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How to Play

Alright Maggots!
Here's the pecking order.


-There's You.
-Then the Dirt.
-Then the worms inside the dirt.
-Popo's stool.
-Kame.
-Then Popo.
Any questions??


Alright, first off let me tell you this. The fighting in this seems difficult AT FIRST! Remember this; I DO ALL OF THE WORK! Once you start playing you'll realize that it's much easier than it seems. There's just a lot that you can work with. The reason; I want you to be able to have your own fighting styles, your own strategies, and your own way to battle that stays interactive and interesting. This is an evolving and ever expanding fighting system, DON’T GET OVERWHELMED!!! Take it slow; we'll walk you through this.
Once you actually play or watch a fight you'll understand everything a lot more.

.: This is how a Basic Battle is ran.
-First I roll for turn order.
-Then the first person says what they're attempting to do on their turn. (With what's in thier move in parenthesis like this)
-Next the players roll against each other to see the actual outcome of that turn. (I roll for you both)
-Then I calculate out the Damage and make changes to each players stats. (Usually with a written out description of what ACTUALLY happens)
-Then the next player goes.
The battle continues until there's a victor or until there's no one left standing.


This first part is one of the potentially longest of all of the 'Stages' of attacking. The things here will be carried over to the other 'Stages'. We'll start with the basics. Physical Attacks, Ki Attacks, and basic Abilities. These first things will be the backbone for fighting.

.: Physical Attacks

These are attacks done without using basically any Ki. Single attacks with just one attack may possibly do more dmg than and have more of a chance to hit than a combo.

  • Punch(-inf-) +1d6 dmg
  • Elbow(9) +1d4+2 dmg
  • Power Punch(8) +1d8 dmg (Ignores Base Defense)
  • Double Axe Handle(7) +1d12 dmg
  • Head Butt(5) +2d8 dmg (Ignores Other Defense)
  • Kick(-inf-) +4 dmg
  • Knee(9) +1d10 dmg
  • Power Kick(8) +6 dmg (Ignores Base Defense)
  • Drop Kick(7) +2d6+2 dmg
  • Ram(2) +1d20 dmg (Ignores All Defense)

.: Ki/Energy Attacks

When you use a Ki attack you simply tell me what type of Ki attack you're doing, and how much MP you're putting into the attack.
Now let me tell you this... As far as your Ki attacks... I almost NEVER put less than 200 Mp into a single Ki Attack. The only time I do is when I'm firing multiple Ki attacks so that I can hopefully get some kind of damage instead of risking a bunch of MP into an all or nothing attack. BUT that's just me.

Beams of Ki:

Beams are your laser type Ki attacks. This Ki attack ignores all defenses. The Speed of this attack is also based on a characters actual Speed. The quicker you are to draw this move, the harder it'll be to dodge. This is one of the more powerful attacks and also has a slight advantage against being countered. (Speed Based)

Ki Blasts:

A Blast is an outward explosion of Ki. This Ki attack is based off of your Initiative and has a large blast radius making it harder to block. This is more of a close raged attack but can be used in a variety of different ways. (Intiative Based)

Balls of Ki:

Balls of Ki are well…. Balls of Ki… These balls can be made into almost any size and are either thrown or fired by the person using them. The great thing about this attack is that depending on your Mp Level, you can actually launch more than one of these in a single move(Mp level divided by 2.5) They may not be powerful, but at least you should get some hits in! (Strength Based)

KiWaves:

Waves are your KameHameHa Style Ki attacks. This move is most effective by people who are proficient with their Ki. This is the most powerful of all of the Ki attacks. BUT this attack has one downfall to its power; that its easier to block against than the other Ki attacks. When a defender blocks against this attack, they automatically get a bonus to their block percentage. (Ki/Mp Based)

.: Abilities, Skills, and Stats

(Note: This is the base for the bonuses, there may be differences for your Character depending on the level of thier stats.)

Charge- Charging is basically trying to build ot your potential and restore you to what you may have been before -you can only charge to get so powerful until you reach your max.
Charge order:
Free, Turn, Free, Turn, Turn, Free,
Turn, Free, Turn, Turn, Turn, Free,
Turn, Free, Turn, Turn, Free, Turn,
Free, Turn, Turn, Turn, Free, Turn.

Charging heals 5% of your Hp, 15% Of your Mp, and adds 2 to your Speed. BUT Charging takes 20 Rage from you.

