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Dragonball Online is a forum based roleplaying game based on Dragonball/z/GT/Super
 
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Son Goku
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Son Goku


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PostSubject: Site Rules   Site Rules I_icon_minitimeWed Jan 24, 2018 9:30 pm

WEB MASTERS
There is one Web Master on this site, of course he is Goku. All major questions and such will be handled through him. His say is final on such matters. To start there will also be an assistant/referee. Who can answer any basic questions and over-see battles. This position is currently open. The last position will be expanded as we find those we can trust and elect them to it. There will be a singular named used by the web masters when they are not using their character, it will help run various events, Gamemaster.  DO NOT ENTER INTO THE IC FORUMS UNTIL APPROVED!

NON-PLAYER CHARACTERS
Eternals are immortal beings who can do nearly anything they wish and possess great power. In this RPG they are Grand Priest, Zeno, & God's of Destruction. The Guardians are also beings of great power who aid mortals but they can be defeated and killed. They are Kami, Korin, King Kai, Guru, Mr.Popo, Master Roshi, Gregory, Bubbles, Princess Snake, Kaioshins, and Kibit. There are also NPC's who are just normal characters that are not controlled by players to help enhance storylines or give help. The Non Player Characters are Yajerobi, Professor Briefs, Oolong, Puar, and Mr.Satan.

THE AFTERLIFE
When you die you pass into the afterlife, your first stop will be King Yamma's Checkout Station where you will be judged by your deeds in the mortal plane. He will send you to either Heaven or Hell as a general rule. Now those who are judged as great warriors, or have someone to vouch for them(i.e.Kami), maybe allowed the privalage of traveling Snake Way to train with the legendary King Kai. Once in your location of ascension or damnation as maybe the case, you must remain there for a period of time that will depend on how often you have died. One week for the first four times you die, two weeks for the fifth through tenth time and a period of one month for the tenth through fifteenth. After fifteen deaths you cannot be revived through any means short of the Dragonballs. You also cannot leave the afterlife except in certain circumstances. Under permission from King Yamma you can leave for a short bit. Also through use of the teleportation technique you can leave for a few short minutes(usually time for a single action.) If you are caught anywhere else while dead outside of these circumstances you will receive a stat reduction.

ROLE-PLAYING
Role-Playing is the central issue for this RPG. You cannot advance and truely experience things without playing your character true to form. Role Playing is what earns you experience points, actually playing drastically out of character, will cause you to first receive a warning and then after that stat-reductions and experience lost. If you wish to simply chat, there will be a forum set aside just for that known as General Chat.

EQUIPMENT
All characters will tend to start with some type of specific items that will be described on their character page. These maybe unique items or those available to everyone else. Some items can also be bought from various locations or given by NPCs. Some specific items can be advanced with experience points just like techniques.

ALIGNMENT
Everyone will have some sort of alignment. Whether good, evil, or neutral. Alignments can change to a limited extent over the course of the game if it is well-Role-Played(Vegeta slowly progressed up from evil in the cartoon). Your starting alignment will be based upon your character.

SPECIAL RULES AND LIMITATIONS
Detailed on each characters page will be any special rules and limiations for them. Make sure to pay attention to these because they are required to properly play your character and gain XP to it's fullest. As an example of this for a special rule will be Burter, he must train in Speed at least a portion of his time. A limition will be held by Broly, he will be forced into battle upon any encounters with Goku.(Some characters such as Bulma have extremely advanced special rules, make sure to read this in depth if you play such a character)

TRAVEL
Travel between any of the planets requires a trip through space. This requires either the space flight power and some means to survive or a space ship. Each ship will take a set amount of time to travel, otherwise the travel time with space flight is dependent on that powers level, see it for more details.. With normal flight abiliy you cannot travel between planets. You cannot switch planets without doing this travel. Note Any area on Earth can be traveled to in minimum time determined by your flight speed. See that power for more information.

