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

Yardrat


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 Sentinel(ANYONE with Wandering Wise Alien 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: +50 KI per usage, or +30 KI per usage, and roll a 1d3. 3=+80 KI. Whichever you choose is the one you'll keep, not both.
  • Signature Upgrade: You get a +(1d5) bonus added to your sig (Rolled when purchased), or you remove the +2 of WWMU and roll a (1d4), 4 meaning you get a 1d3-1 added to end of sig, rolled after every attack, and multiplying end damage by it (0=1). 1-3 on this roll means you simply lose the WWMU +2 bonus.
  • Multi-Targetting: You may hit up to 6 people with attacks, but must state who you hit, before rolling dmg. After the final damage is calculated, multiply the end damage by 1/({# of people}/2), rounded up. Hitting 2 people is 3/4, 3= 2/3, 4= 1/2, etc. Cannot be used if in any type of split/transformed/fused forms. If the split technique is an effect, divide the effect that many ways (Ex. Poison for 5dmg per turn, at 2/3 is rounded to 3; if its turns for stunned, divide them accordingly), but each usage costs 4x as much if there is a split effect, instead of pure damage. May only be used (kPL)/150 (Round down) times per battle(Minimum 3), or triple that for a whole Quest.
    Swordsmen:
  • Signature Upgrade: You get a +(1d5) bonus added to your sig (Rolled when purchased).
  • Multi-Targetting: You may hit up to 6 people with attacks, but must state who you hit, before rolling dmg. After the final damage is calculated, multiply the end damage by 1/({# of people}/2), rounded up. Hitting 2 people is 3/4. Cannot be used if in any type of split/transformed/fused forms. If the split technique is an effect, divide the effect that many ways (Ex. Poison for 5dmg per turn, at 2/3 is rounded to 3; if its turns for stunned, divide them accordingly), but each usage costs 4x as much if there is a split effect, instead of pure damage. May only be used (kPL)/150 (Round down) times per battle(Minimum 3), or triple that for a whole Quest.
    Weapon Masters:
  • Signature Upgrade: You get a +(1d5) bonus added to your sig (Rolled when purchased).
  • Multi-Targetting: You may hit up to 6 people with attacks, but must state who you hit, before rolling dmg. After the final damage is calculated, multiply the end damage by 1/({# of people}/2), rounded up. Hitting 2 people is 3/4. Cannot be used if in any type of split/transformed/fused forms. If the split technique is an effect, divide the effect that many ways (Ex. Poison for 5dmg per turn, at 2/3 is rounded to 3; if its turns for stunned, divide them accordingly), but each usage costs 4x as much if there is a split effect, instead of pure damage. May only be used (kPL)/150 (Round down) times per battle(Minimum 3), or triple that for a whole Quest.


    Paramount Aliens(Aliens with Heightened Aliens training may purchase this at ??)
    Cost:500 credits
    General rewards:

  • 5,000 PL gain
  • 5 HP gain
  • 5 KI gain
  • 1d2(1d3) Skill Points gain
  • 1d2 Speed Points gain

