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Triangle; The All-Grown-Up Pipsqueak
Topic Started: Oct 1 2017, 06:31 AM (352 Views)
Triangle
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Howdy!
Out of Character Information
Handler's Name: Triangle
Referral Uh?
Character Portrait:

WHATTABEAUT



Character Information
Name: Triangle Micann (#c096c0)
Race: Namekian

  • Racial Trait(s): Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.
  • Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself. Your RECOVER is increased by (5% Total) HP per day.

Class: Adventurer - Your quests take -250 wpd to a minimum of 250. Whenever you complete a quest gain 100z.
Gender: Male
Height: 5' 10.5"
Weight: 165 lbs
Hair Color: BALD!!!
Eye Color: Black.
Skin Color: Puke Green.
Age: 33
Origin: Some Cave in Namek.
War Allignment: Rebel Army

  • Current Location: Namek



History: It was a long time ago just after the war that Ryme Micann, the Changeling Space Cowboy/Smuggler, pulled Triangle aside and said: "Y'know, I might be a well-respected and well-connected smuggler plying my trade without any real authority aiming to stop me... but I ain't free. I think, if you head in the direction I have you might have more freedom than I could ever imagine. You won't agree, but I'm in the way of that, it's the best future for you... So I won't be around forever, don't worry too much about it. By now we can both take care of ourselves Tri."

Those were Ryme's last words, effectively. He disappeared a few weeks after, in a reported blaze of glory as far as the Ceedo Ring smugglers would report. Triangle was on a different op. Guillermo apparently died in the same accident and Triangle's home with Ceedo slowly broke apart without any real leader. He was twenty then and, I guess, pretty miffed about the very long-lifespanned changeling suddenly dying. Tri towed the line between law and crime, fading into the cosmic static of the universe while visiting various galaxies away from his home. He spent ten years drifting through the galaxy on his ship, it became his home and the starting point for hundreds of crimes. It was an entirely different life, a free one. With no one to answer to but himself and his own sense of right and wrong.

He slowly grew sick of being the lonely, mysterious stranger who wandered from place to place with no real home. No real place to rest on his laurels. No one to call family. It wasn't that he didn't make friends, choose people to be close to, or have a lack of trust. Something about his time with the space cowboy was different, it meant more to him. So he came back, tipping his hat to the life he had forged while coming back to the old one. A vastly different, foreign, galaxy was somehow more comforting than a curated network of contacts, a warm familiar galaxy.

It wasn't everything Triangle wanted at first but he got to work doing what he'd done twice before, carving a place for himself and tracking down that damn space cowboy.

He joined forces with the Rebel Army on Earth through criminal connections, it was a chance to make money and follow his own morality. Railing against tyranny. He spent six months as a rebel, smuggling and running special operations when he could. Becoming intimately aware of a detestable enemy he'd fought many times before in the vast universe. Tuffles.


Aura Color: Pale Lavender
Martial Arts Style: Kurokonwaku

Custom Skill or Block Name: Pyrrhic Gambling [CUSTOM, FREESTYLE, SKILL]

Inventory (0/8 Slots|2380z Zenni)


Stats
Level: H
Power Level: 2054

HP | (100 + 10*50) + 0 = 600
Power | (40 + 9*20) + 0 = 220
Dexterity | (0 + 17) + .65 = 18
Dex Bonus | 18 / 36 = .5, (+3)

Specializations

  • Bukujutsu Level 2*- You are beginning to learn how to fly. It may not be the most elegant flying ever but you stay afloat.
    Effect: Your dice gain +2 side and your escape rolls gain +3 to the combined results.
  • Energy Level 1 - Your energy attacks deal +(5% Power) damage.
  • Endurance Level 1 - Your opponent's advanced attacks deal -5% damage.