ADVANCEMENT RULES
The following are the basic rules for advancement, please refer to your specific character page for any special adjustements to these. 

STATS
There are a number of Stats that are used for characters in this RPG. I will go into brief descriptions of them below and their abbreviations that will be used from this point on. Some characters will used different stats then below(ex.Bulma, Dr.Wheelo, etc.) They are unique cases and will be described in depth on their character pages.

Strength{STR}Indicates your characters ability to inflict damage in hand to hand combat.

Internal Energy{IE}=Indicates your characters ability to store and manipulate their ki. This will determine the damage you inflict with energy attacks

Dexterity{DEX}=Your characters speed and physical prowess. This will determine a number of things, namely, number of attacks and dodges and the ability to react to attacks and order of combat.

Skill{SKL}=The characters skill level in combat, this will effect damage for both energy and physical attacks, the number of attacks and blocks available, and what moves can be learned.

Endurance{END}=This will help determine hit points and fatigue levels.

Willpower{WILL}=This will help determine the level of ki available and what moves are available.

Hit Points{HP}=Your characters health and life force, it is determined by adding the base HP and Endurance rankings.

Ki Energy{KI}=Your characters energy that can be used to perform techniques and transformations. Determined by adding Willpower and the base ki rankings.

Fatigue{FTG}=Determines your characters energy left and how tired they are. As this decreases so will your abilities. This is equal to the Endurance ranking of the character.

Attack Damage{AD}=The damage you inflict in hand to hand combat, determined by adding the Strength and Skill ratings.

Energy Damage{ED}=The damage inflicted by energy attacks, determined by adding the Internal Energy and Skll ratings.

ADVANCEMENT
All characters will start with several techniques which are based on their character. You can find your characters starting techniues and stats on their character page, along with their advancement chart. Everyone will start at Level 1 and be able to progress up to Level 5. Levels will determine transformations and various stat increases and will be gained at certain amounts of experience points. Levels in techniques are gained the same way. All techniques start at Level 1. Experience can be used to advance a technique to the next level or to buy new ones based on your character. You cannot advance a particular technique more then once per week. Eventually your character will max out and experience will no longer be able to be used. At this point you can use experience to buy bonus items and to help you out in combat. You cannot use experience like this until your character has maxed out. Some characters that have few moves(i.e.The Spice Boys) will have new techniques made available to them when they have maxed out and their move list expanded by 3-6 techniques they never demonstrated within the series.(only short lived characters such as those from the movies will have the techniques added, main characters such as Goku are already listed)

EXPERIENCE POINTS
Experience Points(XP) are the foundation of advancement on this RPG. XP is earned through daily activites and Role-Playing(RPing). A daily award of 100 points is awarded to each character if they show up for at least an hour during a day. Otherwise you receive a 25 point award. All other XP must be awarded by the Web Master for your Role Playing of your character and involvement in storylines. This RP will be submitted and graded, rewards are between 500-10,000XP.

TRAINING
Training is crucial to the advancement of the character, just as are experience points. To train you simply create a training thread and are able to train alone or with others.  Remember to stay in character or else it will not count. For every 100 words you will receive an increase to your stats based on the training chart below. The charts are broken up into two different charts due to the number of stats. To make things easier on yourself, you may want to record all the stat advancement for your PL on a seperate sheet. There will be a limitation on how many incraments of training you can gain per day. Within each 24 hour period, which go from 12:00am Central Standard to the same, you can only do 60 total increments of training a day (6000 words). This is in place for several reasons. Some people can not write as much so they are not going to be made to suffer. Others work online or just spend all their time there, a lack of life outside the computer is not the instant key to a powerful character. At the end of each day, mail your training threads with total word count at the end for all who participated to the Webmaster and your final stats will be updated within 12 hours on average. These are the final stats, if you came up with different numbers do not use what you have figured, use the stats presented upon your character page. At certain times you will be offered to trade Power Level in for Experience Points, when offered this it is advised to take it, and is usually for story reasons.

