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Rules
Training
Training can be done in one of two ways: Solo or Sparring.
In Solo training, you basically are training like you're in
a gym. Lift weights, run laps, that kind of thing. One action
per minute will be fine for this system, and to do this, you
will use the chatroom command /a. This will make the
text look as such:
If I put in this: /a does push-ups
It will look like: ** Narka_RSI does push-ups **
We use these actions because they make it less confusing to
players that are talking. For sparring, it's generally the same
idea, but you are battling other players. Please remember this:
NO ONE can die in sparring. Sparring can involve as many people
as you want, and you don't use any of your stats, with the one
exception of PL. In sparring you should be fairly realistic
about things. Two people at 3,000 PL are going to be fairly matched, but if one player is a full 10,000 PL higher, they're going to have a distinct advantage, unless they're both over 100,000. What I basically mean is just use your head, but have fun too. After all, that's why we're all here.
After 10 minutes of training you add one Training Level (TL).
With each TL you gain, your stats increase as follows:
PL +1,000 - SL +1 - HP +20 - AP +10 - WP +5
All players start with the following stats, all at zero:
Power Level (PL), Training Level (TL), Strength Level (SL)
All players also start with these stats, at the set numbers:
Health Points (HP) - 100
Ability Points (AP) - 50
Weapon Points (WP) - 25
There is a 7 hour per day limit on all training, whether it be Solo or Sparring.
Battles
Battles are one-on-one only. The two involved decide beforehand
what goes on. This includes who goes first, if the loser dies,
whether it's for money or an item, and other such things. Neither
person can act against this agreement. Basic rewards for battle
are:
- 20 Credits (C)
- 1 Training Level (TL)
- One of the defeated PC's items
- The option of killing the defeated PC
Any or all of these options can be decided against, and there
are battles that players can bet on. These must be scheduled in
advance so that an Admin can be present at the time. Players
can bet anything: Credits, items, Dragonballs, etc. When the
battle is over, the bets that won are doubled and given back.
So if someone bet a bag of 10 Senzu Beans and won, they would
have a bag of 20 Senzu Beans afterwards. In the case of
Dragonballs, they would recieve another Ball from the same set.
Dragonballs may ONLY be used as a betting item when the two PCs
battling are within 5,000 PL of eachother. Now for the actual
system itself.
When you battle, you use most of your stats. Health Points (HP),
Ability Points (AP), Weapon Points (WP), and Strentgth Level (SL).
HP is your lifebar. If it goes down to zero, you pass out, and
lose the battle. (Note: It IS possible for both PCs to lose.) AP
goes down as you use special attacks, such as DBZ's Kaio-Ken or
SaGa Frontier's Ogre Run. AP is used for all special attacks, no
matter if they're weapon-based or magical. WP is used when you
attack with a weapon, and could be an extra cost for weapon-based
special attacks. If this is the case, the AP cost is usually lower
than if it didn't have the WP cost. When you use an attack in
battle, you add your SL to its power. Basic attacks (punches,
kicks, and such) have a base power of 50.
When you use anything in battle, no matter if it's a basic attack,
weapon, or special, it takes up one turn. The only time it doesn't
is when it specifically says so in its description. For example,
DBZ's Multi-Form doesn't take up a turn, and neither does SaGa
Frontier's Overdrive. Usually only special attacks that don't deal
damage have this "free" ability. If a special has a power of "N/A"
listed, it will never deal damage, and if it has "Heals" with
the power rating, it'll ADD that much HP instead of take it away.
Some specials and items refer to a "round" in combat. One round
is where all the PCs involved have had one turn each. It's like
a round of cards. Usually this is referred to with delays. Such
as: "This special cannot be used again until two rounds have
passed". Most times, this drawback is reserved for very powerful
or unbalancing specials. Rounds in battle continue until one of
the players reaches zero HP. (Note: NO stat can be negative.)
At that time, everyone involved collects their rewards and moves
on with their day. Once outside of battle, AP and WP is restored,
but HP restores at a rate of 30 HP per 5 minutes.
Multiplying Stats
This is how to deal with tranformations and powers that multiply
your stats when you use them. (See the Character Types pages for examples.) Multiplying stats does not heal, so if you have
150/300 HP and use a transformation that gives HPx3, you now have
450/900 HP. For anything that multiplies with a half (x1.5), round
up if you get a decimal, though this should rarely happen, if ever.
KO and Death
There is a difference between being defeated and being killed.
The main reason is that in one instance (defeated) you're alive,
and in the other (killed) you're not. Sounds simple enough, but
here's where it gets complicated (marginally). If you're killed
while posessing a Resurrection Amulet, you will automatically be
revived in 20 realtime minutes. Otherwise, you'll have to wait for
a friend to collect 7 Dragonballs and wish you back. As a ghost,
all you can do is train and talk. You can't fight, nor buy items
or skills.
Dragonballs
There are two sets of Dragonballs: Earth and Namek. Both are
yellow with red stars, but there is a size difference. The
Earth Dragonballs can fit in your hand much like a baseball.
The Namek Dragonballs are about the size of a human head.
When all 7 Dragonballs of a set are gathered together, it is then
possible to call the Eternal Dragon to grant you a wish. Earth
Dragonballs grant one wish per summoning, but the Namek set grants
three wishes at once. After the Eternal Dragon is summoned, the
Dragonballs of the used set are unable to be searched for until
one realtime month has passed. With a Dragonball set you are able
to wish for the following:
- One dead person back to life
- A 5 TL increase, complete with stat bonuses
- 5,000C
- One item from the Items page
- One ability from the Special Attacks page
- Any other admin-approved wish
It may be possible at a later time for players to create their own
Dragonball sets. Keep in mind that anyone wishing to do this
will:
1. Be required to attain a certain PL, which is undecided at this
time
2. Have to role-play the creation in-chat, or send a story
outlining it (make SURE this is a good story)
3. Be unable to search for the Dragonballs of their set, and will
also be unable to use them for wishes
4. Be responsible for deciding on the amount of wishes the set
provides (no more than 5), as well as any restrictions on the set
they create
Items
Items can be found on the Items page,
and anyone can use them. There could be special items for
different occasions, or certain character types, but (for the
most part) everyone can use any item. Items displayed on the
page can be bought at the price listed, and all buying is done
on an honor system. You don't have to e-mail us, talk to us
in chat, you just add the item you want, and subtract the Credits
you spent. Please, don't cheat in this or any other part. You will
be caught, you will be dealt with. Hopefully I don't need to say
this to anyone in person.
Character Types
These are the character types that you can choose. All info you
need to know about them is listed here, from special attacks to
quirks about the race. Bonuses are listed in this format:
- Name, PL Required PL: HP HP bonus,
AP AP bonus, WP WP bonus, SL SL bonus
- Blackened, PL 4,000: HP x1.5, AP x2, WP x1.5, SL +50
(Example) Adds one extra turn every 5 rounds.
If an attack is listed with a form, that means that the character
must be in the form to use that attack. No attack that a player
learns from a form takes up a slot in their list. By the same
token, you cannot use a form's attack unless you're using that
form.
For the list of character types, click
here.
Special Attacks
These are the special attacks available for each series. Some
are marked as being specifically Saiyan or some other race's.
Only those races listed may learn that move. Unless marked in
such a way, anyone with a character from that series may learn
the attack.
For the list of special attacks, click
here.
Unique Rules
As should be expected when combining so many systems, each one
has special rules regarding unique situations that their character
types are likely to get into. These will be covered
here.