Moveset

Mastery [1/1 Slot]

Bullet Time Mastery [FREESTYLE, MASTERY]
Description: Serenity is for the weak. In the heat of battle, whoever shoots the fastest kills the fastest. Keep your opponent down with gunfire, and use your recoil to your advantage. Never give them the chance to doubt you.
Effect: Your attacks that require a gun gain +2 dice sides. Whenever you roll a 25 or higher on an attack requiring a gun you may pay 1 Ki Point to deactivate a CONSTANT skill. You may not use this effect on your consecutive turns. Once per combat you may negate a Block used against one of your Gun Weapon attacks and force your opponent to roll a defensive roll. If their result is 10 or less they take (5% Power) Damage at the start of their next two turns.
Requirements: You must know at least three (3) Non-Latent Freestyle attacks, skills, and/or blocks.

Skills [2/4 Slots]

Hidden Power Level [FREESTYLE, LATENT SKILL]
Description: The user is able to conceal their true ki signature from their opponent, only to reveal it at their weakest moment.
Effect: Activate during your UPKEEP PHASE. Once per match, when you are at 7 KI Points or more, you may spend 2 KI Points. If you do, the next time your KI Points reach 0, you may gain 3 KI Points.
Requirements: N/A
Training Days: 1

Sense Power Level [FREESTYLE, LATENT SKILL]
Description: The ability to sense a ki signature approaching, even at a distance.
Effect: Activate at the start of a match. If you have to roll to see who begins the match, your roll gains +10 to the result. If your opponent's Level is higher than yours, your first two defensive roll result gain +5 and your escape rolls gain +1 to the combined result.
Requirements: N/A
Training Days: 1

Will of the People [FREESTYLE, LATENT SKILL]
Description: You have become famous and the populace back you like they do no other person. They will come to your aid when called.
Effect: Interference rolls to aid you in battle gain + 5 to the results. Interference rolls to aid your opponent in battle gain - 5 to the results.
Requirements: N/A

Mean Reputation [FREESTYLE, LATENT SKILL]
Description: Your reputation as a thrill seeking loose cannon has gotten some seedy looks from the prim and proper, and a lot of respect from the less reputable types. Whenever you bring trouble, the people of the Alpha Collective know to not be around.
Effect: Whenever you engage in a Battle on the Alpha Collective, your opponent's escape rolls suffer -2 to the result. This skill does not take up a skill slot.
Requirements: N/A

Gun Runners Discount [FREESTYLE, LATENT SKILL]
Description: Your an honorary member of the Gun Runners Society. You know a good gun when you see one and you can haggle just about anyone down to a more affordable price.
Effect: Guns in the market place cost 10% less. Ammo costs 15% less. This does not take up a skill slot.
Requirements:N/A

Protector of the Peace [FREESTYLE, LATENT SKILL]
Description: Your experience with saving people has given you a knack for knowing where there’s trouble.
Effect: When rolling Interference to aid a Challenged Player, you roll 3d100 rather than 1d100 and start with +1 Ki Points. This skill does not take up a skill slot.
Requirements: N/A
Training Days: 0

Pyrrhic Gambling [CUSTOM, FREESTYLE, SKILL]
Description: Scoundrels and luck go together like thunder and lightning. Generally, they find the bad and good in equal, dramatically high, amounts. When Triangle can't match someone in strength, wits, or preparation he's always willing to bet on his luck no matter the cost.
Effect: RESTRICTEDXY Y = 2 if the difference between both players' zenni is greater than 200, 3 if the difference between both players' zenni is greater than 500, 4 if the difference between both players' zenni is greater than 1000, or a minimum of 1. Use during your END phase on a turn when one of your attacks was stopped (if it was multi-dice, at least half of the dice must be stopped). If your opponent has at least 3 ki you may offer a wager of up to 3 ki. If they refuse your opponent's next defense roll has -2 sides until they stop an attack. If they accept, both of you spend as many ki as was wagered and flip as many coins (1d2s). For every head (1) the next time that player powers up they gain 2 more. For every tails (2) the next time that player powers up they gain 1 less. Costs 1 Ki.