SPECIFIC ADVANCEMENT
Some characters excel in certain areas, specific area advancement allows them to boost one stat more at the expense of others. While training a specific stat you increase by double in that stat but receive no increase in ANY of the other stats. You can maximum train in a specific stat 1/2 of the time, (3000 words.) unless noted otherwise in the character profile.

TRAINING CHART (CLICK ME)

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Son Goku
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Son Goku


Posts : 11
Join date : 2018-01-19

Site Rules Empty
PostSubject: Re: Site Rules   Site Rules I_icon_minitimeSun Jan 28, 2018 11:04 pm

THE ART OF WAR

Combat is something that has always been a part of Dragonball since the very beginning. It has ranged from simple sparring to brutal fights for the fate of the universe. All of these will occur within this RPG and what follows is the Art of War, the method to it all. 

FIGHT TIME
Combat is made up of several units of time. These are turns, rounds, and sub-rounds. Fifteen rounds make a turn, and 4 sub-rounds make a round. During a single round of combat, there is an attack phase and a defense phase for each warrior. The one with the highest speed goes first and attacks. Then the others defense phase occurs. Then their attack phase, then it returns to the faster warriors defense phase. Some techniques are limited within a turn or by a number of rounds. Combat proceeds in this manner until defeat.

ATTACKING
Everyone is capable of attacking in some way. Whether it is a basic punch or a blast of golden energy varies on the warrior and what techniques they are capable of. Attacks also can consist of special moves such as Multi-Form being initiated. An attack takes up one round of combat, multiple attacks are sometimes possible if your speed exceeds your enemies by a certain amount as detailed on the chart below. These all occur within the attack phase. 

ATTACK RATE CHART
Speed Exceeds | Additional Attacks
25% higher | 1 extra att/10 rounds
50% higher | 1 extra att/7 rounds
75% higher | 1 extra att/5 rounds
100% higher | 1 extra att/3 rounds
200%+ higher | 1 extra att/round

Example: Son Gohan is fighting against a group of thugs. Gohan has a speed rating of 40,000. The thugs all have 400. Gohan's speed is well over 200% of their own(which would be 1,200 or 3x), thus Gohan receives 2 attacks per combat round besides his normal one.

DEFENSE
There are two basic types of defense moves. They are the block and the dodge. These are performed during a warriors defensive phase and are renewed upon the end of a combat turn.A block is using your own strength and skill to help blunt the force of a blow. Each warrior possesses two blocks per turn. Refer to the chart below to see how much damage is absorbed and extra blocks for higher skill then your opponent. 

BLOCK EFFECTIVENESS CHART
Enemy Dmg to Blocker AD | Dmg Taken
0-49% more | 0% of damage
50% more | 10% of damage
75% more | 25% of damage
100% more | 50% of damage
200% more | 75% of damage

Example:Frieza fires a finger laser at Krillin who attempts to block. Frieza's Damage from the attack is 60,000 points, Krillin's AD is 35,000. The damage is about 73% higher then Krillins own damage, so he takes 10% or 6,000 points from Frieza's attack. 

BLOCK RATE CHART
Speed Exceeds | Additional Blocks
50% higher | 1 extra blk/15 rounds
75% higher | 1 extra blk/10 rounds
100% higher | 1 extra blk/8 rounds
200% higher | 1 extra blk/5 rounds

Example: Super Sayain Stage Two Gohan is fighting against Perfect Cell. Gohan has a speed of 120,000, Cell has 75,000. Gohan's speed is over 50% more then Cells, thus every 15 rounds he receives an extra block to use at will. He uses the extra block in the 9th round of combat. He will not have the options of using it again until the 15th round comes. Dodging is getting yourself out of the way of the attack, through a twist of the body, leap or flight.

Dodgings effectiveness is based on a combination of speed and skill, these values are added to determine your DR(Dodge Rating). This is compared to the enemies to determine if a dodge is successful and if not how much damage is taken. A dodge has a higher realm of ability to escape damage then a block but damage when taken tends to be higher. Each warrior possesses two dodges per combat turn. Dodging against an enemy with a DR of more then 3x(200%) of your own is impossible, they are simply to fast and skilled.

