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Post by Retasu on Jun 12, 2016 12:31:22 GMT -5
ITEM SHOP
There are various items here in DBU that allow a character to gain the upper hand in battle. Although, we are not limited to those type of items, there are also items that can be used in everyday life. An in depth description of each available item type will be given here in order for you to familiarize yourself better with what the capabilities are. If you are still unsure, feel free to contact staff. We may not always be as clear as we think we are in our descriptions, so there's always room to expand on something. To create purchases one must create ONE THREAD forever, and do all their purchases in that thread. List the item and the amount of Zeni it costs and total everything out in the end. A staff member will come in and finish your transaction, giving you the items you want to buy and adjusting your Zeni. Race Specific Transformation Items: 300 Zeni Setting Items are specific to certain species on site. These items can be used prior to the init. roll or mid-match. Certain Items Transformations may also have an effect on other characters of the same race that are in the match / thread with you. Check our Transformations section here to read up on them. These are one use items and once they are consumed, they are removed from your character's inventory post match.
Speed Boost: 200 Zeni This item must be used at the beginning of a match during the init roll post. When it it used, it will add +d25 to any player's init roll, allowing them to attempt to get the edge on their opponent with a higher init roll, thus going first.
Power Boost: 200 Zeni A temporary boost to power. The boost to power only lasts temporarily in a battle and the item is removed from the player's inventory afterward, much like a Setting Item Transformation. Think of this transformation in the same way as when a character of the series would focus all of their energy on themselves and try to boost their power level as far as it could go, making it technically not a transformation but just a boost in power. The buff is +d10 for 5 Attacking Rounds. This DOES NOT increase Max HP for the time the power boost is in effect. Only increase is the dice sides.
25% Healing Items: 250 ZeniBe it a Potion, Senzu, Dumpling or what have you, a character can use an item mid-battle to heal some of their HP. 25% of their max HP in the match, to be exact. Styled however one wishes, these items can be used multiple times in a match prior to your attacking turn. For example: You are currently at 200/600 HP in your match and it is your turn to attack, on your character you have two healing items. Prior to your attack, you can post the action of healing yourself with ONE of those healing items to subtract 25% of damage from your score, then in the same turn can attack as normal. On your opponent's next turn you will have 50/600 HP. If you wanted to use your second healing item in the next round, you can do so. Just remember, healing items cost money to attain so use them wisely.
Resurrection Items: 750 Zeni These items are for death match type of battles only. If your character has fallen in battle, before they die you can use a resurrection item, be it a Senzu, a Fairy in a bottle, or what have you, to come back to life and extend the fight. On a player's turn where their character has died, they can post using a Rezz Item and return to the fight. The character will come back to life with 50% of their Max HP. For example, a character at 600/600 HP will Rezz back into the match at 300/600 HP. They will also need to re-roll init. If their init roll is more than their opponent's previous init roll, then they can attack on the next turn. If not, their opponent can attack them once again. A player CANNOT Rezz and use any other type of healing item in the same post. Also, all transformations and buffs are reset. If using a Power Boost or Transformation Item on death, the buff is removed and a separate item in your inventory would need to be used.
Genki Items: Lvl 1 - 2GP Replenish - 200 Zeni Lvl 2 - 3GP Replenish - 300 Zeni Lvl 3 - 6GP Replenish - 600 Zeni These are specific items that replenish Genki in a battle. These items an be used in the same turn as an attacking roll, but must be done prior to the attack. A player cannot attack THEN use a Genki replenishing item, they must do it before. This way, if a Super or Ultimate Attack is done, the item counts towards the attack done in that turn, not after.
Combo Heal Items: ULTIMATE Replenish - 25% Max Health Heal, 6GP Replenish - 1,000 Zeni When this item is used not only will it replenish 6 GP, it will also heal 25% of a character's Max HP. Mechanically it will work just like a GP replenishment item. If it is used before an attack, it will replenish and any special attacks used will go off of the "new" GP. If it is used after an attack in post, it will replenish GP to the pool in terms of what is there AFTER a special attack is done.
Dragon Radar - 3,000 Zeni These devices went into mass production by Capsule Corporation some time ago. They eventually scattered throughout the galaxy. In order to be able to scan for a Dragon Ball this device is required. It is capable of scanning for any Dragon Ball signature if on a planet with Dragon Balls. Radar Battery - 250 Zeni Each individual scan needs a disposable battery. While the Radar itself has unlimited uses, one battery is only good for one scan. After the scan, the battery burns out and needs to be replaced.
