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Post by Iodine on Apr 16, 2017 17:36:22 GMT
All of the site's rules are in this single comprehensive guide. Use the table of contents below to navigate between specific sections of the Site Guide. Anything marked with a STAR [★] is considered MANDATORY READING FOR ALL MEMBERS. TABLE OF CONTENTS [1] SITE RULES ★ OOC RULES IC RULES [2] GAME MECHANICS ★ PL, KI AND ZENI BATTLE SYSTEM BASIC ACTIONS [3] SITE MECHANICS ★ TRAVELING DEATH AND OTHER WORLD CITY AND PLANET DESTRUCTION [4] TECHNIQUES ★ OFFENSIVE TECHNIQUES UTILITY TECHNIQUES [5] PERKS ★ PHYSICAL PERKS KI PERKS DEFENSE PERKS UTILITY PERKS [6] SPECIES ★ HUMAN KEMONO SAIYAN HYBRID NAMEKIAN DEMON FROST DEMON ANDROID BIO ANDROID MAJIN ALIEN [7] DRAGONBALLSDRAGONBALL SEARCHING DRAGONBALL CHALLENGES WISHES EARTH DRAGONBALLS NAMEK DRAGONBALLS EROS DRAGONBALLS SUPER DRAGONBALLS [8] SPECIAL TECHNIQUES
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Post by Iodine on Apr 16, 2017 17:37:41 GMT
OOC RULES [1] Be respectful to your fellow members and staff. This should be a no-brainer. Be civil, friendly and understanding whenever you are interacting with any of the members here. Don't harass members or treat them poorly. If a member of staff tells you to do something, then respect their request and do it. I promise you that we won't make you do anything that's unreasonable or demeaning. Basically, don't be an asshole. [2] This site is rated PG-13. What this means is that swearing, cursing, violence and all that good stuff is allowed here; however, keep it in moderation. Sexual content is strictly prohibited; the most that is allowed is suggestive comments and gestures before you have to fade-to-black. If you wish to continue, you can do so off of the site. [3] Plagiarism is absolutely forbidden here. Plagiarism involves stealing work from others and claiming it as your own. This rule will be enforced incredibly strictly; members that are caught plagiarizing will be subject to disciplinary action. [4] Bad behavior in the c-box is not allowed. The c-box is an extension of the site, meaning that all site rules apply to it as well. Conduct yourself in the chatbox as you would on the site itself. Realize that the c-box is for everyone to use. Do not hog or dominate the c-box; try to be as inclusive to as possible whenever you chat in there. [5] Only one character is allowed per account. Accounts are to be named after your character. There is no direct character limit, but you are expected to be active with all the characters you have. If you become inactive with any of your characters, they run the risk of being archived. Face claims are not required, but they are strongly recommended in order to provide a better image of your character. Always log in on your accounts to post; guest posts will be considered null and void when applied to IC threads and any other fitting thread. [6] Try to keep your avatars and signatures a reasonable size so they do not stretch the page. IC RULES [1] No godmodding or metagaming is allowed. Godmodding is controlling another member's character and their actions. Metagaming is using OOC (out of character) knowledge in order to influence IC (in character) decisions. Don't do either of these. [2] Predetermined relationships with canon characters are not allowed. We operate in an AU setting meaning that any and all canon characters are considered dead unless explicitly stated. You are not allowed to have any relationships with any canon characters in your history nor are you allowed to meet canon characters in the Afterlife unless staff gives you permission. [3] Killing another member's character without permission is not allowed UNLESS the thread is death-enabled. If a thread is either a saga or a death-enabled [DE] thread, then killing characters is allowed so long as all the rules are established beforehand. Closed DE threads are allowed; however, if the event is significant enough (assault on a large city, attempt at planet destruction, etc), the thread will automatically become OPEN and DEATH-ENABLED. MORE INFORMATION CONCERNING DEATH ENABLED THREADS:- If you are actively attacking a named location (one that has its own specific board), that thread automatically becomes an OPEN DEATH-ENABLED THREAD by default.
- Closed DEs are able to be made; however, they will only receive half the bonus that a normal, open DE thread grants. Closed DEs can never be made if they regard attacking, destroying or conquering a named location or an entire planet.
- Just because a thread is an open Death-Enabled thread doesn’t mean that anyone can join it. In many cases, you must have a good reason for even being there in the first place. Metagaming will not be tolerated on any cases here. If you metagame your way into a DE thread, then you will be removed from the thread and will not receive any rewards for it. Now, there are viable ways to know that a place is getting attacked without even being there. For example, a Saiyan warrior could get a distress signal call on his scouter if Sadla, Vegeta’s capital, is being attacked.
[4] Whenever you enter a thread, you must state your current PL. This is the PL that you'll use for the remainder of the thread. If you do not state your current PL and your PL later increases, this could potentially be unfair to everyone else in the same thread as you. Multiple offenses will result in punishment. On the same note, using items or techniques that you do not have access to will also result in punishment, such as a level reduction or removal of zeni/items in question. [5] This forum operates on liquid time -- meaning that you are allowed to be in as many threads as you want simultaneously. Just try to maintain some sort of timeline so that you don't create time paradoxes. Also, threads are set on the day they are created, but they do not progress in real time. This is just to help people get a sense of when certain threads and events happened. [6] Posting order is important to keep; posting order is determined by the order that people enter a thread. Posting order should be maintained unless a person goes 48 HOURS without posting. If it is a open group or saga thread, then everyone else is allowed to skip that person and continue through with the normal posting order. If you are skipped, you must wait until it is your turn in order to post again. [7] Open death-enabled threads close after 48 HOURS; after that, no new entrants are allowed. This is to prevent people trying to game the system by rapidly gaining PL and then jumping into a DE thread in order to have an advantage.
