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How To Play Guide
Topic Started: Oct 7 2016, 07:02 PM (3,226 Views)
Rugo
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Table of Contents


I. What is Dragon Ball: Legacy
II. Role-Playing
III. Weekly Actions
IV. Martial Arts Styles // Move Sets
V. Inventory // Items
VI. Terrestial Combat System
VII. Space Travel // Interstellar Combat System
VIII. Dragon Balls
IX. Transformations
X. Character Creation
XI. Death
XII. Sagas
XIII. Fusion!
Edited by Rugo, Aug 8 2017, 09:50 PM.
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I. What is Dragon Ball: Legacy?


Legacy is a Dragon Ball Z-based online storyline / role-playing game that allows only user-created characters. The storyline is created from original material while having its story firmly rooted in the universe of Akira Toriyama's Dragon Ball. That being said, this edition of the material is run by players of the first few storylines. The original creators, Jay Serrano and Alexander Rodgers, deserve the real credit. Kalkavek and Strange then continued the storylines and they, too, deserve much more credit than I.

The combat system has been somewhat based on Score's Dragonball Z TCG and has been translated into the realm of a dice-rolling roleplaying game that utilizes online chat rooms for its combat and the forums for its story. The online chatroom we use is Discord . Come check us out!

Those of you who have been with us for a while know that Legacy is not the first SL using this system. Rather, it is the latest in a long line of creations which have built upon the success of their previous incarnations, owing that success to both motivated staff and a truly talented and dedicated player base.

However, this incarnation of the forum is run by a different administration. We will always consider the previous admins to be the true creators and the best we’ve ever had, but they deserve a proper retirement and the rest of us are too stubborn to see the sites end. We look forward to running a great site and seeing the amazing stories written out by the player base.

Nothing much left now to say except welcome to our great community! We hope you have as much fun playing this game as we have over the years and make sure to read the rest of this thread for instructions on how to play this game and enjoy it to the fullest of its potential. If you still have questions after reading, then head along over to our Help Center forum or ask a member of staff, we won't bite!

Welcome aboard
Edited by Rugo, Aug 8 2017, 09:50 PM.
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II. Role-Playing


The boards are the primary domain for role-playing, which consists of writing stories involving your character and developing them. You are also encouraged to develop in-character relationships with other members both positive and negative, allowing for an ever evolving role-playing experience.

Chat rooms are used for our combat system and therefore while battling, you will also be role-playing your characters. Fights and spars are a good way to push and develop storylines, as well as establish your character's presence.

NOTE: Despite developing an RPG based around Dragon Ball, we'd like to think of ourselves as a mature group of people capable of handling mature situations and themes. We try our best not to censor you, but as a decent human being you should know there are certain topics that need not be addressed. Role-plays involving forced sexual situations and overtly racist content (racist towards real races, not in character alien races) will result in action being taken.

Posted Image

This is our rating from The RPG Rating.

We also ask that you do not destroy any established locations in your RPs. We have to keep these locations around for other people to role-play in. There is a balanced, game mechanic that will break this rule however . . .

Edited by Rugo, Aug 8 2017, 09:50 PM.
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III. Weekly Actions


Every week you will be given 7 days. In essence, you are being given 7 actions. Those actions are to be spread out over writing Story Posts, Spars/Battles, and Martial Arts Training.

Each action will reward you with EXP based upon your current Power Level. Story Posts, Quests, and Spars/Battles will net you the most EXP, while Martial Arts Training will net you the least EXP but you will be able to learn moves.

Each action will also reward you with Zenni. Story Posts, Quests, and Spars/Battles will net you 50z per day while Martial Arts Training will net you 10z per day but you will be able to learn moves. With the exception of events that start with 0 WPD (Martial Arts Training, Marketplace Purchases, etc.), all posts are 100 WPD minimum.

Story Posts

You may only post RPs on the planet you are on. In order for a RP to count towards EXP, you must have enough days and the post must be at least 100 words. If you post 7 Story Posts in a week (using all of your days that week) you receive an additional 200z and 0.5x Base EXP Gain. You may make additional posts after you use your 7 days but you do not gain anything for those posts. They may not contribute to quests.

Spar/Battles

Spars and Battles take place in chat rooms on Discord between two players. Each Spar or Battle takes up 1 day for both participants; you do not have to count it as a day if you are challenged. You can gain EXP for a maximum of 4 Spars/Battles (total) each week, but you may participate in additional spars.

Martial Arts Training

Martial Arts Training is how you learn moves (Skills, Attacks, Blocks, and Style Masteries). Find the correct forum and topic on the boards and post inside with the info requested: (Move Name, Training Days). Each move will have a stated number of training days with it, which deducts from your total number of days for the week. Martial Arts training may carry over to the next week. You do not learn the move until the week you complete the training.

Quests

A Quest will have requirements you need to meet before taking it. It will also give you a number of days that it takes up. Unless otherwise specified, the amount of days will be spent as writing RPs. An amount of words per RP will be stated as well as WPD (Words Per Day).

You must have the days to do a quest in a single week. You cannot repeat a Quest unless it indicates otherwise. Once a Quest is started, it must be finished before other actions can be taken.

In the case of a quest with one-time only rewards (such as LEGENDARY items), the rule is one person per quest at a time. First come, first serve basis meaning those who post the complete RP first get to take the quest first.

QUEST BATTLE

NPCs may be played by anyone. In the case of a Saga Boss, the NPC must be played by an Administrator or Moderator.
If your Level is more than 2 higher than the NPC you are fighting, the NPC's Level is increased to [Your Level -2]. The Battle Moderator is responsible for the Stat allocation of the NPC's new SP, but it must follow the general guideline of the NPC's old Stat percentages. After a Quest Battle, you RECOVER half of the damage you took from the battle. You do not RECOVER half of the damage after a Saga Boss.

NOTE: If you are not counting a post as a day, please put an OOC note at the bottom of the post.
NOTE 2: In ALL cases, you are required to award yourself EXP / Zenni / Moves based on the Experience Chart provided on the website. An OOC note at the end of each post is sufficient so Administrators can make sure that everyone is doing so correctly.

