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Post by Majin Mumbo on Sept 2, 2017 1:10:50 GMT -6
Techniques, attacks and skills operate on a 'tier' basis here on World of Dragon Ball.
There are four types of technique - Offensive, Support, Utility, and Signature. Only the first three types are freely available - Signatures are special techs, that while supercharged and customizable after being upgraded, are usable only once in a thread.
Most races start with 3 technique slots. These can either be three basic tier techniques, one intermediate tier and one basic tier technique, or one advanced technique. Most races gain a new technique slot every 8,000 power-level they gain.
Techniques can be learnt with or without a solo or group thread in which they ICly learn the ability (so, essentially, they learn the technique off-screen)--however, you must have them approved in the technique application's thread.
Offensive Techniques ... are those such as the Kamehameha, techniques that are intended to do damage. The novice tier (hereby referred to as A1 for this guide) of offensive techniques operate with power equivalent to 1/3rd (or 33%) of the user's power-level, with decimals rounded to the nearest full number. For instance, Goku's PL is 3,000. He fires an A1 Kamehameha, meaning it deals 1,000 damage.
Intermediate, or Tier 2, offensive attacks can be split into two versions - upgraded power (Referred to as UA2) or a unique variant (Referred to as VA2). If an attack has an upgraded power, such as the Super Kamehameha, using the attack is equivalent to 2/3rd (or 66%)- or 33% if an additional effect is added- of the user's power-level. Unique variants would be something such as the Bending Kamehameha, where the attack could be diverted mid-blast to yet hit a dodging enemy.
Advanced, or Tier 3, offensive attacks could once again be one of two versions - maximum power (MA3) or upgraded unique variant (VA3). That would either be 100% of the user's power-level (an Ultimate Kamehameha), or 2/3rd (or 66%) with an additional effect (A Super Bending Kamehameha, etc).
You can have multiple variant techniques, such as having a Kamehameha, Super Kamehameha, Ultimate Kamehameha, Bending Kamehameha and a Super Bending Kamehameha. However, it would cost 5 technique slots, or 40,000 PL - so spend wisely!
Next to your offensive techniques in your character sheet should be a symbol denoting their type. These are:- [A1] - Novice
- [UA2] - Upgraded Power
- [VA2] - Variant
- [MA3] - Maximum Power
- [VA3] - Upgraded Variant
Defensive Techniques ... are those such as the Energy Barrier, techniques that are intended to block incoming damage. These function very similarly to offensive techniques. The novice tier (hereby referred to as B1 for this guide) of defensive techniques operate with power equivalent to 1/3rd (or 33%) of the user's power-level, with decimals rounded to the nearest full number. For instance, Goku's PL is 3,000. He uses a B1 Energy Barrier, meaning it blocks 1,000 damage. If an opposing technique beats your barrier, and the Barrier user's PL is within 60% of the attack's PL, the damage is halved. If the Barrier user's PL is lower than 60% of the incoming attack, the damage reduction is only 25%.
Intermediate, or Tier 2, offensive attacks can be split into two versions - upgraded power (Referred to as UB2) or a unique variant (Referred to as VB2). If an attack has an upgraded power, such as the Super Energy Barrier, using the attack is equivalent to 2/3rd (or 66%)- or 33% if an additional effect is added- of the user's power-level. Unique variants would be something such as the Explosive Wave, where the attack could be used to overpower incoming attacks to cause damage to the attacker as well.
Advanced, or Tier 3, offensive attacks could once again be one of two versions - maximum power (MB3) or upgraded unique variant (VB3). That would either be 100% of the user's power-level (an Ultimate Energy Barrier), or 2/3rd (or 66%) with an additional effect (A Super Explosive Wave, etc).
You can have multiple variant techniques, such as having an Energy Barrier, Super Energy Barrier, Ultimate Energy Barrier, Explosive Wave and a Super Explosive Wave. However, it would cost 5 technique slots, or 40,000 PL - so spend wisely!
Next to your defensive techniques in your character sheet should be a symbol denoting their type. These are:- [B1] - Novice
- [UB2] - Upgraded Power
- [VB2] - Variant
- [MB3] - Maximum Power
- [VB3] - Upgraded Variant
Support Techniques
... are those such as the Zanzoken, techniques used to gain an advantage without directly damaging the opponent.The most famous example of this would be Solar Flare, in this case an escape technique under the SU banner. It comes in three tiers. [SU1] which operates at 100% of your Power Level. [SU2] 150%. And finally, [SU3] at 200%. These, like offensive techniques, can have multiple variants of the one move so long as you spent the required amount of technique slots on each.