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Post by Iodine on Apr 16, 2017 17:39:39 GMT
This guide will take you through everything you need to know about the general game mechanics on Dragonball: Eon. Considering Dragonball as a series, you will be doing plenty of fighting on here, and this guide will make sure you are aware of all of the rules. There are only three stats you have to worry about: Power Level (PL), Ki and Zeni. POWER LEVEL, KI AND ZENI POWER LEVEL is a measure of how strong someone is; the higher the power level, the more powerful they are. Whenever you attack, defend or use techniques, it will use a percentage of your power level for its power. For example, if you have 10,000 Power Level, and you use an action that has a power of 10% PL, it will do 1,000 PL worth of damage. Power Level is increased by simply roleplaying. After completing a thread, you will be rewarded anywhere between 5,000 and 10,000 PL. The amount you earn is determined by the quality of writing, plot and character development, how enjoyable the thread was along with other factors such as how impactful the thread was, grammar, spelling and so on. EVERYONE STARTS AT 1,000 PL. WHEN DEALING WITH BOOSTS TO POWER LEVEL, ADD UP ALL THE PERCENTAGES FIRST BEFORE APPLYING THEM TO THE BASE PL. For example, if you have 100,000 PL, and you have a transformation that gives you a 1000% (x10) boost, but you also want to Power Up, which gives a 200% (x2) boost to your PL, first add up all the percentages (1000% + 200% = 1200% (x12)) and then apply that multiplier to your base PL (100,000 PL x 12 = 1,200,000). KI is the amount of spiritual energy you have available to use. In battles, nearly every action and technique requires ki to use. Managing your ki is extremely important; if your ki reaches 0, you will fall unconscious. For every 100,000 PL base PL you gain, your ki will increase by 5. ZENI is used to buy techniques and items. Earning Zeni is easy; just roleplay. Whenever you are rewarded PL, 10% of the PL you gain will be given as Zeni. For example, if you gain 10,000 PL in a thread, you will also gain 1,000 Zeni. BATTLE SYSTEM The battle system on Dragonball Eon is easy to learn but difficult to master. Below describes everything you need to know about how the battle system works on site. ACTIONS AND REACTIONS: At the start of your turn, you have TWO ACTIONS at your disposal. You can use these actions to use either basic actions, techniques or items. Whenever you use actions, you will need to detail exactly what actions you're using, along with its PL if it uses PL. THIS IS ABSOLUTELY MANDATORY IN DEATH-ENABLED THREADS. Now, when someone attacks you, you get a Reaction. Reactions are used as chances to defend against incoming attacks; this Reaction does not count as a part of your two Actions you get per turn. For example, if someone launches two attacks against you, on your turn, you'll get TWO REACTIONS and TWO ACTIONS. Here's an example of how to detail your actions and reactions at the end of your post: REACTION: Defend [1000 PL] against Frieza's Strike [1000 PL]. Dodged! [-10 ki] REACTION: Hit by Frieza's Strike [1000 PL]. Minor damage. ACTION: Ki Attack [1500 PL] on Frieza. [-10 ki] ACTION: Meteor Strike [2000 PL] on Frieza. [-15 ki] DAMAGE SYSTEM: While there is no HP system, there are guidelines that tell how much damage an attack does. All damage is expected to roleplayed accurately and fairly; if you take heavy damage from an attack, you're expected to reflect that in your posts. You don't need to be hit with a single, powerful technique in order to be knocked out or killed; if you take too much damage from numerous attacks, you can easily end up knocked out or dead. Use the table below to find out how much damage a certain attack does to you or others. IF ATTACK IS WITHIN ___ OF TARGET'S PL | DAMAGE DEALT | Less than 5% | Scratch | 5%-25% | Minor | 25-50% | Moderate | 50%-75% | Heavy | 75%-125% | Severe | 125%+ | Fatal |
STATUS EFFECTS: Status effects are conditions that negatively affect a person's power and skills. These are typically inflicted by techniques, though certain perks allow them to be inflicted with basic actions. The list of all status effects are listed below: WEAKEN: Reduces PL of Strikes and Dragon Rushes by -5%. SAP: Reduces ki by -5. DRAIN: Reduces PL of Ki Attack and Ki Blasts by -5%. CURSE: Reduces PL of Supers and Ultimates by -5%. FATIGUE: Reduces Rest’s ki recovery from 10 to 5. CRIPPLE: Reduces PL of defenses by -5%. SHOCK: Reduces Power Up action by -10%. DISORIENT: Reduces Charge action by -25%. POISON: DoT BURN: DoT BLIND: Increases ki costs of all actions by +3. Also prevents the use of Ki Sense and all of its variants. FREEZE: Reduces available actions by 1. BLEED: DoT STUN: Cannot use Supers and Ultimates for two turns. WOUND: Prevents any healing. BASIC ACTIONS These are things that everyone knows how to do; you start with every single one of these actions automatically. Most of your fighting will be done using these basic actions; make sure that you learn to use them wisely as they can make the difference between a crippling defeat and a glorious victory! When figuring out how much PL each basic action has, simply take your final PL after all boosts (transformations, perks, etc) have been applied, and then apply the percentage to it. For example, if you have 100,000 PL and you want to use Strike (10% PL), your Strike will have a power of 10,000 PL. STRIKE: A physical attack such as a punch, kick, grab, etc or a strike with a weapon. This can be flavored as one strike or multiple strikes. Deals 10% PL in damage and uses 5 ki. KI ATTACK: An attack that uses discharged ki or energy to damage an opponent from range; this can be flavored as any kind of energy-based attack such as general ki blasts, beams, spheres, discs and much more. Deals 15% PL in damage and uses 8 ki. METEOR STRIKE: A more powerful version of Strike. This can be flavored as one attack or multiple attacks. Deals 20% PL in damage and uses 10 ki. SPIRIT BURST: A more powerful version of Ki Attack. This can be flavored as any kind of energy-based attack such as general ki blasts, beams, spheres, discs and much more; it can also be flavored as a single attack or multiple attacks. Deals 25% PL in damage and uses 15 ki. DEFEND: Defend against an attack either by blocking or evading. Starts at 10% PL at 10 Ki cost. Every 10%, increases by 10 Ki. If the defense's PL within 75% of the attack's PL, the attack's damage gets lowered one damage level. If the defense's PL is within 90% of the attack's PL, the attack's damage gets lowered down two damage levels. If the defense's PL is within equal with the attack's PL , the attack deals no damage. REST: Take a moment to recover your stamina. Regains +20 ki per action spent resting up to +40 ki. CHARGE: Use both actions to increase a technique’s attack PL by 100% of its original PL percentage. For example, charging a 50% PL technique for one turn would have it deal 100% PL instead. Each turn spent charging uses 15 ki. Can charge for three turns. If you suffer moderate damage or more while you are charging, your charging is interrupted. Any defensive action you take will have its total PL amount HALVED while you are charging. POWER UP: Focus your power, offering a temporary 200% (x2) boost to your PL. Lasts two turns and uses 20 ki. Can only Power Up again four posts after the boost wears off. FLIGHT: By using precise ki control, you are able to levitate and fly. This can be flavored as other forms of flight. This does not cost an action or ki to use.