JOINT QUESTS

Any quest can be completed with additional players so long as it does not say "Solo Only". Quest battles must be completed individually. Joint Quests require half the listed WPD, unless they are “Joint Mandatory”. In the case of a quest with a UNIQUE or LEGENDARY reward, the participants will roll 1d100 in front of an administrator to see who gets the reward. The player with the lower score will receive an alternate reward, instead.If a Quest is Joint Mandatory, it must be completed with another player, and each participant must complete the quest's WPD and RP days as shown.

Adding extra players beyond the original 2 does not give further discounts. The third (or fourth, or fifth, etc) player must also post the same amount of words and spend the same amount of days as the original 2 players.

Example 1: Goku and Krillin perform a Joint Mandatory quest together. The quest is 4 Days // 1,000 WPD. They must each complete the requirements, totaling to 8,000 words and each player spends 4 days.

Example 2: Tien and Piccolo perform a normal quest, which is not Join Mandatory, together. The quest is 4 days // 1,000 WPD. They must each complete 500 WPD and spend 4 days, totaling to 4,000 words and each player spends 4 days.
Edited by Rugo, Oct 4 2017, 08:37 PM.
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IV. Martial Arts // Move Sets


Part of the combat system is the Martial Arts Styles. Upon joining, you chose a Style due to its philosophy and/or moves. This remains your Style for the remainder of the RPG (but this can be changed through one or two methods). You can only learn moves from that Style and from Freestyle. Anybody can learn Freestyle moves regardless of their declared style.

In order to change your style, you would have to lose all moves from that style that you currently know. There's a rumor that a Dragon Ball can make the process a lot easier . . .

Move Set Limits
Your move set can hold a certain amount of moves per category at one time. Any moves you learn pass that amount are sent to your "Extra Moves List". These moves cannot be used in Battle until you swap out one of your moves for that one. Swapping out moves can only be done at the end of the week when you've used up all your days. The move is officially in your set at the start of the next week when you are given a fresh 7 days.

Mastery - 1 Slot
Skills - 4 Slots
Advanced Attacks - 5 Slots
Signature Techniques - 2 Slots
Blocks - 2 Slots

Edited by Rugo, Aug 9 2017, 02:18 AM.
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V. Inventory // Items


Inventory Slots

Each character has 4 Inventory Slots to start with. You can increase your Inventory Slots buy purchasing or finding various other items.

Items of the same type stack, so they only take up that number of slots once.

Equipping

At the end of the week when you are updating your stats, you may edit what items you are EQUIPPING (in the same post). When an item is EQUIPPED (such as a worn item, i.e. Saiyan Battle Armor), it takes up 0 Inventory Slots.

You may have 1 Weapon item, 1 Upper Body item, 1 Lower Body item, and 2 Accessories equipped at any time. If you wear a Full Body item, it takes up both the Upper Body and Lower Body slots.

When you purchase, find, or otherwise acquire an item that can be worn and there is no item currently occupying that slot, it is automatically EQUIPPED.

You cannot have two of the same items equipped. You cannot have two of any item from within the same 'chain' of items (i.e. Nanomachines and Improved Nanomachines).

LEGENDARY Items

Legendary Items are rare, individual items that were once worn or utilized by the heroes and villains of old. Only one Legendary Item can be owned or equipped by you at any given time.

UNIQUE Items

Items with the UNIQUE descriptor can only ever be obtained by each character once.

HEALING ITEMS

Healing Items (e.g. First Aid Kits) may be used during battle or out of battle. You may only use one healing item per Real Life day.

The Marketplace

All Items in the Marketplace index can be purchased on certain planets. If an item has a "Location" entry, it means that the planets listed are the only planets where that item can be purchased. If an item does not have a "Location" entry, it means that it is available on all planets except for Dark Star.

You must have enough Zenni to purchase an item. When you sell an item back to the marketplace, you sell it back for 25% the original value.
You can't re-purchase unique/custom/quest items from the Marketplace. Once they are sold, they are sold.
Ship add-ons are permanent and do not add to the value of a ship.
You cannot purchase items if you do not have in the inventory or storage room space to hold them.
Each item can only be traded once per week. This limit does not include item theft, but if you are caught openly trading Dragon Balls through escape rolls there will be Administrator intervention.
Any Item with an effect that can only be used once in a designated time period (Week, Month, Saga, etc.) cannot be used for a week after it has been traded.

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VI. Terrestrial Combat System


Dice System

The first step to the Terrestrial Combat System is to have a dice rolling foundation. The option we recommend is Discord

Terms To KnowTerms to Know

The System


Experience Chart
The above illustrates the way in which PL and your Level interact.

Every time you achieve a new level by gaining enough EXP to push your PL into that level, you gain 4 SP to spend on your stats such that:

1 SP = 50 HP
1 SP = 20 Power
1 SP = 1 Dexterity.

In this way, PL matters little except to show what level you are in and so is an indication of how much SP you have spent on your stats. For example, a character at 1000 PL is in the same level as a character at 2,499 PL (level F) and so have the exact same amount of stat points spent. No stat may have less than 20% of a character's SP invested in it.

Specializations


At Certain Levels(D,G,J,M,P,S,V,Y,AB), you gain one Secondary Point. Secondary points can be put into the following specializations. You may put a point in each but you must always have a specialization within two points of your highest specialization. This is calculated before items are taken into account.

Bukujutsu- The art of flight.

Strength- This is a measure of someone’s physical prowess.

Energy- This measures how efficiently someone can use their ki.

Speed- This is the art of speed.

Endurance- Taking a hit and brushing it off is the signature skill of those who specialize in endurance.

Bukujutsu


Strength


Energy


Speed


Endurance


Sparring V. Battling


A Spar or Battle is when you engage in combat with another member of the RPG. A Spar is seen as a friendly fight where no effects last after the SPAR. This includes Death, BREAK, and SEVER. All Spar's begin with both participants at (100% Total) HP. HP is set back to its pre-spar level after the spar. A Battle, however, has all this in play. In order for a Spar to be official, you must post a log of the Spar in the proper topic in the "Spar Log" forums. Both members must agree that the match is a Spar before combat begins.

