Post by Relik on May 31, 2009 15:54:41 GMT -5
How To Play:
Starting Information
After I receive your joining form you will receive a conformation E-Mail which tells you the form was sent. You are not in the RPG until I email you informing you that you are ready to begin your tales in the forum.
Forum
When you become a member you must create your Character's Profile. The information about this is in the Characterr Profile board. Once you do this you have your stats made and you are ready to become active on the site.
Being active in the Forum
When you spar, battle, or self train you make a thread saying Sparing with "Fighter name" or Self-Training and use that thread to respond to each other or record your training. Each post would count as a turn. It is the same way as doing it in a chat room but without the trouble of the chat room and you can take a break if you wish while doing it.
You must appear on the forum at least once a week and do something on the site. If you don't show for a long period or don't do anything for a long period you will be emailed saying you are close to being deleted. Usually i will give you a date until you must be active before I remove you from the site.
Role-playing in iTales
Two sources of Information on Role-playing is here. The first link is a simple run through of rping and the second link is for advanced rping.
Getting Power level
The way you gain Power level is by Training, Sparing, Battling and by doing Explorations. The more power level you have the higher chance you have of killing or defeating your opponent. When your power level goes up your HP, Energy, Speed, and all attack damage increases.
Starting Out
All characters will start with a base powerlevel of 10,000.
Your HP is calculated by taking 75% of your current powerlevel
Your Energy is 100% of your current powerlevel
Your speed is 1% of your current maximum powerlevel
Your starting guard is 10%
Your starting armor is 0%
Your starting credits is: 0
Gaining Credits
You gain Credits by selling items which are found during a journey, achieving a prize at a tournament, or battling someone.
Rounds and Turns
iTales RPG is Turn/Round based battling and sparing. When you are fighting it is separated into Rounds and Turns. Every Round is made of Ten Turns. You get to attack 5 times in a round and so does your opponent. A turn is the each time you perform an action in a single post.
Exploration
Exploration is where you go on a journey to increase your power level by doing a story, usually alone. The benefits of going on an exploration is for credits and new items which you can find during it. This is most likely you main source of gaining credits and possibly find unique items as you go along. The explorations are split into three difficulties: Journey - Easy, Quest - Medium, Odyssey - Hard. Depending on which type you go on the more difficult your experience will be and increase in credits and better quality items will drop.
Gaining an Attack Skill point
Gaining a skill point allows you to level up an attribute. Adding 1 skill point into EP, energy attack normally adds 2% to the damage (unless noted). For a Super Energy attack, the damage normally increases by 5%. The max levels that an attribute can gain is 10 lvls.
Gaining a Technique Skill point
Gaining a skill point allows you to level up a technique. Normally techniques cannot be mastered but there are a few techniques that can be, and these skill points are the ones allow you to master them. The max levels a technique can gain is 5 levels. The only other way a technique can gain a level after level 5 is by an item. To gain skill points for techniques is the same way you would as an attack but of course at a different trainer.
Skill Points for Attacks and Techniques
To master an attack or technique (A.K.A Gaining Skill Points) you must request training by a Trainer (the moderator of that forum usually). This trainer has the right to deny you of training or accept. If you come quite often w/o any other forum activity you will most likely be denied. The trainer may make the training several posts long or just a few, it is entirely up to them.
You go to the Training Area and make a thread in Skill Points board. First you make a thread here saying which you want to get tell me what attack or technique you are putting this skill point into or you choose to save your skill points for a later use. The one you choose will gain a level and be called Lvl #. Each level you unlock you are able to use. If you have unlocked Lvl 5 of a move, you may use the Lvl 2 of that attack at a lower energy cost however the damage would be less as well.
Staff may also distribute Technique/Attack Points at their own bidding if they see fit. If a great battle has taken place or your Oddysey is quite impressive they may assign one technique/attack point or one of each for your creativity, time, and effort.
Training Points
Training Points are points in which you can use to redeem an attack and/or technique you wish to know. The value of each attack and technique are listed next to them. These Training Points are required to learn any attack or technique which can be acquired from participating in a Battle, Sparing, Questing, Finding an item, or training by a special NPC (Non Player Character)
Attacks/Technique types of the RPG
Basic Attacks - Basic attacks which all fighters begin with. Using a basic attack can be used as a single attack or combined to create a custom Combination Attack.
Physical Attacks - Physical attacks are attacks which are done in melee range. Using a physical attack can be used as a single attack or combined (max of 3) to create a custom Combination Attack.
Energy Attacks - Are attacks which are created by energy and are released from the body towards a target. Using a energy attack requires a full turn unless stated otherwise.
Combination Attacks - A combination of attacks that make up a combo that causes damage to your opponent. This includes custom combos.
Team Attacks - Attacks that require the aid of an ally to perform. Using one team attack requires a full turn of the fighter initiating the attack unless stated otherwise. Divide the damage in half for energy consumption on each fighter.
Weapon Attacks - Attacks that require a weapon to perform. Using a weapon attack requires a full turn unless stated otherwise.