    Warriors:
  • Curirer Ball: A 1d60 - 60 KI attack, with a 1d5 bonus (not for damage). 1= Opponent is stunned for 1d3 turns. 2= Opponent is poisoned, starting at 1 dmg, and doubling every turn. 3= Double the 1d60 damage. 4= Heal the opponent the 1d60, instead of hurting them. 5= Nothing.
    One of the following moves is chosen upon purchase:
  • Exotic Guard: Replaces Mysterious Guard. No accuracy needed, roll 1d4+4, and for this many turns you gain 1d20 HP after every attack you make, and no status afflictions can hit you (Techniques other than status afflictions, such as Seeds, Liches, Shrinking, etc., still apply). Usable three times per battle, may not use another Exotic Guard while you still have one in effect.
  • Draak Olbie: Roll accuracy, and then your signature (not for damage). Then, +1 Dice Roll and -15 to the damage dice of your signature, and roll again (also not for damage). Subtract the difference in damage between the two, and double it. Roll 1d4, and multiply the doubled-difference by this to find damage dealt. Costs 2.5x normal Signature KI.
  • Supergron Punch: Only usable when in an Alien Transformation, roll 1d3. Multiply this roll by 20 (So, you'll have 20, 40 or 60). Roll 1d(this roll) for damage. No modifiers can affect this, and this cannot be used for the next 8 turns. This is physical.
    Swordsmen:
  • Swordslicer Slash: Only usable twice per battle, roll accuracy three times, then roll your signature damage, twice. Then, add +10 to damage dice, and roll it again. Take any two sets of these rolls, and add together for final damage. If any two or more damages are equal, neither can be used for the count, and only the remaining one (or none) may be used.
    One of the following moves is chosen upon purchase:
  • Exotic Guard: Replaces Mysterious Guard. No accuracy needed, roll 1d4+4, and for this many turns you gain 1d20 HP after every attack you make, and no status afflictions can hit you (Techniques other than status afflictions, such as Seeds, Liches, Shrinking, etc., still apply). Usable three times per battle, may not use another Exotic Guard while you still have one in effect.
  • Mystic Barrier: Must have a Magic Flute. Creates a Barrier around yourself, before damage is rolled, that reduces damage to 0, and stops attack effects. However, this can only be used twice per match, and before either can be used, you must spend a turn, per usage, 'playing the flute' (I.e. Doing nothing). After you do this once, you can use a Mystic Barrier at any time, later that match, but only once; you'd need to spend two turns (at any time before using Mystic Barrier) playing before you could use both.
  • Absorbal Intaking: Must have a Magic Flute. You may attempt to take an opponent into your body, for 3 turns. Every turn, your opponent deals 1d100 damage to you, from the inside-out. If you die while the foe is inside of you(the 1d100's cannot kill you; only leave you at 1 HP more than battle end), the opponent will die (save for certain Saga bosses, etc.) If the foe escapes after the three turns, your flute breaks, and you are reduced to 1 HP.
    Weapon Masters:
  • Ultimate Weapon Combo: Weapon Combo now has no battle-limits, but cannot be used for the next 4 turns after a use. Only 3 weapons usable at a time.
    One of the following moves is chosen upon purchase:
  • Exotic Guard: Replaces Mysterious Guard. No accuracy needed, roll 1d4+4, and for this many turns you gain 1d20 HP after every attack you make, and no status afflictions can hit you (Techniques other than status afflictions, such as Seeds, Liches, Shrinking, etc., still apply). Usable three times per battle, may not use another Exotic Guard while you still have one in effect.
  • Weapon DrawOut: Gain the ability to Draw Out the secret powers in otherwise ordinary weapons. Power Pole: Damage grows to 1d15 base, roll 1d20 after attacking with it. 20= Escape a DM, or auto-win an HM/Spar/Quest-Match. Dagger: Damage grows to 1d10 base, roll 1d8 after attacking with it. 5-6= Do an extra 1d15 damage with it. 7-8= Do an extra 1d30 damage with it. 8= Double this bonus roll's amount. Sword: Damage grows to 1d15 base, roll 1d5 after attacking with it. 5= Attack again (normally, do not use special technique/multipliers on any roll after the first), and roll another 1d5, etc. Hand Blaster: Damage grows to 1d12 base, roll 1d3 after attacking with it. 3= Opponent is stunned for a turn. Arm Blaster: Damage grows to 1d20 base. Does not affect the Upgrade.
  • Plasma Blast: After using an Upgraded Plasma Sword normal, unaltered attack, this is used, not taking a turn. Find the damage dealt, and multiply by 1.5, rounding down. Roll 1d{this number}, for extra damage. However, roll 2d{this number}, and take the lower value in recoil.


    Paramount Androids(Androids with Heightened Androids training may purchase this at ??)
    Cost:500 credits
    General rewards:

  • 5,000 PL gain
  • 5 HP gain
  • 5 KI gain
  • 1d4(1d5) Skill Points gain
  • 1 Speed Points gain

