RULES:
BASIC RULES:
Rule # 1: This guild is here for everyone to have fun!
Rule #2: Regular Dragonball, Dragonball Z, Dragonball GT, and even made up characters are welcome on this site!
Rule #3: If you would like to train, buy an item, fight or even travel, please notify all Game Masters (G.M.s) by e-mail!
Rule #4: Only one person has to e-mail a G.M. to fight another person!
Rule #5: If you want to fight someone they have to be on the same planet. It can take a while to travel from one planet to another!
Rule #6: You can hide your power level, by letting a G.M. know before a battle!
Rule #7: If you die in battle you go to the next dimension, until you find a way back. You can train, spar and battle in the next dimension!
Rule #8: If you quit you can join again by e-mailing a G.M.!
Rule #9: The site managers reserve the right to remove any members that play "unfair or cheats," in this site. (As interpritated by them)!
Rule #10: Just because something is not posted on the site, does not mean that it is not there. Some things are secrets, while others the G.M.'s might not have had time to place it onto the site yet.
Rule # 11: You can only have up to 2 playable characters at a time. However you can not have 2 real characters at one time. If you have a real character and want another person, you have to make someone up.
Rule # 12: There are exceptions to rule # 11. You can have more than 2 characters if : 1) You give up on your current character, and want a new one to work with. This can be worked into the story lines. For example: Your character goes off to train in a parallel dimension. 2) If your character has offspring, you can control them, and so on. 3) If somehow through a spell or if you are a Namekian purifying yourself, you wind up with a copy of your self. You can control the actions of both men.
Rule # 13: Any major events, like attaining a new transformation or winning a Tournament, must be posted on the boards by a GM to be valid.
NON- BASIC RULES:
MONEY:
- You start out with the same amount of money, as your power level. There are basically 4 ways to get money. Way #1: Get a job. Way #2: Find it. Whether it is in a cave or on a dead body, it doesn?t matter. The possibilities for this way are probably endless. Way #3: Trade in some of your items, to receive money. These may also be items you found. Way #4: Sell an item to someone.
DRAGONBALLS:
1) If you collect all 7 Dragonballs of the same planet you may summon the Eternal Dragon to make your wish(es)!
2) You get one 1 wish with the Earth's dragonballs, while you get 3 wishes with the Namekian dragonballs! (Update: You now get 3 wishes with the Earth Dragonballs, due to an upgrade from a wish made with the Namekian Dragonballs!)
3) All wishes must be approved by all of the G.M.s.!
4) With the Earth's dragonballs a groups of people can be revived. While on Namek only one life maybe exchanged per wish.
5) The Earth's Eternal Dragon can only revive a person once. But The Namekian dragon can revive a person as many times as you wish.
6) All wishes that affect another person, must be excepted by that person, before the wish may be approved.
7) To make your wishes with the Namekian dragonballs you must be able to speak Namekian or have someone with you who does.
8) To awaken the Earth's Eternal Dragon, you must chant over all 7 Dragonballs "I summon the Eternal Dragon." Or something of that sort.
9) To awaken the Namekian Eternal Dragon, you must know the password!
10) In order to make a new set of dragonballs (Namekians only), you must first contact a G.M. through e-mail, and then train under either Guru or Kami!
11) Once you create your own dragonballs, you may create whatever restrictions, that you want, as long as the G.M.s approve it. [Note: You must at least have 2 restrictions.]
FUZION SYSTEM
As in any RPG, the playing mechanics are often just the basics. The base mechanics for Dragonball Z is the relatively new "Instant Fuzion" system. It is a simple set or guidelines apart from the more complex parameters of "Dungeons and Dragons". As a "Game Master" (G.M.), I have taken the time to go through the book and make slight changes so the rules would be a little easier, for all.
PHASES:
- The phase is merely your given time to perform an action; meaning that when your turn comes up, be prepared with what action you'd like to perform.