Super Energy Attacks - Highly advanced attacks that are higher in damage and passively ignore guard. Using a super energy attack requires a full turn unless stated otherwise. You can only learn a maximum of six Super Energy Attacks.
Offensive Techniques - Techniques that are used to cause damage or enhance your fighter offensively. These can be used before your next attack unless said otherwise.
Defensive Techniques - Techniques which increase guard, reduce damage, or help your fighter in anyway defensively. These can be used before your next attack unless said otherwise.
Passive Techniques - Techniques which have no category or passively are active.
Power Up Techniques - Power ups are special techniques which give temporary bonuses to the fighter. Also a special type of power up can be sustained for an entire battle if you have enough energy to supply.
Two types of powers ups: Basic and Limited
- Basic Power Ups just raise your PL and Energy/HP/Speed accordingly.
- Limited Power Ups usually require an amount of Energy per turn to maintain. They can stay on you forever, though you cannot use a Basic Power up while using a limited one and you can only have one maintained at a time. When you decide to end this power up just simply say so.
Power Level Increase
Story Self Training -
Power Level increase
Journey - 25,000pl (3 paragraphs); +0.05 Training Point per paragraph
Quest - 100,000pl (7 paragraphs); +0.1 Training Point per paragraph
Odyssey - 250,000pl (12 paragraphs); +0.25 Training Point per paragraph
Episode - 400,000pl (20 paragraphs); +0.4 Training Point per paragraph
- All story trainings must be approved by me or a mod for a PL increase. Do not add PL until a mod has give the OK.
-Maximum of 24 paragraphs per story.
*Special*
If a character dies and trains in the next dimension they will receive 25,000pl per Paragraph in any difficulty of Story Training.
All other rules and attributes apply the same.
Spar -
Power Level increase - 50,000pl
+1 Training Point
Battle -
+3 Training Point
- All Battles must be approved by me or a mod for a PL increase.
K.O Battle -
+2 Training Point
- Maximum of 1 K.O Battle with a single fighter per day.
- All K.O Battles must be approved by me or a mod for a PL increase.
Self Story Training
You self train by making a story of your fighter training. Each paragraph done in a story training much be at least give complete sentences long. If you do self training I rate your story and give you the Power level increase. When I give you the pl increase it's final don't complain on what you get or if you think its unfair. Samples of self story training are around the forum so check those out if you don't understand what to do. In a self story training you cannot spar with someone unless you are training a henchman.
Sparing
A spar is just a battle without any damage being done that can kill you. Though you must role-play since this is a RPG so make it look good.
Team Sparing
A Team spar is the same as a normal spar but with more then two people involved in th spar. The maximum number of fighters on each team is 2 on each side for a total of 4. This is to avoid confusion. When fighters do a free for all with up to 4 fighters, all fighters obtain an increase as if they where doing multiple spars (subtract 1 from the total to get the amount of spars it equals). Every 5 turns performed by each fighter will equal a round.
Making a challenge (Starting a battle)
If you wish to battle someone you must make a formal challenge on the planet you are located. The person you challenge must answer with in 3 days after you made the challenge with an answer. Make sure you PM the person you challenge. If they Avoid the topic completely they will automatically use a "retreat". You can only have one challenge at a time. When a challenge duration ends you are allowed to challenge again. You can only challenge someone if they have been to the site with in a week. (Check when they last logged in)
Battle(or Duel)
A Battle is just the normal battle situation where 2 people decide to fight to the death. To start a battle you use your agility to see who goes first. Every time you do an attack you must list the amount of damage you do to your opponent after your role-play. Its always a good idea to have paper by you or use wordpad to take down your current HP, Energy, PUR to keep track of it. Also have a new windows up on your stats page and attacks page are always good tips. Every time you do battles its the same as sparing but you list the amount of total damage you do to your opponent. Remember the amount of damage you do is the same as your Energy drain from using the attack.
Tracking Battle Statistics
-Every 5 of your turns that you take in a battle you need to list your current HP, Energy, PUR to keep everything in track and to prevent any cheating. If someone fails to do this you should report it to an admin or mod.
End result of a Battle
-After you finish the battle say the results, who won and lost and if you get any items. Depending on how well each fighter roleplays and effort taken in the battle they will gain an amount of power level and additional credits. If you qualify you will also obtain an amount of fame or infamy depending on what requirements are met.
-The minimum reward of a Battle are as follows:
Winner:
- 1 Training Point
- $1,000 Credits
- Any Battle Experience that you acquired during the battle.
Loser:
- 1 Training Point
- $500 Credits
- Any Battle Experience that you acquired during the battle.
K.O Battle
A K.O battle is the same as a normal battle but no one gets killed. You decide when a K.O battle happens or a normal battle happens while your battling. If you choose to allow you opponent to live then it will count as a K.O Battle. If you decide to kill your enemy then it would be considered a normal Battle (or Duel)
-The minimum reward of a K.O Battle are as follows:
Winner:
- 0.5 Training Point
- $500 Credits
- Any Battle Experience that you acquired during the battle.
