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!!
One of the main parts of a Dragon Ball related RPG board is, of course, combat! This majestic anime is well-known for its intense fights, with tons of power struggles and ki blasts, and we don't want to be any different from it. Combat plays a major role here, and that's why we put a lot of effort into developing a nice system. In order to give players the same feeling as if they themselves were in favorite anime and manga.
5% Melee Finesse: for Basic Actions like Blocking, Guarding, or Punching (Minor Actions)
3 Stamina: For spending on techniques (i.e. Kamehameha, Barriers, Afterimages)
1 Standard Action (Requires stamina) / 1 Minor Action (does not require stamina) per turn
The choice between Offensive / Defensive / Balanced Tech trees and all the techs associated. This determines your focus in combat (Offense meaning more attacks, Defensive meaning more supportive techniques or utility techniques, Balanced meaning a mix of both!) (Listed below)
Last Edit: Dec 23, 2018 22:30:26 GMT -5 by King of All
Post by King of All on Dec 23, 2018 22:08:39 GMT -5
First of all we have the levels! Levels are nothing but PL milestones that once reached will unlock new and interesting features to your character! As already stated above, levels are responsible for allowing your character to learn more techniques, but they are not restricted to that; racials usages are also based upon levels. Below you will see the chart with what each level grants and when you reach said level:
Level 6 = 501k-600k PL - Allowed to learn godly ki passive tech (Godly Ki Sense)
Level 7 = 601k-700k PL - First upgrade of the godly ki passive tech (Godly Ki Access)
Level 8 - 701k and above - Second upgrade of the godly ki passive tech (Godly Ki Mastery)
Note: When upgrading a tech, please make sure to only list the tech appropriate to your level, not all the ones before. I.E from PT-1 to PT-2, please ONLY list the PT-2 in your profile. It is automatically assumed you know the PT-1, but this way everyone can see clearly how many tech slots you are using.
Post by King of All on Dec 23, 2018 22:08:55 GMT -5
So how many techniques can you get? Good question! This corresponds with Levels! There are three trees for you to pick from:
Offensive Tree Level 1 = 10 Offensive Tiers and 5 Support Tiers Level 2 = 15 Offensive Tiers and 7 Support Tiers Level 4 = 20 Offensive Tiers and 10 Support Tiers
Defensive Tree Level 1 = 5 Offensive Tiers and 10 Support Tiers Level 2 = 7 Offensive Tiers and 15 Support Tiers Level 4 = 10 Offensive Tiers and 20 Support Tiers
Balanced Tree Level 1 = 7 Offensive Tiers and 7 Support Tiers Level 2 = 12 Offensive Tiers and 12 Support Tiers Level 4 = 15 Offensive Tiers and 15 Support Tiers
Post by King of All on Dec 23, 2018 22:09:11 GMT -5
Every Character Gets the Following Per Turn:
- A Standard Action (A Technique like Kamehameha, Afterimage, or A Barrier or any other technique that costs Stamina! If you desire you can choose to exchange your standard action for an additional minor action to conserve stamina!)
- A Minor Action (A Basic Action like Dodging, Blocking, or Basic Attack which goes off Melee Finesse instead of spending stamina! (See Below)
- No Limits to Free Actions (within reason): Free actions are things that do not have limits for the most part, though we strongly encourage people to still keep things within reason for the sake of the timeline in a battle! Free Actions have no basis on combat itself but rather are plot-based things for the most point. Passive Techniques (Ki Sensing/Telepathy for example), Dialogue, Items, and Transformations fall under this category!
Example 1: Vegeta dodges an incoming punch with his minor action. Then he fires a Gallick Gun at Kakkarot as his Standard Action.
Example 2: Vegeta dodges an incoming blast with “Afterimage” using his standard action. He then uses his minor action to throw a normal punch to Kakkarot’s face!