In a Battle, when someone’s Hit Points (HP) reaches 0, they are killed and sent to the afterlife. The victor of a Battle may choose not to kill his opponent, but both players must then spend an extra day that week writing a 1 Day 500 WPD story post each. This is to discourage purposeful battles that would exploit class/race EXP bonuses. Damage from a battle does not go away immediately. Characters RECOVER 20% of their max HP per roleplay day. If you would die from untransforming at the end of a battle go to 1 HP instead. If untransforming during battle would drop you to 0, then you are dropped to 0.

When a Battle ends, all Zenni from the loser is transferred to the victor. In order for a Battle to be official, you must post a log just like a spar. That being said, it is polite to offer invitations for spectators to witness a fight, as many of us enjoy watching the goings-on of the storyboard. If two players have a rules-related argument during a Battle and an Administrator is not present or reachable, post the fight in the Battle logs and it will be examined to give a ruling by an Administrator before continuing.

Challenging/Accepting Battles


Everyone must accept at least one Battle per week, provided the person challenging them is 2 Levels above them or less. If they aren't, they can decline the Battle. You must accept the first challenge that is brought to you.

The exceptions are: (1) If someone is carrying a Dragon Ball, and someone else has an item such as a Dragon Radar which allows them to challenge someone with a Dragon Ball. The challenge must be accepted. (2) If any other item or skill says you can challenge someone, they must accept.

  • Challenged players are not allowed to transfer or receive zenni from other players.
  • Challenged players are not allowed to start any new Quests or travel.
  • Challenged players cannot transfer or receive items from other players.
  • Challenged players are allowed to purchase items with up to half of their zenni to prepare for the upcoming battle.
  • Challenged players are allowed to finish any Quests they started for the week unless that Quest is deemed interruptable. "Starting" quests in this regard refers to having at least 1 Day completed.
  • Challenged players are allowed to learn moves, provided that they have enough days.
  • Challenging players are locked into the same restrictions.
  • Players involved in a Battle cannot use the marketplace until their part in the battle is over.
  • The excuse "I was going to give it to them anyways" is not a valid excuse for cheating.
  • Challenged players may elect whether or not to count the battle as one of their days. If they do so, EXP and any Transformation Dice gained will count towards their Weekly Update.
  • You cannot challenge a player on Saturday or Sunday.

Combat Phases


[UPKEEP PHASE]

Every combat turn begins with this phase. Actions that state they can be activated during UPKEEP, or effects that trigger during UPKEEP, are used at this time. If multiple effects would activate, the oldest effect activates first. Actions are activated after all effects resolve, and before the ITEM phase.

[ACTION PHASE]

All players have five actions they may choose during this phase. ATTACK, using a Basic Attack, Advanced Attack, or Signature Move. POWER UP, not attacking for the turn to gather their energy and regenerate ki. PASS, not attacking for the turn, and taking no action. Using an Item, if it takes up the turn such as a senzu bean. Activating a skill, such as a constant or non-constant. If the turn player has any actions that state they must be used during the ACTION phase, they may do so instead of one of the three main actions. Any effects that state they activate during the ACTION phase resolve after the turn player has used their action. If multiple effects would activate, the oldest effect activates first.

[COUNTER PHASE]

If a defense roll is high enough to COUNTER, resolve all effects from the COUNTERED attack, then the defending player gains control of the COUNTER phase, and may counter attack. During the COUNTER phase, the controlling player may use a Basic Attack, Advanced Attack, or Signature Technique. This attack resolves normally. If this attack is COUNTERED, control of the COUNTER phase is passed to the new counter attacker, and the phase repeats.

[END PHASE]

After taking an action during the ACTION phase (or using certain items during the ITEM phase), the turn progresses to the END phase. During this phase, effects that state the END phase will activate, and any actions that state the END phase may be used. If multiple effects would activate, the oldest effect activates first. Actions are activated after all effects resolve, and before the next player's UPKEEP phase.

Move Types


  • Masteries - A Mastery is an effect that is always in play from the start of battle to the end and comes as a result of gaining advanced knowledge of your fighting style.

  • Skills - Skills are abilities you have gained. Skills must be activated, which takes up a turn. Skills are all different, with varying costs.

  • Latent Skills - Latent Skills do not take up a skill slot. They also cannot be targeted by effects unless the effect specifically states that it can target the latent skill.

    Using a Skill takes up a turn unless stated otherwise. If a Skill says "CONSTANT", it takes one turn to activate. The effect of that Skill continues until the move is de-activated. If the CONSTANT effect says "Use when . . .", then the effect can only be used when the Skill is activated and the required event happens.

  • Basic Attacks - Everyone starts off with a Basic Punch, Basic Kick, and Basic Ki Blast that each costs 0 points. They have the traits [PHYSICAL, PUNCH]; [PHYSICAL, KICK]; and [ENERGY, BLAST] respectively. These attacks cannot have their Ki cost reduced or increased. Basic attacks performed with a weapon are considered to require the respective weapon type.

  • Advanced Attacks - The complex techniques you use to deal damage to an opponent. Advanced Attacks are all different, with varying costs and effects.

  • Signature Techniques - The biggest attacks you can pull off. They are usually restricted to one use per combat and have a higher cost. They can only be performed at Turn 10 or higher.

  • Blocks - While you can always roll a defensive roll (see the combat system), Blocks allow you a guaranteed STOP, provided you can pay the cost.

    • Blocks cannot stop RESTRICTED attacks and always cost minimum 1 KI Point, unless stated otherwise.


Hit Points/KI Points


Hit Points (HP) represent a character’s health. When taking damage, the amount of damage is subtracted from the Hit Points.

KI Points are your resource for paying cost. Almost every move will cost a certain amount of KI Points, which you must be able to pay if you wish to perform the move.

Every character’s Hit Points will vary, depending on stats.

10 KI Points is the max any character can reach in combat. If you are at 8 KI Points and choose to Power Up, you will max out at 10 KI Points.

At the start of a spar or battle, both player’s KI Points are set to 5.

Starting a Spar/Battle & Set-Up


Choose someone to keep record of the battle, including damage and costs.

Dexterity determines the order of the fight. The highest Dexterity goes first and it continues down to the person with the lowest. In the event that two fighters have the same Dexterity (including hidden fractions from Item/Transformation increases), both players will roll 1d100. The person with the highest roll goes first.

