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| Tweet Topic Started: Sep 18 2013, 08:02 AM (2,388 Views) | |
| Kalkavek | Sep 18 2013, 08:02 AM Post #1 |
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![]() Table of Contents I. What is Dragon Ball: Revelations? II. Role-Playing III. Weekly Actions IV. Martial Arts Styles // Move Sets V. Inventory // Items VI. Terrestial Combat System VII. Space Travel // Interstellar Combat System VIII. Dragon Balls IX. Transformations X. Character Creation XI. Sagas XII. Fusion! Edited by Kalkavek, Sep 18 2013, 09:04 AM.
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| Kalkavek | Sep 18 2013, 08:06 AM Post #2 |
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I. What is Dragon Ball: Revivals? Revivals is a Dragon Ball Z-based online storyline / role-playing game that allows only user-created characters. The storyline is created from original material while having its story firmly rooted in the universe of Akira Toriyama's Dragon Ball. That being said, this edition of the material is run by players of the first few storylines. The original creators, Jay Serrano and Alexander Rodgers, deserve the real credit. The combat system has been somewhat based on Score's Dragonball Z TCG and has been translated into the realm of a dice-rolling roleplaying game that utilizes online chat rooms for its combat and the forums for its story. Those of you who have been with us for a while know that Revivals is not the first SL using this system. Rather, it is the latest in a long line of creations which have built upon the success of their previous incarnations, owing that success to both motivated staff and a truly talented and dedicated player base. However, this incarnation of the forum is run by a different administration. We will always consider the previous admins to be the true creators and the best we’ve ever had, but they deserve a proper retirement and the rest of us are too stubborn to see the sites end. We look forward to running a great site and seeing the amazing stories written out by the player base. Nothing much left now to say except welcome to our great community! We hope you have as much fun playing this game as we have over the years and make sure to read the rest of this thread for instructions on how to play this game and enjoy it to the fullest of its potential. If you still have questions after reading, then head along over to our Help Center forum or ask a member of staff, we won't bite! Welcome aboard, The Dragon Ball: Revivals Badministration |
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| Kalkavek | Sep 18 2013, 08:07 AM Post #3 |
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II. Role-Playing The boards are the primary domain for role-playing, which consists of writing stories involving your character and developing them. You are also encouraged to develop in-character relationships with other members both positive and negative, allowing for an ever evolving role-playing experience. Chat rooms are used for our combat system and therefore while battling, you will also be role-playing your characters. Fights and spars are a good way to push and develop storylines, as well as establish your character's presence. NOTE: Despite developing an RPG based around Dragon Ball, we'd like to think of ourselves as a mature group of people capable of handling mature situations and themes. We try our best not to censor you, but as a decent human being you should know there are certain topics that need not be addressed. Role-plays involving forced sexual situations and overtly racist content (racist towards real races, not in character alien races) will result in action being taken. We also ask that you do not destroy any established locations in your RPs. We have to keep these locations around for other people to role-play in. There is a balanced, game mechanic that will break this rule however . . . |
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| Kalkavek | Sep 18 2013, 08:08 AM Post #4 |
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III. Weekly Actions Every week you will be given 7 days. In essence, you are being given 7 actions. Those actions are to be spread out over writing Story Posts, Spars/Battles, and Martial Arts Training. Each action will reward you with a set amount of EXP based upon your current Power Level. Story Posts, Quests, and Spars/Battles will net you the most EXP, while Martial Arts Training will net you the least EXP but you will be able to learn moves. Each action will also reward you with a set amount of Zenni. Story Posts, Quests, and Spars/Battles will net you 100z per day while Martial Arts Training will net you 25z per day but you will be able to learn moves. With the exception of events that start with 0 WPD (Martial Arts Training, Marketplace Purchases, etc.), all posts are 100 WPD minimum. Story Posts Posting an RP on the boards relative to your Location. i.e., if you are on Earth, you must post on the Earth boards. In order for an RP to count towards EXP, you must have enough days and the post must be at least 100 words. Each 100 words counts as 1 Day. If you post 7 Story Posts in a week (using all of your days that week) you receive an additional 200z and 0.5x Base EXP Gain. Spar/Battles Spars and Battles take place in chat rooms between two or more combatants. Please see the Terrestrial Combat System and Interstellar Combat System sections for more info. Each Spar or Battle takes up 1 day for both participants, though if you are challenged to a fight you may choose not to count it in your week’s activities. In order for an RP to count towards EXP, you must have enough days. You can gain EXP for a maximum of 4 Spars/Battles (total) each week. This is to make sure we still get some stories out of you. Martial Arts Training Martial Arts Training is how you learn moves (Skills, Attacks, Blocks, and Style Masteries). Find the correct forum and topic on the boards and post inside with the info requested: (Move Name, Training Days). Each move will have a stated number of training days with it, which deducts from your total number of days for the week. If you do not have enough days to learn a move for that week, it will deduct from your day total for the next week. You will not learn the move until the following week instead. Quests You may partake on one of the many quests which will usually involve Story Posts, Spars, Battles, or a combination of any of the three. The same rules still follow. A Quest will have requirements you need to meet before taking it. It will also give you a number of days that it takes up. Unless otherwise specified, the amount of days will be spent as writing RPs. An amount of words per RP will be stated as well as wpd (Words Per Day). You must have the days to do a quest in a single week. You cannot repeat a Quest unless it indicates otherwise. Once a Quest is started, it must be finished before other actions can be taken. In the case of quest with one-time only rewards (such as LEGENDARY items), the rule is one person per quest at a time. First come, first serve basis meaning those who post the complete RP first get to take the quest first. Otherwise we just have a long waiting line and people to keep track of. You may only take one Quest at a time. In the event of a Battle, the NPC will be played by an Administrator, Moderator, or someone approved by one of the former. If you lose the Quest Battle, you can choose to not count the Battle for your Days and refund that Day for your week. You will not gain any benefits from this Battle (bonus exp, moves copied, TF dice gained) but any items you spend are still wasted. If your Level is more than 2 higher than the NPC you are fighting, the NPC's Level is increased to [Your Level -2]. The Battle Moderator is responsible for the Stat allocation of the NPC's new SP, but it must follow the general guideline of the NPC's old Stat percentages. NOTE: In ALL cases, with the exception of Martial Arts Training, please note if you are not receiving EXP for the action. i.e., you no longer have any days left. A simple OOC note at the top of the RP stating (Note - No EXP) would be sufficient. NOTE 2: In ALL cases, you are required to award yourself EXP / Zenni / Moves based on the Experience Chart provided on the website. An OOC note at the end of each post is sufficient so Administrators can make sure that everyone is doing so correctly. JOINT QUESTS Any quest can be completed with additional players so long as it does not say "Solo Only". Quest battles must be completed individually unless stated otherwise. If a Quest is Joint Mandatory, it must be completed with another player, and each participant must complete the quest's WPD and RP days as shown. In the event of two players completing a quest together when the quest is NOT Join Mandatory, each player must complete the quest's RP days but the minimum WPD is halved. Example 1: Goku and Krillin perform a Joint Mandatory quest together. The quest is 4 Days // 1,000 WPD. They must each complete the requirements, totaling to 8,000 words and each player spends 4 days. Example 2: Tien and Piccolo perform a normal quest, which is not Join Mandatory, together. The quest is 4 days // 1,000 WPD. They must each complete 500 WPD and spend 4 days, totaling to 4,000 words and each player spends 4 days. Adding extra players beyond the original 2 does not give further discounts. The third (or fourth, or fifth, etc) player must also post the same amount of words and spend the same amount of days as the original 2 players. |