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Post by Iodine on Apr 16, 2017 17:54:33 GMT
TRAVELING To travel from one planet to another, you first must have a spaceship; you are able to purchase spaceships from the Item Shop. Once you have one, you will make a thread noting your departure and where you're heading. Then, you will post in the Travel Log so that your traveling can be kept in the records and referred to when needed. It takes FOUR HOURS to go from one planet to another unless you have a Warp Drive, in which travel is instant. Getting to the Demon Realm is different; you are able to go there from any planet through the use of numerous dimensional portals scattered about. There is also no travel time to go to and from the Demon Realm. However, you can't use the Demon Realm to go from one planet to another; you always go back to the planet you were before when you leave the Demon Realm. DEATH AND OTHER WORLD When you die, you travel to Other World -- the Dragonball equivalent of the afterlife. There, you will be judged for your deeds by King Yemma and will go to Heaven or Hell. While the default form of someone in the Afterlife is a soul, a little white puffy cloud, there are many instances where the deceased are allowed to keep their physical bodies. For everyone here, you will be able to keep your physical body when you go to Other World. Dying isn't the end of the road for you; there are still plenty of things that you can do in Other World; in fact, some items and techniques can only be gained while in Other World. Whenever you die, you are required to stay in Other World for one week. After that one week has passed, you'll be able to revive and go back to the living world. However, in order to do that, you must first do a roleplay thread detailing your revival. There are many ways that you can revive: whether it is finding through secret passages, deities granting you favors, small dimensional portals scattered throughout Other World and many more. Either way, when you revive, you will be spiritually exhausted, meaning that you won't be able to gain PL normally until you manage to overcome the exhaustion. For the first death, the penalty is 5000 PL. For the second, the penalty is 10000 PL. For the third and every death past that, the penalty is 15000 PL. You are also banned from entering DE threads for two weeks after the time you have revived due to your physical and spiritual exhaustion limiting your fighting potential. It is possible to gain special training and items while in Other World such as training from the Kais. In order to do this, you must have enough of a reputation or power; these special techniques, items and training regimes aren't just available to everyone. For example, to receive training from the Kais, you must have done heroic deeds of enough magnitude, such as protecting cities, planets, stopping villains, sparing lives, etc. For special Hell-only techniques, items and training regimes, you must do enough villainous deeds such as destroying cities, planets, killing people and fighters, stealing, etc. Everyone will be considered on a case-by-case basis when it comes to special Afterlife training and items. If you want to know if you qualify, simply ask a member of staff. Below are concrete examples of the various deeds that can weigh to whether or not someone gets special Afterlife training or not. CITY AND PLANET DESTRUCTION Destroying cities and planets all require a Death-Enabled thread. Destroying cities do not require staff approval to do so; destroying planets on the other hand do. We don't want people just going around blowing up planets just for the sake of it; there needs to be a legitimate plot reason behind it. Just because you are really powerful doesn't mean you can just blow up planets at whim either; you must be able to overcome and defeat whatever opposition you have before you are able to blow the planet up. Destroying planets requires that you have at least 100,000 base PL before doing so. Plus, you'll have to use some sort of finisher or special technique in order to blow the planet up; this attack must hit the planet with the full brunt of its power for the planet to be successfully destroyed.
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Post by Iodine on Apr 16, 2017 18:01:08 GMT
Techniques are the strongest skills in a fighter's repertoire; a single technique can determine the outcome in the fight. Just like the Dragonball series, when someone uses a technique, it is a pivotal moment in a fight, and we want to replicate the same feeling here on Dragonball: Eon. This guide will take you through everything you need to know about techniques. OFFENSIVE TECHNIQUES Offensive techniques are completely customized; you can make any sort of offensive technique you want as long as it follows the rules. Offensive techniques are divided into two types: Supers and Ultimates. Supers are your standard offensive techniques such as Kamehameha, Galick Gun and Death Beam. Ultimates are your extremely powerful techniques that take a lot of energy to use but make up for it in raw, destructive power. To make your own offensive techniques, follow the step-by-step guide below! [1] CHOOSE A TECHNIQUE TYPE.SUPER: Standard techniques that are weaker than Ultimates, but cost less ki to use and aren't restricted in use. ULTIMATE: Finisher techniques that are more powerful than Supers but cost more ki to use and can only be used after at least four turns have passed in a battle. [2] CHOOSE A POWER.SUPERS:NORMAL: Deals 50% PL in damage. Costs 25 ki to use. STRONG: - Deals 75% PL in damage. Costs 40 ki to use. AREA OF EFFECT: - Deals 50% PL in damage. Can attack multiple targets. Costs 40 ki to use. ULTIMATES:NORMAL: Deals 100% PL in damage. Costs 50 ki to use. STRONG: - Deals 125% PL in damage. Costs 65 ki to use. AREA OF EFFECT: - Deals 100% PL in damage. Can attack multiple targets. Costs 65 ki to use. [3] CHOOSE EFFECTS. Supers can have one effect. Ultimates can have two. WEAKEN: Reduces PL of Strikes and Dragon Rushes by -5%. SAP: Reduces ki by -5. DRAIN: Reduces PL of Ki Attack and Ki Blasts by -5%. CURSE: Reduces PL of Supers and Ultimates by -5%. FATIGUE: Reduces Rest’s ki recovery from 10 to 5. CRIPPLE: Reduces PL of defenses by -5%. SHOCK: Reduces Power Up action by -10%. DISORIENT: Reduces Charge action by -25%. POISON: DoT. Deals 5% of the tech's PL in damage for three turns. Stacks with other DoTs. BURN: DoT. Deals 5% of the tech's PL in damage for three turns. Stacks with other DoTs. BLIND: Increases ki costs of all actions by +3. Also prevents the use of Ki Sense and all of its variants. FREEZE: Reduces available actions by 1. BLEED: DoT. Deals 5% of the tech's PL in damage for three turns. Stacks with other DoTs. STUN: Cannot use Supers and Ultimates for two turns. WOUND: Prevents any healing. UTILITY TECHNIQUES Utility techniques are not custom-made unlike offensive techniques; all approved and usable utility techniques are listed below along with their effects and requirements for learning. KI SENSE: Ki Sense is the ability to sense the ki, life force and power level of all living things; the stronger and closer the living thing, the more powerful the sensation is. Ki Sense allows for the detection of power levels from players and NPCs. KI SUPPRESSION: Ki Suppression is the ability to lower one's power to a set level, allowing them to either hide their true strength from opponents or to lower their fighting power to give a weaker fighter a fairer fight. Mechanically, this allows you to lower your power level to a specific number with the minimum being 5. FOUR WITCHES TECHNIQUE: The Four Witches Technique is a technique that sprouts extra arms from the user's back; these arms function just like any other arms. Increases the PL of Strikes and Dragon Rushes by +5% PL. Lasts three turns and costs -15 ki per use. MULTI-FORM: Multi-Form is a technique where the user splits into multiple tangible clones, all of which are capable of using all the abilities of the original fighter. This splits your PL into however many clones you create; for example, if you create one clone, then divide your PL by 2. You can create a maximum of four clones. Each clone has their own PL and actions; however, every action draws from your ki pool. However, depending on how many clones you make, the ki cost is divided by the number of clones you create. If one clone is destroyed, then you will immediately merge back into one being. Costs -25 ki to use and lasts until a clone is destroyed or the user cancels the technique out. PSYCHOKINESIS: Psychokinesis is the ability to use psychic powers to move objects telekinetically and communicate with others telepathically. This allows the user to talk with others across the universe telepathically and make ranged Strikes and Dragon Rushes using your psychic powers. HEALING: Using mystical power, the user is able to heal injuries and wounds. This functions mechanically like a Senzu Bean; however, the user won't be able to use any of their actions for two turns after they heal. This does not take away the user's reactions. Costs -40 ki and can only be used on other people, not yourself. Only usable once per thread. Cannot be used if someone has already been healed, whether it is by Healing or a Senzu Bean. SOLAR FLARE The user places their hands close to their face with their fingers facing towards their eyes. Then, the user releases a flash of bright light with their ki, aiming to blind foes around them. This technique goes out at 100% of the user's PL that cannot be charged. Although it does not deal any damage, if the targets do not defend against completely (100% or more), they suffer from the BLIND status effect. Costs -10 ki to use. KI TRANSFER: The user transfers their ki to another willing being. This transfers 25 ki and grants a boost equal to 10% of the user's PL to the target; the PL boost lasts for three turns. Costs -25 ki to use. PL boost does not stack with multiple Ki Transfers. Can only be used once per thread.