After determining the order of the Spar/Battle, things shall take place in turns. The turns will look like this: [ Player 1 – HP/KI Points ] [ Player 2 – HP/KI Points ]

Example: [ Goku - 150/5 ] [ Vegeta - 145/5 ]

Attacking/Defending


Players take turns performing an action. When an attack is performed, both players roll 1d30.
If the attacker’s roll is the same or higher than the defender’s roll, the attack is SUCCESSFUL. The opponent takes damage.
If the defender’s roll is higher than the attacker’s roll, the attack is stopped. No damage is taken.
When you perform an attack and Role Play it out, in OOC speak, it is courtesy to let the opponent know all the details of the attack. Over time, you can develop your own shorthand, but for example:
Example: :Player 1’s Attack: [ Super Kick/9 Damage/Costs 2 KI Points/SUCCESSFUL – You lose 1 KI Point ]

NOTE: No matter what, in order to use an attack or skill you must be able to pay the cost. This is regardless of whether the attack is successful or stopped.

The defender can also choose to Block an attack instead of rolling his defensive dice.

Blocking


If the defender has a Block in his moveset, he can choose to Block the attack instead of rolling his defensive dice. If he does, the move is blocked regardless of the attacker’s dice.

Blocks cannot stop RESTRICTED attacks. You cannot Block more than once per turn. You may attempt to Block unstoppable, unblockable, or RESTRICTED attacks. IF you do, the attack goes through but you may still gain any effects of the block.
In the event of Blocking a multi-dice attack, ½ of the attacks are blocked (round up). The first half of the attacks are blocked, and you must roll defensively for the second half.

The cost of a Block is written as “X+” a number or “X-“ a number. X = The base cost (cost without modifications) of the opponent’s attack. This is done to a minimum of 1.

Examples: Your opponent performs an attack costing 3 KI Points. You choose to use a Block. The Block costs X-1 KI Points. The cost of the Block is 2.

Adding Damage to Multi-Dice Attacks

If an effect adds damage to a multi-dice attack, the damage is rounded among all of the dice. if you add + (25% Power) damage onto an attack which rolled 5d30, each dice would do an additional + (5% Power) damage.

Dexterity Bonus


Each player has the potential for a Dexterity Bonus. A character's Dexterity Bonus is determined by calculating the percentage of their Total SP that a character has put into Dexterity. This can easily be found at the start of the week by calculation ([Dexterity/Total SP] * 100) and checking the result by the following chart:
0%= -4 Dice Result
10% = -3 Dice Result
20% = -2 Dice Result
25% = -1 Dice Result
30% = +0 Dice Result
35% = +1 Dice Result
40% = +2 Dice Result
50% = +3 Dice Result

Global Dexterity Bonus Limit


Some skills or items may increase your dexterity bonus by 1 or more. In this case, Dexterity Bonus may never go above 5.

Transformation Dexterity Penalty

Transforming to higher levels requires more energy output and slows the user down. The amount of Dexterity needed to maintain your dice sides increases by a certain number when transforming above your starting Transformation. In addition, the minimum dice roll is reduced.

TF Level 2: +5% Dexterity Required for Dice Results
TF Level 3: +15% Dexterity Required for Dice Results
TF Level 4: +30% Dexterity Required for Dice Results

Total SP can easily be found by multiplying the number of your Bracket by 4 and adding 4 (the starting SP bonus).



Dice Sides & Dice Result Modifications


When performing an Advanced Attack, you can only modify the sides of the dice by +10 and the results of the dice by +10. When defending against an Advanced Attack, your dice get the same restrictions. For Signature Techniques, the restriction is changed to +5 instead. This does not count the base roll of an attack. When modifying an opponent's dice sides or results, you can only modify by a maximum of -10 for Advanced Attacks and -5 on Signature Techniques.

Global Dexterity Bonus


Many techniques specify "attack roll" or "base roll" in their attack name, which Rules-As-Written implies that certain attacks would not be able to be modified. For clarity, all attacks can be modified and all attacks include the Dexterity Bonus unless otherwise stated or the attack does not have a contested defense roll. (Example: Kurokunwaku Ki Trap, Midorikatai Test of Strength).

Effects


Certain attacks have effects. The effect itself varies. Certain effects only work under certain conditions (see following rules). For a more in-depth look at these effects, please consult the Glossary.

If an attack says “SUCCESSFUL – [Some text here]”, then the attack must be successful in order to gain the effect.

If an attack says “STOPPED – [Some text here]”, then the attack must be stopped in order to gain the effect.

If the attack has no condition, then the effect is gained regardless if the attack is successful or stopped.

When an attack says “STUN”, it means the opponent you perform the attack on skips their next turn. When an opponent is STUNNED, their turn is completely skipped. The skipped turn does not count as a turn for any and all effects. For all effects that would occur on that turn, it must wait until the next turn they have.

When an attack says “SEVER”, it means you sever a limb of the opponent. The options for severing are: Arm, Leg, and Tail. When suffering from a SEVER, that character's attacks deal -25% Damage for each severed limb. If a Saiyan or Half-Saiyan loses its tail, it loses the Oozaru transformation instead of the damage reduction. Limbs are automatically re-gained in the Afterlife. In a Spar, SEVER's damage reduction applies but all SEVERSs are removed at the end of the spar.

When an attack says "BREAK", it means you break an opponent's bone. Your opponent's attacks do -10% Damage per Break for the next 7 days. A character can have up to 4 BREAKs at once. When a character suffering from 4 BREAK effects is inflicted with another BREAK effect, they are instead dealt an additional (10% Enemy Power) Damage. Broken limbs are automatically healed in the Afterlife.

The rare attacks that say "[DESTROY POTENTIAL]" mean you can use them to DESTROY planets. See the sub-section on Planetary Destruction further down.

Planetary Destruction


In order to utilize an attack’s DESTROY effect, you must first announce the planet you wish to obliterate. You must be on that planet to be able to DESTROY it. Once declaring your intent, you may not leave that planet for 4 days. During that time, you must accept at least one challenge a day, regardless of the Power Level of the person challenging you. At the end of 4 days (96 hours), if you have not been defeated in battle, you have successfully DESTROYED the planet and earn an extra day’s worth of experience. If you defeat someone in battle who is attempting to DESTROY a planet, you also earn an extra day’s worth of experience.