Healing Chamber - 5,000 Zeni If a character uses a Healing Chamber after a Death Match to instantly heal their wounds within 24 hours time. A Social Thread must be done after the Death Match has finished in order for this to go into effect. The user can begin new fighting threads in 24 hours without any lingering damage to them, as well as get an increased EXP amount for their actual Death Match upon grading. All species get a +50% EXP gain upon the grading of the healing chamber social thread, Saiyajin, due to Zenkai, get +75% - this also applies to Bio Androids with Saiyajin genetics dominant inside of them.
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Post by Retasu on Jun 27, 2016 22:10:10 GMT -5
Space Travel
Characters are capable of going from planet to planet with the purchase of any type of Space Ship. Each ship can house a specific set of characters. Read more below about the ships themselves and their attributes.
1-Seater Space Ship: 1,000 Zeni
A small craft that is only big enough to contain the pilot. Most commonly used are Space Pods, but can be a complete different design as well, as long as the one seat occupancy description is kept. They ships must leave one planet and land on another, cannot remain in orbit.
3-Seater Space Ship: 4,000 Zeni Slightly large in design, this craft can contain the pilot and two other passengers. Flavor-wise, this ship can be of moderate size with an NPC crew on board, though not overly exaggerated. It is possible for 3-Seater Ships to remain in orbit in open space without having to directly land on a planet.
6-Seater Space Ship: 7,000 Zeni The cream of the crop as far as space travel goes. The ship can be flavored as quite large, with an NPC crew on board to take care of all aspects of the ship. It is possible for 6-Seater Ships to remain in orbit in open space without having to directly land on a planet. Also, 6-Seater Ships can act as a planet in terms of any 1-Seater Ships a character on the ship owns can be launched to any planet, and can travel back TO the 6-Seater Ship in Open Space.
Ship Boosters: 3,000 Zeni With these boosters installed on your ship, the travel time is cut from 12 hours to 8 hours from departure.
Stealth Drive: 6,000 Zeni With Stealth Drive installed on your craft, you are able to hide any ki signatures on board as well as the presence of the ship itself to any monitoring technology on all planets. Players will still need to post in the space travel thread noting that they are using Stealth Drive, but their overall presence is unknown to any characters.
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Post by Retasu on Jul 4, 2016 19:59:57 GMT -5
Special Attacks / Techniques
There are various attacks in DBU that can be classified as "Special" Attacks or Techniques. In order for a character to acquire one of these techniques, they need to spend any Zeni they have earned to do so. Below you will find the various types of techniques and their attributes, as well as how much they cost in order to purchase them. Techniques will show up in your mini profile under the Items tab just like your regular items do. The amount of Techniques under a specific type will show when the mouse is left hovering over the technique icon. It is good practice for a character to include all purchased techniques either in their signature or character profile for complete transparency and no risk of any form of cheating. Techniques are non-refundable. Choose wisely. To read up more about Special Attacks and how they are used, click HERE to go to the Special Attacks section. Super Attacks - Attack Roll + 25%: 1,000 ZeniSuper Attacks are a character's signature attack, which are usually proven to be more power than any other attack that they can perform. Using this attack adds 25% damage to an attacking roll, whether they are in base form or in transformations, and uses 1 Genki. Ultimate Attacks - Attack Roll + 50%: 2,000 Zeni Example: Chou / Super KamehamehaUltimate Attacks are a more powerful version of a character's Super Attack. In order to purchase an Ultimate Attack one most upgrade their SUPER ATTACK first, this will result in the loss of the Super Attack. Using an Ultimate Attack adds 50% damage to an attacking roll, whether they are in base form or in transformations, and uses 2 Genki. The below variants cannot be stacked with each other, and your current Super or Ultimate Attack is lost, replaced with whatever it is you choose to upgrade to. You have been warned so choose carefully. Damage Over Time (DOT) Attacks:Level 1 - 10% of Total Damage over 3 Rounds: 1,500 ZeniLevel 2 - 15% of Total Damage over 3 Rounds: 2,000 ZeniLevel 3 - 20% of Total Damage over 3 Rounds: 2,500 ZeniAny Super or Ultimate Attack can be upgraded further to become a DOT / Damage Over Time Attack. Depending on their level depends on how much damage over time they do, and how many rounds. Each level needs to be upgraded until it is at its max. The amount of GP is used depends on what level of attack it was upgraded from. These attacks can be blocked or dodged by opponents to either reduce total and DOT damage or avoid it entirely. Homing Attacks: 2,000 Zeni
