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NOTE: Whenever sending any email to the staff members, always remember to state your character's name and race. Also whenever purchasing something from the store or training page, copy and paste the entire item or training, including the name, description, and cost. Index: Accuracy Rolls How This RPG Works Order Of Attack Types of Battles Recruiting How To Start The Races Signature Move Damage List. Stats Status Afflictions Counters(Auras)(P.C.) Death How To E-Mail The Staff Correctly Glossary If your PL at anytime reaches one of the Power Level's listed below, you must use the corresponding accuracy roll. 10,000PL - 1D20 20,000PL - 2D40 50,000PL - 2D50 80,000PL - 2D60 120,000PL - 2D70 150,000PL - 2D80 200,000PL - 2D100 240,000PL - 3D60 270,000PL - 3D70 310,000PL - 3D90 350,000PL - 4D50 370,000PL - 4D60 400,000PL - 4D70 450,000PL - 4D80 500,000PL - 4D100 600,000PL - 5D100 Note: A perfect accuracy roll (a 60 on a 3d60, or 100 on a 2d100) always hits. Back To The Index First of all, you will need to have AOL or AOL Instant Messanger(AIM). It is good to have everyone using AIM because it is accessible to all. You can download it at AOL and having this ensures that you can battle anyone on the RPG that you wish to battle. Secondly, whoever you choose to your character, try and act like your character when you speaking as your character. We're using a system that many RPG's use while speaking in a chatroom, where battles take place. When talking in character: Speak/Type normally When talking out of character: ((Put Parenthesis around your words)) When describing an action: ::Type with Colans around your words:: Battles must take place in AOL or AIM chatrooms. They cannot be done in Instant Messages because during the battle you will need to roll dice and you may only do that while in a chatroom. When you need to roll dice, type: //roll-dice?-sides? Where the question marks are, you insert the number of dice you roll and sides of the dices. In attacks and accuracy descriptions throughout the RPG, you will see things like 1d12 or 3d10. That shows how many dice you roll and how many sides. The first number shows how many dice, the second number shows how many sides. Lastly, after you are done doing a battle or a match, your stats are replenished to their max after the match is officially over. Only exceptions to this are during quests in which you must survive through the entire quest without healing unless you have items or technology to heal yourself. Lastly, you have to be on the same location square as someone to battle them. Back To The Index 1.Beginning of match, figure out who goes first by who ever has the highest speed points. If they are equal speed points, then roll a 1d10 dice and the highest number goes first. Types of battles Send your Spar Matches and Square Moves to Hoboman, Battale Royales to Raziel, and Honour Match results to Android 17. To learn how to correctly send an E-Mail for sending battles, purchases, and moves, refer below to "How To E-Mail The Staff Correctly." When you feel your ready to know who to E-Mail for what, go to the E-Mail Us page. Honour Matches and Death Matches are permanent matches. That means that the outcome of the match and anything that goes on through the match will be permanent (Ex. Cut off tail, etc). Using items are always permanent in any match (Ex. Senzu Beans). You cannot die in HMs, though. Spars: The general way to train yourself; Sparring is good for both players. Both players simply battle in whatever fashion they choose, until one of them is at ½ their max HP, and then the winner is declared (The one with more than 1/2 HP). In a spar, you cannot die if you reach 0HP but if you do reach 0HP, you will lose another spar/move for the week. There is a 4 spars/moves limit per week (Monday-Sunday = 1 week). Moving from 1 square to another while on any planet uses up .5 of your spars/moves. If you have 250k PL to 399k PL, you may only use 3 spars/moves per week on Spars (May still move with the last). If 400k PL to 499k PL, you may only use 2. 500k PL and over allows only one spar/move per week to be a Spar, but it earns you 100 credits.
Honour Matches: Maximum of 5 times per week: Must wager something(If wagering credits, minimum is 50 and bets only in increments of 50. No Wagering Licenses. Both people must wager things of EQUAL VALUE)and the fight goes on until someone gives up, or one player reaches low enough stats and a default forfeit is called (10% of your max HP, or 10 HP, whichever is higher.) You cannot Honour Match until you have at least 150,000 PL. No-one can die in an HM, and you may not HM if your PL is greater than 50,000 apart, however if both fighters are above 300,000 PL the 50,000 PL rule does not apply, as there are ranges. 301,000 PL to 400,000 PL, anyone in between may HM, as well as 401,000 PL to 525,000 PL. If you are over 525,000 PL, you may HM anyone else over 525,000 PL.
