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Reply DBZ: A new generation (Emily Marneth)
Updates and suggestions. (update January 14, 2013)

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Emily Marneth

Captain

PostPosted: Tue Apr 14, 2009 5:28 pm


Update: January 14, 2013
~~ Addition of the Henchman system, a precursor to the armies of the tenkuu no houou has been added. Henchmen are warriors who stand out among their own kind, and will be the officers in the armies. Think of Henchman as the Dodorias and Zarbons of the universe. Or as pets. They're kinda like pets. Remember never to feed your henchman after midnight.

Check the Henchman thread in the DBZ subforum.

~~ The M'Eric seal has been revised. The full revision is located below.

Update: January 8, 2013
~~Okay, guys. HUGE overhaul to the system. Every technique and piece of equipment that you have will need to be reviewed and updated. Instead of flooding this bulletin board with all the updates, I'm going to list and describe them in a post below. The changes to the actual system information will be being made for the next few hours, so there may be some time when there is conflicting information. The information here is to be used for any new functions. The battles already in progress are to be continued as per normal.

Update: December 6, 2012
~~ We are introducing a few new functions to the DBZ roleplay; PVP battles and OOC quests. PVP is exactly as it sounds, a player-versus-player arena. However, it is an out-of-continuity arena, that enables the user to play as any monster or warrior in the roleplay, and earn actual intangible rewards. The PVP battles earn the participants OOC tokens. These tokens can be applied to the newest function of the game: OOC quests.

OOC quests are new, non-continuity options to improving your character's skills and equipment. These can be done in flashback or in any way you deem fit for the quest (even in a simulated mental environment), and the rewards from them are increased compared to the rewards you would receive for doing them in the actual timeline, not to mention that you receive the rewards without having to advance the storyline in a direction that may not be possible at that point. For instance, if your character is in prison, it may not be likely that they can train their crafting skill unless they're grinding shivs down to size. By completing the OOC quest for the crafting skill, you not only receive the item at a convenient time (say when they're returning your equipment and letting you out, they accidentally slip it in due to a filing problem, or you may have had it the whole time, and just never deigned to mention it) but you also gain more experience for having traded the OOC tokens to buy the quest.

OOC tokens and exp tokens will now be kept track of in the thread OOC/EXP bank and trades can be arranged between players in the bank following the rules outlined therein.

Quests will be posted in the new ARENA/QUEST forum, and all new arena battles or quest attempts will be posted as threads in that forum following the naming policy outlined therein.

Update: December 6, 2011
~~It's that time of year again, guys. Christmas. I've decided that it's best to have another Christmas exp event. This time, however, it's a secret. All I can tell you is that you'll definitely want to train and that you'll definitely want to get your friends to, too. In the spirit of giving and friendship, EVERYONE who participates will reap the rewards, but the more who participate, the more who are rewarded. Also, the experience tokens may be cashed in for this event, or cashed in for face value afterward (they are expired). All training finished after November 1, 2011 until an arbitrary date that I haven't established yet will be used in this event. Happy dying, everyone ^-^

Update: November 15, 2011
~~ Weight and gravity training thread updated:
When you enter reduced gravity, you gain the effects for only 1 week
There is now a difference between weights and gravity; a reward for having penalized stats.

Update: April 12, 2011
~~ Time skip. 3 months.
500 exp,
3 stat points
3 techniques at or below your rank after any level ups or rank changes

Update: February 22, 2011
~~ The addition of experience tokens.

Update: December 24, 2010

~~ The Christmas event has officially begun.

Update: July 24, 2010

~~ Added a new system to determine ranks post-creation in the character creation thread.

~~ Created a new method to avoid ki blast damage, located in the battle system forum

~~ Modified the weight training system to be more intuitive and independent of the gravity system.

Update: May 20, 2010

~~ The training formula has been revised. It is now more fluid and intuitive. Any training you are currently working on can be considered completed, and any further training is to be done following the new format.