Future Sight [FREESTYLE, HEAVEN, SKILL]
Description: Utilizing one's ability to read the future, you anticipate an enemy's next move; preparing yourself for the attack to come.
Effect: RESTRICTED x1. Use at the start of your turn. Your opponent cannot Power Up on their next turn. Your opponent must tell you what move they will use on their next turn (Out of Character), and they cannot change their mind. Your defensive roll against that attack gains +4 to the result and can COUNTER on a result of 31 or higher. If you Powered Up on your last turn, this Skill costs -1 KI Point to a minimum of 0. This skill does not take up your turn. Costs 1 KI Point.
Requirements: N/A

Basic Attacks

Basic Punch - (10% Power) Damage. Costs 0 KI Points.
Basic Kick - (10% Power) Damage. Costs 0 KI Points.
Basic Ki Blast - (10% Power) Damage. Costs 0 KI Points.

Advanced Attacks [0/5 Slots]

Bullet Ballet [FREESTYLE, ENERGY, WEAPON, MANIPULATED KI ]
Description: An intricate technique despite such crude implementation. The bullets fired do not go in a straight trajectory, rather they seem to have their paths twisted and altered mid-stream to produce a confusing dance of fire.
Effect: Energy attack doing (10% Power) Damage per hit. Your attack roll is 4d32 with this attack. The cost of this attack cannot be modified by your opponent's effects. SUCCESSFUL - If three or more dice rolls are SUCCESSFUL, your opponent loses (2% Their Total HP) HP at the end of each of their turns until they roll an attack roll result of 25 or more. Costs 2 KI Point.
Requirements: Gun Weapon
Training Days: 3

Explosive Round [FREESTYLE, ENERGY, BLAST]
Description: An intense explosion takes place at the point where bullet meets flesh.
Effect: Energy attack doing (50% Power) Damage.SUCCESSFUL - If you were at 5 KI Points or more before performing this attack, you may deactivate a CONSTANT Skill. Costs 2 KI Points.
Requirements: Gun Weapon
Training Days: 3

Straining Power Drain [FREESTYLE, PHYSICAL, MANIPULATED KI]
Description: Believe it or not, taking someone's life force can be extremely draining and taxing on one's self. By reaching out and simply grabbing hold, with the proper knowledge of how to manipulate one's ki, the attacker can literally drain the opponent of their power.
Effect: (You must perform this attack immediately after your opponent performs an attack and pays all costs. This does not count towards your turn). RESTRICTEDx1. Physical attack doing (40% Power) Damage. The damage of this attack cannot be modified. You must lose (5% Current HP) HP to perform this attack. SUCCESSFUL - Your opponent loses 3 KI Points to a minimum of 0 and cannot gain KI Points on their next turn. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Spiked Ball [KUROKONWAKU, PHYSICAL, THROW, MANIPULATED KI]
Description: The user curls themselves into a ball and rolls themselves into the opponent. As they do, Ki-manifested spikes pertrude from their body. Upon impact with the opponent, there is a mild explosion.
Effect: Physical attack doing (40% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - Choose one of your RESTRICTED moves that is not a Signature Technique. That move gains RESTRICTED+1. After this move is SUCCESSFUL, it loses this effect and instead gains 'SUCCESSFUL - The next time you DRAIN Ki, gain the same amount of Ki.' Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Insidious Ammo [CUSTOM, FREESTYLE, ENERGY, BLAST]
Description: The high tech banditry game changes all the time, and sometimes you have to adapt with the changes. Other times you need to make them. Triangle makes a trick shot to buy himself time while loading a custom, specialized shell, that will hit them where it's hardest to notice.
Effect: Energy Attack doing (30% Power) Damage. Your attack roll for this attack is 1d32. Your next attack with a firearm weapon or that requires a firearm weapon gains "SUCCESSFUL - Drain 1 ki, in the case of multidice this counts only for the first roll." SUCCESSFUL - The next time you stop an attack without using a block perform a basic weapon attack. Cost 1 ki.
Requirement: Firearm Weapon

Blocks [1/2 Slots]

Chiaoutzu's Psychic Halt [FREESTYLE, HEAVEN, BLOCK]
Description: The tiny mime-man taught you a technique he uses to intercept incoming attacks not through advanced martial arts maneuvers or split second dodging, but rather by standing his ground and manipulating his ki to psychically halt a foe in their place. The time they are stopped is short, but long enough to allow you the chance to deliver your own attack.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. If your opponent's attack roll was 25 or higher, STUN. Costs X-1 KI Points.