Battale Royales: A fight, quite similiar to an Honour Match, but involving more than 2 members. Follows Honour Match rules, including the PL-limits (The strongest and the weakest people may be no more than 50,000 PL apart, unless over 300,000 PL) and everyone wagers the same amount of cash. The winner takes all the cash. Only 1 per week per member and you cannot Battale Royale until you have at least 150,000 PL.
Death Matches:A fight where the match goes on till someone dies. You cannot
run away or you will automatically be strucken down by the gods unless you have a scouter and successfully escape. To do a death match you must have a good reason and email Hoboman, Android 17 and Raziel who will consult LanderZ for a verification to allow a deathmatch. One is not permitted to simply try and Death Match newbies. All Death Matches must be verified beforehand, even if it is simply to help someone get to King Kaio's place, or whatever the reason may be. It is preferred if both parties try to ask about a Death Battle before it occurs. Back To The Index Recruiting people to join the RPG helps the RPG stay active. If someone places your screename or character as the one who recruited them, you may gain 200 credits free. Don't just randomly tell people the address of the RPG and tell them to put you as their recruiter. When recruiting someone, you must actually talk to them. Interest them and tell them what the RPG is like. How much amount of time everything might take, to be updated, how the battles are, and how much of a commitment it is if they join. Only recruit people that you know will actually be active. Recruiting people who become inactive and don't participate at all, will penalize your character, waste space on the RPG, and waste the time of all the staff members of the RPG. Back To The Index How to start
Punch(1d3), a Kick (1d4), Ki Charge, and their given signature attack(1d6 - 5 KI). Ki Charge uses your turn to raise your Ki by 5 and cannot go past maximum Ki. If your Ki reaches 0 then you are fazed for the next turn and then your Ki goes to 1(Unless you are an Energy Android). The special attack will grow with time, as once they reach 50,000 PL, it becomes 1d8 - 6KI, and will continue to grow (Check your stats for the damage and KI for the attack whenever you are updated). Swordsmen start with their stats, as well as several attacks. They start with: Punch(1d5), Kick(1d4), and Headbutt(1d7, and 2 damage to self). Once they receive a sword, a regular sword will deal 1d8 damage, and the power will rise as their Skill Points rise. For example, once the Skill Points reach 15, it will deal 1d10 damage. Remember to check your stats for updates in your attack power. Currently there are only two purchasable swords, but many upgrades. There is a Regular Sword, and then there is a Plasma Sword. A Regular Sword starts off with 1d8, you can purchase it at any Power Level, and grows stronger as your Power Level raises. A Plasma Sword has an attack damage of 1d25+5 with a 1d10 recoil damage. There is a turn limit for Swordsmen of only 2 uses in a row. You may only purchase it when you reach a certain Power Level and it doesn't grow stronger as your Power Level Raises. Weapons Masters start with the lowest stats, but can make up for it relatively easily with the ability to master any weapon with ease (Aside from the Sword). They begin with a: Punch(1d3), a Kick (1d4) and 1 weapon of their choice (1d5), which will be their lifelong weapon, that will increase in power as their Skill Points do. Once achieving 10 Skill Points, the weapon jumps to 1d7 power, for example. After that, the attack grows every 5 Skill gained but the amount of skill points needed for it to become stronger differs as your weapon becomes stronger. Remember to check your stats for updates in attack strengths. Aliens: A potentially awesome race that has the largest diversity of joining clans to choose from. Physically weaker than most other races, Aliens work best as Weapon Masters, due to good skill. Androids: A powerful race that may begin with the ability to negate zero-KI penalties, as they can use their own health for attack energy. They may also choose to absorb the energy of their opponent's attacks. Androids are undoubtedly best as Warriors. Demons: The race of the undead gain many advantages as they grow, including