EXCEPTION: If a player is 50% below your character’s power level, then you gain an EXTRA STANDARD ACTION (for a total of 2 standard actions and 1 minor action). If you are in a group thread, you go by the HIGHEST OPPOSING PL in order to gain this effect. (Ex. Frieza is fighting Krillin, Gohan, and Piccolo. Frieza's PL is 1 mill. Gohan is 200k, Krillin is 200k, and Piccolo is 400k. Frieza's PL is over twice Piccolo's who is the highest opposing combatant, therefore he gets a bonus action!)
Example: Frieza is double Piccolo’s Power Level. He now has 2 standard actions and 1 minor action. He can use his first standard action to use Afterimage to dodge Piccolo’s Special Beam Cannon, use his second standard action to fire a Death Beam at Piccolo, and his minor action to then punch Piccolo in the face!
Post by King of All on Dec 23, 2018 22:09:25 GMT -5
Stamina tells you how much energy your character has. Every new character will start with 3 points of stamina and will be able to increase this number later on in the game.
Using a technique usually consumes stamina points as it was previously demonstrated. To recover Stamina, the character needs to spend a WHOLE TURN without using any standard actions (i.e. Kamehameha or Barriers). For every turn that you don’t use a standard action, you regain one stamina point that you’ve spent! It is important to point out that melee attacks also don't consume Stamina, and are a good way to keep on fighting while recovering from releasing a powerful attack.
Charging a technique also prevents you from recovering stamina! Be mindful of that. (Charging is explained below)
Note: you are REQUIRED to write how many points of stamina you have, and how many you use at the end of every post.
Be happy, though, as your Stamina will not be the same forever! There are 2 ways of improving Stamina. Every character who achieves these milestones will be granted an additional point of Stamina:
Achieving Level 4: + 1 point of Stamina to your maximum total Mastering a Fighting Style: + 1 point of Stamina to your maximum total
Therefore, when achieving a milestone, the character's Stamina pool will be permanently increased by 1, this means you will eventually be able to have a maximum limit of 5 stamina. This makes the player much more deadly, as they can withstand the wear and tear of combat for far longer.
Post by King of All on Dec 23, 2018 22:09:40 GMT -5
Melee combat is a major part of combat, as you won’t always be able to fire a Kamehameha every turn. Melee combat is determined by a stat called “MELEE FINESSE” which determines your skill level in martial arts! This can be raised by learning a Martial Art School (see more in the section below). An untrained fighter can use 5% of their total power level as their melee finesse for minor actions! However a trained fighter in a Martial Art can deal even more. While techniques can deal far more damage. However, although melee attacks don’t consume Stamina, Stamina plays a major role on how effective you can fight.
In order to successfully dodge an attack the character must be ABLE to do it. And your current stamina determines just how much PL your character is capable of dodging (without the use of techs), as the following:
Post by King of All on Dec 23, 2018 22:10:40 GMT -5
Stamina can also determine how much damage you can survive at once!
You can die one of three ways:
- 1) Receiving enough damage in one attack to surpass your stamina’s “One-Shot Health”, which is the amount of damage a single attack can do to overwhelm you and kill you. This amount is established in the chart below.
As you can see, having 0 stamina is absolutely dangerous in battle and needs to be paid attention to! If you die by one-shot kill - then it’s still possible to use a technique or healing item (i.e. Senzu Bean). However if the damage you take at once is unrealistic, then Staff can deny you being able to use a item or technique on yourself (a racial like Majin regeneration does not count here). This doesn’t stop an ally from healing you however! They have to heal you in that turn however!
- 2) Receiving enough damage over time to use up the entirety of your health! Not including racials which can increase your health, a character usually has 250% OF THEIR Defensive PL in Health! (I.e. 10,000 PL = 25,000 PL of Health) So if a 10,000 PL character takes the total of 25,000 of their PL In damage across a battle without healing- they die! Like with one shot kill - an ally can heal you if they possess a technique or a item for it. They have to heal you in that turn however! However unlike one-shot kill - there is no instance where you can heal yourself! (Unless a racial allows you to regenerate from death, i.e. Majins)
- 3) Vaporization. If a player receives 3x (aka 300%) of their power level in immediate damage they will be completely vaporized with no chance of being healed. Nothing can save someone from this.