DODGE EFFECTIVENESS CHART
Enmy DR exceeds | %Dmg Taken
0-100% more | 0% of damage
150% more | 50% of damage
200% more | 100% of damage

Example 1: Majinn Vegeta fires a Ki Bolt at Goku who attempts to dodge, they have equal DRs so Goku completely avoids any damage.

Example 2: Majin Buu is fighting Gotenks who fires a Kamehameha at him for 90,000 points. Buu attempts to dodge, he has a DR(Skill+Speed) of 50,000, Gotenks has a DR of 150,000. Gotenks has 150% of Buu's DR and thus inflicts 50% of his damage or 45,000 points. 

DODGE RATE CHART
Dodge Rating Exceeds | Additional Dodges
50% higher | 1 extra dge/18 rounds
75% higher | 1 extra blk/12 rounds
100% higher | 1 extra blk/10 rounds
200% higher | 1 extra blk/7 rounds

Example: Turlus is fighting against Piccolo. Turlus has a speed of 20,000, Piccolo has 5,000. Turlus's speed is over 200% more then Piccolos, thus every 7 rounds he receives an extra dodge to use at will. He uses the extra dodge in the 3rd round of combat. He will not have the options of using it again until the 7th round comes. 

ADVANCED MANUEVERS CHART
There are several techniques that are learned for specific techniques or learned for a single move and are applicable to all of them. These are the Parry, Counter Blast, Charging and Weak Attack. Counter Blast is learned through advancement of the Ki Bolt technique and Parry is learned through advancement of the Parry technique. Charging and Weak Attack are learned individually for each move if available.Parry is different type of block that combines with an attack. It is used during a defensive phase but also takes up your next attack round. When used it counts as a block and follows the rules involved but also inflicts 50% of the warriors normal physical attack damage. This is done by as a punch is thrown, twisting the arm as it hits against your own. A parry can only be performed against a hand to hand. attack(Super Speed Combo, Physical Attack, etc.). A parry can be avoided by using your own defensive phase to block or dodge it in someway, though his of course uses one of your defensive moves up.

Example: Vegeta throws a punch at Broly which would normally do 60,000 points of damage. Brolly parries the attack, grabbing Vegeta's fist and squeezing it. He inflicts 50% of his standard damage which is 50,000(Broly normally does 100,000 points). Vegeta twists at the last minute(dodge), managing to escape with no damage to himself. The next round starts, Vegeta may attack due to Broly having used a Parry and thus his attack for the following round. A counter blast is just as it sounds, firing an energy bolt of your own to attempt to stop one coming from an enemy. When the two beams collide their ED(energy damage) is compared, the closer they are the more likely a "beam battle" will erupt where the next round will be spent forcing more energy onto the beam in hopes the other will release their own. The one with the lower ED will end up taking damage at some point is the beam battle is simply held as their beam is pushed back into them. Damage can be dramatically reduced in this circumstance. When one beams defeats another, reduce the ED of the winner by the ED of the loser beam before applying it to HP, no defensive moves except Teleportation can be used against this damage. Also if two are involved in a beam battle no other actions can be taken and others can attack freely. If 10% of one warriors Maximum HP is reduced in a single attack, they will automatically lose their beam and end up taking full damage from the others blast. When two beams of exactly equal power(ED) strike each other, they will explode after a single round of beam battle and both warriors will take equal damage. 

COUNTER BLAST CHART
Difference in ED | Beam Battle | Beam Battle Length 5% | Yes | 2 turns
10% | Yes | 15 rounds
20% | Yes | 1 turn
30% | Yes | 5 rounds
50% | Yes | 2 rounds
51+% | No | n/a

A weak attack is a method of firing an energy attack of some sort when you are low on ki. You can fire a 10%, 25%, 50%, 75%, or 80% blast. The blast requires the amount of ki equal to the percentage of standard and inflicts that percent of damage as well.