- [SU1] eg. 'afterimage' technique
- [SU2] eg. an afterimage that can carry out a limited 'recorded' movement
- [SU3] eg. a full blown 'projection' that can move around for a limited time, but not perform actual attacks
Utility Techniques ... are support-like techniques that do not take up a KP upon use, such as Ki Sense, Four-Witches, Ki Suppression, and other techniques that are essentially non-mechanically-useful techniques. Note: Flight (Bukujutsu) and Basic Ki Blasts (Kihō) are NOT Utility techniques. They are base-level techniques all characters come with at no cost.
Signature Techniques ...are powerful abilities that come in all shapes and sizes. Signature Techniques can be either used for offense or defense, or even to support others, depending on what kind of fighter you wish to be. Though each Signature Technique is unique, one thing is constant: Signature Techniques can only be used once per-thread. This is due to their immense usefulness and strength.
You can learn more about Signature Techniques in the Signature Techniques Thread
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Post by Majin Mumbo on Sept 2, 2017 1:15:01 GMT -6
The main staple of the manga Dragon Ball was, for the majority of its run, the intense and dramatic fighting within its pages. Often called the greatest fighting manga ever, and the greatest Shōnen of all time, here we will seek to replicate its skill and drama.
In the manga, however, it was often very clear-cut who would win - the strongest fighter would always prevail, even if the opponent put up a decent challenge. To make this roleplay more fair, however, the gap between two fighter's 'power-levels' can be more than you might expect. This is so both parties won't get as frustrated or bored if one player has been around for longer or has more free time to put into his training than the other.
So - at 80% power, warriors are considered to be on equal footing. This is about the difference between Frieza and Goku when both were at full power on Namek, where Goku was shown to be the clear-cut victor (at least, in the manga). And, at 60% power, lower-level fighters can still hold their own against a much-stronger warrior. Below that and they'll have to plan accordingly and work together to beat a stronger foe.
If you take an attack at more than 200% of your power level, you are highly likely to be knocked out or killed instantly, without a chance to regenerate if your character is capable, if the attack is intended to kill. You may request to not be killed instantly, but that'd be your opponent's discretion if the thread is Death Enabled. If a 200+% attack is intended to KO, you also cannot regenerate--however, someone might be able to slip your character a senzu bean.
The total damage a player can take additively is equal to 300% of your current Power Level. Please refer to the Hurt-O-Meter at the bottom of this thread for additional information.
All techniques in Death Enabled and Saga threads are governed by the KP System.
Transformations - Temporary and Permanent Transformations come in two types, mechanically speaking, here on the World of Dragonball.Some may be familiar with the PERMANENT transformation system. When in one of these forms, while you are not ICly forced to be in it permanently, it has an indefinite supply of ki that regenerates, should you not use KP for a post. Forms with the Permanent labeling, along with your base form, function this way. You have a 3KP cap in Permanent forms, but you will not drop out of your transformation should you hit 0KP. As said before, if you don't use a KP tech in a post, you regenerate 1KP. Permanent forms have the ability to Dig Deep as well. Even if they don't seem to have sufficient KP, they can dive into the negative KP range to use their [SIG] technique if it has not already been used in the thread, though this wears on their health and stamina big-time. The lower your KP, the more damage you take- (*0/3 KP>No damage, -1/3 KP>Moderate Damage (100%), -2/3 KP>Heavy Damage (200%), -3/3 KP or Below>Death). When you are in the negatives, you cannot use any KP techs until you're back at 1 or above.
Next come TEMPORARY transformations. These forms are all-out barrage-based forms that wear opponents down fast, but also wear you down- contrasting the lasting, endurance-based playstyle of PERMANENT forms. In a temporary transformed state, you cap out at 7 KP. However, you need to not use any KP-consuming techniques for two consecutive posts to regenerate +1KP in these states. Note that the only safe way to enter a Temporary form is to be at Maximum KP. If you have less than Maximum KP, you will receive damage as follows: 100% when transforming from 2/3 KP, and 200% when transforming from 1/3 KP. The KP conversions are as follows: 1/3 > 2/7 | 2/3 > 4/7 | 3/3 > 7/7.
