP for HMs.
Extras:
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)