- Each person can only do one thing per phase. (Unless otherwise noted or a special power is used.)
- Every 4 phases is called a round.
- After each round all alive players will regain hits = to their physical characteristic, even if they are performing another action.
TURNS:
- In each phase, the person with the highest mental characteristic goes first. (If equal the person with the highest move characteristic goes first, if equal then the highest combat, exc.)
ACTIONS ALLOWED:
The following list, are the actions you may perform during your phase. Each action is followed by a brief summary.
Attack:This is to perform either hand to hand combat, attacking with an edged weapon or performing a Ki blast. Take into consideration that all Ki techniques require charging.
Block:Stop any one hand to hand technique. When performing this attack, difficulty value is the opponents combat + (fighting or weapon) skill + 10.
Catching ki: If you are about to be hit with ki, you have the option of trying to catch it, to throw it back at the person who tried to hit you. However it is very hard, and you must sacrifice your dodge to catch it. To do this, first determine the difficulty value of the oncoming ki blast. Once this is done look at your physical and roll 1 die. If your die roll + physical beats or ties the difficulty value, then you succeed, and catch the ki blast. Now if you want to throw it back, act as if you created the blast, and follow those rules. If however your die roll + physical is below the difficulty value, then you are automatically hit with the ki blast.
Dodge:Add +3 to your evasion skill for this phase against all attacks; you may not attack this phase.
Get up:If you were knocked down or thrown, 1 other action may be performed with the exception of sprinting or grabbing.
Giving Power: You can give an opponent or friend any amount of power that you have left over from powering up. You can perform another action this phase with the exception of giving power, sprinting or running.
Grab:This action allows you to grab a person or object, when this action is performed, your Action Total is -2, and your Evasion Skill is -3 this phase.
Move:This is how much your character can move, you move up to half of your move stat.
Run:Move up to your full move stat.
Shoot Ki: [Note: Unless otherwise noted, all ki blasts move x2, each phase, as the difficulty put into them.]
Shooting through ki: If you are about to be hit with ki, you have the option of trying to shoot through it, to hit the person who tried to hit you. However it is very hard, and if you fail you are automatically hit. To do this, first determine how much power was put into the ki blast, fired a far away. Now look over at your power that you have left over from powering up. If you can fire a blast that has the same power or above, the phase before you are hit, then you must use the following rules. If you put in a blast of equal strength, then you both reach a stalemate, and must remain in it for a couple phases (1-6). While these rounds go on, all of your power up goes directly into the blast, this happens until one person?s blast can over power the other ones, when the round limit is over. Whoever succeeds must roll using the original blasts? power to see if the opponent is hit, following the regular ki blast directions. If your blast is more powerful than the opponent's, then you successfully shoot through the blast. When you succeed you must roll using your winning blasts' power to see if the opponent is hit, following the regular ki blast directions. Now if you can only fire a blast that has less power or equal power but fail, then you do not succeed and you are automatically hit.
Sprint:Doubles your Move stat; your combat characteristics are 1/2 normal, evasion skill is at 0.
Throw:Throw a person or object ( -4 to Action Total, if object is not made for throwing.)
Power Up: You gain power equal to what your stat says.
Other Actions:Any other single action that your G.M. lets you do.
FIGHTING:
The dominant factor of Dragonball Z; fighting is by far the most critical element. I made some minor alterations, but for the most past tried to leave it untouched. The first element is as that when battles occurs everything around is nearly destroyed, so I added minor hit points to the following so that it'll feel like the atmosphere of the show.
Trees: 10 HP / Steel:100 HP / Ground:200 HP
[Here are the rules for fighting]
- When you attack first look at the skill's total that you want to use. Then roll 3 dice. This is called your Action Total (A.T.) Now the defender will look at his evasion skill's total and roll his 3 dice. If his evasion is higher than your move misses him. However if you A.T> is the same or higher than the defender, than you succeed, and hit him with the move.
