Hey everyone and welcome to the new look for Dragonball Universe's U6 forum! We're going to freshen things up for everyone and hope to bring a new light to the forum and the brand new lore.
We are now known as SUPER Dragonball Universe in an attempt to reflect our shift from Universe 7 to Universe 6.
Events
Universe 6 Event: Galactic World Tournament
Updates
29/06/18 We have an updated Beginner's Guide for New Members! Please browse through it to get a feel for our systems before diving in! It is here. 22/04/19 Brand new site skin, what what!!
Techniques are the meat and potatoes of any Dragon Ball roleplay forum, and DBU is no different! However, once you have applied for a technique and have had it approved by Staff in the Technique Applications, you do not have to learn it IC, you can start using it right away!
There are three things to be aware of with techniques.
Power - This is the strength of the technique (goes off your offensive PL) involved in both clashing (aka the two attacks colliding forces) and the damage your target receives from it if it hits.
Speed/Defense - This is the speed and defense of the technique (goes off your defensive PL) involved in both how fast the technique is, and also if it's a defensive technique like a barrier how strong it is.
Effects - These are just effects that are correlated with technique. This has nothing to do with your PL but rather is a condition or status that is associated with a technique.
Energy Offensive Technique (EOT) - A standard Offensive technique involving basic energy manipulation. This could include beams, blasts, ki blast barrages, and shock waves!
Strike Offensive Technique (SOT) - A standard Offensive technique involving a more flashy physical hand to hand technique, or using one’s energy to rush at someone with a melee attack of some kind!
Energy Variant Technique (EVT) - A derivative or variant of an existing EOT! This involves a energy technique with a trick to it or effect that makes it more than just pure power. Examples include chasers that follow an opponent’s signature, fire techniques that deal damage over time, binding techniques that stun their target for a duration, etc. (See the Variant list in the Variant Section for more detail)
Strike Variant Technique (SVT) - A derivative or variant of an existing SOT! This involves a martial arts trick or energy manipulation for the purposes of a melee attack of some kind, that also has an effect or trick of some kind. Examples include a wearing strike to exhaust your opponent, a stunning strike to immobilize them for a duration, or an unblock-able attack meant to break their guard. (See Variant list in the Variant section for more details).
Striking Support Technique (SST) - A defensive or utility based technique that helps the user defend or negate against an enemy attack! This usually involves the usage of one’s body for something, including chopping deflects, dodges, and other things. (SeePre-approved techniques section for more examples).
Energy Support Technique (EST) - A defensive or utility based technique that helps the user defend or negate an enemy attack! This usually involves some kind of energy manipulation to defend the user. This can include barriers to shield the user and his allies from attacks, healing the user or his allies, and other supportive techniques. (seePre-Approved Techniques section for more examples). Passive Techniques (PT) - Passive Techniques handle abilities that do not cost stamina but rather are more minor (yet important) to the Dragon Ball world. Flight, Ki Sense, and Bulking are some of many different Passive Techniques on DBU!
Post by King of All on Oct 7, 2018 14:09:37 GMT -5
Unique Technique Types
Special Techniques (SPE) - These are unique techniques tied to MARTIAL ARTS SCHOOLS! (see the School Template thread for more information!) They represent unique techniques that are the trademarks of a martial arts school, the users the most reliable abilities and techniques.
They do not need technique slots to be learned, but rather are tied directly to the martial arts school level that you have! A Special Technique can be an EOT, SOT, EVT, SVT EST, SST, Or a PT! It depends on what abilities you’re looking for.
Note: YOU CAN ONLY HAVE 2 SPECIALS PER MARTIAL ART SCHOOL YOU POSSESS PER CHARACTER!
Energy Ultimate 3/Strike Ultimate 3 (EULT-3/SULT-3) - A unique technique tied to mastering a Martial Art School! These are the ace in the holes of your martial art schools, and can only be performed once per thread! Ultimate 3’s are weaker trump cards that don’t require as much energy to use, and are usually more trick based than power based.
ULT-3's Gain 2 Effects, or 3 Effects if they have some kind of weakness.
Energy Ultimate 4/Strike Ultimate 4 (EULT-4/SULT-3) - Same as the ULT 3’s except they gain 3 Effects at Minimum, or 4+ depending on the weakness (es) involved.
Note: YOU CAN ONLY HAVE TWO ULTIMATES PER CHARACTER (THREE IF YOU HAVE A SPECIAL UNIQUE CAPSULE FOR A THIRD SCHOOL)
Strike Finisher/Energy Finisher (E-Finisher/S-Finisher) - Can only be obtained at Level 5 and with a Finisher slot that costs 100k zeni to purchase. These are the self-sacrificing techniques or final trump cards of a warrior. They deplete all of your stamina at once in exchange for mind-blowing power! YOU CAN ONLY HAVE ONE FINISHER PER CHARACTER
All Finishers cost 5 Stamina and have a Set Charge!