Should you drop to 0/7KP, you will return to your nearest permanent transformation or base form. Although you can re-enter a temporary form after having previously reverted, you will require Maximum KP. If you transform below that, then the damage applied will be dramatically increased compared to what it would be for a first time, low-KP transformation. (2/3 KP = 200% damage and 1/3 KP = death at the end of your turn)
When it comes to dropping from Temporary forms into Permanent forms, though, no damage is dealt no matter what KP amount remains, though the amount of KP you'll have in your Permanent form differs as follows: 7/7 > 3/3 | 6/7, 5/7, 4/7 > 2/3 | 3/7, 2/7, 1/7 > 1/3.
For the purposes of KP regeneration, a turn in which you had both a Permanent and Temporary form active is considered a turn using the Temporary form.
An additional note: taking 200% damage from self-inflicted abilities (I.E: Dig Deep, Temporary Transformations or the Offensive Signature Style Ravage will NOT kill/KO the player unless they’ve taken enough damage that would total 300% or more as referenced by the Hurt-O-Meter found below)
KP SystemEvery player starts a thread with 3 or 7 KP maximum depending on their transformations. Tech Type | KP Cost | A1, B1, SU1
| 1 | UA2, UB2, VA2, VB2, SU2 | 2 | MA3, MB3, VA3, VB3, SU3, SIG | 3 |
Only Combat-Action SUs drain KP when used. These include Afterimage or similar dodging techs, escapes, and other add-ons. Passive Utility, or [UT] that are not directly related to combat such as Ki Sense and its relatives, Ki Suppression, etc. have 0 KP cost. Senzu beans restore 3 KP [Limit 1 per fight]. Dodge Rules
SU1 Dodge: Up to 100% of PL SU2 Dodge: Up to 150% of PL SU3 Dodge: Up to 200% of PL Technique ClashingDuring combat, it is not uncommon for two Offensive techniques to be fired at one another, when this occurs, the two techniques Clash. Clashing is quite simple: When the two techniques make contact, the power of the two techniques are measured up. If one is stronger than the other, than the weaker technique is beaten out, but not without a small victory. When a technique successfully beats another, the Power Level of the losing technique is subtracted from the stronger one. Meaning that if Goku were to fire a 1,000 PL Kamehameha at Piccolo, but Piccolo fired back a Demon Wave at 600 PL, then the Kamehameha would only have 400 PL remaining once it broke through the Demon Wave. However, when two techniques are within 80% of one another, they are, like the players who fired them, considered to be on equal footing. Should this occur, then the two techniques will simply Fizzle. This means that both attacks are considered failed, and no damage is dealt to either fighter.
The Hurt-O-Meter
Taking damage, well, damages. Taking certain amounts of damage, whether slowly stacked or all at once, is going to wound and wear down your character whether you like it or not. The following intervals of PL equate to these damage levels that are based around YOUR PL- not the PL of your opponent. i.e, you have a PL of 1,000, so you'll be unconscious after taking 3,000 PL in damage. 10% PL damage | These are minor wounds. Nicks and scratches, but little else. | 33% PL damage | Minor damage, but nothing to scoff at. Skinned knees, small burns, and the slightest hint of fatigue. | 50% PL damage | Damage is starting to rack up. Bruises and cuts will be common, but you’re still in fighting condition. | 100% PL damage | The first major complication. Serious wounds and gashes aren’t strange by now, and fatigue is starting to hinder you. | 150% PL damage
| It's harder to stay standing, but you’ve got fight left. Major wounds will start forming, and stamina likely drains faster. | 200% PL damage | The damage has racked up to a nearly lethal level. Broken bones, blackened skin and oozing gashes are commonplace. Ragged breaths and unsteady footing will set in. Races that benefit from Zenkais must surpass this threshold and survive/heal to gain their boost, and taking this much damage in a single blow is an instant K.O/kill | 250% PL damage
| You’re near-dead. Missing or crippled limbs and desperation are at an all-time high. If you’re not already dead, Otherworld’s door isn’t far off.
| 300% PL damage | You’re dead or unconscious depending on how merciful your opponent feels. Your body has taken too much punishment- it will give out at this threshold if it hasn’t already.
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To vaporize an opponent on death in a DE thread, you must either kill them with an attack over 200% of their PL, or land another successful strike on their body after the initial killing blow, which can be intercepted by other thread participants in the post rotation following if they wish to do so. As an additional side note: in the case of unbalanced modifiers, such as Majin’s or Ultra Super Saiyan, your Health Pool is based on your DEFENSIVE Power Level modifier, rather than offensive.