Example: Nappa is low on energy and attempts to fire a Mouth Blast, he spends 50% of the normal ki for the attack. Instead of doing his regular 2,000 points of damage, Nappa instead inflicts 1,000 points. Energy Attacks can also be charged up over rounds for greater damage when it is finally released. For every round spent charging up an attack the total damage increases by 10% of the original. While charging only defensive actions can be taken, no other attacks. The ki cost also increases by 10% per round spent charging. The maximum damage is 4x(300%) of the original damage. Vegeta charges up his Final Flash to release upon Cell. His normal damage is 80,000 points, he spends 6 rounds charging at 8,000 addtional damage per round. When the blast is unleashed it has a maximum damage of 128,000 points. 

FATIGUE
Fatigue reflects the stamina a warrior still possesses. It increases for every attack or technique performed, though at maximum it is equal to a warriors Endurance ranking. Fatigue recovers at a rate of 10% per round spent resting. As fatigue decreases attacks become weaker and slower, eventually carrying no force at all. Refer to the chart below to determine how weak a warrior is. Fatigue can enter into negatives, though a warrior will pass out at -100% of his fatigue.

STAMINA CHART
Fatigue Rating | STR Pen | IE Pen | DEX Pen
30% | -5% | -2% | -5%
20% | -10% | -5% | -10%
10% | -15% | -10% | -15%
0% | -20% | -12% | -20%
-10% | -25% | -15% | -25%
-20% | -30% | -20% | -30%
-30% | -35% | -25% | -35%
-40% | -40% | -30% | -40%
-50% | -45% | -35% | -45%
-60% | -50% | -40% | -50%
-70% | -55% | -45% | -55%
-80% | -75%- | 50% | -65%
-90% | -90% | -75% | -85%

MULTIPLE ENEMY COMBAT
When multiple people are engaged in combat things can occur several ways. If the combatants pair off simple run combat as normal for each battle. When a single enemy is ganged up upon an additional number of attacks and blocks/dodges/parries. Refer to the chart below to see the modifications made. Counters are equal to the number of enemies. Defensive moves will work as described in their descriptions on multiple enemies.

BRAWLING CHART
Number on One  | +Atk | +Blk | +Dod | +Par
2 | 1/2 rounds | 1/5 rounds | 1/5 rounds | none
3 | 1 round | 1/3 rounds | 1/3 rounds | 1 turn
4 | 3/2 rds | 1/2 rds | 1/2 rds |1/5 rds
5 | +2 rds | 1 rd | 1/2 rd | 1/5 rds

DEFEAT AND RECOVERY
There are three ways for battle to end. Death, defeat, or escape. Death is reached when a warrior is reduced to -10% of their hit points. When a warrior is dead they will travel to the nether realm and follow the rules there. When an attack would kill a warrior, the one who is making the fatal attack can decide whether or not they wish to finish them off or simply knock them out cold. Unconciousness is reached upon hitting 0 hit points, all transformations are lost and the warrior will slump to the ground out cold and completely vulnerable. They will awaken after enough time has passed for them to return to positive hit points. Escape will be detailed in depth further along. Hit Points and Ki are recovered at a rate of 5% of the maximum for every 100 words (or training period) spent resting. Certain items such as senzu beans and the recovery tank can drastically increase this rate. 

ESCAPE
Escaping combat is actually quite a simple procedure, though not always easy to do. It is done usually through the flight technique or teleportation. Teleportation is instant and cannot be prevented. Flight depends greatly upon speed. The warrior who is being run from can choose to give chase or to take a last attack at the fleeing enemy. If they give chase each warrior compares their escape factor(Dexterity+EF from Flight). If the runner has a higher EF they escape, otherwise the chaser can take a free attack which can only be dodged, then the runner escapes, or knock the runner back to the ground and resume combat again.
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