From an RP perspective, your character is spending those 4 days charging their attack so that it is powerful enough to annihilate the planet you have declared, and during those four days you must submit at least one RP per day spent charging. You are not allowed to engage in any other activities while charging your attack other than mandatory battles.

Characters with a space ship may flee the planet during these 4 days, even if they have already used all of their days for that week. These space travel days are carried over to the next week, and the travel takes +1 Day to complete.

Adjusting Stats

Certain effects, such as Transformations or Items, will adjust your stats (HP, Power, Dexterity). When these stats are changed by a percentage, you round to the nearest number to determine your final stat.

When making multiple adjustments to the same stat, you add the adjustment percentages together before adjusting the stat.

Example 1: Tien is wearing a Kai outfit that adds +15% Dexterity. Tien has no other modifiers to his Dexterity and his natural Dexterity is 3. Since 3*1.15 is less than 3.5, we round down. Tien's final Dexterity is 3.

Example 2: Tien is wearing a Kai outfit that adds +15% Dexterity. Tien has no other modifiers to his Dexterity and his natural Dexterity is 4. Since 4*1.15 is more than 4.5, we round up. Tien's final Dexterity is 5.

Requirements & Restrictions


Certain Masteries, Skills, and Attacks have a requirement. You must meet this requirement in order to learn the move, unless learned through effects such as Bio-Androids Transformation.

Certain Skills and Attacks have restrictions. Restrictions are how many times you can use the move per combat. This will be stated by “RESTRICTEDx(Some Number)”. The number is how many times you can use the attack/skill/item in battle.

Example: RESTRICTED x1 means it can only be used once in battle. RESTRICTED x2 means it can only be used twice in battle, and so on.

Items can be re-usable or perishable. An item that is perishable will read "USEx (Some Number)". The number is how many times the item can be used before it is depleted and removed from your inventory.

Critical Hits


When you have a Critical Hit, your attack deals double the base damage it would normally do. Modifiers are applied only after the base damage is doubled.

If your attack has multiple dice you cannot have a Critical Hit.

A critical hit occurs when you roll the highest result natural roll possible on an attack roll. This means that on 1d30, your roll must come out to 20 before any modifiers were added to the effect. IF your dexterity is higher than your opponents, you CRITICAL at one lower than normal.

Example: You roll 1D30. The result is 19. Your Dexterity is higher than your opponent’s. You have a Critical Hit.

Counters


A Counter occurs when you roll naturally roll the highest possible result on a defense roll. Also like a Critical Hit, characters with the highest Dexterity in a fight can score a Counter when their defense roll is one lower than the maximum result. You do not COUNTER if you do not STOP the attack.

When you Counter an attack, you automatically get to perform an attack during that turn. You still have to pay the cost of your attack and you must target that opponent.

Skills
Skills take up a turn unless otherwise stated. You do not have to roll dice for a skill to work unless otherwise stated.

Masteries
Masteries are always active in a fight.

Signature Techniques
Signature Techniques can only be performed from turn ten (10) and after.

Items

Certain items are always active, while others require activation in battle. This will be clear when you read the items description. Items that are used in battle take up a turn unless otherwise stated. You do not have to roll dice for an item to work unless otherwise stated. Weapons are items that can be performed as attacks. All Weapons are considered to have the trait matching the type of item it is.
Powering Up

To regain KI Points, people will have to “Power Up”. When you Power Up, you gain 3 KI Points. This takes up your turn.
Escaping Battle

You may attempt to escape from a battle once you reach turn 10 or higher. Escape rolls take your turn. You roll 2d30. If the combined result of your rolls is 37 or higher, you successfully escape from battle. If the combined result is less than 37, you did not succeed in escaping battle.

Interference


  • You must be on the same planet as the Battle you are trying to disrupt.
  • You must roll 1d100 in that fight and have a result of 70 or higher. If your result is below 70, you fail to interfere in the
  • Battle. For role-play purposes, your character does not reach the battlefield in time or is otherwise interrupted.
  • You may only interfere in one Battle per week.
  • You may only attempt to interfere in each battle once.
  • You do not have to count a Day or make a post to interfere in a Battle.
  • You must declare which side you are aiding before taking any actions in combat.
  • You may not interfere if one or more of your ally's opponents is at (25% Total HP) or less.
  • Each side of a fight may only have 1 character in total interfere.
  • If we catch you rigging a fight by interfering and not aiding your ally, just to fill their 1-ally slot, you're not going to have a fun week.
  • Interference may only be performed from Turn 8 and onwards.

  • When you successfully interfere in a fight you receive certain restrictions and benefits.
  • You have 2 turns to act in combat. You act immediately after your ally in combat, or before if they so desire.
  • You may not use Blocks or Skills in place of your ally.
  • For all intents and purposes outside of combat, you did not act in this Battle. You do not gain anything mechanical from it such as Zenkai EXP or Bio-Android moves.
  • You can still die during interference.
  • You may not use RESTRICTED items, moves, or effects. This includes limited-use items, moves, or effects that don't specifically mention they are RESTRICTED or USE.
  • You may use Skills that target your opponent and last longer than your duration in combat.
  • You may have SUCCESSFUL effects from your attacks last longer than your duration in combat.
  • You have 5 Ki Points to use during these turns, despite racials like the Makaio-shin or Namekian. You may Power Up if need be.
  • You begin the interference Transformed at your highest level. Unrestricted TF effects that activate when Transforming are instead activated when entering the battlefield.
  • The same ruling applies to Racial effects that activate at the "start of combat. They begin when you first interfere.
  • Floating effects from your Skills or attacks treat your ally as yourself after you leave the Battle.
  • If your ally dies in combat, you may remain for your full 2 turns.

Hopefully what you have learned here makes sense. Honestly, it is not difficult. Hell, if we can do it, so can anybody else. It’s a matter of having the patience to try it once. After the first time, it’s a cinch.
Edited by Rugo, Oct 14 2017, 11:05 PM.
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VII. Space Travel // Interstellar Combat System


Space Travel

To travel in Outer Space, you need a Spacecraft.