Mirage [KUROKONWAKU, BLOCK]
Description: Creating a ki-manifested mirage of themselves, the user fools the opponent into attacking something that isn't there.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. Nothing can prevent you from lowering your opponent’s KI Points or gaining KI Points for the next 4 turns. Costs X-2 KI Points
Requirements: N/A

Signature Techniques [2/2 Slots]



Extra Moves List [Unlimited Slots]

Edited by Triangle, Feb 12 2018, 05:06 AM.
Triangle Micann Color Code: c096c0 | 1260z | Lvl: H | HP: 600, Power: 220 Dexterity: 18 | Currently on: Brutus
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Rugo
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The Badmin
Aerial Support [CUSTOM, FREESTYLE, SKILL]
Description: An expert bandit like Triangle knows you can't bring too much firepower to a fight, so like his father-figure he keeps a flying weapons-platform of a spaceship on hand to really make an impression.
Effect:RESTRICTED X Y, Y= the number of installed weapon systems on a single ship you own: Activate during your UPKEEP phase. You gain ADVANTAGE on your next non-restricted attack. If used on a basic attack, you gain ADVANTAGE on one more basic attack this turn. This costs + 1ki each time you use it. Costs 2 ki.
Keroth
 
I honestly forgot Vegeta exists.
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Triangle
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Howdy!
I know I said that was totally my 100% definitive custom but the truth is I wrote down the first thing that came to mind and I'm not really happy with it. That and the admin's edit smells too much like a certain Akaikaru skill. Still, if anyone else wants advantage on their moves they know the costs.

Anyway, here are some wild and crazy customs I'm going to shotgun out, pick whichever one you want to work with.

NUMBAH ONE
 
Dirty Fighting [FREESTYLE, CUSTOM, CONSTANT SKILL]
Effect: CONSTANT - When you deal damage with an advanced attack that requires a firearm your opponent has disadvantage on defensive rolls against basic firearm weapon attacks on your next turn. When you deal damage with a basic firearm weapon attack your opponent has disadvantage against your next advanced attack that requires a firearm. If this effect has been used three times you may pay 3 Ki, deactivate this constant and its effect can be used for the rest of the battle. If Dirty Fighting is activated again, it becomes disadvantagex2. This effect cannot be stacked more than once. Costs 3 Ki.


SOMETHING ABSOLUTELY WILD
 
Aces High Brawling [FREESTYLE, CUSTOM, SKILL]
Effect: RESTRICTEDx1 - Use during your ACTION phase. When this skill is used both players may wager any amount of Ki up to the amount they currently have. Both players declare one of Aces High Brawling's effects then both roll a dice with sides equivalent to the amount of Ki wagered by that player. If the total amount of Ki wagered is less than six Triangle gets +1 to the results of his wager die, if the total amount is six or higher he gets +2 instead. The dice with the higher result wins and that player's declared effect is enacted for a number of turns equal to the total Ki wagered. These effects are:

  • One non-physical, non-energy advanced attack trait cannot be used for the duration of Aces High Brawling.
  • Everyone in the fight takes 1d5 times 10% more or less damage for the duration of Aces High Brawling.
  • All players shuffle the effects of all the moves in their set, leaving CONSTANT, SUCCESSFUL, STOPPED, and STOP on the relevant skills, advanced attacks, and blocks (respectively). They return to where they belong at the end of the duration of Aces High Brawling.
  • Only basic attacks can be used for the duration of Aces High Brawling.
  • Nothing and Aces High Brawling ends after the duration of Aces High Brawling.

At the end of this duration Aces High Brawling's effect starts again. Costs 3 Ki.


TOTALLY DON'T LET ME HAVE THIS
 
A Scoundrel's Tactics [FREESTYLE, CUSTOM, SKILL]
Effect: Use during your ACTION phase. Swap the effect of one of your nonrestricted advanced attacks and firearm weapons. Costs 2 ki


Seriously, this one is absolutely broken.

TOTALLY NOT BARREL DRAGON
 
Pyrrhic Gambling [FREESTYLE, CUSTOM, SKILL]
Effect: Use during your END phase on turns where one of your attacks was stopped. Both players may wager any amount of Ki up to as much Ki as they have. For every Ki spent each player "flips a coin" (rolls 1d2s, where 1 is heads and 2 is tails). For every head you gain 1 ki, for every tails your opponent loses 1 ki. Costs 1 ki.


