Training

Training is an extremely important part of a warrior's life. It is used to increase and maintain great strength. Increased power can come from many different sources such as weights, gravity rooms, and sparring.

Schools of Technique

Schools of technique reflect extensive training in one area. They are the epitome of human martial arts. After training at one school of technique, a character may choose to train at another school to learn the new techniques. However the attribute bonuses will be divided by 5. This is because the character has already become very strong from his original school.

Other Races Training in Martial Arts Schools

Other races are already stronger than humans. Because of their higher class, they will receive no attribute bonuses. The character can train at the school and learn techniques, but cannot choose a new power for their next level. Also the character must be at least a level three character to train. Note that Martial Arts schools are used to give humans a slight edge over physically superior races like Saiyans and Nameks. The GM can decide altogether that schools are off limits to non-human and non-triclops.

Tsurennin- the Crane School

Here are the basic techniques learned at the school.

1. Discharge: Gives the character the ability to discharge ki and balls of energy. The balls inflict 1d10 damage per 5 ki spent. A character can never use more than 25x his level in ki.

2. Dodonpa: starts 2d6x10 and costs 30 ki. The Dodonpa gains 1d6x10 damage each level.

3. Taiyoken: costs 20 ki, and blinds anyone who doesn't close his eyes for two actions. After the first time the characters get to roll a saving throw versus the Taiyoken. Greater than 12 means they closed their eyes in time.

4. Shin-Kikoha: this is the most powerful blast of the Tsurennin school. This attack uses 15 stamina points and 45 ki. It inflicts 3d6x10 +1d6x10 damage per level. If the character keeps using it and drops below 0 stamina points, they have a 50% chance of dying.

5. Multi Punch: 1d6 punches, only usable once per melee.

6. Split Form: Takes one action to perform and makes two identical fighters. First divide all attributes by 4, and then add that to half the regular attribute. For example: Majin X has a STR of 60. Divide 60 by 4=15, then add it to half of 60 which=45. So the two identical warriors have a STR of 45 each. Divide ki and HP by 2. When the fighters lose half of their HP they will recombine, and no exceptions. Combine all the damage taken and subtract it from the starting HP (before split), and the same goes for ki. Melee attacks are divided by two.

7. Minor ESP: allows the character to communicate through his mind with other people at the cost of 5 ki per minute.

Attribute bonuses: +10 MNT, +10 STR, +10 DEX, +10 STM, and +8 SPD for a Martial Artist.

 

Kamesennin- the Turtle School

Here are the basic techniques learned at the school.

1. Discharge: Gives the character the ability to discharge ki and balls of energy. The balls inflict 1d10 damage per 5 ki spent. A character can never use more than 25x his level in ki.

2. Zanzoken: This lets the user move so fast that he leaves an after image. This will allow the character to attack from a different spot while the enemy is confused. For every 15 points of SPD the character has he leaves one after image. Each after image costs 5 ki. For every after image created, the character gets +1 to strike. This can also be used while dodging, having the same effect, but adding the bonus to dodging. This technique costs 3 STM points.

3. KameHameHa: 1d6x10 MD +1d6x10 per level ki: 30

4. Multi Punch: 1d6 punches, only usable once per melee.

5. Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. Make dodge roll. If they fail they can try to use normal dodge. Costs 10 ki and must have SPD 25+.

Attribute bonuses: +10 MNT, +10 STR, +8 DEX, +8 STM, and +10 SPD for a Martial Artist.

 

Wolf School

Here are the basic techniques learned at the school.

1. Wolf Wind Attack: This move summons the characters primal instincts and combines multiple claw punches and a double claw strike to seriously injure the opponent and throw him off guard. +3 to strike, does 1d6 punches, +1 double claw strike which inflicts 4d6 damage, and if successful, it makes the defender lose one action for that round, or if none remain, one for the next round plus initiative. This costs 10 ki to use. After five levels of using this technique, the attack does and extra 1d6 punches. This can only be used twice per combat.

2. Soukidan: This creates a ball of energy that is easily controlled by a series of hand movements by the creator. The ball does 2d6x10 damage, +1d6x10 every two levels, is +4 to strike, and costs 25 ki. If the initial attack misses, the character can use another action to guide it back towards its original target. This costs one action and 10 chi.
3. Discharge: This teaches the character the ability to discharge chi as balls of energy. The balls inflict 1d10 HP per 5 ki spent. He can never use more than 25x his level.

4. Multi Punch: 1d6 punches, only usable once per melee.

5. Combat Teleport: This allows character to move extremely fast for a short period of time. It is not an actual teleport. They can only teleport within their line of sight and it does not use an action. Make dodge roll. If they fail they can try to use normal dodge. Costs 10 ki and must have SPD 25+.

6. Flight: This teaches the character to use their chi to control their body's movement to fly. The character can fly up to 250 mph and costs 5 ki per hour.

Attribute Bonus: +8 MNT, +10 STR, +10 DEX, +8 STM, and +10 SPD.

Kaio School

This is not the conventional Martial Arts school. This school is based on a small planetoid in the after life. It is at the end of snake way, and extremely long winding pathway thousands of miles long. Unlike other schools, bonuses are not to be divided by 5 if the student has attended another school of training. After training at the Kaio School, the character receives +1 to strike and dodge in combat with all types of attacks and dodges.

The techniques at this school are not always taught. Only 10% of the students will be taught the techniques.

Kaioken: This increases the characters speed, strength, and ki for a short period of time at the cost of physical endurance. For each level of the Kaioken it costs 1 STM point and gives +2 to strike, or dodge, +10 STR and +50 Ki. The Kaioken's level can only be 2x the character's level (a level 2 character can only do a Kaioken X4). So a Kaioken X3 will give a character +6 to strike and dodge, +150ki and it will cost 3 STM points. Note that the bonuses only last for one action, and must be continuously renewed after each attack.

Genki Dama: This technique creates probably the strongest known Ki attack. It draws energy from nature and if people are willing, it will draw people's ki. For every action that the character gathers energy, the Genki Dama naturally gains 100 Ki from the surroundings. If people help they can donate up to 10 ki. Trained fighters can donate as much ki as the want. For every 1 ki the Genki Dama is made of, it does 1 HP of damage. So a 400 Ki Genki Dama will do 400 HP of damage. However the Genki Dama can only be used against evil or slightly evil enemies. The Genki Dama is +5 to strike for every 100 Ki it is composed of because it grows massively in size.

Attribute Bonus:MNT +8, STR +10, DEX +10, STM +10, SPD +15, Ki +50, and HP +30.

Kami's Lookout Training

Kami's training doesn't necessarily teach the characters anything new. However the characters gain 500 experience from the training and the following bonuses.

Attribute Bonus- MNT+10, STR+5, DEX+5, STM+5, HP+25, and Ki+40.

Fusion Technique: This is the most powerful technique. Simply add all attributes, HP, LP, Ki and take the average of their actions. Characters must be within 10 points of all attributes, and within at most 100 Ki and HP difference. Must be at least level 5 to be taught the technique.
Here's the problem for the characters. Here is the Fusion Skill: starting at 35% chance of success. For each time they perform fusion (successful or not) they get +2%. If fusion is not successful there is a 50% chance of them either being the fat fusion or the old fusion. In these cases divide everything by 15. Fusion lasts for 30 minutes without exception. So you had better make sure you can fuse well before fighting someone. Fusion can be learned from Dende at Kami's lookout. He will teach if you are worthy, and this is left up to the GM. Half Saiyans that fuse can go Super Saiyan 3, however this is also left up to the GM's discretion.