Each Spacecraft takes X amount of days before reaching that location. For that amount of days, you will be on your Spacecraft.

Before landing on a planet, you must wait 24 hours to accept a challenge to a battle. You must accept. You only have to accept the first challenge issued to you. You do not have to wait if it is Saturday or Sunday.

Docked ships must be on the same starting location as the ship they plan to dock onto, but they may have different destinations. Each ship must mention their destination upon take-off.

Space Quests

Completing Space Quests take up the same days as your Space Travel does. If you are performing a 5 day space travel, you can complete a 3 day space quest and a 2 day space quest during this time. You may spend additional days in space to finish a quest.

Cross-Galactic Transit System

There is one option for public transportation. For those who do not have their own space ship, or have a slow one and are in a hurry, there is the Cross-Galactic Transit System, or CGT for short. This line of public space travel offers each character a means to get to other planets, should they find themselves in need. You may not perform any space quests when using the CGT. Travel using the CGT follows the below guidelines, depending on your destination:

Same Galaxy: 100 WPD // 2 Days // Cost: 100z

Different Galaxy: 100 WPD // 3 Days // Cost: 150z

Each character can only use the CGT once per month. The Cross-Galactic Transit System does not have a 24 hour wait period; you may immediately perform actions on your destination.

Space Battles


Space Battles are conducted the same way as terrestial battles with a few additional points. You may challenge anyone in space, regardless of starting point or destination. You must count it as one of your days. each ship has a certain number of Weapon and Defense slots for those parts to be equipped to your ship. Each fighter can only use the Weapons/ Defenses of a single ship. These Weapons or Defenses will provide certain advantages for battle.



Controlled Planets


If a planet says it is CONTROLLED, then it is controlled by the Makyan forces. It is still accessible but if you land on the planet after week 1 you will be attacked by a random NPC of the planet. You roll 1dX where X= the number of NPCs on the planet to decide which you face. You will be attacked if you start a week on a CONTROLLED planet after week one.
Edited by Rugo, Oct 29 2017, 09:48 PM.
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VIII. Dragon Balls


Dragon Ball Search

It takes 6 days to find one Dragonball. Therefore, six separate RPs searching before one can be found. You must have at least one slot in your inventory to search for a Dragon Ball if you do not already have one. The Dragon Balls stack, taking up 1 slot in total.

You must Role-Play searching for the Dragonball. Think of it as each Dragonball is its own quest created by you. Every 1 Day RP spent searching for the Dragonball must be 750+ words, counting a Dragonball Hunt as a repeatable quest that is 6 Days and 750 WPD. You may only find two Dragonballs per real life day.


The following planets currently have a set of Dragon Balls:
Earth
Namek [Must be Namekian or know Namekian language to receive wish]

Dragon Ball Battles & Effects

If you enter Battle while carrying Dragon Balls and lose OR escape, up to 3 of your Dragon Balls are transferred to the opponent who defeated you as long as they have the required Inventory Slots. If they do not, or if you have more than 3, the remaining Dragon Balls are lost on the planet that you were on at the time of Battle and must be searched for again.

You may remove a Dragon Ball from your inventory at any time prior to being challenged to a Battle. The Dragon Ball is considered lost on the planet you were on and must be searched for again.

The Dragon Balls are an important part of the story and are much different from the show. In the show, collecting all 7 Dragon Balls gained you an audience with the Eternal Dragon who would then grant you a wish. These Dragon Balls are different; each Dragon Ball has its own effect granted to the person who obtains it. Collecting the 7 Dragon Balls will grant you one Wish chosen from a list. In order to make the wish, you must create a 100+ word wishing post (which does not cost any Days) and wait 24 hours for any potential challengers. If you still have all 7 balls when the 24 hours are up, you can make your wish. During this 24 hour period, there is no restriction on healing items outside of combat for the person awaiting their wish. Challenges made after the 24 hours but before your wish post do not interfere with your ability to make the wish, they represent enemies arriving too late.

Once a set of Dragon Balls is used for a wish, that set is inert for the remainder of the Saga.
Wishes

  • Recreate a destroyed planet, resurrecting everyone that was killed in the destruction, including those slain in the DESTROY POTENTIAL fights.
  • Create a new Planet.
  • Increase your Power Level to [Current Highest Player Power Level] -1 Day.
  • Gain a bonus racial trait from a different race
  • Gain an extra class from your race
  • Create a Custom Transformation (Admin Approval required)
  • Custom Technique of Equal Power to an Afterlife Technique (Admin Approval required)
  • 5,000 Zenni
  • 10 Free Training Days
  • Learn one non-Mastery Technique from another Style, counted as being your style for all effects.
  • 200 WPD reduction on quests



Dragon Balls As Items

Dragon Balls act as items in every way except that they may not be sold or put into any kind of storage (other than a capsule).
Earth Dragon Balls


Namekian Dragon Balls are Inactive
Edited by Rugo, Oct 10 2017, 04:15 PM.
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IX. Transformations


General

Each Race will have the same number of Transformations. Each will be unique and balanced. Therefore, Super Saiyans will not be the end-all be-all of Transformations. They will be on par with every other Race's Transformations.

When a character uses their Transformation, their HP is increased by a listed percentage. This is a percentage of their Total HP, and that is the same amount that they lose if they fall out of their Transformation. Characters can die from falling to 0 HP when their Transformation ends.

You may Transform whenever you wish, but doing so takes up a turn.

Unlocking

Each Transformation Level has a Power Level Requirement. Once you have reached that Level, you must write a TRANSFORMATION STORY. Each Transformation Level will have a different word requirement that the story must be. Please put [TRANSFORMATION STORY] in the title or subtitle of the post. You may award yourself your transformation once it is posted.

Level & Transformation Story Requirements


Level 1
Power Level Requirement: 100
Transformation Story Word Requirement: 500 words per day, 1 day

Level 2
Power Level Requirement: 1,000
Transformation Story Word Requirement: 800 words per day, 2 days

Level 3
Power Level Requirement: 10,000
Transformation Story Word Requirement: 1,000 words per day, 3 days

Level 4
Power Level Requirement: 100,000
Transformation Story Word Requirement: 1,500 words per day, 4 days

NOTE: The Administrators reserve the right to change the Power Level or word requirement for the Transformation levels depending on the way they view the SL moving. Any changes will be made public.