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Post by Iodine on Apr 16, 2017 18:01:39 GMT
Perks are special traits that provide unique boosts and abilities. For every 100,000 base PL you gain, you get a perk. There are four different perk trees: Physical, Ki, Defense and Utility. Each perk tree has five perks. To progress down the perk tree, you have to get the perks in order; you can't skip around and pick and choose. For example, if you want the last Physical perk, you have to have the four other Physical perks before it. You can only have a maximum of ten perks. PHYSICAL PERKS IRON FIST: Increases PL of Strikes and Meteor Strikes used by 5%. ADRENALISE: Add an instant 10% PL increase to Strikes and Meteor Strikes. Can only be used once per turn and three times every battle. QUICK COUNTER: Immediately attack with a Strike or Meteor Strike after successfully defending against an attack. The Strike or Meteor Strike does not cost any ki and does not require an action to use. Can only be used once every three turns. CRITICAL BLOW: Increase the damage of a Strike or Meteor Strike by one level. For example, if a Strike or Meteor Strike would normally deal minor damage, it will deal moderate damage with this perk. Can only be used once every three turns. PHYSICAL SUPREMACY: Permanently gain another action that can only be used to Strike or Meteor Strike. KI PERKS LATENT ENERGY: Increases PL of Ki Attacks and Spirit Bursts used by 5%. KI INFUSION: Add any status effect (except Stun) to a Ki Attack or Spirit Burst. Can only be used once every three turns. KI MASTERY: Reduce the ki cost of techniques by -5. ANNIHILATION: AoE techniques now deal the same amount of damage as a Strong technique. SUPERCHARGE: Charge now increases an action's or technique's PL by 150% instead of 100%. DEFENSE PERKS FORTIFY: Increases PL of Defend by 3%. SUDDEN ASSAULT: After successfully defending an attack, increases PL of next attack used by 10%. INDOMITABLE WILL: Increases PL by 20% but ONLY when defending against an attack. Can only be used once per thread. UNDYING SOUL: Keep fighting even after getting knocked out or suffering a fatal blow. You are able to keep fighting for three turns. If you are healed either with a Senzu Bean or the Healing technique, you can be saved. However, you will fall unconscious after the three turns are up. If you are not healed, you will die. INVINCIBLE: Completely negate damage from from any basic attack or Super technique. Does not work against Ultimates or Legendaries. Can only be used once per thread. UTILITY PERKS POWER-WEIGHTED: Boost PL by 10% for three turns. After the boost wears off, PL is reduced by 10% for two turns. LOCKED ON: Whenever your attacks fails to deal damage, allow it to come back and strike again at 75% of its original PL. Can only be used when the target completely defends against the first attack (as in they take no damage at all from it). Can be used once every three turns. EMPOWER: Power Up is increased to 40% from 20%. REBOUND: Whenever your attack fails to deal damage, recover 3 ki. Can recover up to 30 ki with this perk. OVERDRIVE: Twice per battle, grant yourself another action.
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Post by Iodine on Apr 16, 2017 18:02:11 GMT
Here are all of the available species that you can play as on Dragonball Eon. Be sure to read up on them carefully. Every species has their own transformations. It is important to note that most transformations can be designed however you like and can be transformations that can be turned on and off or simply permanent boosts in power. The choice is yours. The only ones that aren't like that are mostly the Saiyan and Frost Demon transformations; links to how the transformations work for those species are provided. HUMAN CANON EXAMPLES: Bulma, Krillin, Master Roshi, Tien Shinhan, YamchaIf you're reading this, you're probably human. Two eyes, two arms, two legs, a nose and a mouth: basically all the qualities and characteristics of any ordinary human. Humans come in various shapes, colors and sizes, though it is possible for some humans to have unusual characteristics such as extra limbs, eyes and other abnormalities. Humans primarily live on Earth and are the most populous species on the planet along with Kemonos, the Animal-Type Earthlings. NAMING CONVENTIONS: Humans are named after foods, pieces of clothing or other overarching themes (such as Mr. Satan and Videl, who are both named after figures in Hell). TRAITS:MASTER'S TOUCH: Humans are able to add an additional effect to their Supers and Ultimates. ZENI FLOW: Humans gain +10% more Zeni whenever they complete a thread. TRANSFORMATIONS: Human transformations are able to flavored and described however you like. HI-TENSION: Increases PL by 600% (x6). Starting transformation. MAX POWER: Increases PL by 1200% (x12). Unlocked at 140,000 base PL. SPIRITUAL AWAKENING: Increases PL by 4000% (x40). Unlocked at 340,000 PL. NIRVANA: Increases PL by 7200% (x72). Unlocked at 680,000 PL. DEITY: Increases PL by 10000% (x100). Unlocked at 1,000,000 PL. KEMONO CANON EXAMPLES: Beerus, Champa, Bergamo, Basil, LavenderKemonos are anthropomorphic animals who live on Earth along with humans. They are humanoid in physique, though they tend to have characteristics stemming from whatever animal they are. As a rule, they tend to be slightly larger than humans on average, but this also depends on whatever animal the Kemono is. Kemonos are generally stronger than humans thanks to their animal backgrounds and on average better fighters. NAMING CONVENTIONS: Kemonos share numerous themes with their names; usually, they are named after foods, objects, dances, flowering plants or any other theme out there. TRAITS:WILD POWER: Kemonos are able to increase the PL of an attack by 10% PL at instant once every four posts. ZENI FLOW: Kemonos gain +10% more Zeni whenever they complete a thread. ENHANCED SENSES: Kemonos have enhanced senses of smell and hearing; they can use these senses to locate people. TRANSFORMATIONS:FERAL INSTINCT: Increases PL by 800% (x8). Starting transformation. PRIMAL SURGE: Increases PL by 2200% (x22). Unlocked at 150,000 PL. FORCE OF NATURE: Increases PL by 3000% (x30). Unlocked at 280,000 PL. ALPHA BEAST: Increases PL by 4400% (x44). Unlocked at 440,000 PL. BEAST KING: Increases PL by 7000% (x70). Unlocked at 640,000 PL. MYTHICAL BEAST: Increases PL by 9400% (x94). Unlocked at 900,000 PL. SAIYAN CANON EXAMPLES: Goku, Vegeta, Raditz, Nappa, BrolySaiyans are a naturally aggressive warrior race hailing from the planet Vegeta. Known for their brutality and eagerness to fight, the Saiyans strive to become the strongest warriors in the universe, and this pursuit of power have led them to led violent and immoral lives. They weren't above destroying entire planets and species for their own personal gain. Saiyans can easily mistaken to be humans, except that they are normally much larger than the average human, both in height and size, and all Saiyans are born with tails which are used to allow them to access the Oozaru transformation when there is a full moon. NAMING CONVENTIONS: Saiyans are typically named after vegetables. TRAITS:SAIYAN POWER: If a Saiyan suffers near-fatal injuries and is healed, they will gain a massive boost in strength (+50% PL bonus to whatever PL gains they get). However, this only counts for DEATH-ENABLED threads, and the Saiyan Power boost has to be approved by staff. Do not try and abuse this.