You will receive no experience for the training interrupted, but you will have the technique. Reward enough, I believe. Be sure to retcon your training. This means that while you may not have posted the training, it did happen

Update: April 14, 2009.

~~The power level formula has been updated to include wisdom as well as strength and dexterity. Please make modifications as necessary.

This thread is for keeping updated on changes to the system, and for any questions or suggestions you might have. Feel free to post. biggrin  
PostPosted: Mon Nov 29, 2010 3:38 pm


Mmmk... So I propose that we consider the Real time that has passed as time in the Role-play as well, so we all have had plenty of time to rest and get back to our full selves, (Lite has also had time to become accustomed to the gravity difference,) So...

We should just call all is good and get this back to rolling the way it should be.

Zyke Alastar
Crew

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Emily Marneth

Captain

PostPosted: Mon Nov 29, 2010 4:55 pm


I concur, and I approve. This will count as a time skip. Everyone receives +1 level's worth of experience, and a free technique at or below their rank.  
PostPosted: Tue Feb 22, 2011 11:24 am


An update, everyone; the experience event will last to the end of February, as discussed. However, I am awarding each person three 'experience tokens' These can be used on any training session or bonus mission in order to grant the same benefits as this event, along with an extra bonus as well. In light of Nov3mb3r 3nds' real-world situation, I'm allotting him five instead of three, as we all know he could not participate in the event. Please keep track of the number of these you have. They expire in six months, used or not. On August 22, 2011 they will be cashed in for their minimal values unless otherwise stated.

Some bonus missions (voluntary missions that alter the time flow of the story) may award experience tokens, or tokens of different varieties which are soon to come.

As it stands, these tokens invoke the power of the experience event that is going on now. As the deadline nears, please note that all training begun BEFORE the last day in February will still be carried under this event, and you need not spend a token on that session. Stay tuned for an update that will impact the experience tokens themselves, should I get around to it.  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Tue Dec 06, 2011 10:43 pm


Update: Christmas event 2011

Happy training, everyone ^-^  
PostPosted: Wed Dec 14, 2011 1:18 am


Happy Dying? That isn't something I want the DM to tell me...

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100


Emily Marneth

Captain

PostPosted: Wed Dec 14, 2011 4:40 am


Being Saiyans, it's a wonderful thing for your DM to tell you in the middle of an experience event. Train hard, boys. Trust me on this one.
PostPosted: Tue Jan 08, 2013 3:17 pm


Stamina Points (sp): Stamina is a new stat akin to kp except used for physical attacks instead of energy attacks. It is based upon your constitution score and is consumed very quickly, as many things drain your stamina. Stamina can be regained very quickly, though, and is one of the few things in the game that can be considered a renewable resource in the heat of battle. Every technique you have will need to be reviewed in the updated techniques list and your character sheet modified. As a bonus, this change is retroactive. Your experience will be reviewed by myself, and I will award the stamina which you should have earned in your time before it was added.
Stamina is calculated in this way:
[con mod] + 10 * level
Under the effects of the M'eric seal, stamina is not considered ki, but cannot be converted to ki.


Mkp is now gone. It is a confusing and contrived stat and I have grown to dislike it. Your stamina is now where power up draws its energy from. Any bonus points you had applied to mkp are now redirected to stamina.

Soul (sl): Soul Points can be equated to the maki or genki in every being. This is the energy that forms your soul and the absence of which is only truly evident to those that die. It is true that without fulfilling the soul, your body will fall by the wayside, and due to this, your soul points must be at full before your body can be healed by any natural means, however the only way to restore them is to rest. Soul points are used for almost every modification technique, healing technique and transformation in the system. This is a good thing, as it means that your hp kp and sp are left more intact than before, and your power level rises in all of those things as it should now that it is not dampened by the loss of those valuable stats. Sl is never calculated directly in your power level. A person could be hiding an sl of well over a thousand and the only people who would know it are the players with sense evil (one of the few techniques capable of sensing soul levels). Soul Points are figured from your wisdom, so they can be compared to not only the spiritual enrichment of your own person, but the willpower behind your convictions; a man who has a family to protect or a mother whose children are in danger will fight harder than a mercenary with nothing to prove. Failure to enrich your wisdom will result in your character being weak-willed and some of their potential techniques falling by the wayside.
You have as many Soul Points as you have points in Wis Mod, to a minimum of one. This can be modified in many ways, but it's your starting level so get used to it for now.
Soul is not bound by the effects of an M'Eric seal, as very few things can separate the soul form the body while leaving the body alive. This DOES mean that if you meet the requirements for super saiyan or some other transformation that you can transform.