Power Up- If Charging brings you to your max, then powering up pushes you past it. Powering Up is gathering power and strength.
Powering up and adds 5 to your Strength, 1 to your Def(potentially healing you also), and adds 15 to your Rage. BUT Power up takes 35 MP from you.

Latent Health- When you knock some one out, you have 1 of 2 choices. 1) Leave their negative Hp as bonus EXP for after the fight; or 2) Use their negative Hp to heal yourself a little bit.

This is really useful in multi person fights, quests, or events. This will save your ass when you need to most! (Hopefully, lol)

Distraction- This can range from firing a Ki attack to disappearing/reappearing. For a distraction you spend 20 Mp and get to attempt to distract your opponent for a better chance to do your next action whether it be attacking or just using an item. This can be stacked before any move in the hopes for a better chance at success. The Higher your Initiative, the better you are with/against these. BUT if your distraction's failed, the distraction backfires and you get a small penalty!



That basically sums up the basic attacks. Now from here on I will be covering the different Combination moves you can put them into.

Hint: A good advantage about combos is that they increase your chance for Damage. If you do a single attack or move your focusing on that single move, you are putting all your hopes on that one thing(100% dmg) but lets say you do two attacks. then they are both only partial dmg they may only do 60% of the dmg that they do normally(Which is 20% more dmg than normal, if completely successful)
Note: Ki Attacks do Full DMG in Combos***


.: Combos

In a combo all effects of the things in it may become partial (For example, a hit that normally does 400 dmg may only do 200 dmg). A Combo is preformed when more than one action is being preformed in a single turn.(Note: No more than 5 actions can be preformed in a single combo.)

Now there are some actions you can perform that do not count as actions. These things are referred to as 'Free' actions. Free Actions includes Abilities such as Free Charges and Distractions. These actions can also be preformed normally without the turn being a combo.

EX 1- You attack with a Punch, Kick and a Knee. That is equivalent to 3 move Combo.
EX 2- You attack with a Free Charge-Distraction-Punch, Kick, Distraction-Knee. That is still equivalent to a 3 move Combo because Distractions and Free Charges are not considered actions.


NOW… As If I haven’t told you enough already….. there are just a couple more things that I need to teach you. These last few things are SPECIAL MOVES and MODIFIERS

First I am going to cover the MODIFIERS

.: Power Points- 10 Rage Per Point
A Power Point is something that can be stacked on to a move to make it more Powerful.
-Distractions: 2 Points give you +1 Effect. 10 Point Max (or 100 Rage/+5 Effect).
-Physicals: 1 Point gives you +10% DMG. 5 Point Max(50 Rage/+50% DMG).
-Ki Attacks: 1 Point gives you +2.5% DMG. 10 Point Max(100 Rage/+25% DMG).

.: Focus Points- 20 Rage Per Point
A Focus Point is something that can be stacked on to a move to make it more accurate.
-Distractions: Each Point gives you +1 roll. 5 Point Max (75 Rage/+5 INT).
-Physicals: 1 Point gives you +4 Speed(+1 Roll). 5 Point Max(75 Rage/+20 Speed/+5 Roll).
-Ki Attackss: 1 Point gives you +4 Speed(+1 Roll). 5 Point Max(75 Rage/+20 Speed/+5 Roll).


At this point I just confused you again. DON’T WORRY. You just need to know these modifiers in order to understand the next two Special Moves I'm about to cover.

I know you're thinking…. WTF is Rage.
Well…. Rage is something that's constantly gained and used/lost while you're fighting in this RPG. Think of it as…. An AP meter or a Limit Breaker Meter; it lets you use these modifiers, special moves, and even Ascend your Super Saiyan!

These first two Special Moves are basically package deals for the two modifiers above. These are cheaper ways of doing extremely powerful and devistating combos that you coudl preform using Power Points and Focus Points.

Well…. Without further ad due….


.: Special Moves!

Alright. The first two special Moves are simply Package deals for the two Modifiers. The first two special moves are preformed like a Normal Combo but you just tell me were you want to distribute your Modifiers. In a normal combo if the defender rolls 10 higher they stop the combo. In a Dragon Rush they have to do it twice, in an Assault, 3 times.

