How To

You have to read this to know how to train, battle, travel, etc.

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Training: Training, the easier, yet longer way of gaining levels, takes an experience amount that grows as you grow in power. Check the training page for info on that. Just post a little tidbit every day or two about how your training is going so we can keep track of you. During that time you can talk to people, fight, and travel (if you have the capabilities), but you can't look for Dragon Balls.

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Battling: To show how you take a standard turn at battling, look below. However, the first thing you must do is get your stats ready and give them to any referee. Remember that all battles need at least one witness or referee.

Your stats (seen only by you and any referees):
HP: 65000/65000
KI: 55000/55000
Level: 10
Speed: 15
TP: 0/0
Abilities: Special Beam Cannon

Your attack (seen by everyone, posted in main battle chat):
Attack: Special Beam Cannon
Damage: 3 x Strongest Attack
Effects: None

Having a referee is not required - its just a way for someone to get $2000. Example, tournament matches hire multiple refs. The refs usually do most of the calculations and sometimes are allowed to throw little wrenches into battles that are not tourney battles, but they mostly make sure that moves are legal and all that crap. But, they have to be on the same planet as the fighters. Now, if you win the match you have several choices:
1. Kill them and get the experience for another level (Enemy Battle).
2. Let him go and get the experience for another level (Spar).
3. Let him go if he gives you a certain amount of money, or an item that you want; it can't be a house or ship though. By the way, no experience here, you got something else out of the deal.

We also have a brand new system. Whatever items and money you do not have stored in the bank are considered equipped by you (except houses and stuff like that). If you die, your opponent can take all of your equipped items and money.

After the battle, one of the fighters (or even a witness) has to post the battle, and then both fighters must include this fight in their experience statistics on the Status board (see the board for more info).

Battles can be however many people versus however many people, even with more than two side. It doesn’t matter much though how many are against how many, but it helps to keep numbers down to a minimum. Now, there are the same rules for multiple people battles as the regular 1 on 1 battles, except if both people on a team can do Double Final Flash, Double Kamehameha, etc: all hell breaks loose. But everyone must wait their turn speed wise. The person whose speed is the highest goes first. Because of Surge (an item) and various transformations, the amount of turns and position of them may change during the battle. Basically, say one person with a speed of 16 is fighting a person with a speed of 5 and their friend whose speed is 10. 16 will go first, followed by 10, then 5. If you have any questions about this, ask the ref (or whoever is there watching) to figure it out. Try to use the above rules. We hope that’s not too confusing. Another thing, people don’t have to accept challenges.

Concerning the retreat, there are various methods:
1. Trying to fly away on your turn. Your chance of retreat in this fashion is very limited, but still applicable. Your chances of retreating are like your chances of hitting your opponent with a normal attack, except halved. For example, if your speed and the speed of your opponent are about equal, then you would fashion your attack in this way: Attack: Retreat, Damage: N/A, Effect: Escape, Target: Self. A new chart will be made for retreating, but you would basically change the amount of dice to 1 instead of 2 and double the number of sides, in this case, from 2 to 4. That roll would look like //roll-sides4-dice1, and you would choose one number from 1-4. If you fail the retreat, than your opponent catches and attacks you.
2. Knocking out/paralyzing/stunning/distracting the opponent and retreating. This is much more useful than simply trying to fly away, but it depends on how long the opponent is in the condition that you placed them in. If they are in that condition for a single turn, than your chances of retreating are 3/4 of a normal attack, or 2/3 if 3/4 does not work out evenly with your speeds. If they are in the condition for two turns, than your chances of retreat are the same as a normal attack. If they are in that condition for 3 turns, than your chances of retreat are 1.25x normal. 4 turns=1.5, and so on in that fashion. If you fail the retreat, than your opponent catches and attacks you.
3. Instant Transmission – Either Method, staying on Planet. Unless your opponent can get a hold of you and IT with you, than this is 100% successful. Your opponent can grab hold of you if they are 1) not knocked out, paralyzed, stunned or distracted; and 2) successfully execute the roll. This roll is like half of their normal attack, much like the section covered above. If they successfully catch you, than you IT wherever and the battle continues. However, in this case, depending on where you go to, your opponent has the choice of trailing you. If your opponent has the ability to sense you wherever you go, than this shouldn’t be too difficult for them and you will be found quickly. If not, you’re usually safe.
4. Instant Transmission – Either Method, moving to a different Planet. Very similar to the former retreat, except that if your opponent has no way to trail you, you’re safe.

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More Stat Info:

I couldn't think of a better place to put this stuff, so it's going right here:

KI
KI can be regenerated in a number of ways:
1. Items that regenerate KI.
2. Items that regenerate both KI and HP (i.e. Senzu Beans).
3. Sleeping (whenever you sleep in real life).

HP
HP is regenerated in the same way that KI is.