the ability to die, and not be dead! They may even control other characters, with some luck, and cross the dimensions between life and death. Working with lower energy, Demons are best suited for Swordsmanship. Humans: The middle-row race with no real stat advantages nor disadvantages, Humans are still good in battle. Working with a unique attack, Double Slash, humans are best trained as Swordsmen, but are still effective as Warriors or Weapon Masters. Namekians: The Namek people were originally healers, but adapted to an ancient form of physical combat, and incorporate it into their daily lives. Unwilling to learn weapon skills, Namekians are all Warriors, and are very well placed in defeating the undead, and for healing themselves and others. Part-Saiyans: Taking some attributes from the Saiyans and other races, Part-Saiyans have the greatest chance of attaining power gains, and high energy strikes when enraged beyond clear thinking. Capable of transforming into Oozaru, the monkey-stage of all Saiyans, but unable to control it, Part-Saiyans have an edge, however risky. Unlike their Saiyan ancestors, though, they are very well adapted to working with machinery and fine objects, and can work well as Weapon Masters or Swordsmen, but if you like to take risks, their Warriors have great potential. Saiyans: The most common race on the Anime/Manga of Dragonball, Saiyans retain most of their powers here, as well. With the ability to transform into and master Oozaru forms, they become formidable fighters with physical moves. They can also use their tails as weapons, in a fight. With poor co-ordination, Saiyans are clearly meant to be Warriors.
Tsu-Furins: Perhaps the rarest and most unheard of race in the Dragonball series, Tsu-Furins are only mentioned in Dragonball Z, and hardly worth noticing in that, and in Dragonball GT, when Bebi comes to Earth, as well as the Lost Movie, with a re-incarnated Dr. Raichi. Tsu-Furins were small creature, the tallest barely over five feet tall, but they learned rather quickly how to use advanced technology, and quickly assimilated into Weapon Masters. Using several bonus and "add-on" techniques to increase their damage, Tsu-Furins are still cursed with a damage limit, although it rarely ever seems to come to notice, as they can strike their opponent sharply many times before falling once fully trained. There are basically 5 different stat categories in Power Advantage: Power Level(PL), Hit Points(HP, Attack Energy(KI), Speed and Skill. Power Level: Measured in kPL (Thousands of Power Level), this stat grows as you grow, and gives an indication of where your other stats should lie. Purchases and trainings are often limited by PL, and once you reach 400,000 PL (400 kPL), your member information moves to the Elite pages, and you may then have a member picture put up of yourself. For every 250,000 PL, Warriors may choose to gain either +5 to their KI Charge, or +(PLUS!)1.5(Rounded down) Skill. Once a non-warrior gains 400,000 PL, they gain +2 bonus to a non-signature, non-multiplier attack of their choosing. Warriors will have their Signature Attack damage grow as their PL grows. HP: This basically indicates how much health you have, with 0 being death in most cases. Spars and Honour Matches cannot actually 'kill' you, but if you die in a Spar, you lose an extra Spar/Move as penalty. KI: Only warriors have this, and this represents how much attack energy you have. Most of a warrior's moves drain this, and it cannot go below 0. If it does reach 0, though, the Warrior is stunned for a turn, while self-regenerating 1 KI for their next turn. Speed: This is mainly used to determine who goes first in battle. The person with the higher speed attacks first, and if the speeds are the same, both people roll 1d10, and the highest number goes first. This is also the stat used when Physical Counterstriking. This can also influence the effects of certain moves or power-ups. Skill: This stat influences how technical a person is. For non-warriors, this will affect their signature weapon's growth. For warriors, this plays some effect on signature damages, but mostly on the learning of new moves. For every 12 Skill a Warrior gains (including Skill bonuses from PL), they may choose to add +10 to their KI Charge, or +2 bonus to a non-signature, non-multiplier move of their choosing.
