King Vegeta's Legacy

Rules, Help, and Information



Directory


The Game in Short

Stats of your character | Skills | Attacks, The Basics | Techniques | The Battle System | Sparring | Fighting | Quests | Self-Train

Attacks, Advanced | Items | The Dragon Balls | Jobs | Universal Travel | Alliances | Sagas | Personal Role Play | Weekly Increase | General Rules



The Game In Short




King Vegeta's Legacy is an open ended text based role playing game. Open ended means that this RPG is not set to a beginning and an end, meaning that we do not know who will die when, or what will happen to whose character. A huge telling fact about this point is that this RPG Does Not follow the story line of the Dragonball Z series. Your character's story is made up by you, and you have no real knowledge of any other character in the game, until you meet them. Text based means that this RPG is not bound completely by numbers. The entire training system is based on how well you can write and role play. The numbers that are involved with this game are your character's stats, used for fighting and sparring, as well as meeting requirements to learn new attacks or techniques.

I am going to start off by saying that this RPG is in no way quick to learn or pick up. A lot went into designing this game and that is shown by how complex and involved it is. This is not to scare you away, but inspire you. The open-ended aspect of this game is huge. You can create your own attacks or your own techniques. Your character won’t loose to everyone that has a power level higher than you. You are going to have to think when battling and when designing your character. This game is very fun and I hope you take the time to learn and play


Stats of Your Character



Stats In Detail:
Your starting stats are dependent on your race, and is determined when choosing your character. The stats each character has is as follows:

Power Level
Battle Level
Hit Points
Energy

Power
Ki
Speed
Defense
Intelligence

Power Level: Power Level, or PL, is the overall power rating of your character. The higher this stat is, the more powerful your character is. This stat increases with most actions performed in this RPG.

Each time you perform an action, you may receive Power Level. As you progress with your character and gain more and more Power Level, you may get to a point where your character raises a Battle Level.

Battle Level:
Battle level is a more specific gauge of how powerful your character is. As you gain Power Level (PL), it is possible to raise your Battle Level. Every time your Battle Level raises by one, you gain the following:
-One point into a stat of your choice
-Either a number of attack points or a number of skill points, depending on your battle level
-A certain amount of HP, depending on your Defense and Power.
-A certain amount of KP, depending on your Ki and Intelligence.

In this RPG, there is no maximum PL your character can be. Because of this, there is no maximum Battle Level.

The listing of Battle Levels and their corresponding Power Level is found on the
Battle Level
page.

Hit Points:
Hit points, or HP, is the measure of life your character has. Every time your character is hit with an attack, your hit point statistic goes down. If your hit points reaches 0, you are considered knocked out. If your character's hit points are reduced while knocked out, your character is considered killed. This stat increases each time a Battle Level is gained.

Ki Points:
Ki Points, or KP, is the endurance, or the amount of uses, your character has in regards to ki based attacks. Each time your character uses an attack that is based on ki, it uses a portion of your KP statistic. When your KP runs out, you cannot use any more ki attacks or techniques that use KP. This stat increases each time a Battle Level is gained.

Power:
Power is your characters physical strength. This stat greatly affects the overall damage done with your character by physical attacks and also has a minimal effect on your hit points when a Battle Level is gained. POW also affects certain techniques that need a certain amount of Power for you to begin training for them.

Ki:
Ki is the overall strength of your ki based attacks; the punch of your beams if you will. Ki greatly increases the damage your character does with ki based attacks. Ki also has a small effect on your KP gained when you raise a Battle Level. And again, like Power, Ki affects the techniques you are able to learn.

Speed:
Speed is how quickly your character can move, whether it is in or out of battle, dodging attacks, or just showing off. Speed determines who acts first in a fight or spar and also affects the ability to escape from a fight.

Defense:
Defense is your ability to shrug off damage or your ability to shield or deflect attacks sent at you. The more points in this skill, the more powerful defense techniques you can train for. A high defense value also allows your character to shrug off damage in general. Defense has an large effect on how much HP is gained when you raise a Battle Level.

Intelligence:
Intelligence, or INT, increases your net gain of Zeni per week by allowing you to get a better job. It also affects your mental advantage over the opponent and can affect many techniques you may want to learn in the near future. Intelligence is the most used stat in techniques and has large effect on the KP gained when raising a Battle Level.

HP and KP:
The Hit Points and Ki Points of your character are the only stat that is constantly changing. When you are hit with an attack you loose HP and when you use a technique or attack that uses Ki Points you loose KP. These values to not return back too normal over time. There are only two main methods of recovering lost HP and KP in this RPG: Resting Outside of Battle and Rejuvenation Chambers.

Temporary Stat Changes:
Throughout the game, several effects may alter and change your stats such as power ups and items. When these effects give you any TEMPORARY effect of an increases stat, it DOES NOT affect your HP or KP. This rule does not apply to any effect that is not temporary, such as a stat that is increases in a quest, or an item that permanently increases your stats after used.

This same rule is also applied to stat increases when learning new techniques. Temporary stat increases do not allow your character to learn new techniques he would normally be unable to learn without the increase. However, permanent increases allow this.

Temporary stat increases or decreases CAN change the level of proficiency of your techniques. If you meet the requirements for the next level of proficiency by using a temporary effect, your character is considered to temporarily know that level and can use its effects, rather than the lower level. This also applies to having your stats lowered. If your stats are lowered and you no longer meet the requirements for a technique or a level of proficiency, you cannot use it until the temporary effect wears off.

Temporary stat increases can also raise your character a Battle Level. While this effect can alter the use of techniques, it does not allow your character to gain the level up Stat Points, HP and KP, and Skill Points or Attack Points.
For example, if Vegeta had 31,000 PL and used Kaioken x1 to bring his PL to 32,000, he would raise his Battle Level from 9th to 10th. This would not give Vegeta a Stat Point or 2 skill points as it would if he would normally raise a Battle Level, but instead (for as long as the Kaioken is in effect) he is considered a Battle Level higher for effects.

Stat Modifiers:
Each stat has a stat modifier. As you gain Battle Levels and increase your stats, your modifier increases with the stat. Modifiers are used for damage, technique effects, items, and other uses. Starting from 10, each 2 points into a stat gives +1 modifier.