    Warriors:
  • Otherworldly Life Enhancement: Add +1d2 to the available uses and +1d2 to the limit of uses for both counters(Current Available may not exceed Max).
    Two of the following moves is chosen upon purchase:
  • Android Power-Drop: The Android may drop any stat from its max, reducing its max to this new level(Power Level may be dropped by up to 200k, Speed by up to 5). This max must be above or equal to current stats, if HP or KI. Restorative moves will stop once it reaches this limit, as it becomes the 'max' for the battle. If hit by an instant kill the stat drops to 0, and the battle is lost, unless a partner can continue, in which case the Android is 'stunned', unable to do anything for the duration of battle. After the battle, however, the HP will remain with the difference of the true-max and the given-max. (Example: 600 Max HP, Android loses down to 400 in battle, and uses this, costing a turn. He is hit by an instant kill, and loses the battle. However, he 'survives' with 200 HP, so he isn't dead, he only lost.) Before using this, count how many uses of this have been used by yourself this battle; Roll 1d4, and if you roll this number or below, this technique fails, and stuns you for this turn, and next.
  • Android Upgrade: Your Android-Type Upgrades to the next level: Artificials become Energy, Energy become Biological. You lose all moves and techniques specific to your previous form. Note that Biological Androids may be killed by Akumaitokosen, may use Senzus, and may not use Batteries or Android-Attachments[Already installed ones are not removed].
  • Life Absorption: Only Artificial Androids may learn this. May spend either 30k PL, 30 HP, 30 KI, 2 Speed or 1 Skill to absorb one of these none-chosen values from an opponent, permanently. Only usable in Quests/DM's/Sagas/Tournaments, and only one time in any of them. Roll accuracy twice, then 1d5, 5= absorbed. 1= You're stunned for 1d5 turns.
  • Internal Energy: Only Energy Androids may learn this. Your signature attack only costs 1/2 the stated KI, from now on.
  • Fleshy Intaking: Only Biological Androids may learn this. Usable during a HM/DM/Saga/Tournament, after being struck by an attack for the second(or more) time, you may replace this technique with the technique you were hit by, provided it matches Class. Roll 1d5, 5= learned the technique. 1= You're stunned for 1d5 turns.
    Swordsmen:
  • Set Move.
  • Otherworldly Life Enhancement: Add +1d2 to the available uses and +1d2 to the limit of uses for both counters(Current Available may not exceed Max).
    One of the following moves is chosen upon purchase:
  • Android Upgrade: Your Android-Type Upgrades to the next level: Artificials become Energy, Energy become Biological. You lose all moves and techniques specific to your previous form. Note that Biological Androids may be killed by Akumaitokosen, may use Senzus, and may not use Batteries or Android-Attachments[Already installed ones are not removed].
  • Life Absorption: Only Artificial Androids may learn this. May spend either 30k PL, 30 HP, 2 Speed or 6 Skill to absorb one of these none-chosen values from an opponent, permanently. Only usable in Quests/DM's/Sagas/Tournaments, and only one time in any of them. Roll accuracy twice, then 1d5, 5= absorbed. 1= you're stunned for 1d5 turns.
  • Fleshy Intaking: Only Biological Androids may learn this. Usable during a HM/DM/Saga/Tournament, after being struck by an attack for the second(or more) time, you may replace this technique with the technique you were hit by, provided it matches Class. Roll 1d5, 5= learned the technique. 1= You're stunned for 1d5 turns.
    Weapon Masters:
  • Set move.
  • Otherworldly Life Enhancement: Add +1d2 to the available uses and +1d2 to the limit of uses for both counters(Current Available may not exceed Max).
    One of the following moves is chosen upon purchase:
  • Android Upgrade: Your Android-Type Upgrades to the next level: Artificials become Energy, Energy become Biological. You lose all moves and techniques specific to your previous form. Note that Biological Androids may be killed by Akumaitokosen, may use Senzus, and may not use Batteries or Android-Attachments[Already installed ones are not removed].
  • Life Absorption: Only Artificial Androids may learn this. May spend either 30k PL, 30 HP, 2 Speed or 6 Skill to absorb one of these none-chosen values from an opponent, permanently. Only usable in Quests/DM's/Sagas/Tournaments, and only one time in any of them. Roll accuracy twice, then 1d5, 5= absorbed. 1= you're stunned for 1d5 turns.
  • Fleshy Intaking: Only Biological Androids may learn this. Usable during a HM/DM/Saga/Tournament, after being struck by an attack for the second(or more) time, you may replace this technique with the technique you were hit by, provided it matches Class. Roll 1d5, 5= learned the technique. 1= You're stunned for 1d5 turns.