Note that transforming does not augment your Soul points in any way. You will always have a constant amount, though you can find ways to reduce costs of certain transformations


A new healing system has been implemented: for every resting post (one day of resting) you will gain ([con mod]/2)% of your total health, ([ki mod]/2)% of your total kp and ([con stat]/2)% of your stamina. Your Soul Points will always recover at 5% points per day and if they are at less than 100% of their soul level, the player cannot recover hp or kp and can only recover 50% of their stamina. The post after your soul level has been filled, your stats recover at their full rate.

All planets now have a base damage reduction inherent in their design. Every planet will have at least 50% damage reduction, plus one for every size it is larger than Earth and plus one for every two gravity points it is higher than Earth. This damage reduction caps at 90%. Certain techniques will be able to bypass this damage reduction in a way. A technique will be given a Planet Killer rating of 1 through 4 if it qualifies, and for every one point in this stat, the technique will deal 100% more damage to planets. This is applied before the damage reduction, and does not apply to any living being struck by the attack.

A new battle action has been added: in the midst of battle, your stamina may very well run low. You may now spend a post doing nothing and regain 2% of your stamina. The enemy does not have to allow you to rest in order for you to gain these benefits, but it may be in their interest to use that free time to power/rest up themselves. You do not sacrifice your dodge bonus, you simply sacrifice all defensive and offensive actions for that post, the exception being a defensive technique that you had used previously that is still in effect or cowering behind a tower shield, in both cases if it does not take further attention, you may continue to use these methods at full capacity. (if a technique requires any expenditure of any stat, you are guaranteed that you cannot continue to use it, the only exception being transformations that only use soul level.)

Grappling now has a new system; upon making the martial attack to grapple, you post a number:
[str stat] + [any number of points up to 100% remaining stamina] + [skill in grapple]
Your opponent then has to use their dex or strength in an escape artist check vs that DC:
[str or dex stat] + [any number of stamina points up to 100% remaining stamina] + [skill in escape artist]
Any number of people can grapple (think dog pile) or attempt to free someone from a grapple, and in these situations all these points are pooled until the escapee meets or exceeds the DC. The grappled person does not take damage unless the attacker ‘squeezes’ them and increases the grapple DC, which consists of adding stamina into the technique and dealing 10% of the stamina added to the technique to your opponents stamina. This can only be done on the second and subsequent posts of the grapple. A grappled victim can choose to ‘rest’ while grappled and not being squeezed, but the grappler loses [10% stamina put into the technique] per post from their stamina pool, and when that is depleted, they begin losing those points from the DC of the grapple, which means that you cannot hold someone indefinitely, and they will escape the next post they have that their check exceeds the DC, and if you have completely exhausted your stamina pool by grappling someone, you will have no stamina after they escape, and will have to rest for two turns or use one combat round and pass out (passing out gives you 0 DB for two posts)

Any damage done to the grappled victim by an outside party is inflicted to the grappler's stamina at a rate of 50%, the exceptions being splash damage which does not deal the aforementioned damage, instead inflicting overflow (if the grappled is killed, all damage above the level of his health is dealt in full to the grappler [damage of ki ball] - [health of victim] = [damage dealt to grappler].) All piercing ki damage is dealt to both parties in full. If the grappler himself is attacked physically, the grappled takes no damage unless it's piercing or splash, both calculated in the normal way.