Passive Techniques Basic techniques and abilities such as Ki Blasts (on the same level as a basic punch or kick) and Flight are considered passive skills, and come packaged with your character. However, other "passive" techniques like Ki-sensing or Ki Control (Suppression/Power-Weighting) will require a technique slot.
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Post by Majin Mumbo on Feb 6, 2018 21:07:24 GMT -6
Some battles will inevitably lead to a character passing on from this world to the next. Whether you suffered one too many attacks and bleed out at the end of your brawl, or that massive energy wave made by your rival just vaporized you, the result will be the same. Your character has died, and on World of Dragon Ball, there are very few ways to counter-act or reverse such a thing.
For most, this means you'll wind up in the Check-In Station, where King Yemma will judge the deeds your character has done through their life. A kind, heroic or courageous soul will wind up in Heaven, while everyone else gets a trip down to Hell. It's not exactly the end for you, though. Characters in the After-Life gain access to a boosted conversion XP > PL Conversion rate; 1.25 PL for every 1 XP, so if they ever return they'll be able to throw down some revenge.
Of course, death is not entirely permanent. At the cost of 10,000 XP, Arcosian characters can be reanimated and turned into an Android. Androids can do this as well, but they'll need to temporarily deactivate one of their Traits as well as pay the fee. Non-Arcosians may also choose to become Androids, but at the steeper cost of 25,000 XP as well as a trait to remove. In addition, non-Arcosians can become Ghosts upon death, and those Ghost characters can purchase a Devil Lamp to escape the Afterlife, but if they're defeated while in the Mortal Realms, they'll be sent back to Hell. You can read more about both of these mechanics in the Androids and Ghosts species pages.
Death may also be cheated through the use of the Soul Recycle Machine. For the price of 7,500 XP, a dead player may purchase a set of Soul Recycler Keys to enable them to revive. However, this is a complex machine and requires advanced knowledge to operate: for that reason, the price of activating these keys begins at 1,000,000 XP. Each month the character is active and engaged in Afterlife RP, they will be granted a Soul Recycling Cheat-Sheet which will reduce the price of activating their Key item in half, up to a maximum of 7 Sheets. This breaks down as follows:
0 Sheets: 1,000,000 1 Sheet: 500,000 2 Sheets: 250,000 3 Sheets: 125,000 4 Sheets: 62,000 5 Sheets: 31,000 6 Sheets: 15,000 7 Sheets: 7,500
Upon activating their Soul Recycler Keys, they will be given the Resurrection Sickness trait, which will reduce their XP > PL conversions (including those for minions) by 25% until a total of 30,000 PL has been gained.
The only other way to revive is to have an ally make a wish on the Dragon Balls. You'll be able to return to the living world in the same thread the wish was made to revive you, but if you prefer, you can decline revival and stay dead as well.
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Maple
Administrator

PL: 80,000
Stargoon (x2P); Sparkling(x4P)
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Post by Maple on Mar 13, 2018 11:20:37 GMT -6
You may block any technique attack by using an attack or barrier of your own. You may also block for someone else without a barrier, but you must interdict between them and the attack with an Afterimage-style Support move (SU1). You will also suffer any bleedthrough damage consequence. If you are dealt more than 200% PL damage from the attack you intercept, the remainder will still carry through to the original target. Unless you have a Merging variant, multiple participants cannot "konga line block" an attack. One blocker per one attack on one defender. No blocks of any kind may be made on bleedthrough damage. Note this only involves combat rules, and not city or planet destruction.
Offensive moves in general are not mobile shields. You may not knock away an attack with it. You must interdict and handle any and all damage. That is the only way Offense techniques be used defensively.
In an event when a barrier user is blocking attack for another character, and is under 20% of an opposing attack, and cannot stop the attack themselves, the damage reduction usually applied by the barrier will be negated and the attack will bleed-through with only the sum of the character's barrier strength and power-level being subtracted from the attack. This is intended to prevent the use of minions or newer characters to artificially reduce barrier strength through the same process of 'konga line blocking'.
In extreme circumstances, a player may request that staff review one character's attempt to block for another character, if they believe this attempt was done in order to exploit the blocking rules detailed here. In other words, a player is not allowed to block for the malicious purpose of ensuring that maximum bleed-through reaches the target.
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