For example: If Vegeta had 12 Speed, 20 Power, and 10 Intelligence, His Speed modifier would be +1, his Power modifier would be +5, and his Intelligence modifier would be +0.

The modifiers are as follows:
POW for your Power modifier.
KI for your Ki modifier.
SPD for your Speed modifier
DEF for your Defense modifier.
INT for your Intelligence modifier.

Any time an attack, technique, or item uses the notation: KI or POW, that is the modifier and not the actual value for your stat.

For example: If Vegeta uses a Average grade Ki attack that does 8+(KI x3) damage and 8+KI cost in KP and Vegeta has 20 Ki (a Ki modifier of +5), the attack would do 23 damage and cost 13 Ki Points.

Alignment:
Alignment is how a character treats the world. Whether he a is a bad person or a good one is represented in their alignment. There are 7 alignments that exist in this RPG, and there are as follows:

+3 Pure Good.
Your character is a saint. Knowing only what is right and never straying from the path of righteousness.
+2 Good
Your character has good morals, but isn’t perfect. Maybe your character had a bad past, but is now pure. Maybe your character is good most of the time, but rarely has his questionable moments. For the most part, however, you are just.
+1 Neutral Good
Your character doesn’t really care about good or evil. Maybe he only looks out for himself. He does some shady things, but has mostly good intentions.
+0 Neutral
Your character does actions on his will, good or bad. These words mean nothing to him. Good and bad are only relative anyway, right?
-1 Neutral Evil
Not really evil, but in no way good. Your character might do some bad things here or there but doesn’t really have a problem with people.
-2 Evil
Doing non-conventional things excites your character. You’re a bad ass. No one can stand up to you and everyone should run while they can. While being evil, your character still has a conscience. He doesn’t do unnecessary things.
-3 Pure Evil
You’re just unnecessary. Killing people to see their blood splatter. Ending lives for fun. Committing crimes to hurt people. You are a monster.

Currency:
The currency in this RPG is Zeni. Each character begins with 5,000 Zeni and can gain more to purchase items with from Quests, Fights, and a characters job.

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Skills



DEFINITION: A skill is a stat that does not have a direct effect on your character. As your character gains Battle Levels, Skill Points are gained and distributed into skills of your choice.

Skills represent general knowledge and traits your character possesses. From being skilled at physical combos to having a strong disposition, each skill defines the kind of person your character is. Skills have no direct effect on stats and damage of your character. Instead, Skills allow your character to learn techniques that represent a higher understanding or focus in that skill.

For example, having a high determination skill represents your characters willpower and ability to persevere through hardship. While this does nothing directly, techniques such as Super Saiyan and Genki Dama require a certain level of determination skill to learn them.

Every skill in the game has a max level of 100 and starts at a level of 0. Every time your character raises a Battle Level, either a number of Skills Points or a number of Attack Points are gained. Skill points gained in this way are spent on a skill of your choosing.

Current list of Skills:

Ki Manipulation:
Ki Manipulation is the ability to control and manipulate your ki abilities. High points in this skill are required to do many interesting things with ki, ranging from stunning moves to hold moves and more.

Determination:
Determination represents your character’s willpower and ability to persevere through hardship. Characters with high Determination never get discouraged in their failure and always press on. This skill is required for many techniques that involve struggle or that are particularly difficult to learn.

Grapple:
Characters with more skill in Grapple fair better when Grappling with an opponent. Your opponents may find your attacks while in a grapple to hit a bit harder, come a bit faster, and be more difficult to dodge or block.

Ki Battle:
The Ki Battle skill is for characters that really like to have a blast. High points in Ki Battle will give your character an advantage over others when inside of a Ki Battle. Your beams will seem more powerful and may even have some nasty side effects.

Block:
Any character can block an attack, but a true master of blocking can be set apart from the masses. A high Block skill can give your character more efficient Blocking and even deflect some attacks.

Martial Arts Skill ________:
Currently not in use, the Marital Arts skill represents your character having mastered a certain level of the several martial arts that exist in the world. As your Martial Arts skill increases in the style of your choice, your character will learn new ways to use his body as a weapon or a tool. NOTE: This skill cannot be raised since Martial Arts do not exist

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Attacks, The Basics



DEFINITION: An attack is an action a character uses to directly damage another character. Basic attacks do NOT perform any special actions such as stunning, increasing power, or defending.

Some attacks are created by the user of the character and can be creative and original as they wish so long as they do not perform special actions such as power-ups or holding moves. Other attacks are learned throughout the RPG in quests, from NPCs, and other characters. Every attack is ki or physical based, physical damage being based on strength and ki using energy and having damage based on ki power.

The Damage and Energy Use:
If an attack did 3+(POW x3) damage, if the character that performed it had a Power modifier of +2, the attack would do 3 + (2 x 3), or 9 HP damage.

Alternatively, if a ki attack would cost 6+KI in Ki Points, if the character that used the attack had a Ki modifier of +3, it would use 9 KP.

The Rounding Rule:
If at any time an effect would be calculated to be a number other than a whole number (examples of non whole numbers would be 1.21, 2.33, and 4.01), the number is automatically rounded up unless otherwise stated. For example, Vegeta uses an attack that does 19 damage to Goku. Goku blocks the attack with Block Beginner, reducing the damage by 50%. This would be 9.5 damage, but The Rounding Rule rounds it up to 10 damage.

Grades of Attacks:
Each attack has a grade, based on the damage of the attack and the KP used if the attack is ki based. Physical and ki based attacks have different grades.