.: Dragon Rush- 60 Rage Per. 2 Per Fight. 2 Turn cool down. [Over a 100 Rage Value]
Given 3 Focus points and 3 'Rush Points'(Stronger Power Point)

~No additional PPs or FPs can be added to this attack. Also unlike a combo; the person you're attacking has to roll 10 over you 2 times to stop your combo instead of only once.

.: Assault- 100 Rage Per. 2 Per Fight. 2 Turn cool down. [Over a 200 Rage Value]
Given 6 'Assault Points' which are equal to a Focus Point and a Power Point combined into one.
~No additional PPs or FPs can be added to this attack. Also unlike a combo; the person you're attacking has to roll 10 over you 3 times to stop your combo instead of only once or twice(DR).

And Finally......
"ATAH! ATATATATA -AH TATATATATTATAH AHTATATATAH!" -Cody Barber


.: Barrage- 150 Rage Per. 2 Per Fight. 1 Turn cool down. 1 additional Counter Barrage.
Auto hit move with Random number of attacks from 12-20+ Strikes. This attack heals its user slightly and only gives the attacker 1/2 of the rage they'd normally get from being attacked.
~No PPs or FPs can be added to this attack. If you've been Barraged you cannot barrage back on your imediate turn if you recieved your rage from that barrage to barrage. You do NOT need full rage to counter barrage.

Barrage is basically a "limit breaker" if it helps to think about it that way. This is an attack that you can perform when your rage gets high enough. Its a VERY random outcome. It might be good, it might be shitty BUT it does heal you when you deal Damage to someone -only a little bit; but that's better than nothing.

Barrage is exactly what it sounds like. Its a random series of strikes whether they be punches, kicks, knees, elbows, what ever. We roll to see how many strikes you're able to pull off and how successful they are. (Pay close attention to the little quarks they have listed down below!!!)
-You can use your Attacking Barrages for Countering, but not your Countering Barrages for attacking.
-You cannot Power up then Barrage on the same turn or perform anything after the Barrage.
-You cannot Barrage two times in a row. If you Counter Barrage one turn you have to do something else the next before you can Barrage again.
-If someone Barrages you, you cannot immediately Barrage them back on your turn unless you had enough Rage to Barrage them before their Attack.
-If you're Barraged you can either hope you can dodge/parry the moves OR you can attempt to block(the only problem with that is that all of the strikes automatically hit, you just have to hope you get a really good Block), or You can Counter Barrage if you have enough Rage.
-For Every SP you have over someone you get +1% To your success roll; every SP u have under its -1%.
-Barrage can really be a life saver if you are getting pwned really badly in a fight.

Hhhhmmmmmm......
I'll bet you didn't know I could do this too, Bitches.


.: Ascention- 250 Rage Per. Can add an additional 50 Rage for another roll for in increased change to ascend. (Note: As you ascend, the cost to ascend may increase)
For this we roll pass/fail. Depending on your rolls you might increase your SSJ by 25%, if you get multiple special rolls, potentially 50%. or If you fail horribly, you might just loose a bit of rage.
~No PPs or FPs can be added to this move. Once you ascend once, you cannot attempt it again unless you ask me, the condition calls for it, or I tell you otherwise.

Ascension, Barrage, Assault & Dragon Rush are their own moves and CAN NOT be in a Combo





.: Being Attacked!

When being attacked, there isn’t much to choose from... You have two options, sometimes three.

.: Option 1 - Dodging

Dodging. Dodging is the basic form of stopping an attack. This is a pass fail situation. You both roll your twenty-sided die. This is where the dodge and strike on your character sheets come into play…
Let’s say the person attacking you has a Physical strike of +2. Then no matter what that person rolls, add 2 to their roll. If your dodge is -1 then you subtract 1 from your roll. Who’s ever total is higher wins. If the attacker gets a higher number they hit, if you get a higher number you dodge. BUT! If your numbers are the same or one off, then it’s a ½ hit only good for 50% of the damage.

.: Option 2 - Blocking

Blocking. Blocking is great if you would rather take a partial amount of damage instead of potentially a whole hit for max damage. For this you are letting your opponent hit you, so you more than lately will receive damage. BUT -only at a fraction of the normal damage. For this the defender rolls their twenty-sided dice, the chart shown here shows you what each number on your roll represents. If you roll between 2-19 you may have a modifier on your character sheet that makes your roll better.