ADDITIONAL RULES ABOUT DEATH:
1) You can only die in a Risk of Death, Death Enabled Thread, or SAGA. If you “die” in a normal thread then you’re just knocked out.
2) If an attacking character states that the attack is not meant to kill, then the victim can survive and be knocked out instead. Conversely however, if a victim decides they want to be killed by an attack they are killed. However choosing to die in a thread makes you less likely to receive afterlife training!
3) It’s also important to note that in a Risk of Death, Death Enabled Thread, or Saga: It is possible to lose limbs. Limbs can be lost if you are hit with at least 20% of your PL in damage or more. With the exception of Saiyan tails, all limbs can be healed if on the same thread the character heals with a item like a Healing Capsule Z or Senzu, Healing technique that restores limbs, or goes into a medical machine.
Last Edit: Dec 23, 2018 22:14:02 GMT -5 by King of All
Post by King of All on Dec 23, 2018 22:11:01 GMT -5
-Transforming is a FREE/PASSIVE action and, therefore, takes place immediately as it's narrated by the player. Unless stated otherwise, transforming does not require the use of stamina, nor will recover any of it upon transforming.
EXCEPTION: The first time a user transforms into a new form will completely renew his stamina pool and heal a small part of the players health. You cannot however, unlock multiple transformations in a single thread.
But be careful! Transformations are easy when your character is well rested, but once they only have 50% of their total maximum health remaining, they will start to struggle to transform if their stamina get too low! In this situation your stamina pool will determine which level of transformation you can immediately reach:
0 stamina -> You can’t transform 1 stamina -> You gain access to Tier 1 transformations/Permanent Transformations 2 stamina -> You gain access to Tier 2 transformations 3 stamina -> You gain access to Tier 3 transformations 4 stamina -> You gain access to False God (if you have it) 5 Stamina -> You gain access to True God (if you have it)
Transformation naturally changes your current PL (and its associated parameters such as maximum health, damage dealt and attack speed). As you browse around you might see transformation with [nx/mx] listed. The nx part signifies ATK PL modifier, while mx signify the DEF PL modifier. it's simple [nx], then both ATK and DEF modifier are equal. Please accordingly change your PL after transforming by multiplying your base PL with its respective modifiers.
In short: ATK PL: Determines damage you deal if you managed to score a hit against an opponent DEF PL: Determines your attack speed, strength of your various STs, blocking strength, your ability to dodge, and your health
There are two state of transformation: Permanent transformation (signified in the individual racial page as [PERM]) and normal transformation. The difference between the permanent or not is simply your ability to toggle it on and off, and the ability to assume previous form prior the [PERM] form. Should you successfully unlock a [PERM] form, you are unable to access the previous stage of evolution.
Post by King of All on Dec 23, 2018 22:11:23 GMT -5
HOW TO: Martial Arts
One of the main things in Dragon Ball is the martial arts and its respective schools. Therefore, a trained martial artist is far more deadly than an average street brawler, since they can harvest the fullest potential of their bodies to increase the efficiency of their attacks, dodges and blocks.
Melee damage/finesse... Every player will start with 5% melee finesse. What that means, is every time you punch, kick or use a basic physical attack (not a technique) you will deal 5% of your total PL in damage. Melee Finesse also determines the bonus you get for dodging and blocking without a technique. However, a trained martial artist can increase their melee finesse depending on how far they have advanced in their School.
Make sure you refer to the stamina rules as Stamina will always affect how efficiently your character can dodge or block!
Melee Maneuvers/Perks As you train more and more in martial arts, you will come to learn a more advanced way of fighting, as opposed to just swinging attacks wildly. These are represented as maneuvers! These maneuvers are advanced MINOR actions that you can take that an untrained fighter CAN’T use. These are the maneuvers you can learn:
[BG Maneuver] Melee Clashing - Melee Clashing involves tanking a hit in order to hit the other person. Aka both will be dealt the full damage of the other’s MA!