    Paramount Demons(Demons with Heightened Demons training may purchase this at ??)
    Cost:500 credits
    General rewards:

  • 5,000 PL gain
  • 5 HP gain
  • 5 KI gain
  • 1d2(1d3) Skill Points gain
  • 1d2 Speed Points gain

    Warriors:
  • Otherworldly Life Enhancement: Add +1d2 to the available uses and +1d2 to the limit of uses for both counters(Current Available may not exceed Max).
    One of the following moves is chosen upon purchase:
  • Otherworldly Life Enhancement: Add +1d3 to the available uses and +1d2+1 to the limit of uses for both counters(Current Available may not exceed Max).
  • Ultimate Mafuba: Requires a Bottle. Roll acc. twice, then 1d10, 7-10= Opponent is shrunk. The Demon may choose to put them in a Bottle, continue normally, or leave them be. If they bottle them, then the fighter's attacks are reduced by half, and they take half recoil (of this half) from every attack they use. The Demon may crush the bottle, dealing 1d200 self damage (can kill), and dealing 1d500 damage to the opponent (cannot kill), who becomes unshrunk. If they continue normally, the opponent's attacks deal half damage, and they take 2.5x damage from all normal attacks, and 4x damage from physical, non-sig/multipler/bonus techniques. If the Demon decides to leave them be, the shrunken for rolls a 2d20. On double 20's, they lose, to official stats(in a permanent battle), 100kPL, 150HP, 120KI, 4 Speed and 2(26) Skill. However, whether the double 20's are rolled or not, the opponent's attacks deal 80% normal damage, and they receive normal damage.
    Swordsmen:
  • Set Move.
  • Otherworldly Life Enhancement: Add +1d2 to the available uses and +1d2 to the limit of uses for both counters(Current Available may not exceed Max).
    One of the following moves is chosen upon purchase:
  • Otherworldly Life Enhancement: Add +1d3 to the available uses and +1d2+1 to the limit of uses for both counters(Current Available may not exceed Max).
    Weapon Masters:
  • Set move.
  • Otherworldly Life Enhancement: Add +1d2 to the available uses and +1d2 to the limit of uses for both counters(Current Available may not exceed Max).
    One of the following moves is chosen upon purchase:
  • Otherworldly Life Enhancement: Add +1d3 to the available uses and +1d2+1 to the limit of uses for both counters(Current Available may not exceed Max).


    Paramount Humans(Humans with Heightened Humans training may purchase this at ??)
    Cost:500 credits
    General rewards:

  • 5,000 PL gain
  • 5 HP gain
  • 5 KI gain
  • 1d2(1d3) Skill Points gain
  • 1d3 Speed Points gain

    Warriors:
  • Donated-Life Force: May upgrade an attack, once per battle, by adding HP to it's KI cost. For every HP you add (Up to 1/2 of your max, but cannot end a fight), add +2 to damage dice. For every 200 HP given, add a bonus +20 to bonus.
    One of the following moves is chosen upon purchase:
  • Pinpoint Precision Punch: This is an 'instant-drain' move, usable on Non-Warriors. Roll acc. twice, then 1d8, and on 1, the non-warrior is unable to use any multipliers or bonus techniques with their weapons for 1d10+5 turns, plus their weapons lose all Bonuses on them (Bonus section) for this time. On 2, the same no-multipliers effect occurs, but for 1d6+4 turns. On 3, the lose-all-bonus effect occurs, for 1d6+4 turns. 4-8= Nothing happens. Cannot use this Insta-Drain on someone who is already drained. Costs 30 KI.
  • Counter-Mafuba: If Mafuba is used during a battle you are in, you may attempt to Counter it, before the final rolls are made. Roll 1d5, and on 3-5, it is countered, and hits the user (irregardless of the final outcome; if the 3-5 is rolled, the Mafuba will hit the user, and be effective, either shrinking them or trapping them in their own bottle). Takes a turn, usable once per battle.
  • Human Evasive Maneuvres: Up to 3x per battle, you may find the difference between your Speed and your opponent's, and if yours is higher, roll 1d4+3, and divide the difference by this, rounded down. Add this onto your Human Evasion for the remainder of battle. Uses a turn.
    Swordsmen:
  • Multi-Formed Sacrificial Slice: Must have used Tri-Form, and have all clones present. May sacrifice both weak clones to add +5 Dice Rolls, +10 Damage Dice and +5 Bonus to sig attack for one turn. If damage dealt is less than half of the max possible damage, multiply it by 1.5x.
    One of the following moves is chosen upon purchase:
  • Pinpoint Positioned Punch: This is an 'instant-drain' move, usable on Warriors. Roll acc. twice, then 1d7, and on 1, the Warrior loses all of his KI. Not usable consecutively.
  • Counter-Mafuba: If Mafuba is used during a battle you are in, you may attempt to Counter it, before the final rolls are made. Roll 1d5, and on 3-5, it is countered, and hits the user (irregardless of the final outcome; if the 3-5 is rolled, the Mafuba will hit the user, and be effective, either shrinking them or trapping them in their own bottle). Takes a turn, usable once per battle.
  • Human Evasive Maneuvres: Up to 3x per battle, you may find the difference between your Speed and your opponent's, and if yours is higher, roll 1d4+3, and divide the difference by this, rounded down. Add this onto your Human Evasion for the remainder of battle. Uses a turn.
    Weapon Masters:
  • Set move.
    One of the following moves is chosen upon purchase:
  • Pinpoint Positioned Punch: This is an 'instant-drain' move, usable on Warriors. Roll acc. twice, then 1d7, and on 1, the Warrior loses all of his KI. Not usable consecutively.
  • Counter-Mafuba: If Mafuba is used during a battle you are in, you may attempt to Counter it, before the final rolls are made. Roll 1d5, and on 3-5, it is countered, and hits the user (irregardless of the final outcome; if the 3-5 is rolled, the Mafuba will hit the user, and be effective, either shrinking them or trapping them in their own bottle). Takes a turn, usable once per battle.
  • Human Evasive Maneuvres: Up to 3x per battle, you may find the difference between your Speed and your opponent's, and if yours is higher, roll 1d4+3, and divide the difference by this, rounded down. Add this onto your Human Evasion for the remainder of battle. Uses a turn.