These Counters are not listed in your profile but they are moves that everyone is able to use, as long as you know how to use them. This section will teach you how to use these Counters that everyone have to start with. Warriors:Beam War(Only works on other Warriors): If the opponent is using their signature move on you, you may counterstrike it. They roll accuracy, and then you state a counterstrike with your signature move, and roll accuracy. If both attacks hit, then a Beam War starts. Take the larger KI, and both use this much KI for that one attack. Either may then add KI to the blast, and the other person must add the same amount in order to keep the blast between them. If one person runs out of KI, or gives up, the other person may roll the damage dice, like normal, but for every added 5 KI into the attack due to the Beam war, add another dice roll (Ex. 1d8 becomes 1d9). This attack uses up your turn. If you miss with your counterattack then your turn isn't used up but your opponents attack does double damage (Ex.1d8 gets 4. 4 x 2 = 8. Damage is 8). Here is a section to better describe the counterstrike sequence. Fighter A 20Ki vs Fighter B 20ki. Fighter A does signature move and accuracy hits. -5 ki. Fighter B uses Counterstrike and uses his signature move and accuracy hits. -5 Both fighters are at 15ki. Fighter A now must put in more ki to stay in the beam war. Fighter A adds 5 ki. -5 (10ki left) Fighter B matches the ki usage and adds an additional 2 ki. -7 (8 ki left) Fighter A matches with 2 ki and then adds 8 ki. -10 (0 ki left) Fighter A reached 0 ki and automatically loses the beam war which means Fighter B gets to do his damage. Fighter B has added an addition 5 ki excluding his signature attack(He used his signature move, for 5, leaving him with 15. He used 7 more, bringing him to 8. The numbers round out to the last-met 5) which adds 1 point to his damage. Fighter B does 1d7. It's back to Fighter A's turn because Fighter B used his Counterstrike as his turn. But Fighter A is at 0 ki so he is dazed. He loses this turn and is put to 1 ki. Now it's Fighter B's turn and battle resumes as normal. Another thing to remember is that if at anytime does one of the fighters reach 0 KI maybe because they put all of their KI into their blast, for whatever the reason may be, they will lose the Beam War, thus having the other fighter roll his damage dice. I know that this can get kinda confusing but you'll get the hang of it with some practice. Weapons Masters and Swordsmen: Parry(Only works on other Weapon Masters and Swordsmen): Both Fighters' speed determines the amount of uses of this attack. If both speed points are equal, then each fighter may only use this once. Every 3 speed points higher than opponents allows the fighter another use of this attack. When opponent uses their signature weapon, they roll accuracy dice, if it hits then you use this attack and counter with your signature weapon. You roll your accuracy dice as well and if it hits then both fighters roll their damage dice. If your damage is equal or greater then your opponents then you parry the attack and take no damage. This does not use up your turn. If you miss with your accuracy dice when you try to parry their attack, you take double damage. Another counterstrike that is available to every player is Physical Counterstriking. Physical Counterstriking (Also abbreviated as Phys. Coun. or P.C.) can be used after your opponent rolls a miss[not blocked: a miss], or critically low damage[under 10% of max possible damage, on standard damage rolls]. Performing a P.C. depends on which of the previous conditions were met, and whether or not you decide to counterstrike, as well. If your opponent missed, you get a bonus for every 10% they missed by. If they missed by 0% - 10%, it's 0 bonus (Example: 3d60, 10% of 60 = 6, if they roll the highest value as 24-29, that's within 10%), over 10% to under 20% is *2 bonus on the speed check, over 20% to under 30% is *3, and over 30% is *5. If your foe just dealt the sub-10% damage, it has no bonus. When your foe misses/fails an attack, if you initiate a P.C., you and your opponent both roll 1dx, where x is your current Speed value. If you have bonuses, as stated above, you multiply them to your roll. If your foe manages to get a higher value, then they block your P.C., and get a bonus to the next P.C. block (Discussed later). If your value is higher, the P.C. connects, and you deal damage. Also note how much higher your value is than your opponent's, whether it is more than +5, +15, +30, or +50, as these correspond to damage bonuses. Pick a Minor attack (usually Punch/Kick/Diving X), and, if you have the option to charge them up with KI or some charging technique, negate them (if it's a default