Transformation Leveling


Transformation Rolls are only rolled if you are at 50% of your max Health or less. You must roll them at the start of each Round. If the roll result is 5 or less, you revert back to Base Form. You must wait (5) Turns before you can transform again. You do not have to roll a Transformation Roll if your Transformation Die is 1d100. You may choose to deactivate your transformation on your turn. This takes up your turn.
Each time you Spar or Battle utilizing a Transformation, you gain +10 dice sides to your 'Transformation Roll'.
Each Transformation will come with three (3) sets of Abilities. The Abilities fall into the categories of Novice, Intermediate, and Mastered. While your Transformation Roll is between 1d20 and 1d40, you are considered a Novice. While your Transformation Roll is between 1d50 and 1d70, you are considered Intermediate. Between 1d80 and 1d100 (the Maximum), you are considered to have Mastered the Transformation. You use the Ability category that you fall into.

If you unlock a higher level of Transformation, but have not Mastered your previous Transformations, you gain -2 dice side for each Unmastered Transformation to your Transformation Roll.

Example: If you are an Intermediate Level Oozaru and you unlock Super Saiyan, instead of gaining +10 sides with Super Saiyan's Transformation Roll you only gain +8 sides until Oozaru is Mastered.

If you unlock Super Saiyan 2, but have are Intermediate with Oozaru and Super Saiyan, you only gain +6 dice sides with your Super Saiyan 2's Transformation Roll each time you use it, and so on.
Edited by Rugo, Aug 9 2017, 03:05 AM.
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X. Character Creation


This section of the page is to help with the character creation process. It should clear up any confusion you might have when it comes to fill out your application.

General

Your character must be unique (created by you). If you want the personality or appearance to resemble an already existing character, that is fine. We only request you make an effort to twist the details to make it your “own”.

Follow the guideline on the races page for things skin color related and other characterizations that pertain to individual races.

Naming

Your character’s name must be unique. This simply means you cannot be Trunks Briefs, Cloud Strife, or any pun. Your character’s name cannot be something ridiculous like “Big N Sexy”. You get where this is going. Your forum name should match your character name. We can change this for you so it matches, in case you change your mind after creating your account but before having your character approved.

Character Portrait

Your character portrait cannot be anybody from Dragonball/Z/GT. Your character portrait cannot be a real person (i.e. Nicholas Cage). They must be from an anime, video game, comic book, or otherwise art-related media. If it is from a small-time artist, such as one from Deviant Art, please cite them so they get credit. Additionally, you’ll want to have 2 pictures: one character portrait and one icon to use as your profile picture that will show on all posts.

Races

We have a list of acceptable Races you can choose from. There is another option though if you do not see anything you are interested in. You may choose the 'Alien' option. T

The 'Alien' option allows you to make a custom race that is based on one of the races from the Dragon Ball or Dragon Ball Z series. i.e., Captain Ginyu's unnamed race. You will be allowed to create the name and history of the race (if none has been established), as well as make suggestions for the racial abilities, stats, and what the transformations should be like.

However, you may only make suggestions. In the end, what you are requesting is a difficult process of balancing and maintaining a new race that is mostly for one member's purpose. If we are to do that, you must understand that we will have our hands in nearly every aspect of its creation. We will take your suggestions to heart, but ultimately we will do what is best to balance it and make it a viable, yet unbroken race. Once we present to you our finished model, you may accept or decline. If you decline, you are allowed to state why -- and for one last final time, we will take what you say to heart. However, if we find that your requests are just unreasonable and no agreement can be reached at that point, we will humbly request you choose one of the pre-made races.

Classes

Each race comes with a selection of classes (normally 5) that you can choose from. These classes augment your abilities and help compliment your build/story.

Origins

For a character’s origin, search the “Locations” section of the homepage. Choose one planet for your character’s origin.

Martial Arts Style

Choose a Martial Arts Style. Currently, there are six (6) Martial Art Styles to choose from:

Akaikaru – The Art of Aggression
Aoyusumu – The Art of Serenity
Haokiru – The Art of Preservation
Kiihakai – The Art of Destruction
Kurokonwaku – The Art of Confusion
Midorikatai – The Art of Might

Choose carefully. Once you choose a Martial Arts Style, you will only be able to learn moves from that style. Each style follows a unique theme to it. Read through the available moves and see what style is best for you.

The exceptions to that rule are “Freestyle Senseis”. Regardless of what Style you declare, anybody can learn from these senseis. These senseis will have “Freestyle” at the top of the page for the Sensei.

Despite how it looks, you will not be completely stuck with a Martial Arts Style if you find out you do not like it. There is something you can obtain that will allow you to change Martial Arts Styles without drawbacks. You'll find that out soon though. Otherwise, if you choose to change Martial Arts Styles , you will lose all moves you learned from your previous Style.

Custom Move

A custom move is something that’s unique to your character. You are allowed to create one custom move upon joining which may be a non-latent Skill or Block. You are allowed to come up with the name, the description, and the effect but it will all be balanced by an Administrator in charge of doing so.

Future Customs


Upon reaching MASTERED 1d100 with a Transformation for the first time, you will be granted the ability to create a custom Technique. This can be a non-latent Skill, Advanced Attack, Signature Technique, or Block and will be balanced against other moves within the game. Customs should not be an exact copy of an existing move.

Starting Zenni

Every person has 200z as a starting amount.