Post by King of All on Oct 7, 2018 19:24:23 GMT -5
These are the effects that VT’s/ST's/Ultimates/Finishers can use:
Stun/Pain/Sleep: TARGET cannot commit any actions for the turn AFTER they are caught in the stun/pain/sleep - leaving them vulnerable to an enemy’s attack!
Multiple Targets: Can split the damage to hit more than one character at the same time. The amount split is determined by the user. No limit as to how much one can split.
Bleeding/Burn/Poison: On the rounds following the initial hit, the user will receive continuous damage for the following 3 rounds. Unless stated otherwise, the damage dealt is of 10%.
Controllable: FOR ULTIMATE TECHNIQUES ONLY! The user can perfectly control the damage output from the attack. Therefore, it means that should the attack miss the target, the user does not lose the charge at all. On top of that, it means he can perfectly decide how much damage will be actually dealt to the opponent.
Draining: Upon hitting, acts as a minor healing for the user (20% healing).
Wearing: Upon hitting, debuffs stamina from the target (not from the total pool, just a point of stamina). Unless stated otherwise, it will only reduce 1 point of stamina. If the person hit has 0 stamina before getting hit with a wearing, then they must remain at 0 stamina for an extra turn! Stamina Recover: FOR ULTIMATE TECHNIQUES ONLY! While using the technique, your stamina recovers as if you are not performing an stamina consuming action. Chaser: The attack can’t be dodged.
Unblockable: The attack can’t be blocked.
Barrier Breaker: The attack deals double damage to barriers in regards to breaking them.
Piercing: FOR ULTIMATE TECHNIQUES ONLY Ignores beam struggles and clashes (you deal full damage to your opponent, but also takes the full damage of his attack). Can still be dodged or blocked by a barrier however!
Redirect: Can shift the direction of a technique back to the user or another target. Unless stated otherwise, it can redirect a technique that is no stronger than half its PL!
Deflect: Can deflect an attack, meaning, blast it away from the user. Unless stated otherwise, the amount of power one can deflect is anything that is weaker than the PL of the technique!
Aura Damage: If the target manages to dodge the main attack, he will still suffer some damage. Unless stated otherwise, the damage will be based on the charge: 10/20/30/40.
AoE: Deals the damage/effect equally to more than one target, considering they are close enough to be hit. Unless stated otherwise, deals damage to 2/3/4 targets (determined by charge!)
Destroyer: Deals double damage to structures, planets, or cities.
[EST-3] Healing: Heals severe injuries. [Heals 75%. Triggers Zenkai].
[EST-1] Barrier: Creates an energy barrier that protects you and your allies [30% Charge for maximum of 120% charge. 2 Allies]
[EST-2] Barrier: Creates an energy barrier that protects you and your allies [60% Charge for maximum of 240% charge. 4 Allies]
[EST-3] Barrier: Creates an energy barrier that protects you and your allies [90% Charge for a maximum of 360% charge. 6 Allies]
[EST-1] Redirect: Can change the direction of an incoming attack to another person or thing. [15% Charge for a maximum of 60% Charge]
[EST-2] Redirect: Can change the direction of an incoming attack to another person or thing. [30% Charge for maximum of 120% charge]
[EST-3] Redirect: Can change the direction of an incoming attack to another person or thing. [45% Charge for a maximum of 180% charge]
[EST-1] Deflect: Can slap away an attack. [20% Charge for maximum of 80% charge]
[EST-2] Deflect: Can slap away an attack. [40% Charge for a maximum of 160% charge]
[EST-3] Deflect: Can slap away an attack. [60% Charge for maximum of 240% charge]
[SST-1] Rapid Movement: Increase dodging skill. [Dodge of 75% PL]
[SST-2] Afterimage: Increase dodging skill. [Dodge of 150% PL]
[SST-3] Wild Sense: Increase dodging skill. [Dodge of 225% PL]
[EST-1] Non-damaging Block-Stun: Stuns the opponent through the use of ki. Can only be blocked or countered with a barrier/shockwave (explosive wave). Cannot be upgraded. [20% Block Stun]
[EST-1] Non-damaging Dodge-Stun: Stuns the opponent through the use of ki. Can only be dodged. Cannot be upgraded. [50% Dodge Stun]
Post by King of All on Oct 7, 2018 19:27:44 GMT -5
Passive Techniques DO NOT cost stamina, nor do they take an action. They only take a SINGLE support slot. Instead they improve by levels!
[PT] Flight: Ki based flight. Cannot be upgraded. [Allows to Fly]
[PT] Ki Suppression: Hides ki signature. [Level 1: No techs can used Level 2: Only Support Techs can be used Level 3: Any technique that isn't a Special/Ultimate/Finisher can be used.]
[PT] Ki Sense: Can sense others ki signature. [Level 1: Can sense anyone on the Same Planet as the user.
Level 2: Can sense anyone on the Same Galaxy as the user.
Level 3: Can sense anyone in the Same Universe as the user, save for someone in the Afterlife or another Dimension.]
[PT] Tail Mastery: A saiyan training to increase his tail’s endurance. Cannot be upgraded. [Nulls Tail Weakness]
[PT] Great Ape Mastery: Allows an elite saiyan to retain consciousness as a Great Ape. Requires 10k PL before acquiring! [Level 1: Can Control the Great Ape Transformation, therefore not suffering the effects of primal rage and bloodlust!