Roll Defense Success Actual Outcome
________ _________________________ _________________________
1 Critical Fail (Block Break) Receive 150%(3/2) dmg
2 8% Damage Receive 92% dmg
3 12% Damage Receive 88% dmg
4 16% Damage Receive 84% dmg
5 20% Damage Receive 80% dmg
6 24% Damage Receive 76% dmg
7 28% Damage Receive 72% dmg
8 32% Damage Receive 68% dmg
9 36% Damage Receive 64% dmg
10 40% Damage Receive 60% dmg
11 44% Damage Receive 56% dmg
12 48% Damage Receive 52% dmg
13 52% Damage Receive 48% dmg
14 56% Damage Receive 44% dmg
15 60% Damage Receive 40% dmg
16 64% Damage Receive 36% dmg
17 68% Damage Receive 32% dmg
18 72% Damage Receive 28% dmg
19 76% Damage Receive 24% dmg
20 Critical Success(Counter) Return 50%(1/2) dmg


.: Option 3 - Countering

Countering -ah, what everyone wants to do 24/7... Well this isn't what you'd think of it as. No, this is not a whenever you want to type of thing, this is when ever you are able to and if you want to. This is for Ki attacks only, if someone fires a Ki attack at you-you have a possibility for an extra option to counter; No this is not slapping an attack back even though that is countering, this is firing your Ki attack at theirs resulting in a variety of things. For example- your blast may carry both blasts to your opponent, both blast might hit you, the blasts may explode on contact... Everything varies depending on the attacks, as well as your ability to use those attacks, and many other conditions as well.
In this case you both must roll your attacks damage, whoever’s damage is higher wins. If they are both matched or relatively close, they both blow up. If one is higher by a moderate amount then add both of the damages up and take 75% of the total and send it to the loser. If one attack is substantially higher than another, the smaller attack is destroyed. It’s up to the players if the loser has a chance to dodge/block the attack.



.: Fate Tokens

Fate tokens are your ability to use those magical moments of greatness. Alright… now you're thinking what in the fuck does that mean.
Well… You know how in Dragon Ball when suddenly the fighters get then random boost of strength or their energy magically returns to them and they're able to save the world? Well this is just that.

Fate token are things that I will allocate to each player at the beginning of an RP. These tokens can be used at your discretion. You can use them with attacks to make them better, you can use them to give you a little boost of rage to do that special attack you want to do, you can use them to give you an extra roll(s) on your ascension rolls, as well as many other things.

These tokens are open ended. You can do JUST ABOUT ANYTHING with these. Ask me anything you want with these, either I will tell you that you can do it, I'll give you another option, or you can hold on to it for later. BUT REMEMBER you can only use ONE fate token per move. YOU CANNOT TOKEN STACK!!!
(Except for the Fusion Token*)
  • Normal Token (12)
    Power: *
    Special: None
    Disadvantages: None


  • Legendary Token (3)
    Power: ***
    Special: When used with Ascend, you're guaranteed a success at least to SSJ. (Potentially more) Disadvantages: The Person you use it against may gain a token.


  • Majin/Mystic Token (2/2) [4]
    Power: ****
    Special: Auto SSJ with 125 rage(Majin) or 250 Mp(Mystic).
    Disadvantages: None
    Note: It doesn't have to be used to Ascend. You can use it as a very powerful Fate Token.


  • Fusion Token (3/2/1) [6]
    Power: Varies (*, **, or ***)
    Special: Can be used with any other token.
    Disadvantages: The Token CANNOT be used by itself.


  • DragonBall Token (7)
    Power: **
    Special: None
    Disadvantages: Whom ever you use it against gains a token.


  • Cursed Token (3)
    Power: ***
    Special: Get for stopping Moves/Actions.
    Disadvantages: The Person you use it against may gain a token.


  • Senzu Token (2)
    Power: ***
    Special: Heals 600 Hp and 300 Mp.
    Disadvantages: Takes away some rage. Counts as a move.(Random/Varies)
    Note: It doesn't have to be used as a Senzu. You can use it as a Legendary Token.


  • Z Token (1)
    Power: *****
    Special: ???
    Disadvantages: ???
    Note: This is the rare token. There is only 1. Be creative for the use with this token, there's a very high chance that what ever u can think of may happen. Ask me what you want to do and I'll tell you what I'll do for you. (Or I'll just agree)







I know it seems like a lot. But remember.
I DO ALL OF THE WORK!