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| Kalkavek | Sep 18 2013, 08:08 AM Post #5 |
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IV. Martial Arts // Move Sets Part of the combat system is the Martial Arts Styles. Upon joining, you chose a Style due to its philosophy and/or moves. The remains your Style for the remainder of the RPG (but this can be changed through one or two methods). You can only learn moves from that Style and from Freestyle. Anybody can learn Freestyle moves regardless of their declared style. In order to change your style, you would have to lose all moves from that style that you currently know. There's a rumor that a Dragon Ball can make the process a lot easier . . . Move Set Limits Your move set can hold a certain amount of moves per category at one time. Any moves you learn pass that amount are sent to your "Extra Moves List". These moves cannot be used in Battle until you swap out one of your moves for that one. Swapping out moves can only be done at the end of the week when you've used up all your days. The move is officially in your set at the start of the next week when you are given a fresh 7 days. Mastery - 1 Slot Skills - 4 Slots Advanced Attacks - 5 Slots Signature Techniques - 2 Slots Blocks - 2 Slots |
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| Kalkavek | Sep 18 2013, 08:09 AM Post #6 |
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V. Inventory // Items Inventory Slots Each character has 4 Inventory Slots to start with. You can increase your Inventory Slots buy purchasing or finding various other items. Items of the same type stack, so they only take up that number of slots once. Equipping At the end of the week when you are updating your stats, you may edit what items you are EQUIPPING (in the same post). When an item is EQUIPPED (such as a worn item, i.e. Saiyan Battle Armor), it takes up 0 Inventory Slots. You may have 1 Weapon item, 1 Upper Body item, 1 Lower Body item, and 2 Accessories equipped at any time. If you wear a Full Body item, it takes up both the Upper Body and Lower Body slots. When you purchase, find, or otherwise acquire an item that can be worn and there is no item currently occupying that slot, it is automatically EQUIPPED. You cannot have two of the same items equipped. You cannot have two of any item from within the same 'chain' of items (i.e. Nanomachines and Improved Nanomachines). LEGENDARY Items Legendary Items are rare, individual items that were once worn or utilized by the heroes and villains of old. Only one Legendary Item can be owned or equipped by you at any given time. UNIQUE Items Items with the UNIQUE descriptor can only ever be obtained by each character once. Once a character has one of these items, they cannot receive a second one. The Marketplace All Items in the Marketplace index can be purchased on certain planets. If an item has a "Location" entry, it means that the planets listed are the only planets where that item can be purchased. If an item does not have a "Location" entry, it means that it is available on all planets except for Dark Star.
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| Kalkavek | Sep 18 2013, 08:11 AM Post #7 |
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VI. Terrestrial Combat System Dice System The first step to the Terrestrial Combat System is to have a dice rolling foundation. The two options we've located are Dice Rooms from Rolz and a legacy download of AOL Instant Messenger. The newer versions of AIM do not offer the dice rolling feature, so the linked installation is recommended (AIM has a faster load time than rolz.org). Terms to Know + Level - How powerful you are in relation to other characters. + Bracket - Levels are split up into groups of five, called brackets. Brackets determine your EXP gain. + Stat Points (SP) - Can be spent to increase stats. Gaining a level awards you with 4 SP. + Power Level (PL) - Your Power Level is an indication of your accumulated EXP and is used to determine your Level. + Health Points (HP) - How much damage your character can take before dying or falling unconscious. 1 SP is equal to 50 HP. + Power - Your overall strength with your character. Both physical strength and ki strength is determined by this one stat. 1 SP is equal to 20 Power. + Dexterity - How fast your character can move. Dexterity can increase your dice sides, and therefore your accuracy and dodging potential. 1 SP is equal to 1 Dexterity. The System ![]() The above image illustrates the way in which PL and your Level interact. Every time you achieve a new level by gaining enough EXP to push your PL into that level, you gain 4 SP to spend on your stats such that: 1 SP = 50 HP 1 SP = 20 Power 1 SP = 1 Dexterity. In this way, PL matters little except to show what level you are in and so is an indication of how much SP you have spent on your stats. For example, a character at 1000 PL is in the same level as a character at 2,499 PL (level F) and so have the exact same amount of stat points spent. No stat may have less than 20% of a character's SP invested in it. Sparring V. Battling A Spar or Battle is when you engage in combat with another member of the RPG. A Spar is seen as a friendly fight where SEVER (causing someone to lose a limb) and Death are not in play. A Battle, however, has all this in play. In a Spar, BREAK's damage reduction applies but all BREAKs are removed at the end of the spar. In a Spar, when someone’s Hit Points (HP) reaches 0, they lose the fight but do not die. In order for a Spar to be official, you must post a log of the Spar in the proper topic in the "Spar Log" forums. Both members must agree that the match is a Spar before combat begins. In a Battle, when someone’s Hit Points (HP) reaches 0, they are killed and sent to the afterlife. The victor of a Battle may choose not to kill his opponent, but both players must then spend an extra day that week writing a 1 Day 500 WPD story post each. This is to discourage purposeful battles that would exploit class/race EXP bonuses. When a Battle ends, all Zenni from the loser is transferred to the victor. In order for a Battle to be official, you must post a log just like a spar. A battle challenge must be approved by an Administrator before it can occur; Administrators know details that you do not know and, in order to keep the element of surprise, must be present in order to make the participants aware when an event has been triggered. This is an exception more than a rule, so many Battles will not need Administrators spectating. That being said, it is polite to offer invitations for spectators to witness a fight, as many of us enjoy watching the goings-on of the storyboard. If two players have a rules-related argument during a Battle and an Administrator is not present or reachable, post the fight in the Battle logs and it will be examined to give a ruling by an Administrator before continuing. Challenging/Accepting Battles Everyone must accept at least one Battle per week, provided the person challenging them is 2 Levels above them or less. If they aren't, they can decline the Battle. You must accept the first challenge that is brought to you. You cannot challenge/be challenged by the same Player on two different Characters in the same week, unless both players give consent. The exceptions are: (1) If someone is carrying a Dragon Ball, and someone else has an item such as a Dragon Radar which allows them to challenge someone with a Dragon Ball. The challenge must be accepted. (2) If any other item or skill says you can challenge someone, they must accept.