This one could be "Use during your ACTION phase" just as easily tbh.

TOTALLY NOT RIPPING OFF of RYME
 
Point Shooting [FREESTYLE, CUSTOM, CONSTANT SKILL]
Effect: After an opponent has lost 4 Ki due to your effects you may activate this skill for free. It must be activated during one of your ACTION phases. CONSTANT - Your attacks that require a firearm (including basic firearm weapon attacks) have "SUCCESSFUL - DRAIN 1 Ki. If your opponent has already lost Ki due to Point Shooting instead gain 1 Ki." If your attack roll is 25 or higher your next attack that requires a firearm (including basic firearm weapon attacks) gain "SUCCESSFUL - Gain 1 Ki once per round if your opponent loses Ki for the next two rounds." Costs 2 Ki.


This definitely isn't There's Supposed to be Six Bullets all over again.

*innocent whistling*

Anyway, I appreciate your custom suggestion but it doesn't feel right for me. Doesn't feel Kurokonwaku enough. I also changed my set up a bit but I shouldn't be breaking any rules. K, thx. Bye.
Triangle Micann Color Code: c096c0 | 1260z | Lvl: H | HP: 600, Power: 220 Dexterity: 18 | Currently on: Brutus
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Rugo
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The Badmin
We will discuss.
Keroth
 
I honestly forgot Vegeta exists.
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Sprout
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The Madmin
Pyrrhic Gambling
 

Pyrrhic Gambling [FREESTYLE, CUSTOM, SKILL]
Effect: RESTRICTEDx2 Use during your END phase on a turn when one of your attacks was stopped (if it was multi-dice, at least half of the dice must be stopped). If your opponent has at least 3 ki, you may offer a wager of up to 3 ki. If they refuse, your opponent's next defense roll has -2 sides. If they accept, both of you spend as many ki as wagered, and roll 1d6 for each ki wagered. Whoever has the higher roll more times, wins the wager and gains 1.5 times the amount of ki they wagered (rounded up). Tie rolls are rerolled.
Ki cost - 1

Arch and I looked over your ideas (we hate you btw) and I suggested this to him. It's still a gamble, has elements of Kuro in it (ki drain, side modifying), and is a little more in line with an actual wager. Each player has to agree to the wager, and it must be matched. The idea is to prevent a custom skill that outright forces your opponent to lose ki, and for them to have no counterplay. But there's still some risk vs reward to take into consideration.

I assume you'll want to think it over and counter with a new proposal, but I hope this is at least somewhat in line with what you were looking for.
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Triangle
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Howdy!
I like the tit-for-tat of the old Pyrrhic Gambling, in which both people were more likely than not going to lose ki by the nature 50/50 nature of coin flips. I'm also surprised y'all pick the one custom idea I come up with in a sleep-deprived haze. So here's a counter:

This is actually barrel dragon guys
 
Pyrrhic Gambling [Freestyle, Custom, Skill]
Effect: RESTRICTEDXY Y = 2 if the difference between both players' zenni is greater than 200, 3 if the difference between both players' zenni is greater than 500, 4 if the difference between both players' zenni is greater than 1000, or a minimum of 1. Use during your END phase on a turn when one of your attacks was stopped (if it was multi-dice, at least half of the dice must be stopped). If your opponent has at least 3 ki you may offer a wager of up to 3 ki. If they refuse your opponent's next defense roll has -2 sides until they stop an attack. If they accept, both of you spend as many ki as was wagered and flip as many coins (1d2s). For every head (1) the next time that player would gain ki they gain 2 more. For every tails (2) the next time that player would gain ki they gain 1 less. Costs 1 Ki.


I like the sound of this version more. With the form of Pyrrhic Gambling you guys offer Triangle would have to a) pay for an attack that didin't hit, b) pay for pyrrhic gambling, and c) beat a coin flip that could give him at most 5 ki. Over at it's most efficient (3 ki wager) he has a 50% chance of getting 1 ki from Pyrrhic before considering his attack or a 50% chance of giving 2 ki to his enemy. Those aren't good odds. Why would I want to wager?