Editing

Please note that all races and classes have been revised multiple times by different administrations, and there are over 150 combinations between races and classes. This being said, please bare with us patiently. If something seems “overpowered” or “underpowered”, please speak to us and we will look it over. Aside from extreme cases, revisions will be made at the end of each Saga and those affected will be given an offer to change their build.
Edited by Rugo, Feb 23 2018, 09:32 PM.
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XI. Death

The scary part about creating a character…death. In Dragonball Legacy we want death to be a scary but rewarding experience. In keeping with the tradition of Dragonball Z, there are ways to come back from the dead. Currently, there are two methods. You can come back from the dead from one of the dragonballs or you can do the afterlife quest to come back. If you come back through the afterlife quest, you will go into a “halo” status. Dying in Halo status means permanent death for your character. Halo status will dissapear after two weeks. You cannot be challenged by another player, excluding special items and quests, the first week you are in Halo status. The second and subsequent times you are in Halo status, you may be attacked during the first week. Now, the rewarding part about death comes in play when you look at the afterlife. Heaven and Hell have powerful trainers and quests from the past…


Permanent Death


So, you permanently died. What now? Now, you make a new character! There are some restrictions based upon it, but essentially it is a reroll. You get to keep EXP and all moves are cashed in for Training Day value to make your new character. Now, onto the restrictions. Afterlife moves are cashed in like normal but the training days may not be spent on Afterlife moves. You can only pick from non-Afterlife moves. Any moves learned from quests in the Afterlife are lost. You do not get the training days for them but you may retake the quest in the afterlife. You only gain the moves and no other quest rewards if you redo the quest.
Edited by Rugo, Aug 9 2017, 03:13 AM.
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XII. Sagas


Ah . . . yes, the cornerstone of every Dragon Ball based RPG: Sagas.

This one is no different. Each Saga will include a different story that you are free to take part in. The vast majority of them will include Saga Heroes/Villains with their own goals and intents. Villains will be the most common. They will start out more powerful than the current Power Levels and will normally have an assortment of underlings that must be defeated first. Normally after a saga is completed there will be a timeskip. This timeskip may be as small as one year or as large as you can imagine. It all depends on the events and what the plot calls for.
However, this is not always the rule. Each Saga might be different and a set of rules and guidelines will be provided so as to keep everybody in the loop. It is encouraged that you try to participate in the Sagas or at least acknowledge their events in your stories to keep a sense of cohesiveness.
In the event of a Saga Villain, if a character with an Evil alignment chooses to Battle the saga villain and prove their worth (determined by the GM), they may offer for your character to serve them. If you choose to do so, you will be placed underneath them on the totem-pole for other members to fight. While serving the Saga Villain, you will gain unique bonuses. If you choose to escape a Battle while serving underneath them, you will lose all bonuses.
In the event of a Saga Hero and a character with a Good alignment, the same will occur.
At the end of each saga, the PL of all characters will be raised to a new baseline. The baseline will be roughly the average PL of the SL.
Edited by Rugo, Aug 9 2017, 03:14 AM.
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XIII. Fusion Dance!


  • Fusion Dance is a Skill that must be in both players’ movesets.
  • Both fusing characters can only be up to 2 Levels apart.
  • Both participants must be of the same race, or share exact racial traits with a member of another race. (Example: Hybrid Saiyan & Human share "If There's Life, There's Hope", they may fuse.)
  • Fusion is declared during combat and takes up a turn. Both players roll 3d30, each roll representing part of the dance. Combine each participant's individual dice roll into one number (i.e., Person A rolls a 3 and Person B rolls a 10 for their first dice roll, equaling 13). If ANY of those combined rolls equal 10 or less, the Fusion results in a Failed Form. If all of them are above 10, the Fusion results in a Successful Form.
  • The Fused character will have 1 Mastery Slot, 4 Skill Slots, 5 Advanced Attack Slots, 2 Signature Technique Slots and 2 Block Slots. If Successful Fusion occurs, +1 slot to either Skills, Advanced Attacks, Signature Technique, or Block Slots. You can only fill in those slots with moves from either character's moveset. Declare this immediately after using the Fusion Dance.
  • The Fused Form will have both players’ Inventory available, except worn items.
  • The Successful Fused Form will have the Level of the highest character + 1, stats may be divided after fusing.
  • The fused character will be wielding only the Fusion Outfit (See below) and any weapons that either character had. They will still have access to unequipped items.
  • The Failed Fused Form's stats will have HP, Power, and Dexterity equal to the Stats of the higher Level character in the fusion (in the event of a tie, the characters choose), and will wear the Fusion Outfit and weapons but will have no access to unequipped items. Players may choose whether to roleplay a Fat Failed Form or a Skinny Failed Form.
  • For all effects and purposes, the Fused form is considered both martial arts styles of the participants involved.
  • Any effect of the fused character that refers to "Style" counts as referring to both of the fused character's Styles.
  • Anything that would affect one of the fusers affects the Fused Form.
  • Regardless of Form, you can still use any Transformation (and Transformation Dice/Level) of either participant. If you are in a
  • Failed Fused Form, the dice roll gains -25 sides to a minimum of 20.
  • Both characters still only gain EXP based off of their individual Brackets for that Spar or Battle. Characters entering the fight do not need to count the Battle as a day unless the characters are the Challenger party.
  • If two Fusing characters fuse in a Quest battle, they only have to do the Battle once (together) so long as the entire fight is spent Fused (fuse first turn, do not leave Fusion).
  • The Fusion is permanent for thirty of the Fused Form's turns (or until the end of Battle, whichever happens first). After thirty of the Fused Form's turns, a natural perfect roll (even on a multiple dice roll) will end the Fusion. When Fusion ends, all damage dealt so far is split between both combatants. Their KI is set to the number their Fused Form's KI was at the time the Fusion ended. Any of the opponent's effects that would still be affecting the Fused Form affects both players.
  • When fighting an NPC with a relative Level, the NPC's Level is based off of the higher of the two participating character's Level.
  • If you are in a Fused state, you cannot use Fuse again. (No Multi-Fusing)

    Fusion Outfit
    Inventory Slots: 0
    Description: The outfit consists of a vest that reveals the bare chest of the Fusion personality; unless a female is involved and then the vest takes on a more modest appearance. The collar of the vest is firm and raised, providing almost a brace around the back of the neck. A sash of varying color is worn around the waist with a pair of a white, baggy pants and dark colored shoes. The Fusion Outfit only manifests after the completion of a Fusion Form.[FULL BODY]
    Effect: +25% All Stats. When you enter a successful Fused Form, set your KI to 10.

Edited by Rugo, Aug 9 2017, 03:17 AM.
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