Challenged players may elect whether or not to count the battle as one of their days. If they do so, EXP and any Transformation Dice gained will count towards their Weekly Update. You cannot challenge a player on Saturday or Sunday.’ Multiple Person Battles/'Interference' Certain races have class abilities that allow for minor interference, but those are only for a single turn. Aside from this, there are no rules allowing people to join into a battle already in progress, or 'Interference'. Maybe in the future a system will be made, but it is not allowed at this point. Multiple person battles are allowed provided that both sides are equal in number at the start, unless one side agrees to being outnumbered before the Battle begins. In a multiple person battle, you may use your healing items on any of your allies as well as yourself. A healing item is considered to be any item that restores HP during Battle. The item still must be used at the proper time (i.e., if it is used during your turn, it must be used during your turn. If it is activated at a certain time, it must be used at the specified time). Move Types + Masteries - A Mastery is an effect that is always in play from the start of battle to the end and comes as a result of gaining advanced knowledge of your fighting style. + Skills - Skills are abilities you have gained. Skills must be activated, which takes up a turn. Skills are all different, with varying costs. Using a Skill takes up a turn unless stated otherwise. If a Skill says "CONSTANT", it takes one turn to activate. The effect of that Skill continues until the move is de-activated. If the CONSTANT effect says "Use when . . .", then the effect can only be used when the Skill is activated and the required event happens. + Basic Attacks - Everyone starts off with a Basic Punch, Basic Kick, and Basic Ki Blast that each costs 0 points. They have the traits [PHYSICAL, PUNCH]; [PHYSICAL, KICK]; and [ENERGY, BLAST] respectively. These attacks cannot have their Ki cost reduced or increased. + Advanced Attacks - The complex techniques you use to deal damage to an opponent. Advanced Attacks are all different, with varying costs and effects. + Signature Techniques - The biggest attacks you can pull off. They are usually restricted to one use per combat and have a higher cost. They can only be performed at Turn 10 or higher. + Blocks - While you can always roll a defensive roll (see the combat system), Blocks allow you a guaranteed stop, provided you can pay the cost. (1) Blocks cannot stop RESTRICTED attacks and always cost minimum 1 KI Point, unless stated otherwise. Hit Points/KI Points Hit Points (HP) represent a character’s health. When taking damage, the amount of damage is subtracted from the Hit Points. Example: Goku has 100 HP. Vegeta performs an attack dealing 10 damage and the attack is successful. Goku takes 10 damage and his HP is now 90. KI Points are your resource for paying cost. Almost every move will cost a certain amount of KI Points, which you must be able to pay if you wish to perform the move. Every character’s Hit Points will vary, depending on stats. 10 KI Points is the max any character can reach in combat. If you are at 8 KI Points and choose to Power Up, you will max out at 10 KI Points. At the start of a spar or battle, both player’s KI Points are set to 5. Starting a Spar/Battle & Set-Up Choose someone to keep record of the battle, including damage and costs. Dexterity determines the order of the fight. The highest Dexterity goes first and it continues down to the person with the lowest. In the event that two fighters have the same Dexterity (including hidden fractions from Item/Transformation increases), both players will roll 1d100. The person with the highest roll goes first. After determining the order of the Spar/Battle, things shall take place in turns. The turns will look like this: [ Player 1 – HP/KI Points ] [ Player 2 – HP/KI Points ] Example: [ Goku - 150/5 ] [ Vegeta - 145/5 ] Attacking/Defending Players take turns performing an action. When an attack is performed, both players roll 1d30 (//roll-dice1-sides30). If the attacker’s roll is the same or higher than the defender’s roll, the attack is successful. The opponent takes damage. If the defender’s roll is higher than the attacker’s roll, the attack is stopped. No damage is taken. When you perform an attack and Role Play it out, in OOC speak, it is courtesy to let the opponent know all the details of the attack. Over time, you can develop your own shorthand, but for example: Example: :Player 1’s Attack: [ Super Kick/9 Damage/Costs 2 KI Points/SUCCESSFUL – You lose 1 KI Point ] NOTE: No matter what, in order to use an attack or skill you must be able to pay the cost. This is regardless of whether the attack is successful or stopped. The defender can also choose to Block an attack instead of rolling his defensive dice. See the section on ‘Blocking’ for more details. Blocking If the defender has a Block in his moveset, he can choose to Block the attack instead of rolling his defensive dice. If he does, the move is blocked regardless of the attacker’s dice. Blocks cannot stop RESTRICTED attacks. You cannot Block more than once per turn. In the event of Blocking a multi-dice attack, ½ of the attacks are blocked (round up). The first half of the attacks are blocked, and you must roll defensively for the second half. The cost of a Block is written as “X+” a number or “X-“ a number. X = The base cost (cost without modifications) of the opponent’s attack. This is done to a minimum of 1. Examples: Your opponent performs an attack costing 3 KI Points. You choose to use a Block. The Block costs X-1 KI Points. The cost of the Block is 2. Your opponent performs an attack costing 1 KI Point. You choose to use a Block. The Block costs X-1 KI Points. The cost of the Block is still 1 because all Blocks are ‘to a minimum of 1’. Dexterity Bonus As mentioned before, players roll 1d30 (//roll-dice1-sides30) in a Spar/Battle normally. This roll can be modified depending on your Dexterity. Each player has the potential for a Dexterity Bonus. A character's Dexterity Bonus is determined by calculating the percentage of their Total SP that a character has put into Dexterity. This can easily be found at the start of the week by calculation ([Dexterity/Total SP] * 100) and checking the result by the following chart:
Total SP can easily be found by multiplying the number of your Bracket by 4 and adding 4 (the starting SP bonus). If your opponent's Dexterity is higher than yours, lower your Dexterity bonus by 1. If your Dexterity Bonus is -1 or lower and you "lose" your Dexterity bonus, you still suffer a miscellaneous penalty equal to your Dexterity penalty. Your Dexterity Bonus has no maximum, but +5 is the highest you can get without special modifiers. Examples Krillin is in Bracket C (the 3rd bracket) and has 7 Dexterity. His Total SP is 16. The Dexterity calculation is (7 / 16), which is 0.4375, and we multiply that by 100, which is 43.75. This is not quite 45%, so it falls into the 40% area and gives Krillin +3 dice sides due to his Dexterity Bonus. If his opponent's Dexterity was higher, Krillin would only add +2 dice sides due to his Dexterity Bonus. Gohan is in Bracket E (the 5th bracket) and has 9 Dexterity. His Total SP is 24. The Dexterity calculation is (9 / 24), which is 0.375, and we multiply that by 100, which is 37.5. This is not quite 40%, so it falls into the 35% area and gives Gohan +2 dice sides due to his Dexterity Bonus. If his opponent's Dexterity was higher, Gohan would only add +1 dice sides due to his Dexterity Bonus. Dice Sides & Dice Result Modifications When performing an Advanced Attack, you can only modify the sides of the dice by +10 and the results of the dice by +10. When defending against an Advanced Attack, your dice get the same restrictions. For Signature Techniques, the restriction is changed to +5 instead. This does not count Dexterity Bonuses or the Bukujutsu bonus gained from having Bukujutsu (the ability to fly) while your opponent does not (as seen in the Freestyle Section). This does not count the base roll of an attack. When modifying an opponent's dice sides or results, you can only modify by a maximum of -10 for Advanced Attacks and -5 on Signature Techniques. Global Dexterity Bonus Many techniques specify "attack roll" or "base roll" in their attack name, which Rules-As-Written implies that certain attacks would not be able to be modified. For clarity, all attacks can be modified and all attacks include the Dexterity Bonus unless otherwise stated or the attack does not have a contested defense roll. (Example: Kurokunwaku Ki Trap, Midorikatai Test of Strength). Effects Certain attacks have effects. The effect itself varies. Certain effects only work under certain conditions (see following rules). If an attack says “SUCCESSFUL – [Some text here]”, then the attack must be successful in order to gain the effect. If an attack says “STOPPED – [Some text here]”, then the attack must be stopped in order to gain the effect. If the attack has no condition, then the effect is gained regardless if the attack is successful or stopped. When an attack says “STUN”, it means the opponent you perform the attack on skips their next turn. When an opponent is STUNNED, their turn is completely skipped. The skipped turn does not count as a turn for any and all effects. For all effects that would occur on that turn, it must wait until the next turn they have. When an attack says “SEVER”, it means you sever a limb of the opponent. The options for severing are: Arm, Leg, and Tail. When suffering from a SEVER, that character's attacks deal -25% Damage for each severed limb. If a Saiyan or Half-Saiyan loses its tail, it loses the Oozaru transformation instead of the damage reduction. Limbs are automatically re-gained in the Afterlife. In a Spar, SEVER's damage reduction applies but all SEVERSs are removed at the end of the spar. When an attack says "BREAK", it means you break an opponent's bone. Your opponent's attacks do -10% Damage per Break for the next 7 days. A character can have up to 4 BREAKs at once. When a character suffering from 4 BREAK effects is inflicted with another BREAK effect, they are instead dealt an additional (10% Enemy Power) Damage. Broken limbs are automatically healed in the Afterlife. The rare attacks that say "[DESTROY POTENTIAL]" mean you can use them to DESTROY planets. See the sub-section on Planetary Destruction further down. Planetary Destruction In order to utilize an attack’s DESTROY effect, you must first announce the planet you wish to obliterate. You must be on that planet to be able to DESTROY it. Once declaring your intent, you may not leave that planet for 4 days. During that time, you must accept at least one challenge a day, regardless of the Power Level of the person challenging you. At the end of 4 days (96 hours), if you have not been defeated in battle, you have successfully DESTROYED the planet and earn an extra day’s worth of experience. If you defeat someone in battle who is attempting to DESTROY a planet, you also earn an extra day’s worth of experience. From an RP perspective, your character is spending those 4 days charging their attack so that it is powerful enough to annihilate the planet you have declared, and during those four days you must submit at least one RP per day spent charging. You are not allowed to engage in any other activities while charging your attack other than mandatory battles. Characters with a space ship may flee the planet during these 4 days, even if they have already used all of their days for that week. These space travel days are carried over to the next week, and the travel takes +1 Day to complete. Adjusting Stats Certain effects, such as Transformations or Items, will adjust your stats (HP, Power, Dexterity). When these stats are changed by a percentage, you round to the nearest number to determine your final stat. When making multiple adjustments to the same stat, you add the adjustment percentages together before adjusting the stat. Example 1: Tien is wearing a Kai outfit that adds +15% Dexterity. Tien has no other modifiers to his Dexterity and his natural Dexterity is 3. Since 3*1.15 is less than 3.5, we round down. Tien's final Dexterity is 3. Example 2: Tien is wearing a Kai outfit that adds +15% Dexterity. Tien has no other modifiers to his Dexterity and his natural Dexterity is 4. Since 3*1.15 is more than 4.5, we round up. Tien's final Dexterity is 5. Requirements & Restrictions Certain Masteries, Skills, and Attacks have a requirement. You must meet this requirement in order to learn the move. If this requirement is an Item rather than a Technique, you may learn the move without the required item but must still have the item in order to use the move. Example: Haokiru’s Phoenix Burst requires Bukujutsu. You can only learn and perform this move if you know Bukujutsu. Certain Skills and Attacks have restrictions. Restrictions are how many times you can use the move per combat. This will be stated by “RESTRICTEDx(Some Number)”. The number is how many times you can use the attack/skill/item in battle. Example: RESTRICTED x1 means it can only be used once in battle. RESTRICTED x2 means it can only be used twice in battle, and so on. Items can be re-usable or perishable. An item that is perishable will read "USEx (Some Number)". The number is how many times the item can be used before it is depleted and removed from your inventory. Critical Hits When you have a Critical Hit, your attack deals double the base damage it would normally do. Modifiers are applied only after the base damage is doubled. If your attack has multiple dice, such as 2d30, you cannot have a Critical Hit. A critical hit occurs when you roll the highest result naturally on an attack roll. This means that on 1d30, your roll must come out to 30 before any modifiers were added to the effect. Modifiers subtracting from the effect can still negate a CRITICAL. Example: You roll 1d30. The result is 30. You have a Critical Hit. Example: You roll 1d30. The result is 30. Your attack has +2 to the result, making it 32. You have a Critical Hit. (The Natural result was 30) Example: You roll 1d32. The result is a 30. Your attack has +2 to the result, making it 32. You do not have a Critical Hit. Example: You roll 1d32. The result is a 32. You have a Critical Hit. Example: You roll 1d30. The result is a 30. Your attack has -2 to the result, making it 28. You do not have a Critical Hit. The only other way to score a Critical Hit is if your Dexterity is higher than your opponent’s. In this case, you can perform a Critical Hit by performing a natural result 1 lower than your maximum. Example: You roll 1D33. The result is 33. Your Dexterity is higher than your opponent’s. You have a Critical Hit. Example: You roll 1D33. The result is 32. Your Dexterity is higher than your opponent’s. You have a Critical Hit. Example: You roll 1D33. The result is 32. Your Dexterity is lower than your opponent’s. You do not have a Critical Hit. Counters A Counter occurs when you roll the highest result naturally on a defense roll, just like a Critical Hit with an attack roll. Also like a Critical Hit, characters with the highest Dexterity in a fight can score a Counter when their defense roll is one lower than the maximum result. Example: You roll 1d30. The result is 30. You have Countered the attack. Example: You roll 1d33. The result is a 31. Your defense roll has +2 to the result, making it 33. You have not Countered the attack. Example: You roll 1d31. The result is a 31. Your defense roll has a -2 to the result, making it 29. You have not Countered the attack. Example: You roll 1d33. The result is a 32. Your dexterity is higher than your opponent’s. You have Countered the attack. When you Counter an attack, you automatically get to perform an attack on that opponent, regardless of whose turn it would be next. You still have to pay the cost of your attack. Your opponent’s attack must be STOPPED in order to gain a Counter effect. Example: Your opponent rolls 1d32. The result is 31. You roll 1d30. The result is 30. You have not Countered the attack. Perfect Rolls Some Techniques refer to "Perfect Rolls". Perfect Rolls refer to natural Criticals and Counters. It is specified that they must be natural because some techniques can give you additional Counters or Criticals. Skills Skills take up a turn unless otherwise stated. You do not have to roll dice for a skill to work unless otherwise stated. Masteries Masteries are always active in a fight. Signature Techniques Signature Techniques can only be performed from turn ten (10) and after. Items Certain items are always active, while others require activation in battle. This will be clear when you read the items description. Items that are used in battle take up a turn unless otherwise stated. You do not have to roll dice for an item to work unless otherwise stated. Weapons are items that can be performed as attacks. All Weapons are considered to have the traits [PHYSICAL, WEAPON] on them. Powering Up To regain KI Points, people will have to “Power Up”. When you Power Up, you gain 3 KI Points. This takes up your turn. Escaping Battle You may attempt to escape from a battle once you reach turn 10 or higher. This takes up your turn. You roll 2d22. If the combined result of your rolls is 27 or higher, you successfully escape from battle. If the combined result is less than 27, you did not succeed in escaping battle. Putting It All Together The following is a quick mock spar between Goku and Vegeta. You will be using a lot more description for the attacks than what I am using, hence the reason why it is a mock spar. Notes will be written in parentheses and in bold. Let's pretend Goku and Vegeta have exactly the same Dexterity, and that they both spent less than 30% of their SP into Dexterity. They both roll 1d30 this match. They must roll an Initiative roll to determine who goes first. Normally, the person with the higher Dexterity would go first (and then the next, and so on). OnlineHost: Goku rolled 1 100-sided die: 90 OnlineHost: Vegeta rolled 1 100-sided die: 39 (Goku has the higher Initiative Roll. Therefore, he goes first. He will also be keeping record.) Goku: [ Goku – 100/5] [ Vegeta 90/5 ] Goku: [ Turn 1 – Goku ] (This is the standard set-up.) Goku: ::Performs Kamehameha:: [ Kamehameha/10 Damage/Costs 2 KI Points ] OnlineHost: Goku rolled 1 30-sided die: 20 OnlineHost: Vegeta rolled 1 30-sided die: 5 (The attack is successful.) Goku: [ Goku – 100/3 ] [ Vegeta 80/5 ] Goku: [ Turn 2 – Vegeta ] (Note that damage was taken. Goku also paid the 2 KI Points cost. Now, it’s Vegeta’s turn.) Vegeta: ::Performs Gallic Gun:: [ Gallic Gun/15 Damage/3 KI Points ] OnlineHost: Vegeta rolled 1 30-sided die: 30 OnlineHost: Goku rolled 1 30-sided die: 25 (The attack is successful, but also a natural 30. Therefore, it is a Critical Hit and does DOUBLE damage.) Goku: [ Goku – 70/3 ] [ Vegeta 80/2 ] Goku: [ Turn 3 – Goku ] Goku: ::Performs Rapid Punches:: [ Rapid Punches/10 Damage/Costs 2 KI Points/SUCCESSFUL – STUN ] (If the attack is successful, Vegeta skips his next turn.) OnlineHost: Goku rolled 1 30-sided die: 20 OnlineHost: Vegeta rolled 1 30-sided die: 5 Goku: [ Goku – 70/1 ] [ Vegeta 70/2 ] Goku: [ Turn 4 – Goku ] Goku: ::Powers Up:: Goku: [ Goku – 70/4 ] [ Vegeta 70/2 ] (Goku Powered Up, therefore he gains 3 KI Points) Goku: [ Turn 5 – Vegeta ] Vegeta: ::Uses Surging KI Skill:: [ Surging KI/Your opponent loses 3 KI Points/Costs 1 KI Point ] (The skill does not require dice to be rolled, therefore it automatically works) Goku: [ Goku – 70/1 ] [ Vegeta 70/1 ] Goku: [ Turn 6 – Goku ] Goku: ::Uses First Aid Kit:: [ First Aid Kit/Gain 5 HP ] (The item does not require dice to be rolled, therefore it automatically works) Goku: [ Goku – 75/1] [ Vegeta 70/1 ] (Goku gained the 5 HP from the item. Now, we are going to skip to Turn 10. This is because at Turn 10 and after, players can use their signature techniques. The stats will be changed to pretend damage was taken over the the last few turns) Goku: [ Goku – 25/8 ] [ Vegeta 20/7 ] Goku: [ Turn 10 – Goku ] Goku: ::Uses Chou Kamehameha:: [ Chou Kamehameha/30 Damage/Costs 7 KI Points/STOPPED – I gain 2 KI Points ] OnlineHost: Goku rolled 1 30-sided die: 7 OnlineHost: Vegeta rolled 1 30-sided die: 10 (The attack is stopped. According to Chou Kamehameha, Goku gains 2 KI Points. The attack is stopped though, so Vegeta takes no damage.) Goku: [ Goku – 25/3 ] [ Vegeta 20/7 ] Goku: [ Turn 11 – Vegeta ] Vegeta: ::Performs Final Flash:: [ Final Flash/35 Damage/Costs 7 KI Points] OnlineHost: Vegeta rolled 1 30-sided die: 8 OnlineHost: Goku rolled 1 30-sided die: 8 (The dice rolls are the same. The attack is successful.) Goku: [ Goku – -10/3 ] [ Vegeta 20/0 ] Goku: [ Vegeta Wins ] Note: This mock spar requires that all users pretend Vegeta can be allowed by the writers to win a fight. And that is all for the demo spar. Hopefully it has pieced together when you have learned here. Honestly, it is not difficult. Hell, if we can do it, so can anybody else. It’s a matter of having the patience to try it once. After the first time, it’s a cinch. |