While grappled, you can use modification techniques if you meet the requirements, and can use any technique that logically does not require you to move and takes no more than one full post to perform (jibaku, all-or-nothing, all-out, super saiyan, etc)

For example; Red and Blue are fighting, and Red rolls his martial attack to strike Blue. He succeeds, and Red chooses to make it a grapple. Red’s str is 26, and he chooses to place 300 of his 500 remaining stamina into the technique. Red has 25 points in grapple.
[26 + 300 + 25] = 351 and Red has 200 stamina remaining.
Blue only had 100 stamina at the time of this happening, and is now grappled. He applies his 30 dex, 50 of his stamina and 40 points in escape artist toward escaping.
[30 + 50 + 40] = 120 and has 50 points in stamina.

Red has held Blue for a full round, and loses [300/10] = 30 stamina points from the exertion and chooses to squeeze Blue, and adds 50 stamina into the grapple. Red now has 200 - 30 - 50 = 120 stamina points and deals [50/10] = 5 stamina damage to Blue, and the DC has increased to 401
Blue has been squeezed this round and cannot rest to regain stamina. He has no choice but to waste his turn, and now only has 45 stamina due to the damage that he took from Red.

Red does not squeeze this round, and his stamina drops by [350/10] = 35. His stamina is now 80 and he can only hold Blue for three more rounds at this rate.
Blue has a chance to breathe, and he takes it. He rests this turn and stops struggling to recover his stamina. He recovers 2% of his 10000 stamina (There’s a reason Red is using underhanded means to try and subdue him it seems), and recovers 200 points of stamina. It looks like he’ll be able to break out next round so long as…

Red’s teammates, Green and Black show up.
Black, sensing the desperation of Red, dives into the fight and throws a martial attack. Since Blue has no DB, and the roll is not a botch, Black adds his grapple into the technique. Being well-rested Black has his full 1000 stamina, and his strength comes in at 50, while his grapple skill is 100. Black adds 500 of his stamina into the grapple, and now Blue is subdued by
[50 + 500 + 100] = 650 + 401 = 1051 points of grapple DC, as both Black and Red have him in their clutches.
Green throws a punch at Blue’s stomach, and deals 160 damage. This deals 80 points of stamina damage to Red and Green, and Red’s stamina is reduced to 0. Red does not pass out as he normally would, due to this being a grapple, he still has access temporarily to the stamina of his own grapple pool.

Blue is unable to rest, as he has been punched in the stomach, and is forced to sit on his 245 stamina. He is forced to watch helplessly as he is restrained and pummeled.
Red suffers his stamina drain of 35 points now and his grapple check is reduced to 366, reducing the grapple DC to 1016
Black suffers his 50 points of stamina drain and now his stamina is reduced to 450.
Green, seeing that his teammates cannot hold this monster for too much longer, jumps back and begins charging an attack that is guaranteed to put Blue down for good, but will also probably kill Red.

Blue, having taken no damage this round, rests and recovers another 200 stamina to be sitting pretty at 445. The grapple is at 120 versus 1016, and the DC is dropping every round. He might be able to pull through this.
Red’s DC drops by 35 points again, and he is sitting at 331, bringing the DC to 981.
Black is simply holding on to Blue, and his stamina drops to 400.
Green is done charging his technique. It should be powerful enough now. He releases a relatively low-charge maki dama (a demon energy bomb), and neither Black, Red, nor Blue have a dodge bonus against it. The resulting explosion (which deals splash damage) eradicates all traces of first Blue, and then Black and Red each suffer the same amount of overflow damage, which is more than their hit points can take and Green is left without a team and with one less ‘hero’ in the universe to stand against him.


Durability is now a factor in equipment and is inherent to wearing armor, using shields, and using weapons against anything whatsoever. The following rules govern the loss of durability.

Every durability point counts as a separate health bar of [durability*10] on the weapon. For instance, a shield with 35 durability will have 35 bars of 350 health each.