- When you make an attack and are successful, the amount of damage you cause is first subtracted from defense. Any number left over, are the amount of 6 sided dice that are to be rolled, to figure out how much damage (hits) a character has sustained.
- When a character decides to power up, they gain the amount of power specified on their power up characteristic. (They can not use the power gained, until their next phase.) When attempting to throw a move, it might backfire, so here is the formula to find the difficulty value to perform a power move:
Difficulty Value = Power put into the move divided by 10.
- If you fail to activate it, the power put into it is lost.
- After an attack is performed and successful, there will always be a knockback, this is when you are pushed back by the amount of force put into the technique. The simplified equation is as follows:
Knockback = Damage + 1D6+ dice equal to your Physical stat.
Here is the chart:
- Now, if you're battling about while flying, then you knockback is now a collision. Which is similar to how knockback is with the exception of physical becoming your move stat, here is the formula:
Collision = Damage + 1D6 + dice equal to your Move stat.
Here is the chart:
ENERGY AND IT'S EFFECTS:
- When charging techniques, there can also be atmospheric changes, like when Goku achieves the legendary power of a Super Saiyan. Below are the atmospheric changes that occur when your power reaches a certain point.
ENERGY EFFECTS OVER LAND:
100:You are surrounded by a colorful glow.
200:
Small pebbles slowly rise, the ground shakes.
400:
Pebbles and small rocks begin to rise, the ground shakes violently.
800:
Whirlwinds of debris fly about.
1, 600:
Lightning strikes, the sky becomes black.
3, 000 +:
Mountains crumble, sky turns black, rocks begin to explode, lava springs forth.
ENERGY EFFECTS OVER WATER:
100:You are surrounded by a colorful glow.
200:
Small pebbles slowly rise on land, the water?s waves crash violently.
400:
Pebbles and small rocks begin to rise on land, the water starts to part.
800:
Whirlwinds of water surrounds you, with debris blowing all around.
1, 600:
Lightning strikes, the sky becomes black, all the water is parted completely, to the water?s floor.
3, 000 +:
Mountains crumble into the water, sky turns black, rocks begin to explode, lava flows into the area that used to have water.
REFEREES:
1. All battles must be assisted by a G.M. or Ref.
2. To be a ref., you must be officially certified by a G.M. (e-mail your application to one.)
3. Refs. Are here to "enforce the rules!"
4. You must have previously fought in battles at this site!
5. All refs. Must have a fairly common understanding of the DBZ shows, and must know this sites rules!
6. All dice must be rolled by the ref.!!!!!
7. Please do not argue with a ref. If you have a problem e-mail a G.M.
8. After each battle a ref. must e-mail a G.M. with the out come.
9. If a ref. Has "cheated or wronged" a player, please report it! It will not be tolerated! The ref. might even lose his/her job!
FUSION:
1) The highest amount of characters that can fuse at one time is 3. If you are a Namekian, and have already permanently fused with 2 other Namekians, then you can not fuse again.
2) When using the dance method the characters must be close to or within 5,000 - 1,000 p.l. of each other. When using permanent fusion, or earring fusion, you do not have to be within the same p.l. area.
3) If both characters are not within that range, and still want to fuse, the person with the higher p.l., must lower his, close to the other person's p.l.
4) The characters do not have to be of the same race, but must be around the same height and weight.
5) The referee or G.M must accept the fusion.
6) Once fussed you still know both characters' moves. However if both men know the same transformation, it can only be used once.
7) Remember when using the "dance" to fuse, there is always the chance that the outcome might not be what you expect! (Referees: roll 1D6, Roll of 1-5 = fusion works like it regular does. Roll of 6 = fusion works, however you turn into that small, fat, guy or the tall skinny one!)
8) To get dance-fused stats, add both guys' p.l.s, then multiply by 25. To find their characteristics add both men's together, then add 25 to the total. Skills shall only be added together. (Remember that categories in characteristics can not exceed 1,025. And categories in skills can not exceed 500.)
