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Banner: 06/23/01
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Bloopers Contest

Join Form Walthrough



Now that the first four boxes are out of the way, we can take a look towards the middle boxes, which don't really require you to 'fill-in' anything, with the choices being layed out for you.

The Alignment box is pretty simple to understand; Will your character be 'nice', 'mean', or indifferent? This will affect what trainings you can get, though, but may also protect you from select moves, such as the Instant-Kill Akumaitokosen.

The Class is slightly more difficult, but with the descriptions of them in the Handbook, you can easily see what each Class is. Briefly, Warriors control energy in the form of KI, Swordsmen get one sword that they wield for the remainder of their lives, and Weapon Masters have mastery over virtually all weapons, save the Sword.

If you read the Handbook, you'd know that both Warriors and Weapon Masters begin with their Signature, or main, Attack/Weapon, in which they will keep their whole life, and it will grow in strength as they grow in Power. This name will need to be original; It will not be accepted if it is a technique found in the Trainings (Unless you are Gokou, getting Kamehameha, or another one of the few main characters with these conflicts) or if it is the wrong attack for the main character. Vegeta's signature is not Kamehameha, nor is it Spirit Bomb. For the most part, we like to use the original (Japanese) names for these moves, so you may need to read into your character if you are choosing a main character. Piccolo is one character in which the dubbed (English) attack name will be used (Special Beam Cannon), since Makkenkosappo is already in the Trainings. For Weapon Masters, make this the name of the Weapon, not the attack. Flaming Blast is not a weapon; Dragon's Tooth would be. Swordsmen don't need to fill in this box, at all.

Lastly, and perhaps the most variable part of game-play in the RPG, is the Race you choose. Each race gets their own unique moves, and teamed with Alignments and people having different goals in mind, few characters are ever exactly the same, in moveset. You can read about the difference races in the Handook, which goes into depth on the races and their strengths and weaknesses. Three of the races do have restrictions, however: the Tsu-Furins, Nameks, and the Saiyans:



In this picture, we see that the Demo-form writer decided to have a Neutral Saiyan. As stated on the Join page, all Saiyans, with the exception of Gokou, Bardock, and Vegeta, must be Evil. The form would be replied with the general failure-message, and then deleted.



This form depicts the Demo-form writer trying to make a Namekian Weapon Master. As stated on the Join page, all Nameks must be Warriors, since they grew up without weapons, and never learned how to use them. In the same manner, all Tsu-Furins are Weapon Masters, as they were physically weak, and trained their weapon skills for defense rather than their energy-control.



This form was filled in correctly, with the Alignment not conflicting with the Race, the Class not conflicting with the race, and the Signature weapon being an actual weapon, and an originally named one, at that.



Things to remember:
  • The Alignment affects the moves you can get; Look at the Trainings page and check!
  • The Class affects what type of fighter you are. Read the Handbook for more information.
  • The Signature move/weapon must be both original, untaken, and suitable.
  • Do not have a Signature move of "Mega-Death" when you are a Good character; Make it correspond.
  • The Race may conflict with the Alignment or Class. Double check for possible errors
  • For more information on each race, read the Handbook, and the Racial-Specifics on the Trainings pages.