Whenever two objects with durability come into contact with one another, a durability check is made. A durability check is the measure of one weapon’s hardness versus another’s. It’s like swinging a 2x4 at a rod of carbon steel. This augments the damage one can deal to the other in this way [durability of attacker/durability of defender] For instance, let’s say a sword with 20 durability comes into contact with a shield with 40 durability. 20/40 equals 50%, so this sword is only capable of dealing 50% damage to this shield. An important note: only maximum durability is used in this equation. No amount of damage done to the weapon or shield will change this number.

Now; how does an item lose durability, you may be asking. In much the way that you think it would. Every time that sword would be swung at the shield, 50% of the damage the sword would have dealt that attack is dealt toward the shields’ health. That much is easy. The slightly more in-depth part is that if the sword strikes the shield in that round, and does not take a full bar of the shield’s durability, the sword itself will lose one bar of durability for striking an object that is harder and did not give to the force of its attacks. Armor is handled in exactly the same manner.

So if Red is swinging his 20 durability sword at Blue’s 40 durability shield and would have normally dealt 700 damage, Red’s sword can only deal 50% damage to Blue’s shield, and as such only 350 damage was dealt to the shield. Red’s sword is reduced to 19 durability, and Blue’s shield remains at 40 durability with only 50 points of damage left until his shield loses a point of durability.

In the special case of two weapons striking each other (parrying) the total damage of the attack of each opponent is added together before any durability modifications, and is then applied to each weapon with the modifications.

If Red and Blue are both attacking with a sword, and Blue has made a successful parry check (an attack that met or beat the DC of Red’s attack) Red’s 20 durability sword and Blue’s 40 durability sword collide. Red would have dealt 100 damage with this attack, and Blue would have dealt 150 damage with his own attack. Those attacks added together mean that 250 damage is up in the air. Because Red’s maximum durability is half Blue’s maximum durability, Red’s sword takes 500 damage, and Blue’s sword takes 125 damage, meaning Red loses 2 points of durability and has 100 points until he loses the next, and Blue loses no points of durability and still has 375 points until he loses a point of durability.

When using hand-to-hand attacks to strike a shield or armor, durability of your attack is calculated according to your str mod.
When using a ki technique to strike a shield or armor, your ki mod is the durability of the technique.
There is no damage dealt back to the user for punching or ki blasting a shield, it is merely for damage augmentation purposes (However a weapon will still take damage for failing to meet the cost of one full ‘bar’ of durability if striking a ki wall or parrying a fist. If a weapon is used to parry a fist, durability damage is calculated as per normal, and the damage is done to the fist’s owner.)

Seikan has finally been revised to account for the gradual lessening of the effects noticed in the series. It is now based entirely on the percentage of health that you lose beneath ten percent, rewards and all. If you lose 3% below 10%, you will gain 3% of the hp/kp that you lost in total. This allows us to keep seikan and stop the frightening trend of saiyan power levels growing out of control.


There is a new system for ki techniques to be added. Instead of creating new techniques to use the elements with, you will simply retrain with an existing technique for 50% of the time, and you can add one of your ki affinities to the tech. For instance if you know a technique that takes ten days to train, and you want to add the piercing affinity to it, you would have to have first completed the ten day training for the base technique, and the training for the piercing affinity (or started with it) and then would have to train 5 days to apply the piercing affinity to the technique, after which you would be able to use the technique with that affinity or without it as you so chose.

New modifications to techniques have been added. These are treated like ki affinities and are in the affinity thread, but have their own special requirements and rules, and some can even be added to martial techniques.

New techniques have also been added. !!!PLEASE NOTE THAT ALL-OR-NOTHING HAS HAD ITS NAME CHANGED TO "ALL-OUT", AND ANOTHER TECHNIQUE NOW HAS THAT NAME!!! These techniques include but are not limited to "All-or-nothing," and "Tenacity,"

Modification techniques for races and the racial abilities themselves may be added or augmented as well, including two new states of Super Namekkian; Ultra Namekkian and Grand Elder Namekkian. Be sure to check your race.  