Any Super or Ultimate Attack can be upgraded to further become a Homing Attack. Homing Attacks are useful attacks that can help secure a victory in any battle. However, with precision comes a price. Super Homing Attacks cost 2 GP to use and Ultimate Homing Attacks cost 3 GP to use. While an opponent can use a Blocking Attack to reduce or nullify damage in any way, these attacks cannot be Dodged whatsoever. Piercing Attacks: 2000 ZeniAny Super or Ultimate attack can be further upgraded to become a piercing attack, which nullifies Blocking Attacks completely. These attacks fall in line with the drilling Special Beam Cannon and the razor discus Kienzan. The opposite cousin of a Homing Attack which cannot be dodged, these attacks can instead be dodged to foil their property of shredding barriers and blocking techniques. This powerful quality comes at a price, however. Piercing Super Attacks cost 2 GP to perform, while their Piercing Ultimate upgrades cost 3 GP to use. (Concept by: Majin Mumbo ) Below are standalone attacks, having nothing to do with Super or Ultimate offensive attacks. Blocking Attacks: Level 1 - 50% of YOUR Max Attack Potential: 1,000 Zeni Level 2 - 75% of YOUR Max Attack Potential: 1,500 Zeni Level 3 - 100% of YOUR Max Attack Potential: 2,000 Zeni Example: Ki BarrierBlocking Attacks can be viewed as Barriers or Energy Absorption techniques. They come in 3 varieties. Level 1 is worth 50% of your max damage output, Level 2 is 75%, and Level 3 is 100%. After a player's attacking roll, the opponent can choose to block the attack, breaking down as much energy from it as possible in order to lessen the damage done to them. For example: Your opponent rolls 100pts of damage against you. If your dice are 3d100, your max damage output is 300pts. With this in mind, a Lvl.1 Block Attack would roll 1d150 (50% of 300pts is 150), Lvl. 2 would roll 1d225 (75% of 300pts is 225) and Lvl. 3 would roll 1d300 (100% of 300pts is 300). Whatever the roll is, the amount of damage done against the character in the previous turn is minimized. This DOES NOT take up a turn no matter the outcome and they use up 1 Genki Point per attempt. Blocking Attacks work on a leveling up basis, needing to buy level 1 and upgrade through to level 3. Dodging Attacks: Level 1 - 150% of YOUR Max Attack Potential: 1,000 Zeni Level 2 - 200% of YOUR Max Attack Potential: 1,500 Zeni Level 3 - 300% of YOUR Max Attack Potential: 2,000 Zeni Example: After Image / ZanzokenDodging Attacks can be viewed as the After Image / Zanzoken Technique. They come in 3 varieties. Level 1 is worth 150% of your max damage output, Level 2 is 200%, and Level 3 is 300%. After a player's attacking roll, the opponent can choose to dodge the attack completely and take no damage whatsoever from it. For example: Your opponent rolls 100pts of damage against you. If your dice are 3d100, your max damage output is 300pts. With this in mind, a Lvl.1 Dodge Attack would roll 1d450 (150% of 300pts is 450), Lvl. 2 would roll 1d600 (200% of 300pts is 600) and Lvl. 3 would roll 1d900 (300% of 300pts is 900). The dodge attempt MUST meet or beat the attacking roll for it to be successful. So, in this example, anything rolled 100+ would be a successful dodge, 99 and under would be a failed attempt and the character would be hit with the full power of the attack. This DOES NOT take up a turn no matter the outcome. Levels 1 and 2 take up 1 Genki, Level 3 takes up 2 Genki to use. Dodging Attacks work on a leveling up basis, needing to buy level 1 and upgrade through to level 3. However, once upgraded fully to level 3, a player can choose to either use a level 2 or level 3 dodge against any attack in an effort to maximize their GP Pool on a situational basis. Stun Attacks: Level 1 - Roll 1d50, Need 30+: 1,000 ZeniLevel 2 - Roll 1d70, Need 30+: 1,500 ZeniLevel 3 - Roll 1d80, Need 30+: 2,000 Zeni Add Multi-Stun: +1,000 Zeni for each extra target, add 1d per target and designate which roll is for who. (Max of 3)A standalone attack that when successfully used can stun an opponent for 1 turn. Though not particularly useful in 1v1 battles, any Team Match scenario would benefit from having a utility type fighter that would deal out stun damage in order for their teammates to continue attacking and go for the win. Stuns can be dodged using Dodging Attacks, and in a scenario where multiple people are being stunned at once, the opponents can break turn in an attempt to use a Dodge Attack ONLY. If they are successful, they simply wait their turn to attack as per usual, if not they are stunned for their upcoming round. Also, a stunning attack can stop a charge. A stun attack takes up ONE attacking turn, successful or not. Level 1 and 2 tiers take 2 GP to use, Level 3 takes 3 GP. If the attacks are Multi-Stuns, add 1 extra GP. A stun cannot be blocked.