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| Kalkavek | Sep 18 2013, 08:12 AM Post #8 |
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Actual World Ender
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VII. Space Travel // Interstellar Combat System Space Travel To travel in Outer Space, you need a Spacecraft. Each Spacecraft takes X amount of days before reaching that location. For that amount of days, you will be on your Spacecraft. Before landing on a planet, you must wait 24 hours to accept a challenge to a battle. You must accept. You only have to accept the first challenge issued to you. Docked ships must be on the same starting location as the ship they plan to dock onto, but they may have different destinations. Each ship must mention their destination upon take-off. Space Quests Completing Space Quests take up the same days as your Space Travel does. If you are performing a 5 day space travel, you can complete a 3 day space quest and a 2 day space quest during this time. You may spend additional days in space to finish a quest. Cross-Galactic Transit System There is one option for public transportation. For those who do not have their own space ship, or have a slow one and are in a hurry, there is the Cross-Galactic Transit System, or CGT for short. This line of public space travel offers each character a means to get to other planets, should they find themselves in need. Travel using the CGT follows the below guidelines, depending on your destination: Same Galaxy: 100 WPD // 2 Days // Cost: 100z Different Galaxy: 100 WPD // 3 Days // Cost: 150z Each character can only use the CGT once per month. The Cross-Galactic Transit System does not have a 24 hour wait period; you may immediately perform actions on your destination. Space Battles Space Battles occur when someone challenges you to a battle in Outer Space. You only have to be in Outer Space to challenge someone to a Battle. You can only challenge one craft per week. Space Battles take up 1 day for each crew member on the attacking ship, but does not count towards travel days. Space Battles do not count to your weekly Spar/Battle limit. Crew members do not gain any Skills/effects from their skills or racial abilities unless it specifically refers to Space Battles. Space Battles are similar to regular Spars/Battles. The order of attack is determined by everyone rolling 1d100 (//roll-dice1-sides100). After that, things go as normal – except all you have to worry about is HP (each Spacecraft has its own). Each ship requires a designated defender. If the ship has no Auto-Pilot, the defender is the pilot. Each automatically manned weapon also must be designated to a particular person on the ship. A pilot must man each ship. The pilot will usually handle keeping track of the stats. They cannot fire a weapon. Each weapon requires one person to man them. If there are not that many people on board, the weapons cannot be used. A person manning a weapon may change weapons in a Battle, but this takes up their turn. You may attempt to escape from Battle by rolling 2d22. If the combined result is 27 or higher, you succeed in escaping battle. When the HP of a ship falls below 0, the victors can choose between the following options: (1) Let the ship be destroyed and the people on board die. (2) Let the ship live and take all items in the ship’s inventory. This does not include the items the people on board the ship are carrying, with the exception of any Dragon Balls. The victors must have enough inventory space of their own to take the items. In the event the victors allow the ship to live, the people on board the ship have 24 hours to ‘send out a distress beacon’. In this time, another member can enter Outer Space and ‘tow’ their ship to a planet. If after 24 hours nobody answers the call, the ship is destroyed and the people on board die. |
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| Kalkavek | Sep 18 2013, 08:14 AM Post #9 |
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Actual World Ender
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VIII. Dragon Balls Dragon Ball Search It takes 6 days to find one Dragonball. Therefore, six separate RPs searching before one can be found. You must have at least one slot in your inventory to search for a Dragon Ball if you do not already have one. The Dragon Balls stack, taking up 1 slot in total. You must Role-Play searching for the Dragonball. Think of it as each Dragonball is its own quest created by you. Every 1 Day RP spent searching for the Dragonball must be 750+ words, counting a Dragonball Hunt as a repeatable quest that is 6 Days and 750 WPD. NOTE: If you leave the planet that the Dragon Balls originally come from, all of your Dragon Balls are scattered around the planet. The following planets currently have a set of Dragon Balls: Earth Namek [Must be Namekian or know Namekian language to receive wish] Dragon Ball Battles & Effects If you enter Battle while carrying Dragon Balls and lose OR escape, up to 3 of your Dragon Balls are transferred to the opponent who defeated you as long as they have the required Inventory Slots. If they do not, or if you have more than 3, the remaining Dragon Balls are lost on the planet that you were on at the time of Battle and must be searched for again. You may remove a Dragon Ball from your inventory at any time prior to being challenged to a Battle. The Dragon Ball is considered lost on the planet you were on and must be searched for again. The Dragon Balls are an important part of the story and are much different from the show. In the show, collecting all 7 Dragon Balls gained you an audience with the Eternal Dragon who would then grant you a wish. These Dragon Balls are different; each Dragon Ball has its own effect granted to the person who obtains it. Collecting the 7 Dragon Balls will grant you one Major Wish and one Minor wish chosen from a list. In order to make the wish, you must create a 100+ word wishing post (which does not cost any Days) and wait 24 hours for any potential challengers. If you still have all 7 balls when the 24 hours are up, you can make your wish. Challenges made after the 24 hours but before your wish post do not interfere with your ability to make the wish, they represent enemies arriving too late. Once a set of Dragon Balls is used for a wish, that set is inert for the remainder of the Saga. Major Wishes