Physical attacks are graded as follows:
Minute: 2+(POW x3) damage
Small: 3+(POW x3) damage
Average: 4+(POW x3) damage
Moderate: 5+(POW x3) damage
Large: 6+(POW x3) damage
Mega: 7+(POW x3) damage
Super: 8+(POW x3) damage
Ultimate: 10+(POW x3) damage

Ki attacks are graded as follows:
Minute: 4+(KI x3) damage and 4+KI cost in KP
Small: 6+(KI x3) damage and 6+KI cost in KP
Average: 8+(KI x3) damage and 8+KI cost in KP
Moderate: 10+(KI x3) damage and 10+KI cost in KP
Large: 12+(KI x3) damage and 12+KI cost in KP
Mega: 16+(KI x3) damage and 16+KI cost in KP
Super: 20+(KI x3) damage and 20+KI cost in KP
Ultimate: 26+(KI x3) damage and 26+KI cost in KP

Learning New Attacks
Attack Points are gained from increasing your Battle Level. Attack points are spent when learning a new attack and have many other uses as well. Starting with Minute, each grade higher costs one additional Attack Point to learn. For example, Minute costs 1 attack point to learn, Small costs 2 attack points to learn, and Average costs 3 attack points to learn. You must role play learning the attack, running through how your character came up with the attack, and how he/she mastered it. At the end and after being approved by staff, write a description and name of the attack, whether it is ki or physical, the damage and/or energy cost of the attack, and the grade of the attack. Learning attacks must be posted in the Planet forum you are on, following this format:

[Learning Attack] (Name of Move)

Ex. [Learning Attack] Kamehameha

Inherent Attacks:
Every character has several attacks that can be used during a spar or fight that is not considered an attack learned; Punches, Kicks, and Ki Blast. All of these simple attacks cannot be upgraded, modified, or changed in any way. All inherent attacks are considered Minute grade if used in battle. Inherent attacks known are as follows:

Ki Blast: Ki Attack
2+KI damage and +KI cost in KP

Cross Punch: Physical Attack
1+POW damage

Right Hook: Physical Attack
1+POW damage

Over Head Pound: Physical Attack
3+POW damage, takes up 2 attacks in a Grapple and Combo

Slap or Flick: Physical Attack
1 damage

Front Kick: Physical Attack
1+POW damage

Axe Heal Kick: Physical Attack
3+POW damage, takes up 2 attacks in a Grapple and Combo

Roundhouse Kick: Physical Attack
1+POW damage

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Techniques



DEFINITION: A technique is any move that a character can use to perform a special action such as a power-up, hold move, or defense move.

These techniques are listed in the
Techniques page, and all have requirements to learn them. Some techniques require certain quests to be completed, are inherent and learned automatically, are learned from a quest, or are learned from an NPC. When you qualify to learn a technique you must role play obtaining it. How your character discovered the technique. How he mastered and trained his body and mind to be able to use it. Learning techniques must be posted in the forum of the Planet you are located on, in the following format:

[Learning Technique] (Name of Technique)

Ex. [Learning Technique] Kiaoken, Beginner

Key words used in techniques:
Self-train:
You must role play your character obtaining each proficiency in this move when you meet the requirements.

Self-taught:
Your character must role-play learning the move, but increasing levels of it are just assumed and updated when you meet the requirements.

Learned from (Person/Quest):
Your character must role-play learning the move inside the quest or from the person or quest.

Inherent:
Characters who meet the minimum requirements automatically learn this technique

Personalized:
Techniques learned that are personalized are created by the character much like an attack is created. A name, effect, and side effects are created by the character within the parameters of the description. Multiple techniques can be created with 1 personalized move. An example of this would be creating 2 multiple form techniques, one that splits into 2 forms and one that splits into 4. Any additional techniques created from 1 personalized move must be RPed for. All created techniques must be approved by administration
NOTE: Unlisted applications of techniques that are personalized may be pursued, by the approval of an administrator.

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The Battle System



The battle system of this RPG is turn based, and is used in spars and fights. This turn based style of fighting usually takes place in a role play. Each player takes turns performing actions during their turn while leaving the outcome of their actions open. This allows the opponent to react to the attack by defending. One turn is defined as the time from one action to the next. After I perform an action for my turn, once it becomes my action again, one turn has passed. During each player's turn in the role play each player may do one of the following:
-Use a technique
-Use an attack
-Use a combo
-Use an item
-Rest
-Run

The following actions can take place in the fight or spar without taking up any character's action. These actions are for Role Play purposes only, do no damage, and have no real value in the fight/spar:
-Dialogue
-Meaningless punching and kicking
-Meaningless ki attacks
-Meaningless blocking
-Meaningless dodging

Quick Battle:
Aside from the normal type of battling, players of this RPG have the option of doing a Quick Battle in any situation where a fight occurs (Fighting or Battle Quests explained later). In a Quick Battle, no Role playing is done. Player’s take turns attacking and defending as normal, but do not act as their characters in a role play. Because of how quick these battles become when doing a Quick Battle all of the rewards are reduced.

If one player in a fight wishes to Quick Battle and the other does not, the player who does not want to Quick Battle may fight normally with role playing and will receive the normal reward. The player who is Quick Battling will still receive a lower reward, however.

The Order of Battle:
The character with the highest speed stat begins the role play as the first player to take action. After the action of the first character, the opponent may react to the attack by either having it hit or using a defensive technique or item. After that, the second player may perform an action of his own. When there are more than two characters in a fight, the order of battle goes by each character's speed, with the highest speed going first and the slowest speed going last. So the set up looks like this:
Turn 1
Character 1 performs an action
--- Character 2 defends (if an attack was performed)
Character 2 performs an action
--- Character 1 defends (if an attack was performed)
Turn 2
Character 1 performs an action

Combos:
One of the actions you can perform in your turn is a simple combo. This is any combination of 3 inherent attacks done in one action. These attacks count as a single attack for defending.
For example, if Vegeta would use a combo to perform Over-head Pound and Right Cross, if Goku would use Block Beginner he would reduce the damage from both attacks by 50%.

Speed: The Rule of 4:
Some characters are really, really fast; so fast that the opponent can barely see them. This causes them to have the ability to act more than once per round, since the slower opponent doesn’t even notice the action.

If at any time, a character’s Speed stat is 4 more than the opponent or higher, that character can perform 2 actions during his turn, excluding Resting and Running.

This rule applies to all increments of 4. Meaning at +8 a characters Speed or more, 3 actions total can be performed, at +12 Speed or more, a total of 4 actions may be performed.