Loser:
- 0.25 Training Point
- $250 Credits
- Any Battle Experience that you acquired during the battle.
Team Battles
Team battles are battles which involve more then the norm of two fighters battling. Examples would be 2v2, 3v3, 4v4 ect. These could get confusing but once you get the hang of them could be real exciting. All you do is when your turn comes up (after every person has posted or you wait for people to post after you) you choose someone to attack and then do it. Role-playing needs to be strong when doing a Team Battle since a lot is going on. The power level increase in team battles depends on how many people are in it, the effort taken in the battle, and how much you have done to become victorious. The person who did more will obtain more power level then their partner who may have not done as much.
For team battles a round is when every person performs 5 turns. Some attacks are strong in Team battling so consider using them when appropriate.
Looting a player in Battle
A fighter can choose to have themselves to be open to looting. You do this by simply stating before the battle that they are allowing your body to be looted if you lose. The items that can be looted are all currently equipped items and a maximum of 25% of their credits. This is for more advanced players who wish to add some risk to the casual battle.
Battle Experience
You get battle experience when you participate in a battle. During any battle you choose to gain any of these experience points to give you a total at the end. These points are used to be able to get Training Points. Obtaining Battle Experience also gives the fighter training points. The moderator will grant you training points based on the experience points you gained from the battle. When you complete a battle please put the points you earned in the same topic as you posted or did your battle on the forum so you and I can see what you gained. Below is the usual battle experience distribution which can be earned in a battle. This can change whenever the moderator pleases.
- You gain NO Battle Experience from Retreat battles. The person you retreat from however gets the following
Opponent Retreats from battle - +1 Battle Experience
Battle Experience conditions to meet:
Participating in the Battle - +1 Battle Experience
Winning the Battle - +1 Battle Experience
Killing your opponent - +3 Battle Experience
Dying in Battle - +1 Battle Experience
Used your Finishing Attack and killing opponent - +1 Battle Experience
Using no techniques in battle victory - +2 Battle Experience
Using no Energy/Super Energy Attacks (Excluding Energy Blast/s and Energy Beam) in battle victory - +2 Battle Experience
Using no Fighting Skills in battle victory (Only if you have one) - +2 Battle Experience
Near death victory (Your Hp at or below 20% of it's maximum and winning) - +5 Battle Experience
Lower power level victory (Opponent is at least two times your power level) - +10 Battle Experience
Using no Healing Supplies victory - +1 Battle Experience
Gained at least 50 PUR in battle - +1 Battle Experience
Gained at least 75 PUR in battle - +1 Battle Experience
Not Transforming in Battle [Only if you have one] - +1
Team Battle - +1 Battle Experience
Becoming victorious in battle in under two rounds - +1 Battle Experience
Defeating an Evil fighter in battle (Good Only) - +1 Battle Experience
Defeating a Good fighter in battle (Evil Only) - +1 Battle Experience
Dying
Dying in a battle makes you go to the other dimension. A fighter who is sent to the other dimension stays there for 5 days where they can train with other dead fighters. If they choose they can stay longer then the 5 day period. Good fighters go to the Omega where they have a chance to spar with the Omega's greatest fighters and if lucky, undergo training from the Omega himself and Evil fighters go to the Demon King where they might spar an Evil NPC. Neutral Fighters go to the Death Check-In Station where they will be passed judgment or forced to stay at this station for the duration at a secluded location for fighters. While a fighter is dead they can go on an exploration.
Dead players are not permitted to post in the Kusan Galaxy unless otherwise authorized. This is another dimension and you cannot post here until you have been granted life again.
[glow=red,2,300]*Androids*[/glow]
Androids cannot die since they are not living, however they can be destroyed. When an android is destroyed they go to the repair shop. The repair man can keep an android as long as they want, ranging from 1 - 10 days. If the battle was harsh, they will probably stay longer. Androids cannot train in the repair shop however the "Repair Man" can grant the Android Powerlevel for the amount of time they stay there. If an Android is released and repaired and the android wishes to stay longer they may reques for upgrades. If the repair man accepts they can keep you for a # of additional days to add to your powerlevel/training points.
Using the Retreat
A Retreat is a formal way of running from a battle. The only way you can retreat from a battle is if your opponent is blinded, stunned, or you have double your opponents speed. When you use the retreat your opponent will gain a slight Power level increase and you will receive nothing. When someone retreats from battle they cannot participate on the site for a 12 hour period. When ever a fighter uses their retreat, they also lose 5 Battle Experience.
Knock Out Status?
This is what happens if you do not finish off your opponent in battle. They must wait 24 hours before do anything on the RPG. This time can be decreased by half if you own a Rejuvenation Chamber. When a person is Knocked out they cannot Buy, Sell, Train, Spar or Battle. If someone wishes to help out a knocked out person they must hand over a healing potion or have healing powers which will end this status early.