Level 5: Can Control the Golden Great Ape Transformation, therefore not suffering from primal rage and bloodlust!] ]
[PT] Telepathy: The ability to communicate with the mind. [Level 1: Based on Ki Sense range Level 2: Can communicate with those in other dimensions like the Hyperbolic Time Chamber, or Makai, on top of Ki Sense Range! Level 3: Can communicate with those in the Afterlife! Can only claim zeni if used to thread with someone in the Afterlife.]
[PT] Mind Readingn: The ability to read other people’s minds. [Level 1: Based on Ki Sense Range. Target needs to be below 50% of your PL to work]
[PT] Mind Manipulation: The ability to force yourself into the mind of someone. Making it harder for them to resist and removing the need for them to be willing. [Requires Level 3: Based on Ki Sense Range. Target needs to be below 50% of your PL to work. Character will NOT do something FUNDAMENTALLY against its own alignment. Can only be applied to a target with their permission, or during a RoD/SAGA].
[PT] Bulking: The ability to use ki energy to increase physical strength. [Level 1: Gain +x2 to Offensive PL Mod and Lose -x3 to your Defensive PL Mod. Min 2 turns to deactivate.
Level 3: Gain +x3 to Offensive PL Mod and Lose -x3 to your Defensive PL Mod. Min 2 turns to deactivate.]
[PT] Speed Bulking: The ability to use ki energy to increase physical mobility. [Level 1: Gain +x2 to Defensive PL Mod and Lose -x3 to your Offensive PL Mod. Min 2 turns to deactivate.
Level 3: Gain +x3 to Defensive PL Mod and Lose -x3 to your Offensive PL Mod. Min 2 turns to deactivate.]
[PT] Shape Shifting: Allows to take the form of another creature or thing. [Level 1: Can only make aesthetic changes and modify their size by a small margin. Level 2: Can Add Extra Appendages like Arms, Wings, Etc. Level 3: Can Change Size Freely and Physical Matter!]
[PT] Space Resistance: Able to temporarily withstand the harsh conditions of space. [Level 1: Only usable near Planets Atmosphere. Can last 5 turns per stamina. 1 point is reduced from maximum pool. Can only use Support Techs
Level 2: Only usable Near Planets: Can breathe AND fight. Can last 5 turns per stamina. 1 point is reduced from maximum pool. Can only use techniques that are not Specials/Ultimates/Finishers!
Level 3: Can temporarily fight in Deep Space. Can last 5 turns per stamina. 1 Point is reduced from maximum pool.]
[PT]Demonic Gateway: The ability to open a path to Makai. You need to learn it from a Demon Player Character in order to use it. CANNOT be upgraded. [Usable once per 30 days].*
Demonic Gateway can only be used by U7 players. There is no Makai in U6 atm. At least one anyone can access....
Post by King of All on Oct 7, 2018 19:28:12 GMT -5
Special Technique Guidelines
[OT-1 Special] 30% Damage (for a maximum of 120% Charge) - no stamina cost (but can’t regain stamina when using it) [OT-2 Special] 60% Damage (for a maximum of 240% Charge) - 1 stamina cost [OT-3 Special] 100% Damage (for a maximum of 400% Charge) - 2 stamina cost
[VT-1 Special] 40% Damage (for a maximum of 160% Charge) + 1 Effect - 1 stamina cost [VT-2 Special] 80% Damage (for a maximum of 320% Charge) + 1 Effect - 2 stamina cost
[ST-1 Barrier Special] 40% Barrier (for a maximum of 160% Charge) - 1 stamina cost/Shields 2 people including user [ST-2 Barrier Special] 80% Barrier (for a maximum of 320% Charge) - 2 stamina cost/Shields 4 people including user [ST-3 Barrier Special] 120% Barrier (for a maximum of 480% Charge) - 3 stamina cost/Shields 6 people including user
[ST-1 Redirect Special] 30% Redirect (for a maximum of 120% Charge)- 1 stamina cost [ST-2 Redirect Special] 60% Redirect (for a maximum of 240% Charge) - 2 stamina cost [ST-3 Redirect Special] 90% Redirect (for a maximum of 360% Charge)- 3 stamina cost
[ST-1 Deflect Special] 40% Deflect (for a maximum of 160% Charge)- 1 stamina cost [ST-2 Deflect Special] 70% Deflect (for a maximum of 280% Charge)- 2 stamina cost [ST-3 Deflect Special] 110% Deflect (for a maximum of 440% Charge)- 3 stamina cost
[ST-1 Non Damage Stun] Requires EITHER 50% Block or 100% dodge pending on the nature of the stun - 1 stamina cost [ST-2 Non Damage Stun] Requires EITHER 100% Block or 200% dodge pending on the nature of the stun - 2 stamina cost [ST-3 Non Damage Stun] Requires EITHER 150% Block or 300% dodge pending on the nature of the stun - 3 stamina cost
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