The Irate Attacker Rule
When attacking an opponent, it is not smart to perform the same ki based attack over and over. The opponent will start to know the attack is coming and be able to predict it. Because of this, if at any time you perform the same ki attack two times in consecutive turns, the attacks damage is reduced by 50%

For example, the following would be a case where Irate Attacker rule applies:
Turn 1: I use Kamehameha (A ki based attack)
Turn 2: I use Kamehameha, but the damage is reduced by 50%.

Another example, when Irate Attacker rule would NOT apply:
Turn 1: I use Kamehameha
Turn 2: I use Kaioken Attack times 2.
Turn 3: I use Kamehameha.

The second example did not have Kamehameha’s damage reduced because it was not CONSECUTIVE turns. So even though you did not perform another attack between them, the damage is not reduced. This rule does not apply in the following conditions:
-When Defending in a Ki Battle
-Inherent Attacks
-Physical Attacks

Damage: How it’s calculated
Every time a character performs an attack, that attack does damage. This damage is calculated by using Stat modifiers that correspond to their main stat. Physical attacks use the Power modifier, or POW, in their damage calculation while Ki attacks use the Ki modifier, or KI, in their damage and cost calculation.

Attacks do damage base on grade. For any certain grade, Minute through Ultimate, a damage is given based on the stat modifier related to the type of attack, KI for Ki attacks or POW for Physical attacks.
For example, a Super grade Physical attack does 8+(POW x3) damage. If Vegeta had a Power value of 19 (a POW of +4), the attack would do 8+(4 x 3), or 20 damage.

Just as the attacker uses his POW or KI to do damage to the defender, the defender uses his Defense modifier, or DEF, to defend against that damage. When calculating total damage, the damage is added up from the attack and then the defense modifier is subtracted from that value.
For example, if the defending character was on the receiving end of the Super grade Physical attack from Vegeta above, and the defender had a Defense value of 16 (DEF of +3), Vegeta’s attack would do 20 – 3, or 17 damage.

Items In Battle:
Any Clothing or Android Upgrade items that are on your character are always on, even for battle, unless you take them off (In Clothing’s case only). All other items such as weapons, scouters, etc, must be carried on your person into battle. Since it is impossible for one to carry all the items he owns into a battle, the character must choose any 2 of his other items to bring into battle. This must be done in a quick OOC post by both participants of the fight, before any RP posts are made. This limits the amount of item usage in battle immensely

Resting and Running:
During any character's action, the option of attempting to run and resting is available. You may run away from the fight if you have one/are able to do of the following:
-Speed Technique.
-Teleport Move.
Keep in mind, a character running from a battle is frowned upon since only a coward runs. There may be some consequences for Running.

Resting may also be done during a spar/fight in order to recover a small amount of lost KP. While resting, you cannot perform any other actions for that turn, and after the turn elapses, you gain 10% of your Max KP points.

Resting Outside of Battle:
Resting may also be performed outside of battle. Any character may rest to regain any lost Hit Points or Ki Points. In order to rest, a character must post in the forum of the Planet that the character is located on that he or she is resting, and may not post any role plays while resting. After one OOC day, 24 OOC hours, resting ends, and the character that had rested gains back 100% of your Max HP and Max KP.

Out of Character Statements:
Each character must keep track of all players HP, KP, and any other stats they may want in the mist of a battle or spar in OOC statements at the end of every post. At the end of every action, a character should post in the OOC statement the exact attack/technique/item used, the damage, the cost, and any effects if applicable.

Becoming Exhausted:
At any time, if a character uses nearly all of his Ki Points (His KP is lower than 5), he gains the Side-Effect Exhausted. While Exhausted, a character feels the heavy weight of the world and is drained of all of his fighting spirit. In this tired state, the character cannot perform near his maximum level. Because of this, while Exhausted a characters Power Level is reduced by 50% and his Defense is reduced to 10. For example, if Vegeta had 100,000 Power Level and 19 Defense and just used a Ki attack that brought him to 3 KP, he would become Exhausted and his PL while in this Side-Effect would be 50,000 and his Defense would be 10.
NOTE: If an Exhausted character uses an effect to raise KP, the Side-Effect is removed and his PL and Defense returns to normal.

End of the Fight/Spar:
Fights and Spars end when either character's, or both, HP reaches 0, all opponents run, or for role play reasons . During a fight, when a character's HP reaches 0, the opponent may choose to either finish him off by performing one more attack on the opponent, or letting him live. If the character at 0 HP is able to live, his HP raises to 1 and the fight ends.

A Spar ends in the same manner, except when either character's HP reaches 0, the Spar ends and both players HP and KP values return to what they were before the Spar took place. This means that HP and KP are not reduced when Sparring. Spars may be ended before a player's HP is at 0 however.

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Fighting



Fighting is essentially a spar that you attempt to either kill the opponent or wound him in order to do a specific action that would require you to hurt another character. Fighting can happen as often as any player wishes, but it must have background. For example, I cannot say my character was flying in the city, saw Goku, and attacked him. There has to be role play reason behind it. The fight is complete once either character, or both, hit points reach 0. After the fight is over, a quick out of character (OOC) statement saying that the fight is over, and who the victor/loser was is required. Whenever you challenge someone to a fight, you make a post in the
Spar/Fight Request forum, stating that you challenge him. The player cannot refuse a fight. All fights follow these guidelines:
-You must be located on the same planet as the character(s) you wish to fight
-You must locate the character(s) location in a role play, for example, if Vegeta wanted to fight Goku on Earth, Earth being a fairly large planet, he wouldn't find Goku just strolling about.
-You must role play, or have previously role played, the reason behind the fight. A grudge, simple misunderstanding, or a greater goal. You MUST have some form of a reason behind the fight, or it will not take place
-The winner of the fight can take half of the loser's Zeni, any Dragon Balls the loser has, OR 1 item from the loser. Both the winner and loser receive Power Level after the fight, based on the size and detail of the role play and the outcome. Winners get less of a Power Level reward, while Losers get more.
-The winner may choose to kill the loser or leave him.

Quick Battle in Fights:
Players of this RPG have the option of doing a Quick Battle in any fight that they have with another player. Because of how quick these battles become when doing a Quick Battle in a fight, the Power Level rewards are reduced by 50%.