addition/bonus from a transformation or something similar, then it stays, but optional ones do not count). If your speed roll was less than +5 more than your foes, it deals normal damage, save the normal damage dice (y of the xdy) are doubled. If the speed was more than +5, but under +15, double the dice rolls (the x), as well. If it was +15, but under +30, then triple the damage dice, and double the dice rolls. If it is over +30 higher, but under +50, triple both the dice rolls and damage dice. If the speed check was more than +50 of your foe, multiply both damage dice and dice rolls by 4, and add +10 bonus to the end damage. It is now your normal turn(this does not take a turn; SSJ KI costs for the turn do not count, turn limits for techniques are not changed, etc.). Note that you cannot P.C. moves that are performed between turns, or out of turn order. If your foe managed to beat you on the speed check, the next time they need to make a speed check for someone using a P.C. on them, they get +1 to the dice roll (I.e. after first time, rolling 2d(Speed)), and they add that up. If they succeed again, they can add a further +1, the following time, building up a chain of rolls (Ex 5d(Speed), 6d(Speed), etc.) until they miss one, when it returns to one. There is no limit to the number of times you may Physical Counterstrike in spars, but other battles, Sagas, and Quests have some limits, if you have the capability of dealing more than 1d5+0 (On any roll: 1d6+0, 1d4+1, or 2d5+0 are all examples of being higher), with any technique/transformation currently available to you [note that Oozaru without a tail is not available to you.]. These limits are defined by your Power Level. To begin, take your current Power Level, and divide by 10,000 [ex. 500,000 / 10,000 = 50], to find the value 'x'. Next, the damage limits are affected per attack, dropping excess damage down to the limit, as well as per battle or quest, where it limits how often you can P.C. If you have a technique that enhances P.C., your per-attack limit is slightly higher than normal, though you are still limited by the per battle/quest limits [In quests, only the per quest limit applies]. Just like healing, the per battle/quest limits will not drop your final P.C. damage, but rather marks that, upon meeting or crossing this value, you must discontinue P.C. [Ex. Your per battle limit is 120 damage, and you've done 116. If you P.C. for another 24 damage, you count the full 24, bringing the total to 140, which now passes 120, and ends your ability to P.C. The 24 is not reduced to 4 damage.] Also note that Saiyans receive slightly higher limits, due to being naturally adept at P.C. The limits are:
Another form of counter that every player has is aura-counters. Every player should have at least one aura-technique, at least once Swordsman have purchased their signature weapon. Auras are the 'colour' of your attack. In the Animé this is easily displayed through having various characters using multi-coloured blasts of energy. However, this can be extended to include all forms of attacks, from energy, to weapon blasts, to sword swipes. Auras can counter one-another, based on the spectrum order: & White - Black - Purple These auras may counter their following aura-colour ONCE per attack, per battle. For example, Red beats Orange, Green beats Blue, etc. The second row is slightly different. These colours are considered 'special' colours, as they have slightly different properties than the other auras. Although any attack with any aura may only be used as a counter once per battle, White, Black and Purple may all be used to counter White, Black or Purple aura-techniques; White doesn't only beat Black, etc. In addition, White beats Red (It could be considered to be the top of the spectrum), while Purple is beaten by Blue. Black is only affected by itself, White and Purple. Now, for a brief explanation on how these auras may be used to defend yourself: For starters, all signature attacks, most weapon attacks, and several purchased-techniques gain Aura colours. Those that are instant kills, enhancing moves, or those that are already defensive moves will not get auras. In addition, many recoil and physical attacks will not, either. Every technique you possess that has an aura may be used as an aura-counter against a specific technique ONCE per battle. For example, if a Saiyan with a red Chou Energy Blast blocks a Tsu-Furin's orange Stealthy Shot, the Chou Energy Blast may not block another Stealthy Shot. It's aura-counter vs the Stealthy Shot has been used up, that battle. Chou Energy Blast may still counter the Tsu-Furin's signature, later, if the signature was orange. The Chou Energy blast may still be countered, later, however. Also, the Stealthy Shot