Dodge and/or Block, Deflect energy attacks in Battle
To use one of your free dodge, blocks and deflects you must say in your next post in the chat room whether you decided to dodge that attack, block it or deflect it. After you do your choice you can then follow up with you next attack towards that opponent. The one defensive maneuver you use will lost point in its total amount of times it can be used in a battle which is defaulted at 3/3/3.
Blocking - You block the opponents attack with your hands or feet reducing the damage done by the attack ½ [Divide the attack damage by 2].
Dodging - Dodging an attack makes you avoid the attack that is being used on you causing you no damage to your HP.
Deflect - A deflect is when you push away an energy attack (projectile type) away. This reduces the damage of the energy attack by 3/4 damage (75% damage reduction). This only works with energy type attacks and doesn’t work for any physical attacks unless it's a missile.
Starting Dodge/Block/Deflect
You start with 3 dodges/3 blocks/ and 3 deflects defense points which allow for use of each defense.
See below for further detail on how they can be used for specific attack.
Basic Attack/Physical Attack - Requires .5 of your free dodges or block to defend against this type of attack.
Combination and Weapon Attacks - Requires 1 of your free dodges or block to defend against this type of attack. You cannot use deflects agsint combination attacks.
Energy Attack/Team Energy Attack/Weapon Attack - Requires 1 of your free dodges, blocks, or deflects if you wish to defend against this type of attack.
Super Energy Attack - Requires 2 of your free dodges, blocks, or deflects if you wish to defend against this type of attack.
Finishing Moves - Require 3 of your free dodges, blocks, or deflects if you wish to defend against this type of attack
Speed
Your speed is how fast your fighter is. It helps you be quicker then your opponent in battle allowing you the first attack in a battle. If you agility is higher then your opponents then you are quicker then them and you get the first it. If an opponents speed is twice as much higher then yourself (double yours and if its still lower) Then they are too quick for you and they are able to dodge,block,deflect without wasting block/dodge/deflect points. You can always use techniques to dodge or block if this happens to happen.
Guard
Guard is the defensive state of your fighter, which reduces successful attacks against you by your opponent. [ Example - I have a Guard of 10%. My opponent hits me with a Kamehameha doing 100,000 total damage. My Guard will reduce that damage to 90,000 damage instead.] All fighters have a starting Guard of 10% and can be influenced by using specific attacks, techniques, or by having PUR. A fighter loses their default Guard completely by having 50% or less of their HP remaining in battle, making them more vulnerable to attack.
Armor Rating
Armor Rating is the percent of damage that is reduced on each successful attack on you. Armor Rating is very similar to Guard but remains constant. All fighters have 0% Armor Rating and the only way to increase their armor rating is by buying or finding Battle Armor.
Armor which can be worn are Gloves (Hands), Body Armor (Chest/Torso), Pant Armor (Legs), and Boots (Feet). You can wear up to a total of 4 armor pieces
Armor Types:
Light Armor: Prevent 1% of all damage, reduce speed by 1%
Medium Armor: Prevent 2% of all damage, reduce speed by 3%
Heavy Armor: Prevent 3% of all damage, reduce speed by 5%
Each piece of armor must be taken into consideration, you may mix and match armor types or wear all the same type but each piece's attributes are incorporated into battleing.
PUR (Power Up Rating)
PUR is your Power Up Rating. Every time you attack you gain this PUR. PUR is also used to allow yourself to use a transformation or an attack. When you use an attack which consumes PUR to perform, you gain no PUR increase upon using that attack. PUR also increases a fighter's Guard. For every 25 PUR, the fighter's guard increases by +10%. This guard only remains if each interval of 25 PUR remains on the fighter.
When you use any type of attack, your PUR goes up by:
Basic Attacks(.25pt)
Physical Attacks(1pt)
Energy Attacks(4pts)
Team Attacks(4pts)
Combination Attacks (3pts)
Weapon Attacks(2pts)
Super Energy Attacks(5pts)
Energy usage with attacks and techniques
You use energy to do any attack or technique while battling. You subtract the Energy% it tells you for any technique from your energy to use any technique. For Attacks your attack damage% is your energy drain so basically you damage your energy when you do attacks. Ex: You do 100,000 damage with an attack, you must drain 100,000 energy to use it. If you don't have enough energy to use this attack then the attack takes it from your HP so -100,000 life (or if you have 50,000 energy you would take the energy away and 50,000 from your life).
Transforming
Transformations are way of increasing your Power Level to be able to fight a stronger foe. To do this you must meet the requirements for that transformation. Before you transform you must minus the PUR drain from the transformation. Any time you transform it requires a turn to perform. You gain an boost in your stats when you Transform which makes them powerful tools in battle. For example: a Transformation lvl 1 is +250%. This means that you multiply your Power Level, current Energy, current HP, and Speed by 2.5 when you turn into your new form. If anything else is required for the transformation you do that as well (Always reduce the required PUR from your current PUR when transforming). All of your attacks damage will follow your new power level increasing them as well.
*A player cannot transform if their health is 10% or lower.