If one player in a fight wishes to Quick Battle and the other does not, the player who does not want to Quick Battle may fight normally with role playing and will receive the normal reward. The player who is Quick Battling will still receive the lower reward, however.

Locating Your Opponent:
Unlike a spar, a fight is usually against the opponents will. Because of this, your character must locate the opponent by using one of the following in a Role Play: Ki Sense, Scouter, Teleport Move, or Mind Move. If you are using Ki Sense or a Scouter to attempt to find your opponent, you must role play searching for the opponent. An admin or mod will post at the end of your search stating whether or not you have found him. If not, you must keep posting until you do.

Multiple Characters Fighting:
A character may join into and help a friend in a fight if he or she wishes. A fight must have completed at least 2 turns before any other character can join and help, unless the character joining has Teleport Move, in which then he can join at any point in the fight by teleportation. There MUST be a role play reason behind a character joining a fight and helping out any other character. For example, if Vegeta was fighting Goku, Goten could not join because he felt like it.

When multiple people are in a fight, the order of battle goes by Speed. The first person to perform an action is the character with the highest speed and each successive turn is the character with the next highest. If Vegeta had the highest speed, then Goku, then Goten, the turns in which actions are taken is as follows:
Turn 1
Vegeta
Goku
Goten
Turn 2
Vegeta
Goku
Goten

Fighting NPCs:
In quests, periodically, the possibility comes up that you may have to fight a character that does not exist. When this happens, you take the role of that character. A character sheet with stats, attacks, and techniques will be provided along with an intelligence grade and attack trend. The intelligence grade is graded Low, Medium, or High. Low intelligence means that the character defends the first attacks that come at him, irregardless to their power, and may use techniques/attacks that could place him in jeopardy such as killing him or other bad side effects. Medium Intelligence means that he will only defend attacks above the grade of Small, and still may use attacks/techniques that will hurt him greatly. High intelligence means that he will defend your strongest attacks and be aware of how hurt he is, run where applicable, and act with a sort of awareness. Attack trend is the order in which the NPCs do their attacks.

Post fights in the planet all the participants are on in this format:

[Fight] (Name of Character) VS. (Name of Character)

Ex. [Fight] Vegeta VS. Goku

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Sparring



Sparring is when two or more characters on the same planet gather together and fight each other without lethal attacks or damage. No one can die no matter what the outcome is and neither player's hit points or energy points are reduced. Spars are carried out in order to improve fighting skill and improve techniques. The spar must be lengthy and detailed. Moderators or Administrators will then make a post after reading over the spar, and give the players Power Level based on role playing skill, length, detail, and the outcome of the spar. The base Power Level reward for a spar is anywhere between 100-2,000 Power Level. More or less can be awarded related to how well or how terrible the role play is. You may only spar 3 times in 1 week. After the spar is over, a quick out of character (OOC) statement saying so is required. Post all spars in the forum of the Planet you both are on, in this form:

[Spar] (Name of Character) VS. (Name of Character)

Ex. [Spar] Vegeta VS. Goku

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Quests



Quests in this game are role play situations created by the staff or by the very players themselves that allow a character to have a mini adventure outside of a normal day. In this RPG there are currently three kinds of quests: RP Quests, Battle Quests, Multi-Battle Quests. The general form of a quest looks like this:

Earth Quest: Stop Thief!
A thief has stolen a large sum of money from a local bank. Stop him before he gets away!
Difficulty: Beginner
Reward: +100 Power Level and +200 Zeni

Quests can have any amount of rewards, from Power Level, new techniques, or attacks. Once you complete a quest, you post it in the Planet forum your character is located at in this format:

[Quest] (Name of Quest)

Ex. [Quest] Stop Thief!

Some quests must be done in a certain order, or a chain of quests. These are distinguished by a word and a number in brackets. For example:

King Kai's Planet: [1]Get Training!
King Kai's Planet: [2]Catch Bubbles!

These must be done in order from 1 - however many there are.

After the quest is over, a quick out of character (OOC) statement saying so is required. Staff, to see if you have completed the quest to the difficulty the quest is set at, will then judge quest role plays. If the staff member that reviews the post(s) feels like you did not work the quest out fully, no reward will be given and you will be asked to revise the post(s). Each character is only able to do each quest once. Each quest has a minimum word requirement, however this is not followed completely. So long as the staff feels you completed the Quest to the best of your ability, rewards will be given. These minimums are a standard that the staff can enforce, but are not bound to.

Quest Requirements:
Difficulty:
Beginner: Must be at least 400 words in length
Below Average: Must be at least 800 words in length
Average: Must be at least 1,500 words in length
Above Average: Must be at least 2,000 words in length
Difficult: Must be at least 2,500 words in length
Impossible: Must be at least 3,500 words in length

RP Quests
An RP quest is a quest in which your characters stats, attacks, and PL do not play a role in the completion of the quest. These quests are completed based on writing skill and story telling only. RP quests tend to give the lowest rewards, as there is no danger or little requirement for you to finish them.

Spar Quests
A Spar Quest is a quest that contains a Spar. These quests follow the same rules as spars. Damage and HP/KP loss are calculated normally, however after the quest (Regardless of the outcome) all of the lost HP or KP is returned to what they previously were before the quest.

Battle Quests
A Battle Quest is a quest that contains a real fight. These quests are affected by what techniques you know, your PL, and your stats. A true danger exists in these fights since it is possible to fail by the death of your character. Every battle quest contains an NPC with real stats, HP and KP, attacks, and techniques listed in the quest’s description. It is advised that players review the stats of any NPCs inside Battle Quests and judge if your character is able to complete the quest.

Multi-Battle Quests
A Multi-Battle Quest is a Battle Quest in which your character fights multiple opponents at the same time. These quests follow the rules of Multiple Character Fights in the Fights section in the rules.

