|
|
content: Rules
|
Rules
Actions
There are 24 hrs in everyday. 15 of them are at your disposal for training, studying, working, etc. The follwing is a list of the available actions
Sparring/Double Sparring/Triple Sparring
Building an Item
Learning/Teaching a Move
Doing a Power-up
Holding a Job
Searching for the Dragonballs
Meditating
Studying
Sparring
Sparring increases your characters battle abilities. This status raises your power level 3% for sparring, 6% for double sparring, and 9% for triple sparring. It also adds 5 pts to speed and END per partner, as well as 1 experience point a week per partner. At your characters break point, determined by their race sparring has a weaker affect on them. At this time sparring will be reduced to 2%, double sparring 4%, and triple sparring 6%. In order to complete a sparring session you must have spent 3 hours, double sparring 4 hours, and triple sparring 5 hours. You may also dedicate 2 extra hours to sparring and gain 5 more sp and END points per hour!
Building an Item
Building an item is the alternative to paying for it. Building an item takes the listed number on the hours next to the item. Any item with an inteligence requirement over 10 requires a tool box and anything below can be created in half the time using a tool box!
Meditating
Raises your power level 5% per day and is immune to breakpoints. It also gains you 2 intelligence a week. NO ENDURENCE OR SPEED IS GAINED WHEN MEDITATING! You can't spar and meditate on the same day. Meditation rates are listed on the Races page, and you may not mediate longer than specified.
While you are meditating, you maybe learning a move at the same time. For example, if your race has to meditate for 4 hours in a day, you may be learning a move at the same time:
Meditating on Kamehameha - 4 hrs (race mediataion rate) (10 hrs left to learn move)
You may also keep mediataing all day on that move, or however many other hours you like, but no extra stats are gained from this:
Meditating on Chou Kamehameha - 15 hrs (all day) (18 hrs left to learn move)
Studying
Gains you 2 intelligence points for 20 hours of studying. This number can be affected by your race.
Moves
To learn or teach a move, you must meet the EXP requiremtent listed on the Moves page. Characters may teach each other moves in 2/3 of the normal time.
Dragonballs
Dragonball rules here
Power Ups
Power Up rules here
Jobs
Requires 4 hours a day minimum, unless otherwise specified. Spending twice or triple that many hours will increase the pay accordingly. Jobs can be found on the Locations page.
All of the above ARE affected by your race's class abilities, as some are better students, and some are better fighters. Please check your Races adjustments.
Stats
The different stats that decide your characters fighting abilities are:
Ki
Endurance
Speed
Intelligence
Experience
Here is a Breakdown of the purpose of each stat:
Ki
This is the most important of all your stats. In battle, moves with a cost comes out of your ki by percentage. Also, damage taken reduces your ki.
Endurance
This is the rate at which you are exhausted. The higher your Endurance, the less certain moves will cost. For every 200 Endurance points you have, a move will cost 1% less, up to half its cost. There is a variety of ways to gain endurance, including sparring and certain items.
Speed
This is the rate at which you move. Consult the Battle Rules page for its MANY uses in battle.
Intelligence
Certain items need a certain amount of knowledge to build. You must meet the items int. requirement to build it, and have at least half to use it.
Experience
This is the measure of your fighting wisdom. ALL moves require a certain amount in order to learn/teach.perform. You gain two exp points for every battle you win, and one for every battle you lose. In battles involving multiple characters however, those amounts are halved. The requirements are listed on the Moves page.
Mentors and Protégés
If your power level is over 2 million you can have a protégé that is at most 1/2 your power level. If you are below, you can have a mentor at least twice your power level. Here is what you and your mentor/protégé give each other:
1. An extra attack per round when attacking with your mentor/protégé.
2. If both on the same planet, mentor/protégé will be counted into your battle from the first round.
3. Teach to each other in 1/2 the time instead of 2/3.
4. You can teach your protégé one of your created moves.
5. You can teach your mentor/protégé racial moves if you are the same race.
Created Moves
Once you reach a power level of 100,000 and an EXP level ot 30, you may create your own signature move. No one else may use your move, unless you teach it to a protégé. It may be offensive, defensive, or do an effect (like the Other moves section on the Moves page).
NO TRANSFORMATIONS.
An offensive move may do a maximum of 35% ki damage, and charges at the rate of 20% pre move. It may have one effect, such as undodgeable or uncouterable.
You may combine two created moves into one, in order to make a more powerful move. Contact an updater and he will help you develop it.
Used With XIPPGODS Permission!
|
Oxide 187 last updated: 07/07/02
| |
|
|
|