9) When 1 permanently fuses with another, or use the earrings, the p.l. is to be added up and multiplied by 50 instead. The characteristics are to be added, then add an extra 50 to each category. Skills shall only be added together. (Remember that categories in characteristics can not exceed 1,050. And categories in skills can not exceed 500.)
10) When 1 person permanently fuses with 2 others, then the p.l. is to be added up and multiplied by 75 instead. The characteristics are to be added, then add an extra 75 to each category. Skills shall only be added together. (Remember that categories in characteristics can not exceed 1,075. And categories in skills can not exceed 500.)
11) While in this form the characters must decide who will get the increase in stats after defeating an opponent. You might want the weaker person to gain this, so the next fusion can become more powerful.
12) The dance method will last for exactly 30 minutes, and nothing can stop the fusion. While the earring fusion lasts forever (unless G.M. rules otherwise) until they take off the earrings. Permanent fusion also lasts forever, unless the characters choose to unfuse.
13) After fusion by the dance method has ended, the characters must wait for 1 hour before they can fuse using this method again.
14) When fused any p.l., characteristic, or skills increase goes temporarily to the fused character.
15) Once 2 or more characters permanently fuse (Namekians), they can never unfuse. However, the being can still purify its self.
16)If you are a Namekian, and have already permanently fused with 2 other Namekians, then you can only dance fuse. The fusion counts as a (Double) Permanently Fused Character.
TRANSFORMING:
1) All transformations affect only the characteristics and powers, not skills.
2) Transforming only adds on from the original stats. So if you transform more than once, you do not build off of the last transformation, instead you add it to your base stats.
KAIO-KEN ATTACK:
Kaio-ken results last for 2 phases. On the first phase when you turn on the Kaio-Ken, you can still perform any other action that phase, including running or sprinting.
HOW TO INCREASE YOUR STATS:
After a battle or intense training your power and stats will increase. This is how much more your powers will increase.
FIGHTING ONE ON ONE:
POWER LEVEL RULES:
- To determine your new power level (p.l.) after a battle, use the following formulas!
(W. R. Winner): x 1/4 of opponent's p.l. max in battle, then add that number to your p.l.!
(W. R. Loser): x 1/6 of opponent's p.l. max in battle, then add that number to your p.l.!
(N. W. R. Winner): x 1/6 of opponent's p.l. max in battle, then add that number to your p.l.!
(N. W. R. Loser): x 1/8 of opponent's p.l. max in battle, then add that number to your p.l.!
- Those that generate from a mostly warrior race receive extra bonuses during each encounter. This includes 1/2 - 1/4 breeds as well. A fighter that comes from warrior races will increase in p.l. after almost every encounter. This includes, but certainly isn't limited to (battles, skirmishes, healing from near death, and even being revived from death) use this chart when ever this occurs to find the warrior's new p.l.:
How much danger was the character really in? :
- If he died, and was revived: (p.l. Increase): 1/12x your character?s current p.l. You gain 6 characteristic points, and 3 skill points.
- If he had a near death experience: (p.l. Increase): 1/16 x your character's current p.l. You gain 4 characteristic points, and 2 skill points.
-If he was severely hurt or severely wounded: (p.l. Increase): 1/18 x your character?s current p.l. You gain 2 characteristic points, and 1 skill point.
-If he was really hurt or wounded: (p.l. Increase): 1/20 x your character?s current p.l. You gain 2 characteristic point, and 1 skill points.
- If he was just hurt, or encountered something: (p.l. Increase): 1/22 x your character?s current p.l. You gain 2 characteristic points, and 1 skill points.
TEAM BATTLES (or double, triple ect. teaming)
-To determine your new p.l. after a team battle, use the following formula!Add up, all the people on your team.
Divide that number, by the number of your opponent's power level.
That number is now everyone's base modifier.
Multiply the base modifier by your race + winner and loser score (look under p.l. rules for the information).