Quick Battle in Battle Quests:
Players of this RPG have the option of doing a Quick Battle in any Battle Quest. When taking this option, the Role Play portion of the quests must be done normally following the length guidelines above. When the fight in the Battle Quest begins, the rules of Quick Battling are then followed. No role play takes place in the Battle Quest after the fight has begun when doing it as a Quick Battle. Because of how quick these quests become when doing a Quick Battle, the Power Level rewards are reduced by 25%.

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Self-Train



Sometimes, as a strong fighter, relying on others or meaningless tasks to get down to the nitty gritty and do some real conditioning isn't your style. Self training is an open ended role play that does not include others that you role play yourself training. It has no minimum requirement, and Power Level gained are based on role play length and detail. After the self-train session is over, a quick out of character (OOC) statement saying so is required. Any character may only Self-Train once in any week, and it must be posted in the planet forum you are located on in this format:

[Self-Train] (Anything)

Ex. [Self-Train] A day at the beach

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Attacks, Advanced



Charging:
There are two ways a character can charge an attack. The first is when a character needs a certain number of turns in order to charge the attack and use it. This is shown by:

"Takes X turns to charge, then on the Xth turn use the attack."
Meaning the attack takes some number of turns to charge, and is fired on the turn after the charge is complete.

The second way to charge an attack is when you have the option to charge more energy into an attack, making it more powerful and do more damage. Charging attacks to add damage is denoted by "Chargeable". You may charge to add damage to an attack for any number of turns, and the attack is fired the turn after charging is complete.

Both applications of charge are negated if the character is stunned or held during the charge. “Chargeable” can be added to an attack by spending an attack point

Each different grade of attack has a different damage and cost that can be added for each turn spent charging as follows:
Minute: +KI damage and +KI cost in KP
Small: 1+KI damage and +KI cost in KP
Average: 2+KI damage and +KI cost in KP
Moderate: 3+KI damage and +KI cost in KP
Large: 3+KI damage and +KI cost in KP
Mega: 4+KI damage and 1+KI cost in KP
Super: 4+KI damage and 1+KI cost in KP
Ultimate: 5+KI damage and 2+KI cost in KP

Upgrading:
Attacks created by your character can be upgraded to the next grade, allowing you to increase the power of the attack, though attacks learned in special events cannot be upgraded. To upgrade an attack, post in the character sheet upgrade forum that you are upgrading the attack, what attack is being upgraded, to what grade, and what the damage and/or energy cost has been changed to. Upgrading to the next higher grade costs 1 attack point. An example would be upgrading Kamehameha Wave from Average grade to Moderate grade by spending your 1 attack point your character had gotten from gaining a Battle Level, changing the damage from 8+(KI x3) damage to 10+(KI x3) damage and 8+KI cost in KP to 10+KI cost in KP.

Ki Battle:
Once per fight or spar, any character may use a Ki attack to attempt to disperse or fend off another character's Ki attack. When a character uses a Ki attack against you, and you decide to perform a Ki Battle, as your defense, you attack with a ki attack. Doing this also takes up your action for that turn. The winner of the Ki battle is the one with the strongest beam, or the beam that does the most damage. If the beams have the same damage within 2 points of damage, the Ki blasts cancel out one another. The loser of the Ki battle takes damage equal to the damage of both beams added together. During a Ki Battle, your character may 'put everything he's got' into his beam by reducing his KP to 0, so long as he has at least 1 KP, and doubling the 'damage' of your beam. This doubled damage does not add to the damage taken by the loser of the battle, but is used to win the battle itself. Putting everything you've got into your beam takes up the action for that turn, as does the ki battle itself

Grapple:
Once in a fight or spar during your turn you may attempt to start a grapple. A grapple is a signature event in Dragonball Z when characters attack each other in rapid succession, punching, kicking, blocking, and dodging each other’s attacks that can barely be seen by the naked eye. When attempting to start a grapple, you must state in your OOC post at the end of your turn that you are starting to grapple. Each turn that you are inside a grapple, including the turn you attempt to start one, you perform five attacks that can only be basic physical attacks (the physical attacks known inherently by every character).

After attempting to start a grapple and performing your five inherent physical attacks, your opponent may continue the grapple; dodge/block possible attacks and perform five basic physical attacks himself. Alternatively, the opponent may deny the grapple and treat the five attacks performed against him normally. The character that started the grapple cannot start another grapple for the remained of the fight/spar.

Defending inside of a Grapple:
Defending inside of a grapple is much easier for your character to dodge/block attacks than normal defending, since you know the attacks are coming. Dodging or blocking attacks inside a grapple are considered separate from dodging or blocking normal attacks, meaning blocking an attack inside a grapple does not take up your one block per battle. Defending inside a grapple follows the following rules based on your Battle Level compared to the opponents:

5 or more Battle Levels above the opponent:
You may dodge/block all of the attacks performed by the opponent in his grapple.

3 or 4 Battle Levels above the opponent:
You may dodge/block 4 of the attacks performed by the opponent in his grapple.

1 or 2 Battle Levels above the opponent:
You may dodge/block 3 of the attacks performed by the opponent in his grapple.

Equal in Battle Level or 1 to 2 Battle Levels under the opponent
You may dodge/block 2 of the attacks performed by the opponent in his grapple.

3 or 4 Battle Levels under the opponent
You may dodge/block 1 of the attacks performed by the opponent in his grapple.

5 or more Battle Levels under the opponent
You may dodge/block none of the attacks performed by the opponent in his grapple.