    Paramount Nameks(Nameks with Heightened Namek training may purchase this at ??.)
    Cost:??? credits
    General rewards:

  • ?,000 PL gain
  • ? HP gain
  • ? KI gain
  • ? Skill Points gain
  • ? Speed Points gain

    Warriors:
  • ???
    One of the following moves is chosen upon purchase:
  • Mystical Deprivation: Only usable against Non-Warriors, this technique lowers one of their weapons' Damage Dice for a duration of time. Roll accuracy, then 1d5, 5= This technique fails. Then roll 1d4, 2-4= The number of turns this stays in effect, 1= This affects the non-warrior for the remainder of battle. Find either 1/2 of the non-warrior's roll, or 10, whichever is bigger, for 'x', and roll 1dx for amount removed(Minimum of 1 left). No-one may be Mystically Deprived more than once at a time.


    Paramount Part-Saiyans(Humans with Heightened Part-Saiyans training may purchase this at ??)
    Cost:500 credits
    General rewards:

  • 5,000 PL gain
  • 5 HP gain
  • 5 KI gain
  • 1d4(1d5) Skill Points gain
  • 1d3 Speed Points gain

    Warriors:
  • Infuriated Implosion: If you are hit for >50 damage in an attack, you may use this technique. Use your opponent's roll (INCLUDE all bonuses, doubling from Dual Smasher, or take all the rolls if a multi-weapon/hit technique), EITHER double the/all damage dice, or +1 to Dice Rolls (Can Mix-and-match for Multi-dice/rolls), and then +10 bonus in any case. The KI cost is 4x the original technique's, and if a non-KI attack did the damage, this attack will use (1d7+5)*10 KI. Usable twice per battle.
    One of the following moves is chosen upon purchase:
  • Advanced Skill: Rolled upon purchase, 1d4 Skill is added to stats.
    Swordsmen:
  • Set Move.
    One of the following moves is chosen upon purchase:
  • Advanced Skill: Rolled upon purchase, [(1d3+1)*(1d7)] Skill is added to stats.
    Weapon Masters:
  • Set move.
    One of the following moves is chosen upon purchase:
  • Advanced Skill: Rolled upon purchase, [(1d3+1)*(1d7)] Skill is added to stats.