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Mon Jan 14, 2013 7:47 pm


Henchmen: There is a new henchman system in play. In addition to simply making another PC, you can now find or recruit NPCs who will fight (and die) for you, and gain a percentage of experience in combat, while being completely trainable and customizable outside of combat. By choosing to train your henchman, you can accelerate their growth in exchange for taking time out of your busy, mook-slaying schedule to give them special attention. Pay close attention to training your henchmen, as they will be able to train minions themselves, and minions will be the primary attack force of the armies of tenkuu no houou. Minions are unable to train themselves, so a henchman officer is a necessary component of any army, if you ever want it to be self-sufficient or even capable of being of use in a fight.

Henchmen are gained at particular events, or during very particular circumstances when training minions. For now, check the Henchmen thread in the main dbz forum.


The M’Eric Seal has been revised. You gain full benefits from leveling up, and it does not affect stats. The new version can be located below. If you are currently sealed, add the benefits that you would normally have received and revise your character sheet.

NOTE: under the influences of an M'Eric Seal, no stat points are awarded to the character until the seal is broken. Experience points are earned, and levels may be gained (with all the typical bonuses a level gives, 3 stat points, skill points, etc). As such, any character under the influence of such a seal will allow all awarded points (barring experience and bonuses from level up) to accumulate. These points must be registered in their profile, under the sensei heading, (because it will almost assuredly take an M'Erian sensei to unlock the seal, to be sure.) The following chart shall be used:

[align=center]

[b]experience gained while sealed:[/b]
#

[b]Levels gained while Sealed[/b]
#

[b]awarded HP:[/b]
#

[b]awarded KP / MKP:[/b]
KP: #
MKP: #

[b]awarded stats / stats from levels[/b]
STR: #
DEX: #
CON: #
INT: #
WIS: #
CHA: #
KI: #
From levels:

[/align]


While under the influence of an M'Eric Seal, the user's suppressed abilities gain power at an increased rate. In exchange for not being able to break the seal quickly, and the massive power drop from being unable to access any ki whatsoever, the user gains large benefits the longer that they can survive like this at a single time.

firstly, the amount of levels gained while sealed adds a quantitative bonus to the character's rewards. For each level gained, they receive an additional +1 to all stats that were developed (rewarded) while they were sealed. That means for five sealed levels, one would gain 5 points in every area they had trained, on top of their initial rewarded bonuses. hp and kp bonuses are calculated differently, at [parameter] + ( [parameter] * [lvls gained]/13 ) the entire mass to be awarded at the time of unsealing. That means at thirteen levels gained, you would receive exactly 200% the awarded amounts. This means the technique is much more powerful the longer you can maintain it, but living without ki is a dangerous existence.

secondly, the user can choose exactly one parameter in which the aforementioned bonus is doubled.

thirdly, any and all experience gained whilst sealed will be recorded, however rewarding this upon being unsealed is slightly different. Experience is automatically gained while sealed, but at the release, all the experience received makes a slightly less effective comeback, to the tune of [exp] * [lvls gained]/13 The mathematically inclined among us will notice that this means if you earn 13 levels while sealed, you will ultimately earn twice as much experience, and each level above 13 will increase your percentage over 200% further. Good luck doing that, though...

Lastly, if anyone would like to dispute the rewards, they are certainly welcome to dispute them, and I will revise them. Conversely, if anyone is looking to gain the bonuses for themselves, and don't mind the endless headache of a lifelong dedication to the M'Erian rules governing the technique (as awesome as they are), they can feel free to piss off any passing high-leveled Squiddie; they'll be happy to oblige. ^-^

But be warned... Any death while sealed will destroy all of the awarded points. The character will keep their levels, yes, and the experience points they received, but all other level bonuses and awarded bonuses are gone at the moment of death, not to mention the rewards for unsealing the character.  
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DBZ: A new generation (Emily Marneth)

 
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