TAIL: All Saiyans, full-blooded or not, are born with a tail. This tail grants them access to the Oozaru transformation line and gives a 10% boost in PL when it is intact. If the tail is cut off, it costs 5,000 Zeni to pay for the procedure to regrow the tail. TRANSFORMATIONS:WIKI GUIDE TO TRANSFORMATIONS: [x]
OOZARU: Increases PL by 2000% (x20). Starting transformation. Requires Saiyan tail and a Full Moon or Power Ball. Uncontrollable until 25,000 PL. SAIYAN'S RAGE: Increases PL by 700% (x7). Starting transformation. SUPER SAIYAN: Increases PL by 3000% (x26). Unlocked at 220,000 PL. FULL POWERED SUPER SAIYAN: Increases PL by 3200% (x32). Unlocked at 300,000 PL. SUPER SAIYAN 2: Increases PL by 5200% (x52). Unlocked at 540,000 PL. GOLDEN OOZARU: Increases PL by 5550% (x55). Unlocked at 600,000 PL. Requires Saiyan tail and a Full Moon or Power Ball. CANNOT GAIN FULL POWERED SUPER SAIYAN 2, SUPER SAIYAN 3 OR FULL POWERED SUPER SAIYAN 3 IF CHOSEN. FULL POWERED SUPER SAIYAN 2: Increases PL by 6400% (x64). Unlocked at 640,000 PL. CANNOT GAIN GOLDEN OOZARU, FULL POWERED GOLDEN OOZARU OR LEGENDARY GOLDEN OOZARU IF CHOSEN. FULL POWERED GOLDEN OOZARU: Increases PL by 6600% (x66). Unlocked at 640,000 PL. SUPER SAIYAN 3: Increases PL by 8400% (x84). Unlocked at 840,000 PL. FULL POWERED SUPER SAIYAN 3: Increases PL by 9200% (x92). Unlocked at 920,000 PL. LEGENDARY GOLDEN OOZARU: Increases PL by 9400% (x94). Unlocked at 920,000 PL. HYBRID CANON EXAMPLES: Gohan, Trunks, GotenIt is possible for numerous species to interbreed; when this happens, the offspring are a hybrid between the two parents. Most of the time, the hybrid inherits the strengths of both of their species though in a diluted form. For example, Saiyan hybrids tend to be calmer and less hot-blooded than full-blooded Saiyans, though they still have a love for battle and sport a Saiyan's natural hardiness. Hybrids are very common, and they are in especially high numbers wherever there are a mixed population of species, such as Earth. NAMING CONVENTIONS: Hybrid names usually depend on the species of the parents and the type of environment that they grow up in. TRAITS: A Hybrid's traits depend on the two species they are made up of. HUMAN: A weaker form of Zeni Flow (5% instead of 10%). KEMONO: A weaker form of Wild Power (5% instead of 10%) and Enhanced Senses. SAIYAN: A weaker form of Saiyan Power (25% instead of 50%) and Tail (5% instead of 10%). DEMON: A weaker form of Brutality (2% instead of 4%). TRANSFORMATIONS:Hybrid transformations are handled a bit differently. They will follow the same transformation line as their dominant species; however, they will be able to receive the transformation 20,000 PL earlier than usual. However, this will weaken the transformation of interest by -200%. For example, if a transformation is normally unlocked at 100,000 PL and grants a 1000% (x10) PL boost, a Hybrid will be able to obtain it at 80,000 PL, but it will only grant a 800% PL (x8) boost . NAMEKIAN CANON EXAMPLES: Piccolo, Dende, Nail, KamiNamekians are a race from the planet Namek. They have a mix of plant and slug-like characteristics, including green skin and a pair of antennae. The Namekians have a history of being avid space travelers, and most people will recognize a Namekian whenever they see one. They are a mystic and peaceful people, preferring to live a quiet life filled with meditation, training and taking care of the land. Namekians are much taller than the average human with many standing far past seven feet tall; Namekians who are a part of the Warrior and Demon Caste tend to be taller and more muscular than those of the leading Dragon Caste. NAMING CONVENTIONS: Namekians tend to be either be named after instruments, body parts, sound effects or gastropods. TRAITS:MYSTIC ABILITY: Namekians get a 10% PL boost to their Power Up basic action.
REGENERATION: Namekians are able to regenerate and heal a Heavy amount of damage done to them once per thread. This requires one action to use. They are also able to regenerate lost limbs with relative ease; this also requires an action per use.
NAMEKIAN PHYSIOLOGY:Namekians all have an excellent sense of hearing, allowing them to locate targets using their hearing alone. They are also able to stretch their limbs to ridiculous lengths. TRANSFORMATIONS:GREAT NAMEK: Increases PL by 800% (x8). Starting transformation. AWAKENED NAMEK: Increases PL by 1200% (x12). Unlocked at 60,000 PL. SUPER NAMEK: Increases PL by 3000% (x30). Unlocked at 240,000 PL. REBIRTH: Increases PL by 4800% (x48). Unlocked at 400,000 PL. ESSENCE FUSION: Increases PL by 7000% (x70). Unlocked at 710,000 PL. RYUJIN: Increases PL by 9100% (x91). Unlocked at 880,000 PL. DEMONS CANON EXAMPLES: Dabura, Towa, JanembaDemons are evil, malicious beings from the Demon World, a separate dimension from the main universe. Taking joy in the pain and suffering of others, Demons like to boast their power over others weaker than themselves, going so far as to regularly torment and kill their victims. It is possible for Demons to find their way into the main universe; as such, it isn't uncommon to see a Demon out and about in regular life. Not all Demons are ruthless, mindless killers, as many are able to integrate into regular society without much issue. Demons have wildly varying appearances and sizes, though they typically sport demonic features such as fangs, slitted pupils, claws and horns. NAMING CONVENTIONS: Demons are usually named after evil or demonic objects and ideals. TRAITS:BRUTALITY: Demons get a +4% PL boost to their Strike, Meteor Strike, Ki Attack and Spirit Burst basic actions.
REGENERATION: Demons are able to regenerate and heal a Heavy amount of damage done to them once per thread. This requires one action to use. They are also able to regenerate lost limbs with relative ease; this also requires an action per use.