INT
These are the INT ratings for each race:

Saiyans – 20-40
Humans – 30-60
Androids – 100
Changeling – 20-50
Namekians – 50-70
Yardrettians – 60-80
Phoeniyans – 30-60
Tsufurujins – 70-90
Tektonians – 50-70
Human/Saiyans – 40-70
Kisenian – 30-60
Cyntian – 40-60
Demons – 20-50
Shape Shifters – 50-85

Special Factors:
History- (depends on what the Admins agree on)
Royalty: +5
Scholar: +10
Character Below 18 (age): -5
Telepathic: +2 for each level
Transformed: Intelligence +5 for each transformation (exceptions may apply)
Character Personality: +- (may vary)

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Traveling: All you do is post, saying when you leave and where you’re going, also putting who is going with you. If you have any training facilities, everyone can use the training facilities on your ship at the same time. Please see the Planets Page and the Training Page.

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Jobs: To do your job, just do what the description of your job says. Fight, kill, sell, referee, etc. You will get paid weekly or however the job specifies. Please see the Jobs Page.

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Gaining Levels: When you gain a level from training and fighting, your HP, Speed, and KI all go up. All amounts go up by a specified amount for each race. Please see the Race Page.

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Dragon Balls: When your going to look for Dragonballs, you need to have a Dragonball radar, unless you are a human or Human/Saiyan half-breed with the ability to search. More about that on the Dragonballs Page. You must post, telling us which planet you’re looking for the dragonballs and then tell us what happens while you search. It helps to make it interesting. Find them in deserts after searching for hours. Dive down into oceans to look for them. Sometimes, you will also have fights, so post when they happen, and then find someone to be the person you have the battle with. They don’t have to be their actual character; it’s okay! Remember: it takes 1 day to find one dragon ball on Earth, and 2 days on both Namek and Star. Exceptions are listed on the Dragonballs Page. Well, once you find all seven in a set, or when you have found as many as you can (which means that someone else is also looking for them, and you have to fight them for the dragonballs), post what happens. If you find them all, post your wishes, but check it with Administration first (your wishes). If you have to fight someone, make the challenge, then have the battle, and if you win you'll have all seven, so go ahead with what you want to do. We’ll make the changes, post if necessary, and work with everything from there.

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Death: When you die you go to the Other World. There you can only train, fight (dead can’t kill dead), learn special abilities from various trainers, and participate in tournaments. Someone must wish you back before you can come back. Sorry, we had to get rid of the two-week thing. It wasn’t realistic. In other words, MAKE SOME ALLIANCES PEOPLE! Oh, by the way, no NPC can wish you back. Only actual players. If you wish to stay dead, you don’t have to come back. As another note, being wished alive doesn't bring you to a planet. You must travel there yourself from the planet you died on. Also, if the planet you died on was destroyed, then the planet must be wished back first, otherwise, you will just die again.

A little death chart:
Living can kill living.
Living can kill dead.
Dead cannot kill dead.
Dead can kill living.
Once a dead person is killed by a living person, their entire being is completely erased and there is no coming back.

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Fusion: When you get the technique fusion, or you get a fusion item, you can fuse with someone who also has the ability or who will agree to use the Porta Earrings with you. Both people most consent to the fusion before it happens: no force fusion. Okay, upsides to fusion: HP, KI, and Speed are combined. You both alternate attacks in the fusion.

Porta Earrings can be used by anyone as long as you can find them and afford them. If a person level 5 wants to fuse with a person level 100 with P.E.’s, it’s all good.

All training/fighting done in the time people are fused is split between the two after fusion is split. In the case of death, if both can gain a level, then both do, because they are split when the Porta Earrings are destroyed.

Does that mean there are downsides? Of course! Fusion ability requires that the stronger lower their power to within 5 levels of the person they are fusing with. With normal fusion, it wears out after one day, but cannot be broken before that. After that, it cannot be used for one day for both of those people. Porta Earring fusions are permanent unless the pair dies; in which case, they separate in the Other World. Porta Earrings are impossible to destroy any other way than death. Fusions can only be between actual characters or NPC's, but not a mix of character-npc. There are no double fusions (like if Gotenks fused with Gogeta).

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Going to Oozaru: To go to Oozaru form you need to make a Power Ball (imitation moon), or wait for a full moon, which happens on most planets whenever there's a real full moon on Earth. It increases all of your stats by x3.
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Henchmen: Use them in battle instead of you or alongside you. Or for any other purpose they are used for. They usually grow like normal characters. Also, they often expect a small salary for their services. “No salary? We won't work for you anymore!” They cannot be fused.

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Role Playing: To role-play just post at the RPG Board.

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Items: Look at the items page and post on the items board when you want to make a purchase.

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Tournament Matches: Tournaments in Planet Z are often very different from the other battles during the RPG, and have a different set of rules.

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If you need any more help, contact us.