Any questions about any of these things discussed or any How to play in general please PM me.
Starting Information
After I receive your joining form you will receive a conformation E-Mail which tells you the form was sent. You are not in the RPG until I email you informing you that you are ready to begin your tales in the forum.
Forum
When you become a member you must create your Character's Profile. The information about this is in the Characterr Profile board. Once you do this you have your stats made and you are ready to become active on the site.
Being active in the Forum
When you spar, battle, or self train you make a thread saying Sparing with "Fighter name" or Self-Training and use that thread to respond to each other or record your training. Each post would count as a turn. It is the same way as doing it in a chat room but without the trouble of the chat room and you can take a break if you wish while doing it.
You must appear on the forum at least once a week and do something on the site. If you don't show for a long period or don't do anything for a long period you will be emailed saying you are close to being deleted. Usually i will give you a date until you must be active before I remove you from the site.
Role-playing in iTales
Two sources of Information on Role-playing is here. The first link is a simple run through of rping and the second link is for advanced rping.
Getting Power level
The way you gain Power level is by Training, Sparing, Battling and by doing Explorations. The more power level you have the higher chance you have of killing or defeating your opponent. When your power level goes up your HP, Energy, Speed, and all attack damage increases.
Starting Out
All characters will start with a base powerlevel of 10,000.
Your HP is calculated by taking 75% of your current powerlevel
Your Energy is 100% of your current powerlevel
Your speed is 1% of your current maximum powerlevel
Your starting guard is 10%
Your starting armor is 0%
Your starting credits is: 0
Gaining Credits
You gain Credits by selling items which are found during a journey, achieving a prize at a tournament, or battling someone.
Rounds and Turns
iTales RPG is Turn/Round based battling and sparing. When you are fighting it is separated into Rounds and Turns. Every Round is made of Ten Turns. You get to attack 5 times in a round and so does your opponent. A turn is the each time you perform an action in a single post.
Exploration
Exploration is where you go on a journey to increase your power level by doing a story, usually alone. The benefits of going on an exploration is for credits and new items which you can find during it. This is most likely you main source of gaining credits and possibly find unique items as you go along. The explorations are split into three difficulties: Journey - Easy, Quest - Medium, Odyssey - Hard. Depending on which type you go on the more difficult your experience will be and increase in credits and better quality items will drop.
Gaining an Attack Skill point
Gaining a skill point allows you to level up an attribute. Adding 1 skill point into EP, energy attack normally adds 2% to the damage (unless noted). For a Super Energy attack, the damage normally increases by 5%. The max levels that an attribute can gain is 10 lvls.
Gaining a Technique Skill point
Gaining a skill point allows you to level up a technique. Normally techniques cannot be mastered but there are a few techniques that can be, and these skill points are the ones allow you to master them. The max levels a technique can gain is 5 levels. The only other way a technique can gain a level after level 5 is by an item. To gain skill points for techniques is the same way you would as an attack but of course at a different trainer.
Skill Points for Attacks and Techniques
To master an attack or technique (A.K.A Gaining Skill Points) you must request training by a Trainer (the moderator of that forum usually). This trainer has the right to deny you of training or accept. If you come quite often w/o any other forum activity you will most likely be denied. The trainer may make the training several posts long or just a few, it is entirely up to them.
You go to the Training Area and make a thread in Skill Points board. First you make a thread here saying which you want to get tell me what attack or technique you are putting this skill point into or you choose to save your skill points for a later use. The one you choose will gain a level and be called Lvl #. Each level you unlock you are able to use. If you have unlocked Lvl 5 of a move, you may use the Lvl 2 of that attack at a lower energy cost however the damage would be less as well.
Staff may also distribute Technique/Attack Points at their own bidding if they see fit. If a great battle has taken place or your Oddysey is quite impressive they may assign one technique/attack point or one of each for your creativity, time, and effort.
Training Points
Training Points are points in which you can use to redeem an attack and/or technique you wish to know. The value of each attack and technique are listed next to them. These Training Points are required to learn any attack or technique which can be acquired from participating in a Battle, Sparing, Questing, Finding an item, or training by a special NPC (Non Player Character)
Attacks/Technique types of the RPG
Basic Attacks - Basic attacks which all fighters begin with. Using a basic attack can be used as a single attack or combined to create a custom Combination Attack.
Physical Attacks - Physical attacks are attacks which are done in melee range. Using a physical attack can be used as a single attack or combined (max of 3) to create a custom Combination Attack.
Energy Attacks - Are attacks which are created by energy and are released from the body towards a target. Using a energy attack requires a full turn unless stated otherwise.
Combination Attacks - A combination of attacks that make up a combo that causes damage to your opponent. This includes custom combos.
Team Attacks - Attacks that require the aid of an ally to perform. Using one team attack requires a full turn of the fighter initiating the attack unless stated otherwise. Divide the damage in half for energy consumption on each fighter.
Weapon Attacks - Attacks that require a weapon to perform. Using a weapon attack requires a full turn unless stated otherwise.
