Misc Info Common Tactics Planet Destruction Power Struggle Simulation of Power Struggle Random Crap
Stats:
PL>= Power Level, your energy
ST= Strength, your brute power
HL= Health Level, your health
EL=Energey Level, the total amount of energy in an attack
DL=Damage Level, same as Energy Level, but this is the damage done if the attack has a clean hit
PL is used for all attacks that use energy. Whenever someone uses an energy attack, successfully hit or not, its damage is calculated, and removed from PL As you use attacks, you may run out of energy, or come close, To replenish this lost power, you spend one turn "Gathering energy". This process will replenish 75% of your max PL. It is quite possible to go over your "max" PL, this is fine, but still doesn't effect statistical stats. If you were to use an attack that would drain all your PL, or what’s left of it, that attack still goes through, and your PL becomes 0. If at any point your PL reaches 0, you MUST gather energy next turn, for your body can't function without this power.
ST is your physical strength, used for melee attacks and physical weapon attacks. Unlike PL, damage is calculated based on opponents ST as well.
HL is your life, if this reaches zero, you are KO'd and could die. To prevent this, you can use senzu beans, which will completely replenish your HL (NOTE: must still have some HL left to be able to consume this). Also, if someone has heal, they can heal the wounded back to full health, also once a fight. However, preventing loss of this HL is also possible. Several armors can soften the damage done, to ease some attacks.
Everyone who plays can do the following things: Melee, energy Ball, and Hold.
Melee: Basic brawling. Beating the crap out of a person with your bare hands. ST is used for this ability.
Energy Ball: A simple energy blast, anyone who controls energy can use it to throw these blasts at each other.
Hold: Well, you can hold down an opponent while another person attacks them. This is how it works. If you go for a hold, (i.e. Grabs him from back, and puts him in a full nelson), then if you roll higher, you hold him, but do no damage. You can hold him for as long as you want, but expect a struggle. The person held down may roll, and if he rolls higher then you, he manages to hit you a bit, 10% of his strength (formula above not used). If he hits you twice in a row from struggling, the hold is broken. This might sound of cheap, but has its catches too. Whilst held, he is completely vulnerable. If someone attacks him with energy, he gets the full blunt of it, and the person doing the holding will get hit with 25% of the damage as well. After any attack, the hold is broken. If the person holding, if his strength is twice as much as person being held, he can hold him for 2 attacks, I’ve triple his strength, 3 attacks, and so forth
I’m sure you all want this to happen now don't you :) Well, so it doesn't completely F' Up with game, I have put some restrictions on it.
1] Have wait till at least your power level surpasses 150 million
2] Have to use a killing move, such as Self-Destruct or Death Ball.
3] The attack used, it MUST do at least 150,000,000 damage, unless its spirit bomb, it needs to be 250,000,000 (cause its power is made of the planet, needs more to overcome itself).
Something that is seen rather often in the series, 2 people using a Energy blast of some sort, each blast opposing the other, now we can do the same. When someone fires a energy blast, the opponent has the option of fighting the blast with his own. The opponent must fire a blast that is at least 125% the energy of the blast coming at him, to match the blast, and move it back towards the original person. From there, the original fighter may pump more power into the move, at least 125% of the current energy of the opponents attack. (Note: Energy the person has already contributes to the blast, counts towards the 125% to overcome it)(Note: After the initial blasts are fired, you may put in as much Energy as you want, up to 50% your PL). If the person moves it back towards the opponent, he yet again has the opportunity to push it back. There is two ways this effect ends. If one person puts in power equivalent to their opponents attack, they may end the attack, by sacrificing his own attack and diminishing the combination. Another way is if you just want to end it, you can get hit. Whatever the total Energy of the attack is when you get hit, that is the total damage done to you.
Attacker 100PL 40EL Defender 100PL 80EL Attacker throws a Energy ball, 10DL/EL Defender decides to send it back, and uses a kamehameha blast, of 15 EL (At this point, the blast is moving back towards Attacker, with a total of 25EL. For the attacker to prevent it from hitting him, he must do damage equal to opponents blast to end it, or 125% to push it back. Also, any energy already being used by the person, counts for this. To end the move, attacker only has to add 5 more EL to stop the energy battle, or add 9EL to be 125% stronger then defender's blast) Attacker thinks he can hold out longer, and decides to fire another energy ball into the mix, adding another 10DL/EL to his attack, his attack totaling 20EL, defender's attack is over powered. Defender then decides he to can hold out longer, and pumps 20more EL into his attack, making his attack a total of 35EL, overthrowing the 20EL of attacker. Attacker realizes doesn't have enough power to meat the 125% minimum to push the blast back, so tosses another blast into the mix, equal to 15EL, thus making his blast equal to defenders, thus ending the duel. NOTE: Beyond the initial struggle, you aren't restricted to EL in a lvl1 attack, you may but in as much as 50% of your max EL into the blast, at any one time.
(Note: Whomever wins the power struggle, that person gets to go again, since the extreme blast disorients that person's opponent. If the struggle is ended by the blasts being destroyed, the fight continues as normal. Also, once a power struggle is initiated, you lose the opportunity to block!) Another issue that was brought up, say its a 2v1 attack, and 2 people are in a struggle, the third CANNOT attack the opponent, because too much energy is around him to get any attack through.
Curse of the Genie- Traps opponent in jar for 60 days, or until released, however kills user permanently. ONLY 3 ways to be released #1)wished out with the dragonballs #2)60 days pass or finally #3)someone with a PL greater then 125,000 uses 1 of their attacks to break the bottle.(3 days)
Limb Loss- It is possible to removed another persons limbs, only by "cutting" attacks, no **Ripped of his leg and beat him up with it**, no skill in obtaining that, right. However, you may **Sever his arm off with Dachi Retsuzan, then smack him with it**. Also, don't try to remove limbs every turn, it’s boring and rather cheap. Up to the ref's discretion how often he will allow it. When a limb is lost, your PL and ST are cut down 10% from max, and that is your new base stat, till limb is replaced. (Note: You can't punch someone, if both your arms are on the ground!).
Fusions- You may become one with another player. When this occurs, if it be fusion dance or Kai Earrings, for the Kai Earings your combined stats are tripled, for duration of fusion. Otherwise the fusion dance only adds your Power Levels. All moves are then combined, for total skills. When you return to normal, your current stats are cut in half, and each person gets same stats. Moves are returned to their previous persons, only moves learned while fused are given to both people.