Side Effects:
Some attacks may contain certain side effects to either the user of the attack, or the defender. Some of these such side effects include damaging oneself upon using an attack, reducing the opponents Ki Points, reducing you or your opponent's stats temporarily, etc. These effects may be included in attacks learned by special events, or can be added to attacks you are learning or already have learned by using attack points.
Some Current Status Effects:
Stun:
Stun is an effect where the character that is stunned becomes dazed and incoherent. The stunned character cannot perform any actions for the turns he is stunned, including defending
Held:
Held is an effect where the character is held down by some means of ki, item, or force. The held character cannot attack, run, or use items in the turns he is held. However, techniques that do not require movement, such as teleport move, mind move, or a defense move may be used while held. Some holds by strong characters are unbreakable and cannot be escaped from.
Blinded:
Blinded is an effect where the character that is blinded cannot see. There are different severities of being blind: fuzzy, distorted, and blank.
Fuzzy is a light blind, in which your attacks are considered one grade lower (Damage and KP cost are not reduced) and you are considered 1 Battle Level lower in a spar/fight.
Distorted is a medium blind, in which your attacks are considered two grades lower and you are considered two Battle Levels lower in a spar/fight.
Blank is a severe blind, in which your attacks are considered three grades lower and you are considered three Battle Levels lower in a spar/fight.
Knocked Out:
Being Knocked Out is another term for being at 0 HP. At 0 Hp your character is not dead… yet. When Knocked Out your character is unconscious and cannot perform any actions, and if attacked again, is killed and sent into the next dimension
Exhausted:
Being Exhausted is another term for being at lower than 5 KP. Your character feels the weight of the world on his shoulders. While Exhausted, your character is tired and cannot perform anywhere at the maximum of his capabilities. Because of this, when Exhausted your character’s Power Level is reduced to 50% of its maximum and your Defense is reduced to 10. For example, if Vegeta’s Power Level was 50,000 and his Defense was 21, if he used all of his Ki Points, making him Exhausted, his PL in this effect would be 25,000 and Defense would be 10.

Other Uses of Attack Points:
Attack Points do not have to be used to create a new attack. They have many other uses as well. Attack Points may be used to add effects to an existing attacks such as the following effects:
-Chargeable
-Technique (Teleport Move, Super Saiyan, Stun Move)
-Adding Side effects (stun, hold, blind, slow)
-Increase damage with a harmful effect on self (Add 10 damage, but do 12 damage to self)
-Damage over time (1 damage each turn over 5 turns)
-Effects under certain conditions (Add 20 damage in Ki Battle)
-Reducing or Increasing stats temporarily (+1 Power for 3 turns)
-Draining HP or KP (Opponent looses 3 KP and you gain 3 KP)
-Damage to KP (Does 10 damage to opponents KP)

These are just some of the things that can be done with attack points. All of these can be as creative as the character wishes, but an Admin must be consulted to approve of the addition.

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Items



Items are purchased in the various shops across the galaxy. Each item you buy costs Zeni, and if you do not have enough Zeni for the item, it cannot be purchased. Items can be located in the
Items page. When buying items you must post in the Item Purchase forum, including the amount of Zeni you have, the cost of each item you are purchasing, and the Planet you are on.

Different Types of Items:
Items are divided into categories as follows; Clothing, Ships, Android Upgrades, Weapons, Technology, and Various Items.

Clothing:
Clothing are items physically worn by your character. You may wear numerous articles of clothing, though you may only wear one piece of each of the following types; Wrist, Feet, Chest, Head, and Cloak. These items are considered on your character after purchased and are always on, in and outside of battle, unless otherwise stated.

Ships:
Ships and Ship upgrades are located here. Ships are used in Universal Travel, which is explained later.

Android Upgrades:
The race android can upgrade their circuits with upgrades that are under this category. Each upgrade may only be purchased once, unless specified otherwise. These items are considered on your character after purchased and are always on, in and outside of battle.

Weapons:
Weapons are items that can be used in conjunction with, or used completely in attacks created by the character. Some weapons are enchanted or enhanced to add an effect to the welder of the weapon. Guns are their own attack, and do not need to be used in an attack created by the character.

Technology:
Technology items are items that were created from the advanced society of the planet you are buying the item from. This can be different from planet to planet, since not all are technical geniuses.

Various Items:
Any item that does not fall into the other categories

Perishable and Non-Perishable Items:
Perishable items are one time use items, meaning that after you use the item once, it disappears from your inventory and in order to use it again, you must repurchase it. Non-Perishable items are permanent and have infinite uses once you buy them.

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The Dragon Balls



Seven balls located on Earth and Namek that will grant you any number of wishes depending on the balls. The wish or wishes granted must be in the parameters of the balls power. Dragon Balls are unique items, and while you have one, you are in grave danger, for characters may attack you for them.

Finding Dragon Balls:
To find these balls, you must be located on either Earth or Namek, Earth for Earth Dragon Balls, Namek for Namekian Dragon Balls. In order to begin your search, you must have one of the following to even begin searching:
Dragon Radar
Saiyan Scouter, Dragon Ball Sensor Chip Upgrade
Ki Sense Master
After getting a method of finding the balls, you must role play a search, in the forum of the planet you are on, in this format:

Searching for Dragon Ball (Number)

Ex. Searching for Dragon Ball 1

When you finish the role play, an administrator will tell you if you obtained the ball, based on how well you role played.

Stealing Dragon Balls:
If another character has a Dragon Ball you want, you must find him and fight him for the ball. The winner of the fight gets all the dragon balls that the loser had had. There are other methods of getting a player's dragon ball. Bribes, offers, and deals may be made, just inside of a role play and both players must agree on it.

Using Dragon Balls:
After you get 1 through 7 of one dragon ball set, you may call forth the dragon and ask for a wish. All wishes are approved by an administrator.

The following wishes may never be made, under any circumstance:
Killing another character
Immortality
More wishes

The following restrictions are made:

Earth: 1 wish
No more than 20,000 Power Level
No more than 2 added to one stat
No more than 1 added to all stats
No more than 100,000 Zeni
1 Attack, Grade Minute through Large
1 Technique that you meet the requirements for
1 Item of the planet your are on

Namek: 3 wishes
No more than 20,000 Power Level
No more than 3 added to one stat, can only be 1 of the 3 wishes
No more than 1 added to all stats, can only be 1 of the 3 wishes
No more than 50,000 Zeni
1 Attack, Grade Minute through Mega
1 Technique that you meet the requirements for
1 Item of the planet your are on

Aftermath:
After you use them, they are gone, and cannot be used or searched for until an administrator notifies.

More Dragon Balls?
In the universe there are more balls out there, you just need to find them, who knows what planet or where they could be. More information later!

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Jobs



Jobs bring in a net Zeni per week or Zeni based on commission. Jobs are gotten by meeting requirements involving Intelligence, Power Level, or possibly other stats that your character has. Jobs are Planet based and you must be located on the Planet you have your job on for at least 4 out of a 7 day OOC week, unless otherwise stated, in order to get paid.