[INT Maneuver] Flurry - A Flurry Maneuver is a fast rush of weaker attacks, like a barrage of jabs in the manga! This tactic halfs your offensive potential, but makes the attack much faster and harder to dodge! (An ADV MA for example would be 20/2= 10% Attack Power/ 20* 2 = 40% Attack Speed!) This will allow for people to engage in melee combat that is more difficult to evade with Melee Dodge albeit dealing less damage upon hitting.
Flurry
[ADV Perk] Technique Mastery - Once a character learns the ADV level of a martial art, they become a true warrior. Becoming a Warrior is more than just a title; once you reach this state your technique become far more deadly.
- Strike-based attacks are harder to dodge (they impose a -5% to any sort of dodging from the opponent) - Energy-based attacks are harder to block (they impose a -5% to any sort of blocking or barriers).
Post by King of All on Dec 23, 2018 22:11:43 GMT -5
Everyone is encouraged to look for a martial arts school to learn the ways of fighting so that you can develop plot with your master and fellow students and also develop your own character traits and skills!
- Everyone can learn up to TWO martial arts schools, as long as they fill in the requirements set by the master, pay the fees and have the right motivation. There are canon schools and there are custom schools. You can either learn from a master who already exists, buy a school/dojo for yourself and become its master, or buy a dojo/license but be unable to teach others. To learn a THIRD school you must purchase a UNIQUE capsule from the Mall (which costs 50,000z). You have the choice of learning from someone, using a license, or creating a school for this.
- YOU CANNOT HAVE TWO CUSTOM SCHOOLS, UNLESS THE SECOND SCHOOL IS PART OF YOUR UNIQUE CAPSULE (aka your third school)!!!
(MORE INFORMATION ON THE ITEMS IS LISTED IN THE MALL SECTION)
-After you have purchased the Dojo and the School, or the Dojo and the License - you must begin learning the school. This takes place in RP, where you can master ONE level of Martial Arts (i.e. BG) in a SINGLE thread at a time. You must complete THREE separate threads to master a school, with EACH thread being TEN DAYS APART IRL. EACH thread must be at least 1000 words long. Once you have reached the ADV tier - you can claim the title of Master.
- You need a certain amount of PL to master a martial art:
To master a Canon School: [BG] = Any PL. Be accepted by the master. [IN] = 10,000 PL. [AD] = 50,000 PL.
For someone creating their own fighting style: [BG] = 10,000 PL. [IN] = 50,000 PL. [AD] = 100,000 PL.
To become a master or inherit one from someone else, you must possess both a Dojo and a School. You must have trained to the ADV tier. And you must write a 1,000 WC minimum thread becoming the master of that school! After that you can select students using your own criteria. You can also charge fees for learning your fighting style: which go as - BG - 500z INT - 1000z ADV - 2000z
For More Info on Martial Arts Schools and their techniques: Please see the School Template!
Post by King of All on Dec 23, 2018 22:12:18 GMT -5
HOW TO: Advanced Mechanics
You can combine your attacks with someone else to create a stronger offense (adding the two attacks PL together)! The attacks must however make sense when combining together. This can go to things like:
Combining melee attacks
Or combining OT’s!
Yes, moves can be charged! There are three main ways to charge an attack: Full Charge: The standard charge. With each passing turn, it adds the same percentage to a technique. While using this type of charging the user is locked from using any type of dodge/block/attack and, if hit by a technique equal to your melee finesse PL your charge is disrupted, but you don’t lose your stamina. Example: OT-1 Charge: 25% > 50% > 75% > 100%
Half Charge: Half of the charge each turn (rounding up). This type of charging allows the user to block or dodge while doing so, but they still cannot attack. If hit by damage (after block reductions) equivalent to your melee finesse PL, your charge is disrupted but you don’t lose your stamina. Example: OT-2 Charge: 50% > 75% > 100% > 125% > 150% > 175% > 200%
Hold Charge: Any ONE time during a charge, the user can choose to hold it. The technique’s charge remains static for that turn, but you can block dodge AND attack with melee while doing so. Disrupting a charge works the same way as a half charge. The user can only hold charge for a maximum of 2 turns at a time; if he fails to release the charge after that, or proceed to continue charging, the charge is disrupted and he will LOSE the stamina required for the technique.