    Paramount Saiyans(Humans with Heightened Saiyans training may purchase this at ??)
    Cost:500 credits
    General rewards:

  • 5,000 PL gain
  • 5 HP gain
  • 5 KI gain
  • 1d1(1d2) Skill Points gain
  • 1d3+1 Speed Points gain

    Warriors:
  • Physical Advantage: This is an automatic effect. Whenever dealing Physical damage, deal 1.5x as much.
    One of the following moves is chosen upon purchase:
  • Pinpoint Precision Punch: This is an 'instant-drain' move, usable on Non-Warriors. Roll acc. twice, then 1d8, and on 1, the non-warrior is unable to use any multipliers or bonus techniques with their weapons for 1d10+5 turns, plus their weapons lose all Bonuses on them (Bonus section) for this time. On 2, the same no-multipliers effect occurs, but for 1d6+4 turns. On 3, the lose-all-bonus effect occurs, for 1d6+4 turns. 4-8= Nothing happens. Cannot use this Insta-Drain on someone who is already drained. Costs 30 KI.
    Swordsmen:
  • Set Move.
    One of the following moves is chosen upon purchase:
  • Pinpoint Positioned Punch: This is an 'instant-drain' move, usable on Warriors. Roll acc. twice, then 1d7, and on 1, the Warrior loses all of his KI. Not usable consecutively.
    Weapon Masters:
  • Set move.
    One of the following moves is chosen upon purchase:
  • Pinpoint Positioned Punch: This is an 'instant-drain' move, usable on Warriors. Roll acc. twice, then 1d7, and on 1, the Warrior loses all of his KI. Not usable consecutively.


    Paramount Tsu-Furins(Tsu-Furins with Heightened Tsu-Furins training may purchase this at ??.)
    Cost:??? credits
    General rewards:

  • ?,000 PL gain
  • ? HP gain
  • 0 KI gain
  • ? Skill Points gain
  • ? Speed Points gain

    Weapon Masters:
  • Physical Downfall: This is an automatic effect. All Physical damage taken by the Tsu-Furin deals 1.5x damage.
    One of the following moves is chosen upon purchase:
  • ???


    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.


    Kaioken Enhancement Training(Must be 400,000 PL and have used Kaioken 10 times, or had Kaioken for 200,000 PL.)
    Cost:1250 credits
    General rewards:

  • 0 PL gain
  • 5 HP gain
  • 10 KI gain
  • 0(2) Skill Points gain
  • 1 Speed Points gain

    Techniques:
  • Kaioken Enhancement: Kaioken's turns change from 1d4+2 to 1d3+3. For the body burst roll, only roll a 1d3, with the same values applying.
  • Kaioken x2 Enhancement: Kaioken x2's turns change from 1d5+1 to 1d4+2. For the body burst roll, only roll a 1d4, with the same values applying.
  • Kaioken x3: Can only be used when in Kaioken x2. Roll 1d5 for body burst, with the same penalties as the Kaioken x1. Roll 1d5+1 for the turns in Kaioken x3. When in Kaioken x3, each turn is a turn used in Kaioken x3, not Kaioken x2 or x1. Using Kaioken x3 uses 30 KI (20 HP for Non-warriors), Speed increases +10 more, all physical attacks have a further +5 bonus to them, non-physical and non-signature attacks also get another +3 bonus, and the signature gets a 1d5 when used, where rolling a 4 multiplies the end damage by 1.5, and rolling a 5 multiplies the end damage by 2.5.


    Team-Twister Enhancement II(Must be 600,000 PL with Team-Twister Enhancement and have purchase, with a partner who also has Team-Twister, at the same time.)
    Cost:1000 credits
    General rewards:

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

    Techniques:
  • Team Twister Enhancement II: The attack now becomes 1d(¼(PL sum of both fighters))+30 - 80 total KI (Or 50 HP if both are Non-Warriors). Any three points of damage dice may be removed to add +2 to the bonus of the attack, but the bonus may not exceed the damage dice. If the Bonus grows to +50, it is reduced to +0, and the Dice Roll is incremented +1. However, in the total count, this still counts as +50 bonus, so a 2d51+0 could be a maximum. (Ex. Two partners use this technique, their PL's being 300,000 and 500,000; sum is 800,000, so damage is 200. Both roll accuracy, and both give up 40 KI. The damage is 1d(200)+30, or 1d200+30. If 30 damage dice points are removed, the attack becomes 1d170+50, but this immediately changes to 2d170+0. The limit to the attack's bonus is 2d98+48, where 102 points from the damage dice are removed, and 48+50(98) are added to the bonus.) There is a calculator for this at THIS LINK.




    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)