When finding point increases (stats), take the number of characteristics that your opponent had and then divide by number of teammates. Then multiply that base number by your winner or loser score. Skill points are easy to find, just multiply the base number (regular number) by your winner or loser score.
[Note # 1: If you are on the winning team, and you lose or die in battle. You still add your loser score.]
[Note # 2: If you were on the winning team, and you didn't participate in the battle you gain p.l. as if you lost.]
STAT RULES:
- After battles use the following steps to find out the experience stats, that you earned:
Characteristics: Subtract the opponent's highest characteristics from your highest characteristics used in battle, then x it by your winner or loser value. [Note: Omit all decimals or fractions. If number is below a 1, make it a 1.]
Skills: Subtract the opponent's skills from yours, then x it by your winner or loser value. [Note: Omit all decimals or fractions. If number is below a 1, make it a 1.]
POWER LEVEL INCREASE RULES:
1) [Note: All left over fractions or decimals will be omitted! Example 1) 500x1/6= 83 1/3, the 1/3 will be omitted. So 500x1/6= 83! Example 2) 500x1/8= 62 1/2, the 1/2 will be omitted. So 500x1/8=62.]
2) Every time you gain 50,000 p.l., you get to make up your own move! (All moves must be approved by all of the G.M.s.)
3) You may "hide" up to 99/100 of your current p.l. (If you know how too!)
TRAINING:
Training will cover a variety of aspects at this site. Players will learn the secrets of new power attacks, and how to place the different effects onto their ki attacks, when training under someone. Let's start with self-training. You will earn a base amount of power level you can achieve. You will also earn experience points. Look below to find out what to do with the experience points. (With the exception of power level and power up.)
[Note: It is possible to combine several methods of training. When done so, you will earn all of the points that you gained.]
SELF-TRAINING:
These are the base amounts of power level and experience points, which you can achieve, while self-training. When you use a base, do not multiply experience earned with p.l. earned, in any formula. You can also use them, without using a base:
Normal activity: 1 month = p.l.+ 5 / experience earned = 1.
Light Daily Workout: 1 month = p.l.+ 10 / experience earned = 2.
Moderate Daily Workout: 1 month = p.l.+ 15 / experience earned = 3.
Heavy Daily Workout: 1 month = p.l.+ 20 / experience earned = 4.
Exhausting Daily Workout: 1 month = p.l. + 25 / experience earned = 5.
(Base amounts will be used in the formula for the next four areas of training.)
Weighed Clothes: (see below)
Gravity Training: (see below)
Master Training: (see below)
Sparing: (see below)
Pendulum Room: (see below)
Hyperbolic Time Chamber: (see below)
- For each experience point earned use this formula:
Characteristics: When training, for every 1 point of experience you earn you can then distribute that number to any characteristic or characteristics that you wish. [Note: Omit all decimals or fractions. If number is turns out to = below a 1, make it a 1.]
Skills: Take the number that you earned from characteristics. Divide it by 2. That is how many, points you can distribute to any skill or skills, that you wish. . [Note: Omit all decimals or fractions. If number is turns out to = below a 1, make it a 1.]
If don't finish a full month of training then you receive p.l. and exp. at one quarter of the exp. for each full week, of training completed. (Do not round fractions up.)