may be countered, again, if the Saiyan possesses another red-aura technique. This means that variety in your auras may allow you to block many things, but several of a few colours could defend better against specific opponents. The Auras you choose when you join may only be of the top list of colours. You may pay, early on, 250 credits to change it to a 'Special' aura-colour, but it is preferred that you don't. Auras are meant to be the colours you like to Role-play with, not just for blocking. You may also select the Auras of the techniques you purchase. Put a note beside each technique you get of what colour you wish for it to be. Each Aura from the top list costs 50 credits extra over the standard purchase price, while the 'Special' auras cost 150 credits. How to Counter with Auras In general, to counter with an aura, you wait until your opponent has rolled accuracy, but not damage, with their aura-technique, then you state 'Aura-Counter' or 'A-C', or some rendition you feel comfortable with, and then you may perform the calculations. Example: A Saiyan is using his Final Flash(1d38 - 40 KI, Yellow) technique, and hits with accuracy, pays the KI costs, but gets countered before he rolls damage, with a Signature Attack (1d50 - 50 KI, Orange). The Signature Attack now requires an accuracy roll (If any accuracy rolls of a counter miss, the KI/recoil is still taken, while the failed-counterer takes double damage from the technique they were blocking), and then, provided no more countering is done, the 1d50 damage against the first Saiyan will be rolled. Also, since the wielder of the 1d50 signature technique got the final damage in, it counts as using their turn, and it would be the Saiyan's turn, again. Secondly, you may aura-counter another aura-counter with your techniques, provided they did not already counter the countering technique. Example: Another Saiyan uses Final Flash (1d38 - 40 KI, Yellow) technique, and hits with accuracy, but it gets countered before he rolls damage, with a Signature Attack (1d50 - 50 KI, Orange). The Signature rolls accuracy, while the Saiyan declares an Aura-Counter with his own Signature (1d40+7 - 40 KI, Red). He rolls accuracy, and must raise the KI cost to match the recoil/KI of the technique he's blocking (Explained in depth, later), and if it all hits, and he isn't re-countered, he rolls the 1d40+7 damage to his opponent, who then takes his turn (If he missed accuracy, he would lose the 50 KI from the sig, as well as the previous 40 KI from the Final Flash, and take double damage from the 1d50). That is basically how Aura-Counters and Aura-Counter-Counters work. There is also Aura-Engagement, which is used when your technique has been Aura-Countered, but you feel your technique is strong enough to negate the blocking attack. Example: Yet another Saiyan uses Final Flash (1d38 - 40 KI, Yellow) technique, and hits with accuracy, but it gets countered before he rolls damage, with a Signature Attack (1d30 - 35 KI, Orange)(The 35 KI sig is bumped to cost 40 KI, to match the technique it is blocking). After the Signature's Accuracy roll connects, the Saiyan declares Engagement(And is now titled 'The Engager'). Both will roll damage for their given attacks, and if the Engager deals less damage than the Counterer, the Engager deals 0 damage, and takes double the Counterer's roll. If the Engager deals higher damage, but not double as high, both techniques deal their appropriate damage. If the Engager's damage is double or more of the Counterer's, the Counterer deals 0 damage, and takes the damage of the Engager. In any case, it is now the Counterer's, not the Engager's turn. Aura-Counters among Classes Aura-Counters are easy to determine when used between two Warriors, since the KI just continues to rise or match the previous technique's KI requirements. It becomes more complicated with Non-Warriors, and Non-Warrior vs Warrior mixes. Warrior vs Warrior: If the countering technique costs less KI than the technique it is blocking, raise the KI to match the blocked-technique. If it is higher, make no changes. Non-Warrior vs Warrior: The Non-Warrior is the counterer, and takes recoil equal to half of the KI cost of the attack they are blocking(Rounded up). If re-countered by the Warrior, they raise their KI cost to double the recoil that the Non-Warrior took (General the same or close to the KI of their original technique), or leave it the same if the KI is higher. Warrior vs Non-Warrior: The Warrior countering the Non-Warrior uses KI according to this formula, all based around the Non-Warrior's technique: DamageDice + ((DiceRoll-1) * (1/2)DamageDice + Bonus). For example, a Double Slash, dealing 2d20+6 damage, would be 20+(1*10 + 6) or 36 KI. If the technique the Warrior is