It’s important to point out that a character cannot charge forever. They are restricted to charging until the technique reaches 4 times its initial potential (unless stated otherwise).
Beam Struggles are an important part of Dragon Ball! Our rule is to keep things simple. Therefore these are the rules on Beam/Melee Struggles, when two players fire opposing OT’s at each other!
1) The stronger technique always wins. The difference between the stronger attack and the one clashing against it = the leftover damage that your opponent must take! They can however block the leftover damage.
2) You cannot dodge a technique once you’ve engaged in a Beam/Melee struggle, even if you have the stamina or PL for it! This is to avoid Beam/Melee Struggles from becoming redundant.
3) During a beam/melee struggle, you are allowed to BOOST the charge of your attack by pouring additional stamina into it! This can only be done DURING the clash, not before! 1 extra stamina = 1 extra charge in the technique! (You cannot however charge the technique past its maximum using this method!) This is to signify the back and forth of beam clashes in Dragon Ball! Each player can boost the charge of their attack as much as they have stamina for during the clash (meaning if you have 2 stamina, you can choose to spend both stamina at once)!
4) You cannot use an item during a clash to recover stamina, as that doesn’t make sense and is a cheat.
Example: Goku and Vegeta are in the midst of a Beam Struggle. Goku’s Kamehameha is a OT-3 Special with a 100% Charge! Vegeta’s Galick Gun is a normal OT-3 with a 75% Charge! Goku has 10,000 PL and Vegeta has 15,000 PL.
Goku’s Kamehameha (which has 10,000 PL in it!) clashes vs. Vegeta’s Galick Gun which has 11,250 PL! Vegeta begins winning the clash!
But, Goku has one more stamina than he does! So he spends an extra stamina, boosting his 100% Kamehameha into a 200% Kamehameha! It pushes back Vegeta’s 11,250 Gallick Gun with 20,000 PL! Vegeta takes 8,750 PL from the remainder to block!
Post by King of All on Dec 23, 2018 22:12:43 GMT -5
In some cases a player may be able to absorb another. For this to happen your enemy must be: 1) Knocked Out. At this point it takes one full round to absorb an opponent. 2) Dead. At this point it takes one full round to absorb an opponent. 3) Petrified/Stunlocked. For these cases it requires two full rounds in order to successfully absorb an opponent: the first turn will basically be the set-up for absorption (stinged with your stinger, put the majin ooze on them, grabbed them with the android absorbing hands, etc), and the second turn will be the actual absorption.
People can always interfere with your absorption attempt, making it quite difficult to accomplish your goal. If your absorption has been thwarted, then you do not use one of your uses of absorption for the thread, but you can’t absorb anyone for the rest of the thread!
Note: Vaporizing and Absorbing can only be done when a thread has become a Risk Of Death or a Saga.
Post by King of All on Dec 23, 2018 22:12:57 GMT -5
You may use your STANDARD action to start attempting to run away in a thread. YOU cannot use another technique that requires stamina as you are attempting to run away. If no one stops you before your next turn, you do not post again and have successfully fled.
If someone does attack you while attempting to flee you must block the FULL damage or dodge the FULL damage coming at you. If you are hit with any of it your flee fails and must be attempted again if you wish, or you may simply return to the battle at hand if you use your action for anything other than attempting to flee again.
Post by King of All on Dec 23, 2018 22:13:13 GMT -5
Certain abilities are affected by various Celestial events. Below you will find a list of the events and which parts of the month they are active!
Full Moon: 1st through 9th, Makyo Star: 10th through 19st, Solar Eclipse: 20th through 25th , No Celestial Events on 26 through 31st
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