Now this version... This one is insidious, it works alongside Straining Energy Drain to potentially steal the effect away while working with other kurokonwaku effects that prevent gaining ki or powering up. Not to mention it has the potential to give Triangle a net 2 ki, more likely than not makes his power up a 3 or 5 and at least affects him and an enemy equally thanks to the namekian racial being leveraged there. Although I don't think the wager effect really gives people a reason to take a ding to their defense. A negligible ding that could never be stacked. Because of how ultimately neutral this custom is I think it's weird you guys want to tack on restricted, I get it could be an annoying effect if used constant but it already has limited *worthwhile* usages. So if it's going to be restricted I'll make it what I feel is a net-neutral effect.

I don't really think the disincentive to not gamble is big enough, but I guess since it only costs 1 ki, *shrug.* I think the nature of this custom makes it hard to make it worthwhile to use and something to ignore. Probably needs to go a different direction, maybe wagering health?

On another note, if y'all feel like dropping this gambling thing I actually really like the sound of this other custom my sleep-deprived self made.

Ripping off Ryme 100%
 
Point Shooting [FREESTYLE, CUSTOM, CONSTANT SKILL]
Effect: After an opponent has lost 4 Ki due to your effects you may activate this skill for free. It must be activated during one of your ACTION phases. CONSTANT - Your attacks that require a firearm (including basic firearm weapon attacks) have "SUCCESSFUL - DRAIN 1 Ki. If your opponent has already lost Ki due to Point Shooting instead gain 1 Ki." If your attack roll is 25 or higher your next attack that requires a firearm (including basic firearm weapon attacks) gain "SUCCESSFUL - Gain 1 Ki once per round if your opponent loses Ki for the next two rounds." Costs 2 Ki.[/color]

For lore reasons 100%. I'm open to discussing specifics on discord if you want to increase the speed of iteration. I'm tired.


Triangle Micann Color Code: c096c0 | 1260z | Lvl: H | HP: 600, Power: 220 Dexterity: 18 | Currently on: Brutus
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Punchline
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Firearms are, for the most part, multi-dice heavy. You're trying to turn guns into the nightmare that was Ivan two SLs ago with your drain and gain aspects. I feel like you're trying to do way too much. Try to really think about what you want to do (remember you still have a second custom when mastering your first transformation) and focus on that rather than trying to get a jumble of effects all at once.
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Triangle
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Howdy!
I never know what I want.

But that guns being a nightmare idea sounds cool. Someone should just make my custom let me shoot people while they're hit by Sweet Dreams.
Triangle Micann Color Code: c096c0 | 1260z | Lvl: H | HP: 600, Power: 220 Dexterity: 18 | Currently on: Brutus
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Rugo
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The Badmin
Pyrrhic Gambling [Freestyle, Custom, Skill]
Effect: RESTRICTEDXY Y = 2 if the difference between both players' zenni is greater than 200, 3 if the difference between both players' zenni is greater than 500, 4 if the difference between both players' zenni is greater than 1000, or a minimum of 1. Use during your END phase on a turn when one of your attacks was stopped (if it was multi-dice, at least half of the dice must be stopped). If your opponent has at least 3 ki you may offer a wager of up to 3 ki. If they refuse your opponent's next defense roll has -2 sides until they stop an attack. If they accept, both of you spend as many ki as was wagered and flip as many coins (1d2s). For every head (1) the next time that player powers up they gain 2 more. For every tails (2) the next time that player powers up they gain 1 less. Costs 1 Ki.
Keroth
 
I honestly forgot Vegeta exists.
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Triangle
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Howdy!
Sure, that's coo.
Triangle Micann Color Code: c096c0 | 1260z | Lvl: H | HP: 600, Power: 220 Dexterity: 18 | Currently on: Brutus
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Rugo
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The Badmin
Just waiting on the history then.
Keroth
 
I honestly forgot Vegeta exists.
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Rugo
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The Badmin
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Keroth
 
I honestly forgot Vegeta exists.
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