Dragon Balls act as items in every way except that they may not be sold or put into any kind of storage (other than a capsule). 1 Star Dragon Ball Inventory Slots: 1 Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has one star upon it. Effect: The person who controls this Dragon Ball gains +10% Power. 2 Star Dragon Ball Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has two stars upon it. Effect: The person who controls this Dragon Ball gains +10% HP. 3 Star Dragon Ball Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has three stars upon it. Effect: The person who controls this Dragon Ball gains +10% Dexterity. 4 Star Dragon Ball Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has four stars upon it. Effect: The person who controls this Dragon Ball gains +1 Advanced Attack Slot, +1 Skill Slot or +1 Block Slot. You choose which when you obtain this Dragon Ball. 5 Star Dragon Ball Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has five stars upon it. Effect: While in possession of this Dragonball, your Transformation die is considered +1d10 and your opponent's Transformation die is considered -1d20, to a minimum of 1d10. 6 Star Dragon Ball Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has 6 stars upon it. Effect: The person who controls this Dragon Ball may choose to change Martial Arts Styles when this artifact is obtained. If you do, each Styled move in your moveset must be swapped out with moves from the new Martial Arts Style that have an equivalent number of training days. These effects do not revert when the Dragon Ball changes hands or is dropped. You cannot change your Martial Arts Style more than once per Saga. 7 Star Dragon Ball Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has seven stars upon it. Description: A small orange sphere, with seven stone stars suspended within it. Effect: The person who controls this Dragon Ball can revive someone from the Afterlife once every 14 days. If the owner of the Dragon Ball alters, you must wait 7 days before you can use the Dragon Ball. Edited by Strange, Mar 17 2014, 09:48 AM.
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| Kalkavek | Sep 18 2013, 08:14 AM Post #10 |
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Actual World Ender
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IX. Transformations General Each Race will have the same number of Transformations. Each will be unique and balanced. Therefore, Super Saiyans will not be the end-all be-all of Transformations. They will be on par with every other Race's Transformations. When a character uses their Transformation, their HP is increased by a listed percentage. This is a percentage of their Total HP, and that is the same amount that they lose if they fall out of their Transformation. Characters can die from falling to 0 HP when their Transformation ends. You may Transform whenever you wish, but doing so takes up a turn. Unlocking Each Transformation Level has a Power Level Requirement. Once you have reached that Level, you must write a TRANSFORMATION STORY. Each Transformation Level will have a different word requirement that the story must be. Please put [TRANSFORMATION STORY] in the title or subtitle of the post so an Administrator knows to look at the role play. An Administrator will read the story and judge whether it was an appropriate story that justified the acquisition of your Transformation. If they judge it acceptable, the Transformation is yours and you start the Transformation with a 1d20 TRANSFORMATION ROLL (more on that in a second). If the judge finds it unacceptable for a multitude of reasons, whether they believe the story made no sense, felt you didn't try enough, etc., they will give you tips and pointers. You are allowed to retry using the same story post but making changes that the Administrator suggested, or change the story all together into something you think will be acceptable. The Administrator's goal is to get you to put your best foot forward, not to keep you down. Level & Transformation Story Requirements Level 1 Power Level Requirement: 100 Transformation Story Word Requirement: 500 words per day, 1 day Level 2 Power Level Requirement: 25,000 Transformation Story Word Requirement: 800 words per day, 2 days Level 3 Power Level Requirement: 550,000 Transformation Story Word Requirement: 1,000 words per day, 2 days Level 4 Power Level Requirement: 10,000,000 Transformation Story Word Requirement: 1,500 words per day, 2 days NOTE: The Administrators reserve the right to change the Power Level or word requirement for the Transformation levels depending on the way they view the SL moving. Any changes will be made public. Transformation Dexterity Penalty Transforming to higher levels requires more energy output and slows the user down. The amount of Dexterity needed to maintain your dice sides increases by a certain number when transforming above your starting Transformation. In addition, the minimum dice roll is reduced. TF Level 2: +5% Dexterity Required for Dice Sides (30% Total SP Required for 1d30) // 1d27 Minimum TF Level 3: +15% Dexterity Required for Dice Sides (40% Total SP Required for 1d30) // 1d26 Minimum TF Level 4: +30% Dexterity Required for Dice Sides (55% Total SP Required for 1d30) // 1d25 Minimum Transformation Leveling Transformation Rolls are only rolled if you are at 50% of your max Health or less. You must roll them at the start of each Round. If the roll result is 5 or less, you revert back to Base Form. You must wait (5) Turns before you can transform again. You do not have to roll a Transformation Roll if your Transformation Die is 1d100. You may also choose to deactivate your transformation on your turn. This takes up your turn. Each time you Spar or Battle utilizing a Transformation, you gain +10 dice sides to your 'Transformation Roll'. Each Transformation will come with three (3) sets of Abilities. The Abilities fall into the categories of Novice, Intermediate, and Mastered. While your Transformation Roll is between 1d20 and 1d40, you are considered a Novice. While your Transformation Roll is between 1d50 and 1d70, you are considered Intermediate. Between 1d80 and 1d100 (the Maximum), you are considered to have Mastered the Transformation. You use the Ability category that you fall into. If you unlock a higher level of Transformation, but have not Mastered your previous Transformations, you gain -2 dice side for each Unmastered Transformation to your Transformation Roll. Example: If you are an Intermediate Level Oozaru and you unlock Super Saiyan, instead of gaining +10 sides with Super Saiyan's Transformation Roll you only gain +8 sides until Oozaru is Mastered. If you unlock Super Saiyan 2, but have are Intermediate with Oozaru and Super Saiyan, you only gain +6 dice sides with your Super Saiyan 2's Transformation Roll each time you use it, and so on. |
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| Kalkavek | Sep 18 2013, 08:17 AM Post #11 |
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Actual World Ender