using has lower costs than this, raise it to 36, while if it is higher, keep it the same. If the Non-Warrior re-countered, follow the rules of Non-Warrior countering Warrior. Non-Warrior vs Non-Warrior: A Non-Warrior countering another Non-Warrior is also slightly complicated. The recoil amount that the counterer takes is ½ the average damage for the attack. If you didn't know the Average Damage Formula, it is (((DiceRolls*Damage Dice)+DiceRolls)/2)+Bonus. On Dual Smasher, Average Damage is doubled after the Bonus, etc. Take recoil equal to half this, then if it is re-countered, the re-counterer formulates the average damage of your attack, and takes recoil equal to half that. Do NOT raise recoils to match the previous ones! This is the only case where this does not occur. And there you have it. Aura Counters, at their best, now available to Power Advantage. If you die, you will be sent to the checkpoint and will either be sent to Heaven or Hell. You can only stay in your area and only to leave if you are wished back or to go to the neutral zone where you may spar people from the other alignmment. While dead you carry no items except for your special weapon and any other items that may be chosen for you to keep. You can only spar while dead, no honor matches or death matches. You may also go to King Kai if you think you can make it all the way. If you spar while dead, KI is not used; You always have your max KI. Death matches are not permitted for those already dead. Back To The Index Many errors occur when people try to e-mail battle results, or move choices, so here is a section to teach you HOW to email. To know exactly who to send your email's to, read the E-Mail Us page. Battles: A common error, people email, with names like "Mecha Destroyer", with the subject being "i beat gokou!". Great. Peachy. Now, we have to try and read the battle, and figure out who the screen names are. This will not do. In the subject line, you put the race of the characters who fought, then you put the NAMES(Character names) of the 2 battlers, maybe put an Asterix(*)By the winnner. Put if the battle was a spar, Death Match, etc. Ex. "Pure Saiyan-Gokou* vs Pure Saiyan-Vegeta, 3 Spars" Purchases: When sending a purchase e-mail, make sure your sending the e-mail to the correct staff member. In your subject line, remember to say your character's "Race", "Name", and whether it's a "Store Purchase" or a "Training Purchase". Moves: In the subject line for moving, state your character's "Race", "Name", "the Square your in now , the square you want to be in" Battles: For any battle, copy and paste the entire chatroom battle into the e-mail body. Another common error is simply sending in a chat filled with mixed battles; Some Honour battles, some spars, etc. This is VERY difficult to try and read, so it would be best if you try to separate the battle in some way; Perhaps write a LOT of dashes/hyphens. Either way, at the very end of your email, write a short summary of what happened. It can be as short as: "Vegeta and Gokou sparred 3 times, Gokou won twice, and then we Honour Matched for 100 credits, which I(Vegeta) won.". Also, write down the bonuses acquired FOR EACH PERSON in it. For example, if Gokou won 2 Honour Matches, and Vegeta won 1, write down that Gokou would receive 2x PL etc. and Vegeta receives x PL, etc. Purchases: In the Body Text of the e-mail, state the item or training you are purchasing, including the description of the item or training of what it does. Also include the cost of the item. On item purchases, make sure you have the name, description, and cost. On Training Purchases, make sure that you have the name, stat changes that it gives you, attacks given to you, and cost. Moves: In the Subject and Body Text of a move, state your current square that you are on, the square you wish to move to, and how many spars it will take to move there. Remember that it takes 1/2 of a spar to move to an adjacent square. You cannot move diagonally, only vertically and horizantally. Power Advantage runs off of a dice system of variables, each of which being given a name for easy reference: The formula, xdy + z is easy to understand, with a few simple terms: Dice Rolls: The x Damage Dice: The y Bonus: The z To type these into the AIM chat formulas, you would type the following, replacing the variables with the numbers: //roll-dicex-sidesy Then, after adding up the rolls, you would add z into it, manually. Secondly, turn usages: When a technique says it cannot be used for the next x turns, it means you must use other techniques for that many turns, and then may use this technique again. Example of a possible attack order: Dual Smash (Wait 2 turns) Raging Blasters Signature Dual Smash | ||||||||||||||||||||||||||||||||||||||