Super Energy Attacks - Highly advanced attacks that are higher in damage and passively ignore guard. Using a super energy attack requires a full turn unless stated otherwise. You can only learn a maximum of six Super Energy Attacks.
Offensive Techniques - Techniques that are used to cause damage or enhance your fighter offensively. These can be used before your next attack unless said otherwise.
Defensive Techniques - Techniques which increase guard, reduce damage, or help your fighter in anyway defensively. These can be used before your next attack unless said otherwise.
Passive Techniques - Techniques which have no category or passively are active.
Power Up Techniques - Power ups are special techniques which give temporary bonuses to the fighter. Also a special type of power up can be sustained for an entire battle if you have enough energy to supply.
Two types of powers ups: Basic and Limited
- Basic Power Ups just raise your PL and Energy/HP/Speed accordingly.
- Limited Power Ups usually require an amount of Energy per turn to maintain. They can stay on you forever, though you cannot use a Basic Power up while using a limited one and you can only have one maintained at a time. When you decide to end this power up just simply say so.
Power Level Increase
Story Self Training -
Power Level increase
Journey - 25,000pl (3 paragraphs); +0.05 Training Point per paragraph
Quest - 100,000pl (7 paragraphs); +0.1 Training Point per paragraph
Odyssey - 250,000pl (12 paragraphs); +0.25 Training Point per paragraph
Episode - 400,000pl (20 paragraphs); +0.4 Training Point per paragraph
- All story trainings must be approved by me or a mod for a PL increase. Do not add PL until a mod has give the OK.
-Maximum of 24 paragraphs per story.
*Special*
If a character dies and trains in the next dimension they will receive 25,000pl per Paragraph in any difficulty of Story Training.
All other rules and attributes apply the same.
Spar -
Power Level increase - 50,000pl
+1 Training Point
Battle -
+3 Training Point
- All Battles must be approved by me or a mod for a PL increase.
K.O Battle -
+2 Training Point
- Maximum of 1 K.O Battle with a single fighter per day.
- All K.O Battles must be approved by me or a mod for a PL increase.
Self Story Training
You self train by making a story of your fighter training. Each paragraph done in a story training much be at least give complete sentences long. If you do self training I rate your story and give you the Power level increase. When I give you the pl increase it's final don't complain on what you get or if you think its unfair. Samples of self story training are around the forum so check those out if you don't understand what to do. In a self story training you cannot spar with someone unless you are training a henchman.
Sparing
A spar is just a battle without any damage being done that can kill you. Though you must role-play since this is a RPG so make it look good.
Team Sparing
A Team spar is the same as a normal spar but with more then two people involved in th spar. The maximum number of fighters on each team is 2 on each side for a total of 4. This is to avoid confusion. When fighters do a free for all with up to 4 fighters, all fighters obtain an increase as if they where doing multiple spars (subtract 1 from the total to get the amount of spars it equals). Every 5 turns performed by each fighter will equal a round.
Making a challenge (Starting a battle)
If you wish to battle someone you must make a formal challenge on the planet you are located. The person you challenge must answer with in 3 days after you made the challenge with an answer. Make sure you PM the person you challenge. If they Avoid the topic completely they will automatically use a "retreat". You can only have one challenge at a time. When a challenge duration ends you are allowed to challenge again. You can only challenge someone if they have been to the site with in a week. (Check when they last logged in)
Battle(or Duel)
A Battle is just the normal battle situation where 2 people decide to fight to the death. To start a battle you use your agility to see who goes first. Every time you do an attack you must list the amount of damage you do to your opponent after your role-play. Its always a good idea to have paper by you or use wordpad to take down your current HP, Energy, PUR to keep track of it. Also have a new windows up on your stats page and attacks page are always good tips. Every time you do battles its the same as sparing but you list the amount of total damage you do to your opponent. Remember the amount of damage you do is the same as your Energy drain from using the attack.
Tracking Battle Statistics
-Every 5 of your turns that you take in a battle you need to list your current HP, Energy, PUR to keep everything in track and to prevent any cheating. If someone fails to do this you should report it to an admin or mod.
End result of a Battle
-After you finish the battle say the results, who won and lost and if you get any items. Depending on how well each fighter roleplays and effort taken in the battle they will gain an amount of power level and additional credits. If you qualify you will also obtain an amount of fame or infamy depending on what requirements are met.
-The minimum reward of a Battle are as follows:
Winner:
- 1 Training Point
- $1,000 Credits
- Any Battle Experience that you acquired during the battle.
Loser:
- 1 Training Point
- $500 Credits
- Any Battle Experience that you acquired during the battle.
K.O Battle
A K.O battle is the same as a normal battle but no one gets killed. You decide when a K.O battle happens or a normal battle happens while your battling. If you choose to allow you opponent to live then it will count as a K.O Battle. If you decide to kill your enemy then it would be considered a normal Battle (or Duel)
-The minimum reward of a K.O Battle are as follows:
Winner:
- 0.5 Training Point
- $500 Credits
- Any Battle Experience that you acquired during the battle.