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X. Character Creation This section of the page is to help with the character creation process. It should clear up any confusion you might have when it comes to fill out your application. General Your character must be unique (created by you). If you want the personality or appearance to resemble an already existing character, that is fine. We only request you make an effort to twist the details to make it your “own”. Follow the guideline on the races page for things skin color related and other characterizations that pertain to individual races. Naming Your character’s name must be unique. This simply means you cannot be Trunks Briefs, Cloud Strife, or any pun. Your character’s name cannot be something ridiculous like “Big N Sexy”. You get where this is going. Your forum name should match your character name. We can change this for you so it matches, in case you change your mind after creating your account but before having your character approved. Character Portrait Your character portrait cannot be anybody from Dragonball/Z/GT. Your character portrait cannot be a real person (i.e. Nicholas Cage). They must be from an anime, video game, comic book, or otherwise art-related media. If it is from a small-time artist, such as one from Deviant Art, please cite them so they get credit. Additionally, you’ll want to have 2 pictures: one character portrait and one icon to use as your profile picture that will show on all posts. Races We have a list of acceptable Races you can choose from. There is another option though if you do not see anything you are interested in. You may choose the 'Alien' option. The 'Alien' option allows you to make a custom race that is based on one of the races from the Dragon Ball or Dragon Ball Z series. i.e., Captain Ginyu's unnamed race. You will be allowed to create the name and history of the race (if none has been established), as well as make suggestions for the racial abilities, stats, and what the transformations should be like. However, you may only make suggestions. In the end, what you are requesting is a difficult process of balancing and maintaining a new race that is mostly for one member's purpose. If we are to do that, you must understand that we will have our hands in nearly every aspect of its creation. We will take your suggestions to heart, but ultimately we will do what is best to balance it and make it a viable, yet unbroken race. Once we present to you our finished model, you may accept or decline. If you decline, you are allowed to state why -- and for one last final time, we will take what you say to heart. However, if we find that your requests are just unreasonable and no agreement can be reached at that point, we will humbly request you choose one of the pre-made races. Classes Each race comes with a selection of classes (normally 5) that you can choose from. These classes augment your abilities and help compliment your build/story. Origins For a character’s origin, search the “Locations” section of the homepage. Choose one planet for your character’s origin. Martial Arts Style Choose a Martial Arts Style. Currently, there are six (6) Martial Art Styles to choose from: Akaikaru – The Art of Aggression Aoyusumu – The Art of Serenity Haokiru – The Art of Preservation Kiihakai – The Art of Destruction Kurokonwaku – The Art of Confusion Midorikatai – The Art of Might Choose carefully. Once you choose a Martial Arts Style, you will only be able to learn moves from that style. Each style follows a unique theme to it. Read through the available moves and see what style is best for you. The exceptions to that rule are “Freestyle Senseis”. Regardless of what Style you declare, anybody can learn from these senseis. These senseis will have “Freestyle” at the top of the page for the Sensei. Despite how it looks, you will not be completely stuck with a Martial Arts Style if you find out you do not like it. There is something you can obtain that will allow you to change Martial Arts Styles without drawbacks. You'll find that out soon though. Otherwise, if you choose to change Martial Arts Styles , you will lose all moves you learned from your previous Style. Custom Move A custom move is something that’s unique to your character. You are allowed to create one custom move upon joining which may be a non-latent Skill, Signature Technique, or Block. You are allowed to come up with the name, the description, and the effect but it will all be balanced by an Administrator in charge of doing so. Future Customs Upon reaching MASTERED 1d100 with a Transformation for the first time, you will be granted the ability to create a custom Technique. This can be a non-latent Skill, Advanced Attack, Signature Technique, or Block and will be balanced against other moves within the game. Customs should not be an exact copy of an existing move. Editing Please note that all races and classes have been revised multiple times by different administrations, and there are over 150 combinations between races and classes. This being said, please bare with us patiently. If something seems “overpowered” or “underpowered”, please speak to us and we will look it over. Aside from extreme cases, revisions will be made at the end of each Saga and those affected will be given an offer to change their build. |
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| Kalkavek | Sep 18 2013, 08:18 AM Post #12 |
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Actual World Ender
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XI. Sagas Ah . . . yes, the cornerstone of every Dragon Ball based RPG: Sagas. This one is no different. Each Saga will include a different story that you are free to take part in. The vast majority of them will include Saga Heroes/Villains with their own goals and intents. Villains will be the most common. They will start out more powerful than the current Power Levels and will normally have an assortment of underlings that must be defeated first. However, this is not always the rule. Each Saga might be different and a set of rules and guidelines will be provided so as to keep everybody in the loop. It is encouraged that you try to participate in the Sagas or at least acknowledge their events in your stories to keep a sense of cohesiveness. |
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| Kalkavek | Sep 18 2013, 08:18 AM Post #13 |
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Actual World Ender
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XII. Fusion! Potara Fusion!
Fusion Dance!
*Note: If you are in a Fused state, you cannot use Fuse again. (No Multi-Fusing) Fusion Outfit Inventory Slots: 0 Description: The outfit consists of a vest that reveals the bare chest of the Fusion personality; unless a female is involved and then the vest takes on a more modest appearance. The collar of the vest is firm and raised, providing almost a brace around the back of the neck. A sash of varying color is worn around the waist with a pair of a white, baggy pants and dark colored shoes. The Fusion Outfit only manifests after the completion of a Fusion Form.[FULL BODY] Effect: +25% All Stats. When you enter a successful Fused Form, set your KI to 10. Edited by Strange, Mar 20 2014, 10:48 AM.
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3:44 AM Jul 11