Jobs normally do not require any RP to gain Zeni each week. As long as you are an active player, you will get the amount your Job pays per week unless there is a special action required to do the job (Such as a Bounty Hunter or Body Guard). Often doing a job reaps other rewards besides the money involved. Some jobs can increase Power Level and make characters more physically fit or more mentally sharp. Other jobs allow you to get a promotion after so long of having a lower job. When getting a new job or promoting your old one, post in the
Job Application page, including the job name your are applying for and the planet you are on.

Having Multiple Jobs:
You may have Jobs on many planets, though you can only gain the Zeni and any other bonuses from the Job by being on one planet for 4 out of the 7 day OOC week. Any promotion you receive is saved when you leave the planet, and is re-admitted when you return.

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Universal Travel



When your character decides to leave the nest and venture out to another planet, he or she must fly there via space ship. Each space ship trip takes a number of OOC days, meaning days in real life, or actual time. The number of days in travel time you have is dependent on two factors, the speed of your craft, and the distance you are traveling.

Your Speed:
The speed of your craft is denoted by a ranking system that is very simple, S1 (speed 1), S2 (speed 2), and S3 (speed 3), S1 being the slowest and S3 being the fastest. This speed is known when you purchase your ship, and can be upgraded to a higher rank with items.

Distance Traveled:
This is based on the travel distance chart located on the
Planets page.

Role Playing in your Ship:
While traveling, you may role play as normal in the confines of your ship. Ships can be upgraded to hold training rooms so that you may train while traveling to another planet. When you decide to go to another planet, just post you are doing so and role play it happening. On the other hand, whenever you own a ship you may role play in it, even without traveling. If you have gravatrons and training areas in your ship, you can train in them.

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Alliances



Alliances are groups of characters that share a common goal or message that are lead by a leader. Usually the leader is the strongest, or the most organized, or the best decision maker. Alliances can be created, joined, and can have bases.

Forming an Alliance:
To form an alliance you must post in the
Alliance Creation forum, in the format below:
Name of Alliance:
Alliance Mission:
Your ranking system and any current members:

EX.
Alliance Name: Devil's Advocate
Mission: "We kill the innocent and save no one!"
Ranks:
Leader, Vegeta
Co Leader, Goku
Member, Goten

After your alliance is formed, you may begin saving up for a base, form relationships with other alliances, and recruit members.

Joining an Alliance:
To join an alliance, simply post in the Alliance Joining forum, stating your name, what alliance you wish to join, and why you are worthy to join that alliance.

Bases:
Bases are your alliance strongholds that can contain valuable items. Each base has a planet onto which it resides on, and a base cannot be purchased without an alliance. Bases are bought by the leader of the alliance, in which the leader may ask for additional help from the members to assist in funding the base. Bases can be found on the Bases page. Each base can only have a certain number of members, thus limiting your alliance roster to a certain number when you have a base, or merely limiting the number of members of your alliance that has access to the base.

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Campaigns/Sagas



Campaigns or Sagas are very in-depth, well told stories that involve a large number of the players located on this RPG. These campaigns/sagas can be compared to the 'sagas' in the Dragonball Z show, where the characters will be presented against a large-scale task that requires a great amount of time, effort, and role playing. As a result, the rewards for the Campaigns are the greatest of all. Staff will create campaigns ultimately, but members may make suggestions or post ideas in an OOC forum. No Power Level will be rewarded for any quest inside of a saga, until the end of the saga and winners and losers are decided. Large scale Power Level and Zeni rewards will be given, along with special items or abilities, depending on the saga.

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Personal Role Play:



No one every said that you cannot just role play for the sake of doing so, whether it is to explain your characters history or any other act that not listed here. The staff is not obligated to give you a reward for such a post, but if it catches our eye as being highly in-depth or well written, a reward may be given.

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Weekly



Every week, staff gives every character that has made at least 3 posts including a role plays +300 Power Level. This Power Level will be attempted to be given out every Monday. Also a detailed report of each character's gains and effort during the week will be posted in the
Weekly Gain forum. Exceptional RPers during the week will recieve a bonus to their weekly Power Level increase.

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General Rules



1) No excessive flaming.
In character you will be bashing each other, which is not considered excessive. What is considered excessive is focusing all your negative effort on another character all the time, only attacking one person because you don't like them rather than playing out the game as your character would. Also flaming out of character is not permitted. This will result in a warning first, then further punishment if it persists. Out of character is where this rule mostly applies.

2) If you sign up, then play.
This is a big one. Don't sign up for this RPG unless you are willing to actually play. You are not expected to have complete dedication, but a few posts a week is not too much to ask. Your place will be taken if you are inactive for more than 2 weeks, plain and simple. That's being inactive without reason or notification. Meaning if you go on vacation for 3 weeks, you will not be kicked out, a post letting administration and other members know the amount of time you will be gone for will be expected and required.

3) No SPAM, hentai, porn, excessive swearing, racial slurs, religion bashing, and respect members overall.
These are common sense, be a good member is a simplified way to state this rule. Don't make another member feel offended is the bottom line.

4) What Administrators and Moderators say goes!
Administration reserves the right to override any rule, make any exception, and make judgment calls. These calls cannot be fought against, and if they are, you will loose. This goes for any moderators that are appointed as well.

5) Don't bother administration
Do not send administration or moderators an email or post a message asking them to become a moderator, or saying that you are willing to become an administrator. It will be deleted. Moderators will be personally chosen based on administrator's opinions, and maybe other members as well.

6) What's IC stays in IC and vice versa
You cannot use OOC knowledge and information to affect the role plays. For example, you character DOES NOT know the PL of his opponent without a Scouter, Ki Sense, or any other PL recording item/ability.

7) No multiple accounts
Self explanatory, if multiple account names are found, which is very easy to tell mind you, both accounts will be deleted and your IP banned from the site

8) No plagiarism
Simple rule. Do not copy someone else’s work, either in or outside this RPG. Every single RP will be checked for validity.

That's it, other than that its no holds barred. Have fun!


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