DEMON'S EDGE:Demons are able to start with one extra technique at creation. TRANSFORMATIONS:DEMONIC WILL: Increases PL by 600% (x6). Starting transformation. MAKYO STAR: Increases PL by 2000% (x20). Starting transformation. MAZOKU INITIATE: Increases PL by 3000% (x27). Unlocked at 180,000 PL. MAZOKU SCOURGE: Increases PL by 3600% (x36). Unlocked at 400,000 PL. MAZOKU LORD: Increases PL by 4400% (x44). Unlocked at 440,000 PL. MAKAIOSHIN: Increases PL by 6000% (x60). Unlocked at 600,000 PL. EVIL INCARNATE: Increases PL by 8800% (x88). Unlocked at 800,000 PL. FROST DEMON CANON EXAMPLES: Frieza, Cooler, King Cold, FrostFrost Demons are an extraterrestrial race who are abnormally strong and cruel. Not much is known about their particular origins, but Frost Demons are feared throughout the entire galaxy due to their strength and brutality. Tyrants and pirates, Frost Demons once ruled over large swaths of the galaxy, enslaving entire species to serve them and their empire. Now, those days have since passed, but even so, the Frost Demons have plenty of infamy about them. Appearance wise, they have reptilian features such as horns, spikes and long tails. Frost Demon sizes vary wildly, ranging from incredibly short to nearly being ten feet tall. NAMING CONVENTIONS: Frost Demon names are usually related to cold temperatures. TRAITS:TOTAL SUPERIORITY: Frost Demons gain a permanent bonus of +10 ki.
FRIEZA PHYSIOLOGY: Frost Demons are able to survive the most grevious injuries, albeit barely. Whenever a Frost Demon takes a fatal amount of damage, they are able to keep living, although barely. However, one hit is all that is needed in order to kill them off for good.
AIRLESS BREATH: Frost Demons are able to breathe in the vacuum of space. TRANSFORMATIONS:WIKI GUIDE TO TRANSFORMATIONS: [x]
SECOND FORM: Increases PL by 1400% (x14). Starting transformation. THIRD FORM: Increases PL by 1600% (x16). Unlocked at 100,000 PL. TRUE FORM: Increases PL by 2200% (x22). Unlocked at 180,000 PL. FULL POWERED TRUE FORM: Increases PL by 3000% (x30). Unlocked at 280,000 PL. FIFTH FORM: Increases PL by 5400% (x54). Unlocked at 400,000 PL. NIGHTMARE FORM: Increases PL by 9400% (x94). Unlocked at 850,000 PL. ANDROID CANON EXAMPLES: #17, #18, #16, Dr. Gero Androids are artificial or cybernetically enhanced beings; they can either be created from scratch or an existing living creature can be modified to become an Android. Androids were once a rare sight, but ever since science and technology has evolved, Androids have become more and more commonplace. Androids are usually created to serve the will of their creator, but it is possible for Androids to have a sense of self and develop their own thoughts and desires. Androids can be practically anything out there; it just depends on how skilled the creator is. NAMING CONVENTIONS: Androids are usually named after numbers, but they can have other names as well. TRAITS:ARTIFICIAL LIFE: Androids are unable to be sensed with Ki Sense and its variants.
INTEGRATED POWER CORES: Androids get a 10% PL boost to their Charge basic action.
REBUILD: Androids can spend 5,000 Zeni in order to avoid going to Other World whenever they are destroyed. This cost increases by 5,000 Zeni after every subsequent Rebuild. TRANSFORMATIONS:PROTOTYPE: Increases PL by 1000% (x10). Starting transformation. ALPHA: Increases PL by 2400% (x24). Unlocked at 240,000 PL. BETA: Increases PL by 3600% (x36). Unlocked at 360,000 PL. GAMMA: Increases PL by 4600% (x46). Unlocked at 460,000 PL. DELTA: Increases PL by 7000% (x70). Unlocked at 700,000 PL. FLAWLESS CREATION: Increases PL by 9000% (x90). Unlocked at 900,000 PL. BIO-ANDROID CANON EXAMPLES: Cell, Genome, MiraBio-Androids, unlike Androids, are made from organic matter, usually a combination of many different species and specimens in order to create a singular being. Bio-Androids typically show the characteristics of whatever species they are made up of, particularly the species' unique strengths. Bio-Androids are known for their ability to absorb the life and matter out of other living things in order to become stronger; this has led many Bio-Androids on a bloody, destructive path to evolve and become stronger by seeking out powerful individuals in order to absorb them. Like Androids, Bio-Androids are usually created to serve their creator, though it is possible for them to form their own mind. NAMING CONVENTIONS: Bio-Androids are named after biological terms, but they can also have any kind of name out there. TRAITS:ABSORPTION: Bio-Androids are able to absorb others and gain 25% of their victim's PL; this caps at 100,000 PL per absorption. These absorptions can only happen in open death-enabled threads. It is possible to do a closed death enabled thread instead to get an absorption; however, this will only give credit towards the next absorption-required transformation and not the extra PL bonus.
A Bio-Android's remaining two traits depend on the species the Bio-Android is made up of. A Bio-Android is able to inherit the traits of two of the listed species below at creation.
HUMAN: A weaker form of Zeni Flow (5% instead of 10%). KEMONO: A weaker form of Wild Power (5% instead of 10%) and Enhanced Senses. SAIYAN: A weaker form of Saiyan Power (25% instead of 50%) and Tail (5% instead of 10%). DEMON: A weaker form of Brutality (2% instead of 4%). NAMEKIAN: A weaker form of Mystic Ability (+5% instead of 10%) and Regeneration. FROST DEMON: A weaker form of Total Superiority (+5 ki instead of +10). TRANSFORMATIONS:IMMATURE FORM: Increases PL by 800% (x8). Starting transformation. IMPERFECT FORM: Increases PL by 1600% (x16). Unlocked at 50,000 PL. SEMI-PERFECT FORM: Increases PL by 2800% (x28). Unlocked with an Absorption or at 300,000 PL. FULL POWERED SEMI-PERFECT FORM: Increases PL by 3600% (x36). Unlocked at 360,000 PL. PERFECT FORM: Increases PL by 5600% (x56). Unlocked with an Absorption or at 560,000 PL. SUPER PERFECT FORM: Increases PL by 9200% (x92). Unlocked at 900,000 PL. MAJIN CANON EXAMPLES: Majin Buu, Super Buu, Kid BuuMajins are a race that have supposedly existed ever since the beginning of time. Descended from the original Majin Buu, Majins are a mystical race known for their amorphous, gummy bodies and their magical aptitude. They reside on Earth along with humans and Kemonos and are just as commonplace and accepted as both races. Male Majin tend to be tall and heavy set, while females tend to be slimmer, though it's entirely possible for male Majin to be incredibly fit and muscular (such as Super Buu). Majin all seem to have a love for food and eating, especially sweets. NAMING CONVENTIONS: Majin are named after magical spells and occult terms and creatures. TRAITS:GUMMY BODY: Majin have their damage thresholds increased by 5%. For example, instead of a scratch being an attack less than 5% against them, it'll be an attack less than 10%. A minor attack will then be anything between 10% and 30% and so on and so forth.
ABSORPTION: Bio-Androids are able to absorb others and gain 25% of their victim's PL; this caps at 100,000 PL per absorption. These absorptions can only happen in open death-enabled threads. It is possible to do a closed death enabled thread instead to get an absorption; however, this will only give credit towards the next absorption-required transformation and not the extra PL bonus.
