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Interference; You all know you want to
Topic Started: Jan 22 2017, 06:17 PM (76 Views)
President Gatas Trump
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Make Dragonball Great Again
Thanks to Sun Goku Wukong finding an easter egg of something we all want to do (ruin other people's day), we're bringing back a revised version of a Beta idea: combat interference. Characters may now interfere in combat of others under the following conditions:
  • 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.

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.
Edited by Rellos Dar, Mar 17 2017, 04:02 AM.
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