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Post by Retasu on Jul 10, 2016 15:09:59 GMT -5
Minions
Minions are usually reserved as sidekicks or guards of a main character. While they cannot be used as standalone characters, they can be used to aid your main character in battle. Minions can take spots up in any match type where multiple characters on are on a team. They can even take the place of their superior in a one on one match as well. If the Minion is defeated, the winning character can go on and face their opponent, either before or after being graded. If the character has multiple minions, then they can send the next one in to take their place. Mechanically, and flavor-wise, any damage sustained in the previous match is carried over, giving the Overlord with multiple Minions the edge. Minions cannot be revived through the same way that a main character can be revived, but they can be brought back via Dragon Ball wishes or spending 2,000 Zeni to do so, the type of minion does not matter. A Minion cannot get any EXP gains for themselves or their superiors. SP can be gained if their superior (the main character) is in the thread with them. Upon winning a match the standard EXP formula is done with no bonuses. The amount gained is all Zeni. All Minions are purchased with a base set 3d20 dice, no matter their race or type. There is a cap of 5 Minions per one player/character. Minions have no racial traits, regardless of what race you make them. 3d20 Minion: 4,000 Zeni
Minion Upgrades, Special Attacks & Transformations
Because Minions do not gain EXP per battle, the increase to their dice sides needs to be purchased with Zeni. In doing this, a player can beef up their character's posse dramatically and at their leisure. This is perfect for the Bobbidi types, whose physical prowess is lacking but would have the capability of controlling others like Dabura or Spopovich.
Spending Zeni in the Item Shop to upgrade a Minion is a simply process. The amount of Zeni spent on a Minion is essentially converted to "EXP" thus buffing the Minion's dice stats. For example, spending 100 Zeni on a Minion is the same as giving them 100 EXP, and any stat changes with it.
AS A NOTE: It is REQUIRED for all players to have a secondary profile page, or at least dedicate a part of their current profile page, for all of their minions in order to keep track of them. Also, please be CLEAR and EXACT as to how you are upgrading your minions. For example, "Spending 100 Zeni on Minion A for 100 EXP. Total EXP goes from 0 to 100" etc., or something to that effect.
Here is the breakdown for a Minion's dice levels: Minion - From 3d20 to 3d70 Super Minion - From 3d71 to 3d90 Ultimate Minion - From d91 to d100
Minions are also capable of transformations based off of what set of dice they have been upgraded to. - 1st Transformation @ d70: +1d - 2nd Transformation @ d80: +1d10 - 3rd Transformation @ d90: +1d15
They can also use Item Transformations, given the proper racial criteria is met, whether they be effective for a group or single character, or simply a Power Boost item as well.
Minions can have special attacks purchased only for them from the Item Shop. Please make sure to keep track of all your Minion's stats in your profile page. They will NOT be added to your character's inventory by staff, and will need to be recorded separately by the player.
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Post by Retasu on Jul 18, 2016 22:44:18 GMT -5
Social Points
Exchange your SP for the following below. All SP exchanges must be done as if they are item transactions in your Item Shop page. The SP will be deducted and whatever you have requested will be added when your order is taken care of and no sooner.
A maximum of 10,000 SP can be exchanged per week, from Sunday - Saturday.
Zeni, EXP, and Tamashii Points are exchanged at a standard 25% rate.
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Post by Retasu on Feb 12, 2017 23:50:14 GMT -5
Exchanges & Selling Items
Items purchased can be returned to the shop for 50% of the cost, with the exception of Special Attacks and Minions. Those are permanent investments and can never have a refund given for them.
Items can also be sold to other members as long as the price does not exceed the amount in the shop (because why would you do that anyway?) and the transaction is reflected in an item shop post. Special Attacks cannot be sold to other members.