Loser:
- 0.25 Training Point
- $250 Credits
- Any Battle Experience that you acquired during the battle.
Team Battles
Team battles are battles which involve more then the norm of two fighters battling. Examples would be 2v2, 3v3, 4v4 ect. These could get confusing but once you get the hang of them could be real exciting. All you do is when your turn comes up (after every person has posted or you wait for people to post after you) you choose someone to attack and then do it. Role-playing needs to be strong when doing a Team Battle since a lot is going on. The power level increase in team battles depends on how many people are in it, the effort taken in the battle, and how much you have done to become victorious. The person who did more will obtain more power level then their partner who may have not done as much.
For team battles a round is when every person performs 5 turns. Some attacks are strong in Team battling so consider using them when appropriate.
Looting a player in Battle
A fighter can choose to have themselves to be open to looting. You do this by simply stating before the battle that they are allowing your body to be looted if you lose. The items that can be looted are all currently equipped items and a maximum of 25% of their credits. This is for more advanced players who wish to add some risk to the casual battle.
Battle Experience
You get battle experience when you participate in a battle. During any battle you choose to gain any of these experience points to give you a total at the end. These points are used to be able to get Training Points. Obtaining Battle Experience also gives the fighter training points. The moderator will grant you training points based on the experience points you gained from the battle. When you complete a battle please put the points you earned in the same topic as you posted or did your battle on the forum so you and I can see what you gained. Below is the usual battle experience distribution which can be earned in a battle. This can change whenever the moderator pleases.
- You gain NO Battle Experience from Retreat battles. The person you retreat from however gets the following
Opponent Retreats from battle - +1 Battle Experience
Battle Experience conditions to meet:
Participating in the Battle - +1 Battle Experience
Winning the Battle - +1 Battle Experience
Killing your opponent - +3 Battle Experience
Dying in Battle - +1 Battle Experience
Used your Finishing Attack and killing opponent - +1 Battle Experience
Using no techniques in battle victory - +2 Battle Experience
Using no Energy/Super Energy Attacks (Excluding Energy Blast/s and Energy Beam) in battle victory - +2 Battle Experience
Using no Fighting Skills in battle victory (Only if you have one) - +2 Battle Experience
Near death victory (Your Hp at or below 20% of it's maximum and winning) - +5 Battle Experience
Lower power level victory (Opponent is at least two times your power level) - +10 Battle Experience
Using no Healing Supplies victory - +1 Battle Experience
Gained at least 50 PUR in battle - +1 Battle Experience
Gained at least 75 PUR in battle - +1 Battle Experience
Not Transforming in Battle [Only if you have one] - +1
Team Battle - +1 Battle Experience
Becoming victorious in battle in under two rounds - +1 Battle Experience
Defeating an Evil fighter in battle (Good Only) - +1 Battle Experience
Defeating a Good fighter in battle (Evil Only) - +1 Battle Experience
Dying
Dying in a battle makes you go to the other dimension. A fighter who is sent to the other dimension stays there for 5 days where they can train with other dead fighters. If they choose they can stay longer then the 5 day period. Good fighters go to the Omega where they have a chance to spar with the Omega's greatest fighters and if lucky, undergo training from the Omega himself and Evil fighters go to the Demon King where they might spar an Evil NPC. Neutral Fighters go to the Death Check-In Station where they will be passed judgment or forced to stay at this station for the duration at a secluded location for fighters. While a fighter is dead they can go on an exploration.
Dead players are not permitted to post in the Kusan Galaxy unless otherwise authorized. This is another dimension and you cannot post here until you have been granted life again.
[glow=red,2,300]*Androids*[/glow]
Androids cannot die since they are not living, however they can be destroyed. When an android is destroyed they go to the repair shop. The repair man can keep an android as long as they want, ranging from 1 - 10 days. If the battle was harsh, they will probably stay longer. Androids cannot train in the repair shop however the "Repair Man" can grant the Android Powerlevel for the amount of time they stay there. If an Android is released and repaired and the android wishes to stay longer they may reques for upgrades. If the repair man accepts they can keep you for a # of additional days to add to your powerlevel/training points.
Using the Retreat
A Retreat is a formal way of running from a battle. The only way you can retreat from a battle is if your opponent is blinded, stunned, or you have double your opponents speed. When you use the retreat your opponent will gain a slight Power level increase and you will receive nothing. When someone retreats from battle they cannot participate on the site for a 12 hour period. When ever a fighter uses their retreat, they also lose 5 Battle Experience.
Knock Out Status?
This is what happens if you do not finish off your opponent in battle. They must wait 24 hours before do anything on the RPG. This time can be decreased by half if you own a Rejuvenation Chamber. When a person is Knocked out they cannot Buy, Sell, Train, Spar or Battle. If someone wishes to help out a knocked out person they must hand over a healing potion or have healing powers which will end this status early.