WEIGHTED TRAINING:
Weighted training requires that you start with clothes that are at least half your weight. You must start at half your weight and can go up in half your weight amounts every 6 months. After 6 months the effects of weighted clothing wears off, because the character gets used to the clothing. At the end of the 6 months you character also permanently gains the move = to the modifier number. Each race has a weight maximum, for the clothes. There are restrictions, when using weighted clothes in battle. The restriction will be in ( ). Gaining p.l. and exp. is as follows, but remember to start with the base from the scale above:
Half your weight: 1. 5x the base. (Move - 2) [Exp. = 1]
1x Your Weight: 2x the base. (Move - 4) [Exp. = 1]
1. 5x Your weight: 2. 5x the base. (Move - 6) [Exp. = 2]
2x Your weight: 3 x the base. (Move - 8) [Exp. = 2]
2. 5x Your weight: 3.5x the base. (Move - 10) [Exp. = 3]
3x Your weight: 4x the base. (Move - 12) [Exp. = 3]
3. 5x Your weight: 4. 5x the base. (Move - 14) [Exp. = 4]
4x Your weight: 5x the base. (Move - 16) [Exp. = 4]
4. 5x Your weight: 5. 5x the base. (Move - 18) [Exp. = 5]
5x Your weight: 6x the base. (Move - 20) [Exp. = 5]
Weighted clothes maximums:
n.w.r =2 - 3x weight.
w.r.=5x weight
GRAVITY TRAINING:
On to gravity training. First determine the daily workout then decide if our are going to use weighted clothing or not. Take the numbers and multiply it by half the gravity. That is the p.l. gained for a month of training. To find out the exp. earned, for every 5x more g' that you work in per month, you gain 1 exp. Remember some planets' gravity is higher than others, so one that originates from that planet, might already be used to that gravity. This also means that at the end of the month your move automatically = gravity that you trained in (Unless your move was more). If you are a n.w.r, then you can go up 10 gravity a month. But if you are a w.r. then you can go up 20 gravity a month. All G's are based on the scale of planet earth, assuming that Earth's G' = 1.
Gravity limits are:
n.w.r. = 20 - 30 G's (maybe a little higher, it depends on the person or race.)
w.r. = No known gravity limit
TRAINING UNDER MASTERS:
Masters are hard to find. And when you do find one, who says that they will even train you. So the first step is to locate a Master that will train you. Once you get down to training, the p.l. gained is determine by the base above, but is then is multiplied by half of the Master's mental. To find out how much exp. you earn, divide the master's mental by 5, and the end result's whole number = how much you gain in exp. (Do not round up. Also if the number is below a 1, make it a 1.)
- To find out how long it will take you to learn a certain move under a master that you are training under, use this formula:
Time it takes to learn a move in days = Move's Learning Difficulty divided by (Master's mental + Your mental)
- If you try to teach someone a new move that you learned from someone else, then the m.l.d. = x2, to teach it.
SPAR TRAINING:
This is the type of training, in which 2 or more warriors will fight each other, in hopes of getting stronger. You can only spar a maximum of 4 times a month. After the fight is over, here are the increases :
Winner- gains + x1/14 of loser's p.l.
Loser- gains + x1/16 of winner's p.l
- If 1 person dominated the spar: Loser gains 5 exp., while winner gains 1 exp.
- If the spar was semi-dominant: Loser gains 3 exp., while winner gains 1 exp.
- If the spar was fairly even: Loser gains 3 exp., while winner gains 2 exp.
- If the spar was even: Both the loser and winner will gain 4 exp.
If you spar with yourself, because you can split form, or know another special technique, then here are your advances:
You gain + x1/12 of your p.l.
- You gain 4 exp.
Pendulum Room:
This is the room of time and space in Kami's lookout. Here you will be transported to another place (dimension) were everything seems real, but is not. It is a kind of like a virtual reality-like environment. Those who train here, can fight anyone from the past, present, and future. (You can not die from this type of training.)
- Stat increase is = to what you would receive, if you had a real battle, with that person.
Hyperbolic Time Chamber:
This is the special dimensional chamber in Kami's lookout. 1 day spent in this room in our dimension = 1 year in that dimension. You can not train in this dimension for over 2 days a year in our dimension. If so, then the doorway will disappear and you shall be locked in that world for all eternity. Therefore, 2 years of training can be done in 2 days using this method.
SNAKE WAY:
This is how to figure out how long it would take you to reach the end of Snake way if you ran non-stop.
Completion of Snake Way in days = (Your Move) divided by 300.