All members start out with a one use only 1-seater ship. This item can be traded in for 50 Zeni if the player does not want it, or perhaps they have purchased a ship before using it.
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Post by Retasu on Jul 7, 2018 14:42:05 GMT -5
EQUIPMENT Mimicing traditional J-RPGs in terms of an attacking, defensive, and accessory based piece of equipment. Each character can equip a maximum of 3 items, 1 per "slot." Must be stated by initiative roll what the character is using. If not, that equipment is not going to used for the match. Minions can SHARE items with their mains, in the sense that if a player buys ONE Attacking Enhancer it can be used by either their main OR their minions. Essentially, items go into a "inventory" so to speak that allows it to be used by whoever under that main character.
Most equipment works on a "leveling up" principle, so you cannot buy a Lvl 2 or 3 Enhancer straight away. You must start with purchasing a Lvl 1, then upgrading it to 2, then finally 3. Offensive equipment can be anything from a sword to a ki infused fist. Defensive can be armor or a hardened body. They can be whatever you want them to be, within reason. Again, equipment works automatically in battle, but MUST be stated beforehand that they will be used in the match, as in during your init. roll post.
Offensive Boosters - These items manipulate the outcome of offensive rolls, attacks, scenarios, etc.
Base Attack: This item will give your overall base damage more power per attacking roll. Simply input your dice string as normal while also adding "+ x" at the end of the string, "x" relating to the amount of damage your offensive booster is providing. Level 1 = +5 Damage to attacking rolls: 1,000 Zeni Level 2 = +10 Damage to attacking rolls: 2,000 Zeni Level 3 = +15 Damage to attacking rolls: 3,000 Zeni ULTIMATE = +20 Damage to attacking rolls: 5,000 Zeni
The above work on a level up system, meaning in order to get a level 3 you need to upgrade from a level 1 and 2 first.
% ATK Increase: 3,000 Zeni
5% extra damage per round, caps at 25%. 3 round cool down once 25% is reached. Resets if a blocking and/or dodge attack is used with a 3 round cool down. Blocking and Dodging Attacks can be done during the 3 round cool down without further penalties.
Defensive Boosters - These items manipulate anything that has to do with overall defensive, such as HP, damage mitigation, etc.
HP Increase: Using this item in the Defensive Booster "slot" will increase your overall base HP for the match you are in. These stack with any "natural" base HP increase due to racial traits, etc. Level 1 = +25 HP: 1,000 Zeni Level 2 = +50HP: 2,000 Zeni Level 3 = +75: 3,000 Zeni ULTIMATE = +100HP: 5,000 Zeni
The above work on a level up system, meaning in order to get a level 3 you need to upgrade from a level 1 and 2 first.
% DEF Increase: 3,000 Zeni 5% less damage per round, caps at 25%. 3 round cool down once 25% is reached. Resets if a blocking and/or dodge attack is used with a 3 round cool down. Blocking and Dodging Attacks can be done during the 3 round cool down without further penalties.
Accessories - The third "slot" item, and technically gives some type of buff or added effect in a match.
EXP Booster: An item that boosts the EXP gained in a spar. Needs to be stated as active before a spar actually begins. A level 1 EXP Booster increases EXP in matches. This accounts for both EXP gained for a win OR a loss. These can be stacked with any "natural" EXP boosting due to racial traits, etc.
Lvl 1 = +20%: 5,000 Zeni Lvl 2 = +30%: 8,000 Zeni Lvl 3 = +40%: 10,000 Zeni
Zeni Booster: An item that boosts the Zeni gained in a spar for the owner only. Needs to be stated as active before a spar actually begins. A level 1 Zeni Booster increases Zeni gained in matches. This accounts for Zeni gained for a win OR a loss. These can be stacked with any "natural" Zeni boosting due to racial traits, etc.
Lvl 1 = +10%: 5,000 Zeni Lvl 2 = +20%: 8,000 Zeni Lvl 3 = +40%: 10,000 Zeni
ULTIMATE Booster: The ultimate boosting item in terms of EXP and Zeni gains. A person must own both a Level 3 EXP Booster and a Level 3 Zeni Booster in order to be able to purchase this item. It gives the user a 75% increase in both EXP and Zeni gains from a match. Trade In Level 3 EXP Booster, Level 3 Zeni Booster + 10,000 Zeni.
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