REGENERATION: Demons are able to regenerate and heal a Heavy amount of damage done to them once per thread. This requires one action to use. They are also able to regenerate lost limbs with relative ease; this also requires an action per use. TRANSFORMATIONS:DORMANT MAJIN: Increases PL by 1000% (x10). Starting transformation. WONDER MAJIN: Increases PL by 1400% (x14). Unlocked at 160,000 PL. MIGHTY MAJIN: Increases PL by 2800% (x28). Unlocked at 300,000 PL. SUPER MAJIN: Increases PL by 3800% (x38). Unlocked with an Absorption or at 400,000 PL. PURE MAJIN: Increases PL by 6200% (x62). Unlocked with an Absorption or at 600,000 PL. ZEN MAJIN: Increases PL by 8800% (x88). Unlocked with an Absorption or at 900,000 PL. ALIEN CANON EXAMPLES: Captain Ginyu, Jeice, Zarbon, JacoThere are countless other species within the universe, all of them with their own characteristics, culture and abilities. Playing a canon or custom alien race is allowed; you all have to do is go to the ALIEN SPECIES SUGGESTION and follow the instructions there. When new alien species are made and approved, they will be added here for reference.
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Post by Iodine on Apr 16, 2017 18:03:03 GMT
The Dragonballs are iconic to the Dragonball series; they are a set of seven, orange crystalline orbs -- each branded with a different number of stars. Those who collect all seven Dragonballs are able to summon the Eternal Dragon, who has the power to grant wishes. There are two sets of Dragonballs: the Earth Dragonballs and the Namekian Dragonballs. Both sets of Dragonballs will be able to be searched for and collected. There are rules surrounding the Dragonballs so that things are orderly and fair. Once the Dragonballs are used for wishes, they become inert for two months RL time before becoming active again. It is possible to leave Earth, Namek and Eros after you have found Dragonballs. However, the Dragonballs must stay on the planet you found them on; it's impossible to try and take them off-planet due to the Dragonballs being magically tethered to their place of origin. Also, if you are off-planet and someone manages to find your Dragonballs, they will be able to take them freely without having to challenge you for them. Even worse, you can't possibly find out who exactly took them or where they are, and you will have to resort to finding them using the usual Dragonball search options. This rule will be enforced heavily; do not try to cheat or be unfair. DRAGONBALL SEARCHING First, there are numerous methods to find the Dragonballs. Each method has different costs and results that are described below. The costs listed are PER USE. You must be on either Earth or Namek to search for the Dragonballs. Now, if you have a Dragonball in your possession and you wish to give it to someone, you may. HOWEVER, THIS WILL REQUIRE A THREAD AND A VERY GOOD REASON AS TO WHY YOUR CHARACTER WILL GIVE THE DRAGONBALLS THEY HAVE UP. THIS METHOD IS NOT TO BE USED TO GIVE DRAGONBALLS TO YOUR FRIENDS "JUST BECAUSE". If you wish to use this method, you must PM me [BERYL ROARKE ] and let me know what you're doing. BLIND SEARCH -- You just search around randomly to see if there are any Dragonballs around. This method costs nothing, though the chances of actually finding a Dragonball are extremely slim. [1/100 chance] INTEL SEARCH -- You ask locals and do research to find information about the Dragonballs. This method costs 3000Z. Your chances of finding the Dragonballs are a bit better than before, though the chances of finding one is still pretty low. [1/50 chance] PORTABLE DRAGON RADAR -- You manage to get your hands on a portable Dragon Radar, a technological marvel that allows you to track down Dragonballs by locking onto their energy signatures. This method costs 6000Z per use. Although finding a Dragonball isn't guaranteed, your chances are much, much better than before. [1/20 chance] GLOBAL DRAGON RADAR -- This Dragon Radar is the best of the best; its precision and accuracy are so high that this Dragon Radar will be able to find a Dragonball with a near one-hundred percent success rate. This method costs 10000Z. It's not possible to zero in on a specific Dragonball though. [Guaranteed Dragonball] If you manage to roll a correct number [1-7] and the Dragonball is unclaimed, you will be able to claim the Dragonball for yourself! You can only search for Dragonballs once per week; Dragonball searches are all done in the Item Shop. All you have to do is post in your specific Item Shop thread that you want to do a Dragonball search; be sure to state which method you are using! DRAGONBALL CHALLENGES Now, it is possible to challenge others for their Dragonballs. In order for this to happen, the searcher has to roll the number of a Dragonball that's already owned by someone. Once that happens, the searcher can initiate a challenge to the Dragonball holder; this is typically done through a PM. Once the challenge is initiated, the Dragonball holder has to make a closed Death-Enabled thread within a week (seven days) where they are then forced to defend their Dragonballs. If the week passes, and the holder hasn't made the challenge thread, then they forfeit all of their Dragonballs to the challenger. If the challenger has any Dragonballs and loses, the holder gets all of the Challenger's Dragonballs. If the holder loses, then the challenger gets all of the holder's Dragonballs. It is possible for people to join a Dragonball Challenge but only if they manage to roll the number(s) of the Dragonball(s) owned by either the holder or the challenger. Any new arrivals are subject to all of the same rules with Dragonball Challenges. After initiating a Dragonball Challenge, there is a two week wait period before the challenger is allowed to challenge again, regardless of the outcome. WISHES Wishes will be considered on a case-by-case basis. Know that staff has the right to deny any wishes if they are considered too powerful. Shenron -- the Earth Dragonballs Dragon -- is able to grant only one wish; however, this wish is able to be more powerful to compensate. Porunga -- the Namekian Dragonballs Dragon -- is able to grant up to three wishes. These wishes tend to be weaker than Shenron's to offset the greater amount of them; also, notably powerful wishes that are still in Porunga's power -- such as immortality -- will cost two wishes. Orochi -- the Shaow Dragon -- is able to grant two wishes, though he seems to be more interested in granting wishes fueled by malice. EARTH DRAGONBALLS NOTE: THIS IS ONLY FOR OOC RECORDKEEPING. YOUR CHARACTER CANNOT KNOW WHO HAS THE DRAGONBALLS SIMPLY BECAUSE THIS LIST EXISTS. One Star Dragonball - HIDDEN Two Star Dragonball - HIDDEN Three Star Dragonball - HIDDEN Four Star Dragonball - HIDDEN Five Star Dragonball - HIDDEN Six Star Dragonball - HIDDEN Seven Star Dragonball - HIDDEN NAMEK DRAGONBALLS One Star Dragonball - HIDDEN Two Star Dragonball - HIDDEN Three Star Dragonball - HIDDEN Four Star Dragonball - HIDDEN Five Star Dragonball - HIDDEN Six Star Dragonball - HIDDEN Seven Star Dragonball - HIDDEN SHADOW DRAGONBALLS One Star Dragonball - HIDDEN Two Star Dragonball - HIDDEN Three Star Dragonball - HIDDEN Four Star Dragonball - HIDDEN Five Star Dragonball - HIDDEN Six Star Dragonball - HIDDEN Seven Star Dragonball - HIDDEN SUPER DRAGONBALLS UNOBTAINABLE FOR THE TIME BEING.