Dodge and/or Block, Deflect energy attacks in Battle
To use one of your free dodge, blocks and deflects you must say in your next post in the chat room whether you decided to dodge that attack, block it or deflect it. After you do your choice you can then follow up with you next attack towards that opponent. The one defensive maneuver you use will lost point in its total amount of times it can be used in a battle which is defaulted at 3/3/3.
Blocking - You block the opponents attack with your hands or feet reducing the damage done by the attack ½ [Divide the attack damage by 2].
Dodging - Dodging an attack makes you avoid the attack that is being used on you causing you no damage to your HP.
Deflect - A deflect is when you push away an energy attack (projectile type) away. This reduces the damage of the energy attack by 3/4 damage (75% damage reduction). This only works with energy type attacks and doesn’t work for any physical attacks unless it's a missile.
Starting Dodge/Block/Deflect
You start with 3 dodges/3 blocks/ and 3 deflects defense points which allow for use of each defense.
See below for further detail on how they can be used for specific attack.
Basic Attack/Physical Attack - Requires .5 of your free dodges or block to defend against this type of attack.
Combination and Weapon Attacks - Requires 1 of your free dodges or block to defend against this type of attack. You cannot use deflects agsint combination attacks.
Energy Attack/Team Energy Attack/Weapon Attack - Requires 1 of your free dodges, blocks, or deflects if you wish to defend against this type of attack.
Super Energy Attack - Requires 2 of your free dodges, blocks, or deflects if you wish to defend against this type of attack.
Finishing Moves - Require 3 of your free dodges, blocks, or deflects if you wish to defend against this type of attack
Speed
Your speed is how fast your fighter is. It helps you be quicker then your opponent in battle allowing you the first attack in a battle. If you agility is higher then your opponents then you are quicker then them and you get the first it. If an opponents speed is twice as much higher then yourself (double yours and if its still lower) Then they are too quick for you and they are able to dodge,block,deflect without wasting block/dodge/deflect points. You can always use techniques to dodge or block if this happens to happen.
Guard
Guard is the defensive state of your fighter, which reduces successful attacks against you by your opponent. [ Example - I have a Guard of 10%. My opponent hits me with a Kamehameha doing 100,000 total damage. My Guard will reduce that damage to 90,000 damage instead.] All fighters have a starting Guard of 10% and can be influenced by using specific attacks, techniques, or by having PUR. A fighter loses their default Guard completely by having 50% or less of their HP remaining in battle, making them more vulnerable to attack.
Armor Rating
Armor Rating is the percent of damage that is reduced on each successful attack on you. Armor Rating is very similar to Guard but remains constant. All fighters have 0% Armor Rating and the only way to increase their armor rating is by buying or finding Battle Armor.
Armor which can be worn are Gloves (Hands), Body Armor (Chest/Torso), Pant Armor (Legs), and Boots (Feet). You can wear up to a total of 4 armor pieces
Armor Types:
Light Armor: Prevent 1% of all damage, reduce speed by 1%
Medium Armor: Prevent 2% of all damage, reduce speed by 3%
Heavy Armor: Prevent 3% of all damage, reduce speed by 5%
Each piece of armor must be taken into consideration, you may mix and match armor types or wear all the same type but each piece's attributes are incorporated into battleing.
PUR (Power Up Rating)
PUR is your Power Up Rating. Every time you attack you gain this PUR. PUR is also used to allow yourself to use a transformation or an attack. When you use an attack which consumes PUR to perform, you gain no PUR increase upon using that attack. PUR also increases a fighter's Guard. For every 25 PUR, the fighter's guard increases by +10%. This guard only remains if each interval of 25 PUR remains on the fighter.
When you use any type of attack, your PUR goes up by:
Basic Attacks(.25pt)
Physical Attacks(1pt)
Energy Attacks(4pts)
Team Attacks(4pts)
Combination Attacks (3pts)
Weapon Attacks(2pts)
Super Energy Attacks(5pts)
Energy usage with attacks and techniques
You use energy to do any attack or technique while battling. You subtract the Energy% it tells you for any technique from your energy to use any technique. For Attacks your attack damage% is your energy drain so basically you damage your energy when you do attacks. Ex: You do 100,000 damage with an attack, you must drain 100,000 energy to use it. If you don't have enough energy to use this attack then the attack takes it from your HP so -100,000 life (or if you have 50,000 energy you would take the energy away and 50,000 from your life).
Transforming
Transformations are way of increasing your Power Level to be able to fight a stronger foe. To do this you must meet the requirements for that transformation. Before you transform you must minus the PUR drain from the transformation. Any time you transform it requires a turn to perform. You gain an boost in your stats when you Transform which makes them powerful tools in battle. For example: a Transformation lvl 1 is +250%. This means that you multiply your Power Level, current Energy, current HP, and Speed by 2.5 when you turn into your new form. If anything else is required for the transformation you do that as well (Always reduce the required PUR from your current PUR when transforming). All of your attacks damage will follow your new power level increasing them as well.
*A player cannot transform if their health is 10% or lower.
Any questions about any of these things discussed or any How to play in general please PM me.