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Guide



The Beginning

In the beginning, everyone begins on planet Earth. At this point, your main objective is to improve your stats. This is not a smart time to learn abilities. An arsenal isn't to effective without the power to take advantage of it. Your first few days, I would suggest purchasing a Shuttle w/ Gravity trainer, this is an ideal means of training and traveling. As for training, its advised you remain on earth for at least some some of earth training. Ideally, Searching for Dark Water Mist can be the most effective in the beginning. After 10 days, you stats will rise to 550PL, and you will be in possesion of a bottle of DWM, which you may drink at any time (best for right before a fight). Abilities are not a priority in the beginning, with some exceptions. Heres an example why its not so effective in the beginning:

DWM search: 50PL + 500PL for finding it=550PL in 10 days, so a melee attack does 55 damage after 10days.
Learn Deathball: Takes 15 days to learn, and with your begining stats, will do 50 damage, after charging for 2 turns.

As you can see, its much better to train you self to improve your stats, then to go right to the moves.

Fighting

Ahh, the Heart of this game, combat! Fighting is rather simple. Whomever made the challenge, gets to go first. Each time, the Attacker will perform an attack (role-playing, explained here), then type //roll, which will roll 2 6-sided dice, determining the attack effectiveness. This feature is available only on AOL Instant Messenger (a requirement for the site). After the Attacker rolls, its now the Defenders turn to role-play. After he performs his role play, the Defender does //roll, to determine the effect rate of his dodging. The higher number wins, and if there is a draw, defender always wins. Your turn isn't over till you use an offensive maneuver. The exception to this rule is healing. If you preform any action that regenerates your stats or a part of your body, thats uses your turn. Also, at the beginning of the fight, each combatant is given the oppurtunity to use a technique on themselves. This is to provide a reasonably even start. Would be rather unfair for 2 equally matched fighters to fight, and then one uses oozaru and get the other to near death point right from the start.

Role-Playing

The main purpose of this game is to take control of your character, training him, developing him, and giving him a personality. This means writing in Role-play, stories in Role-Play almost. Fights require you to act out each move as if you we in that situations.

ex.Attacker: Flys straight up over the opponent, forming a ball in his right hand, yelling "KAME...HAME...HA!!"
Defender: Noticing the massive orb coming at him, trys to fly up, out of the potential blast range.

This is a good Role-Play in a fight, unlike....

ex.Attacker:Throws a Kamhameha.
Defender:Ducks

That is pretty damn boring. As the sagas come to an end, we will be developing our own sagas, creating enemies of our members. These means actually writing out a storyline for your character, in their quest to right wrongs, seek revenge, quest for power, or quests for carnage!

Sagas

These are mainly to put you to the test and to improve your character by pushing him to their limits and beyond. We shall complete all the DBZ/GT sagas (I will provide synopsis of each for those not familiar with them). After these sagas, we develop our own, pitting members against members, teams against teams, members against everyone, and so on. This is to promote some aggression towards others and to give everyone a challenge by fighting someone of there same level. Be advised, death is inevitable. You may choose not to be a target yourself, but you must fight in the saga. EVERYONEwill die at least once.

Abilities

The most enjoying part of fights, the vast number of attacks which can be performed in hopes of conquest. Abilities are complex techniques that need development to master the use of them (hence the times). Some abilities are so strong, they require charge time, at which point you are 100% vulnerable to opposing attacks, you are given no oppurtunity to dodge. These moves are best used when you are at a large Health advantage, or if you can recover from the loss early (senzu beans, Heal). A way to counter this loss is by armor.
Tactical moves are moves that provide you with some very helpful results. Some provifing you with recovery time (solar flare, time freeze, etc), others provide charging times, some even stats boosts (kaioken, SX forms, speed boost, etc).

Miscellaneous

Death- Everyone will die in their quest to superiority. WHen you die, you are sent to the Afterlife, to a Kai of your choice. After being dead for 30days, you are automatically revived. The use of Dragonballs can hurry this dead time up.

Mufabada- This attack is very devestating, to both the user and target. This attack should be reserved to a last ditch effort, if you are left with no further options.

Soki Idou- aka Instant Transmission. Instant travel between planets. In battle, able to dodge all attacks enless both fighters posess the skill, then it relys on rolls again.

Kaioshin armor-All level1 attacks are nulified (except melee, determine by performer *remember* armor covers body, not face).

Saiyan's Pride Quest- This awesome sword requires a great deal of stamina and skill to obtain. To obtain it for the First time you must succeed in a gauntlet against a veriety of saiyans. After this task has been completed, the Warrior is worthy to posess this mighty sword. For others to obtain the sword, they must be victorious over the current posessor.

Gauntlet:
1) 1 Oozaru 15,000 PL
2) 3 Elite Saiyan Warriors 15,000 PL apiece
3) 3 Oozaru 30,000 PL each
4) 3 Elite Saiyans 25,000 PL each; 2 Oozaru at 50mil PL
5) Elite SSJ4 Warrior- 500,000 PL before going SSJ4

Bases- Bases provide training grounds for teams. These facilities also help with physical repairs. When a Team owns a base, they are said to control the planet for which the base is on. Teams have the ability to fight over this land. The purpose of "Controlling" planets will develop when we begin out own sagas. Also, planets containing bases, the owners of the base regulate the traffic to the planet.

Teams- Teams are used for protection. If one member of a team is defeated, another can avenge him. In some cases, multiple team members may fight as a team to defeat their adversary. Team also may help out financially.If you are in need of some extra cash, your team has the option to give you money.

Training: Personal training has been an issue for later stages of the game. This has been solved by changing the effects of gravity trainers (see north galaxy). The use of GT increase your stats a certain percentage of your current stats. Also, you may train with a partner, sparring, providing an additional 5% stat boost to your training.

Fusing- The popular thing nowadays, provides the warriors with a very large stat boost at the expense of independence. Whoever goes into the fusion the strongest, controls the fused form. Also, to restrict abuse of fusing, some restrictions are required. If you fuse with someone, the fusion lasts for at least 2weeks and before you are able to fuse again, with anyone, is another 2 weeks. Fusing is a fast way to grow, but there are other more potent ways to go about it.

Limp Loss - Recently, the loss of limbs has been used rather often. To lose a limb, will cause your PL to lower 10% for each limb lost. Also, if you are limbless all together, you are rather limited to your attacks, ya can't fire a Kamehameha without arms or feet now can ya. Also, it is not permited to attempt to remove limbs every turn, its boring and rather cheap. Its up to the refs discretion as to how often you may perform this task, several turns at least.

Role-Play (cont)- It can't be stressed enough how important this is. It makes the game interesting. Often, you shall see members in the forums developing their own little stories as to what they are doing while passing there time training or traveling. By doing this, many people may get into fights with fictitious characters, battles which can earn them stats or possibly items. If you go on a search for something, and come across something, you may be allowed to keep it, determined by me. Remember, Bigger is Better :) Bigger an RP, better benefits are available.

Recovery- The use of heal, regeneration, and Senzu beans does have a limit to refrain from a long ass battle between a strong guy and a guy with a crapload of beans. Heal and Regeneration may be used once a fight, using your turn do to its effect. You may also use a max of 3 Senzu Beans per fight, also each using a turn.


MESSAGE BOARD: The most important form of communication. Here you post your training, traveling, purchases, team information, and challenges.


Hope this helped you guys a little bit. Any further questions, feel free to e-mail me.

Last updated: 8/24/02