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Post by Iodine on Apr 16, 2017 18:04:21 GMT
All of the following techniques are Specials, Finisher techniques with unique effects. Everyone can learn two Special techniques maximum, unless they purchase a Master's Scroll, which grants the ability to learn another Special.
[SPECIAL] BURST KAMEHAMEHA -- The Burst Kamehameha is the strongest variation of the Kamehameha available; its power lies in the fact that the user can defend without any penalty if they choose to charge with this attack. Deals 135% PL in damage and costs 65 ki to use.
[SPECIAL] SPIRIT SWORD -- The Spirit Sword is a sharpened column of compressed energy originating from the user’s hand of choice. The blade itself can be made longer or shorter depending on the user’s wishes; what makes this technique particularly deadly is that it can be used for as long as the user likes without dying out, not to mention that the user’s ki recovers normally while the Spirit Sword is in use. However, the user cannot use any other techniques while they are using Spirit Sword. When the Spirit Sword is in use, the user can put any percentage of the Spirit's Sword PL whenever they strike; every strike will take away from the Spirit Sword's PL until it reaches 0% or the user cancels it out. Deals 125% PL in damage and costs 65 ki to use.
[SPECIAL] SOUL PUNISHER -- The Soul Punisher is a rainbow-colored orb that designed to disintegrate the opponent from the inside out. Usually, the user assaults the opponent with several physical strikes before attempting to finish the combo with the Soul Punisher. The Soul Punisher is unique in the fact that it deals damage equivalent to an Strong Finisher, but it also deals double damage if someone is evil-aligned. Deals 150% PL in damage and costs 65 ki to use.
[SPECIAL] DRAGON FIST -- The Dragon Fist is a specialized technique that combines ki into a single physical strike. Usually, the punch releases a beam of energy that manifests into a giant, golden dragon -- one that bares a striking resemblance to Shenron himself. This technique is able to pierce through much stronger opponents with no trouble at all, enough to where a direct blow can kill them. This technique can deal FATAL damage to anyone who suffers a direct hit to it, even against much stronger opponents. At the very minimum, it will deal SEVERE damage, no matter the power level difference. Deals 100% PL in damage and costs 65 ki to use.
[SPECIAL] PETRIFY BULLET -- The Petrify Bullet is either a wad of spit fired from the user’s mouth or a similarly sized beam of ki launched from the user’s eyes. When the Petrify Bullet comes in contact with a living thing, it will begin to rapidly turn them into stone, starting from the clothes (if the victim is wearing any) before traversing towards their flesh. This technique has a power of 150% the user's PL; if this technique’s PL is equal to or greater than the target’s PL, it will instantly turn them into stone for the remainder of the thread if it hits. If the technique’s PL is less than the target’s PL, then the target’s PL will be lowered by 25% for the rest of the thread if it hits. This technique cannot be charged. Costs 65 ki to use.
[SPECIAL] VANISHING BALL -- The Vanishing Ball manifests a giant sphere of malicious ki -- usually purple or pink in color. What makes this technique exceptionally powerful is the fact that it can absorb weaker ki attacks sent at it and use the absorbed energy to grow in size and power. Any weaker attacks sent at it will be absorbed and nullified, and half of the PL of the absorbed attack will be added to the Vanishing Ball’s PL. Deals 135% PL in damage and costs 65 ki to use.
[SPECIAL] KIENZAN [DESTRUCTO DISK] -- The Kienzan is a razor-sharp disc of compressed ki that is able to cut through virtually any substance; it is able to slice completely through vastly stronger people than the user. This technique can even kill much more powerful opponents if it lands a direct hit, dealing FATAL damage on impact. At the minimum, it will deal SEVERE damage, regardless of power level difference. Deals 100% PL in damage and costs 65 ki to use.
[SPECIAL] KIHOHO [TRI-BEAM] -- The Kihoho is a life-risking ki technique that draws upon the user's very own life energy in order to fuel the attack. When it's first used, it hits with 125% PL. Each successive time it is used, the amount increases by 75% PL. However, every time the Kihoho is used, the user's Ki permanently drops -20 for the remainder of the thread after the first use, and the ki decrease increases by 20 after every second use. If the Kihoho is used three times, the user will die on the third use. Costs 65 ki to use.
[SPECIAL] SPIRIT BOMB -- The Spirit Bomb is a technique that draws energy from all surrounding living creatures and inanimate objects; the collected energy is then compressed into a single small or giant orb that is then launched forward. The Spirit Bomb hits with the power of a Strong Finisher (125%) technique though there is no limit to how long it can be charged. Also, allies to the user can use their own ki points in order to help charge up the Spirit Bomb more. For every 25 ki spent, the spirit bomb will gain +50% PL. THIS TECHNIQUE CAN ONLY BE LEARNED IN THE AFTERLIFE FROM KING KAI. Costs 65 ki to use.
[SPECIAL] SUPERNOVA -- The Supernova starts as a small ball of energy that forms just above the user's index finger. However, it can hyperexpand into a gigantic sphere in the blink of an eye before being hurled forward. The Supernova's energy is extremely volatile, so much that if the Supernova touches the planet in an approved, Death-Enabled thread, it can destroy the planet entirely, no matter the user's PL. Deals 110% PL in damage, but it can only be charged up to 220% PL. Costs 65 ki to use.
[SPECIAL] SPECIAL BEAM CANNON -- The Special Beam Cannon is a very powerful laser beam that is formed by pressing the index and middle fingers to the forehead before the fingers are extended forward, sending two spiraling beams of energy zipping forward. Its power is 150% PL and is able to charged for the same amount to a maximum of 300% PL. This technique charges quicker than usual, able to add 50% to the Charge Up Option. Costs 65 ki to use.
[SPECIAL] HELLZONE GRENADE -- The Hellzone Grenade is a scattered ki blast technique that surrounds the target with numerous ki spheres before the spheres suddenly collapse onto the target, trapping them in a massive explosion. If this attack is completely defended against, the Hellzone Grenade is able to attempt to strike again but at 75% of its original PL. Deals 125% PL in damage and costs 65 ki to use.
[SPECIAL] FUSION DANCE -- The Fusion Dance is a special technique with the purpose of fusing two beings into one, superior entity. In order to initiate the Fusion, both beings in question have to do a series of various poses in perfect synchronization; if it is done incorrectly, it will result in an extremely fat or skinny entity who is much weaker than each fusee individually. The fused being takes on characteristics from both of the fusees, such as physical characteristics and personality traits.
In order for two people to fuse together, they must first be at the same level; if one person is stronger than the other, the stronger person may use Ki Suppresion to lower their PL so that it’s equal to the stronger person. Once that happens, both fusees must know the Fusion Dance and must spend a post performing the dance itself. Once the fusion is complete, the fused being’s PL will be the combination of both of the fusees’ PL times 85% (.85). The final fused being will also know all the techniques that each individual fusee knows as well as their racial traits and perks. Along with that, the final fused being will start with full Ki.
When the fusion’s complete, each fusee will take turns controlling the final fused being; the fusees’ posts don’t have to follow a certain pattern or style; this emulates how both fusees have an influence over the final fused being’s personality and actions. A fusion lasts until the end of the thread unless in certain special circumstances.
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